Character Classes - Daggerheart

This page includes Daggerheart-specific content which is created under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com

All of the classes included in the Daggerheart core rulebook are compatible with the Lasair‌ setting. The following information will help you find the best ways to fit those classes in while you create a character in the setting (or, if you're a GM, will help you decide what sorts of NPCs to include).

For races/ancestries, see Character Ancestries - Daggerheart.


Daggerheart classes in Lasair

  • Warriors and Guardians:The weapon-based fighter archetype is everpresent in fantasy, and Lasair is no different. Warriors can be found all over the lands as adventurers, trade guards, city guard officers, and especially in the Mercenary Guild.
  • While Lasair is a world without known deities, divine magic still finds a home within several forms. Within the human centered lands of the City-States Region, this takes the form of reverence for The Virtues, a series of seven ideals. Those most dedicated to the Virtues are Clerics and Paladins. The two Daggerheart Seraph subclasses (Divine Wielder and Winged Sentinel) map to those in turn.
  • Wizards are often the centerpiece of fantasy fiction, and within the City-States Region wizards are part of the order of the Mages - the ruling class of the region. They carry political power while also pursuing their own research into magical forms of power - often clashing with rivals from competing Mage Schools in the process.
  • Keepers of knowledge, history, and music, the Bards in human lands are considered to be part of the School of Knowledge within the Mages circles. In the outlying lands, Bards are still an important part of non-human culture, often carrying histories and divine inspiration.
  • In every society there exists those who live outside of the rules and expectations laid by that society, and in Lasair the Rogue exemplifies that example. Across the continent can be found sneaks, thieves, assassins, as well as those with more noble goals such as those that use their skills to explore forgotten ruins and delve into the past.
  • Those for whom Magic comes naturally are a complex thing in Lasair. For non-humans, Sorcerers are a natural part of the world. Slightly dangerous but worthy of respect and teaching. They can use either Sorcerer subclass (including a "reskinned" subclass for those whose natural magic takes the form of tattoos). Human sorcerers, however, carry a legacy beyond mere magic - they are the Wurmborn, descendents of human victims of manipulation during the Dragonscourge - an apocalyptic conflict nearly a thousand years ago. Within the City-States Region, Wurmborn are considered anathema and will be killed as quickly as possible. Outside - especially within the Korth'an Conclave - Wurmborn can sometimes find refuge but they often face a deadly escape to even reach such places. (See the sidebar for custom cards for these classes.)
  • Druids, masters of natural magic, are present all over Lasair. The Daggerheart versions make up the Elemental and Nature Schools of Magic within the Mages, and often are leaders within communities outside the City-States.
  • Finally, Rangers - experts in the wilderness and in beasts - while not a common sight within the cities or trade roads of human lands are known to be wandering the wilds. Rangers fit in very well with nearly any adventuring group, serve as scouts for militias and the Mercenary Guild, and are border rangers within the Korth'an Conclave.

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Jun 21, 2025 05:00

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