Deft Deceiver
Spend a Hope to take advantage on a roll you make to deceive or trick someone into believing a lie you tell them.
Grace
Grace is the domain of charisma. Through rapturous storytelling, clever charm, or a shroud of lies, those who channel this power define the realities of their adversaries, bending perception to their will. Grace offers its wielders raw magnetism and mastery over language.
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Deft Deceiver
Spend a Hope to take advantage on a roll you make to deceive or trick someone into believing a lie you tell them.
Ability
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Enrapture
Make a Spellcast Roll against a close target. On a success, you can temporarily keep their attention on you, narrowing their field of view and drowning out any sound but your voice. Once per short rest, you may also mark a Stress on a success to deal a Stress to the target.
Spell
1
Inspirational Words
You can imbue your speech with enhancing power. At the beginning of a session, place a number of tokens on this card equal to your Presence score. When you recite your words, spend a token and choose an option from the list below to grant to the ally you are speaking to. If the action tracker is active, place that token on it. At the end of a session, clear all tokens.
Spell
1
Tell No Lies
Make a Spellcast Roll against a target within very close range. On a success, they can’t lie to you while they remain within close range, but they are not compelled to speak. If you ask them a question and they refuse to answer, they mark a stress and the spell ends.
Spell
2
Troublemaker
When you taunt or provoke a target within far range, make a Presence Roll against them. On a success, roll a number of d4s equal to your proficiency. Take the highest value from those d4s and deal that much Stress to the target.
Spell
1
Hypnotic Shimmer
Make a Spellcast Roll against any enemies in front of you within close range. On a success, once per short rest, you create an illusion of flashing colors and lights that can temporarily Stun any enemies you succeed against, dealing them a Stress. While they are Stunned, they can’t move or act until the condition is cleared.
Spell
1
Invisibility
Make a Spellcast Roll (10) while touching a creature. On a success, mark a Stress and the target becomes Hidden until this spell ends. Then place a number of tokens on this card equal to your Spellcast Trait. Every time the Hidden creature takes an action, remove one token from this card. After resolving the action that causes the last token to be removed, the spell ends.
You may only cast invisibility on one creature at a time.
Spell
2
Thought Delver
You can peek into the minds of others. Spend a Hope to read the vague surface thoughts of a target within far range. Make a Spellcast Roll against the target to delve for deeper, more hidden thoughts.
Spell
1
Words of Discord
When you whisper words of discord to an adversary in melee range, make a Spellcast Roll (13). On a success, the target immediately takes a Stress and makes an attack against another enemy instead of against you or your allies. If in combat, the GM spends a token from the action tracker to do so. Once this attack is over, the target will realize what has happened. On the next use of Words of Discord against them, add +5 to the Spellcast Roll difficulty.
Spell
1
Never Upstaged
When you mark one or more Hit Points from an attack, you may mark a Stress to place a number of tokens on this card equal to the number of Hit Points you marked. On your next successful attack, increase your damage total by +5 for each token on this card, then clear all tokens.
If you have any tokens remaining on this card when you take a long rest, clear that much Stress.
Ability
1
Endless Charisma
Whenever you make an Action Roll to persuade, lie, or garner favor, you can spend a Hope to reroll the Hope or Fear die and take the new result instead.
Ability
2
Grace Touched
When a majority of the domain cards in your loadout are from the Grace domain:
Spell
0
Astral Projection
Once per long rest, mark a Stress to create a projected copy of yourself that can appear anywhere you’ve been before.
You can see and hear through it as though it were you, and can affect the world as though you were there. Anyone investigating this projection can tell it’s of magical origin. This spell ends at your next short rest or when your projection takes any damage.
Spell
3
Copycat
Once per long rest, this card can mimic the features of any other active Domain card in another player’s loadout of Level 8 or lower. Spend Hope equal to half the card’s level (rounded up) to gain access to feature. It lasts until your next short rest or they put the card in their vault.
Spell
0
Master of the Craft
Add +2 to any two of your Experiences, or +3 to any one of your Experiences. Then permanently put this card into your Vault.
Ability
1
Encore
When an ally within close range of you deals damage to an enemy, you may make a Spellcast Roll against that same enemy. On a success, you immediately do the same amount of damage to them as your ally dealt. If your Spellcast Roll succeeds with Fear, place this card into your Vault afterward.
Spell
1
Notorious
People know who you are and what you’ve done, and will treat you differently because of it. Whenever you leverage your notoriety to get what you want, mark a Stress before you roll to take +10 to the result. All food and drinks for you are always free wherever you go, and everything else you buy is reduced in price by one chest of gold (to a minimum of one handful).
This card must remain in your loadout, but doesn’t count towards your domain card maximum.
Spell