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About these subclasses

One of the subclasses from “Chapo the Dog Screams Into the Void.” Art is under Creative Commons licence, unknown artist.

Designed for class

Witch image
Core class
Witch
Flame

Flame

Spellcast Trait: Instinct

Once, they burned us at the stake. Now, it's our turn.

Foundation

Fire Aura: When an adversary within Very Close range successfully attacks you, mark a Stress to deal 1d6 magic damage back to the them. Against a Hexed target, the damage becomes 1d12 and you do not mark a Stress.

Pyrokinesis: You can manipulate the movement of non-magical flames within Close range.

Specialization

Immolate: Once per session, during your "Commune," you can appeal to the entity you commune with to bring about destruction to a location or individual. Roll 1d6. On a roll of 4 or higher, the location or individual catches fire.

Set Ablaze: When you deal magic damage to a Hexed target, you can mark a Stress to light them temporarily On Fire. A target takes 2d6 damage if it they are still On Fire at the end of their action.

Mastery

Firestorm: Once per rest, make a Spellcast Roll against all adversaries in Close range. Targets you succeed against take d12+8 magic damage using your Proficiency and are temporarily lit On Fire.

One With the Flame: The range of your "Pyrokinesis" increases to Very Far and you can spend a Hope to see and hear through any fire within range as if you were standing in it.

Printable cards

Foundation / Specialization / Mastery
Flame
Witch

Flame

Foundation

SPELLCAST TRAIT: Instinct

Fire Aura: When an adversary within Very Close range successfully attacks you, mark a Stress to deal 1d6 magic damage back to the them. Against a Hexed target, the damage becomes 1d12 and you do not mark a Stress.

Pyrokinesis: You can manipulate the movement of non-magical flames within Close range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Flame
Witch

Flame

Specialization

Immolate: Once per session, during your "Commune," you can appeal to the entity you commune with to bring about destruction to a location or individual. Roll 1d6. On a roll of 4 or higher, the location or individual catches fire.

Set Ablaze: When you deal magic damage to a Hexed target, you can mark a Stress to light them temporarily On Fire. A target takes 2d6 damage if it they are still On Fire at the end of their action.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Flame
Witch

Flame

Mastery

Firestorm: Once per rest, make a Spellcast Roll against all adversaries in Close range. Targets you succeed against take d12+8 magic damage using your Proficiency and are temporarily lit On Fire.

One With the Flame: The range of your "Pyrokinesis" increases to Very Far and you can spend a Hope to see and hear through any fire within range as if you were standing in it.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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