职业是以角色为基础的原型,决定玩家角色的以下要素:
《匕首之心》核心资源中包含了九个职业:吟游诗人、德鲁伊、守护者、游侠、游荡者、神使、术士、战士、法师。
每个职业分为两个子职业,用于进一步定义并强化该职业原型的某一面向。你所选择的子职业将赋予以下内容:
《匕首之心》核心规则中包含描述每项基础、进阶与精通特性的卡牌。当你获得其中一项特性时,拿取对应卡牌以便在游戏中参考使用。
吟游诗人是诸界域中最富魅力的存在。这个职业的成员深谙蛊惑之道,精于各类表演形式——无论是引吭高歌、演奏乐器、编织故事还是插科打诨。无论面对观众献艺还是与人单独交谈,诗人们总能在社交场合如鱼得水。该职业者通常在学院或行会中结盟受训,但自恋之风始终在吟游诗人群体中盛行。虽然他们最擅长凝聚人心,但性情乖戾的诗人同样能轻易让冒险队伍分崩离析。
大闹一场: 花费 3 希望点 来暂时 干扰 近距离范围内一个目标,使其难度降低 2 点。
鼓舞人心:每场游戏一次,描述你如何将团队凝聚在一起,并为你自己和你的每个盟友提供一个鼓舞骰。在 1 级时,你的鼓舞骰是 d6。玩家可以花费鼓舞骰进行投掷,将骰值加入其动作掷骰、反应掷骰、伤害掷骰中,或者清除等同于掷骰结果数值的压力点。在每场游戏结束时,清除所有未使用的鼓舞骰。
在 5 级时,你的鼓舞骰增加到 d8。
选择游唱乐手或言文巧匠子职业。
选择游唱乐手,演奏音乐来鼓舞你的盟友。
施法属性:风度
天赋艺者: 描述你如何为他人演奏乐曲。每首歌曲在两次长休之间只能演奏一次:
首席乐师: 你的激励之歌能让聆听者勇气倍增。当你给予盟友一个鼓舞骰时,其可以获得 1 希望点或清除 1 压力点。
乐坛泰斗: 你已臻技艺巅峰,造诣深不可测。每次长休后,你可以演奏两次“天赋艺者”特性中的每首曲目,而不是一次。
选择言文巧匠,以机锋妙语折服广大听众。
施法属性:风度
激昂演说: 每长休一次,你可以发表一次发自肺腑、鼓舞人心的演说。为所有远距离范围内的盟友清除 2 压力点。
诗人之心: 在你试图打动、说服或冒犯某人,进行动作掷骰之后。你可以花费 1 希望点,为该掷骰添加一个 d4 加值。
口若悬河: 你的言语打动人心,提升士气。每场游戏一次,当你鼓励一名盟友时,可以执行下列一项操作:
史诗篇章: 你的鼓舞骰增加到 d10。此外,当你帮助一名盟友时,你可以像在回忆录中抒写其英勇故事一样叙述那一刻。当你这样做时,掷一个 d10 作为你的优势骰。
回答下列任意背景问题。也可以自己创作问题。
询问你的同伴玩家下列任意问题,让其角色回答,或者你自己创作问题。
成为一名德鲁伊不仅仅是一种职业,更是那些渴望从自然之中学习魔法并且保护自然之人的使命。那些常常默默地耕耘植物的德鲁伊们,很可能被人们低估;但那些驾驭着狂野自然之力的德鲁伊,则可能成为令人畏惧的存在。德鲁伊们倾向于在小型团体中培养他们的能力,这些团体往往因特定的理念或地域而联结,但也有一些德鲁伊选择独自行动。经过多年的研习和奉献,德鲁伊可以学会变形成野兽,并塑造自然本身。
幻化成兽: 花费 3 希望点 变形成野兽形态,而无需标记 1 压力点。当你这样做时,选择一个属性获得 +1 加值,直到你解除野兽形态。
野兽形态: 标记 1 压力点,即可魔法般变形成野兽形态列表中的一种生物,其位阶必须等于或低于你的位阶。你可以随时解除此形态。变身后,你无法使用武器或施展领域卡上的法术,但你仍然可以使用你拥有的其他特性或能力。你在变身前施展的法术保持激活状态,并持续其正常持续时间,你也可以正常说话和交流。此外,你获得该野兽形态的特性,将它们的闪避加值加入你的闪避值,并使用其指定的属性进行攻击。当你处于野兽形态时,你的护甲成为你身体的一部分,你像往常一样标记护甲槽;当你解除野兽形态时,那些标记的护甲槽仍然保持标记状态。如果你标记了最后一个生命点,将自动解除此形态。
荒野恩泽: 你可以随意施展涉及自然的无害、微妙效果——比如随心所欲地让花朵快速生长、召唤一阵微风或点燃营火。
选择元素结社或复兴结社子职业。
选择元素结社,体现自然元素的不同面貌。
施法属性:本能
元素化身: 标记 1 压力点,将下列元素之一 灌注 己身,直到你受到严重伤害或直到你下一次休息:
元素灵气: 每次休息一次,当你处于 灌注 状态时,你可显现与自身元素相符的灵气。该灵气会影响近距离范围内的所有目标,直到你的 灌注 状态结束。
元素主宰: 你可以进一步具现元素。当你处于 灌注 状态时,你获得下列增益:
选择复兴结社,使用强大的魔法治疗盟友。
施法属性:本能
自然澄澈: 每长休一次,你可以在近距离范围内创造一个宁静的自然空间。当你在此空间中休息数分钟时,清除等同于你本能值的压力点,此效果可以分配给你和你的盟友。 再生: 触碰一个生物并花费 3 希望点。该生物恢复 1d4 生命点。
再生延伸: 你的“再生”特性的作用范围延伸至邻近范围。 守卫防护: 每长休一次,花费 2 希望点,近距离范围内的 1d4 个盟友恢复 2 生命点。
动物守护: 你的动物形态蕴含着治愈的守护之灵。当你在野兽形态下,且一个近距离范围内的盟友标记 2 点或更多生命点时,你可以标记 1 压力点来减少 1 点盟友需要标记的生命点。
回答下列任意背景问题。也可以自己创作问题。
当你使用你的“野兽形态”特性时,选择一个与你当前位阶相同或更低的生物类别。在游戏主持人的裁量下,你可以合理地描述自己变形成任何符合该类别的动物。
野兽形态类别按位阶划分。每个条目包含下列详细信息:
(狐狸、老鼠、黄鼠狼等)
敏捷 +1 闪避值 +2
近战 敏捷 d4 物理
获得优势: 欺骗,定位,潜行
(猫、狗、兔子等)
本能 +1 闪避值 +2
近战本能 d6 物理
获得优势: 攀爬,定位,保护
(鹿、瞪羚、山羊等)
敏捷 +1 闪避值 +3
近战 敏捷 d6 物理
获得优势: 跳跃,潜行,疾跑
(郊狼、鬣狗、狼等)
力量 +2 闪避值 +1
近战 力量 d8+2 物理
获得优势: 攻击,疾跑,追踪
(鳗鱼、鱼、章鱼等)
敏捷 +1 闪避值 +2
近战 敏捷 d4 物理
获得优势: 导航,潜行,游泳
(狼蛛,穴居狼蛛等)
灵巧 +1 闪避值 +2
近战 灵巧 d6+1 物理
获得优势: 攻击,攀爬,潜行
(犰狳、穿山甲、海龟等)
力量 +1 闪避值 +1
近战 力量 d8+2 物理
获得优势: 挖掘,定位,保护
(熊、公牛、驼鹿等)
力量 +1 闪避值 +3
近战 力量 d10+4 物理
获得优势: 导航,保护,恐吓
(骆驼,马,斑马等)
敏捷 +1 闪避值 +2
近战 敏捷 d8+1 物理
获得优势: 跳跃,导航,冲刺
(眼镜蛇、响尾蛇、蝰蛇等)
灵巧 +1 闪避值 +2
邻近 灵巧 d8+4 物理
获得优势: 攀爬,欺骗,冲刺
(猎豹、狮子、黑豹等)
本能 +1 闪避值 +3
近战 本能 d8+6 物理
获得优势: 攻击,攀爬,潜行
(鹰,猫头鹰,渡鸦等)
灵巧 +1 闪避值 +3
近战 灵巧 d4+2 物理
获得优势: 欺骗,定位,恐吓
(恐狼、迅猛龙、剑齿虎等)
力量 +2 闪避值 +2
近战 力量 d12+8 物理
获得优势: 攻击,潜行,冲刺
(短吻鳄、鳄鱼、吉拉毒蜥等)
本能 +2 闪避值 +1
近战 本能 d10+7 物理
获得优势: 攻击,潜行,追踪
(巨鹰、猎鹰等)
灵巧 +2 闪避值 +3
近战 灵巧 d8+6 物理
获得优势: 欺骗,干扰,定位
(海豚、虎鲸、鲨鱼等)
敏捷 +2 闪避值 +4
近战 敏捷 d10+6 物理
获得优势: 攻击,游泳,追踪
(位阶 1 选项升级)
进化: 选择一个位阶 1 野兽形态选项,并变成该生物更大、更强的版本。处于此形态时,你保留原始形态的所有属性和特性,并获得下列增益:
(狮鹫、斯芬克斯等)
力量 +2 闪避值 +3
近战 力量 d10+8* *
(大象、猛犸象、犀牛等)
力量 +3 闪避值 +1
近战 力量 d12+12 物理
获得优势: 定位,保护,恐吓,冲刺
(腕龙、霸王龙等)
力量 +3 闪避值 +2
近战 力量 d12+10 物理
获得优势: 攻击,欺骗,恐吓,追踪
(龙、翼龙、大鹏、双足飞龙等)
灵巧 +3 闪避值 +4
近战 灵巧 d10+11 物理
获得优势: 攻击,欺骗,定位,导航
(巨型乌贼、鲸鱼等)
敏捷 +3 闪避值 +3
近战 敏捷 d10+10 物理
获得优势: 定位,保护,恐吓,追踪
(升级版位阶 1 或位阶 2 选项)
进化: 选择一个位阶 1 或位阶 2 的野兽形态选项,并变成该生物更大、更强的版本。处于此形态时,你保留原形态的所有属性和特性,并获得下列增益:
(奇美拉、鸡蛇怪、曼提柯尔等)
力量 +3 闪避值 +2
近战 力量 d12+10 物理
守护者之名涵盖诸多武术职业,其本质更在于坚定不移的道德准则与磐石般的意志,而非具体战斗方式。虽然许多守护者会为了国家或事业加入军事组织,但他们更倾向于追随少数他们真正关心的人,而不是盲从大多数的意志。即便面对压倒性劣势,守护者仍会以惊人凶悍之势作战,将守护同伴视为至高使命。那些伤害守护者盟友的人将自食恶果——因为守护者必将以牙还牙,以血还血。
前线铁壁: 花费 3 希望点,清除 2 护甲槽。
势不可挡: 每长休一次,你可以进入 势不可挡 状态,你将获得一个威势骰。在 1 级时,你的威势骰是一个 d4 。将它放在角色卡指定位置,初始点数面朝上为 1 。每当你进行伤害掷骰并至少造成 1 生命点的伤害时,威势骰的点数增加 1 。当骰值超过其最大值,或当前场景结束时, 势不可挡 状态终止,威势骰被移除。在 5 级时,你的威势骰提升为 d6 。
处于 势不可挡 状态时,你获得下列增益:
提示:若你的威势骰为 d4 ,当前点数为 4 ,那么下次再提升时就会被移除。但如果你的骰子已提升为 d6 ,当前点数为 4 ,下次提升后会变为 5 ,再下一次提升变为 6 。再下一次尝试提升超过 6 时,才会移除。
选择坚毅铁卫或复仇战卫子职业。
选择坚毅铁卫,承受重击后依然奋战不休。
坚定不移:你的伤害阈值永久获得 +1 加值。
钢铁意志:当你受到物理伤害时,你可以额外标记 1 护甲槽 来降低伤害等级。
威武不屈:你的伤害阈值永久获得 +2 加值。
并肩作战:当一个邻近范围内的盟友受到伤害时,你可以标记 1 护甲槽将伤害等级降低一级。
临危不惧:你的伤害阈值永久获得 +3 加值。
忠诚护卫:当一个近距离范围内的盟友生命点剩余 2 点或更少且将要受到伤害时,你可以标记 1 压力点 冲刺到其身边,由你承受伤害。
选择复仇战卫,痛击伤害你与同伴的敌人。
从容应对: 获得一个额外的压力槽。
复仇反击: 当一个近战范围内的敌人对你攻击成功时,你可以标记 2 压力点 迫使攻击者标记 1 生命点。
报复一击:当一个敌人对你近战范围内的盟友造成伤害时,你对该敌人进行的下一次成功攻击的熟练值获得 +1 加值。
誓绝仇敌:花费 2 希望点来 锁定 一个敌人,直到你下一次休息。当你对被 锁定 的敌人进行攻击时,你可以交换你的希望骰和恐惧骰的结果。同一时间只能 锁定 一个敌人。
回答以下任意背景问题。你也可以自己创作问题。
询问你的其他玩家下列任一问题,让他们的角色回答,或者你自己创作问题。
游侠是技艺高超的猎手,尽管他们拥有出色的战斗能力,却鲜少投身军旅。通过对身体的锤炼与野性的深刻理解,游侠成为狡黠的战术大师,凭借机敏和耐心追捕猎物。许多游侠会与动物伙伴并肩追踪作战,彼此缔结强大的精神羁绊。通过在荒野中磨练技艺,游侠成为了追踪专家,他们既是布设陷阱困敌的专家,亦是正面强攻的好手。
压制众敌:当你用武器攻击成功时,花费 3 希望点,可以使用相同的掷骰结果攻击此次攻击范围内额外的两个敌人。
游侠专注:花费 1 希望点并对一个目标进行攻击。成功时,造成你攻击的正常伤害,并暂时将攻击目标设为你的 专注 目标。在该效果持续期间,或你将 专注 转移至其他生物之前,你对 专注 目标获得下列增益:
选择驯兽大师或寻路斥候子职业。
选择驯兽大师,与动物盟友建立深厚情谊。
施法属性:敏捷
动物伙伴: 你有一个自选动物伙伴(与游戏主持人商讨)。除非你另有指示,否则它始终待在你身边。
拿取游侠伙伴表。当你提升角色等级时,也从这张表中为你的伙伴选择一个升级选项。
专家训练: 为你的伙伴额外选择一个升级选项。
战斗情谊: 当一个敌人在你伙伴的近战范围内攻击你时,你对抗该攻击的闪避值获得 +2 加值。
高级训练: 为你的伙伴额外选择两个升级选项。
忠诚挚友: 每长休一次,当一次攻击造成的伤害会标记你伙伴的最后一个压力点或你的最后一个生命点,并且你们彼此在近距离范围内时,你或你的伙伴可以冲到对方身边并代替承受该伤害。
选择寻路斥候,用致命武力追踪猎杀目标。
施法属性:敏捷
无情猎杀者: 当你进行伤害掷骰时,你可以标记 1 压力点使熟练值获得 +1 加值。此外,当你对一个敌人目标造成严重伤害时,其必须标记 1 压力点。
前路明晰: 当你前往一个你之前去过的地方,或者你携带有曾在此地出现过的物品时,你可以确定前往目的地的最短、最直接的路径。
狡猾猎杀者: 当你的 专注 目标对你进行攻击时,你对抗该攻击的闪避值获得 +2 加值。
顶级猎杀者: 在你对 专注 目标进行攻击掷骰之前,你可以花费 1 希望点。如果攻击成功,你从游戏主持人的恐惧池中清除 1 恐惧点。
回答以下任意背景问题。你也可以自己创作问题。
询问你的其他玩家下列任一问题,让他们的角色回答,或者你自己创作问题。
当你选择驯兽大师游侠子职业时,拿取一张伙伴表。这张表用于记录你的动物伙伴的重要信息,可以放在你的角色卡右侧下方以便查看。
第一步:命名你的伙伴
与游戏主持人讨论,决定你的伙伴是什么样的动物。给它们起一个名字,并将其图片添加到伙伴表上。
第二步:填写其闪避值
填写其闪避值,初始值为 10 。
第三步:选择伙伴的经历
根据你的伙伴所受的训练以及你们共同的过去,为你的伙伴创作两个经历。
初始两个经历有 +2 加值。每当你获得一个新的经历,你的伙伴也会获得一个。所有新的经历都以 +2 开始。
伙伴经历范例
勇猛干扰者、攀爬专家、寻回能手、友善亲和、森林守卫者、骇人威慑、凶暴恐吓、至死不渝、导航专家、灵巧迅捷、不抛弃任何人、高度警惕、保护者、皇家伙伴、侦察斥候、服务型动物、可靠坐骑、守夜者、追踪大师、无迹可寻
第四步:选择其攻击方式并记录伤害骰
最后,描述你的伙伴造成伤害的方式(它们的普通攻击)并记录在”攻击与伤害”部分。在 1 级时,你的伙伴的伤害骰是 1d6 ,射程是近战。
与你的伙伴合作
以下部分将带你了解与你的伙伴合作的基础知识。
使用施法掷骰、希望和经历
进行一次施法掷骰,与你的伙伴建立联系并命令其采取行动。花费 1 希望点,将一项适用的伙伴经历加入掷骰中。希望成功时,如果你的下一次动作是基于伙伴的成功,则你在掷骰中获得优势。
让你的伙伴进行攻击
当你命令你的伙伴进行攻击时,其获得通常只适用于你的任何增益(例如“游侠专注”的效果)。在成功命中时,其伤害掷骰使用你的熟练值和其自身的伤害骰。
将伤害视为压力
伙伴升级
当你的角色升级时,从下列选项中选择一个可用的伙伴选项,并将其标记在你的伙伴卡上。
无论是态度还是行为,游荡者都可算是无赖恶棍之流。他们被人熟知的身份常常是骗子和小偷,但这个职业中的顶尖高手却能大隐隐于市。他们运用敏锐的智慧和刀刃,既能通过社交操纵欺骗敌人,也能轻松地撬锁、翻窗,又或是不动声色出手攻击。这些魔法技艺大师操纵阴影和移动,为他们的节目单上增添了一系列灵验且致命的表演。游荡者经常会建立行会,以结识未来的同伙、承接任务、磨练秘密技能,向其他懂行的人证明自身的盗贼荣耀。
闪身伎俩: 花费 3 希望点,直到下次攻击成功命中你之前,你的闪避值获得 +2 加值。否则,此加值持续到你下次休息。
隐匿无踪: 任何时候当你处于 隐藏 状态时,改为处于 隐匿 状态。除了 隐藏 状态的增益之外,当你处于 隐匿 状态时,如果一个敌人移动到能看到你的位置时,只要你保持静止就不会被看到。隐匿 状态保持到你进行攻击或在敌人的视线内结束移动为止。
隐匿偷袭: 当你处于 隐匿 状态下攻击成功,或者当一名盟友在你的目标近战范围内时攻击成功,你的伤害掷骰额外增加等同于你位阶数的 d6 。
选择黑夜行者或帮派豪杰子职业。
选择黑夜行者,操纵阴影使你穿行于环境。
施法属性:灵巧
阴影迷踪: 你可以在阴影之间移动。当你移动到黑暗区域或其他生物、物体投下的阴影中时,你可以标记 1 压力点,从你当前的位置消失,并在远距离范围内的另一个阴影中重新出现。当你重新出现时,你处于 隐匿 状态。
黑暗云团: 进行一次施法掷骰(15)。成功时,创造一个临时黑暗云团,覆盖近距离范围内的任意区域。云中的任何人都无法看到外面,云外的任何人都无法看到里面。对于任何被云阻挡视线的敌人,你都被视为处于 隐匿 状态。
肾上腺素: 当你处于 脆弱 状态时,将你的等级作为你的伤害掷骰加值。
掠影疾行: 你的闪避值永久 +1 。你可以使用你的”阴影迷踪”特性在极远距离范围内移动。
遁入阴影: 随时标记 1 压力点来进入 隐匿 状态。通过此特性进入 隐匿 状态时,如果你处于 束缚 状态,则自动移除该状态。你将以这种方式保持 隐匿 状态,直到你掷出恐惧结果或直到你下次休息。
选择帮派豪杰,你所到之处皆有人脉网络。
施法属性:灵巧
交际达人: 当抵达一个重要的城镇或环境时,你认识某个视此地为家园的人。给其起个名字,记下你认为此人可能有何用处,并选择下列事实之一:
神通广大: 每场游戏一次,你可以短暂地召唤一名可疑的联系人。选择下列增益之一,并描述是什么让其在此时此地前来帮助你:
坚实后盾: 你可以每场游戏使用三次你的“神通广大”特性。当你使用该特性时,下列选项会添加到你可以选择的增益列表中:
回答以下任意背景问题。你也可以自己创作问题。
询问你的其他玩家下列任一问题,让他们的角色回答,或者你自己创作问题。
神使是充满神圣使命的神圣战士和治疗者。界域中存在着众多不同的神祇,因此也有许多不同类型的神使被这些神祇所任命。他们的信条通常与他们神祇的领域或目标一致,例如保护弱者、执行复仇、守护土地或圣物,或者维护特定的信仰。有些神使会与军队或地区结盟,这让他们的统治者颇为满意,但其他圣战士则会与凡人界域的愚行作斗争。最好成为神使的盟友而不是敌人,因为对于那些违逆他们使命的人来说,他们是可怖的敌人。
维生救援: 花费 3 希望点,为一个近距离范围内的盟友恢复 1 生命点。
虔信骰: 在每场游戏开始时,掷与你的子职业施法属性等量的 d4,并将其放置在你角色卡上的指定位置。这些是你的虔信骰。你可以花费任意数量的虔信骰来帮助自己或一名远距离范围内的盟友。你可以使用虔信骰的骰值来减少受到的伤害,在掷骰完成后增加到掷骰结果中,或者获得等同于骰值的希望点。在每场游戏结束时,清除所有未使用的虔信骰。
选择神兵驭者或翔翼哨兵子职业。
选择神兵驭者,凭借传奇武器来主宰战场。
施法属性:力量
灵魂武器: 当你装备的武器攻击范围为近战或邻近范围时,它可以从你手中飞出,攻击近距离范围内的敌人,然后返回你手中。你可以标记 1 压力点,以相同的攻击掷骰额外攻击范围内的另一名敌人。
怜悯之触: 每长休一次,你可以触碰一个生物,并为其恢复 2 生命点或清除 2 压力点。
坚定信仰: 当你掷出你的虔信骰时,你可以额外掷一个骰子并舍弃最低的结果。此外,你的”怜悯之触”特性每次长休可以使用两次,而非一次。
神圣共鸣: 当你为你的”灵魂武器”特性掷出伤害骰时,如果任意骰子数值相同,则每个相同的骰子数值翻倍。例如,如果你掷出两个 5 ,它们算作两个 10 。
选择翔翼哨兵,翱翔天际并施展毁灭打击。
施法属性:力量
辉光羽翼: 你可以飞行。飞行时,你可以执行下列操作:
空灵显像: 你超凡脱俗的容貌令人敬畏和恐惧。飞行时,你在风度掷骰上具有优势。当你在风度掷骰上获得希望成功时,你可以从游戏主持人的恐惧池中清除 1 恐惧点,而不是获得希望点。
升华之身: 你的严重伤害阈值永久获得 +4 加值。
神恩之力: 飞行时,你的“辉光羽翼”特性会造成额外的 1d12 伤害,而不是 1d8 。
回答以下任意背景问题。你也可以自己创作问题。
询问你的其他玩家下列任一问题,让他们的角色回答,或者你自己创作问题。
并非所有天生施法者都选择精进技艺,但那些潜心钻研之人终将成为强大的术士。这些施法者的天赋往往通过血脉传承,即便家族成员对其浑然不觉或刻意回避。术士的能力涵盖元素操控、幻象编织等诸多领域,许多修行者会根据各自的天赋结盟。成为强大术士的关键不在于攫取力量,而在于学会培育并驾驭与生俱来的能力。一个误入歧途或缺乏约束的术士所施展的魔法,终将成为祸乱世间的危险力量。
无常魔法: 花费 3 希望点来重掷你在一次造成魔法伤害的攻击中任意数量的伤害骰。
奥术感应: 你可以在近距离范围内感知魔法个体和物品的存在。
次级幻术: 进行一次施法掷骰(10)。成功时,你在近距离范围内创造一个不超过自身大小的次级视觉幻象。该幻象对处于近距离范围或更远距离的观察者而言足以乱真。
引导原力: 每长休一次,你可以将一张领域卡从你的配置中放入你的宝库,并选择下列选项之一:
选择元素起源或原初起源子职业。
选择元素起源,引导某一元素的原始魔力。
施法属性:本能
元素门徒:在创建角色时选择下列元素之一:气、土、火、电、水。
你可以将这种元素引导入独特但无害的效果中。此外,你可以花费 1 希望点并描述你如何利用对这种元素的控制来辅助你即将进行的动作掷骰,然后使动作掷骰结果获得 +2 加值或伤害掷骰结果获得 +3 加值。
自然闪避:你可以唤出你的元素来保护你免受伤害。当一次针对你的攻击掷骰成功时,你可以标记 1 压力点并描述你如何利用你的元素来防御。当你这样做时,掷一个 d6 并将骰值加入你对抗该攻击的闪避值上。
超凡化形:每长休一次,你可以化身为你的元素的实体显现。当你这样做时,描述你的变身形态,并选择下列增益中的两项,直到你的下一次休息:
选择原初起源,强力地拓展法术的多变性。
施法属性:本能
操纵魔法:你的原初起源使你能够修改魔法本质本身。当你施放法术或使用造成魔法伤害的武器时,你可以标记 1 压力点来执行下列一项操作:
附魔援助: 你可以用你的元素为他人的魔法增效。当你帮助盟友进行施法掷骰时,你可以掷一个 d8 作为你的优势骰。每长休一次,在盟友在你的帮助下完成施法掷骰后,你可以交换盟友的二元骰结果。
奥术充能: 你可以聚集魔法能量来增强你的能力。当你受到魔法伤害时,你会变成 充能 状态。或者,你可以花费 2 希望点来变为 充能 状态。当你处于 充能 状态并成功进行一次造成魔法伤害的攻击时,你可以清除你的 充能 状态,使伤害掷骰获得 +10 加值,或者使法术导致目标所需进行的反应掷骰难度获得 +3 加值。你在进入长休时停止 充能 状态。
回答以下任意背景问题。你也可以自己创作问题。
询问你的其他玩家下列任一问题,让他们的角色回答,或者你自己创作问题。
成为一名战士需要经年累月——往往耗费一生的时间——投入武器与战斗技艺的磨炼。当多数好战之人仅锤炼蛮力时,战士深谙敏捷的身手与机敏头脑的重要性,这使他们成为诸界域中最受追捧的斗士。战士常受雇于军队、佣兵团乃至王室卫队,但无法继续精进武艺的职位终将埋没他们的潜力。众所周知,战士们都有自己偏爱的武器;挡在他们和他们的锋刃之间将是一个致命的错误。
绝不手软: 花费 3 希望点,直到你下次休息前,你的攻击掷骰获得 +1 加值。
借机攻击: 如果近战范围内的敌人试图离开该范围,你可以使用你选择的属性进行一次反应掷骰,对抗其难度。成功时选择一个效果,关键成功时选择两个:
战斗专训: 装备武器时,你忽略其负荷。当你造成物理伤害时,你的伤害掷骰获得等同于你等级的加值。
选择勇气呼唤或屠戮呼唤子职业。
选择勇气呼唤,利用敌人的力量激励自己。
勇气可嘉: 当你掷出恐惧失败时,你获得 1 希望点。
战斗仪式: 每长休一次,在你尝试进行极其危险的行动或面对明显强于你的敌人之前,描述你执行的仪式或进行的准备。当你这样做时,清除 2 压力点并获得 2 希望点。
迎难而上: 当危难迫近时,你仍能保持警觉。当你的剩余生命点少于或等于 2 点时,你可以将 d20 作为你的希望骰。
战友之情: 你坚定的勇气成为同伴们集结的旗帜。每场游戏你可以额外发起一次接力掷骰。此外,当盟友与你发起接力掷骰时,盟友只需花费 2 希望点。
选择屠戮呼唤,以摧枯拉朽之力碾碎敌人。
无情杀手: 你获得一个名为杀手骰的骰池。当你掷出希望结果时,你可以放弃获得希望点而是将一个 d6 放在这张卡上作为杀手骰。你可以储存等同于你熟练值的杀手骰数量。当你进行攻击掷骰或伤害掷骰时,你可以花费任意数量的杀手骰掷出,并将骰值加入到掷骰结果中。在每场游戏结束时,移除这张卡上所有未使用的杀手骰,每移除一个获得 1 希望点。
武器专家: 你可以轻松自如地使用多种武器。当你攻击成功时,你可以花费 1 希望点,将你的副手武器的一个伤害骰加入到伤害掷骰中。此外,每长休一次,当你掷出你的杀手骰时,可以将所有结果为 1 的骰重掷。
战备训练: 作为战士,你鼓舞着所有同行者。你的队伍可以使用战备训练休整行动。在休息期间使用此行动时,描述你如何指导和训练你的队友。你和每个选择此休整行动的盟友都会获得一个 d6 杀手骰。拥有杀手骰的玩家可以花费它并掷出,并将骰值加入到自己选择的攻击掷骰或伤害掷骰中。
回答以下任意背景问题。你也可以自己创作问题。
询问你的其他玩家下列任一问题,让他们的角色回答,或者你自己创作问题。
无论通过学院研习还是个人修行,被称为法师之人皆需经年累月借助书籍、宝石、药剂与草药等工具来获取并锤炼浩瀚魔力。一些法师穷尽一生专精某学派的法术,而另一些人则从各种不同的学派中学习。许多法师都成为了他们社群中睿智而强大的存在,或为统治者建言献策,或治疗疾病提供药品,甚至统领战争议会。虽然这些法师都以收集魔法学识为共同目标,但与他们发生冲突最多的也往往是他们的法师同僚——关于奥术秘藏的获取、保管与分享的话题导致的激烈争论,已酿成无数血案。
死期未至: 花费 3 希望点,迫使远距离范围内的某个敌人重掷一次攻击掷骰或伤害掷骰。
魔法伎俩: 你可以随意施展无害、微妙的魔法效果。例如,你可以改变物体的颜色、制造气味、点燃蜡烛、让小物体漂浮、照亮房间或修复小物件。
奇异规律: 选择一个介于 1 到 12 之间的数字。当你在一次二元骰掷骰中掷出该数字时,获得 1 希望点或清除 1 压力点。你可以在进行一次长休时改变这个数字。
选择知识学派或战争学派子职业。
选择知识学派,敏锐地洞察世间参透万物。
施法属性:知识
准备就绪:从你可用的领域中获取一张等于或低于你等级的额外领域卡。
熟能生巧:当你运用一项经历时,你可以标记 1 压力点来代替花费 1 希望点。当你这样做时,该掷骰的经历调整值翻倍。
驾轻就熟:从你可用的领域中获取一张等于或低于你等级的额外领域卡。
完美回想:每次休息一次,当你回想宝库中的一张领域卡时,你可以将其回想费用减少 1 。
炉火纯青:从你可用的领域中获取一张等于或低于你等级的额外领域卡。
水滴石穿:当你运用一项经历时,掷一个 d6。结果为 5 或更高时,你可以使用该经历而无需花费希望点。
选择战争学派,熟练地使用魔法大杀四方。
施法属性:知识
战斗法师:你专注于研究,以成为战场上不可战胜的力量。获得一个额外生命槽。
直面恐惧:当你在攻击掷骰中获得恐惧成功时,额外造成 1d10 点魔法伤害。
召唤护盾:你可以维持一层魔法保护屏障。当你的希望点至少为 2 点时,将你的熟练值作为加值加在你的闪避值上。
惧为己有:你的“直面恐惧”特性所造成的额外魔法伤害增加至 2d10。
趁火打劫:当你攻击成功时,在掷出伤害后,你可以标记 1 压力点,迫使目标额外标记 1 生命点。
无所畏惧:你的“直面恐惧”特性所造成的额外魔法伤害增加至 3d10。
回答以下任意背景问题。你也可以自己创作问题。
询问你的其他玩家下列任一问题,让他们的角色回答,或者你自己创作问题。
A class is a role-based archetype that determines a PC's:
There are 9 classes in the Daggerheart core materials: Bard, Druid, Guardian, Ranger, Rogue, Seraph, Sorcerer, Warrior, and Wizard.
Each class is divided into two subclasses, each of which further defines and highlights one aspect of its class archetype. Your chosen subclass grants the following:
The Daggerheart core set includes cards detailing each foundation, specialization, and mastery feature. When you acquire one of these features, take its card for use as a reference during play.
Bards are the most charismatic people in all the realms. Members of this class are masters of captivation and specialize in a variety of performance types, including singing, playing musical instruments, weaving tales, or telling jokes. Whether performing for an audience or speaking to an individual, bards thrive in social situations. Members of this profession bond and train at schools or guilds, but a current of egotism runs through those of the bardic persuasion. While they may be the most likely class to bring people together, a bard of ill temper can just as easily tear a party apart.
Make a Scene: Spend 3 Hope to temporarily Distract a target within Close range, giving them a -2 penalty to their Difficulty.
Rally: Once per session, describe how you rally the party and give yourself and each of your allies a Rally Die. At level 1, your Rally Die is a d6. A PC can spend their Rally Die to roll it, adding the result to their action roll, reaction roll, damage roll, or to clear a number of Stress equal to the result. At the end of each session, clear all unspent Rally Dice. At level 5, your Rally Die increases to a d8.
Choose either the Troubadour or Wordsmith subclass.
Play the Troubadour if you want to play music to bolster your allies.
Presence
Gifted Performer: You can play three different types of songs, once each per long rest; describe how you perform for others to gain the listed benefit:
Maestro. Your rallying songs steel the courage of those who listen. When you give a Rally Die to an ally, they can gain a Hope or clear a Stress.
Virtuoso. You are among the greatest of your craft and your skill is boundless. You can perform each of your "Gifted Performer" feature's songs twice per long rest.
Play the Wordsmith if you want to use clever wordplay and captivate crowds.
Presence
Rousing Speech: Once per long rest, you can give a heartfelt, inspiring speech. All allies within Far range clear 2 Stress.
Heart of a Poet: After you make an action roll to impress, persuade, or offend someone, you can spend a Hope to add a d4 to the roll.
Eloquent. Your moving words boost morale. Once per session, when you encourage an ally, you can do one of the following:
Epic Poetry. Your Rally Die increases to a d10. Additionally, when you Help an Ally, you can narrate the moment as if you were writing the tale of their heroism in a memoir. When you do, roll a d10 as your advantage die.
Answer any of the following background questions. You can also create your own questions.
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
Becoming a druid is more than an occupation; it's a calling for those who wish to learn from and protect the magic of the wilderness. While one might underestimate a gentle druid who practices the often-quiet work of cultivating flora, druids who channel the untamed forces of nature are terrifying to behold. Druids cultivate their abilities in small groups, often connected by a specific ethos or locale, but some choose to work alone. Through years of study and dedication, druids can learn to transform into beasts and shape nature itself.
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.
Beastform: Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can't use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform's features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you're in a Beastform, your armor becomes part of your body and you mark Armor Slots as usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.
Wildtouch: You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire at will.
Choose either the Warden of the Elements or Warden of Renewal subclass.
Play the Warden of the Elements if you want to embody the natural elements of the wild.
Instinct
Elemental Incarnation: Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:
Elemental Aura: Once per rest while Channeling, you can assume an aura matching your element. The aura affects targets within Close range until your Channeling ends.
Elemental Dominion: You further embody your element. While Channeling, you gain the following benefit:
Play the Warden of Renewal if you want to use powerful magic to heal your party.
Instinct
Clarity of Nature: Once per long rest, you can create a space of natural serenity within Close range. When you spend a few minutes resting within the space, clear Stress equal to your Instinct, distributed as you choose between you and your allies.
Regeneration: Touch a creature and spend 3 Hope. That creature clears 1d4 Hit Points.
Regenerative Reach: You can target creatures within Very Close range with your "Regeneration" feature.
Warden's Protection: Once per long rest, spend 2 Hope to clear 2 Hit Points on 1d4 allies within Close range.
Defender: Your animal transformation embodies a healing guardian spirit. When you're in Beastform and an ally within Close range marks 2 or more Hit Points, you can mark a Stress to reduce the number of Hit Points they mark by 1.
Answer any of the following background questions. You can also create your own questions.
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
When you use your "Beastform" feature, choose a creature category of your tier or lower. At the GM's discretion, you can describe yourself transforming into any animal that reasonably fits into that category.
Beastform categories are divided by tier. Each entry includes the following details:
(Fox, Mouse, Weasel, etc.)
Agility +1 | Evasion +2 Melee Agility d4 phy
Gain advantage on: deceive, locate, sneak
Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.
Fragile: When you take Major or greater damage, you drop out of Beastform.
(Cat, Dog, Rabbit, etc.)
Instinct +1 | Evasion +2 Melee Instinct d6 phy
Gain advantage on: climb, locate, protect
Companion: When you Help an Ally, you can roll a d8 as your advantage die.
Fragile: When you take Major or greater damage, you drop out of Beastform.
(Deer, Gazelle, Goat, etc.)
Agility +1 | Evasion +3 Melee Agility d6 phy
Gain advantage on: leap, sneak, sprint
Elusive Prey: When an attack roll against you would succeed, you can mark a Stress and roll a d4. Add the result to your Evasion against this attack.
Fragile: When you take Major or greater damage, you drop out of Beastform.
(Coyote, Hyena, Wolf, etc.)
Strength +2 | Evasion +1 Melee Strength d8+2 phy
Gain advantage on: attack, sprint, track
Hobbling Strike: When you succeed on an attack against a target within Melee range, you can mark a Stress to make the target temporarily Vulnerable.
Pack Hunting: When you succeed on an attack against the same target as an ally who acts immediately before you, add a d8 to your damage roll.
(Eel, Fish, Octopus, etc.)
Agility +1 | Evasion +2 Melee Agility d4 phy
Gain advantage on: navigate, sneak, swim
Aquatic: You can breathe and move naturally underwater.
Fragile: When you take Major or greater damage, you drop out of Beastform.
(Tarantula, Wolf Spider, etc.)
Finesse +1 | Evasion +2 Melee Finesse d6+1 phy
Gain advantage on: attack, climb, sneak
Venomous Bite: When you succeed on an attack against a target within Melee range, the target becomes temporarily Poisoned. A Poisoned creature takes 1d10 direct physical damage each time they act.
Webslinger: You can create a strong web material useful for both adventuring and battle. The web is resilient enough to support one creature. You can temporarily Restrain a target within Close range by succeeding on a Finesse Roll against them.
(Armadillo, Pangolin, Turtle, etc.)
Strength +1 | Evasion +1 Melee Strength d8+2 phy
Gain advantage on: dig, locate, protect
Armored Shell: Your hardened exterior gives you resistance to physical damage. Additionally, mark an Armor Slot to retract into your shell. While in your shell, physical damage is reduced by a number equal to your Armor Score (after applying resistance), but you can't perform other actions without leaving this form.
Cannonball: Mark a Stress to allow an ally to throw or launch you at an adversary. To do so, the ally makes an attack roll using Agility or Strength (their choice) against a target within Close range. On a success, the adversary takes d12+2 physical damage using the thrower's Proficiency. You can spend a Hope to target an additional adversary within Very Close range of the first. The second target takes half the damage dealt to the first target.
(Bear, Bull, Moose, etc.)
Strength +1 | Evasion +3 Melee Strength d10+4 phy
Gain advantage on: navigate, protect, scare
Rampage: When you roll a 1 on a damage die, you can roll a d10 and add the result to the damage roll. Additionally, before you make an attack roll, you can mark a Stress to gain a +1 bonus to your Proficiency for that attack.
Thick Hide: You gain a +2 bonus to your damage thresholds.
(Camel, Horse, Zebra, etc.)
Agility +1 | Evasion +2 Melee Agility d8+1 phy
Gain advantage on: leap, navigate, sprint
Carrier: You can carry up to two willing allies with you when you move.
Trample: Mark a Stress to move up to Close range in a straight line and make an attack against all targets within Melee range of the line. Targets you succeed against take d8+1 physical damage using your Proficiency and are temporarily Vulnerable.
(Cobra, Rattlesnake, Viper, etc.)
Finesse +1 | Evasion +2 Very Close Finesse d8+4 phy
Gain advantage on: climb, deceive, sprint
Venomous Strike: Make an attack against any number of targets within Very Close range. On a success, a target is temporarily Poisoned. A Poisoned creature takes 1d10 direct physical damage each time they act.
Warning Hiss: Mark a Stress to force any number of targets within Melee range to move back to Very Close range.
(Cheetah, Lion, Panther, etc.)
Instinct +1 | Evasion +3 Melee Instinct d8+6 phy
Gain advantage on: attack, climb, sneak
Fleet: Spend a Hope to move up to Far range without rolling.
Takedown: Mark a Stress to move into Melee range of a target and make an attack roll against them. On a success, you gain a +2 bonus to your Proficiency for this attack and the target must mark a Stress.
(Hawk, Owl, Raven, etc.)
Finesse +1 | Evasion +3 Melee Finesse d4+2 phy
Gain advantage on: deceive, locate, scare
Bird's-Eye View: You can fly at will. Once per rest while you are airborne, you can ask the GM a question about the scene below you without needing to roll. The first time a character makes a roll to act on this information, they gain advantage on the roll.
Hollow Bones: You gain a −2 penalty to your damage thresholds.
(Dire Wolf, Velociraptor, Sabertooth Tiger, etc.)
Strength +2 | Evasion +2 Melee Strength d12+8 phy
Gain advantage on: attack, sneak, sprint
Carrier: You can carry up to two willing allies with you when you move.
Vicious Maul: When you succeed on an attack against a target, you can spend a Hope to make them temporarily Vulnerable and gain a +1 bonus to your Proficiency for this attack.
(Alligator, Crocodile, Gila Monster, etc.)
Instinct +2 | Evasion +1 Melee Instinct d10+7 phy
Gain advantage on: attack, sneak, track
Physical Defense: You gain a +3 bonus to your damage thresholds.
Snapping Strike: When you succeed on an attack against a target within Melee range, you can spend a Hope to clamp that opponent in your jaws, making them temporarily Restrained and Vulnerable.
(Giant Eagle, Falcon, etc.)
Finesse +2 | Evasion +3 Melee Finesse d8+6 phy
Gain advantage on: deceive, distract, locate
Bird's-Eye View: You can fly at will. Once per rest while you are airborne, you can ask the GM a question about the scene below you without needing to roll. The first time a character makes a roll to act on this information, they gain advantage on the roll.
Carrier: You can carry up to two willing allies with you when you move.
(Dolphin, Orca, Shark, etc.)
Agility +2 | Evasion +4 Melee Agility d10+6 phy
Gain advantage on: attack, swim, track
Aquatic: You can breathe and move naturally underwater.
Vicious Maul: When you succeed on an attack against a target, you can spend a Hope to make them Vulnerable and gain a +1 bonus to your Proficiency for this attack.
(Upgraded Tier 1 Options)
Evolved: Pick a Tier 1 Beastform option and become a larger, more powerful version of that creature. While you're in this form, you retain all traits and features from the original form and gain the following bonuses:
(Griffon, Sphinx, etc.)
Strength +2 | Evasion +3 Melee Strength d10+8 phy
Hybrid Features: To transform into this creature, mark an additional Stress. Choose any two Beastform options from Tiers 1–2. Choose a total of four advantages and two features from those options.
(Elephant, Mammoth, Rhinoceros, etc.)
Strength +3 | Evasion +1 Melee Strength d12+12 phy
Gain advantage on: locate, protect, scare, sprint
Carrier: You can carry up to four willing allies with you when you move.
Demolish: Spend a Hope to move up to Far range in a straight line and make an attack against all targets within Melee range of the line. Targets you succeed against take d8+10 physical damage using your Proficiency and are temporarily Vulnerable.
Undaunted: You gain a +2 bonus to all your damage thresholds.
(Brachiosaurus, Tyrannosaurus, etc.)
Strength +3 | Evasion +2 Melee Strength d12+10 phy
Gain advantage on: attack, deceive, scare, track
Devastating Strikes: When you deal Severe damage to a target within Melee range, you can mark a Stress to force them to mark an additional Hit Point.
Massive Stride: You can move up to Far range without rolling. You ignore rough terain (at the GM's discretion) due to your size.
(Dragon, Pterodactyl, Roc, Wyvern, etc.)
Finesse +3 | Evasion +4 Melee Finesse d10+11 phy
Gain advantage on: attack, deceive, locate, navigate
Carrier: You can carry up to three willing allies with you when you move.
Deadly Raptor: You can fly at will and move up to Far range as part of your action. When you move in a straight line into Melee range of a target from at least Close range and make an attack against that target in the same action, you can reroll all damage dice that rolled a result lower than your Proficiency.
(Giant Squid, Whale, etc.)
Agility +3 | Evasion +3 Melee Agility d10+10 phy
Gain advantage on: locate, protect, scare, track
Ocean Master: You can breathe and move naturally underwater. When you succeed on an attack against a target within Melee range, you can temporarily Restrain them.
Unyielding: When you would mark an Armor Slot, roll a d6. On a result of 5 or higher, reduce the severity by one threshold without marking an Armor Slot.
(Upgraded Tier 1 or Tier 2 Options)
Evolved: Pick a Tier 1 or Tier 2 Beastform option and become a larger, more powerful version of that creature. While you're in this form, you retain all traits and features from the original form and gain the following bonuses:
(Chimera, Cockatrice, Manticore, etc.)
Strength +3 | Evasion +2 Strength Melee d12+10 phy
Hybrid Features: To transform into this creature, mark 2 additional Stress. Choose any three Beastform options from Tiers 1-3. Choose a total of five advantages and three features from those options.
The title of guardian represents an array of martial professions, speaking more to their moral compass and unshakeable fortitude than the means by which they fight. While many guardians join groups of militants for either a country or cause, they're more likely to follow those few they truly care for, majority be damned. Guardians are known for fighting with remarkable ferocity even against overwhelming odds, defending their cohort above all else. Woe betide those who harm the ally of a guardian, as the guardian will answer this injury in kind.
DOMAINS - Valor and Blade
STARTING EVASION - 9
Starting Hit Points: 7
CLASS ITEMS - A totem from your mentor or a secret key
Frontline Tank: Spend 3 Hope to clear 2 Armor Slots.
Unstoppable: Once per long rest, you can become Unstoppable. You gain an Unstoppable Die. At level 1, your Unstoppable Die is a d4. Place it on your character sheet in the space provided, starting with the 1 value facing up. After you make a damage roll that deals 1 or more Hit Points to a target, increase the Unstoppable Die value by one. When the die's value would exceed its maximum value or when the scene ends, remove the die and drop out of Unstoppable. At level 5, your Unstoppable Die increases to a d6.
While Unstoppable, you gain the following benefits:
Tip: If your Unstoppable Die is a d4 and the 4 is currently facing up, you remove the die the next time you would increase it. However, if your Unstoppable Die has increased to a d6 and the 4 is currently facing up, you'll turn it to 5 the next time you would increase it. In this case, you'll remove the die after you would need to increase it higher than 6.
Choose either the Stalwart or Vengeance subclass.
Play the Stalwart if you want to take heavy blows and keep fighting.
Unwavering: Gain a permanent +1 bonus to your damage thresholds.
Iron Will: When you take physical damage, you can mark an additional Armor Slot to reduce the severity.
Unrelenting: Gain a permanent +2 bonus to your damage thresholds.
Partners-in-Arms: When an ally within Very Close range takes damage, you can mark an Armor Slot to reduce the severity by one threshold.
Undaunted: Gain a permanent +3 bonus to your damage thresholds.
Loyal Protector: When an ally within Close range has 2 or fewer Hit Points and would take damage, you can mark a Stress to sprint to their side and take the damage instead.
Play the Vengeance if you want to strike down enemies who harm you or your allies.
At Ease: Gain an additional Stress slot.
Revenge: When an adversary within Melee range succeeds on an attack against you, you can mark 2 Stress to force the attacker to mark a Hit Point.
Act of Reprisal: When an adversary damages an ally within Melee range, you gain a +1 bonus to your Proficiency for the next successful attack you make against that adversary.
Nemesis: Spend 2 Hope to Prioritize an adversary until your next rest. When you make an attack against your Prioritized adversary, you can swap the results of your Hope and Fear Dice. You can only Prioritize one adversary at a time.
Answer any of the following background questions. You can also create your own questions.
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
Rangers are highly skilled hunters who, despite their martial abilities, rarely lend their skills to an army. Through mastery of the body and a deep understanding of the wilderness, rangers become sly tacticians, pursuing their quarry with cunning and patience. Many rangers track and fight alongside an animal companion with whom they've forged a powerful spiritual bond. By honing their skills in the wild, rangers become expert trackers, as likely to ensnare their foes in a trap as they are to assail them head-on.
DOMAINS - Bone & Sage
STARTING EVASION - 12
Starting Hit Points: 6
CLASS ITEMS - A trophy from your first kill or a seemingly broken compass
Hold Them Off: Spend 3 Hope when you succeed on an attack with a weapon to use that same roll against two additional adversaries within range of the attack.
Ranger's Focus: Spend a Hope and make an attack against a target. On a success, deal your attack's normal damage and temporarily make the attack's target your Focus. Until this feature ends or you make a different creature your Focus, you gain the following benefits against your Focus:
Choose either the Beastbound or Wayfinder subclass.
Play the Beastbound if you want to form a deep bond with an animal ally.
Agility
Companion: You have an animal companion of your choice (at the GM's discretion). They stay by your side unless you tell them otherwise.
Take the Ranger Companion sheet. When you level up your character, choose a level-up option for your companion from this sheet as well.
Expert Training: Choose an additional level-up option for your companion.
Battle-Bonded: When an adversary attacks you while they're within your companion's Melee range, you gain a +2 bonus to your Evasion against the attack.
Advanced Training: Choose two additional level-up options for your companion.
Loyal Friend: Once per long rest, when the damage from an attack would mark your companion's last Stress or your last Hit Point and you're within Close range of each other, you or your companion can rush to the other's side and take that damage instead.
Play the Wayfinder if you want to hunt your prey and strike with deadly force.
Agility
Ruthless Predator: When you make a damage roll, you can mark a Stress to gain a +1 bonus to your Proficiency. Additionally, when you deal Severe damage to an adversary, they must mark a Stress.
Path Forward: When you're traveling to a place you've previously visited or you carry an object that has been at the location before, you can identify the shortest, most direct path to your destination.
Elusive Predator: When your Focus makes an attack against you, you gain a +2 bonus to your Evasion against the attack.
Apex Predator: Before you make an attack roll against your Focus, you can spend a Hope. On a successful attack, you remove a Fear from the GM's Fear pool.
Answer any of the following background questions. You can also create your own questions.
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
When you choose the Beastbound Ranger subclass, take a companion sheet. This sheet is for tracking important information about your character's companion and can be tucked beneath the right side of your character sheet for ease of viewing.
STEP 1: Name Your Companion
Work with the GM to decide what kind of animal you have as your companion. Give them a name and add a picture of them to the companion sheet.
STEP 2: Write Their Evasion
Fill in their Evasion, which starts at 10.
STEP 3: Choose Their Companion Experience
Create two Experiences for your companion based on their training and the history you have together.
Start with +2 in both Experiences. Whenever you gain a new Experience, your companion also gains one. All new Experiences start at +2.
Example Companion Experiences
Bold Distraction, Expert Climber, Fetch, Friendly, Guardian of the Forest, Horrifying, Intimidating, Loyal Until the End, Navigation, Nimble, Nobody Left Behind, On High Alert, Protective, Royal Companion, Scout, Service Animal, Trusted Mount, Vigilant, We Always Find Them, You Can't Hit What You Can't Find
STEP 4: Choose Their Attack and Record Damage Die
Finally, describe your companion's method of dealing damage (their standard attack) and record it in the "Attack & Damage" section. At level 1, your companion's damage die is a d6 and their range is Melee.
Working with Your Companion
The following sections will run you through the basics of working with your companion.
Using Spellcast Rolls, Hope, and Experiences
Make a Spellcast Roll to connect with your companion and command them to take action. Spend a Hope to add an applicable Companion Experience to the roll. On a success with Hope, if your next action builds on their success, you gain advantage on the roll.
Attacking with Your Companion
When you command your companion to attack, they gain any benefits that would normally only apply to you (such as the effects of "Ranger's Focus"). On a success, their damage roll uses your Proficiency and their damage die.
Taking Damage as Stress
Leveling Up Your Companion
When your character levels up, choose one available option for your companion from the following list and mark it on your sheet:
Rogues are scoundrels, often in both attitude and practice. Broadly known as liars and thieves, the best among this class move through the world anonymously. Utilizing their sharp wits and blades, rogues trick their foes through social manipulation as easily as breaking locks, climbing through windows, or dealing underhanded blows. These masters of magical craft manipulate shadow and movement, adding an array of useful and deadly tools to their repertoire. Rogues frequently establish guilds to meet future accomplices, hire out jobs, and hone secret skills, proving that there's honor among thieves for those who know where to look.
Domains: Midnight & Grace
Starting Evasion: 12
Starting Hit Points: 6
CLASS ITEMS - A set of forgery tools or a grappling hook
Rogue's Dodge: Spend 3 Hope to gain a +2 bonus to your Evasion until the next time an attack succeeds against you. Otherwise, this bonus lasts until your next rest.
Cloaked: Any time you would be Hidden, you are instead Cloaked. In addition to the benefits of the Hidden condition, while Cloaked you remain unseen if you are stationary when an adversary moves to where they would normally see you. After you make an attack or end a move within line of sight of an adversary, you are no longer Cloaked.
Sneak Attack: When you succeed on an attack while Cloaked or while an ally is within Melee range of your target, add a number of d6s equal to your tier to your damage roll.
Choose either the Nightwalker or Syndicate subclass.
Play the Nightwalker if you want to manipulate shadows to maneuver through the environment.
Finesse
Shadow Stepper: You can move from shadow to shadow. When you move into an area of darkness or a shadow cast by another creature or object, you can mark a Stress to disappear from where you are and reappear inside another shadow within Far range. When you reappear, you are Cloaked.
Dark Cloud: Make a Spellcast Roll (15). On a success, create a temporary dark cloud that covers any area within Close range. Anyone in this cloud can't see outside of it, and anyone outside of it can't see in. You're considered Cloaked from any adversary for whom the cloud blocks line of sight.
Adrenaline: While you're Vulnerable, add your level to your damage rolls.
Fleeting Shadow: Gain a permanent +1 bonus to your Evasion. You can use your "Shadow Stepper" feature to move within Very Far range.
Vanishing Act: Mark a Stress to become Cloaked at any time. When Cloaked from this feature, you automatically clear the Restrained condition if you have it. You remain Cloaked in this way until you roll with Fear or until your next rest.
Play the Syndicate if you want to have a web of contacts everywhere you go.
Finesse
Well-Connected: When you arrive in a prominent town or environment, you know somebody who calls this place home. Give them a name, note how you think they could be useful, and choose one fact from the following list:
Contacts Everywhere: Once per session, you can briefly call on a shady contact. Choose one of the following benefits and describe what brought them here to help you in this moment:
Reliable Backup: You can use your "Contacts Everywhere" feature three times per session. The following options are added to the list of benefits you can choose from when you use that feature:
Answer any of the following background questions. You can also create your own questions.
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
Seraphs are divine fighters and healers imbued with sacred purpose. A wide array of deities exist within the realms, and thus numerous kinds of seraphs are appointed by these gods. Their ethos traditionally aligns with the domain or goals of their god, such as defending the weak, exacting vengeance, protecting a land or artifact, or upholding a particular faith. Some seraphs ally themselves with an army or locale, much to the satisfaction of their rulers, but other crusaders fight in opposition to the follies of the Mortal Realm. It is better to be a seraph's ally than their enemy, as they are terrifying foes to those who defy their purpose.
DOMAINS - Splendor & Valor
STARTING EVASION - 9
Starting Hit Points: 7
CLASS ITEMS - A bundle of offerings or a sigil of your god
Life Support: Spend 3 Hope to clear a Hit Point on an ally within Close range.
Prayer Dice: At the beginning of each session, roll a number of d4s equal to your subclass's Spellcast trait and place them on your character sheet in the space provided. These are your Prayer Dice. You can spend any number of Prayer Dice to aid yourself or an ally within Far range. You can use a spent die's value to reduce incoming damage, add to a roll's result after the roll is made, or gain Hope equal to the result. At the end of each session, clear all unspent Prayer Dice.
Choose either the Divine Wielder or Winged Sentinel subclass.
Play the Divine Wielder if you want to dominate the battlefield with a legendary weapon.
Strength
Spirit Weapon: When you have an equipped weapon with a range of Melee or Very Close, it can fly from your hand to attack an adversary within Close range and then return to you. You can mark a Stress to target an additional adversary within range with the same attack roll.
Sparing Touch: Once per long rest, touch a creature and clear 2 Hit Points or 2 Stress from them.
Devout: When you roll your Prayer Dice, you can roll an additional die and discard the lowest result. Additionally, you can use your "Sparing Touch" feature twice instead of once per long rest.
Sacred Resonance: When you roll damage for your "Spirit Weapon" feature, if any of the die results match, double the value of each matching die. For example, if you roll two 5s, they count as two 10s.
Play the Winged Sentinel if you want to take flight and strike crushing blows from the sky.
Strength
Wings of Light: You can fly. While flying, you can do the following:
Ethereal Visage: Your supernatural visage strikes awe and fear. While flying, you have advantage on Presence Rolls. When you succeed with Hope on a Presence Roll, you can remove a Fear from the GM's Fear pool instead of gaining Hope.
Ascendant: Gain a permanent +4 bonus to your Severe damage threshold.
Power of the Gods: While flying, you deal an extra 1d12 damage instead of 1d8 from your "Wings of Light" feature.
Answer any of the following background questions. You can also create your own questions.
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
Not all innate magic users choose to hone their craft, but those who do can become powerful sorcerers. The gifts of these wielders are passed down through families, even if the family is unaware of or reluctant to practice them. A sorcerer's abilities can range from the elemental to the illusionary and beyond, and many practitioners band together into collectives based on their talents. The act of becoming a formidable sorcerer is not the practice of acquiring power, but learning to cultivate and control the power one already possesses. The magic of a misguided or undisciplined sorcerer is a dangerous force indeed.
Starting Evasion: 10
Starting Hit Points: 6
CLASS ITEMS - A whispering orb or a family heirloom
Volatile Magic: Spend 3 Hope to reroll any number of your damage dice on an attack that deals magic damage.
Arcane Sense: You can sense the presence of magical people and objects within Close range.
Minor Illusion: Make a Spellcast Roll (10). On a success, you create a minor visual illusion no larger than yourself within Close range. This illusion is convincing to anyone at Close range or farther.
Channel Raw Power: Once per long rest, you can place a domain card from your loadout into your vault and choose to either:
Choose either the Elemental Origin or Primal Origin subclass.
Play the Elemental Origin if you want to channel raw magic to take the shape of a particular element.
Instinct
Elementalist: Choose one of the following elements at character creation: air, earth, fire, lightning, water.
You can shape this element into harmless effects. Additionally, spend a Hope and describe how your control over this element helps an action roll you're about to make, then either gain a +2 bonus to the roll or a +3 bonus to the roll's damage.
Natural Evasion: You can call forth your element to protect you from harm. When an attack roll against you succeeds, you can mark a Stress and describe how you use your element to defend you. When you do, roll a d6 and add its result to your Evasion against the attack.
Transcendence: Once per long rest, you can transform into a physical manifestation of your element. When you do, describe your transformation and choose two of the following benefits to gain until your next rest:
Play the Primal Origin if you want to extend the versatility of your spells in powerful ways.
Instinct
Manipulate Magic: Your primal origin allows you to modify the essence of magic itself. After you cast a spell or make an attack using a weapon that deals magic damage, you can mark a Stress to do one of the following:
Enchanted Aid: You can enhance the magic of others with your essence. When you Help an Ally with a Spellcast Roll, you can roll a d8 as your advantage die. Once per long rest, after an ally has made a Spellcast Roll with your help, you can swap the results of their Duality Dice.
Arcane Charge: You can gather magical energy to enhance your capabilities. When you take magic damage, you become Charged. Alternatively, you can spend 2 Hope to become Charged. When you successfully make an attack that deals magic damage while Charged, you can clear your Charge to either gain a +10 bonus to the damage roll or gain a +3 bonus to the Difficulty of a reaction roll the spell causes the target to make. You stop being Charged at your next long rest.
Answer any of the following background questions. You can also create your own questions.
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
Becoming a warrior requires years, often a lifetime, of training and dedication to the mastery of weapons and violence. While many who seek to fight hone only their strength, warriors understand the importance of an agile body and mind, making them some of the most sought-after fighters across the realms. Frequently, warriors find employment within an army, a band of mercenaries, or even a royal guard, but their potential is wasted in any position where they cannot continue to improve and expand their skills. Warriors are known to have a favored weapon; to come between them and their blade would be a grievous mistake.
DOMAINS - Blade & Bone
STARTING EVASION - 11
Starting Hit Points: 6
CLASS ITEMS - The drawing of a lover or a sharpening stone
No Mercy: Spend 3 Hope to gain a +1 bonus to your attack rolls until your next rest.
Attack of Opportunity: If an adversary within Melee range attempts to leave that range, make a reaction roll using a trait of your choice against their Difficulty. Choose one effect on a success, or two if you critically succeed:
Combat Training: You ignore burden when equipping weapons. When you deal physical damage, you gain a bonus to your damage roll equal to your level.
Choose either the Call of the Brave or Call of the Slayer subclass.
Play the Call of the Brave if you want to use the might of your enemies to fuel your own power.
Courage: When you fail a roll with Fear, you gain a Hope.
Battle Ritual: Once per long rest, before you attempt something incredibly dangerous or face off against a foe who clearly outmatches you, describe what ritual you perform or preparations you make. When you do, clear 2 Stress and gain 2 Hope.
Rise to the Challenge: You are vigilant in the face of mounting danger. While you have 2 or fewer Hit Points unmarked, you can roll a d20 as your Hope Die.
Camaraderie: Your unwavering bravery is a rallying point for your allies. You can initiate a Tag Team Roll one additional time per session. Additionally, when an ally initiates a Tag Team Roll with you, they only need to spend 2 Hope to do so.
Play the Call of the Slayer if you want to strike down adversaries with immense force.
Slayer: You gain a pool of dice called Slayer Dice. On a roll with Hope, you can place a d6 on this card instead of gaining a Hope, adding the die to the pool. You can store a number of Slayer Dice equal to your Proficiency. When you make an attack roll or damage roll, you can spend any number of these Slayer Dice, rolling them and adding their result to the roll. At the end of each session, clear any unspent Slayer Dice on this card and gain a Hope per die cleared.
Weapon Specialist: You can wield multiple weapons with dangerous ease. When you succeed on an attack, you can spend a Hope to add one of the damage dice from your secondary weapon to the damage roll. Additionally, once per long rest when you roll your Slayer Dice, reroll any 1s.
Martial Preparation: You're an inspirational warrior to all who travel with you. Your party gains access to the Martial Preparation downtime move. To use this move during a rest, describe how you instruct and train with your party. You and each ally who chooses this downtime move gain a d6 Slayer Die. A PC with a Slayer Die can spend it to roll the die and add the result to an attack or damage roll of their choice.
Answer any of the following background questions. You can also create your own questions.
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
Whether through an institution or individual study, those known as wizards acquire and hone immense magical power over years of learning using a variety of tools, including books, stones, potions, and herbs. Some wizards dedicate their lives to mastering a particular school of magic, while others learn from a wide variety of disciplines. Many wizards become wise and powerful figures in their communities, advising rulers, providing medicines and healing, and even leading war councils. While these mages all work toward the common goal of collecting magical knowledge, wizards often have the most conflict within their own ranks, as the acquisition, keeping, and sharing of powerful secrets is a topic of intense debate that has resulted in innumerable deaths.
DOMAINS - Codex & Splendor
STARTING EVASION - 11
Starting Hit Points: 5
CLASS ITEMS - A book you're trying to translate or a tiny, harmless elemental pet
Not This Time: Spend 3 Hope to force an adversary within Far range to reroll an attack or damage roll.
Prestidigitation: You can perform harmless, subtle magical effects at will. For example, you can change an object's color, create a smell, light a candle, cause a tiny object to float, illuminate a room, or repair a small object.
Strange Patterns: Choose a number between 1 and 12. When you roll that number on a Duality Die, gain a Hope or clear a Stress.
You can change this number when you take a long rest.
Choose either the School of Knowledge or School of War subclass.
Play the School of Knowledge if you want a keen understanding of the world around you.
Knowledge
Prepared: Take an additional domain card of your level or lower from a domain you have access to.
Adept: When you Utilize an Experience, you can mark a Stress instead of spending a Hope. If you do, double your Experience modifier for that roll.
Accomplished: Take an additional domain card of your level or lower from a domain you have access to.
Perfect Recall: Once per rest, when you recall a domain card in your vault, you can reduce its Recall Cost by 1.
Brilliant: Take an additional domain card of your level or lower from a domain you have access to.
Honed Expertise: When you use an Experience, roll a d6. On a result of 5 or higher, you can use it without spending Hope.
Play the School of War if you want to utilize trained magic for violence.
Knowledge
Battlemage: You've focused your studies on becoming an unconquerable force on the battlefield. Gain an additional Hit Point slot.
Face Your Fear: When you succeed with Fear on an attack roll, you deal an extra 1d10 magic damage.
Conjure Shield: You can maintain a protective barrier of magic. While you have at least 2 Hope, you add your Proficiency to your Evasion.
Fueled by Fear: The extra magic damage from your "Face Your Fear" feature increases to 2d10.
Thrive in Chaos: When you succeed on an attack, you can mark a Stress after rolling damage to force the target to mark an additional Hit Point.
Have No Fear: The extra magic damage from your "Face Your Fear" feature increases to 3d10.
Answer any of the following background questions. You can also create your own questions.
Ask your fellow players one of the following questions for their character to answer, or create your own questions.