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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

0 results
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:

  • 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

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:

  • 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.

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

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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). On a failure, they become temporarily Overwhelmed. An Overwhelmed creature subtracts 1d4 from their attack, and damage rolls against you.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

0
Ability

Graceful Exit

Once per session when you make a Death Move, you may give all allies 1d6 Hope.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
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). 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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

2
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Ability

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
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). On a failure, they temporarily have disadvantage on attacks against anyone but you.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Ability

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Ability

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

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
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). On a failure, they must mark an additional Hit Point.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
Ability

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

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
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). On a failure, they take an additional 2d10 physical damage, and are temporarily vulnerable.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

1
Ability

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
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). On a failure, they mark a Stress

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
Ability

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

1
Ability

The Show Must Go On

When you have 2 or fewer unmarked Hit Points, all attacks against you have Disadvantage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

3
Ability

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

2
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). 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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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