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Chalice

Domains Designed by Valorier

Domain overview

Threads : Bringer of boon, Protector of the flock, Smiter of the wicked. Heals, damage reduction, leading a cult.
Sort of an alternate to splendour but focused more on the cult aspect of priesthood rather than getting the divine powers for “free”.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Flock and Heresy
While this card is in your loadout, you gain the following bonuses :

While this card is in your loadout, you gain the following bonuses :

  • Your damage increases by your Tier against creatures who do not follow your faith
  • When you help a creature sharing your faith or an ally, you roll a d8 instead of a d6
0
1 Spell Blessing
Spend 2 hope to bless your allies within close range.

Spend 2 hope to bless your allies within close range. Each ally receives a Blessing die which is a d6, which they can spend to roll it and add the result to an action, a reaction or a damage roll they perform. They can also spend and roll the die to reduce incoming damage by its value.

Dice not spent at the end of the scene are lost.

0
1 Spell Divine channel
When you finish a rest, clear all tokens from this card, then place a token on it.

When you finish a rest, clear all tokens from this card, then place a token on it.

Make a Spellcast roll (12). On a success, you can spend as many hope as there are tokens on this card to choose an option :

  • A target within far range which you succeeded against takes 1D10+3 magic damage using your proficiency
  • An ally within far range gains resistance to the next damage roll before the end of the scene
  • An ally within far range clears a hit point

You then place a token on this card.

1
2 Spell Divine Body
Make a spellcast roll (13).

Make a spellcast roll (13). On a success, you can spend a hope to grant a boon to an ally within close range until the end of the scene or your cast this spell again.

Your ally gains a +1 bonus to Strength, Agility or Finesse while the spell lasts.

1
2 Spell Protector of the Flock
When an adversary rolls damage against an ally within very close range, reduce it by your instinct.

When an adversary rolls damage against an ally within very close range, reduce it by your instinct.

When you use this card, you can spend a hope to temporarily curse the target with Retribution, giving them a malus to their damage thresholds equal to your Tier.

1
3 Ability Devotion
When you start a session, put tokens on this card up to your Instinct.

When you start a session, put tokens on this card up to your Instinct.

  • You can spend a token to increase damage done to an adversary within close range by 1D8.
  • You can spend one or more tokens to increase one of your Instinct, Knowledge or Presence roll by the same number.
  • You can spend two tokens when you or an ally within close range clears a hit point or a stress to clear a stress on that target.

When there is no more tokens on this card, you can dedicate a prayer to your god to spend a hope and put tokens up to your Instinct.

At the end of a session, remove all tokens.

1
3 Ability Divine guidance
When an ally make an action roll within very close range, you can spend a hope to say a short prayer, and give the roll an advantage.

When an ally make an action roll within very close range, you can spend a hope to say a short prayer, and give the roll an advantage.

Once per session, you may ask the GM a question, and receive a short answer as your deity would know and speak.

0
4 Spell Aegis
Make a spellcast roll (14).

Make a spellcast roll (14). On a success, you can spend a hope to grant a barrier to an ally within close range until it takes damage or the scene ends. Next time the target takes damage, it is reduced by 1D10 + your spellcasting trait + your proficiency.

0
4 Spell Divine Pillar
Make a spellcast roll (15).

Make a spellcast roll (15). On a success, you can place this card in your Vault. Every adversary in an area within very close range that you succeeded against take 1D8 +6 magic damage using your proficiency, while all your allies clear a hit point.

3
5 Spell Breath of Life
Once per long rest, you can mark 1 stress to clear 2 hit points to you and your allies within very close range.

Once per long rest, you can mark 1 stress to clear 2 hit points to you and your allies within very close range.

You can spend 2 hope to clear an extra hit point for every target.

When you place this card in your Vault, clear a hit point.

4
5 Spell Spark of Retribution
Spend a hope and mark a stress to choose an ally within very close range.

Spend a hope and mark a stress to choose an ally within very close range. Until you use this spell again, the end of the scene or the GM spends a fear, whenever the target is attacked, the attacker is smote fore 2D8 +5 magic damage.

1
6 Spell Aegis Dome
You can manifest a barrier in the shape of a dome at very close or close range.

You can manifest a barrier in the shape of a dome at very close or close range. Spend 2 hopes and make a spellcast roll (16) to generate a translucid wall of divine power that blocks all attacks from outside, but doesn't stop the attacks from inside. On a success, the Dome blocks 3 attacks. On a failure, the Dome blocks 1 attack.

When the last attack has been blocked, the barrier fades unless you mark 2 stress to allow it to block another attack.

1
6 Spell Requiem for the dead
Once per session, you can recite a requiem for the dead.

Once per session, you can recite a requiem for the dead. When you do so, make a spellcast roll against every undead creature within far range. They take severe damage on a success, and minor damage on a failure.

You and all your allies within range clear a stress.

3
7 Ability Chalice touched
While 4 or more cards in your loadout are from the Chalice domain, you gain the following benefits : - Once per rest, you or an ally within melee range can gain a hope and clear a stress.

While 4 or more cards in your loadout are from the Chalice domain, you gain the following benefits :

  • Once per rest, you or an ally within melee range can gain a hope and clear a stress.
  • You gain a +1 to your Presence rolls
1
7 Spell Divine armor
Spend a hope to make a spellcast roll (17) and choose an ally withing very close range or yourself.

Spend a hope to make a spellcast roll (17) and choose an ally withing very close range or yourself. Until the end of the scene or until you use this spell again, apply the following effects to the chosen target :

  • On a success with hope, target gains 3 temporary armor slots and its severe threshold is increased by 6.
  • On a success with fear, target gains 2 temporary armor slots and its severe threshold is increased by 3.
  • On a failure, target gains 1 temporary armor slots
1
8 Spell Lamb for the slaughter
Make a spellcast roll against a target within very close range.

Make a spellcast roll against a target within very close range. On a success, spend 2 hope and place this card in your Vault to give the target the Sacrifical Lamb condition until the end of the scene, you cast this spell again or the GM spends a fear to end it.

Sacrificial Lamb : Whenever an ally deals damage to the target forcing it to mark at least one hit point, on a roll with hope, the ally clears a hit point, and on a roll with fear, they clear a stress. On a crit, they clear both a hit point and a stress.

If your GM ends this spell with a fear, you can immediately recall this card from your Vault. If you do, its recall cost is only 2.

4
8 Spell Sermon
Once per rest, when you have a few minutes of peace, you can speak a sermon to your deity's glory.

Once per rest, when you have a few minutes of peace, you can speak a sermon to your deity's glory.

When you do, you gain a hope, the GM gains a fear, and you, your allies, and the creatures who share your faith within close range add +2 to all their reaction rolls and to all their damage, while every other creature receives a -5 penalty to their damage and are temporarily Distracted, giving them a -2 malus on their difficulty.

The spell lasts until the end of the scene or until the GM spends 2 fear

1
9 Ability Divine Intervention
Once per session, you may spend 3 hope to plead your case to your deity.

Once per session, you may spend 3 hope to plead your case to your deity. Roll 1D4 and place it as a countdown on this card.

Until the end of the scene or the countdown reaches 0, whenever an ally makes an action roll, the countdown decreases by 1 and that action is a critical roll.

1
9 Spell Divine Wrath
Once per session, you can call the wrath of your deity.

Once per session, you can call the wrath of your deity. Make a Spellcast Roll against all adversaries within Far range. Each target you succeed against takes D10 +12 damage using your proficiency. If you rolled with Hope, add 15 damage to the total and the targets are vulnerable to the next attack.

You then place this card in your Vault until your next session.

When you finish a short rest, you can mark 4 Stress to recall this card and regain its use.

2
10 Spell Divine Avatar
Once per session, spend a hope to describe how your prayer is answered by your deity, turning you into a recipient of their divine power.

Once per session, spend a hope to describe how your prayer is answered by your deity, turning you into a recipient of their divine power.

Until the end of the scene, your traits and your proficiency are increased by +2, and you clear an armor slot every time you succeed with hope.

3
10 Spell Miracle
Work with your GM to perform a Miracle.

Work with your GM to perform a Miracle. Raise someone from the dead, smite a heretic to ashes, restore a lake to a pristine state, convert a demon to your side...

A miracle should be big and instantaneous but also within your deity's means. Don't hesitate to reach for the stars to catch the moon !

Once a miracle has been granted, place this card into your Vault permanently, or until you perform an immense service to your deity.

0

Domain cards

1

0
Flock and Heresy
Ability

Flock and Heresy

While this card is in your loadout, you gain the following bonuses :

  • Your damage increases by your Tier against creatures who do not follow your faith
  • When you help a creature sharing your faith or an ally, you roll a d8 instead of a d6
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Blessing
Spell

Blessing

Spend 2 hope to bless your allies within close range. Each ally receives a Blessing die which is a d6, which they can spend to roll it and add the result to an action, a reaction or a damage roll they perform. They can also spend and roll the die to reduce incoming damage by its value.

Dice not spent at the end of the scene are lost.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Divine channel
Spell

Divine channel

When you finish a rest, clear all tokens from this card, then place a token on it.

Make a Spellcast roll (12). On a success, you can spend as many hope as there are tokens on this card to choose an option :

  • A target within far range which you succeeded against takes 1D10+3 magic damage using your proficiency
  • An ally within far range gains resistance to the next damage roll before the end of the scene
  • An ally within far range clears a hit point

You then place a token on this card.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Divine Body
Spell

Divine Body

Make a spellcast roll (13). On a success, you can spend a hope to grant a boon to an ally within close range until the end of the scene or your cast this spell again.

Your ally gains a +1 bonus to Strength, Agility or Finesse while the spell lasts.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Protector of the Flock
Spell

Protector of the Flock

When an adversary rolls damage against an ally within very close range, reduce it by your instinct.

When you use this card, you can spend a hope to temporarily curse the target with Retribution, giving them a malus to their damage thresholds equal to your Tier.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Devotion
Ability

Devotion

When you start a session, put tokens on this card up to your Instinct.

  • You can spend a token to increase damage done to an adversary within close range by 1D8.
  • You can spend one or more tokens to increase one of your Instinct, Knowledge or Presence roll by the same number.
  • You can spend two tokens when you or an ally within close range clears a hit point or a stress to clear a stress on that target.

When there is no more tokens on this card, you can dedicate a prayer to your god to spend a hope and put tokens up to your Instinct.

At the end of a session, remove all tokens.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

0
Divine guidance
Ability

Divine guidance

When an ally make an action roll within very close range, you can spend a hope to say a short prayer, and give the roll an advantage.

Once per session, you may ask the GM a question, and receive a short answer as your deity would know and speak.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

0
Aegis
Spell

Aegis

Make a spellcast roll (14). On a success, you can spend a hope to grant a barrier to an ally within close range until it takes damage or the scene ends. Next time the target takes damage, it is reduced by 1D10 + your spellcasting trait + your proficiency.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

3
Divine Pillar
Spell

Divine Pillar

Make a spellcast roll (15). On a success, you can place this card in your Vault. Every adversary in an area within very close range that you succeeded against take 1D8 +6 magic damage using your proficiency, while all your allies clear a hit point.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

4
Breath of Life
Spell

Breath of Life

Once per long rest, you can mark 1 stress to clear 2 hit points to you and your allies within very close range.

You can spend 2 hope to clear an extra hit point for every target.

When you place this card in your Vault, clear a hit point.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Spark of Retribution
Spell

Spark of Retribution

Spend a hope and mark a stress to choose an ally within very close range. Until you use this spell again, the end of the scene or the GM spends a fear, whenever the target is attacked, the attacker is smote fore 2D8 +5 magic damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
Aegis Dome
Spell

Aegis Dome

You can manifest a barrier in the shape of a dome at very close or close range. Spend 2 hopes and make a spellcast roll (16) to generate a translucid wall of divine power that blocks all attacks from outside, but doesn't stop the attacks from inside. On a success, the Dome blocks 3 attacks. On a failure, the Dome blocks 1 attack.

When the last attack has been blocked, the barrier fades unless you mark 2 stress to allow it to block another attack.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

3
Requiem for the dead
Spell

Requiem for the dead

Once per session, you can recite a requiem for the dead. When you do so, make a spellcast roll against every undead creature within far range. They take severe damage on a success, and minor damage on a failure.

You and all your allies within range clear a stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

1
Chalice touched
Ability

Chalice touched

While 4 or more cards in your loadout are from the Chalice domain, you gain the following benefits :

  • Once per rest, you or an ally within melee range can gain a hope and clear a stress.
  • You gain a +1 to your Presence rolls
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

1
Divine armor
Spell

Divine armor

Spend a hope to make a spellcast roll (17) and choose an ally withing very close range or yourself. Until the end of the scene or until you use this spell again, apply the following effects to the chosen target :

  • On a success with hope, target gains 3 temporary armor slots and its severe threshold is increased by 6.
  • On a success with fear, target gains 2 temporary armor slots and its severe threshold is increased by 3.
  • On a failure, target gains 1 temporary armor slots
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

4
Lamb for the slaughter
Spell

Lamb for the slaughter

Make a spellcast roll against a target within very close range. On a success, spend 2 hope and place this card in your Vault to give the target the Sacrifical Lamb condition until the end of the scene, you cast this spell again or the GM spends a fear to end it.

Sacrificial Lamb : Whenever an ally deals damage to the target forcing it to mark at least one hit point, on a roll with hope, the ally clears a hit point, and on a roll with fear, they clear a stress. On a crit, they clear both a hit point and a stress.

If your GM ends this spell with a fear, you can immediately recall this card from your Vault. If you do, its recall cost is only 2.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

1
Sermon
Spell

Sermon

Once per rest, when you have a few minutes of peace, you can speak a sermon to your deity's glory.

When you do, you gain a hope, the GM gains a fear, and you, your allies, and the creatures who share your faith within close range add +2 to all their reaction rolls and to all their damage, while every other creature receives a -5 penalty to their damage and are temporarily Distracted, giving them a -2 malus on their difficulty.

The spell lasts until the end of the scene or until the GM spends 2 fear

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

1
Divine Intervention
Ability

Divine Intervention

Once per session, you may spend 3 hope to plead your case to your deity. Roll 1D4 and place it as a countdown on this card.

Until the end of the scene or the countdown reaches 0, whenever an ally makes an action roll, the countdown decreases by 1 and that action is a critical roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
Divine Wrath
Spell

Divine Wrath

Once per session, you can call the wrath of your deity. Make a Spellcast Roll against all adversaries within Far range. Each target you succeed against takes D10 +12 damage using your proficiency. If you rolled with Hope, add 15 damage to the total and the targets are vulnerable to the next attack.

You then place this card in your Vault until your next session.

When you finish a short rest, you can mark 4 Stress to recall this card and regain its use.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

3
Divine Avatar
Spell

Divine Avatar

Once per session, spend a hope to describe how your prayer is answered by your deity, turning you into a recipient of their divine power.

Until the end of the scene, your traits and your proficiency are increased by +2, and you clear an armor slot every time you succeed with hope.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

0
Miracle
Spell

Miracle

Work with your GM to perform a Miracle. Raise someone from the dead, smite a heretic to ashes, restore a lake to a pristine state, convert a demon to your side...

A miracle should be big and instantaneous but also within your deity's means. Don't hesitate to reach for the stars to catch the moon !

Once a miracle has been granted, place this card into your Vault permanently, or until you perform an immense service to your deity.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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