Luck
Domain overview
Luck cards balance high rewards against the fact that they are short lived bonuses. Most Luck domain cards return to your vault as soon as they are applied.
Mechanically, Luck Domain cards come in three categories
1. Cards that provide a bonus but activate automatically and then return to the vault. The hero will get an early boost by placing them in their loadout, or they can spend Hppe or Stress to make sure they are available when they need it.
2. Cards that provide a chance at a larger bonus or no bonus at all, then return to the vault. The hero can choose when to make that gamble.
3. High value cards that provide ongoing ways to tip luck in the hero’s favor
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Beginner's Luck |
If this card is in your loadout on your next attack roll, if you succeed add d6 to damage (apply proficiency).
If this card is in your loadout on your next attack roll, if you succeed add d6 to damage (apply proficiency). Succeed or fail, return this card to your vault. Luck: If multiple Luck cards could apply to a roll, pick only one. Hopeful: You can spend Hope instead of Stress to swap this card into your loadout. |
1 |
| 1 | Ability | Lucky Break |
If this card is in your loadout on your next action roll, roll with advantage, then return this card to your vault.
If this card is in your loadout on your next action roll, roll with advantage, then return this card to your vault. Luck: If multiple Luck cards could apply to a roll, pick only one. Hopeful: You can spend Hope instead of Stress to swap this card into your loadout. |
1 |
| 1 | Ability | Lucky Miss |
If this card is in your loadout when the next action is rolled against you, it is rolled with disadvantage, then return this card to your vault.
If this card is in your loadout when the next action is rolled against you, it is rolled with disadvantage, then return this card to your vault. Luck: If multiple Luck cards could apply to a roll, pick only one. Hopeful: You can spend Hope instead of Stress to swap this card into your loadout. |
1 |
| 2 | Ability | Cursed Dice |
If this card is in your loadout when the next action is rolled against you, subtract one from the result (in additon to other penalties like disadvantage, etc), then return this card to your vault Luck: If multiple Luck cards could apply to a roll, pick only one.
If this card is in your loadout when the next action is rolled against you, subtract one from the result (in additon to other penalties like disadvantage, etc), then return this card to your vault Luck: If multiple Luck cards could apply to a roll, pick only one. Hopeful: You can spend Hope instead of Stress to swap this card into your loadout. |
1 |
| 2 | Ability | Weighted Dice |
If this card is in your loadout on your next action roll, add one to either your Hope or Fear result, then return this card to your vault Luck: If multiple Luck cards could apply to a roll, pick only one.
If this card is in your loadout on your next action roll, add one to either your Hope or Fear result, then return this card to your vault Luck: If multiple Luck cards could apply to a roll, pick only one. Hopeful: You can spend Hope instead of Stress to swap this card into your loadout. |
1 |
| 3 | Ability | Roll the Dice |
After an action roll is rolled, you can choose to change the result.
After an action roll is rolled, you can choose to change the result. Roll one d6 and check the result:
Then return this card to your vault. |
3 |
| 3 | Ability | You Have A Tell |
Make a Spellcast Roll against a target within Very Close range.
Make a Spellcast Roll against a target within Very Close range. On a success, you can tell when they are lying. This effect lasts until your next long rest or until the GM spends a fear to remove it. Your character will be unaware that the effect has ended. |
3 |
| 4 | Ability | Gambler's Conceit |
After a successful attack, you can spend a Hope to improve your damage.
After a successful attack, you can spend a Hope to improve your damage. If you spend a hope, roll one d6 and add it to your damage roll. You can keep rolling and adding the d6 as many times as you like, but if you roll a 1 then you must either spend a Stress and roll again OR switch your total damage to zero and stop rolling. (Any other results from the attack still apply.) After you finish rolling, return this card to your vault. Hopeful: You can spend Hope instead of Stress to swap this card into your loadout. |
2 |
| 4 | Ability | Gambler's Fallacy |
If this card is in your loadout and your previous action roll was a success, your next action roll is also a success (you succeed with Hope, Fear, or Critical Success, the same as the previous roll).
If this card is in your loadout and your previous action roll was a success, your next action roll is also a success (you succeed with Hope, Fear, or Critical Success, the same as the previous roll). Then return this card to your vault. Luck: If multiple Luck cards could apply to a roll, pick only one. Hopeful: You can spend Hope instead of Stress to swap this card into your loadout. |
3 |
| 5 | Ability | Ante Up |
Before your next attack roll, spend as many Hope as you want up to your Finesse trait.
Before your next attack roll, spend as many Hope as you want up to your Finesse trait. If the attack succeeds, your target marks additional Hit Point equal to the point you spent. Either way, return this card to your vault. Luck: If multiple Luck cards could apply to a roll, pick only one. Hopeful: You can spend Hope instead of Stress to swap this card into your loadout. |
2 |
| 5 | Ability | Raise the Bet |
After a long rest, you can mark as many Stress points as you like.
After a long rest, you can mark as many Stress points as you like. Place a marker on this card for each stress you spent. You can spend markers to add a d6 to any attack, action, or damage roll. You can spend multiple markers per roll. The Stress spent on this card cannot be cleared until your next long rest. All the markers are cleared at your next long rest. |
3 |
| 6 | Ability | Full House |
If an effect requires you to spend or mark Hope, Stress, Armor Slots or Hit Points, you can choose to spend or mark the same amount from one of the other pools.
If an effect requires you to spend or mark Hope, Stress, Armor Slots or Hit Points, you can choose to spend or mark the same amount from one of the other pools. If you do, then, return this card to your vault. You can only swap one pool for another pool. You can not spread the cost among multiple pools. |
3 |
| 6 | Ability | Two Pair |
If this card is in your loadout on your next action roll, roll two Hope dice and two Fear dice.
If this card is in your loadout on your next action roll, roll two Hope dice and two Fear dice. Choose which Hope result and which Fear result you want. Then return this card to your vault. Luck: If multiple Luck cards could apply to a roll, pick only one. Hopeful: You can spend Hope instead of Stress to swap this card into your loadout. |
2 |
| 7 | Ability | Blessed by Lady Luck |
If an action would affect you, you can spend a Stress to roll a d6.
If an action would affect you, you can spend a Stress to roll a d6. If the result is even, you avoid the effect. Then return this card to your vault. Hopeful: You can spend Hope instead of Stress to swap this card into your loadout. |
2 |
| 7 | Ability | Luck-Touched |
When 4 or more of the domain cards in your loadout are from the Luck domain, gain the following bene…
When 4 or more of the domain cards in your loadout are from the Luck domain, gain the following benefits:
|
2 |
| 8 | Ability | Know When To Fold Them |
You can send any card in your loadout to your vault and clear Stress equal to the cost of the card.
You can send any card in your loadout to your vault and clear Stress equal to the cost of the card. Then return this card to your vault. |
1 |
| 8 | Ability | Know When To Hold Them |
When you would return a Luck domain card to your vault, you can mark a Stress or spend a Hope to keep it in your loadout.
When you would return a Luck domain card to your vault, you can mark a Stress or spend a Hope to keep it in your loadout. Then return this card to your vault. |
1 |
| 9 | Ability | Double or Nothing |
After a successful roll, once all effects have been calculated but before they are applied, you can choose to play this effect.
After a successful roll, once all effects have been calculated but before they are applied, you can choose to play this effect. If you do, reroll against the same target value. All bonuses, penalties, and advantages from the previous roll are added, but the reroll can not be modified by additonal spells or abilities.
Hopeful: You can spend Hope instead of Stress to swap this card into your loadout. |
2 |
| 9 | Ability | The House Always Wins |
You can spend Hope to add a d6 to any attack, action, or damage roll.
You can spend Hope to add a d6 to any attack, action, or damage roll. |
3 |
| 10 | Ability | All In |
Once per session, choose a target and spend all your remaining Hope (you must have at least 1 hope).
Once per session, choose a target and spend all your remaining Hope (you must have at least 1 hope). Until the end of scene, all your rolls against the target have advantage and all their rolls against you have disadvantage. |
3 |
| 10 | Ability | Unfair Advantage |
Once per session, spend 1 Hope to gain Unfair Advantage.
Once per session, spend 1 Hope to gain Unfair Advantage. Until the end of the scene, you gain 1 Hope every time you gain the spotlight. |
2 |
Domain cards
1
Beginner's Luck
If this card is in your loadout on your next attack roll, if you succeed add d6 to damage (apply proficiency). Succeed or fail, return this card to your vault.
Luck: If multiple Luck cards could apply to a roll, pick only one.
Hopeful: You can spend Hope instead of Stress to swap this card into your loadout.
1
Lucky Break
If this card is in your loadout on your next action roll, roll with advantage, then return this card to your vault.
Luck: If multiple Luck cards could apply to a roll, pick only one.
Hopeful: You can spend Hope instead of Stress to swap this card into your loadout.
1
Lucky Miss
If this card is in your loadout when the next action is rolled against you, it is rolled with disadvantage, then return this card to your vault.
Luck: If multiple Luck cards could apply to a roll, pick only one.
Hopeful: You can spend Hope instead of Stress to swap this card into your loadout.
2
Cursed Dice
If this card is in your loadout when the next action is rolled against you, subtract one from the result (in additon to other penalties like disadvantage, etc), then return this card to your vault
Luck: If multiple Luck cards could apply to a roll, pick only one.
Hopeful: You can spend Hope instead of Stress to swap this card into your loadout.
2
Weighted Dice
If this card is in your loadout on your next action roll, add one to either your Hope or Fear result, then return this card to your vault
Luck: If multiple Luck cards could apply to a roll, pick only one.
Hopeful: You can spend Hope instead of Stress to swap this card into your loadout.
3
Roll the Dice
After an action roll is rolled, you can choose to change the result. Roll one d6 and check the result:
- 1: You Fail with Hope
- 2-3: You Succeed with Fear
- 4-5: You Succeed with Hope
- 6: You Critically Succeed
Then return this card to your vault.
3
You Have A Tell
Make a Spellcast Roll against a target within Very Close range. On a success, you can tell when they are lying. This effect lasts until your next long rest or until the GM spends a fear to remove it. Your character will be unaware that the effect has ended.
4
Gambler's Conceit
After a successful attack, you can spend a Hope to improve your damage.
If you spend a hope, roll one d6 and add it to your damage roll. You can keep rolling and adding the d6 as many times as you like, but if you roll a 1 then you must either spend a Stress and roll again OR switch your total damage to zero and stop rolling. (Any other results from the attack still apply.)
After you finish rolling, return this card to your vault.
Hopeful: You can spend Hope instead of Stress to swap this card into your loadout.
4
Gambler's Fallacy
If this card is in your loadout and your previous action roll was a success, your next action roll is also a success (you succeed with Hope, Fear, or Critical Success, the same as the previous roll). Then return this card to your vault.
Luck: If multiple Luck cards could apply to a roll, pick only one.
Hopeful: You can spend Hope instead of Stress to swap this card into your loadout.
5
Ante Up
Before your next attack roll, spend as many Hope as you want up to your Finesse trait. If the attack succeeds, your target marks additional Hit Point equal to the point you spent. Either way, return this card to your vault.
Luck: If multiple Luck cards could apply to a roll, pick only one.
Hopeful: You can spend Hope instead of Stress to swap this card into your loadout.
5
Raise the Bet
After a long rest, you can mark as many Stress points as you like. Place a marker on this card for each stress you spent. You can spend markers to add a d6 to any attack, action, or damage roll. You can spend multiple markers per roll.
The Stress spent on this card cannot be cleared until your next long rest.
All the markers are cleared at your next long rest.
6
Full House
If an effect requires you to spend or mark Hope, Stress, Armor Slots or Hit Points, you can choose to spend or mark the same amount from one of the other pools. If you do, then, return this card to your vault.
You can only swap one pool for another pool. You can not spread the cost among multiple pools.
6
Two Pair
If this card is in your loadout on your next action roll, roll two Hope dice and two Fear dice. Choose which Hope result and which Fear result you want. Then return this card to your vault.
Luck: If multiple Luck cards could apply to a roll, pick only one.
Hopeful: You can spend Hope instead of Stress to swap this card into your loadout.
7
Blessed by Lady Luck
If an action would affect you, you can spend a Stress to roll a d6. If the result is even, you avoid the effect. Then return this card to your vault.
Hopeful: You can spend Hope instead of Stress to swap this card into your loadout.
7
Luck-Touched
When 4 or more of the domain cards in your loadout are from the Luck domain, gain the following benefits:
- Whenever you Fail with Fear you can choose to Fail with Hope instead
8
Know When To Fold Them
You can send any card in your loadout to your vault and clear Stress equal to the cost of the card. Then return this card to your vault.
8
Know When To Hold Them
When you would return a Luck domain card to your vault, you can mark a Stress or spend a Hope to keep it in your loadout. Then return this card to your vault.
9
Double or Nothing
After a successful roll, once all effects have been calculated but before they are applied, you can choose to play this effect. If you do, reroll against the same target value. All bonuses, penalties, and advantages from the previous roll are added, but the reroll can not be modified by additonal spells or abilities.
- If the reroll is a Success, double the effects of the initial roll (double damage, douple Stress marked, etc.), then return the card to your vault.
- If the reroll is a failure, the initial successful roll has no effect.
Hopeful: You can spend Hope instead of Stress to swap this card into your loadout.
9
The House Always Wins
You can spend Hope to add a d6 to any attack, action, or damage roll.
10
All In
Once per session, choose a target and spend all your remaining Hope (you must have at least 1 hope). Until the end of scene, all your rolls against the target have advantage and all their rolls against you have disadvantage.
10
Unfair Advantage
Once per session, spend 1 Hope to gain Unfair Advantage. Until the end of the scene, you gain 1 Hope every time you gain the spotlight.
Unfair Advantage
Luck cards balance high rewards against the fact that they are short lived bonuses. Most Luck domain cards return to your vault as soon as they are applied.
Mechanically, Luck Domain cards come in three categories
1. Cards that provide a bonus but activate automatically and then return to the vault. The hero will get an early boost by placing them in their loadout, or they can spend Hppe or Stress to make sure they are available when they need it.
2. Cards that provide a chance at a larger bonus or no bonus at all, then return to the vault. The hero can choose when to make that gamble.
3. High value cards that provide ongoing ways to tip luck in the hero’s favor
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Unfair Advantage 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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