Domains and Classes¶
Source
Daggerheart System Reference Document 2.0, PDF pages 7–31. Public Game Content under the Darrington Press Community Gaming License; see Daggerheart SRD for the notice and how to cite. Text is machine-extracted; tables lost their columns. When it matters, the PDF wins.
SRD p. 7
Core Materials¶
Domains¶
There are ten Domains, each comprising a collection of cards
granting features or special abilities expressing a particular
theme. Please note the Daggerheart Core Set includes only
the following nine domains: Arcana, Blade, Bone, Codex,
Grace, Midnight, Sage, Splendor, and Valor.
Arcana¶
Arcana is the domain of innate and instinctual magic. Those
who choose this path tap into the raw, enigmatic forces of the
realms to manipulate both their own energy and the elements.
Arcana offers wielders a volatile power, but it is incredibly
potent when correctly channeled. The Arcana domain can be
accessed by the Druid and Sorcerer classes.
Blade¶
Blade is the domain of weapon mastery. Whether by steel,
bow, or perhaps a more specialized arm, those who follow this
path have the skill to cut short the lives of others. Wielders of
Blade dedicate themselves to achieving inexorable power over
death. The Blade domain can be accessed by the Assassin,
Guardian, and Warrior classes.
Bone¶
Bone is the domain of tactics and the body. Practitioners
of this domain have an uncanny control over their own
physical abilities and an eye for predicting the behaviors of
others in combat. Adherents to Bone gain an unparalleled
understanding of bodies and their movements. The Bone
domain can be accessed by the Brawler, Ranger, and Warrior
classes.
Codex¶
Codex is the domain of intensive magical study. Those who
seek magical knowledge turn to the equations of power
recorded in books, written on scrolls, etched into walls, or
tattooed on bodies. Codex offers a commanding and versatile
understanding of magic to devotees who pursue knowledge
beyond the boundaries of common wisdom. The Codex
domain can be accessed by the Bard and Wizard classes.
Dread¶
Dread is the domain of nightmares and fear. Those who
choose this path can call forth monstrosities, enfeeble their
foes, and channel terrifying magic to destroy their enemies.
Dread grants its adherents power over forces most are too
afraid to employ. The Dread domain can be accessed by the
Warlock and Witch classes.
Grace¶
Grace is the domain of charisma. Through rapturous
storytelling, charming spells, or a shroud of lies, those who
channel this power define the realities of their adversaries,
bending perception to their will. Grace offers its wielders raw
magnetism and mastery over language. The Grace domain can
be accessed by the Bard, Rogue, and Warlock classes
Midnight¶
Midnight is the domain of shadows and secrecy. Whether
by clever tricks, deft magic, or the cloak of night, those who
channel these forces practice the art of obscurity and can
uncover sequestered treasures. Midnight offers practitioners
the power to control and create enigmas. The Midnight
domain can be accessed by the Assassin, Rogue, and
Sorcerer classes.
Sage¶
Sage is the domain of the natural world. Those who walk
this path tap into the unfettered power of the earth and its
creatures to unleash raw magic. Sage grants its adherents
the vitality of a blooming flower and the ferocity of a ravenous
predator. The Sage domain can be accessed by the Druid,
Ranger, and Witch classes.
Splendor¶
Splendor is the domain of life. Through this magic, followers
gain the ability to heal and, to an extent, control death.
Splendor offers its disciples the magnificent ability to both
give and end life. The Splendor domain can be accessed by the
Seraph and Wizard classes.
Valor¶
Valor is the domain of protection. Whether through attack or
defense, those who choose this discipline channel formidable
strength to protect their allies in battle. Valor offers great
power to those who raise their shields in defense of others.
The Valor domain can be accessed by the Brawler, Guardian,
and Seraph classes.
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Class Domains
Each class grants access to two domains:
- Assassion: Blade & Midnight
- Bard: Codex & Grace
- Brawler: Valor & Bone
- Druid: Arcana & Sage
- Guardian: Blade & Valor
- Ranger: Bone & Sage
- Rogue: Grace & Midnight
- Seraph: Splendor & Valor
- Sorcerer: Arcana & Midnight
- Warlock: Dread & Grace
- Warrior: Blade & Bone
- Witch: Dread & Sage
- Wizard: Codex & Splendor
PCs acquire two 1st-level domain cards at character creation
and an additional domain card at or below their level each time
they level up.
Domain Cards¶
Each domain card provides one or more features your PC
can utilize during their adventures. Some domain cards
provide moves you can make, such as a unique attack or a
spell. Others offer passive effects, new downtime or social
encounter abilities, or one-time benefits.
Domain Card Anatomy¶
Each domain card includes six elements:
Level
The number in the top left of the card indicates the card's
level. You cannot acquire a domain card with a level higher
than your PC's.
Domain
Beneath the card's level there is a symbol indicating its
domain. You can only choose cards from your class's two
domains.
Recall Cost
The number and lightning bolt in the top right of the card
shows its Recall Cost. This is the amount of Stress a player
must mark to swap this card from their vault with a card
from their loadout.
Note: Aplayer can swap domain cards during downtime
without paying the domain card's Recall Cost.
Title
The name of the card.
Type
The card's type is listed in the center above the title. There
are three types of domain cards: abilities, spells, and
grimoires. Abilities are typically non-magical in nature,
while spells are magical. Grimoires are unique to the Codex
domain and grant access to a collection of less potent
spells. Some game mechanics only apply to certain types
of cards.
Feature
The text on the bottom half of the card describes its
feature(s), including any special rules you need to follow
when you use that card.
Loadout & Vault¶
Your loadout is the set of acquired cards whose effects your
PC can use during play. You can have up to five domain cards
in your loadout at one time. Once you've acquired six or more
domain cards, you must choose five to keep in your loadout;
the rest are considered to be in your vault. Vault cards are
inactive and do not influence play
Note: Your subclass, ancestry, and community cards don't
contribute to your loadout maximum and are always active
and available.
At the start of a rest, before using downtime moves, you can
freely move cards between your loadout and your vault, so
long as your loadout doesn't exceed its five-card maximum.
T o move a card from your vault to your loadout at any other
time, you must mark a number of Stress equal to the vaulted
card's Recall Cost (located in the top right of the card next to
the lightning bolt symbol). If your loadout is already full, you
must also move a card from your loadout to your vault to make
space, though you can do this at no cost.
When you gain a new domain card at level-up, you can
immediately move it into your loadout for free. If your loadout
is already full, you must also move a card from your loadout to
your vault to make space.
Usage Limits¶
If a domain card restricts how often it can be used, you can
track such limits with whatever method you prefer, such
as turning the card sideways, flipping it facedown, or using
tokens.
Note: if an effect or ability gives you a number of uses equal
to a trait with a modifier of +0 or less, it grants you 0 uses.
Classes¶
Aclass is a role-based archetype that determines a PC's:
- Access to Domains: Each class grants access to two
domains; players choose cards from these domains during
character creation and when leveling up.
- Starting Evasion and Hit Points (HP)
- Starting Items
- Class Feature(s)
- Class Hope Feature, a class feature that costs 3 Hope to
activate.
Please note that the Daggerheart Core Set includes only the
following nine classes: Bard, Druid, Guardian, Ranger, Rogue,
Seraph, Sorcerer, Warrior, and Wizard.
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Subclasses¶
Each class is divided into two subclasses, each of which
further defines and highlights one aspect of its class
archetype. Your chosen subclass can grant the following:
- Spellcast Trait: This is the trait used on all Spellcast rolls.
- Foundation Feature: This is a unique starting feature that
establishes the identity and strengths of the subclass.
You gain your chosen subclass's Foundation at character
creation.
- Specialization Feature: This is an advanced feature that
can be gained on level up. For some subclasses, the
specialization feature grants a new ability; for others,
it expands or enhances a feature you already acquired
through a class or subclass.
- Mastery Feature: The mastery feature is a subclass's most
powerful feature, which can be gained at higher levels.
For some subclasses, the mastery feature unlocks an
extraordinary new ability; for others, it's the impressive
culmination of their subclass's core feature.
When you acquire a Foundation, Specialization, or Mastery,
take its card for use as a reference during play.
Assassin¶
Assassins are masters at inflicting deadly injuries with
precise strikes. Unlike those who wield violence as only a
means to an end, assassins approach death as a profession.
Many members of this class believe theirs is a worthy, if
not sacred, trade, and some join guilds to hone their craft,
define their beliefs, and earn money. People from all walks
of life hire assassins for their skills: powerful rulers looking
to avoid all-out war, business leaders seeking to eliminate
the competition, and even average people hoping to settle a
grudge. Often, an assassin is the last resort for killing those
previously believed to be unkillable. While some of these
deadly professionals will destroy anyone in their path for the
right reasons or the right price, others hold strict moral codes
or personal rules that dictate their targets. Those who end up
the target of an assassin should count themselves among the
dead
DOMAINS - Blade & Midnight
Starting Evasion - 12¶
Starting Hit Points - 5¶
CLASS ITEMS - Alist of names with several marked off or
a rusted blade inscribed with an insignia
Assassin's Hope Feature¶
Deadly Determination: Spend 3 Hope to clear 2 Stress.
Class Features¶
Marked for Death: On a successful weapon attack, you can
mark a Stress to make the target Marked for Death. When
you deal damage to a target you've Marked for Death, add a
number of d4s equal to your tier to the damage roll.
You can have only one adversary Marked for Death at a
time. This condition lasts until you take a rest, the current
adversary Marked for Death is defeated, or the GM spends
a number of Fear equal to your tier to clear it.
Get In & Get Out: Spend a Hope to ask the GM for a quick
or inconspicuous way into or out of a place you can see.
The next roll you make that acts on this information has
advantage.
Assassin Subclasses¶
Choose either the Executioners Guild or Poisoners Guild
subclass.
Executioners Guild¶
Play the Executioners Guild if you want to strike down your
targets with lethal precision.
Spellcast Trait¶
Agility
Foundation Features¶
First Strike: The first time in a scene you succeed on an
attack, you deal double damage.
Ambush: Your "Marked for Death" feature uses d6s instead
of d4s.
Specialization Features¶
Death Strike: When you deal Severe damage to a creature,
you can mark a Stress to force them to mark an additional
Hit Point.
Scorpion's Poise: You gain a +2 bonus to your Evasion
against attacks made by a creature you've Marked for
Death.
Mastery Features¶
True Strike: Once per long rest when you fail an attack, you
can spend a Hope to make it a success instead.
Backstab: Your "Marked for Death" feature uses d8s
instead of d6s.
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Poisoners Guild¶
Play the Poisoners Guild if you want to debilitate your targets
with punishing afflictions.
Spellcast Trait¶
Knowledge
Foundation Feature¶
Toxic Concoctions: Mark a Stress to place 1d4+1 tokens on
this card. When you make a successful weapon attack, you
can spend a token to afflict the target with a poison. You
know these poisons:
- Ghost Petal: The target becomes temporarily Vulnerable.
- Grave Spore: The target must also mark a Stress.
- Leech Weed: You deal an extra 1d6 damage on this
attack.
When you take a long rest, clear all unspent tokens.
Specialization Features¶
Poison Compendium: You also know these poisons:
- Midnight Vine: The target has disadvantage on attack
rolls until it marks a Stress to clear this condition.
- Gorgon Root: The target becomes temporarily
Restrained.
Twin Fang: When you afflict a target Marked for Death with
a poison you know, you can spend an additional token to
also inflict the effect of a second poison you know.
Mastery Features¶
Venomancer: You also know these poisons:
- Blight Seed: The target gains a −3 penalty to their
damage thresholds until the end of the scene. This
effect can't stack.
- Fear Leaf: You deal extra damage equal to the result of
your Fear Die on this attack.
- Corpse Thorn: The target gains disadvantage on reaction
rolls until the end of the scene.
Adder's Blessing: You are immune to poisons and other
toxins.
Background Questions¶
Answer any of the following background questions. You can
also create your own questions.
- You once killed someone you were close to. What
happened, and how did it change you?
- What organization trained you in the art of killing, and
how did you become a member?
- Throughout your career, one target has eluded you.
Who are they, and how have they slipped through
your fingers?
Connections¶
Ask your fellow players one of the following questions for
their character to answer, or create your own questions.
- I've killed someone for you. Who were they?
- How did you save me when Iwas on the brink of
death? What have Ipromised you as repayment?
- What secret about myself did Itell you, and how did
it change your view of me?
Bard¶
Bards are the most charismatic people in all the realms.
Members of this class are masters of captivation and
specialize in a variety of performance types, including singing,
playing musical instruments, weaving tales, or telling jokes.
Whether performing for an audience or speaking to an
individual, bards thrive in social situations. Members of this
profession bond and train at schools or guilds, but a current
of egotism runs through those of the bardic persuasion. While
they may be the most likely class to bring people together, a
bard of ill temper can just as easily tear a party apart.
DOMAINS - Grace & Codex
Starting Evasion - 10¶
Starting Hit Points - 5¶
CLASS ITEMS - Aromance novel or a letter never opened
Bard's Hope Feature¶
Make a Scene: Spend 3 Hope to temporarily Distract a
target within Close range, giving them a -2 penalty to their
Difficulty.
Class Feature¶
Rally: Once per session, describe how you rally the party
and give yourself and each of your allies a Rally Die. At level
1, your Rally Die is a d6. A PC can spend their Rally Die to
roll it, adding the result to their action roll, reaction roll,
damage roll, or to clear a number of Stress equal to the
result. At the end of each session, clear all unspent Rally
Dice. At level 5, your Rally Die increases to a d8.
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Bard Subclasses¶
Choose either the Troubadour or Wordsmith subclass.
Troubadour¶
Play the Troubadour if you want to play music to bolster your
allies.
Spellcast Trait¶
Presence
Foundation Feature¶
Gifted Performer: You can play three different types of
songs, once each per long rest; describe how you perform
for others to gain the listed benefit:
- Relaxing Song: You and all allies within Close range clear
a Hit Point.
- Epic Song: Make a target within Close range temporarily
Vulnerable.
- Heartbreaking Song: You and all allies within Close
range gain a Hope.
Specialization Feature¶
Maestro. Your rallying songs steel the courage of those who
listen. When you give a Rally Die to an ally, they can gain a
Hope or clear a Stress.
Mastery Feature¶
Virtuoso. You are among the greatest of your craft and your
skill is boundless. You can perform each of your "Gifted
Performer" feature's songs twice per long rest.
Wordsmith¶
Play the Wordsmith if you want to use clever wordplay and
captivate crowds.
Spellcast Trait¶
Presence
Foundation Features¶
Rousing Speech: Once per long rest, you can give a
heartfelt, inspiring speech. All allies within Far range clear
2 Stress.
Heart of a Poet: After you make an action roll to impress,
persuade, or offend someone, you can spend a Hope to
add a d4 to the roll.
Specialization Feature¶
Eloquent. Your moving words boost morale. Once per
session, when you encourage an ally, you can do one of the
following:
- Allow them to find a mundane object or tool they need.
- Help an Ally without spending Hope.
- Give them an additional downtime move during their
next rest.
Mastery Feature¶
Epic Poetry. Your Rally Die increases to a d10. Additionally,
when you Help an Ally, you can narrate the moment as
if you were writing the tale of their heroism in a memoir.
When you do, roll a d10 as your advantage die.
Background Questions¶
Answer any of the following background questions. You can
also create your own questions.
- Who from your community taught you to have such
confidence in yourself?
- You were in love once. Who did you adore, and how
did they hurt you?
- You've always looked up to another bard. Who are
they, and why do you idolize them?
Connections¶
Ask your fellow players one of the following questions for
their character to answer, or create your own questions.
- What made you realize we were going to be such
good friends?
- What do Ido that annoys you?
- Why do you grab my hand at night?
Brawler¶
Experts in unarmed combat, brawlers hone their bodies into
lethal weapons. Whether they learned from formal training,
studied with a mentor, or picked up their skills one fight at a
time, the process is always rigorous as brawlers develop their
body and mind to work as one. Brawlers are valued for their
power and versatility and typically join a party or a cause when
the need or desire arises. Because a brawler's body is their
strongest weapon, they typically seek out new challenges or
consistent sparring partners so they can maintain their skills
and add new techniques to their repertoire. Though they might
appear unassuming to those accustomed to foes who are
armed to the teeth, brawlers often accomplish more with bare
knuckles than an average soldier with a sword.
DOMAINS - Valor & Bone
Starting Evasion - 10¶
Starting Hit Points - 6¶
CLASS ITEMS - Hand wraps from a mentor or a book
about your secret hobby
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Brawler's Hope Feature¶
Square Up: Spend 3 Hope to intimidate a target within
Close range, making them temporarily Vulnerable.
Class Features¶
I Am the Weapon: Your barehanded attacks are as strong
as any blade. You have a primary weapon called Brawler's
Strike equipped while you have no other Active Weapons.
It uses a trait of your choice, has Melee range, and deals
d8+d6 physical damage using your Proficiency (both the
d8 and d6 scale off your Proficiency). While this weapon is
active, you gain a +1 bonus to your Evasion.
Combo Strike: After rolling damage on a successful attack
with a Melee weapon, you can mark a Stress to start a
combo strike. When you do, roll your Combo Die and note
the result, then continue rolling your Combo Die until the
result of your latest roll is lower than the roll that preceded
it. You deal extra damage equal to the total of all rolled
Combo Die results on this attack. The results can't be
modified by any means.
Your Combo Die starts as a d4. Once per tier, you
can increase your Combo Die by one step as a level
advancement option.
Brawler Subclasses¶
Choose either the Juggernaut or Martial Artist subclass.
Juggernaut¶
Play the Juggernaut if you want to pulverize your opponents
with crushing blows.
Foundation Features¶
Rugged: Gain a permanent +3 bonus to your Severe damage
threshold.
Overwhelm: When you succeed on an attack against a
target, you can spend a Hope to throw the target within
Close range or to force them to mark a Stress.
Specialization Features¶
Surrounded: When you make an attack with a Melee
weapon, you can spend any number of Hope to target an
equal number of additional creatures within Melee range.
Eye for an Eye: Once per rest when an adversary within
Melee range forces you to mark any number of Hit Points,
you can mark a Stress to force them to mark the same
number of Hit Points.
Mastery Feature¶
Pummeljoy: When you critically succeed on a Melee
weapon attack, you gain an additional Hope, clear an
additional Stress, and gain a +1 bonus to your Proficiency
for that attack.
Not Done Yet: When you take Severe damage, you can gain
a Hope or clear a Stress.
Martial Artist¶
Play the Martial Artist if you want to use a variety of fighting
styles to eliminate your foes.
Foundation Feature¶
Stance Fighter: You can channel your inner resolve to shift
into martial stances that grant you special benefits in
combat.
Take the Martial Stances sheet and choose two martial
stances from Tier 1. Each time you level up your character,
choose an additional stance from your tier or lower.
Specialization Features¶
Keen Defenses: When you're targeted by an attack, you
can spend a Focus to gain a bonus to your Evasion equal to
your tier against the attack.
Focus Cannon: Spend a Focus to make an Instinct Roll
against an adversary within Far range. On a success, deal
d20+3 magic damage using your Proficiency.
Mastery Feature¶
Limit Breaker: Once per rest, you can perform an
unbelievable feat of athletic prowess, such as running
across water, leaping between distant rooftops, or scaling a
building without needing to roll. When you do, gain a Hope
and clear a Stress.
Flow State: You can mark a Stress instead of spending a
Focus to shift into a different stance. Additionally, you can
spend a Focus instead of marking a Stress to start a combo
strike.
Background Questions¶
Answer any of the following background questions. You can
also create your own questions.
- Where did you spend time during your formative
years that taught you, directly or indirectly, how to
fight in the style you use?
- What organization has vowed to kill you on sight, and
what did you do to invoke their ire?
- Who did you recently lose a fight to that you're
desperate for a rematch against?
Connections¶
Ask your fellow players one of the following questions for
their character to answer, or create your own questions.
- What is one thing we're both afraid of?
- What do Irely on you for during our travels? How do
you feel about it?
- Istill haven't forgiven you for something you said to
me. What was it, and why did you say it?
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Martial Stances¶
When you choose the Martial Artist subclass, take the Martial
Stances sheet to track which stances your character knows.
You can also track which stance you have active and your
current Focus.
Stances¶
Stances are special body positionings that enable Martial
Artists to attack, react, or defend in combat. Each stance
grants your character a different ability, bonus, or feature
while active.
You choose two stances from Tier 1 when you first take the
Martial Artist's subclass foundation card. Mark the circle
next to each to indicate that your character knows and has
access to them. Mark a new stance from your tier or below
each time you gain a level.
Focus¶
Focus represents your character's poise, clarity, and
control. Once per rest during a moment of calm, you can
clear your mind and refocus your martial instincts. Clear
your Focus track, then roll a number of d6s equal to your
Instinct and gain Focus equal to the highest result rolled.
You can hold a maximum of 6 Focus.
Shifting Into Stances¶
You can spend a Focus to shift into a martial stance and
gain its effects. You can shift only into stances you've
marked as known. When you shift into a stance, it's
considered your active stance until you drop out of it.
You can't shift into or have more than one active stance at
a time. Until you shift into a stance, you are not considered
to be in a stance or to have an active stance.
Dropping Out of Stances¶
If you are already in a stance when you shift into a different
stance, you automatically drop out of the previously active
stance. You also drop out of your active stance when you
take Severe damage or mark your last Hit Point. Otherwise,
you drop out of your active stance at the end of the scene.
When you drop out of a stance, you lose any ongoing
benefits it provides.
Stance Features¶
The following section lists all martial stances by tier.
Tier 1¶
Favored: Gain a bonus to damage rolls equal to a trait of
your choice.
Invigorating: On a successful attack, roll a d4. On a result
of 4, gain a Focus.
Quick: When you make an attack, you can spend a Focus or
mark a Stress to target another creature within range with
that attack.
Reliable: Gain a +1 bonus to your attack rolls.
Tier 2¶
Aggressive: Gain a −1 penalty to your Evasion. On a
successful attack, roll an additional damage die and discard
the lowest result.
Anchored: Gain a +2 bonus to your damage thresholds.
While in this stance, you can't be moved against your will.
Defensive: Attack rolls targeting you from within Melee
range have disadvantage unless the attacker marks a
Stress to negate the disadvantage.
Otherworldly: On a successful attack, you can deal physical
or magic damage.
Tier 3¶
Grappling: On a successful attack within Melee range, you
can spend a Focus or mark a Stress to temporarily Restrain
the target or throw the target up to Close range.
Scary: On a successful attack, the target must mark a
Stress.
Stable: You can spend a Focus instead of an Armor Slot to
reduce damage.
Vigilant: When you are targeted by an attack, you can mark
a Stress to gain a d6 bonus to your Evasion against the
attack.
Tier 4¶
Crushing: When you deal Severe damage, you can spend a
Hope to force the target to mark an additional Hit Point.
Exacting: When you roll a 1 on a damage die, you can treat
it as the highest value on the die instead.
Honed: Spend a Focus before you make an attack roll to
gain a +1 bonus to your Proficiency for that attack.
Isolating: Gain advantage on attack rolls when there are
no other creatures within Very Close range of you or your
target.
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Druid¶
Becoming a druid is more than an occupation; it's a calling for
those who wish to learn from and protect the magic of the
wilderness. While one might underestimate a gentle druid who
practices the often-quiet work of cultivating flora, druids who
channel the untamed forces of nature are terrifying to behold.
Druids cultivate their abilities in small groups, often connected
by a specific ethos or locale, but some choose to work alone.
Through years of study and dedication, druids can learn to
transform into beasts and shape nature itself.
DOMAINS - Sage & Arcana
Starting Evasion - 10¶
Starting Hit Points - 6¶
CLASS ITEMS - Asmall bag of rocks and bones or a
strange pendant found in the dirt
Druid's Hope Feature¶
Evolution: Spend 3 Hope to transform into a Beastform
without marking a Stress. When you do, choose one trait to
raise by +1 until you drop out of that Beastform.
Class Features¶
Beastform: Mark a Stress to magically transform into a
creature of your tier or lower from the Beastform list. You
can drop out of this form at any time. While transformed,
you can't use weapons or cast spells from domain cards,
but you can still use other features or abilities you have
access to. Spells you cast before you transform stay
active and last for their normal duration, and you can talk
and communicate as normal. Additionally, you gain the
Beastform's features, add their Evasion bonus to your
Evasion, and use the trait specified in their statistics for
your attack. While you're in a Beastform, your armor
becomes part of your body and you mark Armor Slots as
usual; when you drop out of a Beastform, those marked
Armor Slots remain marked. If you mark your last Hit Point,
you automatically drop out of this form.
Wildtouch: You can perform harmless, subtle effects that
involve nature - such as causing a flower to rapidly grow,
summoning a slight gust of wind, or starting a campfire -
at will.
Druid Subclasses¶
Choose either the Warden of the Elements or Warden of
Renewal subclass.
Warden of the Elements¶
Play the Warden of the Elements if you want to embody the
natural elements of the wild.
Spellcast Trait¶
Instinct
Foundation Feature¶
Elemental Incarnation: Mark a Stress to Channel one of the
following elements until you take Severe damage or until
your next rest:
- Fire: When an adversary within Melee range deals
damage to you, they take 1d10 magic damage.
- Earth: Gain a bonus to your damage thresholds equal to
your Proficiency.
- Water: When you deal damage to an adversary within
Melee range, all other adversaries within Very Close
range must mark a Stress.
- Air: You can hover, gaining advantage on Agility Rolls.
Specialization Feature¶
Elemental Aura: Once per rest while Channeling, you can
assume an aura matching your element. The aura affects
targets within Close range until your Channeling ends.
- Fire: When an adversary marks 1 or more Hit Points,
they must also mark a Stress.
- Earth: Your allies gain a +1 bonus to Strength.
- Water: When an adversary deals damage to you, you
can mark a Stress to move them anywhere within Very
Close range of where they are.
- Air: When you or an ally takes damage from an attack
beyond Melee range, reduce the damage by 1d8.
Mastery Feature¶
Elemental Dominion: You further embody your element.
While Channeling, you gain the following benefit:
- Fire: You gain a +1 bonus to your Proficiency for attacks
and spells that deal damage.
- Earth: When you would mark Hit Points, roll a d6 per Hit
Point marked. For each result of 6, reduce the number of
Hit Points you mark by 1.
- Water: When an attack against you succeeds, you
can mark a Stress to make the attacker temporarily
Vulnerable.
- Air: You gain a +1 bonus to your Evasion and can fly.
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Warden of Renewal¶
Play the Warden of Renewal if you want to use powerful magic
to heal your party.
Spellcast Trait¶
Instinct
Foundation Features¶
Clarity of Nature: Once per long rest, you can create a
space of natural serenity within Close range. When you
spend a few minutes resting within the space, clear Stress
equal to your Instinct, distributed as you choose between
you and your allies.
Regeneration: Touch a creature and spend 3 Hope. That
creature clears 1d4 Hit Points.
Specialization Features¶
Regenerative Reach: You can target creatures within Very
Close range with your "Regeneration" feature.
Warden's Protection: Once per long rest, spend 2 Hope to
clear 2 Hit Points on 1d4 allies within Close range.
Mastery Feature¶
Defender: Your animal transformation embodies a healing
guardian spirit. When you're in Beastform and an ally within
Close range marks 2 or more Hit Points, you can mark a
Stress to reduce the number of Hit Points they mark by 1.
Background Questions¶
Answer any of the following background questions. You can
also create your own questions.
- Why was the community you grew up in so reliant on
nature and its creatures?
- Who was the first wild animal you bonded with? Why
did your bond end?
- Who has been trying to hunt you down? What do
they want from you?
Connections¶
Ask your fellow players one of the following questions for
their character to answer, or create your own questions.
- What did you confide in me that makes me leap into
danger for you every time?
- What animal do Isay you remind me of?
- What affectionate nickname have you given me?
Beastform Options¶
When you use your "Beastform" feature, choose a creature
category of your tier or lower. At the GM's discretion, you can
describe yourself transforming into any animal that reasonably
fits into that category.
Beastform categories are divided by tier. Each entry includes
the following details:
- Creature Category: Each category's name describes the
common role or behavior of creatures in that category
(such as Agile Scout). This name is followed by a few
examples of animals that fit in that category (in this
example, fox, mouse, and weasel).
- Character Trait: While transformed, you gain a bonus to
the listed trait. For example, while transformed into an
Agile Scout, you gain a +1 bonus to your Agility. When this
form drops, you lose this bonus.
- Attack Rolls: When you make an attack while transformed,
you use the creature's listed range, trait, and damage dice,
but you use your Proficiency. For example, as an Agile
Scout, you can attack a target within Melee range using
your Agility. On a success, you deal d4 physical damage
using your Proficiency.
- Evasion: While transformed, you add the creature's
Evasion bonus to your normal Evasion. For example, if your
Evasion is usually 8 and your Beastform says "Evasion +2,"
your Evasion becomes 10 while you're in that form.
- Advantages: Your form makes you especially suited to
certain actions. When you make an action or reaction
roll related to one of the verbs listed for that creature
category, you gain advantage on that roll. For example,
an Agile Scout gains advantage on rolls made to sneak
around, search for objects or creatures, and related
activities.
- Features: Each form includes unique features. For
example, an Agile Scout excels at silent, dexterous
movement - but they're also fragile, making you more
likely to drop out of Beastform.
Tier 1¶
Agile Scout¶
(Fox, Mouse, Weasel, etc.)
Agility +1 | Evasion +2
Melee Agility d4 phy
Gain advantage on: deceive, locate, sneak
Agile: Your movement is silent, and you can spend a Hope to
move up to Far range without rolling.
Fragile: When you take Major or greater damage, you drop out
of Beastform.
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Household Friend¶
(Cat, Dog, Rabbit, etc.)
Instinct +1 | Evasion +2
Melee Instinct d6 phy
Gain advantage on: climb, locate, protect
Companion: When you Help an Ally, you can roll a d8 as your
advantage die.
Fragile: When you take Major or greater damage, you drop out
of Beastform.
Nimble Grazer¶
(Deer, Gazelle, Goat, etc.)
Agility +1 | Evasion +3
Melee Agility d6 phy
Gain advantage on: leap, sneak, sprint
Elusive Prey: When an attack roll against you would succeed,
you can mark a Stress and roll a d4. Add the result to your
Evasion against this attack.
Fragile: When you take Major or greater damage, you drop out
of Beastform.
Pack Predator¶
(Coyote, Hyena, Wolf, etc.)
Strength +2 | Evasion +1
Melee Strength d8+2 phy
Gain advantage on: attack, sprint, track
Hobbling Strike: When you succeed on an attack against a
target within Melee range, you can mark a Stress to make the
target temporarily Vulnerable.
Pack Hunting: When you succeed on an attack against the
same target as an ally who acts immediately before you, add a
d8 to your damage roll.
Aquatic Scout¶
(Eel, Fish, Octopus, etc.)
Agility +1 | Evasion +2
Melee Agility d4 phy
Gain advantage on: navigate, sneak, swim
Aquatic: You can breathe and move naturally underwater.
Fragile: When you take Major or greater damage, you drop out
of Beastform.
Stalking Arachnid¶
(Tarantula, Wolf Spider, etc.)
Finesse +1 | Evasion +2
Melee Finesse d6+1 phy
Gain advantage on: attack, climb, sneak
Venomous Bite: When you succeed on an attack against a
target within Melee range, the target becomes temporarily
Poisoned. A Poisoned creature takes 1d10 direct physical
damage each time they act.
Webslinger: You can create a strong web material useful for
both adventuring and battle. The web is resilient enough to
support one creature. You can temporarily Restrain a target
within Close range by succeeding on a Finesse Roll against
them.
Tier 2¶
Armored Sentry¶
(Armadillo, Pangolin, Turtle, etc.)
Strength +1 | Evasion +1
Melee Strength d8+2 phy
Gain advantage on: dig, locate, protect
Armored Shell: Your hardened exterior gives you resistance to
physical damage. Additionally, mark an Armor Slot to retract
into your shell. While in your shell, physical damage is reduced
by a number equal to your Armor Score (after applying
resistance), but you can't perform other actions without
leaving this form.
Cannonball: Mark a Stress to allow an ally to throw or launch
you at an adversary. T o do so, the ally makes an attack roll
using Agility or Strength (their choice) against a target within
Close range. On a success, the adversary takes d12+2 physical
damage using the thrower's Proficiency. You can spend a
Hope to target an additional adversary within Very Close range
of the first. The second target takes half the damage dealt to
the first target.
Powerful Beast¶
(Bear, Bull, Moose, etc.)
Strength +3 | Evasion +1
Melee Strength d10+4 phy
Gain advantage on: navigate, protect, scare
Rampage: When you roll a 1 on a damage die, you can roll a
d10 and add the result to the damage roll. Additionally, before
you make an attack roll, you can mark a Stress to gain a +1
bonus to your Proficiency for that attack.
Thick Hide: You gain a +2 bonus to your damage thresholds.
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Mighty Strider¶
(Camel, Horse, Zebra, etc.)
Agility +1 | Evasion +2
Melee Agility d8+1 phy
Gain advantage on: leap, navigate, sprint
Carrier: You can carry up to two willing allies with you when
you move.
Trample: Mark a Stress to move up to Close range in a
straight line and make an attack against all targets within
Melee range of the line. Targets you succeed against take d8+1
physical damage using your Proficiency and are temporarily
Vulnerable.
Striking Serpent¶
(Cobra, Rattlesnake, Viper, etc.)
Finesse +1 | Evasion +2
Very Close Finesse d8+4 phy
Gain advantage on: climb, deceive, sprint
Venomous Strike: Make an attack against any number of
targets within Very Close range. On a success, a target is
temporarily Poisoned. A Poisoned creature takes 1d10 direct
physical damage each time they act.
Warning Hiss: Mark a Stress to force any number of targets
within Melee range to move back to Very Close range.
Pouncing Predator¶
(Cheetah, Lion, Panther, etc.)
Instinct +1 | Evasion +3
Melee Instinct d8+6 phy
Gain advantage on: attack, climb, sneak
Fleet: Spend a Hope to move up to Far range without rolling.
Takedown: Mark a Stress to move into Melee range of a target
and make an attack roll against them. On a success, you gain
a +2 bonus to your Proficiency for this attack and the target
must mark a Stress.
Winged Beast¶
(Hawk, Owl, Raven, etc.)
Finesse +1 | Evasion +3
Melee Finesse d4+2 phy
Gain advantage on: deceive, locate, scare
Bird's-Eye View: You can fly at will. Once per rest while you
are airborne, you can ask the GM a question about the scene
below you without needing to roll. The first time a character
makes a roll to act on this information, they gain advantage on
the roll.
Hollow Bones: You gain a −2 penalty to your damage
thresholds.
Tier 3¶
Great Predator¶
(Dire Wolf, Velociraptor, Sabertooth Tiger, etc.)
Strength +2 | Evasion +2
Melee Strength d12+8 phy
Gain advantage on: attack, sneak, sprint
Carrier: You can carry up to two willing allies with you when
you move.
Vicious Maul: When you succeed on an attack against a target,
you can spend a Hope to make them temporarily Vulnerable
and gain a +1 bonus to your Proficiency for this attack.
Mighty Lizard¶
(Alligator, Crocodile, Gila Monster, etc.)
Instinct +2 | Evasion +1
Melee Instinct d10+7 phy
Gain advantage on: attack, sneak, track
Physical Defense: You gain a +3 bonus to your damage
thresholds.
Snapping Strike: When you succeed on an attack against a
target within Melee range, you can spend a Hope to clamp
that opponent in your jaws, making them temporarily
Restrained and Vulnerable.
Great Winged Beast¶
(Giant Eagle, Falcon, etc.)
Finesse +2 | Evasion +3
Melee Finesse d8+6 phy
Gain advantage on: deceive, distract, locate
Bird's-Eye View: You can fly at will. Once per rest while you
are airborne, you can ask the GM a question about the scene
below you without needing to roll. The first time a character
makes a roll to act on this information, they gain advantage on
the roll.
Carrier: You can carry up to two willing allies with you when
you move.
Aquatic Predator¶
(Dolphin, Orca, Shark, etc.)
Agility +2 | Evasion +4
Melee Agility d10+6 phy
Gain advantage on: attack, swim, track
Aquatic: You can breathe and move naturally underwater.
Vicious Maul: When you succeed on an attack against a target,
you can spend a Hope to make them Vulnerable and gain a +1
bonus to your Proficiency for this attack.
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Legendary Beast¶
(Upgraded Tier 1 Options)
Evolved: Pick a Tier 1 Beastform option and become a larger,
more powerful version of that creature. While you're in this
form, you retain all traits and features from the original form
and gain the following bonuses:
- A +6 bonus to damage rolls
- A +1 bonus to the trait used by this form
- A +2 bonus to Evasion
Legendary Hybrid¶
(Griffon, Sphinx, etc.)
Strength +2 | Evasion +3
Melee Strength d10+8 phy
Hybrid Features: T o transform into this creature, mark an
additional Stress. Choose any two Beastform options from
Tiers 1-2. Choose a total of four advantages and two features
from those options.
Tier 4¶
Massive Behemoth¶
(Elephant, Mammoth, Rhinoceros, etc.)
Strength +3 | Evasion +1
Melee Strength d12+12 phy
Gain advantage on: locate, protect, scare, sprint
Carrier: You can carry up to four willing allies with you when
you move.
Demolish: Spend a Hope to move up to Far range in a straight
line and make an attack against all targets within Melee range
of the line. Targets you succeed against take d8+10 physical
damage using your Proficiency and are temporarily Vulnerable.
Undaunted: You gain a +2 bonus to all your damage
thresholds.
Terrible Lizard¶
(Brachiosaurus, Tyrannosaurus, etc.)
Strength +3 | Evasion +2
Melee Strength d12+10 phy
Gain advantage on: attack, deceive, scare, track
Devastating Strikes: When you deal Severe damage to a target
within Melee range, you can mark a Stress to force them to
mark an additional Hit Point.
Massive Stride: You can move up to Far range without rolling.
You ignore rough terain (at the GM's discretion) due to your
size.
Mythic Aerial Hunter¶
(Dragon, Pterodactyl, Roc, Wyvern, etc.)
Finesse +3 | Evasion +4
Melee Finesse d10+11 phy
Gain advantage on: attack, deceive, locate, navigate
Carrier: You can carry up to three willing allies with you when
you move.
Deadly Raptor: You can fly at will and move up to Far range
as part of your action. When you move in a straight line into
Melee range of a target from at least Close range and make an
attack against that target in the same action, you can reroll all
damage dice that rolled a result lower than your Proficiency.
Epic Aquatic Beast¶
(Giant Squid, Whale, etc.)
Agility +3 | Evasion +3
Melee Agility d10+10 phy
Gain advantage on: locate, protect, scare, track
Ocean Master: You can breathe and move naturally
underwater. When you succeed on an attack against a target
within Melee range, you can temporarily Restrain them.
Unyielding: When you would mark an Armor Slot, roll a d6. On
a result of 5 or higher, reduce the severity by one threshold
without marking an Armor Slot.
Mythic Beast¶
(Upgraded Tier 1 or Tier 2 Options)
Evolved: Pick a Tier 1 or Tier 2 Beastform option and become
a larger, more powerful version of that creature. While you're
in this form, you retain all traits and features from the original
form and gain the following bonuses:
- A +9 bonus to damage rolls
- A +2 bonus to the trait used by this form
- A +3 bonus to Evasion
- Your damage die increases by one size (d6 becomes d8, d8
becomes d10, etc.)
Mythic Hybrid¶
(Chimera, Cockatrice, Manticore, etc.)
Strength +3 | Evasion +2
Strength Melee d12+10 phy
Hybrid Features: T o transform into this creature, mark 2
additional Stress. Choose any three Beastform options from
Tiers 1-3. Choose a total of five advantages and three features
from those options.
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Guardian¶
The title of guardian represents an array of martial
professions, speaking more to their moral compass and
unshakeable fortitude than the means by which they fight.
While many guardians join groups of militants for either a
country or cause, they're more likely to follow those few they
truly care for, majority be damned. Guardians are known for
fighting with remarkable ferocity even against overwhelming
odds, defending their cohort above all else. Woe betide those
who harm the ally of a guardian, as the guardian will answer
this injury in kind.
DOMAINS - Valor & Blade
Starting Evasion - 9¶
Starting Hit Points - 7¶
CLASS ITEMS - Atotem from your mentor or a secret key
Guardian's Hope Feature¶
Frontline Tank: Spend 3 Hope to clear 2 Armor Slots.
Class Feature¶
Unstoppable: Once per long rest, you can become
Unstoppable. You gain an Unstoppable Die. At level 1, your
Unstoppable Die is a d4. Place it on your character sheet
in the space provided, starting with the 1 value facing up.
After you make a damage roll that deals 1 or more Hit
Points to a target, increase the Unstoppable Die value by
one. When the die's value would exceed its maximum value
or when the scene ends, remove the die and drop out of
Unstoppable. At level 5, your Unstoppable Die increases to
a d6.
While Unstoppable, you gain the following benefits:
- You reduce the severity of physical damage by one
threshold (Severe to Major, Major to Minor, Minor to
None).
- You add the current value of the Unstoppable Die to
your damage roll.
- You can't be Restrained or Vulnerable.
Tip: If your Unstoppable Die is a d4 and the 4 is
currently facing up, you remove the die the next time
you would increase it. However, if your Unstoppable Die
has increased to a d6 and the 4 is currently facing up,
you'll turn it to 5 the next time you would increase it. In
this case, you'll remove the die after you would need to
increase it higher than 6.
Guardian Subclasses¶
Choose either the Stalwart or Vengeance subclass.
Stalwart¶
Play the Stalwart if you want to take heavy blows and keep
fighting.
Foundation Features¶
Unwavering: Gain a permanent +1 bonus to your damage
thresholds.
Iron Will: When you take physical damage, you can mark an
additional Armor Slot to reduce the severity.
Specialization Features¶
Unrelenting: Gain a permanent +2 bonus to your damage
thresholds.
Partners-in-Arms: When an ally within Very Close range
takes damage, you can mark an Armor Slot to reduce the
severity by one threshold.
Mastery Features¶
Undaunted: Gain a permanent +3 bonus to your damage
thresholds.
Loyal Protector: When an ally within Close range has 2 or
fewer Hit Points and would take damage, you can mark a
Stress to sprint to their side and take the damage instead.
Vengeance¶
Play the Vengeance if you want to strike down enemies who
harm you or your allies.
Foundation Features¶
At Ease: Gain an additional Stress slot.
Revenge: When an adversary within Melee range succeeds
on an attack against you, you can mark 2 Stress to force
the attacker to mark a Hit Point.
Specialization Feature¶
Act of Reprisal: When an adversary damages an ally within
Melee range, you gain a +1 bonus to your Proficiency for
the next successful attack you make against that adversary.
Mastery Feature¶
Nemesis: Spend 2 Hope to Prioritize an adversary until your
next rest. When you make an attack against your Prioritized
adversary, you can swap the results of your Hope and Fear
Dice. You can only Prioritize one adversary at a time.
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Background Questions¶
Answer any of the following background questions. You can
also create your own questions.
- Who from your community did you fail to protect,
and why do you still think of them?
- You've been tasked with protecting something
important and delivering it somewhere dangerous.
What is it, and where does it need to go?
- You consider an aspect of yourself to be a weakness.
What is it, and how has it affected you?
Connections¶
Ask your fellow players one of the following questions for
their character to answer, or create your own questions.
- How did Isave your life the first time we met?
- What small gift did you give me that you notice I
always carry with me?
- What lie have you told me about yourself that I
absolutely believe?
Ranger¶
Rangers are highly skilled hunters who, despite their martial
abilities, rarely lend their skills to an army. Through mastery of
the body and a deep understanding of the wilderness, rangers
become sly tacticians, pursuing their quarry with cunning and
patience. Many rangers track and fight alongside an animal
companion with whom they've forged a powerful spiritual
bond. By honing their skills in the wild, rangers become expert
trackers, as likely to ensnare their foes in a trap as they are to
assail them head-on.
DOMAINS - Bone & Sage
Starting Evasion - 12¶
Starting Hit Points - 6¶
CLASS ITEMS - Atrophy from your first kill or a seemingly
broken compass
Ranger's Hope Feature¶
Hold Them Off: Spend 3 Hope when you succeed on an
attack with a weapon to use that same roll against two
additional adversaries within range of the attack.
Class Feature¶
Ranger's Focus: Spend a Hope and make an attack against
a target. On a success, deal your attack's normal damage
and temporarily make the attack's target your Focus. Until
this feature ends or you make a different creature your
Focus, you gain the following benefits against your Focus:
- You know precisely what direction they are in.
- When you deal damage to them, they must mark a
Stress.
- When you fail an attack against them, you can end your
Ranger's Focus feature to reroll your Duality Dice.
Ranger Subclasses¶
Choose either the Beastbound or Wayfinder subclass.
Beastbound¶
Play the Beastbound if you want to form a deep bond with an
animal ally.
Spellcast Trait¶
Agility
Foundation Feature¶
Companion: You have an animal companion of your choice
(at the GM's discretion). They stay by your side unless you
tell them otherwise.
Take the Ranger Companion sheet. When you level up your
character, choose a level-up option for your companion
from this sheet as well.
Specialization Features¶
Expert Training: Choose an additional level-up option for
your companion.
Battle-Bonded: When an adversary attacks you while
they're within your companion's Melee range, you gain a +2
bonus to your Evasion against the attack.
Mastery Features¶
Advanced Training: Choose two additional level-up options
for your companion.
Loyal Friend: Once per long rest, when the damage from
an attack would mark your companion's last Stress or your
last Hit Point and you're within Close range of each other,
you or your companion can rush to the other's side and take
that damage instead.
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Wayfinder¶
Play the Wayfinder if you want to hunt your prey and strike
with deadly force.
Spellcast Trait¶
Agility
Foundation Features¶
Ruthless Predator: When you make a damage roll, you
can mark a Stress to gain a +1 bonus to your Proficiency.
Additionally, when you deal Severe damage to an
adversary, they must mark a Stress.
Path Forward: When you're traveling to a place you've
previously visited or you carry an object that has been at
the location before, you can identify the shortest, most
direct path to your destination.
Specialization Feature¶
Elusive Predator: When your Focus makes an attack against
you, you gain a +2 bonus to your Evasion against the attack.
Mastery Feature¶
Apex Predator: Before you make an attack roll against your
Focus, you can spend a Hope. On a successful attack, you
remove a Fear from the GM's Fear pool.
Background Questions¶
Answer any of the following background questions. You can
also create your own questions.
- Aterrible creature hurt your community, and you've
vowed to hunt them down. What are they, and what
unique trail or sign do they leave behind?
- Your first kill almost killed you, too. What was it,
and what part of you was never the same after that
event?
- You've traveled many dangerous lands, but what is
the one place you refuse to go?
Connections¶
Ask your fellow players one of the following questions for
their character to answer, or create your own questions.
- What friendly competition do we have?
- Why do you act differently when we're alone than
when others are around?
- What threat have you asked me to watch for, and
why are you worried about it?
Ranger Companion¶
When you choose the Beastbound Ranger subclass, take
a companion sheet. This sheet is for tracking important
information about your character's companion and can be
tucked beneath the right side of your character sheet for ease
of viewing.
Step 1: Name Your Companion¶
Work with the GM to decide what kind of animal you have
as your companion. Give them a name and add a picture of
them to the companion sheet.
Step 2: Write Their Evasion¶
Fill in their Evasion, which starts at 10.
Step 3: Choose Their Companion Experience¶
Create two Experiences for your companion based on their
training and the history you have together.
Start with +2 in both Experiences. Whenever you gain a
new Experience, your companion also gains one. All new
Experiences start at +2.
Example Companion Experiences
Bold Distraction, Expert Climber, Fetch, Friendly, Guardian
of the Forest, Horrifying, Intimidating, Loyal Until the
End, Navigation, Nimble, Nobody Left Behind, On High
Alert, Protective, Royal Companion, Scout, Service Animal,
Trusted Mount, Vigilant, We Always Find Them, You Can't
Hit What You Can't Find
Step 4: Choose Their Attack and Record¶
Damage Die¶
Finally, describe your companion's method of dealing
damage (their standard attack) and record it in the "Attack
& Damage" section. At level 1, your companion's damage
die is a d6 and their range is Melee. Choose whether they
deal physical or magic damage.
Working With¶
Your Companion¶
The following sections will run you through the basics of
working with your companion.
Using Spellcast Rolls, Hope, and Experiences¶
Make a Spellcast Roll to connect with your companion and
command them to take action. Spend a Hope to add an
applicable Companion Experience to the roll. On a success
with Hope, if your next action builds on their success, you gain
advantage on the roll.
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Attacking with Your Companion¶
When you command your companion to attack, they gain any
benefits that would normally only apply to you (such as the
effects of "Ranger's Focus"). On a success, their damage roll
uses your Proficiency and their damage die.
Taking Damage As Stress¶
- When your companion would take any amount of damage,
they mark a Stress. When they mark their last Stress,
they drop out of the scene (by hiding, fleeing, or a similar
action). They remain unavailable until the start of your next
long rest, where they return with 1 Stress cleared. - When you choose a downtime move that clears Stress
on yourself, your companion clears an equal number of
Stress.
Leveling Up Your¶
Companion¶
When your character levels up, choose one available option
for your companion from the following list and mark it on your
sheet:
- Intelligent: Your companion gains a permanent +1 bonus
to a Companion Experience of your choice.
- Light in the Dark: Use this as an additional Hope slot your
character can mark.
- Creature Comfort: Once per rest, when you take time
during a quiet moment to give your companion love and
attention, you can gain a Hope or you can both clear a
Stress.
- Armored: When your companion takes damage, you can
mark one of your Armor Slots instead of marking one of
their Stress.
- Vicious: Increase your companion's damage dice or range
by one step (d6 to d8, Close to Far, etc.).
- Resilient: Your companion gains an additional Stress slot.
- Bonded: When you mark your last Hit Point, your
companion rushes to your side to comfort you. Roll a
number of d6s equal to the unmarked Stress slots they
have and mark them. If any roll a 6, your companion helps
you up. Clear your last Hit Point and return to the scene.
- Aware: Your companion gains a permanent +2 bonus to
their Evasion.
Rogue¶
Rogues are scoundrels, often in both attitude and practice.
Broadly known as liars and thieves, the best among this
class move through the world anonymously. Utilizing their
sharp wits and blades, rogues trick their foes through social
manipulation as easily as breaking locks, climbing through
windows, or dealing underhanded blows. These masters of
magical craft manipulate shadow and movement, adding an
array of useful and deadly tools to their repertoire. Rogues
frequently establish guilds to meet future accomplices, hire
out jobs, and hone secret skills, proving that there's honor
among thieves for those who know where to look.
DOMAINS - Midnight & Grace
Starting Evasion - 12¶
Starting Hit Points - 6¶
CLASS ITEMS - Aset of forgery tools or a grappling hook
Rogue's Hope Feature¶
Rogue's Dodge: Spend 3 Hope to gain a +2 bonus to your
Evasion until the next time an attack succeeds against you.
Otherwise, this bonus lasts until your next rest.
Class Features¶
Cloaked: Any time you would be Hidden, you are instead
Cloaked. In addition to the benefits of the Hidden condition,
while Cloaked you remain unseen if you are stationary when
an adversary moves to where they would normally see you.
After you make an attack or end a move within line of sight
of an adversary, you are no longer Cloaked.
Sneak Attack: When you succeed on an attack while
Cloaked or while an ally is within Melee range of your target,
add a number of d6s equal to your tier to your damage roll.
- Level 1 Tier 1
- Levels 2-4 Tier 2
- Levels 5-7 Tier 3
- Levels 8-10 Tier 4
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Rogue Subclasses¶
Choose either the Nightwalker or Syndicate subclass.
Nightwalker¶
Play the Nightwalker if you want to manipulate shadows to
maneuver through the environment.
Spellcast Trait¶
Finesse
Foundation Feature¶
Shadow Stepper: You can move from shadow to shadow.
When you move into an area of darkness or a shadow cast
by another creature or object, you can mark a Stress to
disappear from where you are and reappear inside another
shadow within Far range. When you reappear, you are
Cloaked.
Specialization Features¶
Dark Cloud: Make a Spellcast Roll (15). On a success,
create a temporary dark cloud that covers any area within
Close range. Anyone in this cloud can't see outside of it,
and anyone outside of it can't see in. You're considered
Cloaked from any adversary for whom the cloud blocks line
of sight.
Adrenaline: While you're Vulnerable, add your level to your
damage rolls.
Mastery Features¶
Fleeting Shadow: Gain a permanent +1 bonus to your
Evasion. You can use your "Shadow Stepper" feature to
move within Very Far range.
Vanishing Act: Mark a Stress to become Cloaked at any
time. When Cloaked from this feature, you automatically
clear the Restrained condition if you have it. You remain
Cloaked in this way until you roll with Fear or until your next
rest.
Syndicate¶
Play the Syndicate if you want to have a web of contacts
everywhere you go.
Spellcast Trait¶
Finesse
Foundation Feature¶
Well-Connected: When you arrive in a prominent town or
environment, you know somebody who calls this place
home. Give them a name, note how you think they could be
useful, and choose one fact from the following list:
- They owe me a favor, but they'll be hard to find.
- They're going to ask for something in exchange.
- They're always in a great deal of trouble.
- We used to be together. It's a long story.
- We didn't part on great terms.
Specialization Feature¶
Contacts Everywhere: Once per session, you can briefly call
on a shady contact. Choose one of the following benefits
and describe what brought them here to help you in this
moment:
- They provide 1 handful of gold, a unique tool, or a
mundane object that the situation requires.
- On your next action roll, their help provides a +3 bonus
to the result of your Hope or Fear Die.
- The next time you deal damage, they snipe from the
shadows, adding 2d8 to your damage roll.
Mastery Feature¶
Reliable Backup: You can use your "Contacts Everywhere"
feature three times per session. The following options are
added to the list of benefits you can choose from when you
use that feature:
- When you mark 1 or more Hit Points, they can rush out
to shield you, reducing the Hit Points marked by 1.
- When you make a Presence Roll in conversation, they
back you up. You can roll a d20 as your Hope Die.
Background Questions¶
Answer any of the following background questions. You can
also create your own questions.
- What did you get caught doing that got you exiled
from your home community?
- You used to have a different life, but you've tried to
leave it behind. Who from your past is still chasing
you?
- Who from your past were you most sad to say
goodbye to?
Connections¶
Ask your fellow players one of the following questions for
their character to answer, or create your own questions.
- What did Irecently convince you to do that got us
both in trouble?
- What have Idiscovered about your past that Ihold
secret from the others?
- Who do you know from my past, and how have they
influenced your feelings about me?
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Seraph¶
Seraphs are divine fighters and healers imbued with sacred
purpose. Awide array of deities exist within the realms, and
thus numerous kinds of seraphs are appointed by these gods.
Their ethos traditionally aligns with the domain or goals of
their god, such as defending the weak, exacting vengeance,
protecting a land or artifact, or upholding a particular faith.
Some seraphs ally themselves with an army or locale, much
to the satisfaction of their rulers, but other crusaders fight in
opposition to the follies of the Mortal Realm. It is better to be
a seraph's ally than their enemy, as they are terrifying foes to
those who defy their purpose.
DOMAINS - Splendor & Valor
Starting Evasion - 9¶
Starting Hit Points - 7¶
CLASS ITEMS - Abundle of offerings or a sigil of your god
Seraph's Hope Feature¶
Life Support: Spend 3 Hope to clear a Hit Point on an ally
within Close range.
Class Feature¶
Prayer Dice: At the beginning of each session, roll a number
of d4s equal to your subclass's Spellcast trait and place
them on your character sheet in the space provided. These
are your Prayer Dice. You can spend any number of Prayer
Dice to aid yourself or an ally within Far range. You can use
a spent die's value to reduce incoming damage, add to a
roll's result after the roll is made, or gain Hope equal to the
result. At the end of each session, clear all unspent Prayer
Dice.
Seraph Subclasses¶
Choose either the Divine Wielder or Winged Sentinel subclass.
Divine Wielder¶
Play the Divine Wielder if you want to dominate the battlefield
with a legendary weapon.
Spellcast Trait¶
Strength
Foundation Features¶
Spirit Weapon: When you have an equipped weapon with
a range of Melee or Very Close, it can fly from your hand
to attack an adversary within Close range and then return
to you. You can mark a Stress to target an additional
adversary within range with the same attack roll.
Sparing Touch: Once per long rest, touch a creature and
clear 2 Hit Points or 2 Stress from them.
Specialization Feature¶
Devout: When you roll your Prayer Dice, you can roll an
additional die and discard the lowest result. Additionally,
you can use your "Sparing Touch" feature twice instead of
once per long rest.
Mastery Feature¶
Sacred Resonance: When you roll damage for your "Spirit
Weapon" feature, if any of the die results match, double the
value of each matching die. For example, if you roll two 5s,
they count as two 10s.
Winged Sentinel¶
Play the Winged Sentinel if you want to take flight and strike
crushing blows from the sky.
Spellcast Trait¶
Strength
Foundation Feature¶
Wings of Light: You can fly. While flying, you can do the
following:
- Mark a Stress to pick up and carry another willing creature
approximately your size or smaller.
- Spend a Hope to deal an extra 1d8 damage on a
successful attack.
Specialization Feature¶
Ethereal Visage: Your supernatural visage strikes awe and fear.
While flying, you have advantage on Presence Rolls. When you
succeed with Hope on a Presence Roll, you can remove a Fear
from the GM's Fear pool instead of gaining Hope.
Mastery Features¶
Ascendant: Gain a permanent +4 bonus to your Severe
damage threshold.
Power of the Gods: While flying, you deal an extra 1d12
damage instead of 1d8 from your "Wings of Light" feature.
Background Questions¶
Answer any of the following background questions. You can
also create your own questions.
- Which god did you devote yourself to? What
incredible feat did they perform for you in a moment
of desperation?
- How did your appearance change after taking your
oath?
- In what strange or unique way do you communicate
with your god?
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Connections¶
Ask your fellow players one of the following questions for
their character to answer, or create your own questions.
- What promise did you make me agree to, should you
die on the battlefield?
- Why do you ask me so many questions about my
god?
- You've told me to protect one member of our party
above all others, even yourself. Who are they and
why?
Sorcerer¶
Not all innate magic users choose to hone their craft, but
those who do can become powerful sorcerers. The gifts of
these wielders are passed down through families, even if the
family is unaware of or reluctant to practice them. Asorcerer's
abilities can range from the elemental to the illusionary and
beyond, and many practitioners band together into collectives
based on their talents. The act of becoming a formidable
sorcerer is not the practice of acquiring power, but learning
to cultivate and control the power one already possesses. The
magic of a misguided or undisciplined sorcerer is a dangerous
force indeed.
DOMAINS - Arcana & Midnight
Starting Evasion - 10¶
Starting Hit Points - 6¶
CLASS ITEMS - Awhispering orb or a family heirloom
Sorcerer's Hope Feature¶
Volatile Magic: Spend 3 Hope to reroll any number of your
damage dice on an attack that deals magic damage.
Class Features¶
Arcane Sense: You can sense the presence of magical
people and objects within Close range.
Minor Illusion: Make a Spellcast Roll (10). On a success,
you create a minor visual illusion no larger than yourself
within Close range. This illusion is convincing to anyone at
Close range or farther.
Channel Raw Power: Once per long rest, you can place a
domain card from your loadout into your vault and choose
to either:
- Gain Hope equal to the level of the card.
- Enhance a spell that deals damage, gaining a bonus to
your damage roll equal to twice the level of the card.
Sorcerer Subclasses¶
Choose either the Elemental Origin or Primal Origin subclass.
Elemental Origin¶
Play the Elemental Origin if you want to channel raw magic to
take the shape of a particular element.
Spellcast Trait¶
Instinct
Foundation Feature¶
Elementalist: Choose one of the following elements at
character creation: air, earth, fire, lightning, water.
You can shape this element into harmless effects.
Additionally, spend a Hope and describe how your control
over this element helps an action roll you're about to make,
then either gain a +2 bonus to the roll or a +3 bonus to the
roll's damage.
Specialization Feature¶
Natural Evasion: You can call forth your element to protect
you from harm. When an attack roll against you succeeds,
you can mark a Stress and describe how you use your
element to defend you. When you do, roll a d6 and add its
result to your Evasion against the attack.
Mastery Feature¶
Transcendence: Once per long rest, you can transform
into a physical manifestation of your element. When you
do, describe your transformation and choose two of the
following benefits to gain until your next rest:
- +4 bonus to your Severe threshold
- +1 bonus to a character trait of your choice
- +1 bonus to your Proficiency
- +2 bonus to your Evasion
Primal Origin¶
Play the Primal Origin if you want to extend the versatility of
your spells in powerful ways.
Spellcast Trait¶
Instinct
Foundation Feature¶
Manipulate Magic: Your primal origin allows you to modify
the essence of magic itself. After you cast a spell or make
an attack using a weapon that deals magic damage, you
can mark a Stress to do one of the following:
- Extend the spell or attack's reach by one range
- Gain a +2 bonus to the action roll's result
- Double a damage die of your choice
- Hit an additional target within range
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Specialization Feature¶
Enchanted Aid: You can enhance the magic of others with
your essence. When you Help an Ally with a Spellcast Roll,
you can roll a d8 as your advantage die. Once per long rest,
after an ally has made a Spellcast Roll with your help, you
can swap the results of their Duality Dice.
Mastery Feature¶
Arcane Charge: You can gather magical energy to enhance
your capabilities. When you take magic damage, you
become Charged. Alternatively, you can spend 2 Hope to
become Charged. When you successfully make an attack
that deals magic damage while Charged, you can clear your
Charge to either gain a +10 bonus to the damage roll or
gain a +3 bonus to the Difficulty of a reaction roll the spell
causes the target to make. You stop being Charged at your
next long rest.
Background Questions¶
Answer any of the following background questions. You can
also create your own questions.
- What did you do that made the people in your
community wary of you?
- What mentor taught you to control your untamed
magic, and why are they no longer able to guide you?
- You have a deep fear you hide from everyone. What is
it, and why does it scare you?
Connections¶
Ask your fellow players one of the following questions for
their character to answer, or create your own questions.
- Why do you trust me so deeply?
- What did Ido that makes you cautious around me?
- Why do we keep our shared past a secret?
Warlock¶
Those who've traded their lives - or perhaps even their
souls - to an otherworldly patron in exchange for incredible
power are known as warlocks. Often, these mortals have
reached a point of desperation that leads them to make this
sacrifice: they hope to protect themselves or a loved one,
aid their community, seek vengeance, increase their status,
or otherwise further their ambitions. The powerful entities
they entreat are as varied as the warlocks themselves: gods,
spirits, demons, or other beings unknown to even the mortal
who makes the pact. The entities each have their own sphere
of influence that defines their otherworldly power, and those
that collect souls are rarely known for their benevolence. Thus,
a warlock's power is defined by the relationship they maintain
with their benefactor. Despite their terrifying magic, warlocks
might find that someone or something else is pulling their
strings.
DOMAINS - Dread & Grace
Starting Evasion - 11¶
Starting Hit Points - 5¶
CLASS ITEMS - Acarving that symbolizes your patron or
a ring you can't remove
Warlock's Hope Feature¶
Patron's Boon: When you fail a roll, you can spend 3 Hope
to reroll with advantage.
Class Features¶
Patron's Pact: You have committed yourself to a
supernatural entity - such as a god, fae, or demon - in
exchange for power. Write their name on your character
sheet, then work with your GM to determine their sphere of
influence (such as Nature, Chaos, Wisdom, Mischief, Love,
War, Justice, or Death). Before making an action roll that
relates to your patron's sphere of influence, you can spend
a Favor to call upon their aid, rolling your Patron Die and
adding its result to the total. Your Patron Die starts at a d6
and increases to a d8 at level 5.
Favor: You start with 3 Favor. You can use a downtime
move to show tribute to your patron. Describe how and
gain Favor equal to your Spellcast trait. Additionally, when
you succeed on an action roll with Hope, you can choose to
gain a Favor instead of a Hope.
Note: The maximum Favor you can hold at one time is 6.
Sphere of Influence Examples¶
When building a warlock, choose their patron's sphere of
influence from the list below or work with the GM to make
your own.
Ambition
Artists
Chaos
Darkness
Death
Gamblers
Honor
Justice
Leaders
Love
Mercy
Mischief
Nature
Protectors
Revenge
Scholars
Secrets
Soldiers
Strength
Travelers
Tricksters
Truth
War
Wisdom
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Warlock Subclasses¶
Choose either the Pact of the Endless or Pact of the Wrathful
subclass.
Pact of the Endless¶
Play the Pact of the Endless if you want to stand strong
against enemies and avoid death.
Spellcast Trait¶
Presence
Foundation Features¶
Patron's Mantle: Spend a Favor to cloak yourself in a
terrifying aspect of your Patron that lasts until you take
Severe damage or the scene ends. While this effect is
active, you gain a bonus to your damage thresholds equal
to your tier and have advantage on action rolls to intimidate
a target.
Deathless Embrace: Once per rest, spend any number
of Favor to roll an equal number of Patron Dice. For each
result of 4 or higher, clear a Hit Point.
Specialization Features¶
Harrowing Invocation: When an adversary targets you or
an ally within Very Close range with an attack, you can
spend a Favor to give them disadvantage on the roll. If the
adversary fails the roll, they must also mark a Stress.
Damage Sink: Once per rest, you can spend a Favor to
halve incoming damage.
Mastery Features¶
Dark Aegis: Once per long rest when you would take
damage, you can spend a Favor instead of marking Hit
Points.
Draining Bane: When an adversary targets you or an ally
within Very Close range with an attack, you can spend
a Favor to Drain them. When you do, they must mark a
Stress, and you can clear a Stress. While Drained, the
target uses a d12 instead of a d20 for attack rolls (including
for advantage or disadvantage) until they fail a roll.
Pact of the Wrathful¶
Play the Pact of the Wrathful if you want to destroy those who
act against you.
Spellcast Trait¶
Presence
Foundation Features¶
Patron's Fury: Spend a Favor to imbue your attacks with
your Patron's power until you deal Severe damage or the
scene ends. When you roll damage while this effect is
active, you also roll a number of Patron Dice equal to your
tier and add their total to the damage dealt.
Deadly Vengeance: When you mark any number of Hit
Points from an attack, you can spend a Favor to roll an
equal number of Patron Dice. For each result of 4 or higher,
the attacker marks a Hit Point.
Specialization Features¶
Menacing Reach: Spend a Favor to increase the range of
your primary weapon by one step (such as Melee to Very
Close or Very Close to Close) to a maximum of Very Far
range. This effect ends when you make a successful attack
with that weapon.
Diminish My Foes: When you succeed with Hope on an
action roll against a target, you can spend any number
of Favor to force the target to mark an equal number of
Stress.
Mastery Features¶
Fearsome Attack: Spend a Favor to reroll any number of
your damage dice. You can continue spending Favor to use
this feature on the same damage roll.
Otherworldly Ire: Once per rest when you take damage, you
can spend any number of Favor to roll that many Patron
Dice and target a number of creatures within Close range
equal to the highest result. Each target must mark a Hit
Point.
Background Questions¶
Answer any of the following background questions. You can
also create your own questions.
- Who from your community shunned you after you
made a pact with your patron?
- What desperate situation led you to pledge your life
to your patron?
- Your patron has given you one task you must
accomplish above all else. What is it, and why does it
worry you?
Connections¶
Ask your fellow players one of the following questions for
their character to answer, or create your own questions.
- Why do you think Iconfide in you about what my
patron says and does?
- Our relationship has changed since you saw me show
tribute to my patron. What did you see, and how has
it affected you?
- Ionce did something very foolish, and you've never
let me live it down. What was it?
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Warrior¶
Becoming a warrior requires years, often a lifetime, of training
and dedication to the mastery of weapons and violence. While
many who seek to fight hone only their strength, warriors
understand the importance of an agile body and mind,
making them some of the most sought-after fighters across
the realms. Frequently, warriors find employment within an
army, a band of mercenaries, or even a royal guard, but their
potential is wasted in any position where they cannot continue
to improve and expand their skills. Warriors are known to have
a favored weapon; to come between them and their blade
would be a grievous mistake.
DOMAINS - Blade & Bone
Starting Evasion - 11¶
Starting Hit Points - 6¶
CLASS ITEMS - The drawing of a lover or a sharpening
stone
Warrior's Hope Feature¶
No Mercy: Spend 3 Hope to gain a +1 bonus to your attack
rolls until your next rest.
Class Features¶
Attack of Opportunity: If an adversary within Melee range
attempts to leave that range, make a reaction roll using
a trait of your choice against their Difficulty. Choose one
effect on a success, or two if you critically succeed:
- They can't move from where they are.
- You deal damage to them equal to your primary
weapon's damage.
- You move with them.
Combat Training: You ignore burden when equipping
weapons. When you deal physical damage, you gain a
bonus to your damage roll equal to your level.
Warrior Subclasses¶
Choose either the Call of the Brave or Call of the Slayer
subclass.
Call of the Brave¶
Play the Call of the Brave if you want to use the might of your
enemies to fuel your own power.
Foundation Features¶
Courage: When you fail a roll with Fear, you gain a Hope.
Battle Ritual: Once per long rest, before you attempt
something incredibly dangerous or face off against a foe
who clearly outmatches you, describe what ritual you
perform or preparations you make. When you do, clear 2
Stress and gain 2 Hope.
Specialization Feature¶
Rise to the Challenge: You are vigilant in the face of
mounting danger. While you have 2 or fewer Hit Points
unmarked, you can roll a d20 as your Hope Die.
Mastery Feature¶
Camaraderie: Your unwavering bravery is a rallying
point for your allies. You can initiate a Tag Team Roll one
additional time per session. Additionally, when an ally
initiates a Tag Team Roll with you, they only need to spend
2 Hope to do so.
Call of the Slayer¶
Play the Call of the Slayer if you want to strike down
adversaries with immense force.
Foundation Feature¶
Slayer: You gain a pool of dice called Slayer Dice. On a
roll with Hope, you can place a d6 on this card instead of
gaining a Hope, adding the die to the pool. You can store
a number of Slayer Dice equal to your Proficiency. When
you make an attack roll or damage roll, you can spend
any number of these Slayer Dice, rolling them and adding
their result to the roll. At the end of each session, clear any
unspent Slayer Dice on this card and gain a Hope per die
cleared.
Specialization Feature¶
Weapon Specialist: You can wield multiple weapons with
dangerous ease. When you succeed on an attack, you can
spend a Hope to add one of the damage dice from your
secondary weapon to the damage roll. Additionally, once
per long rest when you roll your Slayer Dice, reroll any 1s.
Mastery Feature¶
Martial Preparation: You're an inspirational warrior to all
who travel with you. Your party gains access to the Martial
Preparation downtime move. T o use this move during a
rest, describe how you instruct and train with your party.
You and each ally who chooses this downtime move gain a
d6 Slayer Die. A PC with a Slayer Die can spend it to roll the
die and add the result to an attack or damage roll of their
choice.
Background Questions¶
Answer any of the following background questions. You can
also create your own questions.
- Who taught you to fight, and why did they stay
behind when you left home?
- Somebody defeated you in battle years ago and left
you to die. Who was it, and how did they betray you?
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- What legendary place have you always wanted to
visit, and why is it so special?
Connections¶
Ask your fellow players one of the following questions for
their character to answer, or create your own questions.
- We knew each other long before this party came
together. How?
- What mundane task do you usually help me with off
the battlefield?
- What fear am Ihelping you overcome?
Witch¶
Witches are magical practitioners who commune with the
forces of nature and entities from realms beyond. These
spellcasters call forth power through craft, combining
the tangible and ephemeral by casting spells, murmuring
incantations, creating talismans, weaving illusions, and
maintaining other personalized practices. They can protect
their allies and harm their enemies by invoking powerful forces
beyond themselves - supernatural beings such as ancestors,
deities, or aspects of nature. Often, their magical knowledge is
passed down from these entities or through many generations
of practitioners who gather in small groups known as covens.
Witches are frequently feared and misunderstood, as their
methods can appear mysterious, strange, and even macabre
to the uninitiated. Whichever path they walk, a witch treads
the boundary between light and shadow without fear.
DOMAINS - Sage & Dread
Starting Evasion - 10¶
Starting Hit Points - 6¶
CLASS ITEMS - Asmall, harmless pet or a scrying stone
Witch's Hope Feature¶
Witch's Charm: When you or an ally within Far range fails
an action roll, you can spend 3 Hope to change it into a
success with Fear instead.
Class Features¶
Hex: Mark a Stress to temporarily Hex a target within
Far range. While Hexed, the target gains a penalty to
their damage rolls and Difficulty equal to your tier. The
maximum number of creatures you can Hex at one time is
equal to your Spellcast trait.
Commune: Once per long rest during a moment of calm,
you can commune with an ancestor, a deity, a spirit, or
an otherworldly being. Ask them a question, then roll a
number of d6s equal to your Spellcast trait. Choose one of
the results and reference the chart below for the effect.
Roll Effect
1-3 You taste a flavor, smell a scent, or feel a
sensation relevant to the answer.
4-5 You hear sounds or see a vision relevant to the
answer.
6 You psychically experience a scene relevant to
the answer as if you were there.
Witch Subclasses¶
Choose either the Hedge or Moon subclass.
Hedge¶
Play the Hedge if you want to use your craft to empower
yourself and your party.
Spellcast Trait¶
Knowledge
Foundation Features¶
Herbal Remedies: When you or an ally in the scene clears
1 or more Hit Points or Stress as the result of using a
consumable, increase the number cleared by 1.
Enchanted Talisman: Once per rest, you can imbue a small
item with your protective essence. Spend any number
of Hope to place an equal number of tokens on this card.
When the person holding the talisman takes damage,
spend a token to reduce the number of Hit Points they
mark by one. Clear all tokens from this card when you take
a rest.
Specialization Features¶
Walk Between Worlds: During a moment of calm, make
a Spellcast Roll (13). Once per rest on a success, you
can mark a Stress to step beyond the veil of death and
converse with any nearby spirits. Place a number of tokens
equal to your Spellcast trait on this card and remove one
each time a spirit answers a question. When the last token
is removed or at the end of the scene, you return to the
Mortal Realm in the same spot you left it.
Vexing Malison: You have advantage on attacks against
Hexed creatures.
Mastery Features¶
Circle of Power: Once per rest, mark a circle on the ground
outlining a Very Close area around you, and place a number
of tokens equal to your Spellcast trait on this card. While
within this circle, you and your allies gain a +2 bonus to
damage thresholds, attack rolls, and Evasion. Remove a
token each time you or an ally within the circle makes an
action roll or evades an attack. This spell lasts until the last
token is removed or you exit the circle.
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Moon¶
Play the Moon if you want to embody celestial power to
amplify your magic.
Spellcast Trait¶
Instinct
Foundation Features¶
Night's Glamour: Make a Spellcast Roll (13) to Glamour
yourself in a bewitching facade. While Glamoured, you have
advantage on rolls that leverage your illusory appearance.
Additionally, adversaries within Close range must mark a
Stress to attack you.
Unless you mark a Stress to maintain your Glamour, it
drops when you mark a Hit Point or deal damage.
Specialization Features¶
Moonbeam: Once per session, you can conjure a column of
moonlight that illuminates the area within Close range until
the end of the scene. While bathed in this moonlight, you
and your allies gain a +1 bonus to Spellcast Rolls and can
see through illusions.
Ire of Pale Light: When a Hexed creature within Very Far
range fails an attack, they must mark a Stress.
Mastery Features¶
Lunar Phases: At the beginning of each session, roll a d6
and place it on this card. You gain the matching effect until
the end of session.
Roll Phase Effect
1 New Spend a Hope to negate Minor damage.
2-3 Waxing +2 to damage rolls
4 Full +3 to damage thresholds
5-6 Waning +1 to Evasion
Once per rest, you can spend a Hope to increase the
value of this die by one. If you increase the value of a 6, it
becomes a 1.
Background Questions¶
Answer any of the following background questions. You can
also create your own questions.
- Who from your community feared your magical
craft? What rumor did they spread about you, and
what truth did it contain?
- You once used your power to help someone in a dire
situation. Who were they, and why did they come to
you?
- Your magic once opened a door best left closed. Who
or what was on the other side?
Connections¶
Ask your fellow players one of the following questions for
their character to answer, or create your own questions.
- What unique ritual or practice have Itaught you that
we now perform together?
- Ionce appeared to you in a dream and shared a vision
of the future. What did Itell you?
- What do you typically come to me for advice about?
Wizard¶
Whether through an institution or individual study, those
known as wizards acquire and hone immense magical power
over years of learning using a variety of tools, including books,
stones, potions, and herbs. Some wizards dedicate their lives
to mastering a particular school of magic, while others learn
from a wide variety of disciplines. Many wizards become
wise and powerful figures in their communities, advising
rulers, providing medicines and healing, and even leading war
councils. While these mages all work toward the common goal
of collecting magical knowledge, wizards often have the most
conflict within their own ranks, as the acquisition, keeping,
and sharing of powerful secrets is a topic of intense debate
that has resulted in innumerable deaths.
DOMAINS - Codex & Splendor
Starting Evasion - 11¶
Starting Hit Points - 5¶
CLASS ITEMS - Abook you're trying to translate or a tiny,
harmless elemental pet
Wizard's Hope Feature¶
Not This Time: Spend 3 Hope to force an adversary within
Far range to reroll an attack or damage roll.
Class Features¶
Prestidigitation: You can perform harmless, subtle magical
effects at will. For example, you can change an object's
color, create a smell, light a candle, cause a tiny object to
float, illuminate a room, or repair a small object.
Strange Patterns: Choose a number between 1 and 12.
When you roll that number on a Duality Die, gain a Hope or
clear a Stress.
You can change this number when you take a long rest.
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Wizard Subclasses¶
Choose either the School of Knowledge or School of War
subclass.
School of Knowledge¶
Play the School of Knowledge if you want a keen
understanding of the world around you.
Spellcast Trait¶
Knowledge
Foundation Features¶
Prepared: Take an additional domain card of your level or
lower from a domain you have access to.
Adept: When you Utilize an Experience, you can mark a
Stress instead of spending a Hope. If you do, double your
Experience modifier for that roll.
Specialization Features¶
Accomplished: Take an additional domain card of your level
or lower from a domain you have access to.
Perfect Recall: Once per rest, when you recall a domain
card in your vault, you can reduce its Recall Cost by 1.
Mastery Features¶
Brilliant: Take an additional domain card of your level or
lower from a domain you have access to.
Honed Expertise: When you use an Experience, roll a d6.
On a result of 5 or higher, you can use it without spending
Hope.
School of War¶
Play the School of War if you want to utilize trained magic for
violence.
Spellcast Trait¶
Knowledge
Foundation Features¶
Battlemage: You've focused your studies on becoming an
unconquerable force on the battlefield. Gain an additional
Hit Point slot.
Face Your Fear: When you succeed with Fear on an attack
roll, you deal an extra 1d10 magic damage.
Specialization Features¶
Conjure Shield: You can maintain a protective barrier
of magic. While you have at least 2 Hope, you add your
Proficiency to your Evasion.
Fueled by Fear: The extra magic damage from your "Face
Your Fear" feature increases to 2d10.
Mastery Features¶
Thrive in Chaos: When you succeed on an attack, you can
mark a Stress after rolling damage to force the target to
mark an additional Hit Point.
Have No Fear: The extra magic damage from your "Face
Your Fear" feature increases to 3d10.
Background Questions¶
Answer any of the following background questions. You can
also create your own questions.
- What responsibilities did your community once count
on you for? How did you let them down?
- You've spent your life searching for a book or object
of great significance. What is it, and why is it so
important to you?
- You have a powerful rival. Who are they, and why are
you so determined to defeat them?
Connections¶
Ask your fellow players one of the following questions for
their character to answer, or create your own questions.
- What favor have Iasked of you that you're not sure
you can fulfill?
- What weird hobby or strange fascination do we both
share?
- What secret about yourself have you entrusted only
to me?
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