Knowledge Seeker
About this class
Those who are daring enough to risk their own lives for information and relics are Knowledge Hunters. They have a unique ability to ferret out and utilize ancient texts and artifacts.
Some Knowledge Hunters go out into the remnants of ancient civilizations, delving deep into foreign cultures and worlds, learning their ways and what laid them low. They can then translate this into their own power, able to put what they’ve learned into practise with other cultures and using the items they find to great affect.
Others prefer to study and learn of ancient beings, funnelling aspects of these eldritch beings power into the world. In order to gain more power from these sources more knowledge must be found, driving an obsession that is often ended when the eldritch being finally notices the Hunter, unless they can appease the being in some manner.
Domains
Codex
Midnight
Starting stats
Hope feature
Class features
-
Channel Ancient Power
You may mark any number of Stress. When you do, an ally within Close range gains an equal amount of Hope, and whenever they next succeed on an attack against one or more adversaries, the target becomes temporarily vulnerable. You can do this no more times than your Spellcasting Trait each Session.
Your character taps into an ancient power, unused for generations. The raw energy flows through them, causing their body to vibrate and smoke with the channeled energy, flooding you with strength until you direct it outward. While you are energized by the move it also taxes you greatly.
Class items
- Tool set for traps and investigation
- Multiple Maps of all over
Character questions
Background prompts
Connection prompts
Subclass cards
Printable via header menu
Treasure Delver
Foundation
SPELLCAST TRAIT: Knowledge
Trap Sense: From your time exploring ancient ruins and temples, you have a sixth sense for traps and how they work.
When a trap is identified you can roll knowledge to learn how it works and how it can be disabled, if possible.
Warning Shot: You know when a situation is about to go from bad to worse. The first time in combat an enemy would charge you or an ally make a reaction roll using a trait of your choice against their Difficulty. If it succeeds, they mark 1 stress.
A bag of Trinkets: You have a small collection of magical items you found on your travels.
Either talk with the DM to create 3 items of low power or roll on the Loot table (DaggerHeart Corebook pg 129) 3 times. Twice with 2d12 and once with 3d12, rerolling the same number.
These are your starting trinkets.
Treasure Delver
Specialization
A Sense of Familiarity: You spent so much time in temples, ruins and various other structures you've gained an understanding of who and why they have been built. Make a knowledge roll, on a success the GM will provide helpful information on the area.
You may do this action up to your spellcasting trait per rest.
Cool Under Pressure: You know how to keep your allies focused on the mission even in dire straits, taking on the worry yourself.
When an ally in close range would mark a stress while at maximum stress, you may take it instead. This triggers once per rest.
Treasure Delver
Mastery
Hot Potatoe: You make a stressful situation as much your opponents problem as yours.
If you are going to mark a Stress, you may also mark a stress for a close enemy. You may do this up to your Spellcasting trait times per rest.
Seen It All: Increase your Stress cap by 2.
Always Keep an Ace Up Your Sleeve: You don't survive this long doing what you do with a great deal of luck on your side.
If an ally would make a Risk It All death move, they may use a d20 for the Hope die instead of a d12.
Eldritch Cultist
Foundation
Fear Makes You Strong: You have knowledge of beings a mere mortal should not have, and Fear no longer phases you as it once did, instead being just another thing you can channel to your favour. Whenever you would roll with Fear, you may mark a stress to make the roll pass as if it was a roll with Hope. The DM still gains the Fear, you've just channelled the fear into success for your current action.
Eldritch Cultist
Specialization
Eldritch Infusion: With an increase in knowledge in the Eldritch powers you can feel the unknown flowing into your being. When someone attempts to strike you from afar, the air distorts and geometry bends. Up close your visage blurs into something horrifying and indescribable. Actions against you must roll two Fear dice, picking the lowest option.
Eldritch Cultist
Mastery
A Gods Gaze: You beseech your Eldritch Patron to assist you and your allies, and horrifyingly it does. Your allies are invigorated, your enemies humbled. Once per session all Allies in Close range mark 1 Stress, gain 1d4 Hope, and until your next action they may roll 2 Hope dice and pick which die to use. Enemies within close range are Vulnerable.
Knowledge Seeker
Those who are daring enough to risk their own lives for information and relics are Knowledge Hunters. They have a unique ability to ferret out and utilize ancient texts and artifacts.
Some Knowledge Hunters go out into the remnants of ancient civilizations, delving deep into foreign cultures and worlds, learning their ways and what laid them low. They can then translate this into their own power, able to put what they’ve learned into practise with other cultures and using the items they find to great affect.
Others prefer to study and learn of ancient beings, funnelling aspects of these eldritch beings power into the world. In order to gain more power from these sources more knowledge must be found, driving an obsession that is often ended when the eldritch being finally notices the Hunter, unless they can appease the being in some manner.
Domains
Codex + Midnight
Starting Evasion
11
Starting Hit Points
5
Class Items
- • Tool set for traps and investigation
- • Multiple Maps of all over
Knowledge Seeker’s Hope Feature
Haunting Salve : Spend 3 Hope, Up to three willing creatures within Close range each clear a Stress. You may replace one willing creature with yourself.
Class Features
Channel Ancient Power
You may mark any number of Stress. When you do, an ally within Close range gains an equal amount of Hope, and whenever they next succeed on an attack against one or more adversaries, the target becomes temporarily vulnerable. You can do this no more times than your Spellcasting Trait each Session. Your character taps into an ancient power, unused for generations. The raw energy flows through them, causing their body to vibrate and smoke with the channeled energy, flooding you with strength until you direct it outward. While you are energized by the move it also taxes you greatly.
Knowledge Seeker Subclasses
Choose either the Treasure Delver or Eldritch Cultist subclass.
Treasure Delver
If you want to be a cultural liason with a penchant for exploring ruins, finding and using interesting artifacts
Spellcast Trait
Knowledge
Foundation Features
Trap Sense: From your time exploring ancient ruins and temples, you have a sixth sense for traps and how they work.
When a trap is identified you can roll knowledge to learn how it works and how it can be disabled, if possible.
Warning Shot: You know when a situation is about to go from bad to worse. The first time in combat an enemy would charge you or an ally make a reaction roll using a trait of your choice against their Difficulty. If it succeeds, they mark 1 stress.
A bag of Trinkets: You have a small collection of magical items you found on your travels.
Either talk with the DM to create 3 items of low power or roll on the Loot table (DaggerHeart Corebook pg 129) 3 times. Twice with 2d12 and once with 3d12, rerolling the same number.
These are your starting trinkets.
Specialization Feature
A Sense of Familiarity: You spent so much time in temples, ruins and various other structures you've gained an understanding of who and why they have been built. Make a knowledge roll, on a success the GM will provide helpful information on the area.
You may do this action up to your spellcasting trait per rest.Cool Under Pressure: You know how to keep your allies focused on the mission even in dire straits, taking on the worry yourself.
When an ally in close range would mark a stress while at maximum stress, you may take it instead. This triggers once per rest.
Mastery Feature
Hot Potatoe: You make a stressful situation as much your opponents problem as yours.
If you are going to mark a Stress, you may also mark a stress for a close enemy. You may do this up to your Spellcasting trait times per rest.
Seen It All: Increase your Stress cap by 2.
Always Keep an Ace Up Your Sleeve: You don't survive this long doing what you do with a great deal of luck on your side.
If an ally would make a Risk It All death move, they may use a d20 for the Hope die instead of a d12.
Eldritch Cultist
Those who like to play dangerously with beings beyond their understanding. You gain power but at a cost
Foundation Features
Fear Makes You Strong: You have knowledge of beings a mere mortal should not have, and Fear no longer phases you as it once did, instead being just another thing you can channel to your favour. Whenever you would roll with Fear, you may mark a stress to make the roll pass as if it was a roll with Hope. The DM still gains the Fear, you've just channelled the fear into success for your current action.
Specialization Feature
Eldritch Infusion: With an increase in knowledge in the Eldritch powers you can feel the unknown flowing into your being. When someone attempts to strike you from afar, the air distorts and geometry bends. Up close your visage blurs into something horrifying and indescribable. Actions against you must roll two Fear dice, picking the lowest option.
Mastery Feature
A Gods Gaze: You beseech your Eldritch Patron to assist you and your allies, and horrifyingly it does. Your allies are invigorated, your enemies humbled. Once per session all Allies in Close range mark 1 Stress, gain 1d4 Hope, and until your next action they may roll 2 Hope dice and pick which die to use. Enemies within close range are Vulnerable.
Background Questions
Answer any of the following, or create your own.
—
Connections
Ask one of the following, or improvise.
—
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.