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Domain overview

This domain is mainly a support domain that focuses on being able to use your actions in order to give your party more opportunity’s for different situations in combat and in roleplay.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Demanding Presence
When you are in an encounter where you may use your presence as a means of intimidation or demanding another person, you may use a Hope in order to give yourself advantage in order to help increase your chances of being able to get the information or item out of them.

When you are in an encounter where you may use your presence as a means of intimidation or demanding another person, you may use a Hope in order to give yourself advantage in order to help increase your chances of being able to get the information or item out of them.

0
1 Ability Deploy Node
A small device that you can fit in your pocket.

A small device that you can fit in your pocket. You can throw the node up into the air and have it survey and support as needed when in the face of a multitude of adversaries. When you deploy the node, you may do one of three things:

  • Support: All allies within close range gain hit points equal to your presence back immediately
  • Disrupt: All adversaries within close range have a minus to their to hit equal to your presence.
  • Relay: All allies within close range gain an extra amount of damage equal to your presence.

The node can only be deployed once per long rest and is destroyed when it takes up to severe damage. Node Thresholds: Tier 1: 5/11, Tier 2: 7/15, Tier 3: 10/21, Tier 4: 15/31

1
1 Ability Just Doing My Job
Once per long rest, use one of your Stress points to give out two Hope to any of your allies divided however you may want to.

Once per long rest, use one of your Stress points to give out two Hope to any of your allies divided however you may want to.

1
2 Ability Scoping Out
Before you make an Instinct Roll to perceive your surroundings, listen out for anything that seems out of the ordinary, or determine the credibility of the person you are talking to, you may spend a Hope in order to roll with Advantage.

Before you make an Instinct Roll to perceive your surroundings, listen out for anything that seems out of the ordinary, or determine the credibility of the person you are talking to, you may spend a Hope in order to roll with Advantage.

1
2 Spell Stop Right There
Twice per long rest, make a Spellcast Roll against an adversary within Close Range.

Twice per long rest, make a Spellcast Roll against an adversary within Close Range. If you are able to successfully beat their evasion, then the adversary is temporarily restrained until the GM ends the ongoing effect.

0
3 Ability Speech of Heroes
Once per long rest, you may give out a speech of reassurance to your fellow party members, congratulating them on their benchmarks throughout their journey or simply hyping them up as the adventure continues on, and when you do, choose three allies of yours to give two Hopes to.

Once per long rest, you may give out a speech of reassurance to your fellow party members, congratulating them on their benchmarks throughout their journey or simply hyping them up as the adventure continues on, and when you do, choose three allies of yours to give two Hopes to.

0
3 Spell Beacon of Protection
Make a Spellcast Roll (10), and if you succeed on that Spellcast Roll, mark a stress and every ally within very close range of you regains an armor slot, and if they already are full on armor slots, they gain a temporary extra armor slot up to one extra.

Make a Spellcast Roll (10), and if you succeed on that Spellcast Roll, mark a stress and every ally within very close range of you regains an armor slot, and if they already are full on armor slots, they gain a temporary extra armor slot up to one extra.

2
4 Ability Look at Me
Whenever an ally within Very Close range would go unconscious due to an attack, you may spend a stress to leap in front of that ally and take the damage in place of them.

Whenever an ally within Very Close range would go unconscious due to an attack, you may spend a stress to leap in front of that ally and take the damage in place of them.

0
4 Spell Disruptor Pulse
Make a Spellcast Roll against an adversary, on a successful hit, spend a hope and deal 1d10 Magic Damage and give the adversary one of the following debuffs: - The target is Restrained until the condition is cleared.

Make a Spellcast Roll against an adversary, on a successful hit, spend a hope and deal 1d10 Magic Damage and give the adversary one of the following debuffs:

  • The target is Restrained until the condition is cleared.
  • The target is forced to mark 2 Stress
  • The target is forced to roll with Disadvantage on their next roll.
1
5 Ability Unwavering Resilience
Whenever an ally was to fall during combat or in a situation, you may roll your Duality Dice and make a roll (12), and if you succeed on that roll, you may spend a hope to recover a stress.

Whenever an ally was to fall during combat or in a situation, you may roll your Duality Dice and make a roll (12), and if you succeed on that roll, you may spend a hope to recover a stress. You may flavor this in any way to represent your character standing strong in the face of a faltering fight.

2
5 Spell Get Back Up
When an ally goes down within Far Range, and they choose Risk It All as their death action, if they were to roll higher with fear on their opposing Duality Rolls, you can spend Three Hope to force the roll to be made with Hope.

When an ally goes down within Far Range, and they choose Risk It All as their death action, if they were to roll higher with fear on their opposing Duality Rolls, you can spend Three Hope to force the roll to be made with Hope. They then regain a number of HP or Stress (Split it as you wish), equal to your level.

1
6 Spell Unified Persistence
Once per Long Rest, you can give up any amount of Hope you currently have, and when you do place a number of tokens on this card that card equal to the amount of Hope you gave up.

Once per Long Rest, you can give up any amount of Hope you currently have, and when you do place a number of tokens on this card that card equal to the amount of Hope you gave up. You can use the tokens at any time and can do one of the following with the tokens:

  • Use Two Tokens to restore an HP Slot on you or an ally within close range.
  • Use Two Tokens to clear a Stress on you or an ally within close range.
  • Use Two Tokens to make an Adversary temporarily vulnerable until the next successful attack again them.
  • Use Two Tokens to give an Ally advantage on their next roll.
2
6 Spell Words of Reassurance
Once per Long Rest, outside of combat, you can give your Party Members some words of reassurance in a tense (or not) situation in order to give one short rest action at the cost of Two Hope per Ally you grant this to.

Once per Long Rest, outside of combat, you can give your Party Members some words of reassurance in a tense (or not) situation in order to give one short rest action at the cost of Two Hope per Ally you grant this to.

3
7 Ability Duty-Touched
When 4 or more of the domain cards in your loadout are from the Protocol domain, gain the following benefits: - +1 to your Stress Maximum - Whenever an ally within Close Range were to regain HP, you may spend Three Hope and recover Stress equal to the amount of HP recovered.

When 4 or more of the domain cards in your loadout are from the Protocol domain, gain the following benefits:

  • +1 to your Stress Maximum
  • Whenever an ally within Close Range were to regain HP, you may spend Three Hope and recover Stress equal to the amount of HP recovered.
1
7 Ability Indomitable Presence
After you make a roll to intimidate, negotiate, or persuade, you may spend a Hope in order to reroll either the Fear or Hope dice.

After you make a roll to intimidate, negotiate, or persuade, you may spend a Hope in order to reroll either the Fear or Hope dice.

0
8 Ability Collapsing Command
Twice per Short Rest, you may spend Three Hope to give you or your ally the buff "Collapse", when a creature has this buff, their next attack against an adversary forces the adversary to use twice the amount of armor slots needed to reduce the damage threshold.

Twice per Short Rest, you may spend Three Hope to give you or your ally the buff "Collapse", when a creature has this buff, their next attack against an adversary forces the adversary to use twice the amount of armor slots needed to reduce the damage threshold.

3
8 Ability Deep Breaths
Spend Three Hope to clear Two stress split amongst yourself and any allies within Very Close Range.

Spend Three Hope to clear Two stress split amongst yourself and any allies within Very Close Range.

1
9 Ability You're Smarter Than You Think
You may use this card to give yourself or one of your allies a +1 to their Proficiency.

You may use this card to give yourself or one of your allies a +1 to their Proficiency. When you do, permanently place this card in your vault.

0
9 Spell Fear Not
Whenever an ally was to roll with Fear, you may spend Three Hope in order to swap the results of the Fear and Hope die.

Whenever an ally was to roll with Fear, you may spend Three Hope in order to swap the results of the Fear and Hope die.

2
10 Ability Safety Protocol
When you or an ally within Close Range are out of Stress to use and you are forced to use a stress, you may spend Three Hope to instead gain Stress equal to your Instinct Modifier.

When you or an ally within Close Range are out of Stress to use and you are forced to use a stress, you may spend Three Hope to instead gain Stress equal to your Instinct Modifier.

2
10 Spell Overwriting Code
When you or an ally within Close Range takes Severe or higher damage, you may spend Five Hope and instead take no damage.

When you or an ally within Close Range takes Severe or higher damage, you may spend Five Hope and instead take no damage.

3

Domain cards

1

0
Demanding Presence
Ability

Demanding Presence

When you are in an encounter where you may use your presence as a means of intimidation or demanding another person, you may use a Hope in order to give yourself advantage in order to help increase your chances of being able to get the information or item out of them.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Deploy Node
Ability

Deploy Node

A small device that you can fit in your pocket. You can throw the node up into the air and have it survey and support as needed when in the face of a multitude of adversaries. When you deploy the node, you may do one of three things:

  • Support: All allies within close range gain hit points equal to your presence back immediately
  • Disrupt: All adversaries within close range have a minus to their to hit equal to your presence.
  • Relay: All allies within close range gain an extra amount of damage equal to your presence.

The node can only be deployed once per long rest and is destroyed when it takes up to severe damage. Node Thresholds: Tier 1: 5/11, Tier 2: 7/15, Tier 3: 10/21, Tier 4: 15/31

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Just Doing My Job
Ability

Just Doing My Job

Once per long rest, use one of your Stress points to give out two Hope to any of your allies divided however you may want to.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Scoping Out
Ability

Scoping Out

Before you make an Instinct Roll to perceive your surroundings, listen out for anything that seems out of the ordinary, or determine the credibility of the person you are talking to, you may spend a Hope in order to roll with Advantage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

0
Stop Right There
Spell

Stop Right There

Twice per long rest, make a Spellcast Roll against an adversary within Close Range. If you are able to successfully beat their evasion, then the adversary is temporarily restrained until the GM ends the ongoing effect.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

0
Speech of Heroes
Ability

Speech of Heroes

Once per long rest, you may give out a speech of reassurance to your fellow party members, congratulating them on their benchmarks throughout their journey or simply hyping them up as the adventure continues on, and when you do, choose three allies of yours to give two Hopes to.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

2
Beacon of Protection
Spell

Beacon of Protection

Make a Spellcast Roll (10), and if you succeed on that Spellcast Roll, mark a stress and every ally within very close range of you regains an armor slot, and if they already are full on armor slots, they gain a temporary extra armor slot up to one extra.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

0
Look at Me
Ability

Look at Me

Whenever an ally within Very Close range would go unconscious due to an attack, you may spend a stress to leap in front of that ally and take the damage in place of them.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Disruptor Pulse
Spell

Disruptor Pulse

Make a Spellcast Roll against an adversary, on a successful hit, spend a hope and deal 1d10 Magic Damage and give the adversary one of the following debuffs:

  • The target is Restrained until the condition is cleared.
  • The target is forced to mark 2 Stress
  • The target is forced to roll with Disadvantage on their next roll.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

2
Unwavering Resilience
Ability

Unwavering Resilience

Whenever an ally was to fall during combat or in a situation, you may roll your Duality Dice and make a roll (12), and if you succeed on that roll, you may spend a hope to recover a stress. You may flavor this in any way to represent your character standing strong in the face of a faltering fight.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Get Back Up
Spell

Get Back Up

When an ally goes down within Far Range, and they choose Risk It All as their death action, if they were to roll higher with fear on their opposing Duality Rolls, you can spend Three Hope to force the roll to be made with Hope. They then regain a number of HP or Stress (Split it as you wish), equal to your level.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
Unified Persistence
Spell

Unified Persistence

Once per Long Rest, you can give up any amount of Hope you currently have, and when you do place a number of tokens on this card that card equal to the amount of Hope you gave up. You can use the tokens at any time and can do one of the following with the tokens:

  • Use Two Tokens to restore an HP Slot on you or an ally within close range.
  • Use Two Tokens to clear a Stress on you or an ally within close range.
  • Use Two Tokens to make an Adversary temporarily vulnerable until the next successful attack again them.
  • Use Two Tokens to give an Ally advantage on their next roll.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

3
Words of Reassurance
Spell

Words of Reassurance

Once per Long Rest, outside of combat, you can give your Party Members some words of reassurance in a tense (or not) situation in order to give one short rest action at the cost of Two Hope per Ally you grant this to.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

1
Duty-Touched
Ability

Duty-Touched

When 4 or more of the domain cards in your loadout are from the Protocol domain, gain the following benefits:

  • +1 to your Stress Maximum
  • Whenever an ally within Close Range were to regain HP, you may spend Three Hope and recover Stress equal to the amount of HP recovered.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

0
Indomitable Presence
Ability

Indomitable Presence

After you make a roll to intimidate, negotiate, or persuade, you may spend a Hope in order to reroll either the Fear or Hope dice.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

3
Collapsing Command
Ability

Collapsing Command

Twice per Short Rest, you may spend Three Hope to give you or your ally the buff "Collapse", when a creature has this buff, their next attack against an adversary forces the adversary to use twice the amount of armor slots needed to reduce the damage threshold.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

1
Deep Breaths
Ability

Deep Breaths

Spend Three Hope to clear Two stress split amongst yourself and any allies within Very Close Range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

0
You're Smarter Than You Think
Ability

You're Smarter Than You Think

You may use this card to give yourself or one of your allies a +1 to their Proficiency. When you do, permanently place this card in your vault.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
Fear Not
Spell

Fear Not

Whenever an ally was to roll with Fear, you may spend Three Hope in order to swap the results of the Fear and Hope die.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

2
Safety Protocol
Ability

Safety Protocol

When you or an ally within Close Range are out of Stress to use and you are forced to use a stress, you may spend Three Hope to instead gain Stress equal to your Instinct Modifier.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

3
Overwriting Code
Spell

Overwriting Code

When you or an ally within Close Range takes Severe or higher damage, you may spend Five Hope and instead take no damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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