Iron
Domain overview
The Iron Domain specializes in using mechanical prowess to give yourself an offensive, and defensive, edge in combat. It can net you some good advantages on the field, but you have to be mindful how to use it. For those who are able to master the Iron Domain, they will feel as strong, as they are cunning.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Enchanted Armor |
Your base Armor score is increased by 2, and you may add your Strength modifier to your Damage Thresholds.
Your base Armor score is increased by 2, and you may add your Strength modifier to your Damage Thresholds. |
0 |
| 1 | Ability | Specialized Blaster |
You gain access to a weapon with the following stats: Trait-Strength Range-Far Damage: Tier 1-d10 Physical Tier 2-d10 + 3 Physical Tier 3-d10 + 6 Physical Tier 4-d10 + 9 Physical Burden-Two-Handed Feature-Powerful: On a successful attack, roll an additional damage die, and discard the lowest result.
You gain access to a weapon with the following stats: Trait-Strength Range-Far Damage: Tier 1-d10 Physical Tier 2-d10 + 3 Physical Tier 3-d10 + 6 Physical Tier 4-d10 + 9 Physical Burden-Two-Handed Feature-Powerful: On a successful attack, roll an additional damage die, and discard the lowest result. |
1 |
| 1 | Spell | Quick Fix |
Spend a Hope, and make a Spellcast roll (15).
Spend a Hope, and make a Spellcast roll (15). On a success, clear an Armor slot. |
1 |
| 2 | Ability | Turret |
You gain a shoulder-mounted turret.
You gain a shoulder-mounted turret. It can attack within Very Far range using your Agility modifier, and does d4 damage equal to your proficiency. |
2 |
| 2 | Spell | Magic Chains |
Make a Spellcast roll against a target within Far range.
Make a Spellcast roll against a target within Far range. On a success, you summon magic chains that do 1d10+3 physical damage, and restrain the target temporarily. While the target is restrained, you may mark a Stress at any time to make the restrained target take an additional 1d6 physical damage. |
1 |
| 3 | Ability | Mechanical Companion |
Spend a Hope to create a mechanical companion of your design until your next rest, you cast “Mechanical Companion” again, or your companion is targeted with an attack.
Spend a Hope to create a mechanical companion of your design until your next rest, you cast “Mechanical Companion” again, or your companion is targeted with an attack. If you spend an additional Hope, you can create a companion that flies. You can communicate with them, make a Spellcast roll to command them to perform simple tasks, and Mark a Stress to see through their eyes. When you deal damage to an adversary within Melee range of your companion, you add a d6 to your damage roll. When your companion gets targeted with an attack, mark a stress to deal 2d6 magic damage to the attacking creature. |
1 |
| 3 | Ability | Reverberating Armor |
Whenever you get hit with an attack, mark a Stress to force the creature to make a reaction roll (13).
Whenever you get hit with an attack, mark a Stress to force the creature to make a reaction roll (13). On a failure, the attacking creature marks 1 Hit Point. |
2 |
| 4 | Ability | Forge Master |
During a rest, make a Spellcast roll (18).
During a rest, make a Spellcast roll (18). On a success, you may spend one of your Downtime activities repairing all armor for your whole party. On a failure, you may spend one of your Downtime activities repairing all armor for only for your, and one other person. |
1 |
| 4 | Ability | Shine |
When you mark an Armor Slot, spend any number of Hope to force the creature to make a reaction roll (15).
When you mark an Armor Slot, spend any number of Hope to force the creature to make a reaction roll (15). On a failure, the creature has disadvantage on a number of rolls equal to the amount of Hope you spent. |
1 |
| 5 | Ability | Mechanical Arm |
Increase your Burden by One Hand.
Increase your Burden by One Hand. You may carry another One-Handed weapon with this hand. When your Mechanical Arm is not carrying a weapon, you can use it to make unarmed attacks, and you gain a +2 bonus to Strength, and Finesse rolls. |
3 |
| 5 | Spell | Cannonball |
Make a spellcast roll against an adversary within Very Far range.
Make a spellcast roll against an adversary within Very Far range. On a success, the creature takes d10 + 5 physical damage using your proficiency, and they, and any creature within Very Close range makes a reaction roll (15). On a failure, they take an additional 2d6 magic damage. |
2 |
| 6 | Spell | Empowered Weapon |
During a rest, make a Spellcast roll (18).
During a rest, make a Spellcast roll (18). On a success, you may use one of your Downtime activities to give yourself, or anyone resting with you, an extra level of proficiency until your next rest. |
2 |
| 6 | Spell | Smoke Bomb |
Make a Spellcast roll (15).
Make a Spellcast roll (15). On a success, you coat the area around you in Very Close range with smoke. Anyone in the smoke, except for you, has disadvantage on attack rolls, while you gain advantage on attack rolls against anyone in the smoke. Additionally, you may spend a Hope to give another creature the ability to see through the smoke. The smoke clears once you move out of Very Close range. |
1 |
| 7 | Ability | Iron-Touched |
When 4 or more of the domain cards in your loadout are from the Iron Domain, gain the following benefits: Whenever you mark an Armor slot, roll 1d6.
When 4 or more of the domain cards in your loadout are from the Iron Domain, gain the following benefits: Whenever you mark an Armor slot, roll 1d6. On a 6, you don’t mark the slot, but still reduce the damage. Increase the range of your weapons by one range out to Very Far range. |
2 |
| 7 | Spell | Grenade |
Make a spellcast roll against a target within Far range.
Make a spellcast roll against a target within Far range. On a hit, the creature takes d12 + 3 Physical damage using your Proficiency, and must make a reaction roll (16). On a failure, all their attacks are made at disadvantage until the GM spends a number of Fear equal to your Spellcast modifier to end the condition. |
1 |
| 8 | Ability | Ironhearted |
Whenever you have 3 or fewer unmarked Hit Points, you may spend 1 Armor slot to reduce incoming damage by 2 thresholds.
Whenever you have 3 or fewer unmarked Hit Points, you may spend 1 Armor slot to reduce incoming damage by 2 thresholds. |
2 |
| 8 | Ability | Supercharged Weapon |
Whenever you make a successful weapon attack, you may spend a Hope to force the creature to make a reaction roll (18).
Whenever you make a successful weapon attack, you may spend a Hope to force the creature to make a reaction roll (18). On a failure, the target takes an additional 3d12 magic damage. |
2 |
| 9 | Ability | Stored Energy |
When you get hit with an attack, place a token on this card.
When you get hit with an attack, place a token on this card. You may have a number of tokens on this card equal to your Spellcast modifier. You may spend a token to make a Spellcast roll against a creature within Very Far range. On a hit, the creature takes d20 + 7 magic damage using your proficiency. At the end of each session, clear all unspent tokens, and clear one Hit Point, or Armor Slot, per token remaining. |
3 |
| 9 | Ability | Will of Iron |
You gain a +3 to your Armor Slots.
You gain a +3 to your Armor Slots. Once per session, when you mark your last remaining Hit Point, you may spend 3 Hope to Mark any unmarked Armor Slots to Clear an equal amount of Hit Points. |
3 |
| 10 | Ability | Shields Up |
When you get hit with an attack, spend any number of Hope to reduce the incoming damage by an equal number of d20s.
When you get hit with an attack, spend any number of Hope to reduce the incoming damage by an equal number of d20s. If you reduce the damage to 0, you may mark a Stress to do d12 magic damage using your proficiency to the attacking creature. |
3 |
| 10 | Spell | Mech |
Make a Spellcast roll (20).
Make a Spellcast roll (20). On a success, you create a Mech that lasts until your next rest, you cast “Mech” again, or it is reduced to 0 Hit Points. On a failure, place this card immediately in your vault. The mech uses your Traits, and has the following stats: Hit Points-10 Damage Thresholds-Major: 16/Severe: 35 Armor Score-9 Feature-Variable Maneuverability: When you use this card, you may choose to increase your Evasion by +1, or decrease your evasion by -1. If you increase your Evasion, you may give yourself advantage on attack rolls. If you decrease your Evasion, you gain an additional 1d20 to damage rolls. Weapons: Primary: Name: Giant Sword-Trait: Strength-Range: Close-Damage: d20 + 10 Physical damage-Burden: One-Handed-Feature: Powerful. Secondary: Name: Railgun-Trait: Intelligence-Range: Very Far-Damage: d12 + 8 Magic Damage-Burden: One-Handed-Feature: Long. The mech can only be operated with you inside of it. While you are inside of it, you cannot use any other domain cards. When the mech marks its last remaining hit point, everyone in very close range, including you, must make an Agility reaction roll (18), or take d10 + 6 physical damage using your proficiency. You may spend a Hope to give yourself advantage on the reaction roll. Once the mech marks its last Hit Point, place this card in your vault. |
4 |
Domain cards

1
Enchanted Armor
Your base Armor score is increased by 2, and you may add your Strength modifier to your Damage Thresholds.

1
Specialized Blaster
You gain access to a weapon with the following stats:
Trait-Strength
Range-Far
Damage: Tier 1-d10 Physical Tier 2-d10 + 3 Physical Tier 3-d10 + 6 Physical Tier 4-d10 + 9 Physical
Burden-Two-Handed
Feature-Powerful: On a successful attack, roll an additional damage die, and discard the lowest result.

1
Quick Fix
Spend a Hope, and make a Spellcast roll (15). On a success, clear an Armor slot.

2
Turret
You gain a shoulder-mounted turret. It can attack within Very Far range using your Agility modifier, and does d4 damage equal to your proficiency.

2
Magic Chains
Make a Spellcast roll against a target within Far range. On a success, you summon magic chains that do 1d10+3 physical damage, and restrain the target temporarily. While the target is restrained, you may mark a Stress at any time to make the restrained target take an additional 1d6 physical damage.

3
Mechanical Companion
Spend a Hope to create a mechanical companion of your design until your next rest, you cast “Mechanical Companion” again, or your companion is targeted with an attack. If you spend an additional Hope, you can create a companion that flies. You can communicate with them, make a Spellcast roll to command them to perform simple tasks, and Mark a Stress to see through their eyes. When you deal damage to an adversary within Melee range of your companion, you add a d6 to your damage roll. When your companion gets targeted with an attack, mark a stress to deal 2d6 magic damage to the attacking creature.

3
Reverberating Armor
Whenever you get hit with an attack, mark a Stress to force the creature to make a reaction roll (13). On a failure, the attacking creature marks 1 Hit Point.

4
Forge Master
During a rest, make a Spellcast roll (18). On a success, you may spend one of your Downtime activities repairing all armor for your whole party. On a failure, you may spend one of your Downtime activities repairing all armor for only for your, and one other person.

4
Shine
When you mark an Armor Slot, spend any number of Hope to force the creature to make a reaction roll (15). On a failure, the creature has disadvantage on a number of rolls equal to the amount of Hope you spent.

5
Mechanical Arm
Increase your Burden by One Hand. You may carry another One-Handed weapon with this hand. When your Mechanical Arm is not carrying a weapon, you can use it to make unarmed attacks, and you gain a +2 bonus to Strength, and Finesse rolls.

5
Cannonball
Make a spellcast roll against an adversary within Very Far range. On a success, the creature takes d10 + 5 physical damage using your proficiency, and they, and any creature within Very Close range makes a reaction roll (15). On a failure, they take an additional 2d6 magic damage.

6
Empowered Weapon
During a rest, make a Spellcast roll (18). On a success, you may use one of your Downtime activities to give yourself, or anyone resting with you, an extra level of proficiency until your next rest.

6
Smoke Bomb
Make a Spellcast roll (15). On a success, you coat the area around you in Very Close range with smoke. Anyone in the smoke, except for you, has disadvantage on attack rolls, while you gain advantage on attack rolls against anyone in the smoke. Additionally, you may spend a Hope to give another creature the ability to see through the smoke. The smoke clears once you move out of Very Close range.

7
Iron-Touched
When 4 or more of the domain cards in your loadout are from the Iron Domain, gain the following benefits:
Whenever you mark an Armor slot, roll 1d6. On a 6, you don’t mark the slot, but still reduce the damage.
Increase the range of your weapons by one range out to Very Far range.

7
Grenade
Make a spellcast roll against a target within Far range. On a hit, the creature takes d12 + 3 Physical damage using your Proficiency, and must make a reaction roll (16). On a failure, all their attacks are made at disadvantage until the GM spends a number of Fear equal to your Spellcast modifier to end the condition.

8
Ironhearted
Whenever you have 3 or fewer unmarked Hit Points, you may spend 1 Armor slot to reduce incoming damage by 2 thresholds.

8
Supercharged Weapon
Whenever you make a successful weapon attack, you may spend a Hope to force the creature to make a reaction roll (18). On a failure, the target takes an additional 3d12 magic damage.

9
Stored Energy
When you get hit with an attack, place a token on this card. You may have a number of tokens on this card equal to your Spellcast modifier. You may spend a token to make a Spellcast roll against a creature within Very Far range. On a hit, the creature takes d20 + 7 magic damage using your proficiency. At the end of each session, clear all unspent tokens, and clear one Hit Point, or Armor Slot, per token remaining.

9
Will of Iron
You gain a +3 to your Armor Slots. Once per session, when you mark your last remaining Hit Point, you may spend 3 Hope to Mark any unmarked Armor Slots to Clear an equal amount of Hit Points.

10
Shields Up
When you get hit with an attack, spend any number of Hope to reduce the incoming damage by an equal number of d20s. If you reduce the damage to 0, you may mark a Stress to do d12 magic damage using your proficiency to the attacking creature.

10
Mech
Make a Spellcast roll (20). On a success, you create a Mech that lasts until your next rest, you cast “Mech” again, or it is reduced to 0 Hit Points. On a failure, place this card immediately in your vault. The mech uses your Traits, and has the following stats:
Hit Points-10
Damage Thresholds-Major: 16/Severe: 35
Armor Score-9
Feature-Variable Maneuverability: When you use this card, you may choose to increase your Evasion by +1, or decrease your evasion by -1. If you increase your Evasion, you may give yourself advantage on attack rolls. If you decrease your Evasion, you gain an additional 1d20 to damage rolls.
Weapons:
Primary: Name: Giant Sword-Trait: Strength-Range: Close-Damage: d20 + 10 Physical damage-Burden: One-Handed-Feature: Powerful.
Secondary: Name: Railgun-Trait: Intelligence-Range: Very Far-Damage: d12 + 8 Magic Damage-Burden: One-Handed-Feature: Long.
The mech can only be operated with you inside of it. While you are inside of it, you cannot use any other domain cards. When the mech marks its last remaining hit point, everyone in very close range, including you, must make an Agility reaction roll (18), or take d10 + 6 physical damage using your proficiency. You may spend a Hope to give yourself advantage on the reaction roll. Once the mech marks its last Hit Point, place this card in your vault.
Mech
The Iron Domain specializes in using mechanical prowess to give yourself an offensive, and defensive, edge in combat. It can net you some good advantages on the field, but you have to be mindful how to use it. For those who are able to master the Iron Domain, they will feel as strong, as they are cunning.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Mech Subclasses
No subclasses available.
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Background Questions
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