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Dragonfire: Character Pack – Heroes of the Sword Coast thumbnail

Dragonfire: Character Pack – Heroes of the Sword Coast

Expansion for Dragonfire

Dragonfire: Character Pack – Heroes of the Sword Coast Rulebook

Table of Contents

Table of Contents

  • Reading the Features List
  • Martial Class: Ranger
    • 10 XP
    • 15 XP
    • 20 XP
    • 25 XP
    • 30 XP
    • 35 XP
    • 40 XP
    • 50 XP
    • 60 XP
    • 100 XP
  • Deception Class: Bard
    • 10 XP
    • 15 XP
    • 20 XP
    • 30 XP
    • 50 XP
    • 100 XP
    • Martial Features Allowed with College of Valor
      • 10 XP
      • 20 XP
      • 30 XP
      • 60 XP
  • Arcane Class: Warlock
    • 10 XP
    • 15 XP
    • 20 XP
    • 25 XP
    • 30 XP
    • 35 XP
    • 40 XP
    • 60 XP
    • 100 XP
  • Devotion Class: Druid
    • 10 XP
    • 15 XP
    • 20 XP
    • 25 XP
    • 30 XP
    • 35 XP
    • 40 XP
    • 50 XP
    • 100 XP
    • Arcane Features Allowed with Circle of Dreams
      • 10 XP
      • 15 XP
      • 20 XP

Reading the Features List

Key printed on the Features List cover, as worded there:

  • Featurename1 (Underlined) is required for at least one other Feature for this class. (Underlining is not reproduced in this transcription.)
  • Featurename1: Featurename2 Description. Featurename1 (Italic and highlighted) is required in order to purchase Featurename2. (The italic, highlighted prefix is shown here as a bold label, e.g. Hunter:, Circle of the Moon:.)
  • RACENAME: Featurename1 The Race (Caps and highlighted) listed is required to purchase this Feature.

Icon conventions used in this transcription:

  • A grey circled number, such as the one in "+1", is written as a plain number: "+1 damage".
  • A coloured damage icon printed without a number is written in brackets, for example [Martial damage icon].
  • A class-type icon is written as the class name: Arcane (blue), Devotion (green), Deception (red), Martial (black). "A Martial card" means a card of the Martial (black) class.
  • The sword icon is written as Sword.

Martial Class: Ranger

10 XP

  • Favored Enemy Permanently choose a non-Humanoid Encounter Type to be your Chosen Enemy: ______. During your turn, the first Martial damage dealt to your Chosen Enemy deals +1.
  • Fighting Style: Defense During your turn, discard two Glory cards to have an encounter deal –1 damage. (Does not require a feature slot.)
  • Fighting Style: Dueling If you play Glory cards on two different encounters, deal [Martial damage icon] to a third encounter. (Does not require a feature slot.)
  • Fighting Style: Protection During another player's turn, discard two Glory cards to have an encounter deal –1 damage. (Does not require a feature slot.)
  • Fighting Style: Archery Discard two Glory cards to Assist: [Martial damage icon]. (Does not require a feature slot.)
  • Monster Slayer: Hunter's Sense Once per game: When you face a Fey, Fiend, or Monstrosity encounter, search the Market Deck for Hunter's Mark and immediately cycle it into the Market.

15 XP

  • Explorer Permanently choose an Encounter Environment that is not Dungeon or City: ______. Once per Scene: During your turn, if current game includes that Environment, you may pay 1 gold to draw one card.
  • Fighting Style: Two-Weapon Fighting If you play two Glory cards on the same encounter, they deal 3 damage instead of the normal damage. (Does not require a feature slot.)
  • Hunter Increase your starting hand by 1 and decrease your starting gold by 1. Equipment Pack: You must add one [Martial damage icon] card and remove one card of any type.
  • Monster Slayer Favored Enemy deals an additional +1. Equipment Pack: You must add one Devotion card.

20 XP

Note: the Ranger sheet also prints Basic Regimen at 20 XP, which is transcribed in Dragonfire: Adventures – Sword Mountains Crypt and is not reproduced here.

  • Beastmaster Increase your starting HP by 2 and decrease your starting gold by 1. Equipment Pack: You must add one Devotion card and remove one card of any type.
  • Primeval Awareness At the end of the Encounter phase, swap each Chosen Enemy encounter in play with another encounter facing you.
  • Hunter: Hunter's Prey During your turn, if you play Hunter's Mark, return a Glory card from your discard to your hand.

25 XP

  • Veteran Favored Enemy & Explorer Features do not require Feature Slots.
  • Beastmaster: Bestial Fury Activate Ranger's Companion twice per turn.

30 XP

  • Extra Attack I Continuous: Whenever you defeat a non-token encounter matching your Class Type, gain a Sword.
  • Hunter: Defensive Tactics You may ignore Surprise effects.
  • Hunter: Defensive Tactics When making a Skill Check due to an encounter or Dragonfire card, do so twice.

Note: the Ranger sheet also prints Daily Regimen and Advanced Regimen at 30 XP, which are transcribed in Dragonfire: Adventures – Sword Mountains Crypt and are not reproduced here.

35 XP

  • Beastmaster: Ranger's Companion During your turn, reveal the top card of your deck. If it is a Basic card, play it; otherwise discard it.
  • Monster Slayer: Slayer's Prey Once per Scene: One encounter you damage is dealt +2.

40 XP

  • Hide in Plain Sight Choose one encounter attacking you during the first round of a Scene. It must Save. Failure: That encounter must skip its next attack.

50 XP

  • Hunter: Multiattack Once per Scene: An Assist you play deals non-level damage to all encounters facing another player.
  • Hunter: Multiattack Once per Scene: During your turn, one card you play deals non-level damage to all encounters facing you.
  • Beastmaster: Ranger's Companion II During your turn, reveal the top card of your deck. If it is a Basic card, play it; otherwise, you may discard or bury it.
  • Beastmaster: Bestial Fury II Activate Ranger's Companion twice per turn. If you reveal a non-Basic card, deal its full damage but you cannot use its text.
  • Monster Slayer: Supernatural Defense When a Chosen Enemy attacks you, discard a Devotion card to prevent all damage from that encounter.

60 XP

  • Extra Attack II Continuous: Whenever you defeat any non-token encounter, gain a Sword.

100 XP

  • Feral Senses Increase your starting cards, starting gold and starting HP by 2. Permanently lose Feature Slot 6.
  • Hunter: Superior Hunter During your turn, choose an encounter facing you and deal its damage as colorless against another encounter.
  • Monster Slayer: Nemesis The first time you damage an encounter, it must Save. Failure: Negate any text effect for that encounter until after its next attack.

Deception Class: Bard

10 XP

  • Bardic Inspiration Discard a Performance card to let another player attempt a Skill Check again.

15 XP

  • Expertise I Before the game starts, purchase any Deception card costing 2 or less.
  • Jack of all Trades During play, Performance cards count as Deception.
  • College of Whispers: Psychic Blades During your turn, one encounter you deal damage to must Save. Failure: The encounter automatically fails its next Save.

20 XP

  • College of Lore Increase your starting hand by 1. Equipment Pack: You must add one Basic Arcane, Devotion, Deception, or Martial card.
  • College of Valor You also count as Martial Class. Equipment Pack: You must add one Martial card and remove one card of any type.
  • College of Whispers Increase your starting gold by 1. Equipment Pack: You must add one Deception card and remove one card of any type.
  • College of Lore: Proficiencies 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.
  • College of Valor: Martial Proficiencies Before the game starts, purchase one Martial card costing 3 or less and add it to your Equipment Pack.
  • College of Whispers: Words of Terror Once per Scene: One Humanoid encounter must Save. Failure: Deal 1 Level of damage to that encounter; colorless levels are unaffected.

Note: the Bard sheet also prints Poisoner (Apprentice) Crafting, Poisoner (Journeyman) Crafting and Poisoner (Master) Crafting, which are transcribed in Dragonfire: Adventures – A Corruption in Calimshan and are not reproduced here.

30 XP

  • Expertise II Before the game starts, purchase a Deception card costing 2 or less and replace a Stealth card with it.
  • Song of Rest At the end of a Short Rest: Heal any character 1 HP.
  • College of Lore: Cutting Words After an encounter Saves, discard a card to make it Save a second time. Additionally, that encounter deals –1 damage.
  • College of Valor: Combat Inspiration Bardic Inspiration deals +1.

Note: the Bard sheet also prints Basic Regimen at 20 XP under College of Valor and Daily Regimen and Advanced Regimen at 30 XP, which are transcribed in Dragonfire: Adventures – Sword Mountains Crypt and are not reproduced here.

50 XP

  • Bardic Inspiration II Discard a Performance card to let another player attempt a Skill Check again or to deal +2 damage.
  • Font of Inspiration Continuous; Equipment Pack: You must add one Performance card and remove one card of any type.
  • Magical Secrets Once per Scene: Discard a card to play one Arcane or Devotion card from another player's discard costing 4 or less, ignoring any Play/Purchase Requirements. (Return to that player's discard.)
  • College of Whispers: Mantle of Whispers When a Humanoid encounter is defeated, you may gain 1 token of its color. While in possession of this token, you may exchange 1 damage (any color) for the token's color. Discard the token at the end of the Scene, or when you take another token.
  • Expertise III Before the game starts, purchase any two Deception cards, each costing 2 or less, and replace up to two Stealth cards with them.
  • Song of Rest II At the end of a Short Rest: Heal up to 2 HP, distributed as you choose.
  • College of Lore: Additional Magical Secrets Continuous: Buy and play Arcane Market and Magic cards as if you are Arcane Class. All Arcane cards cost –1.

100 XP

  • Bardic Inspiration III Discard a Performance card to let another player attempt a Skill Check again, to deal +2 damage, or to draw a card.
  • Expertise IV Before the game starts, purchase up to three Deception cards, each costing 2 or less, and replace up to three Stealth cards with them.
  • Song of Rest III At the end of a Short Rest: Heal up to 3 HP, distributed as you choose.
  • College of Lore: Peerless Skill If Performance is played with another card, duplicate that card's damage. (Does not duplicate text effects.)
  • College of Valor: Battle Magic All Performance cards gain two Swords.
  • College of Whispers: Shadow Lore Continuous: College of Whispers Features may also be applied to Fey, Fiends, and Giants. Other College of Whispers Features do not require a Feature slot.

Martial Features Allowed with College of Valor

10 XP

  • College of Valor: Fighting Style: Defense During your turn, discard two Glory cards to have an encounter deal –1 damage. (Does not require a feature slot.)
  • College of Valor: Fighting Style: Dueling If you play Glory cards on two different encounters, deal [Martial damage icon] to a third encounter. (Does not require a feature slot.)

20 XP

  • Note: the College of Valor also prints Basic Regimen at 20 XP, which is transcribed in Dragonfire: Adventures – Sword Mountains Crypt and is not reproduced here.

30 XP

  • College of Valor: Extra Attack I Continuous: Whenever you defeat a non-token encounter matching your Class Type, gain a Sword.

Note: the College of Valor also prints Daily Regimen and Advanced Regimen at 30 XP, which are transcribed in Dragonfire: Adventures – Sword Mountains Crypt and are not reproduced here.

60 XP

  • College of Valor: Extra Attack II Continuous: Whenever you defeat any non-token encounter, gain a Sword.

Arcane Class: Warlock

10 XP

  • Magical Adept During your turn, discard one Arcane card to buy one Arcane card costing 5 or less from the Market and play it immediately.
  • Patron (Fey) Equipment Pack: You must add one Arcane card and remove one card of any type.
  • Patron (Fiend) Equipment Pack: You must add one Deception card and remove one card of any type.
  • Patron (Great Old One) Equipment Pack: You must add one Devotion card and remove one Arcane card.
  • Patron (Fey): Fey Presence Once per Scene: Assign 1 point of damage dealt to you to an adjacent character.
  • Patron (Great Old One): Awakened Mind Once per Scene: Trade one Basic card from your hand with a Basic card from another player's hand, if the player agrees. This trade lasts until the end of the game.

15 XP

  • Arcane Recovery During a Short Rest: Draw one card and discard one card.
  • Invocation – Agonizing Blast Your first Cantrip played during each Scene deals +1.
  • Invocation – Book of Secrets Once per Scene: Purchase one Arcane card from the Market discard.
  • Invocation – Eldritch Spear Once per Scene: Use a Cantrip card as an Assist.
  • Invocation – Eyes of the Rune Keeper Look at the next Dragonfire card.
  • Invocation – Repelling Blast Once per Scene: If you use only a single Cantrip card to clear a level on an encounter facing you, that encounter deals –1 damage.
  • Pact of the Chain: Invocation – Voice of the Master Once per Scene: Pact of the Chain II also lets you use text effects.

20 XP

  • Eldritch Invocations Continuous: Two Invocations do not require Feature slots.
  • Warcaster Continuous: You may use any Armor. You may use any Shield except Deception; your Shield Magic Item Limitations is 1. Equipment Pack: You must remove one Basic Arcane card and add one Basic Martial card.

Note: the Warlock sheet also prints Alchemy (Apprentice) Crafting at 20 XP, and Alchemy (Journeyman) Crafting and Alchemy (Master) Crafting at 30 XP, which are transcribed in Dragonfire: Adventures – Ravaging the Sword Coast and are not reproduced here.

25 XP

  • Pact of the Blade During your turn, search your deck for a Glory card and put it in your hand.

30 XP

  • Arcane Recovery II During a Short Rest: Draw up to two cards. Then discard that number of cards.
  • Eldritch Invocations II Continuous: Three Invocations do not require Feature slots.
  • Pact of the Tome If you don't play or discard a Cantrip card this turn, deal [Arcane damage icon].
  • Patron (Fiend): Dark One's Blessing If you defeat one or more encounters, gain 1 HP until the end of your turn.

35 XP

  • Pact of the Chain During your turn, reveal the top card of your deck. If it is a Basic card, play it; otherwise, discard it.

40 XP

  • Eldritch Invocations III Continuous: Four Invocations do not require Feature slots.
  • Spell Sniper Continuous: Deal damage from Cantrip cards anywhere on the damage track.
  • Patron (Fey): Misty Escape Once per Scene: During your turn, choose an encounter facing you. It must Save. Failure: Move that encounter to face any character whose Class color matches that card.
  • Patron (Fiend): Dark One's Own Luck 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 burying it.)

60 XP

  • Arcane Recovery III During a Short Rest: Draw up to two cards. Then discard one card.
  • Patron (Fey): Beguiling Defenses Once per Scene: During your turn, choose an encounter facing you. It must Save. Failure: That encounter deals no damage. Deal 1 level of damage to that encounter.
  • Patron (Fiend): Fiendish Resilience All Martial encounters deal –1 damage to you.
  • Patron (Great Old One): Entropic Ward Once per Scene: When an encounter damages you, its Attack Strength is –1 on its next attack, and it must Save. Failure: Deal 1 level of damage to that encounter.
  • Patron (Great Old One): Thought Shield Once per Game: After a Dragonfire card is revealed, you may choose to ignore its effect(s).

100 XP

  • Arcane Recovery IV During a Short Rest: Draw up to three cards. For each card drawn you must pay one HP or discard one card.
  • Pact of the Blade II During your turn, search your deck for an Uncommon or Rare Magical Weapon and put it in your hand.
  • Pact of the Chain II During your turn, reveal the top two cards of your deck. You must play them this turn but only to deal damage, ignoring text effects.
  • Pact of the Tome II If you don't play or discard a Cantrip card this turn, deal [Arcane damage icon] for every Cantrip in your hand.
  • Patron (Fey): Dark Delerium Once per Scene: During your turn, choose an encounter facing you. It must Save every turn until it succeeds. Failure: That encounter must skip its next attack.
  • Patron (Fiend): Hurl Through Hell Once per Game: Choose an encounter. Play the top three cards from the Market discard on it, ignoring all requirements.
  • Patron (Great Old One): Create Thrall Once per Scene: A Humanoid encounter must Save a number of times equal to its Attack Strength. All Failure: The encounter must skip its next attack. Additionally, assign its Attack Strength as level damage to another encounter.

Devotion Class: Druid

10 XP

  • Druidic During your turn, any other player with Druidic may play one card as if it had Assist.
  • Circle of the Land Permanently choose a class type (Deception, Martial, Arcane, or Devotion) to be your Chosen Type. Equipment Pack: You must remove one Basic Devotion card and add one Basic card of the Chosen Type.
  • Circle of Dreams: Balm of the Summer Court During a Short Rest: Any character is dealt 1 damage. Another character heals 1 HP.
  • Circle of the Land: Bonus Grace If you played no Devotion cards on your turn, deal [Devotion damage icon].
  • Circle of the Land: Natural Recovery During a Short Rest: Shuffle one card from your discard into your deck.

15 XP

  • Circle of Dreams You also count as Arcane Class. Equipment Pack: You must add one Arcane card and remove one Devotion card.
  • Circle of the Moon: Combat Shape When you activate Wild Shape, discard two cards to heal 1 HP.

20 XP

  • Circle of the Moon Increase your starting HP by 1. Equipment Pack: You must remove one Basic Devotion card and add either one Basic Martial card or one Basic Deception card.

Note: the Druid sheet also prints Alchemy (Apprentice) Crafting at 20 XP, and Alchemy (Journeyman) Crafting and Alchemy (Master) Crafting at 30 XP, under Circle of Dreams. These are transcribed in Dragonfire: Adventures – Ravaging the Sword Coast and are not reproduced here.

25 XP

  • Wild Shape Once per Scene: If you play no cards during your turn, deal [Devotion damage icon] and you take no damage.

30 XP

  • Circle of the Land: Nature's Sanctuary When a card you played deals damage to an encounter whose color matches the Chosen Type, it must Save. Failure: That encounter must skip its next attack.
  • Circle of the Moon: Primal Strike Wild Shape deals +2.

35 XP

  • Circle of Dreams: Hearth of Moonlight and Shadow Once per game: During a Short Rest, reveal the top Dragonfire card. You may bury it.

40 XP

  • Circle of Dreams: Hidden Paths Once per Scene: Play one card; it deals no damage (other text effects still apply). Draw one card.

50 XP

  • Wild Shape II Once per Scene: If you play no cards during your turn, deal [Devotion damage icon] [Devotion damage icon] 1 damage and you take no damage.
  • Circle of the Moon: Elemental Shape Wild Shape deals +1. Additionally, exchange all of Wild Shape's [Devotion damage icon] damage for [Deception damage icon], [Martial damage icon], [Arcane damage icon], or [Devotion damage icon].

100 XP

  • Wild Shape III Once per Scene: If you play no cards during your turn, deal [Devotion damage icon][Devotion damage icon][Devotion damage icon] and you take no damage. Additionally, move one encounter to face you.
  • Circle of Dreams: Walker in Dreams Once per Game: At the end of the Encounters phase, gather up all revealed encounters, randomly discard one, then shuffle and reveal them again, ignoring all Surprises. You may draw two cards, then discard two cards.
  • Circle of the Land: Nature's Sanctuary II When a card you played deals damage to an encounter whose color matches the Chosen Type, it must Save. Failure: That encounter must skip its next attack. Every card dealing damage to it this turn deals +1.
  • Circle of the Moon: Thousand Forms Activate Wild Shape twice per Scene.

Arcane Features Allowed with Circle of Dreams

10 XP

  • Circle of Dreams: Magical Adept During your turn, discard one Arcane card to buy one Arcane card costing 5 or less from the Market and play it immediately.

15 XP

  • Circle of Dreams: Arcane Recovery During a Short Rest: Draw one card and discard one card.

20 XP

  • Circle of Dreams: Warcaster Continuous: You may use any Armor. You may use any Shield except Deception; your Shield Magic Item Limitations is 1. Equipment Pack: You must remove one Basic Arcane card and add one Basic Martial card.

Note: Alchemy (Apprentice) Crafting at 20 XP and Alchemy (Journeyman) Crafting and Alchemy (Master) Crafting at 30 XP are printed on this page under Circle of Dreams and are transcribed in Dragonfire: Adventures – Ravaging the Sword Coast; they are not reproduced here.

30 XP

  • Circle of Dreams: Arcane Recovery II During a Short Rest: Draw up to two cards. Then discard that number of cards.

40 XP

  • Circle of Dreams: Spell Sniper Continuous: Deal damage from Cantrip cards anywhere on the damage track.

60 XP

  • Circle of Dreams: Arcane Recovery III During a Short Rest: Draw up to two cards. Then discard one card.

100 XP

  • Circle of Dreams: Arcane Recovery IV During a Short Rest: Draw up to three cards. For each card drawn you must pay one HP or discard one card.
  • 30 XP
  • 40 XP
  • 60 XP
  • 100 XP