Sea
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
| 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
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.
1
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.
1
Water Sphere
Make a Spellcast roll against a target within Far range. On a hit, deal d6 magic damage equal to your Proficiency.
2
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.
2
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.
3
Calming Current
Once per session during Downtime, you may allow for one more Downtime activity.
3
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.
4
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.
4
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.
5
Stand in the Waves
Whenever you take damage, you may mark a Stress to reduce the damage by one Threshold.
5
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.
6
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.
6
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.
7
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.
7
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.
8
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.
8
Waterfall
Make a Spellcast roll (18). On a success, roll 1d6, and clear an equal amount of Stress.
9
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.
9
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.
10
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.
10
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.
Typhoon
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.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Typhoon Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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