Dare
Domain overview
Dare is the domain of reckless courage and sheer luck. Those who follow this path act with fearless momentum, turning peril into opportunity and leaping into danger before doubt can take hold. Dare offers great rewards to those bold enough to risk everything, and clever ways to escape when fortune turns against them.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | CASUAL SIDE-STEP |
When you're targeted by an attack, you can spend a Hope to add half your Presence to your Evasion.
When you're targeted by an attack, you can spend a Hope to add half your Presence to your Evasion. |
2 |
| 1 | Ability | DARING STUNT |
When you make an attack roll and you have not the vulnerable condition, describe it as daring action to make the roll with advantage.
When you make an attack roll and you have not the vulnerable condition, describe it as daring action to make the roll with advantage. Gain the vulnerable condition until you succeed with hope. |
0 |
| 1 | Ability | TRICK UP MY SLEEVE |
You can mark a Stress to immediately clear the restrained or vulnerable condition on yourself or on an ally wihin Very Close range.
You can mark a Stress to immediately clear the restrained or vulnerable condition on yourself or on an ally wihin Very Close range. You can't clear the vulnerable condition from an ally who has all their stress marked. |
1 |
| 2 | Ability | NO TIME FOR HENCHMEN |
You always know if an adversary is a Minion or a Standard type.
You always know if an adversary is a Minion or a Standard type. When attacking a minion or a standard, you can declare that you have no time for them. If you succeed with fear with the attack, treat it as a success with hope instead. If you fail, mark a Stress. |
1 |
| 2 | Ability | NOT LEFT-HANDED |
Once per Scene, when you fail an Action Roll, spend a Hope to reveal how you were actually debilitanting yourself on purpose the whole time.
Once per Scene, when you fail an Action Roll, spend a Hope to reveal how you were actually debilitanting yourself on purpose the whole time. Reroll the Action Roll with Advantage. If you succeed, clear a Stress. |
1 |
| 3 | Ability | DEADLY ONE-LINER |
Once per rest, if one of your attacks cause an adversary to mark their last Hit Point, make a snarky comment to gain a number of Hope equal to the number of Hit Points they marked because of your attack.
Once per rest, if one of your attacks cause an adversary to mark their last Hit Point, make a snarky comment to gain a number of Hope equal to the number of Hit Points they marked because of your attack. |
1 |
| 3 | Ability | GOOD OL' SWITCHEROO |
You can switch your active weapons with one in your inventory without marking a Stress.
You can switch your active weapons with one in your inventory without marking a Stress. Moreover, when a character tries to use an item which you had the chance to interact with before, make a Finesse Reaction Roll (15). If you succeed, once per session, describe how you actually tampered with the item or switched it for a similar one. |
2 |
| 4 | Ability | QUICK DRAW |
The first attack roll you make each scene is made with advantage and if it succeeds, you may spend a Hope to inflict damage as if it was a critical hit.
The first attack roll you make each scene is made with advantage and if it succeeds, you may spend a Hope to inflict damage as if it was a critical hit. |
2 |
| 4 | Ability | TEACHINGS OF GRACE |
When you choose this card, select an Ability card from the Grace domain of a level up to your own (maximum 6) and add it to your Loadout.
When you choose this card, select an Ability card from the Grace domain of a level up to your own (maximum 6) and add it to your Loadout. Then place this card in your Vault permanently. If you later choose to replace that Grace Ability when you level up, you may replace it with another Grace Ability of the same level or lower. |
0 |
| 5 | Ability | CONTROLLED ADVANTAGE |
After a Rest, place a d6 showing the 6 face up on this card.
After a Rest, place a d6 showing the 6 face up on this card. After you make an Action Roll with Advantage, you may swap any of the advantage dice with the die on this card. Store the swapped die on this card. |
0 |
| 5 | Ability | DUELIST'S CLAIM |
When you hit an adversary with an attack, you may spend a Hope to make them temporarily Claimed.
When you hit an adversary with an attack, you may spend a Hope to make them temporarily Claimed. While Claimed, the adversary must use their spotlights to try to attack you. Each time their attack fails or is prevented, they must mark a Stress. The condition ends when the adversary deals damage to you or the scene ends. |
1 |
| 6 | Ability | ALMOST CAUGHT ME |
Once per session, when you find yourself in danger, describe how you attempt a daring escape exploiting the environment, or how you had prepared an escape plan for this exact occasion.
Once per session, when you find yourself in danger, describe how you attempt a daring escape exploiting the environment, or how you had prepared an escape plan for this exact occasion. Mark 3 stress and make an Agility Roll (15). On a success, you and a number of allies up to your Agility clear any condition, gain a Hope and may reposition anywhere within Very Far range. |
2 |
| 6 | Ability | FLAMBOYANT CHASEE |
Make a Presence Roll to flamboyantly provoke or taunt any adversary within far range.
Make a Presence Roll to flamboyantly provoke or taunt any adversary within far range. The adversaries against which you succeed focus their attention on you and must use their next spotlight to try to attack you, if possible. You then add you Presence to any Action Roll made to flee for the rest of the scene. |
1 |
| 7 | Ability | DARE-TOUCHED |
When 4 or more of the domain cards in your loadout are from the Dare domain, gain the following benefits: -While you have the vulnerable condition and there are adversaries in the scene, you Hope Die is a d20.
When 4 or more of the domain cards in your loadout are from the Dare domain, gain the following benefits: -While you have the vulnerable condition and there are adversaries in the scene, you Hope Die is a d20. -The Hope Feature of your class costs one Hope less. |
2 |
| 7 | Ability | FALSE OPENING |
When an adversary in Melee range targets you with an attack while you are vulnerable, mark a Stress to negate any advantage on that attack roll.
When an adversary in Melee range targets you with an attack while you are vulnerable, mark a Stress to negate any advantage on that attack roll. If the attack fails, the attacker must mark two Stress and become temporarily vulnerable. |
2 |
| 8 | Ability | DANCING ON THE EDGE |
While you have 2 or fewer Stress left unmarked, whenever you should mark Stress, roll a d6 for each Stress you would mark.
While you have 2 or fewer Stress left unmarked, whenever you should mark Stress, roll a d6 for each Stress you would mark. On a 4 or higher, you don’t mark that Stress. |
1 |
| 8 | Ability | FEARLESS MOMENTUM |
When you succeed with Fear on an Action roll, you may mark a Stress to keep the spotlight and prevent the GM from gaining a Fear, then place this card in your vault.
When you succeed with Fear on an Action roll, you may mark a Stress to keep the spotlight and prevent the GM from gaining a Fear, then place this card in your vault. If the next player Action roll is a failure or a roll with Fear, you lose a Hope. |
1 |
| 9 | Ability | DEFIANT STAND |
Once per long rest, when 3 or more adversaries are within Close range from you, you may mark 3 Stress to become Elusive until the end of the Scene or until you take Severe Damage.
Once per long rest, when 3 or more adversaries are within Close range from you, you may mark 3 Stress to become Elusive until the end of the Scene or until you take Severe Damage. While Elusive, attacks against you are made with disadvantage and every adversary that misses you must mark a Hit Point. |
2 |
| 9 | Ability | TURNING TIDE |
Whenever you or an ally within Close range fail an Action Roll, place a token on this card, up to your Presence.
Whenever you or an ally within Close range fail an Action Roll, place a token on this card, up to your Presence. You can spend any number of tokens to give an Action Roll a +1 for each token spent. |
1 |
| 10 | Ability | AGAINST ALL ODDS |
When you make an attack roll, you may declare it an impossible roll, setting its difficulty to 25.
When you make an attack roll, you may declare it an impossible roll, setting its difficulty to 25. If you roll a success, once per rest, you critically succeed instead and if you roll a critical success, you force the target to mark 6 Hit Points instead of rolling for damage. In both cases, you and all your allies within far range gain a Hope. |
1 |
| 10 | Ability | TRIUMPHANT COMEBACK |
Once per session, when you would mark your last hit point, you don't mark any, but you are temporarily removed from the scene (you may seem dead or hanging from a cliff).
Once per session, when you would mark your last hit point, you don't mark any, but you are temporarily removed from the scene (you may seem dead or hanging from a cliff). Describe how you survive the damage and tell the GM to set a countdown equal to the number of players. You can mark any number of Stress to reduce the countdown of the number of Stress marked. When the countdown reach 1, you immediately come back and can take an action which critically succeeds. |
1 |
Domain cards
1
CASUAL SIDE-STEP
When you're targeted by an attack, you can spend a Hope to add half your Presence to your Evasion.
1
DARING STUNT
When you make an attack roll and you have not the vulnerable condition, describe it as daring action to make the roll with advantage. Gain the vulnerable condition until you succeed with hope.
1
TRICK UP MY SLEEVE
You can mark a Stress to immediately clear the restrained or vulnerable condition on yourself or on an ally wihin Very Close range.
You can't clear the vulnerable condition from an ally who has all their stress marked.
2
NO TIME FOR HENCHMEN
You always know if an adversary is a Minion or a Standard type. When attacking a minion or a standard, you can declare that you have no time for them. If you succeed with fear with the attack, treat it as a success with hope instead. If you fail, mark a Stress.
2
NOT LEFT-HANDED
Once per Scene, when you fail an Action Roll, spend a Hope to reveal how you were actually debilitanting yourself on purpose the whole time. Reroll the Action Roll with Advantage. If you succeed, clear a Stress.
3
DEADLY ONE-LINER
Once per rest, if one of your attacks cause an adversary to mark their last Hit Point, make a snarky comment to gain a number of Hope equal to the number of Hit Points they marked because of your attack.
3
GOOD OL' SWITCHEROO
You can switch your active weapons with one in your inventory without marking a Stress. Moreover, when a character tries to use an item which you had the chance to interact with before, make a Finesse Reaction Roll (15). If you succeed, once per session, describe how you actually tampered with the item or switched it for a similar one.
4
QUICK DRAW
The first attack roll you make each scene is made with advantage and if it succeeds, you may spend a Hope to inflict damage as if it was a critical hit.
4
TEACHINGS OF GRACE
When you choose this card, select an Ability card from the Grace domain of a level up to your own (maximum 6) and add it to your Loadout. Then place this card in your Vault permanently. If you later choose to replace that Grace Ability when you level up, you may replace it with another Grace Ability of the same level or lower.
5
CONTROLLED ADVANTAGE
After a Rest, place a d6 showing the 6 face up on this card. After you make an Action Roll with Advantage, you may swap any of the advantage dice with the die on this card. Store the swapped die on this card.
5
DUELIST'S CLAIM
When you hit an adversary with an attack, you may spend a Hope to make them temporarily Claimed. While Claimed, the adversary must use their spotlights to try to attack you. Each time their attack fails or is prevented, they must mark a Stress. The condition ends when the adversary deals damage to you or the scene ends.
6
ALMOST CAUGHT ME
Once per session, when you find yourself in danger, describe how you attempt a daring escape exploiting the environment, or how you had prepared an escape plan for this exact occasion. Mark 3 stress and make an Agility Roll (15). On a success, you and a number of allies up to your Agility clear any condition, gain a Hope and may reposition anywhere within Very Far range.
6
FLAMBOYANT CHASEE
Make a Presence Roll to flamboyantly provoke or taunt any adversary within far range. The adversaries against which you succeed focus their attention on you and must use their next spotlight to try to attack you, if possible. You then add you Presence to any Action Roll made to flee for the rest of the scene.
7
DARE-TOUCHED
When 4 or more of the domain cards in your loadout are from the Dare domain, gain the following benefits: -While you have the vulnerable condition and there are adversaries in the scene, you Hope Die is a d20. -The Hope Feature of your class costs one Hope less.
7
FALSE OPENING
When an adversary in Melee range targets you with an attack while you are vulnerable, mark a Stress to negate any advantage on that attack roll. If the attack fails, the attacker must mark two Stress and become temporarily vulnerable.
8
DANCING ON THE EDGE
While you have 2 or fewer Stress left unmarked, whenever you should mark Stress, roll a d6 for each Stress you would mark. On a 4 or higher, you don’t mark that Stress.
8
FEARLESS MOMENTUM
When you succeed with Fear on an Action roll, you may mark a Stress to keep the spotlight and prevent the GM from gaining a Fear, then place this card in your vault. If the next player Action roll is a failure or a roll with Fear, you lose a Hope.
9
DEFIANT STAND
Once per long rest, when 3 or more adversaries are within Close range from you, you may mark 3 Stress to become Elusive until the end of the Scene or until you take Severe Damage. While Elusive, attacks against you are made with disadvantage and every adversary that misses you must mark a Hit Point.
9
TURNING TIDE
Whenever you or an ally within Close range fail an Action Roll, place a token on this card, up to your Presence. You can spend any number of tokens to give an Action Roll a +1 for each token spent.
10
AGAINST ALL ODDS
When you make an attack roll, you may declare it an impossible roll, setting its difficulty to 25. If you roll a success, once per rest, you critically succeed instead and if you roll a critical success, you force the target to mark 6 Hit Points instead of rolling for damage. In both cases, you and all your allies within far range gain a Hope.
10
TRIUMPHANT COMEBACK
Once per session, when you would mark your last hit point, you don't mark any, but you are temporarily removed from the scene (you may seem dead or hanging from a cliff). Describe how you survive the damage and tell the GM to set a countdown equal to the number of players. You can mark any number of Stress to reduce the countdown of the number of Stress marked. When the countdown reach 1, you immediately come back and can take an action which critically succeeds.
TRIUMPHANT COMEBACK
Dare is the domain of reckless courage and sheer luck. Those who follow this path act with fearless momentum, turning peril into opportunity and leaping into danger before doubt can take hold. Dare offers great rewards to those bold enough to risk everything, and clever ways to escape when fortune turns against them.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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TRIUMPHANT COMEBACK 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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