Hazard
Domain overview
Hazard is the domain of battlefield control. Whether by the means of physical dangers or magical deception, those who channel this domain make use of hidden tricks that disorient and surprise, turning the very world around us into something to beware of. Hazard grants its wielders the element of surprise and the power to ambush.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Keen Eye |
Your Hope Die on rolls to detect traps or hidden passages becomes a d20.
Your Hope Die on rolls to detect traps or hidden passages becomes a d20. |
0 |
| 1 | Ability | Land Mine |
At the beginning of the session, place a number of tokens equal to your Proficiency on this card.
At the beginning of the session, place a number of tokens equal to your Proficiency on this card. Make a Finesse Roll (13) to set an explosive trap within Melee range, on a success remove one token from this card. This explosive goes off when an adversary comes into Very Close range of it, dealing d8+2 physical damage using your Proficiency. Mark a Stress to replenish this card with tokens (up to your Proficiency). At the end of each session, clear any unspent tokens. |
1 |
| 1 | Grimoire | Werg's Kit |
Tripwire: You set a tripwire between two points in Very Close range.
Tripwire: You set a tripwire between two points in Very Close range. This wire can only be noticed with a successful Instinct Roll (15). When an adversary moves through the two points, the wire breaks and triggers an alarm. This alarm can be any sound or visual effect, and you always know when it has gone off. Smoke Bomb: Make a Spellcast Roll (14) to cast a temporary cloud of smog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it. While this smoke persists, you can move within Far range without making an Agility roll. Caltrops: Toss a handful of caltrops to a spot within Close range. The caltrops cover an area of Very Close range, and an adversary moving through the area takes d6 physical damage equal to your Tier. |
2 |
| 2 | Ability | RIg and Run |
Whenever you make a successful action roll.
Whenever you make a successful action roll. you can immediately move to Far range without making an Agility roll. If this action roll came from a Hazard domain card, clear a Stress. |
1 |
| 2 | Grimoire | Gladion's Kit |
Sentry: Spend a Hope to deploy a sentry within Very Close range.
Sentry: Spend a Hope to deploy a sentry within Very Close range. This sentry shares your evasion and the traits of a weapon of your choice you have equipped. You can make a Spellcast Roll to attack with your sentry, and it falls apart when it takes any damage. Hard Air: Mark a Stress to solidify the air before you into an invisible wall between two points in Far range. This barrier has an evasion of 12, shares your thresholds, and lasts until the scene ends, or when it takes Major damage. You can maintain only one wall at a time. Refuge: Make a Spellcast Roll (14). Once per session on a success, mark a number of Stress to create a place of refuge within Close range for you and your allies. While within this refuge, the GM can not generate Fear from Duality Rolls equal to the number of Stress marked. |
2 |
| 3 | Spell | Deluge |
Make a Spellcast Roll (14) to conjure a powerful burst of water within Far range.
Make a Spellcast Roll (14) to conjure a powerful burst of water within Far range. This burst pushes anything not secured back to Close range in a straight line. Adversaries caught in the burst make an Agility Reaction Roll (15). On a failure they are pushed as well. |
1 |
| 3 | Spell | Double Trouble |
Spend a Hope to create a temporary illusion of yourself or an ally within Very Close range.
Spend a Hope to create a temporary illusion of yourself or an ally within Very Close range. This double looks exactly like your target and can only be discerned as an illusion within Melee range. Your double is unable to physically interact with the world, but it can move freely while you have the spotlight. While your double is summoned, attacks targeting you are at disadvantage. You can only maintain one double at a time, and it disappears if it has been found to be illusory. |
2 |
| 4 | Spell | Glyph Jump |
Spend 2 Hope to create two temporary glyphs within Very Far range of each other on any point you can see.
Spend 2 Hope to create two temporary glyphs within Very Far range of each other on any point you can see. These glyphs are linked and can transport a creature or a number of objects from one glyph to another. If you use the glyphs in this way, mark a Stress. Both glyphs vanish after a single use. Additionally, these glyphs can be placed in any orientation and on any surface- such as solid ground, mid-air or the top of water and can be used as platforms. |
2 |
| 4 | Grimoire | Meraxes' Kit |
Mindboggle: Make a Spellcast Roll.
Mindboggle: Make a Spellcast Roll. On a success, you can give a target within Close range disadvantage on their next roll using a trait of your choice. Beacon: Mark a Stress to highlight an object, creature, or location you can see with a notable visual effect such as a beam of light or a colorful glow. This effect can only be seen by your allies from up to Very Far range regardless of if the highlighted target can physically be seen. Stay: Mark a number of Hope to target a number of adversaries equal to the number of Hope marked. These adversaries become locked in place and can not move. If something tries to move your target, or your target tries to free itself from your hold, make a Spellcast Roll against them to maintain this spell. |
2 |
| 5 | Ability | Disruptor |
When an adversary within Close range would succeed on an action roll, make a Reaction Roll.
When an adversary within Close range would succeed on an action roll, make a Reaction Roll. On a success, spend a Hope and describe how you interrupt the target’s action. If the interrupted action was against an ally, the GM removes 1 Fear. If you critically succeeded on your reaction roll, the GM removes 2 Fear instead. |
0 |
| 5 | Ability | Mine Field |
Spend a number of Hope to swiftly move across the battlefield to set a number of hidden explosives equal to double the Hope spent within Far range that trigger at your command.These explosives can not be tampered with or moved by mundane means, and adversaries within Very Close range when they go off take d8+4 magic damage using your Proficiency.
Spend a number of Hope to swiftly move across the battlefield to set a number of hidden explosives equal to double the Hope spent within Far range that trigger at your command. These explosives can not be tampered with or moved by mundane means, and adversaries within Very Close range when they go off take d8+4 magic damage using your Proficiency. |
1 |
| 6 | Ability | Lie in Wait |
If you remain stationary during your spotlight, mark a Stress to describe how you fade into your surroundings and become Hidden even if you are in plain sight.While you are Hidden in this way, adversaries add your Proficiency to their disadvantage against you.
If you remain stationary during your spotlight, mark a Stress to describe how you fade into your surroundings and become Hidden even if you are in plain sight. While you are Hidden in this way, adversaries add your Proficiency to their disadvantage against you. Additionally, if you make an action roll against an adversary within Very Close range, you make your roll with advantage. |
0 |
| 6 | Ability | Time Bomb |
Spend a number of Hope to place a hidden time bomb on a surface within Melee range.
Spend a number of Hope to place a hidden time bomb on a surface within Melee range. When you place this bomb, start a countdown using a die of your choice up to a d10. At the end of the countdown, the bomb goes off and explodes in Very Close range, increasing one range up for every 2 Hope spent. This explosion does d20+3 magic damage equal to the number of Hope spent. You determine whether the countdown ticks down based on when the spotlight moves or a rest. |
2 |
| 7 | Ability | Hazard-Touched |
When 4 or more of the domain cards in your loadout are from the Hazard domain, gain the following benefits: When in a hazardous environment, reach one range farther on any attack or Spellcast Rolls.Once per rest, you gain a +1 bonus to your evasion for each Fear token the GM has stored.
When 4 or more of the domain cards in your loadout are from the Hazard domain, gain the following benefits:
|
2 |
| 7 | Grimoire | Giro's Kit |
Touch Me Not: When you are about to mark any number of Hit Points, make a Spellcast Reaction Roll.
Touch Me Not: When you are about to mark any number of Hit Points, make a Spellcast Reaction Roll. On a success, you take no damage and move to a point within Melee range, marking a number of Stress equal to the number of Hit Points you would have taken. Mirrorshade: Make a Spellcast Roll (16). On a success, you temporarily copy the exact appearance of a target you can see, and are able to use one domain card or feature that you have knowingly observed them using. Switchstep: When an adversary within Far range moves further than Melee range, make a Reaction Roll. On a success, spend a Hope and swap places with them. |
3 |
| 8 | Spell | Gravity Well |
Make a Spellcast Roll (16).
Make a Spellcast Roll (16). Once per session on a success, spend a Hope to temporarily cause a spot you can see to implode, sucking in all nearby adversaries and objects that are unsecured within Very Far range inwards by one range. Adversaries within Close range take 4d12+6 magic damage, adding an additional d12 for each range less than Close. If an adversary is at the center of the gravity well, they take direct damage. While the spotlight is on you and your allies, the spot continues to implode and adversaries take a d12 of magic damage whenever they get sucked a range closer to the center. |
3 |
| 8 | Spell | Overactive Imagination |
Make a Spellcast Roll (16).
Make a Spellcast Roll (16). Once per session on a success, spend 3 Hope to create an illusion in a space no larger than Very Close range that you can see. This illusion is highly convincing and enchants a viewer’s senses, allowing them to interact with the illusion as though it were a physical construct. The illusion can resemble something moving, such as a bird flying or water flowing, and make the appropriate sounds of what it resembles. The illusion can only be proven to be an illusion when something occurs to destroy the viewer’s suspension of disbelief. |
4 |
| 9 | Spell | Oppressive Beam |
Choose an area of Close range within Very Far range that you can see.
Choose an area of Close range within Very Far range that you can see. Make a Spellcast Roll (18). Once per long rest on a success, mark 2 Stress and spend 3 Hope to harness a devastating beam of collected energy from above. Adversaries in range of this beam must make a Reaction Roll (20). On a success, they move out of the way but become temporarily Blinded. Blinded adversaries have disadvantage on action rolls and can only move up to Very Close. On a failure, they take 5d20+4 magic damage and are temporarily Vulnerable. |
3 |
| 9 | Grimoire | Amalthine's Kit |
Tetragon: Once per session, spend 3 Hope to create a pyramid of bright light between three points within Close range of each other that you can see up to Far range.
Tetragon: Once per session, spend 3 Hope to create a pyramid of bright light between three points within Close range of each other that you can see up to Far range. This pyramid has an evasion of 18 and shares your thresholds, and lasts until it marks 8 Hit Points. Adversaries caught within the pyramid can make an Agility Reaction Roll (20). On a success, they escape the pyramid up to Melee range. Lux Magna: You embolden a nearby source of light and cause them to shine significantly brighter. Spend a Hope. Anyone who can see the light must make a Reaction Roll (18). On a failure, they are temporarily Stunned and can not move or act until the condition is cleared or they take any amount of damage. |
4 |
| 10 | Ability | Permeating Pestilence |
Choose an area with a radius of Very Far range that you can see and make a Spellcast Roll (20).
Choose an area with a radius of Very Far range that you can see and make a Spellcast Roll (20). On a success, spend all your Hope and describe why you've resorted to such drastic measures. Adversaries within the area become sick, marking 1 Hit Point each time they're spotlighted up to the number of Hope you spent. They must also pass a Reaction Roll (23). On a failure, they become Vulnerable, their movement is limited to Melee range, and the GM cannot spend a Fear to clear this condition. This effect lasts in the area and affects anyone who enters it for no shorter than 100 years. |
3 |
| 10 | Ability | Watch Your Step |
Any adversaries who've observed you use a Hazard domain card become wary of their surroundings and must make a Reaction Roll (20).
Any adversaries who've observed you use a Hazard domain card become wary of their surroundings and must make a Reaction Roll (20). On a failure, they become Paranoid. Paranoid adversaries make all rolls with disadvantage and cannot move farther than Very Close range until you fail a roll that they can see. |
1 |
Domain cards
1
Keen Eye
Your Hope Die on rolls to detect traps or hidden passages becomes a d20.
1
Land Mine
At the beginning of the session, place a number of tokens equal to your Proficiency on this card. Make a Finesse Roll (13) to set an explosive trap within Melee range, on a success remove one token from this card. This explosive goes off when an adversary comes into Very Close range of it, dealing d8+2 physical damage using your Proficiency.
Mark a Stress to replenish this card with tokens (up to your Proficiency). At the end of each session, clear any unspent tokens.
1
Werg's Kit
Tripwire: You set a tripwire between two points in Very Close range. This wire can only be noticed with a successful Instinct Roll (15). When an adversary moves through the two points, the wire breaks and triggers an alarm. This alarm can be any sound or visual effect, and you always know when it has gone off.
Smoke Bomb: Make a Spellcast Roll (14) to cast a temporary cloud of smog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it. While this smoke persists, you can move within Far range without making an Agility roll.
Caltrops: Toss a handful of caltrops to a spot within Close range. The caltrops cover an area of Very Close range, and an adversary moving through the area takes d6 physical damage equal to your Tier.
2
RIg and Run
Whenever you make a successful action roll. you can immediately move to Far range without making an Agility roll. If this action roll came from a Hazard domain card, clear a Stress.
2
Gladion's Kit
Sentry: Spend a Hope to deploy a sentry within Very Close range. This sentry shares your evasion and the traits of a weapon of your choice you have equipped. You can make a Spellcast Roll to attack with your sentry, and it falls apart when it takes any damage.
Hard Air: Mark a Stress to solidify the air before you into an invisible wall between two points in Far range. This barrier has an evasion of 12, shares your thresholds, and lasts until the scene ends, or when it takes Major damage. You can maintain only one wall at a time.
Refuge: Make a Spellcast Roll (14). Once per session on a success, mark a number of Stress to create a place of refuge within Close range for you and your allies. While within this refuge, the GM can not generate Fear from Duality Rolls equal to the number of Stress marked.
3
Deluge
Make a Spellcast Roll (14) to conjure a powerful burst of water within Far range. This burst pushes anything not secured back to Close range in a straight line. Adversaries caught in the burst make an Agility Reaction Roll (15). On a failure they are pushed as well.
3
Double Trouble
Spend a Hope to create a temporary illusion of yourself or an ally within Very Close range. This double looks exactly like your target and can only be discerned as an illusion within Melee range.
Your double is unable to physically interact with the world, but it can move freely while you have the spotlight. While your double is summoned, attacks targeting you are at disadvantage. You can only maintain one double at a time, and it disappears if it has been found to be illusory.
4
Glyph Jump
Spend 2 Hope to create two temporary glyphs within Very Far range of each other on any point you can see. These glyphs are linked and can transport a creature or a number of objects from one glyph to another. If you use the glyphs in this way, mark a Stress. Both glyphs vanish after a single use.
Additionally, these glyphs can be placed in any orientation and on any surface- such as solid ground, mid-air or the top of water and can be used as platforms.
4
Meraxes' Kit
Mindboggle: Make a Spellcast Roll. On a success, you can give a target within Close range disadvantage on their next roll using a trait of your choice.
Beacon: Mark a Stress to highlight an object, creature, or location you can see with a notable visual effect such as a beam of light or a colorful glow. This effect can only be seen by your allies from up to Very Far range regardless of if the highlighted target can physically be seen.
Stay: Mark a number of Hope to target a number of adversaries equal to the number of Hope marked. These adversaries become locked in place and can not move. If something tries to move your target, or your target tries to free itself from your hold, make a Spellcast Roll against them to maintain this spell.
5
Disruptor
When an adversary within Close range would succeed on an action roll, make a Reaction Roll. On a success, spend a Hope and describe how you interrupt the target’s action.
If the interrupted action was against an ally, the GM removes 1 Fear. If you critically succeeded on your reaction roll, the GM removes 2 Fear instead.
5
Mine Field
Spend a number of Hope to swiftly move across the battlefield to set a number of hidden explosives equal to double the Hope spent within Far range that trigger at your command.
These explosives can not be tampered with or moved by mundane means, and adversaries within Very Close range when they go off take d8+4 magic damage using your Proficiency.
6
Lie in Wait
If you remain stationary during your spotlight, mark a Stress to describe how you fade into your surroundings and become Hidden even if you are in plain sight.
While you are Hidden in this way, adversaries add your Proficiency to their disadvantage against you. Additionally, if you make an action roll against an adversary within Very Close range, you make your roll with advantage.
6
Time Bomb
Spend a number of Hope to place a hidden time bomb on a surface within Melee range. When you place this bomb, start a countdown using a die of your choice up to a d10. At the end of the countdown, the bomb goes off and explodes in Very Close range, increasing one range up for every 2 Hope spent. This explosion does d20+3 magic damage equal to the number of Hope spent.
You determine whether the countdown ticks down based on when the spotlight moves or a rest.
7
Hazard-Touched
When 4 or more of the domain cards in your loadout are from the Hazard domain, gain the following benefits:
When in a hazardous environment, reach one range farther on any attack or Spellcast Rolls.
Once per rest, you gain a +1 bonus to your evasion for each Fear token the GM has stored.
7
Giro's Kit
Touch Me Not: When you are about to mark any number of Hit Points, make a Spellcast Reaction Roll. On a success, you take no damage and move to a point within Melee range, marking a number of Stress equal to the number of Hit Points you would have taken.
Mirrorshade: Make a Spellcast Roll (16). On a success, you temporarily copy the exact appearance of a target you can see, and are able to use one domain card or feature that you have knowingly observed them using.
Switchstep: When an adversary within Far range moves further than Melee range, make a Reaction Roll. On a success, spend a Hope and swap places with them.
8
Gravity Well
Make a Spellcast Roll (16). Once per session on a success, spend a Hope to temporarily cause a spot you can see to implode, sucking in all nearby adversaries and objects that are unsecured within Very Far range inwards by one range.
Adversaries within Close range take 4d12+6 magic damage, adding an additional d12 for each range less than Close. If an adversary is at the center of the gravity well, they take direct damage.
While the spotlight is on you and your allies, the spot continues to implode and adversaries take a d12 of magic damage whenever they get sucked a range closer to the center.
8
Overactive Imagination
Make a Spellcast Roll (16). Once per session on a success, spend 3 Hope to create an illusion in a space no larger than Very Close range that you can see. This illusion is highly convincing and enchants a viewer’s senses, allowing them to interact with the illusion as though it were a physical construct.
The illusion can resemble something moving, such as a bird flying or water flowing, and make the appropriate sounds of what it resembles. The illusion can only be proven to be an illusion when something occurs to destroy the viewer’s suspension of disbelief.
9
Oppressive Beam
Choose an area of Close range within Very Far range that you can see. Make a Spellcast Roll (18). Once per long rest on a success, mark 2 Stress and spend 3 Hope to harness a devastating beam of collected energy from above. Adversaries in range of this beam must make a Reaction Roll (20).
On a success, they move out of the way but become temporarily Blinded. Blinded adversaries have disadvantage on action rolls and can only move up to Very Close. On a failure, they take 5d20+4 magic damage and are temporarily Vulnerable.
9
Amalthine's Kit
Tetragon: Once per session, spend 3 Hope to create a pyramid of bright light between three points within Close range of each other that you can see up to Far range. This pyramid has an evasion of 18 and shares your thresholds, and lasts until it marks 8 Hit Points. Adversaries caught within the pyramid can make an Agility Reaction Roll (20). On a success, they escape the pyramid up to Melee range.
Lux Magna: You embolden a nearby source of light and cause them to shine significantly brighter. Spend a Hope. Anyone who can see the light must make a Reaction Roll (18). On a failure, they are temporarily Stunned and can not move or act until the condition is cleared or they take any amount of damage.
10
Permeating Pestilence
Choose an area with a radius of Very Far range that you can see and make a Spellcast Roll (20). On a success, spend all your Hope and describe why you've resorted to such drastic measures. Adversaries within the area become sick, marking 1 Hit Point each time they're spotlighted up to the number of Hope you spent. They must also pass a Reaction Roll (23). On a failure, they become Vulnerable, their movement is limited to Melee range, and the GM cannot spend a Fear to clear this condition.
This effect lasts in the area and affects anyone who enters it for no shorter than 100 years.
10
Watch Your Step
Any adversaries who've observed you use a Hazard domain card become wary of their surroundings and must make a Reaction Roll (20). On a failure, they become Paranoid. Paranoid adversaries make all rolls with disadvantage and cannot move farther than Very Close range until you fail a roll that they can see.
Watch Your Step
Hazard is the domain of battlefield control. Whether by the means of physical dangers or magical deception, those who channel this domain make use of hidden tricks that disorient and surprise, turning the very world around us into something to beware of. Hazard grants its wielders the element of surprise and the power to ambush.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Watch Your Step Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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