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Bring Me Fate • Bring Me Chance

About these subclasses

The two Subclasses for the Roulletist at the moment.

Designed for class

Roulletist
Homebrew class
Roulletist
Bring Me Fate

Bring Me Fate

Spellcast Trait: Instinct

The bringers of the inevitable. In their eyes, everything has been written out and told. Thus, they manipulate fate itself to draw from the ranging power of Des

Foundation
Fated Foretell: Foretell is an ability you can use alongside your "Card Casting". During your turn or during a scene, you may apply Foretell to you or adversaries in any amount that you can spend at that moment. You may spend one of your Card Casts in order to use/apply two Foretells, and there is no limit on how much Foretell you can put on yourself or an adversary although, the amount of Foretell you have on yourself or an adversary resets to 0. There are variety of affects you can cause when you use Foretell, such as: Binding Fate: For every 3 Foretell on yourself, you may add a +1 to your rolls with Duality Dice or Damage Dice Cleanse: Spend 2 Foretell on yourself to clear a stress. Stacked Deck: Nearby Enemies take an additional point of damage for every Foretell they have stacked on them (Not to be confused with Hit Points; It is damage rolled on your damage dice). The way that enemies reduce Foretell is that whenever you roll with Fear, all adversaries reduce their amount of Foretell by 2.
Specialization
Destiny: You gain more abilities with your Foretell: We Continue: Spend 6 of your self-Foretell to allow all allies within Very Close range to regain a Hit Point. Collapse: If an adversary has 6 or more Foretell, your calculation with your damage dice against them gains a +1 to your Proficiency on top of the Proficiency you already have.
Mastery
Curator Of Fate: Your Foretell has reached its strongest point. Whenever the GM were to spend Fear in any way, you may add a number of Foretell to yourself or an adversary within Far range equal to half (rounded down) to how much Fear was spent (min. 1).
Bring Me Chance

Bring Me Chance

Spellcast Trait: Presence

The composers of chaos. They despise the idea of destiny itself and do whatever they can with their abilities to make sure that not even the gods will know wher

Foundation
Roullet: Every time you were to roll with your Duality Dice, you must roll an additional d6 alongside it. Each number rolled on the has a different effect and is in effect until your roll your next Duality Dice. Roullet effects: All In: If you were to mark any Hit Points, the amount is doubled. But the same consequence is with enemies you deal damage to. Shut Down: You don't generate any Hope or Fear whenever you roll your Duality Dice. Fold: Subtract a d6 from all rolls. Ego Boost: All Hope and Fear you generate from your Duality Dice are doubled. Check: Add a d6 to all rolls. Bluff: Gain a +1 to any stat of your choice.
Stroke of Luck: Gain a +1 to your Hit Points.
Specialization
Gamble: Alongside every roll with your Duality Dice, you may spend 2 of your Card Casts to roll an additional d6 alongside your roll. This roll is your Gamble dice and does one of the following effects based on the roll: Ace: Recover a Hit Point Joker: Mark a Stress King: Regain 3 of your Card Cast. Jack: Lose 2 of your Card Casts. Queen: Clear a Stress 10: Mark a Hit Point. If you were to use 4 of your Card Casts before the roll, you may double the effects of the outcome.
Mastery
Bound To Nothing: Whenever you would take damage or fail a dice roll, you must roll a d6 and gain one of the following effects: Royal Flush: You succeed on the roll instead. The success stays with the type of failure. Lose: You generate a Fear regardless of the type of roll. Two of a Kind: You can use your next Card Cast feature on two creatures for the price of one. New Hand: Allow you or an ally to recover 3 Armor Slots. Gambler: You must roll a Gamble Dice. Bet on Black: You must roll a Roullet Dice

Printable cards

Foundation / Specialization / Mastery
Grace domain icon Arcana domain icon
Bring Me Fate
Roulletist

Bring Me Fate

Foundation

SPELLCAST TRAIT: Instinct

Fated Foretell: Foretell is an ability you can use alongside your "Card Casting". During your turn or during a scene, you may apply Foretell to you or adversaries in any amount that you can spend at that moment. You may spend one of your Card Casts in order to use/apply two Foretells, and there is no limit on how much Foretell you can put on yourself or an adversary although, the amount of Foretell you have on yourself or an adversary resets to 0. There are variety of affects you can cause when you use Foretell, such as: Binding Fate: For every 3 Foretell on yourself, you may add a +1 to your rolls with Duality Dice or Damage Dice Cleanse: Spend 2 Foretell on yourself to clear a stress. Stacked Deck: Nearby Enemies take an additional point of damage for every Foretell they have stacked on them (Not to be confused with Hit Points; It is damage rolled on your damage dice). The way that enemies reduce Foretell is that whenever you roll with Fear, all adversaries reduce their amount of Foretell by 2.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Arcana domain icon
Bring Me Fate
Roulletist

Bring Me Fate

Specialization

Destiny: You gain more abilities with your Foretell: We Continue: Spend 6 of your self-Foretell to allow all allies within Very Close range to regain a Hit Point. Collapse: If an adversary has 6 or more Foretell, your calculation with your damage dice against them gains a +1 to your Proficiency on top of the Proficiency you already have.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Arcana domain icon
Bring Me Fate
Roulletist

Bring Me Fate

Mastery

Curator Of Fate: Your Foretell has reached its strongest point. Whenever the GM were to spend Fear in any way, you may add a number of Foretell to yourself or an adversary within Far range equal to half (rounded down) to how much Fear was spent (min. 1).
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Arcana domain icon
Bring Me Chance
Roulletist

Bring Me Chance

Foundation

SPELLCAST TRAIT: Presence

Roullet: Every time you were to roll with your Duality Dice, you must roll an additional d6 alongside it. Each number rolled on the has a different effect and is in effect until your roll your next Duality Dice. Roullet effects: All In: If you were to mark any Hit Points, the amount is doubled. But the same consequence is with enemies you deal damage to. Shut Down: You don't generate any Hope or Fear whenever you roll your Duality Dice. Fold: Subtract a d6 from all rolls. Ego Boost: All Hope and Fear you generate from your Duality Dice are doubled. Check: Add a d6 to all rolls. Bluff: Gain a +1 to any stat of your choice.
Stroke of Luck: Gain a +1 to your Hit Points.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Arcana domain icon
Bring Me Chance
Roulletist

Bring Me Chance

Specialization

Gamble: Alongside every roll with your Duality Dice, you may spend 2 of your Card Casts to roll an additional d6 alongside your roll. This roll is your Gamble dice and does one of the following effects based on the roll: Ace: Recover a Hit Point Joker: Mark a Stress King: Regain 3 of your Card Cast. Jack: Lose 2 of your Card Casts. Queen: Clear a Stress 10: Mark a Hit Point. If you were to use 4 of your Card Casts before the roll, you may double the effects of the outcome.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Arcana domain icon
Bring Me Chance
Roulletist

Bring Me Chance

Mastery

Bound To Nothing: Whenever you would take damage or fail a dice roll, you must roll a d6 and gain one of the following effects: Royal Flush: You succeed on the roll instead. The success stays with the type of failure. Lose: You generate a Fear regardless of the type of roll. Two of a Kind: You can use your next Card Cast feature on two creatures for the price of one. New Hand: Allow you or an ally to recover 3 Armor Slots. Gambler: You must roll a Gamble Dice. Bet on Black: You must roll a Roullet Dice
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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