Primordial
Domain overview
Finding the oldest connections to the world’s magic there is.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Aura Shift |
You know how to manipulate your own presence in a situation to calm those around you or emphasize your meaning.
You know how to manipulate your own presence in a situation to calm those around you or emphasize your meaning. You have advantage on presence rolls in social encounters. |
0 |
| 1 | Spell | Primordial Burst |
You pull the primordial magic inwards before unleashing it in a quick burst of force.
You pull the primordial magic inwards before unleashing it in a quick burst of force. Make a spellcasting roll against a target within Close range. If you succeed, deal d6 physical damage using your proficiency and force the target to mark a stress. |
1 |
| 1 | Spell | Reinforce Armor |
You quickly draw a primordial rune of protection and reinforcement on a character’s armor within melee range.
You quickly draw a primordial rune of protection and reinforcement on a character’s armor within melee range. You may mark 2 Stress to clear an armor slot of a willing target. |
2 |
| 2 | Ability | Distracting Ebb |
Spend a Hope and choose an adversary within Close Range and describe how you distract it.
Spend a Hope and choose an adversary within Close Range and describe how you distract it. Next time the DM spotlights that adversary, their next action roll is at disadvantage. |
0 |
| 2 | Spell | Backlash |
You can use an enemy's magic to empower your weapon.
You can use an enemy's magic to empower your weapon. When you mark HP caused by Magic Damage, if you are in range, you may Spend 2 Hope to immediately make a weapon attack against the caster. |
1 |
| 3 | Ability | Kinetic Push |
If an ally within Close range of you would have to make an Agility Roll to close the distance between itself and an adversary instead, you can Mark a Stress to have them succeed in the movement and have advantage on their next attack.
If an ally within Close range of you would have to make an Agility Roll to close the distance between itself and an adversary instead, you can Mark a Stress to have them succeed in the movement and have advantage on their next attack. |
1 |
| 3 | Ability | Precise Force |
You are an expert at understanding the magic coursing through your Casting Focus and how to use that in just the right way as a weapon.
You are an expert at understanding the magic coursing through your Casting Focus and how to use that in just the right way as a weapon. When dealing damage with your casting focus you may spend a Hope to cause one of your proficiency dice to deal maximum damage instead of what it rolled. |
0 |
| 4 | Spell | Awakened Potential |
Once per long rest, you may spend three hope to reach into the primordial forces that surround a weapon and make it bloom with magic.
Once per long rest, you may spend three hope to reach into the primordial forces that surround a weapon and make it bloom with magic. Until the end of the encounter, the weapon’s attacks count as magical and are made with one extra proficiency. |
1 |
| 4 | Spell | Baelor's Chains |
After successfully dealing damage to a target you may mark a Stress to make the target vulnerable, prone, and have disadvantage on its next attack unless it is against you.
After successfully dealing damage to a target you may mark a Stress to make the target vulnerable, prone, and have disadvantage on its next attack unless it is against you. |
2 |
| 5 | Ability | Knowledge of the Pale Scholar |
Anytime you succeed on an attack roll with Fear your next action roll is made on advantage.
Anytime you succeed on an attack roll with Fear your next action roll is made on advantage. |
1 |
| 5 | Ability | Overwhelming Strength |
Channel your strength into your casting focus after taking damage for one large attack.
Channel your strength into your casting focus after taking damage for one large attack. After an adversary successfully hits you with a magical attack, before damage is dealt, you may spend a hope to become resistant to the attack. After the attack determines damage you may then add the number of damage it was reduced by to your next attack during the current encounter. |
0 |
| 5 | Ability | Spark of Atmos |
Reach deep into the Bloom of Magic with your casting focus and unleash a powerful surge of magic.
Reach deep into the Bloom of Magic with your casting focus and unleash a powerful surge of magic. Mark 2 Stress to make a spellcasting roll against all targets within Very Close Range. Targets you succeed against are pushed to far range and take 2d8+2 Magical Damage and mark a stress. |
0 |
| 6 | Spell | Elrana's Star Scatter |
Mark two stress to trap an enemy in a magical loop of twitches and whimsical stardust.
Mark two stress to trap an enemy in a magical loop of twitches and whimsical stardust. Attacks against the enemy are made on advantage and may take no actions until the DM spends a fear token to unbind them. |
1 |
| 7 | Ability | Primordial - Touched |
When 4 or more of the domain cards in your loadout are from the Primordial domain, gain the following benefits: - +1 Proficiency to attacks that succeed on fear with your casting focus - Once per rest you can mark one HP to make another attack after fear has been rolled before the DM spotlights an enemy.
When 4 or more of the domain cards in your loadout are from the Primordial domain, gain the following benefits:
|
0 |
| 7 | Spell | After Image |
Whenever you move from a spot during an encounter, you may Mark a Stress to leave a magical image of yourself there.
Whenever you move from a spot during an encounter, you may Mark a Stress to leave a magical image of yourself there. Images cannot be targeted or hurt but the DM can spend a fear to remove one within very close range of a spotlighted adversary. You have a line of sight of anything a magical image does. Anytime you make an attack from your casting focus you may choose to do so from an image. |
1 |
| 8 | Ability | Walking Tamezira's Path Never Traveled |
When you take magical damage, place tokens equal to the number of Hit Points you marked on this card, You can store a number of tokens equal to your Spellcast trait.
When you take magical damage, place tokens equal to the number of Hit Points you marked on this card, You can store a number of tokens equal to your Spellcast trait. Anytime you would take magical damage you may reduce the damage by the number of tokens on the card. |
2 |
| 8 | Spell | Leyline Erruption |
Call a massive charge of primordial magic up from beneath you.
Call a massive charge of primordial magic up from beneath you. All terrain within far range of you becomes rough and any target friend or foe within that range must make a Agility Reaction Roll (16). If they fail they are marked prone and take a d6 of damage for every unmarked stress slot you have. |
3 |
| 9 | Ability | Grev's Might |
Your presence alone on the battlefield holds weight to it.
Your presence alone on the battlefield holds weight to it. Anytime an ally marks a Stress you may spend a Hope to clear it and allow them to make a movement to anywhere within Very Close Range of themselves. |
2 |
| 9 | Spell | Blooming Mother's Protection |
Mark 4 Stress to shroud everything within very close range of you in an anti-magic shell.
Mark 4 Stress to shroud everything within very close range of you in an anti-magic shell. Magical spells cannot be cast through the area, magical damage is reduced to zero within the zone, and the zone persists until the caster moves out of it or the DM pays a Fear to remove it. |
2 |
| 10 | Ability | Rhythm to Another Harmony |
At anytime you can mark a HP slot to reroll any dice and choose which outcome you want to be used.
At anytime you can mark a HP slot to reroll any dice and choose which outcome you want to be used. On critical successes, you also regain an HP along with other outcomes. |
0 |
| 10 | Spell | New Dawn of the Forgotten Star |
Make a Spellcasting roll against all adversaries within Close Range.
Make a Spellcasting roll against all adversaries within Close Range. Spend any number of Hope to cause their spirits to Bloom with devastating, harsh eruptions of magic from the birth of creation. Targets you succeed against take 3d8+4 magic damage for each Hope Spent. |
1 |
Domain cards

1
Aura Shift
You know how to manipulate your own presence in a situation to calm those around you or emphasize your meaning. You have advantage on presence rolls in social encounters.

1
Primordial Burst
You pull the primordial magic inwards before unleashing it in a quick burst of force. Make a spellcasting roll against a target within Close range. If you succeed, deal d6 physical damage using your proficiency and force the target to mark a stress.

1
Reinforce Armor
You quickly draw a primordial rune of protection and reinforcement on a character’s armor within melee range. You may mark 2 Stress to clear an armor slot of a willing target.

2
Distracting Ebb
Spend a Hope and choose an adversary within Close Range and describe how you distract it. Next time the DM spotlights that adversary, their next action roll is at disadvantage.

2
Backlash
You can use an enemy's magic to empower your weapon. When you mark HP caused by Magic Damage, if you are in range, you may Spend 2 Hope to immediately make a weapon attack against the caster.

3
Kinetic Push
If an ally within Close range of you would have to make an Agility Roll to close the distance between itself and an adversary instead, you can Mark a Stress to have them succeed in the movement and have advantage on their next attack.

3
Precise Force
You are an expert at understanding the magic coursing through your Casting Focus and how to use that in just the right way as a weapon. When dealing damage with your casting focus you may spend a Hope to cause one of your proficiency dice to deal maximum damage instead of what it rolled.

4
Awakened Potential
Once per long rest, you may spend three hope to reach into the primordial forces that surround a weapon and make it bloom with magic. Until the end of the encounter, the weapon’s attacks count as magical and are made with one extra proficiency.

4
Baelor's Chains
After successfully dealing damage to a target you may mark a Stress to make the target vulnerable, prone, and have disadvantage on its next attack unless it is against you.

5
Knowledge of the Pale Scholar
Anytime you succeed on an attack roll with Fear your next action roll is made on advantage.

5
Overwhelming Strength
Channel your strength into your casting focus after taking damage for one large attack. After an adversary successfully hits you with a magical attack, before damage is dealt, you may spend a hope to become resistant to the attack. After the attack determines damage you may then add the number of damage it was reduced by to your next attack during the current encounter.

5
Spark of Atmos
Reach deep into the Bloom of Magic with your casting focus and unleash a powerful surge of magic. Mark 2 Stress to make a spellcasting roll against all targets within Very Close Range. Targets you succeed against are pushed to far range and take 2d8+2 Magical Damage and mark a stress.

6
Elrana's Star Scatter
Mark two stress to trap an enemy in a magical loop of twitches and whimsical stardust. Attacks against the enemy are made on advantage and may take no actions until the DM spends a fear token to unbind them.

7
Primordial - Touched
When 4 or more of the domain cards in your loadout are from the Primordial domain, gain the following benefits:
- +1 Proficiency to attacks that succeed on fear with your casting focus
- Once per rest you can mark one HP to make another attack after fear has been rolled before the DM spotlights an enemy.

7
After Image
Whenever you move from a spot during an encounter, you may Mark a Stress to leave a magical image of yourself there. Images cannot be targeted or hurt but the DM can spend a fear to remove one within very close range of a spotlighted adversary. You have a line of sight of anything a magical image does. Anytime you make an attack from your casting focus you may choose to do so from an image.

8
Walking Tamezira's Path Never Traveled
When you take magical damage, place tokens equal to the number of Hit Points you marked on this card, You can store a number of tokens equal to your Spellcast trait. Anytime you would take magical damage you may reduce the damage by the number of tokens on the card.

8
Leyline Erruption
Call a massive charge of primordial magic up from beneath you. All terrain within far range of you becomes rough and any target friend or foe within that range must make a Agility Reaction Roll (16). If they fail they are marked prone and take a d6 of damage for every unmarked stress slot you have.

9
Grev's Might
Your presence alone on the battlefield holds weight to it. Anytime an ally marks a Stress you may spend a Hope to clear it and allow them to make a movement to anywhere within Very Close Range of themselves.

9
Blooming Mother's Protection
Mark 4 Stress to shroud everything within very close range of you in an anti-magic shell. Magical spells cannot be cast through the area, magical damage is reduced to zero within the zone, and the zone persists until the caster moves out of it or the DM pays a Fear to remove it.

10
Rhythm to Another Harmony
At anytime you can mark a HP slot to reroll any dice and choose which outcome you want to be used. On critical successes, you also regain an HP along with other outcomes.

10
New Dawn of the Forgotten Star
Make a Spellcasting roll against all adversaries within Close Range. Spend any number of Hope to cause their spirits to Bloom with devastating, harsh eruptions of magic from the birth of creation. Targets you succeed against take 3d8+4 magic damage for each Hope Spent.
New Dawn of the Forgotten Star
Finding the oldest connections to the world’s magic there is.
Domains
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Starting Hit Points
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Class Items
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New Dawn of the Forgotten Star Subclasses
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