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Power Knight • Saboteur • The Runecarver

Subclasses Designed by Theia

About these subclasses

The Power Knight is an artificer that infuses their equipment to enhance their strikes and move enemies around the battlefield.
The Saboteur is a dynamic debuff subclass that uses trickery to disarm their enemies and helps their allies avoid damage.
The Runecarver enhances themselves and their allies by etching magical runes into their gear.

Designed for class

Artificer
Homebrew class
Artificer

Subclass details

Power Knight

Power Knight

Spell trait: Knowledge

A magically powered Frontliner

Foundation
Tier 1

Empowered Strikes: When you roll an Attack Roll, tick your Ingenuity Die up by 2 and add a +2 to the result. If you hit, increase your weapon's damage by 1 for this attack.

If you miss, the Ingenuity Die resets to the value before your move.  

 

Specialization
Tier 2

Kinetic Redirection: Whenever you take damage in combat, you can mark a stress to put a number of tokens on this card equal to the number of hit points you mark. When you hit an enemy, you can spend any number of tokens to deal extra damage equal to the number of tokens spent. The number of tokens on this card resets to 0 on a long rest.

Mastery
Tier 3

Breath of the Forge: Spend 3 Hope and choose up to 5 enemies within Close range. Each target takes 6d4 points of mag damage. Hordes count as 2 adversaries but take double damage from this attack.

Saboteur

Saboteur

Spell trait: Finesse

Play the saboteur to counter your enemies' every move.

Foundation
Tier 1

Bag of Tricks: When you or an ally within Close range fails on a reaction roll triggered by an adversary, you can tick your Ingenuity Die up by 2 and add +4 to the roll. If the roll is a success, the character rolling can immediately move away up to Close range. 

Specialization
Tier 2

Booby Trap: When an adversary moves within Melee or Very Close range from you, you can mark to 2 Hope to restrain them (they have the restrained condition). You decide whether the adversary is trapped at Melee/Very Close/Close range.

Mastery
Tier 3

Ultimate Sabotage: Whenever the GM spends Fear to activate an adversary OR to activate a Fear ability of an adversary within Far range, you can spend 1 Hope to force the GM to spend an additional fear.

The Runecarver

The Runecarver

Spell trait: Finesse

Empower your allies with enhanced gear.

Foundation
Tier 1

Infuser: As a long rest move, you tinker with a number of items (weapons, armor, shields etc.) equal to your Tier plus 1.

Every item gains one of the Adaptations listed below until you take this move again. 

Rune of Endurance: The item now grants an additional armor slot.

Rune of Reach: The item increase the range of all melee attacks from Melee to Very Close.

Specialization
Tier 2

Journeyman Infuser: You learn new Magical Adaptations to enhance your allies.  

Rune of Camouflage: The wielder gains a +1 to their Evasion. This benefit doesn't stack if used multiple times.

Rune of Arcane Conduction: All phy damage dealt by the wielder of the item is converted to mag damage. Weapon attacks of the wielder deal an additional 3 points of mag damage.

Mastery
Tier 3

Master Infuser: You learn new Magical Adaptations to enhance your allies.  

Rune of Celerity: The wielder can move to adversaries in Far range instead of Close range without an Agility roll.  

Rune of Martial Versatility: (Weapons only) You change the trait used in the attack roll to one of your choice and the weapon loses the spellcasting trait requirement if it has one.

Printable cards

Foundation / Specialization / Mastery
Power Knight
Artificer

Power Knight

Foundation

SPELLCAST TRAIT: Knowledge

Empowered Strikes: When you roll an Attack Roll, tick your Ingenuity Die up by 2 and add a +2 to the result. If you hit, increase your weapon's damage by 1 for this attack.

If you miss, the Ingenuity Die resets to the value before your move.  

 

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Power Knight
Artificer

Power Knight

Specialization

Kinetic Redirection: Whenever you take damage in combat, you can mark a stress to put a number of tokens on this card equal to the number of hit points you mark. When you hit an enemy, you can spend any number of tokens to deal extra damage equal to the number of tokens spent. The number of tokens on this card resets to 0 on a long rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Power Knight
Artificer

Power Knight

Mastery

Breath of the Forge: Spend 3 Hope and choose up to 5 enemies within Close range. Each target takes 6d4 points of mag damage. Hordes count as 2 adversaries but take double damage from this attack.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Saboteur
Artificer

Saboteur

Foundation

SPELLCAST TRAIT: Finesse

Bag of Tricks: When you or an ally within Close range fails on a reaction roll triggered by an adversary, you can tick your Ingenuity Die up by 2 and add +4 to the roll. If the roll is a success, the character rolling can immediately move away up to Close range. 

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Saboteur
Artificer

Saboteur

Specialization

Booby Trap: When an adversary moves within Melee or Very Close range from you, you can mark to 2 Hope to restrain them (they have the restrained condition). You decide whether the adversary is trapped at Melee/Very Close/Close range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Saboteur
Artificer

Saboteur

Mastery

Ultimate Sabotage: Whenever the GM spends Fear to activate an adversary OR to activate a Fear ability of an adversary within Far range, you can spend 1 Hope to force the GM to spend an additional fear.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
The Runecarver
Artificer

The Runecarver

Foundation

SPELLCAST TRAIT: Finesse

Infuser: As a long rest move, you tinker with a number of items (weapons, armor, shields etc.) equal to your Tier plus 1.

Every item gains one of the Adaptations listed below until you take this move again. 

Rune of Endurance: The item now grants an additional armor slot.

Rune of Reach: The item increase the range of all melee attacks from Melee to Very Close.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
The Runecarver
Artificer

The Runecarver

Specialization

Journeyman Infuser: You learn new Magical Adaptations to enhance your allies.  

Rune of Camouflage: The wielder gains a +1 to their Evasion. This benefit doesn't stack if used multiple times.

Rune of Arcane Conduction: All phy damage dealt by the wielder of the item is converted to mag damage. Weapon attacks of the wielder deal an additional 3 points of mag damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
The Runecarver
Artificer

The Runecarver

Mastery

Master Infuser: You learn new Magical Adaptations to enhance your allies.  

Rune of Celerity: The wielder can move to adversaries in Far range instead of Close range without an Agility roll.  

Rune of Martial Versatility: (Weapons only) You change the trait used in the attack roll to one of your choice and the weapon loses the spellcasting trait requirement if it has one.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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