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IRONBARK • ROLLNUT

Subclasses Designed by HolySrulik

About these subclasses

— IRONBARK —
Overview: The Ironbark is a Walnut who has committed completely
to the immovable wall fantasy. Where the base class already has
the highest thresholds in the roster, Ironbark stacks more on
top — Living Bulwark adds +1 to both thresholds every action you
stay still, Anchor makes you literally impossible to reposition
once Vengeful Shell fires, and Bedrock turns your near-death
moment into a damage burst and a scene-long damage reduction.
The Ironbark gets better the longer a fight lasts and the more
hits they take.

Playstyle: Find the chokepoint on the first action of every
combat, plant your feet, and never leave. Living Bulwark’s
threshold bonus only applies when you haven’t moved, so
mobility is your dump stat — Anchor makes that a feature rather
than a bug by trapping adversaries in your Melee range. The
double Vengeful Shell trigger on melee hits means you can stack
Endure and Force simultaneously, or Endure twice, or Retaliate
and Steady in a single hit. At Mastery, hold Bedrock until you
absolutely have to — but don’t wait so long that you miss the
window. 1d10 × Proficiency retaliation damage plus a scene-long
threshold reduction is the most powerful single moment any class
in the roster can have.

— ROLLNUT —
Overview: The Rollnut is a Walnut who has traded the wall for
the wrecking ball. Rolling Form converts the Walnut’s bulk into
kinetic energy — movement through enemy spaces deals Hit Points,
Momentum Strike adds burst damage on charge attacks, and
Avalanche is one of the most dramatic Mastery features in the
entire roster: Very Far range movement, Proficiency × 2 damage
to every adversary in the path, and Prone on failure. The
Rollnut gives up some of the base class’s defensive identity
in exchange for being the most mobile tank in the game.

Playstyle: Rolling Form’s -2 Evasion is the central tension.
Early game, manage it carefully — enter Rolling Form when you
know you’re about to move through multiple adversaries, revert
when you need to hold a position. Unstoppable Force erases the
Evasion penalty entirely, which is when the Rollnut becomes
genuinely dangerous. From that point forward, stay in Rolling
Form permanently and never stop moving. Momentum Strike’s +1d8
stacks with Vengeful Shell’s Force option for a single-turn
damage spike that rivals any class in the homebrew.

Designed for class

Homebrew class
Walnut

Subclass details

IRONBARK

Spell trait: Strength

Take every hit, get stronger with each one, and never move

Foundation
Tier 1

Living Bulwark: When you haven't moved since your last action,

gain +1 to both your Major and Severe damage thresholds.

Additionally, when you mark a Hit Point from a melee attack, you

can trigger your Vengeful Shell twice instead of once (choose two

different effects, or the same effect twice)

Reactive Plating: When an adversary within Melee range hits you

with a successful attack, you can mark a Stress to immediately

deal damage to them equal to your Strength modifier + Proficiency

as physical damage (apply directly to their damage thresholds —

no attack roll needed)

Specialization
Tier 2

Crushing Weight: Your Vengeful Shell Retaliate option is

enhanced: the adversary marks Hit Points equal to your Proficiency

(instead of the standard damage) and becomes temporarily

Vulnerable

Anchor: Once you have triggered Vengeful Shell this scene, you

cannot be moved, knocked back, or forcibly repositioned by any

means until you voluntarily move from your current position. The

effect ends as soon as you choose to move — and can be

re-triggered by another Vengeful Shell mark later in the scene.

Additionally, when an adversary tries to leave your Melee range,

you can mark a Stress to force them to succeed on a Strength Roll

(14) or fail to leave

Mastery
Tier 3

Bedrock: Once per long rest, when you would mark your last Hit

Point, you can mark 2 Stress to remain at 1 Hit Point instead.

Then deal 1d10 × your Proficiency damage to any single adversary

within Melee range as your shell shatters and reforms around you.

Until the end of the scene, you reduce all incoming damage by one

threshold severity.

ROLLNUT

Spell trait: Strength

Trade the immovable wall for an unstoppable boulder — mobility, momentum, and damage through movement

Foundation
Tier 1

Rolling Form: As an action, mark a Stress to enter Rolling Form.

You remain in Rolling Form until you take a free action to revert

or the scene ends. While in Rolling Form:

• You can move up to Far range as part of any action

• When you move through an adversary's space, they must make a

Reaction Roll (14) or mark 1 Hit Point and be knocked back to

Close range of their original position

• Your Evasion decreases by 2

• You cannot make ranged attacks

Momentum Strike: When you move at least Close range in a single

action and then make a successful melee attack, add +1d8 to your

damage roll. The target must make a Reaction Roll (12) or be

knocked back to Close range

Specialization
Tier 2

Devastating Roll: Your Rolling Form is enhanced. When you move

through adversaries' spaces, they mark Hit Points equal to your

Proficiency on a failed Reaction Roll (instead of just 1). On a

success, they mark 1 Hit Point. You can pass through up to your

Proficiency in adversaries during a single roll

Unstoppable Force: While in Rolling Form, you ignore the -2

Evasion penalty, you cannot be moved or repositioned by enemy

effects, and you can ram through obstacles smaller than a wall

(doors, barriers, cover) as if they weren't there

Mastery
Tier 3

Avalanche: Once per long rest, mark 2 Stress to enter Avalanche

state until the end of the scene. While in Avalanche state:

• You are continuously in Rolling Form with all of Unstoppable

Force's benefits

• You can move up to Very Far range as part of any action

• All adversaries you move through must make a Reaction Roll

(15); on a failure they mark 2× Proficiency Hit Points and are

knocked Prone

Printable cards

Foundation / Specialization / Mastery
Walnut

IRONBARK

Foundation

SPELLCAST TRAIT: Strength

Living Bulwark: When you haven't moved since your last action,

gain +1 to both your Major and Severe damage thresholds.

Additionally, when you mark a Hit Point from a melee attack, you

can trigger your Vengeful Shell twice instead of once (choose two

different effects, or the same effect twice)

Reactive Plating: When an adversary within Melee range hits you

with a successful attack, you can mark a Stress to immediately

deal damage to them equal to your Strength modifier + Proficiency

as physical damage (apply directly to their damage thresholds —

no attack roll needed)

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Walnut

IRONBARK

Specialization

Crushing Weight: Your Vengeful Shell Retaliate option is

enhanced: the adversary marks Hit Points equal to your Proficiency

(instead of the standard damage) and becomes temporarily

Vulnerable

Anchor: Once you have triggered Vengeful Shell this scene, you

cannot be moved, knocked back, or forcibly repositioned by any

means until you voluntarily move from your current position. The

effect ends as soon as you choose to move — and can be

re-triggered by another Vengeful Shell mark later in the scene.

Additionally, when an adversary tries to leave your Melee range,

you can mark a Stress to force them to succeed on a Strength Roll

(14) or fail to leave

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Walnut

IRONBARK

Mastery

Bedrock: Once per long rest, when you would mark your last Hit

Point, you can mark 2 Stress to remain at 1 Hit Point instead.

Then deal 1d10 × your Proficiency damage to any single adversary

within Melee range as your shell shatters and reforms around you.

Until the end of the scene, you reduce all incoming damage by one

threshold severity.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Walnut

ROLLNUT

Foundation

SPELLCAST TRAIT: Strength

Rolling Form: As an action, mark a Stress to enter Rolling Form.

You remain in Rolling Form until you take a free action to revert

or the scene ends. While in Rolling Form:

• You can move up to Far range as part of any action

• When you move through an adversary's space, they must make a

Reaction Roll (14) or mark 1 Hit Point and be knocked back to

Close range of their original position

• Your Evasion decreases by 2

• You cannot make ranged attacks

Momentum Strike: When you move at least Close range in a single

action and then make a successful melee attack, add +1d8 to your

damage roll. The target must make a Reaction Roll (12) or be

knocked back to Close range

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Walnut

ROLLNUT

Specialization

Devastating Roll: Your Rolling Form is enhanced. When you move

through adversaries' spaces, they mark Hit Points equal to your

Proficiency on a failed Reaction Roll (instead of just 1). On a

success, they mark 1 Hit Point. You can pass through up to your

Proficiency in adversaries during a single roll

Unstoppable Force: While in Rolling Form, you ignore the -2

Evasion penalty, you cannot be moved or repositioned by enemy

effects, and you can ram through obstacles smaller than a wall

(doors, barriers, cover) as if they weren't there

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Walnut

ROLLNUT

Mastery

Avalanche: Once per long rest, mark 2 Stress to enter Avalanche

state until the end of the scene. While in Avalanche state:

• You are continuously in Rolling Form with all of Unstoppable

Force's benefits

• You can move up to Very Far range as part of any action

• All adversaries you move through must make a Reaction Roll

(15); on a failure they mark 2× Proficiency Hit Points and are

knocked Prone

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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