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Starting Level

Choose your character's starting level (1-10)

Tier
Total Advancements
Experiences
Domain Cards

Additional Character Creation Steps Required

You'll need to complete levels of advancement selections:

  • Tier Achievement (new Experience, Proficiency increase)

Standard Character Creation

Follow the standard character creation process. No advancement selections required.

Tier Colors:
Tier 1
Tier 2
Tier 3
Tier 4

Choose a Class

Select your character's class to define their core abilities and role.

Class Selection Complete!

You have chosen

Bard

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, playi...

Grace Codex

Druid

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 w...

Sage Arcana

Guardian

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 guar...

Valor Blade

Ranger

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...

Bone Sage

Rogue

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...

Midnight Grace

Seraph

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....

Splendor Valor

Sorcerer

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 fam...

Arcana Midnight

Warrior

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, warri...

Blade Bone

Wizard

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,...

Codex Splendor

Witch

Void - Playtest v1.5

As a witch, you weave together the mysterious powers of earth, sky, and spirit to craft protective charms and hex your enemies.

Dread Sage

Warlock

Void - Playtest v1.5

As a warlock, you've pledged your life to a patron in exchange for great power.

Dread Grace

Brawler

Void - Playtest v1.5

As a brawler, you can use your fists just as well as any weapon to fight off the threats that get in your way.

Bone Valor

Assassin

Void - Playtest v1.5

As an assassin, you utilize unmatched stealth and precision to ambush the unwary.

Midnight Blade

Bard

Grace Codex

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.

Starting Stats

Evasion 10
Hit Points 5
Stress 6

Starting Items: A romance novel or a letter never opened

Hope Feature

Make a Scene 3 Hope

Spend 3 Hope to temporarily Distract a target within Close range, giving them a -2 penalty to their Difficulty.

Class Features

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.

Druid

Sage Arcana

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.

Starting Stats

Evasion 10
Hit Points 6
Stress 6

Starting Items: A small bag of rocks and bones or a strange pendant found in the dirt

Hope Feature

Evolution 3 Hope

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.

Class Features

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.

Guardian

Valor Blade

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.

Starting Stats

Evasion 9
Hit Points 7
Stress 6

Starting Items: A totem from your mentor or a secret key

Hope Feature

Frontline Tank 3 Hope

Spend 3 Hope to clear 2 Armor Slots.

Class Features

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: - You reduce the severity of physical damage by one threshold (Severe to Major, Major to Minor, Minor to None). - You add the current value of the Unstoppable Die to your damage roll. - You can't be Restrained or Vulnerable.

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.*

Ranger

Bone Sage

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.

Starting Stats

Evasion 12
Hit Points 6
Stress 6

Starting Items: A trophy from your first kill or a seemingly broken compass

Hope Feature

Hold Them Off 3 Hope

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.

Class Features

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: - You know precisely what direction they are in. - When you deal damage to them, they must mark a Stress. - When you fail an attack against them, you can end your Ranger's Focus feature to reroll your Duality Dice.

Companion

You and your companion share growth: start with +2 in two Experiences; whenever you gain a new Experience, your companion also gains one (new Experiences start at +2). Standard Attack Range applies.

Rogue

Midnight Grace

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.

Starting Stats

Evasion 12
Hit Points 6
Stress 6

Starting Items: A set of forgery tools or a grappling hook

Hope Feature

Rogue's Dodge 3 Hope

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.

Class Features

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. - Level 1 → Tier 1 - Levels 2–4 → Tier 2 - Levels 5–7 → Tier 3 - Levels 8–10 → Tier 4

Seraph

Splendor Valor

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.

Starting Stats

Evasion 9
Hit Points 7
Stress 6

Starting Items: A bundle of offerings or a sigil of your god

Hope Feature

Life Support 3 Hope

Spend 3 Hope to clear a Hit Point on an ally within Close range.

Class Features

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.

Sorcerer

Arcana Midnight

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 Stats

Evasion 10
Hit Points 6
Stress 6

Starting Items: A whispering orb or a family heirloom

Hope Feature

Volatile Magic 3 Hope

Spend 3 Hope to reroll any number of your damage dice on an attack that deals magic damage.

Class Features

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: - Gain Hope equal to the level of the card. - Enhance a spell that deals damage, gaining a bonus to your damage roll equal to twice the level of the card.

Warrior

Blade Bone

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.

Starting Stats

Evasion 11
Hit Points 6
Stress 6

Starting Items: The drawing of a lover or a sharpening stone

Hope Feature

No Mercy 3 Hope

Spend 3 Hope to gain a +1 bonus to your attack rolls until your next rest.

Class Features

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: - They can't move from where they are. - You deal damage to them equal to your primary weapon's damage. - You move with them.

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.

Wizard

Codex Splendor

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.

Starting Stats

Evasion 11
Hit Points 5
Stress 6

Starting Items: A book you're trying to translate or a tiny, harmless elemental pet

Hope Feature

Not This Time 3 Hope

Spend 3 Hope to force an adversary within Far range to reroll an attack or damage roll.

Class Features

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.

Witch

Void - Playtest v1.5
Dread Sage

As a witch, you weave together the mysterious powers of earth, sky, and spirit to craft protective charms and hex your enemies.

Starting Stats

Evasion 10
Hit Points 6
Stress 6

Starting Items: A handwritten journal or runestones

Hope Feature

Witch's Charm 3 Hope

When you or an ally within Far range rolls a failure on an action roll, you can spend 3 Hope to change it into a success with Fear instead.

Class Features

Hex

When a creature causes you or an ally within Close range to mark any number of Hit Points, you can mark a Stress to Hex them. Action and damage rolls against a Hexed creature gain a bonus equal to your tier. This condition lasts until the GM spends a number of Fear equal to your Spellcast trait to remove it or you Hex another creature. Otherwise, remove it when the scene ends.

Commune

Once per long rest, during a moment of calm, you can commune with an ancestor, deity, nature spirit, or otherworldly being. Ask them a question, then roll a number of d6s equal to your Spellcast trait. Choose one value from the rolled results and reference the chart below for the effect: 1-3: You taste a flavor, smell a scent, or feel a sensation relevant to the answer. 4-5: You hear sounds or see a vision relevant to the answer. 6: You psychically experience a scene relevant to the answer as if you were there.

Warlock

Void - Playtest v1.5
Dread Grace

As a warlock, you've pledged your life to a patron in exchange for great power.

Starting Stats

Evasion 11
Hit Points 6
Stress 6

Starting Items: A carving that symbolizes your patron or a ring you can't remove

Hope Feature

Patron's Boon 3 Hope

Spend 3 Hope to call out to your patron for help, gaining 1d4 Favor.

Class Features

Warlock Patron

You have committed yourself to a patron (god, demon, fae, or other supernatural entity) in exchange for power. Write their name above. Then choose their spheres of Influence (Protection & Mischief, Love & War, Knowledge & Shadow, etc.), record them below, and set their values to 0. Anytime you increase your tier, these spheres of influence gain a permanent +1 bonus. Before making an action roll that falls into one of your patron's spheres of influence, you can spend a Favor to call on them and add its value to the roll.

Favor

Start with 3 Favor. During a rest, spend one of your downtime moves to tithe to your patron. When you do so, gain Favor equal to your Presence. If you choose to forgo this offering, the GM instead gains a Fear.

Brawler

Void - Playtest v1.5
Bone Valor

As a brawler, you can use your fists just as well as any weapon to fight off the threats that get in your way.

Starting Stats

Evasion 10
Hit Points 6
Stress 6

Starting Items: Hand wraps from a mentor or a book about your secret hobby

Hope Feature

Staggering Strike 3 Hope

Spend 3 Hope when you succeed on an attack to temporarily Stagger your target and force them to mark a Stress. While Staggered, they have disadvantage on attack rolls.

Class Features

I Am the Weapon

While you don't have any equipped weapons: You gain a +1 bonus to Evasion. Your unarmed strikes are considered a Melee weapon, use the trait of your choice, and deal d8+6 phy damage using your Proficiency.

Combo Strikes

After making a damage roll with a Melee weapon but before dealing that damage to the target, mark a Stress to start a combo strike. When you do, roll your Combo Die and add that value. Then, roll your Combo Die again. If the value of the second roll is equal to or greater than your first roll, continue rolling until the last Combo Die's roll is less than the roll that preceded it. Total all rolled values and add that amount to your weapon's damage. Your Combo Die starts as a d4. When you level up, once per tier you may use one of your advancement options to increase your Combo Die instead.

Assassin

Void - Playtest v1.5
Midnight Blade

As an assassin, you utilize unmatched stealth and precision to ambush the unwary.

Starting Stats

Evasion 12
Hit Points 5
Stress 6

Starting Items: torch, 50 feet of rope, basic supplies, handful of gold

Hope Feature

Grim Resolve 3 Hope

Spend 3 Hope to clear 2 Stress.

Class Features

Marked for Death

On a successful weapon attack, you can mark a Stress to make the target Marked for Death. Attacks against Marked for Death targets gain bonus damage equal to +1d4 per tier. You can only have one adversary Marked for Death at a time, and can't transfer or remove the condition except by defeating the target. The GM can spend a number of Fear equal to your Proficiency to remove the Marked for Death condition. Otherwise, it ends automatically when you take a rest.

Get In & Get Out

Spend a Hope to ask the GM for either a quick or inconspicuous way into or out of a building or structure you can see. The next roll you make that capitalizes on this information has advantage.

Choose Your Subclass

Select a subclass to further specialize your character's abilities and playstyle.

Subclass Selection Complete!

You have chosen

Select a Class First

You need to choose your character's class before selecting a subclass.

Choose Your Ancestry

Your ancestry determines your physical traits and innate abilities.

Ancestry Selection Complete!

You are a

Choose Your Community

Your community represents where and how you were raised, shaping your background and skills.

Community Selection Complete!

You are from the community

Assign Traits

Distribute trait values to determine your character's strengths and weaknesses.

Trait Assignment Complete!

All trait values have been successfully assigned to your character.

Progress

/6 assigned
Complete!
Available values:
All assigned ✓

1) Select a value, then 2) Tap a trait to assign it.

Select Equipment

Choose your starting weapons, armor, and inventory according to Daggerheart rules.

Primary Primary
Secondary Secondary
Armor Armor
Complete!

Class Selection Required

You need to select your character's class before choosing equipment. Different classes have different starting equipment and weapon proficiencies.

Return to Class Selection to choose your class first.

Primary Weapon

Secondary Weapon (Optional)

Armor

Create Background

Define your character's history and personality through class-specific questions.

Writing Tips

Writing Guidelines
  • • Be specific and concrete in your answers
  • • Consider how your background ties to your class
  • • Think about relationships with other characters
  • • Leave room for growth and development
Story Elements
  • • Include flaws and vulnerabilities
  • • Reference your ancestry and community
  • • Mention specific people, places, or events
  • • Connect to the wider world and campaign

Background Questions

Character Details

Add Experiences

Add experiences that shaped your character's past.

What Is an Experience?

An Experience is a word or phrase used to encapsulate a specific set of skills, personality traits, or aptitudes your character has acquired over the course of their life.

  • Each PC starts with two Experiences, each with a +2 modifier
  • You can spend a Hope to add an Experience modifier to a relevant action and reaction roll
  • There's no official list -- Experiences are meant to be unique to your character
  • However, they can't be too broad ("Lucky," "Highly Skilled") or too mechanical ("Supersonic Flight", "Invulnerable")

Creating G.R.E.A.T. Experiences by OneBoxyLlama

The G.R.E.A.T. Framework
G - Grounded

Experiences should stand on their own, and not require a specific mechanic or spell to be useful.

❌ "Take Flight" - relies on having flight
✅ "Acrobat" - broadly useful without hinging on a single ability
R - Relatable

Does the Experience connect naturally to the character's story, ancestry, class, or community?

✅ "Mage's Apprentice" - ties into a clear backstory beat and skillset
E - Explainable

Can you describe in plain terms when the Experience will apply to your roll?

❌ "Always Ready" - too vague, what does it actually mean?
✅ "My Nightmares Warned Me" - clearly applies when rolling to avoid being surprised
A - Adaptable

Can the Experience apply in different situations, not just in one hyper-specific moment?

❌ "Breaker of Windows" - too narrow, very specific
✅ "I've Got Your Back" - applies to any situation helping and protecting allies
T - Transformative

Does the Experience shape how your character interacts with the world beyond the dice?

✅ "Exploit the Male Gaze" - isn't just a roll bonus, it's roleplay fuel that shapes social encounters
Experience Creation Chart
Writing Experiences in the Real World

Because the definitions are fuzzy, it's inevitable that people will disagree about what constitutes "too vague" or "too specific". The important bit is that both the Player and the GM are on the same page.

Example: "One-Hit Killer" might start too broad and at odds with mechanics where most adversaries won't die in one hit. But after discussion between Player and GM, they agree that it represents a reputation the PC strives to uphold, and they play up their one-hit KOs when fighting Minions and Hordes.

This understanding transforms it from an always-on combat boost that conflicts with how combat functions, to a more specific situation that can apply in combat AND be adapted to social situations!

Great examples: Mage's Apprentice, I've Got Your Back, Silver Tongue, Battle-Hardened, My Nightmares Warned Me, Acrobat, Hold the Line, Blacksmith

Experience creation guide by OneBoxyLlama

Select Domain Cards

Choose 1 starting domain card from your class domains to represent your character's initial magical abilities.

Showing level 1 cards only
Higher level cards will be available as you advance

Only level 1 cards available for character creation

Understanding Domain Cards & Selection Strategy

What Are Domain Cards?
  • Magical Abilities: Domain cards represent your character's magical powers and specialized abilities
  • Class-Based: Your available domains are determined by your chosen class
  • Hope-Powered: Most domain cards require Hope to activate their abilities
  • Progressive: You start with 2 cards and gain more as you advance
Reading the Cards
  • 1Level requirement (shown in banner)
  • 0
    Recall cost (top-right circle)
  • ABILITYType (under title)
  • Domain badge: Shown at the bottom of each card
Selection Tips
  • Balance: Consider both offensive and defensive abilities
  • Hope costs: Lower costs mean more frequent use
  • Synergy: Look for abilities that work well together
  • Click to deselect: Click selected cards to remove them
/ selected

Arcana Domain

1
0
Rune Ward
Spell Lvl 1

You have a deeply personal trinket that can be infused with protective magic and held as a ward by you or an ally. Describe what it is and why it's important to you. The ward's holder can spend a Hope to reduce incoming damage by 1d8.

If the Ward Die result is 8, the ward's power ends after it reduces damage this turn. It can be recharged for free on your next rest.

Arcana Domain
1
1
Unleash Chaos
Spell Lvl 1

At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.

Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them. On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target. Mark a Stress to replenish this card with tokens (up to your Spellcast trait).

At the end of each session, clear all unspent tokens.

Arcana Domain
1
1
Wall Walk
Spell Lvl 1

Spend a Hope to allow a creature you can touch to climb on walls and ceilings as easily as walking on the ground. This lasts until the end of the scene or you cast Wall Walk again.

Arcana Domain

Blade Domain

1
1
Get Back Up
Ability Lvl 1

When you take Severe damage, you can mark a Stress to reduce the severity by one threshold.

Blade Domain
1
1
Not Good Enough
Ability Lvl 1

When you roll your damage dice, you can reroll any 1s or 2s.

Blade Domain
1
0
Whirlwind
Ability Lvl 1

When you make a successful attack against a target within Very Close range, you can spend a Hope to use the attack against all other targets within Very Close range. All additional adversaries you succeed against with this ability take half damage.

Blade Domain

Bone Domain

1
0
Deft Maneuvers
Ability Lvl 1

Once per rest, mark a Stress to sprint anywhere within Far range without making an Agility Roll to get there.

If you end this movement within Melee range of an adversary and immediately make an attack against them, gain a +1 bonus to the attack roll.

Bone Domain
1
1
I See It Coming
Ability Lvl 1

When you're targeted by an attack made from beyond Melee range, you can mark a Stress to roll a d4 and gain a bonus to your Evasion equal to the result against the attack.

Bone Domain
1
1
Untouchable
Ability Lvl 1

Gain a bonus to your Evasion equal to half your Agility.

Bone Domain

Codex Domain

1
2
Book of Ava
Grimoire Lvl 1

Power Push: Make a Spellcast Roll against a target within Melee range.

On a success, they're knocked back to Far range and take d10+2 magic damage using your Proficiency.

Tova's Armor: Spend a Hope to give a target you can touch a +1 bonus to their Armor Score until their next rest or you cast Tova's Armor again.

Ice Spike: Make a Spellcast Roll (12) to summon a large ice spike within Far range. If you use it as a weapon, make the Spellcast Roll against the target's Difficulty instead. On a success, deal d6 physical damage using your Proficiency.

Codex Domain
1
2
Book of Illiat
Grimoire Lvl 1

Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they're Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.

Arcane Barrage: Once per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.

Telepathy: Spend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.

Codex Domain
1
2
Book of Tyfar
Grimoire Lvl 1

Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.

Magic Hand: You conjure a magical hand with the same size and strength as your own within Far range.

Mysterious Mist: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.

Codex Domain

Dread Domain

1
1
Blighting Strike
Spell Lvl 1

Make a Spellcast Roll against a target within Far range. On a success, the target takes d6 magic damage using your Proficiency and the next time the target deals damage to an ally, it is reduced by 1d6. If you succeed with Fear, the target instead takes d10 magic damage using your Proficiency.

Dread Domain
1
1
Umbral Veil
Spell Lvl 1

Once per rest, when you roll with Fear, you can spend any number of Hope to place an equal number of tokens on this card, encasing yourself in a shadowy veil. After an attack roll is made against you, you can spend a number of tokens to increase it by 1d8. Additionally, when you take damage, you can spend a token to reduce it by 1d8. Each time you succeed on a token, you lose one token. On your next rest, remove all tokens from this card.

Dread Domain
1
0
Voice of Dread
Spell Lvl 1

You can magically speak directly into the ears of a creature you can see. To torment them with your words, make a Spellcast Roll against them. On a success, they must mark a Stress and become temporarily Vulnerable.

Dread Domain

Grace Domain

1
0
Deft Deceiver
Ability Lvl 1

Spend a Hope to gain advantage on a roll to deceive or trick someone into believing a lie you tell them.

Grace Domain
1
1
Enrapture
Spell Lvl 1

Make a Spellcast Roll against a target within Close range. On a success, they become temporarily Enraptured. While Enraptured, a target's attention is fixed on you, narrowing their field of view and drowning out any sound but your voice. Once per rest on a success, you can mark a Stress to force the Enraptured target to mark a Stress as well.

Grace Domain
1
1
Inspirational Words
Ability Lvl 1

Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence. When you speak with an ally, you can spend a token from this card to give them one benefit from the following options:

- Your ally clears a Stress.

- Your ally clears a Hit Point.

- Your ally gains a Hope.

When you take a long rest, clear all unspent tokens.

Grace Domain

Midnight Domain

1
0
Pick And Pull
Ability Lvl 1

You have advantage on action rolls to pick nonmagical locks, disarm nonmagical traps, or steal items from a target (either through stealth or by force).

Midnight Domain
1
1
Rain of Blades
Spell Lvl 1

Spend a Hope to make a Spellcast Roll and conjure throwing blades that strike out at all targets within Very Close range. Targets you succeed against take 1d8+2 magic damage using your Proficiency.

If a target you hit is Vulnerable, they take an extra 1d8 damage.

Midnight Domain
1
0
Uncanny Disguise
Spell Lvl 1

When you have a few minutes to prepare, you can mark a Stress to don the facade of any humanoid you can picture clearly in your mind. While disguised, you have advantage on Presence Rolls to avoid scrutiny.

Place a number of tokens equal to your Spellcast trait on this card. When you take an action while disguised, spend a token from this card. After the action that spends the last token is resolved, the disguise drops.

Midnight Domain

Sage Domain

1
0
Gifted Tracker
Ability Lvl 1

When you're tracking a specific creature or group of creatures based on signs of their passage, you can spend any number of Hope and ask the GM that many questions from the following list.

- What direction did they go?

- How long ago did they pass through?

- What were they doing in this location?

- How many of them were here?

When you encounter creatures you've tracked in this way, gain a +1 bonus to your Evasion against them.

Sage Domain
1
0
Nature's Tongue
Ability Lvl 1

You can speak the language of the natural world. When you want to speak to the plants and animals around you, make an Instinct Roll (12). On a success, they'll give you the information they know. On a roll with Fear, their knowledge might be limited or come at a cost.

Additionally, before you make a Spellcast Roll while within a natural environment, you can spend a Hope to gain a +2 bonus to the roll.

Sage Domain
1
1
Vicious Entangle
Spell Lvl 1

Make a Spellcast Roll against a target within Far range. On a success, roots and vines reach out from the ground, dealing 1d8+1 physical damage and temporarily Restraining the target.

Additionally on a success, you can spend a Hope to temporarily Restrain another adversary within Very Close range of your target.

Sage Domain

Splendor Domain

1
1
Bolt Beacon
Spell Lvl 1

Make a Spellcast Roll against a target within Far range. On a success, spend a Hope to send a bolt of shimmering light toward them, dealing 6d8+2 magic damage using your Proficiency. The target becomes temporarily Vulnerable and glows brightly until this condition is cleared.

Splendor Domain
1
1
Mending Touch
Spell Lvl 1

You lay your hands upon a creature and channel healing magic to close their wounds. When you can take a few minutes to focus on the target you're helping, you can spend 2 Hope to clear a Hit Point or a Stress on them.

Once per long rest, when you spend this healing time learning something new about them or revealing something about yourself, you can clear 2 Hit Points or 2 Stress on them instead.

Splendor Domain
1
0
Reassurance
Ability Lvl 1

Once per rest, after any ill attempts an action roll but before the consequences take place, you can offer assistance or words of support. When you do, your ally can reroll their dice.

Splendor Domain

Valor Domain

1
0
Bare Bones
Ability Lvl 1

When you choose not to equip armor, you have a base Armor Score of 3 + your Strength and use the following as your base damage thresholds:

- Tier 1: 9/19

- Tier 2: 11/24

- Tier 3: 13/31

- Tier 4: 15/35

Valor Domain
1
0
Forceful Push
Ability Lvl 1

Make an attack with your primary weapon against a target within Melee range. On a success, you deal damage and knock them back to Close range. On a success with Hope, add a d6 to your damage roll.

Additionally, you can spend a Hope to make them temporarily Vulnerable.

Valor Domain
1
1
I Am Your Shield
Ability Lvl 1

When an ally within Very Close range would take damage, you can mark a Stress to stand in the way and make yourself the target of the attack instead. When you take damage from this attack, you can mark any number of Armor Slots.

Valor Domain

No Advancements Required

Your character is starting at level 1, so no advancement selections are needed.

Create Connections

Answer the connection questions to define relationships with other party members. These connections create bonds that can provide mechanical benefits and rich roleplay opportunities.

Connection Guidelines

Writing Connections
  • Be specific about the other party member
  • Describe the nature of your relationship
  • Include emotional stakes or history
  • Leave room for development and growth
Connection Examples

"You saved my life once, and I've never forgotten that debt of honor."

"We grew up together, but you left our village under mysterious circumstances."

"Your optimism reminds me of someone I lost, and it both comforts and pains me."

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