{"schemaVersion": 1, "release": "core", "attribution": "This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com. There are no previous modifications by others.", "upstream": "https://github.com/daggersearch/daggerheart-data", "cards": [{"id": "core_domain_card_a_soldiers_bond", "family": "domain", "name": "A Soldier's Bond", "domain": "Blade", "type": "Ability", "level": 2, "recallCost": 1, "text": "Once per long rest, when you compliment someone or ask them about something they're good at, you can both gain 3 Hope.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_adjust_reality", "family": "domain", "name": "Adjust Reality", "domain": "Arcana", "type": "Spell", "level": 10, "recallCost": 1, "text": "After you or a willing ally make any roll, you can spend 5 Hope to change the numerical result of that roll to a result of your choice instead. The result must be plausible within the range of the dice.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_arcana_touched", "family": "domain", "name": "Arcana-Touched", "domain": "Arcana", "type": "Ability", "level": 7, "recallCost": 2, "text": "When 4 or more of the domain cards in your loadout are from the Arcana domain, gain the following benefits:\n- +1 bonus to your Spellcast Rolls\n- Once per rest, you can switch the results of your Hope and Fear Dice.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_arcane_reflection", "family": "domain", "name": "Arcane Reflection", "domain": "Arcana", "type": "Spell", "level": 8, "recallCost": 1, "text": "When you would take magic damage, you can spend any number of Hope to roll that many d6s. If any roll a 6, the attack is reflected back to the caster, dealing the damage to them instead.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_armorer", "family": "domain", "name": "Armorer", "domain": "Valor", "type": "Ability", "level": 5, "recallCost": 1, "text": "While you're wearing armor, gain a +1 bonus to your Armor Score.\nDuring a rest, when you choose to repair your armor as a downtime move, your allies also clear an Armor Slot.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_astral_projection", "family": "domain", "name": "Astral Projection", "domain": "Grace", "type": "Spell", "level": 8, "recallCost": 0, "text": "Once per long rest, mark a Stress to create a projected copy of yourself that can appear anywhere you've been before.\nYou can see and hear through the projection as though it were you and affect the world as though you were there. A creature investigating the projection can tell it's of magical origin. This effect lasts until your next rest or your projection takes any damage.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_banish", "family": "domain", "name": "Banish", "domain": "Codex", "type": "Spell", "level": 6, "recallCost": 0, "text": "Make a Spellcast Roll against a target within Close range. On a success, roll a number of d20s equal to your Spellcast trait. The target must make a reaction roll with a Difficulty equal to your highest result. On a success, the target must mark a Stress but isn't banished. Once per rest on a failure, they are banished from this realm.\nWhen the PCs roll with Fear, the Difficulty gains a -1 penalty and the target makes another reaction roll. On a success, they return from banishment.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_bare_bones", "family": "domain", "name": "Bare Bones", "domain": "Valor", "type": "Ability", "level": 1, "recallCost": 0, "text": "When you choose not to equip armor, you have a base Armor Score of 3 + your Strength and use the following as your base damage thresholds:\n- Tier 1: 9/19\n- Tier 2: 11/24\n- Tier 3: 13/31\n- Tier 4: 15/38", "homebrew": false, "release": "core"}, {"id": "core_domain_card_battle_cry", "family": "domain", "name": "Battle Cry", "domain": "Blade", "type": "Ability", "level": 8, "recallCost": 2, "text": "Once per long rest, while you're charging into danger, you can muster a rousing call that inspires your allies. All allies who can hear you each clear a Stress and gain a Hope. Additionally, your allies gain advantage on attack rolls until you or an ally rolls a failure with Fear.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_battle_monster", "family": "domain", "name": "Battle Monster", "domain": "Blade", "type": "Ability", "level": 10, "recallCost": 0, "text": "When you make a successful attack against an adversary, you can mark 4 Stress to force the target to mark a number of Hit Points equal to the number of Hit Points you currently have marked instead of rolling for damage.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_battle_hardened", "family": "domain", "name": "Battle-Hardened", "domain": "Blade", "type": "Ability", "level": 6, "recallCost": 2, "text": "Once per long rest when you would make a Death Move, you can spend a Hope to clear a Hit Point instead.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_blade_touched", "family": "domain", "name": "Blade-Touched", "domain": "Blade", "type": "Ability", "level": 7, "recallCost": 1, "text": "When 4 or more of the domain cards in your loadout are from the Blade domain, gain the following benefits:\n- +2 bonus to your attack rolls\n- +4 bonus to your Severe damage threshold", "homebrew": false, "release": "core"}, {"id": "core_domain_card_blink_out", "family": "domain", "name": "Blink Out", "domain": "Arcana", "type": "Spell", "level": 4, "recallCost": 1, "text": "Make a Spellcast Roll (12). On a success, spend a Hope to teleport to another point you can see within Far range. If any willing creatures are within Very Close range, spend an additional Hope for each creature to bring them with you.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_body_basher", "family": "domain", "name": "Body Basher", "domain": "Valor", "type": "Ability", "level": 2, "recallCost": 1, "text": "You use the full force of your body in a fight. On a successful attack using a weapon with a Melee range, gain a bonus to your damage roll equal to your Strength.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_bold_presence", "family": "domain", "name": "Bold Presence", "domain": "Valor", "type": "Ability", "level": 2, "recallCost": 0, "text": "When you make a Presence Roll, you can spend a Hope to add your Strength to the roll.\nAdditionally, once per rest when you would gain a condition, you can describe how your bold presence aids you in the situation and avoid gaining the condition.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_bolt_beacon", "family": "domain", "name": "Bolt Beacon", "domain": "Splendor", "type": "Spell", "level": 1, "recallCost": 1, "text": "Make a Spellcast Roll against a target within Far range. On a success, spend a Hope to send a bolt of shimmering light toward them, dealing d8+2 magic damage using your Proficiency. The target becomes temporarily Vulnerable and glows brightly until this condition is cleared.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_bone_touched", "family": "domain", "name": "Bone-Touched", "domain": "Bone", "type": "Ability", "level": 7, "recallCost": 2, "text": "When 4 or more of the domain cards in your loadout are from the Bone domain, gain the following benefits:\n- +1 bonus to Agility\n- Once per rest, you can spend 3 Hope to cause an attack that succeeded against you to fail instead.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_book_of_ava", "family": "domain", "name": "Book of Ava", "domain": "Codex", "type": "Grimoire", "level": 1, "recallCost": 2, "text": "**Power Push**\nMake a Spellcast Roll against a target within Melee range. On a success, they're knocked back to Far range and take d10+2 magic damage using your Proficiency.\n\n**Tava's Armor**\nSpend a Hope to give a target you can touch a +1 bonus to their Armor Score until their next rest or you cast Tava's Armor again.\n\n**Ice Spike**\nMake a Spellcast Roll (12) to summon a large ice spike within Far range. If you use it as a weapon, make the Spellcast Roll against the target's Difficulty instead. On a success, deal d6 physical damage using your Proficiency.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_book_of_exota", "family": "domain", "name": "Book of Exota", "domain": "Codex", "type": "Grimoire", "level": 4, "recallCost": 3, "text": "**Repudiate**\nYou can interrupt a magical effect taking place. Make a reaction roll using your Spellcast trait. Once per rest on a success, the effect stops and any consequences are avoided.\n\n**Create Construct**\nSpend a Hope to choose a group of objects around you and create an animated construct from them that obeys basic commands. Make a Spellcast Roll to command them to take action. When necessary, they share your Evasion and traits and their attacks deal 2d10+3 physical damage. You can only maintain one construct at a time, and they fall apart when they take any amount of damage.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_book_of_grynn", "family": "domain", "name": "Book of Grynn", "domain": "Codex", "type": "Grimoire", "level": 4, "recallCost": 2, "text": "**Arcane Deflection**\nOnce per long rest, spend a Hope to negate the damage of an attack targeting you or an ally within Very Close range.\n\n**Time Lock**\nTarget an object within Far range. That object stops in time and space exactly where it is until your next rest. If a creature tries to move it, make a Spellcast Roll against them to maintain this spell.\n\n**Wall of Flame**\nMake a Spellcast Roll (15). On a success, create a temporary wall of magical flame between two points within Far range. All creatures in its path must choose a side to be on, and anything that subsequently passes through the wall takes 4d10+3 magic damage.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_book_of_homet", "family": "domain", "name": "Book of Homet", "domain": "Codex", "type": "Grimoire", "level": 7, "recallCost": 0, "text": "**Pass Through**\nMake a Spellcast Roll (13). Once per rest on a success, you and all creatures touching you can pass through a wall or door within Close range. The effect ends once everyone is on the other side.\n\n**Plane Gate**\nMake a Spellcast Roll (14). Once per long rest on a success, open a gateway to a location in another dimension or plane of existence you've been to before. This gateway lasts until your next rest.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_book_of_illiat", "family": "domain", "name": "Book of Illiat", "domain": "Codex", "type": "Grimoire", "level": 1, "recallCost": 2, "text": "**Slumber**\nMake a Spellcast Roll against a target within Very Close range. On a success, they're Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.\n\n**Arcane Barrage**\nOnce per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.\n\n**Telepathy**\nSpend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_book_of_korvax", "family": "domain", "name": "Book of Korvax", "domain": "Codex", "type": "Grimoire", "level": 3, "recallCost": 2, "text": "**Levitation**\nMake a Spellcast Roll to temporarily lift a target you can see up into the air and move them within Close range of their original position.\n\n**Recant**\nSpend a Hope to force a target within Melee range to make a Reaction Roll (15). On a failure, they forget the last minute of your conversation.\n\n**Rune Circle**\nMark a Stress to create a temporary magical circle on the ground where you stand. All adversaries within Melee range, or who enter Melee range, take 2d12+4 magic damage and are knocked back to Very Close range.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_book_of_norai", "family": "domain", "name": "Book of Norai", "domain": "Codex", "type": "Grimoire", "level": 3, "recallCost": 2, "text": "**Mystic Tether**\nMake a Spellcast Roll against a target within Far range. On a success, they're temporarily Restrained and must mark a Stress. If you target a flying creature, this spell grounds and temporarily Restrains them.\n\n**Fireball**\nMake a Spellcast Roll against a target within Very Far range. On a success, hurl a sphere of fire toward them that explodes on impact. The target and all creatures within Very Close range of them must make a Reaction Roll (13). Targets who fail take d20+5 magic damage using your Proficiency. Targets who succeed take half damage.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_book_of_ronin", "family": "domain", "name": "Book of Ronin", "domain": "Codex", "type": "Grimoire", "level": 9, "recallCost": 4, "text": "**Transform**\nMake a Spellcast Roll (15). On a success, transform into an inanimate object no larger than twice your normal size. You can remain in this shape until you take damage.\n\n**Eternal Enervation**\nOnce per long rest, make a Spellcast Roll against a target within Close range. On a success, they become permanently Vulnerable. They can't clear this condition by any means.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_book_of_sitil", "family": "domain", "name": "Book of Sitil", "domain": "Codex", "type": "Grimoire", "level": 2, "recallCost": 2, "text": "**Adjust Appearance**\nYou magically shift your appearance and clothing to avoid recognition.\n\n**Parallela**\nSpend 2 Hope to cast this spell on yourself or an ally within Close range. The next time the target makes an attack, they can hit an additional target within range that their attack roll would succeed against. You can only hold this spell on one creature at a time.\n\n**Illusion**\nMake a Spellcast Roll (14). On a success, create a temporary visual illusion no larger than you within Close range that lasts for as long as you look at it. It holds up to scrutiny until an observer is within Melee range.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_book_of_tyfar", "family": "domain", "name": "Book of Tyfar", "domain": "Codex", "type": "Grimoire", "level": 1, "recallCost": 2, "text": "**Wild Flame**\nMake a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.\n\n**Magic Hand**\nYou conjure a magical hand with the same size and strength as your own within Far range.\n\n**Mysterious Mist**\nMake a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_book_of_vagras", "family": "domain", "name": "Book of Vagras", "domain": "Codex", "type": "Grimoire", "level": 2, "recallCost": 2, "text": "**Runic Lock**\nMake a Spellcast Roll (15) on an object you're touching that can close (such as a lock, chest, or box). Once per rest on a success, you can lock the object so it can only be opened by creatures of your choice. Someone with access to magic and an hour of time to study the spell can break it.\n\n**Arcane Door**\nWhen you have no adversaries within Melee range, make a Spellcast Roll (13). On a success, spend a Hope to create a portal from where you are to a point within Far range you can see. It closes once a creature has passed through it.\n\n**Reveal**\nMake a Spellcast Roll. If there is anything magically hidden within Close range the roll would succeed against, it is revealed.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_book_of_vyola", "family": "domain", "name": "Book of Vyola", "domain": "Codex", "type": "Grimoire", "level": 8, "recallCost": 2, "text": "**Memory Delve**\nMake a Spellcast Roll against a target within Far range. On a success, peer into the target's mind and ask the GM a question. The GM describes any memories the target has pertaining to the answer.\n\n**Shared Clarity**\nOnce per long rest, spend a Hope to choose two willing creatures. When one of them would mark Stress, they can choose between the two of them who marks it. This spell lasts until their next rest.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_book_of_yarrow", "family": "domain", "name": "Book of Yarrow", "domain": "Codex", "type": "Grimoire", "level": 10, "recallCost": 2, "text": "**Timejammer**\nMake a Spellcast Roll (18). On a success, time temporarily slows to a halt for everyone within Far range except for you. It resumes the next time you make an action roll that targets another creature.\n\n**Magic Immunity**\nSpend 5 Hope to become immune to magic damage until your next rest.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_boost", "family": "domain", "name": "Boost", "domain": "Bone", "type": "Ability", "level": 4, "recallCost": 1, "text": "Mark a Stress to boost off a willing ally within Close range, fling yourself into the air, and perform an aerial attack against a target within Far range. You have advantage on the attack, add a d10 to the damage roll, and end your move within Melee range of the target.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_brace", "family": "domain", "name": "Brace", "domain": "Bone", "type": "Ability", "level": 3, "recallCost": 1, "text": "When you mark an Armor Slot to reduce incoming damage, you can mark a Stress to mark an additional Armor Slot.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_breaking_blow", "family": "domain", "name": "Breaking Blow", "domain": "Bone", "type": "Ability", "level": 8, "recallCost": 3, "text": "When you make a successful attack, you can mark a Stress to make the next successful attack against that same target deal an extra 2d12 damage.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_chain_lightning", "family": "domain", "name": "Chain Lightning", "domain": "Arcana", "type": "Spell", "level": 5, "recallCost": 1, "text": "Mark 2 Stress to make a Spellcast Roll, unleashing lightning on all targets within Close range. Targets you succeed against must make a reaction roll with a Difficulty equal to the result of your Spellcast Roll. Targets who fail take 2d8+4 magic damage. Additional adversaries not already targeted by Chain Lightning and within Close range of previous targets who took damage must also make the reaction roll. Targets who fail take 2d8+4 magic damage. This chain continues until there are no more adversaries within range.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_champions_edge", "family": "domain", "name": "Champion's Edge", "domain": "Blade", "type": "Ability", "level": 5, "recallCost": 1, "text": "When you critically succeed on an attack, you can spend up to 3 Hope and choose one of the following options for each Hope spent:\n- You clear a Hit Point.\n- You clear an Armor Slot.\n- The target must mark an additional Hit Point.\nYou can't choose the same option more than once.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_chokehold", "family": "domain", "name": "Chokehold", "domain": "Midnight", "type": "Ability", "level": 3, "recallCost": 1, "text": "When you position yourself behind a creature who's about your size, you can mark a Stress to pull them into a chokehold, making them temporarily Vulnerable.\nWhen a creature attacks a target who is Vulnerable in this way, they deal an extra 2d6 damage.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_cinder_grasp", "family": "domain", "name": "Cinder Grasp", "domain": "Arcana", "type": "Spell", "level": 2, "recallCost": 1, "text": "Make a Spellcast Roll against a target within Melee range. On a success, the target instantly bursts into flames, takes 1d20+3 magic damage, and is temporarily lit On Fire.\nWhen a creature acts while On Fire, they must take an extra 2d6 magic damage if they are still On Fire at the end of their action.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_cloaking_blast", "family": "domain", "name": "Cloaking Blast", "domain": "Arcana", "type": "Spell", "level": 7, "recallCost": 2, "text": "When you make a successful Spellcast Roll to cast a different spell, you can spend a Hope to become Cloaked. While Cloaked, you remain unseen if you are stationary when an adversary moves to where they would normally see you. When you move into or within an adversary's line of sight or make an attack, you are no longer Cloaked.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_codex_touched", "family": "domain", "name": "Codex-Touched", "domain": "Codex", "type": "Ability", "level": 7, "recallCost": 2, "text": "When 4 or more of the domain cards in your loadout are from the Codex domain, gain the following benefits:\n- You can mark a Stress to add your Proficiency to a Spellcast Roll.\n- Once per rest, replace this card with any card from your vault without paying its Recall Cost.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_confusing_aura", "family": "domain", "name": "Confusing Aura", "domain": "Arcana", "type": "Spell", "level": 8, "recallCost": 2, "text": "Make a Spellcast Roll (14). Once per long rest on a success, you create a layer of illusion over your body that makes it hard to tell exactly where you are. Mark any number of Stress to make that many additional layers. When an adversary makes an attack against you, roll a number of d6s equal to the number of layers currently active. If any roll a 5 or higher, one layer of the aura is destroyed and the attack fails. If all the results are 4 or lower, you take the damage and this spell ends.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_conjure_swarm", "family": "domain", "name": "Conjure Swarm", "domain": "Sage", "type": "Spell", "level": 2, "recallCost": 1, "text": "- Tekaira Armored Beetles: Mark a Stress to conjure armored beetles that encircle you. When you next take damage, reduce the severity by one threshold. You can spend a Hope to keep the beetles conjured after taking damage.\n- Fire Flies: Make a Spellcast Roll against all adversaries within Close range. Spend a Hope to deal 2d8+3 magic damage to targets you succeeded against.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_conjured_steeds", "family": "domain", "name": "Conjured Steeds", "domain": "Sage", "type": "Spell", "level": 6, "recallCost": 0, "text": "Spend any number of Hope to conjure that many magical steeds (such as horses, camels, or elephants) that you and your allies can ride until your next long rest or the steeds take any damage. The steeds double your land speed while traveling and, when in danger, allow you to move within Far range without having to roll. Creatures riding a steed gain a -2 penalty to attack rolls and a +2 bonus to damage rolls.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_copycat", "family": "domain", "name": "Copycat", "domain": "Grace", "type": "Spell", "level": 9, "recallCost": 3, "text": "Once per long rest, this card can mimic the features of another domain card of level 8 or lower in another player's loadout. Spend Hope equal to half the card's level to gain access to the feature. It lasts until your next rest or they place the card in their vault.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_corrosive_projectile", "family": "domain", "name": "Corrosive Projectile", "domain": "Sage", "type": "Spell", "level": 3, "recallCost": 1, "text": "Make a Spellcast Roll against a target within Far range. On a success, deal d6+4 magic damage using your Proficiency. Additionally, mark 2 or more Stress to make them permanently Corroded. While a target is Corroded, they gain a -1 penalty to their Difficulty for every 2 Stress you spent. This condition can stack.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_counterspell", "family": "domain", "name": "Counterspell", "domain": "Arcana", "type": "Spell", "level": 3, "recallCost": 2, "text": "You can interrupt a magical effect taking place by making a reaction roll using your Spellcast trait. On a success, the effect stops and any consequences are avoided, and this card is placed in your vault.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_critical_inspiration", "family": "domain", "name": "Critical Inspiration", "domain": "Valor", "type": "Ability", "level": 3, "recallCost": 1, "text": "Once per rest, when you critically succeed on an attack, all allies within Very Close range can clear a Stress or gain a Hope.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_cruel_precision", "family": "domain", "name": "Cruel Precision", "domain": "Bone", "type": "Ability", "level": 7, "recallCost": 1, "text": "When you make a successful attack with a weapon, gain a bonus to your damage roll equal to either your Finesse or Agility.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_dark_whispers", "family": "domain", "name": "Dark Whispers", "domain": "Midnight", "type": "Spell", "level": 6, "recallCost": 0, "text": "You can speak into the mind of any person with whom you've made physical contact. Once you've opened a channel with them, they can speak back into your mind. Additionally, you can mark a Stress to make a Spellcast Roll against them. On a success, you can ask the GM one of the following questions and receive an answer:\n- Where are they?\n- What are they doing?\n- What are they afraid of?\n- What do they cherish most in the world?", "homebrew": false, "release": "core"}, {"id": "core_domain_card_deadly_focus", "family": "domain", "name": "Deadly Focus", "domain": "Blade", "type": "Ability", "level": 4, "recallCost": 2, "text": "Once per rest, you can apply all your focus toward a target of your choice. Until you attack another creature, you defeat the target, or the battle ends, gain a +1 bonus to your Proficiency.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_death_grip", "family": "domain", "name": "Death Grip", "domain": "Sage", "type": "Spell", "level": 4, "recallCost": 1, "text": "Make a Spellcast Roll against a target within Close range and choose one of the following options:\n- You pull the target into Melee range or pull yourself into Melee range of them.\n- You constrict the target and force them to mark 2 Stress.\n- All adversaries between you and the target must succeed on a Reaction Roll (13) or be hit by vines, taking 3d6+2 physical damage.\nOn a success, vines reach out from your hands, causing the chosen effect and temporarily Restraining the target.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_deathrun", "family": "domain", "name": "Deathrun", "domain": "Bone", "type": "Ability", "level": 10, "recallCost": 1, "text": "Spend 3 Hope to run a straight path through the battlefield to a point within Far range, making an attack against all adversaries within your weapon's range along that path. Choose the order in which you deal damage to the targets you succeeded against. For the first, roll your weapon damage with a +1 bonus to your Proficiency. Then remove a die from your damage roll and deal the remaining damage to the next target. Continue to remove a die for each subsequent target until you have no more damage dice or adversaries.\nYou can't target the same adversary more than once per attack.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_deft_deceiver", "family": "domain", "name": "Deft Deceiver", "domain": "Grace", "type": "Ability", "level": 1, "recallCost": 0, "text": "Spend a Hope to gain advantage on a roll to deceive or trick someone into believing a lie you tell them.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_deft_maneuvers", "family": "domain", "name": "Deft Maneuvers", "domain": "Bone", "type": "Ability", "level": 1, "recallCost": 0, "text": "Once per rest, mark a Stress to sprint anywhere within Far range without making an Agility Roll to get there.\nIf you end this movement within Melee range of an adversary and immediately make an attack against them, gain a +1 bonus to the attack roll.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_disintegration_wave", "family": "domain", "name": "Disintegration Wave", "domain": "Codex", "type": "Spell", "level": 9, "recallCost": 4, "text": "Make a Spellcast Roll (18). Once per long rest on a success, the GM tells you which adversaries within Far range have a Difficulty of 18 or lower. Mark a Stress for each one you wish to hit with this spell. They are killed and can't come back to life by any means.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_divination", "family": "domain", "name": "Divination", "domain": "Splendor", "type": "Spell", "level": 4, "recallCost": 1, "text": "Once per long rest, spend 3 Hope to reach out to the forces beyond and ask one “yes or no” question about an event, person, place, or situation in the near future. For a moment, the present falls away and you see the answer before you.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_earthquake", "family": "domain", "name": "Earthquake", "domain": "Arcana", "type": "Spell", "level": 9, "recallCost": 2, "text": "Make a Spellcast Roll (16). Once per rest on a success, all targets within Very Far range who aren't flying must make a Reaction Roll (18). Targets who fail take 3d10+8 physical damage and are temporarily Vulnerable. Targets who succeed take half damage.\nAdditionally, when you succeed on the Spellcast Roll, all terrain within Very Far range becomes difficult to move through and structures within this range might sustain damage or crumble.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_eclipse", "family": "domain", "name": "Eclipse", "domain": "Midnight", "type": "Spell", "level": 10, "recallCost": 2, "text": "Make a Spellcast Roll (16). Once per long rest on a success, plunge the entire area within Far range into complete darkness only you and your allies can see through. Attack rolls have disadvantage when targeting you or an ally within this shadow.\nAdditionally, when you or an ally succeeds with Hope against an adversary within this shadow, the target must mark a Stress.\nThis spell lasts until the GM spends a Fear on their turn to clear this effect or you take Severe damage.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_encore", "family": "domain", "name": "Encore", "domain": "Grace", "type": "Spell", "level": 10, "recallCost": 1, "text": "When an ally within Close range deals damage to an adversary, you can make a Spellcast Roll against that same target. On a success, you deal the same damage to the target that your ally dealt. If your Spellcast Roll succeeds with Fear, place this card in your vault.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_endless_charisma", "family": "domain", "name": "Endless Charisma", "domain": "Grace", "type": "Ability", "level": 7, "recallCost": 1, "text": "After you make an action roll to persuade, lie, or garner favor, you can spend a Hope to reroll the Hope or Fear Die.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_enrapture", "family": "domain", "name": "Enrapture", "domain": "Grace", "type": "Spell", "level": 1, "recallCost": 0, "text": "Make a Spellcast Roll against a target within Close range. On a success, they become temporarily Enraptured. While Enraptured, a target's attention is fixed on you, narrowing their field of view and drowning out any sound but your voice. Once per rest on a success, you can mark a Stress to force the Enraptured target to mark a Stress as well.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_falling_sky", "family": "domain", "name": "Falling Sky", "domain": "Arcana", "type": "Spell", "level": 10, "recallCost": 1, "text": "Make a Spellcast Roll against all adversaries within Far range. Mark any number of Stress to make shards of arcana rain down from above. Targets you succeed against take 1d20+2 magic damage for each Stress marked.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_fane_of_the_wilds", "family": "domain", "name": "Fane of the Wilds", "domain": "Sage", "type": "Ability", "level": 9, "recallCost": 2, "text": "After a long rest, place a number of tokens equal to the number of Sage domain cards in your loadout and vault on this card.\nWhen you would make a Spellcast Roll, you can spend any number of tokens after the roll to gain a +1 bonus for each token spent.\nWhen you critically succeed on a Spellcast Roll for a Sage domain spell, gain a token.\nWhen you take a long rest, clear all unspent tokens.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_ferocity", "family": "domain", "name": "Ferocity", "domain": "Bone", "type": "Ability", "level": 2, "recallCost": 2, "text": "When you cause an adversary to mark 1 or more Hit Points, you can spend 2 Hope to increase your Evasion by the number of Hit Points they marked. This bonus lasts until after the next attack made against you.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_final_words", "family": "domain", "name": "Final Words", "domain": "Splendor", "type": "Spell", "level": 2, "recallCost": 1, "text": "You can infuse a corpse with a moment of life to speak with it. Make a Spellcast Roll (13). On a success with Hope, the corpse answers up to three questions. On a success with Fear, the corpse answers one question. The corpse answers truthfully, but it can't impart information it didn't know in life. On a failure, or once the corpse has finished answering your questions, the body turns to dust.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_flight", "family": "domain", "name": "Flight", "domain": "Arcana", "type": "Spell", "level": 3, "recallCost": 1, "text": "Make a Spellcast Roll (15). On a success, place a number of tokens equal to your Agility on this card (minimum 1). When you make an action roll while flying, spend a token from this card. After the action that spends the last token is resolved, you descend to the ground directly below you.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_floating_eye", "family": "domain", "name": "Floating Eye", "domain": "Arcana", "type": "Spell", "level": 2, "recallCost": 0, "text": "Spend a Hope to create a single, small floating orb that you can move anywhere within Very Far range. While this spell is active, you can see through the orb as though you're looking out from its position. You can transition between using your own senses and seeing through the orb freely. If the orb takes damage or moves out of range, the spell ends.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_forager", "family": "domain", "name": "Forager", "domain": "Sage", "type": "Ability", "level": 6, "recallCost": 1, "text": "As an additional downtime move you can choose, roll a d6 to see what you forage. Work with the GM to describe it and add it to your inventory as a consumable. Your party can carry up to five foraged consumables at a time.\n- A unique food (Clear 2 Stress)\n- A beautiful relic (Gain 2 Hope)\n- An arcane rune (+2 to a Spellcast Roll)\n- A healing vial (Clear 2 Hit Points)\n- A luck charm (Reroll any die)\n- Choose one of the options above.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_force_of_nature", "family": "domain", "name": "Force of Nature", "domain": "Sage", "type": "Spell", "level": 10, "recallCost": 2, "text": "Mark a Stress to transform into a hulking nature spirit, gaining the following benefits:\n- When you succeed on an attack or Spellcast Roll, gain a +10 bonus to the damage roll.\n- When you deal enough damage to defeat a creature within Close range, you absorb them and clear an Armor Slot.\n- You can't be Restrained.\nBefore you make an action roll, you must spend a Hope. If you can't, you revert to your normal form.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_forceful_push", "family": "domain", "name": "Forceful Push", "domain": "Valor", "type": "Ability", "level": 1, "recallCost": 0, "text": "Make an attack with your primary weapon against a target within Melee range. On a success, you deal damage and knock them back to Close range. On a success with Hope, add a d6 to your damage roll.\nAdditionally, you can spend a Hope to make them temporarily Vulnerable.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_forest_sprites", "family": "domain", "name": "Forest Sprites", "domain": "Sage", "type": "Spell", "level": 8, "recallCost": 2, "text": "Make a Spellcast Roll (13). On a success, spend any number of Hope to create an equal number of small forest sprites who appear at points you choose within Far range, providing the following benefits:\n- Your allies gain a +3 bonus to attack rolls against adversaries within Melee range of a sprite.\n- An ally who marks an Armor Slot while within Melee range of a sprite can mark an additional Armor Slot.\nA sprite vanishes after granting a benefit or taking any damage.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_fortified_armor", "family": "domain", "name": "Fortified Armor", "domain": "Blade", "type": "Ability", "level": 4, "recallCost": 0, "text": "While you are wearing armor, gain a +2 bonus to your damage thresholds.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_frenzy", "family": "domain", "name": "Frenzy", "domain": "Blade", "type": "Ability", "level": 8, "recallCost": 3, "text": "Once per long rest, you can go into a Frenzy until there are no more adversaries within sight.\nWhile Frenzied, you can't use Armor Slots, and you gain a +10 bonus to your damage rolls and a +8 bonus to your Severe damage threshold.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_full_surge", "family": "domain", "name": "Full Surge", "domain": "Valor", "type": "Ability", "level": 8, "recallCost": 1, "text": "Once per long rest, mark 3 Stress to push your body to its limits. Gain a +2 bonus to all of your character traits until your next rest.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_get_back_up", "family": "domain", "name": "Get Back Up", "domain": "Blade", "type": "Ability", "level": 1, "recallCost": 1, "text": "When you take Severe damage, you can mark a Stress to reduce the severity by one threshold.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_gifted_tracker", "family": "domain", "name": "Gifted Tracker", "domain": "Sage", "type": "Ability", "level": 1, "recallCost": 0, "text": "When you're tracking a specific creature or group of creatures based on signs of their passage, you can spend any number of Hope and ask the GM that many questions from the following list.\n- What direction did they go?\n- How long ago did they pass through?\n- What were they doing in this location?\n- How many of them were here?\nWhen you encounter creatures you've tracked in this way, gain a +1 bonus to your Evasion against them.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_glancing_blow", "family": "domain", "name": "Glancing Blow", "domain": "Blade", "type": "Ability", "level": 7, "recallCost": 1, "text": "When you fail an attack, you can mark a Stress to deal weapon damage using half your Proficiency.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_glyph_of_nightfall", "family": "domain", "name": "Glyph of Nightfall", "domain": "Midnight", "type": "Spell", "level": 4, "recallCost": 1, "text": "Make a Spellcast Roll against a target within Very Close range. On a success, spend a Hope to conjure a dark glyph upon their body that exposes their weak points, temporarily reducing the target's Difficulty by a value equal to your Knowledge (minimum 1).", "homebrew": false, "release": "core"}, {"id": "core_domain_card_goad_them_on", "family": "domain", "name": "Goad Them On", "domain": "Valor", "type": "Ability", "level": 4, "recallCost": 1, "text": "Describe how you taunt a target within Close range, then make a Presence Roll against them. On a success, the target must mark a Stress, and the next time the GM spotlights them, they must target you with an attack, which they make with disadvantage.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_gore_and_glory", "family": "domain", "name": "Gore and Glory", "domain": "Blade", "type": "Ability", "level": 9, "recallCost": 2, "text": "When you critically succeed on a weapon attack, gain an additional Hope or clear an additional Stress.\nAdditionally, when you deal enough damage to defeat an enemy, gain a Hope or clear a Stress.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_grace_touched", "family": "domain", "name": "Grace-Touched", "domain": "Grace", "type": "Ability", "level": 7, "recallCost": 2, "text": "When 4 or more of the domain cards in your loadout are from the Grace domain, gain the following benefits:\n- You can mark an Armor Slot instead of marking a Stress.\n- When you would force a target to mark a number of Hit Points, you can choose instead to force them to mark that number of Stress.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_ground_pound", "family": "domain", "name": "Ground Pound", "domain": "Valor", "type": "Ability", "level": 8, "recallCost": 2, "text": "Spend 2 Hope to strike the ground where you stand and make a Strength Roll against all targets within Very Close range. Targets you succeed against are thrown back to Far range and must make a Reaction Roll (17). Targets who fail take 4d10+8 damage. Targets who succeed take half damage.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_healing_field", "family": "domain", "name": "Healing Field", "domain": "Sage", "type": "Spell", "level": 4, "recallCost": 2, "text": "Once per long rest, you can conjure a field of healing plants around you. Everywhere within Close range of you bursts to life with vibrant nature, allowing you and all allies in the area to clear a Hit Point.\nSpend 2 Hope to allow you and all allies to clear 2 Hit Points instead.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_healing_hands", "family": "domain", "name": "Healing Hands", "domain": "Splendor", "type": "Spell", "level": 2, "recallCost": 1, "text": "Make a Spellcast Roll (13) and target a creature other than yourself within Melee range. On a success, mark a Stress to clear 2 Hit Points or 2 Stress on the target. On a failure, mark a Stress to clear a Hit Point or a Stress on the target. You can't heal the same target again until your next long rest.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_healing_strike", "family": "domain", "name": "Healing Strike", "domain": "Splendor", "type": "Spell", "level": 7, "recallCost": 1, "text": "When you deal damage to an adversary, you can spend 2 Hope to clear a Hit Point on an ally within Close range.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_hold_the_line", "family": "domain", "name": "Hold the Line", "domain": "Valor", "type": "Ability", "level": 9, "recallCost": 1, "text": "Describe the defensive stance you take and spend a Hope. If an adversary moves within Very Close range, they're pulled into Melee range and Restrained.\nThis condition lasts until you move or fail a roll with Fear, or the GM spends 2 Fear on their turn to clear it.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_hush", "family": "domain", "name": "Hush", "domain": "Midnight", "type": "Spell", "level": 5, "recallCost": 1, "text": "Make a Spellcast Roll against a target within Close range. On a success, spend a Hope to conjure suppressive magic around the target that encompasses everything within Very Close range of them and follows them as they move.\nThe target and anything within the area is Silenced until the GM spends a Fear on their turn to clear this condition, you cast Hush again, or you take Major damage. While Silenced, they can't make noise and can't cast spells.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_hypnotic_shimmer", "family": "domain", "name": "Hypnotic Shimmer", "domain": "Grace", "type": "Spell", "level": 3, "recallCost": 1, "text": "Make a Spellcast Roll against all adversaries in front of you within Close range. Once per rest on a success, create an illusion of flashing colors and lights that temporarily Stuns targets you succeed against and forces them to mark a Stress. While Stunned, they can't use reactions and can't take any other actions until they clear this condition.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_i_am_your_shield", "family": "domain", "name": "I Am Your Shield", "domain": "Valor", "type": "Ability", "level": 1, "recallCost": 1, "text": "When an ally within Very Close range would take damage, you can mark a Stress to stand in the way and make yourself the target of the attack instead. When you take damage from this attack, you can mark any number of Armor Slots.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_i_see_it_coming", "family": "domain", "name": "I See It Coming", "domain": "Bone", "type": "Ability", "level": 1, "recallCost": 1, "text": "When you're targeted by an attack made from beyond Melee range, you can mark a Stress to roll a d4 and gain a bonus to your Evasion equal to the result against the attack.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_inevitable", "family": "domain", "name": "Inevitable", "domain": "Valor", "type": "Ability", "level": 6, "recallCost": 1, "text": "When you fail an action roll, your next action roll has advantage.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_inspirational_words", "family": "domain", "name": "Inspirational Words", "domain": "Grace", "type": "Ability", "level": 1, "recallCost": 1, "text": "Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence. When you speak with an ally, you can spend a token from this card to give them one benefit from the following options:\n- Your ally clears a Stress.\n- Your ally clears a Hit Point.\n- Your ally gains a Hope.\nWhen you take a long rest, clear all unspent tokens.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_invigoration", "family": "domain", "name": "Invigoration", "domain": "Splendor", "type": "Spell", "level": 10, "recallCost": 3, "text": "When you or an ally within Close range has used a feature that has an exhaustion limit (such as once per rest or once per session), you can spend any number of Hope and roll that many d6s. If any roll a 6, the feature can be used again.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_invisibility", "family": "domain", "name": "Invisibility", "domain": "Grace", "type": "Spell", "level": 3, "recallCost": 1, "text": "Make a Spellcast Roll (10). On a success, mark a Stress and choose yourself or an ally within Melee range to become Invisible. An Invisible creature can't be seen except through magical means and attack rolls against them are made with disadvantage. Place a number of tokens on this card equal to your Spellcast trait. When the Invisible creature takes an action, spend a token from this card. After the action that spends the last token is resolved, the effect ends.\nYou can only hold Invisibility on one creature at a time.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_know_thy_enemy", "family": "domain", "name": "Know Thy Enemy", "domain": "Bone", "type": "Ability", "level": 5, "recallCost": 1, "text": "When observing a creature, you can make an Instinct Roll against them. On a success, spend a Hope and ask the GM for one set of information about the target from the following options:\n- Their unmarked Hit Points and Stress.\n- Their Difficulty and damage thresholds.\n- Their tactics and standard attack damage dice.\n- Their features and Experiences.\nAdditionally on a success, you can mark a Stress to remove a Fear from the GM's Fear Pool.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_lead_by_example", "family": "domain", "name": "Lead by Example", "domain": "Valor", "type": "Ability", "level": 9, "recallCost": 3, "text": "When you deal damage to an adversary, you can mark a Stress and describe how you encourage your allies. The next PC to make an attack against that adversary can clear a Stress or gain a Hope.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_lean_on_me", "family": "domain", "name": "Lean on Me", "domain": "Valor", "type": "Ability", "level": 3, "recallCost": 1, "text": "Once per long rest, when you console or inspire an ally who failed an action roll, you can both clear 2 Stress.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_life_ward", "family": "domain", "name": "Life Ward", "domain": "Splendor", "type": "Spell", "level": 4, "recallCost": 1, "text": "Spend 3 Hope and choose an ally within Close range. They are marked with a glowing sigil of protection. When this ally would make a death move, they clear a Hit Point instead.\nThis effect ends when it saves the target from a death move, you cast Life Ward on another target, or you take a long rest.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_manifest_wall", "family": "domain", "name": "Manifest Wall", "domain": "Codex", "type": "Spell", "level": 5, "recallCost": 2, "text": "Make a Spellcast Roll (15). Once per rest on a success, spend a Hope to create a temporary magical wall between two points within Far range. It can be up to 50 feet high and form at any angle. Creatures or objects in its path are shunted to a side of your choice. The wall stays up until your next rest or you cast Manifest Wall again.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_mass_disguise", "family": "domain", "name": "Mass Disguise", "domain": "Midnight", "type": "Spell", "level": 6, "recallCost": 0, "text": "When you have a few minutes of silence to focus, you can mark a Stress to change the appearance of all willing creatures within Close range. Their new forms must share a general body structure and size, and can be somebody or something you've seen before or entirely fabricated. A disguised creature has advantage on Presence Rolls to avoid scrutiny.\nActivate a Countdown (8). It ticks down as a consequence the GM chooses. When it triggers, the disguise drops.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_mass_enrapture", "family": "domain", "name": "Mass Enrapture", "domain": "Grace", "type": "Spell", "level": 8, "recallCost": 3, "text": "Make a Spellcast Roll against all targets within Far range. Targets you succeed against become temporarily Enraptured. While Enraptured, a target's attention is fixed on you, narrowing their field of view and drowning out any sound but your voice. Mark a Stress to force all Enraptured targets to mark a Stress, ending this spell.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_master_of_the_craft", "family": "domain", "name": "Master of the Craft", "domain": "Grace", "type": "Ability", "level": 9, "recallCost": 0, "text": "Gain a permanent +2 bonus to two of your Experiences or a permanent +3 bonus to one of your Experiences. Then place this card in your vault permanently.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_mending_touch", "family": "domain", "name": "Mending Touch", "domain": "Splendor", "type": "Spell", "level": 1, "recallCost": 1, "text": "You lay your hands upon a creature and channel healing magic to close their wounds. When you can take a few minutes to focus on the target you're helping, you can spend 2 Hope to clear a Hit Point or a Stress on them.\nOnce per long rest, when you spend this healing time learning something new about them or revealing something about yourself, you can clear 2 Hit Points or 2 Stress on them instead.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_midnight_spirit", "family": "domain", "name": "Midnight Spirit", "domain": "Midnight", "type": "Spell", "level": 2, "recallCost": 1, "text": "Spend a Hope to summon a humanoid-sized spirit that can move or carry things for you until your next rest.\nYou can also send it to attack an adversary. When you do, make a Spellcast Roll against a target within Very Far range. On a success, the spirit moves into Melee range with that target. Roll a number of d6s equal to your Spellcast trait and deal that much magic damage to the target. The spirit then dissipates. You can only have one spirit at a time.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_midnight_touched", "family": "domain", "name": "Midnight-Touched", "domain": "Midnight", "type": "Ability", "level": 7, "recallCost": 2, "text": "When 4 or more of the domain cards in your loadout are from the Midnight domain, gain the following benefits:\n- Once per rest, when you have 0 Hope and the GM would gain a Fear, you can gain a Hope instead.\n- When you make a successful attack, you can mark a Stress to add the result of your Fear Die to your damage roll.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_natural_familiar", "family": "domain", "name": "Natural Familiar", "domain": "Sage", "type": "Spell", "level": 2, "recallCost": 1, "text": "Spend a Hope to summon a small nature spirit or forest critter to your side until your next rest, you cast Natural Familiar again, or the familiar is targeted by an attack. If you spend an additional Hope, you can summon a familiar that flies. You can communicate with them, make a Spellcast Roll to command them to perform simple tasks, and mark a Stress to see through their eyes.\nWhen you deal damage to an adversary within Melee range of your familiar, you add a d6 to your damage roll.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_natures_tongue", "family": "domain", "name": "Nature's Tongue", "domain": "Sage", "type": "Ability", "level": 1, "recallCost": 0, "text": "You can speak the language of the 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. On a roll with Fear, their knowledge might be limited or come at a cost.\nAdditionally, before you make a Spellcast Roll while within a natural environment, you can spend a Hope to gain a +2 bonus to the roll.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_never_upstaged", "family": "domain", "name": "Never Upstaged", "domain": "Grace", "type": "Ability", "level": 6, "recallCost": 2, "text": "When you mark 1 or more Hit Points from an attack, you can mark a Stress to place a number of tokens equal to the number of Hit Points you marked on this card. On your next successful attack, gain a +5 bonus to your damage roll for each token on this card, then clear all tokens.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_night_terror", "family": "domain", "name": "Night Terror", "domain": "Midnight", "type": "Spell", "level": 9, "recallCost": 2, "text": "Once per long rest, choose any targets within Very Close range to perceive you as a nightmarish horror. The targets must succeed on a Reaction Roll (16) or become temporarily Horrified. While Horrified, they're Vulnerable. Steal a number of Fear from the GM equal to the number of targets that are Horrified (up to the number of Fear in the GM's pool). Roll a number of d6s equal to the number of stolen Fear and deal the total damage to each Horrified target. Discard the stolen Fear.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_not_good_enough", "family": "domain", "name": "Not Good Enough", "domain": "Blade", "type": "Ability", "level": 1, "recallCost": 1, "text": "When you roll your damage dice, you can reroll any 1s or 2s.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_notorious", "family": "domain", "name": "Notorious", "domain": "Grace", "type": "Ability", "level": 10, "recallCost": 0, "text": "People know who you are and what you've done, and they treat you differently because of it. When you leverage your notoriety to get what you want, you can mark a Stress before you roll to gain a +10 bonus to the result. Your food and drinks are always free wherever you go, and everything else you buy is reduced in price by one bag of gold (to a minimum of one handful).\nThis card doesn't count against your loadout's domain card maximum of 5 and can't be placed in your vault.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_on_the_brink", "family": "domain", "name": "On the Brink", "domain": "Bone", "type": "Ability", "level": 9, "recallCost": 1, "text": "When you have 2 or fewer Hit Points unmarked, you don't take Minor damage.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_onslaught", "family": "domain", "name": "Onslaught", "domain": "Blade", "type": "Ability", "level": 10, "recallCost": 3, "text": "When you successfully make an attack with your weapon, you never deal damage beneath a target's Major damage threshold (the target always marks a minimum of 2 Hit Points).\nAdditionally, when a creature within your weapon's range deals damage to an ally with an attack that doesn't include you, you can mark a Stress to force them to make a Reaction Roll (15). On a failure, the target must mark a Hit Point.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_overwhelming_aura", "family": "domain", "name": "Overwhelming Aura", "domain": "Splendor", "type": "Spell", "level": 9, "recallCost": 2, "text": "Make a Spellcast Roll (15) to magically empower your aura. On a success, spend 2 Hope to make your Presence equal to your Spellcast trait until your next long rest.\nWhile this spell is active, an adversary must mark a Stress when they target you with an attack.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_phantom_retreat", "family": "domain", "name": "Phantom Retreat", "domain": "Midnight", "type": "Spell", "level": 5, "recallCost": 2, "text": "Spend a Hope to activate Phantom Retreat where you're currently standing. Spend another Hope at any time before your next rest to disappear from where you are and reappear where you were standing when you activated Phantom Retreat. This spell ends after you reappear.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_pick_and_pull", "family": "domain", "name": "Pick and Pull", "domain": "Midnight", "type": "Ability", "level": 1, "recallCost": 0, "text": "You have advantage on action rolls to pick nonmagical locks, disarm nonmagical traps, or steal items from a target (either through stealth or by force).", "homebrew": false, "release": "core"}, {"id": "core_domain_card_plant_dominion", "family": "domain", "name": "Plant Dominion", "domain": "Sage", "type": "Spell", "level": 9, "recallCost": 1, "text": "Make a Spellcast Roll (18). Once per long rest on a success, you reshape the natural world, changing the surrounding plant life anywhere within Far range of you. For example, you can grow trees instantly, clear a path through dense vines, or create a wall of roots.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_premonition", "family": "domain", "name": "Premonition", "domain": "Arcana", "type": "Spell", "level": 5, "recallCost": 2, "text": "You can channel arcane energy to have visions of the future. Once per long rest, immediately after the GM conveys the consequences of a roll you made, you can rescind the move and consequences like they never happened and make another move instead.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_preservation_blast", "family": "domain", "name": "Preservation Blast", "domain": "Arcana", "type": "Spell", "level": 4, "recallCost": 2, "text": "Make a Spellcast Roll against all targets within Melee range. Targets you succeed against are forced back to Far range and take d8+3 magic damage using your Spellcast trait.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_rage_up", "family": "domain", "name": "Rage Up", "domain": "Blade", "type": "Ability", "level": 6, "recallCost": 1, "text": "Before you make an attack, you can mark a Stress to gain a bonus to your damage roll equal to twice your Strength.\nYou can Rage Up twice per attack.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_rain_of_blades", "family": "domain", "name": "Rain of Blades", "domain": "Midnight", "type": "Spell", "level": 1, "recallCost": 1, "text": "Spend a Hope to make a Spellcast Roll and conjure throwing blades that strike out at all targets within Very Close range. Targets you succeed against take d8+2 magic damage using your Proficiency.\nIf a target you hit is Vulnerable, they take an extra 1d8 damage.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_rapid_riposte", "family": "domain", "name": "Rapid Riposte", "domain": "Bone", "type": "Ability", "level": 6, "recallCost": 0, "text": "When an attack made against you from within Melee range fails, you can mark a Stress and seize the opportunity to deal the weapon damage of one of your active weapons to the attacker.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_reapers_strike", "family": "domain", "name": "Reaper's Strike", "domain": "Blade", "type": "Ability", "level": 9, "recallCost": 3, "text": "Once per long rest, spend a Hope to make an attack roll. The GM tells you which targets within range it would succeed against. Choose one of these targets and force them to mark 5 Hit Points.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_reassurance", "family": "domain", "name": "Reassurance", "domain": "Splendor", "type": "Ability", "level": 1, "recallCost": 0, "text": "Once per rest, after an ally attempts an action roll but before the consequences take place, you can offer assistance or words of support. When you do, your ally can reroll their dice.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_reckless", "family": "domain", "name": "Reckless", "domain": "Blade", "type": "Ability", "level": 2, "recallCost": 1, "text": "Mark a Stress to gain advantage on an attack.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_recovery", "family": "domain", "name": "Recovery", "domain": "Bone", "type": "Ability", "level": 6, "recallCost": 1, "text": "During a short rest, you can choose a long rest downtime move instead. You can spend a Hope to let an ally do the same.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_redirect", "family": "domain", "name": "Redirect", "domain": "Bone", "type": "Ability", "level": 4, "recallCost": 1, "text": "When an attack made against you from beyond Melee range fails, roll a number of d6s equal to your Proficiency. If any roll a 6, you can mark a Stress to redirect the attack to damage an adversary within Very Close range instead.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_rejuvenation_barrier", "family": "domain", "name": "Rejuvenation Barrier", "domain": "Sage", "type": "Spell", "level": 8, "recallCost": 1, "text": "Make a Spellcast Roll (15). Once per rest on a success, create a temporary barrier of protective energy around you at Very Close range. You and all allies within the barrier when this spell is cast clear 1d4 Hit Points. While the barrier is up, you and all allies within have resistance to physical damage from outside the barrier.\nWhen you move, the barrier follows you.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_restoration", "family": "domain", "name": "Restoration", "domain": "Splendor", "type": "Spell", "level": 6, "recallCost": 2, "text": "After a long rest, place a number of tokens equal to your Spellcast trait on this card. Touch a creature and spend any number of tokens to clear 2 Hit Points or 2 Stress for each token spent.\nYou can also spend a token from this card when touching a creature to clear the Vulnerable condition or heal a physical or magical ailment (the GM might require additional tokens depending on the strength of the ailment).\nWhen you take a long rest, clear all unspent tokens.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_resurrection", "family": "domain", "name": "Resurrection", "domain": "Splendor", "type": "Spell", "level": 10, "recallCost": 2, "text": "Make a Spellcast Roll (20). On a success, restore one creature who has been dead no longer than 100 years to full strength. Then roll a d6. On a result of 5 or lower, place this card in your vault permanently.\nOn a failure, you can't cast Resurrection again for a week.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_rift_walker", "family": "domain", "name": "Rift Walker", "domain": "Arcana", "type": "Spell", "level": 6, "recallCost": 2, "text": "Make a Spellcast Roll (15). On a success, you place an arcane marking on the ground where you currently stand. The next time you successfully cast Rift Walker, a rift in space opens up, providing safe passage back to the exact spot where the marking was placed. This rift stays open until you choose to close it or you cast another spell.\nYou can drop the spell at any time to cast Rift Walker again and place the marking somewhere new.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_rise_up", "family": "domain", "name": "Rise Up", "domain": "Valor", "type": "Ability", "level": 6, "recallCost": 2, "text": "Gain a bonus to your Severe threshold equal to your Proficiency.\nWhen you mark 1 or more Hit Points from an attack, clear a Stress.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_rousing_strike", "family": "domain", "name": "Rousing Strike", "domain": "Valor", "type": "Ability", "level": 5, "recallCost": 1, "text": "Once per rest, when you critically succeed on an attack, you and all allies who can see or hear you can clear a Hit Point or 1d4 Stress.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_rune_ward", "family": "domain", "name": "Rune Ward", "domain": "Arcana", "type": "Spell", "level": 1, "recallCost": 0, "text": "You have a deeply personal trinket that can be infused with protective magic and held as a ward by you or an ally. Describe what it is and why it's important to you. The ward's holder can spend a Hope to reduce incoming damage by 1d8.\nIf the Ward Die result is 8, the ward's power ends after it reduces damage this turn. It can be recharged for free on your next rest.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_safe_haven", "family": "domain", "name": "Safe Haven", "domain": "Codex", "type": "Spell", "level": 8, "recallCost": 3, "text": "When you have a few minutes of calm to focus, you can spend 2 Hope to summon your Safe Haven, a large interdimensional home where you and your allies can take shelter. When you do, a magical door appears somewhere within Close range. Only creatures of your choice can enter. Once inside, you can make the entrance invisible. You and anyone else inside can always exit. Once you leave, the doorway must be summoned again.\nWhen you take a rest within your own Safe Haven, you can choose an additional downtime move.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_sage_touched", "family": "domain", "name": "Sage-Touched", "domain": "Sage", "type": "Ability", "level": 7, "recallCost": 2, "text": "When 4 or more of the domain cards in your loadout are from the Sage domain, gain the following benefits:\n- While you're in a natural environment, you gain a +2 bonus to your Spellcast Rolls.\n- Once per rest, you can double your Agility or Instinct when making a roll that uses that trait. You must choose to do this before you roll.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_salvation_beam", "family": "domain", "name": "Salvation Beam", "domain": "Splendor", "type": "Spell", "level": 9, "recallCost": 2, "text": "Make a Spellcast Roll (16). On a success, mark any number of Stress to target a line of allies within Far range. You can clear Hit Points on the targets equal to the number of Stress marked, divided among them however you'd like.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_scramble", "family": "domain", "name": "Scramble", "domain": "Blade", "type": "Ability", "level": 3, "recallCost": 1, "text": "Once per rest, when a creature within Melee range would deal damage to you, you can avoid the attack and safely move out of Melee range of the enemy.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_second_wind", "family": "domain", "name": "Second Wind", "domain": "Splendor", "type": "Ability", "level": 3, "recallCost": 2, "text": "Once per rest, when you succeed on an attack against an adversary, you can clear 3 Stress or a Hit Point. On a success with Hope, you also clear 3 Stress or a Hit Point on an ally within Close range of you.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_sensory_projection", "family": "domain", "name": "Sensory Projection", "domain": "Arcana", "type": "Spell", "level": 9, "recallCost": 0, "text": "Once per rest, make a Spellcast Roll (15). On a success, drop into a vision that lets you clearly see and hear any place you have been before as though you are standing there in this moment. You can move freely in this vision and are not constrained by the physics or impediments of a physical body. This spell cannot be detected by mundane or magical means. You drop out of this vision upon taking damage or casting another spell.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_shadowbind", "family": "domain", "name": "Shadowbind", "domain": "Midnight", "type": "Spell", "level": 2, "recallCost": 0, "text": "Make a Spellcast Roll against all adversaries within Very Close range. Targets you succeed against are temporarily Restrained as their shadow binds them in place.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_shadowhunter", "family": "domain", "name": "Shadowhunter", "domain": "Midnight", "type": "Ability", "level": 8, "recallCost": 2, "text": "Your prowess is enhanced under the cover of shadow. While you're shrouded in low light or darkness, you gain a +1 bonus to your Evasion and make attack rolls with advantage.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_shape_material", "family": "domain", "name": "Shape Material", "domain": "Splendor", "type": "Spell", "level": 5, "recallCost": 1, "text": "Spend a Hope to shape a section of natural material you're touching (such as stone, ice, or wood) to suit your purpose. The area of the material can be no larger than you. For example, you can form a rudimentary tool or create a door.\nYou can only affect the material within Close range of where you're touching it.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_share_the_burden", "family": "domain", "name": "Share the Burden", "domain": "Grace", "type": "Spell", "level": 6, "recallCost": 0, "text": "Once per rest, take on the Stress from a willing creature within Melee range. The target describes what intimate knowledge or emotions telepathically leak from their mind in this moment between you. Transfer any number of their marked Stress to you, then gain a Hope for each Stress transferred.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_shield_aura", "family": "domain", "name": "Shield Aura", "domain": "Splendor", "type": "Spell", "level": 8, "recallCost": 2, "text": "Mark a Stress to cast a protective aura on a target within Very Close range. When the target marks an Armor Slot, they reduce the severity of the attack by an additional threshold. If this spell causes a creature who would be damaged to instead mark no Hit Points, the effect ends.\nYou can only hold Shield Aura on one creature at a time.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_shrug_it_off", "family": "domain", "name": "Shrug It Off", "domain": "Valor", "type": "Ability", "level": 7, "recallCost": 1, "text": "When you would take damage, you can mark a Stress to reduce the severity of the damage by one threshold. When you do, roll a d6. On a result of 3 or lower, place this card in your vault.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_sigil_of_retribution", "family": "domain", "name": "Sigil of Retribution", "domain": "Codex", "type": "Spell", "level": 6, "recallCost": 2, "text": "Mark an adversary within Close range with a sigil of retribution. The GM gains a Fear. When the marked adversary deals damage to you or your allies, place a d8 on this card. You can hold a number of d8s equal to your level. When you successfully attack the marked adversary, roll the dice on this card and add the total to your damage roll, then clear the dice. This effect ends when the marked adversary is defeated or you cast Sigil of Retribution again.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_signature_move", "family": "domain", "name": "Signature Move", "domain": "Bone", "type": "Ability", "level": 5, "recallCost": 1, "text": "Name and describe your signature combat move. Once per rest, when you perform this signature move as part of an action you're taking, you can roll a d20 as your Hope Die. On a success, clear a Stress.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_smite", "family": "domain", "name": "Smite", "domain": "Splendor", "type": "Spell", "level": 5, "recallCost": 2, "text": "Once per rest, spend 3 Hope to charge your powerful smite. When you next successfully attack with a weapon, double the result of your damage roll. This attack deals magic damage regardless of the weapon's damage type.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_soothing_speech", "family": "domain", "name": "Soothing Speech", "domain": "Grace", "type": "Ability", "level": 4, "recallCost": 1, "text": "During a short rest, when you take the time to comfort another character while using the Tend to Wounds downtime move on them, clear an additional Hit Point on that character. When you do, you also clear 2 Hit Points.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_specter_of_the_dark", "family": "domain", "name": "Specter of the Dark", "domain": "Midnight", "type": "Spell", "level": 10, "recallCost": 1, "text": "Mark a Stress to become Spectral until you make an action roll targeting another creature. While Spectral, you're immune to physical damage and can float and pass through solid objects. Other creatures can still see you while you're in this form.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_spellcharge", "family": "domain", "name": "Spellcharge", "domain": "Midnight", "type": "Spell", "level": 8, "recallCost": 1, "text": "When you take magic damage, place tokens equal to the number of Hit Points you marked on this card. You can store a number of tokens equal to your Spellcast trait.\nWhen you make a successful attack against a target, you can spend any number of tokens to add a d6 for each token spent to your damage roll.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_splendor_touched", "family": "domain", "name": "Splendor-Touched", "domain": "Splendor", "type": "Ability", "level": 7, "recallCost": 2, "text": "When 4 or more of the domain cards in your loadout are from the Splendor domain, gain the following benefits:\n- +3 bonus to your Severe damage threshold\n- Once per long rest, when incoming damage would require you to mark a number of Hit Points, you can choose to mark that much Stress or spend that much Hope instead.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_splintering_strike", "family": "domain", "name": "Splintering Strike", "domain": "Bone", "type": "Ability", "level": 9, "recallCost": 3, "text": "Spend a Hope and make an attack against all adversaries within your weapon's range. Once per long rest, on a success against any targets, roll your weapon's damage and distribute that damage however you wish between the targets you succeeded against. Before you deal damage to each target, roll an additional damage die and add its result to the damage you deal to them.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_stealth_expertise", "family": "domain", "name": "Stealth Expertise", "domain": "Midnight", "type": "Ability", "level": 4, "recallCost": 0, "text": "When you roll with Fear while attempting to move unnoticed through a dangerous area, you can mark a Stress to roll with Hope instead.\nIf an ally within Close range is also attempting to move unnoticed and rolls with Fear, you can mark a Stress to change their result to a roll with Hope.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_strategic_approach", "family": "domain", "name": "Strategic Approach", "domain": "Bone", "type": "Ability", "level": 2, "recallCost": 1, "text": "After a long rest, place a number of tokens equal to your Knowledge on this card (minimum 1). The first time you move within Close range of an adversary and make an attack against them, you can spend one token to choose one of the following options:\n- You make the attack with advantage.\n- You clear a Stress on an ally within Melee range of the adversary.\n- You add a d8 to your damage roll.\nWhen you take a long rest, clear all unspent tokens.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_stunning_sunlight", "family": "domain", "name": "Stunning Sunlight", "domain": "Splendor", "type": "Spell", "level": 8, "recallCost": 2, "text": "Make a Spellcast Roll to unleash powerful rays of burning sunlight against all adversaries in front of you within Far range. On a success, spend any number of Hope and force that many targets you succeeded against to make a Reaction Roll (14).\nTargets who succeed take 3d20+3 magic damage. Targets who fail take 4d20+5 magic damage and are temporarily Stunned. While Stunned, they can't use reactions and can't take any other actions until they clear this condition.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_support_tank", "family": "domain", "name": "Support Tank", "domain": "Valor", "type": "Ability", "level": 4, "recallCost": 2, "text": "When an ally within Close range fails a roll, you can spend 2 Hope to allow them to reroll either their Hope or Fear Die.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_swift_step", "family": "domain", "name": "Swift Step", "domain": "Bone", "type": "Ability", "level": 10, "recallCost": 2, "text": "When an attack made against you fails, clear a Stress. If you can't clear a Stress, gain a Hope.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_tactician", "family": "domain", "name": "Tactician", "domain": "Bone", "type": "Ability", "level": 3, "recallCost": 1, "text": "When you Help an Ally, they can spend a Hope to add one of your Experiences to their roll alongside your advantage die.\nWhen making a Tag Team Roll, you can roll a d20 as your Hope Die.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_telekinesis", "family": "domain", "name": "Telekinesis", "domain": "Arcana", "type": "Spell", "level": 6, "recallCost": 0, "text": "Make a Spellcast Roll against a target within Far range. On a success, you can use your mind to move them anywhere within Far range of their original position. You can throw the lifted target as an attack by making an additional Spellcast Roll against the second target you're trying to attack. On a success, deal d12+4 physical damage to the second target using your Proficiency. This spell then ends.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_teleport", "family": "domain", "name": "Teleport", "domain": "Codex", "type": "Spell", "level": 5, "recallCost": 2, "text": "Once per long rest, you can instantly teleport yourself and any number of willing targets within Close range to a place you've been before. Choose one of the following options, then make a Spellcast Roll (16) :\n- If you know the place very well, gain a +3 bonus.\n- If you've visited the place frequently, gain a +1 bonus.\n- If you've visited the place infrequently, gain no modifier.\n- If you've only been there once, gain a -2 penalty.\nOn a success, you appear where you were intending to go. On a failure, you appear off course, with the range of failure determining how far off course.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_tell_no_lies", "family": "domain", "name": "Tell No Lies", "domain": "Grace", "type": "Spell", "level": 2, "recallCost": 1, "text": "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 must mark a Stress and the effect ends. The target is typically unaware this spell has been cast on them until it causes them to utter the truth.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_tempest", "family": "domain", "name": "Tempest", "domain": "Sage", "type": "Spell", "level": 10, "recallCost": 2, "text": "Choose one of the following tempests and make a Spellcast Roll against all targets within Far range. Targets you succeed against experience its effects until the GM spends a Fear on their turn to end this spell.\n- Blizzard: Deal 2d20+8 magic damage and targets are temporarily Vulnerable.\n- Hurricane: Deal 3d10+10 magic damage and choose a direction the wind is blowing. Targets can't move against the wind.\n- Sandstorm: Deal 5d6+9 magic damage. Attacks made from beyond Melee range have disadvantage.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_thorn_skin", "family": "domain", "name": "Thorn Skin", "domain": "Sage", "type": "Spell", "level": 5, "recallCost": 1, "text": "Once per rest, spend a Hope to sprout thorns all over your body. When you do, place a number of tokens equal to your Spellcast trait on this card. When you take damage, you can spend any number of tokens to roll that number of d6s. Add the results together and reduce the incoming damage by that amount. If you're within Melee range of the attacker, deal that amount of damage back to them.\nWhen you take a rest, clear all unspent tokens.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_thought_delver", "family": "domain", "name": "Thought Delver", "domain": "Grace", "type": "Spell", "level": 5, "recallCost": 2, "text": "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.\nOn a roll with Fear, the target might, at the GM's discretion, become aware that you're reading their thoughts.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_through_your_eyes", "family": "domain", "name": "Through Your Eyes", "domain": "Grace", "type": "Spell", "level": 4, "recallCost": 1, "text": "Choose a target within Very Far range. You can see through their eyes and hear through their ears. You can transition between using your own senses or the target's freely until you cast another spell or until your next rest.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_towering_stalk", "family": "domain", "name": "Towering Stalk", "domain": "Sage", "type": "Spell", "level": 3, "recallCost": 1, "text": "Once per rest, you can conjure a thick, twisting stalk within Close range that can be easily climbed. Its height can grow up to Far range.\nMark a Stress to use this spell as an attack. Make a Spellcast Roll against an adversary or group of adversaries within Close range. The erupting stalk lifts targets you succeed against into the air and drops them, dealing d8 physical damage using your Proficiency.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_transcendent_union", "family": "domain", "name": "Transcendent Union", "domain": "Codex", "type": "Spell", "level": 10, "recallCost": 1, "text": "Once per long rest, spend 5 Hope to cast this spell on two or more willing creatures. Until your next rest, when a creature connected by this union would mark Stress or Hit Points, the connected creatures can choose who marks it.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_troublemaker", "family": "domain", "name": "Troublemaker", "domain": "Grace", "type": "Ability", "level": 2, "recallCost": 2, "text": "When you taunt or provoke a target within Far range, make a Presence Roll against them. Once per rest on a success, roll a number of d4s equal to your Proficiency. The target must mark Stress equal to the highest result rolled.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_twilight_toll", "family": "domain", "name": "Twilight Toll", "domain": "Midnight", "type": "Ability", "level": 9, "recallCost": 1, "text": "Choose a target within Far range. When you succeed on an action roll against them that doesn't result in making a damage roll, place a token on this card. When you deal damage to this target, spend any number of tokens to add a d12 for each token spent to your damage roll. You can only hold Twilight Toll on one creature at a time.\nWhen you choose a new target or take a rest, clear all unspent tokens.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_unbreakable", "family": "domain", "name": "Unbreakable", "domain": "Valor", "type": "Ability", "level": 10, "recallCost": 4, "text": "When you mark your last Hit Point, instead of making a death move, you can roll a d6 and clear a number of Hit Points equal to the result. Then place this card in your vault.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_uncanny_disguise", "family": "domain", "name": "Uncanny Disguise", "domain": "Midnight", "type": "Spell", "level": 1, "recallCost": 0, "text": "When you have a few minutes to prepare, you can mark a Stress to don the facade of any humanoid you can picture clearly in your mind. While disguised, you have advantage on Presence Rolls to avoid scrutiny.\nPlace a number of tokens equal to your Spellcast trait on this card. When you take an action while disguised, spend a token from this card. After the action that spends the last token is resolved, the disguise drops.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_unleash_chaos", "family": "domain", "name": "Unleash Chaos", "domain": "Arcana", "type": "Spell", "level": 1, "recallCost": 1, "text": "At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.\nMake a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them. On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target. Mark a Stress to replenish this card with tokens (up to your Spellcast trait).\nAt the end of each session, clear all unspent tokens.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_untouchable", "family": "domain", "name": "Untouchable", "domain": "Bone", "type": "Ability", "level": 1, "recallCost": 1, "text": "Gain a bonus to your Evasion equal to half your Agility.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_unyielding_armor", "family": "domain", "name": "Unyielding Armor", "domain": "Valor", "type": "Ability", "level": 10, "recallCost": 1, "text": "When you would mark an Armor Slot, roll a number of d6s equal to your Proficiency. If any roll a 6, reduce the severity by one threshold without marking an Armor Slot.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_valor_touched", "family": "domain", "name": "Valor-Touched", "domain": "Valor", "type": "Ability", "level": 7, "recallCost": 1, "text": "When 4 or more of the domain cards in your loadout are from the Valor domain, gain the following benefits:\n- +1 bonus to your Armor Score\n- When you mark 1 or more Hit Points without marking an Armor Slot, clear an Armor Slot.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_vanishing_dodge", "family": "domain", "name": "Vanishing Dodge", "domain": "Midnight", "type": "Spell", "level": 7, "recallCost": 1, "text": "When an attack made against you that would deal physical damage fails, you can spend a Hope to envelop yourself in shadow, becoming Hidden and teleporting to a point within Close range of the attacker. You remain Hidden until the next time you make an action roll.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_veil_of_night", "family": "domain", "name": "Veil of Night", "domain": "Midnight", "type": "Spell", "level": 3, "recallCost": 1, "text": "Make a Spellcast Roll (13). On a success, you can create a temporary curtain of darkness between two points within Far range. Only you can see through this darkness. You're considered Hidden to adversaries on the other side of the veil, and you have advantage on attacks you make through the darkness. The veil remains until you cast another spell.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_versatile_fighter", "family": "domain", "name": "Versatile Fighter", "domain": "Blade", "type": "Ability", "level": 3, "recallCost": 1, "text": "You can use a different character trait for an equipped weapon, rather than the trait the weapon calls for.\nWhen you deal damage, you can mark a Stress to use the maximum result of one of your damage dice instead of rolling it.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_vicious_entangle", "family": "domain", "name": "Vicious Entangle", "domain": "Sage", "type": "Spell", "level": 1, "recallCost": 1, "text": "Make a Spellcast Roll against a target within Far range. On a success, roots and vines reach out from the ground, dealing 1d8+1 physical damage and temporarily Restraining the target.\nAdditionally on a success, you can spend a Hope to temporarily Restrain another adversary within Very Close range of your target.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_vitality", "family": "domain", "name": "Vitality", "domain": "Blade", "type": "Ability", "level": 5, "recallCost": 0, "text": "When you choose this card, permanently gain two of the following benefits:\n- One Stress slot\n- One Hit Point slot\n- +2 bonus to your damage thresholds\nThen place this card in your vault permanently.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_voice_of_reason", "family": "domain", "name": "Voice of Reason", "domain": "Splendor", "type": "Ability", "level": 3, "recallCost": 1, "text": "You speak with an unmatched power and authority. You have advantage on action rolls to de-escalate violent situations or convince someone to follow your lead.\nAdditionally, you're emboldened in moments of duress. When all of your Stress slots are marked, you gain a +1 bonus to your Proficiency for damage rolls.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_wall_walk", "family": "domain", "name": "Wall Walk", "domain": "Arcana", "type": "Spell", "level": 1, "recallCost": 1, "text": "Spend a Hope to allow a creature you can touch to climb on walls and ceilings as easily as walking on the ground. This lasts until the end of the scene or you cast Wall Walk again.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_whirlwind", "family": "domain", "name": "Whirlwind", "domain": "Blade", "type": "Ability", "level": 1, "recallCost": 0, "text": "When you make a successful attack against a target within Very Close range, you can spend a Hope to use the attack against all other targets within Very Close range. All additional adversaries you succeed against with this ability take half damage.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_wild_fortress", "family": "domain", "name": "Wild Fortress", "domain": "Sage", "type": "Spell", "level": 5, "recallCost": 1, "text": "Make a Spellcast Roll (13). On a success, spend 2 Hope to grow a natural barricade in the shape of a dome that you and one ally can take cover within. While inside the dome, a creature can't be targeted by attacks and can't make attacks. Attacks made against the dome automatically succeed. The dome has a Major damage threshold of 15 and a Severe damage threshold of 30, and lasts until it marks 3 Hit Points. Place tokens on this card to represent marking Hit Points.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_wild_surge", "family": "domain", "name": "Wild Surge", "domain": "Sage", "type": "Spell", "level": 7, "recallCost": 2, "text": "Once per long rest, mark a Stress to channel the natural world around you and enhance yourself. Describe how your appearance changes, then place a d6 on this card with the 1 value facing up.\nWhile the Wild Surge Die is active, you add its value to every action roll you make. After you add its value to a roll, increase the Wild Surge Die's value by one. When the die's value would exceed 6 or you take a rest, this form drops and you must mark an additional Stress.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_words_of_discord", "family": "domain", "name": "Words of Discord", "domain": "Grace", "type": "Spell", "level": 5, "recallCost": 1, "text": "Whisper words of discord to an adversary within Melee range and make a Spellcast Roll (13). On a success, the target must mark a Stress and make an attack against another adversary instead of against you or your allies.\nOnce this attack is over, the target realizes what happened. The next time you cast Words of Discord on them, gain a -5 penalty to the Spellcast Roll.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_wrangle", "family": "domain", "name": "Wrangle", "domain": "Bone", "type": "Ability", "level": 8, "recallCost": 1, "text": "Make an Agility Roll against all targets within Close range. Spend a Hope to move targets you succeed against, and any willing allies within Close range, to another point within Close range.", "homebrew": false, "release": "core"}, {"id": "core_domain_card_zone_of_protection", "family": "domain", "name": "Zone of Protection", "domain": "Splendor", "type": "Spell", "level": 6, "recallCost": 2, "text": "Make a Spellcast Roll (16). Once per long rest on a success, choose a point within Far range and create a visible zone of protection there for all allies within Very Close range of that point. When you do, place a d6 on this card with the 1 value facing up. When an ally in this zone takes damage, they reduce it by the die's value. You then increase the die's value by one. When the die's value would exceed 6, this effect ends.", "homebrew": false, "release": "core"}, {"id": "core_ancestry_clank", "family": "ancestry", "name": "Clank", "text": "**Purposeful Design**\nDecide who made you and for what purpose. At character creation, choose one of your Experiences that best aligns with this purpose and gain a permanent +1 bonus to it.\n\n**Efficient**\nWhen you take a short rest, you can choose a long rest move instead of a short rest move.", "homebrew": false, "release": "core", "desc": "Clanks are sentient mechanical beings built from a variety of materials, including metal, wood, and stone. They can resemble humanoids, animals, or even inanimate objects. Like organic beings, their bodies come in a wide array of sizes. Because of their bespoke construction, many clanks have highly specialized physical configurations. Examples include clawed hands for grasping, wheels for movement, or built-in weaponry. Many clanks embrace body modifications for style as well as function, and members of other ancestries often turn to clank artisans to construct customized mobility aids and physical adornments. Other ancestries can create clanks, even using their own physical characteristics as inspiration, but it’s also common for clanks to build one another. A clank’s lifespan extends as long as they’re able to acquire or craft new parts, making their physical form effectively immortal. That said, their minds are subject to the effects of time, and deteriorate as the magic that powers them loses potency."}, {"id": "core_ancestry_drakona", "family": "ancestry", "name": "Drakona", "text": "**Scales**\nYour scales act as natural protection. When you would take Severe damage, you can mark a Stress to mark 1 fewer Hit Points.\n\n**Elemental Breath**\nChoose an element for your breath (such as electricity, fire, or ice). You can use this breath against a target or group of targets within Very Close range, treating it as an Instinct weapon that deals d8 magic damage using your Proficiency.", "homebrew": false, "release": "core", "desc": "Drakona resemble wingless dragons in humanoid form and possess a powerful elemental breath. All drakona have thick scales that provide excellent natural armor against both attacks and the forces of nature. They are large in size, ranging from 5 feet to 7 feet on average, with long sharp teeth. New teeth grow throughout a Drakona’s approximately 350-year lifespan, so they are never in danger of permanently losing an incisor. Unlike their dragon ancestors, drakona don’t have wings and can’t fly without magical aid. Members of this ancestry pass down the element of their breath through generations, though in rare cases, a drakona’s elemental power will differ from the rest of their family’s."}, {"id": "core_ancestry_dwarf", "family": "ancestry", "name": "Dwarf", "text": "**Thick Skin**\nWhen you take Minor damage, you can mark 2 Stress instead of marking a Hit Point.\n\n**Increased Fortitude**\nSpend 3 Hope to halve incoming physical damage.", "homebrew": false, "release": "core", "desc": "Dwarves are most easily recognized as short humanoids with square frames, dense musculature, and thick hair. Their average height ranges from 4 to 5 ½ feet, and they are often broad in proportion to their stature. Their skin and nails contain a high amount of keratin, making them naturally resilient. This allows dwarves to embed gemstones into their bodies and decorate themselves with tattoos or piercings. Their hair grows thickly—usually on their heads, but some dwarves have thick hair across their bodies as well. Dwarves of all genders can grow facial hair, which they often style in elaborate arrangements. Typically, dwarves live up to 250 years of age, maintaining their muscle mass well into later life."}, {"id": "core_ancestry_elf", "family": "ancestry", "name": "Elf", "text": "**Quick Reactions**\nMark a Stress to gain advantage on a reaction roll.\n\n**Celestial Trance**\nDuring a rest, you can drop into a trance to choose an additional downtime move.", "homebrew": false, "release": "core", "desc": "Elves are typically tall humanoids with pointed ears and acutely attuned senses. Their ears vary in size and pointed shape, and as they age, the tips begin to droop. While elves come in a wide range of body types, they are all fairly tall, with heights ranging from about 6 to 6 ½ feet. All elves have the ability to drop into a celestial trance, rather than sleep. This allows them to rest effectively in a short amount of time. Some elves possess what is known as a “mystic form,” which occurs when an elf has dedicated themself to the study or protection of the natural world so deeply that their physical form changes. These characteristics can include celestial freckles, the presence of leaves, vines, or flowers in their hair, eyes that flicker like fire, and more. Sometimes these traits are inherited from parents, but if an elf changes their environment or magical focus, their appearance changes over time. Because elves live for about 350 years, these traits can shift more than once throughout their lifespan."}, {"id": "core_ancestry_faerie", "family": "ancestry", "name": "Faerie", "text": "**Luckbender**\nOnce per session, after you or a willing ally within Close range makes an action roll, you can spend 3 Hope to reroll the Duality Dice.\n\n**Wings**\nYou can fly. While flying, you can mark a Stress after an adversary makes an attack against you to gain a +2 bonus to your Evasion against that attack.", "homebrew": false, "release": "core", "desc": "Faeries are winged humanoid creatures with insectile features. These characteristics cover a broad spectrum from humanoid to insectoid—some possess additional arms, compound eyes, lantern organs, chitinous exoskeletons, or stingers. Because of their close ties to the natural world, they also frequently possess attributes that allow them to blend in with various plants. The average height of a faerie ranges from about 2 feet to 5 feet, but some faeries grow up to 7 feet tall. All faeries possess membranous wings and they each go through"}, {"id": "core_ancestry_faun", "family": "ancestry", "name": "Faun", "text": "**Caprine Leap**\nYou can leap anywhere within Close range as though you were using normal movement, allowing you to vault obstacles, jump across gaps, or scale barriers with ease.\n\n**Kick**\nWhen you succeed on an attack against a target within Melee range, you can mark a Stress to kick yourself off them, dealing an extra 2d6 damage and knocking back either yourself or the target to Very Close range.", "homebrew": false, "release": "core", "desc": "Fauns resemble humanoid goats with curving horns, square pupils, and cloven hooves. Though their appearances may vary, most fauns have a humanoid torso and a goatlike lower body covered in dense fur. Faun faces can be more caprine or more humanlike, and they have a wide variety of ear and horn shapes. Faun horns range from short with minimal curvature to much larger with a distinct curl. The average faun ranges from 4 feet to 6 ½ feet tall, but their height can change dramatically from one moment to the next based on their stance. The majority of fauns have proportionately long limbs, no matter their size or shape, and are known for their ability to deliver powerful blows with their split hooves. Fauns live for roughly 225 years, and as they age, their appearance can become increasingly goatlike."}, {"id": "core_ancestry_firbolg", "family": "ancestry", "name": "Firbolg", "text": "**Charge**\nWhen you succeed on an Agility Roll to move from Far or Very Far range into Melee range with one or more targets, you can mark a Stress to deal 1d12 physical damage to all targets within Melee range.\n\n**Unshakable**\nWhen you would mark a Stress, roll a d6. On a result of 6, don't mark it.", "homebrew": false, "release": "core", "desc": "Firbolgs are bovine humanoids typically recognized by their broad noses and long, drooping ears. Some have faces that are a blend of humanoid and bison, ox, cow, or other bovine creatures. Others, often referred to as minotaurs, have heads that entirely resemble cattle. They are tall and muscular creatures, with heights ranging from around 5 feet to 7 feet, and possess remarkable strength no matter their age. Some firbolgs are known to use this strength to charge their adversaries, an action that is particuarly effective for those who have one of the many varieties of horn styles commonly found in this ancestry. Though their unique characteristics can vary, all firbolgs are covered in fur, which can be muted and earth-toned in color, or come in a variety of pastels, such as soft pinks and blues. On average, firbolgs live for about 150 years."}, {"id": "core_ancestry_fungril", "family": "ancestry", "name": "Fungril", "text": "**Fungril Network**\nMake an Instinct Roll (12) to use your mycelial array to speak with others of your ancestry. On a success, you can communicate across any distance.\n\n**Death Connection**\nWhile touching a corpse that died recently, you can mark a Stress to extract one memory from the corpse related to a specific emotion or sensation of your choice.", "homebrew": false, "release": "core", "desc": "Fungril resemble humanoid mushrooms. They can be either more humanoid or more fungal in appearance, and they come in an assortment of colors, from earth tones to bright reds, yellows, purples, and blues. Fungril display an incredible variety of bodies, faces, and limbs, as there’s no single common shape among them. Even their heights range from a tiny 2 feet tall to a staggering 7 feet tall. While the common lifespan of a fungril is about 300 years, some have been reported to live much longer. They can communicate nonverbally, and many members of this ancestry use a mycelial array to chemically exchange information with other fungril across long distances."}, {"id": "core_ancestry_galapa", "family": "ancestry", "name": "Galapa", "text": "**Shell**\nGain a bonus to your damage thresholds equal to your Proficiency.\n\n**Retract**\nMark a Stress to retract into your shell. While in your shell, you have resistance to physical damage, you have disadvantage on action rolls, and you can't move.", "homebrew": false, "release": "core", "desc": "Galapa resemble anthropomorphic turtles with large, domed shells into which they can retract. On average, they range from 4 feet to 6 feet in height, and their head and body shapes can resemble any type of turtle. Galapa come in a variety of earth tones—most often shades of green and brown— and possess unique patterns on their shells. Members of this ancestry can draw their head, arms, and legs into their shell for protection to use it as a natural shield when defensive measures are needed. Some supplement their shell's strength or appearance by attaching armor or carving unique designs, but the process is exceedingly painful. Most galapa move slowly no matter their age, and they can live approximately 150 years."}, {"id": "core_ancestry_giant", "family": "ancestry", "name": "Giant", "text": "**Endurance**\nGain an additional Hit Point slot at character creation.\n\n**Reach**\nTreat any weapon, ability, spell, or other feature that has a Melee range as though it has a Very Close range instead.", "homebrew": false, "release": "core", "desc": "Giants are towering humanoids with broad shoulders, long arms, and one to three eyes. Adult giants range from 6 ½ to 8 ½ feet tall and are naturally muscular, regardless of body type. They are easily recognized by their wide frames and elongated arms and necks. Though they can have up to three eyes, all giants are born with none and remain sightless for their first year of life. Until a giant reaches the age of 10 and their features fully develop, the formation of their eyes may fluctuate. Those with a single eye are commonly known as cyclops. The average giant lifespan is about 75 years."}, {"id": "core_ancestry_goblin", "family": "ancestry", "name": "Goblin", "text": "**Surefooted**\nYou ignore disadvantage on Agility Rolls.\n\n**Danger Sense**\nOnce per rest, mark a Stress to force an adversary to reroll an attack against you or an ally within Very Close range.", "homebrew": false, "release": "core", "desc": "Goblins are small humanoids easily recognizable by their large eyes and massive membranous ears. With keen hearing and sharp eyesight, they perceive details both at great distances and in darkness, allowing them to move through less-optimal environments with ease. Their skin and eye colors are incredibly varied, with no one hue, either vibrant or subdued, 36 Daggerheart SRD more dominant than another. A typical goblin stands between 3 feet and 4 feet tall, and each of their ears is about the size of their head. Goblins are known to use ear positions to very specific effect when communicating nonverbally. A goblin’s lifespan is roughly 100 years, and many maintain their keen hearing and sight well into advanced age."}, {"id": "core_ancestry_halfling", "family": "ancestry", "name": "Halfling", "text": "**Luckbringer**\nAt the start of each session, everyone in your party gains a Hope.\n\n**Internal Compass**\nWhen you roll a 1 on your Hope Die, you can reroll it.", "homebrew": false, "release": "core", "desc": "Halflings are small humanoids with large hairy feet and prominent rounded ears. On average, halflings are 3 to 4 feet in height, and their ears, nose, and feet are larger in proportion to the rest of their body. Members of this ancestry live for around 150 years, and a halfling’s appearance is likely to remain youthful even as they progress from adulthood into old age. Halflings are naturally attuned to the magnetic fields of the Mortal Realm, granting them a strong internal compass. They also possess acute senses of hearing and smell, and can often detect those who are familiar to them by the sound of their movements."}, {"id": "core_ancestry_human", "family": "ancestry", "name": "Human", "text": "**High Stamina**\nGain an additional Stress slot at character creation.\n\n**Adaptability**\nWhen you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.", "homebrew": false, "release": "core", "desc": "Humans are most easily recognized by their dexterous hands, rounded ears, and bodies built for endurance. Their average height ranges from just under 5 feet to about 6 ½ feet. They have a wide variety of builds, with some being quite broad, others lithe, and many inhabiting the spectrum in between. Humans are physically adaptable and adjust to harsh climates with relative ease. In general, humans live to an age of about 100, with their bodies changing dramatically between their youngest and oldest years."}, {"id": "core_ancestry_infernis", "family": "ancestry", "name": "Infernis", "text": "**Fearless**\nWhen you roll with Fear, you can mark 2 Stress to change it into a roll with Hope instead.\n\n**Dread Visage**\nYou have advantage on rolls to intimidate hostile creatures.", "homebrew": false, "release": "core", "desc": "Infernis are humanoids who possess sharp canine teeth, pointed ears, and horns. They are the descendants of demons from the Circles Below. On average, infernis range in height from 5 feet to 7 feet and are known to have long fingers and pointed nails. Some have long, thin, and smooth tails that end in points, forks, or arrowheads. It’s common for infernis to have two or four horns—though some have crowns of many horns, or only one. These horns can also grow asymmetrically, forming unique, often curving, shapes that infernis enhance with carving and ornamentation. Their skin, hair, and horns come in an assortment of colors that can include soft pastels, stark tones, or vibrant hues, such as rosy scarlet, deep purple, and pitch black. Infernis possess a “dread visage” that manifests both involuntarily, such as when they experience fear or other strong emotions, or purposefully, such as when they wish to intimidate an adversary. This visage can briefly modify their appearance in a variety of ways, including lengthening their teeth and nails, changing the colors of their eyes, twisting their horns, or enhancing their height. On average, infernis live up to 350 years, with some attributing this lifespan to their demonic lineage."}, {"id": "core_ancestry_katari", "family": "ancestry", "name": "Katari", "text": "**Feline Instincts**\nWhen you make an Agility Roll, you can spend 2 Hope to reroll your Hope Die.\n\n**Retracting Claws**\nMake an Agility Roll to scratch a target within Melee range. On a success, they become temporarily Vulnerable.", "homebrew": false, "release": "core", "desc": "Katari are feline humanoids with retractable claws, vertically slit pupils, and high, triangular ears. They can also have small, pointed canine teeth, soft fur, and long whiskers that assist their perception and navigation. Their ears can swivel nearly 180 degrees to detect sound, adding to their heightened senses. Katari may look more or less feline or humanoid, with catlike attributes in the form of hair, whiskers, and a muzzle. About half of the katari population have tails. Their skin and fur come in a wide range of hues and patterns, including solid colors, calico tones, tabby stripes, and an array of spots, patches, marbling, or bands. Their height ranges from about 3 feet to 6 ½ feet, and they live to around 150 years."}, {"id": "core_ancestry_orc", "family": "ancestry", "name": "Orc", "text": "**Sturdy**\nWhen you have 1 Hit Point remaining, attacks against you have disadvantage.\n\n**Tusks**\nWhen you succeed on an attack against a target within Melee range, you can spend a Hope to gore the target with your tusks, dealing an extra 1d6 damage.", "homebrew": false, "release": "core", "desc": "Orcs are humanoids most easily recognized by their square features and boar-like tusks that protrude from their lower jaw. Tusks come in various sizes, and though they extend from the mouth, they aren’t used for consuming food. Instead, many orcs choose to decorate their tusks with significant ornamentation. Orcs typically live for 125 years, and unless altered, their tusks continue to grow throughout the course of their lives. Their ears are pointed, and their hair and skin typically have green, blue, pink, or gray tones. Orcs tend toward a muscular build, and their average height ranges from 5 feet to 6 ½ feet."}, {"id": "core_ancestry_ribbet", "family": "ancestry", "name": "Ribbet", "text": "**Amphibious**\nYou can breathe and move naturally underwater.\n\n**Long Tongue**\nYou can use your long tongue to grab onto things within Close range. Mark a Stress to use your tongue as a Finesse Close weapon that deals d12 physical damage using your Proficiency.", "homebrew": false, "release": "core", "desc": "Ribbets resemble anthropomorphic frogs with protruding eyes and webbed hands and feet. They have smooth (though sometimes warty) moist skin and eyes positioned on either side of their head. Some ribbets have hind legs more than twice the length of their torso, while others have short limbs. No matter their size (which ranges from about 3 feet to 4 ½ feet), ribbets primarily move by hopping. All ribbets have webbed appendages, allowing them to swim with ease. Some ribbets possess a natural green-and-brown camouflage, while others are vibrantly colored with bold patterns. No matter their appearance, all ribbets are born from eggs laid in the water, hatch into tadpoles, and after about 6 to 7 years, grow into amphibians that can move around on land. Ribbets live for approximately 100 years."}, {"id": "core_ancestry_simiah", "family": "ancestry", "name": "Simiah", "text": "**Natural Climber**\nYou have advantage on Agility Rolls that involve balancing and climbing.\n\n**Nimble**\nGain a permanent +1 bonus to your Evasion at character creation.", "homebrew": false, "release": "core", "desc": "Simiah resemble anthropomorphic monkeys and apes with long limbs and prehensile feet. While their appearance reflects all simian creatures, from the largest gorilla to the smallest marmoset, their size does not align with their animal counterparts, and they can be anywhere from 2 to 6 feet tall. All simiah can use their dexterous feet for nonverbal communication, work, and combat. Additionally, some also have prehensile tails that can grasp objects or help with balance during difficult maneuvers. These traits grant members of this ancestry unique agility that aids them in a variety of physical tasks. In particular, simiah are skilled climbers and can easily transition from bipedal movement to knuckle-walking and climbing, and back again. On average, simiah live for about 100 years."}, {"id": "core_community_highborne", "family": "community", "name": "Highborne", "text": "**Privilege**\nYou have advantage on rolls to consort with nobles, negotiate prices, or leverage your reputation to get what you want.", "homebrew": false, "release": "core", "desc": "Being part of a highborne community means you're accustomed to a life of elegance, opulence, and prestige within the upper echelons of society. Traditionally, members of a highborne community possess incredible material wealth. While this can take a variety of forms depending on the community—including gold and other minerals, land, or controlling the means of production—this status always comes with power and influence. Highborne place great value on titles and possessions, and there is little social mobility within their ranks. Members of a highborne community often control the political and economic status of the areas in which they live due to their ability to influence people and the economy with their substantial wealth. The health and safety of the less affluent people who live in these locations often hinges on the ability of this highborne ruling class to prioritize the well-being of their subjects over profit. Highborne are often amiable, candid, conniving, enterprising, ostentatious, and unflappable."}, {"id": "core_community_loreborne", "family": "community", "name": "Loreborne", "text": "**Well-Read**\nYou have advantage on rolls that involve the history, culture, or politics of a prominent person or place.", "homebrew": false, "release": "core", "desc": "Being part of a loreborne community means you’re from a society that favors strong academic or political prowess. Loreborne communities highly value knowledge, frequently in the form of historical preservation, political advancement, scientific study, skill development, or lore and mythology compilation. Most members of these communities research in institutions built in bastions of civilization, while some eclectic few thrive in gathering information from the natural world. Some may be isolationists, operating in smaller enclaves, schools, or guilds and following their own unique ethos. Others still wield their knowledge on a larger scale, making deft political maneuvers across governmental landscapes. Loreborne are often direct, eloquent, inquisitive, patient, rhapsodic, and witty."}, {"id": "core_community_orderborne", "family": "community", "name": "Orderborne", "text": "**Dedicated**\nRecord three sayings or values your upbringing instilled in you. Once per rest, when you describe how you're embodying one of these principles through your current action, you can roll a d20 as your Hope Die.", "homebrew": false, "release": "core", "desc": "Being part of an orderborne community means you’re from a collective that focuses on discipline or faith, and you uphold a set of principles that reflect your experience there. Orderborne are frequently some of the most powerful among the surrounding communities. By aligning the members of their society around a common value or goal, such as a god, doctrine, ethos, or even a shared business or trade, the ruling bodies of these enclaves can mobilize larger populations with less effort. While orderborne communities take a variety of forms—some even profoundly pacifistic—perhaps the most feared are those that structure themselves around military prowess. In such a case, it’s not uncommon for orderborne to provide soldiers for hire to other cities or countries. Orderborne are often ambitious, benevolent, pensive, prudent, sardonic, and stoic."}, {"id": "core_community_ridgeborne", "family": "community", "name": "Ridgeborne", "text": "**Steady**\nYou have advantage on rolls to traverse dangerous cliffs and ledges, navigate harsh environments, and use your survival knowledge.", "homebrew": false, "release": "core", "desc": "Being part of a ridgeborne community means you’ve called the rocky peaks and sharp cliffs of the mountainside home. Those who’ve lived in the mountains often consider themselves hardier than most because they’ve thrived among the most dangerous terrain many continents have to offer. These groups are adept at adaptation, developing unique technologies and equipment to move both people and products across difficult terrain. As such, ridgeborne grow up scrambling and climbing, making them sturdy and strong-willed. Ridgeborne localities appear in a variety of forms—some cities carve out entire cliff faces, others construct castles of stone, and still more live in small homes on windblown peaks. Outside forces often struggle to attack ridgeborne groups, as the small militias and large military forces of the mountains are adept at utilizing their high-ground advantage. Ridgeborne are often bold, hardy, indomitable, loyal, reserved, and stubborn."}, {"id": "core_community_seaborne", "family": "community", "name": "Seaborne", "text": "**Know the Tide**\nYou can sense the ebb and flow of life. When you roll with Fear, place a token on this card. You can hold a number of tokens equal to your level. Before you make an action roll, you can spend any number of these tokens to gain a +1 bonus to the roll for each token spent. At the end of each session, clear all unspent tokens.", "homebrew": false, "release": "core", "desc": "Being part of a seaborne community means you lived on or near a large body of water. Seaborne communities are built, both physically and culturally, around the specific waters they call home. Some of these groups live along the shore, constructing ports for locals and travelers alike. These harbors function as centers of commerce, tourist attractions, or even just a safe place to lay down one’s head after weeks of travel. Other seaborne live on the water in small boats or large ships, with the idea of “home” comprising a ship and its crew, rather than any one landmass. No matter their exact location, seaborne communities are closely tied to the ocean tides and the creatures who inhabit them. Seaborne learn to fish at a young age, and train from birth to hold their breath and swim in even the most tumultuous waters. Individuals from these groups are highly sought after for their sailing skills, and many become captains of vessels, whether within their own community, working for another, or even at the helm of a powerful naval operation. Seaborne are often candid, cooperative, exuberant, fierce, resolute, and weathered."}, {"id": "core_community_slyborne", "family": "community", "name": "Slyborne", "text": "**Scoundrel**\nYou have advantage on rolls to negotiate with criminals, detect lies, or find a safe place to hide.", "homebrew": false, "release": "core", "desc": "Being part of a slyborne community means you come from a group that operates outside the law, including all manner of criminals, grifters, and con artists. Members of slyborne communities are brought together by their disreputable goals and their clever means of achieving them. Many people in these communities have an array of unscrupulous skills: forging, thievery, smuggling, and violence. People of any social class can be slyborne, from those who have garnered vast wealth and influence to those without a coin to their name. To the outside eye, slyborne might appear to be ruffians with no loyalty, but these communities possess some of the strictest codes of honor which, when broken, can result in a terrifying end for the transgressor. Slyborne are often calculating, clever, formidable, perceptive, shrewd, and tenacious."}, {"id": "core_community_underborne", "family": "community", "name": "Underborne", "text": "**Low-Light Living**\nWhen you're in an area with low light or heavy shadow, you have advantage on rolls to hide, investigate, or perceive details within that area.", "homebrew": false, "release": "core", "desc": "Being part of an underborne community means you’re from a subterranean society. Many underborne live right beneath the cities and villages of other collectives, while some live much deeper. These communities range from small family groups in burrows to massive metropolises in caverns of stone. In many locales, underborne are recognized for their incredible boldness and skill that enable great feats of architecture and engineering. Underborne are regularly hired for their bravery, as even the least daring among them has likely encountered formidable belowground beasts, and learning to dispatch such creatures is common practice amongst these societies. Because of the dangers of their environment, many underborne communities develop unique nonverbal languages that prove equally useful on the surface. Underborne are often composed, elusive, indomitable, innovative, resourceful, and unpretentious."}, {"id": "core_community_wanderborne", "family": "community", "name": "Wanderborne", "text": "**Nomadic Pack**\nAdd a Nomadic Pack to your inventory. Once per session, you can spend a Hope to reach into this pack and pull out a mundane item that's useful to your situation. Work with the GM to figure out what item you take out.", "homebrew": false, "release": "core", "desc": "Being part of a wanderborne community means you’ve lived as a nomad, forgoing a permanent home and experiencing a wide variety of cultures. Unlike many communities that are defined by their locale, wanderborne are defined by their traveling lifestyle. Because of their frequent migration, wanderborne put less value on the accumulation of material possessions in favor of acquiring information, skills, and connections. While some wanderborne are allied by a common ethos, such as a religion or a set of political or economic values, others come together after shared tragedy, such as the loss of their home or land. No matter the reason, the dangers posed by life on the road and the choice to continue down that road together mean that wanderborne are known for their unwavering loyalty. Wanderborne are often inscrutable, magnanimous, mirthful, reliable, savvy, and unorthodox."}, {"id": "core_community_wildborne", "family": "community", "name": "Wildborne", "text": "**Lightfoot**\nYour movement is naturally silent. You have advantage on rolls to move without being heard.", "homebrew": false, "release": "core", "desc": "Being part of a wildborne community means you lived deep within the forest. Wildborne communities are defined by their dedication to the conservation of their homelands, and many have strong religious or cultural ties to the fauna they live among. This results in unique architectural and technological advancements that favor sustainability over short-term, high-yield results. It is a hallmark of wildborne societies to integrate their villages and cities with the natural environment and avoid disturbing the lives of the plants and animals. While some construct their lodgings high in the branches of trees, others establish their homes on the ground beneath the forest canopy. It’s not uncommon for wildborne to remain reclusive and hidden within their woodland homes. Wildborne are often hardy, loyal, nurturing, reclusive, sagacious, and vibrant."}, {"id": "core_subclass_beastbound", "family": "subclass", "name": "Beastbound", "text": "### Foundation\n**Companion**\nYou have an animal companion of your choice (at the GM's discretion). They stay by your side unless you tell them otherwise.\nTake the Ranger Companion sheet. When you level up your character, choose a level-up option for your companion from this sheet as well.\n\n### Specialization\n**Expert Training**\nChoose an additional level-up option for your companion.\n\n**Battle-Bonded**\nWhen an adversary attacks you while they're within your companion's Melee range, you gain a +2 bonus to your Evasion against the attack.\n\n### Mastery\n**Advanced Training**\nChoose two additional level-up options for your companion.\n\n**Loyal Friend**\nOnce 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.", "homebrew": false, "release": "core", "parentClass": "Ranger", "spellcastTrait": "Agility", "domains": ["Bone", "Sage"], "tiers": {"foundation": "**Companion**\nYou have an animal companion of your choice (at the GM's discretion). They stay by your side unless you tell them otherwise.\nTake the Ranger Companion sheet. When you level up your character, choose a level-up option for your companion from this sheet as well.", "specialization": "**Expert Training**\nChoose an additional level-up option for your companion.\n\n**Battle-Bonded**\nWhen an adversary attacks you while they're within your companion's Melee range, you gain a +2 bonus to your Evasion against the attack.", "mastery": "**Advanced Training**\nChoose two additional level-up options for your companion.\n\n**Loyal Friend**\nOnce 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."}}, {"id": "core_subclass_call_of_the_brave", "family": "subclass", "name": "Call of the Brave", "text": "### Foundation\n**Courage**\nWhen you fail a roll with Fear, you gain a Hope.\n\n**Battle Ritual**\nOnce 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.\n\n### Specialization\n**Rise to the Challenge**\nYou 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.\n\n### Mastery\n**Camaraderie**\nYour 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.", "homebrew": false, "release": "core", "parentClass": "Warrior", "spellcastTrait": "", "domains": ["Blade", "Bone"], "tiers": {"foundation": "**Courage**\nWhen you fail a roll with Fear, you gain a Hope.\n\n**Battle Ritual**\nOnce per long rest, before you attempt something incredibly dangerous or face off against a foe who clearly outmatches you, describe what ritual you perform or preparations you make. When you do, clear 2 Stress and gain 2 Hope.", "specialization": "**Rise to the Challenge**\nYou are vigilant in the face of mounting danger. While you have 2 or fewer Hit Points unmarked, you can roll a d20 as your Hope Die.", "mastery": "**Camaraderie**\nYour 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."}}, {"id": "core_subclass_call_of_the_slayer", "family": "subclass", "name": "Call of the Slayer", "text": "### Foundation\n**Slayer**\nYou 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.\n\n### Specialization\n**Weapon Specialist**\nYou 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.\n\n### Mastery\n**Martial Preparation**\nYou'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.", "homebrew": false, "release": "core", "parentClass": "Warrior", "spellcastTrait": "", "domains": ["Blade", "Bone"], "tiers": {"foundation": "**Slayer**\nYou gain a pool of dice called Slayer Dice. On a roll with Hope, you can place a d6 on this card instead of gaining a Hope, adding the die to the pool. You can store a number of Slayer Dice equal to your Proficiency. When you make an attack roll or damage roll, you can spend any number of these Slayer Dice, rolling them and adding their result to the roll. At the end of each session, clear any unspent Slayer Dice on this card and gain a Hope per die cleared.", "specialization": "**Weapon Specialist**\nYou can wield multiple weapons with dangerous ease. When you succeed on an attack, you can spend a Hope to add one of the damage dice from your secondary weapon to the damage roll. Additionally, once per long rest when you roll your Slayer Dice, reroll any 1s.", "mastery": "**Martial Preparation**\nYou'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."}}, {"id": "core_subclass_divine_wielder", "family": "subclass", "name": "Divine Wielder", "text": "### Foundation\n**Spirit Weapon**\nWhen 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.\n\n**Sparing Touch**\nOnce per long rest, touch a creature and clear 2 Hit Points or 2 Stress from them.\n\n### Specialization\n**Devout**\nWhen 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.\n\n### Mastery\n**Sacred Resonance**\nWhen 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.", "homebrew": false, "release": "core", "parentClass": "Seraph", "spellcastTrait": "Strength", "domains": ["Splendor", "Valor"], "tiers": {"foundation": "**Spirit Weapon**\nWhen 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.\n\n**Sparing Touch**\nOnce per long rest, touch a creature and clear 2 Hit Points or 2 Stress from them.", "specialization": "**Devout**\nWhen you roll your Prayer Dice, you can roll an additional die and discard the lowest result. Additionally, you can use your “Sparing Touch” feature twice instead of once per long rest.", "mastery": "**Sacred Resonance**\nWhen 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."}}, {"id": "core_subclass_elemental_origin", "family": "subclass", "name": "Elemental Origin", "text": "### Foundation\n**Elementalist**\nChoose one of the following elements at character creation: Air, Earth, Fire, Lightning, or 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.\n\n### Specialization\n**Natural Evasion**\nYou 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.\n\n### Mastery\n**Transcendence**\nOnce 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:\n- +4 bonus to your Severe threshold\n- +1 bonus to a character trait of your choice\n- +1 bonus to your Proficiency\n- +2 bonus to your Evasion", "homebrew": false, "release": "core", "parentClass": "Sorcerer", "spellcastTrait": "Instinct", "domains": ["Midnight", "Arcana"], "tiers": {"foundation": "**Elementalist**\nChoose one of the following elements at character creation: Air, Earth, Fire, Lightning, or Water. You can shape this element into harmless effects. Additionally, spend a Hope and describe how your control over this element helps an action roll you're about to make, then either gain a +2 bonus to the roll or a +3 bonus to the roll's damage.", "specialization": "**Natural Evasion**\nYou can call forth your element to protect you from harm. When an attack roll against you succeeds, you can mark a Stress and describe how you use your element to defend you. When you do, roll a d6 and add its result to your Evasion against the attack.", "mastery": "**Transcendence**\nOnce 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:\n- +4 bonus to your Severe threshold\n- +1 bonus to a character trait of your choice\n- +1 bonus to your Proficiency\n- +2 bonus to your Evasion"}}, {"id": "core_subclass_nightwalker", "family": "subclass", "name": "Nightwalker", "text": "### Foundation\n**Shadow Stepper**\nYou 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.\n\n### Specialization\n**Dark Cloud**\nMake 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.\n\n**Adrenaline**\nWhile you're Vulnerable, add your level to your damage rolls.\n\n### Mastery\n**Fleeting Shadow**\nGain a permanent +1 bonus to your Evasion. You can use your “Shadow Stepper” feature to move within Very Far range.\n\n**Vanishing Act**\nMark 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.", "homebrew": false, "release": "core", "parentClass": "Rogue", "spellcastTrait": "Finesse", "domains": ["Midnight", "Grace"], "tiers": {"foundation": "**Shadow Stepper**\nYou can move from shadow to shadow. When you move into an area of darkness or a shadow cast by another creature or object, you can mark a Stress to disappear from where you are and reappear inside another shadow within Far range. When you reappear, you are Cloaked.", "specialization": "**Dark Cloud**\nMake 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.\n\n**Adrenaline**\nWhile you're Vulnerable, add your level to your damage rolls.", "mastery": "**Fleeting Shadow**\nGain a permanent +1 bonus to your Evasion. You can use your “Shadow Stepper” feature to move within Very Far range.\n\n**Vanishing Act**\nMark 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."}}, {"id": "core_subclass_primal_origin", "family": "subclass", "name": "Primal Origin", "text": "### Foundation\n**Manipulate Magic**\nYour 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:\n- Extend the spell or attack's reach by one range\n- Gain a +2 bonus to the action roll's result\n- Double a damage die of your choice\n- Hit an additional target within range\n\n### Specialization\n**Enchanted Aid**\nYou 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.\n\n### Mastery\n**Arcane Charge**\nYou 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.", "homebrew": false, "release": "core", "parentClass": "Sorcerer", "spellcastTrait": "Instinct", "domains": ["Midnight", "Arcana"], "tiers": {"foundation": "**Manipulate Magic**\nYour 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:\n- Extend the spell or attack's reach by one range\n- Gain a +2 bonus to the action roll's result\n- Double a damage die of your choice\n- Hit an additional target within range", "specialization": "**Enchanted Aid**\nYou can enhance the magic of others with your essence. When you Help an Ally with a Spellcast Roll, you can roll a d8 as your advantage die. Once per long rest, after an ally has made a Spellcast Roll with your help, you can swap the results of their Duality Dice.", "mastery": "**Arcane Charge**\nYou 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."}}, {"id": "core_subclass_school_of_knowledge", "family": "subclass", "name": "School of Knowledge", "text": "### Foundation\n**Prepared**\nTake an additional domain card of your level or lower from a domain you have access to.\n\n**Adept**\nWhen you Utilize an Experience, you can mark a Stress instead of spending a Hope. If you do, double your Experience modifier for that roll.\n\n### Specialization\n**Accomplished**\nTake an additional domain card of your level or lower from a domain you have access to.\n\n**Perfect Recall**\nOnce per rest, when you recall a domain card in your vault, you can reduce its Recall Cost by 1.\n\n### Mastery\n**Brilliant**\nTake an additional domain card of your level or lower from a domain you have access to.\n\n**Honed Expertise**\nWhen you use an Experience, roll a d6. On a result of 5 or higher, you can use it without spending Hope.", "homebrew": false, "release": "core", "parentClass": "Wizard", "spellcastTrait": "Knowledge", "domains": ["Codex", "Splendor"], "tiers": {"foundation": "**Prepared**\nTake an additional domain card of your level or lower from a domain you have access to.\n\n**Adept**\nWhen you Utilize an Experience, you can mark a Stress instead of spending a Hope. If you do, double your Experience modifier for that roll.", "specialization": "**Accomplished**\nTake an additional domain card of your level or lower from a domain you have access to.\n\n**Perfect Recall**\nOnce per rest, when you recall a domain card in your vault, you can reduce its Recall Cost by 1.", "mastery": "**Brilliant**\nTake an additional domain card of your level or lower from a domain you have access to.\n\n**Honed Expertise**\nWhen you use an Experience, roll a d6. On a result of 5 or higher, you can use it without spending Hope."}}, {"id": "core_subclass_school_of_war", "family": "subclass", "name": "School of War", "text": "### Foundation\n**Battlemage**\nYou've focused your studies on becoming an unconquerable force on the battlefield. Gain an additional Hit Point slot.\n\n**Face Your Fear**\nWhen you succeed with Fear on an attack roll, you deal an extra 1d10 magic damage.\n\n### Specialization\n**Conjure Shield**\nYou can maintain a protective barrier of magic. While you have at least 2 Hope, you add your Proficiency to your Evasion.\n\n**Fueled by Fear**\nThe extra magic damage from your “Face Your Fear” feature increases to 2d10.\n\n### Mastery\n**Thrive in Chaos**\nWhen you succeed on an attack, you can mark a Stress after rolling damage to force the target to mark an additional Hit Point.\n\n**Have No Fear**\nThe extra magic damage from your “Face Your Fear” feature increases to 3d10.", "homebrew": false, "release": "core", "parentClass": "Wizard", "spellcastTrait": "Knowledge", "domains": ["Codex", "Splendor"], "tiers": {"foundation": "**Battlemage**\nYou've focused your studies on becoming an unconquerable force on the battlefield. Gain an additional Hit Point slot.\n\n**Face Your Fear**\nWhen you succeed with Fear on an attack roll, you deal an extra 1d10 magic damage.", "specialization": "**Conjure Shield**\nYou can maintain a protective barrier of magic. While you have at least 2 Hope, you add your Proficiency to your Evasion.\n\n**Fueled by Fear**\nThe extra magic damage from your “Face Your Fear” feature increases to 2d10.", "mastery": "**Thrive in Chaos**\nWhen you succeed on an attack, you can mark a Stress after rolling damage to force the target to mark an additional Hit Point.\n\n**Have No Fear**\nThe extra magic damage from your “Face Your Fear” feature increases to 3d10."}}, {"id": "core_subclass_stalwart", "family": "subclass", "name": "Stalwart", "text": "### Foundation\n**Unwavering**\nGain a permanent +1 bonus to your damage thresholds.\n\n**Iron Will**\nWhen you take physical damage, you can mark an additional Armor Slot to reduce the severity.\n\n### Specialization\n**Unrelenting**\nGain a permanent +2 bonus to your damage thresholds.\n\n**Partners-in-Arms**\nWhen an ally within Very Close range takes damage, you can mark an Armor Slot to reduce the severity by one threshold.\n\n### Mastery\n**Undaunted**\nGain a permanent +3 bonus to your damage thresholds.\n\n**Loyal Protector**\nWhen 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.", "homebrew": false, "release": "core", "parentClass": "Guardian", "spellcastTrait": "", "domains": ["Valor", "Blade"], "tiers": {"foundation": "**Unwavering**\nGain a permanent +1 bonus to your damage thresholds.\n\n**Iron Will**\nWhen you take physical damage, you can mark an additional Armor Slot to reduce the severity.", "specialization": "**Unrelenting**\nGain a permanent +2 bonus to your damage thresholds.\n\n**Partners-in-Arms**\nWhen an ally within Very Close range takes damage, you can mark an Armor Slot to reduce the severity by one threshold.", "mastery": "**Undaunted**\nGain a permanent +3 bonus to your damage thresholds.\n\n**Loyal Protector**\nWhen 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."}}, {"id": "core_subclass_syndicate", "family": "subclass", "name": "Syndicate", "text": "### Foundation\n**Well-Connected**\nWhen 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:\n- They owe me a favor, but they'll be hard to find.\n- They're going to ask for something in exchange.\n- They're always in a great deal of trouble.\n- We used to be together. It's a long story.\n- We didn't part on great terms.\n\n### Specialization\n**Contacts Everywhere**\nOnce 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:\n- They provide 1 handful of gold, a unique tool, or a mundane object that the situation requires.\n- On your next action roll, their help provides a +3 bonus to the result of your Hope or Fear Die.\n- The next time you deal damage, they snipe from the shadows, adding 2d8 to your damage roll.\n\n### Mastery\n**Reliable Backup**\nYou 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:\n- When you mark 1 or more Hit Points, they can rush out to shield you, reducing the Hit Points marked by 1.\n- When you make a Presence Roll in conversation, they back you up. You can roll a d20 as your Hope Die.", "homebrew": false, "release": "core", "parentClass": "Rogue", "spellcastTrait": "Finesse", "domains": ["Midnight", "Grace"], "tiers": {"foundation": "**Well-Connected**\nWhen 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:\n- They owe me a favor, but they'll be hard to find.\n- They're going to ask for something in exchange.\n- They're always in a great deal of trouble.\n- We used to be together. It's a long story.\n- We didn't part on great terms.", "specialization": "**Contacts Everywhere**\nOnce 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:\n- They provide 1 handful of gold, a unique tool, or a mundane object that the situation requires.\n- On your next action roll, their help provides a +3 bonus to the result of your Hope or Fear Die.\n- The next time you deal damage, they snipe from the shadows, adding 2d8 to your damage roll.", "mastery": "**Reliable Backup**\nYou 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:\n- When you mark 1 or more Hit Points, they can rush out to shield you, reducing the Hit Points marked by 1.\n- When you make a Presence Roll in conversation, they back you up. You can roll a d20 as your Hope Die."}}, {"id": "core_subclass_troubadour", "family": "subclass", "name": "Troubadour", "text": "### Foundation\n**Gifted Performer**\nDescribe how you perform for others. You can play each song once per long rest:\n- Relaxing Song: You and all allies within Close range clear a Hit Point.\n- Epic Song: Make a target within Close range temporarily Vulnerable.\n- Heartbreaking Song: You and all allies within Close range gain a Hope.\n\n### Specialization\n**Maestro**\nYour 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.\n\n### Mastery\n**Virtuoso**\nYou are among the greatest of your craft and your skill is boundless. You can perform each of your “Gifted Performer” feature's songs twice instead of once per long rest.", "homebrew": false, "release": "core", "parentClass": "Bard", "spellcastTrait": "Presence", "domains": ["Grace", "Codex"], "tiers": {"foundation": "**Gifted Performer**\nDescribe how you perform for others. You can play each song once per long rest:\n- Relaxing Song: You and all allies within Close range clear a Hit Point.\n- Epic Song: Make a target within Close range temporarily Vulnerable.\n- Heartbreaking Song: You and all allies within Close range gain a Hope.", "specialization": "**Maestro**\nYour rallying songs steel the courage of those who listen. When you give a Rally Die to an ally, they can gain a Hope or clear a Stress.", "mastery": "**Virtuoso**\nYou are among the greatest of your craft and your skill is boundless. You can perform each of your “Gifted Performer” feature's songs twice instead of once per long rest."}}, {"id": "core_subclass_vengeance", "family": "subclass", "name": "Vengeance", "text": "### Foundation\n**At Ease**\nGain an additional Stress slot.\n\n**Revenge**\nWhen 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.\n\n### Specialization\n**Act of Reprisal**\nWhen 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.\n\n### Mastery\n**Nemesis**\nSpend 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.", "homebrew": false, "release": "core", "parentClass": "Guardian", "spellcastTrait": "", "domains": ["Valor", "Blade"], "tiers": {"foundation": "**At Ease**\nGain an additional Stress slot.\n\n**Revenge**\nWhen an adversary within Melee range succeeds on an attack against you, you can mark 2 Stress to force the attacker to mark a Hit Point.", "specialization": "**Act of Reprisal**\nWhen an adversary damages an ally within Melee range, you gain a +1 bonus to your Proficiency for the next successful attack you make against that adversary.", "mastery": "**Nemesis**\nSpend 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."}}, {"id": "core_subclass_warden_of_renewal", "family": "subclass", "name": "Warden of Renewal", "text": "### Foundation\n**Clarity of Nature**\nOnce 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.\n\n**Regeneration**\nTouch a creature and spend 3 Hope. That creature clears 1d4 Hit Points.\n\n### Specialization\n**Regenerative Reach**\nYou can target creatures within Very Close range with your “Regeneration” feature.\n\n**Warden's Protection**\nOnce per long rest, spend 2 Hope to clear 2 Hit Points on 1d4 allies within Close range.\n\n### Mastery\n**Defender**\nYour 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.", "homebrew": false, "release": "core", "parentClass": "Druid", "spellcastTrait": "Instinct", "domains": ["Sage", "Arcana"], "tiers": {"foundation": "**Clarity of Nature**\nOnce 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.\n\n**Regeneration**\nTouch a creature and spend 3 Hope. That creature clears 1d4 Hit Points.", "specialization": "**Regenerative Reach**\nYou can target creatures within Very Close range with your “Regeneration” feature.\n\n**Warden's Protection**\nOnce per long rest, spend 2 Hope to clear 2 Hit Points on 1d4 allies within Close range.", "mastery": "**Defender**\nYour 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."}}, {"id": "core_subclass_warden_of_the_elements", "family": "subclass", "name": "Warden of the Elements", "text": "### Foundation\n**Elemental Incarnation**\nMark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:\n- Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.\n- Earth: Gain a bonus to your damage thresholds equal to your Proficiency.\n- Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.\n- Air: You can hover, gaining advantage on Agility Rolls.\n\n### Specialization\n**Elemental Aura**\nOnce per rest while Channeling, you can assume an aura matching your element. The aura affects targets within Close range until your Channeling ends.\n- Fire: When an adversary marks 1 or more Hit Points, they must also mark a Stress.\n- Earth: Your allies gain a +1 bonus to Strength.\n- 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.\n- Air: When you or an ally takes damage from an attack beyond Melee range, reduce the damage by 1d8.\n\n### Mastery\n**Elemental Dominion**\nYou further embody your element. While Channeling, you gain the following benefit:\n- Fire: You gain a +1 bonus to your Proficiency for attacks and spells that deal damage.\n- 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.\n- Water: When an attack against you succeeds, you can mark a Stress to make the attacker temporarily Vulnerable.\n- Air: You gain a +1 bonus to your Evasion and can fly.", "homebrew": false, "release": "core", "parentClass": "Druid", "spellcastTrait": "Instinct", "domains": ["Sage", "Arcana"], "tiers": {"foundation": "**Elemental Incarnation**\nMark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:\n- Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.\n- Earth: Gain a bonus to your damage thresholds equal to your Proficiency.\n- Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.\n- Air: You can hover, gaining advantage on Agility Rolls.", "specialization": "**Elemental Aura**\nOnce per rest while Channeling, you can assume an aura matching your element. The aura affects targets within Close range until your Channeling ends.\n- Fire: When an adversary marks 1 or more Hit Points, they must also mark a Stress.\n- Earth: Your allies gain a +1 bonus to Strength.\n- 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.\n- Air: When you or an ally takes damage from an attack beyond Melee range, reduce the damage by 1d8.", "mastery": "**Elemental Dominion**\nYou further embody your element. While Channeling, you gain the following benefit:\n- Fire: You gain a +1 bonus to your Proficiency for attacks and spells that deal damage.\n- 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.\n- Water: When an attack against you succeeds, you can mark a Stress to make the attacker temporarily Vulnerable.\n- Air: You gain a +1 bonus to your Evasion and can fly."}}, {"id": "core_subclass_wayfinder", "family": "subclass", "name": "Wayfinder", "text": "### Foundation\n**Ruthless Predator**\nWhen 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.\n\n**Path Forward**\nWhen 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.\n\n### Specialization\n**Elusive Predator**\nWhen your Focus makes an attack against you, you gain a +2 bonus to your Evasion against the attack.\n\n### Mastery\n**Apex Predator**\nBefore 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.", "homebrew": false, "release": "core", "parentClass": "Ranger", "spellcastTrait": "Agility", "domains": ["Bone", "Sage"], "tiers": {"foundation": "**Ruthless Predator**\nWhen 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.\n\n**Path Forward**\nWhen you're traveling to a place you've previously visited or you carry an object that has been at the location before, you can identify the shortest, most direct path to your destination.", "specialization": "**Elusive Predator**\nWhen your Focus makes an attack against you, you gain a +2 bonus to your Evasion against the attack.", "mastery": "**Apex Predator**\nBefore 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."}}, {"id": "core_subclass_winged_sentinel", "family": "subclass", "name": "Winged Sentinel", "text": "### Foundation\n**Wings of Light**\nYou can fly. While flying, you can do the following:\n- Mark a Stress to pick up and carry another willing creature approximately your size or smaller.\n- Spend a Hope to deal an extra 1d8 damage on a successful attack.\n\n### Specialization\n**Ethereal Visage**\nYour 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.\n\n### Mastery\n**Ascendant**\nGain a permanent +4 bonus to your Severe damage threshold.\n\n**Power of the Gods**\nWhile flying, you deal an extra 1d12 damage instead of 1d8 from your “Wings of Light” feature.", "homebrew": false, "release": "core", "parentClass": "Seraph", "spellcastTrait": "Strength", "domains": ["Splendor", "Valor"], "tiers": {"foundation": "**Wings of Light**\nYou can fly. While flying, you can do the following:\n- Mark a Stress to pick up and carry another willing creature approximately your size or smaller.\n- Spend a Hope to deal an extra 1d8 damage on a successful attack.", "specialization": "**Ethereal Visage**\nYour supernatural visage strikes awe and fear. While flying, you have advantage on Presence Rolls. When you succeed with Hope on a Presence Roll, you can remove a Fear from the GM's Fear pool instead of gaining Hope.", "mastery": "**Ascendant**\nGain a permanent +4 bonus to your Severe damage threshold.\n\n**Power of the Gods**\nWhile flying, you deal an extra 1d12 damage instead of 1d8 from your “Wings of Light” feature."}}, {"id": "core_subclass_wordsmith", "family": "subclass", "name": "Wordsmith", "text": "### Foundation\n**Rousing Speech**\nOnce per long rest, you can give a heartfelt, inspiring speech. All allies within Far range clear 2 Stress.\n\n**Heart of a Poet**\nAfter you make an action roll to impress, persuade, or offend someone, you can spend a Hope to add a d4 to the roll.\n\n### Specialization\n**Eloquent**\nYour moving words boost morale. Once per session, when you encourage an ally, you can do one of the following:\n- Allow them to find a mundane object or tool they need.\n- Help an Ally without spending Hope.\n- Give them an additional downtime move during their next rest.\n\n### Mastery\n**Epic Poetry**\nYour 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.", "homebrew": false, "release": "core", "parentClass": "Bard", "spellcastTrait": "Presence", "domains": ["Grace", "Codex"], "tiers": {"foundation": "**Rousing Speech**\nOnce per long rest, you can give a heartfelt, inspiring speech. All allies within Far range clear 2 Stress.\n\n**Heart of a Poet**\nAfter you make an action roll to impress, persuade, or offend someone, you can spend a Hope to add a d4 to the roll.", "specialization": "**Eloquent**\nYour moving words boost morale. Once per session, when you encourage an ally, you can do one of the following:\n- Allow them to find a mundane object or tool they need.\n- Help an Ally without spending Hope.\n- Give them an additional downtime move during their next rest.", "mastery": "**Epic Poetry**\nYour 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."}}, {"id": "core-beastform-mythic-beast", "name": "Mythic Beast", "family": "beastform", "release": "core", "text": "*(Upgraded Tier 1 or Tier 2 Options)*\n\n**Evolved:** Pick a Tier 1 or Tier 2 Beastform option and become a larger, more powerful version of that creature. While you’re in this form, you retain all traits and features from the original form and gain the following bonuses: • A +9 bonus to damage rolls • A +2 bonus to the trait used by this form • A +3 bonus to Evasion • Your damage die increases by one size (d6 becomes d8, d8 becomes d10, etc.)", "tier": 4}, {"id": "core-stance-favored", "name": "Favored", "family": "stance", "release": "core", "parentClass": "Brawler", "tier": 1, "text": "*Martial stance · Tier 1*\n\nGain a bonus to damage rolls equal to a trait of your choice."}, {"id": "core-stance-invigorating", "name": "Invigorating", "family": "stance", "release": "core", "parentClass": "Brawler", "tier": 1, "text": "*Martial stance · Tier 1*\n\nOn a successful attack, roll a d4. On a result of 4, gain a Focus."}, {"id": "core-stance-quick", "name": "Quick", "family": "stance", "release": "core", "parentClass": "Brawler", "tier": 1, "text": "*Martial stance · Tier 1*\n\nWhen you make an attack, you can spend a Focus or mark a Stress to target another creature within range with that attack."}, {"id": "core-stance-reliable", "name": "Reliable", "family": "stance", "release": "core", "parentClass": "Brawler", "tier": 1, "text": "*Martial stance · Tier 1*\n\nGain a +1 bonus to your attack rolls."}, {"id": "core-stance-aggressive", "name": "Aggressive", "family": "stance", "release": "core", "parentClass": "Brawler", "tier": 2, "text": "*Martial stance · Tier 2*\n\nGain a −1 penalty to your Evasion. On a successful attack, roll an additional damage die and discard the lowest result."}, {"id": "core-stance-defensive", "name": "Defensive", "family": "stance", "release": "core", "parentClass": "Brawler", "tier": 2, "text": "*Martial stance · Tier 2*\n\nAttack rolls targeting you from within Melee range have disadvantage unless the attacker marks a Stress to negate the disadvantage."}, {"id": "core-stance-otherworldly", "name": "Otherworldly", "family": "stance", "release": "core", "parentClass": "Brawler", "tier": 2, "text": "*Martial stance · Tier 2*\n\nOn a successful attack, you can deal physical or magic damage."}, {"id": "core-stance-grappling", "name": "Grappling", "family": "stance", "release": "core", "parentClass": "Brawler", "tier": 3, "text": "*Martial stance · Tier 3*\n\nOn a successful attack within Melee range, you can spend a Focus or mark a Stress to temporarily Restrain the target or throw the target up to Close range."}, {"id": "core-stance-scary", "name": "Scary", "family": "stance", "release": "core", "parentClass": "Brawler", "tier": 3, "text": "*Martial stance · Tier 3*\n\nOn a successful attack, the target must mark a Stress."}, {"id": "core-stance-stable", "name": "Stable", "family": "stance", "release": "core", "parentClass": "Brawler", "tier": 3, "text": "*Martial stance · Tier 3*\n\nYou can spend a Focus instead of an Armor Slot to reduce damage."}, {"id": "core-stance-vigilant", "name": "Vigilant", "family": "stance", "release": "core", "parentClass": "Brawler", "tier": 3, "text": "*Martial stance · Tier 3*\n\nWhen you are targeted by an attack, you can mark a Stress to gain a d6 bonus to your Evasion against the attack."}, {"id": "core-stance-crushing", "name": "Crushing", "family": "stance", "release": "core", "parentClass": "Brawler", "tier": 4, "text": "*Martial stance · Tier 4*\n\nWhen you deal Severe damage, you can spend a Hope to force the target to mark an additional Hit Point."}, {"id": "core-stance-exacting", "name": "Exacting", "family": "stance", "release": "core", "parentClass": "Brawler", "tier": 4, "text": "*Martial stance · Tier 4*\n\nWhen you roll a 1 on a damage die, you can treat it as the highest value on the die instead."}, {"id": "core-stance-honed", "name": "Honed", "family": "stance", "release": "core", "parentClass": "Brawler", "tier": 4, "text": "*Martial stance · Tier 4*\n\nSpend a Focus before you make an attack roll to gain a +1 bonus to your Proficiency for that attack."}, {"id": "core-stance-isolating", "name": "Isolating", "family": "stance", "release": "core", "parentClass": "Brawler", "tier": 4, "text": "*Martial stance · Tier 4*\n\nGain advantage on attack rolls when there are no other creatures within Very Close range of you or your target."}], "classes": [{"id": "core_class_bard", "name": "Bard", "domains": ["Grace", "Codex"], "startingEvasion": 10, "startingHitPoints": 5, "hopeFeature": "**Make a Scene**\nSpend 3 Hope to temporarily Distract a target within Close range, giving them a -2 penalty to their Difficulty.", "classFeatures": "**Rally**\nOnce per session, describe how you rally the party and give yourself and each of your allies a Rally Die. At level 1, your Rally Die is a d6. A PC can spend their Rally Die to roll it, adding the result to their action roll, reaction roll, damage roll, or to clear a number of Stress equal to the result. At the end of each session, clear all unspent Rally Dice. At level 5, your Rally Die increases to a d8."}, {"id": "core_class_druid", "name": "Druid", "domains": ["Sage", "Arcana"], "startingEvasion": 10, "startingHitPoints": 6, "hopeFeature": "**Evolution**\nSpend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.", "classFeatures": "**Beastform**\nMark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can't use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform's features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you're in a Beastform, your armor becomes part of your body and you mark Armor Slots as usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.\n\n**Wildtouch**\nYou can perform harmless, subtle effects that involve nature -- such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire -- at will."}, {"id": "core_class_guardian", "name": "Guardian", "domains": ["Valor", "Blade"], "startingEvasion": 9, "startingHitPoints": 7, "hopeFeature": "**Frontline Tank**\nSpend 3 Hope to clear 2 Armor Slots.", "classFeatures": "**Unstoppable**\nOnce per long rest, you can become Unstoppable. You gain an Unstoppable Die. At level 1, your Unstoppable Die is a d4. Place it on your character sheet in the space provided, starting with the 1 value facing up. After you make a damage roll that deals 1 or more Hit Points to a target, increase the Unstoppable Die value by one. When the die's value would exceed its maximum value or when the scene ends, remove the die and drop out of Unstoppable. At level 5, your Unstoppable Die increases to a d6.\n\n**While Unstoppable, you gain the following benefits:**\n- You reduce the severity of physical damage by one threshold (Severe to Major, Major to Minor, Minor to None).\n- You add the current value of the Unstoppable Die to your damage roll.\n- You can't be Restrained or Vulnerable."}, {"id": "core_class_ranger", "name": "Ranger", "domains": ["Bone", "Sage"], "startingEvasion": 12, "startingHitPoints": 6, "hopeFeature": "**Hold Them Off**\nSpend 3 Hope when you succeed on an attack with a weapon to use that same roll against two additional adversaries within range of the attack.", "classFeatures": "**Ranger's Focus**\nSpend a Hope and make an attack against a target. On a success, deal your attack's normal damage and temporarily make the attack's target your Focus. Until this feature ends or you make a different creature your Focus, you gain the following benefits against your Focus:\n- You know precisely what direction they are in.\n- When you deal damage to them, they must mark a Stress.\n- When you fail an attack against them, you can end your Ranger's Focus feature to reroll your Duality Dice."}, {"id": "core_class_rogue", "name": "Rogue", "domains": ["Midnight", "Grace"], "startingEvasion": 12, "startingHitPoints": 6, "hopeFeature": "**Rogue's Dodge**\nSpend 3 Hope to gain a +2 bonus to your Evasion until the next time an attack succeeds against you. Otherwise, this bonus lasts until your next rest.", "classFeatures": "**Cloaked**\nAny time you would be Hidden, you are instead Cloaked. In addition to the benefits of the Hidden condition, while Cloaked you remain unseen if you are stationary when an adversary moves to where they would normally see you. After you make an attack or end a move within line of sight of an adversary, you are no longer Cloaked.\n\n**Sneak Attack**\nWhen you succeed on an attack while Cloaked or while an ally is within Melee range of your target, add a number of d6s equal to your tier to your damage roll.\n- Level 1 -> Tier 1\n- Levels 2-4 -> Tier 2\n- Levels 5-7 -> Tier 3\n- Levels 8-10 -> Tier 4"}, {"id": "core_class_seraph", "name": "Seraph", "domains": ["Splendor", "Valor"], "startingEvasion": 9, "startingHitPoints": 7, "hopeFeature": "**Life Support**\nSpend 3 Hope to clear a Hit Point on an ally within Close range.", "classFeatures": "**Prayer Dice**\nAt the beginning of each session, roll a number of d4s equal to your subclass's Spellcast trait and place them on your character sheet in the space provided. These are your Prayer Dice. You can spend any number of Prayer Dice to aid yourself or an ally within Far range. You can use a spent die's value to reduce incoming damage, add to a roll's result after the roll is made, or gain Hope equal to the result. At the end of each session, clear all unspent Prayer Dice."}, {"id": "core_class_sorcerer", "name": "Sorcerer", "domains": ["Arcana", "Midnight"], "startingEvasion": 10, "startingHitPoints": 6, "hopeFeature": "**Volatile Magic**\nSpend 3 Hope to reroll any number of your damage dice on an attack that deals magic damage.", "classFeatures": "**Arcane Sense**\nYou can sense the presence of magical people and objects within Close range.\n\n**Minor Illusion**\nMake a Spellcast Roll (10). On a success, you create a minor visual illusion no larger than yourself within Close range. This illusion is convincing to anyone at Close range or farther.\n\n**Channel Raw Power**\nOnce per long rest, you can place a domain card from your loadout into your vault and choose to either:\n- Gain Hope equal to the level of the card.\n- Enhance a spell that deals damage, gaining a bonus to your damage roll equal to twice the level of the card."}, {"id": "core_class_warrior", "name": "Warrior", "domains": ["Blade", "Bone"], "startingEvasion": 11, "startingHitPoints": 6, "hopeFeature": "**No Mercy**\nSpend 3 Hope to gain a +1 bonus to your attack rolls until your next rest.", "classFeatures": "**Attack of Opportunity**\nIf an adversary within Melee range attempts to leave that range, make a reaction roll using a trait of your choice against their Difficulty. Choose one effect on a success, or two if you critically succeed:\n- They can't move from where they are.\n- You deal damage to them equal to your primary weapon's damage.\n- You move with them.\n\n**Combat Training**\nYou ignore burden when equipping weapons. When you deal physical damage, you gain a bonus to your damage roll equal to your level."}, {"id": "core_class_wizard", "name": "Wizard", "domains": ["Codex", "Splendor"], "startingEvasion": 11, "startingHitPoints": 5, "hopeFeature": "**Not This Time**\nSpend 3 Hope to force an adversary within Far range to reroll an attack or damage roll.", "classFeatures": "**Prestidigitation**\nYou can perform harmless, subtle magical effects at will. For example, you can change an object's color, create a smell, light a candle, cause a tiny object to float, illuminate a room, or repair a small object.\n\n**Strange Patterns**\nChoose a number between 1 and 12. When you roll that number on a Duality Die, gain a Hope or clear a Stress.\nYou can change this number when you take a long rest."}], "equipment": {"weapon": [{"id": "core_weapon_broadsword", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Broadsword", "text": "**Reliable**\n+1 to attack rolls"}, {"id": "core_weapon_longsword", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D10", "modifier": 3, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Longsword", "text": ""}, {"id": "core_weapon_battleaxe", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 3, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Battleaxe", "text": ""}, {"id": "core_weapon_greatsword", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 3, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Greatsword", "text": "**Massive**\n-1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result."}, {"id": "core_weapon_mace", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "modifier": 1, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Mace", "text": ""}, {"id": "core_weapon_warhammer", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D12", "modifier": 3, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Warhammer", "text": "**Heavy**\n-1 to Evasion"}, {"id": "core_weapon_dagger", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D8", "modifier": 1, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Dagger", "text": ""}, {"id": "core_weapon_quarterstaff", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "INSTINCT", "range": "MELEE", "damage": {"dice": "D10", "modifier": 3, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Quarterstaff", "text": ""}, {"id": "core_weapon_cutlass", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D8", "modifier": 1, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Cutlass", "text": ""}, {"id": "core_weapon_rapier", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Rapier", "text": "**Quick**\nWhen you make an attack, you can mark a Stress to target another creature within range."}, {"id": "core_weapon_halberd", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "STRENGTH", "range": "VERY_CLOSE", "damage": {"dice": "D10", "modifier": 2, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Halberd", "text": "**Cumbersome**\n-1 to Finesse"}, {"id": "core_weapon_spear", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "FINESSE", "range": "VERY_CLOSE", "damage": {"dice": "D8", "modifier": 3, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Spear", "text": ""}, {"id": "core_weapon_shortbow", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "AGILITY", "range": "FAR", "damage": {"dice": "D6", "modifier": 3, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Shortbow", "text": ""}, {"id": "core_weapon_crossbow", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "FINESSE", "range": "FAR", "damage": {"dice": "D6", "modifier": 1, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Crossbow", "text": ""}, {"id": "core_weapon_longbow", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "AGILITY", "range": "VERY_FAR", "damage": {"dice": "D8", "modifier": 3, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Longbow", "text": "**Cumbersome**\n-1 to Finesse"}, {"id": "core_weapon_arcane_gauntlets", "type": "PRIMARY_MAGIC", "tier": 1, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 3, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Arcane Gauntlets", "text": ""}, {"id": "core_weapon_hallowed_axe", "type": "PRIMARY_MAGIC", "tier": 1, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "modifier": 1, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Hallowed Axe", "text": ""}, {"id": "core_weapon_glowing_rings", "type": "PRIMARY_MAGIC", "tier": 1, "trait": "AGILITY", "range": "VERY_CLOSE", "damage": {"dice": "D10", "modifier": 2, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Glowing Rings", "text": ""}, {"id": "core_weapon_hand_runes", "type": "PRIMARY_MAGIC", "tier": 1, "trait": "INSTINCT", "range": "VERY_CLOSE", "damage": {"dice": "D10", "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Hand Runes", "text": ""}, {"id": "core_weapon_returning_blade", "type": "PRIMARY_MAGIC", "tier": 1, "trait": "FINESSE", "range": "CLOSE", "damage": {"dice": "D8", "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Returning Blade", "text": "**Returning**\nWhen this weapon is thrown within its range, it appears in your hand immediately after the attack."}, {"id": "core_weapon_shortstaff", "type": "PRIMARY_MAGIC", "tier": 1, "trait": "INSTINCT", "range": "CLOSE", "damage": {"dice": "D8", "modifier": 1, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Shortstaff", "text": ""}, {"id": "core_weapon_dualstaff", "type": "PRIMARY_MAGIC", "tier": 1, "trait": "INSTINCT", "range": "FAR", "damage": {"dice": "D6", "modifier": 3, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Dualstaff", "text": ""}, {"id": "core_weapon_scepter", "type": "PRIMARY_MAGIC", "tier": 1, "trait": "PRESENCE", "range": "FAR", "damage": {"dice": "D6", "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Scepter", "text": "**Versatile**\nThis weapon can also be used with these statistics—Presence, Melee, d8."}, {"id": "core_weapon_wand", "type": "PRIMARY_MAGIC", "tier": 1, "trait": "KNOWLEDGE", "range": "FAR", "damage": {"dice": "D6", "modifier": 1, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Wand", "text": ""}, {"id": "core_weapon_greatstaff", "type": "PRIMARY_MAGIC", "tier": 1, "trait": "KNOWLEDGE", "range": "VERY_FAR", "damage": {"dice": "D6", "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Greatstaff", "text": "**Powerful**\nOn a successful attack, roll an additional damage die and discard the lowest result."}, {"id": "core_weapon_improved_broadsword", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D8", "modifier": 3, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Improved Broadsword", "text": ""}, {"id": "core_weapon_improved_longsword", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D10", "modifier": 6, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Improved Longsword", "text": ""}, {"id": "core_weapon_improved_battleaxe", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 6, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Improved Battleaxe", "text": ""}, {"id": "core_weapon_improved_greatsword", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 6, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Improved Greatsword", "text": "**Massive**\n-1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result."}, {"id": "core_weapon_improved_mace", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "modifier": 4, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Improved Mace", "text": ""}, {"id": "core_weapon_improved_warhammer", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D12", "modifier": 6, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Improved Warhammer", "text": "**Heavy**\n-1 to Evasion"}, {"id": "core_weapon_improved_dagger", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D8", "modifier": 4, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Improved Dagger", "text": ""}, {"id": "core_weapon_improved_quarterstaff", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "INSTINCT", "range": "MELEE", "damage": {"dice": "D10", "modifier": 6, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Improved Quarterstaff", "text": ""}, {"id": "core_weapon_improved_cutlass", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D8", "modifier": 4, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Improved Cutlass", "text": ""}, {"id": "core_weapon_improved_rapier", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D8", "modifier": 3, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Improved Rapier", "text": "**Quick**\nWhen you make an attack, you can mark a Stress to target another creature within range."}, {"id": "core_weapon_improved_halberd", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "STRENGTH", "range": "VERY_CLOSE", "damage": {"dice": "D10", "modifier": 5, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Improved Halberd", "text": "**Cumbersome**\n-1 to Finesse"}, {"id": "core_weapon_improved_spear", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "FINESSE", "range": "VERY_CLOSE", "damage": {"dice": "D8", "modifier": 6, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Improved Spear", "text": ""}, {"id": "core_weapon_improved_shortbow", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "AGILITY", "range": "FAR", "damage": {"dice": "D6", "modifier": 6, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Improved Shortbow", "text": ""}, {"id": "core_weapon_improved_crossbow", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "FINESSE", "range": "FAR", "damage": {"dice": "D6", "modifier": 4, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Improved Crossbow", "text": ""}, {"id": "core_weapon_improved_longbow", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "AGILITY", "range": "VERY_FAR", "damage": {"dice": "D8", "modifier": 6, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Improved Longbow", "text": "**Cumbersome**\n-1 to Finesse"}, {"id": "core_weapon_gilded_falchion", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 4, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Gilded Falchion", "text": "**Powerful**\nOn a successful attack, roll an additional damage die and discard the lowest result."}, {"id": "core_weapon_knuckle_blades", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 6, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Knuckle Blades", "text": "**Brutal**\nWhen you roll the maximum value on a damage die, roll an additional damage die."}, {"id": "core_weapon_urok_broadsword", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D8", "modifier": 3, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Urok Broadsword", "text": "**Deadly**\nWhen you deal Severe damage, the target must mark an additional HP."}, {"id": "core_weapon_bladed_whip", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "AGILITY", "range": "VERY_CLOSE", "damage": {"dice": "D8", "modifier": 3, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Bladed Whip", "text": "**Quick**\nWhen you make an attack, you can mark a Stress to target another creature within range."}, {"id": "core_weapon_steelforged_halberd", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "STRENGTH", "range": "VERY_CLOSE", "damage": {"dice": "D8", "modifier": 4, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Steelforged Halberd", "text": "**Scary**\nOn a successful attack, the target must mark a Stress."}, {"id": "core_weapon_war_scythe", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "FINESSE", "range": "VERY_CLOSE", "damage": {"dice": "D8", "modifier": 5, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "War Scythe", "text": "**Reliable**\n+1 to attack rolls"}, {"id": "core_weapon_blunderbuss", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "FINESSE", "range": "CLOSE", "damage": {"dice": "D8", "modifier": 6, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Blunderbuss", "text": "**Reloading**\nAfter you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again."}, {"id": "core_weapon_greatbow", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "STRENGTH", "range": "FAR", "damage": {"dice": "D6", "modifier": 6, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Greatbow", "text": "**Powerful**\nOn a successful attack, roll an additional damage die and discard the lowest result."}, {"id": "core_weapon_finehair_bow", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "AGILITY", "range": "VERY_FAR", "damage": {"dice": "D6", "modifier": 5, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Finehair Bow", "text": "**Reliable**\n+1 to attack rolls"}, {"id": "core_weapon_improved_arcane_gauntlets", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 6, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Improved Arcane Gauntlets", "text": ""}, {"id": "core_weapon_improved_hallowed_axe", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "modifier": 4, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Improved Hallowed Axe", "text": ""}, {"id": "core_weapon_improved_glowing_rings", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "AGILITY", "range": "VERY_CLOSE", "damage": {"dice": "D10", "modifier": 5, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Improved Glowing Rings", "text": ""}, {"id": "core_weapon_improved_hand_runes", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "INSTINCT", "range": "VERY_CLOSE", "damage": {"dice": "D10", "modifier": 3, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Improved Hand Runes", "text": ""}, {"id": "core_weapon_improved_returning_blade", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "FINESSE", "range": "CLOSE", "damage": {"dice": "D8", "modifier": 3, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Improved Returning Blade", "text": "**Returning**\nWhen this weapon is thrown within its range, it appears in your hand immediately after the attack."}, {"id": "core_weapon_improved_shortstaff", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "INSTINCT", "range": "CLOSE", "damage": {"dice": "D8", "modifier": 4, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Improved Shortstaff", "text": ""}, {"id": "core_weapon_improved_dualstaff", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "INSTINCT", "range": "FAR", "damage": {"dice": "D6", "modifier": 6, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Improved Dualstaff", "text": ""}, {"id": "core_weapon_improved_scepter", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "PRESENCE", "range": "FAR", "damage": {"dice": "D6", "modifier": 3, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Improved Scepter", "text": "**Versatile**\nThis weapon can also be used with these statistics—Presence, Melee, d8+3."}, {"id": "core_weapon_improved_wand", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "KNOWLEDGE", "range": "FAR", "damage": {"dice": "D6", "modifier": 4, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Improved Wand", "text": ""}, {"id": "core_weapon_improved_greatstaff", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "KNOWLEDGE", "range": "VERY_FAR", "damage": {"dice": "D6", "modifier": 3, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Improved Greatstaff", "text": "**Powerful**\nOn a successful attack, roll an additional damage die and discard the lowest result."}, {"id": "core_weapon_ego_blade", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D12", "modifier": 4, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Ego Blade", "text": "**Pompous**\nYou must have a Presence of 0 or lower to use this weapon."}, {"id": "core_weapon_casting_sword", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 4, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Casting Sword", "text": "**Versatile**\nThis weapon can also be used with these statistics—Knowledge, Far, d6+3."}, {"id": "core_weapon_devouring_dagger", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D8", "modifier": 4, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Devouring Dagger", "text": "**Scary**\nOn a successful attack, the target must mark a Stress."}, {"id": "core_weapon_hammer_of_exota", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "INSTINCT", "range": "MELEE", "damage": {"dice": "D8", "modifier": 6, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Hammer of Exota", "text": "**Eruptive**\nOn a successful attack against a target within Melee range, all other adversaries within Very Close range must succeed on a reaction roll (14) or take half damage."}, {"id": "core_weapon_yutari_bloodbow", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "FINESSE", "range": "FAR", "damage": {"dice": "D6", "modifier": 4, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Yutari Bloodbow", "text": "**Brutal**\nWhen you roll the maximum value on a damage die, roll an additional damage die."}, {"id": "core_weapon_elder_bow", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "INSTINCT", "range": "FAR", "damage": {"dice": "D6", "modifier": 4, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Elder Bow", "text": "**Powerful**\nOn a successful attack, roll an additional damage die and discard the lowest result."}, {"id": "core_weapon_scepter_of_elias", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "PRESENCE", "range": "FAR", "damage": {"dice": "D6", "modifier": 3, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Scepter of Elias", "text": "**Invigorating**\nOn a successful attack, roll a d4. On a result of 4 clear a Stress."}, {"id": "core_weapon_wand_of_enthrallment", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "PRESENCE", "range": "FAR", "damage": {"dice": "D6", "modifier": 4, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Wand of Enthrallment", "text": "**Persuasive**\nBefore you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result."}, {"id": "core_weapon_keeper_s_staff", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "KNOWLEDGE", "range": "FAR", "damage": {"dice": "D6", "modifier": 4, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Keeper's Staff", "text": "**Reliable**\n+1 to attack rolls"}, {"id": "core_weapon_advanced_broadsword", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D8", "modifier": 6, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Advanced Broadsword", "text": "**Reliable**\n+1 to attack rolls"}, {"id": "core_weapon_advanced_longsword", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D10", "modifier": 9, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Advanced Longsword", "text": ""}, {"id": "core_weapon_advanced_battleaxe", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 9, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Advanced Battleaxe", "text": ""}, {"id": "core_weapon_advanced_greatsword", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 9, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Advanced Greatsword", "text": "**Massive**\n-1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result."}, {"id": "core_weapon_advanced_mace", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "modifier": 7, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Advanced Mace", "text": ""}, {"id": "core_weapon_advanced_warhammer", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D12", "modifier": 9, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Advanced Warhammer", "text": "**Heavy**\n-1 to Evasion"}, {"id": "core_weapon_advanced_dagger", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D8", "modifier": 7, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Advanced Dagger", "text": ""}, {"id": "core_weapon_advanced_quarterstaff", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "INSTINCT", "range": "MELEE", "damage": {"dice": "D10", "modifier": 9, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Advanced Quarterstaff", "text": ""}, {"id": "core_weapon_advanced_cutlass", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D8", "modifier": 7, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Advanced Cutlass", "text": ""}, {"id": "core_weapon_advanced_rapier", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D8", "modifier": 6, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Advanced Rapier", "text": "**Quick**\nWhen you make an attack, you can mark a Stress to target another creature within range."}, {"id": "core_weapon_advanced_halberd", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "STRENGTH", "range": "VERY_CLOSE", "damage": {"dice": "D10", "modifier": 8, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Advanced Halberd", "text": "**Cumbersome**\n-1 to Finesse"}, {"id": "core_weapon_advanced_spear", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "FINESSE", "range": "VERY_CLOSE", "damage": {"dice": "D8", "modifier": 9, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Advanced Spear", "text": ""}, {"id": "core_weapon_advanced_shortbow", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "AGILITY", "range": "FAR", "damage": {"dice": "D6", "modifier": 9, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Advanced Shortbow", "text": ""}, {"id": "core_weapon_advanced_crossbow", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "FINESSE", "range": "FAR", "damage": {"dice": "D6", "modifier": 7, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Advanced Crossbow", "text": ""}, {"id": "core_weapon_advanced_longbow", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "AGILITY", "range": "VERY_FAR", "damage": {"dice": "D8", "modifier": 9, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Advanced Longbow", "text": "**Cumbersome**\n-1 to Finesse"}, {"id": "core_weapon_flickerfly_blade", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D8", "modifier": 5, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Flickerfly Blade", "text": "**Sharpwing**\nGain a bonus to your damage rolls equal to your Agility."}, {"id": "core_weapon_bravesword", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D12", "modifier": 7, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Bravesword", "text": "**Brave**\n-1 to Evasion; +3 to Severe damage threshold"}, {"id": "core_weapon_hammer_of_wrath", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 7, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Hammer of Wrath", "text": "**Devastating**\nBefore you make an attack roll, you can mark a Stress to use a d20 as your damage die."}, {"id": "core_weapon_labrys_axe", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 7, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Labrys Axe", "text": "**Protective**\n+1 to Armor Score"}, {"id": "core_weapon_meridian_cutlass", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D10", "modifier": 5, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Meridian Cutlass", "text": "**Dueling**\nWhen there are no other creatures within Close range of the target, gain advantage on your attack roll against them."}, {"id": "core_weapon_retractable_saber", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D10", "modifier": 7, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Retractable Saber", "text": "**Retractable**\nThe blade can be hidden in the hilt to avoid detection."}, {"id": "core_weapon_double_flail", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "AGILITY", "range": "VERY_CLOSE", "damage": {"dice": "D10", "modifier": 8, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Double Flail", "text": "**Powerful**\nOn a successful attack, roll an additional damage die and discard the lowest result."}, {"id": "core_weapon_talon_blades", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "FINESSE", "range": "CLOSE", "damage": {"dice": "D10", "modifier": 7, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Talon Blades", "text": "**Brutal**\nWhen you roll the maximum value on a damage die, roll an additional damage die."}, {"id": "core_weapon_black_powder_revolver", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "FINESSE", "range": "FAR", "damage": {"dice": "D6", "modifier": 8, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Black Powder Revolver", "text": "**Reloading**\nAfter you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again."}, {"id": "core_weapon_spiked_bow", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "AGILITY", "range": "VERY_FAR", "damage": {"dice": "D6", "modifier": 7, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Spiked Bow", "text": "**Versatile**\nThis weapon can also be used with these statistics—Agility, Melee, d10+5."}, {"id": "core_weapon_legendary_broadsword", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D8", "modifier": 9, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Legendary Broadsword", "text": "**Reliable**\n+1 to attack rolls"}, {"id": "core_weapon_legendary_longsword", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D10", "modifier": 12, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Legendary Longsword", "text": ""}, {"id": "core_weapon_legendary_battleaxe", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 12, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Legendary Battleaxe", "text": ""}, {"id": "core_weapon_legendary_greatsword", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 12, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Legendary Greatsword", "text": "**Massive**\n-1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result."}, {"id": "core_weapon_legendary_mace", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "modifier": 10, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Legendary Mace", "text": ""}, {"id": "core_weapon_legendary_warhammer", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D12", "modifier": 12, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Legendary Warhammer", "text": "**Heavy**\n-1 to Evasion"}, {"id": "core_weapon_legendary_dagger", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D8", "modifier": 10, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Legendary Dagger", "text": ""}, {"id": "core_weapon_legendary_quarterstaff", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "INSTINCT", "range": "MELEE", "damage": {"dice": "D10", "modifier": 12, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Legendary Quarterstaff", "text": ""}, {"id": "core_weapon_legendary_cutlass", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D8", "modifier": 10, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Legendary Cutlass", "text": ""}, {"id": "core_weapon_legendary_rapier", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D8", "modifier": 9, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Legendary Rapier", "text": "**Quick**\nWhen you make an attack, you can mark a Stress to target another creature within range."}, {"id": "core_weapon_legendary_halberd", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "STRENGTH", "range": "VERY_CLOSE", "damage": {"dice": "D10", "modifier": 11, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Legendary Halberd", "text": "**Cumbersome**\n-1 to Finesse"}, {"id": "core_weapon_legendary_spear", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "FINESSE", "range": "VERY_CLOSE", "damage": {"dice": "D8", "modifier": 12, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Legendary Spear", "text": ""}, {"id": "core_weapon_legendary_shortbow", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "AGILITY", "range": "FAR", "damage": {"dice": "D6", "modifier": 12, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Legendary Shortbow", "text": ""}, {"id": "core_weapon_legendary_crossbow", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "FINESSE", "range": "FAR", "damage": {"dice": "D6", "modifier": 10, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Legendary Crossbow", "text": ""}, {"id": "core_weapon_legendary_longbow", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "AGILITY", "range": "VERY_FAR", "damage": {"dice": "D8", "modifier": 12, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Legendary Longbow", "text": "**Cumbersome**\n-1 to Finesse"}, {"id": "core_weapon_dual_ended_sword", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D10", "modifier": 9, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Dual-Ended Sword", "text": "**Quick**\nWhen you make an attack, you can mark a Stress to target another creature within range."}, {"id": "core_weapon_impact_gauntlet", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 11, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Impact Gauntlet", "text": "**Concussive**\nOn a successful attack, you can spend a Hope to knock the target back to Far range."}, {"id": "core_weapon_sledge_axe", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D12", "modifier": 13, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Sledge Axe", "text": "**Destructive**\n-1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress."}, {"id": "core_weapon_curved_dagger", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D8", "modifier": 9, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Curved Dagger", "text": "**Serrated**\nWhen you roll a 1 on a damage die, it deals 8 damage instead."}, {"id": "core_weapon_extended_polearm", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "FINESSE", "range": "VERY_CLOSE", "damage": {"dice": "D8", "modifier": 10, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Extended Polearm", "text": "**Long**\nThis weapon's attack targets all adversaries in a line within range."}, {"id": "core_weapon_swinging_ropeblade", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "PRESENCE", "range": "CLOSE", "damage": {"dice": "D8", "modifier": 9, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Swinging Ropeblade", "text": "**Grappling**\nOn a successful attack, you can spend a Hope to Restrain the target or pull them into Melee range with you."}, {"id": "core_weapon_ricochet_axes", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "AGILITY", "range": "FAR", "damage": {"dice": "D6", "modifier": 11, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Ricochet Axes", "text": "**Bouncing**\nMark 1 or more Stress to hit that many targets in range of the attack."}, {"id": "core_weapon_aantari_bow", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "FINESSE", "range": "FAR", "damage": {"dice": "D6", "modifier": 11, "type": "PHYSICAL"}, "burden": "TWO_HANDED", "name": "Aantari Bow", "text": "**Reliable**\n+1 to attack rolls"}, {"id": "core_weapon_hand_cannon", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "FINESSE", "range": "VERY_FAR", "damage": {"dice": "D6", "modifier": 12, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Hand Cannon", "text": "**Reloading**\nAfter you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again."}, {"id": "core_weapon_legendary_arcane_gauntlets", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 12, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Legendary Arcane Gauntlets", "text": ""}, {"id": "core_weapon_legendary_hallowed_axe", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "modifier": 10, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Legendary Hallowed Axe", "text": ""}, {"id": "core_weapon_legendary_glowing_rings", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "AGILITY", "range": "VERY_CLOSE", "damage": {"dice": "D10", "modifier": 11, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Legendary Glowing Rings", "text": ""}, {"id": "core_weapon_legendary_hand_runes", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "INSTINCT", "range": "VERY_CLOSE", "damage": {"dice": "D10", "modifier": 9, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Legendary Hand Runes", "text": ""}, {"id": "core_weapon_legendary_returning_blade", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "FINESSE", "range": "CLOSE", "damage": {"dice": "D8", "modifier": 9, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Legendary Returning Blade", "text": "**Returning**\nWhen this weapon is thrown within its range, it appears in your hand immediately after the attack."}, {"id": "core_weapon_legendary_shortstaff", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "INSTINCT", "range": "CLOSE", "damage": {"dice": "D8", "modifier": 10, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Legendary Shortstaff", "text": ""}, {"id": "core_weapon_legendary_dualstaff", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "INSTINCT", "range": "FAR", "damage": {"dice": "D8", "modifier": 12, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Legendary Dualstaff", "text": ""}, {"id": "core_weapon_legendary_scepter", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "PRESENCE", "range": "FAR", "damage": {"dice": "D6", "modifier": 9, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Legendary Scepter", "text": "**Versatile**\nThis weapon can also be used with these statistics—Presence, Melee, d8+6."}, {"id": "core_weapon_legendary_wand", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "KNOWLEDGE", "range": "FAR", "damage": {"dice": "D6", "modifier": 10, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Legendary Wand", "text": ""}, {"id": "core_weapon_legendary_greatstaff", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "KNOWLEDGE", "range": "VERY_FAR", "damage": {"dice": "D6", "modifier": 9, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Legendary Greatstaff", "text": "**Powerful**\nOn a successful attack, roll an additional damage die and discard the lowest result."}, {"id": "core_weapon_sword_of_light_flame", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 11, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Sword of Light & Flame", "text": "**Hot**\nThis weapon cuts through solid material."}, {"id": "core_weapon_siphoning_gauntlets", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D10", "modifier": 9, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Siphoning Gauntlets", "text": "**Lifestealing**\nOn a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress."}, {"id": "core_weapon_midas_scythe", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "KNOWLEDGE", "range": "MELEE", "damage": {"dice": "D10", "modifier": 9, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Midas Scythe", "text": "**Greedy**\nSpend a handful of gold to gain a +1 bonus to your Proficiency on a damage roll."}, {"id": "core_weapon_floating_bladeshards", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "INSTINCT", "range": "CLOSE", "damage": {"dice": "D8", "modifier": 9, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Floating Bladeshards", "text": "**Powerful**\nOn a successful attack, roll an additional damage die and discard the lowest result."}, {"id": "core_weapon_bloodstaff", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "INSTINCT", "range": "VERY_FAR", "damage": {"dice": "D20", "modifier": 7, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Bloodstaff", "text": "**Painful**\nEach time you make a successful attack, you must mark a Stress."}, {"id": "core_weapon_thistlebow", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "INSTINCT", "range": "FAR", "damage": {"dice": "D6", "modifier": 13, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Thistlebow", "text": "**Reliable**\n+1 to attack rolls"}, {"id": "core_weapon_wand_of_essek", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "KNOWLEDGE", "range": "FAR", "damage": {"dice": "D8", "modifier": 13, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Wand of Essek", "text": "**Timebending**\nYou can choose the target of your attack after making your attack roll."}, {"id": "core_weapon_magus_revolver", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "FINESSE", "range": "VERY_FAR", "damage": {"dice": "D6", "modifier": 13, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Magus Revolver", "text": "**Reloading**\nAfter you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again."}, {"id": "core_weapon_fusion_gloves", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "KNOWLEDGE", "range": "VERY_FAR", "damage": {"dice": "D6", "modifier": 9, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Fusion Gloves", "text": "**Bonded**\nGain a bonus to your damage rolls equal to your level."}, {"id": "core_weapon_shortsword", "type": "SECONDARY", "tier": 1, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Shortsword", "text": "**Paired**\n+2 to primary weapon damage to targets within Melee range"}, {"id": "core_weapon_round_shield", "type": "SECONDARY", "tier": 1, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D4", "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Round Shield", "text": "**Protective**\n+1 to Armor Score"}, {"id": "core_weapon_tower_shield", "type": "SECONDARY", "tier": 1, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D6", "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Tower Shield", "text": "**Barrier**\n+2 to Armor Score; -1 to Evasion"}, {"id": "core_weapon_small_dagger", "type": "SECONDARY", "tier": 1, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Small Dagger", "text": "**Paired**\n+2 to primary weapon damage to targets within Melee range"}, {"id": "core_weapon_whip", "type": "SECONDARY", "tier": 1, "trait": "PRESENCE", "range": "VERY_CLOSE", "damage": {"dice": "D6", "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Whip", "text": "**Startling**\nMark a Stress to crack the whip and force all adversaries within Melee range back to Close range."}, {"id": "core_weapon_grappler", "type": "SECONDARY", "tier": 1, "trait": "FINESSE", "range": "CLOSE", "damage": {"dice": "D6", "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Grappler", "text": "**Hooked**\nOn a successful attack, you can pull the target into Melee range."}, {"id": "core_weapon_hand_crossbow", "type": "SECONDARY", "tier": 1, "trait": "FINESSE", "range": "FAR", "damage": {"dice": "D6", "modifier": 1, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Hand Crossbow", "text": ""}, {"id": "core_weapon_improved_shortsword", "type": "SECONDARY", "tier": 2, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D8", "modifier": 2, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Improved Shortsword", "text": "**Paired**\n+3 to primary weapon damage to targets within Melee range"}, {"id": "core_weapon_improved_round_shield", "type": "SECONDARY", "tier": 2, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D4", "modifier": 2, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Improved Round Shield", "text": "**Protective**\n+2 to Armor Score"}, {"id": "core_weapon_improved_tower_shield", "type": "SECONDARY", "tier": 2, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D6", "modifier": 2, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Improved Tower Shield", "text": "**Barrier**\n+3 to Armor Score; -1 to Evasion"}, {"id": "core_weapon_improved_small_dagger", "type": "SECONDARY", "tier": 2, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D8", "modifier": 2, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Improved Small Dagger", "text": "**Paired**\n+3 to primary weapon damage to targets within Melee range"}, {"id": "core_weapon_improved_whip", "type": "SECONDARY", "tier": 2, "trait": "PRESENCE", "range": "VERY_CLOSE", "damage": {"dice": "D6", "modifier": 2, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Improved Whip", "text": "**Startling**\nMark a Stress to crack the whip and force all adversaries within Melee range back to Close range."}, {"id": "core_weapon_improved_grappler", "type": "SECONDARY", "tier": 2, "trait": "FINESSE", "range": "CLOSE", "damage": {"dice": "D6", "modifier": 2, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Improved Grappler", "text": "**Hooked**\nOn a successful attack, you can pull the target into Melee range."}, {"id": "core_weapon_improved_hand_crossbow", "type": "SECONDARY", "tier": 2, "trait": "FINESSE", "range": "FAR", "damage": {"dice": "D6", "modifier": 3, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Improved Hand Crossbow", "text": ""}, {"id": "core_weapon_spiked_shield", "type": "SECONDARY", "tier": 2, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D6", "modifier": 2, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Spiked Shield", "text": "**Double Duty**\n+1 to Armor Score; +1 to primary weapon damage within Melee range"}, {"id": "core_weapon_parrying_dagger", "type": "SECONDARY", "tier": 2, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D6", "modifier": 2, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Parrying Dagger", "text": "**Parry**\nWhen you are attacked, roll this weapon's damage dice. If any of the attacker's damage dice rolled the same value as your dice, the matching results are discarded from the attacker's damage dice before the damage you take is totaled."}, {"id": "core_weapon_returning_axe", "type": "SECONDARY", "tier": 2, "trait": "AGILITY", "range": "CLOSE", "damage": {"dice": "D6", "modifier": 4, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Returning Axe", "text": "**Returning**\nWhen this weapon is thrown within its range, it appears in your hand immediately after the attack."}, {"id": "core_weapon_advanced_shortsword", "type": "SECONDARY", "tier": 3, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D8", "modifier": 4, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Advanced Shortsword", "text": "**Paired**\n+4 to primary weapon damage to targets within Melee range"}, {"id": "core_weapon_advanced_round_shield", "type": "SECONDARY", "tier": 3, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D4", "modifier": 4, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Advanced Round Shield", "text": "**Protective**\n+3 to Armor Score"}, {"id": "core_weapon_advanced_tower_shield", "type": "SECONDARY", "tier": 3, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D6", "modifier": 4, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Advanced Tower Shield", "text": "**Barrier**\n+4 to Armor Score; -1 to Evasion"}, {"id": "core_weapon_advanced_small_dagger", "type": "SECONDARY", "tier": 3, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D8", "modifier": 4, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Advanced Small Dagger", "text": "**Paired**\n+4 to primary weapon damage to targets within Melee range"}, {"id": "core_weapon_advanced_whip", "type": "SECONDARY", "tier": 3, "trait": "PRESENCE", "range": "VERY_CLOSE", "damage": {"dice": "D6", "modifier": 4, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Advanced Whip", "text": "**Startling**\nMark a Stress to crack the whip and force all adversaries within Melee range back to Close range."}, {"id": "core_weapon_advanced_grappler", "type": "SECONDARY", "tier": 3, "trait": "FINESSE", "range": "CLOSE", "damage": {"dice": "D6", "modifier": 4, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Advanced Grappler", "text": "**Hooked**\nOn a successful attack, you can pull the target into Melee range."}, {"id": "core_weapon_advanced_hand_crossbow", "type": "SECONDARY", "tier": 3, "trait": "FINESSE", "range": "FAR", "damage": {"dice": "D6", "modifier": 5, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Advanced Hand Crossbow", "text": ""}, {"id": "core_weapon_buckler", "type": "SECONDARY", "tier": 3, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D4", "modifier": 4, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Buckler", "text": "**Deflecting**\nWhen you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your available Armor Slots against the attack."}, {"id": "core_weapon_powered_gauntlet", "type": "SECONDARY", "tier": 3, "trait": "KNOWLEDGE", "range": "CLOSE", "damage": {"dice": "D6", "modifier": 4, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Powered Gauntlet", "text": "**Charged**\nMark a Stress to gain a +1 bonus to your Proficiency on a primary weapon attack."}, {"id": "core_weapon_hand_sling", "type": "SECONDARY", "tier": 3, "trait": "FINESSE", "range": "VERY_FAR", "damage": {"dice": "D6", "modifier": 4, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Hand Sling", "text": "**Versatile**\nThis weapon can also be used with these statistics—Finesse, Close, d8+4."}, {"id": "core_weapon_legendary_shortsword", "type": "SECONDARY", "tier": 4, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D8", "modifier": 6, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Legendary Shortsword", "text": "**Paired**\n+5 to primary weapon damage to targets within Melee range"}, {"id": "core_weapon_legendary_round_shield", "type": "SECONDARY", "tier": 4, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D4", "modifier": 6, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Legendary Round Shield", "text": "**Protective**\n+4 to Armor Score"}, {"id": "core_weapon_legendary_tower_shield", "type": "SECONDARY", "tier": 4, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D6", "modifier": 6, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Legendary Tower Shield", "text": "**Barrier**\n+5 to Armor Score; -1 to Evasion."}, {"id": "core_weapon_legendary_small_dagger", "type": "SECONDARY", "tier": 4, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D8", "modifier": 6, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Legendary Small Dagger", "text": "**Paired**\n+5 to primary weapon damage to targets within Melee range"}, {"id": "core_weapon_legendary_whip", "type": "SECONDARY", "tier": 4, "trait": "PRESENCE", "range": "VERY_CLOSE", "damage": {"dice": "D6", "modifier": 6, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Legendary Whip", "text": "**Startling**\nMark a Stress to crack the whip and force all adversaries within Melee range back to Close range."}, {"id": "core_weapon_legendary_grappler", "type": "SECONDARY", "tier": 4, "trait": "FINESSE", "range": "CLOSE", "damage": {"dice": "D6", "modifier": 6, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Legendary Grappler", "text": "**Hooked**\nOn a successful attack, you can pull the target into Melee range."}, {"id": "core_weapon_legendary_hand_crossbow", "type": "SECONDARY", "tier": 4, "trait": "FINESSE", "range": "FAR", "damage": {"dice": "D6", "modifier": 7, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Legendary Hand Crossbow", "text": ""}, {"id": "core_weapon_braveshield", "type": "SECONDARY", "tier": 4, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D4", "modifier": 6, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Braveshield", "text": "**Sheltering**\nWhen you mark an Armor Slot, it reduces damage for you and all allies within Melee range of you who took the same damage."}, {"id": "core_weapon_knuckle_claws", "type": "SECONDARY", "tier": 4, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D6", "modifier": 8, "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Knuckle Claws", "text": "**Doubled Up**\nWhen you make an attack with your primary weapon, you can deal damage to another target within Melee range."}, {"id": "core_weapon_primer_shard", "type": "SECONDARY", "tier": 4, "trait": "INSTINCT", "range": "VERY_CLOSE", "damage": {"dice": "D4", "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Primer Shard", "text": "**Locked On**\nOn a successful attack, your next attack against the same target automatically succeeds."}, {"id": "core_weapon_advanced_arcane_gauntlets", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 9, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Advanced Arcane Gauntlets", "text": ""}, {"id": "core_weapon_advanced_hallowed_axe", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "modifier": 7, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Advanced Hallowed Axe", "text": ""}, {"id": "core_weapon_advanced_glowing_rings", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "AGILITY", "range": "VERY_CLOSE", "damage": {"dice": "D10", "modifier": 8, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Advanced Glowing Rings", "text": ""}, {"id": "core_weapon_advanced_hand_runes", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "INSTINCT", "range": "VERY_CLOSE", "damage": {"dice": "D10", "modifier": 6, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Advanced Hand Runes", "text": ""}, {"id": "core_weapon_advanced_returning_blade", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "FINESSE", "range": "CLOSE", "damage": {"dice": "D8", "modifier": 6, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Advanced Returning Blade", "text": "**Returning**\nWhen this weapon is thrown within its range, it appears in your hand immediately after the attack."}, {"id": "core_weapon_advanced_shortstaff", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "INSTINCT", "range": "CLOSE", "damage": {"dice": "D8", "modifier": 7, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Advanced Shortstaff", "text": ""}, {"id": "core_weapon_advanced_dualstaff", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "INSTINCT", "range": "FAR", "damage": {"dice": "D6", "modifier": 9, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Advanced Dualstaff", "text": ""}, {"id": "core_weapon_advanced_scepter", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "PRESENCE", "range": "FAR", "damage": {"dice": "D6", "modifier": 6, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Advanced Scepter", "text": "**Versatile**\nThis weapon can also be used with these statistics—Presence Melee d8+4."}, {"id": "core_weapon_advanced_wand", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "KNOWLEDGE", "range": "FAR", "damage": {"dice": "D6", "modifier": 7, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Advanced Wand", "text": ""}, {"id": "core_weapon_advanced_greatstaff", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "KNOWLEDGE", "range": "VERY_FAR", "damage": {"dice": "D6", "modifier": 6, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Advanced Greatstaff", "text": "**Powerful**\nOn a successful attack, roll an additional damage die and discard the lowest result."}, {"id": "core_weapon_axe_of_fortunis", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "modifier": 8, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Axe of Fortunis", "text": "**Lucky**\nOn a failed attack, you can mark a Stress to reroll your attack."}, {"id": "core_weapon_blessed_anlace", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "INSTINCT", "range": "MELEE", "damage": {"dice": "D10", "modifier": 6, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Blessed Anlace", "text": "**Healing**\nDuring downtime, automatically clear a Hit Point."}, {"id": "core_weapon_ghostblade", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D10", "modifier": 7, "type": "PHYSICAL_OR_MAGICAL"}, "burden": "ONE_HANDED", "name": "Ghostblade", "text": "**Otherworldly**\nOn a successful attack, you can deal physical or magic damage."}, {"id": "core_weapon_runes_of_ruination", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "KNOWLEDGE", "range": "VERY_CLOSE", "damage": {"dice": "D20", "modifier": 4, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Runes of Ruination", "text": "**Painful**\nEach time you make a successful attack, you must mark a Stress."}, {"id": "core_weapon_widogast_pendant", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "KNOWLEDGE", "range": "CLOSE", "damage": {"dice": "D10", "modifier": 5, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Widogast Pendant", "text": "**Timebending**\nYou choose the target of your attack after making your attack roll."}, {"id": "core_weapon_gilded_bow", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "FINESSE", "range": "FAR", "damage": {"dice": "D6", "modifier": 7, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Gilded Bow", "text": "**Self-Correcting**\nWhen you roll a 1 on a damage die, it deals 6 damage instead."}, {"id": "core_weapon_firestaff", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "INSTINCT", "range": "FAR", "damage": {"dice": "D6", "modifier": 7, "type": "MAGICAL"}, "burden": "TWO_HANDED", "name": "Firestaff", "text": "**Burning**\nWhen you roll a 6 on a damage die, the target must mark a Stress."}, {"id": "core_weapon_mage_orb", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "KNOWLEDGE", "range": "FAR", "damage": {"dice": "D6", "modifier": 7, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Mage Orb", "text": "**Powerful**\nOn a successful attack, roll an additional damage die and discard the lowest result."}, {"id": "core_weapon_ilmaris_rifle", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "FINESSE", "range": "VERY_FAR", "damage": {"dice": "D6", "modifier": 6, "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Ilmari's Rifle", "text": "**Reloading**\nAfter you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again."}, {"id": "dkh_weapon_improved-heavy-frame-wheelchair", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D12", "type": "PHYSICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Improved Heavy-Frame Wheelchair", "text": "**Heavy**\n-1 to Evasion", "image": "packs/drakkenheim/eq-t2-primweap-wheelchair-heavyframe.webp", "release": "core"}, {"id": "dkh_weapon_legendary-heavy-frame-wheelchair", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D12", "type": "PHYSICAL", "modifier": 12}, "burden": "ONE_HANDED", "name": "Legendary Heavy-Frame Wheelchair", "text": "**Heavy**\n-1 to Evasion", "image": "packs/drakkenheim/eq-t4-primweap-wheelchair-heavyframe.webp", "release": "core"}, {"id": "dkh_weapon_arcane-frame-wheelchair", "type": "PRIMARY_MAGIC", "tier": 1, "trait": "SPELLCAST", "range": "FAR", "damage": {"dice": "D6", "type": "MAGIC"}, "burden": "ONE_HANDED", "name": "Arcane-Frame Wheelchair", "text": "**Reliable**\n+1 to attack rolls", "image": "packs/drakkenheim/eq-t1-primweap-wheelchair-arcaneframe.webp", "release": "core"}, {"id": "dkh_weapon_advanced-heavy-frame-wheelchair", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D12", "type": "PHYSICAL", "modifier": 9}, "burden": "ONE_HANDED", "name": "Advanced Heavy-Frame Wheelchair", "text": "**Heavy**\n-1 to Evasion", "image": "packs/drakkenheim/eq-t3-primweap-wheelchair-heavyframe.webp", "release": "core"}, {"id": "dkh_weapon_advanced-arcane-frame-wheelchair", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "SPELLCAST", "range": "FAR", "damage": {"dice": "D6", "type": "MAGIC", "modifier": 6}, "burden": "ONE_HANDED", "name": "Advanced Arcane-Frame Wheelchair", "text": "**Reliable**\n+1 to attack rolls", "image": "packs/drakkenheim/eq-t3-primweap-wheelchair-arcaneframe.webp", "release": "core"}, {"id": "dkh_weapon_advanced-light-frame-wheelchair", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Advanced Light-Frame Wheelchair", "text": "**Quick**\nWhen you make an attack, you can mark a Stress to target another creature within range.", "image": "packs/drakkenheim/eq-t3-primweap-wheelchair-lightframe.webp", "release": "core"}, {"id": "dkh_weapon_legendary-arcane-frame-wheelchair", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "SPELLCAST", "range": "FAR", "damage": {"dice": "D6", "type": "MAGIC", "modifier": 9}, "burden": "ONE_HANDED", "name": "Legendary Arcane-Frame Wheelchair", "text": "**Reliable**\n+1 to attack rolls", "image": "packs/drakkenheim/eq-t4-primweap-wheelchair-arcaneframe.webp", "release": "core"}, {"id": "dkh_weapon_improved-light-frame-wheelchair", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 3}, "burden": "ONE_HANDED", "name": "Improved Light-Frame Wheelchair", "text": "**Quick**\nWhen you make an attack, you can mark a Stress to target another creature within range.", "image": "packs/drakkenheim/eq-t2-primweap-wheelchair-lightframe.webp", "release": "core"}, {"id": "dkh_weapon_light-frame-wheelchair", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Light-Frame Wheelchair", "text": "**Quick**\nWhen you make an attack, you can mark a Stress to target another creature within range.", "image": "packs/drakkenheim/eq-t1-primweap-wheelchair-lightframe.webp", "release": "core"}, {"id": "dkh_weapon_improved-arcane-frame-wheelchair", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "SPELLCAST", "range": "FAR", "damage": {"dice": "D6", "type": "MAGIC", "modifier": 3}, "burden": "ONE_HANDED", "name": "Improved Arcane-Frame Wheelchair", "text": "**Reliable**\n+1 to attack rolls", "image": "packs/drakkenheim/eq-t2-primweap-wheelchair-arcaneframe.webp", "release": "core"}, {"id": "dkh_weapon_heavy-frame-wheelchair", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D12", "type": "PHYSICAL", "modifier": 3}, "burden": "ONE_HANDED", "name": "Heavy-Frame Wheelchair", "text": "**Heavy**\n-1 to Evasion", "image": "packs/drakkenheim/eq-t1-primweap-wheelchair-heavyframe.webp", "release": "core"}, {"id": "dkh_weapon_legendary-light-frame-wheelchair", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 9}, "burden": "ONE_HANDED", "name": "Legendary Light-Frame Wheelchair", "text": "**Quick**\nWhen you make an attack, you can mark a Stress to target another creature within range.", "image": "packs/drakkenheim/eq-t4-primweap-wheelchair-lightframe.webp", "release": "core"}], "armor": [{"id": "core_armor_gambeson_armor", "tier": 1, "baseMajorThreshold": 5, "baseSevereThreshold": 11, "baseScore": 3, "name": "Gambeson Armor", "text": "**Flexible**\n+1 to Evasion"}, {"id": "core_armor_leather_armor", "tier": 1, "baseMajorThreshold": 6, "baseSevereThreshold": 13, "baseScore": 3, "name": "Leather Armor", "text": ""}, {"id": "core_armor_chainmail_armor", "tier": 1, "baseMajorThreshold": 7, "baseSevereThreshold": 15, "baseScore": 4, "name": "Chainmail Armor", "text": "**Heavy**\n-1 to Evasion"}, {"id": "core_armor_full_plate_armor", "tier": 1, "baseMajorThreshold": 8, "baseSevereThreshold": 17, "baseScore": 4, "name": "Full Plate Armor", "text": "**Very Heavy**\n-2 to Evasion; -1 to Agility"}, {"id": "core_armor_improved_gambeson_armor", "tier": 2, "baseMajorThreshold": 7, "baseSevereThreshold": 16, "baseScore": 4, "name": "Improved Gambeson Armor", "text": "**Flexible**\n+1 to Evasion"}, {"id": "core_armor_improved_leather_armor", "tier": 2, "baseMajorThreshold": 9, "baseSevereThreshold": 20, "baseScore": 4, "name": "Improved Leather Armor", "text": ""}, {"id": "core_armor_improved_chainmail_armor", "tier": 2, "baseMajorThreshold": 11, "baseSevereThreshold": 24, "baseScore": 5, "name": "Improved Chainmail Armor", "text": "**Heavy**\n-1 to Evasion"}, {"id": "core_armor_improved_full_plate_armor", "tier": 2, "baseMajorThreshold": 13, "baseSevereThreshold": 28, "baseScore": 5, "name": "Improved Full Plate Armor", "text": "**Very Heavy**\n-2 to Evasion; -1 to Agility"}, {"id": "core_armor_elundrian_chain_armor", "tier": 2, "baseMajorThreshold": 9, "baseSevereThreshold": 21, "baseScore": 4, "name": "Elundrian Chain Armor", "text": "**Warded**\nYou reduce incoming magic damage by your Armor Score before applying it to your damage thresholds."}, {"id": "core_armor_harrowbone_armor", "tier": 2, "baseMajorThreshold": 9, "baseSevereThreshold": 21, "baseScore": 4, "name": "Harrowbone Armor", "text": "**Resilient**\nBefore you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot."}, {"id": "core_armor_irontree_breastplate_armor", "tier": 2, "baseMajorThreshold": 9, "baseSevereThreshold": 20, "baseScore": 4, "name": "Irontree Breastplate Armor", "text": "**Reinforced**\nWhen you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot."}, {"id": "core_armor_runetan_floating_armor", "tier": 2, "baseMajorThreshold": 9, "baseSevereThreshold": 20, "baseScore": 4, "name": "Runetan Floating Armor", "text": "**Shifting**\nWhen you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage."}, {"id": "core_armor_tyris_soft_armor", "tier": 2, "baseMajorThreshold": 8, "baseSevereThreshold": 18, "baseScore": 5, "name": "Tyris Soft Armor", "text": "**Quiet**\nYou gain a +2 bonus to rolls you make to move silently."}, {"id": "core_armor_rosewild_armor", "tier": 2, "baseMajorThreshold": 11, "baseSevereThreshold": 23, "baseScore": 5, "name": "Rosewild Armor", "text": "**Hopeful**\nWhen you would spend a Hope, you can mark an Armor Slot instead."}, {"id": "core_armor_advanced_gambeson_armor", "tier": 3, "baseMajorThreshold": 9, "baseSevereThreshold": 23, "baseScore": 5, "name": "Advanced Gambeson Armor", "text": "**Flexible**\n+1 to Evasion"}, {"id": "core_armor_advanced_leather_armor", "tier": 3, "baseMajorThreshold": 11, "baseSevereThreshold": 27, "baseScore": 5, "name": "Advanced Leather Armor", "text": ""}, {"id": "core_armor_advanced_chainmail_armor", "tier": 3, "baseMajorThreshold": 13, "baseSevereThreshold": 31, "baseScore": 6, "name": "Advanced Chainmail Armor", "text": "**Heavy**\n-1 to Evasion"}, {"id": "core_armor_advanced_full_plate_armor", "tier": 3, "baseMajorThreshold": 15, "baseSevereThreshold": 35, "baseScore": 6, "name": "Advanced Full Plate Armor", "text": "**Very Heavy**\n-2 to Evasion; -1 to Agility"}, {"id": "core_armor_bellamoi_fine_armor", "tier": 3, "baseMajorThreshold": 11, "baseSevereThreshold": 27, "baseScore": 5, "name": "Bellamoi Fine Armor", "text": "**Gilded**\n+1 to Presence"}, {"id": "core_armor_dragonscale_armor", "tier": 3, "baseMajorThreshold": 11, "baseSevereThreshold": 27, "baseScore": 5, "name": "Dragonscale Armor", "text": "**Impenetrable**\nOnce per short rest, when you would mark your last Hit Point, you can instead mark a Stress."}, {"id": "core_armor_spiked_plate_armor", "tier": 3, "baseMajorThreshold": 10, "baseSevereThreshold": 25, "baseScore": 5, "name": "Spiked Plate Armor", "text": "**Sharp**\nOn a successful attack against a target within Melee range, add a d4 to the damage roll."}, {"id": "core_armor_bladefare_armor", "tier": 3, "baseMajorThreshold": 16, "baseSevereThreshold": 39, "baseScore": 6, "name": "Bladefare Armor", "text": "**Physical**\nYou can't mark an Armor Slot to reduce magic damage."}, {"id": "core_armor_monetts_cloak", "tier": 3, "baseMajorThreshold": 16, "baseSevereThreshold": 39, "baseScore": 6, "name": "Monett's Cloak", "text": "**Magic**\nYou can't mark an Armor Slot to reduce physical damage."}, {"id": "core_armor_runes_of_fortification", "tier": 3, "baseMajorThreshold": 17, "baseSevereThreshold": 43, "baseScore": 6, "name": "Runes of Fortification", "text": "**Painful**\nEach time you mark an Armor Slot, you must mark a Stress."}, {"id": "core_armor_legendary_gambeson_armor", "tier": 4, "baseMajorThreshold": 11, "baseSevereThreshold": 32, "baseScore": 6, "name": "Legendary Gambeson Armor", "text": "**Flexible**\n+1 to Evasion"}, {"id": "core_armor_legendary_leather_armor", "tier": 4, "baseMajorThreshold": 13, "baseSevereThreshold": 36, "baseScore": 6, "name": "Legendary Leather Armor", "text": ""}, {"id": "core_armor_legendary_chainmail_armor", "tier": 4, "baseMajorThreshold": 15, "baseSevereThreshold": 40, "baseScore": 7, "name": "Legendary Chainmail Armor", "text": "**Heavy**\n-1 to Evasion"}, {"id": "core_armor_legendary_full_plate_armor", "tier": 4, "baseMajorThreshold": 17, "baseSevereThreshold": 44, "baseScore": 7, "name": "Legendary Full Plate Armor", "text": "**Very Heavy**\n-2 to Evasion; -1 to Agility"}, {"id": "core_armor_dunamis_silkchain", "tier": 4, "baseMajorThreshold": 13, "baseSevereThreshold": 36, "baseScore": 7, "name": "Dunamis Silkchain", "text": "**Timeslowing**\nMark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack."}, {"id": "core_armor_channeling_armor", "tier": 4, "baseMajorThreshold": 13, "baseSevereThreshold": 36, "baseScore": 5, "name": "Channeling Armor", "text": "**Channeling**\n+1 to Spellcast Rolls"}, {"id": "core_armor_emberwoven_armor", "tier": 4, "baseMajorThreshold": 13, "baseSevereThreshold": 36, "baseScore": 6, "name": "Emberwoven Armor", "text": "**Burning**\nWhen an adversary attacks you within Melee range, they mark a Stress."}, {"id": "core_armor_full_fortified_armor", "tier": 4, "baseMajorThreshold": 15, "baseSevereThreshold": 40, "baseScore": 4, "name": "Full Fortified Armor", "text": "**Fortified**\nWhen you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one."}, {"id": "core_armor_veritas_opal_armor", "tier": 4, "baseMajorThreshold": 13, "baseSevereThreshold": 36, "baseScore": 6, "name": "Veritas Opal Armor", "text": "**Truthseeking**\nThis armor glows when another creature within Close range tells a lie."}, {"id": "core_armor_savior_chainmail", "tier": 4, "baseMajorThreshold": 18, "baseSevereThreshold": 48, "baseScore": 8, "name": "Savior Chainmail", "text": "**Difficult**\n-1 to all character traits and Evasion"}], "item": [{"id": "core_item_premium_bedroll", "name": "Premium Bedroll", "text": "During downtime, you automatically clear a Stress."}, {"id": "core_item_piper_whistle", "name": "Piper Whistle", "text": "This handcrafted whistle has a distinctive sound. When you blow this whistle, its piercing tone can be heard within a 1-mile radius."}, {"id": "core_item_charging_quiver", "name": "Charging Quiver", "text": "When you succeed on an attack with an arrow stored in this quiver, gain a bonus to the damage roll equal to your current tier."}, {"id": "core_item_alistairs_torch", "name": "Alistair's Torch", "text": "You can light this magic torch at will. The flame's light fills a much larger space than it should, enough to illuminate a cave bright as day."}, {"id": "core_item_speaking_orbs", "name": "Speaking Orbs", "text": "This pair of orbs allows any creatures holding them to communicate with each other across any distance."}, {"id": "core_item_manacles", "name": "Manacles", "text": "This pair of locking cuffs comes with a key."}, {"id": "core_item_arcane_cloak", "name": "Arcane Cloak", "text": "A creature with a Spellcast trait wearing this cloak can adjust its color, texture, and size at will."}, {"id": "core_item_woven_net", "name": "Woven Net", "text": "You can make a Finesse Roll using this net to trap a small creature. A trapped target can break free with a successful Attack Roll (16)."}, {"id": "core_item_fire_jar", "name": "Fire Jar", "text": "You can pour out the strange liquid contents of this jar to instantly produce fire. The contents regenerate when you take a long rest."}, {"id": "core_item_suspended_rod", "name": "Suspended Rod", "text": "This flat rod is inscribed with runes. When you activate the rod, it is immediately suspended in place. Until the rod is deactivated, it can't move, doesn't abide by the rules of gravity, and remains in place."}, {"id": "core_item_glamour_stone", "name": "Glamour Stone", "text": "Activate this pebble-sized stone to memorize the appearance of someone you can see. Spend a Hope to magically recreate this guise on yourself as an illusion."}, {"id": "core_item_empty_chest", "name": "Empty Chest", "text": "This magical chest appears empty. When you speak a specific trigger word or action and open the chest, you can see the items stored within it."}, {"id": "core_item_companion_case", "name": "Companion Case", "text": "This case can fit a small animal companion. While the companion is inside, the animal and case are immune to all damage and harmful effects."}, {"id": "core_item_piercing_arrows", "name": "Piercing Arrows", "text": "Three times per rest when you succeed on an attack with one of these arrows, you can add your Proficiency to the damage roll."}, {"id": "core_item_valorstone", "name": "Valorstone", "text": "You can attach this stone to armor that doesn't already have a feature. The armor gains the following feature: Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot."}, {"id": "core_item_skeleton_key", "name": "Skeleton Key", "text": "When you use this key to open a locked door, you gain advantage on the Finesse Roll."}, {"id": "core_item_arcane_prism", "name": "Arcane Prism", "text": "Position this prism in a location of your choosing and activate it. All allies within Close range of it gain a +1 bonus to their Spellcast Rolls. While activated, the prism can't be moved. Once the prism is deactivated, it can't be activated again until your next long rest."}, {"id": "core_item_minor_stamina_potion_recipe", "name": "Minor Stamina Potion Recipe", "text": "As a downtime move, you can use the bone of a creature to craft a Minor Stamina Potion."}, {"id": "core_item_minor_health_potion_recipe", "name": "Minor Health Potion Recipe", "text": "As a downtime move, you can use a vial of blood to craft a Minor Health Potion."}, {"id": "core_item_homing_compasses", "name": "Homing Compasses", "text": "These two compasses point toward each other no matter how far apart they are."}, {"id": "core_item_corrector_sprite", "name": "Corrector Sprite", "text": "This tiny sprite sits in the curve of your ear canal and whispers helpful advice during combat. Once per short rest, you can gain advantage on an attack roll."}, {"id": "core_item_gecko_gloves", "name": "Gecko Gloves", "text": "You can climb up vertical surfaces and across ceilings."}, {"id": "core_item_lorekeeper", "name": "Lorekeeper", "text": "You can store the name and details of up to three hostile creatures inside this book. You gain a +1 bonus to action rolls against those creatures."}, {"id": "core_item_vial_of_darksmoke_recipe", "name": "Vial of Darksmoke Recipe", "text": "As a downtime move, you can mark a Stress to craft a Vial of Darksmoke."}, {"id": "core_item_bloodstone", "name": "Bloodstone", "text": "You can attach this stone to a weapon that doesn't already have a feature. The weapon gains the following feature: Brutal: When you roll the maximum value on a damage die, roll an additional damage die."}, {"id": "core_item_greatstone", "name": "Greatstone", "text": "You can attach this stone to a weapon that doesn't already have a feature. The weapon gains the following feature: Powerful: On a successful attack, roll an additional damage die and discard the lowest result."}, {"id": "core_item_glider", "name": "Glider", "text": "While falling, you can mark a Stress to deploy this small parachute and glide safely to the ground."}, {"id": "core_item_ring_of_silence", "name": "Ring of Silence", "text": "Spend a Hope to activate this ring. Your footsteps are silent until your next rest."}, {"id": "core_item_calming_pendant", "name": "Calming Pendant", "text": "When you would mark your last Stress, roll a d6. On a result of 5 or higher, don't mark it."}, {"id": "core_item_dual_flask", "name": "Dual Flask", "text": "This flask can hold two different liquids. You can swap between them by flipping a small switch on the flask's side."}, {"id": "core_item_bag_of_ficklesand", "name": "Bag of Ficklesand", "text": "You can convince this small bag of sand to be much heavier or lighter with a successful Presence Roll (10). Additionally, on a successful Finesse Roll (10), you can blow a bit of sand into a target's face to make them temporarily Vulnerable."}, {"id": "core_item_ring_of_resistance", "name": "Ring of Resistance", "text": "Once per long rest, you can activate this ring after a successful attack against you to halve the damage."}, {"id": "core_item_phoenix_feather", "name": "Phoenix Feather", "text": "If you have at least one Phoenix Feather on you when you fall unconscious, you gain a +1 bonus to the roll you make to determine whether you gain a scar."}, {"id": "core_item_box_of_many_goods", "name": "Box of Many Goods", "text": "Once per long rest, you can open this small box and roll a d12. On a result of 1-6, it's empty. On a result of 7-10, it contains one random common consumable. On a result of 11-12, it contains two random common consumables."}, {"id": "core_item_airblade_charm", "name": "Airblade Charm", "text": "You can attach this charm to a weapon with a Melee range. Three times per rest, you can activate the charm and attack a target within Close range."}, {"id": "core_item_portal_seed", "name": "Portal Seed", "text": "You can plant this seed in the ground to grow a portal in that spot. The portal is ready to use in 24 hours. You can use this portal to travel to any other location where you planted a portal seed. A portal can be destroyed by dealing any amount of magic damage to it."}, {"id": "core_item_paragons_chain", "name": "Paragon's Chain", "text": "As a downtime move, you can meditate on an ideal or principle you hold dear and focus your will into this chain. Once per long rest, you can spend a Hope to roll a d20 as your Hope Die for rolls that directly align with that principle."}, {"id": "core_item_elusive_amulet", "name": "Elusive Amulet", "text": "Once per long rest, you can activate this amulet to become Hidden until you move. While Hidden in this way, you remain unseen even if an adversary moves to where they would normally see you."}, {"id": "core_item_hopekeeper_locket", "name": "Hopekeeper Locket", "text": "During a long rest, if you have 6 Hope, you can spend a Hope to imbue this locket with your bountiful resolve. When you have 0 Hope, you can use the locket to immediately gain a Hope. The locket must be re-imbued before it can be used this way again."}, {"id": "core_item_infinite_bag", "name": "Infinite Bag", "text": "When you store items in this bag, they are kept in a pocket dimension that never runs out of space. You can retrieve an item at any time."}, {"id": "core_item_stride_relic", "name": "Stride Relic", "text": "You gain a +1 bonus to your Agility. You can only carry one relic."}, {"id": "core_item_bolster_relic", "name": "Bolster Relic", "text": "You gain a +1 bonus to your Strength. You can only carry one relic."}, {"id": "core_item_control_relic", "name": "Control Relic", "text": "You gain a +1 bonus to your Finesse. You can only carry one relic."}, {"id": "core_item_attune_relic", "name": "Attune Relic", "text": "You gain a +1 bonus to your Instinct. You can only carry one relic."}, {"id": "core_item_charm_relic", "name": "Charm Relic", "text": "You gain a +1 bonus to your Presence. You can only carry one relic."}, {"id": "core_item_enlighten_relic", "name": "Enlighten Relic", "text": "You gain a +1 bonus to your Knowledge. You can only carry one relic."}, {"id": "core_item_honing_relic", "name": "Honing Relic", "text": "You gain a +1 bonus to an Experience of your choice. You can only carry one relic."}, {"id": "core_item_flickerfly_pendant", "name": "Flickerfly Pendant", "text": "While you carry this pendant, your weapons with a melee range that deal physical damage have a gossamer sheen and can attack targets within Very Close range."}, {"id": "core_item_lakestrider_boots", "name": "Lakestrider Boots", "text": "You can walk on the surface of water as if it were soft ground."}, {"id": "core_item_clay_companion", "name": "Clay Companion", "text": "When you sculpt this ball of clay into a clay animal companion, it behaves as that animal. For example, a clay spider can spin clay webs, while a clay bird can fly. The clay companion retains memory and identity across different shapes, but they can adopt new mannerisms with each form."}, {"id": "core_item_mythic_dust_recipe", "name": "Mythic Dust Recipe", "text": "As a downtime move, you can use a handful of fine gold dust to craft Mythic Dust."}, {"id": "core_item_shard_of_memory", "name": "Shard of Memory", "text": "Once per long rest, you can spend 2 Hope to recall a domain card from your vault instead of paying its Recall Cost."}, {"id": "core_item_gem_of_alacrity", "name": "Gem of Alacrity", "text": "You can attach this gem to a weapon, allowing you to use your Agility when making an attack with that weapon."}, {"id": "core_item_gem_of_might", "name": "Gem of Might", "text": "You can attach this gem to a weapon, allowing you to use your Strength when making an attack with that weapon."}, {"id": "core_item_gem_of_precision", "name": "Gem of Precision", "text": "You can attach this gem to a weapon, allowing you to use your Finesse when making an attack with that weapon."}, {"id": "core_item_gem_of_insight", "name": "Gem of Insight", "text": "You can attach this gem to a weapon, allowing you to use your Instinct when making an attack with that weapon."}, {"id": "core_item_gem_of_audacity", "name": "Gem of Audacity", "text": "You can attach this gem to a weapon, allowing you to use your Presence when making an attack with that weapon."}, {"id": "core_item_gem_of_sagacity", "name": "Gem of Sagacity", "text": "You can attach this gem to a weapon, allowing you to use your Knowledge when making an attack with that weapon."}, {"id": "core_item_ring_of_unbreakable_resolve", "name": "Ring of Unbreakable Resolve", "text": "Once per session, when the GM spends a Fear, you can spend 4 Hope to cancel the effects of that spent Fear."}, {"id": "core_item_belt_of_unity", "name": "Belt of Unity", "text": "Once per session, you can spend 5 Hope to lead a Tag Team Roll with three PCs instead of two."}], "consumable": [{"id": "core_consumable_stride_potion", "name": "Stride Potion", "text": "You gain a +1 bonus to your next Agility Roll."}, {"id": "core_consumable_bolster_potion", "name": "Bolster Potion", "text": "You gain a +1 bonus to your next Strength Roll."}, {"id": "core_consumable_control_potion", "name": "Control Potion", "text": "You gain a +1 bonus to your next Finesse Roll."}, {"id": "core_consumable_attune_potion", "name": "Attune Potion", "text": "You gain a +1 bonus to your next Instinct Roll."}, {"id": "core_consumable_charm_potion", "name": "Charm Potion", "text": "You gain a +1 bonus to your next Presence Roll."}, {"id": "core_consumable_enlighten_potion", "name": "Enlighten Potion", "text": "You gain a +1 bonus to your next Knowledge Roll."}, {"id": "core_consumable_minor_health_potion", "name": "Minor Health Potion", "text": "Clear 1d4 HP."}, {"id": "core_consumable_minor_stamina_potion", "name": "Minor Stamina Potion", "text": "Clear 1d4 Stress."}, {"id": "core_consumable_grindletooth_venom", "name": "Grindletooth Venom", "text": "You can apply this venom to a weapon that deals physical damage to add a d6 to your next damage roll with that weapon."}, {"id": "core_consumable_varik_leaves", "name": "Varik Leaves", "text": "You can eat these paired leaves to immediately gain 2 Hope."}, {"id": "core_consumable_vial_of_moondrip", "name": "Vial of Moondrip", "text": "When you drink the contents of this vial, you can see in total darkness until your next rest."}, {"id": "core_consumable_unstable_arcane_shard", "name": "Unstable Arcane Shard", "text": "You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 1d20 magic damage."}, {"id": "core_consumable_potion_of_stability", "name": "Potion of Stability", "text": "You can drink this potion to choose one additional downtime move."}, {"id": "core_consumable_improved_grindletooth_venom", "name": "Improved Grindletooth Venom", "text": "You can apply this venom to a weapon that deals physical damage to add a d8 to your next damage roll with that weapon."}, {"id": "core_consumable_morphing_clay", "name": "Morphing Clay", "text": "You can spend a Hope to use this clay, altering your face enough to make you unrecognizable until your next rest."}, {"id": "core_consumable_vial_of_darksmoke", "name": "Vial of Darksmoke", "text": "When an adversary attacks you, use this vial and roll a number of d6s equal to your Agility. Add the highest result to your Evasion against the attack."}, {"id": "core_consumable_jumping_root", "name": "Jumping Root", "text": "Eat this root to leap up to Far range once without needing to roll."}, {"id": "core_consumable_snap_powder", "name": "Snap Powder", "text": "Mark a Stress and clear a HP."}, {"id": "core_consumable_health_potion", "name": "Health Potion", "text": "Clear 1d4+1 HP."}, {"id": "core_consumable_stamina_potion", "name": "Stamina Potion", "text": "Clear 1d4+1 Stress."}, {"id": "core_consumable_armor_stitcher", "name": "Armor Stitcher", "text": "You can use this stitcher to spend any number of Hope and clear that many Armor Slots."}, {"id": "core_consumable_gill_salve", "name": "Gill Salve", "text": "You can apply this salve to your neck to breathe underwater for a number of minutes equal to your level."}, {"id": "core_consumable_replication_parchment", "name": "Replication Parchment", "text": "By touching this piece of parchment to another, you can perfectly copy the second parchment's contents. Once used, this parchment becomes mundane paper."}, {"id": "core_consumable_improved_arcane_shard", "name": "Improved Arcane Shard", "text": "You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 2d20 magic damage."}, {"id": "core_consumable_major_stride_potion", "name": "Major Stride Potion", "text": "You gain a +1 bonus to your Agility until your next rest."}, {"id": "core_consumable_major_bolster_potion", "name": "Major Bolster Potion", "text": "You gain a +1 bonus to your Strength until your next rest."}, {"id": "core_consumable_major_control_potion", "name": "Major Control Potion", "text": "You gain a +1 bonus to your Finesse until your next rest."}, {"id": "core_consumable_major_attune_potion", "name": "Major Attune Potion", "text": "You gain a +1 bonus to your Instinct until your next rest."}, {"id": "core_consumable_major_charm_potion", "name": "Major Charm Potion", "text": "You gain a +1 bonus to your Presence until your next rest."}, {"id": "core_consumable_major_enlighten_potion", "name": "Major Enlighten Potion", "text": "You gain a +1 bonus to your Knowledge until your next rest."}, {"id": "core_consumable_blood_of_the_yorgi", "name": "Blood of the Yorgi", "text": "You can drink this blood to disappear from where you are and immediately reappear at a point you can see within Very Far range."}, {"id": "core_consumable_homet_s_secret_potion", "name": "Homet's Secret Potion", "text": "After drinking this potion, the next successful attack you make critically succeeds."}, {"id": "core_consumable_redthorn_saliva", "name": "Redthorn Saliva", "text": "You can apply this saliva to a weapon that deals physical damage to add a d12 to your next damage roll with that weapon."}, {"id": "core_consumable_channelstone", "name": "Channelstone", "text": "You can use this stone to take a spell or grimoire from your vault, use it once, and return it to your vault."}, {"id": "core_consumable_mythic_dust", "name": "Mythic Dust", "text": "You can apply this dust to a weapon that deals magic damage to add a d12 to your next damage roll with that weapon."}, {"id": "core_consumable_acidpaste", "name": "Acidpaste", "text": "This paste eats away walls and other surfaces in bright flashes."}, {"id": "core_consumable_hopehold_flare", "name": "Hopehold Flare", "text": "When you use this flare, allies within Close range roll a d6 when they spend a Hope. On a result of 6, they gain the effect of that Hope without spending it. The flare lasts until the end of the scene."}, {"id": "core_consumable_major_arcane_shard", "name": "Major Arcane Shard", "text": "You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take (d20 magic damage."}, {"id": "core_consumable_featherbone", "name": "Featherbone", "text": "You can use this bone to control your falling speed for a number of minutes equal to your level."}, {"id": "core_consumable_circle_of_the_void", "name": "Circle of the Void", "text": "Mark a Stress to create a void that extends up to Far range. No magic can be cast inside the void, and creatures within the void are immune to magic damage."}, {"id": "core_consumable_sun_tree_sap", "name": "Sun Tree Sap", "text": "Consume this sap to roll a d6. On a result of )–6, clear 2 HP. On a result of 2–(, clear ' Stress. On a result of/1, see through the veil of death and return changed, gaining one scar."}, {"id": "core_consumable_dripfang_poison", "name": "Dripfang Poison", "text": "A creature who consumes this poison takes 8d10 direct magic damage."}, {"id": "core_consumable_major_health_potion", "name": "Major Health Potion", "text": "Clear 1d4+2 HP."}, {"id": "core_consumable_major_stamina_potion", "name": "Major Stamina Potion", "text": "Clear 1d4+2 Stress."}, {"id": "core_consumable_ogre_musk", "name": "Ogre Musk", "text": "You can use this musk to prevent anyone from tracking you by mundane or magical means until your next rest."}, {"id": "core_consumable_wingsprout", "name": "Wingsprout", "text": "You gain magic wings that allow you to fly for a number of minutes equal to your level."}, {"id": "core_consumable_jar_of_lost_voices", "name": "Jar of Lost Voices", "text": "You can open this jar to release a deafening echo of voices for a number of minutes equal to your Instinct. Creatures within Far range unprepared for the sound take 6d8 magic damage."}, {"id": "core_consumable_dragonbloom_tea", "name": "Dragonbloom Tea", "text": "You can drink this tea to unleash a fiery breath attack. Make an Instinct Roll against all adversaries in front of you within Close range. Targets you succeed against take d20 physical damage using your Proficiency."}, {"id": "core_consumable_bridge_seed", "name": "Bridge Seed", "text": "Thick vines grow from your location to a point of your choice within Far range, allowing you to climb up or across them. The vines dissipate on your next short rest."}, {"id": "core_consumable_sleeping_sap", "name": "Sleeping Sap", "text": "You can drink this potion to fall asleep for a full night's rest. You clear all Stress upon waking."}, {"id": "core_consumable_feast_of_xuria", "name": "Feast of Xuria", "text": "You can eat this meal to clear all HP and Stress and gain 1d4 Hope."}, {"id": "core_consumable_bonding_honey", "name": "Bonding Honey", "text": "This honey can be used to glue two objects together permanently."}, {"id": "core_consumable_shrinking_potion", "name": "Shrinking Potion", "text": "You can drink this potion to halve your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Agility and a -1 penalty to your Proficiency."}, {"id": "core_consumable_growing_potion", "name": "Growing Potion", "text": "You can drink this potion to double your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Strength and a +1 bonus to your Proficiency."}, {"id": "core_consumable_knowledge_stone", "name": "Knowledge Stone", "text": "If you die while holding this stone, an ally can take a card from your loadout to place in their loadout or vault. After they take this knowledge, the stone crumbles."}, {"id": "core_consumable_sweet_moss", "name": "Sweet Moss", "text": "You can consume this moss during a rest to clear 1d10 HP or 1d10 Stress."}, {"id": "core_consumable_blinding_orb", "name": "Blinding Orb", "text": "You can activate this orb to create a flash of bright light. All targets within Close range become Vulnerable until they mark HP."}, {"id": "core_consumable_death_tea", "name": "Death Tea", "text": "After you drink this tea, you instantly kill your target when you critically succeed on an attack. If you don't critically succeed on an attack before your next long rest, you die."}, {"id": "core_consumable_mirror_of_marigold", "name": "Mirror of Marigold", "text": "When you take damage, you can spend a Hope to negate that damage, after which the mirror shatters."}, {"id": "core_consumable_stardrop", "name": "Stardrop", "text": "You can use this stardrop to summon a hailstorm of comets that deals 8d20 physical damage to all targets within Very Far range."}]}}