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Treasure Delver • Eldritch Cultist

About these subclasses

For those who seek knowledge, and generally want to be a support class

Treasure Delver

Treasure Delver

Spellcast Trait: Knowledge

If you want to be a cultural liason with a penchant for exploring ruins, finding and using interesting artifacts

Foundation

Trap Sense: From your time exploring ancient ruins and temples, you have a sixth sense for traps and how they work.

When a trap is identified you can roll knowledge to learn how it works and how it can be disabled, if possible.

Warning Shot: You know when a situation is about to go from bad to worse. The first time in combat an enemy would charge you or an ally make a reaction roll using a trait of your choice against their Difficulty. If it succeeds, they mark 1 stress.

A bag of Trinkets: You have a small collection of magical items you found on your travels.

Either talk with the DM to create 3 items of low power or roll on the Loot table (DaggerHeart Corebook pg 129) 3 times. Twice with 2d12 and once with 3d12, rerolling the same number.

These are your starting trinkets.

Specialization

A Sense of Familiarity: You spent so much time in temples, ruins and various other structures you've gained an understanding of who and why they have been built. Make a knowledge roll, on a success the GM will provide helpful information on the area.
You may do this action up to your spellcasting trait per rest.

Cool Under Pressure: You know how to keep your allies focused on the mission even in dire straits, taking on the worry yourself.

When an ally in close range would mark a stress while at maximum stress, you may take it instead. This triggers once per rest.

Mastery

Hot Potatoe: You make a stressful situation as much your opponents problem as yours.

If you are going to mark a Stress, you may also mark a stress for a close enemy. You may do this up to your Spellcasting trait times per rest.

Seen It All: Increase your Stress cap by 2.

Always Keep an Ace Up Your Sleeve: You don't survive this long doing what you do with a great deal of luck on your side.

If an ally would make a Risk It All death move, they may use a d20 for the Hope die instead of a d12.

Eldritch Cultist

Eldritch Cultist

Those who like to play dangerously with beings beyond their understanding. You gain power but at a cost

Foundation

Fear Makes You Strong: You have knowledge of beings a mere mortal should not have, and Fear no longer phases you as it once did, instead being just another thing you can channel to your favour. Whenever you would roll with Fear, you may mark a stress to make the roll pass as if it was a roll with Hope. The DM still gains the Fear, you've just channelled the fear into success for your current action.

Specialization

Eldritch Infusion: With an increase in knowledge in the Eldritch powers you can feel the unknown flowing into your being. When someone attempts to strike you from afar, the air distorts and geometry bends. Up close your visage blurs into something horrifying and indescribable. Actions against you must roll two Fear dice, picking the lowest option.

Mastery

A Gods Gaze: You beseech your Eldritch Patron to assist you and your allies, and horrifyingly it does. Your allies are invigorated, your enemies humbled. Once per session all Allies in Close range mark 1 Stress, gain 1d4 Hope, and until your next action they may roll 2 Hope dice and pick which die to use. Enemies within close range are Vulnerable.

Printable cards

Foundation / Specialization / Mastery
Codex domain icon Midnight domain icon
Treasure Delver
Knowledge Seeker

Treasure Delver

Foundation

SPELLCAST TRAIT: Knowledge

Trap Sense: From your time exploring ancient ruins and temples, you have a sixth sense for traps and how they work.

When a trap is identified you can roll knowledge to learn how it works and how it can be disabled, if possible.

Warning Shot: You know when a situation is about to go from bad to worse. The first time in combat an enemy would charge you or an ally make a reaction roll using a trait of your choice against their Difficulty. If it succeeds, they mark 1 stress.

A bag of Trinkets: You have a small collection of magical items you found on your travels.

Either talk with the DM to create 3 items of low power or roll on the Loot table (DaggerHeart Corebook pg 129) 3 times. Twice with 2d12 and once with 3d12, rerolling the same number.

These are your starting trinkets.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Midnight domain icon
Treasure Delver
Knowledge Seeker

Treasure Delver

Specialization

A Sense of Familiarity: You spent so much time in temples, ruins and various other structures you've gained an understanding of who and why they have been built. Make a knowledge roll, on a success the GM will provide helpful information on the area.
You may do this action up to your spellcasting trait per rest.

Cool Under Pressure: You know how to keep your allies focused on the mission even in dire straits, taking on the worry yourself.

When an ally in close range would mark a stress while at maximum stress, you may take it instead. This triggers once per rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Midnight domain icon
Treasure Delver
Knowledge Seeker

Treasure Delver

Mastery

Hot Potatoe: You make a stressful situation as much your opponents problem as yours.

If you are going to mark a Stress, you may also mark a stress for a close enemy. You may do this up to your Spellcasting trait times per rest.

Seen It All: Increase your Stress cap by 2.

Always Keep an Ace Up Your Sleeve: You don't survive this long doing what you do with a great deal of luck on your side.

If an ally would make a Risk It All death move, they may use a d20 for the Hope die instead of a d12.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Midnight domain icon
Eldritch Cultist
Knowledge Seeker

Eldritch Cultist

Foundation

Fear Makes You Strong: You have knowledge of beings a mere mortal should not have, and Fear no longer phases you as it once did, instead being just another thing you can channel to your favour. Whenever you would roll with Fear, you may mark a stress to make the roll pass as if it was a roll with Hope. The DM still gains the Fear, you've just channelled the fear into success for your current action.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Midnight domain icon
Eldritch Cultist
Knowledge Seeker

Eldritch Cultist

Specialization

Eldritch Infusion: With an increase in knowledge in the Eldritch powers you can feel the unknown flowing into your being. When someone attempts to strike you from afar, the air distorts and geometry bends. Up close your visage blurs into something horrifying and indescribable. Actions against you must roll two Fear dice, picking the lowest option.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Midnight domain icon
Eldritch Cultist
Knowledge Seeker

Eldritch Cultist

Mastery

A Gods Gaze: You beseech your Eldritch Patron to assist you and your allies, and horrifyingly it does. Your allies are invigorated, your enemies humbled. Once per session all Allies in Close range mark 1 Stress, gain 1d4 Hope, and until your next action they may roll 2 Hope dice and pick which die to use. Enemies within close range are Vulnerable.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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