Wealth
Domain overview
The Wealth domain leverages the power of gold to effect the world around you. Gold is magical, after all… it can make people do things for you, it can make helpful items appear, it can open locked doors. Not all who seek wealth are self-interested, and knowing how to use gold for the better good can not only improve individual lives, but even change entire societies.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Charity |
When your party gives a collective number of Bags of Gold equal to your Tier to someone in need or an organization you believe in, you gain 2 Hope.
When your party gives a collective number of Bags of Gold equal to your Tier to someone in need or an organization you believe in, you gain 2 Hope. |
0 |
| 1 | Ability | Coin Toss |
Spend a Handful of Gold to make a Finess Roll against an adversary in Close range.
Spend a Handful of Gold to make a Finess Roll against an adversary in Close range. On a success, deal 1d10 physical damage using your Proficiency as they are buffeted by a hail of coinage. The next time you make a successful weapon attack against the target while in Melee range, gain a Handful of Gold and the adversary marks 1 Stress. |
1 |
| 1 | Ability | Gold Rush |
You have advantage on rolls during a chase scene in which you are pursuing someone holding something valuable or attempting to escape pursuers while holding something valuable.
You have advantage on rolls during a chase scene in which you are pursuing someone holding something valuable or attempting to escape pursuers while holding something valuable. |
0 |
| 2 | Ability | Hustle |
As an additional long rest downtime move you can choose, you can gain a number of Bags of Gold equal to your Tier as you make money doing something you excel at.
As an additional long rest downtime move you can choose, you can gain a number of Bags of Gold equal to your Tier as you make money doing something you excel at. |
0 |
| 2 | Ability | Prized Possession |
When you choose this card, permanently select an item in your inventory as your prized possession.
When you choose this card, permanently select an item in your inventory as your prized possession. Once per long rest when you show this item to someone new and explain its importance, you clear 3 Stress. If your prized possession is destroyed, the GM gains 2 Fear. You may spend 3 Hope to select a new prized possession, but only if your previous prized possession has been destroyed. |
1 |
| 3 | Ability | Barter |
You may offer an item of value as a bargaining chip during an attempt to persuade or impress.
You may offer an item of value as a bargaining chip during an attempt to persuade or impress. If you do, you gain advantage on Presence Rolls until the end of the scene. |
0 |
| 3 | Ability | Bribe |
Make a Presence Roll against a target in Close range.
Make a Presence Roll against a target in Close range. On a success, you know exactly how much Gold you should offer to convince them to do a reasonable task. |
0 |
| 4 | Ability | Death and Taxes |
Make a Finess Roll against a target in Very Close range.
Make a Finess Roll against a target in Very Close range. Once per rest on a success, you may spend up to 5 of Bags of Gold to deal d20 physical damage per Bag spent as you wield the weight of your wealth as a weapon. |
1 |
| 4 | Ability | Pay the Ultimate Price |
When you choose the Blaze of Glory death move, you can instead critically succeed on three actions, which cannot be interrupted by spending Fear.
When you choose the Blaze of Glory death move, you can instead critically succeed on three actions, which cannot be interrupted by spending Fear. |
0 |
| 5 | Ability | Dividends |
When you select this card, gain one Chest of Gold.Then place this card in your vault permanently.
When you select this card, gain one Chest of Gold. Then place this card in your vault permanently. |
0 |
| 5 | Ability | I Owe You |
You can lend resources with confidence.
You can lend resources with confidence. You may mark a Stress to let an ally use any number of your Hope to initiate a Tag Team roll, use an Experience, activate a Hope feature, or spend Hope for an ability or spell. When you do, the next time that ally would gain a Hope, you gain a Hope instead. |
2 |
| 6 | Ability | Expensive Tastes |
On a successful attack using a unique weapon, gain a +3 bonus to your damage roll.When you are wearing unique armor, gain a +3 bonus to your Severe damage threshold.
On a successful attack using a unique weapon, gain a +3 bonus to your damage roll. When you are wearing unique armor, gain a +3 bonus to your Severe damage threshold. |
2 |
| 6 | Ability | Loot |
When an adversary within Melee range of you marks its last Hit Point, you gain a Handful of Gold.
When an adversary within Melee range of you marks its last Hit Point, you gain a Handful of Gold. |
2 |
| 7 | Ability | Financial Security |
While you have a Chest of Gold in your inventory, you gain a +1 bonus to your Proficiency.
While you have a Chest of Gold in your inventory, you gain a +1 bonus to your Proficiency. |
1 |
| 7 | Ability | Wealth-Touched |
When 4 or more of the domain cards in your loadout are from the Wealth domain, gain the following benefits:+1 bonus to PresenceAt the start of each session, you gain 1 Bag of Gold.
When 4 or more of the domain cards in your loadout are from the Wealth domain, gain the following benefits:
|
0 |
| 8 | Ability | Hired Hand |
When you take a long rest in a civilized place, you may mark 3 Stress and spend a Bag of Gold to employ a Hired Hand with the following ability:Trigger: When you would roll a Failure with Fear.Effect: Describe how your Hired Hand assists you.
When you take a long rest in a civilized place, you may mark 3 Stress and spend a Bag of Gold to employ a Hired Hand with the following ability: Trigger: When you would roll a Failure with Fear. Effect: Describe how your Hired Hand assists you. Roll a d12 and add the result to your Hope die. This effect ends when you take a long rest. |
2 |
| 8 | Ability | Not Too Big to Fail |
When an adversary within Close range uses a Relentless passive ability, you may spend a Hope to make them temporarily Vulnerable.
When an adversary within Close range uses a Relentless passive ability, you may spend a Hope to make them temporarily Vulnerable. |
2 |
| 9 | Ability | Buy Happiness |
When you buy something worth at least a Bag of Gold that brings you joy, you may clear a Stress and gain a Hope.When you buy something worth at least a Bag of Gold that brings someone else joy, you may give it to them so they clear a Stress and gain a Hope.
When you buy something worth at least a Bag of Gold that brings you joy, you may clear a Stress and gain a Hope. When you buy something worth at least a Bag of Gold that brings someone else joy, you may give it to them so they clear a Stress and gain a Hope. |
1 |
| 9 | Ability | Inspire Avarice |
You may mark a Stress to make a target within Far range temporarily Envious of you.While Envious of you, an adversary cannot use Reaction abilities.
You may mark a Stress to make a target within Far range temporarily Envious of you. While Envious of you, an adversary cannot use Reaction abilities. |
2 |
| 10 | Ability | Get What You Pay For |
You may spend a Chest of Gold to permanently place a token on this card.
You may spend a Chest of Gold to permanently place a token on this card. You get +2 to your damage thresholds equal to the number of tokens on this card, up to a maximum of 5 tokens. |
2 |
| 10 | Ability | Tycoon |
People know who you are and what you own, and they treat you differently because of it.
People know who you are and what you own, and they treat you differently because of it. When you leverage your wealth to get what you want, you can mark a Stress before you roll to gain a +10 bonus to the result. You find it is easy to make appointments with important people and trade deals tend to go your way. This card doesn't count against your loadout's domain card maximum of 5 and can't be placed in your vault. |
0 |
Domain cards
1
Charity
When your party gives a collective number of Bags of Gold equal to your Tier to someone in need or an organization you believe in, you gain 2 Hope.
1
Coin Toss
Spend a Handful of Gold to make a Finess Roll against an adversary in Close range. On a success, deal 1d10 physical damage using your Proficiency as they are buffeted by a hail of coinage.
The next time you make a successful weapon attack against the target while in Melee range, gain a Handful of Gold and the adversary marks 1 Stress.
1
Gold Rush
You have advantage on rolls during a chase scene in which you are pursuing someone holding something valuable or attempting to escape pursuers while holding something valuable.
2
Hustle
As an additional long rest downtime move you can choose, you can gain a number of Bags of Gold equal to your Tier as you make money doing something you excel at.
2
Prized Possession
When you choose this card, permanently select an item in your inventory as your prized possession. Once per long rest when you show this item to someone new and explain its importance, you clear 3 Stress.
If your prized possession is destroyed, the GM gains 2 Fear. You may spend 3 Hope to select a new prized possession, but only if your previous prized possession has been destroyed.
3
Barter
You may offer an item of value as a bargaining chip during an attempt to persuade or impress. If you do, you gain advantage on Presence Rolls until the end of the scene.
3
Bribe
Make a Presence Roll against a target in Close range. On a success, you know exactly how much Gold you should offer to convince them to do a reasonable task.
4
Death and Taxes
Make a Finess Roll against a target in Very Close range. Once per rest on a success, you may spend up to 5 of Bags of Gold to deal d20 physical damage per Bag spent as you wield the weight of your wealth as a weapon.
4
Pay the Ultimate Price
When you choose the Blaze of Glory death move, you can instead critically succeed on three actions, which cannot be interrupted by spending Fear.
5
Dividends
When you select this card, gain one Chest of Gold.
Then place this card in your vault permanently.
5
I Owe You
You can lend resources with confidence. You may mark a Stress to let an ally use any number of your Hope to initiate a Tag Team roll, use an Experience, activate a Hope feature, or spend Hope for an ability or spell. When you do, the next time that ally would gain a Hope, you gain a Hope instead.
6
Expensive Tastes
On a successful attack using a unique weapon, gain a +3 bonus to your damage roll.
When you are wearing unique armor, gain a +3 bonus to your Severe damage threshold.
6
Loot
When an adversary within Melee range of you marks its last Hit Point, you gain a Handful of Gold.
7
Financial Security
While you have a Chest of Gold in your inventory, you gain a +1 bonus to your Proficiency.
7
Wealth-Touched
When 4 or more of the domain cards in your loadout are from the Wealth domain, gain the following benefits:
+1 bonus to Presence
At the start of each session, you gain 1 Bag of Gold.
8
Hired Hand
When you take a long rest in a civilized place, you may mark 3 Stress and spend a Bag of Gold to employ a Hired Hand with the following ability:
Trigger: When you would roll a Failure with Fear.
Effect: Describe how your Hired Hand assists you. Roll a d12 and add the result to your Hope die.
This effect ends when you take a long rest.
8
Not Too Big to Fail
When an adversary within Close range uses a Relentless passive ability, you may spend a Hope to make them temporarily Vulnerable.
9
Buy Happiness
When you buy something worth at least a Bag of Gold that brings you joy, you may clear a Stress and gain a Hope.
When you buy something worth at least a Bag of Gold that brings someone else joy, you may give it to them so they clear a Stress and gain a Hope.
9
Inspire Avarice
You may mark a Stress to make a target within Far range temporarily Envious of you.
While Envious of you, an adversary cannot use Reaction abilities.
10
Get What You Pay For
You may spend a Chest of Gold to permanently place a token on this card. You get +2 to your damage thresholds equal to the number of tokens on this card, up to a maximum of 5 tokens.
10
Tycoon
People know who you are and what you own, and they treat you differently because of it. When you leverage your wealth to get what you want, you can mark a Stress before you roll to gain a +10 bonus to the result. You find it is easy to make appointments with important people and trade deals tend to go your way.
This card doesn't count against your loadout's domain card maximum of 5 and can't be placed in your vault.
Tycoon
The Wealth domain leverages the power of gold to effect the world around you. Gold is magical, after all… it can make people do things for you, it can make helpful items appear, it can open locked doors. Not all who seek wealth are self-interested, and knowing how to use gold for the better good can not only improve individual lives, but even change entire societies.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Tycoon Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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