[WIP] Homebrew class for Daggerheart: Tychomancer

Homebrew

Hey Everyone,

I’ve had a homebrew world I’ve been tinkering with for a few years.  I always wanted to design a campaign in this world, but there were some aspects of it that just didn’t translate well to the game systems I had played, so it’s just been collecting dust in my notebook.

Enter- Daggerheart.

The fiction forward, narrative based approach seems like it might fit this well, so I’d like to run by you guys a class I’ve had in mind for this world and how I think it could translate into Daggerheart.  I’m going to color outside the lines a bit here, I’m not looking to make something elegant, mostly just wondering if I can structure a class around what I want this character to be able to do, without making them overpowered compared to other characters.  I’ve tried to balance the capabilities with the resource costs and limitations.  I haven’t gone into detail fleshing this out very far or coming up with all the vocabulary, right now I’m looking to hear what others think about the general idea and if this seems viable or not.  I welcome any and all feedback.  

I picture this world being based around psychic abilities, but for the purposes of this it works just as well if we consider it magic, having said that lets refer to this class as the

Tychomancer

The Tychomancer is attuned to all the little ripples of cause and effect coursing through everything around them.  They are aware of how complex all these vibrations of the strings of fate are, and how a tiny manipulation of these strings can cause a drastically different outcome that what was about to occur.  Tychomancers exercise their will to pluck these strings and change probability of events happening around them.

Domains: Causality and Grace

Evasion: 11

HP: 5

Tychomancer’s Hope Feature

Alter Fate: Spend 3 hope to reroll an action roll

Class Features

Concatenation

At the beginning of each session roll a number of d6s equal to your sublcasses spell cast trait.  Take the highest roll and add a number of tokens to this section of your characters sheet, these are called Volition.  Mark a stress to spend a Volition to do one the following.  

  • Work with your DM to describe a shift in the environment or situation that is to the PC’s advantage.
  • Work with your DM to describe how an ally, contact or friendly NPC intervenes on the PC’s behalf.
  • When you or an ally rolls with fear change it to a roll with hope instead.
  • During a rest give up one of your downtime moves to roll a d4, reduce how much fear the DM gains for this rest by that amount.

After you have done one of these actions you cannot use Volition to do it again this session.  Please mark each action off when you use it.  Erase all marks at the end of the session.

Destineer

Play the Destineer if you want to use your control over probability to help your allies.

Spellcasting Trait: Knowledge

Foundation Feature

Fortune’s Aid: You can mark a stress to spend a volition to do the following.  You are not limited to doing these actions once per session.

  • Clear a temporary condition or effect on an ally within close range
  • Let an ally within close range reroll an action roll

Fortune’s Favor: When you roll a 1 on your fear die clear a stress.

Jinx

Play a Jinx if you want to use your control over probability to hinder your foes.

Spellcasting Trait: Knowledge

Foundation Feature

Fortune’s Bane: You can mark a stress to spend a volition to do the following.  You are not limited to doing these actions once per session.

  • Force an adversary within close range to reroll an action roll.
  • Force an adversary within close range to reroll a damage roll.

Defy the Odds: When you roll a 12 on your fear die gain a hope

I picture the causality domain cards being more about using probability to help the Tychomancer (bonus to evasion, +1 proficiency on an attack), but also have other options to help allies or hinder enemies. But right now I'd like to hear what you all think about the class/subclass features and if this line of thinking is heading in the right mechanical direction, or if it is going to far with giving a player narrative power and just subverting the DM.

Thanks to everyone for taking the time to read my first foray into Daggerheart homebrew.

Posted Jul 9, 2025, 11:26 PM UTC

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