{"schemaVersion": 1, "release": "hope_fear", "attribution": "This product includes materials from the Daggerheart System Reference Document 2.0, © Critical Role, LLC, under the terms of the Darrington Press Community Gaming License 2.0. Hope & Fear classes, subclasses, the Dread domain, ancestries, communities, and transformations transcribed from the SRD 2.0 (2026-08-25) and the Hope & Fear print-and-play card text (2026-08-14, errata 2026-08-25). Text only — no official art. More information at https://www.daggerheart.com.", "upstream": "https://www.daggerheart.com/srd/ (SRD 2.0) — supersedes the daggersearch/daggerheart-data Void 1.5 playtest export", "cards": [{"id": "the_void_domain_card_blighting_strike", "family": "domain", "name": "Blighting Strike", "domain": "Dread", "type": "Spell", "level": 1, "recallCost": 1, "text": "Make a Spellcast Roll against a target within Far range. On a success:\n- On a roll with Hope, deal d6+1 magic damage using your Proficiency. On a roll with Fear, deal d10+1 magic damage using your Proficiency.\n- The target's next successful attack deals half damage.\nOn a failure, you must spend a Hope or mark a Stress.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_hideous_retribution", "family": "domain", "name": "Hideous Retribution", "domain": "Dread", "type": "Spell", "level": 2, "recallCost": 2, "text": "When an ally within Close range takes damage from a target you can see, you can make a reaction roll against the target using your Spellcast trait. On a success, mark a Stress to deal d6 magic damage using your Proficiency.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_shared_trauma", "family": "domain", "name": "Shared Trauma", "domain": "Dread", "type": "Spell", "level": 3, "recallCost": 1, "text": "You can transfer suffering from one creature to another. Once per rest, mark any number of Hit Points on a willing creature within Melee range to clear an equal number of Hit Points on another willing creature within Melee range.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_voice_of_dread", "family": "domain", "name": "Voice of Dread", "domain": "Dread", "type": "Spell", "level": 1, "recallCost": 0, "text": "You can magically speak to a creature you can see, tormenting them with your words. Make a Spellcast Roll against them. On a success, they must mark a Stress and are frozen with terror, making them temporarily Restrained.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_siphon_essence", "family": "domain", "name": "Siphon Essence", "domain": "Dread", "type": "Spell", "level": 2, "recallCost": 1, "text": "Make a Spellcast Roll against a target within Very Close range. Once per long rest on a success, the target takes d12+4 magic damage using your Proficiency. On a success with Fear, you gain a +1 bonus to your Proficiency for this attack.\nYou clear a number of Hit Points equal to the number of Hit Points the target marked from this attack.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_chains_of_affliction", "family": "domain", "name": "Chains of Affliction", "domain": "Dread", "type": "Spell", "level": 4, "recallCost": 2, "text": "Mark 2 Stress to temporarily Chain a target within Close range. When a Chained creature deals damage, the target of their attack marks one fewer Hit Point than they normally would. You can't have more than one creature Chained at a time.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_umbral_veil", "family": "domain", "name": "Umbral Veil", "domain": "Dread", "type": "Spell", "level": 1, "recallCost": 1, "text": "Once per rest, you can mark a Stress to encase yourself in shadowy energy. When you do, place a number of tokens on this card equal to the number of Fear in the GM's pool. After an attack roll is made against you, you can spend any number of tokens to give the result a −1 penalty per token spent.\nAt the end of the scene, clear all unspent tokens.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_terrify", "family": "domain", "name": "Terrify", "domain": "Dread", "type": "Spell", "level": 3, "recallCost": 1, "text": "Make a Spellcast Roll against a target within Close range. On a success, the target marks 1d4 Stress, and you can make the target flee one range away from you (such as Very Close to Close or Close to Far). On a success with Fear, the target also becomes temporarily Vulnerable.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_summon_horror", "family": "domain", "name": "Summon Horror", "domain": "Dread", "type": "Spell", "level": 4, "recallCost": 2, "text": "Once per scene, mark a Stress to summon an otherworldly creature that deals d8+1 magic damage using your Spellcast trait to a target within Far range. If the target marks any Hit Points from this attack, they must succeed on a Reaction Roll (12) to steel themselves against the horror or mark an equal number of Stress.\nAfter making the attack, the creature dissipates.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_spectral_mist", "family": "domain", "name": "Spectral Mist", "domain": "Dread", "type": "Spell", "level": 5, "recallCost": 0, "text": "Spend 2 Hope to conjure an eerie mist that turns you and allies of your choice within Close range momentarily incorporeal. While a creature is incorporeal, they can move through solid objects and are immune to physical damage. They become corporeal again after they pass through a solid object or make an action roll. Otherwise, this effect lasts until the end of the scene.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_dire_strike", "family": "domain", "name": "Dire Strike", "domain": "Dread", "type": "Spell", "level": 5, "recallCost": 2, "text": "When a target marks any number of Hit Points from an attack you make, you can spend a Hope to drain power from them. The GM loses a Fear.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_jump_scare", "family": "domain", "name": "Jump Scare", "domain": "Dread", "type": "Spell", "level": 6, "recallCost": 1, "text": "When you deal magic damage to a target, you can mark a Stress to teleport into Melee range with them. When you do, they are Vulnerable until they mark 1 or more Hit Points.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_dread_touched", "family": "domain", "name": "Dread-Touched", "domain": "Dread", "type": "Ability", "level": 7, "recallCost": 2, "text": "When 4 or more of the domain cards in your loadout are from the Dread domain, gain the following benefits:\n- When you succeed with Fear, you can mark 2 Stress to prevent the GM from gaining a Fear.\n- Once per rest when making an action roll, you can gain a bonus to the roll equal to the number of Fear in the GM's pool.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_dark_army", "family": "domain", "name": "Dark Army", "domain": "Dread", "type": "Spell", "level": 8, "recallCost": 2, "text": "Make a Spellcast Roll (14). Once per long rest on a success, you can summon fiends that surround and move with you. Place 8 tokens on this card. When you deal damage to a target within Very Close range, you can spend any number of tokens to add 1d8 for each token spent to your damage roll. Additionally, when you take damage, you can spend any number of tokens to reduce the damage by 1d8 for each token spent. Each time you spend a token, a fiend acts on your behalf, then disappears.\nWhen you take a rest, clear all unspent tokens.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_eldritch_flesh", "family": "domain", "name": "Eldritch Flesh", "domain": "Dread", "type": "Spell", "level": 8, "recallCost": 1, "text": "Gain a +1 bonus to your damage thresholds for each Stress you have marked.\nAdditionally, when you roll with Fear, you can spend 2 Hope to clear an Armor Slot.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_darkfire", "family": "domain", "name": "Darkfire", "domain": "Dread", "type": "Spell", "level": 6, "recallCost": 2, "text": "Once per scene, spend any number of Hope to target an equal number of adversaries within Close range. Each target makes a Reaction Roll (15). Targets who fail take d8+6 magic damage using your Spellcast trait as they are engulfed in dark fire. Targets who succeed take half damage.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_wall_of_hunger", "family": "domain", "name": "Wall of Hunger", "domain": "Dread", "type": "Spell", "level": 7, "recallCost": 2, "text": "Make a Spellcast Roll (10). On a success, you can spend a Hope to create a visible wall of writhing necrotic energy between two points within Far range. The wall lasts until you mark a Hit Point or cast this spell again. A creature inside the wall when it appears or that passes through it must mark 2 Stress.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_damnation", "family": "domain", "name": "Damnation", "domain": "Dread", "type": "Spell", "level": 9, "recallCost": 2, "text": "Make a Spellcast Roll against a target within Far range. On a success, mark any number of Stress to roll an equal number of d20s, dealing magic damage equal to the total result. If this attack defeats the target, all adversaries within Far range of the target must mark a Stress.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_savor_the_anguish", "family": "domain", "name": "Savor the Anguish", "domain": "Dread", "type": "Ability", "level": 9, "recallCost": 1, "text": "When an adversary within Close range takes Severe damage, you can clear a Stress.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_invoke_torment", "family": "domain", "name": "Invoke Torment", "domain": "Dread", "type": "Ability", "level": 10, "recallCost": 2, "text": "You deal double damage to targets that have all their Stress marked.\nAdditionally, when an adversary within Close range is defeated with all its Stress marked, you gain a Hope.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_domain_card_avatar_of_terror", "family": "domain", "name": "Avatar of Terror", "domain": "Dread", "type": "Spell", "level": 10, "recallCost": 2, "text": "Mark a Stress to transform into a creature fueled by fear. While in this form, you gain a 1d6 bonus to your damage rolls for each Fear in the GM's pool. Additionally, you gain a Hope when the GM spends a Fear to spotlight an adversary within Very Close range.\nBefore you make an action roll, you must spend a Hope. If you can't, you revert to your normal form.", "homebrew": false, "release": "hope_fear"}, {"id": "the_void_ancestry_earthkin", "family": "ancestry", "name": "Earthkin", "text": "**Stoneskin**\nGain a permanent +1 bonus to your Armor Score and damage thresholds at character creation.\n\n**Immovable**\nWhile you're touching the ground, you can't be lifted or moved against your will.", "homebrew": false, "release": "hope_fear", "desc": "Earthkin are humanoids whose bodies are made of flesh and earth. Descended from earth elementals, members of this ancestry are formed of flesh and rock, crystal, clay, soil, sand, or a mixture of these materials. Some are primarily flesh and blood with just one earthen feature, such as skin the color or texture of stone or crystal formations that adorn their heads like hair. Others are a combination, often asymmetrical unions of muscle and natural minerals. Still others are almost entirely soil and stone. Earthkin might choose to mold and decorate the mineral portions of their form by carving designs, embedding gems or metals, or even planting seeds that bloom into adorning foliage. Their coloring comes from their elemental lineage, as even those who are more flesh than earth come in hues reminiscent of marble, gemstones, sand, soil, and more. These kin begin their lives as small lumps of earth, such as a boulder, a ball of clay, or a crystal cluster. Though they’ll develop their more humanoid features fairly quickly, earthkin age slowly for most of their approximately 300-year lifespan. Their average height at adulthood ranges from 5 to 6½ feet tall, and the shape of their body is strongly influenced by the primary material it’s composed of. Many earthkin’s injuries appear like fissures in stone; even long after the initial damage has healed, these cracks continue to slowly repair. When they die, earthkin eventually crumble into piles of earth."}, {"id": "the_void_ancestry_skykin", "family": "ancestry", "name": "Skykin", "text": "**Gale Force**\nMark a Stress to conjure a gust of wind that carries you or a Very Close ally up to Very Far range. Additionally, you can always control the speed at which you fall.\n\n**Eye of the Storm**\nSpend 2 Hope to grant you or an ally within Melee range a +1 bonus to Evasion until you take Severe damage or you use this feature again.", "homebrew": false, "release": "hope_fear", "desc": "Skykin are humanoids whose bodies are made of flesh and air. Descended from air elementals, skykin have color-shifting skin that reflects the pale grays and blues of a clear morning sky, the smoldering oranges and fuchsias of the setting sun, or the deep sables and purples of a star-dappled night. These kin often have semitranslucent skin, floating hair of wispy smoke or clouds, or small breezes constantly fluttering their clothing. The intensity of these characteristics heightens or lessens based on the strength of their emotions. Skykin grow to be 5½ to 7 feet on average, and some have elongated features, including their pointed ears, necks, hands, feet, or limbs. Skykin are born as wisps of air or small clouds, often hard to see and hold. Until they mature and become more solid, they’re contained in jars and other such vessels. Though skykin become more humanoid throughout adolescence, their bodies remain flexible, and some adults can adjust their shape throughout their lives, though it takes time and effort. Skykin live for approximately 300 years, and when they breathe their last, they disappear into the air."}, {"id": "the_void_ancestry_tidekin", "family": "ancestry", "name": "Tidekin", "text": "**Amphibious**\nYou can breathe and move naturally underwater.\n\n**Lifespring**\nOnce per rest when you have access to a small amount of water, you can mark a Stress to clear a Hit Point on yourself or an ally within Very Close range.", "homebrew": false, "release": "hope_fear", "desc": "Tidekin are humanoids whose bodies are made of flesh and water. Descended from water elementals, tidekin possess finlike ears and webbing between their digits. The color of their skin, hair, and eyes reflects that of water’s many forms, with some exhibiting bright shades of aquas, greens, and seafoams like shallow rivers or tropical oceans, while others display dark blues and purples from the deepest oceans. For some, these colors shift beneath semitranslucent skin like waves. Tidekin might have water formations that adorn their heads like hair or waves that shift and move across their body. Instead of expressing emotions through tears, their water formations change with their emotional state, and they can purposefully or 34 Daggerheart SRD accidentally use their shifting colors or water formations as a method of nonverbal communication. Tidekin are born as a small amount of water, such as a puddle or liquid orb. As children, they’re often kept in watertight containers such as bowls and bottles, and they tend to have a fluid appearance throughout their childhood until they gain a more solid humanoid form around adolescence. Adult tidekin range from 5 to 6½ feet in height, though their general body shape is influenced by the fluidity of water and might change, with some effort, over their approximately 300-year lifespan. When members of this ancestry die, they dissolve into water and flow away."}, {"id": "the_void_ancestry_emberkin", "family": "ancestry", "name": "Emberkin", "text": "**Fireproof**\nYou are immune to damage from magical or mundane flame.\n\n**Ignition**\nMark a Stress to wreathe your primary weapon in flame until the end of the scene. While the weapon is ablaze, it gives off a bright light, and you gain a 1d6 bonus to damage rolls with that weapon.", "homebrew": false, "release": "hope_fear", "desc": "Emberkin are humanoids whose bodies are made of flesh and fire. Descended from fire elementals, emberkin might manifest their fiery heritage through flaming hair, eyes like embers, luminous streams that dance across their skin, a smoking exterior, or a glow flickering through their muscles, veins, organs, or fingertips. All these features are known to shift or flare with their emotions, and some individuals’ characteristics might be more changeable than another’s. The coloring of their skin and hair resembles the hues of fire: bright red, orange, yellow, charcoal, or even hints of blue. Their ears curve and point like a tongue of fire, and they tend to be warmer in temperature, either purposefully or innately, with some even being hot to the touch. Infant emberkin resemble small balls of fire or cinders, and because they lack the skill to control their temperature, they often need to be placed in fireproof containment such as dragon eggs, hearths, and cookware. Their humanoid Daggerheart SRD 33"}, {"id": "the_void_ancestry_aetheris", "family": "ancestry", "name": "Aetheris", "text": "**Hallowed Aura**\nOnce per long rest when an ally within Close range rolls with Fear, you can change it into a roll with Hope instead.\n\n**Celestial Wings**\nYou have wings that allow you to fly. Once per scene while flying, you can spend a Hope instead of marking an Armor Slot.", "homebrew": false, "release": "hope_fear", "desc": "Aetheris are humanoids most easily recognized by their wings and sacred markings. They are the descendants of angels from the Hallows Above. Aetheris are typically 5 to 7 feet tall, and some may have elongated limbs. They often have vibrantly colored eyes, hair, and skin, though their coloring can include earth tones and pastels. Many members of this ancestry are born with sacred markings—such as glowing sigils or intricate patterns of lines and symbols—but all aetheris develop them as they mature. These symbols change as they age, often because of prophecies, revelations, and divine guidance from the Hallows Above. All aetheris have a “hallowed aura” that can manifest voluntarily, such as when they invoke their power, or involuntarily, such as when they feel elation or other strong emotions. When they call forth this radiance, their eyes and bodies might glow, their markings might become more prominent or shift across their skin, or they might have a halo appear atop or around their head. These halos are as unique as a fingerprint and may share similarities with other family members. Perhaps due to their angelic lineage, aetheris usually live for 350 years, and they retain a youthful glow even as they age. 32 Daggerheart SRD"}, {"id": "the_void_ancestry_gnome", "family": "ancestry", "name": "Gnome", "text": "**Nimble Fingers**\nWhen you make a Finesse Roll, you can spend 2 Hope to reroll your Hope Die.\n\n**Flicker Step**\nOnce per scene, you can teleport to another point you can see within Far range.", "homebrew": false, "release": "hope_fear", "desc": "Gnomes are typically small humanoids with conical heads and the ability to teleport short distances. While the average gnome is about 3 feet in height, their proportionately long arms and large hands give them an extended reach for their size. In contrast, their square frames have shorter torsos and legs. Alongside these characteristics, gnomes are easily identified by their softly pointed ears and wide eyes. Their heads are large, and the conical shape varies by family. Gnomes also inherit their minor teleportation ability from their parents, with families exhibiting their own manifestations when disappearing and reappearing. These effects can include small clouds of smoke, motes of light, or simply appearing to evaporate into thin air. Gnomes are known to begin grasping and holding objects from a very young age, and their hands remain dextrous over their 200-year lifespan even when their bodies have slowed from age."}, {"id": "the_void_community_duneborne", "family": "community", "name": "Duneborne", "text": "**Oasis**\nDuring a short rest, you or an ally can reroll a die used for a downtime move and take the higher result.", "homebrew": false, "release": "hope_fear", "desc": "Being part of a duneborne community means you’ve made a home among the shifting sands and arid climate of the desert. Each duneborne enclave develops specific methods of protecting themselves from the blazing sun, moving across the scorching sands, and acquiring and storing precious resources. Some duneborne travel their desert homes, maneuvering through the dunes herding livestock, while others cluster around oases, collaborating with one another to maintain and share a rare area of abundant resources. Duneborne settlements are known for architecture that captures wind to cool their homes and irrigation systems that tap into underground reservoirs and tend to crops even amidst the harshest conditions. Many duneborne put added emphasis on familial bonds and the need for everyone to contribute to the well-being of the collective. Duneborne are often adaptable, centered, collaborative, devoted, cheerful, and observant."}, {"id": "the_void_community_hearthborne", "family": "community", "name": "Hearthborne", "text": "**Close-Knit**\nOnce per long rest, you can spend any number of Hope to grant an ally within Far range an equal number of Hope.", "homebrew": false, "release": "hope_fear", "desc": "Being part of a hearthborne community means you come from humble origins, having lived in a modest village or quaint countryside. These communities are often small groups that live in resource-rich, peaceful areas that allow families and neighbors the time to develop close-knit relationships rather than compete over scarce supplies. Hearthborne communities are largely agrarian and pastoral, focusing the layout of their villages around their plants and animals. The town centers typically feature a collection of locally owned shops with skilled artisans such as blacksmiths, cobblers, alchemists, and the like. Sometimes, hearthborne communities have distant but powerful rulers who own the land the villagers work and live on—in those cases, resources are controlled by the wealthy even though the labor is performed by locals, and workers might struggle to afford the basics they need to survive. While some hearthborne individuals can be mistrustful of outsiders, most are known for being welcoming, peaceful, and hospitable. Hearthborne are often careful, generous, insular, loquacious, smiley, and traditional."}, {"id": "the_void_community_freeborne", "family": "community", "name": "Freeborne", "text": "**Unbound**\nOnce per session when you roll with Fear, you can change it into a roll with Hope instead.", "homebrew": false, "release": "hope_fear", "desc": "Being part of a freeborne community means you’re from a collective that once lived under tyrannical rule but is now liberated. Though no two freeborne enclaves are the same, all are unified by the experience of fighting to preserve their culture while others tried to eradicate it. Whether due to their religion, resources, location, or culture, freeborne groups were once subjugated by another community. For some, this subjugation might have only recently ended; for others, even if their freedom has been long-won, the scars of tyranny can last, bonding together families and neighbors for decades or even generations. Many freeborne collectives unify in and rebuild the lands reclaimed from their oppressors or in a homeland they were taken from. Others see “home” as a collection of people who care for one another, no matter where they reside."}, {"id": "the_void_community_reborne", "family": "community", "name": "Reborne", "text": "**Found Family**\nOnce per rest, you can spend a Hope to use an ally's Experience as if it were your own. When you do so, describe how your time with that ally prepared you for this moment.\nWhen you join a new community or rediscover your old one, you can permanently trade this card for that one instead.", "homebrew": false, "release": "hope_fear", "desc": "You were once a member of a different community that you’re no longer part of. Unlike members of collectives who are allied by familiarity, shared location, history, and culture, reborne are individuals who might never meet and are unified only by their shared experience of solitude. Whether they left by choice or were ripped from their community, all reborne are disconnected from the place where they once belonged, and they carry that wound with them. Some reborne are isolated from their community because they chose to reject or renounce it, or they could have been forcibly expelled by other members. These instances are often due to a conflict, such as clashing ideological differences, a falling out with their people, or an incident that forced them to depart. Other reborne have no knowledge of their culture, either due to their upbringing or perhaps because they lost their memory through injury or magic. Some have even returned from beyond the veil after death with no recollection of their previous life—or the culture that shaped it. Often, reborne individuals tirelessly search for their past or feel that they’ll never belong in a collective, but all are afforded the opportunity to turn toward the future and redefine themselves while building new bonds with those they come to know and love. Reborne are often curious, hopeful, innocent, isolated, mournful, and uncanny. 40 Daggerheart SRD"}, {"id": "the_void_community_frostborne", "family": "community", "name": "Frostborne", "text": "**Hardy**\nWhen you take a rest, you clear a Hit Point.", "homebrew": false, "release": "hope_fear", "desc": "Being part of a frostborne community means you come from a place of snow and ice. Forged in bitter and unrelenting cold, frostborne communities are accustomed to surviving in the harshest conditions. The glaciers and tundras they call home usually lack wood, so these collectives use more readily available materials such as ice, stone, bone, and animal pelts to make shelter and conserve heat. They are adept at ensuring their supplies go a long way and that all their people have access to the essentials needed to survive. As part of their systems of survival, many frostborne closely track weather patterns, the rising and setting of the sun, and the needs of local flora and fauna. Because of the howling wind and biting snow, some frostborne communities develop nonverbal means of communication so they can cover their faces for safety during dangerous weather. Frostborne are often cunning, gregarious, intrepid, purposeful, quiet, and warm."}, {"id": "the_void_community_warborne", "family": "community", "name": "Warborne", "text": "**Brave Face**\nOnce per session when you would be forced to mark a Stress, you can spend a Hope instead.", "homebrew": false, "release": "hope_fear", "desc": "Being part of a warborne community means you come from a place that is, or was, ravaged by war. These groups might be composed of civilians who live in an active warzone, soldiers who served together in the armed forces, or citizens of nations that have been in conflict for decades. Whether civilian or military, warborne are typically skilled in self-defense, even if their tactics are focused on avoidance rather than offensive action. Warborne defending their homeland are known for using their environment to their advantage, while invading warborne might rely entirely on their military might. No matter their origin, the life of a warborne is defined at least in part by resourcefulness. Those who live in an occupied territory might need to undertake massive reconstruction efforts to repair and preserve homes, farms, workplaces, or cultural monuments— the remnants of one building often become the materials to repair another. Meanwhile, warborne who are part of an invading army typically carry few personal possessions and must rely on scavenging the warzones they occupy. Whether they find themselves on the winning or losing side of a conflict, those from warborne communities are likely to bear trauma for the rest of their lives, their sense of safety and mortality forever marred by the mass casualties and destruction of war. Warborne are often strategic, devastated, determined, calculating, unwavering, and devoted."}, {"id": "the_void_subclass_executioners_guild", "family": "subclass", "name": "Executioners Guild", "text": "### Foundation\n**First Strike**\nThe first time in a scene you succeed on an attack, you deal double damage.\n\n**Ambush**\nYour \"Marked for Death\" feature uses d6s instead of d4s.\n\n### Specialization\n**Death Strike**\nWhen you deal Severe damage to a creature, you can mark a Stress to force them to mark an additional Hit Point.\n\n**Scorpion's Poise**\nYou gain a +2 bonus to your Evasion against attacks made by a creature you've Marked for Death.\n\n### Mastery\n**True Strike**\nOnce per long rest when you fail an attack, you can spend a Hope to make it a success instead.\n\n**Backstab**\nYour \"Marked for Death\" feature uses d8s instead of d6s.", "homebrew": false, "release": "hope_fear", "parentClass": "Assassin", "spellcastTrait": "Agility", "domains": ["Blade", "Midnight"], "tiers": {"foundation": "**First Strike**\nThe first time in a scene you succeed on an attack, you deal double damage.\n\n**Ambush**\nYour \"Marked for Death\" feature uses d6s instead of d4s.", "specialization": "**Death Strike**\nWhen you deal Severe damage to a creature, you can mark a Stress to force them to mark an additional Hit Point.\n\n**Scorpion's Poise**\nYou gain a +2 bonus to your Evasion against attacks made by a creature you've Marked for Death.", "mastery": "**True Strike**\nOnce per long rest when you fail an attack, you can spend a Hope to make it a success instead.\n\n**Backstab**\nYour \"Marked for Death\" feature uses d8s instead of d6s."}}, {"id": "the_void_subclass_poisoners_guild", "family": "subclass", "name": "Poisoners Guild", "text": "### Foundation\n**Toxic Concoctions**\nMark a Stress to place 1d4+1 tokens on this card. When you make a successful weapon attack, you can spend a token to afflict the target with a poison. You know these poisons:\n- Ghost Petal: The target becomes temporarily Vulnerable.\n- Grave Spore: The target must also mark a Stress.\n- Leech Weed: You deal an extra 1d6 damage on this attack.\nWhen you take a long rest, clear all unspent tokens.\n\n### Specialization\n**Poison Compendium**\nYou also know these poisons:\n- Midnight Vine: The target has disadvantage on attack rolls until it marks a Stress to clear this condition.\n- Gorgon Root: The target becomes temporarily Restrained.\n\n**Twin Fang**\nWhen you afflict a target Marked for Death with a poison you know, you can spend an additional token to also inflict the effect of a second poison you know.\n\n### Mastery\n**Venomancer**\nYou also know these poisons:\n- Blight Seed: The target gains a −3 penalty to their damage thresholds until the end of the scene. This effect can't stack.\n- Fear Leaf: You deal extra damage equal to the result of your Fear Die on this attack.\n- Corpse Thorn: The target gains disadvantage on reaction rolls until the end of the scene.\n\n**Adder's Blessing**\nYou are immune to poisons and other toxins.", "homebrew": false, "release": "hope_fear", "parentClass": "Assassin", "spellcastTrait": "Knowledge", "domains": ["Blade", "Midnight"], "tiers": {"foundation": "**Toxic Concoctions**\nMark a Stress to place 1d4+1 tokens on this card. When you make a successful weapon attack, you can spend a token to afflict the target with a poison. You know these poisons:\n- Ghost Petal: The target becomes temporarily Vulnerable.\n- Grave Spore: The target must also mark a Stress.\n- Leech Weed: You deal an extra 1d6 damage on this attack.\nWhen you take a long rest, clear all unspent tokens.", "specialization": "**Poison Compendium**\nYou also know these poisons:\n- Midnight Vine: The target has disadvantage on attack rolls until it marks a Stress to clear this condition.\n- Gorgon Root: The target becomes temporarily Restrained.\n\n**Twin Fang**\nWhen you afflict a target Marked for Death with a poison you know, you can spend an additional token to also inflict the effect of a second poison you know.", "mastery": "**Venomancer**\nYou also know these poisons:\n- Blight Seed: The target gains a −3 penalty to their damage thresholds until the end of the scene. This effect can't stack.\n- Fear Leaf: You deal extra damage equal to the result of your Fear Die on this attack.\n- Corpse Thorn: The target gains disadvantage on reaction rolls until the end of the scene.\n\n**Adder's Blessing**\nYou are immune to poisons and other toxins."}}, {"id": "the_void_subclass_juggernaut", "family": "subclass", "name": "Juggernaut", "text": "### Foundation\n**Rugged**\nGain a permanent +3 bonus to your Severe damage threshold.\n\n**Overwhelm**\nWhen you succeed on an attack against a target, you can spend a Hope to throw the target within Close range or to force them to mark a Stress.\n\n### Specialization\n**Surrounded**\nWhen you make an attack with a Melee weapon, you can spend any number of Hope to target an equal number of additional creatures within Melee range.\n\n**Eye for an Eye**\nOnce per rest when an adversary within Melee range forces you to mark any number of Hit Points, you can mark a Stress to force them to mark the same number of Hit Points.\n\n### Mastery\n**Pummeljoy**\nWhen you critically succeed on a Melee weapon attack, you gain an additional Hope, clear an additional Stress, and gain a +1 bonus to your Proficiency for that attack.\n\n**Not Done Yet**\nWhen you take Severe damage, you can gain a Hope or clear a Stress.", "homebrew": false, "release": "hope_fear", "parentClass": "Brawler", "spellcastTrait": "", "domains": ["Valor", "Bone"], "tiers": {"foundation": "**Rugged**\nGain a permanent +3 bonus to your Severe damage threshold.\n\n**Overwhelm**\nWhen you succeed on an attack against a target, you can spend a Hope to throw the target within Close range or to force them to mark a Stress.", "specialization": "**Surrounded**\nWhen you make an attack with a Melee weapon, you can spend any number of Hope to target an equal number of additional creatures within Melee range.\n\n**Eye for an Eye**\nOnce per rest when an adversary within Melee range forces you to mark any number of Hit Points, you can mark a Stress to force them to mark the same number of Hit Points.", "mastery": "**Pummeljoy**\nWhen you critically succeed on a Melee weapon attack, you gain an additional Hope, clear an additional Stress, and gain a +1 bonus to your Proficiency for that attack.\n\n**Not Done Yet**\nWhen you take Severe damage, you can gain a Hope or clear a Stress."}}, {"id": "the_void_subclass_martial_artist", "family": "subclass", "name": "Martial Artist", "text": "### Foundation\n**Stance Fighter**\nYou can channel your inner resolve to shift into martial stances that grant you special benefits in combat.\nTake the Martial Stances sheet and choose two martial stances from Tier 1. Each time you level up your character, choose an additional stance from your tier or lower.\n\n### Specialization\n**Keen Defenses**\nWhen you're targeted by an attack, you can spend a Focus to gain a bonus to your Evasion equal to your tier against the attack.\n\n**Focus Cannon**\nSpend a Focus to make an Instinct Roll against an adversary within Far range. On a success, deal d20+3 magic damage using your Proficiency.\n\n### Mastery\n**Limit Breaker**\nOnce per rest, you can perform an unbelievable feat of athletic prowess, such as running across water, leaping between distant rooftops, or scaling a building without needing to roll. When you do, gain a Hope and clear a Stress.\n\n**Flow State**\nYou can mark a Stress instead of spending a Focus to shift into a different stance. Additionally, you can spend a Focus instead of marking a Stress to start a combo strike.\n\n### Martial Stances\n**Focus**\nOnce per rest during a moment of calm, clear your Focus track, then roll a number of d6s equal to your Instinct and gain Focus equal to the highest result rolled. You can hold a maximum of 6 Focus. Spend a Focus to shift into a stance you know (one active stance at a time). You drop out when you shift into another stance, take Severe damage, mark your last Hit Point, or at the end of the scene.\n\n**Tier 1**\n- Favored: Gain a bonus to damage rolls equal to a trait of your choice.\n- Invigorating: On a successful attack, roll a d4. On a result of 4, gain a Focus.\n- Quick: When you make an attack, you can spend a Focus or mark a Stress to target another creature within range with that attack.\n- Reliable: Gain a +1 bonus to your attack rolls.\n\n**Tier 2**\n- Aggressive: Gain a −1 penalty to your Evasion. On a successful attack, roll an additional damage die and discard the lowest result.\n- Anchored: Gain a +2 bonus to your damage thresholds. While in this stance, you can't be moved against your will.\n- Defensive: Attack rolls targeting you from within Melee range have disadvantage unless the attacker marks a Stress to negate the disadvantage.\n- Otherworldly: On a successful attack, you can deal physical or magic damage.\n\n**Tier 3**\n- Grappling: On 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.\n- Scary: On a successful attack, the target must mark a Stress.\n- Stable: You can spend a Focus instead of an Armor Slot to reduce damage.\n- Vigilant: When you are targeted by an attack, you can mark a Stress to gain a d6 bonus to your Evasion against the attack.\n\n**Tier 4**\n- Crushing: When you deal Severe damage, you can spend a Hope to force the target to mark an additional Hit Point.\n- Exacting: When you roll a 1 on a damage die, you can treat it as the highest value on the die instead.\n- Honed: Spend a Focus before you make an attack roll to gain a +1 bonus to your Proficiency for that attack.\n- Isolating: Gain advantage on attack rolls when there are no other creatures within Very Close range of you or your target.", "homebrew": false, "release": "hope_fear", "parentClass": "Brawler", "spellcastTrait": "", "domains": ["Valor", "Bone"], "tiers": {"foundation": "**Stance Fighter**\nYou can channel your inner resolve to shift into martial stances that grant you special benefits in combat.\nTake the Martial Stances sheet and choose two martial stances from Tier 1. Each time you level up your character, choose an additional stance from your tier or lower.", "specialization": "**Keen Defenses**\nWhen you're targeted by an attack, you can spend a Focus to gain a bonus to your Evasion equal to your tier against the attack.\n\n**Focus Cannon**\nSpend a Focus to make an Instinct Roll against an adversary within Far range. On a success, deal d20+3 magic damage using your Proficiency.", "mastery": "**Limit Breaker**\nOnce per rest, you can perform an unbelievable feat of athletic prowess, such as running across water, leaping between distant rooftops, or scaling a building without needing to roll. When you do, gain a Hope and clear a Stress.\n\n**Flow State**\nYou can mark a Stress instead of spending a Focus to shift into a different stance. Additionally, you can spend a Focus instead of marking a Stress to start a combo strike."}}, {"id": "the_void_subclass_pact_of_the_endless", "family": "subclass", "name": "Pact of the Endless", "text": "### Foundation\n**Patron's Mantle**\nSpend a Favor to cloak yourself in a terrifying aspect of your Patron that lasts until you take Severe damage or the scene ends. While this effect is active, you gain a bonus to your damage thresholds equal to your tier and have advantage on action rolls to intimidate a target.\n\n**Deathless Embrace**\nOnce per rest, spend any number of Favor to roll an equal number of Patron Dice. For each result of 4 or higher, clear a Hit Point.\n\n### Specialization\n**Harrowing Invocation**\nWhen an adversary targets you or an ally within Very Close range with an attack, you can spend a Favor to give them disadvantage on the roll. If the adversary fails the roll, they must also mark a Stress.\n\n**Damage Sink**\nOnce per rest, you can spend a Favor to halve incoming damage.\n\n### Mastery\n**Dark Aegis**\nOnce per long rest when you would take damage, you can spend a Favor instead of marking Hit Points.\n\n**Draining Bane**\nWhen an adversary targets you or an ally within Very Close range with an attack, you can spend a Favor to Drain them. When you do, they must mark a Stress, and you can clear a Stress. While Drained, the target uses a d12 instead of a d20 for attack rolls (including for advantage or disadvantage) until they fail a roll.", "homebrew": false, "release": "hope_fear", "parentClass": "Warlock", "spellcastTrait": "Presence", "domains": ["Dread", "Grace"], "tiers": {"foundation": "**Patron's Mantle**\nSpend a Favor to cloak yourself in a terrifying aspect of your Patron that lasts until you take Severe damage or the scene ends. While this effect is active, you gain a bonus to your damage thresholds equal to your tier and have advantage on action rolls to intimidate a target.\n\n**Deathless Embrace**\nOnce per rest, spend any number of Favor to roll an equal number of Patron Dice. For each result of 4 or higher, clear a Hit Point.", "specialization": "**Harrowing Invocation**\nWhen an adversary targets you or an ally within Very Close range with an attack, you can spend a Favor to give them disadvantage on the roll. If the adversary fails the roll, they must also mark a Stress.\n\n**Damage Sink**\nOnce per rest, you can spend a Favor to halve incoming damage.", "mastery": "**Dark Aegis**\nOnce per long rest when you would take damage, you can spend a Favor instead of marking Hit Points.\n\n**Draining Bane**\nWhen an adversary targets you or an ally within Very Close range with an attack, you can spend a Favor to Drain them. When you do, they must mark a Stress, and you can clear a Stress. While Drained, the target uses a d12 instead of a d20 for attack rolls (including for advantage or disadvantage) until they fail a roll."}}, {"id": "the_void_subclass_pact_of_the_wrathful", "family": "subclass", "name": "Pact of the Wrathful", "text": "### Foundation\n**Patron's Fury**\nSpend a Favor to imbue your attacks with your Patron's power until you deal Severe damage or the scene ends. When you roll damage while this effect is active, you also roll a number of Patron Dice equal to your tier and add their total to the damage dealt.\n\n**Deadly Vengeance**\nWhen you mark any number of Hit Points from an attack, you can spend a Favor to roll an equal number of Patron Dice. For each result of 4 or higher, the attacker marks a Hit Point.\n\n### Specialization\n**Menacing Reach**\nSpend a Favor to increase the range of your primary weapon by one step (such as Melee to Very Close or Very Close to Close) to a maximum of Very Far range. This effect ends when you make a successful attack with that weapon.\n\n**Diminish My Foes**\nWhen you succeed with Hope on an action roll against a target, you can spend any number of Favor to force the target to mark an equal number of Stress.\n\n### Mastery\n**Fearsome Attack**\nSpend a Favor to reroll any number of your damage dice. You can continue spending Favor to use this feature on the same damage roll.\n\n**Otherworldly Ire**\nOnce per rest when you take damage, you can spend any number of Favor to roll that many Patron Dice and target a number of creatures within Close range equal to the highest result. Each target must mark a Hit Point.", "homebrew": false, "release": "hope_fear", "parentClass": "Warlock", "spellcastTrait": "Presence", "domains": ["Dread", "Grace"], "tiers": {"foundation": "**Patron's Fury**\nSpend a Favor to imbue your attacks with your Patron's power until you deal Severe damage or the scene ends. When you roll damage while this effect is active, you also roll a number of Patron Dice equal to your tier and add their total to the damage dealt.\n\n**Deadly Vengeance**\nWhen you mark any number of Hit Points from an attack, you can spend a Favor to roll an equal number of Patron Dice. For each result of 4 or higher, the attacker marks a Hit Point.", "specialization": "**Menacing Reach**\nSpend a Favor to increase the range of your primary weapon by one step (such as Melee to Very Close or Very Close to Close) to a maximum of Very Far range. This effect ends when you make a successful attack with that weapon.\n\n**Diminish My Foes**\nWhen you succeed with Hope on an action roll against a target, you can spend any number of Favor to force the target to mark an equal number of Stress.", "mastery": "**Fearsome Attack**\nSpend a Favor to reroll any number of your damage dice. You can continue spending Favor to use this feature on the same damage roll.\n\n**Otherworldly Ire**\nOnce per rest when you take damage, you can spend any number of Favor to roll that many Patron Dice and target a number of creatures within Close range equal to the highest result. Each target must mark a Hit Point."}}, {"id": "the_void_subclass_hedge", "family": "subclass", "name": "Hedge", "text": "### Foundation\n**Herbal Remedies**\nWhen you or an ally in the scene clears 1 or more Hit Points or Stress as the result of using a consumable, increase the number cleared by 1.\n\n**Enchanted Talisman**\nOnce per rest, you can imbue a small item with your protective essence. Spend any number of Hope to place an equal number of tokens on this card. When the person holding the talisman takes damage, spend a token to reduce the number of Hit Points they mark by one. Clear all tokens from this card when you take a rest.\n\n### Specialization\n**Walk Between Worlds**\nDuring a moment of calm, make a Spellcast Roll (13). Once per rest on a success, you can mark a Stress to step beyond the veil of death and converse with any nearby spirits. Place a number of tokens equal to your Spellcast trait on this card and remove one each time a spirit answers a question. When the last token is removed or at the end of the scene, you return to the Mortal Realm in the same spot you left it.\n\n**Vexing Malison**\nYou have advantage on attacks against Hexed creatures.\n\n### Mastery\n**Circle of Power**\nOnce per rest, mark a circle on the ground outlining a Very Close area around you, and place a number of tokens equal to your Spellcast trait on this card. While within this circle, you and your allies gain a +2 bonus to damage thresholds, attack rolls, and Evasion. Remove a token each time you or an ally within the circle makes an action roll or evades an attack. This spell lasts until the last token is removed or you exit the circle.", "homebrew": false, "release": "hope_fear", "parentClass": "Witch", "spellcastTrait": "Knowledge", "domains": ["Sage", "Dread"], "tiers": {"foundation": "**Herbal Remedies**\nWhen you or an ally in the scene clears 1 or more Hit Points or Stress as the result of using a consumable, increase the number cleared by 1.\n\n**Enchanted Talisman**\nOnce per rest, you can imbue a small item with your protective essence. Spend any number of Hope to place an equal number of tokens on this card. When the person holding the talisman takes damage, spend a token to reduce the number of Hit Points they mark by one. Clear all tokens from this card when you take a rest.", "specialization": "**Walk Between Worlds**\nDuring a moment of calm, make a Spellcast Roll (13). Once per rest on a success, you can mark a Stress to step beyond the veil of death and converse with any nearby spirits. Place a number of tokens equal to your Spellcast trait on this card and remove one each time a spirit answers a question. When the last token is removed or at the end of the scene, you return to the Mortal Realm in the same spot you left it.\n\n**Vexing Malison**\nYou have advantage on attacks against Hexed creatures.", "mastery": "**Circle of Power**\nOnce per rest, mark a circle on the ground outlining a Very Close area around you, and place a number of tokens equal to your Spellcast trait on this card. While within this circle, you and your allies gain a +2 bonus to damage thresholds, attack rolls, and Evasion. Remove a token each time you or an ally within the circle makes an action roll or evades an attack. This spell lasts until the last token is removed or you exit the circle."}}, {"id": "the_void_subclass_moon", "family": "subclass", "name": "Moon", "text": "### Foundation\n**Night's Glamour**\nMake a Spellcast Roll (13) to Glamour yourself in a bewitching facade. While Glamoured, you have advantage on rolls that leverage your illusory appearance. Additionally, adversaries within Close range must mark a Stress to attack you.\nUnless you mark a Stress to maintain your Glamour, it drops when you mark a Hit Point or deal damage.\n\n### Specialization\n**Moonbeam**\nOnce per session, you can conjure a column of moonlight that illuminates the area within Close range until the end of the scene. While bathed in this moonlight, you and your allies gain a +1 bonus to Spellcast Rolls and can see through illusions.\n\n**Ire of Pale Light**\nWhen a Hexed creature within Very Far range fails an attack, they must mark a Stress.\n\n### Mastery\n**Lunar Phases**\nAt the beginning of each session, roll a d6 and place it on this card. You gain the matching effect until the end of session:\n- 1 New: Spend a Hope to negate Minor damage.\n- 2–3 Waxing: +2 to damage rolls.\n- 4 Full: +3 to damage thresholds.\n- 5–6 Waning: +1 to Evasion.\nOnce per rest, you can spend a Hope to increase the value of this die by one. If you increase the value of a 6, it becomes a 1.", "homebrew": false, "release": "hope_fear", "parentClass": "Witch", "spellcastTrait": "Instinct", "domains": ["Sage", "Dread"], "tiers": {"foundation": "**Night's Glamour**\nMake a Spellcast Roll (13) to Glamour yourself in a bewitching facade. While Glamoured, you have advantage on rolls that leverage your illusory appearance. Additionally, adversaries within Close range must mark a Stress to attack you.\nUnless you mark a Stress to maintain your Glamour, it drops when you mark a Hit Point or deal damage.", "specialization": "**Moonbeam**\nOnce per session, you can conjure a column of moonlight that illuminates the area within Close range until the end of the scene. While bathed in this moonlight, you and your allies gain a +1 bonus to Spellcast Rolls and can see through illusions.\n\n**Ire of Pale Light**\nWhen a Hexed creature within Very Far range fails an attack, they must mark a Stress.", "mastery": "**Lunar Phases**\nAt the beginning of each session, roll a d6 and place it on this card. You gain the matching effect until the end of session:\n- 1 New: Spend a Hope to negate Minor damage.\n- 2–3 Waxing: +2 to damage rolls.\n- 4 Full: +3 to damage thresholds.\n- 5–6 Waning: +1 to Evasion.\nOnce per rest, you can spend a Hope to increase the value of this die by one. If you increase the value of a 6, it becomes a 1."}}, {"id": "hf_transformation_demigod", "family": "transformation", "name": "Demigod", "text": "Demigods are mortal creatures whose veins flow with the blood of the gods.\n\n**Gifted**\nYou gain a +1 bonus to action, reaction, and damage rolls.\n\n**Weight of Divinity**\nWhen you fail a roll, you must mark a Stress or the GM gains a Fear.", "homebrew": false, "release": "hope_fear"}, {"id": "hf_transformation_ghost", "family": "transformation", "name": "Ghost", "text": "Ghosts are the spirits of the once-living who are bound to the Mortal Realm.\n\n**Unfinished Business**\nWork with your GM to decide what purpose or desire keeps you bound to the Mortal Realm. When you fulfill it, you cross through the veil of death.\n\n**Ephemeral**\nYour body wavers in and out of being corporeal. You are resistant to physical damage, take double magic damage, and can mark 2 Stress to momentarily pass through a solid object.", "homebrew": false, "release": "hope_fear"}, {"id": "hf_transformation_reanimated", "family": "transformation", "name": "Reanimated", "text": "Reanimated are corpses who have been brought back to life.\n\n**Corpse**\nDuring a rest, you can clear Hit Points only if you have access to remains from a recently deceased creature. Describe how you use these materials to maintain your corpse.\n\n**Won't Stay Dead**\nWhen you choose the Risk It All death move and fail, you can permanently mark a Hit Point to succeed instead. When you do, you still use the Hope Die's value to clear Hit Points and Stress. When you permanently mark your last Hit Point, you pass through the veil of death.", "homebrew": false, "release": "hope_fear"}, {"id": "hf_transformation_shapeshifter", "family": "transformation", "name": "Shapeshifter", "text": "Shapeshifters are creatures who can change their physical form.\n\n**Change Shape**\nDuring a rest, you can use a downtime move to swap your current ancestry with another. When you do, describe how your appearance changes.\n\n**Only Skin Deep**\nYou gain the benefit of only one of your chosen ancestry's features, which you select when you choose the ancestry. You can use a downtime move to choose a different feature from that ancestry.", "homebrew": false, "release": "hope_fear"}, {"id": "hf_transformation_vampire", "family": "transformation", "name": "Vampire", "text": "Vampires are undead creatures with sharp fangs who feed on the blood of the living.\n\n**Fangs**\nMake an attack using a trait of your choice to bite a target within Melee range. On a success, deal d6 physical damage using your Proficiency.\n\n**Feed**\nOn a successful \"Fangs\" attack against a creature that can bleed, you can mark a Stress to feed. Place a number of tokens on this card equal to the number of Hit Points the target marks. You can hold up to 6 tokens at a time. Before you make an action roll, you can spend a token to make your Fear Die a d20. When you take a long rest, remove a token. While there are no tokens on this card, you make action and reaction rolls with disadvantage.", "homebrew": false, "release": "hope_fear"}, {"id": "hf_transformation_werewolf", "family": "transformation", "name": "Werewolf", "text": "Werewolves are creatures who transform into large supernatural wolves.\n\n**Wolf Form**\nWhen you mark 1 or more Hit Points, you can mark a Stress to enter your Wolf Form. While in this form, you gain a 1d10 bonus to attack and damage rolls. When you roll with Hope while in Wolf Form, you must mark a Stress. Your Wolf Form lasts until you go into your \"Howling Rampage\" or take a rest.\n\n**Howling Rampage**\nWhen you mark your last Stress while in Wolf Form, you go into a rampage. Roll a number of d20s equal to your tier and deal that much physical damage to all creatures within Very Close range, then drop out of Wolf Form.", "homebrew": false, "release": "hope_fear"}], "classes": [{"id": "the_void_class_witch", "name": "Witch", "domains": ["Sage", "Dread"], "startingEvasion": 10, "startingHitPoints": 6, "hopeFeature": "**Witch's Charm**\nWhen you or an ally within Far range fails an action roll, you can spend 3 Hope to change it into a success with Fear instead.", "classFeatures": "**Hex**\nMark a Stress to temporarily Hex a target within Far range. While Hexed, the target gains a penalty to their damage rolls and Difficulty equal to your tier. The maximum number of creatures you can Hex at one time is equal to your Spellcast trait.\n\n**Commune**\nOnce per long rest during a moment of calm, you can commune with an ancestor, a deity, a spirit, or an otherworldly being. Ask them a question, then roll a number of d6s equal to your Spellcast trait. Choose one of the results:\n- 1–3: You taste a flavor, smell a scent, or feel a sensation relevant to the answer.\n- 4–5: You hear sounds or see a vision relevant to the answer.\n- 6: You psychically experience a scene relevant to the answer as if you were there."}, {"id": "the_void_class_assassin", "name": "Assassin", "domains": ["Blade", "Midnight"], "startingEvasion": 12, "startingHitPoints": 5, "hopeFeature": "**Deadly Determination**\nSpend 3 Hope to clear 2 Stress.", "classFeatures": "**Marked for Death**\nOn a successful weapon attack, you can mark a Stress to make the target Marked for Death. When you deal damage to a target you've Marked for Death, add a number of d4s equal to your tier to the damage roll.\nYou can have only one adversary Marked for Death at a time. This condition lasts until you take a rest, the current adversary Marked for Death is defeated, or the GM spends a number of Fear equal to your tier to clear it.\n\n**Get In & Get Out**\nSpend a Hope to ask the GM for a quick or inconspicuous way into or out of a place you can see. The next roll you make that acts on this information has advantage."}, {"id": "the_void_class_warlock", "name": "Warlock", "domains": ["Dread", "Grace"], "startingEvasion": 11, "startingHitPoints": 5, "hopeFeature": "**Patron's Boon**\nWhen you fail a roll, you can spend 3 Hope to reroll with advantage.", "classFeatures": "**Patron's Pact**\nYou have committed yourself to a supernatural entity—such as a god, fae, or demon—in exchange for power. Write their name on your character sheet, then work with your GM to determine their sphere of influence (such as Nature, Chaos, Wisdom, Mischief, Love, War, Justice, or Death). Before making an action roll that relates to your patron's sphere of influence, you can spend a Favor to call upon their aid, rolling your Patron Die and adding its result to the total. Your Patron Die starts at a d6 and increases to a d8 at level 5.\n\n**Favor**\nYou start with 3 Favor. You can use a downtime move to show tribute to your patron. Describe how and gain Favor equal to your Spellcast trait. Additionally, when you succeed on an action roll with Hope, you can choose to gain a Favor instead of a Hope.\nThe maximum Favor you can hold at one time is 6."}, {"id": "the_void_class_brawler", "name": "Brawler", "domains": ["Valor", "Bone"], "startingEvasion": 10, "startingHitPoints": 6, "hopeFeature": "**Square Up**\nSpend 3 Hope to intimidate a target within Close range, making them temporarily Vulnerable.", "classFeatures": "**I Am the Weapon**\nYour barehanded attacks are as strong as any blade. You have a primary weapon called Brawler's Strike equipped while you have no other Active Weapons. It uses a trait of your choice, has Melee range, and deals d8+d6 physical damage using your Proficiency (both the d8 and d6 scale off your Proficiency). While this weapon is active, you gain a +1 bonus to your Evasion.\n\n**Combo Strike**\nAfter rolling damage on a successful attack with a Melee weapon, you can mark a Stress to start a combo strike. When you do, roll your Combo Die and note the result, then continue rolling your Combo Die until the result of your latest roll is lower than the roll that preceded it. You deal extra damage equal to the total of all rolled Combo Die results on this attack. The results can't be modified by any means.\nYour Combo Die starts as a d4. Once per tier, you can increase your Combo Die by one step as a level advancement option."}], "equipment": {"weapon": [{"id": "hf_weapon_katana", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D10", "type": "PHYSICAL", "modifier": 3}, "burden": "TWO_HANDED", "name": "Katana", "text": "**Quick**\nWhen you make an attack, you can mark a Stress to target another creature within range.", "release": "hope_fear"}, {"id": "hf_weapon_brass_knuckles", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 1}, "burden": "ONE_HANDED", "name": "Brass Knuckles", "text": "", "release": "hope_fear"}, {"id": "hf_weapon_scimitar", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 1}, "burden": "ONE_HANDED", "name": "Scimitar", "text": "", "release": "hope_fear"}, {"id": "hf_weapon_twisted_dagger", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "KNOWLEDGE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Twisted Dagger", "text": "**Piercing**\nDamage dealt with this weapon treats the target’s Major threshold as having a −2 penalty.", "release": "hope_fear"}, {"id": "hf_weapon_whipsword", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "FINESSE", "range": "VERY_CLOSE", "damage": {"dice": "D8", "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Whipsword", "text": "**Versatile**\nThis weapon can also be used with these statistics—Finesse, Melee, d10.", "release": "hope_fear"}, {"id": "hf_weapon_rope_dart", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "INSTINCT", "range": "CLOSE", "damage": {"dice": "D6", "type": "PHYSICAL", "modifier": 1}, "burden": "TWO_HANDED", "name": "Rope Dart", "text": "", "release": "hope_fear"}, {"id": "hf_weapon_brightsword", "type": "PRIMARY_MAGIC", "tier": 1, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "type": "MAGICAL", "modifier": 3}, "burden": "TWO_HANDED", "name": "Brightsword", "text": "", "release": "hope_fear"}, {"id": "hf_weapon_shadowblade", "type": "PRIMARY_MAGIC", "tier": 1, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Shadowblade", "text": "**Otherworldly**\nOn a successful attack, you can deal physical or magic damage.", "release": "hope_fear"}, {"id": "hf_weapon_enchanted_chakram", "type": "PRIMARY_MAGIC", "tier": 1, "trait": "FINESSE", "range": "CLOSE", "damage": {"dice": "D6", "type": "MAGICAL", "modifier": 1}, "burden": "ONE_HANDED", "name": "Enchanted Chakram", "text": "**Ricochet**\nWhen you throw this weapon, it returns to your hand. When you make an attack, you can mark a Stress to target another creature within Very Close range of the first target with that attack.", "release": "hope_fear"}, {"id": "hf_weapon_casting_dagger", "type": "PRIMARY_MAGIC", "tier": 1, "trait": "INSTINCT", "range": "CLOSE", "damage": {"dice": "D6", "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Casting Dagger", "text": "**Versatile**\nThis weapon can also be used with these statistics—Instinct, Melee, d8.", "release": "hope_fear"}, {"id": "hf_weapon_runelock_pistol", "type": "PRIMARY_MAGIC", "tier": 1, "trait": "KNOWLEDGE", "range": "FAR", "damage": {"dice": "D6", "type": "MAGICAL", "modifier": 3}, "burden": "ONE_HANDED", "name": "Runelock Pistol", "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.", "release": "hope_fear"}, {"id": "hf_weapon_arcane_rifle", "type": "PRIMARY_MAGIC", "tier": 1, "trait": "AGILITY", "range": "VERY_FAR", "damage": {"dice": "D10", "type": "MAGICAL", "modifier": 3}, "burden": "TWO_HANDED", "name": "Arcane Rifle", "text": "**Aimed**\nYour attack has disadvantage if the target is within Very Close range of you or within Melee range of one of your allies. You can mark a Stress to ignore this penalty.", "release": "hope_fear"}, {"id": "hf_weapon_improved_katana", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D10", "type": "PHYSICAL", "modifier": 6}, "burden": "TWO_HANDED", "name": "Improved Katana", "text": "**Quick**\nWhen you make an attack, you can mark a Stress to target another creature within range.", "release": "hope_fear"}, {"id": "hf_weapon_improved_brass_knuckles", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 4}, "burden": "ONE_HANDED", "name": "Improved Brass Knuckles", "text": "", "release": "hope_fear"}, {"id": "hf_weapon_improved_scimitar", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 4}, "burden": "ONE_HANDED", "name": "Improved Scimitar", "text": "", "release": "hope_fear"}, {"id": "hf_weapon_improved_twisted_dagger", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "KNOWLEDGE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 3}, "burden": "ONE_HANDED", "name": "Improved Twisted Dagger", "text": "**Piercing**\nDamage dealt with this weapon treats the target’s Major threshold as having a −2 penalty.", "release": "hope_fear"}, {"id": "hf_weapon_improved_whipsword", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "FINESSE", "range": "VERY_CLOSE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 3}, "burden": "ONE_HANDED", "name": "Improved Whipsword", "text": "**Versatile**\nThis weapon can also be used with these statistics—Finesse, Melee, d10+3.", "release": "hope_fear"}, {"id": "hf_weapon_improved_rope_dart", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "INSTINCT", "range": "CLOSE", "damage": {"dice": "D6", "type": "PHYSICAL", "modifier": 4}, "burden": "TWO_HANDED", "name": "Improved Rope Dart", "text": "", "release": "hope_fear"}, {"id": "hf_weapon_war_pick", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 3}, "burden": "ONE_HANDED", "name": "War Pick", "text": "**Deadly**\nWhen you deal Severe damage, the target must mark an additional HP.", "release": "hope_fear"}, {"id": "hf_weapon_cane_sword", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 4}, "burden": "ONE_HANDED", "name": "Cane Sword", "text": "**Retractable**\nThe blade can be hidden in the cane to avoid detection.", "release": "hope_fear"}, {"id": "hf_weapon_bladed_fan", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 3}, "burden": "ONE_HANDED", "name": "Bladed Fan", "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.", "release": "hope_fear"}, {"id": "hf_weapon_cyrurgiens_scalpel", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "KNOWLEDGE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 3}, "burden": "ONE_HANDED", "name": "Cyrurgien’s Scalpel", "text": "**Scary**\nOn a successful attack, the target must mark a Stress.", "release": "hope_fear"}, {"id": "hf_weapon_javelins", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "AGILITY", "range": "VERY_CLOSE", "damage": {"dice": "D6", "type": "PHYSICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Javelins", "text": "**Stockpiled**\nYou can throw this weapon at a target within Far range by making an attack roll using Agility without having to retrieve it, as you always have another one on hand.", "release": "hope_fear"}, {"id": "hf_weapon_lance", "type": "PRIMARY_PHYSICAL", "tier": 2, "trait": "INSTINCT", "range": "VERY_CLOSE", "damage": {"dice": "D10", "type": "PHYSICAL", "modifier": 5}, "burden": "TWO_HANDED", "name": "Lance", "text": "**Cumbersome**\n−1 to Finesse", "release": "hope_fear"}, {"id": "hf_weapon_improved_brightsword", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "type": "MAGICAL", "modifier": 6}, "burden": "TWO_HANDED", "name": "Improved Brightsword", "text": "", "release": "hope_fear"}, {"id": "hf_weapon_improved_shadowblade", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 3}, "burden": "ONE_HANDED", "name": "Improved Shadowblade", "text": "**Otherworldly**\nOn a successful attack, you can deal physical or magic damage.", "release": "hope_fear"}, {"id": "hf_weapon_improved_enchanted_chakram", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "FINESSE", "range": "CLOSE", "damage": {"dice": "D6", "type": "MAGICAL", "modifier": 4}, "burden": "ONE_HANDED", "name": "Improved Enchanted Chakram", "text": "**Ricochet**\nWhen you throw this weapon, it returns to your hand. When you make an attack, you can mark a Stress to target another creature within Very Close range of the first target with that attack.", "release": "hope_fear"}, {"id": "hf_weapon_improved_casting_dagger", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "INSTINCT", "range": "CLOSE", "damage": {"dice": "D6", "type": "MAGICAL", "modifier": 3}, "burden": "ONE_HANDED", "name": "Improved Casting Dagger", "text": "**Versatile**\nThis weapon can also be used with these statistics—Instinct, Melee, d8+3.", "release": "hope_fear"}, {"id": "hf_weapon_improved_runelock_pistol", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "KNOWLEDGE", "range": "FAR", "damage": {"dice": "D6", "type": "MAGICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Improved Runelock Pistol", "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.", "release": "hope_fear"}, {"id": "hf_weapon_improved_arcane_rifle", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "AGILITY", "range": "VERY_FAR", "damage": {"dice": "D10", "type": "MAGICAL", "modifier": 6}, "burden": "TWO_HANDED", "name": "Improved Arcane Rifle", "text": "**Aimed**\nYour attack has disadvantage if the target is within Very Close range of you or within Melee range of one of your allies. You can mark a Stress to ignore this penalty.", "release": "hope_fear"}, {"id": "hf_weapon_enchanted_shillelagh", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "type": "MAGICAL", "modifier": 3}, "burden": "ONE_HANDED", "name": "Enchanted Shillelagh", "text": "**Protective**\n+1 to your Armor Score", "release": "hope_fear"}, {"id": "hf_weapon_displacement_razor", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D8", "type": "MAGICAL", "modifier": 3}, "burden": "TWO_HANDED", "name": "Displacement Razor", "text": "**Omnipresent**\nYou can make attacks against targets within Very Far range, but must do so with disadvantage.", "release": "hope_fear"}, {"id": "hf_weapon_spellbound_bangles", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "KNOWLEDGE", "range": "MELEE", "damage": {"dice": "D10", "type": "MAGICAL", "modifier": 6}, "burden": "TWO_HANDED", "name": "Spellbound Bangles", "text": "", "release": "hope_fear"}, {"id": "hf_weapon_fury_gem", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "INSTINCT", "range": "CLOSE", "damage": {"dice": "D8", "type": "MAGICAL", "modifier": 3}, "burden": "ONE_HANDED", "name": "Fury Gem", "text": "**Burning**\nWhen you roll the maximum result on a damage die, the target must mark a Stress.", "release": "hope_fear"}, {"id": "hf_weapon_enchanted_lute", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "PRESENCE", "range": "CLOSE", "damage": {"dice": "D8", "type": "MAGICAL", "modifier": 3}, "burden": "TWO_HANDED", "name": "Enchanted Lute", "text": "**Invigorating**\nOn a successful attack, roll a d4. On a result of 4, clear a Stress.", "release": "hope_fear"}, {"id": "hf_weapon_splintershaft_bow", "type": "PRIMARY_MAGIC", "tier": 2, "trait": "AGILITY", "range": "FAR", "damage": {"dice": "D6", "type": "MAGICAL", "modifier": 6}, "burden": "TWO_HANDED", "name": "Splintershaft Bow", "text": "**Volleyed**\nSpend a Hope to target a group of creatures within range. Targets you succeed against take half damage.", "release": "hope_fear"}, {"id": "hf_weapon_advanced_katana", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D10", "type": "PHYSICAL", "modifier": 9}, "burden": "TWO_HANDED", "name": "Advanced Katana", "text": "When you make an attack, you can mark a Quick: Stress to target another creature within range.", "release": "hope_fear"}, {"id": "hf_weapon_advanced_brass_knuckles", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 7}, "burden": "ONE_HANDED", "name": "Advanced Brass Knuckles", "text": "", "release": "hope_fear"}, {"id": "hf_weapon_advanced_scimitar", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 7}, "burden": "ONE_HANDED", "name": "Advanced Scimitar", "text": "", "release": "hope_fear"}, {"id": "hf_weapon_advanced_twisted_dagger", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "KNOWLEDGE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Advanced Twisted Dagger", "text": "**Piercing**\nDamage dealt with this weapon treats the target’s Major threshold as having a −2 penalty.", "release": "hope_fear"}, {"id": "hf_weapon_advanced_whipsword", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "FINESSE", "range": "VERY_CLOSE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Advanced Whipsword", "text": "**Versatile**\nThis weapon can also be used with these statistics—Finesse, Melee, d10+6.", "release": "hope_fear"}, {"id": "hf_weapon_advanced_rope_dart", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "INSTINCT", "range": "CLOSE", "damage": {"dice": "D6", "type": "PHYSICAL", "modifier": 7}, "burden": "TWO_HANDED", "name": "Advanced Rope Dart", "text": "", "release": "hope_fear"}, {"id": "hf_weapon_blitz_hammer", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "type": "PHYSICAL", "modifier": 7}, "burden": "TWO_HANDED", "name": "Blitz Hammer", "text": "**Accelerator**\nOnce per scene, mark a Stress to move to Far range then make an attack. Gain a +1 bonus to your Proficiency on this attack.", "release": "hope_fear"}, {"id": "hf_weapon_platinum_estoc", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 7}, "burden": "ONE_HANDED", "name": "Platinum Estoc", "text": "**Piercing**\nDamage dealt with this weapon treats the target’s Major threshold as having a −2 penalty.", "release": "hope_fear"}, {"id": "hf_weapon_soldiers_pike", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "AGILITY", "range": "VERY_CLOSE", "damage": {"dice": "D10", "type": "PHYSICAL", "modifier": 5}, "burden": "TWO_HANDED", "name": "Soldier’s Pike", "text": "**Braced**\nWhen an adversary within this weapon’s range deals damage to you, you can mark 2 Stress to force them to mark a Hit Point.", "release": "hope_fear"}, {"id": "hf_weapon_chained_scythe", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "INSTINCT", "range": "VERY_CLOSE", "damage": {"dice": "D10", "type": "PHYSICAL", "modifier": 5}, "burden": "TWO_HANDED", "name": "Chained Scythe", "text": "**Quick**\nWhen you make an attack, you can mark a Stress to target another creature within range.", "release": "hope_fear"}, {"id": "hf_weapon_singing_sword", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "PRESENCE", "range": "VERY_CLOSE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 5}, "burden": "ONE_HANDED", "name": "Singing Sword", "text": "**Bolstering**\nWhen you critically succeed on an attack, all PCs within Close range gain a Hope.", "release": "hope_fear"}, {"id": "hf_weapon_bladed_star", "type": "PRIMARY_PHYSICAL", "tier": 3, "trait": "KNOWLEDGE", "range": "CLOSE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 7}, "burden": "ONE_HANDED", "name": "Bladed Star", "text": "**Rebounding**\nWhen you throw this weapon, it returns to your hand. On a failed attack, you can reroll your attack with disadvantage.", "release": "hope_fear"}, {"id": "hf_weapon_advanced_brightsword", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "type": "MAGICAL", "modifier": 9}, "burden": "TWO_HANDED", "name": "Advanced Brightsword", "text": "", "release": "hope_fear"}, {"id": "hf_weapon_advanced_shadowblade", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Advanced Shadowblade", "text": "**Otherworldly**\nOn a successful attack, you can deal physical or magic damage.", "release": "hope_fear"}, {"id": "hf_weapon_advanced_enchanted_chakram", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "FINESSE", "range": "CLOSE", "damage": {"dice": "D6", "type": "MAGICAL", "modifier": 7}, "burden": "ONE_HANDED", "name": "Advanced Enchanted Chakram", "text": "**Ricochet**\nWhen you throw this weapon, it returns to your hand. When you make an attack, you can mark a Stress to target another creature within Very Close range of the first target with that attack.", "release": "hope_fear"}, {"id": "hf_weapon_advanced_casting_dagger", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "INSTINCT", "range": "CLOSE", "damage": {"dice": "D6", "type": "MAGICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Advanced Casting Dagger", "text": "**Versatile**\nThis weapon can also be used with these statistics—Instinct, Melee, d8+6.", "release": "hope_fear"}, {"id": "hf_weapon_advanced_runelock_pistol", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "KNOWLEDGE", "range": "FAR", "damage": {"dice": "D6", "type": "MAGICAL", "modifier": 9}, "burden": "ONE_HANDED", "name": "Advanced Runelock Pistol", "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.", "release": "hope_fear"}, {"id": "hf_weapon_advanced_arcane_rifle", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "AGILITY", "range": "VERY_FAR", "damage": {"dice": "D10", "type": "MAGICAL", "modifier": 9}, "burden": "TWO_HANDED", "name": "Advanced Arcane Rifle", "text": "**Aimed**\nYour attack has disadvantage if the target is within Very Close range of you or within Melee range of one of your allies. You can mark a Stress to ignore this penalty.", "release": "hope_fear"}, {"id": "hf_weapon_rocket_maul", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "type": "MAGICAL", "modifier": 7}, "burden": "TWO_HANDED", "name": "Rocket Maul", "text": "**Concussive**\nOn a successful attack, you can spend a Hope to knock the target back to Far range.", "release": "hope_fear"}, {"id": "hf_weapon_crystal_spear", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "FINESSE", "range": "VERY_CLOSE", "damage": {"dice": "D10", "type": "MAGICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Crystal Spear", "text": "**Piercing**\nDamage dealt with this weapon treats the target’s Major threshold as having a −2 penalty.", "release": "hope_fear"}, {"id": "hf_weapon_arc_wand", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "PRESENCE", "range": "CLOSE", "damage": {"dice": "D8", "type": "MAGICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Arc Wand", "text": "**Bouncing**\nMark any number of Stress to target that many additional creatures in range of the attack.", "release": "hope_fear"}, {"id": "hf_weapon_rime_scepter", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "KNOWLEDGE", "range": "CLOSE", "damage": {"dice": "D8", "type": "MAGICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Rime Scepter", "text": "**Freezing**\nWhen an attack from this weapon causes a target to mark 2 or more HP, they become temporarily Restrained.", "release": "hope_fear"}, {"id": "hf_weapon_gunblade", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "AGILITY", "range": "FAR", "damage": {"dice": "D6", "type": "MAGICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Gunblade", "text": "**Versatile**\nThis weapon can also be used with these statistics—Agility, Melee, d8+6 phy.", "release": "hope_fear"}, {"id": "hf_weapon_staff_of_augma", "type": "PRIMARY_MAGIC", "tier": 3, "trait": "INSTINCT", "range": "FAR", "damage": {"dice": "D6", "type": "MAGICAL", "modifier": 7}, "burden": "ONE_HANDED", "name": "Staff of Augma", "text": "**Catalytic**\nOn a successful attack, you can mark a Stress to give an ally within Close range a +3 bonus to their next attack roll.", "release": "hope_fear"}, {"id": "hf_weapon_legendary_katana", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D10", "type": "PHYSICAL", "modifier": 12}, "burden": "TWO_HANDED", "name": "Legendary Katana", "text": "**Quick**\nWhen you make an attack, you can mark a Stress to target another creature within range.", "release": "hope_fear"}, {"id": "hf_weapon_legendary_brass_knuckles", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 10}, "burden": "ONE_HANDED", "name": "Legendary Brass Knuckles", "text": "", "release": "hope_fear"}, {"id": "hf_weapon_legendary_scimitar", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 10}, "burden": "ONE_HANDED", "name": "Legendary Scimitar", "text": "", "release": "hope_fear"}, {"id": "hf_weapon_legendary_twisted_dagger", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "KNOWLEDGE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 9}, "burden": "ONE_HANDED", "name": "Legendary Twisted Dagger", "text": "**Piercing**\nDamage dealt with this weapon treats the target’s Major threshold as having a −2 penalty.", "release": "hope_fear"}, {"id": "hf_weapon_legendary_whipsword", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "FINESSE", "range": "VERY_CLOSE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 9}, "burden": "ONE_HANDED", "name": "Legendary Whipsword", "text": "This weapon can also be used with Versatile: these statistics—Finesse, Melee, d10+9.", "release": "hope_fear"}, {"id": "hf_weapon_legendary_rope_dart", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "INSTINCT", "range": "CLOSE", "damage": {"dice": "D6", "type": "PHYSICAL", "modifier": 10}, "burden": "TWO_HANDED", "name": "Legendary Rope Dart", "text": "", "release": "hope_fear"}, {"id": "hf_weapon_severed_dragon_claw", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "INSTINCT", "range": "MELEE", "damage": {"dice": "D10", "type": "PHYSICAL", "modifier": 11}, "burden": "ONE_HANDED", "name": "Severed Dragon Claw", "text": "**Destructive**\n−1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress.", "release": "hope_fear"}, {"id": "hf_weapon_infinite_staff", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D10", "type": "PHYSICAL", "modifier": 9}, "burden": "TWO_HANDED", "name": "Infinite Staff", "text": "**Extending**\nYou can increase the range of this weapon up to Very Far. You gain a −1 penalty to attack rolls for each step you increase the range by (such as Melee to Very Close, Very Close to Close, or Close to Far).", "release": "hope_fear"}, {"id": "hf_weapon_bec_de_corbin", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "AGILITY", "range": "VERY_CLOSE", "damage": {"dice": "D10", "type": "PHYSICAL", "modifier": 9}, "burden": "TWO_HANDED", "name": "Bec de Corbin", "text": "**Devastating**\nBefore you make an attack roll, you can mark a Stress to use a d20 as your damage die.", "release": "hope_fear"}, {"id": "hf_weapon_black_powder_serpentine", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "STRENGTH", "range": "FAR", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 12}, "burden": "TWO_HANDED", "name": "Black Powder Serpentine", "text": "**Incendiary**\n−1 to Agility; on a successful attack, all creatures within Very Close range of the target must mark a Hit Point.", "release": "hope_fear"}, {"id": "hf_weapon_clockwork_crossbow", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "FINESSE", "range": "FAR", "damage": {"dice": "D6", "type": "PHYSICAL", "modifier": 11}, "burden": "ONE_HANDED", "name": "Clockwork Crossbow", "text": "**Quick**\nWhen you make an attack, you can mark a Stress to target another creature within range.", "release": "hope_fear"}, {"id": "hf_weapon_arquebus", "type": "PRIMARY_PHYSICAL", "tier": 4, "trait": "KNOWLEDGE", "range": "FAR", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 10}, "burden": "TWO_HANDED", "name": "Arquebus", "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.", "release": "hope_fear"}, {"id": "hf_weapon_legendary_brightsword", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D10", "type": "MAGICAL", "modifier": 12}, "burden": "TWO_HANDED", "name": "Legendary Brightsword", "text": "", "release": "hope_fear"}, {"id": "hf_weapon_legendary_shadowblade", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 9}, "burden": "ONE_HANDED", "name": "Legendary Shadowblade", "text": "**Otherworldly**\nOn a successful attack, you can deal physical or magic damage.", "release": "hope_fear"}, {"id": "hf_weapon_legendary_enchanted_chakram", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "FINESSE", "range": "CLOSE", "damage": {"dice": "D6", "type": "MAGICAL", "modifier": 10}, "burden": "ONE_HANDED", "name": "Legendary Enchanted Chakram", "text": "**Ricochet**\nWhen you throw this weapon, it returns to your hand. When you make an attack, you can mark a Stress to target another creature within Very Close range of the first target with that attack.", "release": "hope_fear"}, {"id": "hf_weapon_legendary_casting_dagger", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "INSTINCT", "range": "CLOSE", "damage": {"dice": "D6", "type": "MAGICAL", "modifier": 9}, "burden": "ONE_HANDED", "name": "Legendary Casting Dagger", "text": "**Versatile**\nThis weapon can also be used with these statistics—Instinct, Melee, d8+9.", "release": "hope_fear"}, {"id": "hf_weapon_legendary_runelock_pistol", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "KNOWLEDGE", "range": "FAR", "damage": {"dice": "D6", "type": "MAGICAL", "modifier": 12}, "burden": "ONE_HANDED", "name": "Legendary Runelock Pistol", "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.", "release": "hope_fear"}, {"id": "hf_weapon_legendary_arcane_rifle", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "AGILITY", "range": "VERY_FAR", "damage": {"dice": "D10", "type": "MAGICAL", "modifier": 12}, "burden": "TWO_HANDED", "name": "Legendary Arcane Rifle", "text": "**Aimed**\nYour attack has disadvantage if the target is within Very Close range of you or within Melee range of one of your allies. You can mark a Stress to ignore this penalty.", "release": "hope_fear"}, {"id": "hf_weapon_starmetal_blade", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D8", "type": "MAGICAL", "modifier": 10}, "burden": "ONE_HANDED", "name": "Starmetal Blade", "text": "**Serrated**\nWhen you roll a 1 on a damage die, it deals 8 damage instead.", "release": "hope_fear"}, {"id": "hf_weapon_adders_fang", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D8", "type": "MAGICAL", "modifier": 9}, "burden": "ONE_HANDED", "name": "Adder’s Fang", "text": "**Venomous**\nWhen you deal Major or greater damage with this weapon, the target becomes temporarily Vulnerable.", "release": "hope_fear"}, {"id": "hf_weapon_demons_edge", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D8", "type": "MAGICAL", "modifier": 10}, "burden": "ONE_HANDED", "name": "Demon’s Edge", "text": "**Disturbing**\nWhen you defeat a creature with this weapon, all adversaries within Close range must mark a Stress.", "release": "hope_fear"}, {"id": "hf_weapon_storm_gods_greataxe", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "STRENGTH", "range": "VERY_CLOSE", "damage": {"dice": "D10", "type": "MAGICAL", "modifier": 9}, "burden": "TWO_HANDED", "name": "Storm God’s Greataxe", "text": "**Bouncing**\nMark any number of Stress to target that many additional creatures in range of the attack.", "release": "hope_fear"}, {"id": "hf_weapon_ethereal_zweih_nder", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "INSTINCT", "range": "VERY_CLOSE", "damage": {"dice": "D10", "type": "MAGICAL", "modifier": 9}, "burden": "TWO_HANDED", "name": "Ethereal Zweihänder", "text": "**Ethereal**\nYou must mark a Stress to conjure this weapon. It lasts until the end of the scene.", "release": "hope_fear"}, {"id": "hf_weapon_gravity_arbalest", "type": "PRIMARY_MAGIC", "tier": 4, "trait": "KNOWLEDGE", "range": "FAR", "damage": {"dice": "D8", "type": "MAGICAL", "modifier": 6}, "burden": "TWO_HANDED", "name": "Gravity Arbalest", "text": "**Magnetic**\nWhen you make an attack with this weapon, you can spend a Hope to force all adversaries within Very Close range of the target to make a Reaction Roll (16). Creatures who fail must mark a Stress and are pulled into Melee range of the target.", "release": "hope_fear"}, {"id": "hf_weapon_hatchet", "type": "SECONDARY", "tier": 1, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Hatchet", "text": "**Follow-Up**\nOn a successful attack with your primary weapon within Melee range, you can mark a Stress to gain a +1 bonus to your Proficiency for this attack.", "release": "hope_fear"}, {"id": "hf_weapon_offhand_brass_knuckles", "type": "SECONDARY", "tier": 1, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Offhand Brass Knuckles", "text": "**Paired**\n+2 to primary weapon damage to targets within Melee range", "release": "hope_fear"}, {"id": "hf_weapon_throwing_knives", "type": "SECONDARY", "tier": 1, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Throwing Knives", "text": "**Stockpiled**\nYou can throw this weapon within Close range by making an attack roll using Finesse. You don’t have to retrieve it, as you always have another on hand.", "release": "hope_fear"}, {"id": "hf_weapon_fighting_cloak", "type": "SECONDARY", "tier": 1, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D4", "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Fighting Cloak", "text": "**Padded**\n+2 to damage thresholds", "release": "hope_fear"}, {"id": "hf_weapon_rune_shield", "type": "SECONDARY", "tier": 1, "trait": "KNOWLEDGE", "range": "MELEE", "damage": {"dice": "D4", "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Rune Shield", "text": "**Protective**\n+1 to Armor Score", "release": "hope_fear"}, {"id": "hf_weapon_focus_runes", "type": "SECONDARY", "tier": 1, "trait": "INSTINCT", "range": "VERY_CLOSE", "damage": {"dice": "D6", "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Focus Runes", "text": "**Focused**\n+1 to primary weapon damage to targets within Very Close range", "release": "hope_fear"}, {"id": "hf_weapon_improved_hatchet", "type": "SECONDARY", "tier": 2, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 2}, "burden": "ONE_HANDED", "name": "Improved Hatchet", "text": "**Follow-Up**\nOn a successful attack with your primary weapon within Melee range, you can mark a Stress to gain a +1 bonus to your Proficiency for this attack.", "release": "hope_fear"}, {"id": "hf_weapon_improved_offhand_brass_knuckles", "type": "SECONDARY", "tier": 2, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 2}, "burden": "ONE_HANDED", "name": "Improved Offhand Brass Knuckles", "text": "**Paired**\n+3 to primary weapon damage to targets within Melee range", "release": "hope_fear"}, {"id": "hf_weapon_improved_throwing_knives", "type": "SECONDARY", "tier": 2, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 2}, "burden": "ONE_HANDED", "name": "Improved Throwing Knives", "text": "**Stockpiled**\nYou can throw this weapon within Close range by making an attack roll using Finesse. You don’t have to retrieve it, as you always have another on hand.", "release": "hope_fear"}, {"id": "hf_weapon_improved_fighting_cloak", "type": "SECONDARY", "tier": 2, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D4", "type": "PHYSICAL", "modifier": 2}, "burden": "ONE_HANDED", "name": "Improved Fighting Cloak", "text": "**Padded**\n+3 to damage thresholds", "release": "hope_fear"}, {"id": "hf_weapon_improved_rune_shield", "type": "SECONDARY", "tier": 2, "trait": "KNOWLEDGE", "range": "MELEE", "damage": {"dice": "D4", "type": "MAGICAL", "modifier": 2}, "burden": "ONE_HANDED", "name": "Improved Rune Shield", "text": "**Protective**\n+2 to Armor Score", "release": "hope_fear"}, {"id": "hf_weapon_improved_focus_runes", "type": "SECONDARY", "tier": 2, "trait": "INSTINCT", "range": "VERY_CLOSE", "damage": {"dice": "D6", "type": "MAGICAL", "modifier": 2}, "burden": "ONE_HANDED", "name": "Improved Focus Runes", "text": "**Focused**\n+1 to primary weapon damage to targets within Very Close range", "release": "hope_fear"}, {"id": "hf_weapon_collapsible_baton", "type": "SECONDARY", "tier": 2, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Collapsible Baton", "text": "**Nonlethal**\nWhen a target would mark any number of Hit Points from an attack with this weapon, they mark an equal number of Stress instead.", "release": "hope_fear"}, {"id": "hf_weapon_eldritch_vambrace", "type": "SECONDARY", "tier": 2, "trait": "INSTINCT", "range": "MELEE", "damage": {"dice": "D8", "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Eldritch Vambrace", "text": "**Deflecting**\nWhen you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your Armor Score against the attack.", "release": "hope_fear"}, {"id": "hf_weapon_segmented_staff", "type": "SECONDARY", "tier": 2, "trait": "AGILITY", "range": "VERY_CLOSE", "damage": {"dice": "D6", "type": "PHYSICAL", "modifier": 4}, "burden": "ONE_HANDED", "name": "Segmented Staff", "text": "**Double Duty**\n+1 to Armor Score; +1 to primary weapon damage within Melee range", "release": "hope_fear"}, {"id": "hf_weapon_razor_wire", "type": "SECONDARY", "tier": 2, "trait": "FINESSE", "range": "VERY_CLOSE", "damage": {"dice": "D6", "type": "PHYSICAL", "modifier": 3}, "burden": "ONE_HANDED", "name": "Razor Wire", "text": "**Entangling**\nOn a successful attack with your primary weapon against a target within Very Close range, you can spend a Hope to make the target temporarily Vulnerable.", "release": "hope_fear"}, {"id": "hf_weapon_advanced_hatchet", "type": "SECONDARY", "tier": 3, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 4}, "burden": "ONE_HANDED", "name": "Advanced Hatchet", "text": "**Follow-Up**\nOn a successful attack with your primary weapon within Melee range, you can mark a Stress to gain a +1 bonus to your Proficiency for this attack.", "release": "hope_fear"}, {"id": "hf_weapon_advanced_offhand_brass_knuckles", "type": "SECONDARY", "tier": 3, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 4}, "burden": "ONE_HANDED", "name": "Advanced Offhand Brass Knuckles", "text": "**Paired**\n+4 to primary weapon damage to targets within Melee range", "release": "hope_fear"}, {"id": "hf_weapon_advanced_throwing_knives", "type": "SECONDARY", "tier": 3, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 4}, "burden": "ONE_HANDED", "name": "Advanced Throwing Knives", "text": "**Stockpiled**\nYou can throw this weapon within Close range by making an attack roll using Finesse. You don’t have to retrieve it, as you always have another on hand.", "release": "hope_fear"}, {"id": "hf_weapon_advanced_fighting_cloak", "type": "SECONDARY", "tier": 3, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D4", "type": "PHYSICAL", "modifier": 4}, "burden": "ONE_HANDED", "name": "Advanced Fighting Cloak", "text": "**Padded**\n+4 to damage thresholds", "release": "hope_fear"}, {"id": "hf_weapon_advanced_rune_shield", "type": "SECONDARY", "tier": 3, "trait": "KNOWLEDGE", "range": "MELEE", "damage": {"dice": "D4", "type": "MAGICAL", "modifier": 4}, "burden": "ONE_HANDED", "name": "Advanced Rune Shield", "text": "**Protective**\n+3 to Armor Score", "release": "hope_fear"}, {"id": "hf_weapon_advanced_focus_runes", "type": "SECONDARY", "tier": 3, "trait": "INSTINCT", "range": "VERY_CLOSE", "damage": {"dice": "D6", "type": "MAGICAL", "modifier": 4}, "burden": "ONE_HANDED", "name": "Advanced Focus Runes", "text": "**Focused**\n+1 to primary weapon damage to targets within Very Close range", "release": "hope_fear"}, {"id": "hf_weapon_tinkers_hammer", "type": "SECONDARY", "tier": 3, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 4}, "burden": "ONE_HANDED", "name": "Tinker’s Hammer", "text": "**Trusty**\n+1 to attack rolls made with your primary weapon", "release": "hope_fear"}, {"id": "hf_weapon_vorpal_shard", "type": "SECONDARY", "tier": 3, "trait": "KNOWLEDGE", "range": "MELEE", "damage": {"dice": "D4", "type": "MAGICAL"}, "burden": "ONE_HANDED", "name": "Vorpal Shard", "text": "**Targeted**\nWhen you fail a weapon attack, you can spend a Hope to succeed on your next weapon attack.", "release": "hope_fear"}, {"id": "hf_weapon_soul_chain", "type": "SECONDARY", "tier": 3, "trait": "PRESENCE", "range": "VERY_CLOSE", "damage": {"dice": "D6", "type": "MAGICAL", "modifier": 5}, "burden": "ONE_HANDED", "name": "Soul Chain", "text": "**Draining**\nOn a successful attack, you can spend a Hope to force the target to mark a Stress. If they do, you clear a Stress.", "release": "hope_fear"}, {"id": "hf_weapon_war_dart", "type": "SECONDARY", "tier": 3, "trait": "AGILITY", "range": "FAR", "damage": {"dice": "D6", "type": "PHYSICAL", "modifier": 5}, "burden": "ONE_HANDED", "name": "War Dart", "text": "**Versatile**\nThis weapon can also be used with these statistics—Agility, Melee, d8+5.", "release": "hope_fear"}, {"id": "hf_weapon_legendary_hatchet", "type": "SECONDARY", "tier": 4, "trait": "AGILITY", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Legendary Hatchet", "text": "On a successful attack with your primary Follow-Up: weapon within Melee range, you can mark a Stress to gain a +1 bonus to your Proficiency for this attack.", "release": "hope_fear"}, {"id": "hf_weapon_legendary_offhand_brass_knuckles", "type": "SECONDARY", "tier": 4, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Legendary Offhand Brass Knuckles", "text": "+5 to primary weapon damage to targets within Paired: Melee range", "release": "hope_fear"}, {"id": "hf_weapon_legendary_throwing_knives", "type": "SECONDARY", "tier": 4, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Legendary Throwing Knives", "text": "You can throw this weapon within Close range Stockpiled: by making an attack roll using Finesse. You don’t have to retrieve it, as you always have another on hand.", "release": "hope_fear"}, {"id": "hf_weapon_legendary_fighting_cloak", "type": "SECONDARY", "tier": 4, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D4", "type": "PHYSICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Legendary Fighting Cloak", "text": "+5 to damage thresholds Padded:", "release": "hope_fear"}, {"id": "hf_weapon_legendary_rune_shield", "type": "SECONDARY", "tier": 4, "trait": "KNOWLEDGE", "range": "MELEE", "damage": {"dice": "D4", "type": "MAGICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Legendary Rune Shield", "text": "+4 to Armor Score Protective:", "release": "hope_fear"}, {"id": "hf_weapon_legendary_focus_runes", "type": "SECONDARY", "tier": 4, "trait": "INSTINCT", "range": "VERY_CLOSE", "damage": {"dice": "D6", "type": "MAGICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Legendary Focus Runes", "text": "+1 to primary weapon damage to targets within Focused: Very Close range", "release": "hope_fear"}, {"id": "hf_weapon_void_needle", "type": "SECONDARY", "tier": 4, "trait": "FINESSE", "range": "MELEE", "damage": {"dice": "D4", "type": "PHYSICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Void Needle", "text": "When you roll a weapon attack with Fear, you Inverted: gain a Hope.", "release": "hope_fear"}, {"id": "hf_weapon_echo_blade", "type": "SECONDARY", "tier": 4, "trait": "PRESENCE", "range": "MELEE", "damage": {"dice": "D4", "type": "MAGICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Echo Blade", "text": "When you succeed on an attack with your Doubled Up: primary weapon, you can deal damage to another target within Melee range.", "release": "hope_fear"}, {"id": "hf_weapon_m_bius_orb", "type": "SECONDARY", "tier": 4, "trait": "KNOWLEDGE", "range": "MELEE", "damage": {"dice": "D8", "type": "MAGICAL", "modifier": 6}, "burden": "ONE_HANDED", "name": "Möbius Orb", "text": "When you roll the maximum value on a damage Recursive: die, roll an additional damage die and add the result to the total damage. This feature can trigger repeatedly.", "release": "hope_fear"}, {"id": "hf_weapon_blackblood_tendril", "type": "SECONDARY", "tier": 4, "trait": "INSTINCT", "range": "CLOSE", "damage": {"dice": "D6", "type": "MAGICAL", "modifier": 8}, "burden": "ONE_HANDED", "name": "Blackblood Tendril", "text": "When a target marks any number of Hit Points Poisonous: from an attack you rolled with Fear, they mark an equal number of Stress.", "release": "hope_fear"}, {"id": "hf_weapon_brawlers_strike", "type": "PRIMARY_PHYSICAL", "tier": 1, "trait": "STRENGTH", "range": "MELEE", "damage": {"dice": "D8", "type": "PHYSICAL"}, "burden": "ONE_HANDED", "name": "Brawler's Strike", "text": "**I Am the Weapon**\nThe Brawler’s bare hands — equip while you have no other Active Weapons. Uses a trait of your choice, deals d8+d6 physical using your Proficiency (both dice scale), and grants +1 Evasion while active.", "release": "hope_fear"}], "armor": [{"id": "hf_armor_mage_robes", "tier": 1, "baseMajorThreshold": 4, "baseSevereThreshold": 10, "baseScore": 2, "name": "Mage Robes", "text": "**Enchanted**\nGain a bonus to your damage thresholds equal to your Spellcast trait.", "release": "hope_fear"}, {"id": "hf_armor_brigandine_armor", "tier": 1, "baseMajorThreshold": 6, "baseSevereThreshold": 12, "baseScore": 3, "name": "Brigandine Armor", "text": "**Lined**\nMark a Stress to negate Minor damage.", "release": "hope_fear"}, {"id": "hf_armor_scale_mail_armor", "tier": 1, "baseMajorThreshold": 7, "baseSevereThreshold": 14, "baseScore": 3, "name": "Scale Mail Armor", "text": "**Cumbersome**\n−1 to Finesse", "release": "hope_fear"}, {"id": "hf_armor_banded_armor", "tier": 1, "baseMajorThreshold": 8, "baseSevereThreshold": 16, "baseScore": 4, "name": "Banded Armor", "text": "**Bulky**\n−1 to Evasion; when you take Severe damage, you must mark a Stress.", "release": "hope_fear"}, {"id": "hf_armor_improved_mage_robes", "tier": 2, "baseMajorThreshold": 6, "baseSevereThreshold": 15, "baseScore": 3, "name": "Improved Mage Robes", "text": "**Enchanted**\nGain a bonus to your damage thresholds equal to your Spellcast trait.", "release": "hope_fear"}, {"id": "hf_armor_improved_brigandine_armor", "tier": 2, "baseMajorThreshold": 9, "baseSevereThreshold": 19, "baseScore": 4, "name": "Improved Brigandine Armor", "text": "**Lined**\nMark a Stress to negate Minor damage.", "release": "hope_fear"}, {"id": "hf_armor_improved_scale_mail_armor", "tier": 2, "baseMajorThreshold": 11, "baseSevereThreshold": 23, "baseScore": 4, "name": "Improved Scale Mail Armor", "text": "**Cumbersome**\n−1 to Finesse", "release": "hope_fear"}, {"id": "hf_armor_improved_banded_armor", "tier": 2, "baseMajorThreshold": 13, "baseSevereThreshold": 27, "baseScore": 5, "name": "Improved Banded Armor", "text": "**Bulky**\n−1 to Evasion; when you take Severe damage, you must mark a Stress.", "release": "hope_fear"}, {"id": "hf_armor_enchanters_robes", "tier": 2, "baseMajorThreshold": 9, "baseSevereThreshold": 20, "baseScore": 4, "name": "Enchanter’s Robes", "text": "**Mnemonic**\nOnce per scene, you can recall a domain card from your vault without paying its Recall Cost.", "release": "hope_fear"}, {"id": "hf_armor_hawkguards_mantle", "tier": 2, "baseMajorThreshold": 9, "baseSevereThreshold": 20, "baseScore": 4, "name": "Hawkguard’s Mantle", "text": "**Gliding**\nYou can glide up to Far range and are immune to damage from falling.", "release": "hope_fear"}, {"id": "hf_armor_spidersilk_tunic", "tier": 2, "baseMajorThreshold": 9, "baseSevereThreshold": 20, "baseScore": 4, "name": "Spidersilk Tunic", "text": "**Wall-Crawling**\n+1 Evasion; you can walk on walls as easily as on the ground.", "release": "hope_fear"}, {"id": "hf_armor_stormthread_habit", "tier": 2, "baseMajorThreshold": 9, "baseSevereThreshold": 20, "baseScore": 4, "name": "Stormthread Habit", "text": "**Absorbing**\nOnce per scene when you take magic damage, you can clear an Armor Slot.", "release": "hope_fear"}, {"id": "hf_armor_wyrdwood_splint_armor", "tier": 2, "baseMajorThreshold": 10, "baseSevereThreshold": 21, "baseScore": 5, "name": "Wyrdwood Splint Armor", "text": "**Quick-Striding**\nYou can’t be Restrained and can move up to Far range as part of an action roll.", "release": "hope_fear"}, {"id": "hf_armor_trollhide_cuirass", "tier": 2, "baseMajorThreshold": 11, "baseSevereThreshold": 23, "baseScore": 5, "name": "Trollhide Cuirass", "text": "**Self-Healing**\nWhen you take a rest, clear an Armor Slot.", "release": "hope_fear"}, {"id": "hf_armor_gilded_sunplate", "tier": 2, "baseMajorThreshold": 12, "baseSevereThreshold": 26, "baseScore": 5, "name": "Gilded Sunplate", "text": "**Resplendent**\nOnce per scene when you spend Hope, you can clear an Armor Slot.", "release": "hope_fear"}, {"id": "hf_armor_advanced_mage_robes", "tier": 3, "baseMajorThreshold": 8, "baseSevereThreshold": 22, "baseScore": 4, "name": "Advanced Mage Robes", "text": "**Enchanted**\nGain a bonus to your damage thresholds equal to your Spellcast trait.", "release": "hope_fear"}, {"id": "hf_armor_advanced_brigandine_armor", "tier": 3, "baseMajorThreshold": 11, "baseSevereThreshold": 26, "baseScore": 5, "name": "Advanced Brigandine Armor", "text": "**Lined**\nMark a Stress to negate Minor damage.", "release": "hope_fear"}, {"id": "hf_armor_advanced_scale_mail_armor", "tier": 3, "baseMajorThreshold": 13, "baseSevereThreshold": 30, "baseScore": 5, "name": "Advanced Scale Mail Armor", "text": "**Cumbersome**\n−1 to Finesse", "release": "hope_fear"}, {"id": "hf_armor_advanced_banded_armor", "tier": 3, "baseMajorThreshold": 15, "baseSevereThreshold": 34, "baseScore": 6, "name": "Advanced Banded Armor", "text": "**Bulky**\n−1 to Evasion; when you take Severe damage, you must mark a Stress.", "release": "hope_fear"}, {"id": "hf_armor_granminsters_finery", "tier": 3, "baseMajorThreshold": 11, "baseSevereThreshold": 27, "baseScore": 2, "name": "Granminster’s Finery", "text": "**Magnificent**\nGain a bonus to your Armor Score equal to your Presence.", "release": "hope_fear"}, {"id": "hf_armor_astral_raiment", "tier": 3, "baseMajorThreshold": 11, "baseSevereThreshold": 27, "baseScore": 5, "name": "Astral Raiment", "text": "**Stellar**\nMark a Stress to gain advantage on a Spellcast roll.", "release": "hope_fear"}, {"id": "hf_armor_cloverweave_cloak", "tier": 3, "baseMajorThreshold": 11, "baseSevereThreshold": 27, "baseScore": 5, "name": "Cloverweave Cloak", "text": "**Fortune-Favored**\nOnce per scene, you can change a failure with Hope into a success with Fear.", "release": "hope_fear"}, {"id": "hf_armor_skywardens_lamellar", "tier": 3, "baseMajorThreshold": 11, "baseSevereThreshold": 27, "baseScore": 5, "name": "Skywarden’s Lamellar", "text": "**Vigilant**\n+2 to Evasion", "release": "hope_fear"}, {"id": "hf_armor_bloodstone_plate_armor", "tier": 3, "baseMajorThreshold": 13, "baseSevereThreshold": 35, "baseScore": 6, "name": "Bloodstone Plate Armor", "text": "**Bloodthirsty**\nWhen you critically succeed on a weapon attack within Melee range, clear a Hit Point.", "release": "hope_fear"}, {"id": "hf_armor_deep_forged_coral_armor", "tier": 3, "baseMajorThreshold": 13, "baseSevereThreshold": 35, "baseScore": 6, "name": "Deep-Forged Coral Armor", "text": "**Aquatic**\nYou can breathe underwater and gain advantage on Agility Rolls while submerged.", "release": "hope_fear"}, {"id": "hf_armor_legendary_mage_robes", "tier": 4, "baseMajorThreshold": 10, "baseSevereThreshold": 31, "baseScore": 5, "name": "Legendary Mage Robes", "text": "**Enchanted**\nGain a bonus to your damage thresholds equal to your Spellcast trait.", "release": "hope_fear"}, {"id": "hf_armor_legendary_brigandine_armor", "tier": 4, "baseMajorThreshold": 13, "baseSevereThreshold": 35, "baseScore": 6, "name": "Legendary Brigandine Armor", "text": "**Lined**\nMark a Stress to negate Minor damage.", "release": "hope_fear"}, {"id": "hf_armor_legendary_scale_mail_armor", "tier": 4, "baseMajorThreshold": 15, "baseSevereThreshold": 39, "baseScore": 6, "name": "Legendary Scale Mail Armor", "text": "**Cumbersome**\n−1 to Finesse", "release": "hope_fear"}, {"id": "hf_armor_legendary_banded_armor", "tier": 4, "baseMajorThreshold": 17, "baseSevereThreshold": 43, "baseScore": 7, "name": "Legendary Banded Armor", "text": "**Bulky**\n−1 to Evasion; when you take Severe damage, you must mark a Stress.", "release": "hope_fear"}, {"id": "hf_armor_darkweave_shroud", "tier": 4, "baseMajorThreshold": 13, "baseSevereThreshold": 36, "baseScore": 5, "name": "Darkweave Shroud", "text": "**Ghostwalker**\nOnce per rest, mark a Stress to move up to Close range through solid objects.", "release": "hope_fear"}, {"id": "hf_armor_godbound_laminar", "tier": 4, "baseMajorThreshold": 13, "baseSevereThreshold": 36, "baseScore": 6, "name": "Godbound Laminar", "text": "**Divine**\nWhen you mark an Armor Slot, gain a Hope.", "release": "hope_fear"}, {"id": "hf_armor_circle_forged_dreadplate", "tier": 4, "baseMajorThreshold": 14, "baseSevereThreshold": 38, "baseScore": 6, "name": "Circle-Forged Dreadplate", "text": "**Accursed**\nWhen you mark any number of Hit Points from an attack, roll a d4. On a result of 4, the attacker must mark an equal number of Stress.", "release": "hope_fear"}, {"id": "hf_armor_rune_forged_exosuit", "tier": 4, "baseMajorThreshold": 12, "baseSevereThreshold": 39, "baseScore": 7, "name": "Rune-Forged Exosuit", "text": "**Attuned**\nThe maximum number of domain cards in your loadout is reduced by one, but you gain a bonus to your damage thresholds equal to your tier.", "release": "hope_fear"}, {"id": "hf_armor_hallowed_heroplate", "tier": 4, "baseMajorThreshold": 13, "baseSevereThreshold": 35, "baseScore": 7, "name": "Hallowed Heroplate", "text": "**Blessed**\nOnce per long rest, you can spend any number of Hope before you make the Risk It All death move. You gain a bonus to the result of your Hope Die equal to the number of Hope spent.", "release": "hope_fear"}, {"id": "hf_armor_resonant_harness", "tier": 4, "baseMajorThreshold": 15, "baseSevereThreshold": 40, "baseScore": 7, "name": "Resonant Harness", "text": "**Vitreous**\nWhen you would take Severe or greater damage, you can mark 2 Armor Slots to negate that damage. If you do, you gain a −5 penalty to your damage thresholds until you choose to repair your armor as a downtime move.", "release": "hope_fear"}], "item": [{"id": "hf_item_caltrops", "name": "Caltrops", "text": "You can spread these caltrops in a Very Close area around you. A creature hastening through that area must mark a Stress.", "release": "hope_fear"}, {"id": "hf_item_grapnel", "name": "Grapnel", "text": "You gain advantage on action rolls to climb sheer surfaces.", "release": "hope_fear"}, {"id": "hf_item_ball_bearings", "name": "Ball Bearings", "text": "This pouch contains perfectly smooth metal spheres.", "release": "hope_fear"}, {"id": "hf_item_box_of_dragon_dust", "name": "Box of Dragon Dust", "text": "This snuffbox is filled with combustible powder.", "release": "hope_fear"}, {"id": "hf_item_nighthawkers_ring", "name": "Nighthawker’s Ring", "text": "Spend a Hope to activate the gemstone in this ring until the end of the scene. While active, the gemstone changes color to indicate the wearer’s proximity to hidden treasure: warm colors for near, cool colors for far.", "release": "hope_fear"}, {"id": "hf_item_elven_spyglass", "name": "Elven Spyglass", "text": "You can use this spyglass to magnify your vision a hundredfold.", "release": "hope_fear"}, {"id": "hf_item_gourmet_granules", "name": "Gourmet Granules", "text": "This savory powder makes any food it’s sprinkled on delicious and healthy, no matter how bland or rotten it is.", "release": "hope_fear"}, {"id": "hf_item_collapsible_pole", "name": "Collapsible Pole", "text": "You can break down this 18-foot pole into six interlinked 3-foot segments.", "release": "hope_fear"}, {"id": "hf_item_blackwing_quill", "name": "Blackwing Quill", "text": "This writing quill never runs out of ink or needs to be sharpened.", "release": "hope_fear"}, {"id": "hf_item_silees_folding_knife", "name": "Silee’s Folding Knife", "text": "This 3-inch blade has an edge that easily cuts through anything except the handle it’s stored in.", "release": "hope_fear"}, {"id": "hf_item_windup_toy", "name": "Windup Toy", "text": "This small mechanical device is shaped like a strixwolf pup and can be programmed to perform simple tricks.", "release": "hope_fear"}, {"id": "hf_item_loaded_dice", "name": "Loaded Dice", "text": "You can choose what result this set of weighted dice rolls with a successful Finesse Roll (14). If you roll with Fear, anyone watching knows the dice are loaded.", "release": "hope_fear"}, {"id": "hf_item_hollowbark_horn", "name": "Hollowbark Horn", "text": "You can blow this horn to summon a small woodland creature to perform a simple task.", "release": "hope_fear"}, {"id": "hf_item_self_tying_rope", "name": "Self-Tying Rope", "text": "You can command this rope to tie or untie itself.", "release": "hope_fear"}, {"id": "hf_item_thiefs_compass", "name": "Thief’s Compass", "text": "This compass points the way toward the nearest exit while indoors and the closest entrance while outdoors.", "release": "hope_fear"}, {"id": "hf_item_travelers_bell", "name": "Traveler’s Bell", "text": "Once per long rest, you can ring this bell to magically open the shortest safe path through rough terrain for 1 hour.", "release": "hope_fear"}, {"id": "hf_item_mandragorian_torch", "name": "Mandragorian Torch", "text": "This torch gives off light only the bearer can see.", "release": "hope_fear"}, {"id": "hf_item_boots_of_supple_mystique", "name": "Boots of Supple Mystique", "text": "While wearing these boots, you don’t leave tracks or footprints.", "release": "hope_fear"}, {"id": "hf_item_zephyrs_jar", "name": "Zephyr’s Jar", "text": "You can open this empty jar during inclement weather to capture the storm and leave behind clear skies. The storm remains inside until unleashed by reopening the jar.", "release": "hope_fear"}, {"id": "hf_item_returning_ring", "name": "Returning Ring", "text": "When you throw your primary weapon while wearing this ring, the weapon appears in your hand immediately after the attack.", "release": "hope_fear"}, {"id": "hf_item_kingfishers_net", "name": "Kingfisher’s Net", "text": "Once per long rest, you can use this net to scoop one live fish out of any amount of water, no matter how unlikely it is for that water to have fish in it.", "release": "hope_fear"}, {"id": "hf_item_titans_girdle", "name": "Titan’s Girdle", "text": "Once per scene, you can activate this girdle to gain a +1 bonus to your Proficiency for your next attack.", "release": "hope_fear"}, {"id": "hf_item_iron_veil", "name": "Iron Veil", "text": "This chain-link head covering renders the wearer invisible to fey creatures.", "release": "hope_fear"}, {"id": "hf_item_furball_bag", "name": "Furball Bag", "text": "Once per rest, you can produce 2d20 harmless, cat-sized fur creatures of indeterminate origin and species from this bag.", "release": "hope_fear"}, {"id": "hf_item_whisperstep_anklet", "name": "Whisperstep Anklet", "text": "This anklet makes your steps silent as long as you don’t move faster than walking speed.", "release": "hope_fear"}, {"id": "hf_item_enchanters_loupe", "name": "Enchanter’s Loupe", "text": "You can use this loupe to see through illusions and enchantments.", "release": "hope_fear"}, {"id": "hf_item_eschers_mirrorball", "name": "Escher’s Mirrorball", "text": "Once per long rest, you can command this fist-sized silver orb to capture an omnidirectional image of its surroundings on its surface. This image lasts until your next long rest.", "release": "hope_fear"}, {"id": "hf_item_cheaters_coin", "name": "Cheater’s Coin", "text": "When you flip this coin, you can spend a Hope to determine which side it lands on.", "release": "hope_fear"}, {"id": "hf_item_gravewardens_bell", "name": "Gravewarden’s Bell", "text": "This bell rings when a ghost or undead creature moves within Far range of it.", "release": "hope_fear"}, {"id": "hf_item_reliquary_of_the_sightless_saint", "name": "Reliquary of the Sightless Saint", "text": "You gain a +1 bonus to your Hope Die when you make the Risk It All death move.", "release": "hope_fear"}, {"id": "hf_item_map_of_revelation", "name": "Map of Revelation", "text": "You can attune this map to one creature at a time. The map always shows the attuned creature’s location.", "release": "hope_fear"}, {"id": "hf_item_dagginaes_obsidian_slate", "name": "Dagginae’s Obsidian Slate", "text": "This wafer-thin sheet of volcanic glass is used by archivists to keep notes. Any information etched onto its surface disappears but can be recalled via a command you set.", "release": "hope_fear"}, {"id": "hf_item_gadimans_backpack", "name": "Gadiman’s Backpack", "text": "Once per rest, you can spend a Hope to conjure a mundane item up to a cubic foot in size inside this satchel.", "release": "hope_fear"}, {"id": "hf_item_eclipse_coin", "name": "Eclipse Coin", "text": "Once per rest, flip a coin. On heads, you gain a +1 bonus to attack rolls until your next successful attack. On tails, you gain +1 to your Evasion until an attack fails against you.", "release": "hope_fear"}, {"id": "hf_item_sorcerers_hat", "name": "Sorcerer’s Hat", "text": "This conical blue hat is covered in silver stars. Once per rest, you can cast a spell from your vault with a Recall Cost equal to or less than your tier. This doesn’t work for permanently vaulted cards.", "release": "hope_fear"}, {"id": "hf_item_ghoulskin_gloves", "name": "Ghoulskin Gloves", "text": "When you attack with a physical weapon while wearing these gloves, the damage is considered both physical and magic.", "release": "hope_fear"}, {"id": "hf_item_gloves_of_alacrity", "name": "Gloves of Alacrity", "text": "When you would mark a Stress to reload a weapon, you don’t mark it.", "release": "hope_fear"}, {"id": "hf_item_insomniacs_periapt", "name": "Insomniac’s Periapt", "text": "When you take a rest without clearing Hit Points or Stress, you gain a +2 bonus to attack and damage rolls until your next rest.", "release": "hope_fear"}, {"id": "hf_item_wildriders_saddle", "name": "Wildrider’s Saddle", "text": "This saddle grants any animal it’s strapped onto the ability to understand their rider’s commands.", "release": "hope_fear"}, {"id": "hf_item_soul_twin_circlets", "name": "Soul-Twin Circlets", "text": "Two creatures can wear this pair of circlets. You can spend a Hope to switch places with whoever is wearing the other circlet.", "release": "hope_fear"}, {"id": "hf_item_namers_oracle", "name": "Namer’s Oracle", "text": "Once per session, you can roll this set of runic dice to reveal the full name of the last person you touched.", "release": "hope_fear"}, {"id": "hf_item_crucible_frames", "name": "Crucible Frames", "text": "These eyeglasses reveal weak points in objects and creatures. Three times per rest, you can spend a Hope to gain advantage on an attack roll.", "release": "hope_fear"}, {"id": "hf_item_two_faced_aegis_brooch", "name": "Two-Faced Aegis Brooch", "text": "Once per rest, flip a coin. On heads, you become immune to the next physical damage you take. On tails, you become immune to the next magic damage you take.", "release": "hope_fear"}, {"id": "hf_item_knockback_bracelets", "name": "Knockback Bracelets", "text": "On a successful weapon attack, you can knock your target back up to Close range from their location.", "release": "hope_fear"}, {"id": "hf_item_force_disc", "name": "Force Disc", "text": "This shimmering two-dimensional disc of magical force has a 4-foot diameter and is magically tethered to a pebble. The disc always floats 3 feet north of, and at the same elevation as, the pebble. The pebble has a mass equal to one-hundredth of the total mass carried by the disc.", "release": "hope_fear"}, {"id": "hf_item_molepaw_mittens", "name": "Molepaw Mittens", "text": "Spend a Hope to swim through earth as if it were water for the next 10 minutes.", "release": "hope_fear"}, {"id": "hf_item_timekeepers_pendant", "name": "Timekeeper’s Pendant", "text": "You can choose an additional downtime move each rest.", "release": "hope_fear"}, {"id": "hf_item_iron_dagger_pendant", "name": "Iron Dagger Pendant", "text": "Once per long rest, you can spend a Hope to tell the pendant a creature’s name. The pendant gently pulls you toward that creature’s current location until your next long rest.", "release": "hope_fear"}, {"id": "hf_item_collar_of_ascendancy", "name": "Collar of Ascendancy", "text": "An animal who wears this collar gains the ability to speak and understand common speech.", "release": "hope_fear"}, {"id": "hf_item_temporal_sanctuary", "name": "Temporal Sanctuary", "text": "A PC who takes a rest in the temporal sanctuary can choose an additional downtime move.", "release": "hope_fear"}, {"id": "hf_item_heros_helm", "name": "Hero’s Helm", "text": "When you critically succeed on an attack, all allies within Close range gain a Hope.", "release": "hope_fear"}, {"id": "hf_item_rings_of_friendship", "name": "Rings of Friendship", "text": "Two creatures can wear this pair of rings shaped like coiled snakes. You can spend the Hope of whoever is wearing the other ring (with their permission) as if it were your own.", "release": "hope_fear"}, {"id": "hf_item_rings_of_camaraderie", "name": "Rings of Camaraderie", "text": "Two creatures can wear this pair of wooden rings. You can mark the Stress of whoever is wearing the other ring (with their permission) as if it were your own.", "release": "hope_fear"}, {"id": "hf_item_rings_of_alliance", "name": "Rings of Alliance", "text": "Two creatures can wear this pair of rose gold rings. Once per session, you can initiate a Tag Team Roll with whoever is wearing the other ring without spending Hope or counting against your session limit for Tag Team Rolls.", "release": "hope_fear"}, {"id": "hf_item_phobophages_circlet", "name": "Phobophage’s Circlet", "text": "When the GM spends a Fear, roll a d4. Once per scene on a result of 4, you clear a Stress.", "release": "hope_fear"}, {"id": "hf_item_quillshawl", "name": "Quillshawl", "text": "If an adversary attacks you within Melee range, they must succeed on a Reaction Roll (12) or mark a Hit Point.", "release": "hope_fear"}, {"id": "hf_item_warp_pendant", "name": "Warp Pendant", "text": "Once per rest, mark a Stress to teleport to a location you can clearly see.", "release": "hope_fear"}, {"id": "hf_item_portal_frames", "name": "Portal Frames", "text": "This pair of small ornate frames, one red and one blue, are connected. Anything that passes into one exits from the other.", "release": "hope_fear"}, {"id": "hf_item_communion_relic", "name": "Communion Relic", "text": "Once per rest, you can spend a Hope to use an ally’s Experience as if it were your own. You can carry only one relic.", "release": "hope_fear"}, {"id": "hf_item_augurs_relic", "name": "Augur’s Relic", "text": "Once per long rest, you can activate your Hope feature without spending Hope. You can carry only one relic.", "release": "hope_fear"}], "consumable": [{"id": "hf_consumable_warding_candle", "name": "Warding Candle", "text": "You can light this candle to fill an area within Close range with a halo of light. A creature outside the halo can’t enter it if they have ill intent toward a creature within it. The candle burns for an hour.", "release": "hope_fear"}, {"id": "hf_consumable_iridian_dust", "name": "Iridian Dust", "text": "This multicolored powder sticks to everything and prevents creatures covered in it from becoming Hidden.", "release": "hope_fear"}, {"id": "hf_consumable_verglasian_seed", "name": "Verglasian Seed", "text": "You can use this ice shard to instantly freeze an area of water up to Close range.", "release": "hope_fear"}, {"id": "hf_consumable_cupbearers_bezoar", "name": "Cupbearer’s Bezoar", "text": "You can swallow this bezoar to become immune to poisons until your next long rest.", "release": "hope_fear"}, {"id": "hf_consumable_mossmantle_potion", "name": "Mossmantle Potion", "text": "You can drink this tea to perfectly blend into natural environments until your next rest.", "release": "hope_fear"}, {"id": "hf_consumable_lyrebird_lozenge", "name": "Lyrebird Lozenge", "text": "You can dissolve this lozenge in your mouth to perfectly mimic any voice you’ve heard until the end of the scene.", "release": "hope_fear"}, {"id": "hf_consumable_vial_of_featherfall", "name": "Vial of Featherfall", "text": "You can drink this potion to ignore damage from falling for the next 10 minutes.", "release": "hope_fear"}, {"id": "hf_consumable_chimeric_saliva", "name": "Chimeric Saliva", "text": "You can apply this saliva to a weapon that deals physical damage to change its damage type to magic until your next rest.", "release": "hope_fear"}, {"id": "hf_consumable_packet_of_space_dust", "name": "Packet of Space Dust", "text": "This dust causes anything it covers to become lighter than air. One packet contains enough dust to cover the contents of a picnic basket, and the effects last for an hour.", "release": "hope_fear"}, {"id": "hf_consumable_pipeweed", "name": "Pipeweed", "text": "When you choose the Clear Stress downtime move during a short rest, you can smoke this non-intoxicating leaf to clear an additional Stress. Any other PCs who chose the Clear Stress downtime move also gain this benefit.", "release": "hope_fear"}, {"id": "hf_consumable_deathseers_powder", "name": "Deathseer’s Powder", "text": "You can sprinkle this powder over a recently deceased corpse to conjure a spectral reprise of their final minute of life.", "release": "hope_fear"}, {"id": "hf_consumable_slayers_salt", "name": "Slayer’s Salt", "text": "You can spread this salt in a line along windowsills or thresholds to create a magical barrier that undead creatures can’t cross until the line is broken.", "release": "hope_fear"}, {"id": "hf_consumable_yakamel_milk", "name": "Yakamel Milk", "text": "After consuming this milk, the next time you clear 1 or more Hit Points, you clear an additional Hit Point.", "release": "hope_fear"}, {"id": "hf_consumable_glowmoss_mushroom", "name": "Glowmoss Mushroom", "text": "You can break this mushroom into pieces, causing it to glow bright blue until your next long rest.", "release": "hope_fear"}, {"id": "hf_consumable_red_ooze_oil", "name": "Red Ooze Oil", "text": "You can coat your weapon in this oil. The next successful attack you make with this weapon deals an extra 1d8 magic damage and temporarily Ignites the target. While Ignited, the target takes 1d4 magic damage when they take the spotlight.", "release": "hope_fear"}, {"id": "hf_consumable_instant_camp", "name": "Instant Camp", "text": "You can unfold this small mechanical box into a camping tent large enough to safely house six people. The tent collapses at the end of your next long rest.", "release": "hope_fear"}, {"id": "hf_consumable_bundle_of_spiderlegs", "name": "Bundle of Spiderlegs", "text": "You can eat these spiderlegs to walk on walls until your next rest.", "release": "hope_fear"}, {"id": "hf_consumable_ciscan_fog_bottle", "name": "Ciscan Fog Bottle", "text": "You can break this jar to fill the area within Close range with magical mist. A creature who enters the mist clears a Stress and becomes Hidden.", "release": "hope_fear"}, {"id": "hf_consumable_snapthorn_seed", "name": "Snapthorn Seed", "text": "You can throw this seed at a point you can see. It explodes into a tangle of binding vines that temporarily Restrains all creatures within Close range of that point.", "release": "hope_fear"}, {"id": "hf_consumable_sprite_bottle", "name": "Sprite Bottle", "text": "When you mark your last Hit Point, this bottle shatters to release the Sprite inside. The Sprite clears all your Hit Points before fading from the Mortal Realm.", "release": "hope_fear"}, {"id": "hf_consumable_gravity_bomb", "name": "Gravity Bomb", "text": "You can throw this peach-sized mechanical orb at a point within Far range. It implodes and pulls all creatures and objects within Close range of that point into Melee range with it.", "release": "hope_fear"}, {"id": "hf_consumable_gossip_flower", "name": "Gossip Flower", "text": "You can plant this seed in soil. It instantly grows into a small flower that records everything it hears for up to one week. When plucked, the flower recites what it recorded in real time, then withers.", "release": "hope_fear"}, {"id": "hf_consumable_displacement_token", "name": "Displacement Token", "text": "You can swallow this token to conjure two illusions of yourself that you can control. Each illusion lasts until it takes damage or until your next rest.", "release": "hope_fear"}, {"id": "hf_consumable_night_hags_dust", "name": "Night Hag’s Dust", "text": "You can blow this dust in an adversary’s face to prevent them from clearing Stress until your next long rest.", "release": "hope_fear"}, {"id": "hf_consumable_self_sewing_thread", "name": "Self-Sewing Thread", "text": "You can use this thread to clear either a Hit Point or 2 Armor Slots.", "release": "hope_fear"}, {"id": "hf_consumable_stonemasons_fortune", "name": "Stonemason’s Fortune", "text": "When you throw this gray brick on the ground, it immediately grows into a 6-foot-tall, 10-foot-wide, and 2-foot- deep wall of solid stone.", "release": "hope_fear"}, {"id": "hf_consumable_mnemonic_potion", "name": "Mnemonic Potion", "text": "You can drink this potion to Utilize an Experience without spending a Hope.", "release": "hope_fear"}, {"id": "hf_consumable_salamander_salve", "name": "Salamander Salve", "text": "You can apply this salve to your skin to make yourself immune to heat until your next rest.", "release": "hope_fear"}, {"id": "hf_consumable_green_ooze_oil", "name": "Green Ooze Oil", "text": "You can coat your weapon in this oil. The next successful attack you make with this weapon deals an extra 1d8 magic damage and temporarily Corrodes the target. While Corroded, the target gains a −2 penalty to their damage thresholds.", "release": "hope_fear"}, {"id": "hf_consumable_sunlight_orb", "name": "Sunlight Orb", "text": "You can shatter this orb to make the area within Very Far range appear as though it’s sunlit daytime for the next 24 hours.", "release": "hope_fear"}, {"id": "hf_consumable_moonlight_orb", "name": "Moonlight Orb", "text": "You can shatter this orb to make the area within Very Far range appear as though it’s moonlit nighttime for the next 24 hours.", "release": "hope_fear"}, {"id": "hf_consumable_midas_flask", "name": "Midas Flask", "text": "You can pour this small flask of alchemical liquid over a mundane item to instantly transmute it into a handful of gold.", "release": "hope_fear"}, {"id": "hf_consumable_staff_of_reversal", "name": "Staff of Reversal", "text": "You can break this staff against the ground to reverse one magical transformation or effect within Far range.", "release": "hope_fear"}, {"id": "hf_consumable_berserkers_brew", "name": "Berserker’s Brew", "text": "When you drink this dram of liquid, you gain a bonus to your Strength and a penalty to your Finesse and Knowledge equal to your Instinct (minimum 1). This effect lasts until you make a death move or until your next rest.", "release": "hope_fear"}, {"id": "hf_consumable_emberite_shard", "name": "Emberite Shard", "text": "Choose a point within Far range. All targets within Close range of that point must succeed on a Reaction Roll (16) or take 3d6 magic damage and become temporarily Ablaze. While Ablaze, a creature must roll a d4 whenever they make an action roll. On a result of 1, they mark a Hit Point. On a result of 4, they clear the Ablaze condition.", "release": "hope_fear"}, {"id": "hf_consumable_arcticite_shard", "name": "Arcticite Shard", "text": "Choose a point within Far range. All targets within Close range of that point must succeed on a Reaction Roll (16) or take 3d6 magic damage and become temporarily Restrained by ice.", "release": "hope_fear"}, {"id": "hf_consumable_fulgurite_shard", "name": "Fulgurite Shard", "text": "Choose a point within Far range. All targets within Close range of that point must succeed on a Reaction Roll (16) or take 3d6 magic damage and mark 1d4 Stress as lightning crackles through the area.", "release": "hope_fear"}, {"id": "hf_consumable_demiurges_draught", "name": "Demiurge’s Draught", "text": "You can drink this draught to gain a +1 bonus to your Proficiency for your next successful attack roll.", "release": "hope_fear"}, {"id": "hf_consumable_cockerel_claw_tea", "name": "Cockerel Claw Tea", "text": "You can drink this tea to refresh your features as if you had taken a long rest.", "release": "hope_fear"}, {"id": "hf_consumable_potion_of_vigilance", "name": "Potion of Vigilance", "text": "You can drink this potion to gain a +1 bonus to your Evasion until you mark a Hit Point.", "release": "hope_fear"}, {"id": "hf_consumable_cacophonous_concoction", "name": "Cacophonous Concoction", "text": "When you drink this potion, anything you say or do in the next hour becomes impossible for a witness to recount. Any attempts they make to communicate what they saw, heard, or otherwise sensed comes out garbled or nonsensical.", "release": "hope_fear"}, {"id": "hf_consumable_nightmare_mead", "name": "Nightmare Mead", "text": "You can drink this potion to discover the deepest fear of the next person you make eye contact with. When you do, the GM gains a Fear.", "release": "hope_fear"}, {"id": "hf_consumable_stake_of_abjuration", "name": "Stake of Abjuration", "text": "You can hammer this stake into the ground and make a proclamation. Until your next rest, a creature within Far range of the stake who transgresses that proclamation must mark a Stress. The stake lasts until your next rest, then it shatters.", "release": "hope_fear"}, {"id": "hf_consumable_psychopomps_shroud", "name": "Psychopomp’s Shroud", "text": "You can place this shroud over the corpse of a recently deceased creature. The creature’s spirit enters the shroud and becomes your spectral assistant until the next sunrise, when they pass through the veil of death and take the shroud with them.", "release": "hope_fear"}, {"id": "hf_consumable_phial_of_deep_ink", "name": "Phial of Deep Ink", "text": "You can drink this bottle of ink to transform into a cephalopod of roughly your size for the next hour. You gain rubbery skin, soft bones, the ability to breathe underwater, and new limbs until you have eight total.", "release": "hope_fear"}, {"id": "hf_consumable_mesmers_tonic", "name": "Mesmer’s Tonic", "text": "When you drink this tonic, the only thing you can hear until your next rest are the surface thoughts of creatures within Very Close range.", "release": "hope_fear"}, {"id": "hf_consumable_invisibility_potion", "name": "Invisibility Potion", "text": "You are Hidden until you deal damage to another creature or until your next rest.", "release": "hope_fear"}, {"id": "hf_consumable_formoid_serum", "name": "Formoid Serum", "text": "You can drink this potion to become a swarm of 16 million ants until the end of the scene. You keep and have access to all equipment, loot, and features.", "release": "hope_fear"}, {"id": "hf_consumable_steelskin_salve", "name": "Steelskin Salve", "text": "You can apply this salve to your skin to gain a bonus to your damage thresholds equal to your tier until the end of the scene.", "release": "hope_fear"}, {"id": "hf_consumable_godlings_pomelo", "name": "Godling’s Pomelo", "text": "You can eat this citrus fruit to clear all Hit Points and Stress.", "release": "hope_fear"}, {"id": "hf_consumable_snakeskin_spirit", "name": "Snakeskin Spirit", "text": "You can drink this potion to slough off your outer layer of skin and heal a scar.", "release": "hope_fear"}, {"id": "hf_consumable_magic_users_malison", "name": "Magic-User’s Malison", "text": "When you release this spellcaster’s G trapped soul, you can cast one spell c from a card in your vault as if it were w in your loadout. This doesn’t work for h permanently vaulted cards. g", "release": "hope_fear"}, {"id": "hf_consumable_quintessential_severant", "name": "Quintessential Severant", "text": "You can use this magic blade to cut c one magical or metaphysical bond, such as an enchantment, contract, F magical tether, or divine oath. When i you do, the blade shatters. a", "release": "hope_fear"}, {"id": "hf_consumable_mask_of_the_echoed_self", "name": "Mask of the Echoed Self", "text": "You can wear this mask during your Y next level up to swap the values of any m of your traits. When you do, the mask s becomes your permanent face.", "release": "hope_fear"}, {"id": "hf_consumable_necroprancers_bell", "name": "Necroprancer’s Bell", "text": "You can break this rusted, clapperless bell against the ground to summon a skeletal steed that climbs out of the earth and serves you until the next sunrise.", "release": "hope_fear"}, {"id": "hf_consumable_drakemantle", "name": "Drakemantle", "text": "You can use this enchanted ancient dragon hide to gain draconic characteristics until the end of the scene, when the hide falls aways in tatters. Until then, you can fly and gain a +5 bonus to your damage thresholds and a +1 bonus to your Proficiency.", "release": "hope_fear"}, {"id": "hf_consumable_gamblers_fallacy", "name": "Gambler’s Fallacy", "text": "You can spend any number of handfuls of gold by placing them into this slotted ceramic jar shaped like a pig. When you throw the jar at a point within Far range, it explodes and deals 1d20 magic damage for each handful of gold spent to all creatures within Close range of that point. All gold within the jar is destroyed.", "release": "hope_fear"}, {"id": "hf_consumable_lionheart_tonic", "name": "Lionheart Tonic", "text": "You can drink this tonic to gain a +1 bonus to your Proficiency until you roll with Fear.", "release": "hope_fear"}, {"id": "hf_consumable_tears_of_the_undying_hero", "name": "Tears of the Undying Hero", "text": "When you drink this potion, death can’t touch you until your next long rest. When you would mark your last Hit Point, instead of making a death move, you make one final action roll before falling into a dreamless slumber until an ally chooses the Tend to Wounds downtime move to clear your Hit Points.", "release": "hope_fear"}, {"id": "hf_consumable_featherstep_potion", "name": "Featherstep Potion", "text": "You can drink this potion to sprout small wings from your ankles that give you a bonus to your Evasion equal to your tier until your next rest.", "release": "hope_fear"}]}}