Midnight Abilities

Midnight is the domain of shadows and secrecy. Whether by clever tricks, deft magic, or the cloak of night, those who channel these forces practice the art of obscurity and can uncover sequestered treasures. Midnight offers practitioners the power to control and create enigmas. The Midnight domain can be accessed by the Rogue and Sorcerer classes.

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.

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?

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.

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).

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.

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.

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.

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.

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).

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.

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.

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.

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.

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.

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.

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.

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