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Paths

Domains Designed by Cixtian

Domain overview

Paths grant access to flow, fate, and navigation. It’s about the “Golden Thread” and the “Fork in the Road,” and should feel like they are thinning the veil between what is and what could be.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Balance the Scales
When you make an Action Roll and result in a Roll with Hope, you may replace the Hope Die's value with a natural 6.

When you make an Action Roll and result in a Roll with Hope, you may replace the Hope Die's value with a natural 6. If you do, store the original rolled value as a Balance token (Set an unused die to it's value). You can store a maximum number of Balance Tokens equal to half your Stress Rank (rounded up). You may later spend a hope to swap the value of any stored Balance token with either your Hope or Fear die on an Action Roll before the outcome is determined.

Whenever you mark 1 Stress, you must discard one of your stored Balance Dice.

1
1 Ability Read the Currents
Whenever you Roll with Fear, you may spend 1 hope and add 1d6 to your Hope Die.

Whenever you Roll with Fear, you may spend 1 hope and add 1d6 to your Hope Die. If the Fear Die was a 10 or higher, you may roll 2d6 and add the higher result to your Hope Die instead.

0
1 Ability Step Between Moments
When you make an action roll and the Hope die is higher, you may move one range band in any direction as part of that action.

When you make an action roll and the Hope die is higher, you may move one range band in any direction as part of that action. This does not count as a normal move action. This is not teleportation, just serendepity.

0
2 Ability Follow the Hidden Way
Spend 1 hope and succeed on an Instinct Roll to point out a path only you can see.

Spend 1 hope and succeed on an Instinct Roll to point out a path only you can see. Up to three allies may immediately move up to Far range without gaining the spotlight. This movement ignores Difficult Terrain and does not trigger Reactions from Environments, or Adversaries as you are moving through a "blind spot" in their perception.

1
2 Ability Slip the Snare
When you are targeted by an attack or effect that would impose a condition (such as Restrained, Stunned, or Snares), you may immediately spend 1 hope to roll 1d4 and add the result to your Evasion score for that specific roll.

When you are targeted by an attack or effect that would impose a condition (such as Restrained, Stunned, or Snares), you may immediately spend 1 hope to roll 1d4 and add the result to your Evasion score for that specific roll.

2
3 Ability Whispered Crossroads
Spend 1 hope and succeed on an Insight Roll to see the "Crossroads" of their current motivation.

Spend 1 hope and succeed on an Insight Roll to see the "Crossroads" of their current motivation. The GM tells you one thing the target desperately wants to happen and one thing they are terrified will happen. You gain Advantage on all rolls to persuade, intimidate, or deceive them using this information for the rest of the scene.

1
3 Spell Traveler’s Mercy
Spend 2 hope when an ally within Far range would mark any HP damage from an attack or hazard.

Spend 2 hope when an ally within Far range would mark any HP damage from an attack or hazard. The damage is negated as the ground or shadows "shift" to pull them through a temporary pocket-space. They immediately reappear at any location within Close range of their original position.

2
4 Ability Lantern of the Lost
Mark 2 hope, and for the rest of the scene, you radiate a "guiding light" to Far range.

Mark 2 hope, and for the rest of the scene, you radiate a "guiding light" to Far range. Inside this light, all allies may ignore the first Fear result they roll (treat them as a Success or Fail with Hope instead (The success value remains the same, but the'With Fear' result is ignored. Additionally, all hidden hazards, hidden adversaries, and invisible enemies in this light are at disadvantage (D8) to stealth and subterfuge rolls.

0
4 Spell Whispers for Tomorrow
When your Action Roll results in a Failure, you mark 2 stress to treat that timeline as a "whisper" of what might have been.

When your Action Roll results in a Failure, you mark 2 stress to treat that timeline as a "whisper" of what might have been. The action does not happen, the spotlight does not pass, and no resources (other than the 2 Stress) are spent. You must immediately take a different Action using a different Attribute.

2
5 Spell Horizon’s Bend
"Spend 1 hope to completely ignore distance for any target up to a very far range.

"Spend 1 hope to completely ignore distance for any target up to a very far range. This target can be a place, an object, or a character. This means that range modifiers don't affect the player, and moving to that target is done as if it is very close range.

Alternatively, you can mark 1 stress to reduce travel time in half, and mark a second stress to half the travel time for every 5 other party members you travel with."

2
5 Spell Path of Least Sorrow
Spend 2 hope.

Spend 2 hope. When you or an ally within Far range would mark HP damage, instead of marking HP, the target marks an equal amount of Stress, and the overflow of stress is simply negated as it dissipates into the path.

1
6 Ability Fate Echo
Spend 2 hope to reveal that your current path was paved long ago.

Spend 2 hope to reveal that your current path was paved long ago. Make a Spellcast Roll (Difficulty 15) to trigger a brief flashback. In this flashback, you describe a past action you took—planting a bribe, hiding a spare key, or researching a secret—that now manifests in the present as a useful resource (money, equipment, or vital information).

2
6 Ability The Road Remembers
Mark 1 Stress and speak to the path you walk.

Mark 1 Stress and speak to the path you walk. Make a Spellcast Roll (DC 15). On a success, the environment reveals its history to you. You may ask the GM two questions about the history of your current location (e.g., "Who passed through here last?" or "Where is the hidden entrance?").

2
7 Ability Compass of the Heart
You clear your mind and follow your heartbeat.

You clear your mind and follow your heartbeat. Make a Spellcast Roll (DC 15). On a success, name a person or object you have a personal connection to. You even know if the chosen target has crossed the boundaries between worlds, plains, dimensions, or what have you. You immediately know the direction and approximate distance to them, regardless of distance or magical interference. For the rest of the scene, you have Advantage on all rolls made to reach them.

1
7 Ability Veil‑Thin Passage
Mark 1 HP to thin your physical presence.

Mark 1 HP to thin your physical presence. For the next 10 minutes, you are semi-intangible. You can move through solid objects, such as walls, doors, windows, and chains, as long as you move very slowly. This state also means you cannot be effectively restrained or snared as long as you are moving slowly, and you take half damage from all physical attacks. You also suffer -2 Evasion.

1
8 Ability Walk the Unseen Line
Spend 2 hope to step through the veil, momentarily exiting reality, and instantly reappear from any reflective surface larger than 3 inches in diameter.

Spend 2 hope to step through the veil, momentarily exiting reality, and instantly reappear from any reflective surface larger than 3 inches in diameter. The clarity of the surface determines the mental toll of the walk. The GM will tell you the surface's clarity before you commit:

  • Perfect Clarity (e.g., a fine mirror, calm deep water): Mark 0 Stress.
  • Distorted/Dim (e.g., a polished shield, a glass window, a puddle): Mark 1 Stress.
  • Fractured/Obscured (e.g., a cracked mirror, oil on water, a dirty blade): Mark 2 Stress.
0
8 Spell Omen-Treader
Select an Adversary you can see.

Select an Adversary you can see. You are peppered with brief, flashing images of that target’s immediate future. For the rest of the scene, you gain +2 Evasion against all attacks made by that target. This effect lasts until the target is defeated, moves beyond Very Far range, or you cast this ability again on a different target.

2
9 Spell Fate’s Gentle Hand
Spend 1 hope, 1 stress, and select a target within close range.

Spend 1 hope, 1 stress, and select a target within close range. If the target is an Adversary, determine if the next action roll they make will be a success or a failure. If it is an Ally or any other character type, decide what the Hope result of their next action roll will be. These outcomes will come true.

2
9 Spell The Way Opens
Spend 2 hope, and mark a stress reach into your perfect memory of the world to bridge the gap between where you are and where you’ve been.

Spend 2 hope, and mark a stress reach into your perfect memory of the world to bridge the gap between where you are and where you’ve been. Make a Knowledge Roll to forge a magical portal to a location you have previously visited.

  • DC 12: Locations visited during the current campaign.
  • DC 16: Locations visited narratively (in your backstory).

You create a portal that stays open for 3 seconds. You and any beings in physical contact with you may pass through instantly to the location. If you fail with an Uneven Score of 3 or 5, the veil lashes back. You and all intended travelers take 2d10 Magical Damage.

2
10 Ability Between All Worlds
Spend 2 hope to open a metaphysical lens into infinite parallel dimensions to search for something that does not currently exist in your current location or reality.

Spend 2 hope to open a metaphysical lens into infinite parallel dimensions to search for something that does not currently exist in your current location or reality. Start a Countdown Clock based on the complexity of what you seek:

  • 4 Segments: A mundane item or tool.
  • 5 Segments: Critical information or a lost concept.
  • 6 Segments: A magical artifact or essence.

To keep the lens open, you must expend 1 Stress during each of your spotlights. While the lens is open, you are anchored to your location and can only take a search action by making a spell cast roll, difficulty 12. On a success, mark a segment on the counter. On a success by more than 5 or on a critical success mark 2 segments. The veil is thin. Every time any roll (yours or an ally's) is made with Fear while this ability is active, a Fell Minion is immediately summoned through the lens into your world, hostile to all. Once the countdown is complete, you reach through the void and pull the object into your reality.

0
10 Spell The Eternal Path
The maps of the world are now etched permanently into your mind.

The maps of the world are now etched permanently into your mind. For you, movement is no longer about distance, but about uniting your current location with your destination. Make a Knowledge Roll (DC 15) to instantly teleport to any location that fits one of the following criteria:

  • Any place you have physically visited.
  • Any place you have intimate knowledge of (e.g., a detailed sketch, a lifelike painting, or a photograph).

When you succeed, you simply arrive. You may bring along any items you are carrying through the passage, or you can spend a point of stress or HP for each other person traveling with you.

2

Domain cards

1

1
Balance the Scales
Ability

Balance the Scales

When you make an Action Roll and result in a Roll with Hope, you may replace the Hope Die's value with a natural 6. If you do, store the original rolled value as a Balance token (Set an unused die to it's value). You can store a maximum number of Balance Tokens equal to half your Stress Rank (rounded up). You may later spend a hope to swap the value of any stored Balance token with either your Hope or Fear die on an Action Roll before the outcome is determined.

Whenever you mark 1 Stress, you must discard one of your stored Balance Dice.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Read the Currents
Ability

Read the Currents

Whenever you Roll with Fear, you may spend 1 hope and add 1d6 to your Hope Die. If the Fear Die was a 10 or higher, you may roll 2d6 and add the higher result to your Hope Die instead.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Step Between Moments
Ability

Step Between Moments

When you make an action roll and the Hope die is higher, you may move one range band in any direction as part of that action. This does not count as a normal move action. This is not teleportation, just serendepity.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Follow the Hidden Way
Ability

Follow the Hidden Way

Spend 1 hope and succeed on an Instinct Roll to point out a path only you can see. Up to three allies may immediately move up to Far range without gaining the spotlight. This movement ignores Difficult Terrain and does not trigger Reactions from Environments, or Adversaries as you are moving through a "blind spot" in their perception.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

2
Slip the Snare
Ability

Slip the Snare

When you are targeted by an attack or effect that would impose a condition (such as Restrained, Stunned, or Snares), you may immediately spend 1 hope to roll 1d4 and add the result to your Evasion score for that specific roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Whispered Crossroads
Ability

Whispered Crossroads

Spend 1 hope and succeed on an Insight Roll to see the "Crossroads" of their current motivation. The GM tells you one thing the target desperately wants to happen and one thing they are terrified will happen. You gain Advantage on all rolls to persuade, intimidate, or deceive them using this information for the rest of the scene.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

2
Traveler’s Mercy
Spell

Traveler’s Mercy

Spend 2 hope when an ally within Far range would mark any HP damage from an attack or hazard. The damage is negated as the ground or shadows "shift" to pull them through a temporary pocket-space. They immediately reappear at any location within Close range of their original position.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

0
Lantern of the Lost
Ability

Lantern of the Lost

Mark 2 hope, and for the rest of the scene, you radiate a "guiding light" to Far range. Inside this light, all allies may ignore the first Fear result they roll (treat them as a Success or Fail with Hope instead (The success value remains the same, but the'With Fear' result is ignored. Additionally, all hidden hazards, hidden adversaries, and invisible enemies in this light are at disadvantage (D8) to stealth and subterfuge rolls.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

2
Whispers for Tomorrow
Spell

Whispers for Tomorrow

When your Action Roll results in a Failure, you mark 2 stress to treat that timeline as a "whisper" of what might have been. The action does not happen, the spotlight does not pass, and no resources (other than the 2 Stress) are spent. You must immediately take a different Action using a different Attribute.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

2
Horizon’s Bend
Spell

Horizon’s Bend

"Spend 1 hope to completely ignore distance for any target up to a very far range. This target can be a place, an object, or a character. This means that range modifiers don't affect the player, and moving to that target is done as if it is very close range.

Alternatively, you can mark 1 stress to reduce travel time in half, and mark a second stress to half the travel time for every 5 other party members you travel with."

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Path of Least Sorrow
Spell

Path of Least Sorrow

Spend 2 hope. When you or an ally within Far range would mark HP damage, instead of marking HP, the target marks an equal amount of Stress, and the overflow of stress is simply negated as it dissipates into the path.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
Fate Echo
Ability

Fate Echo

Spend 2 hope to reveal that your current path was paved long ago. Make a Spellcast Roll (Difficulty 15) to trigger a brief flashback. In this flashback, you describe a past action you took—planting a bribe, hiding a spare key, or researching a secret—that now manifests in the present as a useful resource (money, equipment, or vital information).

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
The Road Remembers
Ability

The Road Remembers

Mark 1 Stress and speak to the path you walk. Make a Spellcast Roll (DC 15). On a success, the environment reveals its history to you. You may ask the GM two questions about the history of your current location (e.g., "Who passed through here last?" or "Where is the hidden entrance?").

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

1
Compass of the Heart
Ability

Compass of the Heart

You clear your mind and follow your heartbeat. Make a Spellcast Roll (DC 15). On a success, name a person or object you have a personal connection to. You even know if the chosen target has crossed the boundaries between worlds, plains, dimensions, or what have you. You immediately know the direction and approximate distance to them, regardless of distance or magical interference. For the rest of the scene, you have Advantage on all rolls made to reach them.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

1
Veil‑Thin Passage
Ability

Veil‑Thin Passage

Mark 1 HP to thin your physical presence. For the next 10 minutes, you are semi-intangible. You can move through solid objects, such as walls, doors, windows, and chains, as long as you move very slowly. This state also means you cannot be effectively restrained or snared as long as you are moving slowly, and you take half damage from all physical attacks. You also suffer -2 Evasion.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

0
Walk the Unseen Line
Ability

Walk the Unseen Line

Spend 2 hope to step through the veil, momentarily exiting reality, and instantly reappear from any reflective surface larger than 3 inches in diameter. The clarity of the surface determines the mental toll of the walk. The GM will tell you the surface's clarity before you commit:

  • Perfect Clarity (e.g., a fine mirror, calm deep water): Mark 0 Stress.
  • Distorted/Dim (e.g., a polished shield, a glass window, a puddle): Mark 1 Stress.
  • Fractured/Obscured (e.g., a cracked mirror, oil on water, a dirty blade): Mark 2 Stress.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
Omen-Treader
Spell

Omen-Treader

Select an Adversary you can see. You are peppered with brief, flashing images of that target’s immediate future. For the rest of the scene, you gain +2 Evasion against all attacks made by that target. This effect lasts until the target is defeated, moves beyond Very Far range, or you cast this ability again on a different target.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
Fate’s Gentle Hand
Spell

Fate’s Gentle Hand

Spend 1 hope, 1 stress, and select a target within close range. If the target is an Adversary, determine if the next action roll they make will be a success or a failure. If it is an Ally or any other character type, decide what the Hope result of their next action roll will be. These outcomes will come true.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
The Way Opens
Spell

The Way Opens

Spend 2 hope, and mark a stress reach into your perfect memory of the world to bridge the gap between where you are and where you’ve been. Make a Knowledge Roll to forge a magical portal to a location you have previously visited.

  • DC 12: Locations visited during the current campaign.
  • DC 16: Locations visited narratively (in your backstory).

You create a portal that stays open for 3 seconds. You and any beings in physical contact with you may pass through instantly to the location. If you fail with an Uneven Score of 3 or 5, the veil lashes back. You and all intended travelers take 2d10 Magical Damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

0
Between All Worlds
Ability

Between All Worlds

Spend 2 hope to open a metaphysical lens into infinite parallel dimensions to search for something that does not currently exist in your current location or reality. Start a Countdown Clock based on the complexity of what you seek:

  • 4 Segments: A mundane item or tool.
  • 5 Segments: Critical information or a lost concept.
  • 6 Segments: A magical artifact or essence.

To keep the lens open, you must expend 1 Stress during each of your spotlights. While the lens is open, you are anchored to your location and can only take a search action by making a spell cast roll, difficulty 12. On a success, mark a segment on the counter. On a success by more than 5 or on a critical success mark 2 segments. The veil is thin. Every time any roll (yours or an ally's) is made with Fear while this ability is active, a Fell Minion is immediately summoned through the lens into your world, hostile to all. Once the countdown is complete, you reach through the void and pull the object into your reality.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

2
The Eternal Path
Spell

The Eternal Path

The maps of the world are now etched permanently into your mind. For you, movement is no longer about distance, but about uniting your current location with your destination. Make a Knowledge Roll (DC 15) to instantly teleport to any location that fits one of the following criteria:

  • Any place you have physically visited.
  • Any place you have intimate knowledge of (e.g., a detailed sketch, a lifelike painting, or a photograph).

When you succeed, you simply arrive. You may bring along any items you are carrying through the passage, or you can spend a point of stress or HP for each other person traveling with you.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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