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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

0 results
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

1
Enthusiastic
Ability

Enthusiastic

When you make a Presence Roll, you may add your Tier to the result.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Rise to The Occasion
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Tenacious
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Debilitating Strike
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Hateful Strike
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Expose
Ability

Expose

Once per rest, when you critically succeed on an attack roll, make the target of the attack Vulnerable for the scene.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Inspirational
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Persistent
Ability

Persistent

When you fail a roll, you may spend 2 Hope to reroll your Hope or Fear die.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Taunt
Ability

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Bottle It Up
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. 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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Coup De Grâce
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.



Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
For the Cause
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
Inevitable
Ability

Inevitable

When you fail an action roll, your next action roll has advantage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Kill Every Last One
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
Adrenaline
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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
Final Charge
Ability

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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