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Breath

Domains Designed by simonm223 • Art by Simon McNeil

Domain overview

It is the domain of qi flow and manipulation. Those who choose this path have a deep understanding of the movement of energy within their own bodies. Breath offers its users vitality, clarity and flexibility. The breath domain can be accessed by Alchemists and Martial Monks.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Meditative disposition
Whenever you gain hope during a rest you may also clear one stress or one hit point.

Whenever you gain hope during a rest you may also clear one stress or one hit point.

0
1 Ability Qi empowered strikes
When you complete a rest put a number of d4s on this card equal to your Proficiency.

When you complete a rest put a number of d4s on this card equal to your Proficiency. Whenever you succeed in an attack against an opponent in melee range you may add any number of these d4s to the damage. When you start a rest, clear any unused d4s.

1
1 Ability Wall running, water skipping
You can make move actions within long range without making an agility roll as long as there is a traversable path to the place you want to go.

You can make move actions within long range without making an agility roll as long as there is a traversable path to the place you want to go. You may mark a stress to succeed in any climbing challenge without a roll.

1
2 Spell Cloud hands
When you successfully attack an adversary you may spend one hope to move it to a location within very close range and give the adversary the Vulnerable condition until the GM uses their spotlight to clear this condition.

When you successfully attack an adversary you may spend one hope to move it to a location within very close range and give the adversary the Vulnerable condition until the GM uses their spotlight to clear this condition.

2
2 Spell Stonebreaking blow
Spend one hope to focus your qi into an attack made against an object or an adversary with the Vulnerable condition.

Spend one hope to focus your qi into an attack made against an object or an adversary with the Vulnerable condition. The damage is direct damage and you may add a number equal to your proficiency to it.

2
3 Ability Rebalance Qi
Once per rest spend up to three hope as an action and clear that many hit points.

Once per rest spend up to three hope as an action and clear that many hit points.

1
3 Spell Monkey Clutches the Plum
When you attack an Adversary and hit them you may spend one hope to immediately make one unarmed strike against the same adversary.

When you attack an Adversary and hit them you may spend one hope to immediately make one unarmed strike against the same adversary.

1
4 Ability Pinpoint Accuracy
Whenever you attack and hit an adversary you may mark a stress to roll a number of d6 equal to your Finesse modifier (minimum 1).

Whenever you attack and hit an adversary you may mark a stress to roll a number of d6 equal to your Finesse modifier (minimum 1). Select the highest die and add it to your damage. If you roll 6 on multiple dice you may add 12 damage instead.

2
4 Spell Cloud Step
Spend one hope and roll 1d6 which you place on this card.

Spend one hope and roll 1d6 which you place on this card. As long as the die remains on your card you can fly. Each time you make an action count the die down one. When it reaches zero you touch down to the ground lightly.

2
5 Ability Evasive Stance
When you are hit by an attack from an adversary you may mark a stress to add your Proficiency to your evasion score.

When you are hit by an attack from an adversary you may mark a stress to add your Proficiency to your evasion score. If this changes the hit to a miss you take no damage.

1
5 Spell Yin-yang fist
When you hit an adversary with a melee attack make a spellcast roll equal to the difficulty of the adversary and on a success you may spend a hope to cause yourself or an ally in close range to clear a number of HP equal to the HP the adversary marked.

When you hit an adversary with a melee attack make a spellcast roll equal to the difficulty of the adversary and on a success you may spend a hope to cause yourself or an ally in close range to clear a number of HP equal to the HP the adversary marked.

2
6 Ability Hidden Darts
When you make a melee attack with a primary or secondary weapon you may mark a stress to extend the range of the attack to Close range.

When you make a melee attack with a primary or secondary weapon you may mark a stress to extend the range of the attack to Close range.

2
6 Spell Redirect Force
When an adversary hits you, you may spend a hope to make a Finesse reaction roll equal to their difficulty.

When an adversary hits you, you may spend a hope to make a Finesse reaction roll equal to their difficulty. On a success you reduce the damage they deal to you by d8+6 and deal half as much damage to them.

2
7 Ability Breath-touched
When 4 or more of the domain cards in your loadout are from

When 4 or more of the domain cards in your loadout are from the Breath domain, gain the following benefits: +2 stress slots +1 hope slot +1 to all damage thresholds

1
7 Ability Golden Bell Exercise
Once per rest you may mark a stress to gain an additional armor slot and to gain a bonus equal to your Strength trait (minimum 1) to your damage thresholds.

Once per rest you may mark a stress to gain an additional armor slot and to gain a bonus equal to your Strength trait (minimum 1) to your damage thresholds. This lasts until you mark your last armor slot or until the start of your next rest.

2
8 Ability Diamond Soul
When you gain this card you permanently gain resistance to physical damage; permanently put this card in your vault.

When you gain this card you permanently gain resistance to physical damage; permanently put this card in your vault.

0
8 Spell Not Even Worms Should Perish
When an adversary hits an ally within Close range you may mark a stress to change places with them.

When an adversary hits an ally within Close range you may mark a stress to change places with them. You are now the target of the attack. The adversary must re-roll their attack roll at disadvantage.

1
9 Spell Death touch
Once per rest, when you hit an adversary with an unarmed strike, you can cause them to mark a number of HP equal to your Proficiency instead of rolling for damage.

Once per rest, when you hit an adversary with an unarmed strike, you can cause them to mark a number of HP equal to your Proficiency instead of rolling for damage.

3
9 Spell Eighteen Dragon Subduing Palms
When an adversary does major or severe damage to you, you may make a spellcast reaction roll equal to that adversary’s difficulty.

When an adversary does major or severe damage to you, you may make a spellcast reaction roll equal to that adversary’s difficulty. On a success, they take the damage instead of you. After a successful cast of this spell roll 1d6. On a 5 or a 6, return this card to your vault.

3
10 Ability Celestial Cultivation
Gain one extra short-rest move on a short rest or two extra long-rest moves on a long rest.

Gain one extra short-rest move on a short rest or two extra long-rest moves on a long rest.

3
10 Ability Nine Yin Bone Claws
Your unarmed strikes now deal d20 damage.

Your unarmed strikes now deal d20 damage. When you hit with an unarmed strike, spend 2 Hope to automatically upgrade the damage from minor to major or from major to severe.

3

Domain cards

1

0
Ability

Meditative disposition

Whenever you gain hope during a rest you may also clear one stress or one hit point.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Ability

Qi empowered strikes

When you complete a rest put a number of d4s on this card equal to your Proficiency. Whenever you succeed in an attack against an opponent in melee range you may add any number of these d4s to the damage. When you start a rest, clear any unused d4s.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Ability

Wall running, water skipping

You can make move actions within long range without making an agility roll as long as there is a traversable path to the place you want to go. You may mark a stress to succeed in any climbing challenge without a roll.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

2
Spell

Cloud hands

When you successfully attack an adversary you may spend one hope to move it to a location within very close range and give the adversary the Vulnerable condition until the GM uses their spotlight to clear this condition.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

2
Spell

Stonebreaking blow

Spend one hope to focus your qi into an attack made against an object or an adversary with the Vulnerable condition. The damage is direct damage and you may add a number equal to your proficiency to it.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Ability

Rebalance Qi

Once per rest spend up to three hope as an action and clear that many hit points.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Spell

Monkey Clutches the Plum

When you attack an Adversary and hit them you may spend one hope to immediately make one unarmed strike against the same adversary.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

2
Ability

Pinpoint Accuracy

Whenever you attack and hit an adversary you may mark a stress to roll a number of d6 equal to your Finesse modifier (minimum 1). Select the highest die and add it to your damage. If you roll 6 on multiple dice you may add 12 damage instead.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

2
Spell

Cloud Step

Spend one hope and roll 1d6 which you place on this card. As long as the die remains on your card you can fly. Each time you make an action count the die down one. When it reaches zero you touch down to the ground lightly.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Ability

Evasive Stance

When you are hit by an attack from an adversary you may mark a stress to add your Proficiency to your evasion score. If this changes the hit to a miss you take no damage.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

2
Spell

Yin-yang fist

When you hit an adversary with a melee attack make a spellcast roll equal to the difficulty of the adversary and on a success you may spend a hope to cause yourself or an ally in close range to clear a number of HP equal to the HP the adversary marked.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
Ability

Hidden Darts

When you make a melee attack with a primary or secondary weapon you may mark a stress to extend the range of the attack to Close range.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
Spell

Redirect Force

When an adversary hits you, you may spend a hope to make a Finesse reaction roll equal to their difficulty. On a success you reduce the damage they deal to you by d8+6 and deal half as much damage to them.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

1
Ability

Breath-touched

When 4 or more of the domain cards in your loadout are from the Breath domain, gain the following benefits: +2 stress slots +1 hope slot +1 to all damage thresholds

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Ability

Golden Bell Exercise

Once per rest you may mark a stress to gain an additional armor slot and to gain a bonus equal to your Strength trait (minimum 1) to your damage thresholds. This lasts until you mark your last armor slot or until the start of your next rest.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

0
Ability

Diamond Soul

When you gain this card you permanently gain resistance to physical damage; permanently put this card in your vault.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

1
Spell

Not Even Worms Should Perish

When an adversary hits an ally within Close range you may mark a stress to change places with them. You are now the target of the attack. The adversary must re-roll their attack roll at disadvantage.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

3
Spell

Death touch

Once per rest, when you hit an adversary with an unarmed strike, you can cause them to mark a number of HP equal to your Proficiency instead of rolling for damage.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

3
Spell

Eighteen Dragon Subduing Palms

When an adversary does major or severe damage to you, you may make a spellcast reaction roll equal to that adversary’s difficulty. On a success, they take the damage instead of you. After a successful cast of this spell roll 1d6. On a 5 or a 6, return this card to your vault.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

3
Ability

Celestial Cultivation

Gain one extra short-rest move on a short rest or two extra long-rest moves on a long rest.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

3
Ability

Nine Yin Bone Claws

Your unarmed strikes now deal d20 damage. When you hit with an unarmed strike, spend 2 Hope to automatically upgrade the damage from minor to major or from major to severe.

Quill Icon Simon McNeil
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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