Flair
Designed by
Domain overview
The Flair Domain is a domain about control, manipulation, and putting yourself in the thick of it. Putting yourself out there, and taking risks is hard, but if you can manage it, the reward is certainly worth it.
(I sort of did this for Dagger Dog Dad’s Showman class. Not that he asked me to, but I was inspired. Also, part of it was to challenge myself to make a non-spell casting domain.)
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Bloodied Smile |
Whenever an enemy attack forces you to mark 1 or more Hit Points, you gain a bonus to your next attack and damage roll equal to your Tier.
Whenever an enemy attack forces you to mark 1 or more Hit Points, you gain a bonus to your next attack and damage roll equal to your Tier. |
1 |
| 1 | Ability | Intimidating Presence |
Spend any number of Hope to force an equal amount of creatures within Close range to make a reaction roll (13).
Spend any number of Hope to force an equal amount of creatures within Close range to make a reaction roll (13). On a failure, they become temporarily Overwhelmed. An Overwhelmed creature subtracts 1d4 from their attack, and damage rolls against you. |
1 |
| 1 | Ability | Irish Whip |
Whenever you make a successful attack within Melee range, you may Spend a Hope to force the target to move away from you up to Close range.
Whenever you make a successful attack within Melee range, you may Spend a Hope to force the target to move away from you up to Close range. |
0 |
| 2 | Ability | Graceful Exit |
Once per session when you make a Death Move, you may give all allies 1d6 Hope.
Once per session when you make a Death Move, you may give all allies 1d6 Hope. |
0 |
| 2 | Ability | Submission Hold |
Whenever you make a successful attack within Melee range, you may Mark a Stress to force the target to make a reaction roll (13).
Whenever you make a successful attack within Melee range, you may Mark a Stress to force the target to make a reaction roll (13). On a failure, they are temporarily Restrained. While Restrained like this, whenever someone makes a successful attack against the target, the target takes an additional 1d8 damage. |
1 |
| 3 | Ability | Empowered Momentum |
Whenever you roll a Critical Success, you may grant another ally the ability to Gain a Hope, and Clear a Stress a number of times per session equal to your Proficiency.
Whenever you roll a Critical Success, you may grant another ally the ability to Gain a Hope, and Clear a Stress a number of times per session equal to your Proficiency. |
2 |
| 3 | Ability | Play the Crowd |
Once per session, you may make a Presence roll to convince a person, or a group of people of something.
Once per session, you may make a Presence roll to convince a person, or a group of people of something. On a success, you, and all allies, gain advantage on all rolls until the end of the scene. On a failure, you, and all allies, gain disadvantage on all rolls until the end of the scene. |
1 |
| 4 | Ability | Battle Senses |
Whenever you succeed on an attack against a creature, you may spend a Hope to add 1d4 to your Evasion from their next attack against you.
Whenever you succeed on an attack against a creature, you may spend a Hope to add 1d4 to your Evasion from their next attack against you. |
1 |
| 4 | Ability | Distracting Attack |
Whenever you succeed on an attack against a creature, you may Spend a Hope to force the target to make a reaction roll (14).
Whenever you succeed on an attack against a creature, you may Spend a Hope to force the target to make a reaction roll (14). On a failure, they temporarily have disadvantage on attacks against anyone but you. |
1 |
| 5 | Ability | One-Upmanship |
Whenever a creature successfully attacks you, Mark a Stress.
Whenever a creature successfully attacks you, Mark a Stress. Your next attack against them is made at advantage. On a success, add a level of Proficiency to the damage roll. |
1 |
| 5 | Ability | Zen-Like Trance |
Once per long rest, make an Instinct roll (15).
Once per long rest, make an Instinct roll (15). On a success, you may choose one of the following options:
|
1 |
| 6 | Ability | Hammering Blow |
When you make a successful attack within Melee range, you may Mark a Stress to force the target to make a reaction roll (15).
When you make a successful attack within Melee range, you may Mark a Stress to force the target to make a reaction roll (15). On a failure, they must mark an additional Hit Point. |
2 |
| 6 | Ability | Leap of Faith |
You may give yourself disadvantage on an action roll.
You may give yourself disadvantage on an action roll. If you still succeed on the roll, you may gain an extra Hope, or Clear a Stress |
1 |
| 7 | Ability | Chokeslam |
When you make a successful attack within Melee range, you may Mark a Stress to force the target to make a reaction roll (15).
When you make a successful attack within Melee range, you may Mark a Stress to force the target to make a reaction roll (15). On a failure, they take an additional 2d10 physical damage, and are temporarily vulnerable. |
2 |
| 7 | Ability | Flair-Touched |
When 4 or more cards in your Loadout are from the Flaire domain, you gain the following Benefits:You may spend a Hope to add 1d4 to an action, or reaction roll.Whenever you make a successful attack within Melee range, you may add your level to the damage roll.
When 4 or more cards in your Loadout are from the Flaire domain, you gain the following Benefits:
|
2 |
| 8 | Ability | Confounding Dodge |
Whenever an attack within Melee range misses you, you may Spend a Hope to make an Agility roll against the creature.
Whenever an attack within Melee range misses you, you may Spend a Hope to make an Agility roll against the creature. On a success, The creature deals its attack’s damage to itself. |
1 |
| 8 | Ability | Words As A Weapon |
Whenever you make a successful Presence roll, Spend a Hope to force the target to make a reaction roll (16).
Whenever you make a successful Presence roll, Spend a Hope to force the target to make a reaction roll (16). On a failure, they mark a Stress |
2 |
| 9 | Ability | All Eyes On Me |
Spend 2 Hope, and make a Presence roll (20).
Spend 2 Hope, and make a Presence roll (20). On a success, all allies add your Presence Trait to their Evasion until the next time you get hit with an attack. |
2 |
| 9 | Ability | The Show Must Go On |
When you have 2 or fewer unmarked Hit Points, all attacks against you have Disadvantage.
When you have 2 or fewer unmarked Hit Points, all attacks against you have Disadvantage. |
1 |
| 10 | Ability | Emboldened Strikes |
Spend 3 Hope.
Spend 3 Hope. Whenever you make a successful attack roll, your next attack and damage roll gains a +1. This benefit continues until you miss an attack, or you take a rest. |
3 |
| 10 | Ability | Fire In Your Eyes |
Whenever you make a successful attack within Melee range, Spend a Hope to force the target to make a reaction roll (16).
Whenever you make a successful attack within Melee range, Spend a Hope to force the target to make a reaction roll (16). On a failure, all rolls you make against the creature have advantage, and all rolls they make against you have disadvantage. When you succeed on attacks against them, they Mark a Stress. The creature may Mark a Stress to end the condition. |
2 |
Domain cards
1
Bloodied Smile
Whenever an enemy attack forces you to mark 1 or more Hit Points, you gain a bonus to your next attack and damage roll equal to your Tier.
1
Intimidating Presence
Spend any number of Hope to force an equal amount of creatures within Close range to make a reaction roll (13). On a failure, they become temporarily Overwhelmed. An Overwhelmed creature subtracts 1d4 from their attack, and damage rolls against you.
1
Irish Whip
Whenever you make a successful attack within Melee range, you may Spend a Hope to force the target to move away from you up to Close range.
2
Graceful Exit
Once per session when you make a Death Move, you may give all allies 1d6 Hope.
2
Submission Hold
Whenever you make a successful attack within Melee range, you may Mark a Stress to force the target to make a reaction roll (13). On a failure, they are temporarily Restrained. While Restrained like this, whenever someone makes a successful attack against the target, the target takes an additional 1d8 damage.
3
Empowered Momentum
Whenever you roll a Critical Success, you may grant another ally the ability to Gain a Hope, and Clear a Stress a number of times per session equal to your Proficiency.
3
Play the Crowd
Once per session, you may make a Presence roll to convince a person, or a group of people of something. On a success, you, and all allies, gain advantage on all rolls until the end of the scene. On a failure, you, and all allies, gain disadvantage on all rolls until the end of the scene.
4
Battle Senses
Whenever you succeed on an attack against a creature, you may spend a Hope to add 1d4 to your Evasion from their next attack against you.
4
Distracting Attack
Whenever you succeed on an attack against a creature, you may Spend a Hope to force the target to make a reaction roll (14). On a failure, they temporarily have disadvantage on attacks against anyone but you.
5
One-Upmanship
Whenever a creature successfully attacks you, Mark a Stress. Your next attack against them is made at advantage. On a success, add a level of Proficiency to the damage roll.
5
Zen-Like Trance
Once per long rest, make an Instinct roll (15). On a success, you may choose one of the following options:
Clear 1d4 Hit Points or 1d4 Stress
Add your Instinct to your Evasion, or Damage Thresholds until your next rest
Give all allies 1 Hope
6
Hammering Blow
When you make a successful attack within Melee range, you may Mark a Stress to force the target to make a reaction roll (15). On a failure, they must mark an additional Hit Point.
6
Leap of Faith
You may give yourself disadvantage on an action roll. If you still succeed on the roll, you may gain an extra Hope, or Clear a Stress
7
Chokeslam
When you make a successful attack within Melee range, you may Mark a Stress to force the target to make a reaction roll (15). On a failure, they take an additional 2d10 physical damage, and are temporarily vulnerable.
7
Flair-Touched
When 4 or more cards in your Loadout are from the Flaire domain, you gain the following Benefits:
You may spend a Hope to add 1d4 to an action, or reaction roll.
Whenever you make a successful attack within Melee range, you may add your level to the damage roll.
8
Confounding Dodge
Whenever an attack within Melee range misses you, you may Spend a Hope to make an Agility roll against the creature. On a success, The creature deals its attack’s damage to itself.
8
Words As A Weapon
Whenever you make a successful Presence roll, Spend a Hope to force the target to make a reaction roll (16). On a failure, they mark a Stress
9
All Eyes On Me
Spend 2 Hope, and make a Presence roll (20). On a success, all allies add your Presence Trait to their Evasion until the next time you get hit with an attack.
9
The Show Must Go On
When you have 2 or fewer unmarked Hit Points, all attacks against you have Disadvantage.
10
Emboldened Strikes
Spend 3 Hope. Whenever you make a successful attack roll, your next attack and damage roll gains a +1. This benefit continues until you miss an attack, or you take a rest.
10
Fire In Your Eyes
Whenever you make a successful attack within Melee range, Spend a Hope to force the target to make a reaction roll (16). On a failure, all rolls you make against the creature have advantage, and all rolls they make against you have disadvantage. When you succeed on attacks against them, they Mark a Stress. The creature may Mark a Stress to end the condition.
Fire In Your Eyes
The Flair Domain is a domain about control, manipulation, and putting yourself in the thick of it. Putting yourself out there, and taking risks is hard, but if you can manage it, the reward is certainly worth it.
(I sort of did this for Dagger Dog Dad’s Showman class. Not that he asked me to, but I was inspired. Also, part of it was to challenge myself to make a non-spell casting domain.)
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Fire In Your Eyes Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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