Glisten
Domain overview
This is an overhaul of the Prism Domain by Asluune (https://heartofdaggers.com/homebrew/domains/prismatic/). It always stuck out to me because there was a comment on it that said it was broken, and generally incompatible with Daggerheart. Asluune responded saying that they know it’s unbalanced, but posted it because they liked the concept, and hoped someone could make something similar. I like a challenge, so I decided to give it a go.
The big issue with the initial Domain is that it revolves around summoning gems that you can manipulate to some degree, and use the effects of each gem whenever, instead of it being instantaneous. It’s interesting, but the heart of it feels like a class concept, as opposed to a Domain (but there’s a lot here for a Domain, which means that if this were a class instead it probably would be too much). In my attempt to streamline this Domain, I did make a lot of the effects instant, as well as switched up things, took things out, put new things in, and so forth. I did keep some stuff as is when it made sense.
Overall, I think I did OK at retooling this Domain. There might still be a few issues here and there, but I did try.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Glistening Speed |
Whenever you make a roll to move beyond Close range, you may Spend a Hope to give yourself Advantage on the roll.
Whenever you make a roll to move beyond Close range, you may Spend a Hope to give yourself Advantage on the roll. On a success, you also add your Spellcast trait to your Evasion until the next time you get attacked. |
1 |
| 1 | Spell | Cunning of the Cat's Eye |
Make a Spellcast Roll against a target within Close range.
Make a Spellcast Roll against a target within Close range. On a success, you bind a small gemstone to the target. As long as this gem remains, you always know the direction of the bound creature relative to you. You can Mark a Stress to watch or listen to the target and its surroundings. The gem disappears naturally after one hour or when you use this spell again. You may Spend Hope to increase the duration; 1 Hope per hour. |
0 |
| 1 | Grimoire | Hearthstone Gems |
Ruby: Make a Spellcast roll against a target within Far range.
|
2 |
| 2 | Ability | Crystal Clear |
Whenever you have Disadvantage imposed on you, you may Mark a Stress to ignore it.
Whenever you have Disadvantage imposed on you, you may Mark a Stress to ignore it. You may Mark an additional Stress to give yourself Advantage. |
1 |
| 2 | Grimoire | Moonstone Gems |
Sapphire: Spend a Hope to summon a deep velvety blue gemstone within Close range that lasts until the end of the scene.
|
2 |
| 3 | Ability | Refraction |
Whenever a creature within Close range takes damage, you may Spend a Hope to reduce the damage by d4 using your Proficiency.
Whenever a creature within Close range takes damage, you may Spend a Hope to reduce the damage by d4 using your Proficiency. You may spend additional Hope to increase the die by one stage up to d20 (d4->d6, d6->d8, etc.) |
1 |
| 3 | Grimoire | Fieldstone Gems |
Emerald: Make a Spellcast roll against a target within Far rage.
|
2 |
| 4 | Ability | Polished Refinement |
Whenever you make a damage roll, you may Mark a Stress to reroll your damage dice, but you must take the new result.
Whenever you make a damage roll, you may Mark a Stress to reroll your damage dice, but you must take the new result. |
1 |
| 4 | Grimoire | Flowstone Gems |
Quartz: Spend a Hope to summon a humble white gemstone with a discreet shine, and the gemstone produces a powerful gale of wind.
|
2 |
| 5 | Spell | Amethyst's Advice |
Spend a Hope to make a Spellcast Roll (15) against a target within Close range.
Spend a Hope to make a Spellcast Roll (15) against a target within Close range. On a success, you bind a small gemstone to the target. Until the end of the scene, the creature has advantage on their Presence and Instinct Rolls. |
1 |
| 5 | Spell | Sparkling Determination |
Once per session, Mark a Stress, and make a Spellcast roll (16).
Once per session, Mark a Stress, and make a Spellcast roll (16). On a success, you may Spend Hope instead of Marking Stress to recall Domain Cards, so long as this card remains in your loadout, or until your next rest. |
1 |
| 6 | Ability | Crystal Conduit |
Whenever you make a successful attack roll, you may Spend a Hope to force the target to make a Reaction roll (15).
Whenever you make a successful attack roll, you may Spend a Hope to force the target to make a Reaction roll (15). On a failure, you may make another attack roll against a different creature from the position of the target. |
2 |
| 6 | Ability | Malachite's Protection |
Once per rest you can mend your armor, or the armor of an ally within Close range.
Once per rest you can mend your armor, or the armor of an ally within Close range. Mark up to 3 Stress to clear the same number of armor slots. |
1 |
| 7 | Ability | Fate of the Adventurine |
At the beginning of the session, place a number of tokens on this card equal to your Spellcast Trait.
At the beginning of the session, place a number of tokens on this card equal to your Spellcast Trait. You may spend a token to switch the results of your Hope and Fear dice, or the Hope and Fear dice of another creature within Close range. At the end of the session, clear all unspent tokens. |
2 |
| 7 | Ability | Glisten-Touched |
When 4 or more of the Domain Cards in your Loadout are from the Glisten Domain, gain the following Benefits:The range of your Domain Card abilities extend out one range up to Very Far.
When 4 or more of the Domain Cards in your Loadout are from the Glisten Domain, gain the following Benefits:
|
2 |
| 8 | Ability | Diffraction |
Whenever an ally within Very Close range of you targets a creature with an attack, you may mark up to 3 Stress to target the same number of creatures in Far range of you.
Whenever an ally within Very Close range of you targets a creature with an attack, you may mark up to 3 Stress to target the same number of creatures in Far range of you. |
2 |
| 8 | Grimoire | Keystone Gems |
Diamond: Once per session, make a Spellcast roll (20).
|
2 |
| 9 | Ability | Glistening Fear |
Whenever the GM spends a Fear, you may Spend a Hope to place 1d8 on this card.
Whenever the GM spends a Fear, you may Spend a Hope to place 1d8 on this card. You may have a number of d8 equal to your Spellcast trait. The next time you make a damage roll, you may roll all the d8s on this card, and add the damage to the roll. At the end of the session, clear all unspent d8s. |
2 |
| 9 | Ability | Truly, Truly Outrageous |
Whenever this card is in your loadout, you and your allies gain +1 to all Presence rolls.
Whenever this card is in your loadout, you and your allies gain +1 to all Presence rolls. Additionally, when your, or one of your allies, succeeds on a Presence roll, they gain an additional Hope. |
1 |
| 10 | Spell | Chromatic Shattering |
Spend a Hope to make a Spellcast roll against all targets within Very Far range.
Spend a Hope to make a Spellcast roll against all targets within Very Far range. On a success, they take d20 + 8 physical damage using your Proficiency. Additionally, creatures within Very Close range must make a reaction roll (16). On a failure, they must mark an additional Hit Point. |
2 |
| 10 | Spell | Enhanced Shine |
During a rest, you may spend an action to make a Spellcast roll (20).
During a rest, you may spend an action to make a Spellcast roll (20). On a success, you may give all allies resting with you one of the following benefits:
On a failure, you lose your Downtime action. |
1 |
Domain cards
1
Glistening Speed
Whenever you make a roll to move beyond Close range, you may Spend a Hope to give yourself Advantage on the roll. On a success, you also add your Spellcast trait to your Evasion until the next time you get attacked.
1
Cunning of the Cat's Eye
Make a Spellcast Roll against a target within Close range. On a success, you bind a small gemstone to the target. As long as this gem remains, you always know the direction of the bound creature relative to you. You can Mark a Stress to watch or listen to the target and its surroundings. The gem disappears naturally after one hour or when you use this spell again. You may Spend Hope to increase the duration; 1 Hope per hour.
1
Hearthstone Gems
Ruby: Make a Spellcast roll against a target within Far range. On a success, you summon a red gemstone covered in sparkling reflections, and deal d6+2 magic damage using your Proficiency. You may then spend a Hope to force all creatures of your choosing within Very Close range of the initial target to make a reaction roll (13). On a failure, they take the damage as well, as flames erupt from all sides.
Garnet: Mark a Stress, and make a Spellcast roll (14). On a success, you summon a deep red gemstone with brown hues and a waxy sheen within Far range, and force all creatures of your choice within Close range of the Garnet to make a Reaction Roll (13). Targets who fail take d12+3 magical damage using your proficiency when the crystal explodes. Those who succeed take half damage.
2
Crystal Clear
Whenever you have Disadvantage imposed on you, you may Mark a Stress to ignore it. You may Mark an additional Stress to give yourself Advantage.
2
Moonstone Gems
Sapphire: Spend a Hope to summon a deep velvety blue gemstone within Close range that lasts until the end of the scene. While the Sapphire is active you can spend a Hope to cast your spells as if they originate from this gemstone. You may make a Spellcast roll (12) to move it within Close range. The spell ends when the scene ends, or you take Severe damage.
Aquamarine: Mark a Stress, and make a Spellcast Roll (13). On a success, you summon a crystal clear pale-blue gemstone, and clear 1 Hit Point of a target of your choosing in Close range. You may spend any number of Hope to increase the number of targets you may heal; one Hope per extra target.
3
Refraction
Whenever a creature within Close range takes damage, you may Spend a Hope to reduce the damage by d4 using your Proficiency. You may spend additional Hope to increase the die by one stage up to d20 (d4->d6, d6->d8, etc.)
3
Fieldstone Gems
Emerald: Make a Spellcast roll against a target within Far rage. On a success, summon an intense, sparkling green gemstone, and deal d8 + 4 physical damage using your Proficiency. Additionally, you may spend a Hope to force the target to make a reaction roll (13). On a failure, the target becomes temporarily restrained.
Onyx: Mark a Stress to make a Spellcast roll against a target within Far range. On a success, you summon a deep black gemstone with a shiny polish, and lower their difficulty by your Spellcast trait.
4
Polished Refinement
Whenever you make a damage roll, you may Mark a Stress to reroll your damage dice, but you must take the new result.
4
Flowstone Gems
Quartz: Spend a Hope to summon a humble white gemstone with a discreet shine, and the gemstone produces a powerful gale of wind. You may make a Spellcast roll against a target of your choice. On a success, you may move them within Far range. Alternatively, you may push an ally within Far range. When you do so, they gain Advantage on their next attack roll, and add 2d10 to their next damage roll. After you use either effect, the spell ends.
Topaz: Mark a Stress, and make a Spellcast roll (16). On a success, you summon a bright gold gemstone shining intensely within Close range. When an ally creature is within Close range of this gemstone, they may add your Spellcast Trait to their Attack, Spellcasting, and Reaction rolls. You may make a Spellcast roll (12) to move it within Close range. The spell ends when the scene ends, or you take Severe damage.
5
Amethyst's Advice
Spend a Hope to make a Spellcast Roll (15) against a target within Close range. On a success, you bind a small gemstone to the target. Until the end of the scene, the creature has advantage on their Presence and Instinct Rolls.
5
Sparkling Determination
Once per session, Mark a Stress, and make a Spellcast roll (16). On a success, you may Spend Hope instead of Marking Stress to recall Domain Cards, so long as this card remains in your loadout, or until your next rest.
6
Crystal Conduit
Whenever you make a successful attack roll, you may Spend a Hope to force the target to make a Reaction roll (15). On a failure, you may make another attack roll against a different creature from the position of the target.
6
Malachite's Protection
Once per rest you can mend your armor, or the armor of an ally within Close range. Mark up to 3 Stress to clear the same number of armor slots.
7
Fate of the Adventurine
At the beginning of the session, place a number of tokens on this card equal to your Spellcast Trait. You may spend a token to switch the results of your Hope and Fear dice, or the Hope and Fear dice of another creature within Close range. At the end of the session, clear all unspent tokens.
7
Glisten-Touched
When 4 or more of the Domain Cards in your Loadout are from the Glisten Domain, gain the following Benefits:
The range of your Domain Card abilities extend out one range up to Very Far. (Melee->Very Close, Very Close->Close, etc.)
Add +2 to your Spellcast rolls.
8
Diffraction
Whenever an ally within Very Close range of you targets a creature with an attack, you may mark up to 3 Stress to target the same number of creatures in Far range of you.
8
Keystone Gems
Diamond: Once per session, make a Spellcast roll (20). On a success, you summon the sturdiest gemstone, a crystal clear prism reflecting every color. You may then spend any number of Hope to clear an Equal number of Hit Points for all creatures of your choosing within Very Far range.
Jadeite: Mark a Stress, and make a Spellcast roll (18). On a success, you summon an incredibly rare gemstone with an incomparable green hue adhered to a creature of your choice within Close range. So long as they are adhered to it, they gain an extra level of Proficiency. It lasts until your next rest, or you use this Spell again.
9
Glistening Fear
Whenever the GM spends a Fear, you may Spend a Hope to place 1d8 on this card. You may have a number of d8 equal to your Spellcast trait. The next time you make a damage roll, you may roll all the d8s on this card, and add the damage to the roll. At the end of the session, clear all unspent d8s.
9
Truly, Truly Outrageous
Whenever this card is in your loadout, you and your allies gain +1 to all Presence rolls. Additionally, when your, or one of your allies, succeeds on a Presence roll, they gain an additional Hope.
10
Chromatic Shattering
Spend a Hope to make a Spellcast roll against all targets within Very Far range. On a success, they take d20 + 8 physical damage using your Proficiency. Additionally, creatures within Very Close range must make a reaction roll (16). On a failure, they must mark an additional Hit Point.
10
Enhanced Shine
During a rest, you may spend an action to make a Spellcast roll (20). On a success, you may give all allies resting with you one of the following benefits:
Hearthstone Weapon: The weapon now deals an additional 2d10 physical damage.
Moonstone Weapon: When you successfully attack with the weapon, you may clear 1 Hit Point, or 1 Stress.
Fieldstone Armor: Whenever you mark an Armor slot, you may force the attacking creature to mark 1 Hit Point.
Flowstone Armor: Increase your evasion by +2.
On a failure, you lose your Downtime action.
Enhanced Shine
This is an overhaul of the Prism Domain by Asluune (https://heartofdaggers.com/homebrew/domains/prismatic/). It always stuck out to me because there was a comment on it that said it was broken, and generally incompatible with Daggerheart. Asluune responded saying that they know it’s unbalanced, but posted it because they liked the concept, and hoped someone could make something similar. I like a challenge, so I decided to give it a go.
The big issue with the initial Domain is that it revolves around summoning gems that you can manipulate to some degree, and use the effects of each gem whenever, instead of it being instantaneous. It’s interesting, but the heart of it feels like a class concept, as opposed to a Domain (but there’s a lot here for a Domain, which means that if this were a class instead it probably would be too much). In my attempt to streamline this Domain, I did make a lot of the effects instant, as well as switched up things, took things out, put new things in, and so forth. I did keep some stuff as is when it made sense.
Overall, I think I did OK at retooling this Domain. There might still be a few issues here and there, but I did try.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Enhanced Shine Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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