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Domain overview

The sea is dangerous, but it can also be beneficial if you know how to tame it. The Sea Domain calls upon the destructive properties of the ocean below, the restorative properties of the water we sustain ourselves with, and the ability to maintain your footing while balancing the two.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Riptide
At the beginning of a session, place a number of tokens on this card equal to your Presence modifier.

At the beginning of a session, place a number of tokens on this card equal to your Presence modifier. Whenever you make a successful attack, you may spend any number of tokens to deal an extra 1d8 damage per token spent. Mark a Stress to replenish this card with tokens (up to your Presence modifier). At the end of each session, clear all unspent tokens.

1
1 Spell Fresh Water
Make a Spellcast roll (13).

Make a Spellcast roll (13). On a success, place a number of tokens up to your Spellcast modifier onto this card. You may Spend one token to clear one Hit Point of someone in Very Close range.

1
1 Spell Water Sphere
Make a Spellcast roll against a target within Far range.

Make a Spellcast roll against a target within Far range. On a hit, deal d6 magic damage equal to your Proficiency.

0
2 Ability Shell Armor
Add your Strength Modifier to your damage thresholds, and gain an additional armor slot.

Add your Strength Modifier to your damage thresholds, and gain an additional armor slot. Whenever you take Severe damage, you can Mark a Stress to force everyone within Very Close range to make a reaction roll (15). When you do this, you cannot Mark an armor slot. On a failure, they take d6 Physical damage equal to your Proficiency. After you do this, this card gets placed immediately in your vault.

2
2 Ability Splashback
When you get hit with an attack, mark a Stress to add 1d4 to your Evasion.

When you get hit with an attack, mark a Stress to add 1d4 to your Evasion. If this causes the attack to miss, deal 2d6 Magic damage to the attacker.

1
3 Ability Calming Current
Once per session during Downtime, you may allow for one more Downtime activity.

Once per session during Downtime, you may allow for one more Downtime activity.

1
3 Ability Sink or Swim
Whenever you fail an action, you may mark a Stress to gain advantage on the roll.

Whenever you fail an action, you may mark a Stress to gain advantage on the roll. If you succeed, gain an extra Hope. If you fail, place this card immediately in your vault.

2
4 Ability Sea Legs
You gain the ability to breathe underwater.

You gain the ability to breathe underwater. Additionally, while you are underwater, you may move up to Far range without having to make an Agility roll, and you gain a +2 bonus to your Evasion. You may Mark a Stress to give this ability to someone until your next rest.

0
4 Spell Fountain of Life
Make a Spellcast roll (16).

Make a Spellcast roll (16). On a success, spend any number of Hope to clear an equal number of Hit Points on all creatures of your choosing within Close range.

1
5 Ability Stand in the Waves
Whenever you take damage, you may mark a Stress to reduce the damage by one Threshold.

Whenever you take damage, you may mark a Stress to reduce the damage by one Threshold.

1
5 Spell Under Pressure
Spend a Hope, and make a Spellcast roll against a target.

Spend a Hope, and make a Spellcast roll against a target. On a success, the target marks a Stress. The target becomes marked, and whenever the creature gets hit with an attack, they must mark an additional Stress. The GM may end this condition by spending a Fear.

2
6 Ability Beasts of The Deep
Whenever you make a successful attack roll, you may spend a Hope to gain an additional effect, depending on the range of the attack.Melee-Shark’s Bite: 1d12 additional physical damage, and you clear a Hit Point.Very Close-Turtle’s Shell: 1d8 additional physical damage, and you gain a +2 to your Damage Thresholds until your next rest, or you use Turtle’s Shell again.Close-Octopuss’ Tentacle: 2d6 additional physical damage, and the target becomes temporarily restrained.Far-Jellyfish’s Sting-1d6 additional physical damage, and the target becomes temporarily vulnerable.Very Far-Pirhanna’s Swarm-3d4 additional physical damage.

Whenever you make a successful attack roll, you may spend a Hope to gain an additional effect, depending on the range of the attack.

Melee-Shark’s Bite: 1d12 additional physical damage, and you clear a Hit Point.

Very Close-Turtle’s Shell: 1d8 additional physical damage, and you gain a +2 to your Damage Thresholds until your next rest, or you use Turtle’s Shell again.

Close-Octopuss’ Tentacle: 2d6 additional physical damage, and the target becomes temporarily restrained.

Far-Jellyfish’s Sting-1d6 additional physical damage, and the target becomes temporarily vulnerable.

Very Far-Pirhanna’s Swarm-3d4 additional physical damage.

2
6 Spell Hot Spring
Once per session, make a Spellcast roll (18).

Once per session, make a Spellcast roll (18). On a success, you may gain the benefits of one Long Rest Downtime activity. On a failure, you may gain the benefits of one Short Rest Downtime activity.

1
7 Ability Sea-Touched
When 4 or more of the domain cards in your loadout are from the Sea Domain, gain the following benefits:Whenever you roll a Critical Success, you may also Clear a Hit Point.Whenever you do damage to a target, you may spend a Hope to add 3d10 Magic damage to the damage roll.

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

Whenever you roll a Critical Success, you may also Clear a Hit Point.

Whenever you do damage to a target, you may spend a Hope to add 3d10 Magic damage to the damage roll.

2
7 Spell Freezing Wave
Make a Spellcast roll against a target within Close range.

Make a Spellcast roll against a target within Close range. On a success, you deal d10 + 5 magic damage using your proficiency, and the creature makes a reaction roll (16). On a failure, they become temporarily vulnerable.

2
8 Spell Against the Current
Make a Spellcast roll (20).

Make a Spellcast roll (20). On a success, you gain advantage on all your rolls until you fail, after which the spell ends, and you mark a Stress.

2
8 Spell Waterfall
Make a Spellcast roll (18).

Make a Spellcast roll (18). On a success, roll 1d6, and clear an equal amount of Stress.

2
9 Spell Flow
Make a Spellcast roll (20).

Make a Spellcast roll (20). On a success, you gain the following benefits until your next Rest:

Add your Spellcast Modifier to your Damage Thresholds.

Gain +1 to your Proficiency.

Whenever you roll with Hope, you clear a Hit Point.

On a failure, you may not use this card again until you complete a Rest.

3
9 Spell Mini-Cyclones
Spend any number of Hope to create an equal number of Mini-Cyclones, Make a number of Spellcast rolls against a number of creatures in Very Far range up to the amount of Mini-Cyclones.

Spend any number of Hope to create an equal number of Mini-Cyclones, Make a number of Spellcast rolls against a number of creatures in Very Far range up to the amount of Mini-Cyclones. On a hit, each Mini-Cyclone deals d8 magic damage equal to your proficiency.

3
10 Spell Rejuvenation Pool
Make a Spellcast Roll (20).

Make a Spellcast Roll (20). On a success, you, and your allies, may clear all Hit Points, and all Stress. On a failure, you, and all your allies, may clear either all Hit Points, or all Stress. Once you’ve used this card, place it immediately in your vault.

3
10 Spell Typhoon
Make a Spellcast roll against all creatures of your choice in Close range.

Make a Spellcast roll against all creatures of your choice in Close range. On a hit, they take d20 + 8 magic damage equal to your proficiency. You may then spend a Hope to force the creature to make a reaction roll (18). On a failure, they take an additional 2d20 + 5 physical damage.

2

Domain cards

1

1
Ability

Riptide

At the beginning of a session, place a number of tokens on this card equal to your Presence modifier. Whenever you make a successful attack, you may spend any number of tokens to deal an extra 1d8 damage per token spent. Mark a Stress to replenish this card with tokens (up to your Presence modifier). At the end of each session, clear all unspent tokens.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Spell

Fresh Water

Make a Spellcast roll (13). On a success, place a number of tokens up to your Spellcast modifier onto this card. You may Spend one token to clear one Hit Point of someone in Very Close range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Spell

Water Sphere

Make a Spellcast roll against a target within Far range. On a hit, deal d6 magic damage equal to your Proficiency.

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Card Backing

2

2
Ability

Shell Armor

Add your Strength Modifier to your damage thresholds, and gain an additional armor slot. Whenever you take Severe damage, you can Mark a Stress to force everyone within Very Close range to make a reaction roll (15). When you do this, you cannot Mark an armor slot. On a failure, they take d6 Physical damage equal to your Proficiency. After you do this, this card gets placed immediately in your vault.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Ability

Splashback

When you get hit with an attack, mark a Stress to add 1d4 to your Evasion. If this causes the attack to miss, deal 2d6 Magic damage to the attacker.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Ability

Calming Current

Once per session during Downtime, you may allow for one more Downtime activity.

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Card Backing

3

2
Ability

Sink or Swim

Whenever you fail an action, you may mark a Stress to gain advantage on the roll. If you succeed, gain an extra Hope. If you fail, place this card immediately in your vault.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

0
Ability

Sea Legs

You gain the ability to breathe underwater. Additionally, while you are underwater, you may move up to Far range without having to make an Agility roll, and you gain a +2 bonus to your Evasion. You may Mark a Stress to give this ability to someone until your next rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Spell

Fountain of Life

Make a Spellcast roll (16). On a success, spend any number of Hope to clear an equal number of Hit Points on all creatures of your choosing within Close range.

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Card Backing

5

1
Ability

Stand in the Waves

Whenever you take damage, you may mark a Stress to reduce the damage by one Threshold.

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5

2
Spell

Under Pressure

Spend a Hope, and make a Spellcast roll against a target. On a success, the target marks a Stress. The target becomes marked, and whenever the creature gets hit with an attack, they must mark an additional Stress. The GM may end this condition by spending a Fear.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
Ability

Beasts of The Deep

Whenever you make a successful attack roll, you may spend a Hope to gain an additional effect, depending on the range of the attack.

Melee-Shark’s Bite: 1d12 additional physical damage, and you clear a Hit Point.

Very Close-Turtle’s Shell: 1d8 additional physical damage, and you gain a +2 to your Damage Thresholds until your next rest, or you use Turtle’s Shell again.

Close-Octopuss’ Tentacle: 2d6 additional physical damage, and the target becomes temporarily restrained.

Far-Jellyfish’s Sting-1d6 additional physical damage, and the target becomes temporarily vulnerable.

Very Far-Pirhanna’s Swarm-3d4 additional physical damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
Spell

Hot Spring

Once per session, make a Spellcast roll (18). On a success, you may gain the benefits of one Long Rest Downtime activity. On a failure, you may gain the benefits of one Short Rest Downtime activity.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Ability

Sea-Touched

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

Whenever you roll a Critical Success, you may also Clear a Hit Point.

Whenever you do damage to a target, you may spend a Hope to add 3d10 Magic damage to the damage roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Spell

Freezing Wave

Make a Spellcast roll against a target within Close range. On a success, you deal d10 + 5 magic damage using your proficiency, and the creature makes a reaction roll (16). On a failure, they become temporarily vulnerable.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
Spell

Against the Current

Make a Spellcast roll (20). On a success, you gain advantage on all your rolls until you fail, after which the spell ends, and you mark a Stress.

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Card Backing

8

2
Spell

Waterfall

Make a Spellcast roll (18). On a success, roll 1d6, and clear an equal amount of Stress.

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Card Backing

9

3
Spell

Flow

Make a Spellcast roll (20). On a success, you gain the following benefits until your next Rest:

Add your Spellcast Modifier to your Damage Thresholds.

Gain +1 to your Proficiency.

Whenever you roll with Hope, you clear a Hit Point.

On a failure, you may not use this card again until you complete a Rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

3
Spell

Mini-Cyclones

Spend any number of Hope to create an equal number of Mini-Cyclones, Make a number of Spellcast rolls against a number of creatures in Very Far range up to the amount of Mini-Cyclones. On a hit, each Mini-Cyclone deals d8 magic damage equal to your proficiency.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

3
Spell

Rejuvenation Pool

Make a Spellcast Roll (20). On a success, you, and your allies, may clear all Hit Points, and all Stress. On a failure, you, and all your allies, may clear either all Hit Points, or all Stress. Once you’ve used this card, place it immediately in your vault.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

2
Spell

Typhoon

Make a Spellcast roll against all creatures of your choice in Close range. On a hit, they take d20 + 8 magic damage equal to your proficiency. You may then spend a Hope to force the creature to make a reaction roll (18). On a failure, they take an additional 2d20 + 5 physical damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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