Skip to content

Aerial

Domain overview

A domain built around the excellence of ODM gear. Those of this domain are gifted with balance. Some say movement in ODM gear is graceful, others find it terrifying, but you don’t think of it as anything at all.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Air-Dodge
While wearing ODM Gear and targeted by an attack made from beyond Melee range, you can mark a Stress to roll a d4 and gain a bonus to your Evasion equal to the result against the attack.

While wearing ODM Gear and targeted by an attack made from beyond Melee range, you can mark a Stress to roll a d4 and gain a bonus to your Evasion equal to the result against the attack.

1
1 Ability Gas Burst
Once per rest, your tank hisses from your ODM gear and gain burst of movement.

Once per rest, your tank hisses from your ODM gear and gain burst of movement. You take an additional Move action for free, even if you don't have spotlight. If you use this while in the middle of an aerial maneuver, this movement doesn't provoke reactive attacks.

If you end this movement within Melee range of an adversary and immediately make an attack against them, gain a +1 bonus to the attack roll.

1
1 Ability Steady in Air
While wearing ODM Gear, gain a bonus to your Evasion equal to your Tier.

While wearing ODM Gear, gain a bonus to your Evasion equal to your Tier.

1
2 Ability Breakfall
When you would take damage from a fall or a failed maneuver, you can mark a Stress instead to take minimum damage, and you may immediately move up to Close range as part of the same reaction.

When you would take damage from a fall or a failed maneuver, you can mark a Stress instead to take minimum damage, and you may immediately move up to Close range as part of the same reaction.

1
2 Ability Ferocity
When you cause an adversary to mark 1 or more Hit Points, you can spend 2 Hope to increase your Evasion by the number of Hit Points they marked.

When you cause an adversary to mark 1 or more Hit Points, you can spend 2 Hope to increase your Evasion by the number of Hit Points they marked. This bonus lasts until after the next attack made against you.

1
2 Ability Snap-Turn
When an attack against you fails, you can immediately move up to Close range for free, before the enemy's turn continues.

When an attack against you fails, you can immediately move up to Close range for free, before the enemy's turn continues. This movement doesn't provoke reactive attacks.

You may choose to mark a Stress to give all attacks against you disadvantage until you next use movement.

2
3 Ability Follow-Through
When you deal enough damage to defeat an enemy, you can immediately move up to Far range with your ODM gear as part of the same action.

When you deal enough damage to defeat an enemy, you can immediately move up to Far range with your ODM gear as part of the same action.

1
3 Ability Takeoff
While wearing ODM Gear, mark a Stress to boost off a willing ally or a structure within Close range, fling yourself into the air, and perform an aerial attack against a target within Very Far range.

While wearing ODM Gear, mark a Stress to boost off a willing ally or a structure within Close range, fling yourself into the air, and perform an aerial attack against a target within Very Far range. You have advantage on the attack, add a d10 to the damage roll, and end your move within Close range of the target.

1
4 Ability Grapple Line
Make an attack roll against a target within Far range; on a success, mark one stress and choose one:Pull them off balance (they have disadvantage on their next roll)Pull a willing ally into Close range of yourself (make a Strength roll if they are grappled or unwilling)Use the line to pull yourself onto them instead, landing adjacent to the target as part of the same action.

Make an attack roll against a target within Far range; on a success, mark one stress and choose one:

  • Pull them off balance (they have disadvantage on their next roll)

  • Pull a willing ally into Close range of yourself (make a Strength roll if they are grappled or unwilling)

  • Use the line to pull yourself onto them instead, landing adjacent to the target as part of the same action.

1
4 Ability Slippery
While you are wearing ODM gear, gain a +2 bonus to your evasion.

While you are wearing ODM gear, gain a +2 bonus to your evasion.

1
5 Ability Second Chance
Once per rest, immediately after failing an Agility Reaction Roll, you can spend a Hope to reroll it.

Once per rest, immediately after failing an Agility Reaction Roll, you can spend a Hope to reroll it. Use the new result.

0
5 Ability Signature Move
Name and describe your signature combat move.

Name and describe your signature combat move. Once per rest, when you perform this signature move as part of an action you’re taking, you can roll a d20 as your Hope Die. On a success, clear a Stress.

2
6 Ability Air Combatant
While wearing ODM Gear, when you make a successful attack with a weapon, gain a bonus to your damage roll equal to either your Finesse or Agility.

While wearing ODM Gear, when you make a successful attack with a weapon, gain a bonus to your damage roll equal to either your Finesse or Agility.

0
6 Ability ODM Expert
When 4 or more of the domain cards in your loadout are from the Aerial domain, gain the following benefits:+1 bonus to AgilityOnce per rest, you can spend 3 Hope to cause an attack that succeeded against you to fail instead.

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

  • +1 bonus to Agility

  • Once per rest, you can spend 3 Hope to cause an attack that succeeded against you to fail instead.

1
7 Ability Velocity Strike
If you moved as part of the same action before making an attack, spend 2 Hope to force the target to…

If you moved as part of the same action before making an attack, spend 2 Hope to force the target to mark additional Hit Points.

The number of Hit Points are based on distance traveled in your previous movement:

  • Melee = 0

  • Very Close = 0

  • Close = 1

  • Far = 2

  • Very Far = 4

1
8 Ability Death Flight
While wearing ODM Gear, Spend 3 Hope to fly in a straight path through the battlefield to a point within Very Far range, making an attack against all adversaries within your weapon’s range along that path.

While wearing ODM Gear, Spend 3 Hope to fly in a straight path through the battlefield to a point within Very Far range, making an attack against all adversaries within your weapon’s range along that path. Choose the order in which you deal damage to the targets you succeeded against. For the first, roll your weapon damage with a +1 bonus to your Proficiency. Then remove a die from your damage roll and deal the remaining damage to the next target. Continue to remove a die for each subsequent target until you have no more damage dice or adversaries.

3
10 Ability Swiftness
When an attack made against you fails, clear a Stress.

When an attack made against you fails, clear a Stress. If you can’t clear a Stress, gain a Hope.

3

Domain cards

1

1
Air-Dodge
Ability

Air-Dodge

While wearing ODM Gear and targeted by an attack made from beyond Melee range, you can mark a Stress to roll a d4 and gain a bonus to your Evasion equal to the result against the attack.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Gas Burst
Ability

Gas Burst

Once per rest, your tank hisses from your ODM gear and gain burst of movement. You take an additional Move action for free, even if you don't have spotlight. If you use this while in the middle of an aerial maneuver, this movement doesn't provoke reactive attacks.

If you end this movement within Melee range of an adversary and immediately make an attack against them, gain a +1 bonus to the attack roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Steady in Air
Ability

Steady in Air

While wearing ODM Gear, gain a bonus to your Evasion equal to your Tier.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Breakfall
Ability

Breakfall

When you would take damage from a fall or a failed maneuver, you can mark a Stress instead to take minimum damage, and you may immediately move up to Close range as part of the same reaction.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Ferocity
Ability

Ferocity

When you cause an adversary to mark 1 or more Hit Points, you can spend 2 Hope to increase your Evasion by the number of Hit Points they marked. This bonus lasts until after the next attack made against you.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

2
Snap-Turn
Ability

Snap-Turn

When an attack against you fails, you can immediately move up to Close range for free, before the enemy's turn continues. This movement doesn't provoke reactive attacks.

You may choose to mark a Stress to give all attacks against you disadvantage until you next use movement.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Follow-Through
Ability

Follow-Through

When you deal enough damage to defeat an enemy, you can immediately move up to Far range with your ODM gear as part of the same action.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Takeoff
Ability

Takeoff

While wearing ODM Gear, mark a Stress to boost off a willing ally or a structure within Close range, fling yourself into the air, and perform an aerial attack against a target within Very Far range. You have advantage on the attack, add a d10 to the damage roll, and end your move within Close range of the target.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Grapple Line
Ability

Grapple Line

Make an attack roll against a target within Far range; on a success, mark one stress and choose one:

  • Pull them off balance (they have disadvantage on their next roll)

  • Pull a willing ally into Close range of yourself (make a Strength roll if they are grappled or unwilling)

  • Use the line to pull yourself onto them instead, landing adjacent to the target as part of the same action.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Slippery
Ability

Slippery

While you are wearing ODM gear, gain a +2 bonus to your evasion.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

0
Second Chance
Ability

Second Chance

Once per rest, immediately after failing an Agility Reaction Roll, you can spend a Hope to reroll it. Use the new result.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

2
Signature Move
Ability

Signature Move

Name and describe your signature combat move. Once per rest, when you perform this signature move as part of an action you’re taking, you can roll a d20 as your Hope Die. On a success, clear a Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

0
Air Combatant
Ability

Air Combatant

While wearing ODM Gear, when you make a successful attack with a weapon, gain a bonus to your damage roll equal to either your Finesse or Agility.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
ODM Expert
Ability

ODM Expert

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

  • +1 bonus to Agility

  • Once per rest, you can spend 3 Hope to cause an attack that succeeded against you to fail instead.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

1
Velocity Strike
Ability

Velocity Strike

If you moved as part of the same action before making an attack, spend 2 Hope to force the target to mark additional Hit Points.

The number of Hit Points are based on distance traveled in your previous movement:

  • Melee = 0

  • Very Close = 0

  • Close = 1

  • Far = 2

  • Very Far = 4

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

3
Death Flight
Ability

Death Flight

While wearing ODM Gear, Spend 3 Hope to fly in a straight path through the battlefield to a point within Very Far range, making an attack against all adversaries within your weapon’s range along that path. Choose the order in which you deal damage to the targets you succeeded against. For the first, roll your weapon damage with a +1 bonus to your Proficiency. Then remove a die from your damage roll and deal the remaining damage to the next target. Continue to remove a die for each subsequent target until you have no more damage dice or adversaries.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

3
Swiftness
Ability

Swiftness

When an attack made against you fails, clear a Stress. If you can’t clear a Stress, gain a Hope.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.