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Dancing Weapon • Soulbound • Weapon Shaper • Dark Defender

About these subclasses

The Dancing Weapon allows for extreme battlefield control.
The Soulbound allows you to give your attacks greater impact.
The Weapon Shaper allows you to switch up battle styles, and use different techniques.
The Dark Defender allows you to take hits easier, and last longer as a result.

Dancing Weapon

Spellcast Trait: Finesse

Use your abilities to control an area of the battlefield with poise, and grace.

Foundation

Dancing: Mark a Stress. Until the end of the scene, you may wield one weapon without burden, and its range extends to Close if it doesn’t already have a range of Close, or farther.

Forceful Dance: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to push them back into Close range.

Specialization

Traveling Dancefloor: Mark a Stress, and make a Spellcast roll (16). On a success, you create an aura that extends to Close range that lasts until the end of the scene. Whenever a creature enters, or leaves, this aura, you may Spend a Hope to force them to make a reaction roll (15). Any Cursed creatures make this roll at disadvantage. On a failure, they take your weapon’s damage.

Traveling Dance: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to switch places with them.

Mastery

Dancing Master: While using your Dancing feature, your Evasion increases by +2. Additionally, when a Cursed creature hits you with an attack, you may Mark a Stress to deal your weapon’s damage to them.

Beguiling Dance: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to force the creature to have disadvantage on attacks against anyone but you for a number of attacks equal to your Finesse Trait.

Soulbound

Spellcast Trait: Instinct

Use the soul that is bound to you to terrify your foes.

Foundation

Bound Unity: You, or your weapon, is bound to the soul of a deceased creature. Work with your GM to determine the nature of this creature, and why you are working with them. During Downtime, you may spend an activity to Commune with this soul. When you do so, roll 1d4, and place a number of tokens on this card equal to the result. Whenever you make a successful attack, you may Spend a Token to Curse the target without Marking a Stress. Clear all unused tokens off at the beginning of your next rest.

Soul Strife: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to force the creature to Mark a Stress.

Specialization

Bound Fury: Whenever you Curse a creature using a token, every successful attack against them benefits from your Baneful Strike.

Soul Shaker: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to force the target to subtract 1d4 from their rolls until the GM spends a Fear to clear the condition.

Mastery

Bound in Battle: Spend 3 Hope to Commune with the soul outside of a rest.

Soul Siphon: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to Clear a Hit Point.

Weapon Shaper

Spellcast Trait: Presence

Use your mystical powers to change your weapon's shape.

Foundation

Shaping: At the beginning of each session, and after every rest, place a number of tokens on this card equal to your Presence Trait. You may spend a token to Shape your weapon. Take the Weapon Shaper Shapes sheet to know what Shapes you can use. It retains its new Shape until the end of the scene, you mark Severe damage, or you mark your last Hit Point.

Restoring Shape: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to gain a Shaping Token.

Specialization

Shaping Focus: Mark a Stress, and Make a Spellcast roll (16). On a success, you regain Shaping tokens up to your Presence Trait.

Changing Shape: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to change your weapon’s Shape without spending a Shaping token.

Mastery

Sustained Shaping: Whenever you Mark Severe damage while your weapon is Shaped, you may Spend a Hope to end the Cursed condition on a creature to maintain your weapon’s Shape.

Withering Shape: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to cause the creature’s next damage roll against you to Mark 1 less Hit Point.

Dark Defender

Spellcast Trait: Strength

Embolden your Defenses to last longer on the battlefield.

Foundation

Armor of Shadows: Whenever you get hit with an attack, Mark a Stress, and roll 1d6. If the result is equal to your Tier, or lower, you take half damage. If the attack is from a Cursed creature, you take no damage.

Darkened Armor: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to add 1d10 to your Damage Thresholds until you get hit next.

Specialization

Soul Collector: Whenever you force a creature to mark its last Hit Point, Spend a Hope, and Make a Spellcast roll (15). On a success, place a token on this Card, as you gain the soul of the creature. If the creature was Cursed, you Clear a Hit Point. You may have a number of these tokens equal to your Strength trait. You may Spend a token to do the following things:

  • On a successful attack, add your Baneful Strike damage, even if the Target isn’t Cursed.

  • Reduce incoming damage by one Threshold.

At the end of the session, clear all unused Tokens.

Darkened Strike: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to cause one of the damage dice on their next successful attack against you to be a 1.

Mastery

Armor of Curses: Your Damage Thresholds increase by the number of creatures you have Cursed. Additionally, you may spend a Hope, and make a spellcast roll (16). On a success, all creatures of your choice within Close range gain the bonus until the end of the scene.

Dark Deflector: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to force their next attack roll to be at Disadvantage. If this causes the attack to fail, the creature becomes Temporarily Vulnerable.

Printable cards

Foundation / Specialization / Mastery
Blade domain icon Dread domain icon
Curse Striker

Dancing Weapon

Foundation

SPELLCAST TRAIT: Finesse

Dancing: Mark a Stress. Until the end of the scene, you may wield one weapon without burden, and its range extends to Close if it doesn’t already have a range of Close, or farther.

Forceful Dance: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to push them back into Close range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Blade domain icon Dread domain icon
Curse Striker

Dancing Weapon

Specialization

Traveling Dancefloor: Mark a Stress, and make a Spellcast roll (16). On a success, you create an aura that extends to Close range that lasts until the end of the scene. Whenever a creature enters, or leaves, this aura, you may Spend a Hope to force them to make a reaction roll (15). Any Cursed creatures make this roll at disadvantage. On a failure, they take your weapon’s damage.

Traveling Dance: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to switch places with them.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Blade domain icon Dread domain icon
Curse Striker

Dancing Weapon

Mastery

Dancing Master: While using your Dancing feature, your Evasion increases by +2. Additionally, when a Cursed creature hits you with an attack, you may Mark a Stress to deal your weapon’s damage to them.

Beguiling Dance: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to force the creature to have disadvantage on attacks against anyone but you for a number of attacks equal to your Finesse Trait.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Blade domain icon Dread domain icon
Curse Striker

Soulbound

Foundation

SPELLCAST TRAIT: Instinct

Bound Unity: You, or your weapon, is bound to the soul of a deceased creature. Work with your GM to determine the nature of this creature, and why you are working with them. During Downtime, you may spend an activity to Commune with this soul. When you do so, roll 1d4, and place a number of tokens on this card equal to the result. Whenever you make a successful attack, you may Spend a Token to Curse the target without Marking a Stress. Clear all unused tokens off at the beginning of your next rest.

Soul Strife: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to force the creature to Mark a Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Blade domain icon Dread domain icon
Curse Striker

Soulbound

Specialization

Bound Fury: Whenever you Curse a creature using a token, every successful attack against them benefits from your Baneful Strike.

Soul Shaker: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to force the target to subtract 1d4 from their rolls until the GM spends a Fear to clear the condition.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Blade domain icon Dread domain icon
Curse Striker

Soulbound

Mastery

Bound in Battle: Spend 3 Hope to Commune with the soul outside of a rest.

Soul Siphon: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to Clear a Hit Point.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Blade domain icon Dread domain icon
Curse Striker

Weapon Shaper

Foundation

SPELLCAST TRAIT: Presence

Shaping: At the beginning of each session, and after every rest, place a number of tokens on this card equal to your Presence Trait. You may spend a token to Shape your weapon. Take the Weapon Shaper Shapes sheet to know what Shapes you can use. It retains its new Shape until the end of the scene, you mark Severe damage, or you mark your last Hit Point.

Restoring Shape: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to gain a Shaping Token.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Blade domain icon Dread domain icon
Curse Striker

Weapon Shaper

Specialization

Shaping Focus: Mark a Stress, and Make a Spellcast roll (16). On a success, you regain Shaping tokens up to your Presence Trait.

Changing Shape: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to change your weapon’s Shape without spending a Shaping token.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Blade domain icon Dread domain icon
Curse Striker

Weapon Shaper

Mastery

Sustained Shaping: Whenever you Mark Severe damage while your weapon is Shaped, you may Spend a Hope to end the Cursed condition on a creature to maintain your weapon’s Shape.

Withering Shape: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to cause the creature’s next damage roll against you to Mark 1 less Hit Point.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Blade domain icon Dread domain icon
Curse Striker

Dark Defender

Foundation

SPELLCAST TRAIT: Strength

Armor of Shadows: Whenever you get hit with an attack, Mark a Stress, and roll 1d6. If the result is equal to your Tier, or lower, you take half damage. If the attack is from a Cursed creature, you take no damage.

Darkened Armor: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to add 1d10 to your Damage Thresholds until you get hit next.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Blade domain icon Dread domain icon
Curse Striker

Dark Defender

Specialization

Soul Collector: Whenever you force a creature to mark its last Hit Point, Spend a Hope, and Make a Spellcast roll (15). On a success, place a token on this Card, as you gain the soul of the creature. If the creature was Cursed, you Clear a Hit Point. You may have a number of these tokens equal to your Strength trait. You may Spend a token to do the following things:

  • On a successful attack, add your Baneful Strike damage, even if the Target isn’t Cursed.

  • Reduce incoming damage by one Threshold.

At the end of the session, clear all unused Tokens.

Darkened Strike: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to cause one of the damage dice on their next successful attack against you to be a 1.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Blade domain icon Dread domain icon
Curse Striker

Dark Defender

Mastery

Armor of Curses: Your Damage Thresholds increase by the number of creatures you have Cursed. Additionally, you may spend a Hope, and make a spellcast roll (16). On a success, all creatures of your choice within Close range gain the bonus until the end of the scene.

Dark Deflector: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to force their next attack roll to be at Disadvantage. If this causes the attack to fail, the creature becomes Temporarily Vulnerable.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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