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School of Hard Knocks • Self-Taught

Subclasses Designed by VGCKenny

About these subclasses

The School of Hard Knocks Wizard allows you to take hits to improve your spellcasting.
The Self-Taught allows you to hone your skills, and manipulate your magic, while working off what you’re studying on your own terms.

Designed for class

Wizard image
Core class
Wizard

Subclass details

School of Hard Knocks

Spell trait: Instinct

Play the School of Hard Knocks to take hits to improve your spellcasting.

Foundation
Tier 1
Thick Skin: Gain an additional Hit Point slot. Add your Instinct modifier to your Damage Thresholds.

Battered and Bruised: When you have at least one Hit Point marked, you gain a bonus to your Spellcast rolls equal to the number of Hit Points marked.

Specialization
Tier 2
Best Served Cold: When you take Major Damage, you may gain advantage on your next roll. When you take Severe Damage, you gain advantage, and add your level to your next roll.

Adrenaline: When you have 3 or fewer unmarked Hit Points, the Stress cost to recall a Domain card is reduced by 1.

Mastery
Tier 3
Lick Your Wounds: Once per rest, make a Spellcast roll (20). On a success, you may clear all your Hit Points

Down, But Not Out: Once per session, whenever you mark your last Hit Point, you may place a Domain Card into your vault, and gain Hit Points equal to half the level of the card.

Self-Taught

Spell trait: Instinct

Play as the Self-Taught to push your limits, and hone your magical skills.

Foundation
Tier 1
Run on Instinct: Whenever you roll your Strange Patterns number, you may add your level to the roll.

Acrobatic Combatant: Gain a permanent +1 to your Evasion. Whenever you use a One-Handed weapon, you may add your Instinct modifier to your damage rolls.

Specialization
Tier 2
Trust Your Instinct: Whenever you roll with disadvantage, you may Mark a Stress to ignore it.

Breakthrough: Whenever you make a Spellcast roll, you may spend a Hope to double your Instinct modifier.

Mastery
Tier 3
Faith in Friends: Whenever you help someone, or someone helps you, you roll a d10 as your Advantage die.

Graceful Instinct: Gain a permanent +1 to your Evasion. Whenever an attack misses you, you may spend a Hope to force the creature to make a reaction roll (17). On a failure, the enemy lowers their difficulty by your Instinct modifier.

Printable cards

Foundation / Specialization / Mastery
Wizard

School of Hard Knocks

Foundation

SPELLCAST TRAIT: Instinct

Thick Skin: Gain an additional Hit Point slot. Add your Instinct modifier to your Damage Thresholds.

Battered and Bruised: When you have at least one Hit Point marked, you gain a bonus to your Spellcast rolls equal to the number of Hit Points marked.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Wizard

School of Hard Knocks

Specialization

Best Served Cold: When you take Major Damage, you may gain advantage on your next roll. When you take Severe Damage, you gain advantage, and add your level to your next roll.

Adrenaline: When you have 3 or fewer unmarked Hit Points, the Stress cost to recall a Domain card is reduced by 1.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Wizard

School of Hard Knocks

Mastery

Lick Your Wounds: Once per rest, make a Spellcast roll (20). On a success, you may clear all your Hit Points

Down, But Not Out: Once per session, whenever you mark your last Hit Point, you may place a Domain Card into your vault, and gain Hit Points equal to half the level of the card.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Wizard

Self-Taught

Foundation

SPELLCAST TRAIT: Instinct

Run on Instinct: Whenever you roll your Strange Patterns number, you may add your level to the roll.

Acrobatic Combatant: Gain a permanent +1 to your Evasion. Whenever you use a One-Handed weapon, you may add your Instinct modifier to your damage rolls.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Wizard

Self-Taught

Specialization

Trust Your Instinct: Whenever you roll with disadvantage, you may Mark a Stress to ignore it.

Breakthrough: Whenever you make a Spellcast roll, you may spend a Hope to double your Instinct modifier.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Wizard

Self-Taught

Mastery

Faith in Friends: Whenever you help someone, or someone helps you, you roll a d10 as your Advantage die.

Graceful Instinct: Gain a permanent +1 to your Evasion. Whenever an attack misses you, you may spend a Hope to force the creature to make a reaction roll (17). On a failure, the enemy lowers their difficulty by your Instinct modifier.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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