CLASS ARCHETYPES
A Homebrew Supplement with 34 new
Class Variations and unique, new Hope
Features
What’s in this document?
Inside, you’ll find 34 new class archetypes - each a unique twist on the core Daggerheart classes. Every
archetype comes with its own distinct thematic flair, and includes a carefully designed and playtested
Hope Feature tailored to its identity.
Whether you're looking to deepen your storytelling, explore fresh mechanical niches, or expand the
emotional resonance of your characters, these archetypes offer new ways to experience Daggerheart.
I hope you enjoy this content. 🙂 Feel free to share your thoughts: tenawa.thaneria@gmail.com
What are class archetypes?
Archetypes are variations of existing classes. They expand upon the eleven core classes of Daggerheart:
Bard, Druid, Fighter*, Guardian, Ranger, Rogue, Seraph, Sorcerer, Warlock*, Warrior, and Wizard.
*(Fighter and Warlock are official playtest classes.)
How do class archetypes work?
Archetypes are chosen instead of a core class at the beginning of character creation. They can not be
chosen as a multiclass option.
The following elements remain the same as in the core class:
Evasion,
Hit Points,
Class Feature,
cone of the class’s subclasses,
the class’s core domain**,
**(At the heart of the design philosophy behind class archetypes lies the idea that each class is defined by a core domain. Further
details on this can be found below.)
The following elements change when choosing a class archetype:
Hope Feature, (unique and new designed for this document)
secondary domain,
the flair of the class.
How many archetypes are there? And why are there none for the Fighter, Guardian,
and Warrior?
There are 34 archetypes in total for 8 core classes - four for each for Druid, Ranger, Rogue, Sorcerer, Warlock
and Wizard, and five each for the Bard and Seraph.
This number is the result of a set of design constraints based on domain combinations and class mechanics:
Each core class has a core domain: Bard (Grace), Druid (Sage), Fighter (Bone), Guardian (Valor), Ranger
(Bone), Rogue (Midnight), Seraph (Splendor), Sorcerer (Arcana), Warlock (Dread), Warrior (Blade), Wizard
(Codex).
Each domain pairing may appear only once across all archetypes. For example, if Midnight and Arcana
are already the domains of the Sorcerer core class, no other archetype may use that combination.
Additionally, any domain associated with spells must be paired with a class whose subclasses
possess the Spellcast Trait. This means, for instance, that a Warrior cannot combine Blade and Codex -
despite the mechanical logic - because Warrior lacks the spellcasting capacity. A Wizard, on the other
hand, can.
Due to these constraints, the Fighter, Guardian, and Warrior have no archetypes:
They lack the Spellcast trait,
The available non-spellcasting domain combinations (Blade, Bone, and Valor) are already used by the
three core classes themselves.
This design ensures that classes remain distinct and meaningful, rather than becoming minor variants of one
another. Assigning an archetype to a specific class was a matter of thematic flair and overall balance across
the system.
List of Class Archetypes
Bard: Seraph:
Mystcaller (Grace and Arcana) Brighttongue (Splendor and Grace)
Nexusweaver (Grace and Sage) Dawnbloom (Splendor and Sage)
Steelhymn (Grace and Valor) Equinox (Splendor and Midnight)
Verseblade (Grace and Blade) Shineforged (Splendor and Arcana)
Witstrider (Grace and Bone) Vowflame (Splendor and Blade)
Druid: Sorcerer:
Ironleaf (Sage and Blade) Loreweaver (Arcane and Codex)
Molderbound (Sage and Dread) Runewielder (Arcana and Blade)
Moonshade (Sage and Midnight) Scourgeblood (Arcana and Dread)
Rootwarden (Sage and Valor) Spellbastion (Arcana and Valor)
Ranger: Warlock*:
Blightstalker (Bone and Dread) Ashlight (Dread and Splendor)
Gloamwalker (Bone and Midnight) Cursebrand (Dread and Blade)
Lightstrider (Bone and Splendor) Sorrowbound (Dread and Valor)
Runeseeker (Bone and Arcana) Voidquill (Void and Codex)
Rogue: Wizard:
Duskguard (Midnight and Valor) Glyphknight (Codex and Valor)
Nightharrow (Midnight and Dread) Rootseer (Codex and Sage)
Obscurant (Midnight and Codex) Schememage (Codex and Bone)
Veilfang (Midnight and Blade Swordscribe (Codex and Blade)
*see official Warlock Playtest from Darrington Press
DOMAINS MYSTCALLER As a Mystcaller,
you pull magic from emotion,
Grace and Arcana
BARD ARCHETYPE letting instinct and brilliance guide your voice.
HOPE FEATURE
From Deep Within: Spend 3 Hope to gain a +1 bonus to Presence until your next rest.
DOMAINS NEXUSWEAVER As a Nexusweaver,
you are the thread that connects hearts,
Grace and Sage
BARD ARCHETYPE weaving joy and sorrow into shared strength.
HOPE FEATURE
For Those Who Come After: Spend 3 Hope to link yourself to an ally within Close range. Until your
next rest, whenever they would mark 1 or more Hit Points, you may choose to mark a Hit Point
yourself to reduce the Hit Points the ally marks by 1.
DOMAINS STEELHYMN As a Steelhymn,
your words ring like bells in battle,
Grace and Valor
BARD ARCHETYPE steadying hearts and turning tides.
HOPE FEATURE
Once More With Feeling: Spend 3 Hope to let an ally within Close range reroll an action roll with
advantage.
DOMAINS VERSEBLADE As a Verseblade,
you duel with rhythm and rhyme,
Grace and Blade
BARD ARCHETYPE each flourish both performance and precision.
HOPE FEATURE
Rythm Of Battle: Spend 3 Hope to enter a defensive stance. Until the next rest, attack rolls against
you have disadvantage unless the adversary marks a Stress.
DOMAINS WITSTRIDER As a Witstrider,
you move like a punchline,
Grace and Bone
BARD ARCHETYPE unexpected, cutting, and impossible to ignore.
HOPE FEATURE
Sharp Tongue: Spend 3 Hope to enrage a target within Close range, making them Furious. While
Furious, they are Vulnerable and have a -2 penalty to their attack rolls. They can only clear Furious
by succeeding on an attack against you.
DOMAINS IRONLEAF As an Ironleaf,
you fight with the patience of trees
Sage and Blade
DRUID ARCHETYPE and the certainty of storms.
HOPE FEATURE
The Patient Tree Weathers Every Storm: Spend 3 Hope to make your attacks with calm focus. Until
the next rest, you may choose the target of your attack after making your attack roll. The GM will tell
you who the attack will succeed against.
DOMAINS MOLDERBOUND As a Molderbound,
you speak for the rot that nourishes,
Sage and Dread
DRUID ARCHETYPE the stillness that follows decay.
HOPE FEATURE
New Life From Death: Spend 3 Hope when a target within Close range of you is defeated to clear a
Hit Point and a Stress on an ally within Close range.
DOMAINS MOONSHADE As a Moonshade,
you are the night’s breath in the wild,
Sage and Midnight DRUID ARCHETYPE gentle, watchful, deadly when provoked.
HOPE FEATURE
Predator Of The Night: Spend 3 Hope to make your attacks deadly. Until the next rest, when you
deal Severe damage, the target marks an additional HP.
DOMAINS ROOTWARDEN As a Rootwarden,
you stand where the old ways sleep,
Sage and Valor DRUID ARCHETYPE unbending, unbroken, ever watchful.
HOPE FEATURE
You Shall Not Pass: Spend 3 Hope to gain a +2 bonus to your damage thresholds and you cannot be
moved unwillingly. This lasts until the next rest.
DOMAINS BLIGHTSTALKER As a Blightstalker,
you stalk through rot and shadow,
Bone and Dread
RANGER ARCHETYPE turning corruption into your favored terrain.
HOPE FEATURE
You Are Already Dead: Spend 3 Hope to make a target within Close range temporarily Withered.
While Withered, any damage they deal is reduced by 1 Hit Point.
DOMAINS GLOAMWALKER As a Gloamwalker,
you move like dusk itself,
Bone and Midnight
RANGER ARCHETYPE silent, swift, and cloaked in fading light.
HOPE FEATURE
Too Slow: Spend 3 Hope when an attack made by an adversary against you fails to redirect the
attack to damage a different adversary within range of the attack instead.
DOMAINS LIGHTSTRIDER As a Lightstrider,
you race ahead of the darkness,
Bone and Splendor
RANGER ARCHETYPE a beacon of life and speed among your allies.
HOPE FEATURE
Help Is On The Way: Spend 3 Hope when an ally within Close range takes damage to clear either a
Hit Point or a Stress on the ally.
DOMAINS RUNESEEKER As a Runeseeker,
you follow arcane currents like others tracks,
Bone and Arcana
RANGER ARCHETYPE your hunt ends in revelation.
HOPE FEATURE
Shatterpoint: Spend 3 Hope when a target within Close range takes damage to let them mark 1
additional Hit Point. When this defeats the target, you can clear a Stress.
DOMAINS DUSKGUARD As a Duskguard,
you protect not from behind a shield,
Midnight and Valor
ROGUE ARCHETYPE but from within the enemy’s blind spot.
HOPE FEATURE
Distraction From The Shadows: Spend 3 Hope to cause a target within Close range becomes
temporarily Distracted. While Distracted, that target has disadvantage on attack rolls unless they
target you.
DOMAINS NIGHTHARROW As a Nightharrow,
you don't just kill — you haunt.
Midnight and Dread
ROGUE ARCHETYPE Fear walks with your every step.
HOPE FEATURE
The Horror That Lurks: Spend 3 Hope to strike fear into your enemys. Until the next rest, successful
attacks while Cloaked also force the target to mark a Stress.
DOMAINS OBSCURANT As an Obscurant,
you bury truths in layers of deception,
Midnight and Codex
ROGUE ARCHETYPE mastering secrets as others master steel.
HOPE FEATURE
Truths Hidden in Lies: Spend 3 Hope to gain a bonus to your action roll equal to the current number
of Fear the GM has.
DOMAINS VEILFANG As a Veilfang,
your blade moves where shadows fall,
Midnight and Blade
ROGUE ARCHETYPE swift, silent, and unseen.
HOPE FEATURE
Now You See Me: Spend 3 Hope to add twice as many damage dice for your Sneak Attack while you
are Cloaked.
DOMAINS BRIGHTTONGUE As a Brighttongue,
you speak with holy fire,
Splendor and Grace
SERAPH ARCHETYPE turning words into blessings — or commands.
HOPE FEATURE
Halt, Not You: Spend 3 Hope to redirect the spotlight from an adversary to an ally within Far range.
The GM can still spend a Fear to interrupt the player and make a move with a different adversary.
DOMAINS DAWNBLOOM As a Dawnbloom,
your magic is a sunrise: restoring, renewing,
Splendor and Sage
SERAPH ARCHETYPE and burning what must be cleansed.
HOPE FEATURE
Here Comes The Sun: Spend 3 Hope to clear a Stress on an ally within Far range.
DOMAINS EQUINOX As an Equinox,
you walk the balance of light and shadow,
Splendor and Midnight
SERAPH ARCHETYPE both witness and wielder of change.
HOPE FEATURE
Perfect Balance: Spend 3 Hope to double the result of the lower of your Hope or Fear Die.
DOMAINS SHINEFORGED As a Shineforged,
you were made to dazzle and defend,
Splendor and Arcana
SERAPH ARCHETYPE a radiant soul bound in glorious purpose.
HOPE FEATURE
Here Comes The Sun: Spend 3 Hope to make all targets within Very Close range temporarily
Vulnerable.
DOMAINS VOWFLAME As a Vowflame,
your vow burns with morning fire,
Splendor and Blade
SERAPH ARCHETYPE unyielding, cleansing, and true.
HOPE FEATURE
Fires Of Truth: Spend 3 Hope to let you choose whether to do Physical or Magic damage until the
next rest.
DOMAINS LOREWEAVER As a Loreweaver,
you shape stories into spells,
Arcana and Codex
SORCERER ARCHETYPE pulling threads from the weave of history itself.
HOPE FEATURE
Memories Of Once: Spend 3 Hope to gain access to a domain card not in your loadout or vault until
the next rest. This card has to be from a domain and level you have access to.
DOMAINS RUNEWIELDER As a Runewielder,
you channel raw magic into your attacks,
Arcana and Blade
SORCERER ARCHETYPE striking with power that pulses from within.
HOPE FEATURE
Surge Of Power: Spend 3 Hope to gain a bonus to your damage rolls equal to your Instinct until the
next rest.
DOMAINS SCOURGEBLOOD As a Scourgeblood,
you are cursed at birth or willingly marked,
Arcana and Dread
SORCERER ARCHETYPE you wield dark magic like a second heartbeat.
HOPE FEATURE
My Pain Is Your Pain: Spend 3 Hope when you take damage from an adversary to let the adversary
take the same damage.
DOMAINS SPELLBASTION As a Spellbastion,
you are a living bulwark,
Arcana and Valor
SORCERER ARCHETYPE fusing forceful magic with unyielding resolve.
HOPE FEATURE
Last Stand: Spend 3 Hope when you take Severe damage to reduce the Hit Points marked by 1 and
clear a Stress.
DOMAINS ASHLIGHT As an Ashlight,
you are the ember that clings to life,
Dread and Splendor
WARLOCK ARCHETYPE burned, but burning still.
HOPE FEATURE
From The Ashes: Spend 3 Hope when you have 2 or fewer Hit Points unmarked to clear 2 Hit Points.
DOMAINS CURSEBRAND As a Cursebrand,
your weapon sears with hexes,
Dread and Blade
WARLOCK ARCHETYPE each blow a judgment passed from darkness.
HOPE FEATURE
Marked For Death: Spend 3 Hope to make a target temporarily Branded. When a creature takes
damage while Branded, add your Presence to the damage roll.
DOMAINS SORROWBOUND As a Sorrowbound,
you wear grief like armor,
Dread and Valor
WARLOCK ARCHETYPE protecting others through pain you endure.
HOPE FEATURE
Grief Made Steel: Spend 3 Hope when you mark 1 or more Hit Points to clear that many Armor Slots
on an ally within Close range.
DOMAINS VOIDQUILL As a Voidquill,
you write with ink drawn from the void,
Dread and Codex
WARLOCK ARCHETYPE your knowledge echoing with ancient dread.
HOPE FEATURE
All Hope Is Lost: Spend 3 Hope to gain a Favor.
DOMAINS GLYPHKNIGHT As a Glyphknight,
you anchor the battlefield with radiance,
Codex and Valor
WIZARD ARCHETYPE a master of magical discipline.
HOPE FEATURE
Runes Of Conviction: Spend 3 Hope to give yourself and all allies within Very Close range a +1 bonus
to Evasion until the next time an attack succeeds against you. Otherwise, this bonus lasts until your
next rest.
DOMAINS ROOTSEER As a Rootseer,
you read the whispers of roots and stone,
Codex and Sage
WIZARD ARCHETYPE drawing truth from the living world’s memory.
HOPE FEATURE
For The Light In The World: Spend 3 Hope to double the result of a Hope Die of an ally within Close
range.
DOMAINS SCHEMEMAGE As a Schememage,
you think three moves ahead,
Codex and Bone
WIZARD ARCHETYPE weaving plans and spells into a perfect snare.
HOPE FEATURE
You Activated My Trap: Spend 3 Hope to interrupt an adversary that was attacking you and take the
spotlight yourself.
DOMAINS SWORDSCRIBE As a Swordscribe,
your weapon is etched with spells,
Codex and Blade
WIZARD ARCHETYPE each strike a line in the arcane script of war.
HOPE FEATURE
Guided By Unspoken Words: Spend 3 Hope to roll a d20 as your Hope Die on an attack roll.
Legal Notice
Author: Tenawa
Contact: tenewa.thaneria@gmail.com
© 2025 Tenawa. All rights reserved.
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Artwork Notice
Some artwork used in this publication comes from public domain or
openaccess sources such as Artvee, The Met, and similar archives.
These works are free for commercial use and were created by artists
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Artist Credits
Mystcaller
The Bard (Thomas Jones)
Nexusweaver
Beware of the Enchanted Ground (George Woolliscroft Rhead)
Steelhymn
Untitled - Knight and fairy creatures (Richard Corbould)
Verseblade
The Fencing Master (Christophe Huet)
Witstrider
Diogenes (Johann Carl Lot)
Ironleaf
Daphnis and Chloe (Camille Félix Bellanger)
Moonshade
East of the sun and west of the moon pl 09 (Kay Rasmus Nielsen)
Molderbound
Schnitter Tod (Walter Crane)
Rootwarden
The King Oak, Windsor Forest (Henry William Burgess)
Blightstalker
Death on Horseback (Stefano Della Bella)
Gloamwalker
The Escape (Henry Macbeth-Raeburn)
Lightstrider
Justice and Divine Vengeance Pursuing Crime (Pierre-Paul Prud'hon)
Runeseeker
The Treasure-seeker (Theodor von Holst)
Duskguard
Soldier Holding a Shield (Salvator Rosa)
Obscurant
Arcadion (Jean-Joseph-Benjamin Constant)
Nightharrow
Die große Angst (Walter Gramatté)
Veilfang
Dämonische Nacht (Paul Klee)
Brighttongue
Saul and the Witch of Endor (William Sharp)
Dawnbloom
The Angel of Hope (Henry John Stock)
Equinox
‘And I saw an angel standing in the sun’ (Henry John Stock)
Shineforged
Him the Almighty Power (Gustave Doré)
Vowflame
Saint Michael Archangel attacking the dragon (Anonymous)
Loreweaver
Clio, Muse of History (Charles Meynier)
Runewielder
The Order of the Samurai (Edmund Joseph Sullivan)
Scourgeblood
A Witch (Edgar Bundy)
Spellbastion
Herkules und die Hydra (Franz von Stuck)
Ashlight
Brünnhilde on Grane (Arthur Rackham)
Cursebrand
König Saul und die Hexe von Endor (Josef Ignaz Mildorfer)
Sorrowbound
Dante and Virgil encounter Lucifer in Hell (Henry John Stock)
Voidquill
A Witch (Salvator Rosa)
Glyphknight
The Witch and the Prince (Henry Justice Ford)
Rootseer
The Etruscan Sorceress (Elihu Vedder (American)
Schememage
David with the Head of Goliath (Antonio del Castillo Y Saavedra)
Swordscribe
Portrait Of A Man With A Goose Quill In His Hand (Nikolay Argunov (Russian)