Abilities

Explore hundreds of abilities to customize your character's capabilities

A SOLDIER’S BOND

Level 2 Blade Ability

Once per long rest, when you compliment someone or ask them about something they’re good at, you can both gain 3 Hope.

ADJUST REALITY

Level 10 Arcana Spell

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.

ARCANA-TOUCHED

Level 7 Arcana Ability

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.

ARCANE REFLECTION

Level 8 Arcana Spell

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.

ARMORER

Level 5 Valor Ability

While you’re wearing armor, gain a +1 bonus to your Armor Score.

ASTRAL PROJECTION

Level 8 Grace Spell

Once per long rest, mark a Stress to create a projected copy of yourself that can appear anywhere you’ve been before.

BANISH

Level 6 Codex Spell

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.

BARE BONES

Level 1 Valor Ability

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

BATTLE CRY

Level 8 Blade Ability

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.

BATTLE MONSTER

Level 10 Blade Ability

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.

BATTLE-HARDENED

Level 6 Blade Ability

Once per long rest when you would make a Death Move, you can spend a Hope to clear a Hit Point instead.

BLADE-TOUCHED

Level 7 Blade Ability

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

BLINK OUT

Level 4 Arcana Spell

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.

BODY BASHER

Level 2 Valor Ability

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

When you make a Presence Roll, you can spend a Hope to add your Strength to the roll.

BOLT BEACON

Level 1 Splendor Spell

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 6d8+2 magic damage using your Proficiency. The target becomes temporarily Vulnerable and glows brightly until this condition is cleared.

BONE-TOUCHED

Level 7 Bone Ability

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.

BOOK OF AVA

Level 1 Codex Grimoire

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.

BOOK OF EXOTA

Level 4 Codex Grimoire

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.

BOOK OF GRYNN

Level 4 Codex Grimoire

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.

BOOK OF HOMET

Level 7 Codex Grimoire

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.

BOOK OF ILLIAT

Level 1 Codex Grimoire

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.

BOOK OF KORVAX

Level 3 Codex Grimoire

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.

BOOK OF NORAI

Level 3 Codex Grimoire

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.

BOOK OF RONIN

Level 9 Codex Grimoire

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.

BOOK OF SITIL

Level 2 Codex Grimoire

Adjust Appearance: You magically shift your appearance and clothing to avoid recognition.

BOOK OF TYFAR

Level 1 Codex Grimoire

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.

BOOK OF VAGRAS

Level 2 Codex Grimoire

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.

BOOK OF VYOLA

Level 8 Codex Grimoire

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.

BOOK OF YARROW

Level 10 Codex Grimoire

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.

BOOST

Level 4 Bone Ability

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.

BRACE

Level 3 Bone Ability

When you mark an Armor Slot to reduce incoming damage, you can mark a Stress to mark an additional Armor Slot.

BREAKING BLOW

Level 8 Bone Ability

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.

CHAIN LIGHTNING

Level 5 Arcana Spell

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.

CHAMPION’S EDGE

Level 5 Blade Ability

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.

CHOKEHOLD

Level 3 Midnight Ability

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.

CINDER GRASP

Level 2 Arcana Spell

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.

CLOAKING BLAST

Level 7 Arcana Spell

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.

CODEX-TOUCHED

Level 7 Codex Ability

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.

CONFUSING AURA

Level 8 Arcana Spell

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.

CONJURE SWARM

Level 2 Sage Spell

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.

CONJURED STEEDS

Level 6 Sage Spell

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.

COPYCAT

Level 9 Grace Spell

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.

CORROSIVE PROJECTILE

Level 3 Sage Spell

Make a Spellcast Roll against a target within Far range. On a success, deal 6d4 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.

COUNTERSPELL

Level 3 Arcana Spell

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.

CRITICAL INSPIRATION

Level 3 Valor Ability

Once per rest, when you critically succeed on an attack, all allies within Very Close range can clear a Stress or gain a Hope.

CRUEL PRECISION

Level 7 Bone Ability

When you make a successful attack with a weapon, gain a bonus to your damage roll equal to either your Finesse or Agility.

DARK WHISPERS

Level 6 Midnight Spell

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?

DEADLY FOCUS

Level 4 Blade Ability

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.

DEATH GRIP

Level 4 Sage Spell

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.

DEATHRUN

Level 10 Bone Ability

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.

DEFT DECEIVER

Level 1 Grace Ability

Spend a Hope to gain advantage on a roll to deceive or trick someone into believing a lie you tell them.

DEFT MANEUVERS

Level 1 Bone Ability

Once per rest, mark a Stress to sprint anywhere within Far range without making an Agility Roll to get there.

DISINTEGRATION WAVE

Level 9 Codex Spell

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.

DIVINATION

Level 4 Splendor Spell

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.

EARTHQUAKE

Level 9 Arcana Spell

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.

ECLIPSE

Level 10 Midnight Spell

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.

ENCORE

Level 10 Grace Spell

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.

ENDLESS CHARISMA

Level 7 Grace Ability

After you make an action roll to persuade, lie, or garner favor, you can spend a Hope to reroll the Hope or Fear Die.

ENRAPTURE

Level 1 Grace Spell

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.

FALLING SKY

Level 10 Arcana Spell

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.

FANE OF THE WILDS

Level 9 Sage Ability

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.

FEROCITY

Level 2 Bone Ability

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.

FINAL WORDS

Level 2 Splendor Spell

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.

FLIGHT

Level 3 Arcana Spell

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.

FLOATING EYE

Level 2 Arcana Spell

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.

FORAGER

Level 6 Sage Ability

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.

FORCE OF NATURE

Level 10 Sage Spell

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.

FORCEFUL PUSH

Level 1 Valor Ability

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.

FOREST SPRITES

Level 8 Sage Spell

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.

FORTIFIED ARMOR

Level 4 Blade Ability

While you are wearing armor, gain a +2 bonus to your damage thresholds.

FRENZY

Level 8 Blade Ability

Once per long rest, you can go into a Frenzy until there are no more adversaries within sight.

FULL SURGE

Level 8 Valor Ability

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.

GET BACK UP

Level 1 Blade Ability

When you take Severe damage, you can mark a Stress to reduce the severity by one threshold.

GIFTED TRACKER

Level 1 Sage Ability

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?

GLANCING BLOW

Level 7 Blade Ability

When you fail an attack, you can mark a Stress to deal weapon damage using half your Proficiency.

GLYPH OF NIGHTFALL

Level 4 Midnight Spell

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).

GOAD THEM ON

Level 4 Valor Ability

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.

GORE AND GLORY

Level 9 Blade Ability

When you critically succeed on a weapon attack, gain an additional Hope or clear an additional Stress.

GRACE-TOUCHED

Level 7 Grace Ability

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.

GROUND POUND

Level 8 Valor Ability

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.

HEALING FIELD

Level 4 Sage Spell

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.

HEALING HANDS

Level 2 Splendor Spell

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.

HEALING STRIKE

Level 7 Splendor Spell

When you deal damage to an adversary, you can spend 2 Hope to clear a Hit Point on an ally within Close range.

HOLD THE LINE

Level 9 Valor Ability

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.

HUSH

Level 5 Midnight Spell

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.

HYPNOTIC SHIMMER

Level 3 Grace Spell

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.

I AM YOUR SHIELD

Level 1 Valor Ability

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.

I SEE IT COMING

Level 1 Bone Ability

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.

INEVITABLE

Level 6 Valor Ability

When you fail an action roll, your next action roll has advantage.

INSPIRATIONAL WORDS

Level 1 Grace Ability

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.

INVIGORATION

Level 10 Splendor Spell

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.

INVISIBILITY

Level 3 Grace Spell

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.

KNOW THY ENEMY

Level 5 Bone Ability

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.

LEAD BY EXAMPLE

Level 9 Valor Ability

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.

LEAN ON ME

Level 3 Valor Ability

Once per long rest, when you console or inspire an ally who failed an action roll, you can both clear 2 Stress.

LIFE WARD

Level 4 Splendor Spell

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.

MANIFEST WALL

Level 5 Codex Spell

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 their choice. The wall stays up until your next rest or you cast Manifest Wall again.

MASS DISGUISE

Level 6 Midnight Spell

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. A disguised creature has advantage on Presence Rolls to avoid scrutiny.

MASS ENRAPTURE

Level 8 Grace Spell

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.

MASTER OF THE CRAFT

Level 9 Grace Ability

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.

MENDING TOUCH

Level 1 Splendor Spell

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.

MIDNIGHT SPIRIT

Level 2 Midnight Spell

Spend a Hope to summon a humanoid-sized spirit that can move or carry things for you until your next rest.

MIDNIGHT-TOUCHED

Level 7 Midnight Ability

When you have midnight 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.

NATURAL FAMILIAR

Level 2 Sage Spell

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.

NATURE’S TONGUE

Level 1 Sage Ability

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.

NEVER UPSTAGED

Level 6 Grace Ability

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.

NIGHT TERROR

Level 9 Midnight Spell

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.

NOT GOOD ENOUGH

Level 1 Blade Ability

When you roll your damage dice, you can reroll any 1s or 2s.

NOTORIOUS

Level 10 Grace Ability

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).

ON THE BRINK

Level 9 Bone Ability

When you have 2 or fewer Hit Points unmarked, you don’t take Minor damage.

ONSLAUGHT

Level 10 Blade Ability

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).

OVERWHELMING AURA

Level 9 Splendor Spell

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.

PHANTOM RETREAT

Level 5 Midnight Spell

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.

PICK AND PULL

Level 1 Midnight Ability

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).

PLANT DOMINION

Level 9 Sage Spell

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.

PREMONITION

Level 5 Arcana Spell

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.

PRESERVATION BLAST

Level 4 Arcana Spell

Make a Spellcast Roll against all targets within Melee range. Targets you succeed against are forced back to Far range and take 8d8+3 magic damage using your Spellcast trait.

RAGE UP

Level 6 Blade Ability

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.

RAIN OF BLADES

Level 1 Midnight Spell

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 1d8+2 magic damage using your Proficiency.

RAPID RIPOSTE

Level 6 Bone Ability

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.

REAPER’S STRIKE

Level 9 Blade Ability

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.

REASSURANCE

Level 1 Splendor Ability

Once per rest, after any ill 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.

RECKLESS

Level 2 Blade Ability

Mark a Stress to gain advantage on an attack.

RECOVERY

Level 6 Bone Ability

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.

REDIRECT

Level 4 Bone Ability

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.

REJUVENATION BARRIER

Level 8 Sage Spell

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.

RESTORATION

Level 6 Splendor Spell

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.

RESURRECTION

Level 10 Splendor Spell

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.

RIFT WALKER

Level 6 Arcana Spell

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.

RISE UP

Level 6 Valor Ability

Gain a bonus to your Severe threshold equal to your Proficiency.

ROUSING STRIKE

Level 5 Valor Ability

Once per rest, when you critically succeed on an attack, you and allies who can see or hear you can clear a Hit Point or 1d4 Stress.

RUNE WARD

Level 1 Arcana Spell

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.

SAFE HAVEN

Level 8 Codex Spell

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.

SAGE-TOUCHED

Level 7 Sage Ability

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.

SALVATION BEAM

Level 9 Splendor Spell

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.

SCRAMBLE

Level 3 Blade Ability

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.

SECOND WIND

Level 3 Splendor Ability

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.

SENSORY PROJECTION

Level 9 Arcana Spell

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.

SHADOWBIND

Level 2 Midnight Spell

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.

SHADOWHUNTER

Level 8 Midnight Ability

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.

SHAPE MATERIAL

Level 5 Splendor Spell

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.

SHARE THE BURDEN

Level 6 Grace Spell

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.

SHIELD AURA

Level 8 Splendor Spell

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.

SHRUG IT OFF

Level 7 Valor Ability

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.

SIGIL OF RETRIBUTION

Level 6 Codex Spell

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.

SIGNATURE MOVE

Level 5 Bone Ability

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.

SMITE

Level 5 Splendor Spell

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.

SOOTHING SPEECH

Level 4 Grace Ability

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.

SPECTER OF THE DARK

Level 10 Midnight Spell

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.

SPELLCHARGE

Level 8 Midnight Spell

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.

SPLENDOR-TOUCHED

Level 7 Splendor Ability

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.

SPLINTERING STRIKE

Level 9 Bone Ability

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.

STEALTH EXPERTISE

Level 4 Midnight Ability

When you roll with Fear while attempting to move unnoticed through a dangerous area, you can mark a Stress to roll with Hope instead.

STRATEGIC APPROACH

Level 2 Bone Ability

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.

STUNNING SUNLIGHT

Level 8 Splendor Spell

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).

SUPPORT TANK

Level 4 Valor Ability

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.

SWIFT STEP

Level 10 Bone Ability

When an attack made against you fails, clear a Stress. If you can’t clear a Stress, gain a Hope.

TACTICIAN

Level 3 Bone Ability

When you Help an Ally, they can spend a Hope to add one of your Experiences to their roll alongside your advantage die.

TELEKINESIS

Level 6 Arcana Spell

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 12d4 physical damage to the second target using your Proficiency Die.

TELEPORT

Level 5 Codex Spell

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.

TELL NO LIES

Level 2 Grace Spell

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.

TEMPEST

Level 10 Sage Spell

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 temporarily Vulnerable.
  • Hurricane: Deal 3d10+10 magic damage and choose a direction the wind is blowing. Targets can’t move against the wind.

THORN SKIN

Level 5 Sage Spell

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.

THOUGHT DELVER

Level 5 Grace Spell

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.

THROUGH YOUR EYES

Level 4 Grace Spell

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.

TOWERING STALK

Level 3 Sage Spell

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.

TRANSCENDENT UNION

Level 10 Codex Spell

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.

TROUBLEMAKER

Level 2 Grace Ability

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.

TWILIGHT TOLL

Level 9 Midnight Ability

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.

UNBREAKABLE

Level 10 Valor Ability

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.

UNCANNY DISGUISE

Level 1 Midnight Spell

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.

UNLEASH CHAOS

Level 1 Arcana Spell

At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.

UNTOUCHABLE

Level 1 Bone Ability

Gain a bonus to your Evasion equal to half your Agility.

UNYIELDING ARMOR

Level 10 Valor Ability

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.

VALOR-TOUCHED

Level 7 Valor Ability

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.

VANISHING DODGE

Level 7 Midnight Spell

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.

VEIL OF NIGHT

Level 3 Midnight Spell

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.

VERSATILE FIGHTER

Level 3 Blade Ability

You can use a different character trait for an equipped weapon, rather than the trait the weapon calls for.

VICIOUS ENTANGLE

Level 1 Sage Spell

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.

VITALITY

Level 5 Blade Ability

When you choose this card, permanently gain two of the following benefits:

  • One Stress slot
  • One Hit Point slot

VOICE OF REASON

Level 3 Splendor Ability

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.

WALL WALK

Level 1 Arcana Spell

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.

WHIRLWIND

Level 1 Blade Ability

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.

WILD FORTRESS

Level 5 Sage Spell

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.

WILD SURGE

Level 7 Sage Spell

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.

WORDS OF DISCORD

Level 5 Grace Spell

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.

WRANGLE

Level 8 Bone Ability

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.

ZONE OF PROTECTION

Level 6 Splendor Spell

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.

Name
Level
Domain
Damage
Description
A SOLDIER’S BOND 2 Blade Ability Once per long rest, when you compliment someone or ask them about something they’re good at, you can both gain 3 Hope. ADJUST REALITY 10 Arcana Spell 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. ARCANA-TOUCHED 7 Arcana Ability When 4 or more of the domain cards in your loadout are from the Arcana domain, gain the following benefits: ARCANE REFLECTION 8 Arcana Spell 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. ARMORER 5 Valor Ability While you’re wearing armor, gain a +1 bonus to your Armor Score. ASTRAL PROJECTION 8 Grace Spell Once per long rest, mark a Stress to create a projected copy of yourself that can appear anywhere you’ve been before. BANISH 6 Codex Spell 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. BARE BONES 1 Valor Ability 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: BATTLE CRY 8 Blade Ability 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. BATTLE MONSTER 10 Blade Ability 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. BATTLE-HARDENED 6 Blade Ability Once per long rest when you would make a Death Move, you can spend a Hope to clear a Hit Point instead. BLADE-TOUCHED 7 Blade Ability When 4 or more of the domain cards in your loadout are from the Blade domain, gain the following benefits: BLINK OUT 4 Arcana Spell 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. BODY BASHER 2 Valor Ability 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 2 Valor Ability When you make a Presence Roll, you can spend a Hope to add your Strength to the roll. BOLT BEACON 1 Splendor Spell 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 6d8+2 magic damage using your Proficiency. The target becomes temporarily Vulnerable and glows brightly until this condition is cleared. BONE-TOUCHED 7 Bone Ability When 4 or more of the domain cards in your loadout are from the Bone domain, gain the following benefits: BOOK OF AVA 1 Codex Grimoire 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. BOOK OF EXOTA 4 Codex Grimoire 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. BOOK OF GRYNN 4 Codex Grimoire 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. BOOK OF HOMET 7 Codex Grimoire 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. BOOK OF ILLIAT 1 Codex Grimoire 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. BOOK OF KORVAX 3 Codex Grimoire 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. BOOK OF NORAI 3 Codex Grimoire 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. BOOK OF RONIN 9 Codex Grimoire 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. BOOK OF SITIL 2 Codex Grimoire Adjust Appearance: You magically shift your appearance and clothing to avoid recognition. BOOK OF TYFAR 1 Codex Grimoire 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. BOOK OF VAGRAS 2 Codex Grimoire 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. BOOK OF VYOLA 8 Codex Grimoire 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. BOOK OF YARROW 10 Codex Grimoire 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. BOOST 4 Bone Ability 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. BRACE 3 Bone Ability When you mark an Armor Slot to reduce incoming damage, you can mark a Stress to mark an additional Armor Slot. BREAKING BLOW 8 Bone Ability 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. CHAIN LIGHTNING 5 Arcana Spell 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. CHAMPION’S EDGE 5 Blade Ability 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: CHOKEHOLD 3 Midnight Ability 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. CINDER GRASP 2 Arcana Spell 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. CLOAKING BLAST 7 Arcana Spell 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. CODEX-TOUCHED 7 Codex Ability When 4 or more of the domain cards in your loadout are from the Codex domain, gain the following benefits: CONFUSING AURA 8 Arcana Spell 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. CONJURE SWARM 2 Sage Spell 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. CONJURED STEEDS 6 Sage Spell 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. COPYCAT 9 Grace Spell 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. CORROSIVE PROJECTILE 3 Sage Spell Make a Spellcast Roll against a target within Far range. On a success, deal 6d4 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. COUNTERSPELL 3 Arcana Spell 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. CRITICAL INSPIRATION 3 Valor Ability Once per rest, when you critically succeed on an attack, all allies within Very Close range can clear a Stress or gain a Hope. CRUEL PRECISION 7 Bone Ability When you make a successful attack with a weapon, gain a bonus to your damage roll equal to either your Finesse or Agility. DARK WHISPERS 6 Midnight Spell 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: DEADLY FOCUS 4 Blade Ability 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. DEATH GRIP 4 Sage Spell Make a Spellcast Roll against a target within Close range and choose one of the following options: DEATHRUN 10 Bone Ability 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. DEFT DECEIVER 1 Grace Ability Spend a Hope to gain advantage on a roll to deceive or trick someone into believing a lie you tell them. DEFT MANEUVERS 1 Bone Ability Once per rest, mark a Stress to sprint anywhere within Far range without making an Agility Roll to get there. DISINTEGRATION WAVE 9 Codex Spell 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. DIVINATION 4 Splendor Spell 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. EARTHQUAKE 9 Arcana Spell 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. ECLIPSE 10 Midnight Spell 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. ENCORE 10 Grace Spell 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. ENDLESS CHARISMA 7 Grace Ability After you make an action roll to persuade, lie, or garner favor, you can spend a Hope to reroll the Hope or Fear Die. ENRAPTURE 1 Grace Spell 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. FALLING SKY 10 Arcana Spell 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. FANE OF THE WILDS 9 Sage Ability 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. FEROCITY 2 Bone Ability 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. FINAL WORDS 2 Splendor Spell 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. FLIGHT 3 Arcana Spell 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. FLOATING EYE 2 Arcana Spell 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. FORAGER 6 Sage Ability 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. FORCE OF NATURE 10 Sage Spell Mark a Stress to transform into a hulking nature spirit, gaining the following benefits: FORCEFUL PUSH 1 Valor Ability 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. FOREST SPRITES 8 Sage Spell 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: FORTIFIED ARMOR 4 Blade Ability While you are wearing armor, gain a +2 bonus to your damage thresholds. FRENZY 8 Blade Ability Once per long rest, you can go into a Frenzy until there are no more adversaries within sight. FULL SURGE 8 Valor Ability 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. GET BACK UP 1 Blade Ability When you take Severe damage, you can mark a Stress to reduce the severity by one threshold. GIFTED TRACKER 1 Sage Ability 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. GLANCING BLOW 7 Blade Ability When you fail an attack, you can mark a Stress to deal weapon damage using half your Proficiency. GLYPH OF NIGHTFALL 4 Midnight Spell 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). GOAD THEM ON 4 Valor Ability 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. GORE AND GLORY 9 Blade Ability When you critically succeed on a weapon attack, gain an additional Hope or clear an additional Stress. GRACE-TOUCHED 7 Grace Ability When 4 or more of the domain cards in your loadout are from the Grace domain, gain the following benefits: GROUND POUND 8 Valor Ability 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. HEALING FIELD 4 Sage Spell 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. HEALING HANDS 2 Splendor Spell 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. HEALING STRIKE 7 Splendor Spell When you deal damage to an adversary, you can spend 2 Hope to clear a Hit Point on an ally within Close range. HOLD THE LINE 9 Valor Ability 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. HUSH 5 Midnight Spell 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. HYPNOTIC SHIMMER 3 Grace Spell 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. I AM YOUR SHIELD 1 Valor Ability 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. I SEE IT COMING 1 Bone Ability 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. INEVITABLE 6 Valor Ability When you fail an action roll, your next action roll has advantage. INSPIRATIONAL WORDS 1 Grace Ability 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: INVIGORATION 10 Splendor Spell 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. INVISIBILITY 3 Grace Spell 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. KNOW THY ENEMY 5 Bone Ability 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: LEAD BY EXAMPLE 9 Valor Ability 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. LEAN ON ME 3 Valor Ability Once per long rest, when you console or inspire an ally who failed an action roll, you can both clear 2 Stress. LIFE WARD 4 Splendor Spell 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. MANIFEST WALL 5 Codex Spell 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 their choice. The wall stays up until your next rest or you cast Manifest Wall again. MASS DISGUISE 6 Midnight Spell 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. A disguised creature has advantage on Presence Rolls to avoid scrutiny. MASS ENRAPTURE 8 Grace Spell 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. MASTER OF THE CRAFT 9 Grace Ability 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. MENDING TOUCH 1 Splendor Spell 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. MIDNIGHT SPIRIT 2 Midnight Spell Spend a Hope to summon a humanoid-sized spirit that can move or carry things for you until your next rest. MIDNIGHT-TOUCHED 7 Midnight Ability When you have midnight domain cards in your loadout are from the midnight domain, gain the following benefits: NATURAL FAMILIAR 2 Sage Spell 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. NATURE’S TONGUE 1 Sage Ability 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. NEVER UPSTAGED 6 Grace Ability 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. NIGHT TERROR 9 Midnight Spell 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. NOT GOOD ENOUGH 1 Blade Ability When you roll your damage dice, you can reroll any 1s or 2s. NOTORIOUS 10 Grace Ability 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). ON THE BRINK 9 Bone Ability When you have 2 or fewer Hit Points unmarked, you don’t take Minor damage. ONSLAUGHT 10 Blade Ability 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). OVERWHELMING AURA 9 Splendor Spell 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. PHANTOM RETREAT 5 Midnight Spell 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. PICK AND PULL 1 Midnight Ability 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). PLANT DOMINION 9 Sage Spell 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. PREMONITION 5 Arcana Spell 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. PRESERVATION BLAST 4 Arcana Spell Make a Spellcast Roll against all targets within Melee range. Targets you succeed against are forced back to Far range and take 8d8+3 magic damage using your Spellcast trait. RAGE UP 6 Blade Ability 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. RAIN OF BLADES 1 Midnight Spell 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 1d8+2 magic damage using your Proficiency. RAPID RIPOSTE 6 Bone Ability 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. REAPER’S STRIKE 9 Blade Ability 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. REASSURANCE 1 Splendor Ability Once per rest, after any ill 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. RECKLESS 2 Blade Ability Mark a Stress to gain advantage on an attack. RECOVERY 6 Bone Ability 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. REDIRECT 4 Bone Ability 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. REJUVENATION BARRIER 8 Sage Spell 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. RESTORATION 6 Splendor Spell 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. RESURRECTION 10 Splendor Spell 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. RIFT WALKER 6 Arcana Spell 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. RISE UP 6 Valor Ability Gain a bonus to your Severe threshold equal to your Proficiency. ROUSING STRIKE 5 Valor Ability Once per rest, when you critically succeed on an attack, you and allies who can see or hear you can clear a Hit Point or 1d4 Stress. RUNE WARD 1 Arcana Spell 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. SAFE HAVEN 8 Codex Spell 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. SAGE-TOUCHED 7 Sage Ability When 4 or more of the domain cards in your loadout are from the Sage domain, gain the following benefits: SALVATION BEAM 9 Splendor Spell 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. SCRAMBLE 3 Blade Ability 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. SECOND WIND 3 Splendor Ability 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. SENSORY PROJECTION 9 Arcana Spell 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. SHADOWBIND 2 Midnight Spell 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. SHADOWHUNTER 8 Midnight Ability 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. SHAPE MATERIAL 5 Splendor Spell 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. SHARE THE BURDEN 6 Grace Spell 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. SHIELD AURA 8 Splendor Spell 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. SHRUG IT OFF 7 Valor Ability 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. SIGIL OF RETRIBUTION 6 Codex Spell 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. SIGNATURE MOVE 5 Bone Ability 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. SMITE 5 Splendor Spell 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. SOOTHING SPEECH 4 Grace Ability 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. SPECTER OF THE DARK 10 Midnight Spell 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. SPELLCHARGE 8 Midnight Spell 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. SPLENDOR-TOUCHED 7 Splendor Ability When 4 or more of the domain cards in your loadout are from the Splendor domain, gain the following benefits: SPLINTERING STRIKE 9 Bone Ability 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. STEALTH EXPERTISE 4 Midnight Ability When you roll with Fear while attempting to move unnoticed through a dangerous area, you can mark a Stress to roll with Hope instead. STRATEGIC APPROACH 2 Bone Ability 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: STUNNING SUNLIGHT 8 Splendor Spell 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). SUPPORT TANK 4 Valor Ability 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. SWIFT STEP 10 Bone Ability When an attack made against you fails, clear a Stress. If you can’t clear a Stress, gain a Hope. TACTICIAN 3 Bone Ability When you Help an Ally, they can spend a Hope to add one of your Experiences to their roll alongside your advantage die. TELEKINESIS 6 Arcana Spell 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 12d4 physical damage to the second target using your Proficiency Die. TELEPORT 5 Codex Spell 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): TELL NO LIES 2 Grace Spell 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. TEMPEST 10 Sage Spell 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. THORN SKIN 5 Sage Spell 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. THOUGHT DELVER 5 Grace Spell 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. THROUGH YOUR EYES 4 Grace Spell 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. TOWERING STALK 3 Sage Spell 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. TRANSCENDENT UNION 10 Codex Spell 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. TROUBLEMAKER 2 Grace Ability 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. TWILIGHT TOLL 9 Midnight Ability 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. UNBREAKABLE 10 Valor Ability 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. UNCANNY DISGUISE 1 Midnight Spell 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. UNLEASH CHAOS 1 Arcana Spell At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card. UNTOUCHABLE 1 Bone Ability Gain a bonus to your Evasion equal to half your Agility. UNYIELDING ARMOR 10 Valor Ability 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. VALOR-TOUCHED 7 Valor Ability When 4 or more of the domain cards in your loadout are from the Valor domain, gain the following benefits: VANISHING DODGE 7 Midnight Spell 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. VEIL OF NIGHT 3 Midnight Spell 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. VERSATILE FIGHTER 3 Blade Ability You can use a different character trait for an equipped weapon, rather than the trait the weapon calls for. VICIOUS ENTANGLE 1 Sage Spell 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. VITALITY 5 Blade Ability When you choose this card, permanently gain two of the following benefits: VOICE OF REASON 3 Splendor Ability 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. WALL WALK 1 Arcana Spell 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. WHIRLWIND 1 Blade Ability 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. WILD FORTRESS 5 Sage Spell 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. WILD SURGE 7 Sage Spell 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. WORDS OF DISCORD 5 Grace Spell 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. WRANGLE 8 Bone Ability 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. ZONE OF PROTECTION 6 Splendor Spell 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.