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Idea

Domains Designed by Valorier • Art by Midjourney

Domain overview

Threads : Polymath. Art, Knowing things, Applying knowledge, Building and destroying things

Domain card index

0 results
Level Type Name Feature Recall
1 Ability I have a plan
When you Roll with Fear, you can gain a Hope, but the GM gains an extra Fear.Once per session, you can spend 3 Hope when the GM spends fear to make a move : This move fails.Narrate how your plan came to fruition.

When you Roll with Fear, you can gain a Hope, but the GM gains an extra Fear.

Once per session, you can spend 3 Hope when the GM spends fear to make a move : This move fails.

Narrate how your plan came to fruition.

1
1 Ability Idea Die
You can not pick this card as part of your Domain card selection.

You can not pick this card as part of your Domain card selection. Instead, you automatically receive this card when you pick at least one card from the Idea Domain. It does not count against your loadout.

Idea Dice are a special mechanics of the Idea Domain. Some cards allow you to impart a bit of your knowledge, genius or madness on your allies, in the form of an Idea Die. Idea Dice can be spent on any of the ally's Action, Reaction or Damage Roll. When an Idea Die is spent, it is rolled and added to the total.

Your Idea Die is a d4. It increases to a d6 at level 5.

Clear all Idea Dice when you take a rest.

0
1 Ability Idea sharing
The advantage die you give when you help an ally is a d8.When you help a creature, you can mark a Stress to add one of your Experiences to the test (but only the best Experience applies).Once per rest, you can help an ally without spending a Hope.

The advantage die you give when you help an ally is a d8.

When you help a creature, you can mark a Stress to add one of your Experiences to the test (but only the best Experience applies).

Once per rest, you can help an ally without spending a Hope. When you do, give your ally an Idea Die.

1
1 Ability Inspiring help
When an ally fails an Action Roll, you can spend 2 Hope to add your Knowledge or your Instinct to the Roll.Once per rest, you can use this card without spending hope.

When an ally fails an Action Roll, you can spend 2 Hope to add your Knowledge or your Instinct to the Roll.

Once per rest, you can use this card without spending hope.

1
2 Ability Anatomical study
You can target a creature within far range and spend up to 2 Hope to choose that many options in the…

You can target a creature within far range and spend up to 2 Hope to choose that many options in the following list :

  • The target becomes temporarily Vulnerable

  • You learn if the creature has any sort of damage reduction and to which damage type it applies

0
2 Ability Rudimentary aid
When you have a few minutes of peace, you can make an Instinct or Knowledge Roll (14).

When you have a few minutes of peace, you can make an Instinct or Knowledge Roll (14). On a success, you can spend 2 Hope to clear 1 Stress and 1 Hit Point on a creature.

You can only treat a creature in this way once per long rest.

Additionally, when you take the Treat wounds move during a short rest on another target, the target clears a Stress and an extra Hit Point.

2
3 Ability Mixology
Clear all tokens when you take a long rest.You can take the following rest moves:Mix concoctions (long rest): Place tokens on this card up to your Knowledge or Instinct.Quick shake (short): Add a token to the card.Spend a token to choose to :Make a Knowledge or Instinct Roll against a target within Close range.

Clear all tokens when you take a long rest.

You can take the following rest moves:

Mix concoctions (long rest): Place tokens on this card up to your Knowledge or Instinct.
Quick shake (short): Add a token to the card.

Spend a token to choose to :

  • Make a Knowledge or Instinct Roll against a target within Close range. On a success, it must mark a Stress and takes 1D8 +1 physical damage using your proficiency, then every target you succeeded against within melee range take half that damage.

  • Clear 1 Armor Slot or Hit Point on a target you can touch.

2
3 Ability Tinkerer
Add your Tier to your weapon damage and to your Finesse Roll to activate, open, repair or break a mechanism or a lock.

Add your Tier to your weapon damage and to your Finesse Roll to activate, open, repair or break a mechanism or a lock.

1
4 Ability Domino effect
You can mark a Stress and spend an even number of Hope to declare a domino effect.Place a d4 countdown with the face equal to half the hope you spent +1 on the card.

You can mark a Stress and spend an even number of Hope to declare a domino effect.

Place a d4 countdown with the face equal to half the hope you spent +1 on the card. Every time the spotlight goes back to the GM, place a token on the card, and decrease the die by 1.

When it reaches 0 or at any point before, make a Knowledge or Instinct Roll (13). On a success, give an Idea Die to one ally per token, and all adversaries within Close range you succeeded against take 1d6+3 physical damage per token.

Narrate your domino effect, then clear the card.

1
4 Ability Structural integrity
Make a Knowledge or Instinct Roll against a target within far range.

Make a Knowledge or Instinct Roll against a target within far range. On a success, it is temporarily Analyzed.

Analyzed: Damage thresholds reduced by your Proficiency.

When you take a rest, you can make a rest move to Reinforce an armor, adding +2 to its Damage Thresholds and +1 to its Armor Score, until you take a long rest.

1
5 Ability Find the Beauty
Once per session, you can help an ally within Very Close range center himself or concentrate on something beautiful or poetic.You both clear a Stress and your ally gains an Idea die.

Once per session, you can help an ally within Very Close range center himself or concentrate on something beautiful or poetic.

You both clear a Stress and your ally gains an Idea die.

0
5 Ability Stroke of genius
When you or an ally fails on a Roll, you can place this card in your Vault to declare the roll a success instead.

When you or an ally fails on a Roll, you can place this card in your Vault to declare the roll a success instead. If it was an ally's Roll and it was with Fear, give them an Idea Die.

Narrate how your stroke of genius saved the day.

4
6 Ability Perspective
Spend a Hope to give some obscure advice to an ally within Close range, giving them an Idea Die.

Spend a Hope to give some obscure advice to an ally within Close range, giving them an Idea Die.

2
6 Ability Physical comedy
Once per rest, when you fail an Action or Reaction Roll, you can spend a Hope to instead succeed with Fear.Choose an ally within Close range that your inopinate success inspires.

Once per rest, when you fail an Action or Reaction Roll, you can spend a Hope to instead succeed with Fear.

Choose an ally within Close range that your inopinate success inspires. They gain a Hope.

1
7 Ability Idea touched
While 4 or more cards from your loadout are from the Idea domain, you gain the following benefits:Reduce the recall costs of all your cards by 1 unless it is already 1 or 0.When you spend any number of Hope, you can mark 2 Stress to spend one less hope.

While 4 or more cards from your loadout are from the Idea domain, you gain the following benefits:

  • Reduce the recall costs of all your cards by 1 unless it is already 1 or 0.

  • When you spend any number of Hope, you can mark 2 Stress to spend one less hope.

2
7 Ability Rythm reading
When you take a long rest, clear all tokens, then place one token on this card.Once per attack, when you or a Very Close ally are hit by an attack, you can spend 1 Hope per token on this card to reduce the severity by one Threshold, then place a token on this card.You can mark 3 Stress to remove 1 token from this card.

When you take a long rest, clear all tokens, then place one token on this card.

Once per attack, when you or a Very Close ally are hit by an attack, you can spend 1 Hope per token on this card to reduce the severity by one Threshold, then place a token on this card.

You can mark 3 Stress to remove 1 token from this card.

3
8 Ability Encyclopedic knowledge
When you make a Roll and you have no eligible experience, you can spend 2 Hope to add +2 to the roll.

When you make a Roll and you have no eligible experience, you can spend 2 Hope to add +2 to the roll.

2
8 Ability Make a scene
When you are in a social gathering like a meeting or a show, you can make a Knowledge, Instinct or Presence roll (16).

When you are in a social gathering like a meeting or a show, you can make a Knowledge, Instinct or Presence roll (16). On a success, spend as many Hope and mark as many Stress as you want, and sum them to get a number of points.

Spread that number of points amongst the attendees as you wish. Each target marks a Stress per point received (you can not kill anyone!).

Narrate how you made this gathering a painful drag for everyone.

1
9 Ability Creative philosophy
When you should make an Action Roll, you can spend a Hope to make the Roll with your Knowledge or your Instinct.Once per session, you can mark a Stress and describe how you overcome an obstacle.

When you should make an Action Roll, you can spend a Hope to make the Roll with your Knowledge or your Instinct.

Once per session, you can mark a Stress and describe how you overcome an obstacle. You automatically succeed on a test or produce a temporary object which helps move the scene forward.

2
9 Ability Erudite
When you add this card to your loadout, choose Knowledge, Instinct or Presence :Add +1 to this trait until you place this card in your Vault.

When you add this card to your loadout, choose Knowledge, Instinct or Presence :

Add +1 to this trait until you place this card in your Vault.

2
10 Ability Accomplished polymath
When you choose this card, apply the following effects to your character :- Choose a new Experience, which starts at +2- Add +1 to three of your Experiences- Increase your maximum Stress by 1Once you have applied these effect, place this card in your Vault permanently.

When you choose this card, apply the following effects to your character :
- Choose a new Experience, which starts at +2
- Add +1 to three of your Experiences
- Increase your maximum Stress by 1

Once you have applied these effect, place this card in your Vault permanently.

0
10 Ability No problem without a solution
Once per session, you can add or remove 1 token from every card with at least 1 token, and add or remove 1 to one counter or countdown in play.You and your allies gain a Hope.

Once per session, you can add or remove 1 token from every card with at least 1 token, and add or remove 1 to one counter or countdown in play.

You and your allies gain a Hope. The GM loses a Fear.

You then place this card in your Vault and recall a card with a Recall cost of 1 for free.

Don't forget to remind everyone you're a genius.

2

Domain cards

1

1
I have a plan
Ability

I have a plan

When you Roll with Fear, you can gain a Hope, but the GM gains an extra Fear.

Once per session, you can spend 3 Hope when the GM spends fear to make a move : This move fails.

Narrate how your plan came to fruition.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Idea Die
Ability

Idea Die

You can not pick this card as part of your Domain card selection. Instead, you automatically receive this card when you pick at least one card from the Idea Domain. It does not count against your loadout.

Idea Dice are a special mechanics of the Idea Domain. Some cards allow you to impart a bit of your knowledge, genius or madness on your allies, in the form of an Idea Die. Idea Dice can be spent on any of the ally's Action, Reaction or Damage Roll. When an Idea Die is spent, it is rolled and added to the total.

Your Idea Die is a d4. It increases to a d6 at level 5.

Clear all Idea Dice when you take a rest.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Idea sharing
Ability

Idea sharing

The advantage die you give when you help an ally is a d8.

When you help a creature, you can mark a Stress to add one of your Experiences to the test (but only the best Experience applies).

Once per rest, you can help an ally without spending a Hope. When you do, give your ally an Idea Die.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Inspiring help
Ability

Inspiring help

When an ally fails an Action Roll, you can spend 2 Hope to add your Knowledge or your Instinct to the Roll.

Once per rest, you can use this card without spending hope.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

0
Anatomical study
Ability

Anatomical study

You can target a creature within far range and spend up to 2 Hope to choose that many options in the following list :

  • The target becomes temporarily Vulnerable

  • You learn if the creature has any sort of damage reduction and to which damage type it applies

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

2
Rudimentary aid
Ability

Rudimentary aid

When you have a few minutes of peace, you can make an Instinct or Knowledge Roll (14). On a success, you can spend 2 Hope to clear 1 Stress and 1 Hit Point on a creature.

You can only treat a creature in this way once per long rest.

Additionally, when you take the Treat wounds move during a short rest on another target, the target clears a Stress and an extra Hit Point.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

2
Mixology
Ability

Mixology

Clear all tokens when you take a long rest.

You can take the following rest moves:

Mix concoctions (long rest): Place tokens on this card up to your Knowledge or Instinct.
Quick shake (short): Add a token to the card.

Spend a token to choose to :

  • Make a Knowledge or Instinct Roll against a target within Close range. On a success, it must mark a Stress and takes 1D8 +1 physical damage using your proficiency, then every target you succeeded against within melee range take half that damage.

  • Clear 1 Armor Slot or Hit Point on a target you can touch.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Tinkerer
Ability

Tinkerer

Add your Tier to your weapon damage and to your Finesse Roll to activate, open, repair or break a mechanism or a lock.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Domino effect
Ability

Domino effect

You can mark a Stress and spend an even number of Hope to declare a domino effect.

Place a d4 countdown with the face equal to half the hope you spent +1 on the card. Every time the spotlight goes back to the GM, place a token on the card, and decrease the die by 1.

When it reaches 0 or at any point before, make a Knowledge or Instinct Roll (13). On a success, give an Idea Die to one ally per token, and all adversaries within Close range you succeeded against take 1d6+3 physical damage per token.

Narrate your domino effect, then clear the card.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Structural integrity
Ability

Structural integrity

Make a Knowledge or Instinct Roll against a target within far range. On a success, it is temporarily Analyzed.

Analyzed: Damage thresholds reduced by your Proficiency.

When you take a rest, you can make a rest move to Reinforce an armor, adding +2 to its Damage Thresholds and +1 to its Armor Score, until you take a long rest.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

0
Find the Beauty
Ability

Find the Beauty

Once per session, you can help an ally within Very Close range center himself or concentrate on something beautiful or poetic.

You both clear a Stress and your ally gains an Idea die.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

4
Stroke of genius
Ability

Stroke of genius

When you or an ally fails on a Roll, you can place this card in your Vault to declare the roll a success instead. If it was an ally's Roll and it was with Fear, give them an Idea Die.

Narrate how your stroke of genius saved the day.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
Perspective
Ability

Perspective

Spend a Hope to give some obscure advice to an ally within Close range, giving them an Idea Die.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
Physical comedy
Ability

Physical comedy

Once per rest, when you fail an Action or Reaction Roll, you can spend a Hope to instead succeed with Fear.

Choose an ally within Close range that your inopinate success inspires. They gain a Hope.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Idea touched
Ability

Idea touched

While 4 or more cards from your loadout are from the Idea domain, you gain the following benefits:

  • Reduce the recall costs of all your cards by 1 unless it is already 1 or 0.

  • When you spend any number of Hope, you can mark 2 Stress to spend one less hope.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

3
Rythm reading
Ability

Rythm reading

When you take a long rest, clear all tokens, then place one token on this card.

Once per attack, when you or a Very Close ally are hit by an attack, you can spend 1 Hope per token on this card to reduce the severity by one Threshold, then place a token on this card.

You can mark 3 Stress to remove 1 token from this card.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
Encyclopedic knowledge
Ability

Encyclopedic knowledge

When you make a Roll and you have no eligible experience, you can spend 2 Hope to add +2 to the roll.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

1
Make a scene
Ability

Make a scene

When you are in a social gathering like a meeting or a show, you can make a Knowledge, Instinct or Presence roll (16). On a success, spend as many Hope and mark as many Stress as you want, and sum them to get a number of points.

Spread that number of points amongst the attendees as you wish. Each target marks a Stress per point received (you can not kill anyone!).

Narrate how you made this gathering a painful drag for everyone.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
Creative philosophy
Ability

Creative philosophy

When you should make an Action Roll, you can spend a Hope to make the Roll with your Knowledge or your Instinct.

Once per session, you can mark a Stress and describe how you overcome an obstacle. You automatically succeed on a test or produce a temporary object which helps move the scene forward.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
Erudite
Ability

Erudite

When you add this card to your loadout, choose Knowledge, Instinct or Presence :

Add +1 to this trait until you place this card in your Vault.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

0
Accomplished polymath
Ability

Accomplished polymath

When you choose this card, apply the following effects to your character :
- Choose a new Experience, which starts at +2
- Add +1 to three of your Experiences
- Increase your maximum Stress by 1

Once you have applied these effect, place this card in your Vault permanently.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

2
No problem without a solution
Ability

No problem without a solution

Once per session, you can add or remove 1 token from every card with at least 1 token, and add or remove 1 to one counter or countdown in play.

You and your allies gain a Hope. The GM loses a Fear.

You then place this card in your Vault and recall a card with a Recall cost of 1 for free.

Don't forget to remind everyone you're a genius.

Quill Icon Midjourney
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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