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Survival

Domain overview

A domain built around what it actually takes to keep people alive, steady hands and sharper instincts than the thing hunting you. Survivalists read the land the way others read a room. They carry bandages as often as blades, and they’ve learned that a hunt is never just for one person’s benefit.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Field Dressing
Once per rest, spend a moment tending to a willing creature within Melee range using bandages, herbs, or whatever's on hand: they clear 1d4 Hit Points.

Once per rest, spend a moment tending to a willing creature within Melee range using bandages, herbs, or whatever's on hand: they clear 1d4 Hit Points.

1
1 Ability Predator's Instinct
When you make an attack against a target that has already marked one or more Hit Points, gain advantage on the attack roll.

When you make an attack against a target that has already marked one or more Hit Points, gain advantage on the attack roll.

1
1 Ability Read the Trail
When making an Instinct roll, gain a bonus to the roll equal to your Tier.

When making an Instinct roll, gain a bonus to the roll equal to your Tier.

1
2 Ability Eyes Like a Hawk
Once per rest, designate a target within Far range as Marked.

Once per rest, designate a target within Far range as Marked. Until the target is defeated, you have advantage on Instinct Rolls made to track, predict, or intercept that target's movement, and the first attack roll you or an ally makes against it each scene gains advantage.

You may only have one target marked at a time.

1
2 Ability Natural Remedy
Once per rest, you can treat a willing creature within Melee range to remove a condition caused by poison, sickness, or exhaustion.

Once per rest, you can treat a willing creature within Melee range to remove a condition caused by poison, sickness, or exhaustion.

1
3 Ability Nothing Goes to Waste
Once per rest, when you or an ally defeats an enemy or successfully forages/scavenges in a scene, you can mark a Stress to immediately clear a Hit Point or Stress on any ally within Close range.

Once per rest, when you or an ally defeats an enemy or successfully forages/scavenges in a scene, you can mark a Stress to immediately clear a Hit Point or Stress on any ally within Close range.

1
3 Ability Weathered
You have advantage on rolls made to endure hunger, thirst, extreme weather, or exhaustion, and you don't gain the Vulnerable condition as a result of exhaustion-based effects.

You have advantage on rolls made to endure hunger, thirst, extreme weather, or exhaustion, and you don't gain the Vulnerable condition as a result of exhaustion-based effects.

1
4 Ability Keen Senses
You can't be given disadvantage as a result of being surprised or unaware.

You can't be given disadvantage as a result of being surprised or unaware. Additionally, once per rest, when an adversary is about to strike an ally within Far range, you can call out a warning: that ally gains advantage on their reaction roll, or gain a bonus to their Evasion equal to your Instinct against the attack.

1
4 Ability Rope Trap
Once per rest, if you have a moment to prepare an area between two structures before a fight begins, you can set a Rope Trap.

Once per rest, if you have a moment to prepare an area between two structures before a fight begins, you can set a Rope Trap. The first adversary to enter that space must succeed on an Agility Reaction Roll against a Difficulty equal to your Tier + 10 or be Restrained until they or an ally spend an action to break free.

This skill's cost scales with the size of the enemy you wish to trap (in meters):

  • <5m - 10ft of rope.

  • 6m-10m - 20ft of rope.

  • 11-15m - 30ft of rope.

  • 16m-20m - 40 ft of rope.

  • >20m - 50ft + 10ft per 5m above 20m.

1
5 Ability Field Salvage
Once per rest, after a fight ends, you can spend a moment salvaging usable supplies from the aftermath: up to two allies within Close range each clear a Stress or Hit Point.

Once per rest, after a fight ends, you can spend a moment salvaging usable supplies from the aftermath: up to two allies within Close range each clear a Stress or Hit Point.

1
5 Ability Hardened by the Wild
When you choose this card, permanently gain two of the following benefits:One Hit Point slotOne Stress slot+1 bonus to your Instinct traitThen place this card in your vault permanently.

When you choose this card, permanently gain two of the following benefits:

  • One Hit Point slot

  • One Stress slot

  • +1 bonus to your Instinct trait

Then place this card in your vault permanently.

0
6 Ability Kindred of the Wild
When 4 or more of the domain cards in your loadout are from Survival, gain the following benefits:+1…

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

  • +1 bonus to Instinct

  • Once per rest, you can spend a Hope to trigger Field Dressing, Natural Remedy, or Rope Trap without expending that card's own once-per-rest use

1
6 Ability Sacrifice
When an ally within Close range would mark 3 or more Hit Points from a single source of damage, you can mark a Stress to halve that damage (rounded down) before it's applied.

When an ally within Close range would mark 3 or more Hit Points from a single source of damage, you can mark a Stress to halve that damage (rounded down) before it's applied. You take the other half of the damage (rounded up) and position yourself adjacent to the ally.

2
7 Ability Field Surgeon
Once per long rest, outside of combat, you may spend 3 Hope to treat one willing ally within Close range: they clear all their Stress, or all their Hit Points.

Once per long rest, outside of combat, you may spend 3 Hope to treat one willing ally within Close range: they clear all their Stress, or all their Hit Points.

2
7 Ability Killing Blow
Once per long rest, when you attack a target that has already marked one or more Hit Points, you can mark 2 Stress to treat the attack roll as a critical success.

Once per long rest, when you attack a target that has already marked one or more Hit Points, you can mark 2 Stress to treat the attack roll as a critical success.

2
8 Ability Last Ration
Once per long rest, spend 3 Hope to share out what you've kept in reserve: up to four allies within Close range clears 2 Hit Points or 2 Stress (chosen individually per ally).

Once per long rest, spend 3 Hope to share out what you've kept in reserve: up to four allies within Close range clears 2 Hit Points or 2 Stress (chosen individually per ally).

2
8 Ability Out for Blood
Mark 3 Stress to enter a trance: for the rest of the scene, when you attack an enemy with advantage, your advantage die becomes a d12, and your critical successes against such targets add 2 extra weapon damage die.

Mark 3 Stress to enter a trance: for the rest of the scene, when you attack an enemy with advantage, your advantage die becomes a d12, and your critical successes against such targets add 2 extra weapon damage die.

2

Domain cards

1

1
Field Dressing
Ability

Field Dressing

Once per rest, spend a moment tending to a willing creature within Melee range using bandages, herbs, or whatever's on hand: they clear 1d4 Hit Points.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Predator's Instinct
Ability

Predator's Instinct

When you make an attack against a target that has already marked one or more Hit Points, gain advantage on the attack roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Read the Trail
Ability

Read the Trail

When making an Instinct roll, gain a bonus to the roll equal to your Tier.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Eyes Like a Hawk
Ability

Eyes Like a Hawk

Once per rest, designate a target within Far range as Marked. Until the target is defeated, you have advantage on Instinct Rolls made to track, predict, or intercept that target's movement, and the first attack roll you or an ally makes against it each scene gains advantage.

You may only have one target marked at a time.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Natural Remedy
Ability

Natural Remedy

Once per rest, you can treat a willing creature within Melee range to remove a condition caused by poison, sickness, or exhaustion.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Nothing Goes to Waste
Ability

Nothing Goes to Waste

Once per rest, when you or an ally defeats an enemy or successfully forages/scavenges in a scene, you can mark a Stress to immediately clear a Hit Point or Stress on any ally within Close range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Weathered
Ability

Weathered

You have advantage on rolls made to endure hunger, thirst, extreme weather, or exhaustion, and you don't gain the Vulnerable condition as a result of exhaustion-based effects.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Keen Senses
Ability

Keen Senses

You can't be given disadvantage as a result of being surprised or unaware. Additionally, once per rest, when an adversary is about to strike an ally within Far range, you can call out a warning: that ally gains advantage on their reaction roll, or gain a bonus to their Evasion equal to your Instinct against the attack.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Rope Trap
Ability

Rope Trap

Once per rest, if you have a moment to prepare an area between two structures before a fight begins, you can set a Rope Trap. The first adversary to enter that space must succeed on an Agility Reaction Roll against a Difficulty equal to your Tier + 10 or be Restrained until they or an ally spend an action to break free.

This skill's cost scales with the size of the enemy you wish to trap (in meters):

  • <5m - 10ft of rope.

  • 6m-10m - 20ft of rope.

  • 11-15m - 30ft of rope.

  • 16m-20m - 40 ft of rope.

  • >20m - 50ft + 10ft per 5m above 20m.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Field Salvage
Ability

Field Salvage

Once per rest, after a fight ends, you can spend a moment salvaging usable supplies from the aftermath: up to two allies within Close range each clear a Stress or Hit Point.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

0
Hardened by the Wild
Ability

Hardened by the Wild

When you choose this card, permanently gain two of the following benefits:

  • One Hit Point slot

  • One Stress slot

  • +1 bonus to your Instinct trait

Then place this card in your vault permanently.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
Kindred of the Wild
Ability

Kindred of the Wild

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

  • +1 bonus to Instinct

  • Once per rest, you can spend a Hope to trigger Field Dressing, Natural Remedy, or Rope Trap without expending that card's own once-per-rest use

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
Sacrifice
Ability

Sacrifice

When an ally within Close range would mark 3 or more Hit Points from a single source of damage, you can mark a Stress to halve that damage (rounded down) before it's applied. You take the other half of the damage (rounded up) and position yourself adjacent to the ally.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Field Surgeon
Ability

Field Surgeon

Once per long rest, outside of combat, you may spend 3 Hope to treat one willing ally within Close range: they clear all their Stress, or all their Hit Points.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Killing Blow
Ability

Killing Blow

Once per long rest, when you attack a target that has already marked one or more Hit Points, you can mark 2 Stress to treat the attack roll as a critical success.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
Last Ration
Ability

Last Ration

Once per long rest, spend 3 Hope to share out what you've kept in reserve: up to four allies within Close range clears 2 Hit Points or 2 Stress (chosen individually per ally).

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
Out for Blood
Ability

Out for Blood

Mark 3 Stress to enter a trance: for the rest of the scene, when you attack an enemy with advantage, your advantage die becomes a d12, and your critical successes against such targets add 2 extra weapon damage die.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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