Deft Deceiver: Spend a Hope to gain advantage on a roll to deceive or trick someone into believing a lie you tell them.
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.
Rogue's Dodge: Spend 3 Hope
to gain a +2 bonus to your Evasion
until the next time an attack succeeds against you. Otherwise, this bonus lasts until your next rest.
Cloaked: Any time you would be Hidden
, you are instead Cloaked. In addition to the benefits of the Hidden condition, while Cloaked you remain unseen if you are stationary when an adversary moves to where they would normally see you. After you make an attack or end a move within line of sight of an adversary, you are no longer Cloaked.
Sneak Attack: When you succeed on an attack while Cloaked or while an ally is within Melee
range of your target, add a number of d6s equal to your tier to your damage roll
.
Level 1 → Tier 1
Well-connected: 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.
Fungril Network:Make an Instinct
Roll (12) to use your mycelial array to speak with others of your ancestry. On a success, you can communicate across any distance.
Death Connection:While touching a corpse that died recently, you can mark a Stress
to extract one memory from the corpse related to a specific emotion or sensation of your choice.
Long Winter:You know how to make resources last. Once per long rest, when you choose to Repair All Armor, you can also repair an ally’s armor up to half their Base Armor Score.