Domain Cards
Browse ability cards across all nine domains. Each class unlocks two domains, and characters choose two new cards per level.
1
Gifted Tracker
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.

1
Nature's Tongue
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.

1
Vicious Entangle
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.

2
Conjure Swarm
Tekaira Armored Beetles: Mark a Stress to conjure armored beetles that encircle you. When you next take damage, reduce the severity by one threshold. You can spend a Hope to keep the beetles conjured after taking damage.
Fire Flies: Make a Spellcast Roll against all adversaries within Close range. Spend a Hope to deal 2d8+3 magic damage to targets you succeeded against.

2
Natural Familiar
Spend a Hope to summon a small nature spirit or forest critter to your side until your next rest, you cast Natural Familiar again, or the familiar is targeted by an attack. If you spend an additional Hope, you can summon a familiar that flies. You can communicate with them, make a Spellcast Roll to command them to perform simple tasks, and mark a Stress to see through their eyes.
When you deal damage to an adversary within Melee range of your familiar, you add a d6 to your damage roll.

3
Corrosive Projectile
Make a Spellcast Roll against a target within Far range. On a success, deal d6+4 magic damage using your Proficiency. Additionally, mark 2 or more Stress to make them permanently Corroded. While a target is Corroded, they gain a −1 penalty to their Difficulty for every 2 Stress you spent. This condition can stack.

3
Towering Stalk
Once per rest, you can conjure a thick, twisting stalk within Close range that can be easily climbed. Its height can grow up to Far range.
Mark a Stress to use this spell as an attack. Make a Spellcast Roll against an adversary or group of adversaries within Close range. The erupting stalk lifts targets you succeed against into the air and drops them, dealing d8 physical damage using your Proficiency.
7 domain cards