Domain Card Appendix¶
Source
Daggerheart System Reference Document 2.0, PDF pages 206–224. 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. 206
Appendix¶
This section contains additional information and reference material. For additional reference
sheets, visit daggerheart.com/downloads .
Domain Card reference
Arcana Domain¶
Rune Ward¶
Level 1 Arcana Spell
Recall Cost: 0
You have a deeply personal trinket that can be infused with
protective magic and held as a ward by you or an ally. Describe
what it is and why it's important to you. The ward's holder can
spend a Hope to reduce incoming damage by 1d8.
If the Ward Die result is 8, the ward's power ends after it
reduces damage this turn. It can be recharged for free
on your next rest.
Unleash Chaos¶
Level 1 Arcana Spell
Recall Cost: 1
At the beginning of a session, place a number of tokens equal
to your Spellcast trait on this card.
Make a Spellcast Roll against a target within Far range and
spend any number of tokens to channel raw energy from within
yourself to unleash against them. On a success, roll a number
of d10s equal to the tokens you spent and deal that much
magic damage to the target. Mark a Stress to replenish this
card with tokens (up to your Spellcast trait).
At the end of each session, clear all unspent tokens.
Wall Walk¶
Level 1 Arcana Spell
Recall Cost: 1
Spend a Hope to allow a creature you can touch to climb on
walls and ceilings as easily as walking on the ground. This lasts
until the end of the scene or you cast Wall Walk again
Cinder Grasp¶
Level 2 Arcana Spell
Recall Cost: 1
Make a Spellcast Roll against a target within Melee range.
On a success, the target instantly bursts into flames, takes
1d20+3 magic damage, and is temporarily lit On Fire.
When a creature acts while On Fire, they must take an extra
2d6 magic damage if they are still On Fire at the end of their
action.
Floating Eye¶
Level 2 Arcana Spell
Recall Cost: 0
Spend a Hope to create a single, small floating orb that you
can move anywhere within Very Far range. While this spell is
active, you can see through the orb as though you're looking
out from its position. You can transition between using your
own senses and seeing through the orb freely. If the orb takes
damage or moves out of range, the spell ends.
Counterspell¶
Level 3 Arcana Spell
Recall Cost: 2
You can interrupt a magical effect taking place by making a
reaction roll using your Spellcast trait. On a success, the effect
stops and any consequences are avoided, and this card is
placed in your vault.
Flight¶
Level 3 Arcana Spell
Recall Cost: 1
Make a Spellcast Roll (15). On a success, place a number of
tokens equal to your Agility on this card (minimum 1). When
you make an
action roll while flying, spend a token from this card. After the
action that spends the last token is resolved,
you descend to the ground directly below you.
Blink Out¶
Level 4 Arcana Spell
Recall Cost: 1
Make a Spellcast Roll (12). On a success, spend a Hope to
teleport to another point you can see within Far range. If
any willing creatures are within Very Close range, spend an
additional Hope for each creature to bring them with you.
Preservation Blast¶
Level 4 Arcana Spell
Recall Cost: 2
Make a Spellcast Roll against all targets within Melee range.
Targets you succeed against are forced back to Far range and
take d8+3 magic damage using your Spellcast trait.
Chain Lightning¶
Level 5 Arcana Spell
Recall Cost: 1
Mark 2 Stress to make a Spellcast Roll, unleashing lightning
on all targets within Close range. Targets you succeed against
must make a reaction roll with a Difficulty equal to the result of
your Spellcast Roll. Targets who fail take 2d8+4 magic damage.
Additional adversaries not already targeted by Chain Lightning
and within Close range of previous targets who took damage
must also make the reaction roll. Targets who fail take 2d8+4
magic damage. This chain continues until there are no more
adversaries within range.
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Premonition¶
Level 5 Arcana Spell
Recall Cost: 2
You can channel arcane energy to have visions of the future.
Once per long rest, immediately after the GM conveys the
consequences of a roll you made, you can rescind the move
and consequences like they never happened and make another
move instead.
Rift Walker¶
Level 6 Arcana Spell
Recall Cost: 2
Make a Spellcast Roll (15). On a success, you place an arcane
marking on the ground where you currently stand. The next
time you successfully cast Rift Walker, a rift in space opens
up, providing safe passage back to the exact spot where the
marking was placed. This rift stays open until you choose to
close it or you cast another spell.
You can drop the spell at any time to cast Rift Walker again and
place the marking somewhere new.
Telekinesis¶
Level 6 Arcana Spell
Recall Cost: 0
Make a Spellcast Roll against a target within Far range. On
a success, you can use your mind to move them anywhere
within Far range of their original position. You can throw the
lifted target as an attack by making an additional Spellcast Roll
against the second target you're trying to attack. On a success,
deal d12+4 physical damage to the second target using your
Proficiency. This spell then ends.
Arcana-Touched¶
Level 7 Arcana Ability
Recall Cost: 2
When 4 or more of the domain cards in your loadout are from
the Arcana domain, gain the following benefits:
- +1 bonus to your Spellcast Rolls
- Once per rest, you can switch the results of your Hope and
Fear Dice.
Cloaking Blast¶
Level 7 Arcana Spell
Recall Cost: 2
When you make a successful Spellcast Roll to cast a different
spell, you can spend a Hope to become Cloaked. While
Cloaked, you remain unseen if you are stationary when an
adversary moves to where they would normally see you. When
you move into or within an adversary's line of sight or make an
attack, you are no longer Cloaked.
Arcane Reflection¶
Level 8 Arcana Spell
Recall Cost: 1
When you would take magic damage, you can spend any
number of Hope to roll that many d6s. If any roll a 6, the
attack is reflected back to the caster, dealing the damage to
them instead.
Confusing Aura¶
Level 8 Arcana Spell
Recall Cost: 2
Make a Spellcast Roll (14). Once per long rest on a success,
you create a layer of illusion over your body that makes it hard
to tell exactly where you are. Mark any number of Stress
to make that many additional layers. When an adversary
makes an attack against you, roll a number of d6s equal to
the number of layers currently active. If any roll a 5 or higher,
one layer of the aura is destroyed and the attack fails. If all the
results are 4 or lower, you take the damage and this spell ends
Earthquake¶
Level 9 Arcana Spell
Recall Cost: 2
Make a Spellcast Roll (16). Once per rest on a success, all
targets within Very Far range who aren't flying must make
a Reaction Roll (18). Targets who fail take 3d10+8 physical
damage and are temporarily Vulnerable. Targets who succeed
take half damage.
Additionally, when you succeed on the Spellcast Roll, all terrain
within Very Far range becomes difficult to move through and
structures within this range might sustain damage or crumble.
Sensory Projection¶
Level 9 Arcana Spell
Recall Cost: 0
Once per rest, make a Spellcast Roll (15). On a success,
drop into a vision that lets you clearly see and hear any place
you have been before as though you are standing there in
this moment. You can move freely in this vision and are not
constrained by the physics or impediments of a physical body.
This spell cannot be detected by mundane or magical means.
You drop out of this vision upon taking damage or casting
another spell.
Adjust Reality¶
Level 10 Arcana Spell
Recall Cost: 1
After you or a willing ally make any roll, you can spend 5 Hope
to change the numerical result of that roll to a result of your
choice instead. The result must be plausible within the range
of the dice.
Falling Sky¶
Level 10 Arcana Spell
Recall Cost: 1
Make a Spellcast Roll against all adversaries within Far range.
Mark any number of Stress to make shards of arcana rain
down from above. Targets you succeed against take 1d20+2
magic damage for each Stress marked.
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Blade Domain¶
Get Back Up¶
Level 1 Blade Ability
Recall Cost: 1
When you take Severe damage, you can mark a Stress to
reduce the severity by one threshold.
Not Good Enough¶
Level 1 Blade Ability
Recall Cost: 1
When you roll your damage dice, you can reroll any 1s or 2s.
Whirlwind¶
Level 1 Blade Ability
Recall Cost: 0
When you make a successful attack against a target within
Very Close range, you can spend a Hope to use the attack
against all other targets within Very Close range. All additional
adversaries you succeed against with this ability take half
damage.
A Soldier's Bond¶
Level 2 Blade Ability
Recall Cost: 1
Once per long rest, when you compliment someone or ask
them about something they're good at,
you can both gain 3 Hope.
Reckless¶
Level 2 Blade Ability
Recall Cost: 1
Mark a Stress to gain advantage on
an attack.
Scramble¶
Level 3 Blade Ability
Recall Cost: 1
Once per rest, when a creature within Melee range would deal
damage to you, you can avoid the attack and safely move out
of Melee range of the enemy.
Versatile Fighter¶
Level 3 Blade Ability
Recall Cost: 1
You can use a different character trait for an equipped weapon,
rather than the trait the weapon calls for.
When you deal damage, you can mark a Stress to use the
maximum result of one of your damage dice instead of rolling
it.
Deadly Focus¶
Level 4 Blade Ability
Recall Cost: 2
Once per rest, you can apply all your focus toward a target of
your choice. Until you attack another creature, you defeat the
target, or the battle ends, gain a +1 bonus to your Proficiency.
Fortified Armor¶
Level 4 Blade Ability
Recall Cost: 0
While you are wearing armor, gain a +2 bonus to your damage
thresholds.
Champion's Edge¶
Level 5 Blade Ability
Recall Cost: 1
When you critically succeed on an attack, you can spend up to
3 Hope and choose one of the following options for each Hope
spent:
- You clear a Hit Point.
- You clear an Armor Slot.
- The target must mark an additional Hit Point.
You can't choose the same option more than once.
Vitality¶
Level 5 Blade Ability
Recall Cost: 0
When you choose this card, permanently gain two of the
following benefits:
- One Stress slot
- One Hit Point slot
- +2 bonus to your damage thresholds
Then place this card in your vault permanently.
Battle-Hardened¶
Level 6 Blade Ability
Recall Cost: 2
Once per long rest when you would make a Death Move, you
can spend a Hope to clear a Hit Point instead.
Rage Up¶
Level 6 Blade Ability
Recall Cost: 1
Before you make an attack, you can mark a Stress to gain a
bonus to your damage roll equal to twice your Strength.
You can Rage Up twice per attack.
Blade-Touched¶
Level 7 Blade Ability
Recall Cost: 1
When 4 or more of the domain cards in your loadout are from
the Blade domain, gain the following benefits:
- +2 bonus to your attack rolls
- +4 bonus to your Severe damage threshold
Glancing Blow¶
Level 7 Blade Ability
Recall Cost: 1
When you fail an attack, you can mark a Stress to deal weapon
damage using half your Proficiency.
Battle Cry¶
Level 8 Blade Ability
Recall Cost: 2
Once per long rest, while you're charging into danger, you can
muster a rousing call that inspires your allies. All allies who
can hear you each clear a Stress and gain a Hope. Additionally,
your allies gain advantage on attack rolls until you or an ally
rolls a failure with Fear.
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Frenzy¶
Level 8 Blade Ability
Recall Cost: 3
Once per long rest, you can go into a Frenzy until there are no
more adversaries within sight.
While Frenzied, you can't use Armor Slots, and you gain a +10
bonus to your damage rolls and a +8 bonus to your Severe
damage threshold.
Gore and Glory¶
Level 9 Blade Ability
Recall Cost: 2
When you critically succeed on a weapon attack, gain an
additional Hope or clear an additional Stress.
Additionally, when you deal enough damage to defeat an
enemy, gain a Hope or clear a Stress.
Reaper's Strike¶
Level 9 Blade Ability
Recall Cost: 3
Once per long rest, spend a Hope to make an attack roll. The
GM tells you which targets within range it would succeed
against. Choose one of these targets and force them to mark 5
Hit Points.
Battle Monster¶
Level 10 Blade Ability
Recall Cost: 0
When you make a successful attack against an adversary, you
can mark 4 Stress to force the target to mark a number of Hit
Points equal to the number of Hit Points you currently have
marked instead of rolling for damage.
Onslaught¶
Level 10 Blade Ability
Recall Cost: 3
When you successfully make an attack with your weapon, you
never deal damage beneath a target's Major damage threshold
(the target always marks a minimum of 2 Hit Points).
Additionally, when a creature within your weapon's range deals
damage to an ally with an attack that doesn't include you, you
can mark a Stress to force them to make a Reaction Roll (15).
On a failure, the target must mark a Hit Point.
Bone Domain¶
Deft Maneuvers¶
Level 1 Bone Ability
Recall Cost: 0
Once per rest, mark a Stress to sprint anywhere within Far
range without making an Agility Roll to get there.
If you end this movement within Melee range of an adversary
and immediately make an attack against them, gain a +1 bonus
to the attack roll.
I See It Coming¶
Level 1 Bone Ability
Recall Cost: 1
When you're targeted by an attack made from beyond Melee
range, you can mark a Stress to roll a d4 and gain a bonus to
your Evasion equal to the result against the attack.
Untouchable¶
Level 1 Bone Ability
Recall Cost: 1
Gain a bonus to your Evasion equal to half your Agility.
Ferocity¶
Level 2 Bone Ability
Recall Cost: 2
When you cause an adversary to mark 1 or more Hit Points,
you can spend 2 Hope to increase your Evasion by the number
of Hit Points they marked. This bonus lasts until after the next
attack made against you.
Strategic Approach¶
Level 2 Bone Ability
Recall Cost: 1
After a long rest, place a number of tokens equal to your
Knowledge on this card (minimum 1). The first time you move
within Close range of an adversary and make an attack against
them, you can spend one token to choose one of the following
options:
- You make the attack with advantage.
- You clear a Stress on an ally within Melee range of the
adversary.
- You add a d8 to your damage roll.
When you take a long rest, clear all unspent tokens.
Brace¶
Level 3 Bone Ability
Recall Cost: 1
When you mark an Armor Slot to reduce incoming damage,
you can mark a Stress to mark an additional Armor Slot.
Tactician¶
Level 3 Bone Ability
Recall Cost: 1
When you Help an Ally, they can spend a Hope to add one of
your Experiences to their roll alongside your advantage die.
When making a Tag Team Roll, you can roll a d20 as your Hope
Die.
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Boost¶
Level 4 Bone Ability
Recall Cost: 1
Mark a Stress to boost off a willing ally within Close range,
fling yourself into the air, and perform an aerial attack against
a target within Far range. You have advantage on the attack,
add a d10 to the damage roll, and end your move within Melee
range of the target.
Redirect¶
Level 4 Bone Ability
Recall Cost: 1
When an attack made against you from beyond Melee range
fails, roll a number of d6s equal to your Proficiency. If any roll
a 6, you can mark a Stress to redirect the attack to damage an
adversary within Very Close range instead.
Know Thy Enemy¶
Level 5 Bone Ability
Recall Cost: 1
When observing a creature, you can make an Instinct Roll
against them. On a success, spend a Hope and ask the GM
for one set of information about the target from the following
options:
- Their unmarked Hit Points and Stress.
- Their Difficulty and damage thresholds.
- Their tactics and standard attack damage dice.
- Their features and Experiences.
Additionally on a success, you can mark a Stress to remove a
Fear from the GM's Fear Pool.
Signature Move¶
Level 5 Bone Ability
Recall Cost: 1
Name and describe your signature combat move. Once per
rest, when you perform this signature move as part of an
action you're taking, you can roll a d20 as your Hope Die. On a
success, clear a Stress.
Rapid Riposte¶
Level 6 Bone Ability
Recall Cost: 0
When an attack made against you from within Melee range
fails, you can mark a Stress and seize the opportunity to deal
the weapon damage of one of your active weapons to the
attacker.
Recovery¶
Level 6 Bone Ability
Recall Cost: 1
During a short rest, you can choose a long rest downtime
move instead. You can spend a Hope to let an ally do the same.
Bone-Touched¶
Level 7 Bone Ability
Recall Cost: 2
When 4 or more of the domain cards in your loadout are from
the Bone domain, gain the following benefits:
- +1 bonus to Agility
- Once per rest, you can spend 3 Hope to cause an attack
that succeeded against you to fail instead.
Cruel Precision¶
Level 7 Bone Ability
Recall Cost: 1
When you make a successful attack with a weapon, gain a
bonus to your damage roll equal to either your Finesse or
Agility.
Breaking Blow¶
Level 8 Bone Ability
Recall Cost: 3
When you make a successful attack, you can mark a Stress to
make the next successful attack against that same target deal
an extra 2d12 damage.
Wrangle¶
Level 8 Bone Ability
Recall Cost: 1
Make an Agility Roll against all targets within Close range.
Spend a Hope to move targets you succeed against, and any
willing allies within Close range, to another point within Close
range.
On the Brink¶
Level 9 Bone Ability
Recall Cost: 1
When you have 2 or fewer Hit Points unmarked, you don't take
Minor damage.
Splintering Strike¶
Level 9 Bone Ability
Recall Cost: 3
Spend a Hope and make an attack against all adversaries
within your weapon's range. Once per long rest, on a success
against any targets, roll your weapon's damage and distribute
that damage however you wish between the targets you
succeeded against. Before you deal damage to each target, roll
an additional damage die and add its result to the damage you
deal to them.
Deathrun¶
Level 10 Bone Ability
Recall Cost: 1
Spend 3 Hope to run a straight path through the battlefield
to a point within Far range, making an attack against all
adversaries within your weapon's range along that path.
Choose the order in which you deal damage to the targets you
succeeded against. For the first, roll your weapon damage with
a +1 bonus to your Proficiency. Then remove a die from your
damage roll and deal the remaining damage to the next target.
Continue to remove a die for each subsequent target until you
have no more damage dice or adversaries.
You can't target the same adversary more than once per
attack.
Swift Step¶
Level 10 Bone Ability
Recall Cost: 2
When an attack made against you fails, clear a Stress. If you
can't clear a Stress, gain a Hope.
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Codex Domain¶
Book of Ava¶
Level 1 Codex Grimoire
Recall Cost: 2
Power Push: Make a Spellcast Roll against a target within
Melee range.
On a success, they're knocked back to Far range and take
d10+2 magic damage using your Proficiency.
Tava's Armor: Spend a Hope to give a target you can touch a
+1 bonus to their Armor Score until their next rest or you cast
Tava's Armor again.
Ice Spike: Make a Spellcast Roll (12) to summon a large ice
spike within Far range. If you use it as a weapon, make the
Spellcast Roll against the target's Difficulty instead. On a
success, deal d6 physical damage using your Proficiency.
Book of Illiat¶
Level 1 Codex Grimoire
Recall Cost: 2
Slumber: Make a Spellcast Roll against a target within Very
Close range. On a success, they're Asleep until they take
damage or the GM spends a Fear on their turn to clear this
condition.
Arcane Barrage: Once per rest, spend any number of Hope
and shoot magical projectiles that strike a target of your choice
within Close range. Roll a number of d6s equal to the Hope
spent and deal that much magic damage to the target.
Telepathy: Spend a Hope to open a line of mental
communication with one target you can see. This connection
lasts until your next rest or you cast Telepathy again.
Book of Tyfar¶
Level 1 Codex Grimoire
Recall Cost: 2
Wild Flame: Make a Spellcast Roll against up to three
adversaries within Melee range. Targets you succeed against
take 2d6 magic damage and must mark a Stress as flames
erupt from your hand.
Magic Hand: You conjure a magical hand with the same size
and strength as your own within Far range.
Mysterious Mist: Make a Spellcast Roll (13) to cast a
temporary thick fog that gathers in a stationary area within
Very Close range. The fog heavily obscures this area and
everything in it.
Book of Sitil¶
Level 2 Codex Grimoire
Recall Cost: 2
Adjust Appearance: You magically shift your appearance and
clothing to avoid recognition.
Parallela: Spend 2 Hope to cast this spell on yourself or an ally
within Close range. The next time the target makes an attack,
they can hit an additional target within range that their attack
roll would succeed against. You can only hold this spell on one
creature at a time.
Illusion: Make a Spellcast Roll (14).
On a success, create a temporary visual illusion no larger than
you within Close range that lasts for as long as you look at it. It
holds up to scrutiny until an observer is within Melee range.
Book of Vagras¶
Level 2 Codex Grimoire
Recall Cost: 2
Runic Lock: Make a Spellcast Roll (15) on an object you're
touching that can close (such as a lock, chest, or box). Once
per rest on a success, you can lock the object so it can only be
opened by creatures of your choice. Someone with access to
magic and an hour of time to study the spell can break it.
Arcane Door: When you have no adversaries within Melee
range, make a Spellcast Roll (13). On a success, spend a
Hope to create a portal from where you are to a point within
Far range you can see. It closes once a creature has passed
through it.
Reveal: Make a Spellcast Roll. If there is anything magically
hidden within Close range, it is revealed.
Book of Korvax¶
Level 3 Codex Grimoire
Recall Cost: 2
Levitation: Make a Spellcast Roll to temporarily lift a target
you can see up into the air and move them within Close range
of their original position.
Recant: Spend a Hope to force a target within Melee range
to make a Reaction Roll (15). On a failure, they forget the last
minute of your conversation.
Rune Circle: Mark a Stress to create a temporary magical
circle on the ground where you stand. All adversaries within
Melee range, or who enter Melee range, take 2d12+4 magic
damage and are knocked back to Very Close range.
Book of Norai¶
Level 3 Codex Grimoire
Recall Cost: 2
Mystic Tether: Make a Spellcast Roll against a target within Far
range. On a success, they're temporarily Restrained and must
mark a Stress. If you target a flying creature, this spell grounds
and temporarily Restrains them.
Fireball: Make a Spellcast Roll against a target within Very Far
range. On a success, hurl a sphere of fire toward them that
explodes on impact. The target and all creatures within Very
Close range of them must make a Reaction Roll (13). Targets
who fail take d20+5 magic damage using your Proficiency.
Targets who succeed take half damage.
Book of Exota¶
Level 4 Codex Grimoire
Recall Cost: 3
Repudiate: You can interrupt a magical effect taking place.
Make a reaction roll using your Spellcast trait. Once per rest on
a success, the effect stops and any consequences are avoided.
Create Construct: Spend a Hope to choose a group of objects
around you and create an animated construct from them that
obeys basic commands. Make a Spellcast Roll to command
them to take action. When necessary, they share your Evasion
and traits and their attacks deal 2d10+3 physical damage. You
can only maintain one construct at a time, and they fall apart
when they take any amount of damage.
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Book of Grynn¶
Level 4 Codex Grimoire
Recall Cost: 2
Arcane Deflection: Once per long rest, spend a Hope to negate
the damage of an attack targeting you or an ally within Very
Close range.
Time Lock: Target an object within Far range. That object stops
in time and space exactly where it is until your next rest. If a
creature tries to move it, make a Spellcast Roll against them to
maintain this spell.
Wall of Flame: Make a Spellcast Roll (15). On a success,
create a temporary wall of magical flame between two points
within Far range. All creatures in its path must choose a side to
be on, and anything that subsequently passes through the wall
takes 4d10+3 magic damage.
Manifest Wall¶
Level 5 Codex Spell
Recall Cost: 2
Make a Spellcast Roll (15). Once per rest on a success, spend
a Hope to create a temporary magical wall between two points
within Far range. It can be up to 50 feet high and form at any
angle. Creatures or objects in its path are shunted to a side of
your choice. The wall stays up until your next rest or you cast
Manifest Wall again.
Teleport¶
Level 5 Codex Spell
Recall Cost: 2
Once per long rest, you can instantly teleport yourself and any
number of willing targets within Close range to a place you've
been before. Choose one of the following options, then make a
Spellcast Roll (16):
- If you know the place very well, gain a +3 bonus.
- If you've visited the place frequently, gain a +1 bonus.
- If you've visited the place infrequently, gain no modifier.
- If you've only been there once, gain a −2 penalty.
On a success, you appear where you were intending to go.
On a failure, you appear off course, with the range of failure
determining how far off course.
Banish¶
Level 6 Codex Spell
Recall Cost: 0
Make a Spellcast Roll against a target within Close range. On
a success, roll a number of d20s equal to your Spellcast trait.
The target must make a reaction roll with a Difficulty equal
to your highest result. On a success, the target must mark a
Stress but isn't banished. Once per rest on a failure, they are
banished from this realm.
When the PCs roll with Fear, the Difficulty gains a −1 penalty
and the target makes another reaction roll. On a success, they
return from banishment.
Sigil of Retribution¶
Level 6 Codex Spell
Recall Cost: 2
Mark an adversary within Close range with a sigil of
retribution. The GM gains a Fear. When the marked adversary
deals damage to you or your allies, place a d8 on this card.
You can hold a number of d8s equal to your level. When you
successfully attack the marked adversary, roll the dice on this
card and add the total to your damage roll, then clear the dice.
This effect ends when the marked adversary is defeated or you
cast Sigil of Retribution again.
Book of Homet¶
Level 7 Codex Grimoire
Recall Cost: 0
Pass Through: Make a Spellcast Roll (13). Once per rest on a
success, you and all creatures touching you can pass through a
wall or door within Close range. The effect ends once everyone
is on the other side.
Plane Gate: Make a Spellcast Roll (14). Once per long rest on
a success, open a gateway to a location in another dimension
or plane of existence you've been to before. This gateway lasts
until your next rest.
Codex-Touched¶
Level 7 Codex Ability
Recall Cost: 2
When 4 or more of the domain cards in your loadout are from
the Codex domain, gain the following benefits:
- You can mark a Stress to add your Proficiency to a
Spellcast Roll.
- Once per rest, replace this card with any card from your
vault without paying its Recall Cost.
Book of Vyola¶
Level 8 Codex Grimoire
Recall Cost: 2
Memory Delve: Make a Spellcast Roll against a target within
Far range. On a success, peer into the target's mind and ask
the GM a question. The GM describes any memories the target
has pertaining to the answer.
Shared Clarity: Once per long rest, spend a Hope to choose
two willing creatures. When one of them would mark Stress,
they can choose between the two of them who marks it. This
spell lasts until their next rest.
Safe Haven¶
Level 8 Codex Spell
Recall Cost: 3
When you have a few minutes of calm to focus, you can spend
2 Hope to summon your Safe Haven, a large interdimensional
home where you and your allies can take shelter. When you do,
a magical door appears somewhere within Close range. Only
creatures of your choice can enter. Once inside, you can make
the entrance invisible. You and anyone else inside can always
exit. Once you leave, the doorway must be summoned again.
When you take a rest within your own Safe Haven, you can
choose an additional downtime move.
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Book of Ronin¶
Level 9 Codex Grimoire
Recall Cost: 4
Transform: Make a Spellcast Roll (15). On a success,
transform into an inanimate object no larger than twice
your normal size. You can remain in this shape until you take
damage.
Eternal Enervation: Once per long rest, make a Spellcast Roll
against a target within Close range. On a success, they become
permanently Vulnerable. They can't clear this condition by any
means.
Disintegration Wave¶
Level 9 Codex Spell
Recall Cost: 4
Make a Spellcast Roll (18). Once per long rest on a success,
the GM tells you which adversaries within Far range have a
Difficulty of 18 or lower. Mark a Stress for each one you wish
to hit with this spell. They are killed and can't come back to life
by any means.
Book of Yarrow¶
Level 10 Codex Grimoire
Recall Cost: 2
Timejammer: Make a Spellcast Roll (18). On a success, time
temporarily slows to a halt for everyone within Far range
except for you. It resumes the next time you make an action
roll that targets another creature.
Magic Immunity: Spend 5 Hope to become immune to magic
damage until your next rest.
Transcendent Union¶
Level 10 Codex Spell
Recall Cost: 1
Once per long rest, spend 5 Hope to cast this spell on two or
more willing creatures. Until your next rest, when a creature
connected by this union would mark Stress or Hit Points, the
connected creatures can choose who marks it.
Dread Domain¶
Blighting Strike¶
Level 1 Dread Spell
Recall Cost: 1
Make a Spellcast Roll against a target within Far range. On a
success:
- On a roll with Hope, deal d6+1 magic damage using your
Proficiency. On a roll with Fear, deal d10+1 magic damage
using your Proficiency.
- The target's next successful attack deals half damage.
On a failure, you must spend a Hope or mark a Stress.
Umbral Veil¶
Level 1 Dread Spell
Recall Cost: 1
Once per rest, you can mark a Stress to encase yourself in
shadowy energy. When you do, place a number of tokens on
this card equal to the number of Fear in the GM's pool. After an
attack roll is made against you, you can spend any number of
tokens to give the result a −1 penalty per token spent.
At the end of the scene, clear all unspent tokens.
Voice of Dread¶
Level 1 Dread Spell
Recall Cost: 0
You can magically speak to a creature you can see, tormenting
them with your words. Make a Spellcast Roll against them. On
a success, they must mark a Stress and are frozen with terror,
making them temporarily Restrained.
Hideous Retribution¶
Level 2 Dread Spell
Recall Cost: 2
When an ally within Close range takes damage from a target
you can see, you can make a reaction roll against the target
using your Spellcast trait. On a success, mark a Stress to deal
d6 magic damage using your Proficiency.
Siphon Essence¶
Level 2 Dread Spell
Recall Cost: 1
Make a Spellcast Roll against a target within Very Close range.
Once per long rest on a success, the target takes d12+4 magic
damage using your Proficiency. On a success with Fear, you
gain a +1 bonus to your Proficiency for this attack.
You clear a number of Hit Points equal to the number of Hit
Points the target marked from this attack.
Shared Trauma¶
Level 3 Dread Spell
Recall Cost: 1
You can transfer suffering from one creature to another. Once
per rest, mark any number of Hit Points on a willing creature
within Melee range to clear an equal number of Hit Points on
another willing creature within Melee range.
Terrify¶
Level 3 Dread Spell
Recall Cost: 1
Make a Spellcast Roll against a target within Close range. On
a success, the target marks 1d4 Stress, and you can make the
target flee one range away from you (such as Very Close to
Close or Close to Far). On a success with Fear, the target also
becomes temporarily Vulnerable.
Chains of Affliction¶
Level 4 Dread Spell
Recall Cost: 2
Mark 2 Stress to temporarily Chain a target within Close
range. When a Chained creature deals damage, the target
of their attack marks one fewer Hit Point than they normally
would. You can't have more than one creature Chained at a
time.
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Summon¶
Horror¶
Level 4 Dread Spell
Recall Cost: 2
Once per scene, mark a Stress to summon an otherworldly
creature that deals d8+1 magic damage using your Spellcast
trait to a target within Far range. If the target marks any Hit
Points from this attack, they must succeed on a Reaction Roll
(12) to steel themselves against the horror or mark an equal
number of Stress.
After making the attack, the creature dissipates.
Dire Strike¶
Level 5 Dread Spell
Recall Cost: 2
When a target marks any number of Hit Points from an attack
you make, you can spend a Hope to drain power from them.
The GM loses a Fear.
Spectral Mist¶
Level 5 Dread Spell
Recall Cost: 0
Spend 2 Hope to conjure an eerie mist that turns you and allies
of your choice within Close range momentarily incorporeal.
While a creature is incorporeal, they can move through solid
objects and are immune to physical damage. They become
corporeal again after they pass through a solid object or make
an action roll. Otherwise, this effect lasts until the end of the
scene.
Darkfire¶
Level 6 Dread Spell
Recall Cost: 2
Once per scene, spend any number of Hope to target an equal
number of adversaries within Close range. Each target makes
a Reaction Roll (15). Targets who fail take d8+6 magic damage
using your Spellcast trait as they are engulfed in dark fire.
Targets who succeed take half damage.
Jump Scare¶
Level 6 Dread Spell
Recall Cost: 1
When you deal magic damage to a target, you can mark a
Stress to teleport into Melee range with them. When you do,
they are Vulnerable until they mark 1 or more Hit Points.
Dread-Touched¶
Level 7 Dread Ability
Recall Cost: 2
When 4 or more of the domain cards in your loadout are from
the Dread domain, gain the following benefits:
- When you succeed with Fear, you can mark 2 Stress to
prevent the GM from gaining a Fear.
- Once per rest when making an action roll, you can gain a
bonus to the roll equal to the number of Fear in the GM's
pool.
Wall of Hunger¶
Level 7 Dread Spell
Recall Cost: 2
Make a Spellcast Roll (10). On a success, you can spend
a Hope to create a visible wall of writhing necrotic energy
between two points within Far range. The wall lasts until you
mark a Hit Point or cast this spell again. Acreature inside the
wall when it appears or that passes through it must mark 2
Stress.
Dark Army¶
Level 8 Dread Spell
Recall Cost: 2
Make a Spellcast Roll (14). Once per long rest on a success,
you can summon fiends that surround and move with you.
Place 8 tokens on this card. When you deal damage to a
target within Very Close range, you can spend any number
of tokens to add 1d8 for each token spent to your damage
roll. Additionally, when you take damage, you can spend any
number of tokens to reduce the damage by 1d8 for each token
spent. Each time you spend a token, a fiend acts on your
behalf, then disappears.
When you take a rest, clear all unspent tokens.
Eldritch Flesh¶
Level 8 Dread Spell
Recall Cost: 1
Gain a +1 bonus to your damage thresholds for each Stress you
have marked.
Additionally, when you roll with Fear, you can spend 2 Hope to
clear an Armor Slot.
Damnation¶
Level 9 Dread Spell
Recall Cost: 2
Make a Spellcast Roll against a target within Far range. On a
success, mark any number of Stress to roll an equal number
of d20s, dealing magic damage equal to the total result. If this
attack defeats the target, all adversaries within Far range of
the target must mark a Stress.
Savor the Anguish¶
Level 9 Dread Ability
Recall Cost: 1
When an adversary within Close range takes Severe damage,
you can clear a Stress.
Avatar of Terror¶
Level 10 Dread Spell
Recall Cost: 2
Mark a Stress to transform into a creature fueled by fear.
While in this form, you gain a 1d6 bonus to your damage rolls
for each Fear in the GM's pool. Additionally, you gain a Hope
when the GM spends a Fear to spotlight an adversary within
Very Close range.
Before you make an action roll, you must spend a Hope. If you
can't, you revert to your normal form.
Invoke Torment¶
Level 10 Dread Ability
Recall Cost: 2
You deal double damage to targets that have all their Stress
marked.
Additionally, when an adversary within Close range is defeated
with all its Stress marked, you gain a Hope..
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Grace Domain¶
Deft Deceiver¶
Level 1 Grace Ability
Recall Cost: 0
Spend a Hope to gain advantage on a roll to deceive or trick
someone into believing a lie you tell them.
Enrapture¶
Level 1 Grace Spell
Recall Cost: 0
Make a Spellcast Roll against a target within Close range.
On a success, they become temporarily Enraptured. While
Enraptured, a target's attention is fixed on you, narrowing
their field of view and drowning out any sound but your voice.
Once per rest on a success, you can mark a Stress to force the
Enraptured target to mark a Stress as well.
Inspirational Words¶
Level 1 Grace Ability
Recall Cost: 1
Your speech is imbued with power. After a long rest, place a
number of tokens on this card equal to your Presence. When
you speak with an ally, you can spend a token from this card to
give them one benefit from the following options:
- Your ally clears a Stress.
- Your ally clears a Hit Point.
- Your ally gains a Hope.
When you take a long rest, clear all unspent tokens.
Tell No Lies¶
Level 2 Grace Spell
Recall Cost: 1
Make a Spellcast Roll against a target within Very Close range.
On a success, they can't lie to you while they remain within
Close range, but they are not compelled to speak. If you ask
them a question and they refuse to answer, they must mark a
Stress and the effect ends. The target is typically unaware this
spell has been cast on them until it causes them to utter the
truth.
Troublemaker¶
Level 2 Grace Ability
Recall Cost: 2
When you taunt or provoke a target within Far range, make a
Presence Roll against them. Once per rest on a success, roll a
number of d4s equal to your Proficiency. The target must mark
Stress equal to the highest result rolled.
Hypnotic Shimmer¶
Level 3 Grace Spell
Recall Cost: 1
Make a Spellcast Roll against all adversaries in front of you
within Close range. Once per rest on a success, create an
illusion of flashing colors and lights that temporarily Stuns
targets you succeed against and forces them to mark a Stress.
While Stunned, they can't use reactions and can't take any
other actions until they clear this condition.
Invisibility¶
Level 3 Grace Spell
Recall Cost: 1
Make a Spellcast Roll (10). On a success, mark a Stress
and choose yourself or an ally within Melee range to become
Invisible. An Invisible creature can't be seen except through
magical means and attack rolls against them are made with
disadvantage. Place a number of tokens on this card equal
to your Spellcast trait. When the Invisible creature takes an
action, spend a token from this card. After the action that
spends the last token is resolved, the effect ends.
You can only hold Invisibility on one creature at a time.
Soothing Speech¶
Level 4 Grace Ability
Recall Cost: 1
During a short rest, when you take the time to comfort another
character while using the Tend to Wounds downtime move on
them, clear an additional Hit Point on that character. When
you do, you also clear 2 Hit Points.
Through Your Eyes¶
Level 4 Grace Spell
Recall Cost: 1
Choose a target within Very Far range. You can see through
their eyes and hear through their ears. You can transition
between using your own senses or the target's freely until you
cast another spell or until your next rest.
Thought Delver¶
Level 5 Grace Spell
Recall Cost: 2
You can peek into the minds of others. Spend a Hope to read
the vague surface thoughts of a target within Far range. Make
a Spellcast Roll against the target to delve for deeper, more
hidden thoughts.
On a roll with Fear, the target might, at the GM's discretion,
become aware that you're reading their thoughts.
Words of Discord¶
Level 5 Grace Spell
Recall Cost: 1
Whisper words of discord to an adversary within Melee range
and make a Spellcast Roll (13). On a success, the target must
mark a Stress and make an attack against another adversary
instead of against you or your allies.
Once this attack is over, the target realizes what happened.
The next time you cast Words of Discord on them, gain a −5
penalty to the Spellcast Roll.
Never Upstaged¶
Level 6 Grace Ability
Recall Cost: 2
When you mark 1 or more Hit Points from an attack, you
can mark a Stress to place a number of tokens equal to the
number of Hit Points you marked on this card. On your next
successful attack, gain a +5 bonus to your damage roll for each
token on this card, then clear all tokens.
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Share the Burden¶
Level 6 Grace Spell
Recall Cost: 0
Once per rest, take on the Stress from a willing creature within
Melee range. The target describes what intimate knowledge
or emotions telepathically leak from their mind in this moment
between you. Transfer any number of their marked Stress to
you, then gain a Hope for each Stress transferred.
Endless Charisma¶
Level 7 Grace Ability
Recall Cost: 1
After you make an action roll to persuade, lie, or garner favor,
you can spend a Hope to reroll the Hope or
Fear Die.
Grace-Touched¶
Level 7 Grace Ability
Recall Cost: 2
When 4 or more of the domain cards in your loadout are from
the Grace domain, gain the following benefits:
- You can mark an Armor Slot instead of marking a Stress.
- When you would force a target to mark a number of Hit
Points, you can choose instead to force them to mark that
number of Stress.
Astral Projection¶
Level 8 Grace Spell
Recall Cost: 0
Once per long rest, mark a Stress to create a projected copy of
yourself that can appear anywhere you've been before.
You can see and hear through the projection as though it were
you and affect the world as though you were there. Acreature
investigating the projection can tell it's of magical origin. This
effect lasts until your next rest or your projection takes any
damage.
Mass Enrapture¶
Level 8 Grace Spell
Recall Cost: 3
Make a Spellcast Roll against all targets within Far range.
Targets you succeed against become temporarily Enraptured.
While Enraptured, a target's attention is fixed on you,
narrowing their field of view and drowning out any sound but
your voice. Mark a Stress to force all Enraptured targets to
mark a Stress, ending this spell.
Copycat¶
Level 9 Grace Spell
Recall Cost: 3
Once per long rest, this card can mimic the features of another
domain card of level 8 or lower in another player's loadout.
Spend Hope equal to half the card's level to gain access to the
feature. It lasts until your next rest or they place the card in
their vault.
Master of the Craft¶
Level 9 Grace Ability
Recall Cost: 0
Gain a permanent +2 bonus to two of your Experiences or a
permanent +3 bonus to one of your Experiences. Then place
this card in your vault permanently.
Encore¶
Level 10 Grace Spell
Recall Cost: 1
When an ally within Close range deals damage to an adversary,
you can make a Spellcast Roll against that same target. On a
success, you deal the same damage to the target that your ally
dealt. If your Spellcast Roll succeeds with Fear, place this card
in your vault.
Notorious¶
Level 10 Grace Ability
Recall Cost: 0
People know who you are and what you've done, and they treat
you differently because of it. When you leverage your notoriety
to get what you want, you can mark a Stress before you roll to
gain a +10 bonus to the result. Your food and drinks are always
free wherever you go, and everything else you buy is reduced
in price by one bag of gold (to a minimum of one handful).
Midnight Domain¶
Pick and Pull¶
Level 1 Midnight Ability
Recall Cost: 0
You have advantage on action rolls to pick nonmagical locks,
disarm nonmagical traps, or steal items from a target (either
through stealth or by force).
Rain of Blades¶
Level 1 Midnight Spell
Recall Cost: 1
Spend a Hope to make a Spellcast Roll and conjure throwing
blades that strike out at all targets within Very Close range.
Targets you succeed against take d8+2 magic damage using
your Proficiency.
If a target you hit is Vulnerable, they take an extra 1d8 damage.
Uncanny Disguise¶
Level 1 Midnight Spell
Recall Cost: 0
When you have a few minutes to prepare, you can mark a
Stress to don the facade of any humanoid you can picture
clearly in your mind. While disguised, you have advantage on
Presence Rolls to avoid scrutiny.
Place a number of tokens equal to your Spellcast trait on this
card. When you take an action while disguised, spend a token
from this card. After the action that spends the last token is
resolved, the disguise drops.
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Midnight Spirit¶
Level 2 Midnight Spell
Recall Cost: 1
Spend a Hope to summon a humanoid-sized spirit that can
move or carry things for you until your next rest.
You can also send it to attack an adversary. When you do,
make a Spellcast Roll against a target within Very Far range.
On a success, the spirit moves into Melee range with that
target. Roll a number of d6s equal to your Spellcast trait and
deal that much magic damage to the target. The spirit then
dissipates. You can only have one spirit at a time.
Shadowbind¶
Level 2 Midnight Spell
Recall Cost: 0
Make a Spellcast Roll against all adversaries within Very Close
range. Targets you succeed against are temporarily Restrained
as their shadow binds them in place.
Chokehold¶
Level 3 Midnight Ability
Recall Cost: 1
When you position yourself behind a creature who's about
your size, you can mark a Stress to pull them into a chokehold,
making them temporarily Vulnerable.
When a creature attacks a target who is Vulnerable in this way,
they deal an extra 2d6 damage.
Veil of Night¶
Level 3 Midnight Spell
Recall Cost: 1
Make a Spellcast Roll (13). On a success, you can create a
temporary curtain of darkness between two points within
Far range. Only you can see through this darkness. You're
considered Hidden to adversaries on the other side of the veil,
and you have advantage on attacks you make through the
darkness. The veil remains until you cast another spell.
Stealth Expertise¶
Level 4 Midnight Ability
Recall Cost: 0
When you roll with Fear while attempting to move unnoticed
through a dangerous area, you can mark a Stress to roll with
Hope instead.
If an ally within Close range is also attempting to move
unnoticed and rolls with Fear, you can mark a Stress to change
their result to a roll with Hope.
Glyph of Nightfall¶
Level 4 Midnight Spell
Recall Cost: 1
Make a Spellcast Roll against a target within Very Close range.
On a success, spend a Hope to conjure a dark glyph upon their
body that exposes their weak points, temporarily reducing
the target's Difficulty by a value equal to your Knowledge
(minimum 1).
Hush¶
Level 5 Midnight Spell
Recall Cost: 1
Make a Spellcast Roll against a target within Close range. On
a success, spend a Hope to conjure suppressive magic around
the target that encompasses everything within Very Close
range of them and follows them as they move.
The target and anything within the area is Silenced until the
GM spends a Fear on their turn to clear this condition, you cast
Hush again, or you take Major damage. While Silenced, they
can't make noise and can't cast spells.
Phantom Retreat¶
Level 5 Midnight Spell
Recall Cost: 2
Spend a Hope to activate Phantom Retreat where you're
currently standing. Spend another Hope at any time before
your next rest to disappear from where you are and reappear
where you were standing when you activated Phantom Retreat.
This spell ends after you reappear.
Dark Whispers¶
Level 6 Midnight Spell
Recall Cost: 0
You can speak into the mind of any person with whom you've
made physical contact. Once you've opened a channel with
them, they can speak back into your mind. Additionally, you
can mark a Stress to make a Spellcast Roll against them. On
a success, you can ask the GM one of the following questions
and receive an answer:
- Where are they?
- What are they doing?
- What are they afraid of?
- What do they cherish most in the world?
Mass Disguise¶
Level 6 Midnight Spell
Recall Cost: 0
When you have a few minutes of silence to focus, you can
mark a Stress to change the appearance of all willing creatures
within Close range. Their new forms must share a general body
structure and size, and can be somebody or something you've
seen before or entirely fabricated. Adisguised creature has
advantage on Presence Rolls to avoid scrutiny.
Activate a Countdown (8). It ticks down as a consequence the
GM chooses. When it triggers, the disguise drops.
Midnight-Touched¶
Level 7 Midnight Ability
Recall Cost: 2
When 4 or more of the domain cards in your loadout are from
the Midnight domain, gain the following benefits:
- Once per rest, when you have 0 Hope and the GM would
gain a Fear, you can gain a Hope instead.
- When you make a successful attack, you can mark a
Stress to add the result of your Fear Die to your damage
roll.
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Vanishing Dodge¶
Level 7 Midnight Spell
Recall Cost: 1
When an attack made against you that would deal physical
damage fails, you can spend a Hope to envelop yourself in
shadow, becoming Hidden and teleporting to a point within
Close range of the attacker. You remain Hidden until the next
time you make an action roll.
Shadowhunter¶
Level 8 Midnight Ability
Recall Cost: 2
Your prowess is enhanced under the cover of shadow. While
you're shrouded in low light or darkness, you gain a +1 bonus
to your Evasion and make attack rolls with advantage.
Spellcharge¶
Level 8 Midnight Spell
Recall Cost: 1
When you take magic damage, place tokens equal to the
number of Hit Points you marked on this card. You can store a
number of tokens equal to your Spellcast trait.
When you make a successful attack against a target, you can
spend any number of tokens to add a d6 for each token spent
to your damage roll.
Night Terror¶
Level 9 Midnight Spell
Recall Cost: 2
Once per long rest, choose any targets within Very Close
range to perceive you as a nightmarish horror. The targets
must succeed on a Reaction Roll (16) or become temporarily
Horrified. While Horrified, they're Vulnerable. Steal a number
of Fear from the GM equal to the number of targets that are
Horrified (up to the number of Fear in the GM's pool). Roll a
number of d6s equal to the number of stolen Fear and deal the
total damage to each Horrified target. Discard the stolen Fear.
Twilight Toll¶
Level 9 Midnight Ability
Recall Cost: 1
Choose a target within Far range. When you succeed on an
action roll against them that doesn't result in making a damage
roll, place a token on this card. When you deal damage to this
target, spend any number of tokens to add a d12 for each
token spent to your damage roll. You can only hold Twilight Toll
on one creature at a time.
When you choose a new target or take a rest, clear all unspent
tokens.
Eclipse¶
Level 10 Midnight Spell
Recall Cost: 2
Make a Spellcast Roll (16). Once per long rest on a success,
plunge the entire area within Far range into complete darkness
only you and your allies can see through. Attack rolls have
disadvantage when targeting you or an ally within this shadow.
Additionally, when you or an ally succeeds with Hope against
an adversary within this shadow, the target must mark a
Stress.
This spell lasts until the GM spends a Fear on their turn to
clear this effect or you take Severe damage.
Specter of the Dark¶
Level 10 Midnight Spell
Recall Cost: 1
Mark a Stress to become Spectral until you make an action roll
targeting another creature. While Spectral, you're immune to
physical damage and can float and pass through solid objects.
Other creatures can still see you while you're in this form.
Sage Domain¶
Gifted Tracker¶
Level 1 Sage Ability
Recall Cost: 0
When you're tracking a specific creature or group of creatures
based
on signs of their passage, you can spend any number of Hope
and ask the GM that many questions from the following list.
- What direction did they go?
- How long ago did they pass through?
- What were they doing in this location?
- How many of them were here?
When you encounter creatures you've tracked in this way, gain
a +1 bonus to your Evasion against them.
Nature's Tongue¶
Level 1 Sage Ability
Recall Cost: 0
You can speak the language of the natural world. When you
want to speak to the plants and animals around you, make
an Instinct Roll (12). On a success, they'll give you the
information they know. On a roll with Fear, their knowledge
might be limited or come at a cost.
Additionally, before you make a Spellcast Roll while within a
natural environment, you can spend a Hope to gain a +2 bonus
to the roll.
Vicious Entangle¶
Level 1 Sage Spell
Recall Cost: 1
Make a Spellcast Roll against a target within Far range. On a
success, roots and vines reach out from the ground, dealing
1d8+1 physical damage and temporarily Restraining the target.
Additionally on a success, you can spend a Hope to
temporarily Restrain another adversary within Very Close range
of your target.
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Conjure Swarm¶
Level 2 Sage Spell
Recall Cost: 1
Tekaira Armored Beetles: Mark a Stress to conjure armored
beetles that encircle you. When you next take damage, reduce
the severity by one threshold. You can spend a Hope to keep
the beetles conjured after taking damage.
Fire Flies: Make a Spellcast Roll against all adversaries within
Close range. Spend a Hope to deal 2d8+3 magic damage to
targets you succeeded against.
Natural Familiar¶
Level 2 Sage Spell
Recall Cost: 1
Spend a Hope to summon a small nature spirit or forest critter
to your side until your next rest, you cast Natural Familiar
again, or the familiar is targeted by an attack. If you spend an
additional Hope, you can summon a familiar that flies. You can
communicate with them, make a Spellcast Roll to command
them to perform simple tasks, and mark a Stress to see
through their eyes.
When you deal damage to an adversary within Melee range of
your familiar, you add a d6 to your damage roll.
Corrosive Projectile¶
Level 3 Sage Spell
Recall Cost: 1
Make a Spellcast Roll against a target within Far range. On
a success, deal d6+4 magic damage using your Proficiency.
Additionally, mark 2 or more Stress to make them
permanently Corroded. While a target is Corroded, they gain a
−1 penalty to their Difficulty for every 2 Stress you spent. This
condition can stack.
Towering Stalk¶
Level 3 Sage Spell
Recall Cost: 1
Once per rest, you can conjure a thick, twisting stalk within
Close range that can be easily climbed. Its height can grow up
to Far range.
Mark a Stress to use this spell as an attack. Make a Spellcast
Roll against an adversary or group of adversaries within Close
range. The erupting stalk lifts targets you succeed against into
the air and drops them, dealing d8 physical damage using your
Proficiency.
Death Grip¶
Level 4 Sage Spell
Recall Cost: 1
Make a Spellcast Roll against a target within Close range and
choose one of the following options:
- You pull the target into Melee range or pull yourself into
Melee range of them.
- You constrict the target and force them to mark 2 Stress.
- All adversaries between you and the target must succeed
on a Reaction Roll (13) or be hit by vines, taking 3d6+2
physical damage.
On a success, vines reach out from your hands, causing the
chosen effect and temporarily Restraining the target.
Healing Field¶
Level 4 Sage Spell
Recall Cost: 2
Once per long rest, you can conjure a field of healing plants
around you. Everywhere within Close range of you bursts to
life with vibrant nature, allowing you and all allies in the area to
clear a Hit Point.
Spend 2 Hope to allow you and all allies to clear 2 Hit Points
instead.
Thorn Skin¶
Level 5 Sage Spell
Recall Cost: 1
Once per rest, spend a Hope to sprout thorns all over your
body. When you do, place a number of tokens equal to your
Spellcast trait on this card. When you take damage, you can
spend any number of tokens to roll that number of d6s. Add
the results together and reduce the incoming damage by that
amount. If you're within Melee range of the attacker, deal that
amount of damage back to them.
When you take a rest, clear all unspent tokens.
Wild Fortress¶
Level 5 Sage Spell
Recall Cost: 1
Make a Spellcast Roll (13). On a success, spend 2 Hope to
grow a natural barricade in the shape of a dome that you
and one ally can take cover within. While inside the dome, a
creature can't be targeted by attacks and can't make attacks.
Attacks made against the dome automatically succeed. The
dome has the following damage thresholds and lasts until it
marks 3 Hit Points. Place tokens on this card to represent
marking Hit Points.
Thresholds: 15/30
Conjured Steeds¶
Level 6 Sage Spell
Recall Cost: 0
Spend any number of Hope to conjure that many magical
steeds (such as horses, camels, or elephants) that you and
your allies can ride until your next long rest or the steeds
take any damage. The steeds double your land speed while
traveling and, when in danger, allow you to move within Far
range without having to roll. Creatures riding a steed gain a −2
penalty to attack rolls and a +2 bonus to damage rolls.
Forager¶
Level 6 Sage Ability
Recall Cost: 1
As an additional downtime move you can choose, roll a d6 to
see what you forage. Work with the GM to describe it and add
it to your inventory as a consumable. Your party can carry up to
five foraged consumables at a time.
1. Aunique food (Clear 2 Stress)
2. Abeautiful relic (Gain 2 Hope)
3. An arcane rune (+2 to a Spellcast Roll)
4. Ahealing vial (Clear 2 Hit Points)
5. Aluck charm (Reroll any die)
6. Choose one of the options above.
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Sage-Touched¶
Level 7 Sage Ability
Recall Cost: 2
When 4 or more of the domain cards in your loadout are from
the Sage domain, gain the following benefits:
- While you're in a natural environment, you gain a +2 bonus
to your Spellcast Rolls.
- Once per rest, you can double your Agility or Instinct when
making a roll that uses that trait. You must choose to do
this before you roll.
Wild Surge¶
Level 7 Sage Spell
Recall Cost: 2
Once per long rest, mark a Stress to channel the natural
world around you and enhance yourself. Describe how your
appearance changes, then place a d6 on this card with the 1
value facing up.
While the Wild Surge Die is active, you add its value to every
action roll you make. After you add its value to a roll, increase
the Wild Surge Die's value by one. When the die's value would
exceed 6 or you take a rest, this form drops and you must
mark an additional Stress.
- FOREST SPRITES
Level 8 Sage Spell
Recall Cost: 2
Make a Spellcast Roll (13). On a success, spend any number
of Hope to create an equal number of small forest sprites who
appear at points you choose within Far range, providing the
following benefits:
- Your allies gain a +3 bonus to attack rolls against
adversaries within Melee range of a sprite.
- An ally who marks an Armor Slot while within Melee range
of a sprite can mark an additional Armor Slot.
Asprite vanishes after granting a benefit or taking any
damage.
Rejuvenation Barrier¶
Level 8 Sage Spell
Recall Cost: 1
Make a Spellcast Roll (15). Once per rest on a success, create
a temporary barrier of protective energy around you at Very
Close range. You and all allies within the barrier when this spell
is cast clear 1d4 Hit Points. While the barrier is up, you and all
allies within have resistance to physical damage from outside
the barrier.
When you move, the barrier follows you.
Fane of the Wilds¶
Level 9 Sage Ability
Recall Cost: 2
After a long rest, place a number of tokens equal to the
number of Sage domain cards in your loadout and vault on this
card.
When you would make a Spellcast Roll, you can spend any
number of tokens after the roll to gain a +1 bonus for each
token spent.
When you critically succeed on a Spellcast Roll for a Sage
domain spell, gain a token.
When you take a long rest, clear all unspent tokens.
Plant Dominion¶
Level 9 Sage Spell
Recall Cost: 1
Make a Spellcast Roll (18). Once per long rest on a success,
you reshape the natural world, changing the surrounding
plant life anywhere within Far range of you. For example, you
can grow trees instantly, clear a path through dense vines, or
create a wall of roots.
Force of Nature¶
Level 10 Sage Spell
Recall Cost: 2
Mark a Stress to transform into a hulking nature spirit, gaining
the following benefits:
- When you succeed on an attack or Spellcast Roll, gain a +10
bonus to the damage roll.
- When you deal enough damage to defeat a creature within
Close range, you absorb them and clear an Armor Slot.
- You can't be Restrained.
Before you make an action roll, you must spend a Hope. If you
can't, you revert to your normal form.
Tempest¶
Level 10 Sage Spell
Recall Cost: 2
Choose one of the following tempests and make a Spellcast
Roll against all targets within Far range. Targets you succeed
against experience its effects until the GM spends a Fear on
their turn to end this spell.
- Blizzard: Deal 2d20+8 magic damage and targets are
temporararily Vulnerable.
- Hurricane: Deal 3d10+10 magic damage and choose a
direction the wind is blowing. Targets can't move against
the wind.
- Sandstorm: Deal 5d6+9 magic damage. Attacks made
from beyond Melee range have disadvantage.
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Splendor Domain¶
Bolt Beacon¶
Level 1 Splendor Spell
Recall Cost: 1
Make a Spellcast Roll against a target within Far range.
On a success, spend a Hope to send a bolt of shimmering
light toward them, dealing d8+2 magic damage using your
Proficiency. The target becomes temporarily Vulnerable and
glows brightly until this condition is cleared.
Mending Touch¶
Level 1 Splendor Spell
Recall Cost: 1
You lay your hands upon a creature and channel healing magic
to close their wounds. When you can take a few minutes to
focus on the target you're helping, you can spend 2 Hope to
clear a Hit Point or a Stress on them.
Once per long rest, when you spend this healing time learning
something new about them or revealing something about
yourself, you can clear 2 Hit Points or 2 Stress on them
instead.
Reassurance¶
Level 1 Splendor Ability
Recall Cost: 0
Once per rest, after an ally attempts an action roll but before
the consequences take place, you can offer assistance or
words of support. When you do, your ally can reroll their dice.
Final Words¶
Level 2 Splendor Spell
Recall Cost: 1
You can infuse a corpse with a moment of life to speak with
it. Make a Spellcast Roll (13). On a success with Hope, the
corpse answers up to three questions. On a success with
Fear, the corpse answers one question. The corpse answers
truthfully, but it can't impart information it didn't know in life.
On a failure, or once the corpse has finished answering your
questions, the body turns to dust.
Healing Hands¶
Level 2 Splendor Spell
Recall Cost: 1
Make a Spellcast Roll (13) and target a creature other than
yourself within Melee range. On a success, mark a Stress to
clear 2 Hit Points or 2 Stress on the target. On a failure, mark
a Stress to clear a Hit Point or a Stress on the target. You can't
heal the same target again until your next long rest.
Second Wind¶
Level 3 Splendor Ability
Recall Cost: 2
Once per rest, when you succeed on an attack against an
adversary, you can clear 3 Stress or a Hit Point. On a success
with Hope, you also clear 3 Stress or a Hit Point on an ally
within Close range of you.
Voice of Reason¶
Level 3 Splendor Ability
Recall Cost: 1
You speak with an unmatched power and authority. You have
advantage on action rolls to de-escalate violent situations or
convince someone to follow your lead.
Additionally, you're emboldened in moments of duress. When
all of your Stress slots are marked, you gain a +1 bonus to your
Proficiency for damage rolls.
Divination¶
Level 4 Splendor Spell
Recall Cost: 1
Once per long rest, spend 3 Hope to reach out to the forces
beyond and ask one "yes or no" question about an event,
person, place, or situation in the near future. For a moment,
the present falls away and you see the answer before you.
Life Ward¶
Level 4 Splendor Spell
Recall Cost: 1
Spend 3 Hope and choose an ally within Close range. They are
marked with a glowing sigil of protection. When this ally would
make a death move, they clear a Hit Point instead.
This effect ends when it saves the target from a death move,
you cast Life Ward on another target, or you take a long rest.
Shape Material¶
Level 5 Splendor Spell
Recall Cost: 1
Spend a Hope to shape a section of natural material you're
touching (such as stone, ice, or wood) to suit your purpose.
The area of the material can be no larger than you. For
example, you can form a rudimentary tool or create a door.
You can only affect the material within Close range of where
you're touching it.
Smite¶
Level 5 Splendor Spell
Recall Cost: 2
Once per rest, spend 3 Hope to charge your powerful smite.
When you next successfully attack with a weapon, double the
result of your damage roll. This attack deals magic damage
regardless of the weapon's damage type.
Restoration¶
Level 6 Splendor Spell
Recall Cost: 2
After a long rest, place a number of tokens equal to your
Spellcast trait on this card. Touch a creature and spend any
number of tokens to clear 2 Hit Points or 2 Stress for each
token spent.
You can also spend a token from this card when touching a
creature to clear the Vulnerable condition or heal a physical
or magical ailment (the GM might require additional tokens
depending on the strength of the ailment).
When you take a long rest, clear all unspent tokens.
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Zone of Protection¶
Level 6 Splendor Spell
Recall Cost: 2
Make a Spellcast Roll (16). Once per long rest on a success,
choose a point within Far range and create a visible zone of
protection there for all allies within Very Close range of that
point. When you do, place a d6 on this card with the 1 value
facing up. When an ally in this zone takes damage, they reduce
it by the die's value. You then increase the die's value by one.
When the die's value would exceed 6, this effect ends.
Healing Strike¶
Level 7 Splendor Spell
Recall Cost: 1
When you deal damage to an adversary, you can spend 2 Hope
to clear a Hit Point on an ally within Close range.
Splendor-Touched¶
Level 7 Splendor Ability
Recall Cost: 2
When 4 or more of the domain cards in your loadout are from
the Splendor domain, gain the following benefits:
- +3 bonus to your Severe damage threshold
- Once per long rest, when incoming damage would require
you to mark a number of Hit Points, you can choose to
mark that much Stress or spend that much Hope instead.
Shield Aura¶
Level 8 Splendor Spell
Recall Cost: 2
Mark a Stress to cast a protective aura on a target within
Very Close range. When the target marks an Armor Slot, they
reduce the severity of the attack by an additional threshold. If
this spell causes a creature who would be damaged to instead
mark no Hit Points, the effect ends.
You can only hold Shield Aura on one creature at a time.
Stunning Sunlight¶
Level 8 Splendor Spell
Recall Cost: 2
Make a Spellcast Roll to unleash powerful rays of burning
sunlight against all adversaries in front of you within Far range.
On a success, spend any number of Hope and force that many
targets you succeeded against to make a Reaction Roll (14).
Targets who succeed take 3d20+3 magic damage. Targets who
fail take 4d20+5 magic damage and are temporarily Stunned.
While Stunned, they can't use reactions and can't take any
other actions until they clear this condition.
Overwhelming Aura¶
Level 9 Splendor Spell
Recall Cost: 2
Make a Spellcast Roll (15) to magically empower your aura. On
a success, spend 2 Hope to make your Presence equal to your
Spellcast trait until your next long rest.
While this spell is active, an adversary must mark a Stress
when they target you with an attack.
Salvation Beam¶
Level 9 Splendor Spell
Recall Cost: 2
Make a Spellcast Roll (16). On a success, mark any number
of Stress to target a line of allies within Far range. You can
clear Hit Points on the targets equal to the number of Stress
marked, divided among them however you'd like.
Invigoration¶
Level 10 Splendor Spell
Recall Cost: 3
When you or an ally within Close range has used a feature
that has an exhaustion limit (such as once per rest or once
per session), you can spend any number of Hope and roll that
many d6s. If any roll a 6, the feature can be used again.
Resurrection¶
Level 10 Splendor Spell
Recall Cost: 2
Make a Spellcast Roll (20). On a success, restore one creature
who has been dead no longer than 100 years to full strength.
Then roll a d6. On a result of 5 or lower, place this card in your
vault permanently.
On a failure, you can't cast Resurrection again for a week.
V Alor Domain¶
Bare Bones¶
Level 1 Valor Ability
Recall Cost: 0
When you choose not to equip armor, you have a base Armor
Score of 3 + your Strength and use the following as your base
damage thresholds:
- Tier 1: 9/19
- Tier 2: 11/24
- Tier 3: 13/31
- Tier 4: 15/38
Forceful Push¶
Level 1 Valor Ability
Recall Cost: 0
Make an attack with your primary weapon against a target
within Melee range. On a success, you deal damage and knock
them back to Close range. On a success with Hope, add a d6
to your damage roll.
Additionally, you can spend a Hope to make them temporarily
Vulnerable.
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I Am Your Shield¶
Level 1 Valor Ability
Recall Cost: 1
When an ally within Very Close range would take damage, you
can mark a Stress to stand in the way and make yourself the
target of the attack instead. When you take damage from this
attack, you can mark any number of Armor Slots.
Body Basher¶
Level 2 Valor Ability
Recall Cost: 1
You use the full force of your body in a fight. On a successful
attack using a weapon with a Melee range, gain a bonus to
your damage roll equal to your Strength.
Bold Presence¶
Level 2 Valor Ability
Recall Cost: 0
When you make a Presence Roll, you can spend a Hope to add
your Strength to the roll.
Additionally, once per rest when you would gain a condition,
you can describe how your bold presence aids you in the
situation and avoid gaining the condition.
Critical Inspiration¶
Level 3 Valor Ability
Recall Cost: 1
Once per rest, when you critically succeed on an attack, all
allies within Very Close range can clear a Stress or gain a Hope.
Lean on Me¶
Level 3 Valor Ability
Recall Cost: 1
Once per long rest, when you console or inspire an ally who
failed an action roll, you can both clear 2 Stress.
Goad Them On¶
Level 4 Valor Ability
Recall Cost: 1
Describe how you taunt a target within Close range, then make
a Presence Roll against them. On a success, the target must
mark a Stress, and the next time the GM spotlights them,
they must target you with an attack, which they make with
disadvantage.
Support Tank¶
Level 4 Valor Ability
Recall Cost: 2
When an ally within Close range fails a roll, you can spend 2
Hope to allow them to reroll either their Hope or
Fear Die.
Armorer¶
Level 5 Valor Ability
Recall Cost: 1
While you're wearing armor, gain a +1 bonus to your Armor
Score.
During a rest, when you choose to repair your armor as a
downtime move, your allies also clear an Armor Slot.
Rousing Strike¶
Level 5 Valor Ability
Recall Cost: 1
Once per rest, when you critically succeed on an attack, you
and all allies who can see or hear you can clear a Hit Point or
1d4 Stress.
Inevitable¶
Level 6 Valor Ability
Recall Cost: 1
When you fail an action roll, your next action roll has
advantage.
Rise Up¶
Level 6 Valor Ability
Recall Cost: 2
Gain a bonus to your Severe threshold equal to your
Proficiency.
When you mark 1 or more Hit Points from an attack, clear a
Stress.
Shrug It Off¶
Level 7 Valor Ability
Recall Cost: 1
When you would take damage, you can mark a Stress to
reduce the severity of the damage by one threshold. When you
do, roll a d6. On a result of 3 or lower, place this card in your
vault.
Valor-Touched¶
Level 7 Valor Ability
Recall Cost: 1
When 4 or more of the domain cards in your loadout are from
the Valor domain, gain the following benefits:
- +1 bonus to your Armor Score
- When you mark 1 or more Hit Points without marking an
Armor Slot, clear an Armor Slot.
Full Surge¶
Level 8 Valor Ability
Recall Cost: 1
Once per long rest, mark 3 Stress to push your body to its
limits. Gain a +2 bonus to all of your character traits until your
next rest.
Ground Pound¶
Level 8 Valor Ability
Recall Cost: 2
Spend 2 Hope to strike the ground where you stand and make
a Strength Roll against all targets within Very Close range.
Targets you succeed against are thrown back to Far range and
must make a Reaction Roll (17). Targets who fail take 4d10+8
damage. Targets who succeed take half damage.
Hold the Line¶
Level 9 Valor Ability
Recall Cost: 1
Describe the defensive stance you take and spend a Hope. If
an adversary moves within Very Close range, they're pulled
into Melee range and Restrained.
This condition lasts until you move or fail a roll with Fear, or
the GM spends 2 Fear on their turn to clear it.
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Lead by Example¶
Level 9 Valor Ability
Recall Cost: 3
When you deal damage to an adversary, you can mark a Stress
and describe how you encourage your allies. The next PC to
make an attack against that adversary can clear a Stress or
gain a Hope.
Unbreakable¶
Level 10 Valor Ability
Recall Cost: 4
When you mark your last Hit Point, instead of making a death
move, you can roll a d6 and clear a number of Hit Points equal
to the result. Then place this card in your vault.
Unyielding Armor¶
Level 10 Valor Ability
Recall Cost: 1
When you would mark an Armor Slot, roll a number of d6s
equal to your Proficiency. If any roll a 6, reduce the severity by
one threshold without marking an Armor Slot.
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