Domain Cards
Browse ability cards across all nine domains. Each class unlocks two domains, and characters choose two new cards per level.

1
Deft Maneuvers
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.

1
I See it Coming
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.

1
Untouchable
Gain a bonus to your Evasion equal to half your Agility.

2
Ferocity
When you cause an adversary to mark 1 or more Hit Points, you can spend 2 Hope to increase your Evasion by the number of Hit Points they marked. This bonus lasts until after the next attack made against you.

2
Strategic Approach
After a long rest, place a number of tokens equal to your Knowledge on this card (minimum 1). The first time you move within Close range of an adversary and make an attack against them, you can spend one token to choose one of the following options:
- You make the attack with advantage.
- You clear a Stress on an ally within Melee range of the adversary.
- You add a d8 to your damage roll.
When you take a long rest, clear all unspent tokens.

3
Brace
When you mark an Armor Slot to reduce incoming damage, you can mark a Stress to mark an additional Armor Slot.

3
Tactician
When you Help an Ally, they can spend a Hope to add one of your Experiences to their roll alongside your advantage die.
When making a Tag Team Roll, you can roll a d20 as your Hope Die.
7 domain cards