Nexus
Domain overview
Nexus is the Domain of synchronicity and alteration. Its followers perceive and influence the unseen threads that bind people, places, and events, shaping how they converge and transform. Every action, chance, and choice resonates through this web, and its wielders can trace hidden chains of cause and effect, subtly shift outcomes, weave fates together, or transmute one state of reality into another. Nexus reveals that all things are connected, and that what came before continually shapes what comes after.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | What Still Lingers |
Once per rest, when a scene ends, you may harvest its residue.
Once per rest, when a scene ends, you may harvest its residue. Choose one of the following options:
|
1 |
| 1 | Spell | Aftershock |
When you or an ally within Close range force an adversary to mark any amount of Hit Points, you can spend up to that much Hope to immediately make a Reaction Roll using your Spellcast trait against that target.
When you or an ally within Close range force an adversary to mark any amount of Hit Points, you can spend up to that much Hope to immediately make a Reaction Roll using your Spellcast trait against that target. You make that roll with advantage if the enemy is within Melee range. On a success, the harm inflicted to the target reverberates, making it mark a Stress for each Hope spent. |
1 |
| 1 | Spell | Disturbant Burst |
Spend a Hope to make a Spellcast Roll and send out a wave of reality's tremor to all targets within Very Close range.
Spend a Hope to make a Spellcast Roll and send out a wave of reality's tremor to all targets within Very Close range. Targets you succeed against take d6+3 magic damage using your Proficiency and must mark a Stress. When you fail with Fear against all targets, you can mark a Stress to prevent the GM from gaining a Fear, as the burst implodes back onto you. |
2 |
| 2 | Ability | Weight of Responsibility |
Once per long rest, if you have at least 2 Stress marked, you can describe how you find inspiration to fulfil your duty, gaining a bonus to your action rolls and a penalty to your reaction rolls, both equal to your Tier.
Once per long rest, if you have at least 2 Stress marked, you can describe how you find inspiration to fulfil your duty, gaining a bonus to your action rolls and a penalty to your reaction rolls, both equal to your Tier. This lasts until the end of the scene or you have less than two Stress marked. |
0 |
| 2 | Spell | Causal Chain |
Make a Spellcast Roll against two creatures within Close range.
Make a Spellcast Roll against two creatures within Close range. If at least one of the targets is your ally, make the roll with advantage. On a success, which needs one successful roll when rolling with Hope or two when with Fear, mark a Stress to make the targets Chained together. Whenever a Chained creature marks or clears Hit Points or Stress, their Chained counterpart respectively marks or clears one point of that resource. Additionally, you can spend a Hope to make the Causal Chain manifest physically, restricting Chained creatures from moving from each other farther away than their initial distance. |
1 |
| 3 | Ability | Reweave |
You can call in the mystical weave to force an adversary within Close range to reroll any dice roll.
You can call in the mystical weave to force an adversary within Close range to reroll any dice roll. Then place this card in the vault. |
3 |
| 3 | Spell | Blaze of Old |
Make a Spellcast roll against a target within Far range.
Make a Spellcast roll against a target within Far range. On a success, a part of the history gets conjures in a flash of light. Roll a number of d4s equal to your Proficiency and select one of the rolled values to describe how:
|
2 |
Domain cards
1
What Still Lingers
Once per rest, when a scene ends, you may harvest its residue. Choose one of the following options:
- Gain 2 Hope
- Clear 2 Stress
- Select one of the traits and place a lingering mark bound to it in this location. Until your next rest, if the party comes back to this location, you or an ally can invoke this mark for advantage on rolls using the trait selected before. On a success the mark still quietly lingers, and on a failure it dissapears with a sizzling sound.
1
Aftershock
When you or an ally within Close range force an adversary to mark any amount of Hit Points, you can spend up to that much Hope to immediately make a Reaction Roll using your Spellcast trait against that target. You make that roll with advantage if the enemy is within Melee range. On a success, the harm inflicted to the target reverberates, making it mark a Stress for each Hope spent.
1
Disturbant Burst
Spend a Hope to make a Spellcast Roll and send out a wave of reality's tremor to all targets within Very Close range. Targets you succeed against take d6+3 magic damage using your Proficiency and must mark a Stress. When you fail with Fear against all targets, you can mark a Stress to prevent the GM from gaining a Fear, as the burst implodes back onto you.
2
Weight of Responsibility
Once per long rest, if you have at least 2 Stress marked, you can describe how you find inspiration to fulfil your duty, gaining a bonus to your action rolls and a penalty to your reaction rolls, both equal to your Tier. This lasts until the end of the scene or you have less than two Stress marked.
2
Causal Chain
Make a Spellcast Roll against two creatures within Close range. If at least one of the targets is your ally, make the roll with advantage. On a success, which needs one successful roll when rolling with Hope or two when with Fear, mark a Stress to make the targets Chained together. Whenever a Chained creature marks or clears Hit Points or Stress, their Chained counterpart respectively marks or clears one point of that resource.
Additionally, you can spend a Hope to make the Causal Chain manifest physically, restricting Chained creatures from moving from each other farther away than their initial distance.
3
Reweave
You can call in the mystical weave to force an adversary within Close range to reroll any dice roll. Then place this card in the vault.
3
Blaze of Old
Make a Spellcast roll against a target within Far range. On a success, a part of the history gets conjures in a flash of light. Roll a number of d4s equal to your Proficiency and select one of the rolled values to describe how:
- On a 1: A historic environmental hazard manifests through the blaze. The target becomes temporarily Vulnerable.
- On a 2: The burden of history that's doomed to repeat itself manifests through the blaze. The target must mark 2 Stress.
- On a 3: Pure chaos manifests through the blaze. The target takes d20 magic damage.
- On a 4: Your attunement to the echoes of events manifests through the blaze. The target and selected creatures within Very Close range of it take d12+6 magic damage using your Proficiency.
Blaze of Old
Nexus is the Domain of synchronicity and alteration. Its followers perceive and influence the unseen threads that bind people, places, and events, shaping how they converge and transform. Every action, chance, and choice resonates through this web, and its wielders can trace hidden chains of cause and effect, subtly shift outcomes, weave fates together, or transmute one state of reality into another. Nexus reveals that all things are connected, and that what came before continually shapes what comes after.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Blaze of Old Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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Remember to be respectful. Comments are moderated and should add to the discussion.
