Documente Academic
Documente Profesional
Documente Cultură
Acolyte Background
Criminal Background
Entertainer Background
Folk Hero Background
Guild Artisan Background
Hermit Background
Noble Background
Outlander Background
Sage Background
Sailor Background
Soldier Background
Street Urchin Background
On the Sly 10
Tough 10
Training 10
Tranquility 10
Wealthy 10
Denial 15
Turn Undead 20 Cleric or Paladin Class
Destroy Undead 75 Cleric Class
Destroy Undead II 100 Cleric Class
Divine Intervention 100 Cleric Class
Life Domain 10 Cleric Class
Disciple of Life 25 Cleric Class & Life Domain
Preserve Life 30 Cleric Class & Life Domain
Divine Strike 50 Cleric Class & War Domain
Preserve Life II 50 Cleric Class & Life Domain
Supreme Healing 100 Cleric Class & Life Domain
Eldritch Knight 20 Fighter Class
Weapon Bond 20 Fighter Class & Eldritch Knig
War Magic 40 Fighter Class & Eldritch Knig
Arcane Charge 50 Fighter Class & Eldritch Knig
Eldritch Strike 50 Fighter Class & Eldritch Knig
Improved War Magic 100 Fighter Class & Eldritch Knig
Expertise 15 Deception Class
Expertise II 30 Deception Class
Expertise III 60 Deception Class
Expertise IV 100 Deception Class
Conjuration (Savant) 25 Wizard Class
Minor Conjuration 10 Wizard Class & Conjuration (
Benign Transposition 30 Wizard Class & Conjuration (
Focused Conjuration 50 Wizard Class & Conjuration (
Focused Conjuration II 100 Wizard Class & Conjuration (
Evocation (Savant) 25 Wizard Class
Sculpt Spells 10 Wizard Class & Evocation (Sa
Potent Cantrip 30 Wizard Class & Evocation (Sa
Empower Evocation 50 Wizard Class & Evocation (Sa
Overchannel 100 Wizard Class & Evocation (Sa
Arcane Recovery 15 Arcane Class
Arcane Recovery II 30 Arcane Class
Arcane Recovery III 60 Arcane Class
Arcane Recovery IV 100 Arcane Class
Magical Adept 10 Arcane Class
Warcaster 20 Arcane Class
Spell Sniper 40 Arcane Class
Arcane Trickster 20 Rogue Class
Legerdemain 20 Rogue Class & Arcane Trickst
Magical Ambush 40 Rogue Class & Arcane Trickst
Versatile Trickster 50 Rogue Class & Arcane Trickst
Spell Thief 100 Rogue Class & Arcane Trickst
Thief 20 Rogue Class
Second-Storey Work 20 Rogue Class & Thief
Supreme Sneak 30 Rogue Class & Thief
Fast Hands 40 Rogue Class & Thief
Use Magic Device 50 Rogue Class & Thief
Thief's Reflexes 100 Rogue Class & Thief
Thieves' Cant 10 Rogue Class
Evasion 20 Rogue Class
Evasion II 50 Rogue Class
Evasion III 100 Rogue Class
Reliable Talent 50 Rogue Class
Sneak Attack 10 Rogue Class
Sneak Attack II 30 Rogue Class
Sneak Attack III 60 Rogue Class
Sneak Attack IV 100 Rogue Class
Stroke of Luck 100 Rogue Class
Extra Attack 30 Martial Class
Extra Attack II 60 Martial Class
Extra Attack III 100 Fighter Class
Indomitable 100 Fighter Class
Champion 20 Fighter Class
Improved Critical 10 Fighter Class & Champion
Additional Style 30 Fighter Class & Champion
Remarkable Athlete 30 Fighter Class & Champion
Superior Critical 50 Fighter Class & Champion
Survivor 100 Fighter Class & Champion
Fighting Style Archery 10 Fighter Class or Ranger Class
Fighting Style Defense 10 Martial Class
Fighting Style Dueling 10 Martial Class
Fighting Style Protection 10 Fighter Class or Paladin Clas
Fighting Style Two-Weapon Fighting 15 Fighter Class or Ranger Class
Fighting Style Great Weapon Fightin 15 Fighter Class or Paladin Clas
War Domain 10 Cleric Class
War Priest 20 Cleric Class & War Domain
Guided Strike 30 Cleric Class & War Domain
War God's Blessing 50 Cleric Class & War Domain
Divine Strike 50 Cleric Class & War Domain
Divine Strike II 100 Cleric Class & War Domain
Second Wind 10 Fighter Class
Action Surge 15 Fighter Class
Dramatic Flair 30
Recovery 30
Tricks 30
Boon Companion 35
Well Prepared 35
Fate's Hand 40
Fury 40
Observant 40
Inspiring Leader 50
Mercenary 20
Penetrating Senses 20 Elf
Riches 20 Dwarf
Skilled 20
Divine Hand 30
Double Move 30
Fair Share 15
Honed 15
Bulk Goods 20
Constitution 20 Half-Orc
Flexibility 20 Human or Half-Elf
Keen Senses 20 Half-Elf
Initiate 5
Mobile 5
Scavenger 5
Tavern Brawler 5
Herbalism 10
Merchant's Guild 10
Adherent 5
Caravan 5
Cunning 5
Dextrous 5
Fundamentals 5
Haggling 5
Acolyte Background
Criminal Background
Entertainer Background
Folk Hero Background
Guild Artisan Background
Hermit Background
Noble Background
Outlander Background
Sage Background
Sailor Background
Soldier Background
Street Urchin Background
Adherent 5
Caravan 5
Cunning 5
Dextrous 5
Fundamentals 5
Haggling 5
Initiate 5
Mobile 5
Scavenger 5
Tavern Brawler 5
Herbalism 10
Merchant's Guild 10
On the Sly 10
Tough 10
Training 10
Tranquility 10
Wealthy 10
Denial 15
Fair Share 15
Honed 15
Bulk Goods 20
Constitution 20 Half-Orc
Flexibility 20 Human or Half-Elf
Keen Senses 20 Half-Elf
Mercenary 20
Penetrating Senses 20 Elf
Riches 20 Dwarf
Skilled 20
Divine Hand 30
Double Move 30
Dramatic Flair 30
Recovery 30
Tricks 30
Boon Companion 35
Well Prepared 35
Fate's Hand 40
Fury 40
Observant 40
Inspiring Leader 50
Turn Undead 20 Cleric or Paladin Class
Destroy Undead 75 Cleric Class
Destroy Undead II 100 Cleric Class
Divine Intervention 100 Cleric Class
Life Domain 10 Cleric Class
Disciple of Life 25 Cleric Class & Life Domain
Preserve Life 30 Cleric Class & Life Domain
Divine Strike 50 Cleric Class & War Domain
Preserve Life II 50 Cleric Class & Life Domain
Supreme Healing 100 Cleric Class & Life Domain
War Domain 10 Cleric Class
War Priest 20 Cleric Class & War Domain
Guided Strike 30 Cleric Class & War Domain
War God's Blessing 50 Cleric Class & War Domain
Divine Strike 50 Cleric Class & War Domain
Divine Strike II 100 Cleric Class & War Domain
Second Wind 10 Fighter Class
Action Surge 15 Fighter Class
Fighting Style Archery 10 Fighter Class or Ranger Class
Fighting Style Defense 10 Martial Class
Fighting Style Dueling 10 Martial Class
Fighting Style Protection 10 Fighter Class or Paladin Clas
Fighting Style Two-Weapon Fighting 15 Fighter Class or Ranger Class
Fighting Style Great Weapon Fightin 15 Fighter Class or Paladin Clas
Extra Attack 30 Martial Class
Extra Attack II 60 Martial Class
Extra Attack III 100 Fighter Class
Indomitable 100 Fighter Class
Champion 20 Fighter Class
Improved Critical 10 Fighter Class & Champion
Additional Style 30 Fighter Class & Champion
Remarkable Athlete 30 Fighter Class & Champion
Superior Critical 50 Fighter Class & Champion
Survivor 100 Fighter Class & Champion
Eldritch Knight 20 Fighter Class
Weapon Bond 20 Fighter Class & Eldritch Knig
War Magic 40 Fighter Class & Eldritch Knig
Arcane Charge 50 Fighter Class & Eldritch Knig
Eldritch Strike 50 Fighter Class & Eldritch Knig
Improved War Magic 100 Fighter Class & Eldritch Knig
Expertise 15 Deception Class
Expertise II 30 Deception Class
Expertise III 60 Deception Class
Expertise IV 100 Deception Class
Thieves' Cant 10 Rogue Class
Evasion 20 Rogue Class
Evasion II 50 Rogue Class
Evasion III 100 Rogue Class
Reliable Talent 50 Rogue Class
Sneak Attack 10 Rogue Class
Sneak Attack II 30 Rogue Class
Sneak Attack III 60 Rogue Class
Sneak Attack IV 100 Rogue Class
Stroke of Luck 100 Rogue Class
Arcane Trickster 20 Rogue Class
Legerdemain 20 Rogue Class & Arcane Trickst
Magical Ambush 40 Rogue Class & Arcane Trickst
Versatile Trickster 50 Rogue Class & Arcane Trickst
Spell Thief 100 Rogue Class & Arcane Trickst
Arcane Trickster 20 Rogue Class
Legerdemain 20 Rogue Class & Arcane Trickst
Magical Ambush 40 Rogue Class & Arcane Trickst
Versatile Trickster 50 Rogue Class & Arcane Trickst
Spell Thief 100 Rogue Class & Arcane Trickst
Thief 20 Rogue Class
Second-Storey Work 20 Rogue Class & Thief
Supreme Sneak 30 Rogue Class & Thief
Fast Hands 40 Rogue Class & Thief
Use Magic Device 50 Rogue Class & Thief
Thief's Reflexes 100 Rogue Class & Thief
Arcane Recovery 15 Arcane Class
Arcane Recovery II 30 Arcane Class
Arcane Recovery III 60 Arcane Class
Arcane Recovery IV 100 Arcane Class
Magical Adept 10 Arcane Class
Warcaster 20 Arcane Class
Spell Sniper 40 Arcane Class
Conjuration (Savant) 25 Wizard Class
Minor Conjuration 10 Wizard Class & Conjuration (
Benign Transposition 30 Wizard Class & Conjuration (
Focused Conjuration 50 Wizard Class & Conjuration (
Focused Conjuration II 100 Wizard Class & Conjuration (
Evocation (Savant) 25 Wizard Class
Sculpt Spells 10 Wizard Class & Evocation (Sa
Potent Cantrip 30 Wizard Class & Evocation (Sa
Empower Evocation 50 Wizard Class & Evocation (Sa
Overchannel 100 Wizard Class & Evocation (Sa
Wild Shape 25 Druid Class
Wild Shape II 50 Druid Class
Wild Shape III 100 Druid Class
Druidic 10 Druid Class
Circle of the Land 10 Druid Class
Bonus Grace 10 Druid Class & Circle of the L
Natural Recovery 10 Druid Class & Circle of the L
Nature's Sanctuary 30 Druid Class & Circle of the L
Nature's Sanctuary II 100 Druid Class & Circle of the L
Druidic 10 Druid Class
Circle of the Moon 20 Druid Class
Combat Shape 15 Druid Class & Circle of the
Primal Strike 30 Druid Class & Circle of the
Elemental Shape 50 Druid Class & Circle of the
Thousand Forms 100 Druid Class & Circle of the
Favored Enemy 10 Ranger Class
Explorer 15 Ranger Class
Primeval Awareness 20 Ranger Class
Veteran 25 Ranger Class
Hide in Plain Sight 40 Ranger Class
Feral Senses 100 Ranger Class
Superior Hunter 100 Ranger Class & Hunter
Hunter 15 Ranger Class
Hunter's Prey 20 Ranger Class & Hunter
Hunter's Prey 20 Ranger Class & Hunter
Defensive Tactics 30 Ranger Class & Hunter
Defensive Tactics 30 Ranger Class & Hunter
Multiattack 50 Ranger Class & Hunter
Multiattack 50 Ranger Class & Hunter
Beastmaster 20 Ranger Class
Ranger's Companion 35 Ranger Class & Beastmaster
Ranger's Companion II 50 Ranger Class & Beastmaster
Bestial Fury 25 Ranger Class & Beastmaster
Bestial Fury II 50 Ranger Class & Beastmaster
Bardic Inspiration 10 Bard Class
Bardic Inspiration II 50 Bard Class
Bardic Inspiration III 100 Bard Class
Font of Inspiration 50 Bard Class
Magical Secrets 50 Bard Class
Jack of All Trades 15 Bard Class
Song of Rest 30 Bard Class
Song of Rest II 60 Bard Class
Song of Rest III 100 Bard Class
College of Lore 20 Bard Class
Proficiencies 20 Bard Class & College of Lore
Cutting Words 30 Bard Class & College of Lore
Additional Magical Secrets 60 Bard Class & College of Lore
Peerless Skill 100 Bard Class & College of Lore
College of Valor 20 Bard Class
Martial Proficiencies 20 Bard Class & College of Valo
Combat Inspiration 30 Bard Class & College of Valo
Battle Magic 100 Bard Class & College of Valo
Eldritch Invocations 20 Warlock Class
Eldritch Invocations II 30 Warlock Class
Eldritch Invocations III 40 Warlock Class
Invocation Agonizing Blast 15 Warlock Class
Invocation Book of Secrets 15 Warlock Class & Pact of the
Invocation Eldritch Spear 15 Warlock Class
Invocation Eyes of the Rune Keeper 15 Warlock Class
Invocation Repelling Blast 15 Warlock Class
Invocation Voice of the Master 15 Warlock Class & Pact of the
Pact of the Blade 25 Warlock Class
Pact of the Blade II 100 Warlock Class
Pact of the Tome 30 Warlock Class
Pact of the Tome II 100 Warlock Class
Pact of the Chain 35 Warlock Class
Pact of the Chain II 100 Warlock Class
Patron (Fey) 10 Warlock Class
Fey Presence 10 Warlock Class & Patron (Fey)
Misty Escape 40 Warlock Class & Patron (Fey)
Beguiling Defenses 60 Warlock Class & Patron (Fey)
Dark Delerium 100 Warlock Class & Patron (Fey)
Patron (Fiend) 10 Warlock Class
Dark One's Blessing 30 Warlock Class & Patron (Fie
Dark One's Own Luck 40 Warlock Class & Patron (Fie
Fiendish Resilience 60 Warlock Class & Patron (Fie
Hurl Through Hell 100 Warlock Class & Patron (Fie
Eldritch Invocations 20 Warlock Class
Eldritch Invocations II 30 Warlock Class
Invocation Agonizing Blast 15 Warlock Class
Invocation Eldritch Spear 15 Warlock Class
Invocation Voice of the Master 15 Warlock Class & Pact of the
Pact of the Blade 25 Warlock Class
Pact of the Chain 35 Warlock Class
Patron (Fey) 10 Warlock Class
Fey Presence 10 Warlock Class & Patron (Fey)
Misty Escape 40 Warlock Class & Patron (Fey)
Beguiling Defenses 60 Warlock Class & Patron (Fey)
Dark Delerium 100 Warlock Class & Patron (Fey)
Pact of the Tome 30 Warlock Class
Patron (Fiend) 10 Warlock Class
Dark One's Blessing 30 Warlock Class & Patron (Fie
Dark One's Own Luck 40 Warlock Class & Patron (Fie
Fiendish Resilience 60 Warlock Class & Patron (Fie
Devil's Horns TROPHY
Favored Enemy 10 Ranger Class
Explorer 15 Ranger Class
Primeval Awareness 20 Ranger Class
Veteran 25 Ranger Class
Hide in Plain Sight 40 Ranger Class
Feral Senses 100 Ranger Class
Hunter 15 Ranger Class
Hunter's Prey 20 Ranger Class & Hunter
Hunter's Prey 20 Ranger Class & Hunter
Defensive Tactics 30 Ranger Class & Hunter
Defensive Tactics 30 Ranger Class & Hunter
Multiattack 50 Ranger Class & Hunter
Multiattack 50 Ranger Class & Hunter
Beastmaster 20 Ranger Class
Ranger's Companion 35 Ranger Class & Beastmaster
Ranger's Companion II 50 Ranger Class & Beastmaster
Bestial Fury 25 Ranger Class & Beastmaster
Bestial Fury II 50 Ranger Class & Beastmaster
Wild Shape 25 Druid Class
Wild Shape II 50 Druid Class
Wild Shape III 100 Druid Class
Druidic 10 Druid Class
Circle of the Land 10 Druid Class
Bonus Grace 10 Druid Class & Circle of the L
Natural Recovery 10 Druid Class & Circle of the L
Nature's Sanctuary 30 Druid Class & Circle of the L
Nature's Sanctuary II 100 Druid Class & Circle of the L
Druidic 10 Druid Class
Circle of the Moon 20 Druid Class
Combat Shape 15 Druid Class & Circle of the
Primal Strike 30 Druid Class & Circle of the
Elemental Shape 50 Druid Class & Circle of the
Thousand Forms 100 Druid Class & Circle of the
Woodsman Background
Recluse Background
Wildling Background
Monster Hunter 35
Blessings of Lycanthropy III 35 Lycanthropy
Resistance to Lycanthropy III 15 Lycanthropy
Pureblood BackgroundDragonborn
Heritage 15 Dragonborn
Savage Bite 25 Lizardfolk
Idle Hands 25 Lizardfolk
Uncommon Lore 30 Lizardfolk
Thick Skin 15 Lizardfolk
Advanced Researcher 25 Researcher
Detect Strong Magic 45 Firbolg
Detect (Arcane) Magic 15 Firbolg
Detect (Deception) Magic 15 Firbolg
Detect (Martial) Magic 15 Firbolg
Luminous Transformation 20 Aasimar Mission (Protector)
Radiant Soul 40 Aasimar Mission (Protector)
Searing Transformation 20 Aasimar Mission (Scourge)
Radiant Consumption 40 Aasimar Mission (Scourge) &
Dark Transformation 20 Aasimar Mission (Fallen)
Necrotic Shroud 40 Aasimar Mission (Fallen) &
Sharpened Curiosity 25 Tabaxi
Method Acting 20 Kobold
Hearth and Home 60 Halfling
Uninvited Guests 15 Halfling
Opportunist 10 Half-Elf
Embarassment of Riches 20 Dwarf
Forge Domain 10 Cleric Class
Artisan's Blessing 10 Cleric Class & Forge Domain
Soul of the Forge 25 Cleric Class & Forge Domain
Divine Strike 50 Cleric Class & Forge Domain
Saint of Forge and Fire 100 Cleric Class & Forge Domain
Trickery Domain 10 Cleric Class
Invoke Duplicity 20 Cleric Class & Trickery Doma
Cloak of Shadows 30 Cleric Class & Trickery Doma
Divine Strike 50 Cleric Class & Trickery Doma
Improved Duplicity 100 Cleric Class & Trickery Doma
Circle of Dreams 15 Druid Class
Balm of the Summer Court 10 Druid Class & Circle of Drea
Hearth of Moonlight and Shadow 35 Druid Class & Circle of Drea
Hidden Paths 40 Druid Class & Circle of Drea
Walker in Dreams 100 Druid Class & Circle of Drea
Cavalier 20 Fighter Class
Warding Maneuver 10 Fighter Class & Cavalier
Unwavering Mark 25 Fighter Class & Cavalier
Hold the Line 60 Fighter Class & Cavalier
Ferocious Charger 100 Fighter Class & Cavalier
Monster Slayer 15 Ranger Class
Hunter's Sense 10 Ranger Class & Monster Slay
Slayer's Prey 35 Ranger Class & Monster Slay
Supernatural Defense 50 Ranger Class & Monster Slay
Nemesis 100 Ranger Class & Monster Slay
Ancestral Guardians 15 Barbarian Class
Ancestral Protectors 15 Barbarian Class & Ancestral
Spirit Shield 30 Barbarian Class & Ancestral
Consult the Spirits 65 Barbarian Class & Ancestral
Vengeful Ancestors 100 Barbarian Class & Ancestral
Poisoner (Apprentice) Crafting 20 Deception Class
Poisoner (Journeyman) Crafting 30 Deception Class & Poisoner (
Poisoner (Master) Crafting 30 Deception Class & Poisoner
Assassin 10 Rogue Class
Quick Strike 25 Rogue Class & Assassin
Infiltration 35 Rogue Class & Assassin
Imposter 60 Rogue Class & Assassin
Death Strike 100 Rogue Class & Assassin
Scout 20 Rogue Class
Superior Mobility 15 Rogue Class & Scout
Survivalist 20 Rogue Class & Scout
Skirmisher 50 Rogue Class & Scout
Ambush Master 100 Rogue Class & Scout
College of Whispers 20 Bard Class
Psychic Blades 15 Bard Class & College of Whi
Words of Terror 30 Bard Class & College of Whi
Mantle of Whispers 50 Bard Class & College of Whi
Shadow Lore 100 Bard Class & College of Whi
Illusionist (Savant) 25 Wizard Class
Improved Minor Illusion 10 Wizard Class & Illusionist (S
Malleable Illusions 35 Wizard Class & Illusionist (S
Self-Reflection 50 Wizard Class & Illusionist (S
Illusory Reality 100 Wizard Class & Illusionist (S
War Magic 10 Wizard Class
Tactical Wit 10 Wizard Class & War Magic
Power Surge 20 Wizard Class & War Magic
Artifice Affinity 40 Wizard Class & War Magic
Arcane Shroud 100 Wizard Class & War Magic
Patron (Great Old One) 10 Warlock Class
Awakened Mind 10 Warlock Class & Patron (Gre
Entropic Ward 60 Warlock Class & Patron (Gre
Thought Shield 60 Warlock Class & Patron (Gre
Create Thrall 100 Warlock Class & Patron (Gre
Sorcery Points 50 Sorcerer Class
Sorcery Points II 100 Sorcerer Class
Distant Spell - Metamagic 15 Sorcerer Class
Empowered Spell - Metamagic 15 Sorcerer Class
Extended Spell - Metamagic 15 Sorcerer Class
Heightened Spell - Metamagic 15 Sorcerer Class
Twinned Spell - Metamagic 25 Sorcerer Class
Draconic Ancestry Origin 0 Sorcerer Class
Draconic Heritage 20 Sorcerer Class & Draconic An
Draconic Affinity 35 Sorcerer Class & Draconic An
Dragon Wings 60 Sorcerer Class & Draconic An
Draconic Presence 100 Sorcerer Class & Draconic An
Wild Magic Origin 0 Sorcerer Class
Tides of Chaos 20 Sorcerer Class & Wild Magic
Bend Luck 30 Sorcerer Class & Wild Magic
Controlled Chaos 50 Sorcerer Class & Wild Magic
Spell Bombardment 100 Sorcerer Class & Wild Magic
Skill (Rage) 20 Barbarian Class
Defensive (Rage) 20 Barbarian Class
Offensive (Rage) 20 Barbarian Class
Very Angry 50 Barbarian Class
Anger Management 15 Barbarian Class
Relentless Raging 100 Barbarian Class
Unarmored Defense 15 Barbarian Class
Reckless Attack 20 Barbarian Class
Danger Sense 10 Barbarian Class
Feral Instinct 50 Barbarian Class
Brutal Critical 100 Barbarian Class
Totemic Attunement (Bear) 100 Barbarian Class & Totem War
Berserker 10 Barbarian Class
Frenzied 20 Barbarian Class & Berserker
Mindless Raging 20 Barbarian Class, Berserker, &
Intimidating Presence 30 Barbarian Class & Berserker
Retaliation 80 Barbarian Class & Berserker
Totemic Attunement (Wolf) 100 Barbarian Class & Totem War
Totem Warrior 25 Barbarian Class
Totem Spirit (Bear) 15 Barbarian Class & Totem War
Totem Spirit (Wolf) 15 Barbarian Class & Totem War
Aspect of the Beast (Bear) 35 Barbarian Class & Totem War
Aspect of the Beast (Wolf) 35 Barbarian Class & Totem War
Spirit Walker 60 Barbarian Class & Totem War
Lycanthropy Curse
Blessings of Lycanthropy I Campaign +Lycanthropy
Resistance to Lycanthropy I 5 Lycanthropy
Blessings of Lycanthropy II Campaign +Lycanthropy
Resistance to Lycanthropy II 10 Lycanthropy
Pirate Background
Native Eladrin BackgroundElf
Coastal Veteran 5
The Moonshae Court 15
Prophecy Research 35
Ki-Rin Horn TROPHY
Bardic Inspiration 10 Bard Class
Bardic Inspiration II 50 Bard Class
Font of Inspiration 50 Bard Class
Magical Secrets 50 Bard Class
Jack of All Trades 15 Bard Class
Song of Rest 30 Bard Class
Song of Rest II 60 Bard Class
Poisoner (Apprentice) Crafting 20 Deception Class
Poisoner (Journeyman) Crafting 30 Deception Class & Poisoner (
Poisoner (Master) Crafting 30 Deception Class & Poisoner
Sorcery Points 50 Sorcerer Class
Sorcery Points II 100 Sorcerer Class
Distant Spell - Metamagic 15 Sorcerer Class
Empowered Spell - Metamagic 15 Sorcerer Class
Extended Spell - Metamagic 15 Sorcerer Class
Heightened Spell - Metamagic 15 Sorcerer Class
Twinned Spell - Metamagic 25 Sorcerer Class
Alchemy (Apprentice) Crafting 20 Arcane Class
Alchemy (Journeyman) Crafting 30 Arcane Class & Alchemy (App
Alchemy (Master) Crafting 30 Arcane Class & Alchemy (Jou
Skill (Rage) 20 Barbarian Class
Defensive (Rage) 20 Barbarian Class
Offensive (Rage) 20 Barbarian Class
Very Angry 50 Barbarian Class
Anger Management 15 Barbarian Class
Relentless Raging 100 Barbarian Class
Unarmored Defense 15 Barbarian Class
Reckless Attack 20 Barbarian Class
Danger Sense 10 Barbarian Class
Feral Instinct 50 Barbarian Class
Brutal Critical 100 Barbarian Class
Galen's Key TROPHY
Pureblood BackgroundDragonborn
Geas BackgroundGithyanki
Description
Once per game, during your turn: Exchange [2] for G.
Once per game, during your turn: Discard one card for 1 gold.
Once per game, during your turn: Discard a card and you may permanently ignore a Requires X Play/Purchase/Class on one ca
Once per game, during your turn: Exchange 2 HP for 1 gold.
Once per game, during your turn: Exchange [2] for R.
Once per game, during your turn: Exchange 1 gold to draw one card.
Once per game, during your turn: Exchange 1 gold to for 1 HP.
Once per game, during your turn: Discard one card for 1 HP.
Once per game, during your turn: Exchange [2] for A.
Once per game, during your turn: Exchange 2 HP to draw one card.
Once per game, during your turn: Exchange [2] for M.
Once per game, during your turn: Steal one gold from another player.
When you purchase a card, pay 1 less gold and put the card into your discard instead of your hand.
Continuous: Increase your starting HP by 1.
Continuous: Increase your starting hand by 1.
When you are forced to discard one or more cards, draw a card after discarding.
Continuous: Increase your starting gold by 1.
Each time you would heal, gain 1 gold instead.
Once per Scene: All Undead encounters must Save. Failure: Those encounters must skip their next attack.
Once per Scene: All Undead encounters must Save. Failure: Those encounters must skip their next attack and take 1 level of da
Once per Scene: All Undead encounters must Save. Failure: Those encounters must skip their next attack and take 2 levels of d
Once per game, during your turn: Shuffle your discard into your draw deck. Choose a number of cards to draw. If any of them
Equipment Pack: You must remove one M card and add one G card.
When you heal a character, return one Grace card from your discard to your hand.
Once per Scene, during your turn: Discard one Grace card to heal any character 1 HP.
During your turn, your first non-Basic card to deal damage deals +G. (If a card deals damage to multiple targets, this only applie
Once per Scene, during your turn: Discard one Grace card to heal any character 1 HP and yourself 1 HP.
When healing any character, make a Devotion Check. Success: Heal +1 HP.
You also count as A Class. Equipment Pack: You must add one A card and remove one M card.
During your turn, discard any one A card to draw one card.
Every time you play a Cantrip card, deal +M.
Once per Scene, during your turn: Move all encounters facing one player to face you. If you discard any one A card, each encou
If you deal damage from two M cards and one A card against the same encounter, deal +AA to the same encounter
All A cards gain [SWORD ICON].
Before the game starts, purchase any R card costing 2 or less.
Before the game starts, purchase a R card costing 2 or less and replace a Stealth card with it.
Before the game starts, purchase any two R cards, each costing 2 or less, and replace up to two Stealth cards with them.
Before the game starts, purchase up to three R cards, each costing 2 or less, and replace up to three Stealth cards with them.
All Conjuration cards cost -1. Equipment Pack: You must add one A card and remove one card of any type.
Once per turn: Exchange [2] for M or R.
Once per Scene, during your turn: Swap all encounters and Locations facing you with those of an adjacent player.
Once per Scene: After you play a Conjuration card, place it on top of your draw deck instead of in your discard.
Once per Scene: After you play a Conjuration card, place it in your hand instead of in your discard.
All Evocation cards cost -1. Equipment Pack: You must add one A card and remove one card of any type.
Whenever an Evocation card deals damage to multiple encounters, it can also deal that multiple element to one additional enc
If you play two Cantrips on the same encounter, deal +A to the same encounter.
During your turn, discard any card to add twice its cost in colorless damage to any Evocation card's damage.
During your turn, add +[2] to all non-Basic A cards.
During a Short Rest: Draw one card and discard one card.
During a Short Rest: Draw up to two cards. Then discard that number of cards.
During a Short Rest: Draw up to two cards. Then discard one card.
During a Short Rest: Draw up to three cards. For each card drawn you must pay HP or discard one card.
During your turn, discard one A card to buy one A card costing 5 or less from the Market and play it immediately.
Continuous: You may use any Armor. You may use any Shield except Deception; your Shield Magic Item Limitations is 1. Equipm
Deal damage from Cantrip cards anywhere on the damage Track.
You also count as A Class. Equipment Pack: You must add one A card and remove one R card.
Play A and R cards against Locations as Assists.
During your turn, when dealing R damage to an encounter not facing you, deal it +A.
During your turn, if you play A and R cards, return a Basic card to your hand from your discard.
Once per Scene: Choose a A encounter. This encounter must skip its next attack. The player deals its damage as colorless again
Increase your starting gold by 1. Equipment Pack: You must add one R card and remove one card of any type.
During your turn, you may move normally or move after your Deal Damage phase.
If you play no cards during your turn, you may return any Basic card from your discard to your hand.
During your turn, make a Deception Check. Success: You may leave the card on top of your deck
At the start of the game: You ignore all Class restrictions on Magic Items. Your Magic Items deal +[1].
When a non-token encounter is placed facing you (including during the Encounter phase), immediately return a card from your
During your turn, any other player with Thieves' Cant may play one card as if it had Assist.
During your turn, discard one card to have one encounter facing you deal -1 damage.
During your turn, discard two cards to have all encounters facing you deal -1 damage.
During your turn, discard one card to have all encounters facing you deal -1 damage.
When you succeed on a Deception Check, pay 1 gold to draw the revealed card.
During your turn, discard a card to deal R.
During your turn, discard a card to deal your choice of M, G, R, or A.
During your turn, discard a card to deal your choice of M1, G1, R1, or A1.
During your turn, discard a card to deal your choice of MM, GG, RR, or AA.
Deal damage from Deception cards anywhere on the damage track.
When you defeat an encounter matching your Class Type, gain [SWORD ICON].
When you defeat any encounter, gain [SWORD ICON].
When you defeat any encounter, gain [SWORD ICON][SWORD ICON].
When you succeed at a Skill Check, draw the revealed card.
Equipment Pack: You must add one M card and remove one card of any type.
During your turn, if you clear two or more M levels against the same encounter, deal +M.
Continuous: Choose one additional Fighting Style.
When making a Martial Check, leave the revealed card on top of your draw deck instead of burying it.
During your turn, if you clear two or more M levels against the same encounter, deal one additional level of damage.
If you have less than half your starting HP, you heal 1 HP at the start of your turn.
Discard two Glory cards to Assist: M. (Does not require a Feature slot.)
During your turn, discard two Glory cards to have an encounter deal -1 damage. (Does not require a Feature slot.)
If you play Glory cards on two different encounters, deal M to a third encounter. (Does not require a Feature slot.)
During another player's turn, discard two Glory cards to have an encounter deal -1 damage. (Does not require a Feature slot.)
If you play two Glory cards on the same encounter, they deal [3] instead of the normal damage. (Does not require a Feature slo
Continuous: You can never play more than one Glory card during your turn, but it deals MM. (Does not require a Feature slot.)
You also count as M Class. Equipment Pack: You must add one M card; may remove one G card.
When you play non-Basic M and G cards during your same turn, deal +M or +G damage.
During your turn, discard one Grace card to add +[2] to any M card you play.
Once per Scene: Change up to 4 damage from a single source to any one color.
During your turn, your first non-Basic card to deal damage each turn deals +G. (If a card deals damage to multiple targets, this
Your first non-Basic card to deal damage each turn deals +G. (If a card deals damage to multiple targets, this only applies to on
Once per game, during a Short Rest: You heal 1 HP.
Short Rest: Draw one card and discard one card.
If you play two cards during another player's turn, pay 1 gold to draw one card.
When you defeat a non-token encounter that matches your primary Class Type, heal 1 HP.
During your turn, discard the top card of your deck.
When you play a second card during another player's turn, that card deals +[1] damage.
During your turn, pay 2 gold to draw one card.
Once per game: At the start of the Dragonfire phase, move the Dragonfire Deck one player to the left. (That new player is now
Once per turn: If you would heal, draw one card instead.
During your turn, discard two non-Basic cards of the same color to return another card of that color from your discard to your
Deal [1] during your turn. (You need not play any cards.)
When you defeat a non-token encounter that matches your primary Class Type, its gold value increases by 1.
If your Keen Senses Skill Check is a Success, ignore the Surprise effect entirely.
Continuous: Increase your starting gold by 1.
When you defeat a non-token encounter that matches your primary Class Type, draw one card, then discard one card.
When you play at least one card of each color in a turn, heal 1HP.
Deal +[1] damage with a card if you play another card with the same name that turn.
When another player defeats an encounter facing you, gain gold equal to the active player's share instead of your normal share
When you play only one card during your turn, it deals +[1] damage.
If you buy two cards that match your primary Class Type during a turn, pay 1 less gold for the second card.
Continuous: Increase your starting HP by 1.
Continuous: Increase your starting hand by 1.
Make a Skill Check. Success: Shift Surprise effect one player to the left.
Exchange [2] for A.
When you purchase a card that costs 8 or more, move a non-Location encounter.
When you purchase a card that costs 8 or more, return a Basic card from your discard to your hand.
Exchange [2] for M.
Once per game: Pay 3 gold to heal a character 1 HP.
At the start of the game, add 1 Market Slot.
Exchange [2] for G.
Once per game, during your turn: Cycle all cards in the Market.
Exchange [2] for R.
When you purchase a card that costs 8 or more, draw a card, then discard a card.
At the start of the game, add one Basic card to your Equipment Pack.
When you purchase a card that costs 6 or more, gain 1 gold.
Once per game, during your turn: Exchange [2] for G.
Once per game, during your turn: Discard one card for 1 gold.
Once per game, during your turn: Discard a card and you may permanently ignore a Requires X Play/Purchase/Class on one ca
Once per game, during your turn: Exchange 2 HP for 1 gold.
Once per game, during your turn: Exchange [2] for R.
Once per game, during your turn: Exchange 1 gold to draw one card.
Once per game, during your turn: Exchange 1 gold to for 1 HP.
Once per game, during your turn: Discard one card for 1 HP.
Once per game, during your turn: Exchange [2] for A.
Once per game, during your turn: Exchange 2 HP to draw one card.
Once per game, during your turn: Exchange [2] for M.
Once per game, during your turn: Steal one gold from another player.
Exchange [2] for G.
Once per game, during your turn: Cycle all cards in the Market.
Exchange [2] for R.
When you purchase a card that costs 8 or more, draw a card, then discard a card.
At the start of the game, add one Basic card to your Equipment Pack.
When you purchase a card that costs 6 or more, gain 1 gold.
Exchange [2] for A.
When you purchase a card that costs 8 or more, move a non-Location encounter.
When you purchase a card that costs 8 or more, return a Basic card from your discard to your hand.
Exchange [2] for M.
Once per game: Pay 3 gold to heal a character 1 HP.
At the start of the game, add 1 Market Slot.
When you purchase a card, pay 1 less gold and put the card into your discard instead of your hand.
Continuous: Increase your starting HP by 1.
Continuous: Increase your starting hand by 1.
When you are forced to discard one or more cards, draw a card after discarding.
Continuous: Increase your starting gold by 1.
Each time you would heal, gain 1 gold instead.
When another player defeats an encounter facing you, gain gold equal to the active player's share instead of your normal share
When you play only one card during your turn, it deals +[1] damage.
If you buy two cards that match your primary Class Type during a turn, pay 1 less gold for the second card.
Continuous: Increase your starting HP by 1.
Continuous: Increase your starting hand by 1.
Make a Skill Check. Success: Shift Surprise effect one player to the left.
When you defeat a non-token encounter that matches your primary Class Type, its gold value increases by 1.
If your Keen Senses Skill Check is a Success, ignore the Surprise effect entirely.
Continuous: Increase your starting gold by 1.
When you defeat a non-token encounter that matches your primary Class Type, draw one card, then discard one card.
When you play at least one card of each color in a turn, heal 1HP.
Deal +[1] damage with a card if you play another card with the same name that turn.
If you play two cards during another player's turn, pay 1 gold to draw one card.
When you defeat a non-token encounter that matches your primary Class Type, heal 1 HP.
During your turn, discard the top card of your deck.
When you play a second card during another player's turn, that card deals +[1] damage.
During your turn, pay 2 gold to draw one card.
Once per game: At the start of the Dragonfire phase, move the Dragonfire Deck one player to the left. (That new player is now
Once per turn: If you would heal, draw one card instead.
During your turn, discard two non-Basic cards of the same color to return another card of that color from your discard to your
Deal [1] during your turn. (You need not play any cards.)
Once per Scene: All Undead encounters must Save. Failure: Those encounters must skip their next attack.
Once per Scene: All Undead encounters must Save. Failure: Those encounters must skip their next attack and take 1 level of da
Once per Scene: All Undead encounters must Save. Failure: Those encounters must skip their next attack and take 2 levels of d
Once per game, during your turn: Shuffle your discard into your draw deck. Choose a number of cards to draw. If any of them
Equipment Pack: You must remove one M card and add one G card.
When you heal a character, return one Grace card from your discard to your hand.
Once per Scene, during your turn: Discard one Grace card to heal any character 1 HP.
During your turn, your first non-Basic card to deal damage deals +G. (If a card deals damage to multiple targets, this only applie
Once per Scene, during your turn: Discard one Grace card to heal any character 1 HP and yourself 1 HP.
When healing any character, make a Devotion Check. Success: Heal +1 HP.
You also count as M Class. Equipment Pack: You must add one M card; may remove one G card.
When you play non-Basic M and G cards during your same turn, deal +M or +G damage.
During your turn, discard one Grace card to add +[2] to any M card you play.
Once per Scene: Change up to 4 damage from a single source to any one color.
During your turn, your first non-Basic card to deal damage each turn deals +G. (If a card deals damage to multiple targets, this
Your first non-Basic card to deal damage each turn deals +G. (If a card deals damage to multiple targets, this only applies to on
Once per game, during a Short Rest: You heal 1 HP.
Short Rest: Draw one card and discard one card.
Discard two Glory cards to Assist: M. (Does not require a Feature slot.)
During your turn, discard two Glory cards to have an encounter deal -1 damage. (Does not require a Feature slot.)
If you play Glory cards on two different encounters, deal M to a third encounter. (Does not require a Feature slot.)
During another player's turn, discard two Glory cards to have an encounter deal -1 damage. (Does not require a Feature slot.)
If you play two Glory cards on the same encounter, they deal [3] instead of the normal damage. (Does not require a Feature slo
Continuous: You can never play more than one Glory card during your turn, but it deals MM. (Does not require a Feature slot.)
When you defeat an encounter matching your Class Type, gain [SWORD ICON].
When you defeat any encounter, gain [SWORD ICON].
When you defeat any encounter, gain [SWORD ICON][SWORD ICON].
When you succeed at a Skill Check, draw the revealed card.
Equipment Pack: You must add one M card and remove one card of any type.
During your turn, if you clear two or more M levels against the same encounter, deal +M.
Continuous: Choose one additional Fighting Style.
When making a Martial Check, leave the revealed card on top of your draw deck instead of burying it.
During your turn, if you clear two or more M levels against the same encounter, deal one additional level of damage.
If you have less than half your starting HP, you heal 1 HP at the start of your turn.
You also count as A Class. Equipment Pack: You must add one A card and remove one M card.
During your turn, discard any one A card to draw one card.
Every time you play a Cantrip card, deal +M.
Once per Scene, during your turn: Move all encounters facing one player to face you. If you discard any one A card, each encou
If you deal damage from two M cards and one A card against the same encounter, deal +AA to the same encounter
All A cards gain [SWORD ICON].
Before the game starts, purchase any R card costing 2 or less.
Before the game starts, purchase a R card costing 2 or less and replace a Stealth card with it.
Before the game starts, purchase any two R cards, each costing 2 or less, and replace up to two Stealth cards with them.
Before the game starts, purchase up to three R cards, each costing 2 or less, and replace up to three Stealth cards with them.
During your turn, any other player with Thieves' Cant may play one card as if it had Assist.
During your turn, discard one card to have one encounter facing you deal -1 damage.
During your turn, discard two cards to have all encounters facing you deal -1 damage.
During your turn, discard one card to have all encounters facing you deal -1 damage.
When you succeed on a Deception Check, pay 1 gold to draw the revealed card.
During your turn, discard a card to deal R.
During your turn, discard a card to deal your choice of M, G, R, or A.
During your turn, discard a card to deal your choice of M1, G1, R1, or A1.
During your turn, discard a card to deal your choice of MM, GG, RR, or AA.
Deal damage from Deception cards anywhere on the damage track.
You also count as A Class. Equipment Pack: You must add one A card and remove one R card.
Play A and R cards against Locations as Assists.
During your turn, when dealing R damage to an encounter not facing you, deal it +A.
During your turn, if you play A and R cards, return a Basic card to your hand from your discard.
Once per Scene: Choose a A encounter. This encounter must skip its next attack. The player deals its damage as colorless again
You also count as A Class. Equipment Pack: You must add one A card and remove one R card.
Play A and R cards against Locations as Assists.
During your turn, when dealing R damage to an encounter not facing you, deal it +A.
During your turn, if you play A and R cards, return a Basic card to your hand from your discard.
Once per Scene: Choose a A encounter. This encounter must skip its next attack. The player deals its damage as colorless again
Increase your starting gold by 1. Equipment Pack: You must add one R card and remove one card of any type.
During your turn, you may move normally or move after your Deal Damage phase.
If you play no cards during your turn, you may return any Basic card from your discard to your hand.
During your turn, make a Deception Check. Success: You may leave the card on top of your deck
At the start of the game: You ignore all Class restrictions on Magic Items. Your Magic Items deal +[1].
When a non-token encounter is placed facing you (including during the Encounter phase), immediately return a card from your
During a Short Rest: Draw one card and discard one card.
During a Short Rest: Draw up to two cards. Then discard that number of cards.
During a Short Rest: Draw up to two cards. Then discard one card.
During a Short Rest: Draw up to three cards. For each card drawn you must pay HP or discard one card.
During your turn, discard one A card to buy one A card costing 5 or less from the Market and play it immediately.
Continuous: You may use any Armor. You may use any Shield except Deception; your Shield Magic Item Limitations is 1. Equipm
Deal damage from Cantrip cards anywhere on the damage Track.
All Conjuration cards cost -1. Equipment Pack: You must add one A card and remove one card of any type.
Once per turn: Exchange [2] for M or R.
Once per Scene, during your turn: Swap all encounters and Locations facing you with those of an adjacent player.
Once per Scene: After you play a Conjuration card, place it on top of your draw deck instead of in your discard.
Once per Scene: After you play a Conjuration card, place it in your hand instead of in your discard.
All Evocation cards cost -1. Equipment Pack: You must add one A card and remove one card of any type.
Whenever an Evocation card deals damage to multiple encounters, it can also deal that multiple element to one additional enc
If you play two Cantrips on the same encounter, deal +A to the same encounter.
During your turn, discard any card to add twice its cost in colorless damage to any Evocation card's damage.
During your turn, add +[2] to all non-Basic A cards.
Once per Scene: If you play no cards during your turn, deal [G][1] and you take no damage.
Once per Scene: If you play no cards during your turn, deal [G][G][1] and you take no damage.
Once per Scene: If you play no cards during your turn, deal [G][G][G] and you take no damage. Additionally, move one encount
During your turn, any other player with Druidic may play one card as if it had Assist.
Permanently choose a Class Type to be your Chosen Type: ____. Equipment Pack: You must remove one G card and add one B
If you played no [G] cards on your turn, deal [G].
During a Short Rest: Shuffle one card from your discard into your deck.
When a card you played deals damage to an encounter whose color matches the Chosen Type, it must Save. Failure: That enco
When a card you played deals damage to an encounter whose color matches the Chosen Type, it must Save. Failure: That enco
During your turn, any other player with Druidic may play one card as if it had Assist.
Increase your starting HP by 1. Equipment Pack: You must remove one G card and add either one M or one R card.
When you activate Wild Shape, discard two cards to heal 1 HP.
Wild Shape deals +[2].
Wild Shape deals +[1]. Additionally, exchange all of Wild Shape's [G] for [G], [A], [M], or [R].
Activate Wild Shape twice per Scene.
Permanently choose a non-Humanoid Encounter Type to be your Chosen Enemy: ____. During your turn, the first M damage d
Permanently choose an Encounter Environment that is not Dungeon or City: ___. Once per Scene: During your turn, if current
At the end of the Encounter phase, swap each Chosen Enemy encounter in play with another encounter facing you.
Continuous: Favored Enemy & Explorer Features do not require Feature slots.
Choose one encounter attacking you during the first round of a Scene. It must Save. Failure: That encounter must skip its next
Continuous: Increase your starting cards, starting gold and starting HP by 2. Permanently lose Feature Slot 6.
During your turn, choose an encounter facing you and deal its damage as colorless against another encounter.
Increase your starting hand by 1 and decrease your starting gold by 1. Equipment Pack: You must add one M card and remove
During your turn, if you play Hunter's Mark, return a Glory card from your discard to your hand.
During your turn, when facing multiple encounters, one Glory card deals M to another encounter facing you.
You may ignore Surprise effects.
When making a Skill Check due to an encounter or Dragonfire card, do so twice.
Once per Scene: An Assist you play deals non-level damage to all encounters facing another player.
Once per Scene: During your turn, one card you play deals non-level damage to all encounters facing you.
Increase your starting HP by 2 and decrease your starting gold by 1. Equipment Pack: You must add one G card and remove on
During your turn, reveal the top card of your deck. If it is a Basic card, play it; otherwise discard it.
During your turn, reveal the top card of your deck. If it is a Basic card, play it; otherwise, you may discard it or bury it.
Activate Ranger's Companion twice per turn.
Activate Ranger's Companion twice per turn. If you reveal a non-Basic card, deal its full damage but you cannot use its text.
Discard a Performance card to let another player attempt a Skill Check again.
Discard a Performance card to let another player attempt a Skill Check again or to deal +[2] damage.
Discard a Performance card to let another player attempt a Skill Check again, to deal +[2] damage, or to draw a card.
Continuous: Equipment Pack: You must add one Performance card and remove one card of any type.
Once per Scene: Discard a card to play one A or G card from another player's discard costing 4 or less, ignoring any Play/Purcha
During play, Performance cards count as Deception.
At the end of a Short Rest: Heal any character 1 HP.
At the end of a Short Rest: Heal up to 2 HP, distributed as you choose.
At the end of a Short Rest: Heal up to 3 HP, distributed as you choose.
Increase your starting hand by 1. Equipment Pack: You must add one Basic A, G, R, or M card.
Before the game starts, you may buy any Market card costing 2 or less and replace a Basic card of the same color with it.
After an encounter Saves, discard a card to make it Save a second time. Additionally, that encounter deals -1 damage.
Continuous: Buy and play A Market and Magic Item cards as if you are A Class. All A cards cost -1.
If Performance is played with another card, duplicate that card's damage. (Does not duplicate text effects.)
You also count as M Class. Equipment Pack: You must add one M card and remove one card of any type.
Before the game starts, purchase one M card costing 3 or less and add it to your Equipment Pack.
Bardic Inspiration deals +[1].
All Performance cards gain [SWORD ICON][SWORD ICON].
Continuous: Two Invocations do not require Feature slots.
Continuous: Three Invocations do not require Feature slots.
Continuous: Four Invocations do not require Feature slots.
Your first Cantrip played during each Scene deals +[1].
Once per Scene: Purchase one A card from the Market discard.
Once per Scene: Use a Cantrip card as an Assist.
Look at the next Dragonfire card.
Once per Scene: If you use only a single Cantrip card to clear a level on an encounter facing you, that encounter deals -1 dama
Once per Scene: Pact of the Chain II also lets you use text effects.
During your turn, search your deck for a Glory card and put it in your hand.
During your turn, search your deck for an Uncommon or Rare Magical Weapon and put it in your hand.
If you didn't play or discard a Cantrip card this turn, deal A.
If you didn't play or discard a Cantrip card this turn, deal A for every Cantrip in your hand.
During your turn, reveal the top card of your deck. If it is a Basic card, play it; otherwise, discard it.
During your turn, reveal the top two cards of your deck. You must play them this turn but only to deal damage, ignoring text eff
Equipment Pack: you must add one A card and remove one card of any type.
Once per Scene: Assign 1 point of damage dealt to you to an adjacent character.
Once per Scene: During your turn, choose an encounter facing you. It must Save. Failure: Move that encounter to face any cha
Once per Scene: During your turn, choose an encounter facing you. It must Save. Failure: That encounter deals no damage. De
Once per Scene: During your turn, choose an encounter facing you. It must Save every turn until it succeeds. Failure: That enco
Equipment Pack: You must add one R card and remove one card of any type.
If you defeat one or more encounters, gain 1 HP until the end of your turn.
When making a Skill Check, you may reveal a card from the bottom of your deck. (Place that card on top of the deck instead of
All M encounters deal -1 damage to you.
Once per game: Choose an encounter. Play the top three cards from the Market discard on it, ignoring all requirements.
Continuous: Two Invocations do not require Feature slots.
Continuous: Three Invocations do not require Feature slots.
Your first Cantrip played during each Scene deals +[1].
Once per Scene: Use a Cantrip card as an Assist.
Once per Scene: Pact of the Chain II also lets you use text effects.
During your turn, search your deck for a Glory card and put it in your hand.
During your turn, reveal the top card of your deck. If it is a Basic card, play it; otherwise, discard it.
Equipment Pack: you must add one A card and remove one card of any type.
Once per Scene: Assign 1 point of damage dealt to you to an adjacent character.
Once per Scene: During your turn, choose an encounter facing you. It must Save. Failure: Move that encounter to face any cha
Once per Scene: During your turn, choose an encounter facing you. It must Save. Failure: That encounter deals no damage. De
Once per Scene: During your turn, choose an encounter facing you. It must Save every turn until it succeeds. Failure: That enco
If you didn't play or discard a Cantrip card this turn, deal A.
Equipment Pack: You must add one R card and remove one card of any type.
If you defeat one or more encounters, gain 1 HP until the end of your turn.
When making a Skill Check, you may reveal a card from the bottom of your deck. (Place that card on top of the deck instead of
All M encounters deal -1 damage to you.
[IMAGE]
Permanently choose a non-Humanoid Encounter Type to be your Chosen Enemy: ____. During your turn, the first M damage d
Permanently choose an Encounter Environment that is not Dungeon or City: ___. Once per Scene: During your turn, if current
At the end of the Encounter phase, swap each Chosen Enemy encounter in play with another encounter facing you.
Continuous: Favored Enemy & Explorer Features do not require Feature slots.
Choose one encounter attacking you during the first round of a Scene. It must Save. Failure: That encounter must skip its next
Continuous: Increase your starting cards, starting gold and starting HP by 2. Permanently lose Feature Slot 6.
Increase your starting hand by 1 and decrease your starting gold by 1. Equipment Pack: You must add one M card and remove
During your turn, if you play Hunter's Mark, return a Glory card from your discard to your hand.
During your turn, when facing multiple encounters, one Glory card deals M to another encounter facing you.
You may ignore Surprise effects.
When making a Skill Check due to an encounter or Dragonfire card, do so twice.
Once per Scene: An Assist you play deals non-level damage to all encounters facing another player.
Once per Scene: During your turn, one card you play deals non-level damage to all encounters facing you.
Increase your starting HP by 2 and decrease your starting gold by 1. Equipment Pack: You must add one G card and remove on
During your turn, reveal the top card of your deck. If it is a Basic card, play it; otherwise discard it.
During your turn, reveal the top card of your deck. If it is a Basic card, play it; otherwise, you may discard it or bury it.
Activate Ranger's Companion twice per turn.
Activate Ranger's Companion twice per turn. If you reveal a non-Basic card, deal its full damage but you cannot use its text.
Once per Scene: If you play no cards during your turn, deal [G][1] and you take no damage.
Once per Scene: If you play no cards during your turn, deal [G][G][1] and you take no damage.
Once per Scene: If you play no cards during your turn, deal [G][G][G] and you take no damage. Additionally, move one encount
During your turn, any other player with Druidic may play one card as if it had Assist.
Permanently choose a Class Type to be your Chosen Type: ____. Equipment Pack: You must remove one G card and add one B
If you played no [G] cards on your turn, deal [G].
During a Short Rest: Shuffle one card from your discard into your deck.
When a card you played deals damage to an encounter whose color matches the Chosen Type, it must Save. Failure: That enco
When a card you played deals damage to an encounter whose color matches the Chosen Type, it must Save. Failure: That enco
During your turn, any other player with Druidic may play one card as if it had Assist.
Increase your starting HP by 1. Equipment Pack: You must remove one G card and add either one M or one R card.
When you activate Wild Shape, discard two cards to heal 1 HP.
Wild Shape deals +[2].
Wild Shape deals +[1]. Additionally, exchange all of Wild Shape's [G] for [G], [A], [M], or [R].
Activate Wild Shape twice per Scene.
Increase your starting HP by 1. Equipment Pack: You must add one G card.
Once per game, during your turn: Exchange M for G or G for M.
Once per game, during your turn: Exchange R for M or M for R.
When a Monstrosity encounter is placed facing you, draw one card. That encounter gains +1 Attack Strength until it's defeated.
While transformed, reveal two Market cards during your Bite phase. Choose which card to use. Additionally, while transformed
If you fail your transformation check, you may either discard a card to instead succeed or choose to skip your next Bite phase (m
Breath Weapon applies to all encounters facing you.
Breath Weapon applies -2 instead of -1.
When Feeding Frenzy is activated, deal M.
When Cunning Artisan is activated, you both heal and gain 1 gold.
When using Hunter's Lore (Nature), if successful, you may reveal the top Secondary Encounter card instead.
When Natural Armor is activated, you may discard a second card of the appropriate color to prevent one additional point of da
When you return a Market card from the discard, you may purchase it immediately.
Before the game starts, draw one Rare card from the Magic Item Deck, ignoring requirements, and place it in your Equipment P
Before the game starts, draw one Uncommon Arcane card from the Magic Item Deck, ignoring requirements, and place it in yo
Before the game starts, draw one Uncommon Deception card from the Magic Item Deck, ignoring requirements, and place it in
Before the game starts, draw one Uncommon Martial card from the Magic Item Deck, ignoring requirements, and place it in yo
Once per game: During your turn, swap all encounters with another character. (If Mission is changed, cannot activate this Feat
When Luminous Transformation is activated, deal two levels of damage to one encounter affected by Luminous Transformation
Once per game: During your turn, deal M to up to three different encounters that are facing either you or an adjacent player. (
When Searing Transformation is activated; instead deal MM to each encounter. (If Mission is changed, cannot activate this Fea
Once per game: A non-location encounter attacking you must Save. Success: Its Attack Strength is -1. Failure: Swap with anoth
When Dark Transformation is activated, negate any text effect on one encounter affected by Dark Transformation until it is defe
When you move into a location, your Curiosity card(s) deal 1 level of damage to that Location instead of their standard damage
When Grovel, Cower & Beg is activated, you may draw one card, then discard one card
When you play two Affables during the same turn, draw one card.
During your turn, discard an Affable to move all encounter tokens facing you to the character on your left. (These tokens are no
Add 1 Market Slot. However you are the only player that may purchase or cycle from it.
Gain 1 gold during each Short Rest.
Equipment Pack: you must add one A card and one Uncommon Magic Armor; you may choose which Armor, ignoring any requ
During a Short Rest: Refuse to heal, and any one character may spend 1 gold to draw one card.
Your Magic Armor is immune to any type of Dispel Magic.
During your turn, your first non-Basic card to deal damage deals +G. (If a card deals damage to multiple targets, this only appli
Your Magic Armor is immune to any type of Dispel Magic. You may ignore all Attack Strength bonuses applied to encounters fac
You also count as R Class. Equipment Pack: You must add one R card and remove one G card.
Once per Scene: Before you play any cards, discard one card at random. Add +RR to another card.
Once per Scene: If you play no cards during your turn, your encounters attack a random adjacent character this turn. Then Re
During your turn, your first non-Basic card to deal damage deals +G. (If a card deals damage to multiple targets, this only appli
During your turn, before you play any cards, search your deck for any card and add it to your hand. Then discard one card at ra
You also count as A Class. Equipment Pack: You must add one A card and remove one G card.
During a Short Rest: Any character is dealt 1 damage. Another character heals 1 HP.
Once per game: During a Short Rest, reveal the top Dragonfire card. You may bury it.
Once per Scene: Play one card; it deals no damage (other text effects still apply). Draw one card.
Once per game: At the end of the Encounters phase, gather up all revealed encounters, randomly discard one, then shuffle and
Increase your starting gold by 1.
Discard one Magic Weapon to prevent 1 damage from one encounter facing another player.
After you clear a M level on an encounter, its next level is considered colorless until the end of the turn.
Once per Scene: If an encounter is being revealed, or moved, to another player, move it to face you. That encounter must skip
Attack only one encounter during your turn. If it is undamaged, deal a level of damage before dealing any other damage. You c
Favored Enemy deals an additional +1. Equipment Pack: You must add one G card.
Once per game: When you face a Fey, Fiend, or Monstrosity encounter, search the Market Deck for Hunter's Mark and immedi
Once per game: One encounter you damage is dealt +2
When a Chosen Enemy attacks you, discard a G card to prevent all damage from that encounter.
The first time you damage an encounter, it must Save. Failure: Negate any text effect for that encounter until after its next atta
The first time Raging per game, draw one card. Equipment Pack: You must add one G card.
First encounter you deal damage to when Raging must Save. Failure: Encounter's Attack Strength is -1 on its next attack.
Once per Raging: Discard a card to allow another player to draw one card.
Continuous: Any Devotion Check is automatically a success with any Martial card. Equipment Pack: You must add one Augury c
The first encounter you deal damage to when Raging has -2 Attack Strength on its next attack, and must Save. Failure: Deal a le
Crafting: Before the game starts, purchase up to 2 gold in Apprentice Poison cards(s) and add them to your Equipment Pack.
When Crafting, purchase up to 3 gold, which may include Journeyman Poison card(s). You may set one of these cards aside the
When Crafting, purchase up to 5 gold, which may include Master Poison card(s). Additionally, the gold cost of all Poison cards i
Poisoner (Apprentice) Crafting does not require a Feature slot. Equipment Pack: You must add one R card.
Make a Skill Check. Success: Deal 1 to one encounter that has not yet attacked.
When any Sneak Attack is activated, it deals and additional +1.
During your turn, when you play a non-Deception card, reveal the top card of your deck. If the revealed card's color matches th
Once per Scene: One encounter with two levels left on its damage track is immediately defeated.
Increase your starting hand by 1. Equipment Pack: You must add one M card and remove one R card.
A Location cannot deal damage to you during the first turn you move into it.
Continuous: You may include and use Hunter's Mark in the Market Deck. Any Skill Check is automatically a success with any M
Once per Scene: When you damage an encounter facing another player, it immediately attacks you at -1 Attack Strength, and t
Continuous: You may play Deception cards of 5 gold cost or less as Assists, and you can apply their damage anywhere on an en
Increase your starting gold by 1. Equipment Pack: You must add one R card and remove one card of any type.
During your turn, one encounter you deal damage to must Save. Failure: The encounter autmatically fails its next Save.
Once per Scene: One Humanoid encounter must Save. Failure: Deal 1 level of damage to that encounter; colorless levels are u
When a Humanoid encounter is defeated, you may gain 1 token of its color. While in possession of this token, you may exchang
Continuous: College of Whispers Features may also be applied to Fey, Fiends and Giants. Other College of Whispers Features d
Before the start of a game, place one Phantasmal Force into a new Market Slot. Once it is purchased, that slot no longer exists.
Once per Scene: When you play a Cantrip, one encounter must Save. Failure: That Cantrip may deal 1 damage of any color to t
When an encounter successfully Saves against an Illusion card you played, draw one card.
Equipment Pack: You must add one Color Spray and remove one Cantrip.
Discard one Illusion card. Play a card from the Market of equal or lesser gold value, ignoring restrictions, then place that card in
Decrease your starting hand by 1 and increase your starting HP by 1. Equipment Pack: You must add one M card and remove o
During the first round of each Scene: Play one Basic card as an Assist.
Continuous: Gain a +1 token for each unassigned point of A damage. Tokens may be played for +1 with any A cards; discard tok
Once per Scene: Search your deck for one Common Magic Item and add it to your hand.
Once per Scene: During your turn, deal AAAA among any number of encounters.
Equipment Pack: You must add one G card and remove one A card.
Once per Scene: Trade one Basic card from your with a Basic card from another player's hand, if the player agrees. This trade la
Once per Scene: Trade one Basic card from your with a Basic card from another player's hand, if the player agrees. This trade la
Once per game: After a Dragonfire card is revealed, you may choose to ignoreits effect(s).
Once per Scene: A Humanoid encounter must Save a number of times equal to its Attack Strength. All Failure: The encounter m
Each Sorcery card played generates 1 additional Sorcery Point. (All points from one card must be spent on a single action.)
Each Sorcery card played generates 2 additional Sorcery Points. (All points from one card must be spent on a single action.)
2 Sorcery Points: Play the chosen A card as an Assist. (Does not require a Feature slot.)
N Sorcery Points: When you play the chosen A card, deal +N. (Does not require a Feature slot.)
N Sorcery Points: Non-damage text effects from the chosen A card you play during your turn, of up to N cost, are applied again
2 Sorcery Points: Disregard the first successful Save against the chosen A card you played this turn. (Does not require a Feature
N Sorcery Points: The chosen A card with a cost of up to N cost, may only affect a single encounter. Apply the chosen card agai
Apply +1 gold to any Dragon encounter's gold value. Permanently choose one Ancestry (M,G,R,A): ____.
Continuous: Gain the following Ancestry Heritage: G: Other Features cost 5 XP less (minimum cost 5 XP). M: Increase your star
Once per Scene: Deal one colored damage (M, G, R, or A) that matches your Draconic Ancestry.
Continuous: Cannot use Armor. Once per Scene, during your turn: R/G: Move one encounter facing you to an adjacent player. M
Once per game, during your turn: M/G: The Attack Strength of all encounters facing you or adjacent players is -1 (minimum 1)
During the End Turn phase of any turn when one or more Sorcery Points are spent, make a Wild Magic Check.
Once per Scene: Draw cards up to the number of cards in your hand, then discard that number of cards. Wild Magic Surge at e
2 Sorcery Points: One encounter disregards one successful Save.
When determining a Wild Magic Surge effect, you may draw the top two Dragonfire cards and choose which card's effect to ap
The chosen BLUE card enhanced by Empower Spell deals an additional +N +N. (If the card can deal damage to multiple targets
When Raging, you automatically succeed at all Skill Checks.
When Raging, reduce the next damage you take by 1.
When Raging, add +1 to Raging damage.
Activate Raging one extra time per game.
Rage Features do not require Feature slots.
When Raging, you cannot be reduced below 1 HP.
Discard one card to prevent 1 damage from one encounter whose color matches the discarded card. Continuous: May not wea
If you are facing encounters, deal +1, but all encounters facing you gain +1 Attack Strength.
When an encounter forces you to make a Skill Check, you may do so twice.
When Raging, any Tripwire Trait you activate is negated until the encounter is defeated.
During your turn, if you clear two M and/or colorless levels against the same encounter, deal one additional level of damage to
When Raging, move one encounter from either or both adjacent players to face you.
Equipment Pack: You must add one M card.
When Raging (and not Exhausted), draw one card and then become Exhausted.
After Raging, until the start of your next turn, you automatically succeed at any Skill Check.
When Raging, one encounter facing you must Save a number of times equal to its Attack Strength. All Failure: The encounter m
When you take damage from an encounter, draw one card; immediately play one card against that encounter or discard one ca
When Raging, if you defeat at least one non-token encounter, draw one card during your End Turn phase.
During a Short Rest: Make a Skill Check. Success: Look at top card of any Encounter Deck. You may bury it.
When Raging, one encounter facing you deals -1 damage.
When Raging, all other players may play one Basic card as an Assist.
Continuous: Increase your starting hand by 1. The first time you move into a Location, you may draw one card.
Once per Scene: Purchase one card with an Assist during another player's turn at -1 gold, and you must play it immediately.
During a Short Rest: Swap the top card Primary and Secondary Encounter Decks. (Does not require a Feature Slot.)
This Feature does not require a Feature Slot, but may not be removed or replaced.
While transformed, reveal two Market cards during your Bite phase. Choose which card to use.
At the start of every Dragonfire phase, discard one card to skip the transformation check (do not reveal a Market card).
While transformed, reveal two Market cards during your Bite phase. Choose which card to use. Additionally, while transformed
If you fail your transformation check, you may discard one card to prevent it.
Once per game: Exchange R to M, or M to R.
Continuous: Increase your starting hand by 1. Equipment Pack: You must add one A card.
Any turn in which you play a Trident and Net, draw one card.
Once per game: Make a Skill Check. If the card matches your primary Class Type, put it in your hand.
Once per game: During an adventure you have not previously completed, when revealing a Dragonfire card, bury it and reveal
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Discard a Performance card to let another player attempt a Skill Check again.
Discard a Performance card to let another player attempt a Skill Check again or to deal +[2] damage.
Continuous: Equipment Pack: You must add one Performance card and remove one card of any type.
Once per Scene: Discard a card to play one A or G card from another player's discard costing 4 or less, ignoring any Play/Purcha
During play, Performance cards count as Deception.
At the end of a Short Rest: Heal any character 1 HP.
At the end of a Short Rest: Heal up to 2 HP, distributed as you choose.
Crafting: Before the game starts, purchase up to 2 gold in Apprentice Poison cards(s) and add them to your Equipment Pack.
When Crafting, purchase up to 3 gold, which may include Journeyman Poison card(s). You may set one of these cards aside the
When Crafting, purchase up to 5 gold, which may include Master Poison card(s). Additionally, the gold cost of all Poison cards i
Each Sorcery card played generates 1 additional Sorcery Point. (All points from one card must be spent on a single action.)
Each Sorcery card played generates 2 additional Sorcery Points. (All points from one card must be spent on a single action.)
2 Sorcery Points: Play the chosen A card as an Assist. (Does not require a Feature slot.)
N Sorcery Points: When you play the chosen A card, deal +N. (Does not require a Feature slot.)
N Sorcery Points: Non-damage text effects from the chosen A card you play during your turn, of up to N cost, are applied again
2 Sorcery Points: Disregard the first successful Save against the chosen A card you played this turn. (Does not require a Feature
N Sorcery Points: The chosen A card with a cost of up to N cost, may only affect a single encounter. Apply the chosen card agai
Crafting: Before the game starts, look through the Common Magic Items Deck and choose any one non-Devotion Potion and ad
When Crafting, add up to 2 Potions. During your turn, you may transfer one Potion to another player's hand. If the player accep
When Crafting, add up to 3 Potions. When any Potion card is Consumed by you deal +A with that card. (Does not require a Fea
When Raging, you automatically succeed at all Skill Checks.
When Raging, reduce the next damage you take by 1.
When Raging, add +1 to Raging damage.
Activate Raging one extra time per game.
Rage Features do not require Feature slots.
When Raging, you cannot be reduced below 1 HP.
Discard one card to prevent 1 damage from one encounter whose color matches the discarded card. Continuous: May not wea
If you are facing encounters, deal +1, but all encounters facing you gain +1 Attack Strength.
When an encounter forces you to make a Skill Check, you may do so twice.
When Raging, any Tripwire Trait you activate is negated until the encounter is defeated.
During your turn, if you clear two M and/or colorless levels against the same encounter, deal one additional level of damage to
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Breath Weapon deals damage to all encounters facing you.
Continuous: Pay 2 HP and draw 1 card. (Feature may not be replaced until Githyanki Silver Sword is acquired.)
Count Source Sticker Sheet
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
3 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
2 Base
2 Base
1 Base
1 Base
2 Base
1 Base
1 Base
1 Base
1 Base
2 Base
1 Base
1 Base
1 Base
1 Base
2 Base
2 Base
1 Base
1 Base
2 Base
2 Base
2 Base
2 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
2 Base
1 Base
1 Base
1 Base
1 Base
2 Base
1 Base
1 Base
1 Base
1 Base
2 Base
2 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
3 Base
3 Base
2 Base
2 Base
2 Base
1 Base
1 Base
1 Base
1 Base
1 Base
1 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Base
2 Heroes of S 1
2 Heroes of S 1
2 Heroes of S 1
2 Heroes of S 2
2 Heroes of S 2
2 Heroes of S 2
2 Heroes of S 3
2 Heroes of S 3
2 Heroes of S 3
2 Heroes of S 4
2 Heroes of S 4
2 Heroes of S 4
2 Heroes of S 5
2 Heroes of S 5
2 Heroes of S 5
2 Heroes of S 6
2 Heroes of S 6
2 Heroes of S 6
2 Heroes of S 7
2 Heroes of S 7
2 Heroes of S 7
2 Heroes of S 8
2 Heroes of S 8
2 Heroes of S 8
2 Heroes of S 9
2 Heroes of S 9
2 Heroes of S 9
2 Heroes of S 10
2 Heroes of S 10
2 Heroes of S 10
2 Heroes of S 11
2 Heroes of S 11
2 Heroes of S 11
2 Heroes of S 12
2 Heroes of S 12
2 Heroes of S 12
2 Heroes of S 13
2 Heroes of S 13
2 Heroes of S 13
2 Heroes of S 14
2 Heroes of S 14
2 Heroes of S 14
2 Heroes of S 15
2 Heroes of S 15
2 Heroes of S 15
1 Heroes of S 16
1 Heroes of S 16
1 Heroes of S 16
1 Heroes of S 16
1 Heroes of S 16
1 Heroes of S 16
3 Heroes of S 17
1 Heroes of S 17
1 Heroes of S 17
1 Heroes of S 17
1 Heroes of S 18
1 Heroes of S 18
1 Heroes of S 18
1 Heroes of S 18
1 Heroes of S 18
1 Heroes of S 18
1 Heroes of S 19
1 Heroes of S 19
1 Heroes of S 19
1 Heroes of S 19
1 Heroes of S 19
1 Heroes of S 19
3 Heroes of S 20
3 Heroes of S 20
2 Heroes of S 21
2 Heroes of S 21
2 Heroes of S 21
2 Heroes of S 22
2 Heroes of S 22
2 Heroes of S 22
2 Heroes of S 23
2 Heroes of S 23
1 Heroes of S 23
1 Heroes of S 23
1 Heroes of S 24
1 Heroes of S 24
1 Heroes of S 24
1 Heroes of S 24
1 Heroes of S 24
1 Heroes of S 24
1 Heroes of S 25
1 Heroes of S 25
1 Heroes of S 25
1 Heroes of S 25
1 Heroes of S 25
1 Heroes of S 25
2 Heroes of S 26
2 Heroes of S 26
1 Heroes of S 26
1 Heroes of S 26
2 Heroes of S 27
1 Heroes of S 27
1 Heroes of S 27
1 Heroes of S 27
1 Heroes of S 27
2 Heroes of S 28
1 Heroes of S 28
1 Heroes of S 28
1 Heroes of S 28
1 Heroes of S 28
2 Heroes of S 29
1 Heroes of S 29
1 Heroes of S 29
1 Heroes of S 29
1 Heroes of S 29
2 Heroes of S 29
1 Heroes of S 29
1 Heroes of S 29
1 Heroes of S 29
1 Heroes of S 29
1 Heroes of S 30
1 Heroes of S 30
1 Heroes of S 30
1 Heroes of S 30
1 Heroes of S 30
1 Heroes of S 30
2 Heroes of S 31
2 Heroes of S 31
1 Heroes of S 31
1 Heroes of S 31
2 Heroes of S 32
2 Heroes of S 32
2 Heroes of S 32
2 Heroes of S 33
1 Heroes of S 33
1 Heroes of S 33
1 Heroes of S 33
1 Heroes of S 33
2 Heroes of S 34
1 Heroes of S 34
1 Heroes of S 34
1 Heroes of S 34
1 Heroes of S 34
3 Heroes of S 35
2 Heroes of S 35
1 Heroes of S 35
1 Heroes of S 36
1 Heroes of S 36
1 Heroes of S 36
1 Heroes of S 36
1 Heroes of S 36
1 Heroes of S 36
1 Heroes of S 37
1 Heroes of S 37
1 Heroes of S 37
1 Heroes of S 37
1 Heroes of S 37
1 Heroes of S 37
2 Heroes of S 38
2 Heroes of S 38
2 Heroes of S 38
2 Heroes of S 39
2 Heroes of S 39
1 Heroes of S 39
1 Heroes of S 39
1 Heroes of S 40
1 Heroes of S 40
1 Heroes of S 40
1 Heroes of S 40
1 Heroes of S 40
1 Heroes of S 40
1 Heroes of S 41
1 Heroes of S 41
1 Heroes of S 41
1 Heroes of S 41
1 Heroes of S 41
1 Heroes of S 41
2 Heroes of S 42
2 Heroes of S 42
2 Heroes of S 42
3 Heroes of S 43
3 Heroes of S 43
2 Heroes of S 44
2 Heroes of S 44
1 Heroes of S 44
1 Heroes of S 44
2 Heroes of S 45
1 Heroes of S 45
1 Heroes of S 45
1 Heroes of S 45
1 Heroes of S 45
2 Heroes of S 46
2 Heroes of S 46
1 Heroes of S 46
1 Heroes of S 46
2 Heroes of S 47
2 Heroes of S 47
2 Heroes of S 47
2 Heroes of S 48
2 Heroes of S 48
2 Heroes of S 48
2 Heroes of S 49
2 Heroes of S 49
2 Heroes of S 49
1 Heroes of S 50
1 Heroes of S 50
1 Heroes of S 50
1 Heroes of S 50
1 Heroes of S 50
1 Heroes of S 50
2 Heroes of S 51
1 Heroes of S 51
1 Heroes of S 51
1 Heroes of S 51
1 Heroes of S 51
2 Heroes of S 52
1 Heroes of S 52
1 Heroes of S 52
1 Heroes of S 52
1 Heroes of S 52
1 Dragonspea 1
1 Dragonspea 1
1 Dragonspea 1
1 Dragonspea 1
1 Dragonspea 1
1 Dragonspea 1
1 Dragonspea 2
1 Dragonspea 2
1 Dragonspea 2
1 Dragonspea 2
1 Dragonspea 2
1 Dragonspea 2
1 Dragonspea 3
1 Dragonspea 3
1 Dragonspea 3
1 Dragonspea 3
1 Dragonspea 3
1 Dragonspea 3
1 Trollclaws 1
1 Trollclaws 1
1 Trollclaws 1
1 Trollclaws 1
1 Trollclaws 1
1 Trollclaws 1
1 Trollclaws 2
1 Trollclaws 2
1 Trollclaws 2
1 Trollclaws 2
1 Trollclaws 2
1 Trollclaws 2
1 Trollclaws 3
1 Trollclaws 3
1 Trollclaws 3
1 Trollclaws 3
1 Trollclaws 3
1 Trollclaws 3
3 Sea of Swor 1
2 Sea of Swor 1
1 Sea of Swor 1
1 Sea of Swor 2
1 Sea of Swor 2
1 Sea of Swor 2
1 Sea of Swor 2
1 Sea of Swor 2
1 Sea of Swor 2
1 Sea of Swor 3
1 Sea of Swor 3
1 Sea of Swor 3
1 Sea of Swor 3
1 Sea of Swor 3
1 Sea of Swor 3
2 Wild 1
2 Wild 1
2 Wild 1
2 Wild 2
2 Wild 2
2 Wild 2
1 Wild 3
1 Wild 3
1 Wild 3
1 Wild 3
1 Wild 3
1 Wild 3
2 Wild 4
1 Wild 4
1 Wild 4
1 Wild 4
1 Wild 4
1 Wild 5
1 Wild 5
1 Wild 5
1 Wild 5
1 Wild 5
1 Wild 5
1 Wild 6
1 Wild 6
1 Wild 6
1 Wild 6
1 Wild 6
1 Wild 6
2 Wild 7
1 Wild 7
1 Wild 7
1 Wild 7
1 Wild 7
2 Wild 8
1 Wild 8
1 Wild 8
1 Wild 8
1 Wild 8
2 Wild 9
1 Wild 9
1 Wild 9
1 Wild 9
1 Wild 9
2 Wild 10
1 Wild 10
1 Wild 10
1 Wild 10
1 Wild 10
2 Wild 11
1 Wild 11
1 Wild 11
1 Wild 11
1 Wild 11
2 Wild 12
1 Wild 12
1 Wild 12
1 Wild 12
1 Wild 12
2 Wild 13
2 Wild 13
2 Wild 13
2 Wild 14
1 Wild 14
1 Wild 14
1 Wild 14
1 Wild 14
2 Wild 15
1 Wild 15
1 Wild 15
1 Wild 15
1 Wild 15
2 Wild 16
1 Wild 16
1 Wild 16
1 Wild 16
1 Wild 16
2 Wild 17
1 Wild 17
1 Wild 17
1 Wild 17
1 Wild 17
2 Wild 18
1 Wild 18
1 Wild 18
1 Wild 18
1 Wild 18
2 Wild 19
1 Wild 19
1 Wild 19
1 Wild 19
1 Wild 19
4 Wild 20
2 Wild 20
2 Wild 21
2 Wild 21
2 Wild 21
3 Wild 22
3 Wild 22
2 Wild 23
1 Wild 23
1 Wild 23
1 Wild 23
1 Wild 23
2 Wild 24
1 Wild 24
1 Wild 24
1 Wild 24
1 Wild 24
1 Moonshae 1
1 Moonshae 1
1 Moonshae 1
1 Moonshae 1
1 Moonshae 1
1 Moonshae 1
1 Moonshae 2
1 Moonshae 2
1 Moonshae 2
1 Moonshae 2
1 Moonshae 2
1 Moonshae 2
1 Moonshae 3
1 Moonshae 3
1 Moonshae 3
1 Moonshae 3
1 Moonshae 3
1 Moonshae 3
1 Moonshae 4
1 Moonshae 4
1 Moonshae 4
1 Moonshae 4
1 Moonshae 4
1 Moonshae 4
2 Moonshae 5
1 Moonshae 5
1 Moonshae 5
1 Moonshae 5
1 Moonshae 5
1 Moonshae 6
1 Moonshae 6
1 Moonshae 6
1 Moonshae 6
1 Moonshae 6
1 Moonshae 6
2 Calimshan 1
1 Calimshan 1
2 Calimshan 1
1 Calimshan 1
2 Calimshan 2
2 Calimshan 2
2 Calimshan 2
2 Calimshan 3
2 Calimshan 3
2 Calimshan 3
1 Ravaging 1
1 Ravaging 1
2 Ravaging 1
2 Ravaging 1
2 Ravaging 2
2 Ravaging 2
2 Ravaging 2
2 Ravaging 3
2 Ravaging 3
2 Ravaging 3
1 Crypt 1
1 Crypt 1
1 Crypt 1
1 Crypt 1
1 Crypt 1
1 Crypt 1
1 Crypt 2
1 Crypt 2
1 Crypt 2
1 Crypt 2
1 Crypt 2
1 Crypt 2
Printed Origins Exclusive
Printed GenCon 18 Exclusive
Name Card Num Total in SetSource
They Know Your Weakness 1 24 Base
Fireball 2 24 Base
Discombobulation 3 24 Base
Homunculus At Play 4 24 Base
Dangerous Waters 5 24 Base
Dark Arts 6 24 Base
Kill the Wizard First! 7 24 Base
Foggy Memory 8 24 Base
Cursed Treasure 9 24 Base
Reinforcements 10 24 Base
Uneasy Pickings 11 24 Base
Magical Surge 12 24 Base
The Gods' Displeasure 13 24 Base
Cursed 14 24 Base
The King's Fist 15 24 Base
Hag's Curse 16 24 Base
Surging Evil 17 24 Base
A New Edict 18 24 Base
A Master's Hand 19 24 Base
Old Enemies 20 24 Base
Haunted 21 24 Base
Frenzy 22 24 Base
Goblin Uprising 23 24 Base
No Tricks This Time 24 24 Base
Infernal Binding 1 5 Dragonspea
Infernal Contract 2 5 Dragonspea
Signs of Blight 3 5 Dragonspea
Signs of Corruption 4 5 Dragonspea
Infernal Invasion 5 5 Dragonspea
Mark Your Enemies 1 5 Trollclaws
The Chaos of Battle 2 5 Trollclaws
Fighting Through The Night 3 5 Trollclaws
Overwhelmed 4 5 Trollclaws
Relentless Enemy 5 5 Trollclaws
It's Time To Ration 1 5 Sea of Swor
The Sea Strengthens Her Own 2 5 Sea of Swor
Corrupted Treasure 3 5 Sea of Swor
A Lair is Near 4 5 Sea of Swor
She Giveth and Taketh Away 5 5 Sea of Swor
Lycanthrope Fury 1 12 Moonshae
Legacy of the Darkwalker Wars 2 12 Moonshae
The Anger of Tempus 3 12 Moonshae
The City of Karador's Shadow 4 12 Moonshae
A Black Blood Tribe Sighting 5 12 Moonshae
A Long Way from Civilization 6 12 Moonshae
A Glimpse of Brokenstone Vale 7 12 Moonshae
The Feywild is Felt 8 12 Moonshae
Queen Connomae Commands 9 12 Moonshae
The Mountains Succor Her Own 10 12 Moonshae
The Moonwell's Corruption 11 12 Moonshae
A Spirit of Kazgoroth 12 12 Moonshae
Insidious Corruption 1 5 Calimshan
...Not a Drop to Drink 2 5 Calimshan
Deserted Market 3 5 Calimshan
A Powerful Mirage 4 5 Calimshan
A Terrible Storm 5 5 Calimshan
The Bigger they are, the Harder th 1 6 Ravaging
Wear and Tear 2 6 Ravaging
Battle-Hardened 3 6 Ravaging
Spirit of Vaprak the Destroyer 4 6 Ravaging
Strength of the Swarm 5 6 Ravaging
Relentless Warlord 6 6 Ravaging
Echoes of Unbinding 1 5 Crypt
Corrupted Power 2 5 Crypt
Labyrinthine Corridors 3 5 Crypt
It All Looks the Same... 4 5 Crypt
The Shadowfell Draws Near 5 5 Crypt
Text
Players must attempt all Skill Checks twice. [Dragonfire 6+]: Additionally, all players immediately make a Skill Check (twice). Fa
The Arcane character chooses a character to take 2 damage. Deal 2 consecutive levels of damage to each encounter facing tha
Greater Dispel Magic. All non-Location encounters must Save. Failure: Players may move the encounter to face any character. (
At the start of each turn, the active player gains 1 gold and discards 1 card.
[Dragonfire 1+]: Each character heals half of their total lost HP (rounded down). [Deadfall 1+]: When this card is placed in the d
Each non-Humanoid, non-Location Encounter heals 1 level. The Attack Strength of each non-Humanoid, non-Location Encount
[Dragonfire 3+]: Move all non-Location Encounters to the Arcane character. [Dragonfire 5+]: Heal all damage on non-Location E
Characters can't buy cards. (Do not cycle the Market.) [Deadfall 3+]: In addition, when this card is placed in the discard, cycle a
[Deadfall]: When this card is placed in the discard, each character loses 2 gold. [Dragonfire 4+]: Instead, each character loses al
Discard each non-Location Difficulty Rating 1 or 2 encounter that has at least 1 cleared level and reveal a new card from the Pr
The gold value of each defeated encounter decreases by 1 (to a minimum of 0). [Dragonfire 4+]: In addition, when an encounte
The Attack Strength of each Arcane encounter increases by 1. [Dragonfire 5+]: In addition, Summon Arcane from the Secondar
The Attack Strength of each Devotion encounter increases by 1. [Dragonfire 5+]: In addition, Summon Devotion from Secondar
At the start of your turn make two Skill Checks. Failure: for each, discard a card. [Dragonfire 7+]: Additionally, Both Failure: Dis
Players may only purchase cards from the Market of their Class Type. [Dragonfire 6+]: If you cycle the Market and the new card
Players must make a Skill Check depending on the Dragonfire level. The first player for the 3+ effect only; the second player for
The Attack Strength of each Martial encounter increases by 1. [Dragonfire 5+]: In addition, Summon Martial from Secondary De
You may play a non-Basic card only if it is your Class Type. [Dragonfire 6+]: No Assists may be played.
When an encounter damages a character, the encounter heals a number of levels equal to its Attack Strength. [Dragonfire 6+]:
At the start of each turn, the active player reveals a card from the top of the Primary Encounter Deck. If it matches their charac
[Deadfall]: When this card is placed in the discard, also place the top card of the Dragonfire deck in the discard but don't resolv
Each Humanoid encounter heals 1 level. The Attack Strength of each Humanoid encounter increases by 1. [Dragonfire 8+]: In a
Place one Humanoid BLACK token (1 1Dmg) in front of each player. [Dragonfire 3+]: If a player has any encounters, add anothe
The Attack Strength of each Deception encounter increases by 1. [Dragonfire 5+]: In addition, Summon Deception from Second
You may, among all players, discard one card of each Class Type. If successful, a Fiend encounter must skip its next attack. A
All players must draw a card. If its color matches your Class Type, lose 1 HP. If it doesn't, lose 2 HP.
The Attack Strength of each Devotion and Arcane encounter is increased by +1. [Dragonfire 7+]: In addition, reveal cards from t
The Attack Strength of each Deception and Martial encounter is increased by +1. [Dragonfire 7+]: In addition, reveal cards from
The Attack Strength of each Fiend, Monstrosity, and Aberration encounter is increased by +1. [Dragonfire 5+]: Instead, +2.
At the start of a turn, if a player is facing an encounter with gnoll, orc, or goblin in the name, they may make a Skill Check. Succ
All players choose and set aside half their hand (round down). Those cards cannot be used during their turn. At the end of thei
Choose one character to become Exhausted. The party may spend 3 HP to negate this effect. [Dragonfire 6+]: Instead, choose o
All players make a Skill Check. Failure: Discard a non-Basic card from your hand to the Market discard. [Dragonfire 6+]: Instead
Summon Torog-Kaitan (Difficulty 2 Wilderness encounter from Chaos in the Trollclaws.) Discard the top card of the Market de
Players may only Replenish if they have no cards
All encounters with the Tokens keyword receive one of their tokens. [Dragonfire 5+]: Instead, they receive a number of token
All players receive 1 gold. [Deadfall] Players cannot be healed during any Short Rest. [Dragonfire 6+]: Players receive no gold.
[Dragonfire 2+]: Encounters cannot be damaged by Basic cards. [Dragonfire 6+]: Encounters gain: Immunity: Level damage.
If any gold payout occurs from a defeated encounter, reduce the gold value of all encounters by 1. [Dragonfire 5+]: Instead, per
Every player puts a Fury token matching their Primary Class color into play. During their next turn, that token must deal its dam
[Dragonfire 1+]: A primary Martial character immediately switches this card with a Dragonfire card from the discard and appli
Only one card played during a turn can apply non-damage text effects. [Dragonfire 7+]: No non-damage text effects can be app
The gold payout of any encounter equals the lowest non-zero gold value of all encounters in play.
Summon Lycanthrope (Difficulty 1 Wilderness encounter from Moonshae), and place it facing the character whose Class color
All encounters Save vs. any text effects. [Dragonfire 4+]: All encounters gain: Save +1.
A primary Deception character places a number of +1 Attack Strength tokens on encounters equal to the Dragonfire level. (No
Greater Dispel Magic. If two or more non-Token encounters are damaged in a turn, determine which encounter has the highes
[Dragonfire 4+]: Summon Fomorian (Difficulty 2 Mountain encounter from Moonshae). The party decides whom it faces.
If and encounter is not dealt damage in the turn it deals damage, it heals one level. [Dragonfire 7+]: Instead, it heals two levels
The player(s) with the highest XP cost Feature discards one card. [Dragonfire 6+]: Instead, discard two cards.
[Deadfall]: For every Magic Item in your hand, make a Skill Check. Success: It is discarded. Failure: It is immediately Depeleted.
Players cannot activate any Features (any Continuous Features are unaffected). The party may choose to discard two cards from
[Dragonfire 3+]: All players lose 1 HP. [Dragonfire 6+]: Instead, all players lose 2 HP. [Dragonfire 9+]: Instead, all players lose 3 H
Permanently increase the gold cost of all cards in the Market by 1.
Discard from the Market a number of cards equal to the Dragonfire level. All Market cards must be discarded before replacing
[Dragonfire 6+]: All players randomly discard two cards, then draw two cards. [Dragonfire 12+]: Instead, all players must discard
Discard the top card of the Market deck. Devotion/Martial: Summon Rot Troll; Deception/Arcane: Summon Venom Troll. (Diffi
Any "Remains in Play" Magic Items used this round are discarded after use. [Dragonfire 4+]: Instead, they're automatically disca
All encounters gain: Immune: 8 or higher gold cost cards. Additionally, discard the top card from the Market deck. If its gold co
All encounters gain: Immune: Any reduction to colorless levels on the damage track. [Dragonfire 4+]: All "immune to level dam
[Deadfall]: Place Goblin Uprising as the next active Dragonfire. While Strength of the Swarm is the top card in Dragonfire discar
[Dragonfire 4+]: Summon Torog-Kaitan (Difficulty 3 Wilderness encounter from Ravaging the Sword Coast). Discard the top car
The party must discard gold and/or non-Basic cards whose total gold value equals three times the number of players. (If they h
Must discard a card to use any "Remains in Play" Magic Items. [Dragonfire 6+]: For each "Remains in Play" Magic Item in your p
Each player, at the start of their turn, places 5 cards from the top of their deck into their discard. (If a character has fewer than
[Dragonfire 2+]: All players set aside their gold. That gold cannot be used during their next turn. At the end of their turn, they m
Negate Attrition Damage keyword from all Shadowfell Encounters. [Dragonfire 4+]: Apply a +1 to all Shadowfell encounters' co
Special
eck (twice). Failure(s): Discard one card. [Dragonfire 10+]: Additionally, Failure(s): lose 1 HP.
nter facing that character.
any character. (Fully resolve each Save before moving to the next encounter.)
<X>
he end of their turn, place those cards back into their hand. [Dragonfire 4+]: Instead, round up.
tead, choose one character to become Exhausted.
re 6+]: Instead, make two Skill Checks. Either Failure: Discard a non-Basic card from your hand to the Market discard.
Milestone (&)
<X>
Milestone (&)
ore replacing empty slots with new Market cards. [Dragonfire 5+]: Additionally, then trash the Market discard.
rs must discard their hand.
Milestone (&)
omatically discarded.
k. If its gold cost is equal to or lower than the Dragonfire level, instead, Immune: 5 or higher gold cost cards.
<X>
agonfire discard, apply the following effects: All tokens with a colorless number on their damage track exchange that colorless value for one
Milestone (&)
Milestone (&)
Item in your play area, make a Skill Check. Failure: Summon any from the Secondary Encounter Deck.
as fewer than 5 cards in their deck, they don't reshuffle to discard more.) If all placed cards match the player's primary Class Type color, the
eir turn, they make a Skill Check. Success: Reclaim the gold. Failure: Reclaim half the gold (round down) and return the rest to the commo
<X>
ntly increases by 1 for the rest of this game.
rs discard a card.
ed in this fashion, remove that card first. Then determine which other card will be discarded to make room for the newly revealed card.)
gonfire 4+]: Lose 1 HP. [Dragonfire 5+]: Discard 1 card. [Dragonfire 6+]: Summon any from the Primary Encounter Deck. [Dragonfire 7+]: Sum
ally, the encounter is half gold value (round down). [Dragonfire 7+]: Additionally, the encounter has no gold value.
n this card is placed in the discard, place the top card of the Dragonfire deck in the discard and resolve its effect (if any).
e that encounter facing the character whose Class Type matches it. Then immediately summon any from that deck and place the second en
hat colorless value for one icon of their Class Type color. [Dragonfire 6+]: Instead, the tokens exchange that colorless number for an equal n
mary Class Type color, they draw one card. If the cards do not match, cycle all cards of their primary Class Type color from the Market.
rn the rest to the common supply.
e newly revealed card.)
Deck. [Dragonfire 7+]: Summon any from the Secondary Encounter Deck. [Dragonfire 8+]: Discard your hand.
k and place the second encounter facing the next character to the left (the second encounter has no gold value). Bury the rest.
ess number for an equal number of icons of their Class Type color. [Dragonfire 9+]: Additionally, tokens are immune to Basic cards.
[A] Arcane (blue), [R] Deception (red), [G] Devotion (green), [M] Martial (black) and [#] (colorless).
Text
SURPRISE: Cycle one Martial card in the Market. VANQUISHED: Choose a character. That character heals 1HP.
SURPRISE: Discard 1 card.
SURPRISE: Dispel Magic.
[Dragonfire 6+]: SURPRISE: Choose one character to become Exhausted. [Dragonfire 9+]: SURPRISE: Choose two characters to
SURPRISE: Draw two cards, then discard one card. (Unless they are both Devotion, in which case keep both.)
Damage can't be applied to Wayzan Nim. Any player can discard a Devotion or Deception card to cancel this ability until the sta
Summon: Summon Arcane.
SURPRISE: Dispel Magic.
REPLENISH: Draw no cards. Any player can discard an Arcane card to cancel this ability until the start of the next turn.
If Jeleshava The Ashen deals damage, all players make a Skill Check. Failure: Deal 1 damage to that character.
VANQUISHED: Choose a character. That character heals 2 HP.
An Arcane or Deception character must first discard one card to play any cards against Akmos. [Dragonfire 5+]: Instead, must d
Only colorless or level damage can clear a colorless level of this encounter. [Dragonfire 5+]: +1 Attack Strength. [Dragonfire 7+]
VANQUISHED: Reveal a Market card and place it in a permanent new slot. The next Market card that is revealed costs half gold
Each time Keeva attacks a character, that player discards their hand, then draws that number of cards. [Dragonfire 5+]: +1 Atta
SURPRISE: All players discard one card. [Dragonfire 5+]: Instead, all players discard two cards.
Save +1. VANQUISHED: Choose a character. That character is dealt 2 damage. [Dragonfire 5+]: Instead, two characters are each
SURPRISE: Draw the top three Market cards. If one has an Assist and costs 4 or less, place it in your hand for free (discard the o
When Rakshasa damages a character make two Skill Checks. Both Failure: Character is planeshifted out of the game. Rotate en
Every time Green Dragon attacks, all characters not facing it make Primary Skill Checks. Failure: Apply its damage to that chara
Before dealing damage to Vampire, make Skill Check. Failure: Assign damage from one non-Basic card as colorless to a random
Save +1.
After Storm Giant attacks, character may make a Skill Check. Success: Reveal top two Dragonfire cards. You may bury one of bo
TOKENS: 2 (1 1Dmg) [Dragonfire 6+]: Tokens are instead: (2 1Dmg) [Dragonfire 8+]: Tokens are instead: (2 2Dmg)
TOKENS: 2 (1 1Dmg) [Dragonfire 6+]: Tokens are instead: (2 1Dmg) [Dragonfire 8+]: Tokens are instead: (2 2Dmg)
Save +1. [Dragonfire 6+]: When Orog attacks, discard your hand. VANQUISHED: Deal 1 level of damage to another encounter.
REPLENISH: Draw no cards.
SURPRISE: You discard two cards.
TOKENS: 1 (2 1Dmg)
TOKENS: 1 (2 1Dmg)
VANQUISHED: May choose any other non-Location encounter and discard it (no gold is paid out).
An Arcane character may discard Arcane cards to prevent damage equal to the number of cards discarded. [Dragonfire 4+]: +1
SURPRISE: Dispel all magic. When Roper damages a character, it heals 1 level. [Dragonfire 6+]: Instead, heals 2 levels. [Dragonfi
TOKENS: 1 (G1 1Dmg) SURPRISE: If another Grick Knot is in play, add one additional token to both cards.
TOKENS: 1 (G1 1Dmg) SURPRISE: If another Grick Knot is in play, add one additional token to both cards.
[Dragonfire 5+]: Summon Primary any (it has no gold value). [Dragonfire 7+]: Instead, Summon Secondary any (it has no gold va
When Clay Golem attacks, it also attacks the Devotion character unless it's already facing that character (if there's another Dev
When Night Hag attacks, it must Save. Failure: Remove all damage and rotate Night Hag one player to the left.
SURPRISE: Dispel magic.
SURPRISE: Dispel magic.
When Blue Slaad attacks, it also attacks the Arcane character unless it's already facing that character (if there's another Arcane
At the start of the player's turn, make two Skill Checks. 1 Failure: During Replenish, draw only 1 card. 2 Failures: During Replen
After damaging a character, Invisible Stalker must Save. Success: Discard Invisible Stalker (no gold payout).
After damaging a character, Invisible Stalker must Save. Success: Discard Invisible Stalker (no gold payout).
When Fomorian damages a character, Fomorian must Save. Failure: Deal 1 more damage. Success: Deal 1 level damage to Fom
When Fomorian damages a character, Fomorian must Save. Failure: Deal 1 more damage. Success: Deal 1 level damage to Fom
[Dragonfire 5+]: +1 damage. [Dragonfire 7+]: +1 additional damage. Strength: Attack Strength is now +1.
At the start of the player's turn, Slaad Planar Portal must Save. Success: Summon Slaad (or any, if no Slaad).
TOKENS: 2 (G 1Dmg) [Dragonfire 4+]: Tokens are instead: (GG 1Dmg) [Dragonfire 8+]: Tokens are instead: (GG 2Dmg)
TOKENS: 2 (G 1Dmg) [Dragonfire 4+]: Tokens are instead: (GG 1Dmg) [Dragonfire 8+]: Tokens are instead: (GG 2Dmg)
SURPRISE: Cycle one Devotion card in the Market. [Dragonfire 6+]: Instead, discard all Devotion cards in the Market. Those slot
SURPRISE: Make a Skill Check. Failure: Draw only 1 card during Replenish until Banshee is defeated. Strength: Attack Strength
When Shambling Mound attacks, it also attacks the Devotion character unless it's already facing that character (if there's anoth
SURPRISE: Dispel magic.
SURPRISE: Dispel magic.
When Centaur attacks, it also attacks the Arcane character unless it's already facing that character (if there's another Arcane ch
VANQUISHED: Reveal the top Dragonfire card. You may bury it. Escape: During the Take Damage Phase, instead of attacking, lo
SURPRISE: Each player places four cards from the top of their deck into their discard. (If a player has fewer than four cards in th
[Dragonfire 6+]: +1 Attack Strength. VANQUISHED: Deal 1 level of damage to another encounter. Terror: Can play only one card
SURPRISE: The character to your left is pulled into this Location. Both players discard two cards.
TOKENS: 2 (2 1Dmg) [Dragonfire 4+]: Tokens are instead: (3 1Dmg) [Dragonfire 8+]: Tokens are instead: (3 2Dmg)
TOKENS: 2 (2 1Dmg) [Dragonfire 4+]: Tokens are instead: (3 1Dmg) [Dragonfire 8+]: Tokens are instead: (3 2Dmg)
After Owlbear attacks, discard the top card of the Market deck. Move Owlbear to face the character whose Class color matches
SURPRISE: Cycle one Martial card in the Market. Save +1. VANQUISHED: Choose a character. That character heals 1 HP.
VANQUISHED: Reveal two Market cards and then place them in the Market or discard.
When Kobold Encampment attacks, you may choose to Summon any card with "Kobold" in the name (if any). Randomly determ
VANQUISHED: Black Pudding must Save. Success: It heals 3 levels and rotates to face the next player to the left. (Gold payout s
VANQUISHED: Black Pudding must Save. Success: It heals 3 levels and rotates to face the next player to the left. (Gold payout s
[Dragonfire 6+]: Final two damage track levels are now 3 /3. [Dragonfire 9+]: Final two damage track levels are now 5/5. Terror
[Dragonfire 6+]: Final two damage track levels are now 3 /3. [Dragonfire 9+]: Final two damage track levels are now 5/5. Terror
SURPRISE: Make Skill Check. Failure: Take 3 damage. May discard cards to prevent damage equal to the number of cards disca
VANQUISHED: Choose another character to make a Skill Check. Success: That player draws two cards. Keep one of them and d
VANQUISHED: Choose another character to make a Skill Check. Success: That player draws two cards. Keep one of them and d
After Blink Dog attacks, discard the top card of the Market deck. Blink Dog also attacks the player whose Primary Class color ma
Flesh Golem cannot be dealt damage by any card with "Lightning" in its name. [Dragonfire 6+]: +1 Attack Strength. [Dragonfire
VANQUISHED: Make two Skill Checks. Both Success: Search your draw deck for any card and place it in your hand. Then reshuffl
VANQUISHED: Make two Skill Checks. Both Success: Search your draw deck for any card and place it in your hand. Then reshuffl
TOKENS: 2 (A1 1Dmg)
[Dragonfire 5+]: SURPRISE: Discard all Basic cards. [Dragonfire 7+]: Additionally, Phase Spider has 0 gold value. Escape
[Dragonfire 5+]: SURPRISE: Discard all Basic cards. [Dragonfire 7+]: Additionally, Phase Spider has 0 gold value. Escape
TOKENS: 1 (MMM 1Dmg)
The 1/1 Damage are two separate attacks. Any effects that stop an attack or reduce damage must be applied to each attack sep
The 1/1 Damage are two separate attacks. Any effects that stop an attack or reduce damage must be applied to each attack sep
VANQUISHED: Lemure must Save (use Primary Deck). Failure: Remove all damage and place in front of the same player.
VANQUISHED: Lemure must Save (use Primary Deck). Failure: Remove all damage and place in front of the same player.
VANQUISHED: Lemure must Save (use Primary Deck). Failure: Remove all damage and place in front of the same player.
VANQUISHED: Lemure must Save (use Primary Deck). Failure: Remove all damage and place in front of the same player.
[Dragonfire 5+]: Before playing cards against Spined Devil, Skill Check. Failure: Cannot play cards against Spined Devil. Weakne
[Dragonfire 5+]: Before playing cards against Spined Devil, Skill Check. Failure: Cannot play cards against Spined Devil. Weakne
When Bone Devil damages a character, adjacent characters must make a Skill Check. Failure: that character is dealt 1 damage.
When Bone Devil damages a character, adjacent characters must make a Skill Check. Failure: that character is dealt 1 damage.
TRAP: Characters cannot move out of a Trap Location unless they succeed at a Skill Check.
When Horned Devil is revealed, place TOKENS: (1 1Dmg) equal to the Dragonfire level divided by 2 (round up). Replace defeate
SURPRISE: The party may pay gold equal to the Dragonfire level. If they don't pay this tribute, discard the top card of the Mark
When Orc Nurtured One of Yurtus damages a character, place a token on them. When Orc Nurtured One of Yurtus is defeated,
[Dragonfire 7+]: +1 Attack Strength. [Dragonfire 10+]: +1 additional Attack Strength.
After Orc Claw of Luthic attacks, Save. Success: Heal another encounter with "orc" in its name one level (random, if more than
After Orc Claw of Luthic attacks, Save. Success: Heal another encounter with "orc" in its name one level (random, if more than
When Nilbog attacks, it Saves +1. Success: That player loses 1 gold.
Token: 3 (1 1Dmg)
Token: 3 (1 1Dmg)
Trap: Players cannot move out of a Trap Location unless they succeed at a Skill Check.
After attacking, immediately rotate Gnoll Hyena Cavalry one player to the left.
After attacking, immediately rotate Gnoll Hyena Cavalry one player to the left.
Orc Red Fang of Shargaas Cavalry cannot be prevented from attacking. After attacking, discard the top card of the Market deck
Orc Red Fang of Shargaas Cavalry cannot be prevented from attacking. After attacking, discard the top card of the Market deck
After attacking, immediately rotate Goblin Cavalry one player to the right.
After attacking, immediately rotate Goblin Cavalry one player to the right.
Tokens: 2 (G1 1Dmg). [Dragonfire 6+]: Tokens are instead: (GG 1Dmg). [Dragonfire 9+]: Tokens are instead: (GGG 2Dmg).
Tokens: 2 (G1 1Dmg). [Dragonfire 6+]: Tokens are instead: (GG 1Dmg). [Dragonfire 9+]: Tokens are instead: (GGG 2Dmg).
SURPRISE: Dispel Magic. TOKENS: 1 (AM 1Dmg). Immune: Any damage originating from another encounter.
SURPRISE: Dispel Magic. TOKENS: 1 (AM 1Dmg). Immune: Any damage originating from another encounter.
Weakness
On a player's turn they may discard a non-Basic card and place a token on Orc War Wagon. When Orc War Wagon is defeated,
TOKENS: 2 (M1 1Dmg).
TOKENS: 3 (1 1Dmg). When Orc Warband attacks, it must Save. Failure: Summon one of its tokens. (There can be more than th
Strength
When Barghest attacks, also deal a level of damage to one goblin encounter (choose randomly). If Barghest defeats an encount
When Barghest attacks, also deal a level of damage to one goblin encounter (choose randomly). If Barghest defeats an encount
When an encounter with "hyena" in the name is defeated, Gnoll Fangs of Yeenoghu immediately Summon any gnoll (if there ar
After Chimera attacks, player may discard gold to prevent damage equal to the number of gold discarded.
TOKENS: 3 (1 1Dmg).
TOKENS: 3 (1 1Dmg).
Every time Sahaugin Baron damages a character, increase its Attack Strength by +1 for all future attacks against that character.
Surprise: Character with most damage is pulled into this Location (if none are damaged, none are pulled in). At the start of any
Vanquished: Place one Devotion Token (1 1Dmg) facing every player.
After Kuo-toa Whip attacks, Save +1. Success: Summon Kuo-toa School.
When Sea Hag damages a character they make a Skill Check. Failure: Become Exhausted. Terror.
TOKENS: 2 (1 1Dmg). Griffon Pride (and its tokens) cannot be prevented from attacking.
TOKENS: 2 (1 1Dmg). Griffon Pride (and its tokens) cannot be prevented from attacking.
VANQUISHED: Discard the top Market card. Add its gold value to the value of this card.
Surprise: All players are moved to Shipwrecked, discarding any existing Locations without gold payout. At the start of each Drag
TOKENS: 2 (G 1Dmg). After Kuo-Toa Whip School attacks, Save +1. Success: Summon Kuo-Toa School.
SURPRISE: Summon Kuo-Toa Whip. Immune: If any Devotion tokens or other Kuo-Toa cards are in play, Kuo-Toa Archpriest is im
TOKENS: 1 (GR 1Dmg). Surprise: All players make Two Skill Checks. Both Failure: Lose your next Play Cards phase. (This effect i
During a player's turn, if every other player removes from the game a non-Basic card in their hand, shuffle Aboleth back into its
While facing Water Elemental Myrmidon, you cannot purchase cards. Strength.
TOKENS: 1 (AR 1Dmg).
Escape. When it escapes, deal 2 damage to the active player.
TOKENS: 1 (RM 1Dmg). Manticore Pack (and its tokens) cannot be prevented from attacking.
TOKENS: 1 (RM 1Dmg). Manticore Pack (and its tokens) cannot be prevented from attacking.
TOKENS: 1 (MG 1Dmg). When Deep Scion Shoal attacks, that character and adjacent characters make a Skill Check. Failure: Dis
TOKENS: 1 (MG 1Dmg). When Deep Scion Shoal attacks, that character and adjacent characters make a Skill Check. Failure: Dis
Surprise: Cycle all Martial cards in the Market.
SURPRISE: All players make two Skill Checks. Both Failure: Lose your next Play Cards phase.
SURPRISE: All players make two Skill Checks. Both Failure: Lose your next Play Cards phase.
A player in Harpy Nest, at the start of their turn, must take 1 damage or announce they are skipping one of the following three
If half of the active encounters (round up) are Coastal, before attacking Water Weird, Skill Check. Failure: Cannot attack Water
SURPRISE: Summon Lycanthrope. Trap: Players cannot move out of a Trap Location unless they succeed at a Skill Check.
SURPRISE: If any other card with Aarakocra in its name is in play, place one Devotion Savage Token (an Air Elemental) next to e
TOKENS: 2 (1 1Dmg). SURPRISE: If any other card with Aarakocra in its name is in play, place one Devotion Savage Token (an Ai
TOKENS: 2 (1 1Dmg). SURPRISE: If any other card with Aarakocra in its name is in play, place one Devotion Savage Token (an Ai
SURPRISE: Dispel magic; additionally, if there is a Savage Token in play, move it to face the same player as Githzerai Monk (if th
SAVAGE TOKEN: 1 (* 2Dmg) *Reveal the top card of the Market. Place a Savage Token (a Dragon Wyrmling) of that color: its da
SAVAGE TOKEN: 1 (* 2Dmg) *Reveal the top card of the Market. Place a Savage Token (a Dragon Wyrmling) of that color: its da
If a Githyanki Warrior is in play, Githyanki Outpost activates the Githyanki Warrior Savage Token text again, instead of attacking
[Dragonfire 3+]: Apply a +2 to all Hippogriff's colorless damage levels. Escape
Strength
Strength
SURPRISE: Dispel All Magic. Immune: At the start of each Dragonfire phase, before revealing the Dragonfire card, discard a Ma
TOKENS: 2 (1 1Dmg) If Basilisk Pack (or its tokens) is damaged, active player chooses one of the following phases at the end of
Strength
VANQUISHED: One player in the party may discard one card and choose one of the following: Move one encounter to any play
Deal 1 damage to all characters when Young Red Dragon Escapes. Escape
Strength
When Fomorian damages a character, Save. Failure: Apply 1 more damage. Success: Apply a level of damage to Fomorian.
Immune: Any reduction to colorless levels on the damage track.
SAVAGE TOKEN: 1 ([8] 0Dmg) Reveal the top card of the Market Deck. Place a Savage Token (an Elemental) of that color. You m
[Dragonfire 3+]: Its second damage level is now: RRRR [Dragonfire 9+]: Additionally, its final damage level is now: GGGG
If Frost Giant Everlasting One is damaged in a turn, it must Save. Success: It heals 1 level, and adds 1 damage to its next attack.
SURPRISE: Among all players, discard from the game three non-Basic Deception cards (if more than one Deception Class Type p
If Remorhaz is damaged in a turn, the active character is dealt 1 damage.
SURPRISE: Dispel All Magic. When Cloud Giant Smiling One attacks, make a Skill Check. Failure: Its gold value is reduced by 1. S
(The 2/2 Damage are two separate attacks. Effects that stop an attack or reduce damage must be applied to each attack separa
After Tylk attacks, make a Skill Check. Success: Reveal the top three Dragonfire cards. You may reorder or bury any of them. Fa
When Bone Devil damages a character, adjacent characters must make a Skill Check. Failure: that character is dealt 1 damage.
TOKENS: 2 (1 1Dmg). VANQUISHED: The active player (and the player it is facing, if different) lose their next Market phase.
SURPRISE: Corruption.
SURPRISE: Corruption; additionally, make a Skill Check. Failure: The player must skip their next Play Cards phase.
SURPRISE: Corruption.
SURPRISE: Corruption.
SURPRISE: Corruption; if Yuan-ti Nightmare attacks, make a Skill Check. Failure: You cannot attack Yuan-ti Nightmare Speaker u
SURPRISE: Dispel magic.
TOKENS: 2 (R 1Dmg). SURPRISE: Make a Skill Check. Failure: Discard tokens and Summon Lamia (if Lamia is already in play, mo
TOKENS: 2 (R 1Dmg). SURPRISE: Make a Skill Check. Failure: Discard tokens and Summon Lamia (if Lamia is already in play, mo
All players make a Skill Check. Half Failure (round up): Bury the current Dragonfire card and replace it with the Dragonfire card
SURPRISE: Corruption. If damage from Yuan-ti Mind Whisperer causes a character to be Stunned, it heals half of its damaged l
Save +1 against Arcane cards.
Save +1 against Arcane cards.
Strength
All players make a Skill Check. Half Failure (round up): Summon Yuan-ti. All Failure: Summon Yuan-ti Abomination (City Difficu
TOKENS: 2 (2 2Dmg).
SURPRISE: Corruption; additionally, Dispel All Magic.
SURPRISE: Any player may discard a non-Basic Devotion card to the Market discard to clear the first level of this damage track.
SURPRISE: Corruption.
SURPRISE: Any player may discard a non-Basic Arcane card to the Market discard to clear the first level of this damage track.
VANQUISHED: Discard a Market card: Devotion/Martial = Smothering; Deception/Arcane = Flying. Flying: The active player ma
SURPRISE: Any player may discard a non-Basic Deception card to the Market discard to clear the first level of this damage track
SURPRISE: Summon any from Secondary Deck. Ally: Player facing Tumult may spend3 gold once per turn to deal 1 level of dam
SURPRISE: Any player may discard a non-Basic Martial card to the Market discard to clear the first level of this damage track.
SURPRISE: Dispel Greater Magic; additionally, summon Sphinx Lair or move it to face this player. Gynosphinx will not attack unl
SURPRISE: Summon Gynosphinx. Magical Test: The party may decide to have each player make two Skill Checks. All Success: D
SURPRISE: Discard the top five cards of the Primary Encounter Deck. For every blue one non-Exhuasted player becomes Exhau
Vanquished: If Djinni is defeated in one player's turn, active player may choose any Market card - either revealed or still in the
Surprise: Greater Corruption. Save +1.
TOKENS: 1 (G 1Dmg). When Cockatrice Corps damage a character, they must make a Skill Check. Failure: Discard one card.
TOKENS: 1 (G 1Dmg). When Cockatrice Corps damage a character, they must make a Skill Check. Failure: Discard one card.
SURPRISE: Dispel Magic. Immune: Any damage originating from another encounter.
SURPRISE: Dispel Magic. Immune: Any damage originating from another encounter.
If Rot Troll is damaged in a turn, it must Save. Success: All characters make a Devotion Check. Failure: Take 1 damage.
If Rot Troll is damaged in a turn, it must Save. Success: All characters make a Devotion Check. Failure: Take 1 damage.
SURPRISE: Dispel Magic. TOKENS: 1 (AM 1Dmg). Immune: Any damage originating from another encounter.
SURPRISE: Dispel Magic. TOKENS: 1 (AM 1Dmg). Immune: Any damage originating from another encounter.
If Venom Troll is damaged in a turn, it must Save. Success: It heals 1 level, and all characters make a Deception Check. Failure:
If Venom Troll is damaged in a turn, it must Save. Success: It heals 1 level, and all characters make a Deception Check. Failure:
After attacking, immediately rotate Savage Goblin Cavalry one player to the right. Save +1.
After attacking, immediately rotate Savage Goblin Cavalry one player to the right. Save +1.
War Hippogriff cannot be prevented from attacking. After it attacks, discard the top card of the Market deck; move War Hippog
War Hippogriff cannot be prevented from attacking. After it attacks, discard the top card of the Market deck; move War Hippog
If Spirit Troll is damaged in a turn, it must Save. Success: It heals 1 level, and all characters make an Arcane Check. Failure: Take
If Spirit Troll is damaged in a turn, it must Save. Success: It heals 1 level, and all characters make an Arcane Check. Failure: Take
When Savage Bugbear Murderer damages a character that player must randomly discard one card. Additionally, move Savage B
If Dire Troll is damaged in a turn, it must Save. Success: It heals 1 level, and all characters make a Martial Check. Failure: Take 1
If Dire Troll is damaged in a turn, it must Save. Success: It heals 1 level, and all characters make a Martial Check. Failure: Take 1
Immune: Level damage. Save +1. Strength.
TOKENS: 2 (1 1Dmg) [Dragonfire 6+]: Tokens are instead: (2 1Dmg) [Dragonfire 8+]: Tokens are instead: (2 2Dmg)
When Wight attacks, it also attacks the Devotion character unless it's already facing that character (if there's another Devotion c
TOKENS: 1 (2 1Dmg)
VANQUISHED: Gray Ooze must Save. Success: It heals 3 levels and rotates to face the next player to the right. Additionally, its g
TOKENS: 2 (1 1Dmg) VANQUISHED: The active player (and the player it is facing, if different), only draw one card during their n
SURPRISE: Dispel Magic. Must attempt all Skill Checks twice. Save +1.
[Dragonfire 4+]: If a player not facing Sorrowsworn the Lost deals damage to it, immediately deal 1 damage to the player Sorro
TOKENS: 1 (* 1Dmg) * Place a Token (a Burrowing Worm): its damage track is a single level of two icons matching the Class Typ
TOKENS: 1 (* 1Dmg) * Place a Token (a Burrowing Worm): its damage track is a single level of two icons matching the Class Typ
If Shadar-kai Shadow Dancer damages a character, Shadar-kai Shadow Dancer cannot be moved to face another player. Save +
If Shadar-kai Soul Monger attacks, it must Save. Success: Player is Exhausted and immediately rotate Shadar-kai Soul Monger to
SURPRISE: Summon any from Secondary Deck. Gray Render cannot attack. ALLY: Once per turn of the player facing Gray Rende
SURPRISE: Dispel All Magic. All other Undead encounters gain Save +1. After Skull Lord attacks, all other Undead encounters he
[Dragonfire 4+]: If any character heals, Sorrowsworn the Hungry is +1 Attack Strength for its next attack.
If damage from Young Red Shadow Dragon renders a Character Unconscious, apply a +2 Attack Strength to this encounter. Save
[Dragonfire 4+]: The first time Sorrowsworn the Angry is attacked in each round, +1 Attack Strength for its next attack only. If it i
After Demilich attacks, discard the top card of the Market deck. The character(s) whose Class Type color matches that card can
ck Strength.
, choose another player and apply this Surprise effect. [Dragonfire 8+]: Instead, choose another two players and apply this Surprise effect.
character (if there's another Deception character, it still attacks that additional character(s)).
r heals 1HP.
tead, two characters are each dealt 2 damage. [Dragonfire 7+]: Instead, three characters are each dealt 2 damage.
ur hand for free (discard the other two).
ed out of the game. Rotate encounters to the next player. At the start of the round, planeshifted players make Skill Check. Success: Return
pply its damage to that character also. Save +2. Strength
card as colorless to a random player. Immune: Level damage.
ards. You may bury one of both. Failure: Discard top Market deck card. A lightning strike deals damage equal to gold cost against one chara
ead: (2 2Dmg)
ead: (2 2Dmg)
mage to another encounter.
iscarded. [Dragonfire 4+]: +1 Attack Strength. [Dragonfire 7+]: Instead, +2 Attack Strength.
tead, heals 2 levels. [Dragonfire 8+]: Instead, heals all levels.
(if there's another Deception character, it still attacks that additional character(s)).
m the Secondary Deck (or Summon any, if no Slaad).
er (if there's another Martial character, it still attacks that additional character(s)).
condary any (it has no gold value). Weakness: Attack Strength is now -1.
racter (if there's another Devotion character, it still attacks that additional character(s)). Strength: Attack Strength is now +1.
r to the left.
ter (if there's another Arcane character, it still attacks that additional character(s)). Save +1.
ard. 2 Failures: During Replenish, draw no cards. [Dragonfire 7+]: Both checks automatically fail.
ard a card. Terror: Can play only one card: cannot Assist.
r (if there's another Arcane character, it still attacks that additional character(s)).
Phase, instead of attacking, loses all damage and returns to the top of its encounter deck.
as fewer than four cards in their deck, they don't reshuffle to discard more.)
Terror: Can play only one card; cannot Assist.
ead: (3 2Dmg)
ead: (3 2Dmg)
r whose Class color matches that card.
character heals 1 HP.
me (if any). Randomly determine whom it faces. That player immediately makes a Skill Check. Success: Encounter is immediately defeated
yer to the left. (Gold payout still occurs.)
yer to the left. (Gold payout still occurs.)
ck levels are now 5/5. Terror
ck levels are now 5/5. Terror
to the number of cards discarded. Trap: Characters cannot move out of a Trap Location unless they succeed at a Skill Check.
ards. Keep one of them and discard the other.
ards. Keep one of them and discard the other.
whose Primary Class color matches that card. (The same character can be attacked twice.)
Attack Strength. [Dragonfire 8+]: +1 additional Attack Stength.
e it in your hand. Then reshuffle the deck. Both Failure: No gold payout. Shuffle Spirit Naga back into its encounter deck.
e it in your hand. Then reshuffle the deck. Both Failure: No gold payout. Shuffle Spirit Naga back into its encounter deck.
be applied to each attack separately. Save +1. Strength (Applies to both attacks.)
be applied to each attack separately. Save +1. Strength (Applies to both attacks.)
nt of the same player.
nt of the same player.
nt of the same player.
nt of the same player.
against Spined Devil. Weakness
against Spined Devil. Weakness
character is dealt 1 damage. [Dragonfire 5+]: Instead, that character is dealt 2 damage. Save +2.
character is dealt 1 damage. [Dragonfire 5+]: Instead, that character is dealt 2 damage. Save +2.
2 (round up). Replace defeated tokens at the beginning of every turn. Save +2.
ard the top card of the Market deck, then place Martial Tokens: 3 (2 1Dmg) facing the character whose Class color matches that card.
ed One of Yurtus is defeated, the character takes additional damage equal to the number of tokens.
e level (random, if more than one). [Dragonfire 6+]: Instead, heal two levels.
e level (random, if more than one). [Dragonfire 6+]: Instead, heal two levels.
top card of the Market deck. Move Orc Red Fang of Shargaas Cavalry to face the character whose Class color matches that card.
top card of the Market deck. Move Orc Red Fang of Shargaas Cavalry to face the character whose Class color matches that card.
Orc War Wagon is defeated, each token applies a level of damage to any encounter.
Barghest defeats an encounter, gold is still paid out, but Barghest heals all levels.
Barghest defeats an encounter, gold is still paid out, but Barghest heals all levels.
Summon any gnoll (if there are none in the Secondary Deck, Summon from the Primary Deck). Save +1.
ng one of the following three phases: Play Cards, Deal Damage, or Market.
Failure: Cannot attack Water Weird. Weakness
Dragonfire card, discard a Market card. Fomorian Crafter is immune to any damage of that color that round.
llowing phases at the end of their turn: Play Cards, Deal Damage, Replenish or Market; they lose this phase until Basilisk Pack is defeated.
ve one encounter to any player; or activate one of your non-Continuous Features, regardless of requirements (does not count against activ
of damage to Fomorian.
emental) of that color. You must defeat the Savage Token before dealing damage to this card.
ge level is now: GGGG
s 1 damage to its next attack. Save +1
n one Deception Class Type player, discard five). If successful, when Adult Bronze Dragon would attack, instead deal its Attack Strength in le
s gold value is reduced by 1. Save +1. [Dragonfire 5+]: Instead, its gold value is reduced by 2.
applied to each attack separately.) Save +1. Strength (Applies to both attacks.)
rder or bury any of them. Failure: Discard the top card of the Market Deck. A lightning strike against the character whose Class Type color
character is dealt 1 damage. [Dragonfire 5+]: Instead, that character is dealt 2 damage. Save +2.
their next Market phase.
ay Cards phase.
ynosphinx will not attack unless a level is cleared, you may make a Magical Test on Sphinx Lair (only if it is still active).
wo Skill Checks. All Success: Defeat any two Difficulty 1 or 2 Encounters (normal gold payout). Majority Success (or tie): Move up to two no
asted player becomes Exhausted. When Ashul bin Naar is defeated, these Exhausted tokens are removed. Save +2. [Dragonfire 7+]: Instead
either revealed or still in the deck - and place it into their discard without paying for it.
arket deck; move War Hippogriff to face the character whose Class Type color matches that card, and immediately deal 1 damage to that ch
arket deck; move War Hippogriff to face the character whose Class Type color matches that card, and immediately deal 1 damage to that ch
n Arcane Check. Failure: Take 1 damage.
n Arcane Check. Failure: Take 1 damage.
d. Additionally, move Savage Bugbear Murderer to the player whose Class Type color matches the discarded card.
ead: (2 2Dmg)
(if there's another Devotion character, it still attacks that additional characters(s)).
o the right. Additionally, its gold payout reduces to 4. (Full payout only occurs on a Failure.)
te Shadar-kai Soul Monger to face the next player to the left. Save +1.
the player facing Gray Render, deal its Attack Strength in levels of damage to one other encounter. Then it must Save. Success: Discard the
color matches that card cannot be healed until Demilich is defeated. [Dragonfire 7+]: Instead, reveal two cards. Save +2 against all non-da
pply this Surprise effect.
l Check. Success: Return to the game. (Automatically return if Rakshasa is defeated.) Immune: 5 gold or less cost Arcane cards.
old cost against one character whose Class Type matches the card's color. Save +1.
ntire Market.
r is immediately defeated.
or matches that card.
es not count against activation limits); or immediately purchase a card from the Market
eal its Attack Strength in levels of damage to another encounter; when Adult Bronze Dragon is the last encounter, it is discarded and the Sc
Deception Check. Success: Use Ally ability. Vanquish: All players receive 1 gold.
r tie): Move up to two non-Location encounters which skip their next attack. Majority Failure: Summon any two from Secondary Deck. All
2. [Dragonfire 7+]: Instead, reveal the top eight cards. [Dragonfire 10+]: Exhausted tokens are not removed when it's defeated.
Save. Success: Discard the top card of the Market deck and deal the Gray Render's Attack Strength in damage to the character (s) whose Cla
Put two Spirit tokens into play. At any time, trade 1 token for [G] damage or -1 damage from any encounter. Devotion Check. S
Deal [A] to up to three different encounters.
Deal [A] to up to three different encounters.
Deal [A] to up to three different encounters.
e (Conjuration) Requires Arcane Class
e (Conjuration) Requires Arcane Class
e (Conjuration) Requires Arcane Class
One Humanoid or Giant Encounter must Save. Failure: The encounter must skip its next attack. The player deals its damage as
One Humanoid or Giant Encounter must Save. Failure: The encounter must skip its next attack. The player deals its damage as
One Humanoid or Giant Encounter must Save. Failure: The encounter must skip its next attack. The player deals its damage as
Discard up to three cards. Then draw that number of cards. Arcane Class: Instead, draw up to three cards. Then discard that nu
Discard up to three cards. Then draw that number of cards. Arcane Class: Instead, draw up to three cards. Then discard that nu
Discard up to three cards. Then draw that number of cards. Arcane Class: Instead, draw up to three cards. Then discard that nu
Deal 2 consecutive levels of damage to an encounter. Requires Arcane Play: You can't play this card unless you played
Deal 2 consecutive levels of damage to an encounter. Requires Arcane Play: You can't play this card unless you played
Deal 1 level of damage to up to four different encounters. Requires Arcane Class
Damage from one card you played this turn may be dealt anywRequires Deception Purchase: You can't buy this card from the
Damage from one card you played this turn may be dealt anywRequires Deception Purchase: You can't buy this card from the
Damage from one card you played this turn may be dealt anywRequires Deception Purchase: You can't buy this card from the
You may buy one card from the Market and play it immediately.
You may buy one card from the Market and play it immediately.
You may buy one card from the Market and play it immediately.
Skill Check. Success: Take 1 gold from the common supply.
Skill Check. Success: Take 1 gold from the common supply.
Skill Check. Success: Take 1 gold from the common supply.
Discard any card to return a Deception card from your discard Requires Deception Purchase: You can't buy this card from the
Discard any card to return a Deception card from your discard Requires Deception Purchase: You can't buy this card from the
Discard any card to return a Deception card from your discard Requires Deception Purchase: You can't buy this card from the
Requires Deception Purchase: You can't buy this card from the Market unless you played a Deception card this turn.
Requires Deception Purchase: You can't buy this card from the Market unless you played a Deception card this turn.
Choose one card with cost of 3 or less in the Market and play i Deception Class: Instead choose one card with cost 6 or less.
1
1
1
On your turn you may move one encounter facing another playe Martial Class: That encounte 1
On your turn you may move one encounter facing another playe Martial Class: That encounte 1
On your turn you may move one encounter facing another playe Martial Class: That encounte 1
Deal Flaming Oil's damage to each encounter facing one player.
Deal Flaming Oil's damage to each encounter facing one player.
Deal Flaming Oil's damage to each encounter facing one player.
Choose another player. That player draws one card and then immediately plays one card. 2
Choose another player. That player draws one card and then immediately plays one card. 2
Choose another player. That player draws one card and then immediately plays one card. 2
Encounters facing you deal -1 damage this turn. 2
Encounters facing you deal -1 damage this turn. 2
For every Martial card played, move one encounter from another player to you. That player draws one card.
Must Include Druid Class. Remains in Play: Scene. During each of your subsequent turns, Flame Blade deals [2]. Druid Class: In
Must Include Druid Class. Remains in Play: Scene. During each of your subsequent turns, Flame Blade deals [2]. Druid Class: In
Must Include Druid Class. Remains in Play: Scene. During each of your subsequent turns, Flame Blade deals [2]. Druid Class: In
Must Include Druid Class. Remains in Play: Scene. On each of your turns, deal [1] to all encounters facing one player. Druid or
Must Include Druid Class. Remains in Play: Scene. On each of your turns, deal [1] to all encounters facing one player. Druid or
A non-Location encounter facing you must Save. Failure: Must skip its next attack.
A non-Location encounter facing you must Save. Failure: Must skip its next attack.
A non-Location encounter facing you must Save. Failure: Must skip its next attack.
Must Include Warlock Class. Encounter must Save. Failure: NegateWarlock
any text
Assist
effect for that encounter until it is defeated.
Must Include Warlock Class. Encounter must Save. Failure: NegateWarlock
any text
Assist
effect for that encounter until it is defeated.
Must Include Warlock Class. Encounter must Save. Failure: Negate
Warlock
any text
Assist
effect for that encounter until it is defeated.
Must Include Bard Class. Exchange Performance from your hand for any card in the Market costing 3 gold or less.
Must Include Bard Class. Exchange Performance from your hand for any card in the Market costing 3 gold or less.
Must Include Bard Class. Exchange Performance from your hand for any card in the Market costing 3 gold or less.
Requires Ranger Class. Place a Hunter's Mark token on any encounter. You treat all levels on encounters with a Hunter's token
Requires Ranger Class. Place a Hunter's Mark token on any encounter. You treat all levels on encounters with a Hunter's token
Requires Ranger Class. Place a Hunter's Mark token on any encounter. You treat all levels on encounters with a Hunter's token
If played with another Basic card, duplicate that card's damage.
If played with another Basic card, duplicate that card's damage.
If played with another Basic card, duplicate that card's damage.
If played with another Basic card, duplicate that card's damage.
Place a token on a revealed Market card. When that card is purchased, reduce its cost by the number of tokens on it (to a minim
Place a token on a revealed Market card. When that card is purchased, reduce its cost by the number of tokens on it (to a minim
Must Include Warlock Class. Place a Hellish Rebuke token on one encounter facing you. After encounter attacks, deal one level
Must Include Warlock Class. Place a Hellish Rebuke token on one encounter facing you. After encounter attacks, deal one level
Must Include Ranger Class. Deal colorless damage to one encounter equal to the total number of levels on that encounter's da
Must Include Ranger Class. Deal colorless damage to one encounter equal to the total number of levels on that encounter's da
If you defeat a gnoll, orc, or goblin during this turn, apply +2 <X>
If you defeat a gnoll, orc, or goblin during this turn, apply +2 <X>
If you defeat a gnoll, orc, or goblin during this turn, apply +2 <X>
If you defeat a gnoll, orc, or goblin during this turn, apply +2 <X>
If you defeat a gnoll, orc, or goblin during this turn, apply +2 <X>
If you defeat a gnoll, orc, or goblin during this turn, apply +2 <X>
Must Include Druid Class. Remains In Play: Scene. During each of your subsequent turns, make Devotion Check: Success: Hea
Must Include Druid Class. Remains In Play: Scene. During each of your subsequent turns, make Devotion Check: Success: Hea
Exchange [2] to defeat any one token. Can be done multiple tim<X>
Exchange [2] to defeat any one token. Can be done multiple tim<X>
Exchange [2] to defeat any one token. Can be done multiple tim<X>
Exchange [2] to defeat any one token. Can be done multiple tim<X>
Exchange [2] to defeat any one token. Can be done multiple tim<X>
Exchange [2] to defeat any one token. Can be done multiple tim<X>
Requires Sorcerer Class. Repack. Play at Any Time: Generate 2 Sorcery Points. Equipment Pack Only.
Requires Sorcerer Class. Repack. Play at Any Time: Generate 2 Sorcery Points. Equipment Pack Only.
Requires Sorcerer Class. Repack. Play at Any Time: Generate 2 Sorcery Points. Equipment Pack Only.
Requires Sorcerer Class. Repack. Play at Any Time: Generate 2 Sorcery Points. Equipment Pack Only.
Requires Sorcerer Class. Repack. Play at Any Time: Generate 2 Sorcery Points. Equipment Pack Only.
Requires Sorcerer Class. Repack. Play at Any Time: Generate 2 Sorcery Points. Equipment Pack Only.
Requires Sorcerer Class. Repack. Play at Any Time: Generate 2 Sorcery Points. Equipment Pack Only.
Requires Sorcerer Class. Repack. Play at Any Time: Generate 2 Sorcery Points. Equipment Pack Only.
Must Include Sorcerer Class. When an encounter is damaged by Shocking Grasp, negate any of its text effects until the end of t
Must Include Sorcerer Class. When an encounter is damaged by Shocking Grasp, negate any of its text effects until the end of t
Must Include Sorcerer Class. When an encounter is damaged by Shocking Grasp, negate any of its text effects until the end of t
Must Include Sorcerer Class. You may deal level damage from another source to one level normally immune to level damage.
Must Include Sorcerer Class. You may deal level damage from another source to one level normally immune to level damage.
Must Include Sorcerer Class. You may deal level damage from another source to one level normally immune to level damage.
Requires Poisoner (Apprentice) Crafting. Consume: Encounter must Save. Success: Permanently reduce next colorless level by
Requires Poisoner (Apprentice) Crafting. Consume: Encounter must Save. Success: Permanently reduce next colorless level by
Requires Poisoner (Apprentice) Crafting. Consume: Encounter's Attack Strength is -1 on its next attack and must Save. Failure:
Requires Poisoner (Apprentice) Crafting. Consume: Encounter's Attack Strength is -1 on its next attack and must Save. Failure:
Requires Poisoner (Journeyman) Crafting. Consume: Encounter must Save. Success: Permanently reduce next colorless level b
Requires Illusionist (Savant). Encounter must Save. Failure: Choose one: Encounter's Attack Strength is 0 during its next attack
Requires Illusionist (Savant). Encounter must Save. Failure: Choose one: Encounter's Attack Strength is 0 during its next attack
Requires Illusionist (Savant). Encounter must Save. Failure: Choose one: Encounter's Attack Strength is 0 during its next attack
Encounter must Save. Failure: Choose one: Deal 1 level of damage; or Encounter deals its damage as colorless to another enco
Encounter must Save. Failure: Choose one: Deal 1 level of damage; or Encounter deals its damage as colorless to another enco
A non-Location encounter facing you must Save. Failure: Must skip its next attack.
A non-Location encounter facing you must Save. Failure: Must skip its next attack.
A non-Location encounter facing you must Save. Failure: Must skip its next attack.
Must Include Barbarian Class. Other non-Basic Martial cards you played this turn deal +1 to each encounter they face. Barbari
Must Include Barbarian Class. Other non-Basic Martial cards you played this turn deal +1 to each encounter they face. Barbari
Must Include Barbarian Class. Barbarian Class: During your turn you may move one non-Location encounter.
Must Include Barbarian Class. Barbarian Class: During your turn you may move one non-Location encounter.
Must Include Barbarian Class. Barbarian Class: During your turn you may move one non-Location encounter.
You must play this card during your turn. Damage from Curiosity may only be dealt to R levels. You may not discard Curiosity.
You must play this card during your turn. Damage from Curiosity may only be dealt to R levels. You may not discard Curiosity.
You must play this card during your turn. Damage from Curiosity may only be dealt to R levels. You may not discard Curiosity.
You must play this card during your turn. Damage from Curiosity may only be dealt to R levels. You may not discard Curiosity.
If played with another Basic card, duplicate that card's damage.
If played with another Basic card, duplicate that card's damage.
Place a token on a revealed Market card. When that card is purchased, reduce its cost by the number of tokens on it (to a minim
Place a token on a revealed Market card. When that card is purchased, reduce its cost by the number of tokens on it (to a minim
[Gold Cost (1)]: +[1]. You may pay this cost multiple times in a turn.
[Gold Cost (1)]: +[1]. You may pay this cost multiple times in a turn.
[Gold Cost (1)]: +[1]. You may pay this cost multiple times in a turn.
[Gold Cost (1)]: Apply +2 gold to any encounter's gold value.
[Gold Cost (1)]: Apply +2 gold to any encounter's gold value.
[Gold Cost (1)]: Apply +2 gold to any encounter's gold value.
[Gold Cost (1)]: May split Dual Wielding's damage between any number of encounters.
[Gold Cost (1)]: May split Dual Wielding's damage between any number of encounters.
[Gold Cost (1)]: May split Dual Wielding's damage between any number of encounters.
Must Include Barbarian Class. Other non-Basic Martial cards you played this turn deal +1 to each encounter they face. Barbari
Must Include Barbarian Class. Other non-Basic Martial cards you played this turn deal +1 to each encounter they face. Barbari
Must Include Barbarian Class. Barbarian Class: During your turn you may move one non-Location encounter.
Must Include Barbarian Class. Barbarian Class: During your turn you may move one non-Location encounter.
Must Include Barbarian Class. Barbarian Class: During your turn you may move one non-Location encounter.
Must Include Bard Class. Return Performance from your discard to your hand.
Must Include Bard Class. Return Performance from your discard to your hand.
Requires Poisoner (Apprentice) Crafting. Consume: Permanently reduce next colorless level on one encounter by 1. That enco
Requires Poisoner (Apprentice) Crafting. Consume: Permanently reduce next colorless level on one encounter by 1. That enco
You must play this card during your turn. Damage from Curiosity may only be dealt to R levels. You may not discard Curiosity.
Deal 1 damage of any color. Additionally, remove one Corruptio<X>
Deal 1 damage of any color. Additionally, remove one Corruptio<X>
Deal 1 damage of any color. Additionally, remove one Corruptio<X>
Deal 1 damage of any color. Additionally, remove one Corruptio<X>
Deal 1 damage of any color. Additionally, remove one Corruptio<X>
Deal 1 damage of any color. Additionally, remove one Corruptio<X>
Deal 1 damage of any color. Additionally, remove one Corruptio<X>
If played with another Basic card, duplicate that card's damage.
If played with another Basic card, duplicate that card's damage.
Requires Sorcerer Class. Repack. Play at Any Time: Generate 2 Sorcery Points. Equipment Pack Only.
Requires Sorcerer Class. Repack. Play at Any Time: Generate 2 Sorcery Points. Equipment Pack Only.
Requires Sorcerer Class. Repack. Play at Any Time: Generate 2 Sorcery Points. Equipment Pack Only.
Requires Sorcerer Class. Repack. Play at Any Time: Generate 2 Sorcery Points. Equipment Pack Only.
Requires Sorcerer Class.
Requires Sorcerer Class.
Deal 1 level of damage. Player may make one Martial Check. Success:
<X> Move one encounter from one Army Group to another A
Deal 1 level of damage. Player may make one Martial Check. Success:
<X> Move one encounter from one Army Group to another A
Deal 1 level of damage. Player may make one Martial Check. Success:
<X> Move one encounter from one Army Group to another A
Deal 1 level of damage. Player may make one Arcane Check. Success:
<X> Permanently apply a -1 card to Torog-Kaitan's Warlord Ch
Deal 1 level of damage. Player may make one Arcane Check. Success:
<X> Permanently apply a -1 card to Torog-Kaitan's Warlord Ch
Deal 1 level of damage. Player may make one Deception Check.<X> Success: Reveal one encounter in chosen Army. (If all encounte
Deal 1 level of damage. Player may make one Deception Check.<X> Success: Reveal one encounter in chosen Army. (If all encounte
Deal 1 level of damage. Player may make one Deception Check.<X> Success: Reveal one encounter in chosen Army. (If all encounte
Deal 1 level of damage. Player may make one Devotion Check. <X>Success: Put a Warlord token into play. During future Warlord C
Deal 1 level of damage. Player may make one Devotion Check. <X>Success: Put a Warlord token into play. During future Warlord C
Requires 2-Player. Starts & Remains In Play. Immune: Any Dispel<X>Magic. During the active player's turn, they may discard a car
Must Include Barbarian Class. When this card goes into your discard, you may pay 1 HP to return to your hand.
Must Include Barbarian Class. When this card goes into your discard, you may pay 1 HP to return to your hand.
Remains in Play. Immune: Any Dispel Magic. Discard Rod of Unbinding
<X> card to: discard any Difficulty 1 or 2 encounter (no gold
Remains in Play. Immune: Any Dispel Magic. Discard Rod of Unbinding
<X> card to: discard any Difficulty 1 or 2 encounter (no gold
Remains in Play. Immune: Any Dispel Magic. Discard Rod of Unbinding
<X> card to: discard any Difficulty 1 or 2 encounter (no gold
Remains in Play. Immune: Any Dispel Magic. Discard Rod of Unbinding
<X> card to: discard any Difficulty 1 or 2 encounter (no gold
Remains in Play. Immune: Any Dispel Magic. Discard Rod of Unbinding
<X> card to: discard any Difficulty 1 or 2 encounter (no gold
Remains in Play. Immune: Any Dispel Magic. Discard Rod of Unbinding
<X> card to: discard any Difficulty 1 or 2 encounter (no gold
Remains in Play. Immune: Any Dispel Magic. Discard Rod of Unbinding
<X> card to: discard any Difficulty 1 or 2 encounter (no gold
Remains in Play. Immune: Any Dispel Magic. Discard Rod of Unbinding
<X> card to: discard any Difficulty 1 or 2 encounter (no gold
Remains in Play. Immune: Any Dispel Magic. Discard Rod of Unbinding
<X> card to: discard any Difficulty 1 or 2 encounter (no gold
Remains in Play. Immune: Any Dispel Magic. Discard Rod of Unbinding
<X> card to: discard any Difficulty 1 or 2 encounter (no gold
Remains in Play. Immune: Any Dispel Magic. Discard Rod of Unbinding
<X> card to: discard any Difficulty 1 or 2 encounter (no gold
Remains in Play. Immune: Any Dispel Magic. Discard Rod of Unbinding
<X> card to: discard any Difficulty 1 or 2 encounter (no gold
cane (blue), [R] Deception (red), [G] Devotion (green), [M] Martial (black) and [#] (colorless).
Assist Damage Assist Effect
1* Deal 1 damage of any color.
1* Deal 1 damage of any color.
1* Deal 1 damage of any color.
1* Deal 1 damage of any color.
G2
G2
G2
Heal two different characters 1 HP each.
Heal two different characters 1 HP each.
y encounter. Devotion Check. Success: Instead, put four Spirit tokens into play.
Deal [1] to up to three different encounters.
Deal [1] to up to three different encounters.
Deal [1] to up to three different encounters.
Arcane Class: All colorless levels on one encounter this turn are [-1]. Wizard Class: All colorless levels on
Arcane Class: All colorless levels on one encounter this turn are [-1]. Wizard Class: All colorless levels on
Arcane Class: All colorless levels on one encounter this turn are [-1]. Wizard Class: All colorless levels on
The player deals its damage as colorless to another encounter.
The player deals its damage as colorless to another encounter.
The player deals its damage as colorless to another encounter.
hree cards. Then discard that number of cards.
hree cards. Then discard that number of cards.
hree cards. Then discard that number of cards.
play this card unless you played another Arcane card this turn.
play this card unless you played another Arcane card this turn.
ou can't buy this card from the Market unless you played a Deception card this turn.
ou can't buy this card from the Market unless you played a Deception card this turn.
ou can't buy this card from the Market unless you played a Deception card this turn.
R
R
R
ou can't buy this card from the Market unless you played a Deception card this turn.
ou can't buy this card from the Market unless you played a Deception card this turn.
ou can't buy this card from the Market unless you played a Deception card this turn.
Deal 1 level of damage.
Deal 1 level of damage.
one card with cost 6 or less.
M1
M1
M1
A1
A1
A1
ting 3 gold or less. Another player may exchange a non-Basic card from their hand for a card in the Market costing up to 1 g
ting 3 gold or less. Another player may exchange a non-Basic card from their hand for a card in the Market costing up to 1 g
ting 3 gold or less. Another player may exchange a non-Basic card from their hand for a card in the Market costing up to 1 g
counters with a Hunter's token as colorless.
counters with a Hunter's token as colorless.
counters with a Hunter's token as colorless.
ncounter attacks, deal one level of damage to encounter and remove the token. Warlock Class: Instead, place token on any one encounter.
ncounter attacks, deal one level of damage to encounter and remove the token. Warlock Class: Instead, place token on any one encounter.
of levels on that encounter's damage track. If this is your Chosen Enemy, that damage is the chosen encounter's color.
of levels on that encounter's damage track. If this is your Chosen Enemy, that damage is the chosen encounter's color.
Devotion Check: Success: Heal any player 1 HP.
Devotion Check: Success: Heal any player 1 HP.
ch encounter they face. Barbarian Class: When raging, instead deal +2.
ch encounter they face. Barbarian Class: When raging, instead deal +2.
M1
M1
M1
You may not discard Curiosity.
You may not discard Curiosity.
You may not discard Curiosity.
You may not discard Curiosity.
umber of tokens on it (to a minimum of 1).
umber of tokens on it (to a minimum of 1).
ch encounter they face. Barbarian Class: When raging, instead deal +2.
ch encounter they face. Barbarian Class: When raging, instead deal +2.
M1
M1
M1
Active player may exchange a non-Basic card from their hand for a card from their discard costing up to 2
Active player may exchange a non-Basic card from their hand for a card from their discard costing up to 2
one encounter by 1. That encounter must Save. Failure: Deal 2 to that encounter.
one encounter by 1. That encounter must Save. Failure: Deal 2 to that encounter.
You may not discard Curiosity.
rn to your hand.
rn to your hand.
ass: All colorless levels on one encounter this turn are [-2].
ass: All colorless levels on one encounter this turn are [-2].
ass: All colorless levels on one encounter this turn are [-2].
e Market costing up to 1 gold more than it.
e Market costing up to 1 gold more than it.
e Market costing up to 1 gold more than it.
[A] Arcane (blue), [R] Deception (red), [G] Devotion (green), [M] Martial (black) and [#] (colorless).
Assist
m the Magic Item Deck and place it in your hand. Return it to its deck at the end of the game.
m the Magic Item Deck and place it in your hand. Return it to its deck at the end of the game.
m the Magic Item Deck and place it in your hand. Return it to its deck at the end of the game.
m the Magic Item Deck and place it in your hand. Return it to its deck at the end of the game.
, may discard it to draw one card. Martial Class: Instead deals [M][M][1].
event 1 damage from one encounter whose color matches the discarded card. You may ignore Dragonfire and encounter discard effects.
w one card. Discard a Devotion card to deal +[4].
event 1 damage from one encounter whose color matches the discarded card. When you heal only yourself, you may discard one card to h
event 1 damage from one encounter whose color matches the discarded card. When you defeat a non-token encounter matching your colo
u may play cards, apply their effects and deal damage, and then take a standard turn (including moving).
gic Items may be placed from your hand under it. Return them to your hand at any time.
a color matching your Primary Class Type to prevent 1 damage from one encounter. When making a Skill Check, you may do so twice.
urns. When Golden Lions is discarded, it is Depleted.
y 1. Discard Belt of Dwarvenkind to repeat a Martial Check. Dwarf: Instead, discard to repeat any Skill Check.
lay, your other cards with Remains in Play are immune to Dispel Magic.
on Check. Success: You may move a Beast encounter to face you.
Prevent 1 damage from one encounter.
er must skip its next attack.
your discard to your hand.
om one encounter facing you. Discard Buckler +2.
Discard a Performance card to deal 1 Arcane damage.
g your turn, discard one card to prevent 1 damage from one encounter whose color matches the discarded card. When making a Skill Chec
ou. Each turn, that encounter deals –1 damage.
ber Cat is discarded, it is Depleted.
rless damage to that encounter. 2 Failure: Additionally, the encounter must skip its next attack. 2 Success: Beads of Force is consumed.
move one player to the left and your turn ends. Immediately start the next player's turn.
l the start of your next turn (including Replenish or Assists). No encounters facing you may attack or create effects this turn.
a Trap, you do not make Skill Checks. If you are the last character to move out of a Location, discard it (no gold is paid).
counter cards is automatically a Success.
Stealth card.
ct one player to the left. Elf: Ignore the Surprise effect entirely.
for -2 damage from one encounter facing you.
ely start the next player's turn.
d it to draw one card. For each non-Basic Arcane card you played this turn deal +A.
M or Deplete to make one encounter Save. Failure: Deal 1 level of damage to that encounter.
Discard two Glory cards to Assist M. Fighting Style (Archery): Instead, M3.
Prevent 1 damage from one encounter.
ne card. Devotion Class: You may shuffle all Basic cards of one Class Type from your discard into your draw deck.
[1], Dwarf Assist: G
Prevent 1 damage from one encounter.
card. Deception Class: You may deal this damage anywhere on an encounter's damage track.
t forces you to discard, you may first draw a card.
card. Arcane Class: You may place the top card of your draw deck into your discard.
event 1 damage from one encounter whose color matches the discarded card.
ree non-Basic Arcane cards may be placed from your hand under it. Return them to your hand at any time.
d it to draw one card. For each non-Basic Arcane card you played this turn deal +A.
event 1 damage from one encounter whose color matches the discarded card. Against encounters facing you, treat the Dragonfire level as
Prevent 1 damage from one encounter.
Change each point of damage from one source to G.
event 1 damage from one encounter whose color matches the discarded card. When you defeat a non-token encounter matching your colo
Prevent 1 damage from one encounter.
w one card. Encounter must Save. Failure: +[3].
card. Deception Class: You may deal this damage anywhere on an encounter's damage track.
om one encounter facing you. Failure: Discard La Comedia and one additional card. Bard Class: if Performance was played, the Skill Check is
w one card. If you played only Arcane cards, draw one card and discard one card.
your turn, discard one card to prevent 1 damage from one encounter whose color matches the discarded card. When making a Skill Check
a color matching your Primary Class Type to prevent 1 damage from one encounter. When making a Skill Check, you may do so twice. Succ
total gold by 1.
r other cards with Remains in Play are immune to Dispel Magic. Then Consume at the end of the game, and then draw a new Rare card fro
gic Items may be placed from your hand under it. Return them to your hand at any time.
Stealth card.
haracter draws one card.
discard one card to play one Cantrip as an Assist. Or Deplete: Play any number of your Cantrips as Assists this turn.
counter must skip its next attack, and its text effects are negated until the start of the player's next turn.
Martial Class Assist MM
e of that color to every encounter.
he next Dragonfire card is revealed. Scene does not end until all encounters are defeated. Must Consume at the end of the game: Draw a n
er. Encounters do not move. Play immediately passes to the new player. At the end of game: Draw a new Rare from the Magic Item Deck.
lay, your other cards with Remains in Play are immune to Dispel Magic.
encounters facing you. Barbarian Northlander Human: Instead, deal 6 to one encounter facing you.
ng your primary Class Type color to prevent 1 damage from one encounter. You may bury the discard to your draw deck. Equipment Pack: Y
of Force is consumed.
counter matching your color, you may discard one card to heal 1 HP.
end of the game: Draw a new Rare from the Magic Item Deck.
rom the Magic Item Deck.
15 16
16 16
1 32
2 32
3 32
4 32
5 32
6 32
7 32
8 32
9 32
10 32
11 32
12 32
13 32
14 32
15 32
16 32
19 32
18 32
17 32
20 32
21 32
22 32
23 32
24 32
25 32
26 32
27 32
28 32
29 32
30 32
31 32
32 32
2 2
1 2
1 2
2 2
2 2
1 2
1 32
2 32
3 32
4 32
5 32
6 32
7 32
8 32
9 32
10 32
11 32
12 32
13 32
14 32
15 32
16 32
17 32
18 32
19 32
20 32
21 32
22 32
23 32
24 32
25 32
26 32
27 32
28 32
29 32
30 32
31 32
32 32
1 8
2 8
3 8
4 8
5 8
6 8
7 8
8 8
1 2
2 2
1 2
1 2
1 2
1 2
Pure Blood: Breath Weapon deals damage to all encounters facing you.