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Gear

Domains Designed by DM POLMOHARA • Art by Polmohara

Domain overview

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Gear Struck
When you deal Weapon Damage to a Creature you can spend 1 Hope to change the of 1 Damage Dice to its…

When you deal Weapon Damage to a Creature you can spend 1 Hope to change the of 1 Damage Dice to its Max Value

0
1 Ability Reinforce
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.

At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.
When you or an Ally within Close Range takes damage you may spend any number of token to temporarily for that damage to increase the damage thresholds of your target by 1d6 per to the token spent
At the end of each session, clear all unspent tokens.

1
1 Ability Something for Nothing
Once per Session, On a Rest you may gain 1d4 Hope

Once per Session, On a Rest you may gain 1d4 Hope

0
2 Ability Tracking Device
Mark a Stress and Mark a Creature within Close Range.

Mark a Stress and Mark a Creature within Close Range. Until this mark disappears, you always know the direction of the marked creature relative to you and when you deal damage it you add you spellcasting trait to your damage roll. The Tracker disappears when you use this spell again.

1
2 Spell Alarmed Zone
Spend a Hope and target an point within Close, from that point this effect can expand up to Very Close.

Spend a Hope and target an point within Close, from that point this effect can expand up to Very Close. Impose a simple rule like Say No Lie, Dont move in or out etc...
If the Rule is violated in the Area the area Emits a Predetermined Color or Sound

2
3 Ability Enhance Weapon
Spend a Hope to imbue a Your Weapon or an Ally within Very Close Range of you, When that Weapon Deals Damage its weilder may Mark as Stress to Add 1 Damage Dice.

Spend a Hope to imbue a Your Weapon or an Ally within Very Close Range of you, When that Weapon Deals Damage its weilder may Mark as Stress to Add 1 Damage Dice.

1
3 Spell Collision Chain
Make a Spellcast Roll on a Target Creature at Far.

Make a Spellcast Roll on a Target Creature at Far. On a Successy you may then Mark a Stress to pull to an area within Close Range of it potentially hitting terrain or another creature in which you deal 1d8+3 physical damage increased by Profiency.

  • If it collides first with a Structure and take damage

  • If it collides first to a Creature, the 2nd Creature must fail an Strength Reaction Roll (13) or both of the takes damage but if 2nd Creature Succeeds only the first takes damage

1
4 Ability Flash of Genius
When you use your Experience on a Reaction Roll you may Mark a Stress double its value

When you use your Experience on a Reaction Roll you may Mark a Stress double its value

1
4 Spell Blow up in thier Face
When you make an Attack Roll that deals damage and the result is a Success with Fear.

When you make an Attack Roll that deals damage and the result is a Success with Fear. You may Spend a Hope all other Creatures within Very Close of your Target must make a Agility Reaction Roll (14) or take half of the damage dealt

1
5 Ability Armor Warding
Spend a Hope to Imbue Wards on an Armor your or an Ally's.

Spend a Hope to Imbue Wards on an Armor your or an Ally's. When the Wearer of the Armor takes when it Marks an Armor it reduces the Threshold by 1 more Stage. Then roll a 1d4 on a 1 the Effect of this Card on the Armor is removed

3
5 Spell Configure Power
When Creature within Close Range (including you) is imposed to do a Reaction Roll.

When Creature within Close Range (including you) is imposed to do a Reaction Roll. You may Mark a Stress to reduce or increase the difficulty of the Reaction Roll by 1d4 for that creature

1
6 Ability Create Grimoire
Attach 2 Level 3 or lower Spell Domain Cards Irregardless if they are outside of your domain or comi…

Attach 2 Level 3 or lower Spell Domain Cards Irregardless if they are outside of your domain or coming for 2 diffrent domains

Those Spell Domain Card are now part of your Grimioire

The total Recall cost of this card is the Sum Recall Cost of the 2 Chosen Spell Domain Cards

0
6 Spell Bomb Shard
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.

At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.
Spend a token to choose a point within Far Range. Every target within Very Close range of this point must make an Agility Reaction Roll (15). Targets who fail takes 1d20+5 magic damage increase by your Profiency. Targets who succeed takes half damage.

2
7 Ability Gear-Touched
When 4 or more of the domain cards in your loadout are from the Gear domain, gain the following bene…

When 4 or more of the domain cards in your loadout are from the Gear domain, gain the following benefits:

  • You may Mark a Stress to gain the Benefit as of Marking an Armor

  • Once per Rest, You may Recall a Domain Card without Marking a Stress

2
7 Ability Recall
Spend 1 Hope and make Spellcast Roll (14)On a Success with Hope Target 2 Willing Allies you can see …

Spend 1 Hope and make Spellcast Roll (14)

  • On a Success with Hope Target 2 Willing Allies you can see and have them Teleport within Melee of you and they Unmark a Hitpoint or Stress

  • On a Success with Fear Target 1 Willing Ally you can see and have them Teleport within Melee of you and they Unmark a Hitpoint or Stress

  • On a Fail with Hope Target 1 Willing Ally you can see and have them Teleport within Melee of you

0
8 Ability Contigent
When you Spend atleast 1 Hope on an Action Roll (Including adding your Experience).You may Mark a St…

When you Spend atleast 1 Hope on an Action Roll (Including adding your Experience).

You may Mark a Stress to Reroll and take the new Result,

If you still dont want the result You may Mark 2 Stress to reroll again and take the new Result

1
8 Spell Spell Cannon
Make a Spellcast Roll against a Target.

Make a Spellcast Roll against a Target. On a Success Vault 1 Domain Card and Deal Damage equal to a number of 1d6s increase by your proficiency plus the Level of the Domain Card

2
9 Ability Gear Grind
When you Roll for Damage Roll each Damage Dice twice and take the higher number

When you Roll for Damage Roll each Damage Dice twice and take the higher number

2
9 Spell Caustic Armor
Spend 3 Hope you choose betweenYou take half Damage on Physical AttackYou take half Damage on Magica…

Spend 3 Hope you choose between

  • You take half Damage on Physical Attack

  • You take half Damage on Magical Attack

This effect ends at the end of the scene or you activate this spell again

3
10 Ability Smooth Gear Movement
Once per Session you may declare fluidity of Party.Activate this ability and immediately take the Sp…

Once per Session you may declare fluidity of Party.

Activate this ability and immediately take the Spotlight.

Have each Player Character take 1 Spotlight each.

If during these spotlight the Players rolls with Fear the GM does not gain Fear

Once all player characters has taken Spotlight this effect ends

3
10 Spell Protection Field
Spend 3 Hope, You Emmit a magical covering for you and your Allies that are within Close Range of yo…

Spend 3 Hope, You Emmit a magical covering for you and your Allies that are within Close Range of you, When you and/or Allies within Close Range of you takes damage you may Spend a Hope per Creature and Reduce the damage taken to half and then reduce the number of hit points Marked by 1
This effect last until the end of the Scene

3

Domain cards

1

0
Gear Struck
Ability

Gear Struck

When you deal Weapon Damage to a Creature you can spend 1 Hope to change the of 1 Damage Dice to its Max Value

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Reinforce
Ability

Reinforce

At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.
When you or an Ally within Close Range takes damage you may spend any number of token to temporarily for that damage to increase the damage thresholds of your target by 1d6 per to the token spent
At the end of each session, clear all unspent tokens.

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Something for Nothing
Ability

Something for Nothing

Once per Session, On a Rest you may gain 1d4 Hope

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Tracking Device
Ability

Tracking Device

Mark a Stress and Mark a Creature within Close Range. Until this mark disappears, you always know the direction of the marked creature relative to you and when you deal damage it you add you spellcasting trait to your damage roll. The Tracker disappears when you use this spell again.

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

2
Alarmed Zone
Spell

Alarmed Zone

Spend a Hope and target an point within Close, from that point this effect can expand up to Very Close. Impose a simple rule like Say No Lie, Dont move in or out etc...
If the Rule is violated in the Area the area Emits a Predetermined Color or Sound

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Enhance Weapon
Ability

Enhance Weapon

Spend a Hope to imbue a Your Weapon or an Ally within Very Close Range of you, When that Weapon Deals Damage its weilder may Mark as Stress to Add 1 Damage Dice.

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Collision Chain
Spell

Collision Chain

Make a Spellcast Roll on a Target Creature at Far. On a Successy you may then Mark a Stress to pull to an area within Close Range of it potentially hitting terrain or another creature in which you deal 1d8+3 physical damage increased by Profiency.

  • If it collides first with a Structure and take damage

  • If it collides first to a Creature, the 2nd Creature must fail an Strength Reaction Roll (13) or both of the takes damage but if 2nd Creature Succeeds only the first takes damage

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Flash of Genius
Ability

Flash of Genius

When you use your Experience on a Reaction Roll you may Mark a Stress double its value

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Blow up in thier Face
Spell

Blow up in thier Face

When you make an Attack Roll that deals damage and the result is a Success with Fear. You may Spend a Hope all other Creatures within Very Close of your Target must make a Agility Reaction Roll (14) or take half of the damage dealt

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

3
Armor Warding
Ability

Armor Warding

Spend a Hope to Imbue Wards on an Armor your or an Ally's. When the Wearer of the Armor takes when it Marks an Armor it reduces the Threshold by 1 more Stage. Then roll a 1d4 on a 1 the Effect of this Card on the Armor is removed

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Configure Power
Spell

Configure Power

When Creature within Close Range (including you) is imposed to do a Reaction Roll. You may Mark a Stress to reduce or increase the difficulty of the Reaction Roll by 1d4 for that creature

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

0
Create Grimoire
Ability

Create Grimoire

Attach 2 Level 3 or lower Spell Domain Cards Irregardless if they are outside of your domain or coming for 2 diffrent domains

Those Spell Domain Card are now part of your Grimioire

The total Recall cost of this card is the Sum Recall Cost of the 2 Chosen Spell Domain Cards

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
Bomb Shard
Spell

Bomb Shard

At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.
Spend a token to choose a point within Far Range. Every target within Very Close range of this point must make an Agility Reaction Roll (15). Targets who fail takes 1d20+5 magic damage increase by your Profiency. Targets who succeed takes half damage.

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Gear-Touched
Ability

Gear-Touched

When 4 or more of the domain cards in your loadout are from the Gear domain, gain the following benefits:

  • You may Mark a Stress to gain the Benefit as of Marking an Armor

  • Once per Rest, You may Recall a Domain Card without Marking a Stress

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

0
Recall
Ability

Recall

Spend 1 Hope and make Spellcast Roll (14)

  • On a Success with Hope Target 2 Willing Allies you can see and have them Teleport within Melee of you and they Unmark a Hitpoint or Stress

  • On a Success with Fear Target 1 Willing Ally you can see and have them Teleport within Melee of you and they Unmark a Hitpoint or Stress

  • On a Fail with Hope Target 1 Willing Ally you can see and have them Teleport within Melee of you

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

1
Contigent
Ability

Contigent

When you Spend atleast 1 Hope on an Action Roll (Including adding your Experience).

You may Mark a Stress to Reroll and take the new Result,

If you still dont want the result You may Mark 2 Stress to reroll again and take the new Result

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
Spell Cannon
Spell

Spell Cannon

Make a Spellcast Roll against a Target. On a Success Vault 1 Domain Card and Deal Damage equal to a number of 1d6s increase by your proficiency plus the Level of the Domain Card

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
Gear Grind
Ability

Gear Grind

When you Roll for Damage Roll each Damage Dice twice and take the higher number

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

3
Caustic Armor
Spell

Caustic Armor

Spend 3 Hope you choose between

  • You take half Damage on Physical Attack

  • You take half Damage on Magical Attack

This effect ends at the end of the scene or you activate this spell again

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

3
Smooth Gear Movement
Ability

Smooth Gear Movement

Once per Session you may declare fluidity of Party.

Activate this ability and immediately take the Spotlight.

Have each Player Character take 1 Spotlight each.

If during these spotlight the Players rolls with Fear the GM does not gain Fear

Once all player characters has taken Spotlight this effect ends

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

3
Protection Field
Spell

Protection Field

Spend 3 Hope, You Emmit a magical covering for you and your Allies that are within Close Range of you, When you and/or Allies within Close Range of you takes damage you may Spend a Hope per Creature and Reduce the damage taken to half and then reduce the number of hit points Marked by 1
This effect last until the end of the Scene

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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