Skip to content

Child of Power • Child of Playfulness • Child of Learning • Child of Wonder

About these subclasses

The Child of Power uses Strength to forge victory against many foes.
The Child of Playfulness is adept at avoiding attacks, and turning the tables with their strings of fate.
The Child of Learning is an adept student, who learns how to take advantage of many different situations.
The Child of Wonder heals others, and pushes beyond their limits to win battles.

Designed for class

Homebrew class
Fated

Child of Power

Spellcast Trait: Strength

Use your power to command the battlefield to your whims.

Foundation

Bulky: You have maintained pique physical condition, and are imbued with strength. Gain an additional Hit Point Slot.

The Might of Many: Whenever you make a successful attack within Melee range, Mark a Stress to deal d4 + your level damage of your weapon’s damage type to all other adversaries in Melee range.

Specialization

Harnessed Power: Whenever you get hit with an attack, place a d8 on this card. You may have a number of d8s on this card equal to your Strength trait. Whenever you make your next successful attack, you may roll all your d8s, and add the result as Magic damage to the damage roll.

The Might of an Army: Your The Might of Many ability improves. It extends to Very Close range, and the damage increases to d6 + your level damage of your weapon’s damage type.

Mastery

Reflecting Power: After you get hit with an attack, Spend a Hope to force the target to make a reaction roll (16). On a failure, the damage is divided between you, and the attacking creature.

The Might of a Legion: Your The Might of Many ability improves. It extends to Close range, and the damage increases to d8 + your level damage of your weapon’s damage type.

Child of Playfulness

Spellcast Trait: Presence

Control the pace of a battle by avoiding hits, and using the strings of fate to tangle your foes.

Foundation

One Jump Ahead: Gain +1 Evasion

Strings of Fate: Whenever an attack misses you, you may Spend a Hope to force the attacking creature to make a reaction roll (13). On a failure, they become temporarily restrained.

Specialization

Untouchable: Mark a Stress. Attacks against you are made at Disadvantage for a number of attacks equal to your Presence trait. While you are Untouchable, you may add 1d8 Magic damage to damage rolls.

Web of Fate: The reaction roll for your Strings of Fate increases to (14). Additionally, you may spend additional Hope to target additional creatures within Very Close range of the attacking creature; one Hope per additional creature.

Mastery

Mercurial Medicine: Whenever you use your Immortal Soul ability, you may increase your Evasion by 1d4 until your next rest, you use this ability again, or take any damage.

Pulling Strings: The reaction roll for your Strings of Fate increases to (15). Additionally, whenever a creature fails their reaction roll, you may Mark a Stress to pull them into your weapon’s range, and deal your weapon’s damage to them; one Stress per creature.

Child of Learning

Spellcast Trait: Knowledge

Use your wits to gain the upper hand.

Foundation

Applied Knowledge: Spend a Hope, and make a Spellcast roll against a target within Close range. On a success, add 1d8 to all damage rolls against the target a number of times equal to your Knowledge trait.

Scholarly Wisdom: You may use your Immortal Skill ability without Marking a Stress a number of times per rest equal to your Knowledge trait.

Specialization

Smart Aiming: Spend a Hope. Until the end of the scene, all creatures of your choice in Far range gain a bonus to attack, and damage rolls equal to your Knowledge trait.

Knowledge is Power: Whenever you use your Fated Power ability, you may Mark a Stress to give everyone Advantage on their next attack roll.

Mastery

Improved Application: Your Applied Knowledge ability improves. The range extends to Far range, and the damage die becomes 1d10.

Pattern Recognition: Whenever you make a successful attack, Mark a Stress to force the target to make a reaction roll (16). On a failure, their difficulty is lowered by your Knowledge trait.

Child of Wonder

Spellcast Trait: Presence

Heal others, and improve your battlefield tactics.

Foundation

Wondrous Light: Whenever you use your Immortal Soul ability, you may apply it to all creatures of your choice within Very Close range.

Breaking Limits: Spend a Hope, and make a Spellcast roll (14). On a success, whenever you use your Immortal Power ability, your Spellcast Trait is doubled until the end of the scene.

Specialization

Wondrous Flame: Your Wondrous Light feature extends to Close range.

Limitless Light: When you make a successful attack while your Breaking Limits ability is active, you may Mark a Stress to force the target to make a reaction roll (15). On a failure, they become Temporarily Vulnerable.

Mastery

Wondrous Sun: Your Wondrous Light feature extends to Far range. Additionally, all creatures who benefit from it gain advantage on their next roll.

Blinding Light: Spend a Hope, and Make a Spellcast roll against a target. On a success, the target takes d12 + your Presence trait magic damage using your proficiency, and must make a reaction roll (17). On a failure, they subtract your Presence trait from their rolls until the GM spends a number of Fear equal to your Presence trait to clear the condition.

Printable cards

Foundation / Specialization / Mastery
Bone domain icon Star domain icon
Fated

Child of Power

Foundation

SPELLCAST TRAIT: Strength

Bulky: You have maintained pique physical condition, and are imbued with strength. Gain an additional Hit Point Slot.

The Might of Many: Whenever you make a successful attack within Melee range, Mark a Stress to deal d4 + your level damage of your weapon’s damage type to all other adversaries in Melee range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Star domain icon
Fated

Child of Power

Specialization

Harnessed Power: Whenever you get hit with an attack, place a d8 on this card. You may have a number of d8s on this card equal to your Strength trait. Whenever you make your next successful attack, you may roll all your d8s, and add the result as Magic damage to the damage roll.

The Might of an Army: Your The Might of Many ability improves. It extends to Very Close range, and the damage increases to d6 + your level damage of your weapon’s damage type.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Star domain icon
Fated

Child of Power

Mastery

Reflecting Power: After you get hit with an attack, Spend a Hope to force the target to make a reaction roll (16). On a failure, the damage is divided between you, and the attacking creature.

The Might of a Legion: Your The Might of Many ability improves. It extends to Close range, and the damage increases to d8 + your level damage of your weapon’s damage type.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Star domain icon
Fated

Child of Playfulness

Foundation

SPELLCAST TRAIT: Presence

One Jump Ahead: Gain +1 Evasion

Strings of Fate: Whenever an attack misses you, you may Spend a Hope to force the attacking creature to make a reaction roll (13). On a failure, they become temporarily restrained.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Star domain icon
Fated

Child of Playfulness

Specialization

Untouchable: Mark a Stress. Attacks against you are made at Disadvantage for a number of attacks equal to your Presence trait. While you are Untouchable, you may add 1d8 Magic damage to damage rolls.

Web of Fate: The reaction roll for your Strings of Fate increases to (14). Additionally, you may spend additional Hope to target additional creatures within Very Close range of the attacking creature; one Hope per additional creature.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Star domain icon
Fated

Child of Playfulness

Mastery

Mercurial Medicine: Whenever you use your Immortal Soul ability, you may increase your Evasion by 1d4 until your next rest, you use this ability again, or take any damage.

Pulling Strings: The reaction roll for your Strings of Fate increases to (15). Additionally, whenever a creature fails their reaction roll, you may Mark a Stress to pull them into your weapon’s range, and deal your weapon’s damage to them; one Stress per creature.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Star domain icon
Fated

Child of Learning

Foundation

SPELLCAST TRAIT: Knowledge

Applied Knowledge: Spend a Hope, and make a Spellcast roll against a target within Close range. On a success, add 1d8 to all damage rolls against the target a number of times equal to your Knowledge trait.

Scholarly Wisdom: You may use your Immortal Skill ability without Marking a Stress a number of times per rest equal to your Knowledge trait.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Star domain icon
Fated

Child of Learning

Specialization

Smart Aiming: Spend a Hope. Until the end of the scene, all creatures of your choice in Far range gain a bonus to attack, and damage rolls equal to your Knowledge trait.

Knowledge is Power: Whenever you use your Fated Power ability, you may Mark a Stress to give everyone Advantage on their next attack roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Star domain icon
Fated

Child of Learning

Mastery

Improved Application: Your Applied Knowledge ability improves. The range extends to Far range, and the damage die becomes 1d10.

Pattern Recognition: Whenever you make a successful attack, Mark a Stress to force the target to make a reaction roll (16). On a failure, their difficulty is lowered by your Knowledge trait.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Star domain icon
Fated

Child of Wonder

Foundation

SPELLCAST TRAIT: Presence

Wondrous Light: Whenever you use your Immortal Soul ability, you may apply it to all creatures of your choice within Very Close range.

Breaking Limits: Spend a Hope, and make a Spellcast roll (14). On a success, whenever you use your Immortal Power ability, your Spellcast Trait is doubled until the end of the scene.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Star domain icon
Fated

Child of Wonder

Specialization

Wondrous Flame: Your Wondrous Light feature extends to Close range.

Limitless Light: When you make a successful attack while your Breaking Limits ability is active, you may Mark a Stress to force the target to make a reaction roll (15). On a failure, they become Temporarily Vulnerable.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Star domain icon
Fated

Child of Wonder

Mastery

Wondrous Sun: Your Wondrous Light feature extends to Far range. Additionally, all creatures who benefit from it gain advantage on their next roll.

Blinding Light: Spend a Hope, and Make a Spellcast roll against a target. On a success, the target takes d12 + your Presence trait magic damage using your proficiency, and must make a reaction roll (17). On a failure, they subtract your Presence trait from their rolls until the GM spends a number of Fear equal to your Presence trait to clear the condition.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.