Skip to content

Vessel Keeper • Corrupter • Enchanting • Shaper

About these subclasses

The Vessel Keeper heals, traps, and at later levels, can hide you.
The Corrupter gives you more power to play with at a price, often times by giving the GM more Fear.
The Enchanting charms their foes, and uses their charms to their advantage.
The Shaper uses the elements to improve their Magic Hands.

Designed for class

Homebrew class
Genie Tamer

Vessel Keeper

Spellcast Trait: Knowledge

Use your genie's vessel to heal, trap, and cause confusion.

Foundation

Revival Retreat: Once per session, when you mark your last Hit Point, you may choose to go into your genie’s vessel, and clear a number of Hit Points equal to your Knowledge Trait, and reemerge.

Handy Capture: Whenever you use your Magic Touch feature to restrain a target, you may instead capture the target in your genie’s vessel. You may only capture one creature at a time.  The capture ends at the end of your next rest, or if the GM spends a number of Fear equal to your Knowledge trait. You may release any captured creature at any point.

Specialization

Group Retreat: Whenever someone else within Close range marks their last Hit Point, you may Mark a Stress, and make a spellcast roll (15). On a success, they get teleported into your vessel, clear a number of Hit Points equal to your Knowledge trait, and reemerge.

Smoke and Mirrors: Mark a Stress to escape into your vessel, gaining the Hidden condition. Your genie may move you within Close range. You maintain the Hidden condition until you make a number of action rolls equal to your Knowledge trait. Once you do so, you emerge from the vessel

Mastery

Auspicious Retreat: You may use your Revival Retreat feature twice per session. Additionally, whenever you use your Revival Retreat, or your Group Retreat features, the creature benefiting may also gain 1d4 Hope, or clear 1d4 Stress.

Catch and Release: Whenever you use your Handy Capture ability, if you release the creature, you may Mark a Stress, and make a Spellcast roll against the creature. On a success, the creature obeys your command for a number of action rolls equal to your Knowledge Trait.

Corrupter

Spellcast Trait: Presence

Gain additional power at a cost.

Foundation

The Price of Power: Whenever you use your Wishcasting ability, you may make it a Critical Success, but the GM gains a Fear.

Exhaustive Power: Whenever you make a successful attack, Mark a Stress to add a level of Proficiency.

Specialization

Tainted Wish: Whenever you force a creature to mark their last Hit Point, you may gain a Wishcasting token.

Cursed Touch: Whenever you use your Magic Touch ability, you may Spend an additional Hope to clear one Hit Point. You may instead clear a number of Hit Points equal to the amount the target marked, but the GM gains a Fear.

Mastery

Corruptive Success:  Mark 2 Stress. Until the scene ends, whenever you roll with Fear, it always counts as a success.

Cursed Power: Whenever you use your Exhaustive Power ability, you may choose not to Mark a Stress, but if you do, the GM gains a Fear.

Enchanting

Spellcast Trait: Presence

Use your enchanting energy to charm foes, and gain the upper hand.

Foundation

Charm Offensive: Whenever you make a successful attack, you may Mark a Stress to force the Target to make a reaction roll (14). On a failure, the creature is Charmed by you, and has disadvantage on attacks against you, and you gain advantage on all rolls against them. You may Charm a number of creatures equal to your Presence trait. The Charmed condition ends if you attack the creature, the GM spends a number of Fear equal to your Presence trait, or the creature marks its last Hit Point.

Specialization

Charm Defensive: Whenever you mark an Armor Slot, Mark a Stress to force the attacking creature to make a reaction roll (15). On a failure, the creature becomes Charmed.

The Art of Seduction: You may spend a long rest Downtime activity teaching everyone you rest with how to Charm others. You may spend a short rest Downtime activity teaching a number of people up to your Presence trait who you are resting with how to Charm others. Whoever you teach may use your Charm Offensive ability until your next rest.

Mastery

Wishful Teasing: You may automatically end the Charmed condition on a target. When you do so, you may gain a Wishcasting token.

Crushing Dreams: When you attack a Charmed creature, you may roll a d8 as your advantage die. If you make a successful attack roll against a Charmed creature, you may add a level of Proficiency to the damage roll.

Shaper

Spellcast Trait: Instinct

Harness the elements with your Magic Hands.

Foundation

Elemental Hands: When you use your Magic Hands ability to do additional damage, your additional damage die becomes 1d10. When you use your Magic Hands ability to restrain the target, you may choose one of the following effects:

  • Air: On a failed reaction roll, you may move the target anywhere within Close range.

  • Water: On a failed reaction roll, you may clear 1 Hit Point.

  • Earth: On a failed reaction roll, the target also marks a Stress.

  • Fire: On a failed reaction roll, the target also takes the additional magic damage.

Specialization

Embody Elements: Mark a Stress, and Make a Spellcast roll (16). On a success, you gain a number of Armor Slots equal to your Instinct trait. You mark these slots first, and they may not be cleared. They last until your next rest. When you mark one of these Armor Slots, you may force the attacker to make a reaction roll (15). On a failure, they take d8 + your Instinct Trait magic damage using your proficiency.

Mastery

Elemental Handshake: Your Elemental Hands improve. Now when you use your Magic Hands ability to do additional damage, your additional damage die becomes 2d10. When you use your Magic Hands ability to restrain the target, you may choose 2 of the options.

Printable cards

Foundation / Specialization / Mastery
Codex domain icon Summon domain icon
Genie Tamer

Vessel Keeper

Foundation

SPELLCAST TRAIT: Knowledge

Revival Retreat: Once per session, when you mark your last Hit Point, you may choose to go into your genie’s vessel, and clear a number of Hit Points equal to your Knowledge Trait, and reemerge.

Handy Capture: Whenever you use your Magic Touch feature to restrain a target, you may instead capture the target in your genie’s vessel. You may only capture one creature at a time.  The capture ends at the end of your next rest, or if the GM spends a number of Fear equal to your Knowledge trait. You may release any captured creature at any point.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Summon domain icon
Genie Tamer

Vessel Keeper

Specialization

Group Retreat: Whenever someone else within Close range marks their last Hit Point, you may Mark a Stress, and make a spellcast roll (15). On a success, they get teleported into your vessel, clear a number of Hit Points equal to your Knowledge trait, and reemerge.

Smoke and Mirrors: Mark a Stress to escape into your vessel, gaining the Hidden condition. Your genie may move you within Close range. You maintain the Hidden condition until you make a number of action rolls equal to your Knowledge trait. Once you do so, you emerge from the vessel

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Summon domain icon
Genie Tamer

Vessel Keeper

Mastery

Auspicious Retreat: You may use your Revival Retreat feature twice per session. Additionally, whenever you use your Revival Retreat, or your Group Retreat features, the creature benefiting may also gain 1d4 Hope, or clear 1d4 Stress.

Catch and Release: Whenever you use your Handy Capture ability, if you release the creature, you may Mark a Stress, and make a Spellcast roll against the creature. On a success, the creature obeys your command for a number of action rolls equal to your Knowledge Trait.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Summon domain icon
Genie Tamer

Corrupter

Foundation

SPELLCAST TRAIT: Presence

The Price of Power: Whenever you use your Wishcasting ability, you may make it a Critical Success, but the GM gains a Fear.

Exhaustive Power: Whenever you make a successful attack, Mark a Stress to add a level of Proficiency.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Summon domain icon
Genie Tamer

Corrupter

Specialization

Tainted Wish: Whenever you force a creature to mark their last Hit Point, you may gain a Wishcasting token.

Cursed Touch: Whenever you use your Magic Touch ability, you may Spend an additional Hope to clear one Hit Point. You may instead clear a number of Hit Points equal to the amount the target marked, but the GM gains a Fear.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Summon domain icon
Genie Tamer

Corrupter

Mastery

Corruptive Success:  Mark 2 Stress. Until the scene ends, whenever you roll with Fear, it always counts as a success.

Cursed Power: Whenever you use your Exhaustive Power ability, you may choose not to Mark a Stress, but if you do, the GM gains a Fear.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Summon domain icon
Genie Tamer

Enchanting

Foundation

SPELLCAST TRAIT: Presence

Charm Offensive: Whenever you make a successful attack, you may Mark a Stress to force the Target to make a reaction roll (14). On a failure, the creature is Charmed by you, and has disadvantage on attacks against you, and you gain advantage on all rolls against them. You may Charm a number of creatures equal to your Presence trait. The Charmed condition ends if you attack the creature, the GM spends a number of Fear equal to your Presence trait, or the creature marks its last Hit Point.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Summon domain icon
Genie Tamer

Enchanting

Specialization

Charm Defensive: Whenever you mark an Armor Slot, Mark a Stress to force the attacking creature to make a reaction roll (15). On a failure, the creature becomes Charmed.

The Art of Seduction: You may spend a long rest Downtime activity teaching everyone you rest with how to Charm others. You may spend a short rest Downtime activity teaching a number of people up to your Presence trait who you are resting with how to Charm others. Whoever you teach may use your Charm Offensive ability until your next rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Summon domain icon
Genie Tamer

Enchanting

Mastery

Wishful Teasing: You may automatically end the Charmed condition on a target. When you do so, you may gain a Wishcasting token.

Crushing Dreams: When you attack a Charmed creature, you may roll a d8 as your advantage die. If you make a successful attack roll against a Charmed creature, you may add a level of Proficiency to the damage roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Summon domain icon
Genie Tamer

Shaper

Foundation

SPELLCAST TRAIT: Instinct

Elemental Hands: When you use your Magic Hands ability to do additional damage, your additional damage die becomes 1d10. When you use your Magic Hands ability to restrain the target, you may choose one of the following effects:

  • Air: On a failed reaction roll, you may move the target anywhere within Close range.

  • Water: On a failed reaction roll, you may clear 1 Hit Point.

  • Earth: On a failed reaction roll, the target also marks a Stress.

  • Fire: On a failed reaction roll, the target also takes the additional magic damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Summon domain icon
Genie Tamer

Shaper

Specialization

Embody Elements: Mark a Stress, and Make a Spellcast roll (16). On a success, you gain a number of Armor Slots equal to your Instinct trait. You mark these slots first, and they may not be cleared. They last until your next rest. When you mark one of these Armor Slots, you may force the attacker to make a reaction roll (15). On a failure, they take d8 + your Instinct Trait magic damage using your proficiency.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Summon domain icon
Genie Tamer

Shaper

Mastery

Elemental Handshake: Your Elemental Hands improve. Now when you use your Magic Hands ability to do additional damage, your additional damage die becomes 2d10. When you use your Magic Hands ability to restrain the target, you may choose 2 of the options.

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.