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Sacrifice (WIP)

Domain overview

WIP domain focusing on ritual and sacrifice in exchange for power.

Domain card index

0 results
Level Type Name Feature Recall
1 Spell Brand of Damnation
Spend 2 hopeMark a number of creatures with souls equal to your spell casting modifier.

Spend 2 hope

Mark a number of creatures with souls equal to your spell casting modifier. If the creature(s) dies you gain a soul coin. You cannot heal while the creature lives.

1
1 Spell Forbidden Knowledge
Ritual cost: 1 soul coin, 3 bottles of blood (1 HP worth), mark 1 hope or stress of the caster's choice.On a spell cast roll of 10+Reach out to an outer entity, you can ask 3 questions to this entity, the entity can only answer with one word for each question.

Ritual cost: 1 soul coin, 3 bottles of blood (1 HP worth), mark 1 hope or stress of the caster's choice.

On a spell cast roll of 10+
Reach out to an outer entity, you can ask 3 questions to this entity, the entity can only answer with one word for each question. The answer must be truthful to the best of the entity's knowledge.

1
2 Ability Nocturnal Gamble
Ritual cost: 3 bottles of fresh blood (1 Hp's worth), Oak Branch, tiny/small corpse, a silver coin, …

Ritual cost: 3 bottles of fresh blood (1 Hp's worth), Oak Branch, tiny/small corpse, a silver coin, Lavender branch
Equipment:
-Tarot Cards
-Ritual dagger

-Chalk (10x8 area to mark)
Time: 1 short rest at night, advantage w/ full moon

<10: Castrophy: Take 4 harm and mark 4 stress (A roll with hope halves this)
11-15: Apathy: Take 2 stress (With hope, gain an additional hope, negate stress)
16+: Appeasal: Gain 4 temporary HP until next long rest
Crit: Joy: Clear all stress, gain 5 temporary HP until next long rest

2
3 Ability Aura of Madness
Cost: 1 soul coin, 2 HPThe Caster and everyone within far range of the caster must make a knowledge reaction roll of 16+ spell caster's proficiency.

Cost: 1 soul coin, 2 HP

The Caster and everyone within far range of the caster must make a knowledge reaction roll of 16+ spell caster's proficiency. The caster gets advantage on this reaction. Anyone who fails this roll induces Frenzy for 1d6 rounds x caster proficiency.

4
3 Spell Destruction
Cost:2 stress, 1 Hp, 2 soul coins Create an explosion that deals 4d10+8 damage using your proficiency, and immolate all targets within far range of the caster.

Cost:
2 stress, 1 Hp, 2 soul coins

Create an explosion that deals 4d10+8 damage using your proficiency, and immolate all targets within far range of the caster. The caster takes damage divided by your proficiency.

3
5 Spell Lesser Doom
This spell automatically kills the caster and the target casted on.

This spell automatically kills the caster and the target casted on. Lesser Doom cannot be countered. This does not work on dieties or greater beings.

1

Domain cards

1

1
Brand of Damnation
Spell

Brand of Damnation

Spend 2 hope

Mark a number of creatures with souls equal to your spell casting modifier. If the creature(s) dies you gain a soul coin. You cannot heal while the creature lives.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Forbidden Knowledge
Spell

Forbidden Knowledge

Ritual cost: 1 soul coin, 3 bottles of blood (1 HP worth), mark 1 hope or stress of the caster's choice.

On a spell cast roll of 10+
Reach out to an outer entity, you can ask 3 questions to this entity, the entity can only answer with one word for each question. The answer must be truthful to the best of the entity's knowledge.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

2
Nocturnal Gamble
Ability

Nocturnal Gamble

Ritual cost: 3 bottles of fresh blood (1 Hp's worth), Oak Branch, tiny/small corpse, a silver coin, Lavender branch
Equipment:
-Tarot Cards
-Ritual dagger

-Chalk (10x8 area to mark)
Time: 1 short rest at night, advantage w/ full moon

<10: Castrophy: Take 4 harm and mark 4 stress (A roll with hope halves this)
11-15: Apathy: Take 2 stress (With hope, gain an additional hope, negate stress)
16+: Appeasal: Gain 4 temporary HP until next long rest
Crit: Joy: Clear all stress, gain 5 temporary HP until next long rest

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

4
Aura of Madness
Ability

Aura of Madness

Cost: 1 soul coin, 2 HP

The Caster and everyone within far range of the caster must make a knowledge reaction roll of 16+ spell caster's proficiency. The caster gets advantage on this reaction. Anyone who fails this roll induces Frenzy for 1d6 rounds x caster proficiency.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

3
Destruction
Spell

Destruction

Cost:
2 stress, 1 Hp, 2 soul coins

Create an explosion that deals 4d10+8 damage using your proficiency, and immolate all targets within far range of the caster. The caster takes damage divided by your proficiency.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Lesser Doom
Spell

Lesser Doom

This spell automatically kills the caster and the target casted on. Lesser Doom cannot be countered. This does not work on dieties or greater beings.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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