Start at 9
Sprint
Leap
Maneuver
Lift
Smash
Grapple
Control
Hide
Tinker
Perceive
Sense
Navigate
Charm
Perform
Deceive
Recall
Analyze
Comprehend
Start Major Threshold at 7 and Severe Threshold at 14.
MARK 1 HP
MARK 2 HP
MARK 3 HP
Spend a Hope to use an experience or help an ally.
Bard's Hope: When you or an ally Close to you makes a Presence roll and either succeeds with Fear or fails, spend three Hope to negate that roll's consequences by intervening.
PRIMARY
SECONDARY
PRIMARY
SECONDARY
At Level 2, take an additional Experience and increase your Proficiency by +1.
Choose two available options from the list below and mark them.
Increase two unmarked Character Traits by +1 and mark them.
Permanently add one Hit Point Slot.
Permanently add one Stress Slot.
Increase two Experiences by +1.
Permanently add one Armor Slot.
Add +1 to your Evasion.
Choose an additional domain card at your level or lower (up to Level 4).
Increase your Major Damage Threshold by +1.
Increase your Severe Damage Threshold by +1.
Then, increase your Severe Damage Threshold by +2 and choose a new Domain Deck card at your Level or lower.
At Level 5, take an additional Experience and clear all marks on Character Traits. Then increase your Proficiency by +1.
Choose two from the list below or any unmarked from the previous tier and mark them.
Increase two unmarked Character Traits by +1 and mark them.
Permanently add one Hit Point Slot.
Permanently add one Stress Slot.
Increase two Experiences by +1.
Choose an additional domain card at your level or lower (up to Level 7).
Permanently add two Armor Slots or add +1 to your Evasion
Increase your Major Damage Threshold by +1.
Increase your Severe Damage Threshold by +2.
Take an upgraded subclass card. Then cross out the multiclass option for this tier.
Increase your Proficiency by +1.
Multiclass: Choose an additional class for your character, then cross out an unused "Take an upgraded subclass card" and the other multiclass option on this sheet.
Increase your Damage Thresholds: Major by +1 and Severe by +3. Then choose a new Domain Deck card at your Level or lower.
At Level 8, take an additional Experience and clear all marks on Character Traits. Then increase your Proficiency by +1.
Choose two from the list below or any unmarked from the previous tiers and mark them.
Increase two unmarked Character Traits by +1 and mark them.
Permanently add one Hit Point Slot.
Permanently add one Stress Slot.
Increase two Experiences by +1.
Choose an additional domain card at your level or lower.
Permanently add two Armor Slots or add +1 to your Evasion.
Increase your Major Damage Threshold by +1.
Increase your Severe Damage Threshold by +2.
Take an upgraded subclass card. Then cross out the multiclass option for this tier.
Increase your Proficiency by +1.
Multiclass: Choose an additional class for your character, then cross out an unused "Take an upgraded subclass card" and the other multiclass option on this sheet.
Incrase your Damage Thresholds: Major by +2, and Severe by +4. Then choose a new Domain Deck card at your Level or lower.
This section denotes your class. Each class is made up of two domains. You'll choose the majority of your abilities and spells from these domains.
Click the name of the class to open a dropdown of class options (using the meatball menu in the top right corner, you can autofill the character sheet with the recommended values).
This section gives you a place to record your name, pronouns, heritage (the combination of your community and ancestry), and subclass. There is also a space to record your level.
You can choose a mixed ancestry by pressing the 'plus' button to the right of the ancestry dropdown. Similarly, when you level up and can choose a new subclass/multiclass, you can add it by pressing the 'plus' to the right of the previous subclass selection.
(Pressing the 'minus' button will erase the second/third selection for ancestry and subclass).
Evasion represents your ability to not be hit by an attack. The GM will roll against this number when seeing if an adversary hits you. If you do get hit, you'll be able to mark armor slots (the boxes to the right of "armor") to reduce the incoming damage by your armor score (the number in "armor").
Click an armor slot to toggle it on/off, and double click it to enable/disable it.
This area contains your six character traits. These are what you will use as your primary modifiers on action rolls. They have descriptions beneath each to remind you how to use them.
You can click the circle next to the ability name to toggle it on/off (This will be used when leveling up).
If you have a subclass that has a spellcasting trait, the border of that ability will be heavier to denote it.
The two smaller boxes are your damage thresholds. Whenever you take damage, compare it to the numbers here. If the incoming damage is minor, you mark one hit point. If it is major, you mark two hit points.. If you should ever need to mark stress and can't, you mark a hit point.
If you ever mark your last hit point, you must make a death move.
Similarly to the armor slots, hp and stress slots can be toggled on/off with a click, and enabled/disabled with a double-click.
This is where you record your Hope. You may spend Hope to use an Experience (details in next tutorial step), help an ally, or utilize a Hope Feature. When you help an ally, you explain how you're aiding them and roll a d6 advantage die they add to their action roll total. You start with 2 Hope marked.
You also have a unique Hope Feature from your class in this section.
Similarly to armor, hp, and stress slots, hope slots can be toggled on/off with a click and enabled/disabled with a double-click (disabling Hope is equivalent to taking a scar.
Experience represents the particular specializations your character has. These are narrative tags that you create to reflect what your character is skilled in. When they apply to the scene, you can spend Hope before the action roll to add their value as a modifier. You will earn more of these throughout a campaign.
You start the game with two Experiences which each have a +2 modifier.
This is where you keep track of your gold during a campaign. If you should mark your tenth handful, you instead mark a bag and erase all your handfuls. If you should mark your tenth bag, you instead mark a chest and erase your bags. You start with one handful of gold.
This is where the features from your class, subclass, and heritage are shown. Every class starts with a unique Class Feature that sets them apart from other classes. Make sure to read through them before you begin playing.
This is the section for your active weapons. Along with a name, weapons have an associated trait that you will roll when using them for an attack. They also have a range (melee, very close, close, far, or very far). The GM will tell you what range a target is in. Damage dice are what kind of dice you're rolling when you make a successful attack, and the type is either physical or magic. Proficiency tells you how many damage dice you roll. The Feature on a weapon gives you any special ability or requirement it has.
The Proficiency circles can be toggled on/off with a click.
When you begin typing in the "name" section, suggestions will automatically pop up. If you select one of these premade options, the corresponding traits will fill in the rest of the blanks for you.
This is the section for your armor. Along with a name, armor has a base score that will contribute towards your armor score. The Feature on armor gives you any special ability or requirement it has.
The same as above with weapons, when typing in the name of armor, you will be given suggestions. Picking a suggestion will automatically fill in the rest of that armor's traits.
Inventory is where you will store all of your items and consumables.
This is also where you would store any weapon you want to carry, but not have active. While in your inventory, Features from these weapons have no effect.
This is where you can enter your chosen Domain Cards from your subclass. To add a new card, press the "Add New" button. By default, the card will be added to your Vault. If you type the name of the domain card in the first line and press tab or click elsewhere, the description of the domain card will automatically fill in the second section.
To move cards between your Loadout and Vault, press the arrow button to the right of the name. To permancently remove a card, press the "Minus" button to the right of the name.
You can have at most 5 cards in your Loadout. You can swap any number of cards between your Loadout and Vault during a Short or Long Rest.
This is where you make your selections when you Level Up. The boxes can be toggled on/off with a click. At Levels 5-7 and 8-10 you have the option to take un upgraded subclass or multiclass. When you do so, you remove the other option. By double-clicking on one of those paragraphs, you can cross it off.
Clanks are sentient mechanical beings built from a variety of materials including metal and wood.
Those of ribbet ancestry resemble anthropomorphic frogs with protruding eyes and webbed hands and feet.
Those of inferis ancestry are humanoids who possess sharp canines, pointed ears, and horns that come in a variety of styles. They are the descendants of demons from the Circles Below.
Dwarves are most easily recognized as short humanoids with square features, dense musculature, and thick hair.
Giants are very tall humanoids with long arms, broad stature, and one to three eyes.
Elves are typically tall humanoids with pointed ears and acutely attuned senses.
Those of human ancestry are most easily recognized by their dexterous hands, rounded ears, and bodies built for endurance.
Orcs are most easily recognized as humanoids with square features and boar-like tusks.
Halflings are typically smaller humanoids, with large hairy feet and prominent, rounded ears.
Drakona resemble wingless dragons in humanoid form and possess a powerful elemental breath.
Those of katari ancestry are feline humanoids with soft fur and high, triangular ears.
Those of faerie ancestry are winged humanoid creatures with insect-like features.
Fauns resemble goats in humanoid form, with curving horns, square pupils, and cloven hooves.
Those of galapa ancestry resemble anthropomorphic turtles, with a large, domed shell into which their heads and limbs can retract.
Those of goblin ancestry are small humanoids typically recognized by their large eyes and massive, membranous ears.
Fungrils resemble a mushroom in humanoid form.
Firbolgs resemble cows in humanoid form, typically recognized by their broad nose and long ears.
Being part of a Highborne community means you were born into a life of elegance, opulence, and prestige within the upper echelons of society.
Being part of a Ridgeborne community means you've called the rocky peaks and sharp cliffs of the mountainside home.
Being part of a Seaborne community means you lived on or near a large body of water.
Being part of an Underborne community means that you're from a subterranean society.
Being part of a Wildborne community means you lived deep within the forest.
Being part of a Loreborne community means you are from a society that favors strong academic or political prowess.
Being part of an Orderborne community means you are from a collective that focuses on discipline or faith, and you uphold a set of principles that reflect your experience there.
Being part of a Wanderborne community means that you've lived as a nomad, not having a permanent home but experiencing a wide variety of cultures.
Being part of a Slyborne community means you come from a group that operates outside the law, including all manner of criminals, grifters, and con artists.
Those who become bards are truly the most charismatic members of all the realms. Members of this class are masters of captivation and may specialize in any of a variety of performance types, including: singing, playing musical instruments, weaving tales, or telling jokes. Whether performing to an audience or speaking to an individual, bards will excel. There are many schools and guilds where members of this profession come together to bond and train, but there is a fair amount of ego within those of the bardic persuasion. While they may be the most likely to bring people together, a bard of ill temper can just as easily tear a party apart.
Becoming a druid is more than an occupation, it’s a calling to those who wish to learn from and protect the magic of the wilderness. Those druids who practice the often quiet work of channeling flora are likely to be underestimated; while those who channel the brutal forces of animals may be a terrifying thing to behold. Druids are known to cultivate their abilities in small groups, often connected by a specific ethos or locale. Through years of study and dedication, druids can learn to transform into beasts and shape the earth and all its organisms
Guardians represent an array of martial professions, and such a title speaks more to their moral compass and incredible fortitude than the means by which they fight. Those of this class may choose to join groups of militants, for either a country or cause, but guardians are more likely to follow those few they truly care for, majority be damned. Guardians are known for fighting with remarkable ferocity even against overwhelming odds, and are apt to utilize defensive tactics that protect their cohort rather than charge forward with abandon. Woe be unto those who harm the ally of a guardian, as they will not soon forget such a grievance.
Rangers are highly skilled hunters who, despite their martial abilities, will rarely lend their skills to an army. Through mastery of the body and a deep understanding of the wilderness, rangers transform themselves into sly tacticians, accustomed to fighting without the aid of an organized military force. Many rangers do, however, fight alongside an animal companion with whom they’ve forged a powerful, spiritual bond. By honing their skills in the wild, rangers become expert hunters and trackers, and are as likely to catch their foes in a trap as assail them head-on.
Rogues are scoundrels, often in both attitude and practice. Broadly known as liars and thieves, the best among this class move through the world entirely unknown. Utilizing their sharp wit and blade, rogues may trick their foes through social manipulation as easily as breaking locks or climbing through windows. Members of this class are masters of magical craft, adding an array of deadly tools to their arsenal. Rogues frequently establish guilds to meet future accomplices, hire out jobs, and hone heavily- guarded skills, proving that the phrase “there’s no honor among thieves” is just another lie added to their arsenal.
Divine fighters and healers appointed by their god, seraphs are imbued with sacred purpose. A wide array of deities exist within the realms, and thus there are numerous different types of seraph. The ethos of each member of this class traditionally aligns with the domain of their god including such missions as: defending the weak, enacting vengeance, protecting a land or artifact, and upholding a faith. Some seraph ally themselves with an army or locale, much to the satisfaction of their rulers, but some of these crusaders fight in opposition to the follies of the Mortal Realm. It is better to be an ally to a seraph, as they are terrifying foes to those who defy their purpose.
Not all innate magic users choose to hone their craft, but those who do can become powerful sorcerers. The gifts of these wielders is passed down through families, though not all families are aware of, much less choose to practice, their unique skills. A sorcerer’s abilities can range from the elemental, to the illusionary, and beyond, and many members of this class will band together into collectives based on their talents. The act of becoming a formidable sorcerer is not the practice of acquiring power, but learning to control and hone the power one already possesses. The magic within a misguided or uneducated sorcerer is a dangerous force indeed.
Becoming a warrior requires years, often a lifetime, of training and dedication to the mastery of violence and weapons. While many who seek to fight only hone their strength, warriors understand the importance of an agile body and mind, making them some of the most sought after fighters across the realms. Many warriors will find employment within an army, band of mercenaries, or even within a royal guard, but their potential is wasted in any position where they cannot continue to hone and expand their skills. Warriors are known to have a favored weapon, and to come between one of this class and their blade would be a grievous mistake.
Those who acquire their magical power through years of study are known as wizards. Whether through an institution or individual study, wizards use a variety of tools—including books, scrolls, or ancient tablets—to hone their craft. Often, wizards will dedicate their life to the mastery of a particular school of magic, while others will attempt to learn from a wide variety of disciplines. Many wizards go on to become wise and powerful figures in their communities, advising rulers, providing medicines and healing, and even leading war councils. While all members of this class work toward the common goal of collecting magical knowledge, it is very often that wizards have the most conflict within their own ranks; as the acquisition, keeping, and sharing of powerful secrets is a topic of intense debate that has resulted in thousands upon thousands of deaths.
Spellcast: PRESENCE
Spellcast: Presence
Spellcast: Instinct
Spellcast: Instinct
Spellcast: Agility
Spellcast: Agility
Spellcast: Finesse
Spellcast: Finesse
Spellcast: Strength
Spellcast: Strength
Spellcast: Instinct
Spellcast: Instinct
WATER • FIRE • AIR • LIGHTNING • EARTH
Spellcast: Knowledge
Spellcast: Knowledge
MINOR DAMAGE • 15 • MAJOR DAMAGE • 30 • SEVERE DAMAGE
+1 Agility | Bite Melee Agility d4 (phy) | Evasion +2
Take advantage on: Deceive, Locate, Sneak+1 Instinct | Melee Instinct d6 (phy) | Evasion +2
Take advantage on: Climb, Locate, Protect+1 Agility | Melee Agility d6 | Evasion +3
Take advantage on: Leap, Sneak, Sprint+2 Strength | Melee Strength d8+2 (phy) | Evasion +1
Take advantage on: Attack, Sprint, Track+1 Agility | Melee Agility d4 (phy) | Evasion +2
Take advantage on: Navigate, Sneak, Swim+1 Finesse | Melee Finesse d6+1 (phy) | Evasion +2
Take advantage on: Attack, Climb, Sneak+1 Strength | Melee Strength d8+2 (phy) | Evasion +1
Take advantage on: Dig, Protect, Locate+1 Strength | Melee Strength d10+4 (phy) | Evasion +3
Take advantage on: Navigate, Scare, Protect+1 Agility | Melee Agility d8+1 (phy) | Evasion +2
Take advantage on: Leap, Navigate, Sprint+1 Finesse | Finesse Very Close d8+4 (phy) | Evasion +2
Take advantage on: Attack, Climb, Deceive+1 Instinct | Melee Instinct d8+6 (phy) | Evasion +3
Take advantage on: Attack, Climb, Sneak+1 Finesse | Melee Finesse d4+2 (phy) | Evasion +3
Take advantage on: Deceive, Locate, Scare+2 Strength | Melee Strength d12+8 (phy) | Evasion +2
Take advantage on: Attack, Sneak, Sprint+2 Instinct | Melee Instinct d10+7 (phy) | Evasion +1
Take advantage on: Attack, Track, Sneak+2 Finesse | Melee Finesse d8+6 (phy) | Evasion +3
Take advantage on: Locate, Deceive, Distract+2 Agility | Melee Agility d10+6 (phy) | Evasion +4
Take advantage on: Track, Attack, Swim+2 Strength | Melee Strength d10+8 (phy) | Evasion +3
Hybrid Features: Choose any two Beastform options from Tiers 1-3. Take their features and advantages.+3 Strength | Melee Strength d12+12 (phy) | Evasion +1
Take advantage on: Locate, Protect, Scare, Sprint+3 Strength | Melee Strength d12+10 (phy) | Evasion +2
Take advantage on: Attack, Deceive, Scare, Track+3 Finesse | Finesse Melee d10+11 (phy) | Evasion +4
Take advantage on: Attack, Deceive, Navigate, Locate+3 Agility | Agility Melee d10+10 (phy) | Evasion +3
Take advantage on: Locate, Protect, Scare, Track+3 Strength | Strength Melee d12 (phy) | Evasion +2
Hybrid Features: Choose any three Beastform options. Take their features and advantages.Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Broadsword | Agility | Melee | d8 (Phy) | One-Handed | Reliable (+1 to attack rolls with this weapon) |
Longsword | Agility | Melee | d8+3 (Phy) | Two-Handed | - |
Mace | Strength | Melee | d8+1 (Phy) | One-Handed | - |
Battleaxe | Strength | Melee | d10+3 (Phy) | Two-Handed | - |
Greatsword | Strength | Melee | d10+3 (Phy) | Two-Handed | Massive (-1 Agility, roll one extra damage die and drop the lowest) |
Warhammer | Strength | Melee | d12+3 (Phy) | Two-Handed | Heavy (-1 to Agility) |
Dagger | Finesse | Melee | d8+1 (Phy) | One-Handed | - |
Quarterstaff | Instinct | Melee | d10+3 (Phy) | Two-Handed | - |
Cutlass | Presence | Melee | d8+1 (Phy) | One-Handed | - |
Rapier | Presence | Melee | d8 (Phy) | One-Handed | Quick (When making an attack roll, mark a Stress to include an additional target in range) |
Halberd | Strength | Very Close | d8+2 (Phy) | Two-Handed | - |
Spear | Finesse | Very Close | d8+2 (Phy) | Two-Handed | - |
Shortbow | Agility | Far | d6+3 (Phy) | Two-Handed | - |
Crossbow | Finesse | Far | d6+1 (Phy) | One-Handed | - |
Longbow | Agility | Very Far | d6+3 (Phy) | Two-Handed | Cumbersome (-1 to Evasion) |
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Hallowed Axe | Strength | Melee | d10+1 (Mag) | One-Handed | - |
Arcane Gauntlets | Strength | Melee | d10+3 (Mag) | Two-Handed | - |
Glowing Rings | Agility | Very Close | d10+2 (Mag) | Two-Handed | - |
Hand Runes | Instinct | Very Close | d10 (Mag) | One-Handed | - |
Returning Blade | Finesse | Close | d8+1 (Mag) | One-Handed | - |
Shortstaff | Instinct | Close | d8+1 (Mag) | One-Handed | - |
Dualstaff | Instinct | Far | d6+3 (Mag) | Two-Handed | - |
Scepter | Presence | Far | d6 (Mag) | Two-Handed | Versatile (Presence Melee - d10) |
Wand | Knowledge | Far | d6+1 (Mag) | One-Handed | - |
Greatstaff | Knowledge | Very Far | d6 (Mag) | Two-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Improved Broadsword | Agility | Melee | d8+3 (Phy) | One-Handed | Reliable (+1 to attack rolls with this weapon) |
Improved Longsword | Agility | Melee | d8+6 (Phy) | Two-Handed | - |
Improved Mace | Strength | Melee | d10+4 (Phy) | One-Handed | - |
Improved Battleaxe | Strength | Melee | d10+6 (Phy) | Two-Handed | - |
Improved Greatsword | Strength | Melee | d10+6 (Phy) | Two-Handed | Massive (-1 Agility, roll one extra damage die and drop the lowest) |
Improved Warhammer | Strength | Melee | d12+6 (Phy) | Two-Handed | Heavy (-1 to Agility) |
Improved Dagger | Finesse | Melee | d8+4 (Phy) | One-Handed | - |
Improved Quarterstaff | Instinct | Melee | d10+6 (Phy) | Two-Handed | - |
Improved Cutlass | Presence | Melee | d8+4 (Phy) | One-Handed | - |
Improved Rapier | Presence | Melee | d8+3 (Phy) | One-Handed | Quick (When making an attack roll, mark a Stress to include an additional target in range) |
Improved Halberd | Strength | Very Close | d8+5 (Phy) | Two-Handed | - |
Improved Spear | Finesse | Very Close | d8+5 (Phy) | Two-Handed | - |
Improved Shortbow | Agility | Far | d6+6 (Phy) | Two-Handed | - |
Improved Crossbow | Finesse | Far | d6+4 (Phy) | One-Handed | - |
Improved Longbow | Agility | Very Far | d6+6 (Phy) | Two-Handed | Cumbersome (-1 to Evasion) |
Gilded Falchion | Strength | Melee | d10+4 (Phy) | One-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Knuckle Blades | Strength | Melee | d10+6 (Phy) | Two-Handed | Brutal (For every 10 rolled on a damage die, roll an extra d10 of damage.) |
Urok Broadsword | Finesse | Melee | d8+3 (Phy) | One-Handed | Deadly (When you do Severe damage, deal one extra HP.) |
Bladed Whip | Agility | Very Close | d8+3 (Phy) | One-Handed | Quick (When making an attack roll, mark a Stress to include an additional target in range.) |
Steelforged Halberd | Strength | Very Close | d8+4 (Phy) | Two-Handed | Scary (Successful attacks also deal an extra Stress.) |
War Scythe | Finesse | Very Close | d8+5 (Phy) | Two-Handed | Reliable (+1 on attack rolls with this weapon.) |
Greatbow | Strength | Far | d6+6 (Phy) | Two-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Blunderbuss | Finesse | Far | d6+6 (Phy) | One-Handed | Reloading (Roll 1d6 after the attack. On a 1, you must use an action to reload your weapon before you can fire it again.) |
Finehair Bow | Agility | Very Far | d6+5 (Phy) | Two-Handed | Reliable (+1 on attack rolls with this weapon.) |
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Improved Hallowed Axe | Strength | Melee | d10+4 (Mag) | One-Handed | - |
Improved Arcane Gauntlets | Strength | Melee | d10+6 (Mag) | Two-Handed | - |
Improved Glowing Rings | Agility | Very Close | d10+5 (Mag) | Two-Handed | - |
Improved Hand Runes | Instinct | Very Close | d10+3 (Mag) | One-Handed | - |
Improved Returning Blade | Finesse | Close | d8+4 (Mag) | One-Handed | - |
Improved Shortstaff | Instinct | Close | d8+4 (Mag) | One-Handed | - |
Improved Dualstaff | Instinct | Far | d6+6 (Mag) | Two-Handed | - |
Improved Scepter | Presence | Far | d6+3 (Mag) | Two-Handed | Versatile (Presence Melee - d10+3) |
Improved Wand | Knowledge | Far | d6+4 (Mag) | One-Handed | - |
Improved Greatstaff | Knowledge | Very Far | d6+3 (Mag) | Two-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Ego Blade | Agility | Melee | d12+4 (Mag) | One-Handed | Pompous (Must have a Presence score of 0 or less to use this weapon.) |
Casting Sword | Strength | Melee | d10+4 (Mag) | Two-Handed | Versatile (Knowledge Far - d6+3) |
Devouring Dagger | Finesse | Melee | d8+4 (Mag) | One-Handed | Scary (Successful attacks also deal a stress.) |
Hammer of Exota | Instinct | Melee | d8+6 (Mag) | Two-Handed | Eruptive (When you hit a creature in Melee, each Very Close enemy must make a Reaction Roll (14) or take half damage as well.) |
Yutari Bloodbow | Finesse | Far | d6+4 (Mag) | Two-Handed | Brutal (For every 6 rolled on a damage die, roll an additional d6 of damage.) |
Elder Bow | Instinct | Far | d6+4 (Mag) | Two-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Scepter of Elias | Presence | Far | d6+3 (Mag) | One-Handed | Invigorating (When you make a successful attack, roll a d4. On a 4, clear a stress.) |
Wand of Enthrallment | Presence | Far | d6+4 (Mag) | One-Handed | Persuasive (Mark stress before rolling Presence to add +2 to the result.) |
Bonded Staff | Knowledge | Far | d6+4 (Mag) | Two-Handed | Reliable. (+1 on any attack rolls with this weapon.) |
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Advanced Broadsword | Agility | Melee | d8+6 (Phy) | One-Handed | Reliable (+1 to attack rolls with this weapon) |
Advanced Longsword | Agility | Melee | d8+9 (Phy) | Two-Handed | - |
Advanced Mace | Strength | Melee | d8+7 (Phy) | One-Handed | - |
Advanced Battleaxe | Strength | Melee | d10+9 (Phy) | Two-Handed | - |
Advanced Greatsword | Strength | Melee | d10+9 (Phy) | Two-Handed | Massive (-1 Agility, roll one extra damage die and drop the lowest) |
Advanced Warhammer | Strength | Melee | d12+9 (Phy) | Two-Handed | Heavy (-1 to Agility) |
Advanced Dagger | Finesse | Melee | d8+7 (Phy) | One-Handed | - |
Advanced Quarterstaff | Instinct | Melee | d10+9 (Phy) | Two-Handed | - |
Advanced Cutlass | Presence | Melee | d8+7 (Phy) | One-Handed | - |
Advanced Rapier | Presence | Melee | d8+6 (Phy) | One-Handed | Quick (When making an attack roll, mark a Stress to include an additional target in range) |
Advanced Halberd | Strength | Very Close | d8+8 (Phy) | Two-Handed | - |
Advanced Spear | Finesse | Very Close | d8+8 (Phy) | Two-Handed | - |
Advanced Shortbow | Agility | Far | d6+9 (Phy) | Two-Handed | - |
Advanced Crossbow | Finesse | Far | d6+7 (Phy) | One-Handed | - |
Advanced Longbow | Agility | Very Far | d6+9 (Phy) | Two-Handed | Cumbersome (-1 to Evasion) |
Flickerfly Blade | Agility | Melee | d8+5 (Phy) | One-Handed | Sharpwing (Add your Agility score to this weapon's damage roll.) |
Bravesword | Strength | Melee | d12+7 (Phy) | Two-Handed | Dense (-1 to Agility & +3 to Severe Damage Threshold) |
Hell's Hammer | Strength | Melee | d10+7 (Phy) | Two-Handed | Devastating (Mark stress before your attack roll to use d20s as your damage dice instead.) |
Labrys Axe | Strength | Melee | d10+7 (Phy) | Two-Handed | Protective (Add +1 to your Armor score.) |
Meridian Cutlass | Presence | Melee | d10+5 (Phy) | One-Handed | Dueling (Take advantage on attack rolls when there are no other adversaries or allies in Close range besides the current target.) |
Retractable Saber | Presence | Melee | d10+7 (Phy) | One-Handed | Retractable (Blade can be hidden in hilt to avoid recognition as a weapon.) |
Double Flail | Agility | Very Close | d10+8 (Phy) | Two-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Talon Blades | Finesse | Close | d10+7 (Phy) | Two-Handed | Brutal (For every 10 rolled on a damage die, roll an additional d10 of damage.) |
Spiked Bow | Agility | Very Far | d6+7 (Phy) | Two-Handed | Versatile (Agility Melee - d12+5) |
Black Powder Revolver | Finesse | Very Far | d6+6 (Phy) | One-Handed | Reloading (Roll 1d6 after the attack. On a 1, you must use an action to reload your weapon before you can fire it again.) |
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Advanced Hallowed Axe | Strength | Melee | d10+7 (Mag) | One-Handed | - |
Advanced Arcane Gauntlets | Strength | Melee | d10+9 (Mag) | Two-Handed | - |
Advanced Glowing Rings | Agility | Very Close | d10+8 (Mag) | Two-Handed | - |
Advanced Hand Runes | Instinct | Very Close | d10+6 (Mag) | One-Handed | - |
Advanced Returning Blade | Finesse | Close | d8+7 (Mag) | One-Handed | - |
Advanced Shortstaff | Instinct | Close | d8+7 (Mag) | One-Handed | - |
Advanced Dualstaff | Instinct | Far | d6+9 (Mag) | Two-Handed | - |
Advanced Scepter | Presence | Far | d6+6 (Mag) | Two-Handed | Versatile (Presence Melee - d10+4) |
Advanced Wand | Knowledge | Far | d6+7 (Mag) | One-Handed | - |
Advanced Greatstaff | Knowledge | Very Far | d6+6 (Mag) | Two-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Axe of Fortunis | Strength | Melee | d10+8 (Mag) | Two-Handed | Lucky (Spend a Stress on a failure to reroll your attack and take the new result.) |
Blessed Anlace | Instinct | Melee | d10+6 (Mag) | One-Handed | Healing (During downtime, automatically heal 1 hit point.) |
Ghostblade | Presence | Melee | d10+7 (Mag) | One-Handed | Otherworldly (You can choose whether to do Physical or Magic damage.) |
Runes of Ruination | Knowledge | Very Close | d20+4 (Mag) | One-Handed | Painful (Mark Stress every time you attack with this weapon.) |
Widogast Pendant | Knowledge | Close | d10+5 (Mag) | One-Handed | Timebender (You may choose the target of your attack after making your attack roll.) |
Gilded Bow | Finesse | Far | d6+7 (Mag) | Two-Handed | Self-Correcting (Any 1's rolled on the damage dice may be treated as 8's instead.) |
Firestaff | Instinct | Far | d6+7 (Mag) | Two-Handed | Burn (For every damage dice that rolls a 6, deal a Stress.) |
Mage Orb | Knowledge | Far | d6+7 (Mag) | One-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Ilmari's Blunderbuss | Finesse | Very Far | d6+6 (Mag) | One-Handed | Reloading (Roll 1d6 after the attack. On a 1, you must use an action to reload your weapon before you can fire it again.) |
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Legendary Broadsword | Agility | Melee | d8+9 (Phy) | One-Handed | Reliable (+1 to attack rolls with this weapon) |
Legendary Longsword | Agility | Melee | d8+12 (Phy) | Two-Handed | - |
Legendary Mace | Strength | Melee | d8+10 (Phy) | One-Handed | - |
Legendary Battleaxe | Strength | Melee | d10+12 (Phy) | Two-Handed | - |
Legendary Greatsword | Strength | Melee | d10+12 (Phy) | Two-Handed | Massive (-1 Agility, roll one extra damage die and drop the lowest) |
Legendary Warhammer | Strength | Melee | d12+12 (Phy) | Two-Handed | Heavy (-1 to Agility) |
Legendary Dagger | Finesse | Melee | d8+10 (Phy) | One-Handed | - |
Legendary Quarterstaff | Instinct | Melee | d10+12 (Phy) | Two-Handed | - |
Legendary Cutlass | Presence | Melee | d8+10 (Phy) | One-Handed | - |
Legendary Rapier | Presence | Melee | d8+9 (Phy) | One-Handed | Quick (When making an attack roll, mark a Stress to include an additional target in range) |
Legendary Halberd | Strength | Very Close | d8+11 (Phy) | Two-Handed | - |
Legendary Spear | Finesse | Very Close | d8+11 (Phy) | Two-Handed | - |
Legendary Shortbow | Agility | Far | d6+12 (Phy) | Two-Handed | - |
Legendary Crossbow | Finesse | Far | d6+10 (Phy) | One-Handed | - |
Legendary Longbow | Agility | Very Far | d6+12 (Phy) | Two-Handed | Cumbersome (-1 to Evasion) |
Double-Sided Sword | Agility | Melee | d10+9 (Phy) | Two-Handed | Quick (When making an attack roll, mark a Stress to include an additional target in range.) |
Impact Gauntlet | Strength | Melee | d10+11 (Phy) | One-Handed | Concussive (Spend Hope on a successful attack to launch the target into Far range.) |
Sledge Axe | Strength | Melee | d12+13 (Phy) | Two-Handed | Destructive (-1 to Agility, all Very Close enemies mark a Stress on a successful attack) |
Curved Dagger | Finesse | Melee | d8+9 (Phy) | One-Handed | Serrated (Any 1's rolled on the damage dice count as 10 points of damage.) |
Extended Polearm | Finesse | Very Close | d8+10 (Phy) | Two-Handed | Long (Can target all enemies in a line within range with your attack) |
Swinging Ropeblade | Presence | Close | d8+9 (Phy) | Two-Handed | Grappling (Spend Hope on a successful attack to temporarily make the target Restrained, or pull them into melee with you.) |
Ricochet Axes | Agility | Far | d6+11 (Phy) | Two-Handed | Bouncing (Spend any amount of Stress to hit that many targets in range with the attack.) |
Aantari Bow | Finesse | Far | d6+11 (Phy) | Two-Handed | Reliable (+1 on any attack rolls with this weapon.) |
Hand Cannon | Finesse | Very Far | d6+12 (Phy) | One-Handed | Reloading (Roll 1d6 after the attack. On a 1, you must use an action to reload your weapon before you can fire it again.) |
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Legendary Hallowed Axe | Strength | Melee | d10+10 (Mag) | One-Handed | - |
Legendary Arcane Gauntlets | Strength | Melee | d10+12 (Mag) | Two-Handed | - |
Legendary Glowing Rings | Agility | Very Close | d10+11 (Mag) | Two-Handed | - |
Legendary Hand Runes | Instinct | Very Close | d10+9 (Mag) | One-Handed | - |
Legendary Returning Blade | Finesse | Close | d8+10 (Mag) | One-Handed | - |
Legendary Shortstaff | Instinct | Close | d8+10 (Mag) | One-Handed | - |
Legendary Dualstaff | Instinct | Far | d8+12 (Mag) | Two-Handed | - |
Legendary Scepter | Presence | Far | d6+9 (Mag) | Two-Handed | Versatile (Presence Melee - d10+6) |
Legendary Wand | Knowledge | Far | d6+10 (Mag) | One-Handed | - |
Legendary Greatstaff | Knowledge | Very Far | d6+9 (Mag) | Two-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Sword of Light & Flame | Strength | Melee | d10+11 (Mag) | Two-Handed | Penetrating (Cuts through solid material.) |
Siphoning Gauntlets | Presence | Melee | d10+9 (Mag) | Two-Handed | Lifestealing (On a successful attack, roll a d6. On a 6, heal a hit point or clear a Stress.) |
Midas Scythe | Knowledge | Melee | d10+9 (Mag) | Two-Handed | Greedy (You may spend one handful of gold to increase your proficiency by +1 on a damage roll.) |
Floating Bladeshards | Instinct | Close | d8+9 (Mag) | One-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Bloodstaff | Instinct | Far | d20+7 (Mag) | Two-Handed | Painful (Mark a Stress every time you attack with this weapon.) |
Thistlebow | Instinct | Far | d6+13 (Mag) | Two-Handed | Reliable (+1 on any attack rolls with this weapon.) |
Wand of Essek | Knowledge | Far | d8+13 (Mag) | One-Handed | Timebender (-1 to Agility. You may choose the target of your attack after making your attack roll.) |
Magus Revolver | Finesse | Very Far | d6+13 (Mag) | One-Handed | Reloading (Roll 1d6 after the attack. On a 1, you must use an action to reload your weapon before you can fire it again.) |
Fusion Gloves | Knowledge | Very Far | d6+9 (Mag) | Two-Handed | Bonded (Add your Level to the damage result.) |
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Shortsword | Agility | Melee | d8 (Phy) | One-Handed | Paired (+2 to Primary Weapon damage in Melee) |
Round Shield | Strength | Melee | d4 (Phy) | One-Handed | Protective (Add +1 to your armor score.) |
Tower Shield | Strength | Melee | d6 (Phy) | One-Handed | Barrier (Add +3 to your armor score, -2 to Evasion) |
Small Dagger | Finesse | Melee | d8 (Phy) | One-Handed | Paired (+2 to Primary Weapon damage in Melee) |
Whip | Presence | Very Close | d6 (Phy) | One-Handed | Whipcrack (Mark a Stress to scatter enemies in Melee into Close range) |
Grappler | Finesse | Close | d6 (Phy) | One-Handed | Hook (On a successful attack, you may also pull the target into Melee with you) |
Hand Crossbow | Finesse | Far | d6+1 (Phy) | One-Handed | - |
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Improved Shortsword | Agility | Melee | d8+2 (Phy) | One-Handed | Paired (+3 to Primary Weapon damage in Melee) |
Improved Round Shield | Strength | Melee | d4+2 (Phy) | One-Handed | Protective (Add +2 to your armor score.) |
Improved Tower Shield | Strength | Melee | d6+2 (Phy) | One-Handed | Barrier (Add +4 to your armor score, -2 to Evasion) |
Improved Small Dagger | Finesse | Melee | d8+2 (Phy) | One-Handed | Paired (+3 to Primary Weapon damage in Melee) |
Improved Whip | Presence | Very Close | d6+2 (Phy) | One-Handed | Whipcrack (Mark a Stress to scatter enemies in Melee into Close range) |
Improved Grappler | Finesse | Close | d6+2 (Phy) | One-Handed | Hook (On a successful attack, you may also pull the target into Melee with you) |
Improved Hand Crossbow | Finesse | Far | d6+3 (Phy) | One-Handed | - |
Spiked Shield | Strength | Melee | d6+2 (Phy) | One-Handed | Double Duty (+2 to Armor score, +1 to Primary Weapon damage in Melee) |
Parrying Dagger | Finesse | Melee | d6+2 (Phy) | One-Handed | Parry (On an attack against you, roll this weapon's damage dice. If any match the attacker's they are removed before damage is totalled.) |
Returning Axe | Agility | Close | d6+4 (Phy) | One-Handed | - |
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Advanced Shortsword | Agility | Melee | d8+4 (Phy) | One-Handed | Paired (+4 to Primary Weapon damage in Melee) |
Advanced Round Shield | Strength | Melee | d4+4 (Phy) | One-Handed | Protective (Add +3 to your armor score.) |
Advanced Tower Shield | Strength | Melee | d6+4 (Phy) | One-Handed | Barrier (Add +5 to your armor score, -2 to Evasion) |
Advanced Small Dagger | Finesse | Melee | d8+4 (Phy) | One-Handed | Paired (+4 to Primary Weapon damage in Melee) |
Advanced Whip | Presence | Very Close | d6+4 (Phy) | One-Handed | Whipcrack (Mark a Stress to scatter enemies in Melee into Close range) |
Advanced Grappler | Finesse | Close | d6+4 (Phy) | One-Handed | Hook (On a successful attack, you may also pull the target into Melee with you) |
Advanced Hand Crossbow | Finesse | Far | d6+4 (Phy) | One-Handed | - |
Buckler | Agility | Melee | d4+4 (Phy) | One-Handed | Deflecting (On an incoming attack, you may spend an armor slot to boost your Evasion score by your Armor score.) |
Powered Gauntlet | Knowledge | Close | d6+4 (Mag) | One-Handed | Charged Attack (Mark stress to increase proficiency by +1 on Primary Weapon attack) |
Hand Sling | Finesse | Very Far | d6+4 (Phy) | One-Handed | Versatile (Finesse Close - d8+4) |
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Legendary Shortsword | Agility | Melee | d8+6 (Phy) | One-Handed | Paired (+5 to Primary Weapon damage in Melee) |
Legendary Round Shield | Strength | Melee | d4+6 (Phy) | One-Handed | Protective (Add +4 to your armor score.) |
Legendary Tower Shield | Strength | Melee | d6+6 (Phy) | One-Handed | Barrier (Add +6 to your armor score, -2 to Evasion) |
Legendary Small Dagger | Finesse | Melee | d8+6 (Phy) | One-Handed | Paired (+5 to Primary Weapon damage in Melee) |
Legendary Whip | Presence | Very Close | d6+6 (Phy) | One-Handed | Whipcrack (Mark a Stress to scatter enemies in Melee into Close range) |
Legendary Grappler | Finesse | Close | d6+6 (Phy) | One-Handed | Hook (On a successful attack, you may also pull the target into Melee with you) |
Legendary Hand Crossbow | Finesse | Far | d6+7 (Phy) | One-Handed | - |
Braveshield | Agility | Melee | d4+6 (Phy) | One-Handed | Sheltering (Using an armor slot reduces damage for you and all allies in Melee with you.) |
Knuckle Claws | Strength | Melee | d6+6 (Mag) | One-Handed | Doubled Up (When you make an attack with your Primary Weapon, you may also deal damage with this weapon to another creature in melee) |
Primer Shard | Instinct | Very Close | none | One-Handed | Locked On (On a successful attack with this weapon against a target, the next hit with your Primary Weapon automatically hits that target.) |
Armor | Base Score | Feature |
---|---|---|
Gambeson Armor | 3 | Flexible (+1 to Evasion) |
Leather Armor | 4 | - |
Chainmail Armor | 5 | Heavy (-1 to Evasion) |
Full Plate Armor | 6 | Very Heavy (-2 to Evasion and -1 to Agility) |
Armor | Base Score | Feature |
---|---|---|
Improved Gambeson Armor | 4 | Flexible (+1 to Evasion) |
Improved Leather Armor | 5 | - |
Improved Chainmail Armor | 6 | Heavy (-1 to Evasion) |
Improved Full Plate Armor | 7 | Very Heavy (-2 to Evasion and -1 to Agility) |
Elundrian Chain Armor | 2 | Reinforced (Increase your armor score by the number of unmarked armor slots you have) |
Harrowbone Armor | 5 | Resistant (Mark 2 armor slots to make yourself resistant to the incoming damage instead of reducing it by your armor score.) |
Irontree Breastplate Armor | 5 | Sturdy (Before you mark your last armor slot, roll a d6. On a 6, you use the armor without marking the slot.) |
Runetan Shield | 5 | Warded (Each armor slot is worth an extra 2d4 against magic damage.) |
Tyria Soft Armor | 5 | Quiet (+2 to any rolls you make to move without being heard.) |
Rosewild Armor | 6 | Hopeful (Anytime you need to spend Hope, you may mark an Armor Slot instead.) |
Armor | Base Score | Feature |
---|---|---|
Advanced Gambeson Armor | 5 | Flexible (+1 to Evasion) |
Advanced Leather Armor | 6 | - |
Advanced Chainmail Armor | 7 | Heavy (-1 to Evasion) |
Advanced Full Plate Armor | 8 | Very Heavy (-2 to Evasion and -1 to Agility) |
Bellamoi Fine Armor | 6 | Gilded (When you mark an armor slot, you may spend any amount of Hope to also reduce the incoming damage by an amount equal to your proficiency per Hope spent.) |
Dragonscale Armor | 6 | Impenetrable (When you mark an armor slot, you cannot fill your last hit point as the result of physical damage.) |
Spiked Armor Plating | 6 | Sharp (Add 1d4 to any damage rolls you make on a successful Melee attack.) |
Bladefare Armor | 8 | Physical (You cannot use this armor against Magic damage.) |
Monett's Cloak | 8 | Magic (You cannot use this armor against Physical damage.) |
Runes of Fortification | 10 | Painful (Mark stress every time you use one or more armor slots on an attack.) |
Armor | Base Score | Feature |
---|---|---|
Legendary Gambeson Armor | 7 | Flexible (+1 to Evasion) |
Legendary Leather Armor | 8 | - |
Legendary Chainmail Armor | 9 | Heavy (-1 to Evasion) |
Legendary Full Plate Armor | 10 | Very Heavy (-2 to Evasion and -1 to Agility) |
Dunamis Silkchain | 5 | Timeslowing (On any incoming attacks, roll 1d4 and add its value to your Evasion score.) |
Channeling Armor | 7 | Channeling (While this armor is equipped, take +1 to all Spellcast rolls.) |
Emberwoven Armor | 8 | Burning (When an enemy strikes you in Melee, they immediately mark a stress.) |
Full Reinforced Armor | 8 | Variable (Add +1 to your armor score for every range beyond Melee the damage is coming from.) |
Veritas Opal Armor | 8 | Truthseeking (This armor glows when anyone within Close range tells a lie.) |
Savior Chainmail | 15 | Difficult (-1 to all Character Traits) |
# | Name - Description |
---|---|
01 | Premium Bedroll - During any rests, you always automatically clear 1 stress. |
02 | Piper Whistle - A handcrafted whistle. Each have a distinctive sound, and the piercing tone can be heard across a one mile radius.. |
03 | Charging Quiver - When arrows for a bow are kept in the Charging Quiver, damage rolls using the bow deal +2 damage. |
04 | Alistair's Torch - A magic torch that lights at will and spreads light much farther than it looks like it should. This could fill a cave with light bright enough to feel like it's daytime. |
05 | Speaking Orbs - A pair of orbs that allow any creatures holding them to communicate with each other across any distance. |
06 | Manacles - A pair of locking cuffs with a key. |
07 | Arcane Cloak - A cloak whose color, texture, and size can be adjusted by any user with the spellcast ability at will. |
08 | Woven Net - A net that can be used to trap small creatures. To use it, make a Finesse roll. On a success, the difficulty to break free is 16. |
09 | Fire Jar - Pour out strange liquid within the contents of this jar to instantly produce fire. The contents regenerate on your next long rest. |
10 | Suspended Rod - A flat rod inscribed with runes. When it is activated. It is immediately suspended in place where it is. It cannot move, does not abide by the rules of gravity, and will remain in place until it is deactivated. |
11 | Clamor Stone - Activate this pebble-sized stone to memorize a look - hairdo, makeup, outfit. You may spend a Hope to instantly recreate this look at any time. |
12 | Empty Chest - A magical chest that will appear empty, even if there are items being kept inside. The owner can use a specific word, phrase, or other trigger when opening the chest to reveal these items. |
13 | Companion Case - A carrying case for a small animal companion. While they are inside, the case and the animal are immune to all harm. |
14 | Piercing Arrows - When firing a bow, you may use Piercing Arrows to add your proficiency to your damage roll. 3 uses per short rest. |
15 | Valorstone - Attach to armor. Adds the following feature to armor that doesn't already have a feature: Resilient (Before you mark your last armor slot, roll a d6. On a 6, you use the armor without marking the slot.) |
16 | Skeleton Key - Use this to make a Finesse roll at advantage when attempting to open a locked door. |
17 | Arcane Prism - Position this prism in a location of your choosing. Once activated, any allies that stand within close distance of this prism get +1 to their Spellcast rolls. Once it is deactivated, it can't be activated again until your next long rest. |
18 | Minor Stamina Potion Recipe - During downtime, spend one of your downtime moves and a handful of gold to craft a Minor Stamina Potion. |
19 | Minor Health Potion Recipe - During downtime, spend one of your downtime moves and a handful of gold to craft a Minor Health Potion. |
20 | Homing Compasses - Two compasses that only point at each other no matter how far apart they are. |
21 | Corrector Sprite - A tiny sprite who sits in the curve of your ear canal and whispers helpful advice during combat. Once per short rest, you may take advantage on an attack roll. Do not give them your true name. |
22 | Gecko Gloves - You can climb up vertical surfaces and across ceilings. |
23 | Lorekeeper - Store the name of up to three hostile creatures. Next time you face them, take +1 on any action rolls against them. |
24 | Vial of Darksmoke Recipe - During downtime, spend one of your downtime moves and mark a stress to craft a Vial of Darksmoke. |
25 | Bloodstone - Attach to a weapon. Adds the following feature to a weapon that doesn't already have a feature: Brutal (If any of your damage dice roll their maximum value, roll an additional damage die of that size.) |
26 | Greatstone - Attach to a weapon. Adds the following feature to a weapon that doesn't already have a feature: Powerful (Roll one extra damage die and drop the lowest.) |
27 | Glider - A small parachute that can be deployed by marking Stress. It allows the user to glide down from a high place safely to the ground below. |
28 | Ring of Silence - Spend a Hope to activate this ring until your next short rest. Your footsteps are silent. |
29 | Calming Pendant - If you should ever have to mark your last stress slot, roll a d6. On a 5+, don't mark it. |
30 | Dual Flask - A flask that can hold two different liquids. A small button on the side allows the drinker to switch between them. |
31 | Bag of Ficklesand - This is a small bag of sand that can be convince to be much heavier or lighter than it should be with a Presence (10) roll. You can also blow sand in the face of an adversary with a Finesse roll to make them temporarily Vulnerable. |
32 | Ring of Resistance - Once per long rest, activate this ring to only take half damage on an incoming attack. |
33 | Phoenix Feather - While you have any quantity of Phoenix Feathers, when you drop unconscious and roll to see if you take a scar, always take +1 to the die result. |
34 | Box of Many Goods - A small box that can only be opened once per long rest. When it is, roll a d12. If you roll a 1-6, it is empty. If you roll a 7-10, it contains one random consumable. If you roll an 11-12, it contains two random consumables. |
35 | Airblade Charm - Attach to a melee weapon to make it able to attack at a Close distance. 3 uses per short rest. |
36 | Portal Seed - Plant this in the ground to grow a portal in this spot. The portal will be ready to use in 24 hours and you may travel to any other spot you've planted a portal seed. A portal may be destroyed by dealing any amount of magic damage to it. |
37 | Paragon's Chain - Once per long rest, you may use a downtime move to meditate on an ideal or principle you hold dear and focus your will into the chain. Until your next long rest, you can spend a Hope to use a d20 as your Hope die for rolls that directly align with that principle. |
38 | Elusive Amulet - Once per long rest, activate this to go Hidden until you move from this location. Any enemies who move into line of sight with you while you're Hidden don't see you. |
39 | Hopekeeper Locket - During a long rest, if you have 5 Hope, you may spend 1 Hope and imbue the locket with your bountiful resolve. If you ever have 0 Hope, you may use the locket and gain 1 Hope. The locket must then be recharged during a long rest. |
40 | Infinite Bag - Items put into this bag are stored in a pocket dimension and can be retrieved at any time. |
41 | Stride Relic - Add +1 to your Agility. You cannot hold any other relics. |
42 | Bolster Relic - Add +1 to your Strength. You cannot hold any other relics. |
43 | Focus Relic - Add +1 to your Finesse. You cannot hold any other relics. |
44 | Charm Relic - Add +1 to your Presence. You cannot hold any other relics. |
45 | Sharp Relic - Add +1 to your Knowledge. You cannot hold any other relics. |
46 | Flickerfly Pendant - While wearing your melee weapons dealing physical damage extend with a gossamer sheen. You can hit creatures up to Very Close range. |
47 | Lakestrider Boots - You may walk along the surface of water as if it were soft ground. |
48 | Clay Companion - This ball of clay can be sculpted into various animal shapes and will then behave as that animal (a clay spider can spin clay webs, a clay bird can fly). This companion has continuity of memory and self across different shapes but may adopt some mannerisms with each form. |
49 | Attune Relic - Add +1 to your Instinct. You cannot hold any other relics. |
50 | Honing Relic - Add +1 to one of your Experiences. You cannot hold any other relics. |
51 | Mythic Dust Recipe - During downtime, spend one of your downtime moves and a bag of gold to craft Mythic Dust. |
52 | Shard of Memory - Once per long rest, spend 2 Hope to recall a Domain card from your vault instead of paying its Recall Cost. |
53 | Gem of Audacity - Attach to a weapon to allow you to make a Presence roll when using it to attack. |
54 | Gem of Sagacity - Attach to a weapon to allow you to make a Knowledge roll when using it to attack. |
55 | Gem of Insight - Attach to a weapon to allow you to make an Instinct roll when using it to attack. |
56 | Gem of Might - Attach to a weapon to allow you to make a Strength roll when using it to attack. |
57 | Gem of Alacrity - Attach to a weapon to allow you to make an Agility roll when using it to attack. |
58 | Gem of Precision - Attach to a weapon to allow you to make a Finesse roll when using it to attack. |
59 | Ring of Unbreakable Resolve - Once per session, when the GM spends 1 Fear, you can spend 4 Hope to cancel the effects of that spent Fear. |
60 | Belt of Unity - Once per session, you may spend 5 Hope to lead a Tag Team action with 3 PCs instead of 2. |
# | Name - Description |
---|---|
01 | Stride Potion - Take a +1 to your next Agility roll. |
02 | Bolster Potion - Take a +1 to your next Strength roll. |
03 | Focus Potion - Take a +1 to your next Finesse roll. |
04 | Charm Potion - Take a +1 to your next Presence roll. |
05 | Sharp Potion - Take a +1 to your next Knowledge roll. |
06 | Attune Potion - Take a +1 to your next Instinct roll. |
07 | Minor Health Potion - Immediately clear 1d4 hit points. |
08 | Minor Stamina Potion - Immediately clear 1d4 stress. |
09 | Grindletooth Venom - Apply to physical weapon to add +1d6 to its next damage roll. |
10 | Varik Leaves - Immediately gain 2 hope. |
11 | Vial of Moondrip - See in total darkness until your next short rest. |
12 | Unstable Arcane Shard - Use Finesse to throw at a group of enemies within Far range. Any you succeed against take 1d20 magic damage. |
13 | Potion of Stability - On use, take one additional downtime move. |
14 | Improved Grindletooth Venom - Apply to physical weapon to add +1d8 to its next damage roll. |
15 | Morphing Clay - Spend one Hope. The person using this item can alter their face to change their facial features enough to make them unrecognizable until their next short rest. |
16 | Vial of Darksmoke - Use during an incoming attack to roll a number of d6 equal to your Agility score. Add the highest result to your Evasion score against the attack. |
17 | Jumping Root - You can leap to anywhere within Far range without needing to roll. This effect ends when you land there. |
18 | Snap Powder - Mark stress and clear a hit point. |
19 | Health Potion - Immediately clear 1+1d4 hit points. |
20 | Stamina Potion - Immediately clear 1+1d4 stress. |
21 | Armor Stitcher - Use this to spend any number of Hope and repair that many armor slots. |
22 | Gill Salve - You can breathe underwater for a number of minutes equal to your level. |
23 | Replication Parchment - When you touch this piece of parchment to another, it will copy it exactly. Once it's made into this copy, it is no longer Replication Parchment. |
24 | Improved Arcane Shard - Use Finesse to throw at a group of enemies within Far range. Any you succeed against take 2d20 magic damage. |
25 | Major Stride Potion - Take a +1 to Agility until your next short rest. |
26 | Major Bolster Potion - Take a +1 to Strength until your next short rest. |
27 | Major Focus Potion - Take a +1 to Finesse until your next short rest. |
28 | Major Umbra Potion - Take a +1 to Presence until your next short rest. |
29 | Major Sharp Potion - Take a +1 to Knowledge until your next short rest. |
30 | Major Attune Potion - Take a +1 to Instinct until your next short rest. |
31 | Blood of the Yorgi - Disappear from where you are and immediately reappear anywhere within very far distance. |
32 | Homet's Secret Potion - After consuming, on the next successful attack you make that deals magic damage, treat the damage as you would on a critical success. |
33 | Redthorn Saliva - Apply to physical weapon to add +1d12 to its next damage roll. |
34 | Channelstone - Take a spell or grimoire from your vault and use it once, then return it to your vault. |
35 | Mythic Dust - Apply to a magic weapon to add +1d12 to its next damage roll. |
36 | Acidpaste - Eats away walls and other surfaces in bright flashes. |
37 | Hopehold Flare - On use, allies within close distance always rolls a d6 when they spend a Hope. On a 6, they get the effect of that Hope without spending it. This lasts until your next short rest. |
38 | Major Arcane Shard - Use Finesse to throw at a group of enemies within Far range. Any you succeed against take 4d20 magic damage. |
39 | Featherbone - Control your falling speed for a number of minutes equal to your level. |
40 | Circle of the Void - Mark stress. Magical spells are temporarily unable to be cast everywhere within far distance of this object. Everything within this range is immune to magic damage. |
41 | Sun Tree Sap - Roll 1d6. On a 5-6, clear to Hit Points. On a 2-5, clear three stress. On a 1, see the Veil of Death and return changed, taking one Scar. |
42 | Dripfang Poison - Does 8d10 direct magic damage to a creature who consumes it. |
43 | Major Health Potion - Immediately clear 2+1d4 hit points. |
44 | Major Stamina Potion - Immediately clear 2+1d4 stress. |
45 | Ogre Musk - Keep from anybody from tracking you by physical or magic means until your next short rest. |
46 | Whingsprout - You gain magic wings that allow you to fly for a number of minutes equal to your level. |
47 | Jar of Lost Voices - Release the voices to create a deafening echo of sound for a number of minutes equal to your Instinct score. Anyone within far distance unprepared fro the sound automatically takes 6d8 magic damage. |
48 | Dragonbloom Tea - Make a fiery breath attack on all close enemies in front of you. Make an Instinct roll against the targets. On a success, deal d20 physical damage. |
49 | Bridge Seed - Thick vines grow slowly from where you are standing to somewhere else within far distance, allowing you to climb up or across safely. It dissipates at your next short rest. |
50 | Sleeping Sap - Puts a willing creature to sleep for a full night's rest. When they awaken, they have all stress cleared. |
51 | Feast of Xuria - Provides a single meal for the party that clears all hit points and stress, and gives 1d4 of hope. |
52 | Bonding Honey - Glues two objects together permanently. |
53 | Shrinking Potion - Reduces the drinker's size in half until they choose to drop this form or take their next short rest. Take +2 Agility. |
54 | Growing Potion - Makes the drinker twice as large until they choose to drop this form or take their next short rest. Take +2 Strength. |
55 | Knowledge Stone - If you die while holding this stone, one ally may take a card from your loadout to place in their own loadout or vault. When they take this knowledge, the stone crumbles. |
56 | Sweet Moss - Consume during a short rest to clear an additional 1d4 hit points or 1d4 stress. |
57 | Blinding Orb - Creates a flash of bright light that causes all creatures in Close range to be Vulnerable until they next take Hit Point damage. |
58 | Death Tea - Any critical successes on an attack roll automatically kill the creature you're facing. If you don't get any critical successes on an attack roll before your next long rest, you die. |
59 | Mirror of Marigold - Spend hope to negate all incoming damage, shattering the mirror. You may also mark a Stress before it shatters to attempt to reflect it back to the attacker. If you do, make an attack roll using Finesse. |
60 | Stardrop - On use, it summons a hailstorm of comets that automatically deal 8d20 physical damage to all creatures within Very Far range of where it was triggered. |