Grace Abilities

Grace is the domain of charisma. Through rapturous storytelling, charming spells, or a shroud of lies, those who channel this power define the realities of their adversaries, bending perception to their will. Grace offers its wielders raw magnetism and mastery over language. The Grace domain can be accessed by the Bard and Rogue classes.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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).

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.

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.

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.

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.

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.

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.

Name
Level
Domain
Damage
Description
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. 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. 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. 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. 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: 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. 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: 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. 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. 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. 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). 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. 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. 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. 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. 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. 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.