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Crown

Domains Designed by Valorier

Domain overview

Inspire to greatness, intimidate to nothingness. Psychological pressure. Orders. No magic.
Alternative to Grace.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Bribery
You can give yourself an advantage to social rolls by spending a handful of coins.

You can give yourself an advantage to social rolls by spending a handful of coins.

Your GM may increase the amount you must spend to gain this effect depending on the target.

0
1 Ability Inspiration
Your words can touch the heart, for better or worse.

Your words can touch the heart, for better or worse.

When you help an ally within Close range you roll a d8 instead of a d6.

When an adversary within Close range makes an Action Roll, you can spend a Hope to give the roll Disadvantage.

0
1 Ability Pressure
You radiate intense pressure, giving you a +1 to your Presence and Instinct Rolls to spot a lie, intimidate a target and gather information.

You radiate intense pressure, giving you a +1 to your Presence and Instinct Rolls to spot a lie, intimidate a target and gather information.

When you use an Experience on a roll that benefits from Pressure, you can add an extra +2 to the roll, but the creatures you interact with find you unforgettable. When you do so, the GM gains a Fear.

You can also mark a Stress to make a Presence Roll against a target within Very Close range. On a success, they must mark a Stress.

1
2 Ability Praise
Your soothing words can help your allies deal with mental anguish.

Your soothing words can help your allies deal with mental anguish. Spend 2 Hope to have an ally within Close range clear 1 Stress.

Once per session, you may offer heartfelt praise or emotional support to an ally. Describe your character's actions, then target ally within Close range can clear 3 Stress.

1
2 Ability Protect me!
When you are hit by an attack, you can spend a Hope to target a willing ally within Close range.

When you are hit by an attack, you can spend a Hope to target a willing ally within Close range. They immediately move to Melee range and mark an Armor slot. The damage you take is then reduced by one threshold.

You can mark armor slots as usual.

1
3 Ability Intimidating Gaze
Your intense willpower can scare just about anyone.

Your intense willpower can scare just about anyone.

Make a Presence roll against a target within Close range. On an success, it must move away from you to its Close range. You can spend a Hope to force it to move up to its Far range and mark a Stress.

0
3 Ability Lead by Example
When you succeed on an Attack Roll against a target within weapon range of at least an ally, you can add 1D6 to your damage as your ally helps you.

When you succeed on an Attack Roll against a target within weapon range of at least an ally, you can add 1D6 to your damage as your ally helps you.

When you participate in a Tag Team, add your level to the damage.

1
4 Ability Captivate
You captivate a crowd with your words and authority.

You captivate a crowd with your words and authority. When you have a few minutes of peaceful interaction, you can spend a Hope to make a Presence Roll against every target within Close range. Targets you succeeded against are Captivated until you stop interacting peacefully with them, they take damage or the GM spends a fear to end this condition.

Captivated targets have a disadvantage to all their rolls unless they involve you.

1
4 Ability Sidekick
By picking this card, you are able to secure a Sidekick permanently.

By picking this card, you are able to secure a Sidekick permanently. It does not count in your loadout.

It has 4 Hit points, 3 Stress, a Difficulty of 8 + your Tier, Major Threshold of 2 times your level and Severe Threshold of 4 times your level. Upon hitting 0 hit point, your Sidekick is knocked out until it regains a hit point or 6 hours have passed. You can spend a Hope to move your Sidekick within Melee range of a target at Close range, and deal d6 physical damage using your Presence.

While in Melee range of a target, the Sidekick can increase the damage done by 1D6 or reduce the damage taken by 1D6.

0
5 Ability Attaaack!
When an adversary moves to Melee or Very Close range of an ally, you can spend a Hope to interrupt the spotlight.

When an adversary moves to Melee or Very Close range of an ally, you can spend a Hope to interrupt the spotlight. Your ally can make a Reaction Roll against the adversary, dealing his weapon damage on a success. The spotlight shifts back to the adversary afterwards.

Once per session, you can spend 3 Hope to designate a target within Far range. Every ally within weapon range of the target may make a Reaction Roll against the target Difficulty. On a success, they each deal their weapon damage to the target. Total all damage before applying it.

2
5 Ability Rousing Speech
Once per session, you may mark 2 Stress to give a rousing speech to your allies.

Once per session, you may mark 2 Stress to give a rousing speech to your allies. Describe how you do this, then put a d8 countdown on this card with the 8 on top.

Until the scene ends, when an ally fails a Roll, they may add the value of the countdown to their roll, then decrease the countdown by one.

When the countdown reaches 0, it is removed and the effect stops.

2
6 Ability Threatening Glare
You sap the will to fight with a simple look.

You sap the will to fight with a simple look.

When you are hit with an attack, you can make a Presence Reaction Roll against the Attack Roll. On a success, you can spend a Hope to reduce the damage by one Threshold.

0
6 Ability You can do it !
At the start of a session, place a number of tokens equal to your Presence on this card.

At the start of a session, place a number of tokens equal to your Presence on this card.

When an ally within close range fails an action roll, you can describe how you encourage them and spend a token so they may roll again. If they succeed, they must succeed with Fear, and if they fail they must fail with Hope.

At the end of a session, clear all remaining tokens.

1
7 Ability Authority Figure
You can now work on this special project : Crowning Domain : Embed yourself in the power structure of a place, such as a castle, an organisation, a local government, a neighbourhood, etc.

You can now work on this special project :

Crowning Domain : Embed yourself in the power structure of a place, such as a castle, an organisation, a local government, a neighbourhood, etc. Place a d10 countdown on this card with the 10 facing up. When the countdown reaches 0, you have developped your dominion over it enough that you always have help available while you're in it, and you can mobilize them for your interests. Work with your GM to determine how that help manifests, the goals of the power structure, and how you permanently change it.

Once the project is completed, it is permanent, however you lose all progress if you send this card to your Vault.

2
7 Ability Crown Touched
While 4 or more cards in your loadout are from the Crown domain, you gain the following benefits : - Allies within Very close range gains a +1 to all their rolls - When you crit, one ally within Close range gains a Hope or clears a Stress.

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

  • Allies within Very close range gains a +1 to all their rolls
  • When you crit, one ally within Close range gains a Hope or clears a Stress.
1
8 Ability Words of Healing
When you use the Tend to wounds rest move, you clear a Stress on the target.

When you use the Tend to wounds rest move, you clear a Stress on the target.

When you use the Prepare rest move with someone, you also clear a Stress on the target.

0
8 Ability Words of Hurt
You can destroy a group of targets' confidence with a few nasty words.

You can destroy a group of targets' confidence with a few nasty words. Spend a Hope to make a Presence Roll against all adversaries within Close Range.

On a success with Hope, they must mark 2 Stress, and on a success with Fear, they must mark 1 Stress.

1
9 Ability A Stupid Mistake
Fear or Charisma ?

Fear or Charisma ? When an adversary fails on an Attack Roll against an ally, you can make a Presence Reaction Roll against the target's Difficulty. On a success, you can mark a Stress to redirect the attack to another adversary in range, with a new attack roll.

Area attacks can not be redirected.

2
9 Ability Heavy is the Crown
When you make a social mistake, you may call on your political and social clout to sort of erase it, though perhaps, not completely.

When you make a social mistake, you may call on your political and social clout to sort of erase it, though perhaps, not completely.

Mark 3 Stress to explain how you persuade any target you're interacting with to disregard the last minute of conversation. The GM gains a Fear.

1
10 Ability Crowning Achievement
Once per session, you can declare that your next roll is a crit.

Once per session, you can declare that your next roll is a crit.

Once per rest, you can spend 3 Hope to regain the use of this power.

0
10 Ability You're gonna be Popular
You are very popular among a fraction of the population, and can count on there being a Follower anywhere to help you.

You are very popular among a fraction of the population, and can count on there being a Follower anywhere to help you.

Work with your GM to determine what this population is, how they can help you, what their goals are and how they align with yours.

While this card is in your loadout, you can get direct immediate help during a scene by spending a Hope.

1

Domain cards

1

0
Bribery
Ability

Bribery

You can give yourself an advantage to social rolls by spending a handful of coins.

Your GM may increase the amount you must spend to gain this effect depending on the target.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Inspiration
Ability

Inspiration

Your words can touch the heart, for better or worse.

When you help an ally within Close range you roll a d8 instead of a d6.

When an adversary within Close range makes an Action Roll, you can spend a Hope to give the roll Disadvantage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Pressure
Ability

Pressure

You radiate intense pressure, giving you a +1 to your Presence and Instinct Rolls to spot a lie, intimidate a target and gather information.

When you use an Experience on a roll that benefits from Pressure, you can add an extra +2 to the roll, but the creatures you interact with find you unforgettable. When you do so, the GM gains a Fear.

You can also mark a Stress to make a Presence Roll against a target within Very Close range. On a success, they must mark a Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Praise
Ability

Praise

Your soothing words can help your allies deal with mental anguish. Spend 2 Hope to have an ally within Close range clear 1 Stress.

Once per session, you may offer heartfelt praise or emotional support to an ally. Describe your character's actions, then target ally within Close range can clear 3 Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Protect me!
Ability

Protect me!

When you are hit by an attack, you can spend a Hope to target a willing ally within Close range. They immediately move to Melee range and mark an Armor slot. The damage you take is then reduced by one threshold.

You can mark armor slots as usual.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

0
Intimidating Gaze
Ability

Intimidating Gaze

Your intense willpower can scare just about anyone.

Make a Presence roll against a target within Close range. On an success, it must move away from you to its Close range. You can spend a Hope to force it to move up to its Far range and mark a Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Lead by Example
Ability

Lead by Example

When you succeed on an Attack Roll against a target within weapon range of at least an ally, you can add 1D6 to your damage as your ally helps you.

When you participate in a Tag Team, add your level to the damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Captivate
Ability

Captivate

You captivate a crowd with your words and authority. When you have a few minutes of peaceful interaction, you can spend a Hope to make a Presence Roll against every target within Close range. Targets you succeeded against are Captivated until you stop interacting peacefully with them, they take damage or the GM spends a fear to end this condition.

Captivated targets have a disadvantage to all their rolls unless they involve you.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

0
Sidekick
Ability

Sidekick

By picking this card, you are able to secure a Sidekick permanently. It does not count in your loadout.

It has 4 Hit points, 3 Stress, a Difficulty of 8 + your Tier, Major Threshold of 2 times your level and Severe Threshold of 4 times your level. Upon hitting 0 hit point, your Sidekick is knocked out until it regains a hit point or 6 hours have passed. You can spend a Hope to move your Sidekick within Melee range of a target at Close range, and deal d6 physical damage using your Presence.

While in Melee range of a target, the Sidekick can increase the damage done by 1D6 or reduce the damage taken by 1D6.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

2
Attaaack!
Ability

Attaaack!

When an adversary moves to Melee or Very Close range of an ally, you can spend a Hope to interrupt the spotlight. Your ally can make a Reaction Roll against the adversary, dealing his weapon damage on a success. The spotlight shifts back to the adversary afterwards.

Once per session, you can spend 3 Hope to designate a target within Far range. Every ally within weapon range of the target may make a Reaction Roll against the target Difficulty. On a success, they each deal their weapon damage to the target. Total all damage before applying it.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

2
Rousing Speech
Ability

Rousing Speech

Once per session, you may mark 2 Stress to give a rousing speech to your allies. Describe how you do this, then put a d8 countdown on this card with the 8 on top.

Until the scene ends, when an ally fails a Roll, they may add the value of the countdown to their roll, then decrease the countdown by one.

When the countdown reaches 0, it is removed and the effect stops.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

0
Threatening Glare
Ability

Threatening Glare

You sap the will to fight with a simple look.

When you are hit with an attack, you can make a Presence Reaction Roll against the Attack Roll. On a success, you can spend a Hope to reduce the damage by one Threshold.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
You can do it !
Ability

You can do it !

At the start of a session, place a number of tokens equal to your Presence on this card.

When an ally within close range fails an action roll, you can describe how you encourage them and spend a token so they may roll again. If they succeed, they must succeed with Fear, and if they fail they must fail with Hope.

At the end of a session, clear all remaining tokens.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Authority Figure
Ability

Authority Figure

You can now work on this special project :

Crowning Domain : Embed yourself in the power structure of a place, such as a castle, an organisation, a local government, a neighbourhood, etc. Place a d10 countdown on this card with the 10 facing up. When the countdown reaches 0, you have developped your dominion over it enough that you always have help available while you're in it, and you can mobilize them for your interests. Work with your GM to determine how that help manifests, the goals of the power structure, and how you permanently change it.

Once the project is completed, it is permanent, however you lose all progress if you send this card to your Vault.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

1
Crown Touched
Ability

Crown Touched

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

  • Allies within Very close range gains a +1 to all their rolls
  • When you crit, one ally within Close range gains a Hope or clears a Stress.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

0
Words of Healing
Ability

Words of Healing

When you use the Tend to wounds rest move, you clear a Stress on the target.

When you use the Prepare rest move with someone, you also clear a Stress on the target.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

1
Words of Hurt
Ability

Words of Hurt

You can destroy a group of targets' confidence with a few nasty words. Spend a Hope to make a Presence Roll against all adversaries within Close Range.

On a success with Hope, they must mark 2 Stress, and on a success with Fear, they must mark 1 Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
A Stupid Mistake
Ability

A Stupid Mistake

Fear or Charisma ? When an adversary fails on an Attack Roll against an ally, you can make a Presence Reaction Roll against the target's Difficulty. On a success, you can mark a Stress to redirect the attack to another adversary in range, with a new attack roll.

Area attacks can not be redirected.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

1
Heavy is the Crown
Ability

Heavy is the Crown

When you make a social mistake, you may call on your political and social clout to sort of erase it, though perhaps, not completely.

Mark 3 Stress to explain how you persuade any target you're interacting with to disregard the last minute of conversation. The GM gains a Fear.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

0
Crowning Achievement
Ability

Crowning Achievement

Once per session, you can declare that your next roll is a crit.

Once per rest, you can spend 3 Hope to regain the use of this power.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

1
You're gonna be Popular
Ability

You're gonna be Popular

You are very popular among a fraction of the population, and can count on there being a Follower anywhere to help you.

Work with your GM to determine what this population is, how they can help you, what their goals are and how they align with yours.

While this card is in your loadout, you can get direct immediate help during a scene by spending a Hope.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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