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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

0 results
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

3
Prepared Vial
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Cleansing Vial
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Mending Draught
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Reishi Barrier
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

0
Second Wind
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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