Subclasses
Each subclass is three cards. You start with the foundation and earn the other two as you level up.
| Class | Subclass | Card | Features |
|---|---|---|---|
| Ranger | Beastbound | Foundation Spellcast: Agility | 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. |
| Ranger | Beastbound | 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. |
| Ranger | Beastbound | 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. |
| Warrior | Call of the Brave | 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. |
| Warrior | Call of the Brave | 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. |
| Warrior | Call of the Brave | 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. |
| Warrior | Call of the Slayer | 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. |
| Warrior | Call of the Slayer | 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. |
| Warrior | Call of the Slayer | 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. |
| Seraph | Divine Wielder | Foundation Spellcast: Strength | 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. |
| Seraph | Divine Wielder | 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. |
| Seraph | Divine Wielder | 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. |
| Sorcerer | Elemental Origin | Foundation Spellcast: Instinct | 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. |
| Sorcerer | Elemental Origin | 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. |
| Sorcerer | Elemental Origin | 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 |
| Assassin | Executioners Guild | Foundation Spellcast: Agility | 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. |
| Assassin | Executioners Guild | 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. |
| Assassin | Executioners Guild | 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. |
| Witch | Hedge | Foundation Spellcast: Knowledge | 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. |
| Witch | Hedge | 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. |
| Witch | Hedge | 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. |
| Brawler | Juggernaut | 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. |
| Brawler | Juggernaut | 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. |
| Brawler | Juggernaut | 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. |
| Brawler | Martial Artist | 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. |
| Brawler | Martial Artist | 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. |
| Brawler | Martial Artist | 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. |
| Witch | Moon | Foundation Spellcast: Instinct | 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. |
| Witch | Moon | 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. |
| Witch | Moon | 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. |
| Rogue | Nightwalker | Foundation Spellcast: Finesse | 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. |
| Rogue | Nightwalker | 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. |
| Rogue | Nightwalker | 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. |
| Warlock | Pact of the Endless | Foundation Spellcast: Presence | 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. |
| Warlock | Pact of the Endless | 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. |
| Warlock | Pact of the Endless | 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. |
| Warlock | Pact of the Wrathful | Foundation Spellcast: Presence | 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. |
| Warlock | Pact of the Wrathful | 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. |
| Warlock | Pact of the Wrathful | 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. |
| Assassin | Poisoners Guild | Foundation Spellcast: Knowledge | 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. |
| Assassin | Poisoners Guild | 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. |
| Assassin | Poisoners Guild | 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. |
| Sorcerer | Primal Origin | Foundation Spellcast: Instinct | 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 |
| Sorcerer | Primal Origin | 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. |
| Sorcerer | Primal Origin | 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. |
| Wizard | School of Knowledge | Foundation Spellcast: Knowledge | 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. |
| Wizard | School of Knowledge | 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. |
| Wizard | School of Knowledge | 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. |
| Wizard | School of War | Foundation Spellcast: Knowledge | 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. |
| Wizard | School of War | 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. |
| Wizard | School of War | 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. |
| Guardian | Stalwart | 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. |
| Guardian | Stalwart | 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. |
| Guardian | Stalwart | 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. |
| Rogue | Syndicate | Foundation Spellcast: Finesse | 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. |
| Rogue | Syndicate | 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. |
| Rogue | Syndicate | 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. |
| Bard | Troubadour | Foundation Spellcast: Presence | 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. |
| Bard | Troubadour | 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. |
| Bard | Troubadour | 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. |
| Guardian | Vengeance | 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. |
| Guardian | Vengeance | 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. |
| Guardian | Vengeance | 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. |
| Druid | Warden of Renewal | Foundation Spellcast: Instinct | 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. |
| Druid | Warden of Renewal | 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. |
| Druid | Warden of Renewal | 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. |
| Druid | Warden of the Elements | Foundation Spellcast: Instinct | 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. |
| Druid | Warden of the Elements | 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. |
| Druid | Warden of the Elements | 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. |
| Ranger | Wayfinder | Foundation Spellcast: Agility | 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. |
| Ranger | Wayfinder | Specialization | Elusive Predator: When your Focus makes an attack against you, you gain a +2 bonus to your Evasion against the attack. |
| Ranger | Wayfinder | 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. |
| Seraph | Winged Sentinel | Foundation Spellcast: Strength | 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. |
| Seraph | Winged Sentinel | 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. |
| Seraph | Winged Sentinel | 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. |
| Bard | Wordsmith | Foundation Spellcast: Presence | 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. |
| Bard | Wordsmith | 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. |
| Bard | Wordsmith | 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. |