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Blood

Domains Designed by Dwayne at The Tabletop Tavern

Domain overview

By using the arcane infused blood this domain delves deep into the macabre

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Power through Pain
If you have at least one Hit Point marked, you gain a bonus to your damage rolls.

If you have at least one Hit Point marked, you gain a bonus to your damage rolls. The bonus equals twice your number of marked Hit Points

1
1 Spell Blood Spike
Make a Spellcast Roll against a target within Far range.

Make a Spellcast Roll against a target within Far range. On a success, mark a Stress to deal d10 magic damage to the target using your Proficiency. On a success with Hope, the target also marks a Stress. On a roll with Fear, mark a Stress.

1
1 Spell Lifeblood TALISMAN
Mark a Hit Point to conjure a talisman infused with your life essence.

Mark a Hit Point to conjure a talisman infused with your life essence. The talisman appears in your hand, and whoever carries the talisman gains its benefit: Whenever the talisman’s bearer marks 2 or more Hit Points, they can spend a Hope to reduce the number of Hit Points marked by 1. The talisman disappears if you have no Hit Points marked or you use this spell again.

0
2 Spell Brand of Castigation
When you deal damage to a creature, mark a Stress to sear a red, magical mark on them.

When you deal damage to a creature, mark a Stress to sear a red, magical mark on them. Until this mark disappears, you always know the direction of the marked creature relative to you, and that creature marks a Stress each time it deals damage to you or an ally of yours within Very Close range of you. The mark disappears when you use this spell again.

1
2 Spell Vitality Manipulation
Make a Spellcast Roll against a target within Very Close range.

Make a Spellcast Roll against a target within Very Close range. If you cast this on an ally, make the roll with advantage. On a success, mark a Stress, and choose one of the following effects:

  • The target grows calmer and clears a Stress. On a

success with Hope, they clear 2 Stress.

  • The target grows more anxious and marks a Stress.

On a success with Hope, they mark 2 Stress.

0
3 Ability Blood puppet
Make a Spellcast Roll against a creature (living or dead) within Far range.

Make a Spellcast Roll against a creature (living or dead) within Far range. On a success, spend a Hope to control the target by causing them to move, attack, or both. If you do both, you choose the order. If you cause the creature to move, they move to a location you choose that’s within Close range of them. If you cause the creature to attack, make a Spellcast Roll against a target within Melee range of them. On a success, deal d10 physical damage using your Proficiency.

2
3 Spell Burning blood
Make a Spellcast Roll (12).

Make a Spellcast Roll (12). On a success, mark a Hit Point as you conjure a bead of blood, which you lob at a point within Far range. A wave of heat fills the area within Very Close range of that point, igniting the internal vitals of those caught within. Each target within the area marks 1 Hit Point. On a success with Hope, each target within the area instead marks 2 Hit Points

2

Domain cards

1

1
Power through Pain
Ability

Power through Pain

If you have at least one Hit Point marked, you gain a bonus to your damage rolls. The bonus equals twice your number of marked Hit Points

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Blood Spike
Spell

Blood Spike

Make a Spellcast Roll against a target within Far range. On a success, mark a Stress to deal d10 magic damage to the target using your Proficiency. On a success with Hope, the target also marks a Stress. On a roll with Fear, mark a Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Lifeblood TALISMAN
Spell

Lifeblood TALISMAN

Mark a Hit Point to conjure a talisman infused with your life essence. The talisman appears in your hand, and whoever carries the talisman gains its benefit: Whenever the talisman’s bearer marks 2 or more Hit Points, they can spend a Hope to reduce the number of Hit Points marked by 1. The talisman disappears if you have no Hit Points marked or you use this spell again.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Brand of Castigation
Spell

Brand of Castigation

When you deal damage to a creature, mark a Stress to sear a red, magical mark on them. Until this mark disappears, you always know the direction of the marked creature relative to you, and that creature marks a Stress each time it deals damage to you or an ally of yours within Very Close range of you. The mark disappears when you use this spell again.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

0
Vitality Manipulation
Spell

Vitality Manipulation

Make a Spellcast Roll against a target within Very Close range. If you cast this on an ally, make the roll with advantage. On a success, mark a Stress, and choose one of the following effects:

  • The target grows calmer and clears a Stress. On a

success with Hope, they clear 2 Stress.

  • The target grows more anxious and marks a Stress.

On a success with Hope, they mark 2 Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

2
Blood puppet
Ability

Blood puppet

Make a Spellcast Roll against a creature (living or dead) within Far range. On a success, spend a Hope to control the target by causing them to move, attack, or both. If you do both, you choose the order. If you cause the creature to move, they move to a location you choose that’s within Close range of them. If you cause the creature to attack, make a Spellcast Roll against a target within Melee range of them. On a success, deal d10 physical damage using your Proficiency.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

2
Burning blood
Spell

Burning blood

Make a Spellcast Roll (12). On a success, mark a Hit Point as you conjure a bead of blood, which you lob at a point within Far range. A wave of heat fills the area within Very Close range of that point, igniting the internal vitals of those caught within. Each target within the area marks 1 Hit Point. On a success with Hope, each target within the area instead marks 2 Hit Points

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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