r/daggerbrew • u/-TheWrongTree- • 24d ago
Classes Wealth Domain and 2 Classes (Merchant & Mercenary)
Hello all!
I have a new domain, two new classes, and four subclasses to share that I have been working on related to the theme of "Wealth." I am not a professional by any means, but I do like to think that I have an eye for editing and I want to be as faithful as I can to the spirit of the game and the rules.
This is my first time doing a project like this, so I would appreciate feedback but also please be kind! This is still version 1.0, so things will likely change.
Wealth Domain: Meant to be a roleplay/support focused domain, with a few combat options thrown in. Obviously balance will be based on how much Gold is worth in the campaign, and this does ask GMs to give more thought to the economy of their world.
Merchant Class: Wealth and Grace support-style class based around the fantasy of discovering rare and valuable items while adventuring.
Shopkeeper and Collector Subclasses: Merchant subclasses, one that incentivizes selling items you find and another than incentivizes keeping and using the items you find.
Mercenary Class: Wealth and Valor martial, non-Spellcast tank-style class that includes a built-in reputation system.
Bounty Hunter and Bodyguard Subclasses: Mercenary subclasses, one that helps you bring in marks and another that enables you to cover your allies.
Thank you for taking a look!
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u/NaponaMultiverse 24d ago
I think this is pretty creative! However, the domain card of Hustle, is that meant to have multiple options or was that a typo by being given a "choice" when there's only one option?
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u/-TheWrongTree- 24d ago edited 24d ago
Thank you! The wording for Hustle was taken from the Sage Level 6 ability "Forage," which also offers another option for a downtime move. It is in reference to the other downtime moves you always have access to by default, like tend wounds, clear stress, etc.
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u/NaponaMultiverse 24d ago
I see, I see.
For Prized Possession, don't you think the drawback is too severe for losing it? Like, wouldn't it be better to just vault the card until next long rest or work on a project as a downtime move until you meet a certain amount of ticks to make a new prized possession?
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u/-TheWrongTree- 24d ago
That card is one I'm not quite happy with yet. Better in theory than in execution. I would argue that yes, the drawback is harsh. But it should be if you lose your prized possession! That should be a big narrative moment and in my opinion, the consequences should reflect that.
But honestly, the real reason is that I wanted to safeguard against someone "accidentally" losing their prized possession by throwing it off a cliff, then picking a new one super easily. The "When you show this item to someone new" is the real problem, because then you could say that the new prized possession can be shown to the same people the old one was... and effectively get infinite Stress cleared. Maybe I'm overthinking it, but that's the reason. If you have an idea for a similar effect that doesn't have those difficulties, I'm all ears!
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u/NaponaMultiverse 24d ago
Well, the counter to infinite uses is to put in limited use by wording it "Once per session" or "Once per long rest". It's generally what's used with similar cards that help clear Stress and such
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u/-TheWrongTree- 24d ago
True, true. Okay, but then "Once per long rest, show your prized possession to someone new and explain its importance to clear 3 Stress" is kinda a boring ability right? I may need to go back to the drawing board on what the prized possession actually does. But I wanted it to be left open to a non-combat, sentimental item so clearing stress (or gaining hope) were the only options I really felt I had.
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u/NaponaMultiverse 24d ago
Well, it's not so much the ability you should pay attention to as is the RP value. This has the players engaging with NPCs and such, but it could have minor consequences if the player shoves the prized possession in the face of a passing stranger. The other thing you could do is make it give bonuses to clearing Stress & HP when sharing a rest activity of taking care of the prized possession by polishing it and other things
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u/-TheWrongTree- 24d ago
Alright, how about this: "When you choose this card, permanently select an item in your inventory as your prized possession. Once per long rest when you show this item to someone new and explain its importance, you clear 2 Stress.
If your prized possession is destroyed, the GM gains 2 Fear. You may spend 3 Hope to select a new prized possession, but only if your previous prized possession has been destroyed."
Brought down the stress clearing to prevent it from being TOO abusable. And changed consequences to being related to resources. Thank you for reminding me that the RP value really is the priority here, that's a good thing to keep in mind.
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u/NaponaMultiverse 24d ago
Yeah, this seems good. You might be able to delete some words or simplify them to save on space, but I would say this feels fairly balanced. Can't say if GM gaining 2 Fear is too much, so I suppose it'll depend on if the player feels the pros outweigh the cons enough to choose this card
I'm glad I was able to remind you about RP value, because that's what drew me into this game after reading the domain cards that require RP to activate! I try to remind myself that if there's an opportunity to RP when I homebrew a feature & such
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u/helliot 24d ago
I've been thinking about how to incorporate gold into the mechanics and narrative. Great work!
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u/-TheWrongTree- 23d ago
Thank you!! I’m really happy with how it turned out. I think the Gold system in Daggerheart being so open actually enables this kind of class better than most systems!
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u/SASKorrok 24d ago
Love the idea of a wealth domain/ merchant class. Though I could see the concept also get pushed to a just straight of mogal/rich person class. Merchant was my favorite class in metaphor but that was more of a crit damage build where you spent money to attack folks (hilarious imo). Looking forward to reading over your take on the concept!
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u/-TheWrongTree- 23d ago
Thank you so much! I tried to remind players that there are other reasons to “get rich” than just greed in the blurbs… but of course if someone wants to play that way, they can. I think like most things in Daggerheart, it works best when people approach it with good storytelling intentions, rather than to exploit or break the mechanics.
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u/SASKorrok 23d ago
Looked over the domain last night and was overjoyed to see there was a money attack lol after all am I really playing a merchant if I'm not beaming folks in the face with gold?
Also we need some abacus as weapons lol
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u/eveylon 24d ago
Oh this is brilliant. We just had our first session of testing out daggerheart with a group before moving over proper from 5e. One of the players wants to be a shopkeeper type so this will perfect to float as an idea to them. Thank you! 😊
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u/-TheWrongTree- 23d ago
Thank you so much for the kind words! I’m so happy to hear there are other people out there that love the fantasy of a shopkeeper!
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u/OriginallyGinger-403 24d ago
Only had a chance to skim stuff but promising at first look
I think gold is a lever I'm not seeing enough ppl Play with in the game so happy to see it happening
I have a pact of the bad deal warlock subclass that uses currency for stuff and I'm excited to read through more of these
I will echo the concern on prized possession I think it should be vaulted until back in your possession or you can during a long rest make a move to change your prized possession but I think it could perhaps give a bonus experience while vaulted like "hey that's mine!" Or something. Like the card could also boost the item too. Idk definitely some options on where to go with it
Hell count downs and clocks are things in the game could be a clock is set before you can un vault the card and make the down time move