Survival
Domain overview
A domain built around what it actually takes to keep people alive, steady hands and sharper instincts than the thing hunting you. Survivalists read the land the way others read a room. They carry bandages as often as blades, and they’ve learned that a hunt is never just for one person’s benefit.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Field Dressing |
Once per rest, spend a moment tending to a willing creature within Melee range using bandages, herbs, or whatever's on hand: they clear 1d4 Hit Points.
Once per rest, spend a moment tending to a willing creature within Melee range using bandages, herbs, or whatever's on hand: they clear 1d4 Hit Points. |
1 |
| 1 | Ability | Predator's Instinct |
When you make an attack against a target that has already marked one or more Hit Points, gain advantage on the attack roll.
When you make an attack against a target that has already marked one or more Hit Points, gain advantage on the attack roll. |
1 |
| 1 | Ability | Read the Trail |
When making an Instinct roll, gain a bonus to the roll equal to your Tier.
When making an Instinct roll, gain a bonus to the roll equal to your Tier. |
1 |
| 2 | Ability | Eyes Like a Hawk |
Once per rest, designate a target within Far range as Marked.
Once per rest, designate a target within Far range as Marked. Until the target is defeated, you have advantage on Instinct Rolls made to track, predict, or intercept that target's movement, and the first attack roll you or an ally makes against it each scene gains advantage. You may only have one target marked at a time. |
1 |
| 2 | Ability | Natural Remedy |
Once per rest, you can treat a willing creature within Melee range to remove a condition caused by poison, sickness, or exhaustion.
Once per rest, you can treat a willing creature within Melee range to remove a condition caused by poison, sickness, or exhaustion. |
1 |
| 3 | Ability | Nothing Goes to Waste |
Once per rest, when you or an ally defeats an enemy or successfully forages/scavenges in a scene, you can mark a Stress to immediately clear a Hit Point or Stress on any ally within Close range.
Once per rest, when you or an ally defeats an enemy or successfully forages/scavenges in a scene, you can mark a Stress to immediately clear a Hit Point or Stress on any ally within Close range. |
1 |
| 3 | Ability | Weathered |
You have advantage on rolls made to endure hunger, thirst, extreme weather, or exhaustion, and you don't gain the Vulnerable condition as a result of exhaustion-based effects.
You have advantage on rolls made to endure hunger, thirst, extreme weather, or exhaustion, and you don't gain the Vulnerable condition as a result of exhaustion-based effects. |
1 |
| 4 | Ability | Keen Senses |
You can't be given disadvantage as a result of being surprised or unaware.
You can't be given disadvantage as a result of being surprised or unaware. Additionally, once per rest, when an adversary is about to strike an ally within Far range, you can call out a warning: that ally gains advantage on their reaction roll, or gain a bonus to their Evasion equal to your Instinct against the attack. |
1 |
| 4 | Ability | Rope Trap |
Once per rest, if you have a moment to prepare an area between two structures before a fight begins, you can set a Rope Trap.
Once per rest, if you have a moment to prepare an area between two structures before a fight begins, you can set a Rope Trap. The first adversary to enter that space must succeed on an Agility Reaction Roll against a Difficulty equal to your Tier + 10 or be Restrained until they or an ally spend an action to break free. This skill's cost scales with the size of the enemy you wish to trap (in meters):
|
1 |
| 5 | Ability | Field Salvage |
Once per rest, after a fight ends, you can spend a moment salvaging usable supplies from the aftermath: up to two allies within Close range each clear a Stress or Hit Point.
Once per rest, after a fight ends, you can spend a moment salvaging usable supplies from the aftermath: up to two allies within Close range each clear a Stress or Hit Point. |
1 |
| 5 | Ability | Hardened by the Wild |
When you choose this card, permanently gain two of the following benefits:One Hit Point slotOne Stress slot+1 bonus to your Instinct traitThen place this card in your vault permanently.
When you choose this card, permanently gain two of the following benefits:
Then place this card in your vault permanently. |
0 |
| 6 | Ability | Kindred of the Wild |
When 4 or more of the domain cards in your loadout are from Survival, gain the following benefits:+1…
When 4 or more of the domain cards in your loadout are from Survival, gain the following benefits:
|
1 |
| 6 | Ability | Sacrifice |
When an ally within Close range would mark 3 or more Hit Points from a single source of damage, you can mark a Stress to halve that damage (rounded down) before it's applied.
When an ally within Close range would mark 3 or more Hit Points from a single source of damage, you can mark a Stress to halve that damage (rounded down) before it's applied. You take the other half of the damage (rounded up) and position yourself adjacent to the ally. |
2 |
| 7 | Ability | Field Surgeon |
Once per long rest, outside of combat, you may spend 3 Hope to treat one willing ally within Close range: they clear all their Stress, or all their Hit Points.
Once per long rest, outside of combat, you may spend 3 Hope to treat one willing ally within Close range: they clear all their Stress, or all their Hit Points. |
2 |
| 7 | Ability | Killing Blow |
Once per long rest, when you attack a target that has already marked one or more Hit Points, you can mark 2 Stress to treat the attack roll as a critical success.
Once per long rest, when you attack a target that has already marked one or more Hit Points, you can mark 2 Stress to treat the attack roll as a critical success. |
2 |
| 8 | Ability | Last Ration |
Once per long rest, spend 3 Hope to share out what you've kept in reserve: up to four allies within Close range clears 2 Hit Points or 2 Stress (chosen individually per ally).
Once per long rest, spend 3 Hope to share out what you've kept in reserve: up to four allies within Close range clears 2 Hit Points or 2 Stress (chosen individually per ally). |
2 |
| 8 | Ability | Out for Blood |
Mark 3 Stress to enter a trance: for the rest of the scene, when you attack an enemy with advantage, your advantage die becomes a d12, and your critical successes against such targets add 2 extra weapon damage die.
Mark 3 Stress to enter a trance: for the rest of the scene, when you attack an enemy with advantage, your advantage die becomes a d12, and your critical successes against such targets add 2 extra weapon damage die. |
2 |
Domain cards
1
Field Dressing
Once per rest, spend a moment tending to a willing creature within Melee range using bandages, herbs, or whatever's on hand: they clear 1d4 Hit Points.
1
Predator's Instinct
When you make an attack against a target that has already marked one or more Hit Points, gain advantage on the attack roll.
1
Read the Trail
When making an Instinct roll, gain a bonus to the roll equal to your Tier.
2
Eyes Like a Hawk
Once per rest, designate a target within Far range as Marked. Until the target is defeated, you have advantage on Instinct Rolls made to track, predict, or intercept that target's movement, and the first attack roll you or an ally makes against it each scene gains advantage.
You may only have one target marked at a time.
2
Natural Remedy
Once per rest, you can treat a willing creature within Melee range to remove a condition caused by poison, sickness, or exhaustion.
3
Nothing Goes to Waste
Once per rest, when you or an ally defeats an enemy or successfully forages/scavenges in a scene, you can mark a Stress to immediately clear a Hit Point or Stress on any ally within Close range.
3
Weathered
You have advantage on rolls made to endure hunger, thirst, extreme weather, or exhaustion, and you don't gain the Vulnerable condition as a result of exhaustion-based effects.
4
Keen Senses
You can't be given disadvantage as a result of being surprised or unaware. Additionally, once per rest, when an adversary is about to strike an ally within Far range, you can call out a warning: that ally gains advantage on their reaction roll, or gain a bonus to their Evasion equal to your Instinct against the attack.
4
Rope Trap
Once per rest, if you have a moment to prepare an area between two structures before a fight begins, you can set a Rope Trap. The first adversary to enter that space must succeed on an Agility Reaction Roll against a Difficulty equal to your Tier + 10 or be Restrained until they or an ally spend an action to break free.
This skill's cost scales with the size of the enemy you wish to trap (in meters):
<5m - 10ft of rope.
6m-10m - 20ft of rope.
11-15m - 30ft of rope.
16m-20m - 40 ft of rope.
>20m - 50ft + 10ft per 5m above 20m.
5
Field Salvage
Once per rest, after a fight ends, you can spend a moment salvaging usable supplies from the aftermath: up to two allies within Close range each clear a Stress or Hit Point.
5
Hardened by the Wild
When you choose this card, permanently gain two of the following benefits:
One Hit Point slot
One Stress slot
+1 bonus to your Instinct trait
Then place this card in your vault permanently.
6
Kindred of the Wild
When 4 or more of the domain cards in your loadout are from Survival, gain the following benefits:
+1 bonus to Instinct
Once per rest, you can spend a Hope to trigger Field Dressing, Natural Remedy, or Rope Trap without expending that card's own once-per-rest use
6
Sacrifice
When an ally within Close range would mark 3 or more Hit Points from a single source of damage, you can mark a Stress to halve that damage (rounded down) before it's applied. You take the other half of the damage (rounded up) and position yourself adjacent to the ally.
7
Field Surgeon
Once per long rest, outside of combat, you may spend 3 Hope to treat one willing ally within Close range: they clear all their Stress, or all their Hit Points.
7
Killing Blow
Once per long rest, when you attack a target that has already marked one or more Hit Points, you can mark 2 Stress to treat the attack roll as a critical success.
8
Last Ration
Once per long rest, spend 3 Hope to share out what you've kept in reserve: up to four allies within Close range clears 2 Hit Points or 2 Stress (chosen individually per ally).
8
Out for Blood
Mark 3 Stress to enter a trance: for the rest of the scene, when you attack an enemy with advantage, your advantage die becomes a d12, and your critical successes against such targets add 2 extra weapon damage die.
Out for Blood
A domain built around what it actually takes to keep people alive, steady hands and sharper instincts than the thing hunting you. Survivalists read the land the way others read a room. They carry bandages as often as blades, and they’ve learned that a hunt is never just for one person’s benefit.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Out for Blood Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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