Pulse
Domain overview
Manipulate time, matter, and energy, to give your team mates the edge or destroy your foes. This full domain has 2 classes, the Helker and the Upocan. New combo cards within the domain make for easy vault choices.
Slowed Condition
Creatures with the slowed condition have disadvantage on attack rolls and treat close range as far and far as very far for the purposes of its movement.
Combo Cards
When you choose a domain card that is a combo card, you place the card on the indicated first card. The combo card and the first card count as one card for the purposes of your loadout. Add their recall costs together to determine their total recall cost.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Tip the Scales |
When you roll duality dice, you can spend a hope to reduce the result of the fear dice by 1.
When you roll duality dice, you can spend a hope to reduce the result of the fear dice by 1. You do not clear stress from critical successes rolled this way, and the GM gains a fear. |
0 |
| 1 | Spell | Force Ball |
Spend a hope to place tokens equal to your spellcasting trait on this card.
Spend a hope to place tokens equal to your spellcasting trait on this card. You create a ball of force that follows you. While this spell is active you can remove a token to cause one of the following effects.
|
1 |
| 1 | Spell | Wane |
Make a spellcast roll against a target.
Make a spellcast roll against a target. On a success that target is temporarily slowed. When this condition is removed the first attack against the target gains advantage. Creatures with the slowed condition have disadvantage on attack rolls and treat close range as far and far as very far for the purposes of its movement. |
1 |
| 2 | Spell | Gravity Oscillation |
When you see a creature falling you can make a reaction roll using your spellcast trait.
When you see a creature falling you can make a reaction roll using your spellcast trait. On a success choose one of the following effects.
You can target a flying creature by making a spellcast roll against their difficulty. On a success the creature falls to the ground harmlessly and becomes temporarily vulnerable and cannot fly until this condition is removed. |
1 |
| 2 | Spell | Hover |
You can mark a stress to begin hovering a few feet off the ground, gaining advantage on agility rolls.
You can mark a stress to begin hovering a few feet off the ground, gaining advantage on agility rolls. While hovering you can spend a hope to launch yourself a close range in any direction. If you launch yourself at a target creature, make a spellcast roll against them, on a success you deal d12+2 magic damage using your proficiency. This spell lasts until you deal damage or you take a rest. |
1 |
| 3 | Ability | Wax And |
Combo Card: Place this card on top of Wane.
Combo Card: Place this card on top of Wane. When an adversary starts their action affected by the slowed condition caused by Wane, you gain a +2 to your attack and spellcast rolls until the end of your next action. |
1 |
| 3 | Spell | Gravity Zone |
Make a spellcast roll against a target within close range.
Make a spellcast roll against a target within close range. On a success you create a zone of pulling gravity on the ground around the target. Creatures and items within very close range of the target are slowed, and treat the area directly outside the zone as far. Creatures attempting to move out of the zone must mark a stress. Creatures that are still within the zone mark a stress at the end of their action roll. The spell ends if no creatures are in the zone at the end of your action. |
2 |
| 4 | Spell | Alacrity |
Spend 3 hope to give a target within close range a boost of speed.
Spend 3 hope to give a target within close range a boost of speed. While the target is boosted in this way, they treat far ranges as close for the purposes of movement. Additionally, the GM cannot gain the spotlight after their action. This spell lasts until the target rolls a failure with fear. |
2 |
| 4 | Spell | Energy Vessel |
Once per long rest you can mark a stress to summon a hovering object.
Once per long rest you can mark a stress to summon a hovering object. This object can extend out to close range and is strong enough to carry multiple carriages. The object lifts everything in range up just enough to gently hover over the ground or any obstacles. The object then moves at a normal pace or fast pace. Allies on the object have advantage on group action rolls relating to movement. You ignore any negative effects of the ground such as; ice, poisonous plants, water, or swampy muck. This spell lasts until your next rest or until you disembark from the object. |
0 |
| 5 | Ability | Bring to Balance |
Combo Card: Place this card on top of Tip the Scales.
Combo Card: Place this card on top of Tip the Scales. Whenever you reduce a fear die's roll by 1, add 1 token to this card. When you make an action roll you can spend a hope to clear any number of tokens from this card and add 1 to that roll for each token cleared. Clear any unused tokens at the end of a session. |
1 |
| 5 | Spell | Coil |
Spend a hope to conjure a pillar of energy within far range, targets within very close range of the pillar make a strength reaction roll (15,) on a failure they are pulled into melee with it.
Spend a hope to conjure a pillar of energy within far range, targets within very close range of the pillar make a strength reaction roll (15,) on a failure they are pulled into melee with it. When creatures are within very close range of the pillar they are slowed and you can use your action to make a spellcast roll against targets of your choice, on a success you deal 2d8+4 magic damage and pull them back into melee. This spell ends when you take an action and there are no creatures within very close range of the pillar. |
2 |
| 6 | Ability | Flitter |
If you have 4 or more stress marked, you gain +2 to your evasion.
If you have 4 or more stress marked, you gain +2 to your evasion. When an attack roll misses you, you can spend a hope to clear a stress. |
0 |
| 6 | Spell | Burst |
You channel raw energy into an enemy.
You channel raw energy into an enemy. Make a spellcast roll against a creature within close range, on a success you can mark up to 3 stress, dealing 2d12+4 for each. If this damage is enough to defeat that creature you can mark a stress to target another creature within range with the same spellcast roll and damage. This repeats until you miss a target or the damage was not enough to defeat a creature. |
1 |
| 7 | Ability | Pulse-Touched |
When 4 or more of the domain cards in your loadout are from the Pulse domain, gain the following benefits: - You can treat far range as if it were close for the purposes of movement.
When 4 or more of the domain cards in your loadout are from the Pulse domain, gain the following benefits:
|
2 |
| 7 | Spell | Drain |
Make a spellcast roll against a creature within very close range.
Make a spellcast roll against a creature within very close range. On a success the GM can spend 1 fear to give you 1 hope. if the GM does not spend fear, the creature must mark one hit point and becomes temporarily slowed and vulnerable. |
2 |
| 8 | Ability | Mind Over Matter |
You can create mundane items at will.
You can create mundane items at will. You can make exact copies of any object you have seen. Including; books, keys, or flags. You can also make items which you have only imagined, but they must be physically possible. Items must be of a size you can carry, and you can only make a number of items equal to your spellcasting trait. At any distance and without line of sight you can dematerialize an item you have made. |
0 |
| 8 | Ability | Waste |
Combo card: Place this card on top of Flitter.
Combo card: Place this card on top of Flitter. When you clear a stress due to an attack roll missing you, force the attacker to mark 2 stress. |
2 |
| 9 | Spell | Mind Break |
Make a spellcast roll against a creature within close range.
Make a spellcast roll against a creature within close range. On a success roll 2d6 and place the higher roll on this card with the rolled value facing up. The creature has the following conditions until the GM spends a fear to reduce the die's value by 1, the conditions change as the die is reduced. Each time you complete an action, reduce the die's value by 1.
|
2 |
| 9 | Spell | Pulse Armor |
Once per long rest you can summon an empowered suit of armor around you.
Once per long rest you can summon an empowered suit of armor around you. While in this suit you cannot cast spells. Each time you take an action you must mark a stress. You gain the following benefits while this spell lasts.
This spell ends if you take damage due to marking a stress or you choose to end it. |
2 |
| 10 | Spell | Rewind |
Spend a hope and place a d8 on this card with the 8 side up.
Spend a hope and place a d8 on this card with the 8 side up. While this d8 is on this card, you add a token for each hit point you mark. Each time you make an action roll or use an armor slot reduce the die's value by one. When the die's value would be lower than 1 you clear tokens from this card and clear that many hit points. If you make a death move before the die's value is 1, the spell ends with no effect. If you make a blaze of glory death move when the die value is 1, you are restored to life by this spell's effect at the end of the move. |
2 |
| 10 | Spell | Time Freeze |
Spend a hope to place a d10 on this card with the 10 facing up.
Spend a hope to place a d10 on this card with the 10 facing up. the GM cannot gain the spotlight while this spell is in effect, all attack rolls have advantage and all adversaries have disadvantage on reactions. Reduce the die's value in the following instances.
When the die's value is 1, the spell ends. Place this card in your vault until you take a long rest. |
4 |
Domain cards
1
Tip the Scales
When you roll duality dice, you can spend a hope to reduce the result of the fear dice by 1. You do not clear stress from critical successes rolled this way, and the GM gains a fear.
1
Force Ball
Spend a hope to place tokens equal to your spellcasting trait on this card. You create a ball of force that follows you. While this spell is active you can remove a token to cause one of the following effects.
- Give yourself advantage on a strength roll or strength reaction roll.
- Make a spellcast roll against a target within close range, on a success they are launched a very close distance directly up or in a direction of your choice. If they cannot fly the target takes an additional 1d6 damage from the fall.
- You give disadvantage to an enemy attacking you from very close or further range.
1
Wane
Make a spellcast roll against a target. On a success that target is temporarily slowed. When this condition is removed the first attack against the target gains advantage.
Creatures with the slowed condition have disadvantage on attack rolls and treat close range as far and far as very far for the purposes of its movement.
2
Gravity Oscillation
When you see a creature falling you can make a reaction roll using your spellcast trait. On a success choose one of the following effects.
- Diminish - the creature lands harmlessly on the ground
- Intensify - the fall deals an additional 2d10 damage.
You can target a flying creature by making a spellcast roll against their difficulty. On a success the creature falls to the ground harmlessly and becomes temporarily vulnerable and cannot fly until this condition is removed.
2
Hover
You can mark a stress to begin hovering a few feet off the ground, gaining advantage on agility rolls. While hovering you can spend a hope to launch yourself a close range in any direction. If you launch yourself at a target creature, make a spellcast roll against them, on a success you deal d12+2 magic damage using your proficiency. This spell lasts until you deal damage or you take a rest.
3
Wax And
Combo Card: Place this card on top of Wane.
When an adversary starts their action affected by the slowed condition caused by Wane, you gain a +2 to your attack and spellcast rolls until the end of your next action.
3
Gravity Zone
Make a spellcast roll against a target within close range. On a success you create a zone of pulling gravity on the ground around the target. Creatures and items within very close range of the target are slowed, and treat the area directly outside the zone as far. Creatures attempting to move out of the zone must mark a stress. Creatures that are still within the zone mark a stress at the end of their action roll. The spell ends if no creatures are in the zone at the end of your action.
4
Alacrity
Spend 3 hope to give a target within close range a boost of speed. While the target is boosted in this way, they treat far ranges as close for the purposes of movement. Additionally, the GM cannot gain the spotlight after their action. This spell lasts until the target rolls a failure with fear.
4
Energy Vessel
Once per long rest you can mark a stress to summon a hovering object. This object can extend out to close range and is strong enough to carry multiple carriages. The object lifts everything in range up just enough to gently hover over the ground or any obstacles. The object then moves at a normal pace or fast pace. Allies on the object have advantage on group action rolls relating to movement. You ignore any negative effects of the ground such as; ice, poisonous plants, water, or swampy muck. This spell lasts until your next rest or until you disembark from the object.
5
Bring to Balance
Combo Card: Place this card on top of Tip the Scales.
Whenever you reduce a fear die's roll by 1, add 1 token to this card. When you make an action roll you can spend a hope to clear any number of tokens from this card and add 1 to that roll for each token cleared. Clear any unused tokens at the end of a session.
5
Coil
Spend a hope to conjure a pillar of energy within far range, targets within very close range of the pillar make a strength reaction roll (15,) on a failure they are pulled into melee with it. When creatures are within very close range of the pillar they are slowed and you can use your action to make a spellcast roll against targets of your choice, on a success you deal 2d8+4 magic damage and pull them back into melee. This spell ends when you take an action and there are no creatures within very close range of the pillar.
6
Flitter
If you have 4 or more stress marked, you gain +2 to your evasion. When an attack roll misses you, you can spend a hope to clear a stress.
6
Burst
You channel raw energy into an enemy. Make a spellcast roll against a creature within close range, on a success you can mark up to 3 stress, dealing 2d12+4 for each. If this damage is enough to defeat that creature you can mark a stress to target another creature within range with the same spellcast roll and damage. This repeats until you miss a target or the damage was not enough to defeat a creature.
7
Pulse-Touched
When 4 or more of the domain cards in your loadout are from the Pulse domain, gain the following benefits:
- You can treat far range as if it were close for the purposes of movement.
- When you critically succeed on an attack roll against a creature it must make a strength reaction (15) with disadvantage. On a failure you can launch that creature a close range into the air. If the creature cannot fly, they take an additional 3d10 damage from the fall.
7
Drain
Make a spellcast roll against a creature within very close range. On a success the GM can spend 1 fear to give you 1 hope. if the GM does not spend fear, the creature must mark one hit point and becomes temporarily slowed and vulnerable.
8
Mind Over Matter
You can create mundane items at will. You can make exact copies of any object you have seen. Including; books, keys, or flags. You can also make items which you have only imagined, but they must be physically possible. Items must be of a size you can carry, and you can only make a number of items equal to your spellcasting trait. At any distance and without line of sight you can dematerialize an item you have made.
8
Waste
Combo card: Place this card on top of Flitter.
When you clear a stress due to an attack roll missing you, force the attacker to mark 2 stress.
9
Mind Break
Make a spellcast roll against a creature within close range. On a success roll 2d6 and place the higher roll on this card with the rolled value facing up. The creature has the following conditions until the GM spends a fear to reduce the die's value by 1, the conditions change as the die is reduced. Each time you complete an action, reduce the die's value by 1.
- 6: The target is restrained, slowed, and vulnerable.
- 5: The target is restrained and slowed.
- 4: The target is slowed and vulnerable.
- 3: The target can act normally.
- 2: The target is slowed.
- 1: The target is vulnerable.
9
Pulse Armor
Once per long rest you can summon an empowered suit of armor around you. While in this suit you cannot cast spells. Each time you take an action you must mark a stress. You gain the following benefits while this spell lasts.
- Your weapons use a trait of your choice, have close range, deal 1d12+4, are two-handed, and have the powerful feature.
- You increase your evasion by half your spellcasting trait.
- When you are hit by an attack roll, you can spend a hope to force the attacker to make an agility reaction (15.) On a failure, they take 4d6 magic damage.
This spell ends if you take damage due to marking a stress or you choose to end it.
10
Rewind
Spend a hope and place a d8 on this card with the 8 side up. While this d8 is on this card, you add a token for each hit point you mark. Each time you make an action roll or use an armor slot reduce the die's value by one. When the die's value would be lower than 1 you clear tokens from this card and clear that many hit points.
If you make a death move before the die's value is 1, the spell ends with no effect.
If you make a blaze of glory death move when the die value is 1, you are restored to life by this spell's effect at the end of the move.
10
Time Freeze
Spend a hope to place a d10 on this card with the 10 facing up. the GM cannot gain the spotlight while this spell is in effect, all attack rolls have advantage and all adversaries have disadvantage on reactions. Reduce the die's value in the following instances.
- By 1 whenever an action roll succeeds.
- By 1 whenever a creature uses movement without making an action roll.
- By 2 whenever damage is rolled.
- By 3 whenever a failure with hope is rolled.
- By 5 whenever a failure with fear is rolled.
When the die's value is 1, the spell ends. Place this card in your vault until you take a long rest.
Time Freeze
Manipulate time, matter, and energy, to give your team mates the edge or destroy your foes. This full domain has 2 classes, the Helker and the Upocan. New combo cards within the domain make for easy vault choices.
Slowed Condition
Creatures with the slowed condition have disadvantage on attack rolls and treat close range as far and far as very far for the purposes of its movement.
Combo Cards
When you choose a domain card that is a combo card, you place the card on the indicated first card. The combo card and the first card count as one card for the purposes of your loadout. Add their recall costs together to determine their total recall cost.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Time Freeze Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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