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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

0 results
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:

  • +1 bonus to Presence

  • Once per rest, you can spend 2 Hope to force a reroll of any roll in the scene.

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

1
By the Skin of My Teeth
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Long Shot
Ability

Long Shot

Once per rest, you can ignore disadvantage on a roll, rolling as though it weren't there.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Press Your Luck
Ability

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Contagious Luck
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Discourage
Ability

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Double or Nothing
Ability

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Fortune Favors
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
All In
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
When it Counts
Ability

When it Counts

While you have 2 or fewer Hit Points left unmarked, you have advantage on all reaction rolls.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

2
A Twist of Fate
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

2
Bluff
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
Fortune's Favorite
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 Presence

  • Once per rest, you can spend 2 Hope to force a reroll of any roll in the scene.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
Stroke of Bad Luck
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.

If the GM has no Fear to spend, the action automatically fails instead.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Once More
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Rigged Game
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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