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Dominance

Domains Designed by Cixtian

Domain overview

This domain allows the character to use their presence and conviction to dictate the flow of battle and social interactions.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Break Their Nerve
Your glare marks the target, signaling to your team exactly where the weakness lies.

Your glare marks the target, signaling to your team exactly where the weakness lies. The first time you engage an enemy in a scene, you may make a Presence check vs the difficulty of the target to give +2 to the next ally's attack roll against this target.

1
1 Ability Commanding Glare
Spend a Hope and make eye contact with an enemy within Close range, that enemy gains the status Harried (they take a -2 to their next roll) and cannot move further away from you until they successfully deal damage to you or an ally.

Spend a Hope and make eye contact with an enemy within Close range, that enemy gains the status Harried (they take a -2 to their next roll) and cannot move further away from you until they successfully deal damage to you or an ally.

0
1 Ability Weight of Authority
You are an unquestioned paragon of conflict.

You are an unquestioned paragon of conflict. When an enemy moves to attack you Spend a Hope to add disadvantage to the attack after the fact. If the attack fails, the target must spend 1 stress before they can attack you again.

1
2 Ability Ironbound Presence
Enemies treat the area around you (Close Range) as Impassible Terrain.

Enemies treat the area around you (Close Range) as Impassible Terrain. and must make a Difficulty 14 Agility roll, or take 1d10 damage from stumbling, or tripping. Target only falls prone on a critical failure.

1
2 Ability Voice That Cannot Be Ignored
The Marauder is the rock upon which the party's morale is built.

The Marauder is the rock upon which the party's morale is built. While you are conscious, allies within Close range cannot be frightened. If an ally within your rage fails a Fear roll, you may spend 1 hope to allow them to ignore the Fear consequence (Though the failure still stands).

2
3 Ability Dread Mandate
In your presence, enemies feel small, weak, and vulnerable.

In your presence, enemies feel small, weak, and vulnerable. Any enemy within Close Range has their Damage Thresholds reduced by 2. If they leave the area, the effect lingers until the end of their next spotlight.

1
3 Ability Sovereign’s Stance
You aren't just standing there; you are becoming a living piece of cover, a mobile fortress for your team.

You aren't just standing there; you are becoming a living piece of cover, a mobile fortress for your team. Spend 2 Hope to enter this stance. While active, you cannot be moved or pushed. Furthermore, any ally within Close range can use your Armor Score or Damage Thresholds instead of their own.

1
4 Ability Crown of Threats
You issue a mandate to all enemies within Close range.

You issue a mandate to all enemies within Close range. Spend 1 hope, and for the rest of the scene, any time one of those enemies deals damage to you or your allies, they must immediately mark 1 Stress or take 1d6 of Direct Damage, not soakable by armor.

2
4 Ability Unyielding Command
Your voice carries such terrifying authority that the target's body literally refuses to move against your wish.

Your voice carries such terrifying authority that the target's body literally refuses to move against your wish. Spend a hope to make a Presence attack against a target that has declared an action within far range. If you succeed, the target is stunned until the start of their next spotlight.

1
5 Ability Bow or Be Broken
Mark 2 Stress and choose up to 3 enemies within Far range.

Mark 2 Stress and choose up to 3 enemies within Far range. These targets roll d6; on a roll of 1-3, they fall prone, and gain the Harried Status until the start of their next spotlight, and can not take any aggressive actions. On a roll of 4-6, the target takes 2d10 Magical Damage as they struggle against your commanding presence.

1
5 Ability Tyrant’s Pulse
Spend 1 hope, mark 1 stress, and make an Attack Roll against an Adversary at Close range.

Spend 1 hope, mark 1 stress, and make an Attack Roll against an Adversary at Close range. On a success, a pulse of force radiates from the point of impact. The target and all other Adversaries within Close range of them must succeed at a difficulty 15 check or take an additional 2d8 damage. You are immune to this wave, but your allies are not.

2
6 Ability Kneel to Power
You exert a localized gravitational force of pure authority.

You exert a localized gravitational force of pure authority. Spend 2 hope and make a rage-filled utterance while attacking an enemy at close range. On a success, all creatures within Close range suffer -3 to their difficulty (As adversaries), or -2 evasion (As Characters)

1
6 Ability Storm of Orders
If the player successfully damages an enemy during his spotlight, he may spend 1 stress and 1 hope to generate a 'Storm Token' that he passes to an ally at the end of his spotlight.

If the player successfully damages an enemy during his spotlight, he may spend 1 stress and 1 hope to generate a 'Storm Token' that he passes to an ally at the end of his spotlight. While a spotlighted character has the Storm Token, he gains +2 in all thresholds, +1 Proficiency, and must pass the token to an ally who hasn't held it this scene. The Storm token disappears if a Spotlight passes to someone without the Storm Token or if there are no eligible allies to take the Storm Token.

2
7 Ability Fear Sync
Spend 1 Stress.

Spend 1 Stress. For the rest of the scene, any Adversary feature or ability that requires the GM to spend Fear now costs +1 Fear to activate. NOTE: Environments are not affected by this ability.

2
7 Ability The World Holds Its Breath
When the GM would take the Spotlight, spend 1 hope and 1 Stress, then make an Instinct Roll (DC 16).

When the GM would take the Spotlight, spend 1 hope and 1 Stress, then make an Instinct Roll (DC 16). On a success, the GM does not take the spotlight; instead, you choose any player (including yourself) to take the spotlight immediately.

1
8 Ability Authority Made Flesh
Mark 2 Stress.

Mark 2 Stress. For the rest of the scene, you are a "Dead Zone" for chaos. Any Adversary within Close range of you cannot use any features that require Fear to activate, and they cannot benefit from Advantage. Furthermore, if a player within your range rolls a Failure with Fear, you may spend 1 Hope to turn that into a Success with Fear.

2
8 Ability Master of the Field
When you take the Spotlight, you may spend 3 hope to designate three allies.

When you take the Spotlight, you may spend 3 hope to designate three allies. Each of those allies may immediately take an Action. During these actions, the Spotlight cannot pass to the GM—even if a player rolls a Failure or a Success with Fear. The GM only takes the Spotlight after all three allies have completed their actions, and only if the final roll warrants it. This is the player's full turn, and he may not take another action until he takes the spotlight again.

1
9 Ability Sovereign’s Shadow
You no longer have to take the spotlight to include the battlefield.

You no longer have to take the spotlight to include the battlefield. Expend a stress, and select a target. Utter a command to that target, forcing them to make a Difficulty 15 Reaction. If they fail, they must perform a different, non-lethal action of your choosing instead.

0
9 Ability The Will That Does Not Bend
Pain is an opinion you can decline to share.

Pain is an opinion you can decline to share. Mark 1 stess and spend up to 3 Hope and reduce damage from a single attack made this spotlight by 1 HP per Hope spent on any target at Very close range or closer.

2
10 Ability Dominion Ascendant
Your presence on the battlefield bolsters your allies.

Your presence on the battlefield bolsters your allies. Mark 3 stress as you and your allies within far range gain 5 Hope, up to max.

1
10 Ability The Final Word
Your actions garner an uncanny amount of reverence among your foes.

Your actions garner an uncanny amount of reverence among your foes. Mark 1 stress to gain +8 on any social roll (Decieve, Trick, Intimidate, Command) against a single foe, or Mark 3 stress to affect multiple foes within far range.

1

Domain cards

1

1
Break Their Nerve
Ability

Break Their Nerve

Your glare marks the target, signaling to your team exactly where the weakness lies. The first time you engage an enemy in a scene, you may make a Presence check vs the difficulty of the target to give +2 to the next ally's attack roll against this target.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Commanding Glare
Ability

Commanding Glare

Spend a Hope and make eye contact with an enemy within Close range, that enemy gains the status Harried (they take a -2 to their next roll) and cannot move further away from you until they successfully deal damage to you or an ally.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Weight of Authority
Ability

Weight of Authority

You are an unquestioned paragon of conflict. When an enemy moves to attack you Spend a Hope to add disadvantage to the attack after the fact. If the attack fails, the target must spend 1 stress before they can attack you again.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Ironbound Presence
Ability

Ironbound Presence

Enemies treat the area around you (Close Range) as Impassible Terrain. and must make a Difficulty 14 Agility roll, or take 1d10 damage from stumbling, or tripping. Target only falls prone on a critical failure.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

2
Voice That Cannot Be Ignored
Ability

Voice That Cannot Be Ignored

The Marauder is the rock upon which the party's morale is built. While you are conscious, allies within Close range cannot be frightened. If an ally within your rage fails a Fear roll, you may spend 1 hope to allow them to ignore the Fear consequence (Though the failure still stands).

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Dread Mandate
Ability

Dread Mandate

In your presence, enemies feel small, weak, and vulnerable. Any enemy within Close Range has their Damage Thresholds reduced by 2. If they leave the area, the effect lingers until the end of their next spotlight.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Sovereign’s Stance
Ability

Sovereign’s Stance

You aren't just standing there; you are becoming a living piece of cover, a mobile fortress for your team. Spend 2 Hope to enter this stance. While active, you cannot be moved or pushed. Furthermore, any ally within Close range can use your Armor Score or Damage Thresholds instead of their own.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

2
Crown of Threats
Ability

Crown of Threats

You issue a mandate to all enemies within Close range. Spend 1 hope, and for the rest of the scene, any time one of those enemies deals damage to you or your allies, they must immediately mark 1 Stress or take 1d6 of Direct Damage, not soakable by armor.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Unyielding Command
Ability

Unyielding Command

Your voice carries such terrifying authority that the target's body literally refuses to move against your wish. Spend a hope to make a Presence attack against a target that has declared an action within far range. If you succeed, the target is stunned until the start of their next spotlight.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Bow or Be Broken
Ability

Bow or Be Broken

Mark 2 Stress and choose up to 3 enemies within Far range. These targets roll d6; on a roll of 1-3, they fall prone, and gain the Harried Status until the start of their next spotlight, and can not take any aggressive actions. On a roll of 4-6, the target takes 2d10 Magical Damage as they struggle against your commanding presence.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

2
Tyrant’s Pulse
Ability

Tyrant’s Pulse

Spend 1 hope, mark 1 stress, and make an Attack Roll against an Adversary at Close range. On a success, a pulse of force radiates from the point of impact. The target and all other Adversaries within Close range of them must succeed at a difficulty 15 check or take an additional 2d8 damage. You are immune to this wave, but your allies are not.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
Kneel to Power
Ability

Kneel to Power

You exert a localized gravitational force of pure authority. Spend 2 hope and make a rage-filled utterance while attacking an enemy at close range. On a success, all creatures within Close range suffer -3 to their difficulty (As adversaries), or -2 evasion (As Characters)

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
Storm of Orders
Ability

Storm of Orders

If the player successfully damages an enemy during his spotlight, he may spend 1 stress and 1 hope to generate a 'Storm Token' that he passes to an ally at the end of his spotlight. While a spotlighted character has the Storm Token, he gains +2 in all thresholds, +1 Proficiency, and must pass the token to an ally who hasn't held it this scene. The Storm token disappears if a Spotlight passes to someone without the Storm Token or if there are no eligible allies to take the Storm Token.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Fear Sync
Ability

Fear Sync

Spend 1 Stress. For the rest of the scene, any Adversary feature or ability that requires the GM to spend Fear now costs +1 Fear to activate. NOTE: Environments are not affected by this ability.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

1
The World Holds Its Breath
Ability

The World Holds Its Breath

When the GM would take the Spotlight, spend 1 hope and 1 Stress, then make an Instinct Roll (DC 16). On a success, the GM does not take the spotlight; instead, you choose any player (including yourself) to take the spotlight immediately.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
Authority Made Flesh
Ability

Authority Made Flesh

Mark 2 Stress. For the rest of the scene, you are a "Dead Zone" for chaos. Any Adversary within Close range of you cannot use any features that require Fear to activate, and they cannot benefit from Advantage. Furthermore, if a player within your range rolls a Failure with Fear, you may spend 1 Hope to turn that into a Success with Fear.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

1
Master of the Field
Ability

Master of the Field

When you take the Spotlight, you may spend 3 hope to designate three allies. Each of those allies may immediately take an Action. During these actions, the Spotlight cannot pass to the GM—even if a player rolls a Failure or a Success with Fear. The GM only takes the Spotlight after all three allies have completed their actions, and only if the final roll warrants it. This is the player's full turn, and he may not take another action until he takes the spotlight again.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

0
Sovereign’s Shadow
Ability

Sovereign’s Shadow

You no longer have to take the spotlight to include the battlefield. Expend a stress, and select a target. Utter a command to that target, forcing them to make a Difficulty 15 Reaction. If they fail, they must perform a different, non-lethal action of your choosing instead.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
The Will That Does Not Bend
Ability

The Will That Does Not Bend

Pain is an opinion you can decline to share. Mark 1 stess and spend up to 3 Hope and reduce damage from a single attack made this spotlight by 1 HP per Hope spent on any target at Very close range or closer.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

1
Dominion Ascendant
Ability

Dominion Ascendant

Your presence on the battlefield bolsters your allies. Mark 3 stress as you and your allies within far range gain 5 Hope, up to max.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

1
The Final Word
Ability

The Final Word

Your actions garner an uncanny amount of reverence among your foes. Mark 1 stress to gain +8 on any social roll (Decieve, Trick, Intimidate, Command) against a single foe, or Mark 3 stress to affect multiple foes within far range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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