Harrow
Domain overview
The Harrow domain is the art of the calculated breath. It is designed for those who master the shifting space between themselves and their enemies, turning distance into a weapon. It focuses on the relentless application of precision, the discipline of battlefield control, and the cold weight of calculated pressure. Harrowing tactics provide the professional with the tools to dismantle an adversary’s defense, whether through the sting of a ranged strike or the silent mastery of clever positioning.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Pinning Strike |
On a successful ranged weapon attack, you may spend a Stress to deal your normal weapon damage and pin the target’s clothing or armor to a nearby surface.
On a successful ranged weapon attack, you may spend a Stress to deal your normal weapon damage and pin the target’s clothing or armor to a nearby surface. The target is Restrained until they spend an Action to free themselves. |
1 |
| 1 | Ability | Ready for the Opening |
if you do not move or make an attack during your Spotlight, you may set a "Trigger" against one adversary you can see.
if you do not move or make an attack during your Spotlight, you may set a "Trigger" against one adversary you can see. At any point before your next spotlight, when that adversary moves or takes an action, you may immediately make a Reaction Attack against them, provided they are within your Weapon Range. |
0 |
| 1 | Ability | Warning Shot |
Spend a Hope to gain Advantage on a roll to Intimidate a crowd or individual by discharging a projectile or making a sudden display of your weapon.
Spend a Hope to gain Advantage on a roll to Intimidate a crowd or individual by discharging a projectile or making a sudden display of your weapon. |
1 |
| 2 | Ability | Calculated Exit |
When an adversary moves into Melee range of you, you may mark a Stress to make an Agility Reaction roll (12).
When an adversary moves into Melee range of you, you may mark a Stress to make an Agility Reaction roll (12). On a success, immediately move to Very Close range |
1 |
| 2 | Ability | Structural Weakness |
Make a Knowledge or Instinct roll (12) to analyze a mechanical object, stationary defense, or heavy barrier.
Make a Knowledge or Instinct roll (12) to analyze a mechanical object, stationary defense, or heavy barrier. On a Success: The GM tells you one Critical Flaw or structural vulnerability. If you attack this point you deal an additional d10 Physical damage. |
1 |
| 3 | Ability | Predictive Reflex |
When an adversary misses an attack against you or an ally within your Close Range, you may spend 1 Hope to "tag" them.
When an adversary misses an attack against you or an ally within your Close Range, you may spend 1 Hope to "tag" them. The next time any ally makes an attack against that adversary, they gain Advantage as you call out a gap in the enemy’s guard. |
2 |
| 3 | Ability | Scraping the Horizon |
All your ranged weapons increase their maximum range by one step (e.g., Close becomes Far, Far becomes Very Far).
All your ranged weapons increase their maximum range by one step (e.g., Close becomes Far, Far becomes Very Far). If you hit a target at your new maximum range, you deal an additional d6 Physical damage. |
3 |
| 4 | Ability | Cold Demeanor |
Your disciplined mind and tactical detachment make you difficult to rattle.
Your disciplined mind and tactical detachment make you difficult to rattle. You gain Advantage on any rolls made to resist being mentally manipulated. Additionally, when you roll a Success with Hope on a social roll, you may ask the GM if the person is hiding a tactical secret or a physical threat. |
2 |
| 4 | Ability | Ricochet Technique |
Mark a Stress to make a Ranged Weapon Attack roll, bouncing a projectile off a nearby hard surface.
Mark a Stress to make a Ranged Weapon Attack roll, bouncing a projectile off a nearby hard surface. This attack ignores an adversary’s Cover, provided there is a path for the ricochet to reach them. On a Success: Deal your weapon damage plus an additional d8 physical damage. |
2 |
| 5 | Ability | Flawless Trajectory |
You have mastered the physics of kinetic impact.
You have mastered the physics of kinetic impact. When you roll a Success with Hope on a ranged attack, you may choose to Push the target to the next range step away from you instead of gaining the Hope. |
3 |
| 5 | Ability | Watch the Line |
Spend a Hope before your spotlight ends to "Watch the Line." Until the start of your next spotlight, the first two times an adversary attempts to move toward you or an ally while within your weapon range, you may immediately make a Reaction Attack against them.
Spend a Hope before your spotlight ends to "Watch the Line." Until the start of your next spotlight, the first two times an adversary attempts to move toward you or an ally while within your weapon range, you may immediately make a Reaction Attack against them. On a Success: The adversary must Mark 2 Stress or their movement immediately ends exactly where they are. |
2 |
| 6 | Ability | Grim Focus |
While you have the Spotlight, if you roll with a ranged attack with Fear, you can choose to mark 3 Stress instead of ending the spotlight.
While you have the Spotlight, if you roll with a ranged attack with Fear, you can choose to mark 3 Stress instead of ending the spotlight. If you do, the next attack you make against that same target has Advantage |
2 |
| 6 | Ability | Perfect Geometry |
When using a move that pushes or slides an adversary, you choose the exact direction of the movement, regardless of the attack's origin.
When using a move that pushes or slides an adversary, you choose the exact direction of the movement, regardless of the attack's origin. If you push an adversary into another, both must mark 2 Stress. |
1 |
| 7 | Ability | Harrow-Touch |
When 4 or more domain cards in your loadout are from the Harrow domain, gain the following benefits: • You may hold a 6th domain card in your active loadout, provided that card is from Level 3 or below and from the Harrow domain.
When 4 or more domain cards in your loadout are from the Harrow domain, gain the following benefits:
|
2 |
| 7 | Ability | Impact Velocity |
When you use the Flawless Trajectory Domain Card to push a target, if they collide with a solid object (a wall, a pillar, or another creature), they take d6 additional damage and are Stunned until the end of their next turn.
When you use the Flawless Trajectory Domain Card to push a target, if they collide with a solid object (a wall, a pillar, or another creature), they take d6 additional damage and are Stunned until the end of their next turn. While Stunned, they cannot take any actions during their next spotlight. |
1 |
| 8 | Ability | Flow of Battle |
You have mastered the art of the counter-move.
You have mastered the art of the counter-move. Whenever you successfully use a Reaction, you may immediately clear 1 Stress or gain 1 Hope. |
2 |
| 8 | Ability | Shattering Impact |
Once per session, when you deal damage that exceeds an adversary's Major Threshold, you may spend 2 Hope to permanently reduce their Difficulty Score by 2 for the rest of the encounter as you strip away their protection.
Once per session, when you deal damage that exceeds an adversary's Major Threshold, you may spend 2 Hope to permanently reduce their Difficulty Score by 2 for the rest of the encounter as you strip away their protection. |
3 |
| 9 | Ability | Dead-Eye Stance |
Once per session, you may enter a state of total focus that lasts until the end of the encounter.
Once per session, you may enter a state of total focus that lasts until the end of the encounter. While focused, you score a Critical Success if your Hope die result is exactly one value higher than your Fear die result. When this card is used, it is immediately moved to your Vault. |
3 |
| 9 | Ability | Tactical Interchange |
When an ally within Close range is targeted by an attack, you may immediately make an Agility Reaction roll (18).
When an ally within Close range is targeted by an attack, you may immediately make an Agility Reaction roll (18). On a Success: You move within Melee range of your ally and swap places. You become the new target of the attack, and your ally may immediately make a Reaction Attack. |
3 |
| 10 | Ability | Grandmaster’s Gambit |
You are three steps ahead of everyone.
You are three steps ahead of everyone. At the start of every session, gain 3 Gambit tokens. You may spend a token at any time (even during an adversary’s spotlight) to:
|
3 |
| 10 | Ability | Tactical Anchor |
You have an uncanny sense of positioning.
You have an uncanny sense of positioning. As long as you are within Very Close Range of an ally, both you and that ally gain +2 to Evasion. |
3 |
Domain cards

1
Pinning Strike
On a successful ranged weapon attack, you may spend a Stress to deal your normal weapon damage and pin the target’s clothing or armor to a nearby surface. The target is Restrained until they spend an Action to free themselves.

1
Ready for the Opening
if you do not move or make an attack during your Spotlight, you may set a "Trigger" against one adversary you can see. At any point before your next spotlight, when that adversary moves or takes an action, you may immediately make a Reaction Attack against them, provided they are within your Weapon Range.

1
Warning Shot
Spend a Hope to gain Advantage on a roll to Intimidate a crowd or individual by discharging a projectile or making a sudden display of your weapon.

2
Calculated Exit
When an adversary moves into Melee range of you, you may mark a Stress to make an Agility Reaction roll (12). On a success, immediately move to Very Close range

2
Structural Weakness
Make a Knowledge or Instinct roll (12) to analyze a mechanical object, stationary defense, or heavy barrier. On a Success: The GM tells you one Critical Flaw or structural vulnerability. If you attack this point you deal an additional d10 Physical damage.

3
Predictive Reflex
When an adversary misses an attack against you or an ally within your Close Range, you may spend 1 Hope to "tag" them. The next time any ally makes an attack against that adversary, they gain Advantage as you call out a gap in the enemy’s guard.

3
Scraping the Horizon
All your ranged weapons increase their maximum range by one step (e.g., Close becomes Far, Far becomes Very Far). If you hit a target at your new maximum range, you deal an additional d6 Physical damage.

4
Cold Demeanor
Your disciplined mind and tactical detachment make you difficult to rattle. You gain Advantage on any rolls made to resist being mentally manipulated. Additionally, when you roll a Success with Hope on a social roll, you may ask the GM if the person is hiding a tactical secret or a physical threat.

4
Ricochet Technique
Mark a Stress to make a Ranged Weapon Attack roll, bouncing a projectile off a nearby hard surface. This attack ignores an adversary’s Cover, provided there is a path for the ricochet to reach them. On a Success: Deal your weapon damage plus an additional d8 physical damage.

5
Flawless Trajectory
You have mastered the physics of kinetic impact. When you roll a Success with Hope on a ranged attack, you may choose to Push the target to the next range step away from you instead of gaining the Hope.

5
Watch the Line
Spend a Hope before your spotlight ends to "Watch the Line." Until the start of your next spotlight, the first two times an adversary attempts to move toward you or an ally while within your weapon range, you may immediately make a Reaction Attack against them. On a Success: The adversary must Mark 2 Stress or their movement immediately ends exactly where they are.

6
Grim Focus
While you have the Spotlight, if you roll with a ranged attack with Fear, you can choose to mark 3 Stress instead of ending the spotlight. If you do, the next attack you make against that same target has Advantage

6
Perfect Geometry
When using a move that pushes or slides an adversary, you choose the exact direction of the movement, regardless of the attack's origin. If you push an adversary into another, both must mark 2 Stress.

7
Harrow-Touch
When 4 or more domain cards in your loadout are from the Harrow domain, gain the following benefits:
- You may hold a 6th domain card in your active loadout, provided that card is from Level 3 or below and from the Harrow domain.
- You gain a +2 bonus to all Reaction rolls.

7
Impact Velocity
When you use the Flawless Trajectory Domain Card to push a target, if they collide with a solid object (a wall, a pillar, or another creature), they take d6 additional damage and are Stunned until the end of their next turn. While Stunned, they cannot take any actions during their next spotlight.

8
Flow of Battle
You have mastered the art of the counter-move. Whenever you successfully use a Reaction, you may immediately clear 1 Stress or gain 1 Hope.

8
Shattering Impact
Once per session, when you deal damage that exceeds an adversary's Major Threshold, you may spend 2 Hope to permanently reduce their Difficulty Score by 2 for the rest of the encounter as you strip away their protection.

9
Dead-Eye Stance
Once per session, you may enter a state of total focus that lasts until the end of the encounter. While focused, you score a Critical Success if your Hope die result is exactly one value higher than your Fear die result. When this card is used, it is immediately moved to your Vault.

9
Tactical Interchange
When an ally within Close range is targeted by an attack, you may immediately make an Agility Reaction roll (18). On a Success: You move within Melee range of your ally and swap places. You become the new target of the attack, and your ally may immediately make a Reaction Attack.

10
Grandmaster’s Gambit
You are three steps ahead of everyone. At the start of every session, gain 3 Gambit tokens. You may spend a token at any time (even during an adversary’s spotlight) to:
- Force an adversary within Close range to reroll an attack and take the lower result.
- Allow an ally within Very Close range to take a Reaction to either move one step or make an Attack.

10
Tactical Anchor
You have an uncanny sense of positioning. As long as you are within Very Close Range of an ally, both you and that ally gain +2 to Evasion.
Tactical Anchor
The Harrow domain is the art of the calculated breath. It is designed for those who master the shifting space between themselves and their enemies, turning distance into a weapon. It focuses on the relentless application of precision, the discipline of battlefield control, and the cold weight of calculated pressure. Harrowing tactics provide the professional with the tools to dismantle an adversary’s defense, whether through the sting of a ranged strike or the silent mastery of clever positioning.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Tactical Anchor Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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