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Infernal Origin • Fabricated Origin

Subclasses Designed by leavemealonedad

About these subclasses

Subclasses for the Sorcerer.

Designed for class

Sorcerer image
Core class
Sorcerer

Subclass details

Infernal Origin

Spell trait: Instinct

Play the Infernal Origin if you want to draw power from wicked deeds and unpredictable trades with dark entities.

Foundation
Tier 1

Fiendish Bargain: Reach out to an entity to temporarily borrow their power and add an additional d6 to an Action Roll. Take note of the number and equivalent trade:

  • 1-4: Publicly make a fool of yourself
  • 5-6: Commit a minor crime (e.g. pickpocketing) or a cruel prank against an innocent

You cannot use this Feature again until you have completed your side of the bargain. You can wait as long as you want to complete it.

Devil's Charm: When making a Presence roll, spend a Hope to add a d4 to the total.

Specialization
Tier 2

Fiendish Bargain (Level 2): You can choose to add a d8 to an Action Roll instead of a d6. When you do, add these to the list of possible bargains:

  • 7-8: Insult or disgrace a person of high esteem (e.g. a respected leader)

Fiend's Debt: You may use Fiendish Bargain multiple times before completing your side of the bargain. Each time you do, place a token on this card. Subtract 1 point per token from the total of every Spellcast Roll. When you complete your side of the bargain, remove all tokens.

Mastery
Tier 3

Fiendish Bargain (Level 3): You can choose to add a d10 to an Action Roll instead of a d6 or d8. When you do, add this to the list of possible bargains:

  • 9-10: Mark 1 Hit Point.

You cannot use this Feature again until you have completed your side of the bargain. You can wait as long as you want to complete it.

Desperate Trade: Once per Long Rest, after failing an action roll, you may spend 2 Hope to change it to a success with Fear. After you do, you are left temporarily Vulnerable.

Fabricated Origin

Spell trait: Instinct

Play the Fabricated Origin if you want to harness the power of an occult relic implanted in your body, which gradually transforms you.

Foundation
Tier 1

Occult Implant: At character creation, choose the location for the relic that has been implanted in your body, describe what it is and gain a permanent +1 to a any relevant trait except Presence or Instinct (e.g. an implant in your skull could increase Knowledge; one in your hand could increase Strength).

Arcane Charge:  Make a Spellcast Roll against a target within Very Close range to blast them for d6 magic damage. Each time this attack hits, your relic absorbs power; place a token on this card to represent the absorbed charge. You can spend any number of charge tokens to add +1 per token to a Spellcast Roll.

Specialization
Tier 2

Magical Mutation: The magic in your system has begun to affect and transform your physical appearance. Describe how the area in which your relic is implanted has changed e.g. glowing, changing shape. When making a Presence Roll that leverages this change to your appearance, do so with advantage.

Additionally, gain a permanent +1 to any relevant trait except Presence or Instinct.

Mastery
Tier 3

Magical Synthesis: You are at one with your relic and your body has fully metamorphosed to reflect this. Describe your magically enhanced appearance.

Additionally, gain a permanent +1 to any relevant trait except Presence or Instinct.

Absorb Magic: When you take magical damage, mark a Stress to absorb the energy into your body and gain 5 charge tokens.

Printable cards

Foundation / Specialization / Mastery
Sorcerer

Infernal Origin

Foundation

SPELLCAST TRAIT: Instinct

Fiendish Bargain: Reach out to an entity to temporarily borrow their power and add an additional d6 to an Action Roll. Take note of the number and equivalent trade:

  • 1-4: Publicly make a fool of yourself
  • 5-6: Commit a minor crime (e.g. pickpocketing) or a cruel prank against an innocent

You cannot use this Feature again until you have completed your side of the bargain. You can wait as long as you want to complete it.

Devil's Charm: When making a Presence roll, spend a Hope to add a d4 to the total.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Sorcerer

Infernal Origin

Specialization

Fiendish Bargain (Level 2): You can choose to add a d8 to an Action Roll instead of a d6. When you do, add these to the list of possible bargains:

  • 7-8: Insult or disgrace a person of high esteem (e.g. a respected leader)

Fiend's Debt: You may use Fiendish Bargain multiple times before completing your side of the bargain. Each time you do, place a token on this card. Subtract 1 point per token from the total of every Spellcast Roll. When you complete your side of the bargain, remove all tokens.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Sorcerer

Infernal Origin

Mastery

Fiendish Bargain (Level 3): You can choose to add a d10 to an Action Roll instead of a d6 or d8. When you do, add this to the list of possible bargains:

  • 9-10: Mark 1 Hit Point.

You cannot use this Feature again until you have completed your side of the bargain. You can wait as long as you want to complete it.

Desperate Trade: Once per Long Rest, after failing an action roll, you may spend 2 Hope to change it to a success with Fear. After you do, you are left temporarily Vulnerable.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Sorcerer

Fabricated Origin

Foundation

SPELLCAST TRAIT: Instinct

Occult Implant: At character creation, choose the location for the relic that has been implanted in your body, describe what it is and gain a permanent +1 to a any relevant trait except Presence or Instinct (e.g. an implant in your skull could increase Knowledge; one in your hand could increase Strength).

Arcane Charge:  Make a Spellcast Roll against a target within Very Close range to blast them for d6 magic damage. Each time this attack hits, your relic absorbs power; place a token on this card to represent the absorbed charge. You can spend any number of charge tokens to add +1 per token to a Spellcast Roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Sorcerer

Fabricated Origin

Specialization

Magical Mutation: The magic in your system has begun to affect and transform your physical appearance. Describe how the area in which your relic is implanted has changed e.g. glowing, changing shape. When making a Presence Roll that leverages this change to your appearance, do so with advantage.

Additionally, gain a permanent +1 to any relevant trait except Presence or Instinct.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Sorcerer

Fabricated Origin

Mastery

Magical Synthesis: You are at one with your relic and your body has fully metamorphosed to reflect this. Describe your magically enhanced appearance.

Additionally, gain a permanent +1 to any relevant trait except Presence or Instinct.

Absorb Magic: When you take magical damage, mark a Stress to absorb the energy into your body and gain 5 charge tokens.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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