Demonology Domain
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Domain overview
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Faustian Bargain |
Once per rest, you can mark a number of Hit Points up to your Proficiency to clear that many stress and gain that many Hope.
Once per rest, you can mark a number of Hit Points up to your Proficiency to clear that many stress and gain that many Hope. |
0 |
| 1 | Ability | Summon demon familiar |
Mark a stress to summon a small flying demon familiar until it’s targeted by an attack or you cast this spell again.
Mark a stress to summon a small flying demon familiar until it’s targeted by an attack or you cast this spell again. While the demon is summoned, this stress cannot be cleared. You can spend a Hope to see through its eyes. When you deal damage to a target within Melee range of the demon, you deal an extra d6. |
1 |
| 1 | Spell | Infernal Blast |
Make a Spellcast Roll against a target within far range.
Make a Spellcast Roll against a target within far range. On a success, deal d8 magic damage using your Proficiency. Spend a hope to use the same Spellcast Roll against another target within range, dealing only half damage. |
1 |
| 2 | Ability | Otherworldly insight |
You have advantage on knowledge rolls regarding demons and history.Once per session, you can mark a Stress to question the infernal archives.
You have advantage on knowledge rolls regarding demons and history. Once per session, you can mark a Stress to question the infernal archives. Ask a question regarding an individual past or present. Make a Spellcast Roll. The GM determines how much information you get based on the roll. |
0 |
| 2 | Spell | Scorching Ray |
Spend any number of Hope to shoot that many beams of hellish fire.
Spend any number of Hope to shoot that many beams of hellish fire. Multiple beams can target the same or different creatures. Make a Spellcast Roll. Each target hit takes d6 magic damage per beam received. If you roll a 6 on a damage die, the target is temporarily set On Fire. |
1 |
| 3 | Ability | Fireball |
Spend 2 hope, make a Spellcast Roll.
Spend 2 hope, make a Spellcast Roll. Target a point within far range as you conjure a sphere of raging flames. Creatures within a very close range of the center take d20+5 magic damage using your Proficiency. Targets whose Difficulty is higher than the Spellcast Roll only take half damage. |
2 |
| 3 | Ability | Generous Benefactor |
Once per session, you can summon borrowed supplies from another plane.
Once per session, you can summon borrowed supplies from another plane. Mark any number of Stress to pick the same number of options in the following list. (You can pick the same option multiple times).
|
1 |
| 4 | Ability | Pyramid Scheme |
You learn to loan allies some of your power.During a rest, each player in the party can mark a Stress to imbue their weapons and spells with hellish fire.This stress can’t be cleared until the next rest, and until then, they can add a d6 to all their damage rolls.
You learn to loan allies some of your power. During a rest, each player in the party can mark a Stress to imbue their weapons and spells with hellish fire. This stress can’t be cleared until the next rest, and until then, they can add a d6 to all their damage rolls. |
0 |
| 4 | Ability | Summon Hellhounds |
Once per rest, mark up to 4 Stress and put that many tokens on this card.
Once per rest, mark up to 4 Stress and put that many tokens on this card. to summon that many Hellhounds. The pack stay close to you until you attack or take damage. When you deal damage, you can add a d10 for each token on this card, then remove a token. When an attack hits you, one of the hound leaps to take the attack in your stead, reduce the severity by one threshold then remove a token from this card. Stresses marked this way cannot be cleared while there is at least one token on this card. After each rest, remove all remaining tokens from this card. |
2 |
| 5 | Ability | Borrowed Time |
There’s more than just your life essence keeping you going.When you choose this card, permanently gain two of the following benefits (you can pick the same benefit twice):One Stress slotOne Hit Point slotThen place this card in your vault permanently.
There’s more than just your life essence keeping you going. When you choose this card, permanently gain two of the following benefits (you can pick the same benefit twice):
Then place this card in your vault permanently. |
0 |
| 5 | Spell | Hellfire Wall |
Make a Spellcast Roll (15), on a success create a wall of hellish fire between two points within far range.
Make a Spellcast Roll (15), on a success create a wall of hellish fire between two points within far range. If the wall appears on a creature, they’re shunted on the side you wish. Any creature touching the wall takes 6d6+5 magic damage. The spell ends when you cast it again or at the end of the scene. You can choose to spend 2 hope to make the wall circular instead, centered on a point within far range. |
2 |
| 6 | Ability | Chtonic Asylum |
When you would mark any number of hit point, you can instead spend a Hope to not take any damage as you briefly step into a pocket dimension somewhere in hell.
When you would mark any number of hit point, you can instead spend a Hope to not take any damage as you briefly step into a pocket dimension somewhere in hell. Then put a token on this card. You must spend one extra Hope for each token on this card. You remove all tokens on a long rest. |
1 |
| 6 | Spell | Inevitable Destination |
Spend a Hope to apply a magic sigil on a willing ally.The next time you cast this spell, mark a Stress to teleport the ally within Very Close range of you.
Spend a Hope to apply a magic sigil on a willing ally. The next time you cast this spell, mark a Stress to teleport the ally within Very Close range of you. Then the sigil disappears. The existing sigil disappear if you mark someone else. |
1 |
| 7 | Ability | Summon Infernal |
Once per long rest, mark 3 Stress to summon an Infernal within Far range.You can make a Spellcast Roll to compel the Infernal to attack a target within Close range of it.
Once per long rest, mark 3 Stress to summon an Infernal within Far range. You can make a Spellcast Roll to compel the Infernal to attack a target within Close range of it. It deals 3d20+5 magic damage. Every adversary that takes an action within Close range of the Infernal must mark 1 Hit Point. Stress marked to activate this card cannot be cleared until the Infernal disappears. The Infernal lasts until the end of the scene or you mark your last Hit Point. |
2 |
| 7 | Spell | Demon-Touched |
When 4 or more of the domain cards from your loadout are from the Demonology Domain, you gain the following benefit:When an adversary dies within far range, you can clear a Stress or gain a Hope.You have advantage on Presence Rolls to negotiate.
When 4 or more of the domain cards from your loadout are from the Demonology Domain, you gain the following benefit:
|
1 |
| 8 | Ability | Insatiable blaze |
Make a Spellcast Roll (15) to harness primordial fire.
Make a Spellcast Roll (15) to harness primordial fire. On a success, spend a Hope to burn down to ashes any object in a Very Close sized cube that isn't worn. This can include objects that would not normally burn such as a stone wall. |
0 |
| 8 | Ability | Wings of Night |
While this card is in your loadout, you sprout wings.
While this card is in your loadout, you sprout wings. You can fly and gain the following benefits:
|
1 |
| 9 | Ability | A fair trade |
Once per session, when an ally within Far Range would mark their last Hit Point and pick a death move, you can mark all your remaining Hit Point for the ally to clear as many of their own Hit Points.
Once per session, when an ally within Far Range would mark their last Hit Point and pick a death move, you can mark all your remaining Hit Point for the ally to clear as many of their own Hit Points. You then make a death move. Additionnaly, once per session, If you pick the Risk It All death move, you can reroll your Hope die and keep the greater result. This card can be used even when Vaulted. |
0 |
| 9 | Spell | Inferno |
Once per long rest, spend 3 Hope to make a Spellcast Roll.
Once per long rest, spend 3 Hope to make a Spellcast Roll. Every enemy within Far range take d20+5 magic damage using your Proficiency, and are temporarily set On Fire. Ennemies with a Difficulty higher than the Spellcast Roll take only half damage and aren't set On Fire. When a creature acts while On Fire, they must take an extra 2d6 magic damage if they are still On Fire at the end of their action. |
2 |
| 10 | Ability | Elsecaller |
You kept grasping for more power until it consumed you.
You kept grasping for more power until it consumed you. Once per session, you can tap into powers far beyond the hells. While this effect is active, you can double your Proficiency with damage rolls. You must mark a Hit Point every time you make an action roll. This damage cannot be reduced in any way. You must spend 3 hope to end this effect. It ends automatically if you mark your last Hit Point. |
3 |
| 10 | Ability | Open the gates of Hell |
Once per long rest, you can activate any number of summon cards from your loadout without paying their Stress cost.Once you do, place those cards in your vault until the next long rest.While active, the cards function the same as usual when it comes to tokens, end of effects and so on.
Once per long rest, you can activate any number of summon cards from your loadout without paying their Stress cost. Once you do, place those cards in your vault until the next long rest. While active, the cards function the same as usual when it comes to tokens, end of effects and so on. |
2 |
Domain cards
1
Faustian Bargain
Once per rest, you can mark a number of Hit Points up to your Proficiency to clear that many stress and gain that many Hope.
1
Summon demon familiar
Mark a stress to summon a small flying demon familiar until it’s targeted by an attack or you cast this spell again. While the demon is summoned, this stress cannot be cleared.
You can spend a Hope to see through its eyes.
When you deal damage to a target within Melee range of the demon, you deal an extra d6.
1
Infernal Blast
Make a Spellcast Roll against a target within far range. On a success, deal d8 magic damage using your Proficiency.
Spend a hope to use the same Spellcast Roll against another target within range, dealing only half damage.
2
Otherworldly insight
You have advantage on knowledge rolls regarding demons and history.
Once per session, you can mark a Stress to question the infernal archives. Ask a question regarding an individual past or present. Make a Spellcast Roll. The GM determines how much information you get based on the roll.
2
Scorching Ray
Spend any number of Hope to shoot that many beams of hellish fire. Multiple beams can target the same or different creatures.
Make a Spellcast Roll. Each target hit takes d6 magic damage per beam received.
If you roll a 6 on a damage die, the target is temporarily set On Fire.
When a creature acts while On Fire, they must take an extra 2d6 magic damage if they are still On Fire at the end of their action.
3
Fireball
Spend 2 hope, make a Spellcast Roll. Target a point within far range as you conjure a sphere of raging flames. Creatures within a very close range of the center take d20+5 magic damage using your Proficiency. Targets whose Difficulty is higher than the Spellcast Roll only take half damage.
3
Generous Benefactor
Once per session, you can summon borrowed supplies from another plane. Mark any number of Stress to pick the same number of options in the following list. (You can pick the same option multiple times).
Proficiency handfuls of gold.
Roll d12 using your Proficiency on the consumable table.
4
Pyramid Scheme
You learn to loan allies some of your power.
During a rest, each player in the party can mark a Stress to imbue their weapons and spells with hellish fire.
This stress can’t be cleared until the next rest, and until then, they can add a d6 to all their damage rolls.
4
Summon Hellhounds
Once per rest, mark up to 4 Stress and put that many tokens on this card. to summon that many Hellhounds. The pack stay close to you until you attack or take damage.
When you deal damage, you can add a d10 for each token on this card, then remove a token.
When an attack hits you, one of the hound leaps to take the attack in your stead, reduce the severity by one threshold then remove a token from this card.
Stresses marked this way cannot be cleared while there is at least one token on this card.
After each rest, remove all remaining tokens from this card.
5
Borrowed Time
There’s more than just your life essence keeping you going.
When you choose this card, permanently gain two of the following benefits (you can pick the same benefit twice):
One Stress slot
One Hit Point slot
Then place this card in your vault permanently.
5
Hellfire Wall
Make a Spellcast Roll (15), on a success create a wall of hellish fire between two points within far range. If the wall appears on a creature, they’re shunted on the side you wish. Any creature touching the wall takes 6d6+5 magic damage.
The spell ends when you cast it again or at the end of the scene.
You can choose to spend 2 hope to make the wall circular instead, centered on a point within far range.
6
Chtonic Asylum
When you would mark any number of hit point, you can instead spend a Hope to not take any damage as you briefly step into a pocket dimension somewhere in hell. Then put a token on this card.
You must spend one extra Hope for each token on this card. You remove all tokens on a long rest.
6
Inevitable Destination
Spend a Hope to apply a magic sigil on a willing ally.
The next time you cast this spell, mark a Stress to teleport the ally within Very Close range of you. Then the sigil disappears.
The existing sigil disappear if you mark someone else.
7
Summon Infernal
Once per long rest, mark 3 Stress to summon an Infernal within Far range.
You can make a Spellcast Roll to compel the Infernal to attack a target within Close range of it. It deals 3d20+5 magic damage.
Every adversary that takes an action within Close range of the Infernal must mark 1 Hit Point.
Stress marked to activate this card cannot be cleared until the Infernal disappears.
The Infernal lasts until the end of the scene or you mark your last Hit Point.
7
Demon-Touched
When 4 or more of the domain cards from your loadout are from the Demonology Domain, you gain the following benefit:
When an adversary dies within far range, you can clear a Stress or gain a Hope.
You have advantage on Presence Rolls to negotiate.
8
Insatiable blaze
Make a Spellcast Roll (15) to harness primordial fire. On a success, spend a Hope to burn down to ashes any object in a Very Close sized cube that isn't worn. This can include objects that would not normally burn such as a stone wall.
8
Wings of Night
While this card is in your loadout, you sprout wings. You can fly and gain the following benefits:
You can mark a Stress to carry a creature of similar size or smaller with you.
You can spend a Hope to fly up to Far range without making an Agility Roll to get there.
9
A fair trade
Once per session, when an ally within Far Range would mark their last Hit Point and pick a death move, you can mark all your remaining Hit Point for the ally to clear as many of their own Hit Points. You then make a death move.
Additionnaly, once per session, If you pick the Risk It All death move, you can reroll your Hope die and keep the greater result.
This card can be used even when Vaulted.
9
Inferno
Once per long rest, spend 3 Hope to make a Spellcast Roll. Every enemy within Far range take d20+5 magic damage using your Proficiency, and are temporarily set On Fire.
Ennemies with a Difficulty higher than the Spellcast Roll take only half damage and aren't set On Fire.
When a creature acts while On Fire, they must take an extra 2d6 magic damage if they are still On Fire at the end of their action.
10
Elsecaller
You kept grasping for more power until it consumed you. Once per session, you can tap into powers far beyond the hells.
While this effect is active, you can double your Proficiency with damage rolls.
You must mark a Hit Point every time you make an action roll. This damage cannot be reduced in any way.
You must spend 3 hope to end this effect. It ends automatically if you mark your last Hit Point.
10
Open the gates of Hell
Once per long rest, you can activate any number of summon cards from your loadout without paying their Stress cost.
Once you do, place those cards in your vault until the next long rest.
While active, the cards function the same as usual when it comes to tokens, end of effects and so on.
Open the gates of Hell
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Open the gates of Hell Subclasses
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Background Questions
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Connections
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