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Light Spiritualism • Physical Spiritualism • Cosmic Spiritualism • Shadow Spiritualism

Subclasses Designed by VGCKenny

About these subclasses

Light Spiritualism gives you an extra way to attack, and allows you to generate Hope for others easily.
Physical Spiritualism improves your combat prowess even further, allowing you to hit harder, and hit more reliably.
Cosmic Spiritualism allows you to connect with the universe, and find balance between Hope, and Stress.
Shadow Spiritualism lets you embrace Fear, and turn it against the GM, but if you’re not careful, it can come back to bite you.

Designed for class

Homebrew class
Monk

Subclass details

Light Spiritualism

Spell trait: Instinct

Use your light to ignite enemies, grant Hope easier, and heal.

Foundation
Tier 1

Holy Light: You gain an attack with the following attributes:

  • Trait-Instinct

  • Range-Far

  • Damage-d8 + your Tier Magic Damage

  • Burden-None

  • Feature-Searing Strike: When you make a successful attack, the target takes an additional 1d8 Magic damage the next time they take damage a number of times equal to your Proficiency.

Holy Radius: Whenever you roll with Hope, you may Mark a Stress to give all creatures of your choosing in Close range a Hope as well.

Specialization
Tier 2

Exploding Light: Whenever you make a successful attack with your Holy Light ability, you may Spend a Hope to force all adversaries within Very Close range to make a reaction roll (15). On a failure, they also get hit with the attack.

Healing Light: Once per session, make a Spellcast roll (18). On a success, you may roll a number of d6s equal to your Spellcast Trait, and clear a number of Hit Points equal to the highest result on all creatures of your choice within Very Far range.

Mastery
Tier 3

Shining Weapon: Whenever you make a successful weapon attack, you may Mark a Stress to force the target to make a reaction roll (16). On a failure, they also take the damage from your Holy Light ability.

Expanded Radius: Your Holy Radius ability now extends to Far range, and whenever you use it, all other creatures gain advantage on their next roll as well.

Physical Spiritualism

Spell trait: Strength

Use your Spiritualism to improve your combat prowess even further, reliably landing hits, and doing more damage.

Foundation
Tier 1

Crushing Holiness: Mark a Stress. Until the end of the scene, you may add 1d4 to attack, and damage rolls.

Divine Preparation: You may Spend a Hope to change your Stance a number of times per session equal to your Strength Trait.

Specialization
Tier 2

Holy Training: Your Stances improve further.

  • Holy Weaver-When you spend a Hope to increase your Evasion, if this causes the attack to miss, you may add 1d6 to your next damage roll.

  • Holy Hitter-When you spend a Hope to add a level of Proficiency, you may also make the target temporarily vulnerable.

  • Holy Defender-When you spend a Hope to reduce the Damage Threshold, you may also deal 1d20 Magic damage to the attacking creature.

  • Holy Caster-You may spend a Hope to double your Strength Trait on Strength rolls.

  • Holy Helper-When you help someone, you may grant them an additional advantage die.

  • Holy Believer-When you reroll your Hope die, you may add the initial result to the roll.

Mastery
Tier 3

Devastating Holiness: Your Crushing Holiness ability improves. You now add 1d6 to attack rolls, and add 3d4 to damage rolls.

Godly Strike: When you make a successful attack, Mark a Stress to force the target to make a reaction roll (16). On a failure, you may double the amount of damage dice you roll.

Cosmic Spiritualism

Spell trait: Presence

Strike a Balance between Hope and Stress, while also using Astral Fists to punish your foes.

Foundation
Tier 1

Astral Fist: Your Unarmed Strikes now do d6 damage using your Proficiency. Whenever you make a successful attack within Close range, you may Mark a Stress to deal Magic damage equal to your Unarmed Strikes.

Cosmic Realignment: Make a Spellcast roll (12). On a success, you may Spend any number of Hope to Clear an equal amount of Stress.

Specialization
Tier 2

Cosmic Shield: Spend 3 Hope. Until your next rest, or you use this ability again, you may choose to resist either physical damage, or magic damage.

Universal Connection: Mark a Stress, and make a Spellcast roll (15). On a success, whenever someone within Close range gains a Hope, you also gain a Hope until your next rest, or you mark your last Hit Point.

Mastery
Tier 3

Astral Flurry:  Your Astral Fist improves. Your Unarmed Strikes now do d8 damage using your Proficiency, and the range for your Astral Fist ability extends to Far range.

One with the Universe: Mark a Stress, and make a Spellcast roll (18). On a success, you gain an additional Hope on successful rolls until your next rest.

Shadow Spiritualism

Spell trait: Instinct

Empower yourself with Fear to do powerful things, but don't horde fear, lest it take you down.

Foundation
Tier 1

Death Walker: You are trained in facing down dark, and powerful forces beyond the machinations of most mortals. Gain an additional Hit Point.

Fear Deflector: Whenever someone within Close range rolls with Fear, you may Mark a Stress to deny the GM that Fear. When you do so, place a token on this card. You may have a number of tokens equal to your Instinct Trait. While you have at least one Token you may change your Stance without Marking a Stress. On a successful attack, you may expend one token to deal an additional 1d12 magic damage. At the end of the session, clear all unspent tokens, and mark a Hit Point for each unspent Token.

Specialization
Tier 2

Fly By Night: When you make a successful attack outside of Melee range, you may Mark a Stress to teleport into Melee range of the target, and make an additional attack,

Dark Favor: When you make a successful attack while you have at least one Fear Deflector token, you may spend a Hope to make a Spellcast roll against the target. On a success, you may clear one Hit Point on yourself, or another creature within Very Close range. If you spend a token on this attack, the interaction occurs before your token is spent.

Mastery
Tier 3

Fearful Rot: Whenever you spend a token from your Fear Deflector ability, you now deal 2d12 additional magic damage. Additionally, when you spend a token, you may Mark a Stress to force the target to make a reaction roll (16). On a failure, their Difficulty is lowered by 1. From then, every time they get hit with an attack, their Difficulty goes down by 1, until an attack misses.

Printable cards

Foundation / Specialization / Mastery
Monk

Light Spiritualism

Foundation

SPELLCAST TRAIT: Instinct

Holy Light: You gain an attack with the following attributes:

  • Trait-Instinct

  • Range-Far

  • Damage-d8 + your Tier Magic Damage

  • Burden-None

  • Feature-Searing Strike: When you make a successful attack, the target takes an additional 1d8 Magic damage the next time they take damage a number of times equal to your Proficiency.

Holy Radius: Whenever you roll with Hope, you may Mark a Stress to give all creatures of your choosing in Close range a Hope as well.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Monk

Light Spiritualism

Specialization

Exploding Light: Whenever you make a successful attack with your Holy Light ability, you may Spend a Hope to force all adversaries within Very Close range to make a reaction roll (15). On a failure, they also get hit with the attack.

Healing Light: Once per session, make a Spellcast roll (18). On a success, you may roll a number of d6s equal to your Spellcast Trait, and clear a number of Hit Points equal to the highest result on all creatures of your choice within Very Far range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Monk

Light Spiritualism

Mastery

Shining Weapon: Whenever you make a successful weapon attack, you may Mark a Stress to force the target to make a reaction roll (16). On a failure, they also take the damage from your Holy Light ability.

Expanded Radius: Your Holy Radius ability now extends to Far range, and whenever you use it, all other creatures gain advantage on their next roll as well.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Monk

Physical Spiritualism

Foundation

SPELLCAST TRAIT: Strength

Crushing Holiness: Mark a Stress. Until the end of the scene, you may add 1d4 to attack, and damage rolls.

Divine Preparation: You may Spend a Hope to change your Stance a number of times per session equal to your Strength Trait.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Monk

Physical Spiritualism

Specialization

Holy Training: Your Stances improve further.

  • Holy Weaver-When you spend a Hope to increase your Evasion, if this causes the attack to miss, you may add 1d6 to your next damage roll.

  • Holy Hitter-When you spend a Hope to add a level of Proficiency, you may also make the target temporarily vulnerable.

  • Holy Defender-When you spend a Hope to reduce the Damage Threshold, you may also deal 1d20 Magic damage to the attacking creature.

  • Holy Caster-You may spend a Hope to double your Strength Trait on Strength rolls.

  • Holy Helper-When you help someone, you may grant them an additional advantage die.

  • Holy Believer-When you reroll your Hope die, you may add the initial result to the roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Monk

Physical Spiritualism

Mastery

Devastating Holiness: Your Crushing Holiness ability improves. You now add 1d6 to attack rolls, and add 3d4 to damage rolls.

Godly Strike: When you make a successful attack, Mark a Stress to force the target to make a reaction roll (16). On a failure, you may double the amount of damage dice you roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Monk

Cosmic Spiritualism

Foundation

SPELLCAST TRAIT: Presence

Astral Fist: Your Unarmed Strikes now do d6 damage using your Proficiency. Whenever you make a successful attack within Close range, you may Mark a Stress to deal Magic damage equal to your Unarmed Strikes.

Cosmic Realignment: Make a Spellcast roll (12). On a success, you may Spend any number of Hope to Clear an equal amount of Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Monk

Cosmic Spiritualism

Specialization

Cosmic Shield: Spend 3 Hope. Until your next rest, or you use this ability again, you may choose to resist either physical damage, or magic damage.

Universal Connection: Mark a Stress, and make a Spellcast roll (15). On a success, whenever someone within Close range gains a Hope, you also gain a Hope until your next rest, or you mark your last Hit Point.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Monk

Cosmic Spiritualism

Mastery

Astral Flurry:  Your Astral Fist improves. Your Unarmed Strikes now do d8 damage using your Proficiency, and the range for your Astral Fist ability extends to Far range.

One with the Universe: Mark a Stress, and make a Spellcast roll (18). On a success, you gain an additional Hope on successful rolls until your next rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Monk

Shadow Spiritualism

Foundation

SPELLCAST TRAIT: Instinct

Death Walker: You are trained in facing down dark, and powerful forces beyond the machinations of most mortals. Gain an additional Hit Point.

Fear Deflector: Whenever someone within Close range rolls with Fear, you may Mark a Stress to deny the GM that Fear. When you do so, place a token on this card. You may have a number of tokens equal to your Instinct Trait. While you have at least one Token you may change your Stance without Marking a Stress. On a successful attack, you may expend one token to deal an additional 1d12 magic damage. At the end of the session, clear all unspent tokens, and mark a Hit Point for each unspent Token.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Monk

Shadow Spiritualism

Specialization

Fly By Night: When you make a successful attack outside of Melee range, you may Mark a Stress to teleport into Melee range of the target, and make an additional attack,

Dark Favor: When you make a successful attack while you have at least one Fear Deflector token, you may spend a Hope to make a Spellcast roll against the target. On a success, you may clear one Hit Point on yourself, or another creature within Very Close range. If you spend a token on this attack, the interaction occurs before your token is spent.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Monk

Shadow Spiritualism

Mastery

Fearful Rot: Whenever you spend a token from your Fear Deflector ability, you now deal 2d12 additional magic damage. Additionally, when you spend a token, you may Mark a Stress to force the target to make a reaction roll (16). On a failure, their Difficulty is lowered by 1. From then, every time they get hit with an attack, their Difficulty goes down by 1, until an attack misses.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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