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Hedge • Moon

Hedge

Spellcast Trait: Knowledge

Play the Hedge if you want to use your craft to empower yourself and your party.

Foundation

Herbal Remedies: When you or an ally in the scene clears 1 or more Hit Points or Stress as the result of using a consumable, increase the number cleared by 1.

Enchanted Talisman: Once per rest, you can imbue a small item with your protective essence. Spend any number of Hope to place an equal number of tokens on this card. When the person holding the talisman takes damage, spend a token to reduce the number of Hit Points they mark by one. Clear all tokens from this card when you take a rest.

Specialization

Walk Between Worlds: During a moment of calm, make a Spellcast Roll (13). Once per rest on a success, you can mark a Stress 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. When the last token is removed or at the end of the scene, you return to the Mortal Realm in the same spot you left it.

Vexing Malison: You have advantage on attacks against Hexed creatures.

Mastery

Circle of Power: Once per rest, mark a circle on the ground outlining a Very Close area around you, and place a number of tokens equal to your Spellcast trait on this card. While within this circle, you and your allies gain a +2 bonus to damage thresholds, attack rolls, and Evasion. Remove a token each time you or an ally within the circle makes an action roll or evades an attack. This spell lasts until the last token is removed or you exit the circle.

Moon

Spellcast Trait: Instinct

Play the Moon if you want to embody celestial power to amplify your magic.

Foundation

Night's Glamour: Make a Spellcast Roll (13) to Glamour yourself in a bewitching facade. While Glamoured, you have advantage on rolls that leverage your illusory appearance. Additionally, adversaries within Close range must mark a Stress to attack you.

Unless you mark a Stress to maintain your Glamour, it drops when you mark a Hit Point or deal damage.

Specialization

Moonbeam: 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 your allies gain a +1 bonus to Spellcast Rolls and can see through illusions

Ire of Pale Light: When a Hexed creature within Very Far range fails an attack, they must mark a Stress.

Mastery

Lunar Phases: At the beginning of each session, roll a d6 and place it on this card. You gain the matching effect until the end of session.

Roll / Phase / Effect

1 / New / Spend a Hope to negate Minor damage

2-3 / Waxing / +2 to damage rolls

4 / Full / +3 to damage thresholds

5-6 / Waning / +1 to Evasion

Once per rest, you can spend a Hope to increase the value of this die by one. If you increase the value of a 6, it becomes a 1.

Printable cards

Foundation / Specialization / Mastery
Sage domain icon
Witch (Hope & Fear)

Hedge

Foundation

SPELLCAST TRAIT: Knowledge

Herbal Remedies: When you or an ally in the scene clears 1 or more Hit Points or Stress as the result of using a consumable, increase the number cleared by 1.

Enchanted Talisman: Once per rest, you can imbue a small item with your protective essence. Spend any number of Hope to place an equal number of tokens on this card. When the person holding the talisman takes damage, spend a token to reduce the number of Hit Points they mark by one. Clear all tokens from this card when you take a rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Sage domain icon
Witch (Hope & Fear)

Hedge

Specialization

Walk Between Worlds: During a moment of calm, make a Spellcast Roll (13). Once per rest on a success, you can mark a Stress 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. When the last token is removed or at the end of the scene, you return to the Mortal Realm in the same spot you left it.

Vexing Malison: You have advantage on attacks against Hexed creatures.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Sage domain icon
Witch (Hope & Fear)

Hedge

Mastery

Circle of Power: Once per rest, mark a circle on the ground outlining a Very Close area around you, and place a number of tokens equal to your Spellcast trait on this card. While within this circle, you and your allies gain a +2 bonus to damage thresholds, attack rolls, and Evasion. Remove a token each time you or an ally within the circle makes an action roll or evades an attack. This spell lasts until the last token is removed or you exit the circle.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Sage domain icon
Witch (Hope & Fear)

Moon

Foundation

SPELLCAST TRAIT: Instinct

Night's Glamour: Make a Spellcast Roll (13) to Glamour yourself in a bewitching facade. While Glamoured, you have advantage on rolls that leverage your illusory appearance. Additionally, adversaries within Close range must mark a Stress to attack you.

Unless you mark a Stress to maintain your Glamour, it drops when you mark a Hit Point or deal damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Sage domain icon
Witch (Hope & Fear)

Moon

Specialization

Moonbeam: 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 your allies gain a +1 bonus to Spellcast Rolls and can see through illusions

Ire of Pale Light: When a Hexed creature within Very Far range fails an attack, they must mark a Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Sage domain icon
Witch (Hope & Fear)

Moon

Mastery

Lunar Phases: At the beginning of each session, roll a d6 and place it on this card. You gain the matching effect until the end of session.

Roll / Phase / Effect

1 / New / Spend a Hope to negate Minor damage

2-3 / Waxing / +2 to damage rolls

4 / Full / +3 to damage thresholds

5-6 / Waning / +1 to Evasion

Once per rest, you can spend a Hope to increase the value of this die by one. If you increase the value of a 6, it becomes a 1.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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