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Domain overview

A well-crafted disguise. An inspiring speech. A noxious gas. All are applications of a sharpened mind.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Gifted Tracker
When you’re tracking a specific creature or group of creatures based on signs of their passage, you can spend any number of Hope and ask the GM that many questions from the following list.

When you’re tracking a specific creature or group of creatures based on signs of their passage, you can spend any number of Hope and ask the GM that many questions from the following list.

  • What direction did they go?

  • How long ago did they pass through?

  • What were they doing in this location?

  • How many of them were here?

When you encounter creatures you’ve tracked in this way, gain a +1 bonus to your Evasion against them.

0
1 Ability Scoundrel
Deft Deceiver —You may spend a Hope to gain advantage on a roll to deceive or trick someone into believing a lie you tell them.

Deft Deceiver —You may spend a Hope to gain advantage on a roll to deceive or trick someone into believing a lie you tell them.

Additionally, when you have a few minutes to prepare, you may mark a Stress to don a disguise. While disguised, you have advantage on Presence Rolls to avoid scrutiny.

Pick and Pull

You have advantage on action rolls to pick nonmagical locks, disarm nonmagical traps, or stealthily steal items from a target .

1
1 Spell Commanding Speech
Inspirational Words — Your speech is imbued with power.

Inspirational Words — Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence. When you speak with an ally, you can spend a token from this card to give them one benefit from the following options: - Your ally clears a Stress. - Your ally clears a Hit Point. - Your ally gains a Hope. When you take a long rest, clear all unspent tokens.

Verbal Shredding — You speak to a creature you can see, tormenting them with your words. Make a Presence Roll against them. On a success, they must mark a Stress and are frozen with terror, making them temporarily Restrained.

1
1 Grimoire Manual of Concoctions
Knockout Gas — Make a Knowledge Roll against a target within Very Close range.

Knockout Gas — Make a Knowledge Roll against a target within Very Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.

 Smoke Bomb — Make a Knowledge Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.

 Stickslime — Make a Knowledge Roll against a target within Far range. On a success, mark a Hope and hurl a balloon of slime toward them that explodes on impact. The target and all creatures within Melee range of them must make a Reaction Roll (13). Targets who fail are Temporarily Restrained.

2

Domain cards

1

0
Ability

Gifted Tracker

When you’re tracking a specific creature or group of creatures based on signs of their passage, you can spend any number of Hope and ask the GM that many questions from the following list.

  • What direction did they go?

  • How long ago did they pass through?

  • What were they doing in this location?

  • How many of them were here?

When you encounter creatures you’ve tracked in this way, gain a +1 bonus to your Evasion against them.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Ability

Scoundrel

Deft Deceiver —You may spend a Hope to gain advantage on a roll to deceive or trick someone into believing a lie you tell them.

Additionally, when you have a few minutes to prepare, you may mark a Stress to don a disguise. While disguised, you have advantage on Presence Rolls to avoid scrutiny.

Pick and Pull

You have advantage on action rolls to pick nonmagical locks, disarm nonmagical traps, or stealthily steal items from a target .

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Spell

Commanding Speech

Inspirational Words — Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence. When you speak with an ally, you can spend a token from this card to give them one benefit from the following options: - Your ally clears a Stress. - Your ally clears a Hit Point. - Your ally gains a Hope. When you take a long rest, clear all unspent tokens.

Verbal Shredding — You speak to a creature you can see, tormenting them with your words. Make a Presence Roll against them. On a success, they must mark a Stress and are frozen with terror, making them temporarily Restrained.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

2
Grimoire

Manual of Concoctions

Knockout Gas — Make a Knowledge Roll against a target within Very Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.

 Smoke Bomb — Make a Knowledge Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.

 Stickslime — Make a Knowledge Roll against a target within Far range. On a success, mark a Hope and hurl a balloon of slime toward them that explodes on impact. The target and all creatures within Melee range of them must make a Reaction Roll (13). Targets who fail are Temporarily Restrained.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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