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Pea

Domains Designed by HolySrulik

Domain overview

The Pea domain channels focused projectile energy into sustained attacks and sharp tactical awareness. Pea users read the battlefield before acting, build momentum through precision, and punish movement with reactive fire. In the PvZ frame, the Pea domain belongs to Peashooters and Elementals — plants who were literally born to shoot.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Focused Shot
When you make an attack roll against a single target, you can mark a Stress to add +1d8 to your damage roll on a success.

When you make an attack roll against a single target, you can mark a Stress to add +1d8 to your damage roll on a success. If you critically succeed, clear the marked Stress.

1
1 Ability Marksman's Eye
You have advantage on Instinct rolls that involve observing, measuring, or detecting things in your environment.

You have advantage on Instinct rolls that involve observing, measuring, or detecting things in your environment. The GM will always tell you the exact range between yourself and any target you can see.

1
1 Ability Steady Aim
When you haven't moved since your last action, gain +2 to your next attack roll.

When you haven't moved since your last action, gain +2 to your next attack roll. If you use this bonus, you cannot move until the end of your next action.

0
2 Ability Calm Before
When you critically succeed on an attack roll, clear 1 Stress.

When you critically succeed on an attack roll, clear 1 Stress. Once per rest during a moment of calm, clear 2 Stress.

0
2 Spell Piercing Round
Make a Spellcast Roll against a target within Far range.

Make a Spellcast Roll against a target within Far range. On a success, make a second attack roll against the next adversary directly behind them within Very Far range at disadvantage. On a success against the second target, deal half your damage roll to them. This attack ignores resistance to physical damage.

1
3 Ability Overwatch
As part of any action, declare you are entering Overwatch.

As part of any action, declare you are entering Overwatch. The first time any adversary within Far range moves or takes an action, make a reaction attack against them before their action resolves. This reaction attack gains +2 to the attack roll. Overwatch ends after the reaction attack. You can enter Overwatch a number of times per rest equal to your Instinct modifier (minimum 1).

2
3 Ability Shooter's Instinct
When you observe a creature or group before engaging, make an Instinct Roll (12).

When you observe a creature or group before engaging, make an Instinct Roll (12). On a success, ask the GM one of the following: Are they hostile or peaceful? Is someone here hiding something? What is the general mood of this group? Once per rest, when you observe a social situation from a distance before entering it, gain advantage on your first Presence or Instinct roll when you engage.

0
4 Ability One Shot
Once per long rest, make an attack roll against a single target within Very Far range.

Once per long rest, make an attack roll against a single target within Very Far range. Before rolling, mark any number of Stress. On a success, add +2d10 per Stress marked to your damage roll. This attack cannot miss due to cover or concealment.

2
4 Spell Tracer Round
Make a Spellcast Roll against a target within Far range.

Make a Spellcast Roll against a target within Far range. On a success, until the end of the scene: all attack rolls against the target gain +2; all damage rolls against the target add +1d6; the target cannot benefit from Hidden or concealment effects.

2

Domain cards

1

1
Ability

Focused Shot

When you make an attack roll against a single target, you can mark a Stress to add +1d8 to your damage roll on a success. If you critically succeed, clear the marked Stress.

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Card Backing

1

1
Ability

Marksman's Eye

You have advantage on Instinct rolls that involve observing, measuring, or detecting things in your environment. The GM will always tell you the exact range between yourself and any target you can see.

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Card Backing

1

0
Ability

Steady Aim

When you haven't moved since your last action, gain +2 to your next attack roll. If you use this bonus, you cannot move until the end of your next action.

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2

0
Ability

Calm Before

When you critically succeed on an attack roll, clear 1 Stress. Once per rest during a moment of calm, clear 2 Stress.

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2

1
Spell

Piercing Round

Make a Spellcast Roll against a target within Far range. On a success, make a second attack roll against the next adversary directly behind them within Very Far range at disadvantage. On a success against the second target, deal half your damage roll to them. This attack ignores resistance to physical damage.

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Card Backing

3

2
Ability

Overwatch

As part of any action, declare you are entering Overwatch. The first time any adversary within Far range moves or takes an action, make a reaction attack against them before their action resolves. This reaction attack gains +2 to the attack roll. Overwatch ends after the reaction attack. You can enter Overwatch a number of times per rest equal to your Instinct modifier (minimum 1).

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Card Backing

3

0
Ability

Shooter's Instinct

When you observe a creature or group before engaging, make an Instinct Roll (12). On a success, ask the GM one of the following: Are they hostile or peaceful? Is someone here hiding something? What is the general mood of this group? Once per rest, when you observe a social situation from a distance before entering it, gain advantage on your first Presence or Instinct roll when you engage.

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Card Backing

4

2
Ability

One Shot

Once per long rest, make an attack roll against a single target within Very Far range. Before rolling, mark any number of Stress. On a success, add +2d10 per Stress marked to your damage roll. This attack cannot miss due to cover or concealment.

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Card Backing

4

2
Spell

Tracer Round

Make a Spellcast Roll against a target within Far range. On a success, until the end of the scene: all attack rolls against the target gain +2; all damage rolls against the target add +1d6; the target cannot benefit from Hidden or concealment effects.

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Card Backing

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