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Astral voyager • Astrum Knight

Subclasses Designed by Vin the Liche

About these subclasses

Choose either the Astral voyager or the Astrum knight class.

Designed for class

Homebrew class
Astromancer

Subclass details

Astral voyager

Spell trait: Instinct

Play the Astral Voyager if you want to manipulate the laws of reality to your favor to get closer to the truths of this world.

Foundation
Tier 1

Nano-star: Mark a Stress you can summon a star mote of the size of your palm, it can illuminate to even farther distance, rolling a 1d2 dice you can inbuy it with one of two blessings: (1) Sun: when the mote is vanquished or destroyed it can blind enemies at very close range, applying Vulnerable to two adversaries. (2) Moon: rolling a spellcast roll (15), The light can reveal hidden adversaries or objects, when it reveals an adversary they take 1d10 magic damage.

Specialization
Tier 2

The laws of the beyond: Your understanding of the universal laws let you bend them at your will… Mark a Stress so you can roll a Spellcast roll against an adversary to lift them from the ground making them Vulnerable until they are hit 3 times. Or you can mark a Stress to describe how you use gravity magic to help an ally evade an attack, when you do, roll a d6 and add the result to their evasion against the attack.

Mastery
Tier 3

The power of the great beyond: once per long rest, channel the energies of the stars through your body, when you do, describe how it happens and choose one the following benefits to gain until your next rest: The void: whenever you succed an attack you can add d6 damage to your roll. The touch: whenever you succed an attack you can spend a hope to heal a d6 dice to an ally or yourself.

Astrum Knight

Play the Astrum Knight if you wish to manifest the power of the stars and the great beyond to defeat your opponents and help your allies achieve victory.

Foundation
Tier 1

The Aspects blessing: Mark a Stress to channel one of the blessings of the astral aspects until you take Severe damage or until your next rest. The brightest: You can spend 1 Hope to roll a 1d3 to heal Hit points of an ally or yourself. The Certainty: Choose between yourself or an ally, they gain +2 to their damage rolls. The Wish: When an attack roll succeds agains you, you can reroll your evasion dice. The Dream: when one of your rolls gives Fear you can clear one Stress from you or an ally

Specialization
Tier 2

Will of the stars: When you hold weapons with Strength trait in your hands they change to Instinct trait. Astral blast: channeling the power of above, you can spend 1 Hope to make a spellcast roll against an adversary to burn them with the power of a comet, damaging them 2d10 magic attack

Mastery
Tier 3

A paragon of the stars: you are their knight, honor their guidance, gain permanently +2 to your severe damage thresholds. Once per long rest, recieve one of the following effects until your next rest. The brightest: when you roll a Critic, the GM loses 1 fear and the objective becomes vulnerable The Certainty: when one attack is sucessful, you can spend 1 Hope to make your enemy mark 1 Stress. The Wish: gain +2 to your evasion dice. The Dream: +2 to your spellcast dice.

Printable cards

Foundation / Specialization / Mastery
Astromancer

Astral voyager

Foundation

SPELLCAST TRAIT: Instinct

Nano-star: Mark a Stress you can summon a star mote of the size of your palm, it can illuminate to even farther distance, rolling a 1d2 dice you can inbuy it with one of two blessings: (1) Sun: when the mote is vanquished or destroyed it can blind enemies at very close range, applying Vulnerable to two adversaries. (2) Moon: rolling a spellcast roll (15), The light can reveal hidden adversaries or objects, when it reveals an adversary they take 1d10 magic damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Astromancer

Astral voyager

Specialization

The laws of the beyond: Your understanding of the universal laws let you bend them at your will… Mark a Stress so you can roll a Spellcast roll against an adversary to lift them from the ground making them Vulnerable until they are hit 3 times. Or you can mark a Stress to describe how you use gravity magic to help an ally evade an attack, when you do, roll a d6 and add the result to their evasion against the attack.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Astromancer

Astral voyager

Mastery

The power of the great beyond: once per long rest, channel the energies of the stars through your body, when you do, describe how it happens and choose one the following benefits to gain until your next rest: The void: whenever you succed an attack you can add d6 damage to your roll. The touch: whenever you succed an attack you can spend a hope to heal a d6 dice to an ally or yourself.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Astromancer

Astrum Knight

Foundation

The Aspects blessing: Mark a Stress to channel one of the blessings of the astral aspects until you take Severe damage or until your next rest. The brightest: You can spend 1 Hope to roll a 1d3 to heal Hit points of an ally or yourself. The Certainty: Choose between yourself or an ally, they gain +2 to their damage rolls. The Wish: When an attack roll succeds agains you, you can reroll your evasion dice. The Dream: when one of your rolls gives Fear you can clear one Stress from you or an ally

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Astromancer

Astrum Knight

Specialization

Will of the stars: When you hold weapons with Strength trait in your hands they change to Instinct trait. Astral blast: channeling the power of above, you can spend 1 Hope to make a spellcast roll against an adversary to burn them with the power of a comet, damaging them 2d10 magic attack

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Astromancer

Astrum Knight

Mastery

A paragon of the stars: you are their knight, honor their guidance, gain permanently +2 to your severe damage thresholds. Once per long rest, recieve one of the following effects until your next rest. The brightest: when you roll a Critic, the GM loses 1 fear and the objective becomes vulnerable The Certainty: when one attack is sucessful, you can spend 1 Hope to make your enemy mark 1 Stress. The Wish: gain +2 to your evasion dice. The Dream: +2 to your spellcast dice.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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