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Theory

Domains Designed by Kaden Ragsdale • Art by kaden97x

Domain overview

Domain card index

0 results
Level Type Name Feature Recall
1 Ability First Principles
Whenever you make a Knowledge Roll and apply one of your Experiences, you can also add your Proficiency to the roll.

Whenever you make a Knowledge Roll and apply one of your Experiences, you can also add your Proficiency to the roll.

0
1 Spell Chemical Reaction
Create a minor chemical reaction at Very Close range.

Create a minor chemical reaction at Very Close range. A few examples are as follows:

  • Ignite something not being worn or carried.

  • Freeze a small amount of liquid.

  • Dissolve a weak material.

  • Create smoke.

  • Neutralize an acid or base.

0
1 Spell Flammable Reaction
Make a Spellcast Roll against a target within Close range.

Make a Spellcast Roll against a target within Close range. On a success, the target takes d8 magical damage using your Proficiency and must make a Reaction Roll (14) or catch On Fire.

While On Fire, whenever the creature takes an action, they take 2d4 magical damage at the end of their turn. A creature can take an action to put out the fire.

1
1 Spell Quick Repair
You touch a small, broken object and immediately repair it, leaving no trace of prior damage.This spell can repair magical items, but it cannot restore the item's magical properties.

You touch a small, broken object and immediately repair it, leaving no trace of prior damage.

This spell can repair magical items, but it cannot restore the item's magical properties.

0
2 Ability Newton's Third Law
When a creature within Close range deals damage to you, mark 2 Stress to immediately deal damage back equal to the damage you took.

When a creature within Close range deals damage to you, mark 2 Stress to immediately deal damage back equal to the damage you took.

2
2 Spell Anatomical Analysis
Choose a creature within Close range and attempt to learn its physical vulnerabilities.

Choose a creature within Close range and attempt to learn its physical vulnerabilities. Make a Spellcast Roll (13). On a success, your next successful attack against that creature deals an additional d8 damage using your Proficiency.

1
3 Ability Flash of Genius
At the beginning of each adventuring day, put a number of tokens on this card equal to your Knowledge Trait.

At the beginning of each adventuring day, put a number of tokens on this card equal to your Knowledge Trait. When an ally makes an ability roll within Close range, you can spend a token to add your Knowledge Trait to that roll.

All unspent tokens disappear when you take a long rest.

1
3 Spell Overheat
Choose a metallic object within Close range.

Choose a metallic object within Close range. Make a Spellcast Roll (10) to cause the object to burn red hot. If this object is being worn or carried, make this Spellcast Roll with disadvantage.

If the object is being worn or carried, it immediately deals 2d8+5 magical damage to whoever is in contact with it, forcing them to drop the object if possible.

If not worn or carried, the heat makes the object easier to break, bend, or interfere with, giving a -2 penalty to its difficulty level.

1
3 Spell Rapid Regeneration
Spend any number of Hope and touch a creature within Melee range.

Spend any number of Hope and touch a creature within Melee range. That creature clears Hit Points equal to the amount of Hope spent.

If you clear more than 2 Hit Points in this way, the target must mark a Stress for each additional Hit Point cleared, as their body is being forced to heal beyond its normal limits.

2
4 Ability Calculated Risk
When you make an ability or attack roll, you can mark a Stress to use a d20 for your Fear die.

When you make an ability or attack roll, you can mark a Stress to use a d20 for your Fear die.

If the roll succeeds with Hope, you gain 2 Hope.

If the roll fails with Fear, the DM gains 2 Fear.

0
4 Spell Caustic Brew
Each creature in a line that extends to Close range must make a Reaction Roll (14) or be covered in acid.

Each creature in a line that extends to Close range must make a Reaction Roll (14) or be covered in acid. A creature can use an action to scrape or wash the acid off of itself or another creature. While covered in acid, a creature is Vulnerable.

When a creature covered in acid takes an action, if they are still covered in acid at the end of their turn, they take Xd4 magical damage, where X is your Tier.

1
5 Ability Stressful Workload
While this card is in your loadout, whenever you would mark a Stress, you may spend an equal number of Hope instead.Additionally, when you choose the Work on a Project downtime move, you clear 1d4 Stress.

While this card is in your loadout, whenever you would mark a Stress, you may spend an equal number of Hope instead.

Additionally, when you choose the Work on a Project downtime move, you clear 1d4 Stress.

2
5 Spell Quantum Superposition
When targeted by an attack, mark a Stress to disappear and reappear within Close range.

When targeted by an attack, mark a Stress to disappear and reappear within Close range. The attack automatically misses.

2
6 Spell Absolute Zero
You slow molecular motion in the area around you.

You slow molecular motion in the area around you. Each creature within Very Close range makes a Reaction Roll (15) or take 4d10 magical damage and become temporarily Frozen. While Frozen in this way, they are Restrained and make attacks with disadvantage.

On a success, the creatures take half damage only.

Each target becomes Unfrozen at the end of their next turn, or if it takes any sort of magical damage relating to fire.

2
6 Spell Overclock
Spend 2 Hope to accelerate your body beyond its normal limits.

Spend 2 Hope to accelerate your body beyond its normal limits. Until you take Severe damage or the end of the scene:

  • Your Evasion increases by +2.

  • You have advantage on Reaction Rolls using Agility.

  • On your turn, you can make two weapon attacks instead of one. When either of these attacks are rolled with Fear, the DM gains a Fear, and the Spotlight moves to the DM after your attacks.

2
7 Spell Genetic Mutation
Spend 2 Hope to temporarily alter a creature's physiology.

Spend 2 Hope to temporarily alter a creature's physiology. Touch a willing creature within Melee range. They gain one of the following mutations:

Amphibious: You can breathe both air and water, and you gain advantage on any ability rolls made to swim.

Arachnoid: You can climb any surface without needing to make an ability roll, including ceilings.

Avian: You gain the ability to fly.

Keratinous: Your skin hardens and your damage thresholds increase by 5.

Taloned: Your fingernails elongate and sharpen. Your unarmed melee attacks deal d8 physical damage, using your Proficiency.

This mutation lasts until the end of the scene.

2
7 Spell Reanimation
Spend 3 Hope to restart the biological functions of a creature that died within the last hour.

Spend 3 Hope to restart the biological functions of a creature that died within the last hour. The creature returns to life with 1 Hit Point, but must take an additional Scar.

The creature must have a mostly intact body to use this ability.

3
8 Ability Precognition
At the beginning of each adventuring day, roll four d8s and store the results on this card.

At the beginning of each adventuring day, roll four d8s and store the results on this card.

Whenever a creature within Close range makes an ability or attack roll, you can expend one of the stored dice to add or subtract its result from the roll.

You can only use one stored die on each roll.

All unspend dice dissapear when you take a long rest.

1
8 Spell Reverse Gravity
Spend 3 Hope and choose a point within Far range.

Spend 3 Hope and choose a point within Far range. The area within Very Close range of that point has its gravity reversed - creatures and unsecured objects in the area are pulled upward to a Close distance from the ground.

While in the area, a creature is Restrained unless it is in contact with a solid surface it could normally walk on.

The effect lasts until the end of the scene or until you stop sustaining it. While sustaining the effect, whenever you take an action, you must mark a Stress.

2
9 Ability Scientific Breakthrough
When you take this card, choose one Level 1-4 Theory Domain card in your loadout.

When you take this card, choose one Level 1-4 Theory Domain card in your loadout. You can use that card's ability or cast its spell without needing to have the card in your loadout.

Then, permanently place this card in your Vault.

0
9 Spell Cellular Combustion
Spend 3 Hope and make a Spellcast Roll against a creature within Far range.

Spend 3 Hope and make a Spellcast Roll against a creature within Far range. On a success, you trigger a catastrophic reaction within its cells. The creature takes 6d10 magical damage. Until the end of the scene, whenever it takes damage, it takes an additional 1d8 magical damage.

2
10 Ability Paradigm Shift
Once per long rest, make a Spellcast Roll (15).

Once per long rest, make a Spellcast Roll (15). On a success, gain Hope equal to the number of Theory Domain cards in your loadout, up to your Hope maximum.

Then, you may immediately use a Theory Domain ability or spell without paying its Hope cost.

1
10 Spell Chronostasis
Spend 5 Hope.

Spend 5 Hope. You stop the flow of time to a Far distance around yourself. While this effect lasts, you can move and act freely, while all other creatures are frozen in place. You can manipulate objects normally, but you cannot directly affect a creature or make attacks until time resumes.

Whenever you take an action while the effect is active, you must mark 2 Stress to continue the effect. If you don't, the flow of time resumes.

4

Domain cards

1

0
First Principles
Ability

First Principles

Whenever you make a Knowledge Roll and apply one of your Experiences, you can also add your Proficiency to the roll.

Quill Icon kaden97x
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Chemical Reaction
Spell

Chemical Reaction

Create a minor chemical reaction at Very Close range. A few examples are as follows:

  • Ignite something not being worn or carried.

  • Freeze a small amount of liquid.

  • Dissolve a weak material.

  • Create smoke.

  • Neutralize an acid or base.

Quill Icon kaden97x
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Flammable Reaction
Spell

Flammable Reaction

Make a Spellcast Roll against a target within Close range. On a success, the target takes d8 magical damage using your Proficiency and must make a Reaction Roll (14) or catch On Fire.

While On Fire, whenever the creature takes an action, they take 2d4 magical damage at the end of their turn. A creature can take an action to put out the fire.

Quill Icon kaden97x
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Quick Repair
Spell

Quick Repair

You touch a small, broken object and immediately repair it, leaving no trace of prior damage.

This spell can repair magical items, but it cannot restore the item's magical properties.

Quill Icon kaden97x
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

2
Newton's Third Law
Ability

Newton's Third Law

When a creature within Close range deals damage to you, mark 2 Stress to immediately deal damage back equal to the damage you took.

Quill Icon kaden97x
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Anatomical Analysis
Spell

Anatomical Analysis

Choose a creature within Close range and attempt to learn its physical vulnerabilities. Make a Spellcast Roll (13). On a success, your next successful attack against that creature deals an additional d8 damage using your Proficiency.

Quill Icon kaden97x
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Flash of Genius
Ability

Flash of Genius

At the beginning of each adventuring day, put a number of tokens on this card equal to your Knowledge Trait. When an ally makes an ability roll within Close range, you can spend a token to add your Knowledge Trait to that roll.

All unspent tokens disappear when you take a long rest.

Quill Icon kaden97x
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Overheat
Spell

Overheat

Choose a metallic object within Close range. Make a Spellcast Roll (10) to cause the object to burn red hot. If this object is being worn or carried, make this Spellcast Roll with disadvantage.

If the object is being worn or carried, it immediately deals 2d8+5 magical damage to whoever is in contact with it, forcing them to drop the object if possible.

If not worn or carried, the heat makes the object easier to break, bend, or interfere with, giving a -2 penalty to its difficulty level.

Quill Icon kaden97x
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

2
Rapid Regeneration
Spell

Rapid Regeneration

Spend any number of Hope and touch a creature within Melee range. That creature clears Hit Points equal to the amount of Hope spent.

If you clear more than 2 Hit Points in this way, the target must mark a Stress for each additional Hit Point cleared, as their body is being forced to heal beyond its normal limits.

Quill Icon kaden97x
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

0
Calculated Risk
Ability

Calculated Risk

When you make an ability or attack roll, you can mark a Stress to use a d20 for your Fear die.

If the roll succeeds with Hope, you gain 2 Hope.

If the roll fails with Fear, the DM gains 2 Fear.

Quill Icon kaden97x
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Card Backing

4

1
Caustic Brew
Spell

Caustic Brew

Each creature in a line that extends to Close range must make a Reaction Roll (14) or be covered in acid. A creature can use an action to scrape or wash the acid off of itself or another creature. While covered in acid, a creature is Vulnerable.

When a creature covered in acid takes an action, if they are still covered in acid at the end of their turn, they take Xd4 magical damage, where X is your Tier.

Quill Icon kaden97x
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Card Backing

5

2
Stressful Workload
Ability

Stressful Workload

While this card is in your loadout, whenever you would mark a Stress, you may spend an equal number of Hope instead.

Additionally, when you choose the Work on a Project downtime move, you clear 1d4 Stress.

Quill Icon kaden97x
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Card Backing

5

2
Quantum Superposition
Spell

Quantum Superposition

When targeted by an attack, mark a Stress to disappear and reappear within Close range. The attack automatically misses.

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6

2
Absolute Zero
Spell

Absolute Zero

You slow molecular motion in the area around you. Each creature within Very Close range makes a Reaction Roll (15) or take 4d10 magical damage and become temporarily Frozen. While Frozen in this way, they are Restrained and make attacks with disadvantage.

On a success, the creatures take half damage only.

Each target becomes Unfrozen at the end of their next turn, or if it takes any sort of magical damage relating to fire.

Quill Icon kaden97x
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Card Backing

6

2
Overclock
Spell

Overclock

Spend 2 Hope to accelerate your body beyond its normal limits. Until you take Severe damage or the end of the scene:

  • Your Evasion increases by +2.

  • You have advantage on Reaction Rolls using Agility.

  • On your turn, you can make two weapon attacks instead of one. When either of these attacks are rolled with Fear, the DM gains a Fear, and the Spotlight moves to the DM after your attacks.

Quill Icon kaden97x
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Card Backing

7

2
Genetic Mutation
Spell

Genetic Mutation

Spend 2 Hope to temporarily alter a creature's physiology. Touch a willing creature within Melee range. They gain one of the following mutations:

Amphibious: You can breathe both air and water, and you gain advantage on any ability rolls made to swim.

Arachnoid: You can climb any surface without needing to make an ability roll, including ceilings.

Avian: You gain the ability to fly.

Keratinous: Your skin hardens and your damage thresholds increase by 5.

Taloned: Your fingernails elongate and sharpen. Your unarmed melee attacks deal d8 physical damage, using your Proficiency.

This mutation lasts until the end of the scene.

Quill Icon kaden97x
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Card Backing

7

3
Reanimation
Spell

Reanimation

Spend 3 Hope to restart the biological functions of a creature that died within the last hour. The creature returns to life with 1 Hit Point, but must take an additional Scar.

The creature must have a mostly intact body to use this ability.

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Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

1
Precognition
Ability

Precognition

At the beginning of each adventuring day, roll four d8s and store the results on this card.

Whenever a creature within Close range makes an ability or attack roll, you can expend one of the stored dice to add or subtract its result from the roll.

You can only use one stored die on each roll.

All unspend dice dissapear when you take a long rest.

Quill Icon kaden97x
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Card Backing

8

2
Reverse Gravity
Spell

Reverse Gravity

Spend 3 Hope and choose a point within Far range. The area within Very Close range of that point has its gravity reversed - creatures and unsecured objects in the area are pulled upward to a Close distance from the ground.

While in the area, a creature is Restrained unless it is in contact with a solid surface it could normally walk on.

The effect lasts until the end of the scene or until you stop sustaining it. While sustaining the effect, whenever you take an action, you must mark a Stress.

Quill Icon kaden97x
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

0
Scientific Breakthrough
Ability

Scientific Breakthrough

When you take this card, choose one Level 1-4 Theory Domain card in your loadout. You can use that card's ability or cast its spell without needing to have the card in your loadout.

Then, permanently place this card in your Vault.

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Card Backing

9

2
Cellular Combustion
Spell

Cellular Combustion

Spend 3 Hope and make a Spellcast Roll against a creature within Far range. On a success, you trigger a catastrophic reaction within its cells. The creature takes 6d10 magical damage. Until the end of the scene, whenever it takes damage, it takes an additional 1d8 magical damage.

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Card Backing

10

1
Paradigm Shift
Ability

Paradigm Shift

Once per long rest, make a Spellcast Roll (15). On a success, gain Hope equal to the number of Theory Domain cards in your loadout, up to your Hope maximum.

Then, you may immediately use a Theory Domain ability or spell without paying its Hope cost.

Quill Icon kaden97x
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10

4
Chronostasis
Spell

Chronostasis

Spend 5 Hope. You stop the flow of time to a Far distance around yourself. While this effect lasts, you can move and act freely, while all other creatures are frozen in place. You can manipulate objects normally, but you cannot directly affect a creature or make attacks until time resumes.

Whenever you take an action while the effect is active, you must mark 2 Stress to continue the effect. If you don't, the flow of time resumes.

Quill Icon kaden97x
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