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Blade Plus

Domains Designed by battybright

Domain overview

These cards provide new options for the Blade domain.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Dual Wielder
While you wield two weapons, when you succeed on an attack with a weapon within your other weapon’s range, you can spend a Hope to add its damage die to the damage roll.

While you wield two weapons, when you succeed on an attack with a weapon within your other weapon’s range, you can spend a Hope to add its damage die to the damage roll.

1
2 Ability You're Next
When you defeat an enemy, you can force another enemy within Far range you can see to make a reaction roll with a difficulty equal to the defeated enemy’s difficulty.

When you defeat an enemy, you can force another enemy within Far range you can see to make a reaction roll with a difficulty equal to the defeated enemy’s difficulty. On a failure, the creature marks a Stress and is temporarily Vulnerable.

0
3 Ability Piercing Charge
Once per rest, mark a Stress to move up to Close range in a straight line, making an attack with your primary weapon against the first enemy in your path.

Once per rest, mark a Stress to move up to Close range in a straight line, making an attack with your primary weapon against the first enemy in your path. On a success, add an extra d12 to your damage roll and drag the target with you to the end of the line. If you collide with a surface that forces you to stop, you can spend a Hope to Restrain them.

1
4 Ability Training Regimen
Place a d6 on this card with the 6 value facing up, adding its value to your attack rolls.

Place a d6 on this card with the 6 value facing up, adding its value to your attack rolls. After you make a successful attack, decrease the die’s value by one. When you finish a rest, increase the die’s value by three and set it to six when you finish a long rest.

1
5 Ability Blade Lock
When you take damage from an adversary within Melee range and would mark an Armor Slot, you can instead spend 2 Hope to roll your weapon’s damage and reduce the incoming damage by your result.

When you take damage from an adversary within Melee range and would mark an Armor Slot, you can instead spend 2 Hope to roll your weapon’s damage and reduce the incoming damage by your result. If this reduces your damage taken to 0, deal damage to the adversary equal to your result.

1
6 Ability Carve Through
Once per long rest, when you make a successful attack, you can mark a Stress to add the value of your attack roll to the damage roll.

Once per long rest, when you make a successful attack, you can mark a Stress to add the value of your attack roll to the damage roll. On a roll with Hope, clear a Stress and on a roll with Fear, add +1 to your Proficiency for the attack.

1
7 Ability Outmatched
While there are 3 or more enemies and no allies within Very Close range of you, gain a +1 to your Evasion and roll a d20 as your Hope Die.

While there are 3 or more enemies and no allies within Very Close range of you, gain a +1 to your Evasion and roll a d20 as your Hope Die.

0
8 Ability Death Rattle
Once per long rest, before you choose a Death Move, you can make one action roll.

Once per long rest, before you choose a Death Move, you can make one action roll. Spend 2 Hope to make that action critically succeed.

0
9 Ability Brutalize
Your weapons’ damage die increases by one step (d6 to d8, d8 to d10, etc.), up to a maximum of a d12.

Your weapons’ damage die increases by one step (d6 to d8, d8 to d10, etc.), up to a maximum of a d12.

Additionally, when you roll the maximum value on a damage die, you can roll it again and add its value to the damage. You can continue rolling and adding their value to your damage if you keep rolling the maximum value on the die.

2
10 Ability Eternal War
Spend a Hope to place a d20 on this card with the 1 value facing up.

Spend a Hope to place a d20 on this card with the 1 value facing up. Increase the die’s value when you actively choose to:

  • Mark or clear a Stress
  • Mark or clear an Armor Slot
  • Gain or spend a Hope

Gain a +1 bonus to your damage rolls equal to the value of the die on this card. Reset the die’s value back to one on your next rest.

1

Domain cards

1

1
Ability

Dual Wielder

While you wield two weapons, when you succeed on an attack with a weapon within your other weapon’s range, you can spend a Hope to add its damage die to the damage roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

0
Ability

You're Next

When you defeat an enemy, you can force another enemy within Far range you can see to make a reaction roll with a difficulty equal to the defeated enemy’s difficulty. On a failure, the creature marks a Stress and is temporarily Vulnerable.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Ability

Piercing Charge

Once per rest, mark a Stress to move up to Close range in a straight line, making an attack with your primary weapon against the first enemy in your path. On a success, add an extra d12 to your damage roll and drag the target with you to the end of the line. If you collide with a surface that forces you to stop, you can spend a Hope to Restrain them.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Ability

Training Regimen

Place a d6 on this card with the 6 value facing up, adding its value to your attack rolls. After you make a successful attack, decrease the die’s value by one. When you finish a rest, increase the die’s value by three and set it to six when you finish a long rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Ability

Blade Lock

When you take damage from an adversary within Melee range and would mark an Armor Slot, you can instead spend 2 Hope to roll your weapon’s damage and reduce the incoming damage by your result. If this reduces your damage taken to 0, deal damage to the adversary equal to your result.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
Ability

Carve Through

Once per long rest, when you make a successful attack, you can mark a Stress to add the value of your attack roll to the damage roll. On a roll with Hope, clear a Stress and on a roll with Fear, add +1 to your Proficiency for the attack.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

0
Ability

Outmatched

While there are 3 or more enemies and no allies within Very Close range of you, gain a +1 to your Evasion and roll a d20 as your Hope Die.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

0
Ability

Death Rattle

Once per long rest, before you choose a Death Move, you can make one action roll. Spend 2 Hope to make that action critically succeed.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
Ability

Brutalize

Your weapons’ damage die increases by one step (d6 to d8, d8 to d10, etc.), up to a maximum of a d12.

Additionally, when you roll the maximum value on a damage die, you can roll it again and add its value to the damage. You can continue rolling and adding their value to your damage if you keep rolling the maximum value on the die.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

1
Ability

Eternal War

Spend a Hope to place a d20 on this card with the 1 value facing up. Increase the die’s value when you actively choose to:

  • Mark or clear a Stress
  • Mark or clear an Armor Slot
  • Gain or spend a Hope

Gain a +1 bonus to your damage rolls equal to the value of the die on this card. Reset the die’s value back to one on your next rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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