Trait Trees

Ten paths to power—build your class from choices, not constraints

Build Your Class

There are no classes in Halcyon Aces. Instead, you build your character from modular Trait Trees, signature Techniques, and minor Talents. A sword-swinging fire mage and a sharpshooter who heals allies are equally possible. Your combination of choices is your class.

How Trait Trees Work

Each Trait Tree has a key stat (or two, for hybrid trees). To buy a Trait, you must meet the stat minimum for that tier and have purchased at least one Trait from the previous tier in the same tree. You don't need every Trait in a tier to advance—just one.

Tier Stat Minimum Tree Prerequisite AP Cost
Tier 1 2 in key stat None 1 AP
Tier 2 3 in key stat 1 Tier 1 Trait in same tree 2 AP
Tier 3 4 in key stat 1 Tier 2 Trait in same tree 3 AP
Hybrid Trees

Some trees list two key stats (e.g., Shadowcraft: Body/Mind). You can use either listed stat to meet the tier minimum. A character with Body 3 and Mind 2 qualifies for Shadowcraft Tier 2 through Body. You don't need both stats at the required level—just one.

Starting Traits & Tier Prerequisites

Every character begins play with one Tier 1 Trait from their Starting Template. This counts as a purchased Trait for prerequisite purposes—if your starting Trait is Swordcraft Tier 1, you can buy Swordcraft Tier 2 during Advancement without spending AP on a second Tier 1. However, going back to buy additional Tier 1 Traits from the same tree is often worthwhile.

Stacking Clarification: Resonance Doublers

Some Traits and Perks modify your Resonance bonus. These never stack multiplicatively. If Blade Mastery doubles your Body Resonance (Body × 2) and Last Stand doubles your Resonance at low HP (stat × 2), you don't get Body × 4. You get the higher multiplier. In this case both are × 2, so the result is the same: your stat × 2.


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Swordcraft

Key Stat: Body ♣

The way of the blade. Swordcraft is the tree for characters who fight at the front line with steel in hand—duelists, knights, berserkers, and weapon masters. Swordcraft Traits improve melee accuracy, unlock multi-target strikes, punish enemies who miss, and ultimately transform your Body stat into a devastating offensive multiplier.

Tier 1

Steady Grip (Tier 1)
Years of drilling have made your weapon an extension of your arm. +1 effective value on all melee attack checks.
Parry Stance (Tier 1)
You read incoming strikes and deflect them with practiced precision. Once per round, when you are targeted by a melee attack, gain +2 Guard against that attack. This does not cost a Reaction and triggers automatically.
Combat Footwork (Tier 1)
You control the distance. Every step you take in a fight is deliberate. Once per turn, after you make a melee Strike, you may move yourself or the target 1 zone as a free action (no action cost). The target can resist with a Body check vs. your EV; on success, they don't move.

Tier 2

Whirlwind (Tier 2)
Your strikes flow into one another, catching everything within reach. Your basic melee Strikes can target 2 adjacent enemies. Make a single draw and compare your effective value against each target's Guard separately.
Riposte (Tier 2)
When an enemy overextends, you make them pay. When an enemy misses you with a melee attack while you are in their zone, deal damage equal to your Body stat to that enemy. This is automatic—no draw required. Triggers once per round.

Tier 3

Blade Mastery (Tier 3)
Your connection to the blade transcends technique. Every swing resonates with your full power. When you make a melee attack and play a card that triggers Resonance (matching Body/Clubs), your Resonance bonus doubles: add Body × 2 instead of Body. This does not stack multiplicatively with other Resonance multipliers.
Unstoppable Advance (Tier 3)
Nothing stands before you. Not shields, not walls of spears, not fear. Once per combat, declare Unstoppable Advance at the start of your turn. This turn, your melee attacks ignore Guard bonuses from armor, shields, and the Shielded status. Additionally, you are immune to Rooted, Stunned, and forced movement until the start of your next turn.

Swordcraft in Play

Kael (Body 4) has Steady Grip, Riposte, and Blade Mastery. He Strikes with his rapier and draws 4 cards, getting a 3♣, 7♣, 10♣, J♣. The J♣ (value 11) matches Body—Resonance applies. With Blade Mastery, his EV is 11 + (4 × 2) = 19, plus Steady Grip's +1 = 20. Against Guard 10, that's 10 over—a Critical Hit. Damage: (20 − 10) + 2 (rapier) + 4 (crit stat bonus) = 16 damage. The Jack returns to his deck instead of going to fatigue. Next, the surviving Brigand attacks Kael and misses—Riposte fires automatically, dealing 4 damage. Kael didn't spend a Reaction, so he still has Brace available if another enemy moves into his zone.

✨

Magecraft

Key Stat: Spirit ♠

The arcane arts. Magecraft is the tree for characters who command raw magical force—battle mages, elementalists, arcane researchers, and reality-benders. Magecraft Traits enable ranged magical attacks, enhance Spirit-affinity Techniques, protect allies with mystic wards, and ultimately let you preserve your deck when channeling powerful magic.

Tier 1

Arcane Spark (Tier 1)
You can conjure bolts of raw magical energy from nothing. You can make ranged Spirit attacks at Far range with a +1 weapon bonus. These attacks check against Resolve. This functions as a basic Strike using Spirit instead of Body or Mind—no catalyst required.
Mana Sense (Tier 1)
The currents of magic are visible to you like heat shimmer in summer air. You detect magical auras, enchantments, and active spells within Near range without a check. For hidden or suppressed magic, you gain +2 effective value on Spirit checks to find them.
Arcane Shield (Tier 1)
You instinctively weave a lattice of force when danger approaches. Reaction: when you are targeted by an attack, add your Spirit stat as a bonus to your Guard or Resolve (your choice) for that attack. Usable once per round.

Tier 2

Spell Weave (Tier 2)
Your spellcasting draws deeper from your reserves, giving you more options in the critical moment. When you activate a Spirit-affinity Technique, draw 1 extra card (draw stat + 1, play 1 as normal).
Ward (Tier 2)
You weave a shimmering barrier of force around a nearby ally. 1 action: grant an ally within Near range +3 Resolve until your next turn. This stacks with their existing Resolve. You can Ward yourself.

Tier 3

Archmage's Will (Tier 3)
Your mastery of magic is so complete that even spent power returns to you. Once per rest, when you play a card on a Spirit check or Spirit-affinity Technique, that card returns to your deck bottom instead of going to fatigue. Declare this after seeing the result.
Spell Surge (Tier 3)
You pour everything into one devastating casting. Once per combat, when you activate a Spirit-affinity Technique, you may discard the top 2 cards of your deck to fatigue. If you do, the Technique automatically activates as if you played a Face Card (both Effect and Bonus Damage apply), regardless of what card you actually played.

Magecraft in Play

Mira (Spirit 4) has Arcane Spark, Spell Weave, and Archmage's Will. She activates Soul Fire (Spirit-affinity, 2 actions). With Spell Weave, she draws 5 cards (Spirit 4 + 1). She gets 2♠, 5♠, 8♠, Q♠, K♠. The Q♠ (12) has Resonance: 12 + 4 = EV 16. She's been saving Archmage's Will—this is the moment. She declares it. The Queen returns to her deck. Against Resolve 8, that's 8 over (crit!). Soul Fire deals: (16 − 8) + 4 (Technique bonus) + 4 (crit Spirit bonus) = 16 damage plus Burning for 3 rounds. And her Queen is safely back in the deck.

💖

Spiritcraft

Key Stat: Heart ♥

The art of mending and inspiring. Spiritcraft is the tree for characters who keep the party alive and fighting—healers, bards, empaths, and battlefield commanders. Spiritcraft is the only tree that provides dedicated healing outside of Techniques, making it essential for parties that expect sustained combat. But don't mistake it for a passive support tree. A Spiritcraft character with Undying Spirit and Empathic Link is one of the hardest characters in the game to kill.

Tier 1

Healing Touch (Tier 1)
Warm light gathers in your palms, knitting flesh and soothing pain. 1 action: make a Heart check at DC 8. On success, restore Heart × 2 Vitality to an adjacent ally. On failure, restore Heart × 1 instead. This is not a Technique—it doesn't trigger the number/face card activation rule.
Bolster (Tier 1)
A word of encouragement, perfectly timed. 1 action: an adjacent ally gains +1 effective value on their next check this round. If the round ends without them making a check, the bonus is lost.
Empathic Sense (Tier 1)
You feel the emotional state of those around you like temperature on your skin. +2 effective value on Heart checks to read intentions, detect lies, or assess emotional states. Additionally, you always know the current Vitality (as a fraction of maximum) of any ally within Near range.

Tier 2

Life Link (Tier 2)
When your healing flows outward, some of it echoes back through you. Whenever you restore Vitality to an ally through any means (Traits, Techniques, items), you also heal yourself for half that amount (rounded down). Life Link cannot trigger off healing you receive—only healing you give.
Rallying Cry (Tier 2)
Your voice cuts through the din of battle, reigniting the will to fight. Once per combat, 1 action: all allies within Near range gain +2 effective value on their next check. This bonus lasts until used or until the end of the next round, whichever comes first.
Empathic Link (Tier 2)
Your bond with your allies runs so deep that their pain becomes yours—and yours becomes manageable. Reaction: when an ally within Near range takes damage, you may absorb half that damage (rounded down) yourself. The ally takes the remaining half. This cannot reduce either party below 1 Vitality.

Tier 3

Undying Spirit (Tier 3)
The force of your compassion refuses to let your body fail. The first time each combat that you would be reduced to 0 Vitality and become Broken, you instead remain at 1 Vitality. This triggers automatically—no action or check required.

Spiritcraft in Play

Lira (Heart 3, Spiritcraft T2) has Healing Touch, Life Link, and Empathic Link. Kael takes 10 damage—Lira uses Empathic Link as a Reaction, absorbing 5 and letting Kael take 5. On her turn, she uses Healing Touch on Kael (Heart check DC 8, succeeds), restoring 3 × 2 = 6 Vitality to him. Life Link heals her for 3 (half of 6). In one round, she's spread the damage, healed Kael for 6, and healed herself for 3—all with 1 action and 1 Reaction.

🎯

Warcraft

Key Stat: Mind ♦

The strategist's edge. Warcraft is the tree for characters who fight with intelligence—tacticians, sharpshooters, field commanders, and analysts. Where Swordcraft rewards personal prowess, Warcraft rewards party coordination. Its Traits improve ranged accuracy, grant allies extra actions, punish enemies you've studied, and ultimately let you manipulate the initiative system itself.

Tier 1

Tactical Eye (Tier 1)
You see the angles no one else does. +1 effective value on all ranged attack checks (bows, crossbows, firearms, thrown weapons).
Battle Plan (Tier 1)
A shouted command repositions an ally at exactly the right moment. Once per combat, 1 action: a chosen ally within Near range may immediately take 1 free action (Stride, Strike, or Interact only). The ally acts on your turn.
Know Your Enemy (Tier 1)
One look is all you need to take someone apart—mentally, at least. 1 action (Recall): make a Mind check at DC 10. On success, learn the target's highest stat, Guard, Resolve, and one Technique or special ability. On a strong success (4+ over DC), learn all stats and all Techniques.

Tier 2

Exploit Weakness (Tier 2)
You learn from every exchange. The second strike always lands harder. +2 bonus damage against any target you have already hit at least once this combat. Tracked per target—you need to hit each enemy at least once before the bonus applies.
Overwatch (Tier 2)
You keep your weapon trained on the field, ready to punish movement. Once per round, when an enemy moves between zones within your weapon's range, you may make a free ranged Strike against them. This does not cost a Reaction and does not count toward multi-attack penalties.

Tier 3

Grand Strategist (Tier 3)
Before the fight begins, you've already planned three moves ahead. At the start of combat, before initiative is drawn, you and up to 2 allies each draw 1 card from the top of your respective decks. Each of you looks at it and may choose to keep it on top or place it on the bottom. These cards do not go to fatigue. This effectively lets you partially control your first draw.
Battlefield Architect (Tier 3)
You don't just read the battlefield—you reshape it. Once per combat, 2 actions: designate one zone within Far range. Choose one effect: (a) Difficult terrain—enemies spend 2 actions to Stride through it for 3 rounds, (b) Concealment—all characters in the zone gain +2 Guard for 3 rounds, or (c) Kill zone—your allies' ranged attacks into the zone gain +2 EV for 3 rounds.

Warcraft in Play

Renn (Mind 4, Warcraft T2) has Tactical Eye, Exploit Weakness, and Overwatch. He opens combat by shooting Brigand A with his longbow: draws 4, plays a Diamond for Resonance, hits easily, and marks Brigand A as 'studied.' Next round, Brigand B tries to move from the Treeline to the Clearing. Overwatch triggers—Renn takes a free Strike. He hits. Now both Brigands are studied. For the rest of the fight, all of Renn's attacks deal +2 bonus damage against them. With Tactical Eye's +1 EV and a longbow's Precise property, he's hitting consistently from Far range while the melee fighters handle the front line.

🌑

Shadowcraft

Key Stats: Body ♣ / Mind ♦
Hybrid Tree: Body or Mind
You may use either Body or Mind to meet tier stat requirements. Tier 2 requires stat 3—either Body 3 or Mind 3 qualifies. Tier 3 requires stat 4—either Body 4 or Mind 4.

The art of the unseen. Shadowcraft is the hybrid tree for characters who operate from the edges—assassins, thieves, spies, and tricksters. It blends Body's physical grace with Mind's cunning to create a toolkit built around stealth, ambush, and exploiting vulnerability. Shadowcraft characters do their best work before the enemy knows they're there.

Tier 1

Silent Step (Tier 1)
You move like smoke. +2 effective value on all stealth checks. Additionally, when you Stride in combat, you do not provoke Brace reactions.
Cheap Shot (Tier 1)
The first blow is the most important—make it count. Once per combat, when you attack a target that is unaware of you or has not yet acted this combat, gain +3 bonus damage on that attack.
Nimble Fingers (Tier 1)
Locks open for you. Pockets empty themselves. Traps disarm with a whisper. +2 effective value on checks to pick locks, pick pockets, disable traps, and sleight of hand. If you fail a trap-disabling check by 3 or less, the trap doesn't trigger—you simply don't disarm it.

Tier 2

Vanish (Tier 2)
You slip from sight even in the middle of a fight. 1 action: if you are not Engaged with any enemy, become Hidden. While Hidden, enemies suffer −4 EV on attacks targeting you. You stop being Hidden when you attack, use a Technique, or an enemy succeeds on a Mind check (DC = 10 + your Body or Mind, whichever is higher) to spot you.
Exploit Opening (Tier 2)
Impaired enemies are easy prey. Your attacks against targets that are Stunned, Blinded, Rooted, or unaware of you have a reduced crit threshold: you crit at 4+ over defense instead of the normal 6+.

Tier 3

Phantom Strike (Tier 3)
You materialize, strike, and dissolve back into shadow in a single heartbeat. Once per rest, when you make a Strike while Hidden, the attack automatically becomes a Critical Hit if it hits (apply all crit effects: +stat damage, card returns to deck). You remain Hidden after this attack.
Shadow Double (Tier 3)
An afterimage of darkness lingers where you were a moment ago. When you use Vanish, leave a shadow duplicate in your previous zone. The duplicate has 1 Vitality, your Guard, and occupies the zone visually. Enemies must succeed on a Mind check (DC 12) to realize it's not you. The duplicate vanishes when hit, when you attack, or at the end of your next turn.
✝️

Faithcraft

Key Stats: Spirit ♠ / Heart ♥
Hybrid Tree: Spirit or Heart
You may use either Spirit or Heart to meet tier stat requirements.

The path of the devoted. Faithcraft is the hybrid tree for characters who channel conviction into power—paladins, priests, exorcists, and sacred guardians. It blends Spirit's mystical attunement with Heart's force of personality to create abilities centered on protection, purification, and righteous punishment. Where Spiritcraft heals the body, Faithcraft protects the soul. Where Magecraft destroys with arcane force, Faithcraft destroys with purpose.

Tier 1

Sanctified Aura (Tier 1)
Your presence radiates calm certainty. Those near you feel shielded from the unnatural. All allies in your zone (Engaged range) gain +1 Resolve passively while you are conscious. This includes you.
Smite (Tier 1)
You channel conviction through your weapon, searing the profane. When you hit with a melee attack, you may immediately spend 1 additional action to add your Spirit stat as bonus damage. This extra damage checks against Resolve. If the target has a negative status effect, Smite deals +1 additional damage.
Turn Malice (Tier 1)
You thrust your hand forward and the profane recoils. 1 action: all enemies in your zone must make a Spirit check vs. your Heart + 8. On failure, they are pushed 1 zone away from you. Undead and fiend-type enemies also take damage equal to your Spirit stat.

Tier 2

Aegis of Light (Tier 2)
Radiant energy erupts around you, punishing any foe who steps too close. 2 actions: create a warded zone centered on your position. For 2 rounds, any enemy that enters or starts its turn in your zone takes damage equal to your Spirit stat. Allies are unaffected.
Absolution (Tier 2)
You lay hands on an ally and burn the corruption from their body. 1 action: cleanse all negative status effects from an adjacent ally. No check required. If the ally is Broken, this stabilizes them at 1 Vitality instead (choose cleanse or stabilize, not both).

Tier 3

Divine Intervention (Tier 3)
In the darkest moment, your faith answers. Once per rest, when an ally within Near range would be reduced to 0 Vitality, invoke this as a Reaction. The ally instead remains at Vitality equal to your Heart × 2. This does not cost your normal Reaction for the round.
Covenant (Tier 3)
You forge a sacred bond between yourself and your allies that transcends distance. During a Full Rest, you may establish a Covenant with up to 3 willing allies. While the Covenant persists (until your next Full Rest), all Covenanted allies within Far range gain +1 Resolve, and you can use Healing Touch, Absolution, and Bolster on any Covenanted ally within Near range (instead of requiring adjacency).
🐾

Wildcraft

Key Stat: Heart ♥

The call of the wild. Wildcraft is the tree for characters who draw strength from the natural world—druids, rangers, beastmasters, and shamans. Wildcraft Traits let you commune with animals, resist environmental hazards, strike with primal ferocity, and eventually call a spectral beast companion into battle. Wildcraft characters thrive in the spaces between combat encounters—tracking, scouting, surviving—and bring a unique blend of offense and adaptability when the fighting starts.

Tier 1

Beast Bond (Tier 1)
Animals recognize you as kin. They are slower to attack and quicker to trust. 1 action: make a Heart check at DC 8 to calm, charm, or communicate basic intent with a non-magical animal. Hostile animals become neutral on success; neutral animals become friendly. Doesn't work on magical beasts or creatures controlled by another will.
Nature's Resilience (Tier 1)
The wild has hardened you against its own dangers. +2 effective value on checks to resist environmental hazards: extreme heat, cold, poison, disease, difficult terrain, and natural disasters. Additionally, difficult terrain costs you no extra movement.
Tracker's Instinct (Tier 1)
Broken twigs, bent grass, disturbed earth—a story written in the dirt. +2 effective value on checks to track creatures, navigate wilderness, and find natural shelter. When tracking, you also learn the target's approximate size, speed, and how recently they passed.

Tier 2

Feral Instinct (Tier 2)
Your senses are razor-sharp, honed by life among predators. Draw 1 extra card on initiative (draw 2, play 1). The other returns to deck bottom. This stacks with Quick Draw for a total of 3 initiative cards if you have both.
Thornlash (Tier 2)
Vines erupt from the ground at your command, snagging anything that comes too close. Reaction: when an enemy enters your zone, make a Heart check against their Guard. On hit, deal damage equal to your Heart stat and inflict Rooted for 1 round.

Tier 3

Alpha Predator (Tier 3)
You howl, and the spirit of the wild answers. Once per combat, 1 action: summon a spectral beast companion in your zone. The companion has Vitality = Heart × 3, Guard = Heart + 3, and acts on your initiative with 2 actions (Stride or Strike only). Its Strikes use your Heart stat and deal +2 bonus damage. The companion lasts 3 rounds or until reduced to 0 Vitality.
Apex Form (Tier 3)
You don't just command the wild—you become it. Once per rest, 2 actions: transform for 3 rounds. While transformed, gain +2 Body, +2 Guard, your unarmed Strikes deal +3 bonus damage, and you gain a free Stride each round. You cannot use weapons, shields, or catalysts while transformed. When the transformation ends, lose the stat bonuses but keep any Vitality gained.
🔫

Guncraft

Key Stat: Mind ♦

The science of the shot. Guncraft is the tree for characters who wield firearms with mechanical precision—gunslingers, alchemist-engineers, demolitions experts, and sharpshooters. Guncraft solves the core problem of firearms in this system (reloading costs actions) and then builds from there, extending range, enabling rapid fire, and ultimately guaranteeing a perfect shot when everything is on the line.

Tier 1

Quick Reload (Tier 1)
Your hands move through the reload sequence by muscle memory alone. Once per turn, reload a Loading weapon as a free action (0 actions instead of 1). Heavy Loading weapons are reduced to 1 action instead of 2.
Deadeye (Tier 1)
At distance, your breathing slows. The world narrows to the target. +1 effective value on all firearm attacks at Far range. This stacks with the Precise weapon property.
Steady Aim (Tier 1)
You plant your feet, exhale, and the barrel stops moving. If you don't move (no Stride or Dash) on your turn, your first firearm Strike this turn gains +2 effective value.

Tier 2

Fan the Hammer (Tier 2)
You fire as fast as the mechanism allows, emptying your weapon in a burst. With a Repeating weapon, make 2 Strikes as a single action (1 action total). Each Strike suffers −2 EV. This counts as first and second Strike for additional attack penalties.
Alchemist's Shot (Tier 2)
Your ammunition is infused with volatile compounds. When you make a firearm attack, you may declare an element before drawing. On hit, inflict one of: Burning (Short), Frozen (Long), or Poisoned (Long). Choose before seeing the result.

Tier 3

One Perfect Shot (Tier 3)
One bullet. One breath. One chance. Once per rest, declare before drawing. Your played card is automatically treated as an Ace (value 14). If Mind matches Diamonds, Resonance applies (14 + Mind). No actual card leaves your deck, but this counts as playing a card for all other purposes.
Walking Arsenal (Tier 3)
You carry enough ordnance to level a watchtower, and you know exactly when to use each piece. You may carry and switch between up to 3 firearms without spending Interact actions to swap. Additionally, weapon properties from your equipped firearm apply to Guncraft Techniques, even if the Technique doesn't normally use a weapon.

Guncraft in Play

Vasek (Mind 4, Guncraft T3) has Quick Reload, Fan the Hammer, and One Perfect Shot. He's facing a Wyvern (Guard 11). He declares One Perfect Shot: his card is treated as an Ace. Diamonds match Mind—Resonance applies: 14 + 4 = EV 18. Against Guard 11, that's 7 over—a crit. Damage: (18 − 11) + 3 (revolver) + 4 (crit Mind bonus) = 14 damage. The Wyvern staggers. Next turn, he uses Quick Reload (free), then Fan the Hammer—two shots, one action, clearing the wounded Brigands flanking the party. Three actions left: Stride to cover, Strike the Wyvern again. Guncraft turns firearms from clunky reload-taxed weapons into a rhythm of precision and devastation.

💨

Cloudcraft

Key Stats: Mind ♦ / Body ♣
Hybrid Tree: Mind or Body
You may use either Mind or Body to meet tier stat requirements.

The way of the wind. Cloudcraft is the hybrid tree for characters who survive through speed, evasion, and spatial awareness— duelists, monks, skirmishers, and anyone who'd rather not be where the sword lands. Where Swordcraft parries and Warcraft endures, Cloudcraft simply isn't there. Cloudcraft's signature mechanic is the Dodge reaction, which lets you draw a card to completely avoid an attack—trading deck resources for the chance to take zero damage.

Tier 1

Dodge (Tier 1)
You read the arc of the blade and step aside. Reaction. Trigger: you are targeted by an attack. Draw 1 card. If the card's value equals or exceeds the difference between the attacker's effective value and your Guard, the attack misses entirely. The card goes to fatigue whether you succeed or fail. You may use this in place of your normal Reaction for the round.
Windstep (Tier 1)
You move like a breath between sentences—there, then gone. Your Stride action moves you 2 zones instead of 1. Additionally, when you Stride, you do not provoke Brace reactions.
Light Foot (Tier 1)
Armor slows the body. You've learned to let the body be the armor. While wearing light armor (Padded, Leather, Studded Leather, Hide) or no armor, you may use Mind instead of Body to calculate your passive Guard (Guard = 5 + Mind + armor bonus). This does not apply while wearing medium or heavy armor.

Tier 2

Slipstream (Tier 2)
You flow around attacks like water through a broken dam. When you successfully Dodge an attack, your next Strike this round or next round gains +2 effective value. Additionally, you draw 2 cards instead of 1 for Dodge attempts.
Afterimage (Tier 2)
You leave a ghost of motion where you were. Enemies swing at memory. Once per round, when an enemy misses you (whether through Dodge, Active Guard, or their attack failing to meet your Guard), you may immediately move 1 zone as a free action. This movement does not provoke Brace reactions.

Tier 3

Untouchable (Tier 3)
They'll write songs about the warrior who couldn't be hit. You'll be too fast to hear them. Your Dodge reaction no longer costs your Reaction for the round—you may Dodge once per attack against you (still costs 1 card to fatigue each time). Additionally, when you successfully Dodge, the card goes to the bottom of your deck instead of fatigue.
Zephyr Strike (Tier 3)
The wind doesn't just carry you—it strikes with you. Once per combat, declare Zephyr Strike at the start of your turn. This turn, you may Stride between each action without spending an action on movement (free movement between every action). Each Strike you make this turn deals +2 bonus damage for each zone you moved through this turn (maximum +6).
🌀

Portalcraft

Key Stat: Spirit ♠

The art of calling forth. Portalcraft is the tree for characters who fight through summoned allies: conjurers, binders, spirit-callers, beast tamers, and anyone who brings backup from somewhere else. Where a Swordcraft character is the weapon, a Portalcraft character wields something else entirely, tearing open rifts in reality to deploy spectral warriors, elemental constructs, or bound creatures that fight at their command.

Summon Basics

When a Portalcraft Trait tells you to Summon a creature, you spend the listed action cost and the summon appears in a zone within range. The summon has a Summon Profile that defines its Vitality, damage, and any special properties. Summons use the summoner's stats for any checks they make.

  • Commanding a Summon: Spending 1 action lets you issue one command to your active summon. Commands include: Strike, Move, Guard, or Special.
  • Summon Attacks: When a summon Strikes, you make the draw using your Spirit stat. Resonance (Spades/Spirit) applies as normal.
  • Summon Durability: Summons have their own Vitality. When reduced to 0, they are Dismissed (vanish). Summons have Guard = 8 + half your Spirit (rounded down).
  • One Summon at a Time: Unless a Trait says otherwise, you can only have one active summon at a time. Summoning a new creature automatically Dismisses the previous one.

Tier 1

Rift Caller (Tier 1)
You can tear open small portals and call forth minor entities. You gain access to the Summon action. Spend 2 actions to Summon a Lesser Construct in a zone within Near range. The Lesser Construct has 6 Vitality, deals your Spirit stat as damage on a Strike (melee, same zone only), and has no special abilities.
Tether (Tier 1)
The bond between you and your summon is more than magical—it's visceral. While your summon is active, you can perceive through its senses as a free action on your turn (seeing what it sees, hearing what it hears). Additionally, when your summon is within Near range of you, you gain +1 Guard as the tether creates a faint protective ward.
Recall (Tier 1)
What you send forth, you can pull back. As a Reaction, when your summon would take damage that would Dismiss it, you may Dismiss it instantly before the damage resolves and draw 1 card from your deck. Add it to your hand instead of fatigue—your summon's essence returns to you as usable energy.

Tier 2

Greater Rift (Tier 2)
Your portals widen. The things that answer are stronger. Your Summon action can now call a Greater Construct. The Greater Construct has 10 Vitality, deals Spirit + 2 damage on Strikes, and can attack at Near range. Additionally, your summon's movement command now moves it 2 zones instead of 1.
Dual Command (Tier 2)
Your control sharpens. Once per turn, when you spend 1 action to command your summon, you may issue two commands instead of one (e.g., Move + Strike, or Strike + Guard). This does not cost an additional action. You're simply faster at directing your creation.

Tier 3

Rift Sovereign (Tier 3)
You don't just summon—you architect. Your Summon action can now call an Apex Entity. The Apex Entity has 15 Vitality, deals Spirit + 4 damage, has Near range on Strikes, and gains a Special ability: Rift Pulse (1 command): The Apex Entity releases a burst of portal energy affecting all enemies in its zone. Each target must beat a Spirit DC (8 + your Spirit) or take 4 damage and be pushed 1 zone.
Bonded Summon (Tier 3)
Your summon isn't just an extension of your will—it's an extension of your soul. When your summon hits with a Strike, you may apply one status effect from a Technique you know to the target (if the Technique's stat matches Spirit). Additionally, your summon's Guard command now grants +3 Guard instead of +2, and you may use Link Strikes with your own summon as if it were an allied character.

Portalcraft in Play

Vex (Spirit 4) has Rift Caller, Tether, Dual Command, and Greater Rift. On his turn he has a Greater Construct active in the front zone. Action 1: Command the Construct with Dual Command (Move into the enemy zone + Strike). Vex draws for the Strike using his Spirit 4, gets EV 13 against Guard 9, hit! Damage: 4 + 2 = 6. Action 2: Vex casts Ember Lance (a Technique) from his own position at a different enemy in the same zone. Action 3: Vex moves himself to a safer position. Total: one summon attack + one personal Technique + one move. Same three actions as everyone else, but his battlefield presence covers two zones through his Construct.

Cross-Tree Synergy Examples

One of the core promises of Halcyon Aces is that your build is your class. Here are four builds showing how mixing trees creates playstyles no single tree could achieve alone. These aren't prescriptive—they're illustrations. The real fun is finding combinations the designer didn't think of.

The Spellsword
Swordcraft + Magecraft
Traits: Steady Grip (Swordcraft T1) + Arcane Spark (Magecraft T1) + Spell Weave (Magecraft T2)

Fights in melee with +1 EV from Steady Grip, then switches to ranged Spirit attacks via Arcane Spark when enemies retreat. Spell Weave gives extra draw cards on Spirit Techniques. The dual-stat investment (Body + Spirit) is expensive but creates a character with no dead range—dangerous at Engaged and Far.
The Holy Avenger
Faithcraft + Swordcraft
Traits: Smite (Faithcraft T1) + Steady Grip (Swordcraft T1) + Riposte (Swordcraft T2)

A front-liner who punishes attackers with Riposte (Body damage on miss) and adds Spirit damage via Smite. Steady Grip ensures accuracy. The Spirit investment also raises Resolve, making this build unusually resistant to magic for a melee fighter. Pair with Sanctified Aura for passive party Resolve.
The Ghost
Shadowcraft + Guncraft
Traits: Silent Step (Shadowcraft T1) + Deadeye (Guncraft T1) + Vanish (Shadowcraft T2) + Exploit Opening (Shadowcraft T2)

Uses Vanish to become Hidden, then fires from concealment with Deadeye's Far-range bonus. Exploit Opening drops the crit threshold to 4+ over against unaware targets. Silent Step prevents Brace reactions when repositioning. Mind serves both trees—no stat-split cost.
The Wild Warden
Wildcraft + Spiritcraft
Traits: Beast Bond (Wildcraft T1) + Healing Touch (Spiritcraft T1) + Life Link (Spiritcraft T2) + Feral Instinct (Wildcraft T2)

The party's lifeline. Healing Touch plus Life Link means every heal partially heals you too. Beast Bond provides scouting, crowd control, and utility outside combat. Feral Instinct ensures you act early to heal before allies go down. Both trees run on Heart—zero stat-split cost.