Ginto
Domain overview
Ginto are small vials of concentrated reishi that Quincy prepares in advance, each holding a specific effect ready to be released in the moment it’s needed most. Cards here reflect and support Quincy’s ability to reinforce, heal, and empower those around them, drawing on techniques crafted before battle rather than raw power in the moment.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Prepared Vial |
Mark 3 Stress to throw a prepared vial of reishi at an ally within Far range, granting them advantage on their next roll.
Mark 3 Stress to throw a prepared vial of reishi at an ally within Far range, granting them advantage on their next roll. |
3 |
| 2 | Ability | Cleansing Vial |
Mark a Stress to throw a vial at an ally within Far range, removing one restraining or debilitating effect currently on them.
Mark a Stress to throw a vial at an ally within Far range, removing one restraining or debilitating effect currently on them. |
1 |
| 2 | Ability | Mending Draught |
Mark a Stress to throw a vial that bursts into restorative reishi on an ally within Far range, restoring a moderate amount of Hit Points.
Mark a Stress to throw a vial that bursts into restorative reishi on an ally within Far range, restoring a moderate amount of Hit Points. |
1 |
| 3 | Ability | Reishi Barrier |
Mark a Stress to throw a vial that bursts into a protective barrier around an ally within Far range and everyone within Close range of them, reducing the next instance of damage each takes by an amount equal to your level.
Mark a Stress to throw a vial that bursts into a protective barrier around an ally within Far range and everyone within Close range of them, reducing the next instance of damage each takes by an amount equal to your level. |
1 |
| 3 | Ability | Second Wind |
Mark 2 Stress to throw a vial at an ally within Far range who's at 0 Hit Points, restoring them to a small amount of Hit Points and letting them act immediately, even out of turn.
Mark 2 Stress to throw a vial at an ally within Far range who's at 0 Hit Points, restoring them to a small amount of Hit Points and letting them act immediately, even out of turn. |
0 |
Domain cards
1
Prepared Vial
Mark 3 Stress to throw a prepared vial of reishi at an ally within Far range, granting them advantage on their next roll.
2
Cleansing Vial
Mark a Stress to throw a vial at an ally within Far range, removing one restraining or debilitating effect currently on them.
2
Mending Draught
Mark a Stress to throw a vial that bursts into restorative reishi on an ally within Far range, restoring a moderate amount of Hit Points.
3
Reishi Barrier
Mark a Stress to throw a vial that bursts into a protective barrier around an ally within Far range and everyone within Close range of them, reducing the next instance of damage each takes by an amount equal to your level.
3
Second Wind
Mark 2 Stress to throw a vial at an ally within Far range who's at 0 Hit Points, restoring them to a small amount of Hit Points and letting them act immediately, even out of turn.
Second Wind
Ginto are small vials of concentrated reishi that Quincy prepares in advance, each holding a specific effect ready to be released in the moment it’s needed most. Cards here reflect and support Quincy’s ability to reinforce, heal, and empower those around them, drawing on techniques crafted before battle rather than raw power in the moment.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Second Wind Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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