# Domains Reference This comprehensive reference combines all domains and their associated abilities. --- ## Domains ### Arcana Arcana is the domain of innate and instinctual magic. Those who choose this path tap into the raw, enigmatic forces of the realms to manipulate both their own energy and the elements. Arcana offers wielders a volatile power, but it is incredibly potent when correctly channeled. The Arcana domain can be accessed by the Druid and Sorcerer classes. #### Domain cards | **Level** | **Option 1** | **Option 2** | **Option 3** | | :-------: | -------------------------------------------------------- | ---------------------------------------------------------- | ---------------------------------------- | | **1** | [Rune Ward](#Rune-Ward) | [Unleash Chaos](#Unleash-Chaos) | [Wall Walk](#Wall-Walk) | | **2** | [Cinder Grasp](#Cinder-Grasp) | [Floating Eye](#Floating-Eye) | — | | **3** | [Counterspell](#Counterspell) | [Flight](#Flight) | — | | **4** | [Blink Out](#Blink-Out) | [Preservation Blast](#Preservation-Blast) | — | | **5** | [Chain Lightning](#Chain-Lightning) | [Premonition](#Premonition) | — | | **6** | [Rift Walker](#Rift-Walker) | [Telekinesis](#Telekinesis) | — | | **7** | [Arcana-Touched](#Arcana-Touched) | [Cloaking Blast](#Cloaking-Blast) | — | | **8** | [Arcane Reflection](#Arcane-Reflection) | [Confusing Aura](#Confusing-Aura) | — | | **9** | [Earthquake](#Earthquake) | [Sensory Projection](#Sensory-Projection) | — | | **10** | [Adjust Reality](#Adjust-Reality) | [Falling Sky](#Falling-Sky) | — | --- ### Blade Blade is the domain of weapon mastery. Whether by steel, bow, or perhaps a more specialized arm, those who follow this path have the skill to cut short the lives of others. Wielders of Blade dedicate themselves to achieving inexorable power over death. The Blade domain can be accessed by the Guardian and Warrior classes. #### Domain cards | **Level** | **Option 1** | **Option 2** | **Option 3** | | :-------: | ------------------------------------------------------ | -------------------------------------------------------- | -------------------------------------- | | **1** | [Get Back Up](#Get-Back-Up) | [Not Good Enough](#Not-Good-Enough) | [Whirlwind](#Whirlwind) | | **2** | [A Soldiers Bond](#A-Soldiers-Bond) | [Reckless](#Reckless) | — | | **3** | [Scramble](#Scramble) | [Versatile Fighter](#Versatile-Fighter) | — | | **4** | [Deadly Focus](#Deadly-Focus) | [Fortified Armor](#Fortified-Armor) | — | | **5** | [Champions Edge](#Champions-Edge) | [Vitality](#Vitality) | — | | **6** | [Battle-Hardened](#Battle-Hardened) | [Rage Up](#Rage-Up) | — | | **7** | [Blade-Touched](#Blade-Touched) | [Glancing Blow](#Glancing-Blow) | — | | **8** | [Battle Cry](#Battle-Cry) | [Frenzy](#Frenzy) | — | | **9** | [Gore and Glory](#Gore-and-Glory) | [Reapers Strike](#Reapers-Strike) | — | | **10** | [Battle Monster](#Battle-Monster) | [Onslaught](#Onslaught) | — | --- ### Bone Bone is the domain of tactics and the body. Practitioners of this domain have an uncanny control over their own physical abilities and an eye for predicting the behaviors of others in combat. Adherents to Bone gain an unparalleled understanding of bodies and their movements. The Bone domain can be accessed by the Ranger & Warrior classes. #### Domain cards | **Level** | **Option 1** | **Option 2** | **Option 3** | | :-------: | ---------------------------------------------------- | ---------------------------------------------------------- | ------------------------------------------ | | **1** | [Deft Maneuvers](#Deft-Maneuvers) | [I See It Coming](#I-See-It-Coming) | [Untouchable](#Untouchable) | | **2** | [Ferocity](#Ferocity) | [Strategic Approach](#Strategic-Approach) | — | | **3** | [Brace](#Brace) | [Tactician](#Tactician) | — | | **4** | [Boost](#Boost) | [Redirect](#Redirect) | — | | **5** | [Know Thy Enemy](#Know-Thy-Enemy) | [Signature Move](#Signature-Move) | — | | **6** | [Rapid Riposte](#Rapid-Riposte) | [Recovery](#Recovery) | — | | **7** | [Bone-Touched](#Bone-Touched) | [Cruel Precision](#Cruel-Precision) | — | | **8** | [Breaking Blow](#Breaking-Blow) | [Wrangle](#Wrangle) | — | | **9** | [On the Brink](#On-the-Brink) | [Splintering Strike](#Splintering-Strike) | — | | **10** | [Deathrun](#Deathrun) | [Swift Step](#Swift-Step) | — | --- ### Codex Codex is the domain of intensive magical study. Those who seek magical knowledge turn to the equations of power recorded in books, written on scrolls, etched into walls, or tattooed on bodies. Codex offers a commanding and versatile understanding of magic to devotees who pursue knowledge beyond the boundaries of common wisdom. The Codex domain can be accessed by the Bard and Wizard classes. #### Domain cards | **Level** | **Option 1** | **Option 2** | **Option 3** | | :-------: | ---------------------------------------------------- | ---------------------------------------------------------------- | -------------------------------------------------- | | **1** | [Book of Ava](#Book-of-Ava) | [Book of Illiat](#Book-of-Illiat) | [Book of Tyfar](#Book-of-Tyfar) | | **2** | [Book of Sitil](#Book-of-Sitil) | [Book of Vagras](#Book-of-Vagras) | — | | **3** | [Book of Korvax](#Book-of-Korvax) | [Book of Norai](#Book-of-Norai) | — | | **4** | [Book of Exota](#Book-of-Exota) | [Book of Grynn](#Book-of-Grynn) | — | | **5** | [Manifest Wall](#Manifest-Wall) | [Teleport](#Teleport) | — | | **6** | [Banish](#Banish) | [Sigil of Retribution](#Sigil-of-Retribution) | — | | **7** | [Book of Homet](#Book-of-Homet) | [Codex-Touched](#Codex-Touched) | — | | **8** | [Book of Vyola](#Book-of-Vyola) | [Safe Haven](#Safe-Haven) | — | | **9** | [Book of Ronin](#Book-of-Ronin) | [Disintegration Wave](#Disintegration-Wave) | — | | **10** | [Book of Yarrow](#Book-of-Yarrow) | [Transcendent Union](#Transcendent-Union) | — | --- ### Grace Grace is the domain of charisma. Through rapturous storytelling, charming spells, or a shroud of lies, those who channel this power define the realities of their adversaries, bending perception to their will. Grace offers its wielders raw magnetism and mastery over language. The Grace domain can be accessed by the Bard and Rogue classes. #### Domain cards | **Level** | **Option 1** | **Option 2** | **Option 3** | | :-------: | -------------------------------------------------------- | ---------------------------------------------------------------- | ------------------------------------------------------------ | | **1** | [Deft Deceiver](#Deft-Deceiver) | [Enrapture](#Enrapture) | [Inspirational Words](#Inspirational-Words) | | **2** | [Tell No Lies](#Tell-No-Lies) | [Troublemaker](#Troublemaker) | — | | **3** | [Hypnotic Shimmer](#Hypnotic-Shimmer) | [Invisibility](#Invisibility) | — | | **4** | [Soothing Speech](#Soothing-Speech) | [Through Your Eyes](#Through-Your-Eyes) | — | | **5** | [Thought Delver](#Thought-Delver) | [Words of Discord](#Words-of-Discord) | — | | **6** | [Never Upstaged](#Never-Upstaged) | [Share the Burden](#Share-the-Burden) | — | | **7** | [Endless Charisma](#Endless-Charisma) | [Grace-Touched](#Grace-Touched) | — | | **8** | [Astral Projection](#Astral-Projection) | [Mass Enrapture](#Mass-Enrapture) | — | | **9** | [Copycat](#Copycat) | [Master of The Craft](#Master-of-the-Craft) | — | | **10** | [Encore](#Encore) | [Notorious](#Notorious) | — | --- ### Midnight Midnight is the domain of shadows and secrecy. Whether by clever tricks, deft magic, or the cloak of night, those who channel these forces practice the art of obscurity and can uncover sequestered treasures. Midnight offers practitioners the power to control and create enigmas. The Midnight domain can be accessed by the Rogue and Sorcerer classes. #### Domain cards | **Level** | **Option 1** | **Option 2** | **Option 3** | | :-------: | -------------------------------------------------------- | ---------------------------------------------------------------- | ------------------------------------------------------ | | **1** | [Pick and Pull](#Pick-and-Pull) | [Rain of Blades](#Rain-of-Blades) | [Uncanny Disguise](#Uncanny-Disguise) | | **2** | [Midnight Spirit](#Midnight-Spirit) | [Shadowbind](#Shadowbind) | — | | **3** | [Chokehold](#Chokehold) | [Veil of Night](#Veil-of-Night) | — | | **4** | [Stealth Expertise](#Stealth-Expertise) | [Glyph of Nightfall](#Glyph-of-Nightfall) | — | | **5** | [Hush](#Hush) | [Phantom Retreat](#Phantom-Retreat) | — | | **6** | [Dark Whispers](#Dark-Whispers) | [Mass Disguise](#Mass-Disguise) | — | | **7** | [Midnight-Touched](#Midnight-Touched) | [Vanishing Dodge](#Vanishing-Dodge) | — | | **8** | [Shadowhunter](#Shadowhunter) | [Spellcharge](#Spellcharge) | — | | **9** | [Night Terror](#Night-Terror) | [Twilight Toll](#Twilight-Toll) | — | | **10** | [Eclipse](#Eclipse) | [Specter of The Dark](#Specter-of-The-Dark) | — | --- ### Sage Sage is the domain of the natural world. Those who walk this path tap into the unfettered power of the earth and its creatures to unleash raw magic. Sage grants its adherents the vitality of a blooming flower and the ferocity of a ravenous predator. The Sage domain can be accessed by the Druid and Ranger classes. #### Domain cards | **Level** | **Option 1** | **Option 2** | **Option 3** | | :-------: | -------------------------------------------------------------- | -------------------------------------------------------------- | ------------------------------------------------------ | | **1** | [Gifted Tracker](#Gifted-Tracker) | [Nature's Tongue](#Natures-Tongue) | [Vicious Entangle](#Vicious-Entangle) | | **2** | [Conjure Swarm](#Conjure-Swarm) | [Natural Familiar](#Natural-Familiar) | — | | **3** | [Corrosive Projectile](#Corrosive-Projectile) | [Towering Stalk](#Towering-Stalk) | — | | **4** | [Death Grip](#Death-Grip) | [Healing Field](#Healing-Field) | — | | **5** | [Thorn Skin](#Thorn-Skin) | [Wild Fortress](#Wild-Fortress) | — | | **6** | [Conjured Steeds](#Conjured-Steeds) | [Forager](#Forager) | — | | **7** | [Sage-Touched](#Sage-Touched) | [Wild Surge](#Wild-Surge) | — | | **8** | [Forest Sprites](#Forest-Sprites) | [Rejuvenation Barrier](#Rejuvenation-Barrier) | — | | **9** | [Fane of The Wilds](#Fane-of-The-Wilds) | [Plant Dominion](#Plant-Dominion) | — | | **10** | [Force of Nature](#Force-of-Nature) | [Tempest](#Tempest) | — | --- ### Splendor Splendor is the domain of life. Through this magic, followers gain the ability to heal and, to an extent, control death. Splendor offers its disciples the magnificent ability to both give and end life. The Splendor domain can be accessed by the Seraph and Wizard classes. #### Domain cards | **Level** | **Option 1** | **Option 2** | **Option 3** | | :-------: | -------------------------------------------------------- | ------------------------------------------------------------ | ------------------------------------------ | | **1** | [Bolt Beacon](#Bolt-Beacon) | [Mending Touch](#Mending-Touch) | [Reassurance](#Reassurance) | | **2** | [Final Words](#Final-Words) | [Healing Hands](#Healing-Hands) | — | | **3** | [Second Wind](#Second-Wind) | [Voice of Reason](#Voice-of-Reason) | — | | **4** | [Divination](#Divination) | [Life Ward](#Life-Ward) | — | | **5** | [Shape Material](#Shape-Material) | [Smite](#Smite) | — | | **6** | [Restoration](#Restoration) | [Zone of Protection](#Zone-of-Protection) | — | | **7** | [Healing Strike](#Healing-Strike) | [Splendor-Touched](#Splendor-Touched) | — | | **8** | [Shield Aura](#Shield-Aura) | [Stunning Sunlight](#Stunning-Sunlight) | — | | **9** | [Overwhelming Aura](#Overwhelming-Aura) | [Salvation Beam](#Salvation-Beam) | — | | **10** | [Invigoration](#Invigoration) | [Resurrection](#Resurrection) | — | --- ### Valor Valor is the domain of protection. Whether through attack or defense, those who choose this discipline channel formidable strength to protect their allies in battle. Valor offers great power to those who raise their shields in defense of others. The Valor domain can be accessed by the Guardian and Seraph classes. #### Domain cards | **Level** | **Option 1** | **Option 2** | **Option 3** | | :-------: | -------------------------------------------------------------- | ------------------------------------------------------ | ---------------------------------------------------------- | | **1** | [Bare Bones](#Bare-Bones) | [Forceful Push](#Forceful-Push) | [I Am Your Shield](#I-Am-Your-Shield) | | **2** | [Body Basher](#Body-Basher) | [Bold Presence](#Bold-Presence) | — | | **3** | [Critical Inspiration](#Critical-Inspiration) | [Lean On Me](#Lean-On-Me) | — | | **4** | [Goad Them On](#Goad-Them-On) | [Support Tank](#Support-Tank) | — | | **5** | [Armorer](#Armorer) | [Rousing Strike](#Rousing-Strike) | — | | **6** | [Inevitable](#Inevitable) | [Rise Up](#Rise-Up) | — | | **7** | [Shrug It Off](#Shrug-It-Off) | [Valor-Touched](#Valor-Touched) | — | | **8** | [Full Surge](#Full-Surge) | [Ground Pound](#Ground-Pound) | — | | **9** | [Hold The Line](#Hold-The-Line) | [Lead By Example](#Lead-By-Example) | — | | **10** | [Unbreakable](#Unbreakable) | [Unyielding Armor](#Unyielding-Armor) | — | --- ## Abilities ### A Soldiers Bond **Level 2 Blade Ability** **Recall Cost: 0** Your connection with your party members runs deep. As a Reaction, you may move up to your Agility score towards a party member in melee range of an adversary. This movement does not trigger reactions from enemies. --- ### Adjust Reality **Level 10 Arcana Ability** **Recall Cost: 4** Reality bends to your will. When you cast this spell, describe any effect you wish that would be reasonable and beneficial for you and your party. The GM determines exactly what happens, if anything, but it will be significant and in the spirit of what you asked for. This spell can't deal direct damage to adversaries, nor can it remove conditions or restore HP. --- ### Arcana-Touched **Level 7 Arcana Ability** **Recall Cost: 2** **Requirement:** You have four or more cards from the Arcana domain in your foundation deck. Your instincts are honed to know just when to let your wild magic loose. When you mark a Stress (but not from damage), you may clear a Stress instead and regain a spell slot of a level equal to or less than half the number of Arcana cards in your foundation deck (rounded up). --- ### Arcane Reflection **Level 8 Arcana Ability** **Recall Cost: 3** Magical attacks wash over you like water. When you take magic damage, you may activate this spell. The damage is reduced to 0, and you may immediately make a Spellcast Roll using one of your known spells of Level 5 or lower against the creature that damaged you. If you succeed, the spell takes full effect as though you had cast it normally. --- ### Armorer **Level 5 Valor Ability** **Recall Cost: 1** Your natural insight allows you to strengthen your party's defenses. You and each ally within Close range increase their Armor Score by +1. This effect lasts until you take a Rest. --- ### Astral Projection **Level 8 Grace Ability** **Recall Cost: 3** Your soul leaves your body to walk amongst the planes. When you activate this spell, your body becomes unconscious. Your spirit can move up to your Presence score in any direction, including through walls and other solid barriers. Your spirit is invisible and can't be harmed or affect anything physically. You may end this effect at any time to return to your body. --- ### Banish **Level 6 Codex Ability** **Recall Cost: 2** A creature within Far range disappears into another realm. Make a Spellcast Roll against the target's Instinct. On a success, they vanish for a number of rounds equal to your proficiency bonus. At the end of the duration, they reappear in the closest empty space to where they vanished. Creatures that are banished can't affect anything in the current realm, and nothing in the current realm can affect them. --- ### Bare Bones **Level 1 Valor Ability** **Recall Cost: 0** Your resolve makes you hard to put down. When you reach 0 HP, make a difficulty 12 Instinct reaction roll. On a success, you drop to 1 HP instead. --- ### Battle Cry **Level 8 Blade Ability** **Recall Cost: 1** Your cry in battle spurs your allies to greatness. All allies within Close range of you may immediately spend a Hope to make a weapon attack against a target within range of that weapon. --- ### Battle Monster **Level 10 Blade Ability** **Recall Cost: 2** You become unstoppable in battle. For the next 3 rounds, each time you make a successful attack with a weapon, you may spend a Hope to make another weapon attack. There is no limit to the number of additional attacks you may make this way. --- ### Battle-Hardened **Level 6 Blade Ability** **Recall Cost: 0** You have seen too many battles to count. Your maximum Stress increases by 4. --- ### Blink Out **Level 4 Arcana Ability** **Recall Cost: 1** You flicker out of existence for a moment. As a reaction when you take damage, you may activate this spell to reduce the damage to 0. Then teleport to any location within Close range. --- ### Blade-Touched **Level 7 Blade Ability** **Recall Cost: 2** **Requirement:** You have four or more cards from the Blade domain in your foundation deck. You have transcended the limits of mortality. When you make a weapon attack, you may spend 1 Hope to add a number of additional damage dice equal to the number of Blade cards in your foundation deck. --- ### Body Basher **Level 2 Valor Ability** **Recall Cost: 0** You excel at knocking your enemies around. When you deal damage with a melee weapon, you may push the target a number of spaces equal to your proficiency bonus in any direction. --- ### Bold Presence **Level 2 Valor Ability** **Recall Cost: 0** Your mere presence on the battlefield inspires confidence. Allies within Close range of you gain a +1 bonus to all attack rolls. --- ### Bolt Beacon **Level 1 Splendor Ability** **Recall Cost: 0** A crackling bolt of energy streaks towards your foe and then returns to heal an ally. Make a Spellcast Roll against a target within Far range. On a success, deal 2d6+Presence magic damage to the target. Then choose an ally within Far range of the target to heal for half the damage dealt (rounded down). --- ### Bone-Touched **Level 7 Bone Ability** **Recall Cost: 2** **Requirement:** You have four or more cards from the Bone domain in your foundation deck. You have learned to read the flow of battle like a book. When you mark a Stress (but not from damage), you may clear a Stress instead and immediately make a weapon attack against a target of your choice within range. --- ### Book of Ava **Level 1 Codex Ability** **Recall Cost: 1** *"Burn, and let the ashes become something greater."* You conjure a swirling vortex of embers. Choose a space within Far range. All creatures within Close range of that space take 2d4+Presence fire damage. --- ### Book of Exota **Level 4 Codex Ability** **Recall Cost: 2** *"What was, what is, and what could be dance together in perfect harmony."* You weave magic that manipulates the flow of time around you. Choose up to three allies within Very Close range. They each regain their Reaction if they have used it this round. --- ### Book of Grynn **Level 4 Codex Ability** **Recall Cost: 2** *"The mind is a maze, and I hold all the keys."* You cast an enchantment that befuddles your enemies. Choose a creature within Far range and make a Spellcast Roll against their Instinct. On a success, they are charmed by you for a number of rounds equal to your proficiency bonus. While charmed in this way, they must move towards you and can't make attacks against you or your allies. --- ### Book of Homet **Level 7 Codex Ability** **Recall Cost: 3** *"Victory through superior positioning and flawless timing."* You bend space to your advantage. Choose any number of willing creatures within Far range. You may swap the positions of any of these creatures with each other. --- ### Book of Illiat **Level 1 Codex Ability** **Recall Cost: 1** *"Let them see what they fear most."* You create terrifying illusions in the minds of your enemies. Choose up to 3 creatures within Far range and make a Spellcast Roll against their Instinct. On a success, they are afraid of you for a number of rounds equal to your proficiency bonus. --- ### Book of Korvax **Level 3 Codex Ability** **Recall Cost: 1** *"Power demands sacrifice, and sacrifice demands power."* You drain the life force from your enemies to fuel your magic. Make a Spellcast Roll against a creature within Far range. On a success, they take 2d8+Presence necrotic damage, and you regain one spell slot of Level 2 or lower. --- ### Book of Norai **Level 3 Codex Ability** **Recall Cost: 1** *"Protection is not given, it is earned through wisdom."* You weave protective wards around your allies. Choose up to three creatures within Far range. They each gain +2 Armor and Resistance to the next source of magic damage they would take. --- ### Book of Ronin **Level 9 Codex Ability** **Recall Cost: 3** *"Cut through the veil between worlds."* You create a devastating rift in reality. Choose two spaces within Far range. A crackling line of energy connects these spaces, dealing 4d8+Presence force damage to all creatures it passes through or within Very Close range of it. --- ### Book of Sitil **Level 2 Codex Ability** **Recall Cost: 1** *"Knowledge flows like a river—redirect its course."* You probe an enemy's mind for useful information. Make a Spellcast Roll against a creature within Far range. On a success, learn their current HP, Stress, any conditions affecting them, and one of their abilities of your choice. --- ### Book of Tyfar **Level 1 Codex Ability** **Recall Cost: 1** *"Order from chaos, always."* You create a zone of magical stability. Choose a space within Far range. For the next minute, any creature that starts their turn within Close range of that space clears one condition affecting them. --- ### Book of Vagras **Level 2 Codex Ability** **Recall Cost: 1** *"Why wait for the storm when you can summon thunder?"* Lightning dances between your fingers before striking your foe. Make a Spellcast Roll against a creature within Far range. On a success, deal 2d6+Presence lightning damage. If the target is wearing metal armor, deal an additional 1d6 lightning damage. --- ### Book of Vyola **Level 8 Codex Ability** **Recall Cost: 3** *"In loss, we find what truly matters."* You reach across death to recall a fallen ally. Choose the body of a creature that died within the last minute and is within Close range. Make a difficulty 15 Spellcast Roll. On a success, they return to life with 1 HP and are unconscious for 1 minute. On a failure, they can't be revived by any means. --- ### Book of Yarrow **Level 10 Codex Ability** **Recall Cost: 4** *"At the apex of mastery, all knowledge becomes one."* Your understanding transcends mortal limitations. For the next 3 rounds, you may cast any spell from any domain as if you knew it, using your Spellcast bonus for the roll. You must still pay any Recall Costs associated with the spell. --- ### Boost **Level 4 Bone Ability** **Recall Cost: 0** Your tactical awareness elevates your allies' performance. Choose an ally within Close range. The next attack roll, damage roll, or save they make gains advantage, and they add your proficiency bonus to the result. --- ### Brace **Level 3 Bone Ability** **Recall Cost: 0** You prepare for incoming attacks with practiced precision. Until the start of your next turn, you gain +2 Armor and your melee weapon attacks deal +1d6 damage. --- ### Breaking Blow **Level 8 Bone Ability** **Recall Cost: 2** Your understanding of anatomy lets you strike at weak points. When you make a weapon attack, you may activate this ability. The attack automatically hits and deals maximum damage. Additionally, the target must make an Instinct Save or be stunned until the end of your next turn. --- ### Champions Edge **Level 5 Blade Ability** **Recall Cost: 1** Your weapon skills reach legendary heights. When you attack with a weapon and your attack roll is 16 or higher, you may make another weapon attack against the same target. --- ### Chain Lightning **Level 5 Arcana Ability** **Recall Cost: 2** Electricity arcs between your foes. Make a Spellcast Roll against a creature within Far range. On a success, they take 3d6+Presence lightning damage. The lightning then jumps to up to 3 other creatures within Close range of the target (if any are available), each taking 2d6+Presence lightning damage. --- ### Chokehold **Level 3 Midnight Ability** **Recall Cost: 1** You grab your enemy by the throat. Make a melee attack roll against a target. On a hit, they take no damage but become restrained and can't speak or breathe. While you maintain this hold (no action required), the target takes 1d6+Agility damage at the start of each of their turns. --- ### Cinder Grasp **Level 2 Arcana Ability** **Recall Cost: 1** Your touch burns with supernatural heat. Make a melee Spellcast Roll against a target. On a success, deal 2d6+Presence fire damage and the target catches fire, taking 1d4 fire damage at the start of each of their turns until they use an action to extinguish the flames. --- ### Cloaking Blast **Level 7 Arcana Ability** **Recall Cost: 2** Your magic conceals you from sight after striking. Make a Spellcast Roll against a target within Far range. On a success, deal 3d8+Presence force damage. After the attack, you become invisible until the end of your next turn. --- ### Codex-Touched **Level 7 Codex Ability** **Recall Cost: 2** **Requirement:** You have four or more cards from the Codex domain in your foundation deck. Your magical studies have unlocked deeper understanding. When you mark a Stress (but not from damage), you may clear a Stress instead and immediately cast any spell you know without spending a spell slot. --- ### Confusing Aura **Level 8 Arcana Ability** **Recall Cost: 2** Reality warps around you, disorienting your enemies. For the next 3 rounds, any creature that starts their turn within Close range of you must make an Instinct Save. On a failure, they are confused until the end of their turn and must roll a d6: on 1-2, they attack themselves; on 3-4, they take no action; on 5-6, they act normally but with disadvantage on all rolls. --- ### Conjure Swarm **Level 2 Sage Ability** **Recall Cost: 1** You call forth a swarm of insects or small creatures. The swarm occupies a Close range area you choose within Far range. Creatures in this area take 1d6+Presence damage at the start of each of their turns. The swarm lasts for a number of rounds equal to your proficiency bonus. --- ### Conjured Steeds **Level 6 Sage Ability** **Recall Cost: 2** Mystical horses appear to carry you and your allies. You summon a number of ethereal mounts equal to your proficiency bonus within Close range. These mounts last for 1 hour, have a movement speed double that of a normal mount, can carry up to two riders each, and can walk on any surface (including water and air). --- ### Copycat **Level 9 Grace Ability** **Recall Cost: 3** You mimic another creature's abilities with supernatural precision. Choose a creature you can see. For the next minute, you may use any of their abilities as if they were your own, using your own stats and proficiency bonus for any rolls. --- ### Corrosive Projectile **Level 3 Sage Ability** **Recall Cost: 1** You launch a glob of acid at your enemy. Make a ranged Spellcast Roll against a target within Far range. On a success, deal 2d6+Presence acid damage. The acid continues to burn, dealing 1d4 acid damage at the start of each of the target's turns for a number of rounds equal to your proficiency bonus. --- ### Counterspell **Level 3 Arcana Ability** **Recall Cost: 1** You disrupt enemy magic with a gesture. As a Reaction when a creature within Far range casts a spell, make a Spellcast Roll with a difficulty equal to 10 + the spell's level. On a success, the spell fails and has no effect. --- ### Critical Inspiration **Level 3 Valor Ability** **Recall Cost: 0** Your decisive moments inspire others to excellence. When you roll a critical success on any roll, choose an ally within Far range. They gain advantage on their next attack roll and their attack deals +1d6 damage if it hits. --- ### Cruel Precision **Level 7 Bone Ability** **Recall Cost: 2** Your attacks find the gaps in any defense. When you make a weapon attack, you may activate this ability to ignore the target's armor and deal +2d6 damage. Additionally, the target must make a Constitution Save or be slowed until the end of your next turn. --- ### Dark Whispers **Level 6 Midnight Ability** **Recall Cost: 2** You speak words of power that twist minds. Choose up to three creatures within Far range and make a Spellcast Roll against their Instinct. On a success, they are charmed by you and must obey simple commands for a number of rounds equal to your proficiency bonus. --- ### Deadly Focus **Level 4 Blade Ability** **Recall Cost: 1** You enter a meditative combat trance. For the next 3 rounds, your weapon attacks score a critical hit on a roll of 15 or higher, and you gain +1d6 damage on all weapon attacks. --- ### Death Grip **Level 4 Sage Ability** **Recall Cost: 1** Thorny vines burst from the ground to ensnare your foes. Choose up to three creatures within Far range. Make a Spellcast Roll against each target. On a success, they are restrained and take 1d6+Presence piercing damage at the start of each of their turns. They may use an action to make a Might Save to break free. --- ### Deathrun **Level 10 Bone Ability** **Recall Cost: 3** You move with lethal precision through the battlefield. You may move up to three times your speed without triggering reactions from enemies. During this movement, you may make one weapon attack against each enemy you move within range of. These attacks gain advantage and deal +1d6 damage. --- ### Deft Deceiver **Level 1 Grace Ability** **Recall Cost: 0** Your lies ring with the clarity of truth. When you attempt to deceive someone, you gain advantage on the roll. Additionally, creatures who believe your lies remain convinced of their truth for a number of hours equal to your proficiency bonus, even if presented with contradictory evidence. --- ### Deft Maneuvers **Level 1 Bone Ability** **Recall Cost: 0** Your movements in combat are fluid and precise. You may move through spaces occupied by enemies without penalty, and you don't trigger reactions from enemies when you move away from them. --- ### Disintegration Wave **Level 9 Codex Ability** **Recall Cost: 4** A wave of destructive energy emanates from you. All creatures within Close range must make an Instinct Save. On a failure, they take 4d10+Presence force damage, or half as much on a success. Creatures reduced to 0 HP by this spell are completely disintegrated, leaving only ash. --- ### Divination **Level 4 Splendor Ability** **Recall Cost: 2** You peer into the threads of fate. Ask the GM up to three questions about the future, and they must answer truthfully. The answers become more vague the further into the future you ask about, and the GM may speak in riddles or metaphors. --- ### Earthquake **Level 9 Arcana Ability** **Recall Cost: 4** The ground shakes violently at your command. All creatures within Far range must make an Agility Save. On a failure, they take 4d8+Presence bludgeoning damage and are knocked prone. On a success, they take half damage and remain standing. The terrain in the area becomes difficult terrain. --- ### Eclipse **Level 10 Midnight Ability** **Recall Cost: 4** You plunge the area into supernatural darkness. For the next minute, an area within Far range becomes shrouded in magical darkness. Only you can see normally in this area. All other creatures are blinded while in the area. Additionally, any creature that starts their turn in the darkness takes 2d6 necrotic damage. --- ### Encore **Level 10 Grace Ability** **Recall Cost: 3** Your performance reaches legendary heights. Choose any ability you have used since your last Rest. You may immediately use that ability again without paying any costs (including Recall Costs, Hope, or other resources). --- ### Endless Charisma **Level 7 Grace Ability** **Recall Cost: 2** Your magnetic personality becomes supernaturally compelling. For the next hour, you gain advantage on all Presence-based rolls, and creatures find it nearly impossible to refuse reasonable requests from you. When you make a request that doesn't involve obvious danger or great loss, creatures must make an Instinct Save or comply. --- ### Enrapture **Level 1 Grace Ability** **Recall Cost: 0** Your words or actions captivate a single creature. Make a Spellcast Roll against a target within Close range using Presence. On a success, they are charmed by you for a number of rounds equal to your proficiency bonus and can't attack you or your allies. --- ### Falling Sky **Level 10 Arcana Ability** **Recall Cost: 4** You call down meteors from the heavens. Choose up to five spaces within Far range. After a delay of one round, meteors crash down on each space, dealing 3d10+Presence bludgeoning damage to all creatures within Close range of each impact. Creatures may make an Agility Save to take half damage. --- ### Fane of the Wilds **Level 9 Sage Ability** **Recall Cost: 3** You create a sacred grove that heals and protects. Choose a space within Far range. A 20-foot radius grove springs up around that space, lasting for 1 hour. Allied creatures within the grove regain 2d4 HP at the start of each of their turns and have advantage on all saves. The grove counts as difficult terrain for enemies. --- ### Ferocity **Level 2 Bone Ability** **Recall Cost: 0** Your attacks become swift and vicious. When you make a weapon attack, you may immediately make another weapon attack against the same target with disadvantage. --- ### Final Words **Level 2 Splendor Ability** **Recall Cost: 1** You preserve the final moments of the dying. When a creature within Close range is reduced to 0 HP, you may activate this ability. The creature remains conscious and can speak for 1 minute, though they can't move or take actions. During this time, they are immune to further damage and automatically stabilize. --- ### Flight **Level 3 Arcana Ability** **Recall Cost: 2** You soar through the air with magical wings of energy. You gain a flight speed equal to your regular movement speed for a number of minutes equal to your proficiency bonus. You can hover and don't need to land at the end of your turn. --- ### Floating Eye **Level 2 Arcana Ability** **Recall Cost: 1** You create a magical eye that scouts ahead. The eye appears within Close range and lasts for 10 minutes. You may move it up to your movement speed each turn (no action required), and you can see through it as if you were there. The eye is invisible and incorporeal but can be dispelled by anti-magic effects. --- ### Forager **Level 6 Sage Ability** **Recall Cost: 1** Your connection to nature provides sustenance. When you activate this ability in a natural environment, you automatically find enough food and water for your entire party for one day. Additionally, you may locate one useful natural item (herbs, special wood, uncommon minerals, etc.) that the GM determines. --- ### Force of Nature **Level 10 Sage Ability** **Recall Cost: 4** You become one with the primal forces of the world. For the next 3 rounds, you transform into an avatar of nature. You gain resistance to all damage types, your size increases by one category, your reach increases by 5 feet, and all your attacks deal an additional 2d6 damage. Additionally, any creature that starts their turn within Close range of you takes 1d6 damage from thorns, lightning, or other natural phenomena. --- ### Forceful Push **Level 1 Valor Ability** **Recall Cost: 0** Your attacks send enemies flying. When you hit with a melee attack, you may push the target up to 10 feet in any direction. If they collide with a wall, object, or another creature, they take an additional 1d6 bludgeoning damage. --- ### Forest Sprites **Level 8 Sage Ability** **Recall Cost: 2** Tiny fey creatures emerge to aid you in battle. You summon 3 sprites that appear within Close range and act on your initiative. Each sprite has 1 HP and can fly. As a Reaction, a sprite can interpose itself between an ally and an attack, taking the damage instead. Sprites last until destroyed or you take a Rest. --- ### Fortified Armor **Level 4 Blade Ability** **Recall Cost: 1** Your armor becomes supernaturally resilient. For the next hour, your Armor Score increases by +3, and you have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. --- ### Frenzy **Level 8 Blade Ability** **Recall Cost: 2** You enter a battle fury that makes you unstoppable. For the next 3 rounds, you may make an additional weapon attack on each of your turns, you have advantage on all attack rolls, and you are immune to fear and charm effects. However, you must attack the closest enemy each turn if possible. --- ### Full Surge **Level 8 Valor Ability** **Recall Cost: 2** You push beyond normal limits to protect others. For the next 3 rounds, whenever an ally within Far range takes damage, you may use your Reaction to reduce that damage by half and take the reduced amount as damage yourself. --- ### Get Back Up **Level 1 Blade Ability** **Recall Cost: 0** You refuse to stay down. When you are knocked prone, you may immediately stand up without using movement. Additionally, when you take damage that would reduce you to 0 HP, you may spend 1 Hope to instead be reduced to 1 HP. --- ### Gifted Tracker **Level 1 Sage Ability** **Recall Cost: 0** Your senses are attuned to the natural world. You automatically succeed on rolls to track creatures through natural terrain, can identify the type and number of creatures from their tracks, and know how long ago they passed. Additionally, you can't be surprised while in natural environments. --- ### Glancing Blow **Level 7 Blade Ability** **Recall Cost: 1** Even your misses find their mark. When you miss with a weapon attack, you may activate this ability to deal half your weapon damage to the target anyway. --- ### Glyph of Nightfall **Level 4 Midnight Ability** **Recall Cost: 1** You inscribe a magical glyph that triggers in darkness. Choose a surface within Close range and inscribe an invisible glyph. When any creature other than you comes within 5 feet of the glyph while in dim light or darkness, it explodes, dealing 3d6+Presence necrotic damage to all creatures within Close range. The glyph lasts until triggered or you take a Rest. --- ### Goad Them On **Level 4 Valor Ability** **Recall Cost: 0** Your taunts and challenges redirect enemy attention. Choose a creature within Far range. Make a Presence roll against their Instinct. On a success, they have disadvantage on all attacks that don't target you until the end of your next turn. --- ### Gore and Glory **Level 9 Blade Ability** **Recall Cost: 3** Your bloodlust fuels incredible feats of violence. For the next 3 rounds, whenever you reduce a creature to 0 HP with a weapon attack, you may immediately make another weapon attack against a different creature within range. There is no limit to the number of additional attacks you may make this way. --- ### Grace-Touched **Level 7 Grace Ability** **Recall Cost: 2** **Requirement:** You have four or more cards from the Grace domain in your foundation deck. Your natural charisma transcends mortal limitations. When you mark a Stress (but not from damage), you may clear a Stress instead and choose one creature within Far range. That creature must make an Instinct Save or be charmed by you for a number of rounds equal to the number of Grace cards in your foundation deck. --- ### Ground Pound **Level 8 Valor Ability** **Recall Cost: 2** You strike the earth with tremendous force. Make a melee attack against the ground. All creatures within Close range must make an Agility Save. On a failure, they take 3d8+Might bludgeoning damage and are knocked prone. On a success, they take half damage and remain standing. --- ### Healing Field **Level 4 Sage Ability** **Recall Cost: 2** You create a zone of accelerated healing. Choose a space within Far range. For the next 10 minutes, any creature that starts their turn within Close range of that space regains 1d4+1 HP. --- ### Healing Hands **Level 2 Splendor Ability** **Recall Cost: 1** Your touch mends wounds and soothes pain. Touch a creature within reach. They regain 2d6+Presence HP and any ongoing damage effects affecting them immediately end. --- ### Healing Strike **Level 7 Splendor Ability** **Recall Cost: 2** Your weapon channels both harm and healing. Make a weapon attack against a target. If you hit, deal normal weapon damage to the enemy and choose an ally within Close range of the target. That ally regains HP equal to the damage dealt. --- ### Hold the Line **Level 9 Valor Ability** **Recall Cost: 2** You become an immovable guardian. For the next 3 rounds, you can't be moved, knocked prone, or incapacitated by any means. Additionally, any ally within Close range of you gains +2 to all defenses and has advantage on saves against area effects. --- ### Hush **Level 5 Midnight Ability** **Recall Cost: 1** Absolute silence falls over the area. Choose a space within Far range. For the next 10 minutes, no sound can be made within Close range of that space. This includes spells with vocal components, which automatically fail if cast in the area. --- ### Hypnotic Shimmer **Level 3 Grace Ability** **Recall Cost: 1** Colors and patterns swirl around you mesmerizingly. All creatures within Close range must make an Instinct Save or be stunned until the end of your next turn as they become transfixed by the display. --- ### I Am Your Shield **Level 1 Valor Ability** **Recall Cost: 0** You interpose yourself between harm and your allies. As a Reaction when an ally within Close range takes damage, you may take that damage instead. You have resistance to this damage. --- ### I See It Coming **Level 1 Bone Ability** **Recall Cost: 0** Your tactical awareness lets you predict attacks. You gain +2 to all defenses and can't be surprised. Additionally, you may use your Reaction to grant an ally within Close range +2 to their defense against a single attack. --- ### Inevitable **Level 6 Valor Ability** **Recall Cost: 1** Your advance cannot be stopped. For the next minute, you ignore difficult terrain, can move through enemy spaces without penalty, and your movement speed increases by 10 feet. Additionally, you can't be grappled, restrained, or otherwise prevented from moving. --- ### Inspirational Words **Level 1 Grace Ability** **Recall Cost: 0** Your encouraging words bolster your allies' spirits. Choose an ally within Far range. They gain a +2 bonus to their next attack roll, save, or skill check, and if they fail the roll, they don't mark Stress from the failure. --- ### Invigoration **Level 10 Splendor Ability** **Recall Cost: 3** Life energy radiates from you in waves. All allies within Far range immediately regain all lost HP, clear all Stress and conditions, and regain one expended spell slot of 3rd level or lower. Additionally, they gain temporary HP equal to your level that lasts until your next Rest. --- ### Invisibility **Level 3 Grace Ability** **Recall Cost: 2** You fade from sight like a whisper. You become invisible for a number of minutes equal to your proficiency bonus. The invisibility ends early if you attack or cast a spell that affects a hostile creature. --- ### Invigoration **Level 10 Splendor Ability** **Recall Cost: 3** Life energy radiates from you in waves. All allies within Far range immediately regain all lost HP, clear all Stress and conditions, and regain one expended spell slot of 3rd level or lower. Additionally, they gain temporary HP equal to your level that lasts until your next Rest. --- ### Know Thy Enemy **Level 5 Bone Ability** **Recall Cost: 1** Your study of combat reveals your foe's weaknesses. Choose a creature you can see. For the next hour, you have advantage on all attack rolls against that creature, and your attacks against them deal +1d6 damage. --- ### Lead by Example **Level 9 Valor Ability** **Recall Cost: 2** Your heroic actions inspire others to greatness. When you score a critical hit or roll a critical success on a save, all allies within Far range may immediately take one action of their choice. --- ### Lean on Me **Level 3 Valor Ability** **Recall Cost: 0** Your strength supports those who falter. When an ally within Close range fails a save, you may use your Reaction to allow them to use your save bonus instead of their own. --- ### Life Ward **Level 4 Splendor Ability** **Recall Cost: 1** You create a protective barrier of life energy. Choose a creature within Close range. They gain temporary HP equal to 2d6+Presence. While they have this temporary HP, they are immune to necrotic damage and can't be reduced below 1 HP. --- ### Manifest Wall **Level 5 Codex Ability** **Recall Cost: 2** You conjure a barrier from pure magical energy. A wall of force appears within Far range, up to 60 feet long, 10 feet high, and 1 foot thick. The wall blocks all physical and magical effects from passing through it and has 100 HP. It lasts for 10 minutes or until destroyed. --- ### Mass Disguise **Level 6 Midnight Ability** **Recall Cost: 2** You and your allies take on false appearances. You and up to 6 willing creatures within Close range change your appearance as you desire for the next hour. This is a perfect illusion that fools all senses but doesn't change your physical capabilities. --- ### Mass Enrapture **Level 8 Grace Ability** **Recall Cost: 3** Your presence becomes irresistibly captivating. All creatures of your choice within Far range must make an Instinct Save or be charmed by you for a number of rounds equal to your proficiency bonus. While charmed in this way, they regard you as a trusted friend. --- ### Master of the Craft **Level 9 Grace Ability** **Recall Cost: 3** You have achieved legendary mastery in your chosen field. Choose any skill or area of expertise. For the next 24 hours, you automatically succeed on all rolls related to that skill or expertise, and others regard you as the ultimate authority on the subject. --- ### Mending Touch **Level 1 Splendor Ability** **Recall Cost: 0** Your gentle touch closes wounds and mends injuries. Touch a creature within reach. They regain 1d6+Presence HP, and if they are unconscious due to being at 0 HP, they regain consciousness. --- ### Midnight Spirit **Level 2 Midnight Ability** **Recall Cost: 1** You channel the essence of darkness itself. For the next 10 minutes, you can move through solid objects as if they were difficult terrain, you have resistance to all damage types, and you can see perfectly in any level of darkness. However, you can't attack or cast spells while in this form. --- ### Midnight-Touched **Level 7 Midnight Ability** **Recall Cost: 2** **Requirement:** You have four or more cards from the Midnight domain in your foundation deck. Shadows bend to your will. When you mark a Stress (but not from damage), you may clear a Stress instead and immediately become invisible until the end of your next turn. Additionally, you may teleport up to 30 feet to any space you can see. --- ### Natural Familiar **Level 2 Sage Ability** **Recall Cost: 1** A small animal companion bonds with you. Choose a tiny beast (raven, fox, snake, etc.). It has 1 HP, AC 12, and follows your mental commands. You can see through its eyes and speak through its mouth. If it dies, you can summon a new one after a Rest. --- ### Nature's Tongue **Level 1 Sage Ability** **Recall Cost: 0** You can communicate with the natural world. You can speak with animals and plants as if you shared a common language. Animals are generally friendly toward you, and plants will answer simple questions about what they've observed. --- ### Never Upstaged **Level 6 Grace Ability** **Recall Cost: 1** You always manage to steal the spotlight. When another creature within Far range attempts to make a Presence-based roll, you may use your Reaction to also make a roll of the same type. If your result is higher, your action takes precedence and theirs fails. --- ### Night Terror **Level 9 Midnight Ability** **Recall Cost: 3** You become a living nightmare. For the next 3 rounds, your appearance becomes horrifying, and any creature that looks at you must make an Instinct Save or be frightened of you. Additionally, you gain resistance to all damage, can move through walls, and your attacks deal an additional 2d6 necrotic damage. --- ### Not Good Enough **Level 1 Blade Ability** **Recall Cost: 0** Your determination drives you to exceed expectations. When you miss with an attack roll or fail a save, you may immediately reroll it. You must use the new result, even if it's worse. --- ### Notorious **Level 10 Grace Ability** **Recall Cost: 4** Your reputation precedes you everywhere. Your fame becomes legendary and spreads across the realms. NPCs react to you based on your reputation - most show respect or fear, some seek your aid, others may challenge you. You gain advantage on all social interactions, and you can call upon your reputation to open doors that would normally be closed to you. --- ### On the Brink **Level 9 Bone Ability** **Recall Cost: 2** You perform best when death is near. While you have less than half your maximum HP, you gain +2 to all attack rolls and damage rolls, your critical hit range increases by 2, and you have advantage on death saves. --- ### Onslaught **Level 10 Blade Ability** **Recall Cost: 3** You unleash a devastating series of attacks. Make weapon attacks against any number of creatures within your weapon's range. You make one attack roll, and this result applies to all targets. Any creature hit takes full weapon damage. --- ### Overwhelming Aura **Level 9 Splendor Ability** **Recall Cost: 3** Divine radiance emanates from you. For the next 3 rounds, all creatures within Close range of you at the start of their turn must make an Instinct Save. Enemies that fail are stunned until the end of their turn, while allies that fail are instead blessed, gaining advantage on all rolls until the end of their turn. --- ### Phantom Retreat **Level 5 Midnight Ability** **Recall Cost: 1** You slip away like a ghost. As a Reaction when you take damage, you may become incorporeal until the end of your next turn. While incorporeal, you take no damage from physical attacks, can move through solid objects, and are invisible. --- ### Pick and Pull **Level 1 Midnight Ability** **Recall Cost: 0** Your fingers work with supernatural dexterity. You can pick locks and disable traps in half the normal time, you have advantage on such rolls, and you can attempt these actions on magical locks and traps. Additionally, you can pick pockets from up to 10 feet away. --- ### Plant Dominion **Level 9 Sage Ability** **Recall Cost: 3** You command all plant life in the area. For the next 10 minutes, you can control all plants within Far range as if they were extensions of your body. Trees can move and attack (dealing 2d8+Presence damage), vines can grapple and restrain enemies, and thick undergrowth can provide cover or block passage. --- ### Premonition **Level 5 Arcana Ability** **Recall Cost: 1** You catch a glimpse of the immediate future. For the next minute, you can't be surprised, you have advantage on initiative rolls, and once per round you may declare that an attack against you or an ally within Close range misses instead. --- ### Preservation Blast **Level 4 Arcana Ability** **Recall Cost: 2** Your magic stops time around objects and creatures. Make a Spellcast Roll against a target within Far range. On a success, they are paralyzed for a number of rounds equal to your proficiency bonus. While paralyzed in this way, they can't be harmed by any source. --- ### Rage Up **Level 6 Blade Ability** **Recall Cost: 1** Your fury becomes infectious. When you deal damage with a weapon attack, you and all allies within Close range gain +1d6 damage on weapon attacks until the end of the round. This effect can stack if triggered multiple times in the same round. --- ### Rain of Blades **Level 1 Midnight Ability** **Recall Cost: 1** You hurl multiple weapons with preternatural accuracy. Make ranged attacks against up to 3 different targets within range of a thrown or ranged weapon. You make one attack roll, and this result applies to all targets. Any creature hit takes normal weapon damage. --- ### Rapid Riposte **Level 6 Bone Ability** **Recall Cost: 1** Your counterattacks are swift and deadly. When a creature misses you with a melee attack, you may use your Reaction to make a weapon attack against them. This attack gains advantage and deals +1d6 damage. --- ### Reapers Strike **Level 9 Blade Ability** **Recall Cost: 3** Your weapon becomes an instrument of inevitable death. Make a weapon attack against a target. If you hit, roll damage as normal. If the target would be reduced to 20 HP or fewer after taking this damage, they are instead reduced to 0 HP. --- ### Reassurance **Level 1 Splendor Ability** **Recall Cost: 0** Your calming presence soothes troubled minds. Choose an ally within Close range. They immediately clear one condition affecting them, and they gain advantage on their next save against a mental effect (fear, charm, etc.). --- ### Recovery **Level 6 Bone Ability** **Recall Cost: 1** Your body recovers from harm with supernatural speed. You regain all lost HP and clear all conditions affecting you. Additionally, you regain one expended spell slot or ability use. --- ### Reckless **Level 2 Blade Ability** **Recall Cost: 0** You fight with wild abandon. When you make a weapon attack, you may choose to attack recklessly. If you do, the attack gains advantage and deals +1d6 damage, but all attacks against you have advantage until the start of your next turn. --- ### Redirect **Level 4 Bone Ability** **Recall Cost: 0** Your tactical insight lets you turn attacks aside. As a Reaction when you are targeted by an attack, you may redirect it to another creature within Close range of you. Make an Agility roll against the attacker's attack roll. If you succeed, the attack targets the new creature instead. --- ### Rejuvenation Barrier **Level 8 Sage Ability** **Recall Cost: 3** You create a wall of healing energy. A barrier of swirling leaves and flowers appears within Far range, up to 30 feet long and 10 feet high. Allied creatures within Close range of the barrier regain 1d6 HP at the start of each of their turns. Enemies that start their turn within Close range of the barrier take 1d6 poison damage. The barrier lasts for 10 minutes. --- ### Restoration **Level 6 Splendor Ability** **Recall Cost: 2** Your magic undoes harm and ailment. Touch a creature within reach. They regain 4d6+Presence HP, and you remove all conditions, diseases, and poisons affecting them. If they have been subjected to any permanent harmful effects (blindness, lost limbs, etc.), those are also cured. --- ### Resurrection **Level 10 Splendor Ability** **Recall Cost: 4** You call a soul back from death itself. Touch the body of a creature that died within the last 24 hours. They return to life with full HP and no conditions. The creature suffers no negative effects from dying and retains all their memories up to the moment of death. --- ### Rift Walker **Level 6 Arcana Ability** **Recall Cost: 2** You tear holes in reality to travel instantly. Choose two spaces within Far range. You create portals connecting these spaces that last for 10 minutes. Any creature can move through one portal to instantly appear at the other. The portals are two-way and close after 10 minutes or if you create new ones. --- ### Rise Up **Level 6 Valor Ability** **Recall Cost: 1** Your rallying cry lifts fallen allies. Choose any number of unconscious allies within Far range. They all immediately regain consciousness with 1 HP and can stand up without using movement. --- ### Rousing Strike **Level 5 Valor Ability** **Recall Cost: 1** Your attacks inspire your allies to action. When you hit with a weapon attack, choose an ally within Far range. They may immediately use their Reaction to move up to their speed or make one attack. --- ### Rune Ward **Level 1 Arcana Ability** **Recall Cost: 1** Magical symbols appear around you, deflecting attacks. You gain +2 Armor for a number of rounds equal to your proficiency bonus. When the ward absorbs damage, it flares with energy, dealing 1d4+Presence force damage to the attacker. --- ### Safe Haven **Level 8 Codex Ability** **Recall Cost: 3** You create a pocket dimension of safety. Choose a space within Close range. A 15-foot radius area around that space becomes a sanctuary for 8 hours. Creatures inside can't be harmed by those outside, and those outside can't be harmed by those inside. The sanctuary provides comfortable conditions and eliminates the need for food, water, or sleep while inside. --- ### Sage-Touched **Level 7 Sage Ability** **Recall Cost: 2** **Requirement:** You have four or more cards from the Sage domain in your foundation deck. Nature itself responds to your call. When you mark a Stress (but not from damage), you may clear a Stress instead and summon a natural ally (wolf, bear, eagle, etc.) that fights alongside you for a number of rounds equal to the number of Sage cards in your foundation deck. --- ### Salvation Beam **Level 9 Splendor Ability** **Recall Cost: 3** A pillar of radiant energy descends from above. Choose a space within Far range. All allies within Close range of that space regain 4d6+Presence HP and are cured of all conditions. All enemies in the same area must make an Instinct Save or take 4d6+Presence radiant damage and be stunned for 1 round. --- ### Scramble **Level 3 Blade Ability** **Recall Cost: 0** You move with desperate speed to avoid danger. As a Reaction when you take damage, you may move up to your speed without triggering reactions from enemies. This movement happens before you take the damage, potentially moving you out of range of area effects. --- ### Second Wind **Level 3 Splendor Ability** **Recall Cost: 1** You restore your own vitality through force of will. You regain 2d6+Constitution HP and clear one condition affecting you. You also regain one expended spell slot of 2nd level or lower. --- ### Sensory Projection **Level 9 Arcana Ability** **Recall Cost: 2** Your consciousness travels beyond your body. For the next hour, you can project your senses to any location you have visited before, no matter how far away. You see, hear, and smell as if you were there, but can't interact with anything. You can change locations once per minute. --- ### Shadowbind **Level 2 Midnight Ability** **Recall Cost: 1** Tendrils of darkness lash out to entangle your foe. Make a Spellcast Roll against a target within Far range. On a success, they are restrained by shadows for a number of rounds equal to your proficiency bonus. While restrained, they take 1d4 necrotic damage at the start of each of their turns. --- ### Shadowhunter **Level 8 Midnight Ability** **Recall Cost: 2** You become the perfect assassin. For the next minute, you have advantage on all attack rolls against creatures that can't see you, your critical hit range increases by 3, and your attacks deal an additional 2d6 necrotic damage. --- ### Shape Material **Level 5 Splendor Ability** **Recall Cost: 2** You reshape matter according to your will. You can alter the form of any non-living material within Close range. Stone can become soft clay, metal can bend like rope, liquids can solidify, etc. You can affect up to a 10-foot cube of material, and the changes are permanent unless magically reversed. --- ### Share the Burden **Level 6 Grace Ability** **Recall Cost: 1** Your empathy lets you take on others' suffering. Choose an ally within Close range. You may transfer any number of conditions or ongoing effects from them to yourself. You are affected by these conditions/effects as if they had originally targeted you. --- ### Shield Aura **Level 8 Splendor Ability** **Recall Cost: 2** A protective field surrounds you and your allies. For the next 3 rounds, all allies within Close range gain +3 Armor and have resistance to the first source of damage they take each round. --- ### Shrug It Off **Level 7 Valor Ability** **Recall Cost: 1** Your resolve lets you ignore debilitating effects. You immediately clear all conditions affecting you and become immune to new conditions for a number of rounds equal to your proficiency bonus. --- ### Sigil of Retribution **Level 6 Codex Ability** **Recall Cost: 2** You inscribe a magical mark that punishes attackers. Choose an ally within Close range. For the next hour, whenever they take damage, the creature that damaged them takes the same amount of force damage. --- ### Signature Move **Level 5 Bone Ability** **Recall Cost: 2** You execute your legendary technique. Describe a unique combat maneuver that utilizes your skills and equipment in a creative way. The GM determines the exact effect, but it should be significantly more powerful than a normal attack and appropriate to your description. --- ### Smite **Level 5 Splendor Ability** **Recall Cost: 2** Divine energy channels through your weapon. Make a weapon attack against a target. If you hit, the attack deals an additional 3d6+Presence radiant damage. If the target is an undead or fiend, they must also make an Instinct Save or be stunned for 1 round. --- ### Soothing Speech **Level 4 Grace Ability** **Recall Cost: 1** Your words calm even the most agitated minds. Choose any number of creatures within Far range. They must make an Instinct Save or become calm and non-hostile for 10 minutes. They won't attack unless attacked first, and they are willing to engage in reasonable conversation. --- ### Specter of the Dark **Level 10 Midnight Ability** **Recall Cost: 4** You become one with the shadows themselves. For the next 3 rounds, you become incorporeal, invisible, and can move through any space. You can't be targeted by attacks or spells, but you can still affect the world normally. Your attacks during this time deal an additional 3d6 necrotic damage and ignore armor. --- ### Spellcharge **Level 8 Midnight Ability** **Recall Cost: 2** Your weapons become conduits for magical energy. For the next 3 rounds, your weapon attacks can target creatures within Far range regardless of your weapon's normal range, and they deal an additional 2d6 force damage. Additionally, you can cast spells through your weapons, allowing them to affect creatures you hit with attacks. --- ### Splintering Strike **Level 9 Bone Ability** **Recall Cost: 2** Your attack finds every weak point simultaneously. Make a weapon attack against a target. If you hit, the target takes normal damage and must make a Constitution Save. On a failure, they take additional damage equal to your weapon damage at the start of each of their turns for a number of rounds equal to your proficiency bonus. --- ### Splendor-Touched **Level 7 Splendor Ability** **Recall Cost: 2** **Requirement:** You have four or more cards from the Splendor domain in your foundation deck. Life energy flows through you like a river. When you mark a Stress (but not from damage), you may clear a Stress instead and all allies within Close range regain HP equal to twice the number of Splendor cards in your foundation deck. --- ### Stealth Expertise **Level 4 Midnight Ability** **Recall Cost: 1** You move like a whisper in the dark. For the next hour, you have advantage on all stealth rolls, you make no sound when you move, and you can hide even while being observed as long as you have cover or concealment. --- ### Strategic Approach **Level 2 Bone Ability** **Recall Cost: 0** Your tactical mind gives you an edge in combat. At the start of combat, you may choose one enemy you can see. For the rest of the encounter, you have advantage on all rolls involving that enemy (attacks, saves against their abilities, etc.). --- ### Stunning Sunlight **Level 8 Splendor Ability** **Recall Cost: 2** Brilliant light emanates from you, overwhelming your foes. All creatures within Close range must make an Instinct Save or be blinded and stunned for 1 round. Creatures that succeed on the save are still dazzled, giving them disadvantage on attack rolls for 1 round. --- ### Support Tank **Level 4 Valor Ability** **Recall Cost: 1** You position yourself to shield multiple allies. Choose up to three allies within Close range. Until the start of your next turn, you may use your Reaction to take damage dealt to any of these allies as if it were dealt to you instead. --- ### Swift Step **Level 10 Bone Ability** **Recall Cost: 2** Your movements become supernaturally quick. For the next 3 rounds, your movement speed doubles, you can take one additional Action each turn, and you automatically succeed on all Agility-based rolls. --- ### Tactician **Level 3 Bone Ability** **Recall Cost: 1** Your strategic insight guides your allies. Choose up to three allies you can see. They may each immediately move up to their speed and take one action of their choice. This movement doesn't trigger reactions from enemies. --- ### Telekinesis **Level 6 Arcana Ability** **Recall Cost: 2** You move objects with the power of your mind. You can lift and move any object or creature within Far range that weighs up to 1000 pounds. You have fine control over the movement and can manipulate objects as if using your hands. This effect lasts for 10 minutes and requires concentration. --- ### Teleport **Level 5 Codex Ability** **Recall Cost: 2** You instantly transport yourself across space. You disappear and reappear in any location you can see within Far range, or any location you have visited before within 1 mile. You may bring one willing creature of your size or smaller with you. --- ### Tell No Lies **Level 2 Grace Ability** **Recall Cost: 1** Your words carry the weight of truth. For the next hour, anything you say will be perceived as completely truthful by those who hear it, even if it's actually false. This doesn't work on creatures who can't understand you or who have reason to know you're lying. --- ### Tempest **Level 10 Sage Ability** **Recall Cost: 4** You call forth the fury of a storm. For the next 3 rounds, you control the weather in a 1-mile radius. You can create lightning strikes (3d10+Presence damage to targets you choose), powerful winds (move creatures up to 30 feet), torrential rain (heavily obscure vision), or other weather effects as appropriate. --- ### Thorn Skin **Level 5 Sage Ability** **Recall Cost: 1** Your skin becomes covered in natural armor of thorns and bark. For the next hour, your Armor Score increases by +2, and any creature that hits you with a melee attack takes 1d6+Constitution piercing damage. --- ### Thought Delver **Level 5 Grace Ability** **Recall Cost: 2** You peer into the depths of another's mind. Choose a creature within Close range and make a Spellcast Roll against their Instinct. On a success, you can read their surface thoughts, learn one secret they're keeping, and ask them one question which they must answer truthfully. --- ### Through Your Eyes **Level 4 Grace Ability** **Recall Cost: 1** You see the world through another's perspective. Choose a creature within Far range. For the next 10 minutes, you can see and hear everything they do as if you were in their location. They are unaware of this effect. --- ### Towering Stalk **Level 3 Sage Ability** **Recall Cost: 1** A massive plant shoots up from the ground. Choose a space within Far range. A thick stalk or tree grows there, reaching up to 60 feet high and providing a climbable surface. The plant is sturdy enough to support multiple creatures and lasts for 1 hour. --- ### Transcendent Union **Level 10 Codex Ability** **Recall Cost: 4** You merge temporarily with another willing creature within Close range. For the next minute, you share the same space, combine your HP totals, and can use both sets of abilities. You act on the same initiative and take turns simultaneously. When the effect ends, divide the remaining HP between both creatures as you see fit. --- ### Troublemaker **Level 2 Grace Ability** **Recall Cost: 0** Your mischievous nature helps you escape consequences. When you would mark Stress from failing a social roll or from getting caught doing something you shouldn't, you may instead avoid marking Stress and describe how you talk, charm, or trick your way out of immediate trouble. --- ### Twilight Toll **Level 9 Midnight Ability** **Recall Cost: 3** You ring a bell that exists between worlds. All creatures within Far range hear the ethereal toll. Enemies must make an Instinct Save or be stunned for 1 round as visions of their mortality overwhelm them. Allies instead regain all expended spell slots and ability uses. --- ### Uncanny Disguise **Level 1 Midnight Ability** **Recall Cost: 1** Shadows reshape your appearance. You can change your appearance to look like any humanoid creature of roughly your size. This illusion is perfect and fools all senses except touch. The disguise lasts for 1 hour or until you choose to end it. --- ### Unbreakable **Level 10 Valor Ability** **Recall Cost: 3** You become an immovable object and unstoppable force. For the next 3 rounds, you are immune to all damage, can't be moved or knocked down, and your attacks automatically hit. Additionally, any ally within Close range of you gains resistance to all damage. --- ### Unleash Chaos **Level 1 Arcana Ability** **Recall Cost: 1** Wild magic erupts from you in unpredictable ways. Roll a d6 to determine the effect: 1. A random creature within Far range takes 1d6+Presence damage of a random type 2. You teleport to a random location within Close range 3. All creatures within Very Close range (including you) heal 1d4 HP 4. A random object within Far range catches fire 5. You become invisible until the end of your next turn 6. Choose any of the above effects --- ### Untouchable **Level 1 Bone Ability** **Recall Cost: 0** Your reflexes make you hard to pin down. The first attack made against you each round has disadvantage, and you have advantage on saves against area effects. Additionally, you can move 5 feet whenever an enemy misses you with an attack. --- ### Unyielding Armor **Level 10 Valor Ability** **Recall Cost: 3** Your armor becomes legendary. For the next 24 hours, your Armor Score increases by +5, you have resistance to all damage types, and you are immune to critical hits. Additionally, your armor regains any lost protection at the start of each combat. --- ### Valor-Touched **Level 7 Valor Ability** **Recall Cost: 2** **Requirement:** You have four or more cards from the Valor domain in your foundation deck. Your courage inspires legendary heroics. When you mark a Stress (but not from damage), you may clear a Stress instead and all allies within Close range gain temporary HP equal to twice the number of Valor cards in your foundation deck and advantage on their next attack roll. --- ### Vanishing Dodge **Level 7 Midnight Ability** **Recall Cost: 2** You slip between shadows to avoid harm. As a Reaction when you would take damage, you may teleport up to 30 feet to any space you can see and reduce the damage to 0. If you teleport to a space with dim light or darkness, you become invisible until the end of your next turn. --- ### Veil of Night **Level 3 Midnight Ability** **Recall Cost: 1** Darkness spreads from your location. Choose a space within Close range. Magical darkness spreads from that point in a 20-foot radius, lasting for 10 minutes. Only you can see normally in this darkness. Creatures inside the darkness have disadvantage on all rolls except saves. --- ### Versatile Fighter **Level 3 Blade Ability** **Recall Cost: 1** You adapt your fighting style to any situation. Choose a weapon type (melee, ranged, thrown, etc.). For the next hour, you are proficient with all weapons of that type, and they deal +1d6 damage in your hands. --- ### Vicious Entangle **Level 1 Sage Ability** **Recall Cost: 1** Thorny vines burst from the earth around your enemies. Choose up to three creatures within Far range. Make a Spellcast Roll against each target. On a success, they are restrained by thorns and take 1d4+Presence piercing damage at the start of each of their turns. They can break free with a successful Might Save (action). --- ### Vitality **Level 5 Blade Ability** **Recall Cost: 1** Your life force burns bright with warrior's spirit. Your maximum HP increases by 20 for the next 24 hours. If this would raise your current HP above its previous maximum, you gain the extra HP immediately. --- ### Voice of Reason **Level 3 Splendor Ability** **Recall Cost: 1** Your words carry divine authority. Choose a creature within Far range that is affected by a mental condition (charmed, frightened, confused, etc.). Make a Spellcast Roll against the source of the condition. On a success, the condition ends immediately. --- ### Wall Walk **Level 1 Arcana Ability** **Recall Cost: 1** Gravity becomes optional for you. For a number of minutes equal to your proficiency bonus, you can walk on walls and ceilings as easily as floors. Your movement speed is normal, and you don't fall unless you end your turn on a surface you can't normally stand on. --- ### Whirlwind **Level 1 Blade Ability** **Recall Cost: 1** You spin in a deadly circle, striking all around you. Make a weapon attack against all creatures within your weapon's reach. You make one attack roll, and this result applies to all targets. Any creature hit takes full weapon damage. --- ### Wild Fortress **Level 5 Sage Ability** **Recall Cost: 2** You summon a living shelter from the earth. A structure made of interwoven branches, vines, and earth appears within Close range. It provides full cover, has 50 HP, and can comfortably shelter up to 6 creatures. The fortress lasts for 8 hours. --- ### Wild Surge **Level 7 Sage Ability** **Recall Cost: 2** Nature's power flows through you unpredictably. Roll a d6: 1. All creatures within Close range regain 2d4 HP 2. Difficult terrain of plants covers a 30-foot radius around you 3. You summon 2d4 animals that fight for you for 1 minute 4. All enemies within Close range take 2d6 poison damage 5. You and all allies within Close range can fly for 1 minute 6. Choose any of the above effects --- ### Words of Discord **Level 5 Grace Ability** **Recall Cost: 2** Your words sow chaos among your enemies. Choose up to three creatures within Far range. They must make an Instinct Save or become hostile toward each other for 1 minute, attacking their former allies instead of you and your party. --- ### Wrangle **Level 8 Bone Ability** **Recall Cost: 2** You seize control of the battlefield. Choose any creature within Far range. For the next 3 rounds, you control their movement and actions as if they were your ally. They retain their own stats and abilities but must follow your commands to the best of their ability. --- ### Zone of Protection **Level 6 Splendor Ability** **Recall Cost: 2** You create a sanctuary of divine power. Choose a space within Far range. A 15-foot radius area around that space becomes blessed for 10 minutes. Allied creatures within the area gain +2 to all defenses, have advantage on saves, and regain 1d4 HP at the start of each of their turns. --- *This completes the Domains Reference, containing all 9 domains and 189 abilities from the Daggerheart SRD.*