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Carbon

Domains Designed by Omnitarian

Domain overview

Carbon is an invention-themed Domain, providing a wide variety of science-y abilities. Variety is the central theme of this domain: there are support tools, offensive tools, and tools designed for general creative use. This is technically a martial domain (no Spellcast rolls) but many abilities use Finesse and Knowledge rolls in a spell-like capacity. There are a few recurring mechanics: 1. Cards that interact with downtime moves, especially the ability to refresh exhaustion limits as a downtime move. This simulates the user restocking their supplies during a rest. 2. Cards that have built-in ways for the card to enter your vault, representing your machinery deactivating.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Slime Generator
You have a curious device that shoots slime.

You have a curious device that shoots slime. Make a Finesse Roll (10) to create a puddle-sized blob of slime and adhere it to any surface Very Close to you. When you create it, choose whether it is slippery, sticky, or gross. When used against an adversary, roll against their difficulty instead. On a success, they are temporarily Restrained and mark Stress.

0
1 Ability Special Ammo
After making an attack roll with a weapon of Close range or farther, you can mark a Stress to choose one benefit: * Homing Ammo: Add a d4 to the attack roll.

After making an attack roll with a weapon of Close range or farther, you can mark a Stress to choose one benefit:

  • Homing Ammo: Add a d4 to the attack roll.
  • Net Ammo: On a successful attack, the target becomes temporarily Restrained.
  • Magic Ammo: On a successful attack, gain a +2 bonus to the damage roll and the target marks a Stress.
1
1 Ability Stim pack
You maintain a supply of distinctive medication that can keep an ally in the fight.

You maintain a supply of distinctive medication that can keep an ally in the fight. Once per long rest, you can administer it to yourself or an ally you can touch. They clear 1 Hit Point, clear 1 Stress, and gain one Hope.

1
2 Ability Bits 'n bolts
You have a pack filled with assorted tools.

You have a pack filled with assorted tools. Once per session, you can rummage through your pack to find a tool or mundane item ideal for the situation. The next player who makes an action roll with that item can reroll their Hope or Fear die.

As a short rest downtime move, you can refresh the exhaustion limit on this card.

0
2 Ability recon drone
You have a small, flying drone that can navigate the world independently.

You have a small, flying drone that can navigate the world independently. It can move within Far range of you and relay what it sees and hears.

If you have it follow you closely in combat, it can warn you or an ally of an incoming attack: when you or an ally within Very Close range of the drone is attacked, you can spend a Hope to increase that character's evasion by 1d4 against that attack.

If the drone is attacked, it falls to the ground and you place this card in your vault.

3
3 Ability Mold Metal
Make a Finesse Roll to temporarily superheat a metal object that's within Melee range and is no larger than yourself.

Make a Finesse Roll to temporarily superheat a metal object that's within Melee range and is no larger than yourself. On a success:

  • If you target a metal object in the environment, you can mold it into a different shape.
  • If you target a metal object that is touching an adversary, they take 2d10+5 phy damage. Additionally, each time they are still touching the hot metal after they act, they take 2d6 phy damage.
1
3 Ability wild spark
Make a Finesse Roll (12) to fire an arc of glowing electricity within Close range.

Make a Finesse Roll (12) to fire an arc of glowing electricity within Close range. This might break fragile objects, be used as a signal flare, or cause machinery to become energized or malfunctioning.

When used as an attack, roll against the target's difficulty instead. On a success, they take 2d6+6 mag damage, and you can spend a Hope to add any number of additional Conductive targets in range.

Creatures are Conductive if they're airborne, wielding man-made items, or are exposed to moisture or metal.

1
4 Ability augmented specs
You own a mechanically sophisticated set of goggles.

You own a mechanically sophisticated set of goggles. Activate them to see in the dark with heatvision until the end of the current scene. Additionally, while this effect is active, you can make an Instinct roll(14) to see through a solid object, learn the properties of something unusual, or use this as a telescope or microscope.

0
4 Ability Finally, a Jetpack
You have a personal flying device anyone can wear.

You have a personal flying device anyone can wear. It can be outfitted to a character during a rest (no downtime move needed).

After its wearer makes an action roll, the GM can spend a Fear to have it run out of fuel. Its wearer descends safely to the ground, and you place this card in your Vault.

1

Domain cards

1

0
Slime Generator
Ability

Slime Generator

You have a curious device that shoots slime. Make a Finesse Roll (10) to create a puddle-sized blob of slime and adhere it to any surface Very Close to you. When you create it, choose whether it is slippery, sticky, or gross. When used against an adversary, roll against their difficulty instead. On a success, they are temporarily Restrained and mark Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Special Ammo
Ability

Special Ammo

After making an attack roll with a weapon of Close range or farther, you can mark a Stress to choose one benefit:

  • Homing Ammo: Add a d4 to the attack roll.
  • Net Ammo: On a successful attack, the target becomes temporarily Restrained.
  • Magic Ammo: On a successful attack, gain a +2 bonus to the damage roll and the target marks a Stress.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Stim pack
Ability

Stim pack

You maintain a supply of distinctive medication that can keep an ally in the fight. Once per long rest, you can administer it to yourself or an ally you can touch. They clear 1 Hit Point, clear 1 Stress, and gain one Hope.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

0
Bits 'n bolts
Ability

Bits 'n bolts

You have a pack filled with assorted tools. Once per session, you can rummage through your pack to find a tool or mundane item ideal for the situation. The next player who makes an action roll with that item can reroll their Hope or Fear die.

As a short rest downtime move, you can refresh the exhaustion limit on this card.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

3
recon drone
Ability

recon drone

You have a small, flying drone that can navigate the world independently. It can move within Far range of you and relay what it sees and hears.

If you have it follow you closely in combat, it can warn you or an ally of an incoming attack: when you or an ally within Very Close range of the drone is attacked, you can spend a Hope to increase that character's evasion by 1d4 against that attack.

If the drone is attacked, it falls to the ground and you place this card in your vault.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Mold Metal
Ability

Mold Metal

Make a Finesse Roll to temporarily superheat a metal object that's within Melee range and is no larger than yourself. On a success:

  • If you target a metal object in the environment, you can mold it into a different shape.
  • If you target a metal object that is touching an adversary, they take 2d10+5 phy damage. Additionally, each time they are still touching the hot metal after they act, they take 2d6 phy damage.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
wild spark
Ability

wild spark

Make a Finesse Roll (12) to fire an arc of glowing electricity within Close range. This might break fragile objects, be used as a signal flare, or cause machinery to become energized or malfunctioning.

When used as an attack, roll against the target's difficulty instead. On a success, they take 2d6+6 mag damage, and you can spend a Hope to add any number of additional Conductive targets in range.

Creatures are Conductive if they're airborne, wielding man-made items, or are exposed to moisture or metal.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

0
augmented specs
Ability

augmented specs

You own a mechanically sophisticated set of goggles. Activate them to see in the dark with heatvision until the end of the current scene. Additionally, while this effect is active, you can make an Instinct roll(14) to see through a solid object, learn the properties of something unusual, or use this as a telescope or microscope.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Finally, a Jetpack
Ability

Finally, a Jetpack

You have a personal flying device anyone can wear. It can be outfitted to a character during a rest (no downtime move needed).

After its wearer makes an action roll, the GM can spend a Fear to have it run out of fuel. Its wearer descends safely to the ground, and you place this card in your Vault.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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