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Holy Judge • Proselytizer • Empath • Spiritual Guide

About these subclasses

The Holy Judge allows players to target specific enemies, making it easier to defeat them.
The Proselytizer is a support-focused subclass, allowing you to buff your allies, and boost their Hope.
The Empath allows you to balance out your party by spreading out different effects among them, and taking on some of the burden.
The Spiritual Guide allows you to use your Prayer Dice for combat, and allows you to use your Prayer Dice more.

Designed for class

Seraph image
Core class
Seraph

Holy Judge

Spellcast Trait: Strength

Play as the Holy Judge to punish your enemies, and make it easier for them to fall before you.

Foundation

Render Judgment: When you make a successful attack against a creature, mark a Stress. The target becomes Judged. While Judged, all creatures gain an additional 1d4 to attack, and damage rolls against the target. You may Judge a number of targets equal to your Strength modifier per rest.

Specialization

True Judgement: Whenever you Judge a creature, you may Mark an additional Stress. When that creature gets hit with an attack while Judged, the attacking creature may add one level of proficiency to the roll.

Clear Judgment: Whenever a Judged creature gets hit with an attack, you may spend a Hope to end the Judged condition. When you do so, you may choose one of the following effects:

  • The Judged creature marks 1d4 Stress.
  • The attacking creature clears 1d4 Hit points, or 1d4 Stress.
Mastery

Critical Judgment: Whenever anyone attacks a Judged creature, if the number on the d4 would add to one of the duality dice to make the roll a Critical Hit, it becomes a Critical Hit.

Embrace Judgment: All Judged targets have disadvantage on attack rolls against you.

Proselytizer

Spellcast Trait: Presence

Play as the Proselytizer to aid, and support your fellow party members through your Faith.

Foundation

Radiant Light: Whenever you roll with Hope, you may Mark a Stress to give all allies within Close range a Hope as well.

Radiant Shadow: Mark a Stress to give a creature within Very Close range a bonus to their Evasion equal to your Presence Modifier. They retain this benefit until their next rest, or you use this ability again.

Specialization

Radiant Beacon: Your Radiant Light feature now extends to Far range.

Higher Power: Your Prayer Dice become d6s.

Mastery

Radiant Spirit: Your Radiant Light feature now extends to Very Far range.

Share the Faith: Spend 3 Hope to give one creature within Close range the ability to use one of your Domain Cards in your loadout until their next rest. This doesn't count towards the number of cards in their loadout.

Empath

Spellcast Trait: Instinct

Play as the Empath to maintain balance in your party, and help spread out effects.

Foundation

Transfer Suffering: Whenever a creature within Close range marks a Stress, you may instead mark the Stress. When you Mark Stress in the way, place a token on this card. Whenever you make a successful attack roll, you may spend any number of tokens to Clear an equal number of Stress, and add 1d6 to the damage roll per token spent. At the end of the session, clear all unspent tokens.

Specialization

Spiritual Bond: Spend a Hope to Bind a number of creatures equal to your Instinct modifier. Bound creatures gain the following benefits:

  • When a Bound creature marks more than 1 Hit Point, another Bound creature can mark 1 of the Hit Points instead.
  • Bound creature can Spend Hope, and Mark Stress to help activate another Bound creature's abilities.
  • Whenever a Bound creature marks their last Hit Point, another Bound creature may Mark a Stress to allow the initial creature to clear 1 Hit Point. Then the Bound condition ends.

The Bound condition lasts until your next rest, or you make a Death Move.

Shared Exuberance: Whenever a creature within Close range rolls a Critical Success, you gain advantage on your next roll.

Mastery

Full Transference: Your Transfer Suffering ability improves. You now deal an extra 2d6 damage per token spent. Additionally, when you spend at least one token, you may force the target to make a reaction roll (16). On a failure, they must also Mark a number of Stress equal to the number of tokens spent.

Enhanced Bond: Bound creatures now gain the following benefits:

  • Bound creatures may add your Instinct Trait to their attack, and damage rolls.
  • If two Bound creatures make a Tag Team roll, it doesn't cost any Hope.
  • If a Bound creature rolls a Critical Success, all Bound creatures Gain a Hope, and Clear a Stress.

Additionally, you may spend a Prayer Die to end the Bound condition, and clear a number of Hit Points equal to the result of the Prayer Die on all Bound creatures.

Spiritual Guide

Spellcast Trait: Instinct

Play as the Spiritual Guide to regain, and use your Prayer Dice more often.

Foundation

Guided Meditation: You may spend a Downtime activity to replenish your Prayer Dice.

Guiding Strike: At the beginning of combat, you may spend a Prayer Die to grant all allies within Far range a bonus to attack rolls equal to the result of the Prayer Die until the end of the scene.

Specialization

Guided Recollection: Once per session, you may place a Domain Card in your Vault, and regain a number of Prayer Dice equal to the card's recall amount.

Guided Dodge: Whenever someone under the effect of your Guiding Strike ability gets attacked, you may Spend a Hope to increase their Evasion by the result of the Prayer Die used to activate your Guiding Strike ability.

Mastery

Critical Guidance: Whenever you roll a Critical Success, you may regain one Prayer Die.

Guided Branding: Whenever you make a successful attack while under the effect of your Guiding Strike ability, you may Mark a Stress to force the target to make a reaction roll (16). On a failure, the target's Difficulty is lowered by the result of the Prayer Die used to activate your Guiding Strike ability.

Printable cards

Foundation / Specialization / Mastery
Splendor domain icon Valor domain icon
Seraph

Holy Judge

Foundation

SPELLCAST TRAIT: Strength

Render Judgment: When you make a successful attack against a creature, mark a Stress. The target becomes Judged. While Judged, all creatures gain an additional 1d4 to attack, and damage rolls against the target. You may Judge a number of targets equal to your Strength modifier per rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Splendor domain icon Valor domain icon
Seraph

Holy Judge

Specialization

True Judgement: Whenever you Judge a creature, you may Mark an additional Stress. When that creature gets hit with an attack while Judged, the attacking creature may add one level of proficiency to the roll.

Clear Judgment: Whenever a Judged creature gets hit with an attack, you may spend a Hope to end the Judged condition. When you do so, you may choose one of the following effects:

  • The Judged creature marks 1d4 Stress.
  • The attacking creature clears 1d4 Hit points, or 1d4 Stress.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Splendor domain icon Valor domain icon
Seraph

Holy Judge

Mastery

Critical Judgment: Whenever anyone attacks a Judged creature, if the number on the d4 would add to one of the duality dice to make the roll a Critical Hit, it becomes a Critical Hit.

Embrace Judgment: All Judged targets have disadvantage on attack rolls against you.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Splendor domain icon Valor domain icon
Seraph

Proselytizer

Foundation

SPELLCAST TRAIT: Presence

Radiant Light: Whenever you roll with Hope, you may Mark a Stress to give all allies within Close range a Hope as well.

Radiant Shadow: Mark a Stress to give a creature within Very Close range a bonus to their Evasion equal to your Presence Modifier. They retain this benefit until their next rest, or you use this ability again.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Splendor domain icon Valor domain icon
Seraph

Proselytizer

Specialization

Radiant Beacon: Your Radiant Light feature now extends to Far range.

Higher Power: Your Prayer Dice become d6s.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Splendor domain icon Valor domain icon
Seraph

Proselytizer

Mastery

Radiant Spirit: Your Radiant Light feature now extends to Very Far range.

Share the Faith: Spend 3 Hope to give one creature within Close range the ability to use one of your Domain Cards in your loadout until their next rest. This doesn't count towards the number of cards in their loadout.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Splendor domain icon Valor domain icon
Seraph

Empath

Foundation

SPELLCAST TRAIT: Instinct

Transfer Suffering: Whenever a creature within Close range marks a Stress, you may instead mark the Stress. When you Mark Stress in the way, place a token on this card. Whenever you make a successful attack roll, you may spend any number of tokens to Clear an equal number of Stress, and add 1d6 to the damage roll per token spent. At the end of the session, clear all unspent tokens.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Splendor domain icon Valor domain icon
Seraph

Empath

Specialization

Spiritual Bond: Spend a Hope to Bind a number of creatures equal to your Instinct modifier. Bound creatures gain the following benefits:

  • When a Bound creature marks more than 1 Hit Point, another Bound creature can mark 1 of the Hit Points instead.
  • Bound creature can Spend Hope, and Mark Stress to help activate another Bound creature's abilities.
  • Whenever a Bound creature marks their last Hit Point, another Bound creature may Mark a Stress to allow the initial creature to clear 1 Hit Point. Then the Bound condition ends.

The Bound condition lasts until your next rest, or you make a Death Move.

Shared Exuberance: Whenever a creature within Close range rolls a Critical Success, you gain advantage on your next roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Splendor domain icon Valor domain icon
Seraph

Empath

Mastery

Full Transference: Your Transfer Suffering ability improves. You now deal an extra 2d6 damage per token spent. Additionally, when you spend at least one token, you may force the target to make a reaction roll (16). On a failure, they must also Mark a number of Stress equal to the number of tokens spent.

Enhanced Bond: Bound creatures now gain the following benefits:

  • Bound creatures may add your Instinct Trait to their attack, and damage rolls.
  • If two Bound creatures make a Tag Team roll, it doesn't cost any Hope.
  • If a Bound creature rolls a Critical Success, all Bound creatures Gain a Hope, and Clear a Stress.

Additionally, you may spend a Prayer Die to end the Bound condition, and clear a number of Hit Points equal to the result of the Prayer Die on all Bound creatures.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Splendor domain icon Valor domain icon
Seraph

Spiritual Guide

Foundation

SPELLCAST TRAIT: Instinct

Guided Meditation: You may spend a Downtime activity to replenish your Prayer Dice.

Guiding Strike: At the beginning of combat, you may spend a Prayer Die to grant all allies within Far range a bonus to attack rolls equal to the result of the Prayer Die until the end of the scene.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Splendor domain icon Valor domain icon
Seraph

Spiritual Guide

Specialization

Guided Recollection: Once per session, you may place a Domain Card in your Vault, and regain a number of Prayer Dice equal to the card's recall amount.

Guided Dodge: Whenever someone under the effect of your Guiding Strike ability gets attacked, you may Spend a Hope to increase their Evasion by the result of the Prayer Die used to activate your Guiding Strike ability.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Splendor domain icon Valor domain icon
Seraph

Spiritual Guide

Mastery

Critical Guidance: Whenever you roll a Critical Success, you may regain one Prayer Die.

Guided Branding: Whenever you make a successful attack while under the effect of your Guiding Strike ability, you may Mark a Stress to force the target to make a reaction roll (16). On a failure, the target's Difficulty is lowered by the result of the Prayer Die used to activate your Guiding Strike ability.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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