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Gear

Domains Designed by DM POLMOHARA • Art by Polmohara

Domain overview

Domain card index

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Level Type Name Feature Recall
1 Ability Armorsmith
While you’re wearing armor, gain a +1 bonus to your Armor Score.During a rest, you can do 1 Repair A…

While you’re wearing armor, gain a +1 bonus to your Armor Score.
During a rest, you can do 1 Repair Armor on a Short Rest or Repair All Armor on a Long Rest without spending a Downtime Move

0
1 Ability Gear Iron
When you deal Weapon Damage to a Creature you can spend 1 Hope to change the value of 1s to the Max …

When you deal Weapon Damage to a Creature you can spend 1 Hope to change the value of 1s to the Max Value Damage

0
1 Ability Reinforce
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.

At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.
When you or an Ally within Close Range takes damage you may spend any number of token to temporarily for that damage to increase the damage thresholds of your target by d6s equal to the token spent
At the end of each session, clear all unspent tokens.

1
2 Ability Tracer
Mark a Stress to plant a tracking device.

Mark a Stress to plant a tracking device. Until this mark disappears, you always know the direction of the marked creature relative to you and when you deal damage it you add you spellcasting trait to your damage roll. The Tracker disappears when you use this spell again.

0
2 Spell Alarmed Zone
Spend a Hope and target an point within Close, from that point this effect can expand up to Very Close.

Spend a Hope and target an point within Close, from that point this effect can expand up to Very Close. Impose a simple rule like Say No Lie, Dont move in or out etc...
If the Rule is violated in the Area the area Emits a Predetermined Color or Sound

2
3 Ability Enhance Weapon
Spend a Hope to imbue a Weapon within Very Close Range of you, When that Weapon Deals Damage its Weilder may Mark as Stress to Add 1 Damage Dice.

Spend a Hope to imbue a Weapon within Very Close Range of you, When that Weapon Deals Damage its Weilder may Mark as Stress to Add 1 Damage Dice.

1
3 Spell Bolas Chain
Make a Spellcast Roll on a Target Creature at Far.

Make a Spellcast Roll on a Target Creature at Far. On a success the creature is now Temporarily Restrained
You may then Mark a Stress to pull to an area within Close Range and deal 1d8+5 physical damage increased by Profiency.

  • If it collides first with a Structure and take damage

  • If it collides first to a Creature, the 2nd Creature must fail an Strength Reaction Roll (13) or both of the takes damage but if 2nd Creature Succeeds only the first takes damage

2
4 Ability Flash of Genius
When you use your Experience on a Reaction Roll you may Mark a Stress double its value

When you use your Experience on a Reaction Roll you may Mark a Stress double its value

1
4 Spell Blow up in thier Face
When you make an Attack Roll that deals damage and the result is a Success with Fear.

When you make an Attack Roll that deals damage and the result is a Success with Fear. You may Mark a Stress all other Creatures within Very Close of your Target must make a Agility Reaction Roll (14) or take half of the damage dealt

1
5 Ability Armor Warding
Spend a Hope to Imbue Wards on an Armor.

Spend a Hope to Imbue Wards on an Armor. When the Wearer of the Armor takes Damage it may Mark a Stress to increase your Tresholds by 1d8 on that Damage

3
5 Spell Configure Power
When Creature within Close Range (including you) is imposed to do a Reaction Roll.

When Creature within Close Range (including you) is imposed to do a Reaction Roll. You may Mark a Stress to reduce or increase the difficulty of the Reaction Roll by 1d4 for that creature

1
6 Ability Create Grimoire
Attach 2 Level 3 or lower Spell Domain Cards Irregardless if they are outside of your domain or comi…

Attach 2 Level 3 or lower Spell Domain Cards Irregardless if they are outside of your domain or coming for 2 diffrent domains

Those Spell Domain Card are now part of your Grimioire

The total Recall cost of this card is the Sum Recall Cost of the 2 Chosen Spell Domain Cards

0
6 Spell Bomb Shard
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.

At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.
Spend a token to choose a point within Far Range. Every target within Very Close range of this point must make an Agility Reaction Roll (15). Targets who fail takes 1d20+5 magic damage increase by your Profiency. Targets who succeed takes half damage.

2
7 Ability Gear-Touched
When 4 or more of the domain cards in your loadout are from the Gear domain, gain the following bene…

When 4 or more of the domain cards in your loadout are from the Gear domain, gain the following benefits:

  • You may Mark a Stress to gain the Benefit as of Marking an Armor

  • Once per Rest, You may Recall a Domain Card without Marking a Stress

2
7 Ability Recall
Spend 1 Hope and make Spellcast Roll (14)On a Success with Hope Target 2 Willing Allies you can see …

Spend 1 Hope and make Spellcast Roll (14)

  • On a Success with Hope Target 2 Willing Allies you can see and have them Teleport within Melee of you and they Unmark a Hitpoint or Stress

  • On a Success with Fear Target 1 Willing Ally you can see and have them Teleport within Melee of you and they Unmark a Hitpoint or Stress

  • On a Fail with Hope Target 1 Willing Ally you can see and have them Teleport within Melee of you

0
8 Ability Contigent
When you spend atleast 1 Hope on an Action Roll (Including adding your Experience).You may Mark a St…

When you spend atleast 1 Hope on an Action Roll (Including adding your Experience).

You may Mark a Stress to Reroll and take the new Result,

If you still dont want the result You may Mark 2 Stress to reroll again and take the new Result

1
8 Spell Spell Cannon
Make a Spellcast Roll against a Target.

Make a Spellcast Roll against a Target. On a Success Vault 1 Domain Card and Deal Damage equal to a number of 1d6s increase by your proficiency plus the Level of the Domain Card

2
9 Spell Caustic Armor
Mark 3 Stress you choose betweenYou take half Damage on Physical AttackYou take half Damage on Magic…

Mark 3 Stress you choose between

  • You take half Damage on Physical Attack

  • You take half Damage on Magical Attack

This effect ends at the end of the scene or you activate this spell again

3
9 Spell Gear Grind
Make a Spellcast Roll on a Target Creature at Far Range.

Make a Spellcast Roll on a Target Creature at Far Range. On a success the Creature Marks a Stress and takes 1d10+5 magical damage increased by your Proficiency.
You then gain a number of Tokens equal to the Hit Point Marked by your target
When your or an Ally within Close Range deals Magical Damage, Spend a number of Tokens to add another Damage Dice per token spent

2
10 Ability Smooth Gear Movement
Once per Rest you may declare fluidity of Party.Activate this ability and immediately take the Spotl…

Once per Rest you may declare fluidity of Party.

Activate this ability and immediately take the Spotlight.

Have each Player Character take 1 Spotlight each.

If during these spotlight the Players rolls with Fear the GM does not gain Fear

Once all player characters has taken Spotlight this effect ends

3
10 Spell Protection Field
Spend 3 Hope, You Emmit a magical covering for you and your Allies that are within Close Range of yo…

Spend 3 Hope, You Emmit a magical covering for you and your Allies that are within Close Range of you, When you and/or Allies within Close Range of you takes damage you may Spend a Hope per Creature and Reduce the damage taken to half and then reduce the number of hit points Marked by 1
This effect last until the end of the Scene

3

Domain cards

1

0
Armorsmith
Ability

Armorsmith

While you’re wearing armor, gain a +1 bonus to your Armor Score.
During a rest, you can do 1 Repair Armor on a Short Rest or Repair All Armor on a Long Rest without spending a Downtime Move

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Gear Iron
Ability

Gear Iron

When you deal Weapon Damage to a Creature you can spend 1 Hope to change the value of 1s to the Max Value Damage

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Reinforce
Ability

Reinforce

At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.
When you or an Ally within Close Range takes damage you may spend any number of token to temporarily for that damage to increase the damage thresholds of your target by d6s equal to the token spent
At the end of each session, clear all unspent tokens.

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

0
Tracer
Ability

Tracer

Mark a Stress to plant a tracking device. Until this mark disappears, you always know the direction of the marked creature relative to you and when you deal damage it you add you spellcasting trait to your damage roll. The Tracker disappears when you use this spell again.

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

2
Alarmed Zone
Spell

Alarmed Zone

Spend a Hope and target an point within Close, from that point this effect can expand up to Very Close. Impose a simple rule like Say No Lie, Dont move in or out etc...
If the Rule is violated in the Area the area Emits a Predetermined Color or Sound

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Enhance Weapon
Ability

Enhance Weapon

Spend a Hope to imbue a Weapon within Very Close Range of you, When that Weapon Deals Damage its Weilder may Mark as Stress to Add 1 Damage Dice.

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

2
Bolas Chain
Spell

Bolas Chain

Make a Spellcast Roll on a Target Creature at Far. On a success the creature is now Temporarily Restrained
You may then Mark a Stress to pull to an area within Close Range and deal 1d8+5 physical damage increased by Profiency.

  • If it collides first with a Structure and take damage

  • If it collides first to a Creature, the 2nd Creature must fail an Strength Reaction Roll (13) or both of the takes damage but if 2nd Creature Succeeds only the first takes damage

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Flash of Genius
Ability

Flash of Genius

When you use your Experience on a Reaction Roll you may Mark a Stress double its value

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Blow up in thier Face
Spell

Blow up in thier Face

When you make an Attack Roll that deals damage and the result is a Success with Fear. You may Mark a Stress all other Creatures within Very Close of your Target must make a Agility Reaction Roll (14) or take half of the damage dealt

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

3
Armor Warding
Ability

Armor Warding

Spend a Hope to Imbue Wards on an Armor. When the Wearer of the Armor takes Damage it may Mark a Stress to increase your Tresholds by 1d8 on that Damage

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Configure Power
Spell

Configure Power

When Creature within Close Range (including you) is imposed to do a Reaction Roll. You may Mark a Stress to reduce or increase the difficulty of the Reaction Roll by 1d4 for that creature

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

0
Create Grimoire
Ability

Create Grimoire

Attach 2 Level 3 or lower Spell Domain Cards Irregardless if they are outside of your domain or coming for 2 diffrent domains

Those Spell Domain Card are now part of your Grimioire

The total Recall cost of this card is the Sum Recall Cost of the 2 Chosen Spell Domain Cards

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
Bomb Shard
Spell

Bomb Shard

At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.
Spend a token to choose a point within Far Range. Every target within Very Close range of this point must make an Agility Reaction Roll (15). Targets who fail takes 1d20+5 magic damage increase by your Profiency. Targets who succeed takes half damage.

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Gear-Touched
Ability

Gear-Touched

When 4 or more of the domain cards in your loadout are from the Gear domain, gain the following benefits:

  • You may Mark a Stress to gain the Benefit as of Marking an Armor

  • Once per Rest, You may Recall a Domain Card without Marking a Stress

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

0
Recall
Ability

Recall

Spend 1 Hope and make Spellcast Roll (14)

  • On a Success with Hope Target 2 Willing Allies you can see and have them Teleport within Melee of you and they Unmark a Hitpoint or Stress

  • On a Success with Fear Target 1 Willing Ally you can see and have them Teleport within Melee of you and they Unmark a Hitpoint or Stress

  • On a Fail with Hope Target 1 Willing Ally you can see and have them Teleport within Melee of you

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

1
Contigent
Ability

Contigent

When you spend atleast 1 Hope on an Action Roll (Including adding your Experience).

You may Mark a Stress to Reroll and take the new Result,

If you still dont want the result You may Mark 2 Stress to reroll again and take the new Result

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
Spell Cannon
Spell

Spell Cannon

Make a Spellcast Roll against a Target. On a Success Vault 1 Domain Card and Deal Damage equal to a number of 1d6s increase by your proficiency plus the Level of the Domain Card

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

3
Caustic Armor
Spell

Caustic Armor

Mark 3 Stress you choose between

  • You take half Damage on Physical Attack

  • You take half Damage on Magical Attack

This effect ends at the end of the scene or you activate this spell again

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
Gear Grind
Spell

Gear Grind

Make a Spellcast Roll on a Target Creature at Far Range. On a success the Creature Marks a Stress and takes 1d10+5 magical damage increased by your Proficiency.
You then gain a number of Tokens equal to the Hit Point Marked by your target
When your or an Ally within Close Range deals Magical Damage, Spend a number of Tokens to add another Damage Dice per token spent

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

3
Smooth Gear Movement
Ability

Smooth Gear Movement

Once per Rest you may declare fluidity of Party.

Activate this ability and immediately take the Spotlight.

Have each Player Character take 1 Spotlight each.

If during these spotlight the Players rolls with Fear the GM does not gain Fear

Once all player characters has taken Spotlight this effect ends

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

3
Protection Field
Spell

Protection Field

Spend 3 Hope, You Emmit a magical covering for you and your Allies that are within Close Range of you, When you and/or Allies within Close Range of you takes damage you may Spend a Hope per Creature and Reduce the damage taken to half and then reduce the number of hit points Marked by 1
This effect last until the end of the Scene

Quill Icon Polmohara
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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