Daggerheart classes

Assassin Blade & Midnight Hope & Fear Marks one target for death and piles extra dice onto every hit against it, then slips out unseen. 5 HP 12 Evasion

Assassin

Blade & Midnight cards 5 Hit Points 12 Evasion Hope & Fear

Assassins are masters at inflicting deadly injuries with precise strikes. Unlike those who wield violence as only a means to an end, assassins approach death as a profession. Many members of this class believe theirs is a worthy, if not sacred, trade, and some join guilds to hone their craft, define their beliefs, and earn money. People from all walks of life hire assassins for their skills: powerful rulers looking to avoid all-out war, business leaders seeking to eliminate the competition, and even average people hoping to settle a grudge. Often, an assassin is the last resort for killing those previously believed to be unkillable. While some of these deadly professionals will destroy anyone in their path for the right reasons or the right price, others hold strict moral codes or personal rules that dictate their targets. Those who end up the target of an assassin should count themselves among the dead

Class features

Marked for Death

On a successful weapon attack, you can mark a Stress to make the target Marked for Death. When you deal damage to a target you’ve Marked for Death, add a number of d4s equal to your tier to the damage roll. You can have only one adversary Marked for Death at a time. This condition lasts until you take a rest, the current adversary Marked for Death is defeated, or the GM spends a number of Fear equal to your tier to clear it.

Get In & Get Out

Spend a Hope to ask the GM for a quick or inconspicuous way into or out of a place you can see. The next roll you make that acts on this information has advantage.

Subclasses

You pick one at level 1, and it shapes how you play from then on.

Executioners Guild

Play the Executioners Guild if you want to strike down your targets with lethal precision.

Spellcast trait: Agility

Foundation

First Strike

The first time in a scene you succeed on an attack, you deal double damage.

Ambush

Your “Marked for Death” feature uses d6s instead of d4s.

Specialization

Death Strike

When you deal Severe damage to a creature, you can mark a Stress to force them to mark an additional Hit Point.

Scorpion’s Poise

You gain a +2 bonus to your Evasion against attacks made by a creature you’ve Marked for Death.

Mastery

True Strike

Once per long rest when you fail an attack, you can spend a Hope to make it a success instead.

Backstab

Your “Marked for Death” feature uses d8s instead of d6s.

Poisoners Guild

Play the Poisoners Guild if you want to debilitate your targets with punishing afflictions.

Spellcast trait: Knowledge

Foundation

Toxic Concoctions

Mark a Stress to place 1d4+1 tokens on this card. When you make a successful weapon attack, you can spend a token to afflict the target with a poison. You know these poisons:

  • Ghost Petal: The target becomes temporarily Vulnerable.
  • Grave Spore: The target must also mark a Stress.
  • Leech Weed: You deal an extra 1d6 damage on this attack. When you take a long rest, clear all unspent tokens.

Specialization

Poison Compendium

You also know these poisons:

  • Midnight Vine: The target has disadvantage on attack rolls until it marks a Stress to clear this condition.
  • Gorgon Root: The target becomes temporarily Restrained.
Twin Fang

When you afflict a target Marked for Death with a poison you know, you can spend an additional token to also inflict the effect of a second poison you know.

Mastery

Venomancer

You also know these poisons:

  • Blight Seed: The target gains a −3 penalty to their damage thresholds until the end of the scene. This effect can’t stack.
  • Fear Leaf: You deal extra damage equal to the result of your Fear Die on this attack.
  • Corpse Thorn: The target gains disadvantage on reaction rolls until the end of the scene.
Adder’s Blessing

You are immune to poisons and other toxins.

Story prompts

Questions to help you write a backstory and tie your character to the party.

Background

  • You once killed someone you were close to. What happened, and how did it change you?
  • What organization trained you in the art of killing, and how did you become a member?
  • Throughout your career, one target has eluded you. Who are they, and how have they slipped through your fingers?

Ask your party

  • I’ve killed someone for you. Who were they?
  • How did you save me when I was on the brink of death? What have I promised you as repayment?
  • What secret about myself did I tell you, and how did it change your view of me?
Assassin domain cards All Blade and Midnight cards, by level Back to classes
Bard Grace & Codex Hands out Rally Dice the party spends on their rolls, and distracts foes with a show. 5 HP 10 Evasion

Bard

Grace & Codex cards 5 Hit Points 10 Evasion

Bards are the most charismatic people in all the realms. Members of this class are masters of captivation and specialize in a variety of performance types, including singing, playing musical instruments, weaving tales, or telling jokes. Whether performing for an audience or speaking to an individual, bards thrive in social situations. Members of this profession bond and train at schools or guilds, but a current of egotism runs through those of the bardic persuasion. While they may be the most likely class to bring people together, a bard of ill temper can just as easily tear a party apart.

Class feature

Rally

Once per session, describe how you rally the party and give yourself and each of your allies a Rally Die. At level 1, your Rally Die is a d6. A PC can spend their Rally Die to roll it, adding the result to their action roll, reaction roll, damage roll, or to clear a number of Stress equal to the result. At the end of each session, clear all unspent Rally Dice. At level 5, your Rally Die increases to a d8.

Subclasses

You pick one at level 1, and it shapes how you play from then on.

Troubadour

Play the Troubadour if you want to play music to bolster your allies.

Spellcast trait: Presence

Foundation

Gifted Performer

You can play three different types of songs, once each per long rest; describe how you perform for others to gain the listed benefit:

  • Relaxing Song: You and all allies within Close range clear a Hit Point.
  • Epic Song: Make a target within Close range temporarily Vulnerable.
  • Heartbreaking Song: You and all allies within Close range gain a Hope.

Specialization

Maestro

Your rallying songs steel the courage of those who listen. When you give a Rally Die to an ally, they can gain a Hope or clear a Stress.

Mastery

Virtuoso

You are among the greatest of your craft and your skill is boundless. You can perform each of your "Gifted Performer" feature's songs twice per long rest.

Wordsmith

Play the Wordsmith if you want to use clever wordplay and captivate crowds.

Spellcast trait: Presence

Foundation

Rousing Speech

Once per long rest, you can give a heartfelt, inspiring speech. All allies within Far range clear 2 Stress.

Heart of a Poet

After you make an action roll to impress, persuade, or offend someone, you can spend a Hope to add a d4 to the roll.

Specialization

Eloquent

Your moving words boost morale. Once per session, when you encourage an ally, you can do one of the following:

  • Allow them to find a mundane object or tool they need.
  • Help an Ally without spending Hope.
  • Give them an additional downtime move during their next rest.

Mastery

Epic Poetry

Your Rally Die increases to a d10. Additionally, when you Help an Ally, you can narrate the moment as if you were writing the tale of their heroism in a memoir. When you do, roll a d10 as your advantage die.

Story prompts

Questions to help you write a backstory and tie your character to the party.

Background

  • Who from your community taught you to have such confidence in yourself?
  • You were in love once. Who did you adore, and how did they hurt you?
  • You've always looked up to another bard. Who are they, and why do you idolize them?

Ask your party

  • What made you realize we were going to be such good friends?
  • What do I do that annoys you?
  • Why do you grab my hand at night?
Bard domain cards All Grace and Codex cards, by level Back to classes
Brawler Valor & Bone Hope & Fear Fights barehanded, chaining combo strikes for extra damage and intimidating foes. 6 HP 10 Evasion

Brawler

Valor & Bone cards 6 Hit Points 10 Evasion Hope & Fear

Experts in unarmed combat, brawlers hone their bodies into lethal weapons. Whether they learned from formal training, studied with a mentor, or picked up their skills one fight at a time, the process is always rigorous as brawlers develop their body and mind to work as one. Brawlers are valued for their power and versatility and typically join a party or a cause when the need or desire arises. Because a brawler's body is their strongest weapon, they typically seek out new challenges or consistent sparring partners so they can maintain their skills and add new techniques to their repertoire. Though they might appear unassuming to those accustomed to foes who are armed to the teeth, brawlers often accomplish more with bare knuckles than an average soldier with a sword.

Class features

I Am the Weapon

Your barehanded attacks are as strong as any blade. You have a primary weapon called Brawler’s Strike equipped while you have no other Active Weapons. It uses a trait of your choice, has Melee range, and deals d8+d6 physical damage using your Proficiency (both the d8 and d6 scale off your Proficiency). While this weapon is active, you gain a +1 bonus to your Evasion.

Combo Strike

After rolling damage on a successful attack with a Melee weapon, you can mark a Stress to start a combo strike. When you do, roll your Combo Die and note the result, then continue rolling your Combo Die until the result of your latest roll is lower than the roll that preceded it. You deal extra damage equal to the total of all rolled Combo Die results on this attack. The results can’t be modified by any means. Your Combo Die starts as a d4. Once per tier, you can increase your Combo Die by one step as a level advancement option.

Subclasses

You pick one at level 1, and it shapes how you play from then on.

Juggernaut

Play the Juggernaut if you want to pulverize your opponents with crushing blows.

Foundation

Rugged

Gain a permanent +3 bonus to your Severe damage threshold.

Overwhelm

When you succeed on an attack against a target, you can spend a Hope to throw the target within Close range or to force them to mark a Stress.

Specialization

Surrounded

When you make an attack with a Melee weapon, you can spend any number of Hope to target an equal number of additional creatures within Melee range.

Eye for an Eye

Once per rest when an adversary within Melee range forces you to mark any number of Hit Points, you can mark a Stress to force them to mark the same number of Hit Points.

Mastery

Pummeljoy

When you critically succeed on a Melee weapon attack, you gain an additional Hope, clear an additional Stress, and gain a +1 bonus to your Proficiency for that attack.

Not Done Yet

When you take Severe damage, you can gain a Hope or clear a Stress.

Martial Artist

Play the Martial Artist if you want to use a variety of fighting styles to eliminate your foes.

Foundation

Stance Fighter

You can channel your inner resolve to shift into martial stances that grant you special benefits in combat. Take the Martial Stances sheet and choose two martial stances from Tier 1. Each time you level up your character, choose an additional stance from your tier or lower.

Specialization

Keen Defenses

When you’re targeted by an attack, you can spend a Focus to gain a bonus to your Evasion equal to your tier against the attack.

Focus Cannon

Spend a Focus to make an Instinct Roll against an adversary within Far range. On a success, deal d20+3 magic damage using your Proficiency.

Mastery

Limit Breaker

Once per rest, you can perform an unbelievable feat of athletic prowess, such as running across water, leaping between distant rooftops, or scaling a building without needing to roll. When you do, gain a Hope and clear a Stress.

Flow State

You can mark a Stress instead of spending a Focus to shift into a different stance. Additionally, you can spend a Focus instead of marking a Stress to start a combo strike.

Story prompts

Questions to help you write a backstory and tie your character to the party.

Background

  • Where did you spend time during your formative years that taught you, directly or indirectly, how to fight in the style you use?
  • What organization has vowed to kill you on sight, and what did you do to invoke their ire?
  • Who did you recently lose a fight to that you’re desperate for a rematch against?

Ask your party

  • What is one thing we’re both afraid of?
  • What do I rely on you for during our travels? How do you feel about it?
  • I still haven’t forgiven you for something you said to me. What was it, and why did you say it?
Brawler domain cards All Valor and Bone cards, by level Back to classes
Druid Sage & Arcana Turns into beasts to fight or explore, and works small nature magic at will. 6 HP 10 Evasion

Druid

Sage & Arcana cards 6 Hit Points 10 Evasion

Becoming a druid is more than an occupation; it's a calling for those who wish to learn from and protect the magic of the wilderness. While one might underestimate a gentle druid who practices the often-quiet work of cultivating flora, druids who channel the untamed forces of nature are terrifying to behold. Druids cultivate their abilities in small groups, often connected by a specific ethos or locale, but some choose to work alone. Through years of study and dedication, druids can learn to transform into beasts and shape nature itself.

Class features

Beastform

Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can't use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform's features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you're in a Beastform, your armor becomes part of your body and you mark Armor Slots as usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.

Wildtouch

You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.

Subclasses

You pick one at level 1, and it shapes how you play from then on.

Warden of Renewal

Play the Warden of Renewal if you want to use powerful magic to heal your party.

Spellcast trait: Instinct

Foundation

Clarity of Nature

Once per long rest, you can create a space of natural serenity within Close range. When you spend a few minutes resting within the space, clear Stress equal to your Instinct, distributed as you choose between you and your allies.

Regeneration

Touch a creature and spend 3 Hope. That creature clears 1d4 Hit Points.

Specialization

Regenerative Reach

You can target creatures within Very Close range with your "Regeneration" feature.

Warden's Protection

Once per long rest, spend 2 Hope to clear 2 Hit Points on 1d4 allies within Close range.

Mastery

Defender

Your animal transformation embodies a healing guardian spirit. When you're in Beastform and an ally within Close range marks 2 or more Hit Points, you can mark a Stress to reduce the number of Hit Points they mark by 1.

Warden of the Elements

Play the Warden of the Elements if you want to embody the natural elements of the wild.

Spellcast trait: Instinct

Foundation

Elemental Incarnation

Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:

  • Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.
  • Earth: Gain a bonus to your damage thresholds equal to your Proficiency.
  • Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.
  • Air: You can hover, gaining advantage on Agility Rolls.

Specialization

Elemental Aura

Once per rest while Channeling, you can assume an aura matching your element. The aura affects targets within Close range until your Channeling ends.

  • Fire: When an adversary marks 1 or more Hit Points, they must also mark a Stress.
  • Earth: Your allies gain a +1 bonus to Strength.
  • Water: When an adversary deals damage to you, you can mark a Stress to move them anywhere within Very Close range of where they are.
  • Air: When you or an ally takes damage from an attack beyond Melee range, reduce the damage by 1d8.

Mastery

Elemental Dominion

You further embody your element. While Channeling, you gain the following benefit:

  • Fire: You gain a +1 bonus to your Proficiency for attacks and spells that deal damage.
  • Earth: When you would mark Hit Points, roll a d6 per Hit Point marked. For each result of 6, reduce the number of Hit Points you mark by 1.
  • Water: When an attack against you succeeds, you can mark a Stress to make the attacker temporarily Vulnerable.
  • Air: You gain a +1 bonus to your Evasion and can fly.

Story prompts

Questions to help you write a backstory and tie your character to the party.

Background

  • Why was the community you grew up in so reliant on nature and its creatures?
  • Who was the first wild animal you bonded with? Why did your bond end?
  • Who has been trying to hunt you down? What do they want from you?

Ask your party

  • What did you confide in me that makes me leap into danger for you every time?
  • What animal do I say you remind me of?
  • What affectionate nickname have you given me?
Druid domain cards All Sage and Arcana cards, by level Back to classes
Guardian Valor & Blade Stands at the front and soaks the hits, then turns Unstoppable to shrug off damage. 7 HP 9 Evasion

Guardian

Valor & Blade cards 7 Hit Points 9 Evasion

The title of guardian represents an array of martial professions, speaking more to their moral compass and unshakeable fortitude than the means by which they fight. While many guardians join groups of militants for either a country or cause, they're more likely to follow those few they truly care for, majority be damned. Guardians are known for fighting with remarkable ferocity even against overwhelming odds, defending their cohort above all else. Woe betide those who harm the ally of a guardian, as the guardian will answer this injury in kind.

Class feature

Unstoppable

Once per long rest, you can become Unstoppable. You gain an Unstoppable Die. At level 1, your Unstoppable Die is a d4. Place it on your character sheet in the space provided, starting with the 1 value facing up. After you make a damage roll that deals 1 or more Hit Points to a target, increase the Unstoppable Die value by one. When the die's value would exceed its maximum value or when the scene ends, remove the die and drop out of Unstoppable. At level 5, your Unstoppable Die increases to a d6.

While Unstoppable, you gain the following benefits:

  • You reduce the severity of physical damage by one threshold (Severe to Major, Major to Minor, Minor to None).
  • You add the current value of the Unstoppable Die to your damage roll.
  • You can't be Restrained or Vulnerable.

Subclasses

You pick one at level 1, and it shapes how you play from then on.

Stalwart

Play the Stalwart if you want to take heavy blows and keep fighting.

Foundation

Unwavering

Gain a permanent +1 bonus to your damage thresholds.

Iron Will

When you take physical damage, you can mark an additional Armor Slot to reduce the severity.

Specialization

Unrelenting

Gain a permanent +2 bonus to your damage thresholds.

Partners in Arms

When an ally within Very Close range takes damage, you can mark an Armor Slot to reduce the severity by one threshold.

Mastery

Undaunted

Gain a permanent +3 bonus to your damage thresholds.

Loyal Protector

When an ally within Close range has 2 or fewer Hit Points and would take damage, you can mark a Stress to sprint to their side and take the damage instead.

Vengeance

Play the Vengeance if you want to strike down enemies who harm you or your allies.

Foundation

At Ease

Gain an additional Stress slot.

Revenge

When an adversary within Melee range succeeds on an attack against you, you can mark 2 Stress to force the attacker to mark a Hit Point.

Specialization

Act of Reprisal

When an adversary damages an ally within Melee range, you gain a +1 bonus to your Proficiency for the next successful attack you make against that adversary.

Mastery

Nemesis

Spend 2 Hope to Prioritize an adversary until your next rest. When you make an attack against your Prioritized adversary, you can swap the results of your Hope and Fear Dice. You can only Prioritize one adversary at a time.

Story prompts

Questions to help you write a backstory and tie your character to the party.

Background

  • Who from your community did you fail to protect, and why do you still think of them?
  • You've been tasked with protecting something important and delivering it somewhere dangerous. What is it, and where does it need to go?
  • You consider an aspect of yourself to be a weakness. What is it, and how has it affected you?

Ask your party

  • How did I save your life the first time we met?
  • What small gift did you give me that you notice I always carry with me?
  • What lie have you told me about yourself that I absolutely believe?
Guardian domain cards All Valor and Blade cards, by level Back to classes
Ranger Bone & Sage Picks a target as their Focus and hunts it down, and can turn one good shot on three foes. 6 HP 12 Evasion

Ranger

Bone & Sage cards 6 Hit Points 12 Evasion

Rangers are highly skilled hunters who, despite their martial abilities, rarely lend their skills to an army. Through mastery of the body and a deep understanding of the wilderness, rangers become sly tacticians, pursuing their quarry with cunning and patience. Many rangers track and fight alongside an animal companion with whom they've forged a powerful spiritual bond. By honing their skills in the wild, rangers become expert trackers, as likely to ensnare their foes in a trap as they are to assail them head-on.

Class feature

Ranger's Focus

Spend a Hope and make an attack against a target. On a success, deal your attack's normal damage and temporarily make the attack's target your Focus. Until this feature ends or you make a different creature your Focus, you gain the following benefits against your Focus:

  • You know precisely what direction they are in.
  • When you deal damage to them, they must mark a Stress.
  • When you fail an attack against them, you can end your Ranger's Focus feature to reroll your Duality Dice.

Subclasses

You pick one at level 1, and it shapes how you play from then on.

Wayfinder

Play the Wayfinder if you want to hunt your prey and strike with deadly force.

Spellcast trait: Agility

Foundation

Ruthless Predator

When you make a damage roll, you can mark a Stress to gain a +1 bonus to your Proficiency. Additionally, when you deal Severe damage to an adversary, they must mark a Stress.

Path Forward

When you're traveling to a place you've previously visited or you carry an object that has been at the location before, you can identify the shortest, most direct path to your destination.

Specialization

Elusive Predator

When your Focus makes an attack against you, you gain a +2 bonus to your Evasion against the attack.

Mastery

Apex Predator

Before you make an attack roll against your Focus, you can spend a Hope. On a successful attack, you remove a Fear from the GM's Fear pool.

Beastbound

Play the Beastbound if you want to form a deep bond with an animal ally.

Spellcast trait: Agility

Foundation

Companion

You have an animal companion of your choice (at the GM's discretion). They stay by your side unless you tell them otherwise. Take the Ranger Companion sheet. When you level up your character, choose a level-up option for your companion from this sheet as well.

Specialization

Expert Training

Choose an additional level-up option for your companion.

Battle-Bonded

When an adversary attacks you while they're within your companion's Melee range, you gain a +2 bonus to your Evasion against the attack.

Mastery

Advanced Training

Choose two additional level-up options for your companion.

Loyal Friend

Once per long rest, when the damage from an attack would mark your companion's last Stress or your last Hit Point and you're within Close range of each other, you or your companion can rush to the other's side and take that damage instead.

Story prompts

Questions to help you write a backstory and tie your character to the party.

Background

  • A terrible creature hurt your community, and you've vowed to hunt them down. What are they, and what unique trail or sign do they leave behind?
  • Your first kill almost killed you, too. What was it, and what part of you was never the same after that event?
  • You've traveled many dangerous lands, but what is the one place you refuse to go?

Ask your party

  • What friendly competition do we have?
  • Why do you act differently when we're alone than when others are around?
  • What threat have you asked me to watch for, and why are you worried about it?
Ranger domain cards All Bone and Sage cards, by level Back to classes
Rogue Midnight & Grace Stays hidden in plain sight and lands Sneak Attacks that add extra dice to the damage. 6 HP 12 Evasion

Rogue

Midnight & Grace cards 6 Hit Points 12 Evasion

Rogues are scoundrels, often in both attitude and practice. Broadly known as liars and thieves, the best among this class move through the world anonymously. Utilizing their sharp wits and blades, rogues trick their foes through social manipulation as easily as breaking locks, climbing through windows, or dealing underhanded blows. These masters of magical craft manipulate shadow and movement, adding an array of useful and deadly tools to their repertoire. Rogues frequently establish guilds to meet future accomplices, hire out jobs, and hone secret skills, proving that there's honor among thieves for those who know where to look.

Class features

Cloaked

Any time you would be Hidden, you are instead Cloaked. In addition to the benefits of the Hidden condition, while Cloaked you remain unseen if you are stationary when an adversary moves to where they would normally see you. After you make an attack or end a move within line of sight of an adversary, you are no longer Cloaked.

Sneak Attack

When you succeed on an attack while Cloaked or while an ally is within Melee range of your target, add a number of d6s equal to your tier to your damage roll.

  • Level 1 → Tier 1
  • Levels 2–4 → Tier 2
  • Levels 5–7 → Tier 3
  • Levels 8–10 → Tier 4

Subclasses

You pick one at level 1, and it shapes how you play from then on.

Syndicate

Play the Syndicate if you want to have a web of contacts everywhere you go.

Spellcast trait: Finesse

Foundation

Well-Connected

When you arrive in a prominent town or environment, you know somebody who calls this place home. Give them a name, note how you think they could be useful, and choose one fact from the following list:

  • They owe me a favor, but they'll be hard to find.
  • They're going to ask for something in exchange.
  • They're always in a great deal of trouble.
  • We used to be together. It's a long story.
  • We didn't part on great terms.

Specialization

Contacts Everywhere

Once per session, you can briefly call on a shady contact. Choose one of the following benefits and describe what brought them here to help you in this moment:

  • They provide 1 handful of gold, a unique tool, or a mundane object that the situation requires.
  • On your next action roll, their help provides a +3 bonus to the result of your Hope or Fear Die.
  • The next time you deal damage, they snipe from the shadows, adding 2d8 to your damage roll.

Mastery

Reliable Backup

You can use your "Contacts Everywhere" feature three times per session. The following options are added to the list of benefits you can choose from when you use that feature:

  • When you mark 1 or more Hit Points, they can rush out to shield you, reducing the Hit Points marked by 1.
  • When you make a Presence Roll in conversation, they back you up. You can roll a d20 as your Hope Die.

Nightwalker

Play the Nightwalker if you want to manipulate shadows to maneuver through the environment.

Spellcast trait: Finesse

Foundation

Shadow Stepper

You can move from shadow to shadow. When you move into an area of darkness or a shadow cast by another creature or object, you can mark a Stress to disappear from where you are and reappear inside another shadow within Far range. When you reappear, you are Cloaked.

Specialization

Dark Cloud

Make a Spellcast Roll (15). On a success, create a temporary dark cloud that covers any area within Close range. Anyone in this cloud can't see outside of it, and anyone outside of it can't see in. You're considered Cloaked from any adversary for whom the cloud blocks line of sight.

Adrenaline

While you're Vulnerable, add your level to your damage rolls.

Mastery

Fleeting Shadow

Gain a permanent +1 bonus to your Evasion. You can use your "Shadow Stepper" feature to move within Very Far range.

Vanishing Act

Mark a Stress to become Cloaked at any time. When Cloaked from this feature, you automatically clear the Restrained condition if you have it. You remain Cloaked in this way until you roll with Fear or until your next rest.

Story prompts

Questions to help you write a backstory and tie your character to the party.

Background

  • What did you get caught doing that got you exiled from your home community?
  • You used to have a different life, but you've tried to leave it behind. Who from your past is still chasing you?
  • Who from your past were you most sad to say goodbye to?

Ask your party

  • What did I recently convince you to do that got us both in trouble?
  • What have I discovered about your past that I hold secret from the others?
  • Who do you know from my past, and how have they influenced your feelings about me?
Rogue domain cards All Midnight and Grace cards, by level Back to classes
Seraph Splendor & Valor Keeps the party standing with a pool of Prayer Dice and healing, and fights hard on the front line. 7 HP 9 Evasion

Seraph

Splendor & Valor cards 7 Hit Points 9 Evasion

Seraphs are divine fighters and healers imbued with sacred purpose. A wide array of deities exist within the realms, and thus numerous kinds of seraphs are appointed by these gods. Their ethos traditionally aligns with the domain or goals of their god, such as defending the weak, exacting vengeance, protecting a land or artifact, or upholding a particular faith. Some seraphs ally themselves with an army or locale, much to the satisfaction of their rulers, but other crusaders fight in opposition to the follies of the Mortal Realm. It is better to be a seraph's ally than their enemy, as they are terrifying foes to those who defy their purpose.

Class feature

Prayer Dice

At the beginning of each session, roll a number of d4s equal to your subclass's Spellcast trait and place them on your character sheet in the space provided. These are your Prayer Dice. You can spend any number of Prayer Dice to aid yourself or an ally within Far range. You can use a spent die's value to reduce incoming damage, add to a roll's result after the roll is made, or gain Hope equal to the result. At the end of each session, clear all unspent Prayer Dice.

Subclasses

You pick one at level 1, and it shapes how you play from then on.

Divine Wielder

Play the Divine Wielder if you want to dominate the battlefield with a legendary weapon.

Spellcast trait: Strength

Foundation

Spirit Weapon

When you have an equipped weapon with a range of Melee or Very Close, it can fly from your hand to attack an adversary within Close range and then return to you. You can mark a Stress to target an additional adversary within range with the same attack roll.

Sparing Touch

Once per long rest, touch a creature and clear 2 Hit Points or 2 Stress from them.

Specialization

Devout

When you roll your Prayer Dice, you can roll an additional die and discard the lowest result. Additionally, you can use your "Sparing Touch" feature twice instead of once per long rest.

Mastery

Sacred Resonance

When you roll damage for your "Spirit Weapon" feature, if any of the die results match, double the value of each matching die. For example, if you roll two 5s, they count as two 10s.

Winged Sentinel

Play the Winged Sentinel if you want to take flight and strike crushing blows from the sky.

Spellcast trait: Strength

Foundation

Wings of Light

You can fly. While flying, you can do the following:

  • Mark a Stress to pick up and carry another willing creature approximately your size or smaller.
  • Spend a Hope to deal an extra 1d8 damage on a successful attack.

Specialization

Ethereal Visage

Your supernatural visage strikes awe and fear. While flying, you have advantage on Presence Rolls. When you succeed with Hope on a Presence Roll, you can remove a Fear from the GM's Fear pool instead of gaining Hope.

Mastery

Ascendant

Gain a permanent +4 bonus to your Severe damage threshold.

Power of the Gods

While flying, you deal an extra 1d12 damage instead of 1d8 from your "Wings of Light" feature.

Story prompts

Questions to help you write a backstory and tie your character to the party.

Background

  • Which god did you devote yourself to? What incredible feat did they perform for you in a moment of desperation?
  • How did your appearance change after taking your oath?
  • In what strange or unique way do you communicate with your god?

Ask your party

  • What promise did you make me agree to, should you die on the battlefield?
  • Why do you ask me so many questions about my god?
  • You've told me to protect one member of our party above all others, even yourself. Who are they and why?
Seraph domain cards All Splendor and Valor cards, by level Back to classes
Sorcerer Arcana & Midnight Wields innate magic, casting illusions and trading domain cards for a spell boost. 6 HP 10 Evasion

Sorcerer

Arcana & Midnight cards 6 Hit Points 10 Evasion

Not all innate magic users choose to hone their craft, but those who do can become powerful sorcerers. The gifts of these wielders are passed down through families, even if the family is unaware of or reluctant to practice them. A sorcerer's abilities can range from the elemental to the illusionary and beyond, and many practitioners band together into collectives based on their talents. The act of becoming a formidable sorcerer is not the practice of acquiring power, but learning to cultivate and control the power one already possesses. The magic of a misguided or undisciplined sorcerer is a dangerous force indeed.

Class features

Arcane Sense

You can sense the presence of magical people and objects within Close range.

Minor Illusion

Make a Spellcast Roll (10). On a success, you create a minor visual illusion no larger than yourself within Close range. This illusion is convincing to anyone at Close range or farther.

Channel Raw Power

Once per long rest, you can place a domain card from your loadout into your vault and choose to either:

  • Gain Hope equal to the level of the card.
  • Enhance a spell that deals damage, gaining a bonus to your damage roll equal to twice the level of the card.

Subclasses

You pick one at level 1, and it shapes how you play from then on.

Elemental Origin

Play the Elemental Origin if you want to channel raw magic to take the shape of a particular element.

Spellcast trait: Instinct

Foundation

Elementalist

Choose one of the following elements at character creation:

Air · Earth · Fire · Lightning · Water

You can shape this element into harmless effects. Additionally, spend a Hope and describe how your control over this element helps an action roll you're about to make, then either gain a +2 bonus to the roll or a +3 bonus to the roll's damage.

Specialization

Natural Evasion

You can call forth your element to protect you from harm. When an attack roll against you succeeds, you can mark a Stress and describe how you use your element to defend you. When you do, roll a d6 and add its result to your Evasion against the attack.

Mastery

Transcendence

Once per long rest, you can transform into a physical manifestation of your element. When you do, describe your transformation and choose two of the following benefits to gain until your next rest:

  • +4 bonus to your Severe threshold
  • +1 bonus to a character trait of your choice
  • +1 bonus to your Proficiency
  • +2 bonus to your Evasion

Primal Origin

Play the Primal Origin if you want to extend the versatility of your spells in powerful ways.

Spellcast trait: Instinct

Foundation

Manipulate Magic

Your primal origin allows you to modify the essence of magic itself. After you cast a spell or make an attack using a weapon that deals magic damage, you can mark a Stress to do one of the following:

  • Extend the spell or attack's reach by one range
  • Gain a +2 bonus to the action roll's result
  • Double a damage die of your choice
  • Hit an additional target within range

Specialization

Enchanted Aid

You can enhance the magic of others with your essence. When you Help an Ally with a Spellcast Roll, you can roll a d8 as your advantage die. Once per long rest, after an ally has made a Spellcast Roll with your help, you can swap the results of their Duality Dice.

Mastery

Arcane Charge

You can gather magical energy to enhance your capabilities. When you take magic damage, you become Charged. Alternatively, you can spend 2 Hope to become Charged. When you successfully make an attack that deals magic damage while Charged, you can clear your Charge to either gain a +10 bonus to the damage roll or gain a +3 bonus to the Difficulty of a reaction roll the spell causes the target to make.

You stop being Charged at your next long rest.

Story prompts

Questions to help you write a backstory and tie your character to the party.

Background

  • What did you do that made the people in your community wary of you?
  • What mentor taught you to control your untamed magic, and why are they no longer able to guide you?
  • You have a deep fear you hide from everyone. What is it, and why does it scare you?

Ask your party

  • Why do you trust me so deeply?
  • What did I do that makes you cautious around me?
  • Why do we keep our shared past a secret?
Sorcerer domain cards All Arcana and Midnight cards, by level Back to classes
Warlock Dread & Grace Hope & Fear Bargained with a patron for power and spends Favor to call on their aid in a pinch. 5 HP 11 Evasion

Warlock

Dread & Grace cards 5 Hit Points 11 Evasion Hope & Fear

Those who've traded their lives—or perhaps even their souls—to an otherworldly patron in exchange for incredible power are known as warlocks. Often, these mortals have reached a point of desperation that leads them to make this sacrifice: they hope to protect themselves or a loved one, aid their community, seek vengeance, increase their status, or otherwise further their ambitions. The powerful entities they entreat are as varied as the warlocks themselves: gods, spirits, demons, or other beings unknown to even the mortal who makes the pact. The entities each have their own sphere of influence that defines their otherworldly power, and those that collect souls are rarely known for their benevolence. Thus, a warlock's power is defined by the relationship they maintain with their benefactor. Despite their terrifying magic, warlocks might find that someone or something else is pulling their strings.

Class features

Patron’s Pact

You have committed yourself to a supernatural entity—such as a god, fae, or demon—in exchange for power. Write their name on your character sheet, then work with your GM to determine their sphere of influence (such as Nature, Chaos, Wisdom, Mischief, Love, War, Justice, or Death). Before making an action roll that relates to your patron’s sphere of influence, you can spend a Favor to call upon their aid, rolling your Patron Die and adding its result to the total. Your Patron Die starts at a d6 and increases to a d8 at level 5.

Favor

You start with 3 Favor. You can use a downtime move to show tribute to your patron. Describe how and gain Favor equal to your Spellcast trait. Additionally, when you succeed on an action roll with Hope, you can choose to gain a Favor instead of a Hope.

The maximum Favor you can hold at one time is 6.

Subclasses

You pick one at level 1, and it shapes how you play from then on.

Pact of the Endless

Play the Pact of the Endless if you want to stand strong against enemies and avoid death.

Spellcast trait: Presence

Foundation

Patron’s Mantle

Spend a Favor to cloak yourself in a terrifying aspect of your Patron that lasts until you take Severe damage or the scene ends. While this effect is active, you gain a bonus to your damage thresholds equal to your tier and have advantage on action rolls to intimidate a target.

Deathless Embrace

Once per rest, spend any number of Favor to roll an equal number of Patron Dice. For each result of 4 or higher, clear a Hit Point.

Specialization

Harrowing Invocation

When an adversary targets you or an ally within Very Close range with an attack, you can spend a Favor to give them disadvantage on the roll. If the adversary fails the roll, they must also mark a Stress.

Damage Sink

Once per rest, you can spend a Favor to halve incoming damage.

Mastery

Dark Aegis

Once per long rest when you would take damage, you can spend a Favor instead of marking Hit Points.

Draining Bane

When an adversary targets you or an ally within Very Close range with an attack, you can spend a Favor to Drain them. When you do, they must mark a Stress, and you can clear a Stress. While Drained, the target uses a d12 instead of a d20 for attack rolls (including for advantage or disadvantage) until they fail a roll.

Pact of the Wrathful

Play the Pact of the Wrathful if you want to destroy those who act against you.

Spellcast trait: Presence

Foundation

Patron’s Fury

Spend a Favor to imbue your attacks with your Patron’s power until you deal Severe damage or the scene ends. When you roll damage while this effect is active, you also roll a number of Patron Dice equal to your tier and add their total to the damage dealt.

Deadly Vengeance

When you mark any number of Hit Points from an attack, you can spend a Favor to roll an equal number of Patron Dice. For each result of 4 or higher, the attacker marks a Hit Point.

Specialization

Menacing Reach

Spend a Favor to increase the range of your primary weapon by one step (such as Melee to Very Close or Very Close to Close) to a maximum of Very Far range. This effect ends when you make a successful attack with that weapon.

Diminish My Foes

When you succeed with Hope on an action roll against a target, you can spend any number of Favor to force the target to mark an equal number of Stress.

Mastery

Fearsome Attack

Spend a Favor to reroll any number of your damage dice. You can continue spending Favor to use this feature on the same damage roll.

Otherworldly Ire

Once per rest when you take damage, you can spend any number of Favor to roll that many Patron Dice and target a number of creatures within Close range equal to the highest result. Each target must mark a Hit Point.

Story prompts

Questions to help you write a backstory and tie your character to the party.

Background

  • Who from your community shunned you after you made a pact with your patron?
  • What desperate situation led you to pledge your life to your patron?
  • Your patron has given you one task you must accomplish above all else. What is it, and why does it worry you?

Ask your party

  • Why do you think I confide in you about what my patron says and does?
  • Our relationship has changed since you saw me show tribute to my patron. What did you see, and how has it affected you?
  • I once did something very foolish, and you’ve never let me live it down. What was it?
Warlock domain cards All Dread and Grace cards, by level Back to classes
Warrior Blade & Bone A weapons expert who adds their level to physical damage and punishes foes who try to slip away. 6 HP 11 Evasion

Warrior

Blade & Bone cards 6 Hit Points 11 Evasion

Becoming a warrior requires years, often a lifetime, of training and dedication to the mastery of weapons and violence. While many who seek to fight hone only their strength, warriors understand the importance of an agile body and mind, making them some of the most sought-after fighters across the realms. Frequently, warriors find employment within an army, a band of mercenaries, or even a royal guard, but their potential is wasted in any position where they cannot continue to improve and expand their skills. Warriors are known to have a favored weapon; to come between them and their blade would be a grievous mistake.

Class features

Attack of Opportunity

If an adversary within Melee range attempts to leave that range, make a reaction roll using a trait of your choice against their Difficulty. Choose one effect on a success, or two if you critically succeed:

  • They can't move from where they are.
  • You deal damage to them equal to your primary weapon's damage.
  • You move with them.

Combat Training

You ignore burden when equipping weapons. When you deal physical damage, you gain a bonus to your damage roll equal to your level.

Subclasses

You pick one at level 1, and it shapes how you play from then on.

Call of the Brave

Play the Call of the Brave if you want to use the might of your enemies to fuel your own power.

Foundation

Courage

When you fail a roll with Fear, you gain a Hope.

Battle Ritual

Once per long rest, before you attempt something incredibly dangerous or face off against a foe who clearly outmatches you, describe what ritual you perform or preparations you make. When you do, clear 2 Stress and gain 2 Hope.

Specialization

Rise to the Challenge

You are vigilant in the face of mounting danger. While you have 2 or fewer Hit Points unmarked, you can roll a d20 as your Hope Die.

Mastery

Camaraderie

Your unwavering bravery is a rallying point for your allies. You can initiate a Tag Team Roll one additional time per session. Additionally, when an ally initiates a Tag Team Roll with you, they only need to spend 2 Hope to do so.

Call of the Slayer

Play the Call of the Slayer if you want to strike down adversaries with immense force.

Foundation

Slayer

You gain a pool of dice called Slayer Dice. On a roll with Hope, you can place a d6 on this card instead of gaining a Hope, adding the die to the pool. You can store a number of Slayer Dice equal to your Proficiency. When you make an attack roll or damage roll, you can spend any number of these Slayer Dice, rolling them and adding their result to the roll. At the end of each session, clear any unspent Slayer Dice on this card and gain a Hope per die cleared.

Specialization

Weapon Specialist

You can wield multiple weapons with dangerous ease. When you succeed on an attack, you can spend a Hope to add one of the damage dice from your secondary weapon to the damage roll.

				Additionally, once per long rest when you roll your Slayer Dice, reroll any 1s.

Mastery

Martial Preparation

You're an inspirational warrior to all who travel with you. Your party gains access to the Martial Preparation downtime move. To use this move during a rest, describe how you instruct and train with your party. You and each ally who chooses this downtime move gain a d6 Slayer Die. A PC with a Slayer Die can spend it to roll the die and add the result to an attack or damage roll of their choice.

Story prompts

Questions to help you write a backstory and tie your character to the party.

Background

  • Who taught you to fight, and why did they stay behind when you left home?
  • Somebody defeated you in battle years ago and left you to die. Who was it, and how did they betray you?
  • What legendary place have you always wanted to visit, and why is it so special?

Ask your party

  • We knew each other long before this party came together. How?
  • What mundane task do you usually help me with off the battlefield?
  • What fear am I helping you overcome?
Warrior domain cards All Blade and Bone cards, by level Back to classes
Witch Sage & Dread Hope & Fear Hexes foes from afar to blunt their attacks and defenses, and asks the spirits for answers. 6 HP 10 Evasion

Witch

Sage & Dread cards 6 Hit Points 10 Evasion Hope & Fear

Witches are magical practitioners who commune with the forces of nature and entities from realms beyond. These spellcasters call forth power through craft, combining the tangible and ephemeral by casting spells, murmuring incantations, creating talismans, weaving illusions, and maintaining other personalized practices. They can protect their allies and harm their enemies by invoking powerful forces beyond themselves—supernatural beings such as ancestors, deities, or aspects of nature. Often, their magical knowledge is passed down from these entities or through many generations of practitioners who gather in small groups known as covens. Witches are frequently feared and misunderstood, as their methods can appear mysterious, strange, and even macabre to the uninitiated. Whichever path they walk, a witch treads the boundary between light and shadow without fear.

Class features

Hex

Mark a Stress to temporarily Hex a target within Far range. While Hexed, the target gains a penalty to their damage rolls and Difficulty equal to your tier. The maximum number of creatures you can Hex at one time is equal to your Spellcast trait.

Commune

Once per long rest during a moment of calm, you can commune with an ancestor, a deity, a spirit, or an otherworldly being. Ask them a question, then roll a number of d6s equal to your Spellcast trait. Choose one of the results and reference the chart below for the effect.

Roll Effect
1–3 You taste a flavor, smell a scent, or feel a sensation relevant to the answer.
4–5 You hear sounds or see a vision relevant to the answer.
6 You psychically experience a scene relevant to the answer as if you were there.

Subclasses

You pick one at level 1, and it shapes how you play from then on.

Hedge

Play the Hedge if you want to use your craft to empower yourself and your party.

Spellcast trait: Knowledge

Foundation

Herbal Remedies

When you or an ally in the scene clears 1 or more Hit Points or Stress as the result of using a consumable, increase the number cleared by 1.

Enchanted Talisman

Once per rest, you can imbue a small item with your protective essence. Spend any number of Hope to place an equal number of tokens on this card. When the person holding the talisman takes damage, spend a token to reduce the number of Hit Points they mark by one. Clear all tokens from this card when you take a rest.

Specialization

Walk Between Worlds

During a moment of calm, make a Spellcast Roll (13). Once per rest on a success, you can mark a Stress to step beyond the veil of death and converse with any nearby spirits. Place a number of tokens equal to your Spellcast trait on this card and remove one each time a spirit answers a question. When the last token is removed or at the end of the scene, you return to the Mortal Realm in the same spot you left it.

Vexing Malison

You have advantage on attacks against Hexed creatures.

Mastery

Circle of Power

Once per rest, mark a circle on the ground outlining a Very Close area around you, and place a number of tokens equal to your Spellcast trait on this card. While within this circle, you and your allies gain a +2 bonus to damage thresholds, attack rolls, and Evasion. Remove a token each time you or an ally within the circle makes an action roll or evades an attack. This spell lasts until the last token is removed or you exit the circle.

Moon

Play the Moon if you want to embody celestial power to amplify your magic.

Spellcast trait: Instinct

Foundation

Night’s Glamour

Make a Spellcast Roll (13) to Glamour yourself in a bewitching facade. While Glamoured, you have advantage on rolls that leverage your illusory appearance. Additionally, adversaries within Close range must mark a Stress to attack you. Unless you mark a Stress to maintain your Glamour, it drops when you mark a Hit Point or deal damage.

Specialization

Moonbeam

Once per session, you can conjure a column of moonlight that illuminates the area within Close range until the end of the scene. While bathed in this moonlight, you and your allies gain a +1 bonus to Spellcast Rolls and can see through illusions.

Ire of Pale Light

When a Hexed creature within Very Far range fails an attack, they must mark a Stress.

Mastery

Lunar Phases

At the beginning of each session, roll a d6 and place it on this card. You gain the matching effect until the end of session. Roll Phase Effect 1 New Spend a Hope to negate Minor damage. 2–3 Waxing +2 to damage rolls 4 Full +3 to damage thresholds 5–6 Waning +1 to Evasion Once per rest, you can spend a Hope to increase the value of this die by one. If you increase the value of a 6, it becomes a 1.

Story prompts

Questions to help you write a backstory and tie your character to the party.

Background

  • Who from your community feared your magical craft? What rumor did they spread about you, and what truth did it contain?
  • You once used your power to help someone in a dire situation. Who were they, and why did they come to you?
  • Your magic once opened a door best left closed. Who or what was on the other side?

Ask your party

  • What unique ritual or practice have I taught you that we now perform together?
  • I once appeared to you in a dream and shared a vision of the future. What did I tell you?
  • What do you typically come to me for advice about?
Witch domain cards All Sage and Dread cards, by level Back to classes
Wizard Codex & Splendor A studied spellcaster who casts small magic at will and makes enemies reroll at the worst moment. 5 HP 11 Evasion

Wizard

Codex & Splendor cards 5 Hit Points 11 Evasion

Whether through an institution or individual study, those known as wizards acquire and hone immense magical power over years of learning using a variety of tools, including books, stones, potions, and herbs. Some wizards dedicate their lives to mastering a particular school of magic, while others learn from a wide variety of disciplines. Many wizards become wise and powerful figures in their communities, advising rulers, providing medicines and healing, and even leading war councils. While these mages all work toward the common goal of collecting magical knowledge, wizards often have the most conflict within their own ranks, as the acquisition, keeping, and sharing of powerful secrets is a topic of intense debate that has resulted in innumerable deaths.

Class features

Prestidigitation

You can perform harmless, subtle magical effects at will. For example, you can change an object's color, create a smell, light a candle, cause a tiny object to float, illuminate a room, or repair a small object.

Strange Patterns

Choose a number between 1 and 12. When you roll that number on a Duality Die, gain a Hope or clear a Stress.

You can change this number when you take a long rest.

Subclasses

You pick one at level 1, and it shapes how you play from then on.

School of Knowledge

Play the School of Knowledge if you want a keen understanding of the world around you.

Spellcast trait: Knowledge

Foundation

Prepared

Take an additional domain card of your level or lower from a domain you have access to.

Adept

When you Utilize an Experience, you can mark a Stress instead of spending a Hope. If you do, double your Experience modifier for that roll.

Specialization

Accomplished

Take an additional domain card of your level or lower from a domain you have access to.

Perfect Recall

Once per rest, when you recall a domain card in your vault, you can reduce its Recall Cost by 1.

Mastery

Brilliant

Take an additional domain card of your level or lower from a domain you have access to.

Honed Expertise

When you use an Experience, roll a d6. On a result of 5 or higher, you can use it without spending Hope.

School of War

Play the School of War if you want to utilize trained magic for violence.

Spellcast trait: Knowledge

Foundation

Battlemage

You've focused your studies on becoming an unconquerable force on the battlefield. Gain an additional Hit Point slot.

Face Your Fear

When you succeed with Fear on an attack roll, you deal an extra 1d10 magic damage.

Specialization

Conjure Shield

You can maintain a protective barrier of magic. While you have at least 2 Hope, you add your Proficiency to your Evasion.

Fueled by Fear

The extra magic damage from your "Face Your Fear" feature increases to 2d10.

Mastery

Thrive in Chaos

When you succeed on an attack, you can mark a Stress after rolling damage to force the target to mark an additional Hit Point.

Have No Fear

The extra magic damage from your "Face Your Fear" feature increases to 3d10.

Story prompts

Questions to help you write a backstory and tie your character to the party.

Background

  • What responsibilities did your community once count on you for? How did you let them down?
  • You've spent your life searching for a book or object of great significance. What is it, and why is it so important to you?
  • You have a powerful rival. Who are they, and why are you so determined to defeat them?

Ask your party

  • What favor have I asked of you that you're not sure you can fulfill?
  • What weird hobby or strange fascination do we both share?
  • What secret about yourself have you entrusted only to me?
Wizard domain cards All Codex and Splendor cards, by level Back to classes

What your class decides

Your class sets where you start: your Evasion and Hit Points, a Hope feature for when it counts, and the two domains your cards come from. At level 1 you pick one of its two subclasses and two level 1 domain cards. Every card is on the domains page.

Create a character