Class

Class

Class

During character creation, you’ll choose one of the classes in this section, along with one of its subclasses. Your chosen class grants the following features:

Domains. Each class lists which two domains serve as the basis for its abilities. This determines which domain decks you can choose cards from during character creation and when leveling up.

Starting Evasion Score. Each class has its own starting Evasion score (see “Evasion”). When the GM makes an attack roll against you, this is the number they need to meet or beat in order to hit.

Damage Threshold. Each class has a unique Damage Threshold (see “Damage Thresholds and Hit Points” in chapter 2). These determine how strong your class is against incoming attacks.

Class Items. Each class has a unique set of items they begin the game with.

Class Feature. Each class has a unique move (or set of moves) you can utilize during play.

Unique Hope Feature. Each class has a special move they can use by spending three Hope. These are named for the class, a la “Bard’s Hope”.

Your chosen subclass grants the following features:

Spellcast Trait. If you’re a spellcaster, this is the character trait your subclass uses any time you’re required to make a spellcast roll.

Foundation Feature. This feature is the unique move you gain from your subclass’s Foundation card.

Specialization Feature. As you gain levels, you’ll have a chance to choose your subclass’s Specialization card, gaining a unique move (or set of moves) from it.

Mastery Feature. As you gain levels, you’ll have a chance to choose your subclass’s Mastery card, gaining a unique move (or set of moves) from it.

Bard

Those who become bards are truly the most charismatic members of all the realms. Members of this class are masters of captivation and may specialize in any of a variety of performance types, including: singing, playing musical instruments, weaving tales, or telling jokes. Whether performing to an audience or speaking to an individual, bards will excel. There are many schools and guilds where members of this profession come together to bond and train, but there is a fair amount of ego within those of the bardic persuasion. While they may be the most likely to bring people together, a bard of ill temper can just as easily tear a party apart.

Domains

Grace & Codex

Starting Evasion Score

9

Damage Thresholds

Major 6, Severe 12

Class Items

A Romance Novel or a Letter Never Opened

Bard’s Hope

When you or an ally Close to you makes a Presence roll and either succeeds with Fear or fails, spend three Hope to negate that roll’s consequences by intervening.

Class Feature

Rally

Once per session as your party prepares to enter a dangerous or difficult situation, describe how you rally them and give yourself and each of your allies a d6 Rally die. Anyone with a Rally die can spend it to roll it, adding the result to an action roll, reaction roll, or damage roll, or clearing Stress equal to the Rally die result.

At the end of each session, all unspent Rally dice are cleared. The Rally die you distribute increases to 1d8 at level 5.

Bard Subclasses

If you’re creating a bard, choose either the Wordsmith or Troubadour subclass.

Wordsmith

Play the Wordsmith if you want to be persuasive and powerful using clever wordplay.

Spellcast Trait: Presence

Foundation Features

Heart of a Poet: When speaking to a person you’re trying to impress, persuade, or offend, you can spend Hope and add 1d4 to the action roll against them.

Rousing Speech: Once per long rest, you can use an action to give a heartfelt, inspiring speech. All allies who can hear you clear two Stress.

Specialization Feature

You know your moving words can boost the morale of the group. Once per session, when you use your skills as linguist to encourage or exhort 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 a rest.

Mastery Feature

The Rally die you distribute increases to a d10.

In addition, whenever you Help an Ally, if you narrate the moment as if you were writing the tale of their heroism in a memoir, your advantage die to help them is a d10.

Troubadour

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

Spellcast Trait: Presence

Foundation Feature

When you take this Foundation, describe what instrument you are practiced in. You can use an action to perform each song once per long rest:

***When you play a relaxing song,*you and any Close allies heal 1 Hit Point.

***When you play an epic song,*make a Close target temporarily Vulnerable.

***When you play a heartbreaking song,*you and any Close allies take a Hope.

Specialization Feature

Your rallying songs also help steel the courage of those who listen. Anybody who receives a Rally die from you via your Rally ability may also gain a Hope or clear a Stress.

Mastery Feature

Your craft rivals the greats, your skill and creativity unbounded. You may perform each of your Foundation songs an additional time per long rest.

Background Questions

Answer the following background questions or make your own.

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

Connections

  • 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?

Level Up Options

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Druid

Becoming a druid is more than an occupation, it’s a calling to those who wish to learn from and protect the magic of the wilderness. Those druids who practice the often quiet work of channeling flora are likely to be underestimated; while those who channel the brutal forces of animals may be a terrifying thing to behold. Druids are known to cultivate their abilities in small groups, often connected by a specific ethos or locale. Through years of study and dedication, druids can learn to transform into beasts and shape the earth and all its organisms.

Domains

Sage & Arcana

Starting Evasion Score

8

Damage Thresholds

Major 7, Severe 14

Class Items

A Small Bag of Rocks & Bones OR a Strange Pendant Found in the Dirt

Druid’s Hope

Spend three Hope while in Beastform to increase your damage thresholds by +3 until you drop the form.

Class Features

Wildtouch

You can perform harmless, subtle effects that involve nature at will. (Ex: causing a flower to rapidly grow, summon a slight gust of wind, start a campfire, etc.)

Beastform

Mark a Stress to transform into a magical creature of your level or lower from the Beastform list. While transformed, you can’t use your weapons or cast any spells, but you gain the features, attack trait, and evasion bonus of the creature. You can drop out of this form at any time. When in Beastform, your armor becomes part of your body and you mark armor slots as usual; when you drop out of Beastform, those marked armor slots remain marked.

If you mark your last Hit Point or Stress, this form automatically drops.

Druid Subclasses

If you’re creating a druid, choose either the Warden of the Elements or Warden of Renewal subclass.

Warden of the Elements

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

Spellcast Trait: Instinct

Foundation Feature

Elemental Incarnation: Mark a Stress to embody an elemental spirit from the list below. The embodiment lasts until you take Severe damage or until your next short rest. This feature can overlap with Beastform.

Fire: When an enemy in melee range deals damage to you, they take 1d10 magical damage.

Earth: You gain +1 to your Armor Score.

Water: When you deal damage to an enemy in Melee range, all other enemies within Very Close range mark a Stress.

Air: You can hover, gaining advantage on Agility rolls.

Specialization Feature

Once per short rest, while in Elemental Incarnation, you can assume an elemental aura matching your embodied element. The aura’s effects apply within your Close Range, following you until Elemental Incarnation ends.

Fire: Whenever an enemy marks at least 1 Hit Point, they also mark a Stress.

Earth: Your allies gain +1 to their Armor Score.

Water: After an enemy deals damage to you, you can mark a Stress to move them anywhere within Very Close range.

Air: When you or an ally take damage from an attack beyond Melee range, reduce it by 1d8.

Mastery Feature

While in your Elemental Incarnation, you further embody the spirit and gain the following benefit for that element:

Fire: Your Proficiency increases by +1 for attacks and spells that deal damage.

Earth: When you mark an Armor Slot, roll 1d6. On a roll of 5 or 6, clear an Armor Slot.

Water When you are hit by an attack, you can mark a Stress to make the attacker Vulnerable.

Air: You gain +1 Evasion and can fly.

Warden of Renewal

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

Spellcast Trait: Instinct

Foundation Features

Clarity of Nature: Once per long rest, you may create a space of natural serenity around you. After spending a few minutes resting within the space, you can clear Stress equal to your Instinct trait, distributed as you choose between you and your allies.

Regeneration: Use an action and spend 3 Hope to clear 1d4 Hit Points on a creature you are touching.

Specialization Feature

You can now use Regeneration on a creature within Very Close range, instead of touch.

Warden’s Protection: Once per long rest, you can use an action to magically repair armor outside of downtime. When you do, you or one ally in your Close Range can clear a number of Armor Slots equal to your Instinct.

Mastery Feature

Your animal transformation embodies a healing guardian spirit. While you are in Beastform, when an ally within Close Range marks 2 or more Hit Points, you can mark a Stress to reduce the amount of Hit Points they mark by 1.

Background Questions

Answer the following background questions or make your own.

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

Connections

  • What did you confess to me that makes me leap out into danger for you every time?
  • What animal do I tell you that you remind me of?
  • What affectionate nickname have you given me?

Level Up Options

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Using Beastform

When you use Beastform, choose a creature category of your level or lower. At your GM’s discretion, you can describe yourself as transforming into any animal that reasonably fits into that category. Though you can’t use your equipment or spells while transformed, you can still use other features or abilities your character has access to (such as using your Wildtouch class feature).

The Beastform list divides the creature categories by level. Each entry includes the following details, as seen in the Agile Scout example:

Creature Category. Each category’s name describes the common role or behavior of creatures in that category (such as “Agile Scout”). This name is followed by a few examples of animals that fit in that category (such as fox, mouse, and weasel).

Character Trait. While transformed, add the listed trait bonus to your relevant trait. For example, when transformed into an Agile Scout, you add +1 to your Agility. When this form drops, you lose this bonus.

Attack Rolls. When you want to make an attack while transformed, you use the listed range, trait, and damage dice. For example, as an Agile Scout you can attack a target in melee using your Agility. On a success, you deal d4 physical damage using your Proficiency.

Evasion. While transformed, add the listed Evasion bonus to your normal Evasion score. For example, if your Evasion is usually 8, and your new form says “Evasion: +2,” your Evasion becomes 10 while you’re in that form.

Advantages. When you make an action or reaction roll related to one of the verbs listed for that form, your form makes you especially good at that, so the GM will usually give you an advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for objects or creatures, dodge hazards, and related activities.

Features. Each form includes a couple unique features. For example, an Agile Scout excels at silent, agile movement—but they’re also fragile, making you drop out of Beastform faster.

Beastforms

Tier 1
Agile Scout

(FOX, MOUSE, WEASEL, ETC.)

+1 Agility |  Bite Melee Agility d4 (phy) |  Evasion: +2

Take advantage on: Deceive, Locate, Sneak

Agile: Your movement is silent and you may spend Hope to get anywhere within Far range without needing to make a roll.

Fragile: When you take Major Damage or greater, you drop Beastform.

Household Friend

(Dog, cat, rabbit, Etc.)

+1 Instinct |  Melee Instinct d6 (phy) |  Evasion: +2

Take advantage on: Climb, Locate, Protect

Companion: When you assist another PC, the advantage die you roll is a d8.

Fragile: When you take Major Damage or greater, you drop Beastform.

Nimble Grazer

(Deer, Goat, Gazelle, Etc.)

+1 Agility |  Melee Agility d6 (phy) |  Evasion: +3

Take advantage on: Leap, Sneak, Scout

Elusive Prey: When you would be hit by an attack, you may mark Stress and roll 1d4. Add the result to your Evasion for this attack.

Fragile: When you take Major Damage or greater, you drop Beastform.

Pack Predator

(Wolf, Coyote, Hyena, Etc.)

+2 Strength |  Melee Strength d8+2 (phy) |  Evasion: +1

Take advantage on: Attack, Sprint, Track

Pack Hunting: When you make an attack roll on the same target as an ally right before you, add an additional d8 to your damage dice pool.

Hobbling Strike: When you hit with a melee attack, you may mark a Stress to make the target temporarily Vulnerable.

Aquatic Scout

(Fish, Eel, Octopus, Etc.)

+1 Agility |  Melee Agility d4 (phy) |  Evasion: +2

Take advantage on: Navigate, Sneak, Swim

Aquatic: You can breathe and move naturally underwater.

Fragile: When you take Major Damage or greater, you drop Beastform.

Stalking Arachnid

(Tarantula, Wolf Spider, Etc.)

+1 Finesse |  Melee Finesse d6+1 (phy) |  Evasion: +2

Take advantage on: Attack, Climb, Sneak

Webslinger: You have the ability to create strong web material that can be useful in both adventuring and battle. It is resilient enough to support a single creature. You may make a target within Close range Restrained by making a successful Finesse roll against them.

Venemous Bite: When you hit with a melee attack, the target becomes temporarily Envenomated. An Envenomated creature takes 1d10 phy direct damage each time they act. This condition cannot stack.

Tier 2
Armored Sentinel

(Armadillo, Pangolin, Turtle, Etc.)

+1 Strength |  Melee Strength d8+2 (phy) |  Evasion: +1

Take advantage on: Dig, Protect, Locate

Armored Shell: You have resistance to physical damage. You may also mark an armor slot to tuck into your armor. If you do, physical damage is also reduced by your armor score (after being halved), but you can’t perform any other action except moving without leaving this form.

Cannon Ball: You can mark stress to be thrown or launched at an opponent. An ally makes an attack roll with Agility or Strength against a target within Close range. On a success, deal d12+2 damage using the thrower’s proficiency. If there is another enemy very close to the target, on a success you can also spend a Hope to ricochet off the first enemy and hit the second for half damage.

Brutish Beast

(Bear, Bull, Moose, Etc.)

+1 Strength |  Melee Strength d10+4 (phy) |  Evasion: +3

Take advantage on: Navigate, Scare, Protect

Rampage: When you are rolling damage from an attack, for every 1 you roll you may roll another d10 and add it to your damage roll. Before making an Attack roll, you can mark a Stress to gain +1 Proficiency to the attack.

Thick Hide: You increase your Damage Thresholds by +2 in this form.

Mighty Strider

(Camel, Horse, Zebra, Etc.)

+1 Agility |  Melee Agility d8+1 (phy) |  Evasion: +2

Take advantage on: Leap, Navigate, Sprint

Carrier: You can carry up to 2 willing allies with you when you move.

Trample: You may mark a Stress to move up to Close range in a straight line and make a melee attack against every target you pass in that movement. Each target hit takes d8+1 (phy) damage using your proficiency and is knocked down, becoming temporarily Vulnerable.

Striking Serpent

(Viper, Cobra, Etc.)

+1 Finesse |  Very Close Finesse d8+4 (phy) |  Evasion: +2

Take advantage on: Attack, Climb, Deceive

Venemous Strike: Strike out at any targets within Very Close range. Any you are successful against are temporarily Envenomated. An Envenomated takes 1d10 phy direct damage each time they act. This condition cannot stack.

Pouncing Predator

(Cheetah, Lion, Panther, Etc.)

+1 Instinct |  Melee Instinct d8+6 (phy) |  Evasion: +3

Take advantage on: Attack, Climb, Sneak

Fleet: You can spend Hope to move anywhere within far range without needing to make a check.

Takedown: Mark a Stress to move into melee range with a target and make a basic attack against them. On a success, take +2 proficiency on the damage and cause the target to mark Stress.

Winged Beast

(Raven, Hawk, Owl, Etc.)

+1 Finesse |  Melee Finesse d4+2 (phy) |  Evasion: +3

Take advantage on: Deceive, Locate, Scare

Bird’s Eye View: You can fly at will in this form. When you are flying and look down at the landscape below in an attempt to understand a situation better, make an action roll. On a success, you gain new, useful information here. Take advantage when you or an ally make a roll to act on this information.

Hollow Bones: You reduce your Damage Thresholds by -2 in this form.

Tier 3
Great Predator

(Dire Wolf, Sabretooth Tiger, Raptor, Etc.)

+2 Strength |  Melee Strength d12+8 (phy) |  Evasion: +2

Take advantage on: Attack, Sneak, Sprint

Vicious Maul: When you successfully attack a creature, you can spend a Hope to add +1 to your Proficiency for the attack and make the target temporarily Vulnerable.

Carrier: You can carry up to 2 willing allies with you when you move.

Mighty Lizard

(Alligator, Crocodile, Gila Monster, Etc.)

+2 Instinct |  Melee Instinct d10+7 (phy) |  Evasion: +1

Take advantage on: Attack, Track, Sneak

Snapping Strike: When you hit an opponent with a melee attack, you may spend a Hope to hold that opponent in place with your jaws and make them Restrained and Vulnerable.

Physical Defense: Increase your Damage Thresholds by +3.

Great Winged Beast

(Giant Eagle, Falcon, Etc.)

+2 Finesse |  Melee Finesse d8+6 (phy) |  Evasion: +3

Take advantage on: Locate, Deceive, Distract

Bird’s Eye View: You can fly at will in this form. When you are flying and look down at the landscape below in an attempt to understand a situation better, make an action roll. On a success, you gain new, useful information here. Take advantage when you or an ally make a roll to act on this information.

Carrier: You can carry up to 2 willing allies with you when you move.

Aquatic Predator

(Dolphin, Shark, Orca, Etc.)

+2 Agility |  Melee Agility d10+6 (phy) |  Evasion: +4

Take advantage on: Track, Attack, Swim

Aquatic: You can breathe and move naturally underwater.

Vicious Maul: When you successfully attack a creature, you can spend a Hope to make them temporarily Vulnerable.

Legendary Beast

(Upgraded Tier 1 Options)

Evolved: Pick a Tier 1 Beastform option and become a larger, more powerful version of that creature. Retain all traits and features, save for the following bonuses:

  • Add +6 to your damage rolls in this form.
  • Add +1 to the trait increased by this form.
  • Increase the evasion bonus by +2.
Legendary Hybrid

(Griffon, Sphinx, Etc.)

+2 Strength |  Melee Strength d10+8 (phy) |  Evasion: +3

Hybrid Features: Choose any two Beastform options from Tiers 1-3. Take their features and advantages.

Tier 4
Massive Behemoth

(Elephant, Mammoth, Rhinoceros, Etc.)

+3 Strength |  Melee Agility d12+12 (phy) |  Evasion: +1

Take advantage on: Locate, Protect, Scare, Sprint

Trample: You may mark a Stress to move up to Far range in a straight line and make a melee attack against every target you pass in that movement. Each target hit takes d8+10 (phy) damage using your proficiency.

Undaunted: Raise all your damage thresholds by +2.

Mighty Carrier: You can carry up to 4 willing allies with you when you move.

Terrible Lizard

(Tyrannosaurus, Bronchiasaur, Etc.)

+3 Strength |  Melee Strength d12+10 (phy) |  Evasion: +2

Take advantage on: Attack, Deceive, Scare, Track

Devastating Strikes: When you deal Severe damage to a target with a melee attack, mark a Stress to make them mark +1 HP.

Massive Stride: You may move up to a Far distance without rolling and may ignore most rough terrain due to your size.

Mythic Aerial Hunter

(Dragon, Pterodactyl, Roc, Wyvern, Etc.)

+3 Finesse |  Melee Finesse d10+11 (phy) |  Evasion: +4

Take advantage on: Attack, Deceive, Navigate, Locate

Deadly Raptor: You can fly at will while in this form and move up to Far range during an action. When you move at least Close range before making an attack and succeed, you may re-roll all damage dice that roll below your Proficiency, taking the new result.

Carrier: You can carry up to 3 willing allies with you when you move.

Epic Aquatic Beast

(Whale, Giant Squid, Etc.)

+3 Agility |  Melee Agility d10+10 (phy) |  Evasion: +3

Take advantage on: Locate, Protect, Scare, Track

Ocean Master: You can breathe and move naturally underwater. When you succeed on a Melee attack, you may grapple the target and make them temporarily Restrained.

Unyielding: When you should mark armor slots, roll 1d6 per armor slot marked. For each 5+, don’t mark it.

Mythic Beast

(Upgraded Tier 1 or Tier 2 options)

Evolved: Pick a Tier 1 or Tier 2 Beastform option and become a larger, more powerful version of that creature. Retain all traits and features, save for the following bonuses:

  • Increase your damage die by one size (d6 becomes d8, d8 becomes d10, etc.)
  • Add +9 to your damage rolls in this form.
  • Add +2 to the trait increased by this form.
  • Increase the evasion bonus by +3.
Mythic Hybrid

(Chimera, Manticore, Cockatrice, Etc.)

+3 Strength |  Melee Strength d12 (phy) |  Evasion: +2

Hybrid Features: Choose any three Beastform options. Take their features and advantages.

Guardian

Guardians represent an array of martial professions, and such a title speaks more to their moral compass and incredible fortitude than the means by which they fight. Those of this class may choose to join groups of militants, for either a country or cause, but guardians are 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, and are more likely to utilize defensive tactics that protect their cohort rather than charge forward with abandon. Woe be unto those who harm the ally of a guardian, as they will not soon forget such a grievance.

Domains

Valor & Blade

Starting Evasion Score

8

Damage Thresholds

Major 8, Severe 16

Class Items

A Stone Totem from Your Mentor OR a Secret Key

Guardian’s Hope

Spend three Hope to clear up to three armor slots.

Class Feature

Unstoppable

Once per Long Rest, you can choose to become Unstoppable. You gain an Unstoppable die, which begins as a d4. Place it on the spot to the right, starting with the “1” value facing up. Whenever you deal one or more hit points to an adversary, increase the Unstoppable die value by one. When you increase the value above the die’s highest number or when the scene ends, remove the die and drop out of Unstoppable. At Level 3, upgrade your Unstoppable die to a d6. At Level 7, upgrade it to a d8.

While Unstoppable you:

  • Gain resistance to physical damage.
  • Increase your current Armor Score by your Proficiency.
  • Add the current value of your Unstoppable die to your damage dice total.
  • Cannot be Restrained or Vulnerable.

Tip: If your Unstoppable die is a d4 and the 4 is currently facing up, you’ll remove the die the next time you should increase it. However, if your Unstoppable die has been upgraded to a d6 and the 4 is currently facing up, you’ll turn it to 5 the next time you should increase it; you’ll only remove it after it passes a value of 6.

Guardian Subclasses

If you’re creating a guardian, choose either the Stalwart or Vengeance subclass.

Stalwart

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

Foundation Feature

When you take this foundation, increase all of your Damage Thresholds by +1.

When you take physical damage, always reduce it by your armor score before applying it to your thresholds. You can still spend armor slots to reduce it further.

Specialization Feature

When you take this specialization, raise all of your Damage Thresholds by +2.

When a Very Close ally takes damage, you can mark an Armor Slot to reduce the damage by your Armor Score.

Mastery Feature

When you take this mastery, raise all of your Damage Thresholds by +3.

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

Vengeance

Play the Vengeance if you want to strike down enemies that hurt you or your allies.

Foundation Feature

When you take this Foundation, gain an additional armor slot immediately.

When you are hit by an enemy in melee range, immediately roll a number of d6 equal to the amount of hit points you marked. For each result of 5+, deal a hit point back to the enemy.

Specialization Feature

When an enemy damages an ally within your Melee range, the next successful attack you make against that enemy with has +1 Proficiency.

Mastery Feature

Spend 2 Hope to prioritize an enemy until your next rest. When you make an Attack Roll against your prioritized enemy, you can switch the values on your Hope and Fear dice. You can only prioritize one enemy at a time.

Background Questions

Answer the following background questions or make your own.

  • Who from your community did you fail to protect, and why do you still think of them?
  • You’ve recently been tasked with protecting something important, with the goal of 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?

Connections

  • 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?

Level Up Options

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Ranger

Rangers are highly skilled hunters who, despite their martial abilities, will rarely lend their skills to an army. Through mastery of the body and a deep understanding of the wilderness, rangers transform themselves into sly tacticians, accustomed to fighting without the aid of an organized military force. Many rangers do, however, fight alongside an animal companion with whom they’ve forged a powerful, spiritual bond. By honing their skills in the wild, rangers become expert hunters and trackers, and are as likely to catch their foes in a trap as assail them head-on.

Domains

Bone & Sage

Starting Evasion Score

10

Damage Thresholds

Major 7, Severe 14

Class Items

A Trophy From Your First Kill OR a Seemingly Broken Compass

Ranger’s Hope

Spend three Hope and Increase your Evasion by +1 until your next short rest.

Class Feature

Ranger’s Focus

Spend a Hope and make an attack with your weapon. On a success, you temporarily make that target your Ranger’s Focus, along with doing damage from the attack. Until your Ranger’s Focus ends or you make a different creature your Ranger’s Focus, you gain these benefits:

  • You know precisely what direction they are in.
  • All damage rolls you make against them also deal a Stress.
  • When you miss them with an attack, you can end Ranger’s Focus to reroll your Duality dice and take the new result.

Ranger Subclasses

If you’re creating a ranger, choose either the Wayfinder or Beastbound subclass.

Wayfinder

Play the Wayfinder if you want to hunt your prey using deadly force.

Spellcast Trait: Agility

Foundation Features

Apex Predator: Mark a Stress to increase your Proficiency by +1 on a damage roll. Additionally, whenever you deal Severe damage to an enemy, they also mark a Stress.

Path Forward: When you’re headed for a place you’ve previously visited, or you carry an object with you that has been there before, you can identify the shortest, most direct path to your destination.

Specialization Feature

When you’re attacked by your Focus, your Evasion against the attack increases by +2.

Mastery Feature

Before you make an Attack Roll against your Focus, you can spend a Hope. If that rolls succeeds, you remove on 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 Feature

You have an animal companion of your choice (at GM’s discretion). They always stay next to you unless you tell them otherwise.

Take the Ranger Companion sheet. Whenever you level up your character, also choose a level up option for your companion from this sheet.

Specialization Feature

When you take this Specialization, gain an additional level-up option for your companion immediately.

When an enemy attacks you while they’re in your companion’s Melee range, you gain +2 Evasion against the attack.

Mastery Feature

When you take this Specialization, gain 2 level up options for your companion immediately.

Once per long rest, if the damage from an attack would mark your companion’s or your last Hit Point, and you are within each other’s Close range, the other rushes to their side and takes that damage instead.

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Background Questions

Answer the following background questions or make your own.

  • 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 anywhere they go?
  • Your first kill almost killed you too. What was it, and what part of you was never the same after this event?
  • You’ve traveled many dangerous lands, but what is the one place you refuse to go?

Connections

  • What friendly competition do we have?
  • Why do you act differently when we’re alone than when others are around?
  • What have you asked me to keep an eye out for, and why are you worried about it?

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Rogue

Rogues are scoundrels, often in both attitude and practice. Broadly known as liars and thieves, the best among this class move through the world entirely unknown. Utilizing their sharp wit and blade, rogues may trick their foes through social manipulation as easily as breaking locks or climbing through windows. Members of this class are masters of magical craft, adding an array of deadly tools to their arsenal. Rogues frequently establish guilds to meet future accomplices, hire out jobs, and hone heavily-guarded skills, proving that the phrase “there’s no honor among thieves” is just another lie added to their arsenal.

Domains

Midnight & Grace

Starting Evasion Score

11

Damage Thresholds

Major 6, Severe 12

Class Items

Forgery Tools OR a Grappling Hook

Rogue’s Hope

Spend three Hope to increase your Sneak Attack damage. Until your next short rest, you add 3d6 instead of 1d6 to each Sneak Attack damage roll.

Class Features

Hide

When you move into a location where no enemies can see you, you can use an action to become Hidden (any rolls against you have disadvantage). As a Rogue, when you are Hidden, targets also can’t see you, even if they move into line of sight. You are no longer Hidden after you move or attack.

Sneak Attack

Whenever you make an attack while you are Hidden or while an ally is in Melee with your target, add a d6 to your damage roll. When you use Sneak Attack, you can also spend any number of Hope before the attack roll, then if the attack is successful, also add a number of d6 equal to the Hope spent.

Rogue Subclasses

If you’re creating a rogue, choose either the Syndicate or Nightwalker subclass.

Syndicate

Play the Syndicate if you want to know somebody helpful everywhere you go.

Spellcast Trait: Finesse

Foundation Feature

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

  • They owe me a favor, but they will 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 Feature

Once per session, you can briefly call forth a shady contact. Immediately choose one of the benefits below 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.
  • The next time you make an Action Roll, their help lets you increase either your Hope or Fear die result by 3.
  • The next time you deal damage, they snipe from the shadows, adding 2d8 to your damage roll.

Mastery Feature

You can now use your Specialization Feature three times per session. You can also choose from the following options when you use it:

  • When you mark at least 1 Hit Point, the contact rushes out to shield you, reducing the Hit Points marked by 1.
  • When you make a Presence Roll in conversation, they back you up. Your Hope die becomes a d20 for the roll.
Nightwalker

Play the Nightwalker if you want to use the cover of shadow to navigate your environment.

Spellcast Trait: Finesse

Foundation Feature

Shadow Stepper: You can move from shadow to shadow. When you step into the shadow cast by another creature or object, or into an area of darkness, mark a Stress to disappear from where you are and reappear inside of any other shadow within Far range. When you do, you are Hidden.

Specialization Feature

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 are considered Hidden from any enemy it blocks line of sight from.

Adrenaline: When you are Vulnerable, you always add your Level to your damage roll total..

Mastery Feature

Your Evasion permanently increases by +1, and you can now use Shadow Stepper to move within Very Far range.

Cloaked: At any time, you can mark a Stress to cloak yourself. While cloaked, you gain the benefits of the Hidden condition and automatically lose the Restrained condition if you have it. You stop being cloaked when you roll with Fear or start a short rest.

Background Questions

Answer the following background questions or make your own.

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

Connections

  • 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 affected your feelings about me?

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Seraph

Divine fighters and healers appointed by their god, seraphs are imbued with sacred purpose. A wide array of deities exist within the realms, and thus there are numerous different types of seraph. The ethos of each member of this class traditionally aligns with the domain of their god including such missions as: defending the weak, enacting vengeance, protecting a land or artifact, and upholding a faith. Some seraph ally themselves with an army or locale, much to the satisfaction of their rulers, but some of these crusaders fight in opposition to the follies of the Mortal Realm. It is better to be an ally to a seraph, as they are terrifying foes to those who defy their purpose.

Domains

Splendor & Valor

Starting Evasion Score

7

Damage Thresholds

Major 8, Severe 16

Class Items

A Bundle of Offerings OR a Sigil of Your God

Seraph’s Hope

Spend three Hope and either reroll a Prayer Die or refresh one of your used Prayer Dice.

Class Feature

Prayer Dice

At the beginning of each session, roll a number of d4 dice equal to your Spellcast trait and store them to the right. You can spend one or more of these dice at any time to aid yourself or an ally within Far range. You can use the spent die’s value to reduce any incoming damage, add to any roll result after the roll. Additionally, you can instead exchange the value for that many Hope you can give to any PC in range. Clear these dice at the end of each session.

Seraph Subclasses

If you’re creating a seraph, choose either the Winged Sentinel or Divine Wielder subclass:

Winged Sentinel

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

Spellcast Trait: Strength

Foundation Feature

You can fly. While flying you may:

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

Specialization Feature

Your supernatural visage strikes awe and fear. While in flight, you have advantage on Presence Rolls, and if that roll is a success with Hope, you can remove a Fear from the GM’s Fear Pool instead of gaining Hope.

Mastery Feature

When you take this mastery, increase your Severe Damage Threshold by +4.

While in flight, your Winged Sentinel Foundation feature deals an extra 1d12 damage instead of 1d8.

Divine Wielder

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

Spellcast Trait: Strength

Foundation Features

Spirit Weapon: When you have a Melee weapon equipped, it can fly from your hand to strike an enemy in Close range. You can mark a Stress to target an additional target in range with the same Attack Roll.

Sparing Touch: Once per long rest, use an action and touch a creature to clear 2 Hit Points or 2 Stress from them.

Specialization Feature

Devout: When you roll your prayer dice, you may roll an additional die and drop the lowest option. Additionally, your Sparing Touch feature can now be used one additional time per long rest.

Mastery Feature

When you roll damage for your Spirit Weapon, if any of your damage dice values match, you can roll an additional damage die for each match. These additional damage dice can’t be used to match and add more dice. For example, if you roll three 5s, add two damage dice to your roll.

Background Questions

Answer the following background questions or make your own.

  • Who is the god you have devoted yourself to, and in your moment of desperation, what incredible feat did they perform for you that made you indebted to them?
  • How did your own appearance change after taking your oath?
  • In what strange or unique way do you communicate with your god?

Connections

  • 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 your party above all others, even yourself. Who is it and why?

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Sorcerer

Not all innate magic users choose to hone their craft, but those who do can become powerful sorcerers. The gifts of these wielders is passed down through families, though not all families are aware of, much less choose to practice, their unique skills. A sorcerer’s abilities can range from the elemental, to the illusionary, and beyond, and many members of this class will 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 control and hone the power one already possesses. The magic within a misguided or uneducated sorcerer is a dangerous force indeed.

Domains

Arcana & Midnight

Starting Evasion Score

9

Damage Thresholds

Major 6, Severe 12

Class Items

A Whispering Orb OR a Family Heirloom

Sorcerer’s Hope

Spend three Hope after a Spellcast Roll to double the result of your Hope die.

Class Features

Arcane Sense

You can sense the presence of magical people and objects when you’re close to them.

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 in Far range or further.

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 damage-dealing spell by dealing extra magic damage equal to twice the level of the card.

During your next short rest, you can return this card to your hand without paying its recall cost.

Sorcerer Subclasses

If you’re creating a sorcerer, choose either the Primal Origin or Elemental Origin subclass.

Primal Origin

Play the Primal Origin if you want to modify your spells in powerful ways.

Spellcast Trait: Instinct

Foundation Feature

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

  • Extend its reach by one range.
  • Add +2 to the action roll result.
  • Reroll any number of Damage Dice.
  • Hit an additional target within range.

Specialization Feature

You can enhance the magical practices of others with your essence. When you Help an Ally on a Spellcast Roll, the advantage die you roll is a d8 instead of a d6. After you help them make their Spellcast Roll, once per long rest, you can swap the values of their Duality dice.

Mastery Feature

You can gather magical energy to enhance your capability. You may become charge after taking magic damage, or when you spend 2 Hope to become charged. When you successfully cast a spell while charged, you can spend your charge to temporarily increase either that spell’s Damage Proficiency by +1 or its Reaction Roll Difficulty by +3.

You stop being charged when you finish a long rest.

Elemental Origin

Play the Elemental Origin if you want to use raw elemental magic in creative ways.

Spellcast Trait: Instinct

Foundation Feature

Your elemental origin lets you manipulate and shape a certain kind of element.

Choose one: WATER · FIRE · AIR · LIGHTNING · EARTH

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

Specialization Feature

You can call forth your chosen element to protect you from harm. When an attack roll against you succeeds, you can spend a Stress and describe how you channel your element to defend you, then add 1d6 to your Evasion against the attack. If the new Evasion is high enough to avoid the attack, it does.

Mastery Feature

Once per long rest, you can transform into an elemental form of your chosen element. When you do, describe your transformation and gain two of the following features until you finish your next short rest:

  • +4 to your Severe Threshold
  • +1 to a character trait
  • +1 Proficiency
  • +2 to your Armor Score
  • +2 Evasion

Background Questions

Answer the following background questions or make your own.

  • 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?

Connections

  • 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?

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Warrior

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

Domains

Blade & Bone

Starting Evasion Score

10

Damage Thresholds

Major 7, Severe 14

Class Items

The Drawing of a Lover OR a Sharpening Stone

Warrior’s Hope

Spend three Hope to reroll any number of your damage dice on an attack.

Class Features

Battle Strategist

After a successful attack roll, you can describe how you outmaneuver your target, then mark a Stress to deal them a Stress.

Attack of Opportunity

If an adversary attempts to leave your Melee range, make an Agility reaction roll against their difficulty. Choose one effect on a successful roll, or two on a critical success.

  • Keep them from moving.
  • Deal your primary weapon damage.
  • Move with them.
Combat Training

Ignore burden when equipping weapons. Whenever you deal physical damage, add your level to its value.

Warrior Subclasses

If you’re creating a warrior, choose either the Call of the Slayer or Call of the Brave subclass.

Call of the Slayer

Play the Call of the Slayer if you want to ensure you strike down enemies with great power.

Foundation Feature

On a roll with Hope, you can place a d6 on this card instead of taking a Hope. These are known as your Slayer dice. 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 value to your total. At the end of a session, clear any remaining Slayer dice on this card and gain that many Hope.

Specialization Feature

You can wield multiple weapons with dangerous ease. When you make a successful Attack Roll, you can spend a Hope to add one weapon damage die from your secondary weapon to the damage.

In addition, once per long rest, when you roll your Slayer dice, you can reroll any 1s once, taking the new result.

Mastery Feature

Martial Preparation: You’ve become an inspirational warrior to all who travel with you. You gain access to the Martial Preparation downtime move. To use this during a rest, describe how you instruct and train with your party, then give yourself and each ally a Slayer die, which is a d6. Allies can spend your Slayer die to enhance their own weapon Attack or Damage rolls.

Call of the Brave

Play the Call of the Brave if you want to be adept at taking on both harrowing tasks and dangerous enemies.

Foundation Feature

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

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 preparation you make, then clear 2 Stress and gain 2 Hope.

Specialization Feature

You are vigilant in the face of mounting danger.

While you have no more than 2 Hit Point slots unmarked, your Hope die becomes a d20.

Mastery Feature

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

Background Questions

Answer the following background questions or make your own.

  • 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 why did it feel like such a betrayal?
  • What legendary place have you always wanted to visit and why is it so special?

Connections

  • We knew each other long before this party came together. How?
  • What mundane thing off the battlefield do you usually help me with?
  • What fear am I helping you overcome?

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Wizard

Those who acquire their magical power through years of study are known as wizards. Whether through an institution or individual study, wizards use a variety of tools—including books, scrolls, or ancient tablets—to hone their craft. Often, wizards will dedicate their life to the mastery of a particular school of magic, while others will attempt to learn from a wide variety of disciplines. Many wizards go on to become wise and powerful figures in their communities, advising rulers, providing medicines and healing, and even leading war councils. While all members of this class work toward the common goal of collecting magical knowledge, it is very often that wizards 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 thousands upon thousands of deaths.

Domains

Codex & Splendor

Starting Evasion Score

10

Damage Thresholds

Major 5, Severe 10

Class Items

A Book You’re Trying to Translate OR a Tiny & Harmless Elemental Pet

Wizard’s Hope

Spend three Hope instead of marking your last Hit Point.

Class Features

Prestidigitation

You can perform harmless, subtle magical effects at will. For example, you might 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. Whenever you roll that number on a Duality die, gain a Hope or clear a Stress. You can change this number when you finish a long rest.

Wizard Subclasses

If you’re creating a wizard, choose either the School of Knowledge or School of War subclass:

School of Knowledge

Play the School of Knowledge if you want to have incredible knowledge of the magical world around you.

Spellcast Trait: Knowledge

Foundation Feature

You’ve gained priceless knowledge through great study. You have advantage on all Knowledge Rolls to recall information. If this roll is about the magical nature of a creature or enchantment, gain a Hope even on a roll with Fear.

Adept: You can mark a Stress instead of spending a Hope to use an Experience on a roll. If you do, double the Experience modifier for that roll.

Specialization Feature

When you take this Specialization, you may change an existing Experience you have, then add +1 to one of your Experiences.

Once per short rest, when recalling a Domain card in your vault, you can reduce its Recall Cost by 1.

Mastery Feature

When you take this Mastery, choose two Experiences and add +1 to each of them.

Whenever you wish to use an Experience, roll a d6. On a result of 5 or 6, you can do so without spending a Hope.

School of War

Play the School of War if you want to be trained to use magic as a means of violence.

Spellcast Trait: Knowledge

Foundation Feature

You’ve focused your studies on the shaping of magic in both dangerous and powerful ways. Gain an extra armor slot. When you succeed on an Attack Roll with Fear, you deal an extra 1d10 magic damage.

Specialization Feature

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

Additionally, the extra magic damage from your School of War Foundation feature increases to 2d10.

Mastery Feature

When you succeed on an attack roll with Hope, you can choose to make it with Fear instead.

The extra magic damage from your School of War Foundation feature increases to 3d10.

Background Questions

Answer the following background questions or make your own.

  • What did your community once count on you for? How did you let them down?
  • You’ve spent your life searching for an object or book 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 be their end?

Connections

  • What favor have I asked of you that you’re not sure you can fulfull?
  • What weird hobby or strange fascination do we both share?
  • What secret about yourself have you entrusted with only me?

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