Heart
Domain overview
A domain focused on turning ambition into dead titans. Those of this domain fight the never-ending battle against the titans not for the glory or the recognition, but for their undying hatred of them.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Enthusiastic |
When you make a Presence Roll, you may add your Tier to the result.
When you make a Presence Roll, you may add your Tier to the result. |
1 |
| 1 | Ability | Rise to The Occasion |
Once per rest, after failing any roll, you may grant a bonus to that roll equal to your marked Hit Points and Stress combined, potentially changing the result to a success.
Once per rest, after failing any roll, you may grant a bonus to that roll equal to your marked Hit Points and Stress combined, potentially changing the result to a success. |
1 |
| 1 | Ability | Tenacious |
If you have at least one Hit Point marked, you gain a bonus to your Damage Rolls equal to twice the Hit Points marked.
If you have at least one Hit Point marked, you gain a bonus to your Damage Rolls equal to twice the Hit Points marked. |
1 |
| 2 | Ability | Debilitating Strike |
When you would force a target to mark a number of Hit Points from an attack, you can spend 2 Hope to force the target to mark that amount of Stress instead.
When you would force a target to mark a number of Hit Points from an attack, you can spend 2 Hope to force the target to mark that amount of Stress instead. |
1 |
| 2 | Ability | Hateful Strike |
On a successful attack using a weapon with a Melee range, gain a bonus to your damage roll equal to your Presence.
On a successful attack using a weapon with a Melee range, gain a bonus to your damage roll equal to your Presence. |
1 |
| 3 | Ability | Expose |
Once per rest, when you critically succeed on an attack roll, make the target of the attack Vulnerable for the scene.
Once per rest, when you critically succeed on an attack roll, make the target of the attack Vulnerable for the scene. |
1 |
| 3 | Ability | Inspirational |
Once per rest, when you critically succeed on an attack, yourself and all allies within Close range can clear a Stress or gain a Hope.
Once per rest, when you critically succeed on an attack, yourself and all allies within Close range can clear a Stress or gain a Hope. |
1 |
| 4 | Ability | Persistent |
When you fail a roll, you may spend 2 Hope to reroll your Hope or Fear die.
When you fail a roll, you may spend 2 Hope to reroll your Hope or Fear die. |
1 |
| 4 | Ability | Taunt |
Describe how you taunt a target within Close range, then make a Presence Roll against them.
Describe how you taunt a target within Close range, then make a Presence Roll against them. On a success, the target must mark a Stress, and the next time the GM spotlights them, they must target you with an attack, which they make with disadvantage. |
1 |
| 5 | Ability | Bottle It Up |
When you mark 1 or more Hit Points, you can mark a Stress to place a number of tokens equal to the number of Hit Points you marked on this card.
When you mark 1 or more Hit Points, you can mark a Stress to place a number of tokens equal to the number of Hit Points you marked on this card. On your next successful attack, force the target to mark Hit Points equal to the number of tokens you have, then clear all tokens from this card. |
1 |
| 5 | Ability | Coup De Grâce |
Once per rest, when you critically succeed on an attack, you and all allies who can see or hear you can clear a Hit Point or 1d4 Stress.
Once per rest, when you critically succeed on an attack, you and all allies who can see or hear you can clear a Hit Point or 1d4 Stress. |
1 |
| 6 | Ability | For the Cause |
Gain a bonus to your Severe threshold equal to your Proficiency.When you mark 1 or more Hit Points from an attack, gain a Hope.
Gain a bonus to your Severe threshold equal to your Proficiency. When you mark 1 or more Hit Points from an attack, gain a Hope. |
2 |
| 6 | Ability | Inevitable |
When you fail an action roll, your next action roll has advantage.
When you fail an action roll, your next action roll has advantage. |
2 |
| 7 | Ability | Kill Every Last One |
Once per long rest, immediately after a successful attack roll, mark 4 Stress to change the result to a critical success.
Once per long rest, immediately after a successful attack roll, mark 4 Stress to change the result to a critical success. |
2 |
| 8 | Ability | Adrenaline |
When you roll with advantage and have 1 or more Hit Points marked, your advantage die becomes a d8.Additionally, after you make an Action roll, you may mark 2 Stress to roll 1d8 and add it to your result.
When you roll with advantage and have 1 or more Hit Points marked, your advantage die becomes a d8. Additionally, after you make an Action roll, you may mark 2 Stress to roll 1d8 and add it to your result. |
2 |
| 8 | Ability | Final Charge |
Once per long rest, mark 3 Stress to push your body to its limits.
Once per long rest, mark 3 Stress to push your body to its limits. Gain a +2 bonus to all of your character traits until your next rest. |
2 |
Domain cards
1
Enthusiastic
When you make a Presence Roll, you may add your Tier to the result.
1
Rise to The Occasion
Once per rest, after failing any roll, you may grant a bonus to that roll equal to your marked Hit Points and Stress combined, potentially changing the result to a success.
1
Tenacious
If you have at least one Hit Point marked, you gain a bonus to your Damage Rolls equal to twice the Hit Points marked.
2
Debilitating Strike
When you would force a target to mark a number of Hit Points from an attack, you can spend 2 Hope to force the target to mark that amount of Stress instead.
2
Hateful Strike
On a successful attack using a weapon with a Melee range, gain a bonus to your damage roll equal to your Presence.
3
Expose
Once per rest, when you critically succeed on an attack roll, make the target of the attack Vulnerable for the scene.
3
Inspirational
Once per rest, when you critically succeed on an attack, yourself and all allies within Close range can clear a Stress or gain a Hope.
4
Persistent
When you fail a roll, you may spend 2 Hope to reroll your Hope or Fear die.
4
Taunt
Describe how you taunt a target within Close range, then make a Presence Roll against them. On a success, the target must mark a Stress, and the next time the GM spotlights them, they must target you with an attack, which they make with disadvantage.
5
Bottle It Up
When you mark 1 or more Hit Points, you can mark a Stress to place a number of tokens equal to the number of Hit Points you marked on this card. On your next successful attack, force the target to mark Hit Points equal to the number of tokens you have, then clear all tokens from this card.
5
Coup De Grâce
Once per rest, when you critically succeed on an attack, you and all allies who can see or hear you can clear a Hit Point or 1d4 Stress.
6
For the Cause
Gain a bonus to your Severe threshold equal to your Proficiency.
When you mark 1 or more Hit Points from an attack, gain a Hope.
6
Inevitable
When you fail an action roll, your next action roll has advantage.
7
Kill Every Last One
Once per long rest, immediately after a successful attack roll, mark 4 Stress to change the result to a critical success.
8
Adrenaline
When you roll with advantage and have 1 or more Hit Points marked, your advantage die becomes a d8.
Additionally, after you make an Action roll, you may mark 2 Stress to roll 1d8 and add it to your result.
8
Final Charge
Once per long rest, mark 3 Stress to push your body to its limits. Gain a +2 bonus to all of your character traits until your next rest.
Final Charge
A domain focused on turning ambition into dead titans. Those of this domain fight the never-ending battle against the titans not for the glory or the recognition, but for their undying hatred of them.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Final Charge Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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