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Extra Midnight

Domains Designed by Mus Hornoni

Domain overview

These additional Domain cards do not necessarily need to be selected during level up. It is recommended that they be acquired throughout the adventure as unique rewards for the players.

Domain card index

0 results
Level Type Name Feature Recall
2 Ability WEAKNESS GLIMPSE
Once per scene, choose one enemy who has taken at least 1 Damage and is below half of their maximum HP.

Once per scene, choose one enemy who has taken at least 1 Damage and is below half of their maximum HP. You gain Advantage on all attack rolls against that target until the end of the scene.

1
3 Ability CRIPPLING STRIKE
When you hit an enemy with a Melee attack, you may spend 1 Hope to hamstring them.

When you hit an enemy with a Melee attack, you may spend 1 Hope to hamstring them. The target becomes Restrained until the GM spends a Fear on their turn to clear this condition.

1
4 Ability RUTHLESS EFFICIENCY
When you make an attack against an enemy that is currently Restrained, you may mark 1 Stress to treat that enemy as Vulnerable for that attack.

When you make an attack against an enemy that is currently Restrained, you may mark 1 Stress to treat that enemy as Vulnerable for that attack. If this attack reduces the target’s HP to 0, you immediately clear 1 Stress.

1
5 Ability COLD AND STRATEGIST
If you observe a target for a few minutes without being distracted, you gain Advantage on your next roll against the target.

If you observe a target for a few minutes without being distracted, you gain Advantage on your next roll against the target. Once per rest, if that roll is a success, you may clear 2 Stress.

2
6 Ability FLAWLESS EXECUTION
When you make an attack roll with Advantage or Disadvantage, the additional dice you roll are also considered for determining a Critical Success.

When you make an attack roll with Advantage or Disadvantage, the additional dice you roll are also considered for determining a Critical Success. If the value of any additional die matches either your Hope or Fear die, the attack is a Critical Success.

2

Domain cards

2

1
Ability

WEAKNESS GLIMPSE

Once per scene, choose one enemy who has taken at least 1 Damage and is below half of their maximum HP. You gain Advantage on all attack rolls against that target until the end of the scene.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Ability

CRIPPLING STRIKE

When you hit an enemy with a Melee attack, you may spend 1 Hope to hamstring them. The target becomes Restrained until the GM spends a Fear on their turn to clear this condition.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Ability

RUTHLESS EFFICIENCY

When you make an attack against an enemy that is currently Restrained, you may mark 1 Stress to treat that enemy as Vulnerable for that attack. If this attack reduces the target’s HP to 0, you immediately clear 1 Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

2
Ability

COLD AND STRATEGIST

If you observe a target for a few minutes without being distracted, you gain Advantage on your next roll against the target. Once per rest, if that roll is a success, you may clear 2 Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
Ability

FLAWLESS EXECUTION

When you make an attack roll with Advantage or Disadvantage, the additional dice you roll are also considered for determining a Critical Success. If the value of any additional die matches either your Hope or Fear die, the attack is a Critical Success.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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