Skip to content

Aplomb

Domains Designed by Michael Paterson • Art by Adobe Gemini

Domain overview

This domain focusses on the ebb and flow of stress as a tool.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Laugh them off
When an opponent's action would cause you to mark stress, roll any die.

When an opponent's action would cause you to mark stress, roll any die. Odds, you mark the stress as normal, even you may ignore 1 stress.

1
1 Ability Sleight of hand
You have advantage on action rolls to perform acts of sleight of hand.

You have advantage on action rolls to perform acts of sleight of hand. You can do basic 'magic' tricks and palm objects well.

0
1 Ability You have offended me!
When you make a successful attack against an opponent, after you roll damage, you may spend a hope and mark a stress to press your attack.Immediately make a second attack roll.

When you make a successful attack against an opponent, after you roll damage, you may spend a hope and mark a stress to press your attack.

Immediately make a second attack roll. Any additional damage is calculated seperately as a distinct attack.

2
2 Ability Battle Ballet
You are especially nimble and cunning on the battlefield.When an opponent makes an attack against you, you may mark a stress to add half of your Agility (minimum 1) to your Evasion.

You are especially nimble and cunning on the battlefield.

When an opponent makes an attack against you, you may mark a stress to add half of your Agility (minimum 1) to your Evasion.

1
2 Ability Deft manouvres
When you undertake a daring movement action, gain advantage.

When you undertake a daring movement action, gain advantage. Swing from the yard arms, leap from rooftops, or slide between traps et cetera.

If you would have had advantage anyway, you may roll 2d6 and choose your result.

Before you roll, you may also mark a stress to add an aditional d6 to your advantage and add it to the result.

On a critical success, clear 2 stress instead of 1.

1
3 Ability Cooler heads prevail
At the beginning of a session, place a number of tokens equal to half your Instinct (minimum 1) on this card.

At the beginning of a session, place a number of tokens equal to half your Instinct (minimum 1) on this card. When you take an action that requires you to mark a Stress, you may use a token from this card instead.

When you receive a benefit that would otherwise allow you to clear a Stress, but you have no marked stress on your character sheet, you may bank a token here. (maximum 5)

1
3 Ability Razor wit
You may use your rapier wits against your opponent.Mark a stress to insult or belittle an opponent and make a Presence roll againt their difficulty.

You may use your rapier wits against your opponent.

Mark a stress to insult or belittle an opponent and make a Presence roll againt their difficulty. On a success, they must mark 2 stress, on a critical success they also become Vulnrable.

1
4 Ability A friend in need
When an ally within line of sight rolls a failure with hope, you may (with permission) spend 2 hope rally them on and change their result to a success with fear instead.

When an ally within line of sight rolls a failure with hope, you may (with permission) spend 2 hope rally them on and change their result to a success with fear instead.

0
4 Ability Mercurial
You are highly adaptable to your circumstances.At any time you may mark 2 stress, and gain a hope, or spend 2 hope to clear a stress.

You are highly adaptable to your circumstances.

At any time you may mark 2 stress, and gain a hope, or spend 2 hope to clear a stress. You may use this ability to absorb gained hope or cleared stress you could not otherwise use on your character sheet.

2
5 Ability Journeyman
When you choose this card, immediately gain 2 of the following:+1 Evasion+1 to Finesse, Agility, or PresenceOne additional stress slotThen place this card in your vault permanantly.

When you choose this card, immediately gain 2 of the following:

  • +1 Evasion

  • +1 to Finesse, Agility, or Presence

  • One additional stress slot

Then place this card in your vault permanantly.

0
5 Ability Water off a duck's back
When you clear stress as a downtime activity, you may clear 1d6+1 plus your teir in Stress.

When you clear stress as a downtime activity, you may clear 1d6+1 plus your teir in Stress. Your carefree demeanour is contagious. An ally may also clear Stress equal to half of your result.

3
6 Ability Art of seduction
You are savagely charming.Whenever you make a Presence roll to seduce or charm, you do so with advantage.in the midst of battle you can attempt to charm an adversary that can understand you (not a solo or leader, and at DM discretion).

You are savagely charming.

Whenever you make a Presence roll to seduce or charm, you do so with advantage.

in the midst of battle you can attempt to charm an adversary that can understand you (not a solo or leader, and at DM discretion). Make a Presence roll with disadvantage. If you succeed, the opponent wont fight you anymore. On critical success, they will turn on their former allies to protect you.

On success, also clear a stess.

2
6 Ability Butcher of a button
When you deal Severe damage to an opponent, you may either clear a Stress, or cause them to mark a Stress.

When you deal Severe damage to an opponent, you may either clear a Stress, or cause them to mark a Stress.

2
7 Ability Again, with confidence
Once per long rest, you may mark a Stress to place a d6 on this card with the 1 facing up.You add its value to every Finesse, Agility, or Presence roll you make, following each roll, increase it's value by 1.

Once per long rest, you may mark a Stress to place a d6 on this card with the 1 facing up.

You add its value to every Finesse, Agility, or Presence roll you make, following each roll, increase it's value by 1. Once the die's value exceeds 6, the effect is spent, and you mark an additional Stress.

If during your run of confidence, you roll a critical success AND the critical value is the same as the confidence dice, clear all Stress, and reduce the confidence dice value back to 1.

0
7 Ability Aplomb-touched
When you have 4 or more Aplomb domain cards in your loadout, you gain the following benefits:Gain +1 to finesse.Once per rest, you may roll with advantage on any Finesse, Agility, or Presence action roll.

When you have 4 or more Aplomb domain cards in your loadout, you gain the following benefits:

  • Gain +1 to finesse.

  • Once per rest, you may roll with advantage on any Finesse, Agility, or Presence action roll.

2
8 Ability 'Tis but a scratch!
When you are required to mark a HP and/or an armour slot, you may mark 1 Stress +1 instead for as many slots as you choose.

When you are required to mark a HP and/or an armour slot, you may mark 1 Stress +1 instead for as many slots as you choose.

2
8 Ability Floats like a butterfly
Once per rest, Mark a stress, and place a d4 on this card with the 1 value up.

Once per rest, Mark a stress, and place a d4 on this card with the 1 value up. Add the value of the die to your evasion. Every time an opponent misses an attack against you, increase the value by 1. When the die value would exceed 4, the effect ends

2
9 Ability Stings like a bee
Once per rest, mark a Stress and place a d6 on this card with the 1 value facing up.

Once per rest, mark a Stress and place a d6 on this card with the 1 value facing up. Add the value to all attack and damage rolls. After each successful attack and damage combination, increase the value by 1. When the die value would exceed 6, the effect is spent.

2
10 Ability Death before dishonour!
When you mark your final HP and trigger a Death Move, roll with the following modifications:Roll a d20 as your hope die if you Risk it All.If you Avoid Death, you can make a final attack roll against the enemy who marked your last HP if they are in range.

When you mark your final HP and trigger a Death Move, roll with the following modifications:

  • Roll a d20 as your hope die if you Risk it All.

  • If you Avoid Death, you can make a final attack roll against the enemy who marked your last HP if they are in range. If your attack marks their final HP, you cling to conciousness and clear 1 HP.

  • If you choose Blaze of Glory, you can summon the strength for 2 critically successful moves instead of 1.

1
10 Ability I am rubber, you are glue...
When an adversary hits you with a status effect, roll a dice.On evens, clear a Stress and the status is applied to your adversary instead.

When an adversary hits you with a status effect, roll a dice.

  • On evens, clear a Stress and the status is applied to your adversary instead. Also place a 4 clock on the opponent. Their next 4 actions against you are at disadvantage unless the GM uses 3 Fear to clear the effect.

  • On odds, you may make a Finesse reaction roll against your opponent's difficulty to ignore the effect.

3

Domain cards

1

1
Laugh them off
Ability

Laugh them off

When an opponent's action would cause you to mark stress, roll any die. Odds, you mark the stress as normal, even you may ignore 1 stress.

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Sleight of hand
Ability

Sleight of hand

You have advantage on action rolls to perform acts of sleight of hand. You can do basic 'magic' tricks and palm objects well.

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

2
You have offended me!
Ability

You have offended me!

When you make a successful attack against an opponent, after you roll damage, you may spend a hope and mark a stress to press your attack.

Immediately make a second attack roll. Any additional damage is calculated seperately as a distinct attack.

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Battle Ballet
Ability

Battle Ballet

You are especially nimble and cunning on the battlefield.

When an opponent makes an attack against you, you may mark a stress to add half of your Agility (minimum 1) to your Evasion.

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Deft manouvres
Ability

Deft manouvres

When you undertake a daring movement action, gain advantage. Swing from the yard arms, leap from rooftops, or slide between traps et cetera.

If you would have had advantage anyway, you may roll 2d6 and choose your result.

Before you roll, you may also mark a stress to add an aditional d6 to your advantage and add it to the result.

On a critical success, clear 2 stress instead of 1.

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Cooler heads prevail
Ability

Cooler heads prevail

At the beginning of a session, place a number of tokens equal to half your Instinct (minimum 1) on this card. When you take an action that requires you to mark a Stress, you may use a token from this card instead.

When you receive a benefit that would otherwise allow you to clear a Stress, but you have no marked stress on your character sheet, you may bank a token here. (maximum 5)

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Razor wit
Ability

Razor wit

You may use your rapier wits against your opponent.

Mark a stress to insult or belittle an opponent and make a Presence roll againt their difficulty. On a success, they must mark 2 stress, on a critical success they also become Vulnrable.

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

0
A friend in need
Ability

A friend in need

When an ally within line of sight rolls a failure with hope, you may (with permission) spend 2 hope rally them on and change their result to a success with fear instead.

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

2
Mercurial
Ability

Mercurial

You are highly adaptable to your circumstances.

At any time you may mark 2 stress, and gain a hope, or spend 2 hope to clear a stress. You may use this ability to absorb gained hope or cleared stress you could not otherwise use on your character sheet.

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

0
Journeyman
Ability

Journeyman

When you choose this card, immediately gain 2 of the following:

  • +1 Evasion

  • +1 to Finesse, Agility, or Presence

  • One additional stress slot

Then place this card in your vault permanantly.

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

3
Water off a duck's back
Ability

Water off a duck's back

When you clear stress as a downtime activity, you may clear 1d6+1 plus your teir in Stress. Your carefree demeanour is contagious. An ally may also clear Stress equal to half of your result.

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
Art of seduction
Ability

Art of seduction

You are savagely charming.

Whenever you make a Presence roll to seduce or charm, you do so with advantage.

in the midst of battle you can attempt to charm an adversary that can understand you (not a solo or leader, and at DM discretion). Make a Presence roll with disadvantage. If you succeed, the opponent wont fight you anymore. On critical success, they will turn on their former allies to protect you.

On success, also clear a stess.

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
Butcher of a button
Ability

Butcher of a button

When you deal Severe damage to an opponent, you may either clear a Stress, or cause them to mark a Stress.

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

0
Again, with confidence
Ability

Again, with confidence

Once per long rest, you may mark a Stress to place a d6 on this card with the 1 facing up.

You add its value to every Finesse, Agility, or Presence roll you make, following each roll, increase it's value by 1. Once the die's value exceeds 6, the effect is spent, and you mark an additional Stress.

If during your run of confidence, you roll a critical success AND the critical value is the same as the confidence dice, clear all Stress, and reduce the confidence dice value back to 1.

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Aplomb-touched
Ability

Aplomb-touched

When you have 4 or more Aplomb domain cards in your loadout, you gain the following benefits:

  • Gain +1 to finesse.

  • Once per rest, you may roll with advantage on any Finesse, Agility, or Presence action roll.

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
'Tis but a scratch!
Ability

'Tis but a scratch!

When you are required to mark a HP and/or an armour slot, you may mark 1 Stress +1 instead for as many slots as you choose.

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
Floats like a butterfly
Ability

Floats like a butterfly

Once per rest, Mark a stress, and place a d4 on this card with the 1 value up. Add the value of the die to your evasion. Every time an opponent misses an attack against you, increase the value by 1. When the die value would exceed 4, the effect ends

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
Stings like a bee
Ability

Stings like a bee

Once per rest, mark a Stress and place a d6 on this card with the 1 value facing up. Add the value to all attack and damage rolls. After each successful attack and damage combination, increase the value by 1. When the die value would exceed 6, the effect is spent.

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

1
Death before dishonour!
Ability

Death before dishonour!

When you mark your final HP and trigger a Death Move, roll with the following modifications:

  • Roll a d20 as your hope die if you Risk it All.

  • If you Avoid Death, you can make a final attack roll against the enemy who marked your last HP if they are in range. If your attack marks their final HP, you cling to conciousness and clear 1 HP.

  • If you choose Blaze of Glory, you can summon the strength for 2 critically successful moves instead of 1.

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

3
I am rubber, you are glue...
Ability

I am rubber, you are glue...

When an adversary hits you with a status effect, roll a dice.

  • On evens, clear a Stress and the status is applied to your adversary instead. Also place a 4 clock on the opponent. Their next 4 actions against you are at disadvantage unless the GM uses 3 Fear to clear the effect.

  • On odds, you may make a Finesse reaction roll against your opponent's difficulty to ignore the effect.

Quill Icon Adobe Gemini
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.