Domains

Sage

Sage

Sage is the domain of the natural world. Those who walk this path tap into the unfettered power of the earth and its creatures to unleash raw magic. Sage grants its adherents the vitality of a blooming flower and ferocity of a hungry predator.

Cards

Level 1

0

Gifted Tracker

Make a Spellcast Roll to track or ask the GM one question you’d be able to learn about a specific creature or group of creatures based on signs of their passage. If you spend a Hope when you do, take advantage on the roll.

If you encounter any creatures you’ve tracked, your Evasion against them is +1.

Ability

0

Nature’s Tongue

You can speak the language of the hidden, natural world. When you want to speak to the plants and animals around you, make an Instinct Roll (12). On a success, they’ll give you the information they know. With Fear, their knowledge might be limited or come at a cost.

In addition, whenever you make a Spellcast Roll while within a natural environment, you may spend a Hope before the roll to add +1 to the result.

Ability

1

Vicious Entangle

Make a Spellcast Roll against a target within far range. On a success, roots and vines reach out from the ground and temporarily Restrain them, dealing 1d8+1 physical damage.

On a success, you may also spend a Hope to temporarily Restrain any enemies very close to your target as well.

Spell

Level 2

1

Conjure Swarm

Tekaira Armored Beetles: Mark a Stress to conjure armored beetles to encircle you. You have resistance against the next damage you take. You can mark a Hope to keep the beetles conjured after taking damage.

Fire Flies: Make a Spellcast Roll against any close enemies. On a success, spend a Hope to have the fire flies swarm them, doing 2d8+3 magic damage to all targets you succeeded against.

Spell

1

Natural Familiar

Spend a Hope to summon a small nature spirit or forest critter to your side until your next short rest, you use this spell again, or until it is the target of an attack. If you spend an additional Hope, they can be a familiar that flies. You can communicate with it, you may make a Spellcast Roll to command it to perform simple tasks, and you can mark a Stress to see through its eyes.

While this creature is summoned, when you deal damage to an enemy the familiar is in melee range with, you deal an additional 1d6 physical damage.

Spell

Level 3

1

Corrosive Projectile

Make a Spellcast Roll against a target within far range. On a success, mark a Stress to deal d6+4 magic damage using your proficiency. The target’s Difficulty is temporarily reduced by 1.

Spell

1

Towering Stalk

You can conjure a thick, twisting stalk within close range that can be easily climbed. It’s height can grow up to far range.

When you conjure it, you may also mark a Stress to use it as an attack. If you do, make a Spellcast Roll against any enemy or group of enemies within close range. It erupts beneath any you’re successful against, lifting them into the air and dropping them for d8 physical damage using your proficiency.

Spell

Level 4

1

Death Grip

Choose an option below and make a Spellcast Roll against a target in close range. On a success, vines reach out from your hands, causing the chosen effect and making them Restrained.

  • Pull the target into melee range of you or pull yourself into melee range with it.
  • Constrict the target to deal 2 Stress.
  • Any enemies between you and the target must make a Reaction Roll (13) or be hit by vines, dealing 3d6+2 physical damage.

Spell

2

Healing Field

Once per long rest, you can use an action to conjure a field of healing plants around you. Everywhere within close range of you bursts to life with vibrant nature, allowing you and your allies in the area to immediately heal one Hit Point.

Spend two Hope to increase the healing power of this spell to two Hit Points.

Spell

Level 5

1

Thorn Skin

Once per short rest, spend a Hope while touching a willing creature and place a number of tokens equal to your Spellcast Trait on this card. Whenever the target takes damage, you can remove any number of these tokens to roll that number of d6s. Then reduce the incoming damage by that amount and, if the attacker is in melee, deal that amount of damage back to them.

When you take a rest, clear all tokens.

Spell

1

Wild Fortress

Make a Spellcast Roll (13) to grow a natural barricade in the shape of a dome for you and up to one ally to hide within. You immediately become Hidden as long as you stay within, but may reveal yourself out the top of the dome to make attacks. The dome has the damage thresholds below and lasts until it takes three Hit Points. Place tokens on this card to represent marking Hit Points.

Minor (Mark 1) | Major (Mark 2) 15 | Severe (Mark 3) 30

Spell

Level 6

0

Conjured Steeds

Spend a Hope to conjure a number of magical steeds (horses, camels, elephants, etc.) up to your level that you and allies can ride upon until your next long rest or the steed takes any damage. These will double your land speed when traveling and let you move to somewhere within far range without having to roll when in danger. Any Attack Rolls made atop the steeds are at -2, but add +2 to their damage rolls.

Spell

1

Forager

As an additional downtime move, you may roll 1d6 to see what you forage. Work with the GM to describe it, and add it to your inventory as a Consumable. Your party may carry up to five foraged Consumables at a time.

  • A unique food. (Clear 2 Stress)
  • A beautiful relic. (Earn 2 Hope)
  • An arcane rune. ( +2 to a Spellcast Roll)
  • A healing vial. (Clear 2 Hit Points)
  • A luck charm. (Reroll all Duality or Damage Dice)
  • You may choose one of the above options.

Ability

Level 7

2

Sage Touched

When a majority of the domain cards in your loadout are from the Sage domain:

  • When you are in a natural environment, you always take +2 to your Spellcast Rolls.
  • Once per short rest, before you roll, treat your Agility or Instinct Trait as though it were double its current value.

Spell

2

Wild Surge

Once per long rest, mark a Stress to channel the natural world around you and use it to enhance yourself. Describe how your appearance changes, then place a d6 on this card at a value of 6.

While the Wild Surge die is active, it adds its value to every Action Roll you make. After you add its value to a roll, reduce it by 1. When the die’s value reaches 0 or you take a rest, this form drops and you must mark an additional Stress.

Spell

Level 8

2

Forest Sprites

Make a Spellcast Roll ( 13). On a success, spend any number of Hope to create an equal number of small Forest Sprites that appear wherever you choose within far range, distracting enemies and aiding allies. Describe what form they take.

Attack Rolls against an enemy within melee range of a Sprite gain +3. Any allies who mark an Armor Slot while in melee range of a Sprite add +3 to their Armor Score.

A Sprite vanishes after granting a bonus or taking any damage.

Spell

1

Rejuvenation Barrier

Make a Spellcast Roll ( 15). On a success, once per short rest, you can create a temporary barrier of protective energy around you. You and all allies within very close range of you when it is first cast heal 1d4 Hit Points. While the barrier is up, you and all allies within have Resistance to physical damage.

This barrier will follow you as you move.

Spell

Level 9

2

Fane of the Wilds

After a long rest, place a number of tokens equal to how many Sage Domain cards you have in your Loadout and Vault on this card.

Whenever you would make a Spellcast Roll, you may spend any number of these tokens before the roll to add +1 to the result per token.

Whenever you roll a Critical Success on a Spellcast Roll for a Sage spell, gain a token.

When you take a long rest, clear all tokens.

Ability

1

Plant Dominion

Make a Spellcast Roll (18). On a success, you reshape the natural world, changing the surrounding plant life within very far range of you. You can grow trees instantly, clear a path through dense vines, create a wall of thick roots, etc. If you create a hostile environment, anyone who moves into or through it takes 3d10+7 physical damage.

Spell

Level 10

2

Force of Nature

You can mark a Stress to transform into a hulking nature spirit, taking the following benefits:

  • Whenever you successfully hit with an Attack or Spell, you deal an additional +10 damage.
  • When you defeat a creature within close range, you absorb them and clear an Armor Slot.
  • You cannot be restrained.

Before you make an Action Roll, you must spend a Hope. If you cannot, you revert to your normal form.

Spell

2

Tempest

Choose one of the following tempests and make a Spellcast Roll against all targets in far range. Any you are successful against experience its effects until the GM spends a Fear to end this spell:

  • Blizzard - Deal 2d20+8 magic damage and make them Vulnerable.
  • Hurricane - Deal 3d10+10 magic damage. Choose a direction the wind is blowing. Targets can’t move against the wind.
  • Sandstorm - Deal 5d6+9 magic damage and attacks beyond melee range are now at disadvantage.

Spell