wizard


11


wizard
Class Features
Not This Time: Spend 3 Hope to force an adversary within Far range to reroll an attack or damage roll.
Prestidigitation: You can perform harmless, subtle magical effects at will. For example, you can change an object's color, create a smell, light a candle, cause a tiny object to float, illuminate a room, or repair a small object.
Strange Patterns: Choose a number between 1 and 12. When you roll that number on a Duality Die, gain a Hope or clear a Stress.
You can change this number when you take a long rest.


Whether through an institution or individual study, those known as wizards acquire and hone immense magical power over years of learning using a variety of tools, including books, stones, potions, and herbs. Some wizards dedicate their lives to mastering a particular school of magic, while others learn from a wide variety of disciplines. Many wizards become wise and powerful figures in their communities, advising rulers, providing medicines and healing, and even leading war councils. While these mages all work toward the common goal of collecting magical knowledge, wizards often have the most conflict within their own ranks, as the acquisition, keeping, and sharing of powerful secrets is a topic of intense debate that has resulted in innumerable deaths.
Starting Evasion: 11
Starting Hit Points: 5
Class Items: A book you're trying to translate or a tiny, harmless elemental pet
Background Questions
Answer any of the following background questions. You can also create your own questions.
- What responsibilities did your community once count on you for? How did you let them down?
- You've spent your life searching for a book or object of great significance. What is it, and why is it so important to you?
- You have a powerful rival. Who are they, and why are you so determined to defeat them?
Connections
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
- What favor have I asked of you that you're not sure you can fufill?
- What weird hobby or strange fascination do we both share?
- What secret about yourself have you entrusted only to me?
Subclasses
Play the School of Knowledge if you want a keen understading of the world around you.



School of Knowledge
Foundation
SPELLCAST: KNOWLEDGE
Prepared: Take an additional domain card of your level or lower froma domain you have access to.
Adept: When you Utilize an Experience, you can mark a Stress instead of spending a Hope. If you do, double your Experience modifier for that roll.





School of Knowledge
Specialization
Accomplished: Take an additional domain card of your level or lower from a domain you have access to.
Perfect Recall: Once per rest, when you recall a domain card in your vault, you can reduce it's Recall Cost by 1





School of Knowledge
Mastery
Brilliant: Take an additional domain card of your level or lower from a domain you have access to.
Honed Expertise: When you use an Experience, roll a d6. On a result of 5 or higher, you can use it without spending Hope.


Play the School of War if you want to utilize trained magic for violence.



School of War
Foundation
SPELLCAST: KNOWLEDGE
Battlemage: You've focused your studies on becoming an unconquerable force on the battlefield. Gain an additional Hit Point slot.
Face Your Fear: When you succeed with Fear on an attack roll, you deal an extra 1d10 magic damage.





School of War
Specialization
Conjure Shield: You can maintain a protective barrier of magic. While you have at least 2 Hope, you add your Proficiency to your Evasion.
Fueled by Fear: The extra magic damage from your "Face Your Fear" feature increases to 2d10.





School of War
Mastery
Thrive in Chaos: When you succeed on an attack, you can mark a Stress after rolling damage to force th etarget to mark an additional Hit Point.
Have No Fear: The extra magic damage from your "Face Your Fear" feature increases to 3d10.



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