Sorcerer
Starting Evasion
10
Starting HP
6
Domains
Arcana & Midnight
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.
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.
Subclasses
Elemental Origin
Channel raw magic into the shape of a particular element, bending nature to your will.
Spellcast Trait Instinct
Elementalist: Choose one of the following elements at character creation: air, earth, fire, lightning, water.
You can shape this element into harmless effects. Additionally, spend a Hope and describe how your control over this element helps an action roll you're about to make, then either gain a +2 bonus to the roll or a +3 bonus to the roll's damage.
Natural Evasion: You can call forth your element to protect you from harm. When an attack roll against you succeeds, you can mark a Stress and describe how you use your element to defend you. When you do, roll a d6 and add its result to your Evasion against the attack.
Transcendence: Once per long rest, you can transform into a physical manifestation of your element. When you do, describe your transformation and choose two of the following benefits to gain until your next rest:
- +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
Primal Origin
Extend the versatility of your spells in powerful ways, warping magic itself.
Spellcast Trait Instinct
Manipulate Magic: Your primal origin allows you to modify the essence of magic itself. After you cast a spell or make an attack using a weapon that deals magic damage, you can mark a Stress to do one of the following:
- 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
Enchanted Aid: You can enhance the magic of others with your essence. When you Help an Ally with a Spellcast Roll, you can roll a d8 as your advantage die. Once per long rest, after an ally has made a Spellcast Roll with your help, you can swap the results of their Duality Dice.
Arcane Charge: You can gather magical energy to enhance your capabilities. When you take magic damage, you become Charged. Alternatively, you can spend 2 Hope to become Charged. When you successfully make an attack that deals magic damage while Charged, you can clear your Charge to either gain a +10 bonus to the damage roll or gain a +3 bonus to the Difficulty of a reaction roll the spell causes the target to make. You stop being Charged at your next long rest.
Domain Cards
As a Sorcerer you draw cards from the Arcana and Midnight domains. All 21 cards from each domain are listed below for reference.
Level 1
Rune Ward
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.
Unleash Chaos
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.
Wall Walk
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
Pick and Pull
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).
Rain of Blades
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 d8+2 magic damage using your Proficiency.
If a target you hit is Vulnerable, they take an extra 1d8 damage.
Uncanny Disguise
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.
Level 2
Cinder Grasp
Make a Spellcast Roll against a target within Melee range. On a success, the target instantly bursts into flames, takes 1d20+3 magic damage, and is temporarily lit On Fire.
When a creature acts while On Fire, they must take an extra 2d6 magic damage if they are still On Fire at the end of their action.
Floating Eye
Spend a Hope to create a single, small floating orb that you can move anywhere within Very Far range. While this spell is active, you can see through the orb as though you're looking out from its position. You can transition between using your own senses and seeing through the orb freely. If the orb takes damage or moves out of range, the spell ends.
Midnight Spirit
Spend a Hope to summon a humanoid-sized spirit that can move or carry things for you until your next rest.
You can also send it to attack an adversary. When you do, make a Spellcast Roll against a target within Very Far range. On a success, the spirit moves into Melee range with that target. Roll a number of d6s equal to your Spellcast trait and deal that much magic damage to the target. The spirit then dissipates. You can only have one spirit at a time.
Shadowbind
Make a Spellcast Roll against all adversaries within Very Close range. Targets you succeed against are temporarily Restrained as their shadow binds them in place.
Level 3
Counterspell
You can interrupt a magical effect taking place by making a reaction roll using your Spellcast trait. On a success, the effect stops and any consequences are avoided, and this card is placed in your vault.
Flight
Make a Spellcast Roll (15). On a success, place a number of tokens equal to your Agility on this card (minimum 1). When you make an action roll while flying, spend a token from this card. After the action that spends the last token is resolved, you descend to the ground directly below you.
Chokehold
When you position yourself behind a creature who's about your size, you can mark a Stress to pull them into a chokehold, making them temporarily Vulnerable.
When a creature attacks a target who is Vulnerable in this way, they deal an extra 2d6 damage.
Veil of Night
Make a Spellcast Roll (13). On a success, you can create a temporary curtain of darkness between two points within Far range. Only you can see through this darkness. You're considered Hidden to adversaries on the other side of the veil, and you have advantage on attacks you make through the darkness. The veil remains until you cast another spell.
Level 4
Blink Out
Make a Spellcast Roll (12). On a success, spend a Hope to teleport to another point you can see within Far range. If any willing creatures are within Very Close range, spend an additional Hope for each creature to bring them with you.
Preservation Blast
Make a Spellcast Roll against all targets within Melee range. Targets you succeed against are forced back to Far range and take d8+3 magic damage using your Spellcast trait.
Stealth Expertise
When you roll with Fear while attempting to move unnoticed through a dangerous area, you can mark a Stress to roll with Hope instead.
If an ally within Close range is also attempting to move unnoticed and rolls with Fear, you can mark a Stress to change their result to a roll with Hope.
Glyph of Nightfall
Make a Spellcast Roll against a target within Very Close range. On a success, spend a Hope to conjure a dark glyph upon their body that exposes their weak points, temporarily reducing the target's Difficulty by a value equal to your Knowledge (minimum 1).
Level 5
Chain Lightning
Mark 2 Stress to make a Spellcast Roll, unleashing lightning on all targets within Close range. Targets you succeed against must make a reaction roll with a Difficulty equal to the result of your Spellcast Roll. Targets who fail take 2d8+4 magic damage. Additional adversaries not already targeted by Chain Lightning and within Close range of previous targets who took damage must also make the reaction roll. Targets who fail take 2d8+4 magic damage. This chain continues until there are no more adversaries within range.
Premonition
You can channel arcane energy to have visions of the future. Once per long rest, immediately after the GM conveys the consequences of a roll you made, you can rescind the move and consequences like they never happened and make another move instead.
Hush
Make a Spellcast Roll against a target within Close range. On a success, spend a Hope to conjure suppressive magic around the target that encompasses everything within Very Close range of them and follows them as they move.
The target and anything within the area is Silenced until the GM spends a Fear on their turn to clear this condition, you cast Hush again, or you take Major damage. While Silenced, they can't make noise and can't cast spells.
Phantom Retreat
Spend a Hope to activate Phantom Retreat where you're currently standing. Spend another Hope at any time before your next rest to disappear from where you are and reappear where you were standing when you activated Phantom Retreat. This spell ends after you reappear.
Level 6
Rift Walker
Make a Spellcast Roll (15). On a success, you place an arcane marking on the ground where you currently stand. The next time you successfully cast Rift Walker, a rift in space opens up, providing safe passage back to the exact spot where the marking was placed. This rift stays open until you choose to close it or you cast another spell.
You can drop the spell at any time to cast Rift Walker again and place the marking somewhere new.
Telekinesis
Make a Spellcast Roll against a target within Far range. On a success, you can use your mind to move them anywhere within Far range of their original position. You can throw the lifted target as an attack by making an additional Spellcast Roll against the second target you're trying to attack. On a success, deal d12+4 physical damage to the second target using your Proficiency. This spell then ends.
Dark Whispers
You can speak into the mind of any person with whom you've made physical contact. Once you've opened a channel with them, they can speak back into your mind. Additionally, you can mark a Stress to make a Spellcast Roll against them. On a success, you can ask the GM one of the following questions and receive an answer:
• Where are they?
• What are they doing?
• What are they afraid of?
• What do they cherish most in the world?
Mass Disguise
When you have a few minutes of silence to focus, you can mark a Stress to change the appearance of all willing creatures within Close range. Their new forms must share a general body structure and size, and can be somebody or something you've seen before or entirely fabricated. A disguised creature has advantage on Presence Rolls to avoid scrutiny.
Activate a Countdown (8). It ticks down as a consequence the GM chooses. When it triggers, the disguise drops.
Level 7
Arcana-Touched
When 4 or more of the domain cards in your loadout are from the Arcana domain, gain the following benefits:
• +1 bonus to your Spellcast Rolls
• Once per rest, you can switch the results of your Hope and Fear Dice.
Cloaking Blast
When you make a successful Spellcast Roll to cast a different spell, you can spend a Hope to become Cloaked. While Cloaked, you remain unseen if you are stationary when an adversary moves to where they would normally see you. When you move into or within an adversary's line of sight or make an attack, you are no longer Cloaked.
Midnight-Touched
When 4 or more of the domain cards in your loadout are from the Midnight domain, gain the following benefits:
• Once per rest, when you have 0 Hope and the GM would gain a Fear, you can gain a Hope instead.
• When you make a successful attack, you can mark a Stress to add the result of your Fear Die to your damage roll.
Vanishing Dodge
When an attack made against you that would deal physical damage fails, you can spend a Hope to envelop yourself in shadow, becoming Hidden and teleporting to a point within Close range of the attacker. You remain Hidden until the next time you make an action roll.
Level 8
Arcane Reflection
When you would take magic damage, you can spend any number of Hope to roll that many d6s. If any roll a 6, the attack is reflected back to the caster, dealing the damage to them instead.
Confusing Aura
Make a Spellcast Roll (14). Once per long rest on a success, you create a layer of illusion over your body that makes it hard to tell exactly where you are. Mark any number of Stress to make that many additional layers. When an adversary makes an attack against you, roll a number of d6s equal to the number of layers currently active. If any roll a 5 or higher, one layer of the aura is destroyed and the attack fails. If all the results are 4 or lower, you take the damage and this spell ends
Shadowhunter
Your prowess is enhanced under the cover of shadow. While you're shrouded in low light or darkness, you gain a +1 bonus to your Evasion and make attack rolls with advantage.
Spellcharge
When you take magic damage, place tokens equal to the number of Hit Points you marked on this card. You can store a number of tokens equal to your Spellcast trait.
When you make a successful attack against a target, you can spend any number of tokens to add a d6 for each token spent to your damage roll.
Level 9
Earthquake
Make a Spellcast Roll (16). Once per rest on a success, all targets within Very Far range who aren't flying must make a Reaction Roll (18). Targets who fail take 3d10+8 physical damage and are temporarily Vulnerable. Targets who succeed take half damage.
Additionally, when you succeed on the Spellcast Roll, all terrain within Very Far range becomes difficult to move through and structures within this range might sustain damage or crumble.
Sensory Projection
Once per rest, make a Spellcast Roll (15). On a success, drop into a vision that lets you clearly see and hear any place you have been before as though you are standing there in this moment. You can move freely in this vision and are not constrained by the physics or impediments of a physical body. This spell cannot be detected by mundane or magical means. You drop out of this vision upon taking damage or casting another spell.
Night Terror
Once per long rest, choose any targets within Very Close range to perceive you as a nightmarish horror. The targets must succeed on a Reaction Roll (16) or become temporarily Horrified. While Horrified, they're Vulnerable. Steal a number of Fear from the GM equal to the number of targets that are Horrified (up to the number of Fear in the GM's pool). Roll a number of d6s equal to the number of stolen Fear and deal the total damage to each Horrified target. Discard the stolen Fear.
Twilight Toll
Choose a target within Far range. When you succeed on an action roll against them that doesn't result in making a damage roll, place a token on this card. When you deal damage to this target, spend any number of tokens to add a d12 for each token spent to your damage roll. You can only hold Twilight Toll on one creature at a time.
When you choose a new target or take a rest, clear all unspent tokens.
Level 10
Adjust Reality
After you or a willing ally make any roll, you can spend 5 Hope to change the numerical result of that roll to a result of your choice instead. The result must be plausible within the range of the dice.
Falling Sky
Make a Spellcast Roll against all adversaries within Far range. Mark any number of Stress to make shards of arcana rain down from above. Targets you succeed against take 1d20+2 magic damage for each Stress marked.
Eclipse
Make a Spellcast Roll (16). Once per long rest on a success, plunge the entire area within Far range into complete darkness only you and your allies can see through. Attack rolls have disadvantage when targeting you or an ally within this shadow.
Additionally, when you or an ally succeeds with Hope against an adversary within this shadow, the target must mark a Stress.
This spell lasts until the GM spends a Fear on their turn to clear this effect or you take Severe damage.
Specter of the Dark
Mark a Stress to become Spectral until you make an action roll targeting another creature. While Spectral, you're immune to physical damage and can float and pass through solid objects. Other creatures can still see you while you're in this form.