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Technology

Domain overview

The Technology domain is all about crafting devices to aid you and your allies through improved damage, all around utility, and direct support.
(It seems I might have gone a little too far with some of the grimoire as some of the text spills of the domain cards… Oops)

Domain card index

0 results
Level Type Name Feature Recall
1 Grimoire Manual of Captor
Lullaby: Craft a device and deploy it at a point within close range.

Lullaby: Craft a device and deploy it at a point within close range. Any creatures who enter melee range of it must succeed a reaction roll (11) or fall Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.

Sonar Sight: Craft a device small enough to be worn. To use it make a spellcast roll. On a success the location of everything within close range, that isn't fully obscured by another object and that the roll succeeds against is revealed to you. Any adversaries you succeed against become vulnerable until they move.

Omni tool: You have a tool that can be shifted to replicate the effects of any non magical tool or weapon you have access to at your current tier.

2
1 Grimoire Manual of Jackal
Automated Rover: You instantly craft a small construct that is capable of moving whilst carrying a medium sized creature on top of it.

Automated Rover: You instantly craft a small construct that is capable of moving whilst carrying a medium sized creature on top of it. Choose one of the following options for the construct: Hover, the construct hovers but can only move a very close range each spotlight. Wheels, the construct can move up to far range. Treads, the construct can move along any surface or incline.

Proximity Explosive: Make a spellcast roll (10). On a success place an explosive device on the ground below you, the next time any creature steps on that space they must mae a reaction roll(12). On a fail they take d10 magic damage using your proficiency and are temporarily restrained. On a success they take half damage only. The device is destroyed when it is no longer restraining the target.

2
1 Grimoire Manual of Sargent
Mini Turret: At the beginning of a session you craft a small turret able to be attached to yourself, and place a number of tokens equal to your Spellcast trait on this card.

Mini Turret: At the beginning of a session you craft a small turret able to be attached to yourself, and place a number of tokens equal to your Spellcast trait on this card. Make a Spellcast Roll against a target within Far range and spend any number of tokens to have your turret shoot a blast of energy at them. On a success, roll a number of d8s equal to the tokens you spent and deal that much magic damage to the target. Mark a Stress to replenish this card with tokens (up to your Spellcast trait). At the end of each session, clear all unspent tokens.

Aim Assistant: Spend a Hope to craft visually enhacing lenses to give a target a +1 bonus* to attack rolls until your next rest or you craft Aim Assistant again. *Increase this bonus to match your tier of play.

2
2 Grimoire Manual of Gloria
Restorative Patch: Spen a hope to make a Spellcast Roll (13) and target a creature other than yourself within Melee range.

Restorative Patch: Spen a hope to make a Spellcast Roll (13) and target a creature other than yourself within Melee range. On a success, mark a Stress to place a patch on them, start a countdown on using a dice with your spellcast trait value facing up. Whenever the creature with it makes an action roll, they clear 1 Hit Point and reduce the countdown by one. On a failure, the countdown starts at half the value (rounded down). When countdown would tick to zero the patch breaks and can no longer function.

Replay: Spend 2 hope to craft a small device that can be worn and attach it to an ally within very close range. The next time that ally success on an attack they can cause half of the damage to be dealt a second time after the first damage has been resolved, the device breaks after one use. You can only have one replay device created at once.

2
2 Grimoire Manual of Transit
Relay Becon: When no adversaries are within Melee range, make a Spellcast Roll (13).

Relay Becon: When no adversaries are within Melee range, make a Spellcast Roll (13). On a success, spend a Hope to create a portal pad device from where you are, linking to an existing portal pad. Once the portals link they open allowing one creature to pass through before closing, the pads remain until they take damage or the end of the scene.

Forced Relay: Make a spellcast roll against a creature within Very Close range, the target can willingly be affected if they choose. On a success the target is teleported to a relay pad, and the pad is destroyed.

Speed boost: Create a device that allows creatures who pass over it to move up to far range without rolling.

2
3 Grimoire Manual of Solstice
Create sentry: Spend a Hope to craft an animated construct, make a Spellcast Roll to command them to take action.

Create sentry: Spend a Hope to craft an animated construct, make a Spellcast Roll to command them to take action. When necessary, they share your Evasion and traits and can make a far range laser attack that deals d8 +3 damage using your proficiency. You can only maintain one construct at a time, and they fall apart when they take any amount of damage.

Anti-gravity lift: You craft a device capable of creating an anti-gravity field. Make a spellcast roll, this determines the strength of the field. Any creature the spellcast roll succeseeds against within a very close range of the device is forcefully lifted a close range into the air and cannot control their movement. Other creatures in the field can choose how the field affects them, allowing them to move vertically and horizontally in the field at will. The field lasts until you touch the device to turn it off, or the end of the scene.

2
3 Grimoire Manual of Zurkon
Auto turret: Once per rest craft a Turret that automatically shoots.

Auto turret: Once per rest craft a Turret that automatically shoots. Whenever an ally within a far range when succeedes on an attack against a target within the same range, the turret adds a bonus 2d8 to the damage roll. The turret has 3 hit points and loses one when it is hit by an attack. The turret lasts until you move out of range of it, or it is reduced to 0 hp.

Stun Wire: Mark a stress to craft a tripwire between two points within close range. Whenever an adversary moves over the trip wire they are Stunned, preventing them from moving or taking actions until they are spotlight again.

Pyro-cannon: You have crafted yourself a device capable of emitting a spread of fire. Make a Spellcast roll against a cone of targets within close range. On a success deal d12 + 4 magic damage using your proficiency. On a failure deal half as much damage to the target.

2
4 Grimoire Manual of Fortford
Unstable Speed Buld: Mark a stress to create up to spellcast trait panels.

Unstable Speed Buld: Mark a stress to create up to spellcast trait panels. Each panel is a plane that connects 4 points in front of you within close range, at least two points must connect to another panel or another solid object. Each panel has 1 hp and 10 damage reduction, a panel is instantly reduced to 0hp if it is not connected to anything.

Energising Magic Pulsar: Spend 2 hope to craft a healing device and deploy it within close range. Whenever an ally ends their spotlight within a very close range of it they clear 1 hit point or stress. Start a countdown (10) with 10 facing up, countdown when an ally clears a hit point or stress, when the countdown concludes the device is destroyed.

2
4 Grimoire Manual of Webber
Jolting Evasion Thrusters: spend a hope to craft a wearable JET device.

Jolting Evasion Thrusters: spend a hope to craft a wearable JET device. Start a countdown (4) with 4 facing up. The weather gains a bonus to evasion equal to the dices value, whenever they are hit by an attack reduce the countdown by one. Additionally the wearer can dash a very close range for free during their spotlights without using movement. You can only have one JET created at once.

Hope Transfer Two Person Systems: once per long rest you can mark 2 stress to create a link between two willing allies. While linked the allies share a hole pool with a maximum of 12 hope. However whenever either of them would give the GM fear, double the fear generated. This link lasts until your next rest.

2
5 Spell Grove-0-tron
Once per long rest spend a Hope to make a spellcast roll at advantage and craft a device capable of playing music, choose one of the following categories and start playing a song that lasts up to 5 minutes that fits the category.

Once per long rest spend a Hope to make a spellcast roll at advantage and craft a device capable of playing music, choose one of the following categories and start playing a song that lasts up to 5 minutes that fits the category. You can spend additional hope now or later to add 5 minutes onto the music. The device lasts until the music stops and affects all creatures within far range with difficulty or (evasion+presence) less than the spellcast roll:

  • Grovey tune, all who can hear it must dance preventing them taking other actions.
  • Melancholy tune, all who can hear lose the will to fight or be aggressive.
  • Epic tune, all who can hear it must take the most dangerous but rewarding action possible, hope costs are reduced by one.
3
5 Spell Load Save
Once per long rest, you can choose one of hit points, stress or hope to checkpoint using a device.

Once per long rest, you can choose one of hit points, stress or hope to checkpoint using a device. You must mark / spend one of each of the two you don't choose. Any time later you can mark / spend one of both the other resources to return the chosen resource to how it was when you made the checkpoint. You also revert to whatever conditions you had at the time of the checkpoints.

Alternatively you can make a spellcast roll against a target. On a success you set their resources to the amount you had at the time of the checkpoint. Using fear in place of hope.

3
6 Ability Create Cannon
You can spend a hope to create a cannon that can be operated by any creature.

You can spend a hope to create a cannon that can be operated by any creature. When creating the cannon choose it's shot type, the cannon uses your spellcast trait and proficiency whenever required.

  • Explosive/Beam: Make a Spellcast Roll against a target within Very Far range. On a success, the target, and all creatures within Very Close range of them/all creatures within melee range of the line that passes through the target, must make a Reaction Roll (13). Targets who fail take d20+5 magic damage using your Proficiency. Targets who succeed take half damage.
  • Gattling: Maka s spellcast roll against a target within Very Far range. On a success the target must make a Reaction Roll(13). On a failure the target takes magic damage equal to the roll of d4 using your proficiency multiplied by your spellcast trait.
1
6 Ability Tethered Vitality
You have crafted a two handed device that can be equipped like a weapon.

You have crafted a two handed device that can be equipped like a weapon. After a long rest place a number of tokens on this card equal to your spellcast trait. Make an attack roll against an adversary to deal minor damage on a success, and gain one token, you can store a maximum number of tokens equal to your spellcast trait. You can spend a token to target an ally and make a spellcast roll(5). On a success the ally clears one hit point, on a success with hope they also clear a stress. On a failure with fear an additional token is spent.

1
7 Ability Limit Break
When crafting a device that requires you to spend a hope or mark a stress, you can spend/mark an additional one to gain one of the following benefits.

When crafting a device that requires you to spend a hope or mark a stress, you can spend/mark an additional one to gain one of the following benefits. You can spend/mark additional points for each time you want to apply the same effect.

  • Extra RAM, increase dice size of all dice the device uses by one.
  • Extra Core, increase the number of dice the device rolls by one.
  • Extension Cable, increase the deploy range and effect range of the device by one range unit.
  • Over clock, increase the range of effects created by the device by one range.
  • Enhanced Resolution, double one dimension of the devices size.
0
7 Ability Technology Touched
When 4 or more of the domain cards in your loadout are from the Technology domain, gain the following benefits: - Increase the maximum number of uses of abilities and grimoire features by 1 per (long) rest.

When 4 or more of the domain cards in your loadout are from the Technology domain, gain the following benefits:

  • Increase the maximum number of uses of abilities and grimoire features by 1 per (long) rest. If an ability or grimoire features has no use limit, instead increase the maximum number you can have crafted at once by 1.
  • Whenever you would optionally spend any number of hope or mark any number of stress, roll a d6 for each. On a 6 you do not spend/mark that hope/stress.
2
8 Ability Permanent Machine
During a long rest, use both long rest actions to describe how you combine the different devices you can craft and other raw materials you have, into one machine without needing to mark any stress or spend any hope.

During a long rest, use both long rest actions to describe how you combine the different devices you can craft and other raw materials you have, into one machine without needing to mark any stress or spend any hope. You can use a total level of domain card devices equal to the product of your spellcast trait and proficiency, counting each time you use a domain card independently. The machine has hit points equal to your spellcast trait, evasion equal to the sum of your spellcast trait and proficiency, minor threasholds equal to the total level of domain card levels used and major threashold your level + minor threshold. The machine lasts until it is destroyed or you create another machine. You are still able to independently craft the devices used as part of the machine.

0
8 Grimoire Manual of Self
Autono-Me: Once per long rest, mark a Stress to craft a automaton copy of yourself that appears within melee range of you.

Autono-Me: Once per long rest, mark a Stress to craft a automaton copy of yourself that appears within melee range of you. You can see and hear through the automaton as though it were you and can control is actions as if it were you. A creature investigating the projection can tell it’s of technological origin. This effect lasts until your next rest or your automaton takes any damage. You can mark a stress while within melee range of the broken automaton make a spellcast roll (14). On a success you to repair it.

Mimic device: Once per long rest, you can craft a device that can mimic the features of another domain card of level 6 or lower in another player’s loadout. Spend Hope equal to the card’s level to give the device access to the feature. It lasts until your next rest or they place the card in their vault.

2
9 Grimoire Manual of Redundancy
Explosive End: Whenever you or one of your crafted devices is reduced to zero hit points or is destroyed, cause an explosion that affects adversaries only, all adversaries within a very close range must make a Reaction Roll (15).

Explosive End: Whenever you or one of your crafted devices is reduced to zero hit points or is destroyed, cause an explosion that affects adversaries only, all adversaries within a very close range must make a Reaction Roll (15). On a failure they take d20 damage using your proficiency and are knocked back to close range. On a success they take half as much damage only.

Reverse Entropy: Whenever one of your crafted devices is destroyed roll a d6. On a 6 the device instantly reforms where it was destroyed.

Revival Recharge: Once per long rest when you would mark your last hit point, you can instead cause all created devices to be instantly destroyed and drop to 1 hit point. Clear additional hit points if equal to half the highest level amongst destroyed devices. (Rounded down)

3
9 Grimoire Manual of Security
Safety Bubble: Mark a Stress to craft a protective device and deploy it on a target within Very Close range.

Safety Bubble: Mark a Stress to craft a protective device and deploy it on a target within Very Close range. When the target marks an Armor Slot, they reduce the severity of the attack by an additional threshold. If this device causes a creature who would be damaged to instead mark no Hit Points, the device loses 1 Hit Point. The device has a maximum of 3 Hit Points.

Restoration Stream: Mark any number of stress to craft a device that fires a continuous stream of healing energy. The device fires a beam in a straight line towards a point in Far range while it is active. Any ally who moves within melee range of the beam or ends their spotlight within melee range, clears a hit point. The beam can supply a total number of hit points equal to the number of stress marked, and is destroyed when it can supply no more hit points.

3
10 Ability Power Suit
This card can only be added to your loadout during a rest.

This card can only be added to your loadout during a rest. Over the rest you have crafted power suits for all of your allies. While wearing the suit gain the following benefits:

  • The ability to fly and hover.
  • Can survive in environments that lack oxygen
  • Can ignore the burden of weapons.
  • Regain one amour point whenever a hit point is restored.
  • The suit has an innate weapon; Far range, any trait, d10 + 5 magic damage.

The suits cannot be forcefully removed by any creature except the wearer. The suits last until this card is sent to your vault.

7
10 Grimoire Book of Gear
Nano machines: Spend 6 Hope to infuse yourself with nano machines, becoming resistant to all damag, immune to direct damage and immune to all conditions, including forced movement.

Nano machines: Spend 6 Hope to infuse yourself with nano machines, becoming resistant to all damag, immune to direct damage and immune to all conditions, including forced movement. The effect lasts unil your next rest. Your appearance may become more technological due repeat use of this feature.

Indestructible craft: While within a very close range of a device, it is unable to be destroyed. If marking a hit point, ticking a countdown or spending a resource would cause the device to be destroyed, it isn't marked/ticked/spent even when it should be.

4

Domain cards

1

2
Manual of Captor
Grimoire

Manual of Captor

Lullaby: Craft a device and deploy it at a point within close range. Any creatures who enter melee range of it must succeed a reaction roll (11) or fall Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.

Sonar Sight: Craft a device small enough to be worn. To use it make a spellcast roll. On a success the location of everything within close range, that isn't fully obscured by another object and that the roll succeeds against is revealed to you. Any adversaries you succeed against become vulnerable until they move.

Omni tool: You have a tool that can be shifted to replicate the effects of any non magical tool or weapon you have access to at your current tier.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

2
Manual of Jackal
Grimoire

Manual of Jackal

Automated Rover: You instantly craft a small construct that is capable of moving whilst carrying a medium sized creature on top of it. Choose one of the following options for the construct: Hover, the construct hovers but can only move a very close range each spotlight. Wheels, the construct can move up to far range. Treads, the construct can move along any surface or incline.

Proximity Explosive: Make a spellcast roll (10). On a success place an explosive device on the ground below you, the next time any creature steps on that space they must mae a reaction roll(12). On a fail they take d10 magic damage using your proficiency and are temporarily restrained. On a success they take half damage only. The device is destroyed when it is no longer restraining the target.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

2
Manual of Sargent
Grimoire

Manual of Sargent

Mini Turret: At the beginning of a session you craft a small turret able to be attached to yourself, and place a number of tokens equal to your Spellcast trait on this card. Make a Spellcast Roll against a target within Far range and spend any number of tokens to have your turret shoot a blast of energy at them. On a success, roll a number of d8s equal to the tokens you spent and deal that much magic damage to the target. Mark a Stress to replenish this card with tokens (up to your Spellcast trait). At the end of each session, clear all unspent tokens.

Aim Assistant: Spend a Hope to craft visually enhacing lenses to give a target a +1 bonus* to attack rolls until your next rest or you craft Aim Assistant again. *Increase this bonus to match your tier of play.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

2
Manual of Gloria
Grimoire

Manual of Gloria

Restorative Patch: Spen a hope to make a Spellcast Roll (13) and target a creature other than yourself within Melee range. On a success, mark a Stress to place a patch on them, start a countdown on using a dice with your spellcast trait value facing up. Whenever the creature with it makes an action roll, they clear 1 Hit Point and reduce the countdown by one. On a failure, the countdown starts at half the value (rounded down). When countdown would tick to zero the patch breaks and can no longer function.

Replay: Spend 2 hope to craft a small device that can be worn and attach it to an ally within very close range. The next time that ally success on an attack they can cause half of the damage to be dealt a second time after the first damage has been resolved, the device breaks after one use. You can only have one replay device created at once.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

2
Manual of Transit
Grimoire

Manual of Transit

Relay Becon: When no adversaries are within Melee range, make a Spellcast Roll (13). On a success, spend a Hope to create a portal pad device from where you are, linking to an existing portal pad. Once the portals link they open allowing one creature to pass through before closing, the pads remain until they take damage or the end of the scene.

Forced Relay: Make a spellcast roll against a creature within Very Close range, the target can willingly be affected if they choose. On a success the target is teleported to a relay pad, and the pad is destroyed.

Speed boost: Create a device that allows creatures who pass over it to move up to far range without rolling.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

2
Manual of Solstice
Grimoire

Manual of Solstice

Create sentry: Spend a Hope to craft an animated construct, make a Spellcast Roll to command them to take action. When necessary, they share your Evasion and traits and can make a far range laser attack that deals d8 +3 damage using your proficiency. You can only maintain one construct at a time, and they fall apart when they take any amount of damage.

Anti-gravity lift: You craft a device capable of creating an anti-gravity field. Make a spellcast roll, this determines the strength of the field. Any creature the spellcast roll succeseeds against within a very close range of the device is forcefully lifted a close range into the air and cannot control their movement. Other creatures in the field can choose how the field affects them, allowing them to move vertically and horizontally in the field at will. The field lasts until you touch the device to turn it off, or the end of the scene.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

2
Manual of Zurkon
Grimoire

Manual of Zurkon

Auto turret: Once per rest craft a Turret that automatically shoots. Whenever an ally within a far range when succeedes on an attack against a target within the same range, the turret adds a bonus 2d8 to the damage roll. The turret has 3 hit points and loses one when it is hit by an attack. The turret lasts until you move out of range of it, or it is reduced to 0 hp.

Stun Wire: Mark a stress to craft a tripwire between two points within close range. Whenever an adversary moves over the trip wire they are Stunned, preventing them from moving or taking actions until they are spotlight again.

Pyro-cannon: You have crafted yourself a device capable of emitting a spread of fire. Make a Spellcast roll against a cone of targets within close range. On a success deal d12 + 4 magic damage using your proficiency. On a failure deal half as much damage to the target.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

2
Manual of Fortford
Grimoire

Manual of Fortford

Unstable Speed Buld: Mark a stress to create up to spellcast trait panels. Each panel is a plane that connects 4 points in front of you within close range, at least two points must connect to another panel or another solid object. Each panel has 1 hp and 10 damage reduction, a panel is instantly reduced to 0hp if it is not connected to anything.

Energising Magic Pulsar: Spend 2 hope to craft a healing device and deploy it within close range. Whenever an ally ends their spotlight within a very close range of it they clear 1 hit point or stress. Start a countdown (10) with 10 facing up, countdown when an ally clears a hit point or stress, when the countdown concludes the device is destroyed.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

2
Manual of Webber
Grimoire

Manual of Webber

Jolting Evasion Thrusters: spend a hope to craft a wearable JET device. Start a countdown (4) with 4 facing up. The weather gains a bonus to evasion equal to the dices value, whenever they are hit by an attack reduce the countdown by one. Additionally the wearer can dash a very close range for free during their spotlights without using movement. You can only have one JET created at once.

Hope Transfer Two Person Systems: once per long rest you can mark 2 stress to create a link between two willing allies. While linked the allies share a hole pool with a maximum of 12 hope. However whenever either of them would give the GM fear, double the fear generated. This link lasts until your next rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

3
Grove-0-tron
Spell

Grove-0-tron

Once per long rest spend a Hope to make a spellcast roll at advantage and craft a device capable of playing music, choose one of the following categories and start playing a song that lasts up to 5 minutes that fits the category. You can spend additional hope now or later to add 5 minutes onto the music. The device lasts until the music stops and affects all creatures within far range with difficulty or (evasion+presence) less than the spellcast roll:

  • Grovey tune, all who can hear it must dance preventing them taking other actions.
  • Melancholy tune, all who can hear lose the will to fight or be aggressive.
  • Epic tune, all who can hear it must take the most dangerous but rewarding action possible, hope costs are reduced by one.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

3
Load Save
Spell

Load Save

Once per long rest, you can choose one of hit points, stress or hope to checkpoint using a device. You must mark / spend one of each of the two you don't choose. Any time later you can mark / spend one of both the other resources to return the chosen resource to how it was when you made the checkpoint. You also revert to whatever conditions you had at the time of the checkpoints.

Alternatively you can make a spellcast roll against a target. On a success you set their resources to the amount you had at the time of the checkpoint. Using fear in place of hope.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
Create Cannon
Ability

Create Cannon

You can spend a hope to create a cannon that can be operated by any creature. When creating the cannon choose it's shot type, the cannon uses your spellcast trait and proficiency whenever required.

  • Explosive/Beam: Make a Spellcast Roll against a target within Very Far range. On a success, the target, and all creatures within Very Close range of them/all creatures within melee range of the line that passes through the target, must make a Reaction Roll (13). Targets who fail take d20+5 magic damage using your Proficiency. Targets who succeed take half damage.
  • Gattling: Maka s spellcast roll against a target within Very Far range. On a success the target must make a Reaction Roll(13). On a failure the target takes magic damage equal to the roll of d4 using your proficiency multiplied by your spellcast trait.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
Tethered Vitality
Ability

Tethered Vitality

You have crafted a two handed device that can be equipped like a weapon. After a long rest place a number of tokens on this card equal to your spellcast trait. Make an attack roll against an adversary to deal minor damage on a success, and gain one token, you can store a maximum number of tokens equal to your spellcast trait. You can spend a token to target an ally and make a spellcast roll(5). On a success the ally clears one hit point, on a success with hope they also clear a stress. On a failure with fear an additional token is spent.

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Card Backing

7

0
Limit Break
Ability

Limit Break

When crafting a device that requires you to spend a hope or mark a stress, you can spend/mark an additional one to gain one of the following benefits. You can spend/mark additional points for each time you want to apply the same effect.

  • Extra RAM, increase dice size of all dice the device uses by one.
  • Extra Core, increase the number of dice the device rolls by one.
  • Extension Cable, increase the deploy range and effect range of the device by one range unit.
  • Over clock, increase the range of effects created by the device by one range.
  • Enhanced Resolution, double one dimension of the devices size.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Technology Touched
Ability

Technology Touched

When 4 or more of the domain cards in your loadout are from the Technology domain, gain the following benefits:

  • Increase the maximum number of uses of abilities and grimoire features by 1 per (long) rest. If an ability or grimoire features has no use limit, instead increase the maximum number you can have crafted at once by 1.
  • Whenever you would optionally spend any number of hope or mark any number of stress, roll a d6 for each. On a 6 you do not spend/mark that hope/stress.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

0
Permanent Machine
Ability

Permanent Machine

During a long rest, use both long rest actions to describe how you combine the different devices you can craft and other raw materials you have, into one machine without needing to mark any stress or spend any hope. You can use a total level of domain card devices equal to the product of your spellcast trait and proficiency, counting each time you use a domain card independently. The machine has hit points equal to your spellcast trait, evasion equal to the sum of your spellcast trait and proficiency, minor threasholds equal to the total level of domain card levels used and major threashold your level + minor threshold. The machine lasts until it is destroyed or you create another machine. You are still able to independently craft the devices used as part of the machine.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
Manual of Self
Grimoire

Manual of Self

Autono-Me: Once per long rest, mark a Stress to craft a automaton copy of yourself that appears within melee range of you. You can see and hear through the automaton as though it were you and can control is actions as if it were you. A creature investigating the projection can tell it’s of technological origin. This effect lasts until your next rest or your automaton takes any damage. You can mark a stress while within melee range of the broken automaton make a spellcast roll (14). On a success you to repair it.

Mimic device: Once per long rest, you can craft a device that can mimic the features of another domain card of level 6 or lower in another player’s loadout. Spend Hope equal to the card’s level to give the device access to the feature. It lasts until your next rest or they place the card in their vault.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

3
Manual of Redundancy
Grimoire

Manual of Redundancy

Explosive End: Whenever you or one of your crafted devices is reduced to zero hit points or is destroyed, cause an explosion that affects adversaries only, all adversaries within a very close range must make a Reaction Roll (15). On a failure they take d20 damage using your proficiency and are knocked back to close range. On a success they take half as much damage only.

Reverse Entropy: Whenever one of your crafted devices is destroyed roll a d6. On a 6 the device instantly reforms where it was destroyed.

Revival Recharge: Once per long rest when you would mark your last hit point, you can instead cause all created devices to be instantly destroyed and drop to 1 hit point. Clear additional hit points if equal to half the highest level amongst destroyed devices. (Rounded down)

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9

3
Manual of Security
Grimoire

Manual of Security

Safety Bubble: Mark a Stress to craft a protective device and deploy it on a target within Very Close range. When the target marks an Armor Slot, they reduce the severity of the attack by an additional threshold. If this device causes a creature who would be damaged to instead mark no Hit Points, the device loses 1 Hit Point. The device has a maximum of 3 Hit Points.

Restoration Stream: Mark any number of stress to craft a device that fires a continuous stream of healing energy. The device fires a beam in a straight line towards a point in Far range while it is active. Any ally who moves within melee range of the beam or ends their spotlight within melee range, clears a hit point. The beam can supply a total number of hit points equal to the number of stress marked, and is destroyed when it can supply no more hit points.

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10

7
Power Suit
Ability

Power Suit

This card can only be added to your loadout during a rest. Over the rest you have crafted power suits for all of your allies. While wearing the suit gain the following benefits:

  • The ability to fly and hover.
  • Can survive in environments that lack oxygen
  • Can ignore the burden of weapons.
  • Regain one amour point whenever a hit point is restored.
  • The suit has an innate weapon; Far range, any trait, d10 + 5 magic damage.

The suits cannot be forcefully removed by any creature except the wearer. The suits last until this card is sent to your vault.

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10

4
Book of Gear
Grimoire

Book of Gear

Nano machines: Spend 6 Hope to infuse yourself with nano machines, becoming resistant to all damag, immune to direct damage and immune to all conditions, including forced movement. The effect lasts unil your next rest. Your appearance may become more technological due repeat use of this feature.

Indestructible craft: While within a very close range of a device, it is unable to be destroyed. If marking a hit point, ticking a countdown or spending a resource would cause the device to be destroyed, it isn't marked/ticked/spent even when it should be.

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