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Champion • Sleuth

About these subclasses

Drawing on superhero archetypes, the Champion is the tough and brave fighter of injustice utilizing their muscles and unshakable morality. The Sleuth is the more patient and cunning hero, piecing together clues and learning their enemies weaknesses in order to more effectively fight them and reveal their corrupt dealings.

Designed for class

Vigilante
Homebrew class
Vigilante
Champion

Champion

Spellcast Trait: Strength

Play the Champion if you want to bring justice through aggression and steadfast dedication.

Foundation

Tough: Gain an additional Hit Point slot.

Judgment: Spend a Hope to make an adversary in Close range temporarily Judged. You gain a bonus on all damage rolls against a Judged adversary equal to your level. If you witness the adversary acting in direct violation of your creed, you do not need to spend a Hope to make them Judged.

Specialization

Determination: Your Vigilante's Creed die becomes a d6.

We Can Do This the Easy Way or the Hard Way: Make a Spellcast Roll against a Judged adversary within Close range. On a success, you offer them a peaceful solution to your current conflict. If they refuse, their Judged condition becomes permanent and each time you force them to mark Hit Points, they must also mark a Stress.

Mastery

Hit 'em Where It Hurts: When you force an adversary to mark Hit Points, spend 2 Hope to make them mark an additional Hit Point. You can only do this once per attack.

Symbol of Hope: Any time you critically succeed while in your Vigilante persona, one ally within Close range may also gain a Hope or clear a Stress.

Sleuth

Sleuth

Spellcast Trait: Instinct

Play the Sleuth if you want to use cunning and guile to outwit your foes.

Foundation

Quick: Gain a +2 bonus to your Evasion.

Intuition: Make a Spellcast Roll against a target within Close range. On a success, the target becomes temporarily Observed. You gain advantage on all Instinct rolls against an Observed target.

Specialization

So Predictable: Mark a Stress to make an Observed target temporarily Studied. A Studied target has disadvantage on all attack rolls against you and you may use your Instinct in place of your Knowledge trait on rolls to analyze or recall information about them. The adversary must clear the Studied condition before they can clear the Observed condition.

Conviction: Once per rest, you can roll your Vigilante's Creed die twice and choose either result.

Mastery

Exploit Weak Spot: Once per long rest, when you succeed on an action roll against a Studied target, you can spend 2 Hope to treat the roll as a critical success. You do not gain a Hope (unless you rolled with Hope) or clear a Stress from this critical success but the players do get to keep the spotlight.

Fear Tactics: While in your Vigilante persona, if you roll a 12 with your Fear die you can gain a Hope or clear a Stress.

Printable cards

Foundation / Specialization / Mastery
Valor domain icon Midnight domain icon
Champion
Vigilante

Champion

Foundation

SPELLCAST TRAIT: Strength

Tough: Gain an additional Hit Point slot.

Judgment: Spend a Hope to make an adversary in Close range temporarily Judged. You gain a bonus on all damage rolls against a Judged adversary equal to your level. If you witness the adversary acting in direct violation of your creed, you do not need to spend a Hope to make them Judged.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Valor domain icon Midnight domain icon
Champion
Vigilante

Champion

Specialization

Determination: Your Vigilante's Creed die becomes a d6.

We Can Do This the Easy Way or the Hard Way: Make a Spellcast Roll against a Judged adversary within Close range. On a success, you offer them a peaceful solution to your current conflict. If they refuse, their Judged condition becomes permanent and each time you force them to mark Hit Points, they must also mark a Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Valor domain icon Midnight domain icon
Champion
Vigilante

Champion

Mastery

Hit 'em Where It Hurts: When you force an adversary to mark Hit Points, spend 2 Hope to make them mark an additional Hit Point. You can only do this once per attack.

Symbol of Hope: Any time you critically succeed while in your Vigilante persona, one ally within Close range may also gain a Hope or clear a Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Valor domain icon Midnight domain icon
Sleuth
Vigilante

Sleuth

Foundation

SPELLCAST TRAIT: Instinct

Quick: Gain a +2 bonus to your Evasion.

Intuition: Make a Spellcast Roll against a target within Close range. On a success, the target becomes temporarily Observed. You gain advantage on all Instinct rolls against an Observed target.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Valor domain icon Midnight domain icon
Sleuth
Vigilante

Sleuth

Specialization

So Predictable: Mark a Stress to make an Observed target temporarily Studied. A Studied target has disadvantage on all attack rolls against you and you may use your Instinct in place of your Knowledge trait on rolls to analyze or recall information about them. The adversary must clear the Studied condition before they can clear the Observed condition.

Conviction: Once per rest, you can roll your Vigilante's Creed die twice and choose either result.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Valor domain icon Midnight domain icon
Sleuth
Vigilante

Sleuth

Mastery

Exploit Weak Spot: Once per long rest, when you succeed on an action roll against a Studied target, you can spend 2 Hope to treat the roll as a critical success. You do not gain a Hope (unless you rolled with Hope) or clear a Stress from this critical success but the players do get to keep the spotlight.

Fear Tactics: While in your Vigilante persona, if you roll a 12 with your Fear die you can gain a Hope or clear a Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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