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Innovation

Domains Designed by Dagger Dog Dad • Art by pinterest

Domain overview

A domain focused on melding magic and science together. Using new types of domain cards: Gadgets & Manuscripts. Classes in this domain will hone the innate magical nature of the realms into sources of grand invention.

New Card Type- Gadgets: Initial use of a Gadget is free. Continued use of a Gadget in multiple spotlights requires a Finesse Roll (12). On a success, continue to use the Gadget without consequences. On a critical success, gain an extra Hope, or clear an extra Stress. On a failure with Fear, your Gadget malfunctions. Mark 1 Stress, and your Gadget is disabled until your next rest.

New Card Type- Manuscripts: Blueprint style spell scrolls defining the base laws of magic and applying schematics to upgrade them. A mastered magical or theoretical concept is cast using the scroll: you can mark a resource (Hope or Stress) to add an upgraded schematic to the cast.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Applied Theory- Manuscript
You have mastered probability mathematics, allowing calculation to guide magic.

You have mastered probability mathematics, allowing calculation to guide magic. Spend 1 Hope to reroll one of your die on any roll and take the new result.

Apply one schematic below to the reroll:

  • Arcane Projection: Spend 1 Stress if the roll succeeds, gain 1 extra Hope.

  • Stabilized Outcome: Spend 1 Stress to reroll both dice instead.

  • Fail-safe Algorithm: Spend 1 Hope on a failure, treat it as a partial success with consequences.

2
1 Ability Modular Tool Array- Gadget
You deploy a handheld device with interchangeable modules.

You deploy a handheld device with interchangeable modules. This gadget has charges equal to your Spellcast trait. Place that many charge tokens on this card. Charges replenish on your next rest. You can identify one item as a free downtime move without using a charge.
Choose one module and remove a charge token:

  • Shield Module: Mark 1 Stress, gain +2 Evasion until the start of your next turn.

  • Tether Module: Mark 1 Stress, a target within Close range is Restrained until the end of your next spotlight.

  • Scanner Module: Spend 1 Hope to learn the Difficulty, Thresholds, or current HP/Stress of a creature within Far range.

0
1 Spell Magitech Augmentation
Choose a target within Close range.Mark 1 Stress, the target gains +2 to Agility, Finesse, or Knowledge until the end of its next turn.

Choose a target within Close range.

Mark 1 Stress, the target gains +2 to Agility, Finesse, or Knowledge until the end of its next turn. Describe the temporary augmentation you apply to the target.

If you mark 1 additional Stress, the effect lasts until the end of the scene.

1
2 Ability Calculated Deployment
Once per scene, when you or an ally within Close range are targeted by a Spellcast roll, move them 15 feet in any direction and become Hidden until their next action roll.

Once per scene, when you or an ally within Close range are targeted by a Spellcast roll, move them 15 feet in any direction and become Hidden until their next action roll.
Mark 2 Stress to use this ability in the same scene again.

1
2 Spell Field Analysis Scan- Manuscript
You apply battlefield science and magical sensing.

You apply battlefield science and magical sensing. Make a Spellcast Roll (13) to scan a creature and the area around them within Far range and learn key details.

On a success, Spend 1 Hope and choose 2 schematics:

  • Thaumic Overlay: Next spell against the target deals +1d8 damage.

  • Predictive Modeling: An ally gains Advantage on their next roll against the target.

  • Countermeasure Draft: Reduce next damage from the target by 1d10.

2
3 Ability Adaptive Apparel- Gadget
When an attack from a creature succeeds against you, mark 1 Stress to deploy a reconfigurable wrist-mounted device to defend you.

When an attack from a creature succeeds against you, mark 1 Stress to deploy a reconfigurable wrist-mounted device to defend you. Make a Reaction Roll using your Spellcast trait against the creature's difficulty. On a success, choose one of the following:

  • Reduce damage you take by 1d10

  • Push the attacker 15 feet within Close range

  • Become Cloaked. While Cloaked, you remain unseen if you are stationary when an adversary moves to where they would normally see you. When you move into or within an adversary's line of sight or make an attack, you are no longer Cloaked.

0
3 Spell Magitech Matrix
You attune your mind and tools to the visible flow of magic, perceiving spells as interlocking systems and vectors you can actively manipulate.

You attune your mind and tools to the visible flow of magic, perceiving spells as interlocking systems and vectors you can actively manipulate. Spend 2 Hope & Mark 1 Stress. Until the end of the scene, when you use a spell, you may apply 1 Matrix Upgrade below to that spell. (choose one per spell):

  • Vector Optimization: Increase the spell’s range by one range (Melee → Very Close → Close→Far).

  • Spatial Diffusion: The spell gains a small area of effect, affecting all creatures within Close range of the original target.

  • Direct Extension: The spell ignores cover and obstructions created by mundane or magical effects.

2
4 Ability Cognitive Lattice- Manuscript
You have reinforced your thoughts with arcane patterning.

You have reinforced your thoughts with arcane patterning. Mark any number of Stress, gain +1 Knowledge for each marked Stress until your next rest.

Spend 2 Hope to add one schematic to this cast:

  • Parallel Focus: Use an extra action in conjunction with this as part of your spotlight.

  • Mnemonic Anchoring: Clear 4 Stress at end of scene.

  • Decision Tree: On your next success with Fear, change it to a success with Hope.

2
4 Ability Integrated Framework
Empower your actions by upgrading the framework.

Empower your actions by upgrading the framework. Mark 3 Stress to reduce all Stress costs of your current loadout by 1 for the rest of the scene. On any success with Hope from your loadout actions, clear a Stress.

2
5 Ability Reactive Emitter- Gadget
When you or an ally within Close range would take damage, mark a Stress and deploy an emitter module:Adaptive Emitter: Grant Resistance to that damage.Luminous Emitter: Impose Disadvantage on the attacker's next roll.Mirror Emitter: Reflect 1d10 damage to the attacker.

When you or an ally within Close range would take damage, mark a Stress and deploy an emitter module:

  • Adaptive Emitter: Grant Resistance to that damage.

  • Luminous Emitter: Impose Disadvantage on the attacker's next roll.

  • Mirror Emitter: Reflect 1d10 damage to the attacker. The damage received is reduced by the same amount.

0
5 Ability Repetition Theory- Manuscript
You convert abstract understanding through trial and error into augmented power.

You convert abstract understanding through trial and error into augmented power. Add 1d8 to any ability you use more than once per scene. Spend a resource on ability cast to add one schematic to the ability as well:

  • Rapid Iteration: Mark 1 Stress to target any extra adversary in range.

  • Stabilization Pass: Spend 1 Hope to remove any cost on the ability.

  • Field Adaptation: Mark 1 Stress to change damage type on the ability.

2
6 Ability Autonomous Construct- Gadget
Mark 2 Stress and deploy a small construct in Close range.

Mark 2 Stress and deploy a small construct in Close range. It has 6 Stress and one active function below:

  • Assist Aura: Grant Advantage to one ally in Close range.

  • Obstruct: Enemies in Close range are considered in difficult terrain. Deal d4 damage equal to your Proficiency to enemies that leave the area.

  • Harass: Deals 1d10 damage each spotlight to one enemy in Close range.

On any damage they mark 1 Stress. At max Stress, the construct is destroyed.

0
6 Ability Calculated Risk
Before any roll you may declare you are taking a calculated risk to increase the outcome.

Before any roll you may declare you are taking a calculated risk to increase the outcome. On any success, add 2d10 damage, make the target temporarily Vulnerable, or gain an extra Hope. On a failure, mark 2 Stress and lose 1 Hope.

1
7 Ability Cerebral Recall- Manuscript
Once per scene, use the effect of an Innovation domain card in your Vault without paying its recall cost.

Once per scene, use the effect of an Innovation domain card in your Vault without paying its recall cost. Move this card into your Vault after you mark 1 Stress to add one schematic:

  • Optimization Loop: The effect gains 1d10 damage.

  • Memory Compression: Reuse it twice, marking 1 Stress each time.

  • Restoration Protocol: Clear 2 Stress upon use.

3
7 Ability Innovation-Touched
When 4 or more of the domain cards in your loadout are from the Innovation domain, gain the following benefits:Once per day, you can take an action to clear Stress equal to your Proficiency.When a Gadget malfunctions, you may reduce the consequence.

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

  • Once per day, you can take an action to clear Stress equal to your Proficiency.

  • When a Gadget malfunctions, you may reduce the consequence. You may spend 1 Hope and continue using the Gadget instead.

2
8 Ability Arcane Prowess- Manuscript
Utilize the refine blueprints of arcane force magic.

Utilize the refine blueprints of arcane force magic. Spend 3 Hope to force an Agility Reaction Roll (13) against a target, on a failure deal 3d10 Direct Damage via magical force. Mark 2 Stress for each schematic you wish to add to the cast:

  • Vector Split: Hit an additional target for every Stress you spent on this card.

  • Containment: Target is Restrained temporarily.

  • Overclocked: Deal full damage to enemies within Close range of the target.

2
8 Ability Force Generator- Gadget
Once per scene, mark 2 Stress to create a magitech zone emanating from you out to a Close range.

Once per scene, mark 2 Stress to create a magitech zone emanating from you out to a Close range. Choose 2 module effects for the aura:

  • Difficult terrain for all enemies in Close range. Enemies that end their turn in the aura are Restrained.

  • Allies gain +3 Evasion in Close range.

  • Enemy Spellcast Rolls have Disadvantage against targets within the aura.

0
9 Spell Arcane Fabrication
You impose arcane logic and engineered enchantment onto physical matter, transforming objects into vessels of magical function.

You impose arcane logic and engineered enchantment onto physical matter, transforming objects into vessels of magical function. Make a Spellcast Roll (17). Once per session one object you can touch and transform it into a similar item or equipment of the same Tier or less permanently. List of available Item Loot Table provided by the GM.

1
9 Spell Mental Liberation
You forcibly accelerate cognition and spell-processing, letting thought outpace reality.

You forcibly accelerate cognition and spell-processing, letting thought outpace reality. Once per scene, make a Spellcast Roll (17). On a success, until the end of scene:

  • You gain Advantage on all Knowledge, Instinct, and Finesse rolls.

  • The first time each round you use an Innovation card, you may ignore its Stress costs. Each time you ignore a Stress cost this way, mark 1 Hope instead.

On a success with Fear mark 2 Stress, the overclocking destabilizes and only lasts for 2 actions instead.

4
10 Spell Grand Design- Manuscript
You execute a unified theory that collapses preparation into inevitability.

You execute a unified theory that collapses preparation into inevitability. Make a Spellcast Roll (18). On a success once per long rest, choose two different Innovation cards in your loadout or vault, and resolve both effects as a single action, ignoring their costs. Mark 3 Stress to add the following schematics:

  • If either effect would normally require a roll, succeed instead.

  • All schematics and modules are used on cast at no cost.

  • Gain 1 Hope per Innovation domain cards in your vault and loadout.

4
10 Spell Magitech Singularity
Describe the device you deploy that defies the limits of science and magic.

Describe the device you deploy that defies the limits of science and magic. Make a Spellcast Roll (18), on a success, choose one of the following effects:

  • Erase Causality: Negate a spell, ability, or ongoing effect within Far range as if it never occurred.

  • Localized Rewrite: Reshape Terrain, structures, or magical zones in Far range area to your advantage.

  • Absolute Interdiction: Until your next spotlight, adversaries within Far range cannot make Reaction Rolls.

4

Domain cards

1

2
Applied Theory- Manuscript
Ability

Applied Theory- Manuscript

You have mastered probability mathematics, allowing calculation to guide magic. Spend 1 Hope to reroll one of your die on any roll and take the new result.

Apply one schematic below to the reroll:

  • Arcane Projection: Spend 1 Stress if the roll succeeds, gain 1 extra Hope.

  • Stabilized Outcome: Spend 1 Stress to reroll both dice instead.

  • Fail-safe Algorithm: Spend 1 Hope on a failure, treat it as a partial success with consequences.

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Card Backing

1

0
Modular Tool Array- Gadget
Ability

Modular Tool Array- Gadget

You deploy a handheld device with interchangeable modules. This gadget has charges equal to your Spellcast trait. Place that many charge tokens on this card. Charges replenish on your next rest. You can identify one item as a free downtime move without using a charge.
Choose one module and remove a charge token:

  • Shield Module: Mark 1 Stress, gain +2 Evasion until the start of your next turn.

  • Tether Module: Mark 1 Stress, a target within Close range is Restrained until the end of your next spotlight.

  • Scanner Module: Spend 1 Hope to learn the Difficulty, Thresholds, or current HP/Stress of a creature within Far range.

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Card Backing

1

1
Magitech Augmentation
Spell

Magitech Augmentation

Choose a target within Close range.

Mark 1 Stress, the target gains +2 to Agility, Finesse, or Knowledge until the end of its next turn. Describe the temporary augmentation you apply to the target.

If you mark 1 additional Stress, the effect lasts until the end of the scene.

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2

1
Calculated Deployment
Ability

Calculated Deployment

Once per scene, when you or an ally within Close range are targeted by a Spellcast roll, move them 15 feet in any direction and become Hidden until their next action roll.
Mark 2 Stress to use this ability in the same scene again.

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Card Backing

2

2
Field Analysis Scan- Manuscript
Spell

Field Analysis Scan- Manuscript

You apply battlefield science and magical sensing. Make a Spellcast Roll (13) to scan a creature and the area around them within Far range and learn key details.

On a success, Spend 1 Hope and choose 2 schematics:

  • Thaumic Overlay: Next spell against the target deals +1d8 damage.

  • Predictive Modeling: An ally gains Advantage on their next roll against the target.

  • Countermeasure Draft: Reduce next damage from the target by 1d10.

Quill Icon pinterest
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Card Backing

3

0
Adaptive Apparel- Gadget
Ability

Adaptive Apparel- Gadget

When an attack from a creature succeeds against you, mark 1 Stress to deploy a reconfigurable wrist-mounted device to defend you. Make a Reaction Roll using your Spellcast trait against the creature's difficulty. On a success, choose one of the following:

  • Reduce damage you take by 1d10

  • Push the attacker 15 feet within Close range

  • Become Cloaked. While Cloaked, you remain unseen if you are stationary when an adversary moves to where they would normally see you. When you move into or within an adversary's line of sight or make an attack, you are no longer Cloaked.

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Card Backing

3

2
Magitech Matrix
Spell

Magitech Matrix

You attune your mind and tools to the visible flow of magic, perceiving spells as interlocking systems and vectors you can actively manipulate. Spend 2 Hope & Mark 1 Stress. Until the end of the scene, when you use a spell, you may apply 1 Matrix Upgrade below to that spell. (choose one per spell):

  • Vector Optimization: Increase the spell’s range by one range (Melee → Very Close → Close→Far).

  • Spatial Diffusion: The spell gains a small area of effect, affecting all creatures within Close range of the original target.

  • Direct Extension: The spell ignores cover and obstructions created by mundane or magical effects.

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Card Backing

4

2
Cognitive Lattice- Manuscript
Ability

Cognitive Lattice- Manuscript

You have reinforced your thoughts with arcane patterning. Mark any number of Stress, gain +1 Knowledge for each marked Stress until your next rest.

Spend 2 Hope to add one schematic to this cast:

  • Parallel Focus: Use an extra action in conjunction with this as part of your spotlight.

  • Mnemonic Anchoring: Clear 4 Stress at end of scene.

  • Decision Tree: On your next success with Fear, change it to a success with Hope.

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Card Backing

4

2
Integrated Framework
Ability

Integrated Framework

Empower your actions by upgrading the framework. Mark 3 Stress to reduce all Stress costs of your current loadout by 1 for the rest of the scene. On any success with Hope from your loadout actions, clear a Stress.

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Card Backing

5

0
Reactive Emitter- Gadget
Ability

Reactive Emitter- Gadget

When you or an ally within Close range would take damage, mark a Stress and deploy an emitter module:

  • Adaptive Emitter: Grant Resistance to that damage.

  • Luminous Emitter: Impose Disadvantage on the attacker's next roll.

  • Mirror Emitter: Reflect 1d10 damage to the attacker. The damage received is reduced by the same amount.

Quill Icon pinterest
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Card Backing

5

2
Repetition Theory- Manuscript
Ability

Repetition Theory- Manuscript

You convert abstract understanding through trial and error into augmented power. Add 1d8 to any ability you use more than once per scene. Spend a resource on ability cast to add one schematic to the ability as well:

  • Rapid Iteration: Mark 1 Stress to target any extra adversary in range.

  • Stabilization Pass: Spend 1 Hope to remove any cost on the ability.

  • Field Adaptation: Mark 1 Stress to change damage type on the ability.

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Card Backing

6

0
Autonomous Construct- Gadget
Ability

Autonomous Construct- Gadget

Mark 2 Stress and deploy a small construct in Close range. It has 6 Stress and one active function below:

  • Assist Aura: Grant Advantage to one ally in Close range.

  • Obstruct: Enemies in Close range are considered in difficult terrain. Deal d4 damage equal to your Proficiency to enemies that leave the area.

  • Harass: Deals 1d10 damage each spotlight to one enemy in Close range.

On any damage they mark 1 Stress. At max Stress, the construct is destroyed.

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Card Backing

6

1
Calculated Risk
Ability

Calculated Risk

Before any roll you may declare you are taking a calculated risk to increase the outcome. On any success, add 2d10 damage, make the target temporarily Vulnerable, or gain an extra Hope. On a failure, mark 2 Stress and lose 1 Hope.

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Card Backing

7

3
Cerebral Recall- Manuscript
Ability

Cerebral Recall- Manuscript

Once per scene, use the effect of an Innovation domain card in your Vault without paying its recall cost. Move this card into your Vault after you mark 1 Stress to add one schematic:

  • Optimization Loop: The effect gains 1d10 damage.

  • Memory Compression: Reuse it twice, marking 1 Stress each time.

  • Restoration Protocol: Clear 2 Stress upon use.

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Card Backing

7

2
Innovation-Touched
Ability

Innovation-Touched

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

  • Once per day, you can take an action to clear Stress equal to your Proficiency.

  • When a Gadget malfunctions, you may reduce the consequence. You may spend 1 Hope and continue using the Gadget instead.

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Card Backing

8

2
Arcane Prowess- Manuscript
Ability

Arcane Prowess- Manuscript

Utilize the refine blueprints of arcane force magic. Spend 3 Hope to force an Agility Reaction Roll (13) against a target, on a failure deal 3d10 Direct Damage via magical force. Mark 2 Stress for each schematic you wish to add to the cast:

  • Vector Split: Hit an additional target for every Stress you spent on this card.

  • Containment: Target is Restrained temporarily.

  • Overclocked: Deal full damage to enemies within Close range of the target.

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Card Backing

8

0
Force Generator- Gadget
Ability

Force Generator- Gadget

Once per scene, mark 2 Stress to create a magitech zone emanating from you out to a Close range. Choose 2 module effects for the aura:

  • Difficult terrain for all enemies in Close range. Enemies that end their turn in the aura are Restrained.

  • Allies gain +3 Evasion in Close range.

  • Enemy Spellcast Rolls have Disadvantage against targets within the aura.

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Card Backing

9

1
Arcane Fabrication
Spell

Arcane Fabrication

You impose arcane logic and engineered enchantment onto physical matter, transforming objects into vessels of magical function. Make a Spellcast Roll (17). Once per session one object you can touch and transform it into a similar item or equipment of the same Tier or less permanently. List of available Item Loot Table provided by the GM.

Quill Icon pinterest
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

4
Mental Liberation
Spell

Mental Liberation

You forcibly accelerate cognition and spell-processing, letting thought outpace reality. Once per scene, make a Spellcast Roll (17). On a success, until the end of scene:

  • You gain Advantage on all Knowledge, Instinct, and Finesse rolls.

  • The first time each round you use an Innovation card, you may ignore its Stress costs. Each time you ignore a Stress cost this way, mark 1 Hope instead.

On a success with Fear mark 2 Stress, the overclocking destabilizes and only lasts for 2 actions instead.

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Card Backing

10

4
Grand Design- Manuscript
Spell

Grand Design- Manuscript

You execute a unified theory that collapses preparation into inevitability. Make a Spellcast Roll (18). On a success once per long rest, choose two different Innovation cards in your loadout or vault, and resolve both effects as a single action, ignoring their costs. Mark 3 Stress to add the following schematics:

  • If either effect would normally require a roll, succeed instead.

  • All schematics and modules are used on cast at no cost.

  • Gain 1 Hope per Innovation domain cards in your vault and loadout.

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Card Backing

10

4
Magitech Singularity
Spell

Magitech Singularity

Describe the device you deploy that defies the limits of science and magic. Make a Spellcast Roll (18), on a success, choose one of the following effects:

  • Erase Causality: Negate a spell, ability, or ongoing effect within Far range as if it never occurred.

  • Localized Rewrite: Reshape Terrain, structures, or magical zones in Far range area to your advantage.

  • Absolute Interdiction: Until your next spotlight, adversaries within Far range cannot make Reaction Rolls.

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Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

Discussion

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