Daggerheart Releases Another Round of Playtesting, Including Two New Classes

The Witch and Assassin are both available for playtest.
witch.webp


A ton of new playtest content was just released for Daggerheart, including two brand new classes and a host of new ancestries and communities. The Void was just updated today with new content, including a brand new Witch class and a new Assassin class. The Witch class comes with a Hex feature and the ability to commune with spirits. The Assassin has the potential of ambushing targets when the Assassin moves into melee range of a target, which deals additional D6s worth of damage based on what tier the assassin is.

Also added to the playtest material are a number of new ancestries - the earthkin, tidekin, emberkin, skykin, a celestial-derived Aetheris ancestry, and gnomes. Six new communities were also added - duneborne, freeborne (a community that was liberated from tyrannical rule), frostborne, hearthborne (coming from a small village or countryside), reborne (coming from a community that they no longer remember), and warborne.

The Warlock and Brawler were also updated with new revisions.
 

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Christian Hoffer

Christian Hoffer


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Not sure if the Warlock is the best name for the "Warlock" class. Considering that your patron can just be a god, favors, and cleric domain like abilities, then it seems like a Cultist/Occultist would be a better all-round fit. However, I don't think that it's likely they would change the name now, especially when it's clearly meant to be the Warlock analogue for people coming from 5e D&D.
 

Not sure if the Warlock is the best name for the "Warlock" class. Considering that your patron can just be a god, favors, and cleric domain like abilities, then it seems like a Cultist/Occultist would be a better all-round fit. However, I don't think that it's likely they would change the name now, especially when it's clearly meant to be the Warlock analogue for people coming from 5e D&D.
The witch fits what I want from a warlock better anyway lol

Too bad the Assassin is just a worse Rogue at this point.
 

Well, there's already errata. Mainly spelling and such, but expecting a book to be completely error-free is a big ask.

Errata PDF: https://www.daggerheart.com/wp-content/uploads/2025/05/Daggerheart-Errata-5-20-2025.pdf
Weirdly, they don't seem to have realized that "a HP" is incorrect. It's an HP.

Unless that's correct in some version of non-American English and that's what the final editor/proofreader writes in. But I'm guess they just did a find/replace on "a hit point."
 


Curious what your 'assassin must have/be' points are.
In no order
  • Be capable of spike damage
  • Feel like you’re setting up the damage spike by hunting the target, without making you have a totally different gameplay from other PCs (stuff like stacking damage bonuses for stealth, taking a moment to study a target, attacking a vulnerable target, etc)
  • Be good at moving swiftly under stealth
  • Be a good hunter (good at finding someone, not letting someone get away, etc)
  • Be capable of standing up in a fight (not a front liner, just still competent and able to use their abilities when things become a skirmish)
The Nightwalker Rogue and Wayfinder Ranger both do some of this stuff, especially with the bone, sage, and midnight, domains. The Assassin subclasses even contribute to it.

But the base class sucks mechanically. Ambush is just Sneak Attack but strictly much much worse. Like basically better off not using it. It’s very very bad.

Grim resolve is secondary to the assassin fantasy. It would be better as a “move such and such while hidden” or a “mark a creature for death” feature.

Get In and Out is great. I love it. It should have the option of getting info on how to get in or out, hide, set an ambush, or figure out where a creature is. This, making grim resolve into a primary assassin fantasy serving feature of some kind, and making Ambush improve your crit rate or something different from Sneak Attack, or just let them share Sneak Attack with the Rogue who cares??
 


In no order
  • Be capable of spike damage
  • Feel like you’re setting up the damage spike by hunting the target, without making you have a totally different gameplay from other PCs (stuff like stacking damage bonuses for stealth, taking a moment to study a target, attacking a vulnerable target, etc)
  • Be good at moving swiftly under stealth
  • Be a good hunter (good at finding someone, not letting someone get away, etc)
  • Be capable of standing up in a fight (not a front liner, just still competent and able to use their abilities when things become a skirmish)
The Nightwalker Rogue and Wayfinder Ranger both do some of this stuff, especially with the bone, sage, and midnight, domains. The Assassin subclasses even contribute to it.

But the base class sucks mechanically. Ambush is just Sneak Attack but strictly much much worse. Like basically better off not using it. It’s very very bad.

Grim resolve is secondary to the assassin fantasy. It would be better as a “move such and such while hidden” or a “mark a creature for death” feature.

Get In and Out is great. I love it. It should have the option of getting info on how to get in or out, hide, set an ambush, or figure out where a creature is. This, making grim resolve into a primary assassin fantasy serving feature of some kind, and making Ambush improve your crit rate or something different from Sneak Attack, or just let them share Sneak Attack with the Rogue who cares??
I hope you filled out the survey, because those are good points.
 


The witch fits what I want from a warlock better anyway lol

Too bad the Assassin is just a worse Rogue at this point.
Witches > Warlocks. It is known. I prefer witch archetypes anyway as well. But my primary contention is that the name Warlock is arguably too narrow for the archetype that the class represents based on the potential patrons.
 

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