You also have your magic weapon, which in Daggerheart are very much like offensive cantrips in 5e or PF2. You can always use "spells" in combat if you wish. The Primal origin sorcerer has the Manipulate Magic feature that works with magic weapons, very much like a class feature in 5e that lets you boost or modify a damaging cantrip.You get two you can cast at a time at first level? It's not that there aren't choices, it's you only get to choose one or two, correct?
I clearly missed this in my read through, thanks.You also have your magic weapon, which in Daggerheart are very much like offensive cantrips in 5e or PF2. You can always use "spells" in combat if you wish. The Primal origin sorcerer has the Manipulate Magic feature that works with magic weapons, very much like a class feature in 5e that lets you boost or modify a damaging cantrip.
The Goblin Ways
Scaling Traversal (12/14/17/20)
Twisting paths amongst windswept plains, ancient forests, still lakes, deep caves, and impossible castles.
Impulses: Obscure the path, entice with riches, change without transition
Fix the Path - Passive: When you step through a passage into the Ways, you must exert your will to shape the path forward to lead you where you wish to go. One player must state how they do this and make an appropriate action roll, the outcome determines the resultant Progress Countdown.
How do you reach out and tell the Ways where you desire to go? What does it take to make it understand? How does it push back, fickle and fae? Goblin characters, or the party having an explicit invitation to their destination bestows Advantage
- On a Critical Success, 10 segments and Advantage on their next Traverse the Ways roll.
- On a Success with Hope: 10 segments.
- On a Success with Fear: 10 Segments and Disadvantage on their next Traverse the Ways roll.
- On a Failure with Hope: 12 segments.
- On a Failure with Fear: 12 segments and the Ways writhe and chafe against the Party. All characters must mark a Stress.
Traverse the Ways - Passive: Reaching the destination uses a Progress Clock with the outcome from Fix the Path. It ticks down according to the following criteria when the PCs make a Group or individual action roll to overcome an obstacle:
• Critical Success: Tick down 3
• Success with Hope: Tick down 2
• Success with Fear: Tick down 1
• Failure with Hope: No advancement
• Failure with Fear: Tick up 1
When the countdown triggers, the party has reached their destination.
What sights do you see in the swirling mists of Faerie? How do you keep your footing along the path? What about this place do you most fear?
A Perilous Journey - Action: Describe where the path leads and frame out an obstacle the party must overcome.
1. A shadowed copse of trees, branches swaying in an unfelt breeze, path receding under thick grass.
2. Steep mountainside, fantastic lichens and flowers singing soft songs.
3. A glassy still lake, the stepping stones leading across sightly too far apart to be comfortable.
4. Sudden descent into a cave lit with tiny twinkling stars, the floor slick and steep.
5. A wide open plain, rolling flats of waving grain and figures moving in the distance.
6. A ruined castle, rubble falling and the wind moaning.
7. A sheer cliff, weathered statues flanking a sealed door.
8. A maze of floating stones, leading ever higher.
9. A forest of mushrooms, spores and fireflies clouding the air.
10. Tunnels down amongst the roots, tiny houses carved into the walls.
11. A sudden storm lashing down, turning all to mud.
12. A tiny cottage in a welcoming meadow, butterflies all around.
Denizens of Faerie - Action: Spend a Fear to reveal strange creatures of this realm along the path.
1. Frolicking in a glade.
2. Staring down watchfully.
3. Prowling close to pounce.
4. Fleeing something dark and wondrous.
5. Calling out enticements.
6. Enjoying a perfect ray of sunshine.
7. Having a picnic.
8. Enacting a solemn ritual.
9. Ripping at prey.
10. Gathering garlands of flowers.
11. Weaving a glorious spell.
12. Pleading for help.