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Snipers Guild

About these subclasses

Find a good place on the battlefield to place yourself, and become Perched. Your movement options become limited, but you get better at making attacks, and killing people.

If you’re curious, the token thing is there because I want Perching to be something you have to really invest in. If I only use Hope, and Stress, to activate, and deactivate, the condition, it’s not going to be an investment, but something done for convenience, especially on a class whose Hope ability is Clearing 2 Stress. I figured this approach made sense. You can still end it any time, but you can’t just activate it whenever. You have to pick your moment.

Designed for class

Assassin image
Core class
Assassin

Snipers Guild

Spellcast Trait: Agility

Position yourself carefully, and perch yourself there to give yourself an advantage in battle.

Foundation

Perch: At the beginning of the session, and after every rest, place a number of tokens onto this card equal to your Agility trait. You may spend a token to become Perched. While Perched, you gain a bonus to attack rolls equal to your Tier, and a bonus to damage rolls equal to 1d6. However, you get disadvantage on reaction rolls, and cannot move outside of Melee range without making an Agility roll. The Perched condition ends when you take Severe damage, you mark your last Hit Point, or at the end of the scene. You may mark a Stress to end it. At the end of the session, clear all unspent tokens.

Specialization

Still Death: While you are Perched, your Marked For Death feature uses d6s instead of d4s.

On a Dime: Whenever a creature within your weapon's range makes an attack roll, you may Mark a Stress to force the attacking creature to make a reaction roll (15). On a failure, you may deal your weapon's damage to the creature. If they mark Minor damage, they subtract one die from their damage roll. If they mark Major damage, the attack is made at disadvantage, and subtract one die from the damage roll. If they mark Severe damage, the attack misses.

Mastery

Steady Focus: While Perched, you may add your Agility trait to your Evasion, and Damage thresholds

Deadly Aim: When you make a successful attack, you may Spend a Hope to force the target to make a reaction roll (16). On a failure, the target becomes vulnerable, and if the target is Marked By Death, whoever makes a successful attack may add your Marked By Death dice to the damage roll.

Printable cards

Foundation / Specialization / Mastery
Assassin

Snipers Guild

Foundation

SPELLCAST TRAIT: Agility

Perch: At the beginning of the session, and after every rest, place a number of tokens onto this card equal to your Agility trait. You may spend a token to become Perched. While Perched, you gain a bonus to attack rolls equal to your Tier, and a bonus to damage rolls equal to 1d6. However, you get disadvantage on reaction rolls, and cannot move outside of Melee range without making an Agility roll. The Perched condition ends when you take Severe damage, you mark your last Hit Point, or at the end of the scene. You may mark a Stress to end it. At the end of the session, clear all unspent tokens.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Assassin

Snipers Guild

Specialization

Still Death: While you are Perched, your Marked For Death feature uses d6s instead of d4s.

On a Dime: Whenever a creature within your weapon's range makes an attack roll, you may Mark a Stress to force the attacking creature to make a reaction roll (15). On a failure, you may deal your weapon's damage to the creature. If they mark Minor damage, they subtract one die from their damage roll. If they mark Major damage, the attack is made at disadvantage, and subtract one die from the damage roll. If they mark Severe damage, the attack misses.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Assassin

Snipers Guild

Mastery

Steady Focus: While Perched, you may add your Agility trait to your Evasion, and Damage thresholds

Deadly Aim: When you make a successful attack, you may Spend a Hope to force the target to make a reaction roll (16). On a failure, the target becomes vulnerable, and if the target is Marked By Death, whoever makes a successful attack may add your Marked By Death dice to the damage roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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