I’m very proud of this. Writing is 100% done, Illustrations are 60% done. It will contain 18 subclasses, 2 for each of Daggerheart’s core classes. Illustrated by the very talented Anas Arzaq. This project is 100% made by humans, and 100% self funded! Hopefully it will come out May 2nd, for my birthday.
When Daggerheart came out, a lot of people started designing classes. A lot of talented people have attempted to create a necromancer, an artificer, a psychic, a cleric or a summoner.
What appeals to me are the possible subclasses for each existing class. There is a lot of fun to have there! So much so that I have written 4 for each class, including one for Hope&Fear. Can’t wait to share them soon!
Here are the ones in Volume 1:
Harlequin: Play the Harlequin if you want to dazzle, distract, and delight in equal measure, wearing whatever face the moment demands and turning the battlefield into your personal stage.
Mountebank: Play the Mountebank if you want to partner with an animal co-star who never lets you down, earn your keep through spectacle and charm, and always have one more trick up your sleeve.
Warden of the Grove: Play the Warden of the Grove if you want to move unseen through nature’s shadow, strike from concealment with the wild’s own power, and protect the deep places of the world that no one else thinks to guard.
Warden of the Hive: Play the Warden of the Hive if you want to think and fight as a living colony, send your swarm where your body cannot go, and be the most unsettling thing your enemies have ever faced.
Blacksmith: Play the Blacksmith if you want to find the crack in every defense, forge yourself into a force that grows harder to stop with every fight, and know that the best armor is the one you made yourself.
Rampart: Play the Rampart if you want to control the battlefield from behind your shield, protect your allies before they know they need it, and make every enemy who tries to get past you regret the attempt.
Seeker: Play the Seeker if you want to go where others won’t, read danger in the landscape before it finds you, and be the reason your party walks out of places most people never return from.
Wildshot: Play the Wildshot if you want nature itself to guide your arrows, turn every shot into something the wind had a hand in, and hit targets that had every reason to think they were safe.
Blacktongue: Play the Blacktongue if you want information as your sharpest weapon, broker black market deals that others couldn’t even arrange a meeting for, and hold leverage over people who think they hold all the power.
Shadowcaster: Play the Shadowcaster if you want your shadow to be a tool, a spy, and an extension of your will all at once, and unsettle everyone around you simply by being in the light.
Haloed Champion: Play the Haloed Champion if you want to carry divine light as both a weapon and a beacon, blind your enemies and guide your allies with the same radiance, and make your presence felt before you even speak.
Hollow Templar: Play the Hollow Templar if you want to be someone who has already died and chosen to keep fighting, remember everything you lost and carry it anyway, and return from beyond death to finish the oath you swore before you fell.
Fractal Origin: Play the Fractal Origin if you want to build worlds that aren’t there, make enemies doubt what they see, and wield illusion not as a trick but as a craft: precise, layered, and utterly convincing.
Spectral Origin: Play the Spectral Origin if you want to see what others cannot, carry something ancient and incorporeal inside you, and draw power from the boundary between the living world and whatever lies beyond it.
Call of the Bladedancer: Play the Call of the Bladedancer if you want every fight to feel like a performance, master the art of the duel, and find that the most dangerous thing in a one-on-one fight is someone who has turned combat into something beautiful.
Call of the Soldier: Play the Call of the Soldier if you want a lifetime of battles written into your body, lead from experience rather than instinct, and prove that every scar you carry made you harder to stop than before.
School of Glyphs: Play the School of Glyphs if you want to leave your mark on the world, literally, and make the battlefield fight for you before you arrive, through circles and sigils that do exactly what you designed them to do.
School of Necrosophy: Play the School of Necrosophy if you want the dead to be as useful as the living, read a corpse the way others read a book, and treat the boundary between life and death as a source of knowledge rather than a place to stop.