Star
Domain overview
The Star domain specializes in utilizing the powers of outer space, as well as the legends placed among the stars. The many Ancestries of this world have looked up on the night sky for inspiration as long as they have drawn breath. Mastering the Star Domain allows you to take that inspiration, and use it to its maximum potential.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Light and Dark |
Whenever you make a successful attack with Hope, you add your Tier in Magic damage to the damage roll.
Whenever you make a successful attack with Hope, you add your Tier in Magic damage to the damage roll. Whenever you make a successful attack with Fear, you add your Tier in Physical damage to the damage roll. |
1 |
| 1 | Ability | North Star |
When you use an Experience, you may spend an additional Hope to add your Spellcast Trait to the roll.
When you use an Experience, you may spend an additional Hope to add your Spellcast Trait to the roll. |
0 |
| 1 | Grimoire | Scroll of Beasts |
Rabbit-Spend a Hope to gain a bonus to Agility, and Instinct rolls equal to your Tier until you use the Scroll of Beasts again.
Rabbit-Spend a Hope to gain a bonus to Agility, and Instinct rolls equal to your Tier until you use the Scroll of Beasts again. Tiger-Spend a Hope to gain a bonus to Strength, and Presence rolls equal to your Tier until you use the Scroll of Beasts again. Snake-Spend a Hope to gain a bonus to Finesse, and Knowledge rolls equal to your Tier until you use the Scroll of Beasts again. |
2 |
| 2 | Ability | Gravity Strike |
When you make a successful attack roll, spend a Hope to force the target to make a reaction roll (14).
When you make a successful attack roll, spend a Hope to force the target to make a reaction roll (14). On a failure, they become temporarily restrained. |
1 |
| 2 | Grimoire | Scroll of Oracles |
Oracle of Foresight-Spend a Hope to give a target you can touch a +1 to their Evasion until their next rest, or you use Oracle of Foresight again.
Oracle of Foresight-Spend a Hope to give a target you can touch a +1 to their Evasion until their next rest, or you use Oracle of Foresight again. Oracle of Reckoning-Make a Spellcast roll against a target in Close range. On a success, they take d10 + 2 Magic damage using your proficiency, and the target must make a reaction roll (13). On a failure, they mark 1d4 Stress. |
2 |
| 3 | Grimoire | Scroll of Heroes |
Warrior-When you succeed with Fear, you may Clear a Stress.
Warrior-When you succeed with Fear, you may Clear a Stress. Mage-When someone other than you in Close range makes a roll, mark a Stress to add 1d4 to the roll. Archer-Make a Spellcast roll against a Target in Very Far range. On a success, a flurry of arrows made of light fly towards them. The target, and all creatures in Close range of them must make a reaction roll (13). Targets who fail take d12 + 4 magic damage using your proficiency. Targets who succeed take half. |
2 |
| 3 | Grimoire | Scroll of Royals |
Prince-When you make a successful attack, mark a Stress to gain an additional Hope.
Prince-When you make a successful attack, mark a Stress to gain an additional Hope. Princess-When you get hit with an attack, mark a Stress reduce the damage by one Threshold. |
2 |
| 4 | Grimoire | Scroll of Great Beasts |
Howling Wolf-Make a Spellcast roll against a target in Close range.
Howling Wolf-Make a Spellcast roll against a target in Close range. On a success, they become temporarily vulnerable. Soaring Eagle-Spend a Hope to move into Very Far range. You may spend an extra Hope to bring another willing creature with you. Towering Bear-Make a Spellcast roll against a creature within Very Close range. On a success, they take d10 + 4 magic damage, and must make a reaction roll (15). On a failure, they are pushed back to Far range. |
2 |
| 4 | Grimoire | Scroll of Rulers |
King-When someone within Close range rolls with Hope, you may Mark a Stress to also Gain a Hope.
King-When someone within Close range rolls with Hope, you may Mark a Stress to also Gain a Hope. Queen-When you get attacked, mark a Stress to impose disadvantage on the attack roll. |
2 |
| 5 | Spell | Lunar Orbit |
Whenever someone attacks a creature other than you within Close range, mark a Stress to force the attacking creature to make a reaction roll (15).
Whenever someone attacks a creature other than you within Close range, mark a Stress to force the attacking creature to make a reaction roll (15). On a failure, the attack misses, and you may move the creature being attacked into Melee range with you. |
1 |
| 5 | Spell | Solar Winds |
Whenever a creature successfully attacks you, mark a Stress to force the attacking creature to make a reaction roll (15).
Whenever a creature successfully attacks you, mark a Stress to force the attacking creature to make a reaction roll (15). On a failue they take d4 + 7 magic damage using your proficiency. |
1 |
| 6 | Ability | Stardust |
When you make a successful attack, place a d6 on this card.
When you make a successful attack, place a d6 on this card. You may have a number of d6s up to your proficiency. You may spend one of your d6s to do one of the following effects: Add the d6 to an Action roll. Add the d6 to your Evasion for one attack. Clear a number of Stress equal to the d6 among anyone within Close range. At the end of the session, clear all remaining d6s, and gain a Hope for each remaining d6. |
2 |
| 6 | Spell | Shooting Star |
Once per session, make a Spellcast roll (17).
Once per session, make a Spellcast roll (17). On a success, all your allies gain the benefits of one Short Rest Downtime activity of their choosing. |
1 |
| 7 | Ability | Star-Touched |
When 4 or more of the domain cards in your loadout are from the Star Domain, gain the following benefits: Gain +2 Stress Slots Whenever you force a creature to make a Reaction roll, you may mark a Stress to impose disadvantage on the reaction roll.
When 4 or more of the domain cards in your loadout are from the Star Domain, gain the following benefits: Gain +2 Stress Slots Whenever you force a creature to make a Reaction roll, you may mark a Stress to impose disadvantage on the reaction roll. |
2 |
| 7 | Grimoire | Scroll of Tricksters |
Messenger-When you make a roll, you may mark a Stress to let the next player to roll use that same roll.
Messenger-When you make a roll, you may mark a Stress to let the next player to roll use that same roll. Dealer-When the GM spends a Fear, you may mark a Stress to gain a Hope. Deceiver-Whenever a creature attacks you, spend a Hope to force the attacking creature to make a reaction roll (16). On a failure, you avoid the attack, and the attacking creature takes d8 + 5 magic damage using your proficiency. |
3 |
| 8 | Grimoire | Scroll of the Moon |
Moonlight-Make a Spellcast roll (18).
Moonlight-Make a Spellcast roll (18). On a success, one ally of your choice may clear all Hit Points, or all Stress. Lunar Guidance-Spend a Hope, and make a Spellcast roll (18). On a success, you may give one target within Very Close range advantage on all Instinct, Presence, or Intelligence rolls until their next rest, or you use Lunar Guidance again. Moonbeam-Make a Spellcast roll against a target within Very Far range. On a success, the target takes d8 + 4 magic damage using your proficiency, and the target must make a reaction roll (16). On a failure, their difficulty is lowered by 1d4. |
3 |
| 8 | Grimoire | Scroll of the Sun |
Sunshine-Make a Spellcast roll (18).
Sunshine-Make a Spellcast roll (18). On a success, all allies may clear either 1d4 Hit points, or 1d4 Stress. Solar Power-Spend a Hope, and make a Spellcast roll (18). On a success, you may give one target within Very Close range advantage on all Agility, Strength, or Finesse rolls until their next rest, or you use Solar Power again. Sunbeam-Make a Spellcast roll against a target within Far range. On a success, you deal d12 + 5 magic damage using your proficiency, and the creature must make a reaction roll (16). On a failure, whenever the creature takes another attack, the person making the attack may add 1d12 to the damage roll for a number of attacks equal to your Spellcast trait. |
3 |
| 9 | Spell | Warping Space |
Make a Spellcast roll (20).
Make a Spellcast roll (20). On a success, you gain the following benefits until your next rest: You Evasion is increased by +2 Whenever an attack hits you, mark a Stress to reduce the damage by 2d20. Whenever an attack misses you, spend a Hope to force the attacking creature to mark a Stress. On a failure, you may not use this card again until you complete a Rest. |
2 |
| 9 | Grimoire | Scroll of Mythical Beasts |
Manticore-When you make a successful weapon attack, you may mark a Stress to force the target to make a reaction roll (16).
Manticore-When you make a successful weapon attack, you may mark a Stress to force the target to make a reaction roll (16). On a failure, they mark an additional Hit Point. Dragon-Make a Spellcast roll against a target in Close range. On a success, you spout an elemental breath attack. The target, and all creatures within Melee range of the target, make a reaction roll (16). If they fail, they take d10 + 7 magic damage using your Proficiency, and Mark a Stress. If they succeed, they take half damage, and don't Mark a Stress. Phoenix-Make a Spellcast roll against a target in Close range. On a success, they take 3d6 magic damage, and you may clear one Hit Point. |
4 |
| 10 | Spell | Meteor Shower |
Make a Spellcast roll against all targets in Far range.
Make a Spellcast roll against all targets in Far range. On a success, they take d20 physical damage using your proficiency, and must make a reaction roll (18). On a failure, they take an additional 3d10 magic damage. |
3 |
| 10 | Grimoire | Scroll of Celestial Governors |
Protector-Make a Spellcast roll (20).
Protector-Make a Spellcast roll (20). On a success, the next time a creature of your choice in Very Far range takes damage, the damage is halved. Destroyer-Make a Spellcast roll against a target in Very Far range. On a success, the next time they take damage, the damage is doubled. |
4 |
Domain cards

1
Light and Dark
Whenever you make a successful attack with Hope, you add your Tier in Magic damage to the damage roll. Whenever you make a successful attack with Fear, you add your Tier in Physical damage to the damage roll.

1
North Star
When you use an Experience, you may spend an additional Hope to add your Spellcast Trait to the roll.

1
Scroll of Beasts
Rabbit-Spend a Hope to gain a bonus to Agility, and Instinct rolls equal to your Tier until you use the Scroll of Beasts again.
Tiger-Spend a Hope to gain a bonus to Strength, and Presence rolls equal to your Tier until you use the Scroll of Beasts again.
Snake-Spend a Hope to gain a bonus to Finesse, and Knowledge rolls equal to your Tier until you use the Scroll of Beasts again.

2
Gravity Strike
When you make a successful attack roll, spend a Hope to force the target to make a reaction roll (14). On a failure, they become temporarily restrained.

2
Scroll of Oracles
Oracle of Foresight-Spend a Hope to give a target you can touch a +1 to their Evasion until their next rest, or you use Oracle of Foresight again.
Oracle of Reckoning-Make a Spellcast roll against a target in Close range. On a success, they take d10 + 2 Magic damage using your proficiency, and the target must make a reaction roll (13). On a failure, they mark 1d4 Stress.

3
Scroll of Heroes
Warrior-When you succeed with Fear, you may Clear a Stress.
Mage-When someone other than you in Close range makes a roll, mark a Stress to add 1d4 to the roll.
Archer-Make a Spellcast roll against a Target in Very Far range. On a success, a flurry of arrows made of light fly towards them. The target, and all creatures in Close range of them must make a reaction roll (13). Targets who fail take d12 + 4 magic damage using your proficiency. Targets who succeed take half.

3
Scroll of Royals
Prince-When you make a successful attack, mark a Stress to gain an additional Hope.
Princess-When you get hit with an attack, mark a Stress reduce the damage by one Threshold.

4
Scroll of Great Beasts
Howling Wolf-Make a Spellcast roll against a target in Close range. On a success, they become temporarily vulnerable.
Soaring Eagle-Spend a Hope to move into Very Far range. You may spend an extra Hope to bring another willing creature with you.
Towering Bear-Make a Spellcast roll against a creature within Very Close range. On a success, they take d10 + 4 magic damage, and must make a reaction roll (15). On a failure, they are pushed back to Far range.

4
Scroll of Rulers
King-When someone within Close range rolls with Hope, you may Mark a Stress to also Gain a Hope.
Queen-When you get attacked, mark a Stress to impose disadvantage on the attack roll.

5
Lunar Orbit
Whenever someone attacks a creature other than you within Close range, mark a Stress to force the attacking creature to make a reaction roll (15). On a failure, the attack misses, and you may move the creature being attacked into Melee range with you.

5
Solar Winds
Whenever a creature successfully attacks you, mark a Stress to force the attacking creature to make a reaction roll (15). On a failue they take d4 + 7 magic damage using your proficiency.

6
Stardust
When you make a successful attack, place a d6 on this card. You may have a number of d6s up to your proficiency. You may spend one of your d6s to do one of the following effects:
Add the d6 to an Action roll.
Add the d6 to your Evasion for one attack.
Clear a number of Stress equal to the d6 among anyone within Close range.
At the end of the session, clear all remaining d6s, and gain a Hope for each remaining d6.

6
Shooting Star
Once per session, make a Spellcast roll (17). On a success, all your allies gain the benefits of one Short Rest Downtime activity of their choosing.

7
Star-Touched
When 4 or more of the domain cards in your loadout are from the Star Domain, gain the following benefits:
Gain +2 Stress Slots
Whenever you force a creature to make a Reaction roll, you may mark a Stress to impose disadvantage on the reaction roll.

7
Scroll of Tricksters
Messenger-When you make a roll, you may mark a Stress to let the next player to roll use that same roll.
Dealer-When the GM spends a Fear, you may mark a Stress to gain a Hope.
Deceiver-Whenever a creature attacks you, spend a Hope to force the attacking creature to make a reaction roll (16). On a failure, you avoid the attack, and the attacking creature takes d8 + 5 magic damage using your proficiency.

8
Scroll of the Moon
Moonlight-Make a Spellcast roll (18). On a success, one ally of your choice may clear all Hit Points, or all Stress.
Lunar Guidance-Spend a Hope, and make a Spellcast roll (18). On a success, you may give one target within Very Close range advantage on all Instinct, Presence, or Intelligence rolls until their next rest, or you use Lunar Guidance again.
Moonbeam-Make a Spellcast roll against a target within Very Far range. On a success, the target takes d8 + 4 magic damage using your proficiency, and the target must make a reaction roll (16). On a failure, their difficulty is lowered by 1d4.

8
Scroll of the Sun
Sunshine-Make a Spellcast roll (18). On a success, all allies may clear either 1d4 Hit points, or 1d4 Stress.
Solar Power-Spend a Hope, and make a Spellcast roll (18). On a success, you may give one target within Very Close range advantage on all Agility, Strength, or Finesse rolls until their next rest, or you use Solar Power again.
Sunbeam-Make a Spellcast roll against a target within Far range. On a success, you deal d12 + 5 magic damage using your proficiency, and the creature must make a reaction roll (16). On a failure, whenever the creature takes another attack, the person making the attack may add 1d12 to the damage roll for a number of attacks equal to your Spellcast trait.

9
Warping Space
Make a Spellcast roll (20). On a success, you gain the following benefits until your next rest:
You Evasion is increased by +2
Whenever an attack hits you, mark a Stress to reduce the damage by 2d20.
Whenever an attack misses you, spend a Hope to force the attacking creature to mark a Stress.
On a failure, you may not use this card again until you complete a Rest.

9
Scroll of Mythical Beasts
Manticore-When you make a successful weapon attack, you may mark a Stress to force the target to make a reaction roll (16). On a failure, they mark an additional Hit Point.
Dragon-Make a Spellcast roll against a target in Close range. On a success, you spout an elemental breath attack. The target, and all creatures within Melee range of the target, make a reaction roll (16). If they fail, they take d10 + 7 magic damage using your Proficiency, and Mark a Stress. If they succeed, they take half damage, and don't Mark a Stress.
Phoenix-Make a Spellcast roll against a target in Close range. On a success, they take 3d6 magic damage, and you may clear one Hit Point.

10
Meteor Shower
Make a Spellcast roll against all targets in Far range. On a success, they take d20 physical damage using your proficiency, and must make a reaction roll (18). On a failure, they take an additional 3d10 magic damage.

10
Scroll of Celestial Governors
Protector-Make a Spellcast roll (20). On a success, the next time a creature of your choice in Very Far range takes damage, the damage is halved.
Destroyer-Make a Spellcast roll against a target in Very Far range. On a success, the next time they take damage, the damage is doubled.
Scroll of Celestial Governors
The Star domain specializes in utilizing the powers of outer space, as well as the legends placed among the stars. The many Ancestries of this world have looked up on the night sky for inspiration as long as they have drawn breath. Mastering the Star Domain allows you to take that inspiration, and use it to its maximum potential.
Domains
—
Starting Evasion
—
Starting Hit Points
—
Class Items
—
Scroll of Celestial Governors Subclasses
No subclasses available.
—
Background Questions
Answer any of the following, or create your own.
—
Connections
Ask one of the following, or improvise.
—
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.