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WARDEN OF THE ETERNAL HARVEST

Domain overview

Wardens of the Eternal Harvest understand that death is not the opposite of life, it is one stage of the same endless cycle. They act as healers, gravekeepers, harvest priests, spirit guides, and protectors of the natural balance between sowing, growth, death, and rebirth.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Seedkeeper's Blessing
Druidcraft + Goodberry.

Druidcraft + Goodberry. During a rest, spend 1 Hope to create a number of blessed fruits equal to your Proficiency. A creature can eat one to clear 1 Stress. They spoil at your next rest. You can also cause harmless changes in nearby plants.

0
1 Ability Voices in the Grain
Ancestral Communion.

Ancestral Communion. Once per rest, ask the spirits of the dead one question concerning the immediate area, a person, or a danger. The GM provides an omen or fragmentary truth; gain advantage on your next action taken using that information.

0
2 Ability Shepherd's Remedy
Guidance + Lesser Restoration.

Guidance + Lesser Restoration. Touch an ally and spend 1 Hope to end a temporary physical affliction or condition the GM agrees can be treated. Otherwise, grant them advantage on their next action or reaction roll.

0
2 Spell Summer Winds
Once per rest, mark 1 Stress and make a Spellcast Roll (13).

Once per rest, mark 1 Stress and make a Spellcast Roll (13). On a success, you and all allies within Very Close range clear 1 HP. Undead or hostile spirits in the area instead take 2d8 magic damage.

1
3 Ability Reaper's Touch
When you succeed on a Melee attack, mark 1 Stress to add 1d8 magic damage and prevent that target from clearing HP until after your next action.

When you succeed on a Melee attack, mark 1 Stress to add 1d8 magic damage and prevent that target from clearing HP until after your next action.

1
3 Ability Rootbound Benediction
Entangle + Hold Person.

Entangle + Hold Person. Throw blessed seed at a creature within Close range and make an action roll against it. On a success, roots bind the target and it becomes Restrained until it escapes or you leave Far range.

1
4 Ability Captivate the Restless
Target an undead or spectral adversary within Close range and spend 1 Hope.

Target an undead or spectral adversary within Close range and spend 1 Hope. Until it is attacked or you roll with Fear, it cannot intentionally harm you and will answer one simple question if capable.

1
4 Spell Harvest Moonglow
Once per rest, make a Spellcast Roll (14).

Once per rest, make a Spellcast Roll (14). On a success, create a Close-radius field of silver moonlight within Far range until the scene ends. Hidden and Cloaked creatures are revealed, and each ally who enters the field for the first time may clear 1 Stress.

1
5 Ability Wheel of the Harvest
After each rest choose Sowing, Growing, or Reaping.

After each rest choose Sowing, Growing, or Reaping. Once per scene:

  • Sowing lets an ally within Close clear 1 Stress;

  • Growing grants an ally advantage on their next roll;

  • Reaping adds 1d8 magic damage to damage you deal. You may change your aspect when you critically succeed.

1
5 Spell Culling Sickle
Spend 1 Hope and mark 1 Stress to summon a spectral sickle for the scene.

Spend 1 Hope and mark 1 Stress to summon a spectral sickle for the scene. Once per round after you succeed on an action against a target within Close range, the sickle deals 1d8 magic damage to it. If that damage causes it to mark HP, clear 1 Stress.

1
6 Ability The last Sheaf
Death Ward.

Death Ward. Once per long rest, bless yourself or an ally. The first time before the next long rest they would mark their last HP, they instead remain with 1 HP unmarked and immediately mark 1 Stress.

1
6 Spell Chorus of the lost
Make a Spellcast Roll against adversaries within Very Close range of a point within Far range.

Make a Spellcast Roll against adversaries within Very Close range of a point within Far range. Targets you succeed against take 2d8 magic damage and mark 1 Stress.

2
7 Ability Sacrificial Siphon
Once per rest after you deal damage to an adversary, spend 1 Hope to drain its vitality.

Once per rest after you deal damage to an adversary, spend 1 Hope to drain its vitality. It marks 1 Stress, and you either clear 2 Stress or 1 HP. If it cannot mark Stress, add 1d10 magic damage instead.

2
7 Ability Sanctum of the flock
Sanctum of the Flock + Sanctum of the Shepherd.

Sanctum of the Flock + Sanctum of the Shepherd. During a rest, create a protected ritual space. Up to your Proficiency in allies who rest there clear 1 Stress and gain +1 Evasion until their next rest while within Close range of another blessed creature.

2
8 Ability Scarlet Dawn Rite
Once per long rest, raise your holy symbol and invoke the red harvest moon.

Once per long rest, raise your holy symbol and invoke the red harvest moon. Make an action roll. On a success, adversaries within Close range take 3d8 magic damage, while undead or construct allies may each clear 1 HP instead.

2
8 Spell Consuming Pyre
Spend 1 Hope and mark 1 Stress, then make a Spellcast Roll against a target within Far range.

Spend 1 Hope and mark 1 Stress, then make a Spellcast Roll against a target within Far range. On a success it takes 3d10 magic damage. At the start of its next two GM moves, it must either mark 1 Stress or take another 2d10 magic damage.

2
9 Ability Bountiful Awakening
Plant Growth + Awaken.

Plant Growth + Awaken. Once per long rest, awaken the vegetation in a Close-radius area within Far range for the scene. The area becomes difficult terrain for adversaries, and the first adversary entering each round must succeed on a reaction roll (15) or become Restrained.

2
9 Ability Gather the Harvest
Mass Cure Wounds.

Mass Cure Wounds. Once per long rest, spend (X) Hope and 1 Stress. You and up to your Proficiency in allies within Close range each clear (X) HP. One chosen target (not you) may also clear 1 Stress.

X is equal to the number of Hope spend, up to 3 hope.

3
10 Ability Field of Reaping
Once per long rest, spend 2 Hope and mark 1 Stress, then make a Spellcast Roll (17).

Once per long rest, spend 2 Hope and mark 1 Stress, then make a Spellcast Roll (17). On a success, create a Close-radius spectral field within Far range for the scene. Hostile creature damaged inside takes 2d8 additional magic damage until spotlight returns to you, and one ally in the field clears 1 Stress.

3
10 Ability Martyr
Once per campaign, when a willing ally within Close range dies, you may perform this spell before their spirit departs.

Once per campaign, when a willing ally within Close range dies, you may perform this spell before their spirit departs. Spend all remaining Hope, minimum 1, and mark every unmarked HP except one. The ally returns with HP equal to the number you marked and clears all Stress.

3

Domain cards

1

0
Seedkeeper's Blessing
Ability

Seedkeeper's Blessing

Druidcraft + Goodberry. During a rest, spend 1 Hope to create a number of blessed fruits equal to your Proficiency. A creature can eat one to clear 1 Stress. They spoil at your next rest. You can also cause harmless changes in nearby plants.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Voices in the Grain
Ability

Voices in the Grain

Ancestral Communion. Once per rest, ask the spirits of the dead one question concerning the immediate area, a person, or a danger. The GM provides an omen or fragmentary truth; gain advantage on your next action taken using that information.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

0
Shepherd's Remedy
Ability

Shepherd's Remedy

Guidance + Lesser Restoration. Touch an ally and spend 1 Hope to end a temporary physical affliction or condition the GM agrees can be treated. Otherwise, grant them advantage on their next action or reaction roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Summer Winds
Spell

Summer Winds

Once per rest, mark 1 Stress and make a Spellcast Roll (13). On a success, you and all allies within Very Close range clear 1 HP. Undead or hostile spirits in the area instead take 2d8 magic damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Reaper's Touch
Ability

Reaper's Touch

When you succeed on a Melee attack, mark 1 Stress to add 1d8 magic damage and prevent that target from clearing HP until after your next action.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Rootbound Benediction
Ability

Rootbound Benediction

Entangle + Hold Person. Throw blessed seed at a creature within Close range and make an action roll against it. On a success, roots bind the target and it becomes Restrained until it escapes or you leave Far range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Captivate the Restless
Ability

Captivate the Restless

Target an undead or spectral adversary within Close range and spend 1 Hope. Until it is attacked or you roll with Fear, it cannot intentionally harm you and will answer one simple question if capable.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Harvest Moonglow
Spell

Harvest Moonglow

Once per rest, make a Spellcast Roll (14). On a success, create a Close-radius field of silver moonlight within Far range until the scene ends. Hidden and Cloaked creatures are revealed, and each ally who enters the field for the first time may clear 1 Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Wheel of the Harvest
Ability

Wheel of the Harvest

After each rest choose Sowing, Growing, or Reaping. Once per scene:

  • Sowing lets an ally within Close clear 1 Stress;

  • Growing grants an ally advantage on their next roll;

  • Reaping adds 1d8 magic damage to damage you deal. You may change your aspect when you critically succeed.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Culling Sickle
Spell

Culling Sickle

Spend 1 Hope and mark 1 Stress to summon a spectral sickle for the scene. Once per round after you succeed on an action against a target within Close range, the sickle deals 1d8 magic damage to it. If that damage causes it to mark HP, clear 1 Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
The last Sheaf
Ability

The last Sheaf

Death Ward. Once per long rest, bless yourself or an ally. The first time before the next long rest they would mark their last HP, they instead remain with 1 HP unmarked and immediately mark 1 Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
Chorus of the lost
Spell

Chorus of the lost

Make a Spellcast Roll against adversaries within Very Close range of a point within Far range. Targets you succeed against take 2d8 magic damage and mark 1 Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Sacrificial Siphon
Ability

Sacrificial Siphon

Once per rest after you deal damage to an adversary, spend 1 Hope to drain its vitality. It marks 1 Stress, and you either clear 2 Stress or 1 HP. If it cannot mark Stress, add 1d10 magic damage instead.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Sanctum of the flock
Ability

Sanctum of the flock

Sanctum of the Flock + Sanctum of the Shepherd. During a rest, create a protected ritual space. Up to your Proficiency in allies who rest there clear 1 Stress and gain +1 Evasion until their next rest while within Close range of another blessed creature.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
Scarlet Dawn Rite
Ability

Scarlet Dawn Rite

Once per long rest, raise your holy symbol and invoke the red harvest moon. Make an action roll. On a success, adversaries within Close range take 3d8 magic damage, while undead or construct allies may each clear 1 HP instead.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
Consuming Pyre
Spell

Consuming Pyre

Spend 1 Hope and mark 1 Stress, then make a Spellcast Roll against a target within Far range. On a success it takes 3d10 magic damage. At the start of its next two GM moves, it must either mark 1 Stress or take another 2d10 magic damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
Bountiful Awakening
Ability

Bountiful Awakening

Plant Growth + Awaken. Once per long rest, awaken the vegetation in a Close-radius area within Far range for the scene. The area becomes difficult terrain for adversaries, and the first adversary entering each round must succeed on a reaction roll (15) or become Restrained.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

3
Gather the Harvest
Ability

Gather the Harvest

Mass Cure Wounds. Once per long rest, spend (X) Hope and 1 Stress. You and up to your Proficiency in allies within Close range each clear (X) HP. One chosen target (not you) may also clear 1 Stress.

X is equal to the number of Hope spend, up to 3 hope.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

3
Field of Reaping
Ability

Field of Reaping

Once per long rest, spend 2 Hope and mark 1 Stress, then make a Spellcast Roll (17). On a success, create a Close-radius spectral field within Far range for the scene. Hostile creature damaged inside takes 2d8 additional magic damage until spotlight returns to you, and one ally in the field clears 1 Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

3
Martyr
Ability

Martyr

Once per campaign, when a willing ally within Close range dies, you may perform this spell before their spirit departs. Spend all remaining Hope, minimum 1, and mark every unmarked HP except one. The ally returns with HP equal to the number you marked and clears all Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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