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Tough Customer • Cool Hand • Shade Stepper

About these subclasses

The Tough Customer subclass allows you take hits easier, and dish out attacks harder.
The Cool Hand subclass allows you to target one enemy in particular, and allows you to maintain longevity on the field.
The Shade Stepper subclass allows you flexibility on the battlefield, and use your Stress to manipulate the light and shadow to your advantage.

Designed for class

Homebrew class
Mercenary

Subclass details

Tough Customer

Spell trait: Strength

Play as the Tough Customer to take hits better, and deal additional damage.

Foundation
Tier 1

Sonic Impact: Whenever you make a successful attack roll, you may mark a Stress to add 1d8 magic damage to the roll.

Ain't Nuthin': Whenever you use an Armor Slot to reduce damage from Minor to None, you gain advantage on your next roll.

Specialization
Tier 2

Sonic Disruption: The dice for your Sonic Impact increase to 2d8.

Hyper Vengeance: Permanently increase your Damage Thresholds by +2. Whenever you take Severe Damage, you may add 2d12 to your next damage roll.

Mastery
Tier 3

Sonic Force: The dice for your Sonic Impact increase to 3d8.

Clean Hitter: Whenever you use your Burst ability, you may spend an additional Hope to increase the damage die a second level.

Cool Hand

Spell trait: Agility

Play as the Cool Hand for Single-Target assaults, and increased longevity.

Foundation
Tier 1

Stay on Target: Whenever you activate your Burst ability, you may spend another Hope. Until you target another creature, all damage rolls you make against that creature benefit from your Burst ability.

Bullet Time: Spend a Hope to add your Agility modifier to reaction rolls.

Specialization
Tier 2

Reversal: When you get hit by the target of your Stay on Target ability, you gain advantage on your next attack roll against them. When you get hit by a creature who isn’t affected by your Stay on Target feature, you may mark a Stress to activate your Stay on Target ability against them.

Act of Desperation: Whenever you roll with Fear, you may mark a Stress to turn your Hope Die into a d20 for your next roll.

Mastery
Tier 3

Bullseye: Whenever you use your Adrenaline Rush against a target under your Stay on Target ability, you may add another level of Proficiency.

Deathproof: Whenever you have 3 or fewer unmarked Hit Points, you may add your Agility Modifier to your Evasion.

Shade Stepper

Spell trait: Finesse

Play as the Shade Stepper to use light and shadow to your advantage.

Foundation
Tier 1

Blink: You may mark a Stress to activate one of the following abilities:

  • Move into Far range.
  • Add 1d4 to your Evasion against an attack.
  • Gain +2 to attack, and damage rolls.
Specialization
Tier 2

Shadow Sniper: Whenever you cause a target to mark Severe Damage, you Clear a Stress.

Shadow Punisher: When you mark an Armor Slot, spend a Hope to force the attacking creature to make a reaction roll (15). On a failure, the creature becomes temporarily vulnerable.

Mastery
Tier 3

Improved Blink: Your Blink abilities get upgraded:

  • Move into Very Far range.
  • Add 1d6 to Your Evasion against an attack.
  • Gain +4 to attack, and damage rolls.

Printable cards

Foundation / Specialization / Mastery
Mercenary

Tough Customer

Foundation

SPELLCAST TRAIT: Strength

Sonic Impact: Whenever you make a successful attack roll, you may mark a Stress to add 1d8 magic damage to the roll.

Ain't Nuthin': Whenever you use an Armor Slot to reduce damage from Minor to None, you gain advantage on your next roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Mercenary

Tough Customer

Specialization

Sonic Disruption: The dice for your Sonic Impact increase to 2d8.

Hyper Vengeance: Permanently increase your Damage Thresholds by +2. Whenever you take Severe Damage, you may add 2d12 to your next damage roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Mercenary

Tough Customer

Mastery

Sonic Force: The dice for your Sonic Impact increase to 3d8.

Clean Hitter: Whenever you use your Burst ability, you may spend an additional Hope to increase the damage die a second level.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Mercenary

Cool Hand

Foundation

SPELLCAST TRAIT: Agility

Stay on Target: Whenever you activate your Burst ability, you may spend another Hope. Until you target another creature, all damage rolls you make against that creature benefit from your Burst ability.

Bullet Time: Spend a Hope to add your Agility modifier to reaction rolls.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Mercenary

Cool Hand

Specialization

Reversal: When you get hit by the target of your Stay on Target ability, you gain advantage on your next attack roll against them. When you get hit by a creature who isn’t affected by your Stay on Target feature, you may mark a Stress to activate your Stay on Target ability against them.

Act of Desperation: Whenever you roll with Fear, you may mark a Stress to turn your Hope Die into a d20 for your next roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Mercenary

Cool Hand

Mastery

Bullseye: Whenever you use your Adrenaline Rush against a target under your Stay on Target ability, you may add another level of Proficiency.

Deathproof: Whenever you have 3 or fewer unmarked Hit Points, you may add your Agility Modifier to your Evasion.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Mercenary

Shade Stepper

Foundation

SPELLCAST TRAIT: Finesse

Blink: You may mark a Stress to activate one of the following abilities:

  • Move into Far range.
  • Add 1d4 to your Evasion against an attack.
  • Gain +2 to attack, and damage rolls.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Mercenary

Shade Stepper

Specialization

Shadow Sniper: Whenever you cause a target to mark Severe Damage, you Clear a Stress.

Shadow Punisher: When you mark an Armor Slot, spend a Hope to force the attacking creature to make a reaction roll (15). On a failure, the creature becomes temporarily vulnerable.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Mercenary

Shade Stepper

Mastery

Improved Blink: Your Blink abilities get upgraded:

  • Move into Very Far range.
  • Add 1d6 to Your Evasion against an attack.
  • Gain +4 to attack, and damage rolls.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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