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Designed by
Domain overview
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Spell | Roman Candle |
Make a Spellcast Roll against a target within Far range.
Make a Spellcast Roll against a target within Far range. On a success, spend a Hope to send a bolt of shimmering light towards them, dealing d8+2 magic damage using your Proficiency. The target becomes temporarily Vulnerable and glows brightly until this condition is cleared. |
1 |
| 1 | Grimoire | Book of Ava-lanche |
Cross-check: Make a Spellcast Roll against a target within Melee range.
Cross-check: Make a Spellcast Roll against a target within Melee range. On a success, they're knocked back to Far range and take d10+2 magic damage using your Proficiency. Gordie's Armor - Spend a Hope to give a target you can touch a +1 bonus to their Armor Score until their next rest of your cast Gordie's Armor again. Harley Hurricane: Once per rest, spend any number of Hope and shoot magical pucks with your face on them that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target. |
2 |
| 1 | Grimoire | Book of Ty-folli |
Wild Thing: Make a Spellcast Roll against up to three adversaries within Melee range.
Wild Thing: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flaming pucks erupt from your stick. Mysterious Missed Shot: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area withing Very Close range. The fog heavily obscures this area and everything in it. Line Change: Make a Spellcast Roll (13) to switch places with any willing creature within Far range. |
2 |
| 2 | Ability | Book of Elias |
Too Many Men: Make a Spellcast Roll (14).
Too Many Men: Make a Spellcast Roll (14). On a success, create a temporary visual illusion no larger than you within Close range that lasts for as long as you look at it. It holds up to scrutiny until an observer is within Melee range. Breakaway: When you have no adversaries within Melee range, make a Spellcast Roll (13). On a success, spend a Hope to create a portal from where you are to a point within Far range you can see. It closes once a creature has passed through it. NHL 26 Controls: Make a Spellcast Roll to temporarily lift a target you can see up into the air and move them within Close range of their original position. |
2 |
| 2 | Spell | Healing Hat |
Make a Spellcast Roll (13) and target a creature other than yourself within Melee range.
Make a Spellcast Roll (13) and target a creature other than yourself within Melee range. On a success, mark a Stress to clear 2 Hit Points or 2 Stress on the target. On a failure, mark a Stress to clear a Hit Point or a Stress on the target. You can't heal the same target again until your next long rest. |
1 |
| 3 | Ability | Book of Stanley |
Goaltender Interference: Mark a Stress to create a temporary magical crease on the ground where you stand.
Goaltender Interference: Mark a Stress to create a temporary magical crease on the ground where you stand. All adversaries within Melee range, or who enter Melee range, take 2d12+4 magic damage and are knocked back to Very Close range. Obstruction Holding: Make a Spellcast Roll against a target within Far range. On a success, they're temporarily Restrained and must mark a Stress. If you target a flying creature, this spell grounds and temporarily Restrains them. Legally Distinct Cinnamon Whisky: Make a Spellcast Roll against a target within Very Far range. On a success, shoot a puck of fire toward them that explodes on impact. The target and all creatures within Very Close range of them must make a Reaction Roll (13). Targets who fail take d20+5 magic damage using your Proficiency. Targets who succeed take half damage. |
2 |
Domain cards
1
Roman Candle
Make a Spellcast Roll against a target within Far range. On a success, spend a Hope to send a bolt of shimmering light towards them, dealing d8+2 magic damage using your Proficiency. The target becomes temporarily Vulnerable and glows brightly until this condition is cleared.
1
Book of Ava-lanche
Cross-check: Make a Spellcast Roll against a target within Melee range. On a success, they're knocked back to Far range and take d10+2 magic damage using your Proficiency.
Gordie's Armor - Spend a Hope to give a target you can touch a +1 bonus to their Armor Score until their next rest of your cast Gordie's Armor again.
Harley Hurricane: Once per rest, spend any number of Hope and shoot magical pucks with your face on them that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.
1
Book of Ty-folli
Wild Thing: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flaming pucks erupt from your stick.
Mysterious Missed Shot: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area withing Very Close range. The fog heavily obscures this area and everything in it.
Line Change: Make a Spellcast Roll (13) to switch places with any willing creature within Far range.
2
Book of Elias
Too Many Men: Make a Spellcast Roll (14). On a success, create a temporary visual illusion no larger than you within Close range that lasts for as long as you look at it. It holds up to scrutiny until an observer is within Melee range.
Breakaway: When you have no adversaries within Melee range, make a Spellcast Roll (13). On a success, spend a Hope to create a portal from where you are to a point within Far range you can see. It closes once a creature has passed through it.
NHL 26 Controls: Make a Spellcast Roll to temporarily lift a target you can see up into the air and move them within Close range of their original position.
2
Healing Hat
Make a Spellcast Roll (13) and target a creature other than yourself within Melee range. On a success, mark a Stress to clear 2 Hit Points or 2 Stress on the target. On a failure, mark a Stress to clear a Hit Point or a Stress on the target. You can't heal the same target again until your next long rest.
3
Book of Stanley
Goaltender Interference: Mark a Stress to create a temporary magical crease on the ground where you stand. All adversaries within Melee range, or who enter Melee range, take 2d12+4 magic damage and are knocked back to Very Close range.
Obstruction Holding: Make a Spellcast Roll against a target within Far range. On a success, they're temporarily Restrained and must mark a Stress. If you target a flying creature, this spell grounds and temporarily Restrains them.
Legally Distinct Cinnamon Whisky: Make a Spellcast Roll against a target within Very Far range. On a success, shoot a puck of fire toward them that explodes on impact. The target and all creatures within Very Close range of them must make a Reaction Roll (13). Targets who fail take d20+5 magic damage using your Proficiency. Targets who succeed take half damage.
Book of Stanley
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Book of Stanley Subclasses
No subclasses available.
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Background Questions
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Connections
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