Luck
Domain overview
A domain built around chance, timing, and the razor-thin margin between a miracle and a tragedy. Those who walk this path don’t control the outcome, but controls the moment.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | By the Skin of My Teeth |
Once per rest, if your action roll fails by 2 or less, you can mark a Stress to treat it as a success instead, with no additional cost.
Once per rest, if your action roll fails by 2 or less, you can mark a Stress to treat it as a success instead, with no additional cost. |
1 |
| 1 | Ability | Long Shot |
Once per rest, you can ignore disadvantage on a roll, rolling as though it weren't there.
Once per rest, you can ignore disadvantage on a roll, rolling as though it weren't there. |
1 |
| 1 | Ability | Press Your Luck |
Once per rest, immediately after making any roll, you can reroll it.
Once per rest, immediately after making any roll, you can reroll it. You must use the new result, even if it's worse. |
1 |
| 2 | Ability | Contagious Luck |
Once per rest, when you critically succeed on a roll, you can spend a Hope to grant one ally within Close range advantage on their next roll.
Once per rest, when you critically succeed on a roll, you can spend a Hope to grant one ally within Close range advantage on their next roll. |
1 |
| 2 | Ability | Discourage |
Once per rest, mark a Stress to a target anyone within Close range and give them words of discouragement.
Once per rest, mark a Stress to a target anyone within Close range and give them words of discouragement. The next roll they make has disadvantage. |
1 |
| 3 | Ability | Double or Nothing |
Once per rest, before making a damage roll, you can mark a Stress to roll each damage die twice.
Once per rest, before making a damage roll, you can mark a Stress to roll each damage die twice. If any die comes up as the lowest possible value, the attack instead deals no damage at all. |
1 |
| 3 | Ability | Fortune Favors |
Once per rest, when you or an ally within Close range rolls a natural 1 on either the Hope or Fear die, you can choose to treat it as if it rolled the highest possible value instead.
Once per rest, when you or an ally within Close range rolls a natural 1 on either the Hope or Fear die, you can choose to treat it as if it rolled the highest possible value instead. |
1 |
| 4 | Ability | All In |
Once per rest, before making a roll, you can spend 3 or more Hope to gain a bonus equal to your Tier and the amount of Hope expended.
Once per rest, before making a roll, you can spend 3 or more Hope to gain a bonus equal to your Tier and the amount of Hope expended. |
1 |
| 4 | Ability | When it Counts |
While you have 2 or fewer Hit Points left unmarked, you have advantage on all reaction rolls.
While you have 2 or fewer Hit Points left unmarked, you have advantage on all reaction rolls. |
1 |
| 5 | Ability | A Twist of Fate |
Once per rest, when an adversary within Far range makes any roll, spend a Hope to force them to reroll it with disadvantage.
Once per rest, when an adversary within Far range makes any roll, spend a Hope to force them to reroll it with disadvantage. |
2 |
| 5 | Ability | Bluff |
When you make a roll, mark a Stress to conceal the result from the GM.After rolling, you may choose to either lie about the result and risk losing it all, or tell the truth to possibly gain a bonus.If you lie and the GM doesn't call it, clear a Stress and use the value you lied about.If you lie and the GM calls your bluff, mark another Stress and fail on the roll.If you tell the truth and they call it, gain a +10 bonus to the roll.If you tell the truth and the GM doesn't call it, nothing happens.
When you make a roll, mark a Stress to conceal the result from the GM. After rolling, you may choose to either lie about the result and risk losing it all, or tell the truth to possibly gain a bonus. If you lie and the GM doesn't call it, clear a Stress and use the value you lied about. If you lie and the GM calls your bluff, mark another Stress and fail on the roll. If you tell the truth and they call it, gain a +10 bonus to the roll. If you tell the truth and the GM doesn't call it, nothing happens. |
2 |
| 6 | Ability | Fortune's Favorite |
When 4 or more of the domain cards in your loadout are from Luck, gain the following benefits:+1 bonus to PresenceOnce per rest, you can spend 2 Hope to force a reroll of any roll in the scene.
When 4 or more of the domain cards in your loadout are from Luck, gain the following benefits:
|
2 |
| 6 | Ability | Stroke of Bad Luck |
Once per rest, when an adversary is about to act against you or an ally within Close range, you can mark a Stress to force the GM to spend a Fear for that action to proceed as intended, even if they have already spent a Fear for that action.
Once per rest, when an adversary is about to act against you or an ally within Close range, you can mark a Stress to force the GM to spend a Fear for that action to proceed as intended, even if they have already spent a Fear for that action. If the GM has no Fear to spend, the action automatically fails instead. |
2 |
| 7 | Ability | Once More |
Once per long rest, immediately regain all spent uses of By the Skin of My Teeth, Long Shot, and Press Your Luck.
Once per long rest, immediately regain all spent uses of By the Skin of My Teeth, Long Shot, and Press Your Luck. |
2 |
| 7 | Ability | Rigged Game |
Once per long rest, before a fight begins, you can declare one adversary "marked by ill fortune." For the rest of the scene, whenever the GM would spend Fear on an action involving that adversary, they must spend two additional Fear beyond the normal cost.
Once per long rest, before a fight begins, you can declare one adversary "marked by ill fortune." For the rest of the scene, whenever the GM would spend Fear on an action involving that adversary, they must spend two additional Fear beyond the normal cost. |
2 |
Domain cards
1
By the Skin of My Teeth
Once per rest, if your action roll fails by 2 or less, you can mark a Stress to treat it as a success instead, with no additional cost.
1
Long Shot
Once per rest, you can ignore disadvantage on a roll, rolling as though it weren't there.
1
Press Your Luck
Once per rest, immediately after making any roll, you can reroll it. You must use the new result, even if it's worse.
2
Contagious Luck
Once per rest, when you critically succeed on a roll, you can spend a Hope to grant one ally within Close range advantage on their next roll.
2
Discourage
Once per rest, mark a Stress to a target anyone within Close range and give them words of discouragement. The next roll they make has disadvantage.
3
Double or Nothing
Once per rest, before making a damage roll, you can mark a Stress to roll each damage die twice. If any die comes up as the lowest possible value, the attack instead deals no damage at all.
3
Fortune Favors
Once per rest, when you or an ally within Close range rolls a natural 1 on either the Hope or Fear die, you can choose to treat it as if it rolled the highest possible value instead.
4
All In
Once per rest, before making a roll, you can spend 3 or more Hope to gain a bonus equal to your Tier and the amount of Hope expended.
4
When it Counts
While you have 2 or fewer Hit Points left unmarked, you have advantage on all reaction rolls.
5
A Twist of Fate
Once per rest, when an adversary within Far range makes any roll, spend a Hope to force them to reroll it with disadvantage.
5
Bluff
When you make a roll, mark a Stress to conceal the result from the GM.
After rolling, you may choose to either lie about the result and risk losing it all, or tell the truth to possibly gain a bonus.
If you lie and the GM doesn't call it, clear a Stress and use the value you lied about.
If you lie and the GM calls your bluff, mark another Stress and fail on the roll.
If you tell the truth and they call it, gain a +10 bonus to the roll.
If you tell the truth and the GM doesn't call it, nothing happens.
6
Fortune's Favorite
When 4 or more of the domain cards in your loadout are from Luck, gain the following benefits:
+1 bonus to Presence
Once per rest, you can spend 2 Hope to force a reroll of any roll in the scene.
6
Stroke of Bad Luck
Once per rest, when an adversary is about to act against you or an ally within Close range, you can mark a Stress to force the GM to spend a Fear for that action to proceed as intended, even if they have already spent a Fear for that action.
If the GM has no Fear to spend, the action automatically fails instead.
7
Once More
Once per long rest, immediately regain all spent uses of By the Skin of My Teeth, Long Shot, and Press Your Luck.
7
Rigged Game
Once per long rest, before a fight begins, you can declare one adversary "marked by ill fortune." For the rest of the scene, whenever the GM would spend Fear on an action involving that adversary, they must spend two additional Fear beyond the normal cost.
Rigged Game
A domain built around chance, timing, and the razor-thin margin between a miracle and a tragedy. Those who walk this path don’t control the outcome, but controls the moment.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Rigged Game Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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