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Flame

Domains Designed by Telrik

Domain overview

Gain control of the Sacret and Eternal Flame of the Great Phoenix

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Cinder Step
Mark 1 Stress to ignite your wings, launching yourself toward a target within Close range.

Mark 1 Stress to ignite your wings, launching yourself toward a target within Close range. Make a Melee Attack; on a success, deal your weapon damage plus 3 additional Fire Damage.

0
1 Ability Living Torch Aura
Mark 1 Stress to erupt in long, golden flames, illuminating everything within Close range.

Mark 1 Stress to erupt in long, golden flames, illuminating everything within Close range. These flames are harmless. You may make a Spellcast Roll: on a success, the light expands to Far range and suppresses Magical Darkness. On a failure, the flames flicker out.

0
1 Spell Flaming Bolt
Manifest a sphere of inner fire and hurl it at a target within Far range.

Manifest a sphere of inner fire and hurl it at a target within Far range. Make a Spellcast Roll to deal d8 + Proficiency magic fire damage. On a success, spend 1 Hope to detonate the flames, leaving the target Vulnerable.

0
2 Ability Cleansing Flames
Channel holy flames into your palm to mend a wounded ally or yourself within melee range.

Channel holy flames into your palm to mend a wounded ally or yourself within melee range. Make a Spellcast Roll (13). On a success, Mark a Stress to restore 2 HP, clear 2 Stress, or remove a negative status from the target. On a failure, you may instead Mark a Stress to restore 1 HP or clear 1 Stress. You cannot target the same creature with this ability again until your next Long Rest.

1
2 Ability Second Flame
At the start of each session, you gain 2 Flame Tokens.

At the start of each session, you gain 2 Flame Tokens. When you succeed on an attack, you may spend 1 Flame Token to let your flames roar with intensity, clearing 1d4 Stress. If you rolled a Success with Hope, your passion radiates outward and all allies within Very Close range also clear 1d4 Stress.

2
2 Spell Enchanced by the Flame
Spend 1 Hope to empower your next action with sacred fire.

Spend 1 Hope to empower your next action with sacred fire. Add a d4 to any Action Roll or Spellcast Roll you make. You may decide to use this ability after you see your initial roll, but before the GM declares the result.

1
3 Ability Intercept and Riposte
Interpose yourself when an ally within Very Close range is hit.

Interpose yourself when an ally within Very Close range is hit. Mark 1 Stress to perform a Reaction Roll with your weapon. On a success, you strike the adversary and may Mark 1 additional Stress to become the new target of the original attack, shielding your ally.

1
3 Spell Flame Shield
Once per Long Rest, spend 1 Hope to mark yourself or an ally within Very Close range with a Crest of Flame.

Once per Long Rest, spend 1 Hope to mark yourself or an ally within Very Close range with a Crest of Flame. While this crest is active, the next time that creature would mark 2 HP from an attack, they may mark 1 Armor Slot instead to ignore those Hit Points. Only one crest can be active at a time, and the effect ends after a Long Rest.

2
4 Ability Appease the Flame
Once per Long Rest, channel your devotion to sanctify the ground within Very Close range.

Once per Long Rest, channel your devotion to sanctify the ground within Very Close range. While resting within this holy circle, you and each ally who rests here gain a d4 Hope Die. You may roll this die and add the result to any future Action Roll. (This die is lost if not used before your next Long Rest).

3
4 Ability Fate of Flame
Once per Long Rest, mark 1 Stress to gaze into the flames and choose one: • Twist Fate: When you or an ally within Very Close range makes a roll, you may swap the values of the Hope and Fear dice after they are cast.

Once per Long Rest, mark 1 Stress to gaze into the flames and choose one:

  • Twist Fate: When you or an ally within Very Close range makes a roll, you may swap the values of the Hope and Fear dice after they are cast.
  • Vision of Hope: Spend a few minutes in meditation. You and all allies within Very Close range each gain 1 Hope.
1
5 Ability Primordial Smite
Once per Long Rest, spend 3 Hope to engulf your weapon in the Primordial Fire of the Great Phoenix.

Once per Long Rest, spend 3 Hope to engulf your weapon in the Primordial Fire of the Great Phoenix. Your next successful attack with this weapon deals double damage. This attack triggers Elemental Surge, counting as Magic, Fire, and Holy damage, which allows it to bypass any resistances and overcome the weapon’s original damage type.

0
5 Spell Sphere of Fire
Unleash a devastating sphere of fire at a location within Far range and make a Spellcast Roll (16).

Unleash a devastating sphere of fire at a location within Far range and make a Spellcast Roll (16). On a success, the sphere explodes, dealing 1d20 + 5 Magic Damage (using your Proficiency) to all creatures within Very Close range of the impact, though targets may make a Reaction Roll (13) to take only half damage. The area remains engulfed in flames until the end of the scene, forcing any creature that enters the area or ends its Spotlight inside to mark 1 Hit Point.

2
6 Spell Flame Javelin
Mark 2 Stress to manifest a number of fiery javelins equal to your Spellcast trait.

Mark 2 Stress to manifest a number of fiery javelins equal to your Spellcast trait. Distribute these javelins among any number of targets within Far range and make a single Spellcast Roll against them. On a success, each target takes 2d8 Magic Damage for every javelin assigned to them.

1
6 Spell Sacred Conflagration
Conjure a vortex of holy fire centered on a point within Close range and make a Spellcast Roll.

Conjure a vortex of holy fire centered on a point within Close range and make a Spellcast Roll. On a success, spend 1 Hope to ignite the storm, dealing 2d8 Magic Damage to enemies within Close ranger of the vortex center, while leaving allies unharmed. Additionally, once per Long Rest, any allies caught within the flames may immediately clear one negative status, such as Restrained or Fear, as you describe how the holy fire burns away the corruption or restraint affecting them.

1
7 Ability Flame-Touched
As long as you have 4 or more Flame Domain cards in your active loadout, you gain Phoenix Resilience, which increases both your Minor and Major Damage Thresholds by +1.

As long as you have 4 or more Flame Domain cards in your active loadout, you gain Phoenix Resilience, which increases both your Minor and Major Damage Thresholds by +1. Additionally, you gain the Rebirth Counter ability; once per Long Rest, when you are hit by an attack, you may spend 3 Hope to completely negate the damage. Upon doing so, you may immediately counterattack the attacker, adding your Spellcast Trait twice to your Attack Roll.

2
7 Ability Overwhelming Flame
Once per Long Rest, mark a Stress to engulf yourself in sacred fire.

Once per Long Rest, mark a Stress to engulf yourself in sacred fire. While this die is active, you radiate an unbearable heat.

  • Searing Presence: When an enemy attacks you, roll your Duality Dice. If the Hope die is higher, the adversary becomes Vulnerable. Place a d6 on this card with the 6 value facing up.
  • Aura of Pressure: At any time, you may Mark 1 Stress to force all adversaries within Close range to Mark 1 Stress as they buckle under the heat.

At the end of each of your turns, tick the Countdown Die. When it reaches 0, the flames flicker out.

2
8 Ability Blade of Eternal Flame
Spend 1 Hope to envelop your primary weapon in sacred fire until the end of the scene.

Spend 1 Hope to envelop your primary weapon in sacred fire until the end of the scene. While this enchantment is active, you gain the following benefits:

  • Masterful Striking: You may reroll up to 3 damage dice during the scene (choose which rolls to optimize).
  • Ignite the Mark: On a hit, place one Crest of Flame token on the target.
  • Purging Blast: You may Mark 1 Stress to detonate all Crests on an adversary. This deals d10 + Proficiency fire damage to the target. Additionally, Mark 1 Hit Point for every other enemy within Very Close range of the explosion.
2
8 Ability Flaming Judgment
Spend 2 Hope and mark 2 Stress to move yourself, your allies, and all adversaries within Far range into the Fiery Domain of the Great Phoenix.

Spend 2 Hope and mark 2 Stress to move yourself, your allies, and all adversaries within Far range into the Fiery Domain of the Great Phoenix. You all vanish from the battlefield, leaving only a Fiery Crest on the ground until the judgment is complete. While within this domain, you gain Divine Empowerment, which increases your weapon’s damage die by two sizes (to a maximum of d20) and your allies' damage dice by one size. This effect ends immediately if the adversary is defeated or if you choose to leave the domain. Upon your Heroic Return to the battlefield, your triumph inspires your party, granting each ally 2 Hope.

3
9 Ability Beacon of the Flame
Once per Long Rest, erupt into a blinding solar flare to revitalize your allies within Close range.

Once per Long Rest, erupt into a blinding solar flare to revitalize your allies within Close range. Every ally in the area immediately clears 2 Stress, heals 2 Hit Points, and gains 2 Hope. This triggers Radiant Vulnerability, causing you to start a d6 Countdown Die during which you are Vulnerable and wchić counts down each time you make an action. You may use Master of the Flame by making a Spellcast Roll (18) at any time during your Spotlight to successfully channel the energy and end the Vulnerable effect early.

2
9 Spell Burning Faith
Spend 3 Hope to sanctify all allies within Close range with the Crest of the Phoenix until the end of combat.

Spend 3 Hope to sanctify all allies within Close range with the Crest of the Phoenix until the end of combat. While this blessing is active, your allies gain supernatural resilience via Soul Shield; whenever a marked ally would take Stress from an adversary, they immediately reduce that Stress by 2. The golden crests glow brighter each time they deflect a blow to the spirit.

2
10 Ability Phoenix Rebirth
When you would cross the Veil of Death, you may instead choose to take a Scar and encase yourself in a Solar Egg.

When you would cross the Veil of Death, you may instead choose to take a Scar and encase yourself in a Solar Egg. Place a d6 Countdown Die set to 6 on your location; this die ticks down by 1 whenever any creature completes an action. If the Egg is hit by an attack or spell, increase the Countdown Die by 1 to a maximum of 6. The Egg has an Evasion of 10 and shares your Damage Thresholds. When the timer reaches 0, the Egg explodes in a flash of light, and you reappear with all Hit Points, Stress, and Hope fully restored.

2
10 Ability Sacrifice of the Phoenix
Mark 3 Stress to grant any number of allies the Blessing of the Phoenix, which remains active as long as you are on the same plane of existence.

Mark 3 Stress to grant any number of allies the Blessing of the Phoenix, which remains active as long as you are on the same plane of existence. When a blessed ally would mark their final Hit Point, you may immediately spend 1 Hope to trigger a fiery rebirth; they do not mark that Hit Point, and instead restore 1d6 Hit Points and clear 1d6 Stress. The blessing is consumed upon use, and if you fall unconscious or die, all remaining blessings flicker out.

3

Domain cards

1

0
Ability

Cinder Step

Mark 1 Stress to ignite your wings, launching yourself toward a target within Close range. Make a Melee Attack; on a success, deal your weapon damage plus 3 additional Fire Damage.

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Card Backing

1

0
Ability

Living Torch Aura

Mark 1 Stress to erupt in long, golden flames, illuminating everything within Close range. These flames are harmless. You may make a Spellcast Roll: on a success, the light expands to Far range and suppresses Magical Darkness. On a failure, the flames flicker out.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Spell

Flaming Bolt

Manifest a sphere of inner fire and hurl it at a target within Far range. Make a Spellcast Roll to deal d8 + Proficiency magic fire damage. On a success, spend 1 Hope to detonate the flames, leaving the target Vulnerable.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Ability

Cleansing Flames

Channel holy flames into your palm to mend a wounded ally or yourself within melee range. Make a Spellcast Roll (13). On a success, Mark a Stress to restore 2 HP, clear 2 Stress, or remove a negative status from the target. On a failure, you may instead Mark a Stress to restore 1 HP or clear 1 Stress. You cannot target the same creature with this ability again until your next Long Rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

2
Ability

Second Flame

At the start of each session, you gain 2 Flame Tokens. When you succeed on an attack, you may spend 1 Flame Token to let your flames roar with intensity, clearing 1d4 Stress. If you rolled a Success with Hope, your passion radiates outward and all allies within Very Close range also clear 1d4 Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Spell

Enchanced by the Flame

Spend 1 Hope to empower your next action with sacred fire. Add a d4 to any Action Roll or Spellcast Roll you make. You may decide to use this ability after you see your initial roll, but before the GM declares the result.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Ability

Intercept and Riposte

Interpose yourself when an ally within Very Close range is hit. Mark 1 Stress to perform a Reaction Roll with your weapon. On a success, you strike the adversary and may Mark 1 additional Stress to become the new target of the original attack, shielding your ally.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

2
Spell

Flame Shield

Once per Long Rest, spend 1 Hope to mark yourself or an ally within Very Close range with a Crest of Flame. While this crest is active, the next time that creature would mark 2 HP from an attack, they may mark 1 Armor Slot instead to ignore those Hit Points. Only one crest can be active at a time, and the effect ends after a Long Rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

3
Ability

Appease the Flame

Once per Long Rest, channel your devotion to sanctify the ground within Very Close range. While resting within this holy circle, you and each ally who rests here gain a d4 Hope Die. You may roll this die and add the result to any future Action Roll. (This die is lost if not used before your next Long Rest).

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Ability

Fate of Flame

Once per Long Rest, mark 1 Stress to gaze into the flames and choose one:

  • Twist Fate: When you or an ally within Very Close range makes a roll, you may swap the values of the Hope and Fear dice after they are cast.
  • Vision of Hope: Spend a few minutes in meditation. You and all allies within Very Close range each gain 1 Hope.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

0
Ability

Primordial Smite

Once per Long Rest, spend 3 Hope to engulf your weapon in the Primordial Fire of the Great Phoenix. Your next successful attack with this weapon deals double damage. This attack triggers Elemental Surge, counting as Magic, Fire, and Holy damage, which allows it to bypass any resistances and overcome the weapon’s original damage type.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

2
Spell

Sphere of Fire

Unleash a devastating sphere of fire at a location within Far range and make a Spellcast Roll (16). On a success, the sphere explodes, dealing 1d20 + 5 Magic Damage (using your Proficiency) to all creatures within Very Close range of the impact, though targets may make a Reaction Roll (13) to take only half damage. The area remains engulfed in flames until the end of the scene, forcing any creature that enters the area or ends its Spotlight inside to mark 1 Hit Point.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
Spell

Flame Javelin

Mark 2 Stress to manifest a number of fiery javelins equal to your Spellcast trait. Distribute these javelins among any number of targets within Far range and make a single Spellcast Roll against them. On a success, each target takes 2d8 Magic Damage for every javelin assigned to them.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
Spell

Sacred Conflagration

Conjure a vortex of holy fire centered on a point within Close range and make a Spellcast Roll. On a success, spend 1 Hope to ignite the storm, dealing 2d8 Magic Damage to enemies within Close ranger of the vortex center, while leaving allies unharmed. Additionally, once per Long Rest, any allies caught within the flames may immediately clear one negative status, such as Restrained or Fear, as you describe how the holy fire burns away the corruption or restraint affecting them.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Ability

Flame-Touched

As long as you have 4 or more Flame Domain cards in your active loadout, you gain Phoenix Resilience, which increases both your Minor and Major Damage Thresholds by +1. Additionally, you gain the Rebirth Counter ability; once per Long Rest, when you are hit by an attack, you may spend 3 Hope to completely negate the damage. Upon doing so, you may immediately counterattack the attacker, adding your Spellcast Trait twice to your Attack Roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Ability

Overwhelming Flame

Once per Long Rest, mark a Stress to engulf yourself in sacred fire. While this die is active, you radiate an unbearable heat.

  • Searing Presence: When an enemy attacks you, roll your Duality Dice. If the Hope die is higher, the adversary becomes Vulnerable. Place a d6 on this card with the 6 value facing up.
  • Aura of Pressure: At any time, you may Mark 1 Stress to force all adversaries within Close range to Mark 1 Stress as they buckle under the heat.

At the end of each of your turns, tick the Countdown Die. When it reaches 0, the flames flicker out.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
Ability

Blade of Eternal Flame

Spend 1 Hope to envelop your primary weapon in sacred fire until the end of the scene. While this enchantment is active, you gain the following benefits:

  • Masterful Striking: You may reroll up to 3 damage dice during the scene (choose which rolls to optimize).
  • Ignite the Mark: On a hit, place one Crest of Flame token on the target.
  • Purging Blast: You may Mark 1 Stress to detonate all Crests on an adversary. This deals d10 + Proficiency fire damage to the target. Additionally, Mark 1 Hit Point for every other enemy within Very Close range of the explosion.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

3
Ability

Flaming Judgment

Spend 2 Hope and mark 2 Stress to move yourself, your allies, and all adversaries within Far range into the Fiery Domain of the Great Phoenix. You all vanish from the battlefield, leaving only a Fiery Crest on the ground until the judgment is complete. While within this domain, you gain Divine Empowerment, which increases your weapon’s damage die by two sizes (to a maximum of d20) and your allies' damage dice by one size. This effect ends immediately if the adversary is defeated or if you choose to leave the domain. Upon your Heroic Return to the battlefield, your triumph inspires your party, granting each ally 2 Hope.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
Ability

Beacon of the Flame

Once per Long Rest, erupt into a blinding solar flare to revitalize your allies within Close range. Every ally in the area immediately clears 2 Stress, heals 2 Hit Points, and gains 2 Hope. This triggers Radiant Vulnerability, causing you to start a d6 Countdown Die during which you are Vulnerable and wchić counts down each time you make an action. You may use Master of the Flame by making a Spellcast Roll (18) at any time during your Spotlight to successfully channel the energy and end the Vulnerable effect early.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
Spell

Burning Faith

Spend 3 Hope to sanctify all allies within Close range with the Crest of the Phoenix until the end of combat. While this blessing is active, your allies gain supernatural resilience via Soul Shield; whenever a marked ally would take Stress from an adversary, they immediately reduce that Stress by 2. The golden crests glow brighter each time they deflect a blow to the spirit.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

2
Ability

Phoenix Rebirth

When you would cross the Veil of Death, you may instead choose to take a Scar and encase yourself in a Solar Egg. Place a d6 Countdown Die set to 6 on your location; this die ticks down by 1 whenever any creature completes an action. If the Egg is hit by an attack or spell, increase the Countdown Die by 1 to a maximum of 6. The Egg has an Evasion of 10 and shares your Damage Thresholds. When the timer reaches 0, the Egg explodes in a flash of light, and you reappear with all Hit Points, Stress, and Hope fully restored.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

3
Ability

Sacrifice of the Phoenix

Mark 3 Stress to grant any number of allies the Blessing of the Phoenix, which remains active as long as you are on the same plane of existence. When a blessed ally would mark their final Hit Point, you may immediately spend 1 Hope to trigger a fiery rebirth; they do not mark that Hit Point, and instead restore 1d6 Hit Points and clear 1d6 Stress. The blessing is consumed upon use, and if you fall unconscious or die, all remaining blessings flicker out.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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