Sage Abilities

Sage is the domain of the natural world. Those who walk this path tap into the unfettered power of the earth and its creatures to unleash raw magic. Sage grants its adherents the vitality of a blooming flower and the ferocity of a ravenous predator. The Sage domain can be accessed by the Druid and Ranger classes.

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.

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.

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.

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.

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.

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.

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?

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.

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.

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.

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.

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.

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.

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.

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.

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.

Name
Level
Domain
Damage
Description
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. 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. DEATH GRIP 4 Sage Spell Make a Spellcast Roll against a target within Close range and choose one of the following options: 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. 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: 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: 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. 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. 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. 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. 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. 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: 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. 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. 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. 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.