You have an animal companion of your choice (at the GM’s discretion). They stay by your side unless you tell them otherwise.
Take the Ranger Companion sheet. When you level up your character, choose a level-up option for your companion from this sheet as well.
Choose two additional level-up options for your companion.
You are vigilant in the face of mounting danger. While you have 2 or fewer Hit Points unmarked, you can roll a
Your unwavering bravery is a rallying point for your allies. You can initiate a Tag Team Roll one additional time per session. Additionally, when an ally initiates a Tag Team Roll with you, they only need to spend 2 Hope to do so.
You gain a pool of dice called Slayer Dice. On a roll with Hope, you can place a
You can wield multiple weapons with dangerous ease. When you succeed on an attack, you can spend a Hope to add one of the damage dice from your secondary weapon to the damage roll. Additionally, once per long rest when you roll your Slayer Dice, reroll any 1s.
You’re an inspirational warrior to all who travel with you. Your party gains access to the Martial Preparation downtime move. To use this move during a rest, describe how you instruct and train with your party. You and each ally who chooses this downtime move gain a
When you have an equipped weapon with a range of Melee or Very Close, it can fly from your hand to attack an adversary within Close range and then return to you. You can mark a Stress to target an additional adversary within range with the same attack roll.
Once per long rest, touch a creature and clear 2 Hit Points or 2 Stress from them.
When you roll your Prayer Dice, you can roll an additional die and discard the lowest result. Additionally, you can use your “Sparing Touch” feature twice instead of once per long rest.
When you roll damage for your “Spirit Weapon” feature, if any of the die results match, double the value of each matching die. For example, if you roll two 5s, they count as two 10s.
Choose one of the following elements at character creation:
Air · Earth · Fire · Lightning · Water
You can shape this element into harmless effects. Additionally, spend a Hope and describe how your control over this element helps an action roll you’re about to make, then either gain a +2 bonus to the roll or a +3 bonus to the roll’s damage.
Once per long rest, you can transform into a physical manifestation of your element. When you do, describe your transformation and choose two of the following benefits to gain until your next rest:
- +4 bonus to your Severe threshold
- +1 bonus to a character trait of your choice
- +1 bonus to your Proficiency
- +2 bonus to your Evasion
The first time in a scene you succeed on an attack roll, double the damage of the attack.
Your “Marked for Death” feature uses d6s instead of d4s.
When you deal Severe damage to a creature, you can mark a Stress to make them mark an additional Hit Point.
You gain a +2 bonus to your Evasion against any attacks made by the creature Marked for Death.
Once per long rest, when you fail an attack roll, you can spend a Hope to make it a success instead.
Your “Marked for Death” feature uses d8s instead of d6s.
When you or an ally clear one or more Hit Points or Stress as the result of using a consumable, increase the number cleared by one.
Once per rest, you can imbue a small item with your protective essence. When the person holding the talisman takes damage, you can expend its magic to reduce the number of Hit Points they mark by one. You can’t create a new talisman until the old one has been used.
Make a Spellcast Roll (13) to step beyond the veil of death and converse with any nearby spirits. Place a number of tokens equal to your Spellcast trait on this card and remove one each time a spirit answers a question. You return to the mortal realm when the last token is removed.
Attacks you make against Hexed creatures gain a damage bonus equal to your Proficiency.
Once per rest, mark a circle on the ground around you up to Very Close range and place a number of tokens equal to your Spellcast Trait on this card. Each time you or any ally within the circle makes an action roll or is hit with an attack, remove a token. This spell lasts until the last token is removed or you step out of the circle. While within this circle, you and any allies:
- Gain a +4 bonus to your damage thresholds.
- Gain a +2 bonus to your attack rolls.
- Gain a +1 bonus to your Evasion.
Increase the
On a successful attack, you can spend a Hope to force the target to mark a Stress or to throw them within Close range.
Gain a permanent +3 bonus to your Severe damage threshold. Additionally, your “Powerhouse” feature can target three creatures instead of two.
When you mark more than one Hit Point from an attack in melee range, the attacker must make a Reaction Roll (13). On a failure, once per rest, they immediately mark the same number of Hit Points in return.
When you critically succeed on a weapon attack in Melee range, you gain an additional Hope, clear an additional Stress, and gain a +1 bonus to your Proficiency for the attack.
When you mark more than one HP from an attack, you may gain a Hope or clear a Stress.
Take the Martial Form sheet. You start with two martial stances from Tier 1. When you reach a new tier, take two additional stances at your tier or lower.
During a rest, roll a number of d6s equal to your Instinct and place a number of Focus tokens equal to the highest value rolled on this card. Spend a Focus to shift into a stance until you you take Severe damage, the scene ends, you mark your last Hit Point, or you shift into another stance.
When you are targeted by an attack, you can spend a Focus to give the attack roll disadvantage.
Spend a Focus to make an Instinct Roll against an adversary within Close range. On a success, you deal
Once per rest, you can perform an unbelievable feat such as running across water, leaping between distant rooftops, or scaling the side of a building without needing to roll. When you do, gain a Hope and clear a Stress.
Mark a Stress to Glamour yourself in a magical facade that lasts until you mark a Hit Point, make an attack, or take a rest. While Glamoured, you can:
- Disguise yourself to look like any creature of your approximate size that you’ve seen.
- Enhance your own appearance. You gain advantage on Presence Rolls that leverage this change.
Once per session, you can conjure a column of moonlight that illuminates the area within Close range until the end of the scene. While bathed in this moonlight, you and any allies gain a +1 bonus to Spellcast Rolls and advantage on rolls to see through illusions.
When a Hexed creature within Far range fails an attack roll, they must mark a Stress.
Your spirit ebbs and flows like the phases of the moon. At the beginning of each session, roll a
- 1: New - You can always spend a Hope to reduce Minor damage to None.
- 2: Waxing - Gain a +2 bonus to your damage rolls.
- 3: Full - Gain a +2 bonus to your damage thresholds.
- 4: Waning - Gain a +1 bonus to your Evasion.

You can summon Shambling Corpses using your Second Circle.
Make a Spellcast Roll against a target within Far range. On a success, your Shambling Corpses move to attack the target, dealing 5 physical damage for each Shambling Corpse before returning to you. One Shambling Corpse then disappears.

You can summon Ghosts using your Third Circle.
While you have any Ghosts summoned, your Evasion has a +1 bonus as they swirl around you in protection.

You can summon one Death Knight at a time using your Fourth Circle.
When you succeed on an attack roll with Hope, you can instead succeed with Fear, causing your Death Knight to rush your target, add
Make a Spellcast Roll (15). On a success, create a temporary dark cloud that covers any area within Close range. Anyone in this cloud can’t see outside of it, and anyone outside of it can’t see in. You’re considered Cloaked from any adversary for whom the cloud blocks line of sight.
While you’re Vulnerable, add your level to your damage rolls.
Gain a permanent +1 bonus to your Evasion. You can use your “Shadow Stepper” feature to move within Very Far range.
Mark a Stress to become Cloaked at any time. When Cloaked from this feature, you automatically clear the Restrained condition if you have it. You remain Cloaked in this way until you roll with Fear or until your next rest.

You can take on a lupine Hybrid Form. Mark a Stress to enter that form until all your Stress is marked or the scene ends. While in the form, you gain a
When you gain a Hope while in Hybrid Form, you also mark a Stress.

Once per rest, you can place a domain card into your vault, then clear a number of Stress equal to the card’s Recall Cost.
The bonus die from your Hybrid Form increases to

The bonus die from your Hybrid Form increases to
When you succeed with Hope while in your Hybrid Form, roll a

You employ mutagenic toxins created to enhance your abilities. When you finish a rest, you can drink one such toxin to gain its effects, which last until you finish your next rest. These effects include a +1 bonus to one trait of your choice, a −1 penalty to a different trait of your choice, and your choice of one of the following benefits:
• Celerity. If you are Restrained or Vulnerable, you can mark a Stress to end the condition on yourself.
• Durable. Your Armor Score increases by 2.
• Hunter’s Senses. You have advantage on any action roll you make to track a creature, and you can see in complete darkness.

When you choose a mutagen benefit, your options also include the following:
• Nerves of Steel. Whenever you must mark a Stress, you can spend 2 Hope instead.
• Rapidity. Your Evasion increases by 1.
• Ironskin. Your Severe damage threshold increases by a number equal to your Proficiency.
You can choose two mutagen benefits instead of one. If you do, mark a Hit Point that can’t be cleared until you finish your next rest.

The trait bonus and penalty you get from your Mutagens feature changes to +2 and −2, respectively. When you choose a mutagen benefit, your options also include the following:
• Aetherblood. Within your line of sight, you can see creatures and objects that are invisible, and visual illusions appear transparent to you. If a creature or an object within your line of sight has been transformed by magic, you can see its true form.
• Fury. When you make an attack roll, you can mark a Stress to gain a bonus to the roll equal to your Proficiency.
• Steelflesh. Your Major damage threshold gains a bonus equal to your Proficiency.

When you succeed on an Action Roll with Fear, you can spend a Hope to clear a Stress.
You can briefly slip into the realm between the living and the dead. Mark a Stress to move up to Close range through creatures and object

When you use your Veilwalker feature, you can now move to a location within Far range, and you have advantage on the next action roll you make in this scene

You cannot be made Vulnerable unless all your Stress is marked.
Once per long rest, when you would mark your last Hit Point, you can mark a Stress and enter your Spectral Form instead. While in this form, you can move through physical matter and have resistance to physical damage. Additionally, when you would mark a Hit Point, you mark a Stress instead. You drop out of this form if your last Stress is marked or you clear a Hit Point.
Mark a Stress to cloak yourself in a terrifying aspect of your Patron that lasts until you take Severe damage or the scene ends:
- When you would mark an Armor Slot, you can spend 2 Favor instead.
- You gain a bonus equal to your tier on action rolls to intimidate a target.
On a successful attack, you can spend a Favor to gain a +1 bonus to your Evasion until you mark a Hit Point or take a rest.
When an adversary attacks you or an ally within Very Close range, you can spend a Favor to make them use a
Once per long rest, when you would mark any number of Hit Points, you can spend a Favor instead.
When an adversary attacks you or an ally within Very Close range, you can spend 2 Favor to temporarily Drain them. When you do, they must mark a Stress and you can clear a Stress. A Drained creature uses a
Mark a Stress to Imbue your weapon with your Patron’s fury until you deal Severe damage. On a successful Imbued weapon attack, you can spend any number of Favor to gain a +
When you fail an attack roll, you can spend a Favor to reroll it. If it fails again, mark a Stress and take the new result.
When you Imbue your weapon with your Patron’s fury, you can mark an additional Stress to increase its range by one step (Melee to Very Close, Very Close to Close, etc.).
When you succeed with Hope on an action roll against a target, you can spend a Hope to make your target mark a Stress.
You can always spend a Favor to reroll any number of your damage dice. You can continue spending Favor to reroll the same dice as many times as you’d like.
Once per rest, when you take damage, you can spend any number of Favor to target that many adversaries within Close range. Each target must mark a Hit Point.
Mark a Stress to add
- Gorgon Root: The target gains a permanent -1 penalty to their Difficulty. This can only affect them once.
- Grave Spore: The target must also mark a Stress.
- Leech Weed: Gain a +
1d6 damage bonus on this attack.
When you make a successful weapon attack, you can spend a token from this card to afflict the target with a known poison’s effect.
You also know these poisons:
- Midnight’s Veil: The target gains a permanent -2 penalty to attack rolls. This can only affect them once.
- Ghost Petal: Permanently decrease the damage dice of the target’s standard attack by one step (
d10 tod8 ,d8 tod6 , etc.). This can only affect them once.
You are immune to poisons and other toxins.
You also know these poisons:
- Blight Seed: The target gains a permanent -3 penalty to their damage thresholds. This can only affect them once.
- Fear Leaf: The damage from this attack gains a bonus equal to the result of your Fear Die.
When you afflict a target with a known poison’s effect, you can spend an additional token to inflict the effect of a second known poison.
Your primal origin allows you to modify the essence of magic itself. After you cast a spell or make an attack using a weapon that deals magic damage, you can mark a Stress to do one of the following:
- Extend the spell or attack’s reach by one range
- Gain a +2 bonus to the action roll’s result
- Double a damage die of your choice
- Hit an additional target within range
You can enhance the magic of others with your essence. When you Help an Ally with a Spellcast Roll, you can roll a
You can gather magical energy to enhance your capabilities. When you take magic damage, you become Charged. Alternatively, you can spend 2 Hope to become Charged. When you successfully make an attack that deals magic damage while Charged, you can clear your Charge to either gain a +10 bonus to the damage roll or gain a +3 bonus to the Difficulty of a reaction roll the spell causes the target to make. You stop being Charged at your next long rest.
Take an additional domain card of your level or lower from a domain you have access to.
When you Utilize an Experience, you can mark a Stress instead of spending a Hope. If you do, double your Experience modifier for that roll.
Take an additional domain card of your level or lower from a domain you have access to.
Once per rest, when you recall a domain card in your vault, you can reduce its Recall Cost by 1.
Take an additional domain card of your level or lower from a domain you have access to.
When you use an Experience, roll a
You’ve focused your studies on becoming an unconquerable force on the battlefield. Gain an additional Hit Point slot.
When you succeed with Fear on an attack roll, you deal an extra
You can maintain a protective barrier of magic. While you have at least 2 Hope, you add your Proficiency to your Evasion.
The extra magic damage from your “Face Your Fear” feature increases to
Gain a permanent +1 bonus to your damage thresholds.
When you take physical damage, you can mark an additional Armor Slot to reduce the severity.
Gain a permanent +2 bonus to your damage thresholds.
When an ally within Very Close range takes damage, you can mark an Armor Slot to reduce the severity by one threshold.
Gain a permanent +3 bonus to your damage thresholds.
When an ally within Close range has 2 or fewer Hit Points and would take damage, you can mark a Stress to sprint to their side and take the damage instead.
When you arrive in a prominent town or environment, you know somebody who calls this place home. Give them a name, note how you think they could be useful, and choose one fact from the following list:
- They owe me a favor, but they’ll be hard to find.
- They’re going to ask for something in exchange.
- They’re always in a great deal of trouble.
- We used to be together. It’s a long story.
- We didn’t part on great terms.
Once per session, you can briefly call on a shady contact. Choose one of the following benefits and describe what brought them here to help you in this moment:
- They provide 1 handful of gold, a unique tool, or a mundane object that the situation requires.
- On your next action roll, their help provides a +3 bonus to the result of your Hope or Fear Die.
- The next time you deal damage, they snipe from the shadows, adding
2d8 to your damage roll.
You can use your “Contacts Everywhere” feature three times per session. The following options are added to the list of benefits you can choose from when you use that feature:
- When you mark 1 or more Hit Points, they can rush out to shield you, reducing the Hit Points marked by 1.
- When you make a Presence Roll in conversation, they back you up. You can roll a
d20 as your Hope Die.

You can summon Angels using your Second Circle.
While you have any Angels summoned, you have advantage on Presence rolls to influence others, as the angelic power around you inspires awe and fear.
When you succeed with Hope on an attack roll, you can command one Angel to deal an extra

You can summon Archangels using your Third Circle.
While you have any Archangels summoned, the extra damage of your Hopeful Strike is
You can command an Archangel to do one of the following:
• Fly you or an ally within Very Close range to a location within Far range.
• Help an Ally within Close range without spending Hope.
The Archangel then disappears.

You can summon one Divine Manifestation at a time using your Fourth Circle.
When you summon a Divine Manifestation, place three extra Hope dice on this card. When you make an action or a reaction roll, you can roll and expend one Hope die from this card, along with your normal Hope die, and use the Hope die with the highest result. When there are no dice left on this card, the Divine Manifestation disappears.
Describe how you perform for others. You can play each song once per long rest:
- Relaxing Song: You and all allies within Close range clear a Hit Point.
- Epic Song: Make a target within Close range temporarily Vulnerable.
- Heartbreaking Song: You and all allies within Close range gain a Hope.
You are among the greatest of your craft and your skill is boundless. You can perform each of your “Gifted Performer” feature’s songs twice instead of once per long rest.
When an adversary damages an ally within Melee range, you gain a +1 bonus to your Proficiency for the next successful attack you make against that adversary.
Once per long rest, you can create a space of natural serenity within Close range. When you spend a few minutes resting within the space, clear Stress equal to your Instinct, distributed as you choose between you and your allies.
Touch a creature and spend 3 Hope . That creature clears
You can target creatures within Very Close range with your “Regeneration” feature.
Once per long rest, spend 2 Hope to clear 2 Hit Points on
Your animal transformation embodies a healing guardian spirit. When you’re in Beastform and an ally within Close range marks 2 or more Hit Points, you can mark a Stress to reduce the number of Hit Points they mark by 1.
Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:
- Fire: When an adversary within Melee range deals damage to you, they take
1d10 magic damage. - Earth: Gain a bonus to your damage thresholds equal to your Proficiency.
- Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.
- Air: You can hover, gaining advantage on Agility Rolls.
Once per rest while Channeling, you can assume an aura matching your element. The aura affects targets within Close range until your Channeling ends.
- Fire: When an adversary marks 1 or more Hit Points, they must also mark a Stress.
- Earth: Your allies gain a +1 bonus to Strength.
- Water: When an adversary deals damage to you, you can mark a Stress to move them anywhere within Very Close range of where they are.
- Air: When you or an ally takes damage from an attack beyond Melee range, reduce the damage by
1d8 .
You further embody your element. While Channeling, you gain the following benefit:
- Fire: You gain a +1 bonus to your Proficiency for attacks and spells that deal damage.
- Earth: When you would mark Hit Points, roll a
d6 per Hit Point marked. For each result of 6, reduce the number of Hit Points you mark by 1. - Water: When an attack against you succeeds, you can mark a Stress to make the attacker temporarily Vulnerable.
- Air: You gain a +1 bonus to your Evasion and can fly.
When you make a damage roll, you can mark a Stress to gain a +1 bonus to your Proficiency. Additionally, when you deal Severe damage to an adversary, they must mark a Stress.
When you’re traveling to a place you’ve previously visited or you carry an object that has been at the location before, you can identify the shortest, most direct path to your destination.
When your Focus makes an attack against you, you gain a +2 bonus to your Evasion against the attack.
Before you make an attack roll against your Focus, you can spend a Hope. On a successful attack, you remove a Fear from the GM’s Fear pool.
Gain a permanent +4 bonus to your Severe damage threshold.
While flying, you deal an extra
Your moving words boost morale. Once per session, when you encourage an ally, you can do one of the following:
- Allow them to find a mundane object or tool they need.
- Help an Ally without spending Hope.
- Give them an additional downtime move during their next rest.
Your Rally Die increases to a