⚔️

Callings

12 cards in this category

12 cards
⚔️CallingUncommon
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Barbarian

The Wild Charger

Might +2, Swift +1

Charge In: Move up to 10 ft toward a foe and then break 1 DP with a wild strike.
Reckless Swing: Break 2 DP, but you get –1 Defense until your next turn.
Battle Yell: Let out a booming shout; all allies within 10 ft gain +1 to their next attack roll or Spirit Save.
Wild Heart: For 3 rounds: the first melee hit each round breaks +1 extra DP, and the first time you take DP each round, reduce it by 1 (minimum 0).

A joyful, momentum-driven melee brawler who crashes into corruption like a happy avalanche, breaking Darkness Points with wild swings, battle yells, and fearless forward momentum.

CORE-023Tales & Tails
⚔️CallingUncommon
⚔️

Glowcaster

The Magical Spark Mage

Clever +2, Keen +1

Spark Shot: Fire a tiny bolt of shimmering magic that breaks 1 Darkness Point (DP).
Light Bubble: Create a small glowing bubble that gives an ally +1 to their next roll.
Read the Glow: Detect magical energy or corrupted areas within 10 ft.
Nova Flicker: Supercharge a spell to break 3 DP on a single target.

A ranged spellcaster who channels concentrated light and sparkle-magic to break Darkness Points and chase corruption away from the creatures of Talestria.

CORE-024Tales & Tails
⚔️CallingUncommon
Guardian

Guardian

The Shieldbearer

Brave +2, Keen +1

Shield Bash: Strike a corrupted creature with your shield, breaking 1 DP. The hit is blunt and resolute — not meant to wound, but to crack the scales of darkness.
Shield Wall: Until your next turn, you and all allies within 5 ft gain +1 Defense.
Take the Hit: Choose one adjacent ally. Until your next turn, the first time they would take DP, you take that DP instead (you may reduce it by 1 if it's only 1 DP).
Iron Stand: You plant your shield and become an unshakable wall for 3 rounds: you gain +2 Defense and can't be pushed or knocked prone. Once each round, when an ally within 10 ft would take DP, you may instead take that DP and reduce it by 1 (minimum 0).

A pure protector who absorbs hits for allies, redirects Darkness Point damage to themselves, and holds the line with unshakable patience and an enormous shield.

CORE-025Tales & Tails
⚔️CallingUncommon
⚔️

Inventor

The Gadget Genius

Clever +2, Swift +1

Gadget Shot: Launch a cute contraption to break 1 DP.
Auto-Helper: Deploy a tiny robot that gives an ally +1 to rolls.
Tinker Fix: Repair an item or grant +1 Defense to a friend.
Whizbang Device: Break 2 DP and stun a foe with a harmless poof of smoke.

A clever tinkerer who deploys adorable contraptions and tiny robots to break Darkness Points, buff allies, and solve problems no amount of muscle could handle.

CORE-026Tales & Tails
⚔️CallingUncommon
⚔️

Keeper

The Memory Mage

Keen +2, Clever +1

Recall the Name: Speak a fragment of a corrupted creature's true story, breaking 1 DP. The creature flinches as a memory surfaces — not pain, but recognition.
Memory Spark: Restore 1 forgotten detail to an ally or NPC.
Identify Darkness: Learn how many DP a foe has left.
Page Burst: Summoned pages swirl around a foe, removing 2 DP.

A support caster who wields the power of stories and remembrance to shield allies, expose corruption, and ultimately remind corrupted creatures who they truly are.

CORE-027Tales & Tails
⚔️CallingUncommon
⚔️

Knight

The Brave Protector

Might +2, Brave +1

Bonk Strike: Break 1 DP with a harmless "bonk" of your weapon.
Guard Stance: Give an ally +2 Defense until your next turn.
Courage Call: All allies gain +1 to their next Spirit Save.
Heroic Charge: Rush forward and break 2 DP (or 3 if you had momentum).

A frontline tank who stands between friends and darkness, breaking Darkness Points with fearless melee strikes and shielding allies with unwavering courage.

CORE-028Tales & Tails
⚔️CallingUncommon
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Leafling

The Forest Friend

Keen +2, Brave +1

Vine Snare: Hold a corrupted foe in place.
Bloom Mend: Heal 2 HP or remove 1 DP.
Whisper to Leaves: Ask nature questions (simple guidance).
Bloom Burst: Flower magic removes 2 DP from a foe or heals 3 HP.

A nature-magic healer who mends wounds, shapes terrain, and shields allies with living plants while gently breaking the corruption that smothers Talestria's creatures.

CORE-029Tales & Tails
⚔️CallingUncommon
Luminarch

Luminarch

The Radiant Protector

Warm +2, Keen +1

Shine Beam: Break 1 DP from a foe with pure light.
Halo Shield: Grant an ally +2 Defense.
Hope's Touch: Heal 1 HP with a glowing hand.
Radiant Pulse: Emit a bright pulse that removes 2 DP from one foe or 1 DP from all nearby.

A light-magic guardian who shields allies with halos and radiant barriers, breaks Darkness Points with beams of pure hope, and reduces the damage corruption can deal to those they protect.

CORE-030Tales & Tails
⚔️CallingUncommon
Sneaklet

Sneaklet

The Sneaky Trickster

Swift +2, Clever +1

Trick Tail Feint: Give a foe disadvantage on their next action.
Quick Jab: Break 1 DP (if the foe is distracted, break 2).
Soft Steps: Gain advantage on stealth checks.
Prankster Burst: Confuse all foes within 10 ft, breaking 1 DP from one target and giving another foe disadvantage.

A mobile, evasive trickster who uses clever feints and quick paws to break Darkness Points and dance through danger without getting caught.

CORE-031Tales & Tails
⚔️CallingUncommon
⚔️

Songweaver

The Melody Mage

Warm +2, Keen +1

Harmony Note: Break 1 DP from a foe with a soothing chord.
Heart Tune: Restore 1 HP to an ally.
Inspire: An ally gains +2 on their next roll.
Crescendo Burst: Release a wave of music that removes 2 DP from one foe or 1 DP from all nearby foes.

A musical support caster who buffs allies, heals hearts, and breaks Darkness Points with waves of beautiful, hopeful sound.

CORE-032Tales & Tails
⚔️CallingUncommon
⚔️

Stonecaller

The Builder and Terrain Manipulator

Brave +2, Might +1

Pebble Pop: Break 1 DP with a small stone pop.
Quick Block: Raise a tiny stone wall granting cover.
Earth Sense: Detect vibrations or hidden threats.
Earth Burst: A harmless quake breaks 2 DP from a foe.

A durable battlefield controller who raises walls, creates cover, and shapes the earth itself to protect allies and chip Darkness Points off corrupted foes with the steady power of stone.

CORE-033Tales & Tails
⚔️CallingUncommon
⚔️

Wildscout

The Explorer and Archer

Swift +2, Keen +1

True Shot: Break 1 DP at range.
Trail Sense: Advantage on tracking or navigation.
Quick Step: Move +5 ft before or after an attack.
Wind Arrow: Fire a magic arrow that removes 1 DP from two different foes.

A ranged sharpshooter and wilderness tracker who breaks Darkness Points from a distance, moves swiftly through terrain, and always knows where the danger is before it arrives.

CORE-034Tales & Tails