Tempest
Domain overview
Tempest is a domain that marries weapon-based fighting with elemental and spiritual magic. Practitioners’ minds and bodies are trained to focus intense magical energy, which- with enough practice- can be channeled into blinding weapon attacks and superhuman fortitude. Mastering such powers often requires being tutored in an ancient and secretive tradition.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Far Strike |
Once per rest, you can choose a point within Far range, and cast a spell or make a weapon attack as though you were at that location.
Once per rest, you can choose a point within Far range, and cast a spell or make a weapon attack as though you were at that location. If you make a damage roll as part of that action, roll an extra damage die and drop the lowest. You can spend a Hope to instead provide this feature's usage to an ally within Melee range. |
0 |
| 1 | Ability | Volatile Mana |
Once per long rest, describe how you channel energy from a primal or dangerous source.
Once per long rest, describe how you channel energy from a primal or dangerous source. Mark a Stress, gain 3 Hope, and choose 2 allies to each gain a Hope. The GM can spend a Fear to have this process be uniquely challenging: if they do, mark an additional Stress. |
0 |
| 1 | Spell | Elemental Blade |
Spend a Hope to wreathe your weapon in elemental energy.
Spend a Hope to wreathe your weapon in elemental energy. When you next succeed on an attack roll with that weapon, choose a benefit:
|
1 |
| 2 | Ability | Spirits' Aid |
Spend a Hope to imbue an ally you can touch with ancestral insight, and place a number of tokens on this card equal to your Instinct trait (minimum 1).
Spend a Hope to imbue an ally you can touch with ancestral insight, and place a number of tokens on this card equal to your Instinct trait (minimum 1). When that ally makes an action or reaction roll, you can remove a token from this card to add a d4 to that roll. Clear all tokens when you rest or cast this spell again. |
1 |
| 2 | Spell | Summon Elemental |
Mark a Stress to summon a small elemental spark of fire, ice, light, or shadow.
Mark a Stress to summon a small elemental spark of fire, ice, light, or shadow. It swirls around you, and can perform harmless elemental effects at your command. While the spark is active, it can reduce the severity of incoming Minor damage by 1. The spark then fizzles away unless you spend a Hope. |
1 |
| 3 | Spell | Healing Mantra |
You and each ally within Close range can clear a Hit Point.
You and each ally within Close range can clear a Hit Point. As part of the same move, you can make a Spellcast Roll with advantage to clear a condition or minor affliction from one of those allies. Once you cast this spell, you can't use it again until you spend a downtime move to refresh it. You can perform that downtime move once per rest. |
1 |
| 3 | Spell | Inscribe Rune |
You can spend a few minutes inscribing a rune onto a weapon belonging to you or an ally.
You can spend a few minutes inscribing a rune onto a weapon belonging to you or an ally. The rune provides the following benefits to the weapon:
The rune fades if you inscribe a different weapon or when this card enters your vault. |
1 |
| 4 | Ability | Cudgeling Blows |
Your strikes and combat techniques hamper your foes' movement.
Your strikes and combat techniques hamper your foes' movement. If an adversary has any of its Hit Points marked, the GM must spend a Fear in order to have that adversary leave your Melee range. Additionally, when you critically succeed on an attack roll, you can have one of the effected adversaries mark 4 Hit Points instead of dealing your damage roll to it. |
1 |
| 4 | Ability | Elemental Protection |
You can freely handle objects that are hazardous to the touch (hot, cold, electrified, etc).
You can freely handle objects that are hazardous to the touch (hot, cold, electrified, etc). You can breathe underwater. When you use an armor slot to reduce Magic damage, you can spend 1 additional armor slot to mark 1 fewer Hit Point. |
0 |
Domain cards
1
Far Strike
Once per rest, you can choose a point within Far range, and cast a spell or make a weapon attack as though you were at that location. If you make a damage roll as part of that action, roll an extra damage die and drop the lowest.
You can spend a Hope to instead provide this feature's usage to an ally within Melee range.
1
Volatile Mana
Once per long rest, describe how you channel energy from a primal or dangerous source. Mark a Stress, gain 3 Hope, and choose 2 allies to each gain a Hope. The GM can spend a Fear to have this process be uniquely challenging: if they do, mark an additional Stress.
1
Elemental Blade
Spend a Hope to wreathe your weapon in elemental energy. When you next succeed on an attack roll with that weapon, choose a benefit:
Choose one of the targets to mark an additional Hit Point.
Choose up to two additional adversaries within Very Close range of the attack's target. Those additional adversaries each mark 1 Hit Point.
2
Spirits' Aid
Spend a Hope to imbue an ally you can touch with ancestral insight, and place a number of tokens on this card equal to your Instinct trait (minimum 1). When that ally makes an action or reaction roll, you can remove a token from this card to add a d4 to that roll. Clear all tokens when you rest or cast this spell again.
2
Summon Elemental
Mark a Stress to summon a small elemental spark of fire, ice, light, or shadow. It swirls around you, and can perform harmless elemental effects at your command.
While the spark is active, it can reduce the severity of incoming Minor damage by 1. The spark then fizzles away unless you spend a Hope.
3
Healing Mantra
You and each ally within Close range can clear a Hit Point. As part of the same move, you can make a Spellcast Roll with advantage to clear a condition or minor affliction from one of those allies.
Once you cast this spell, you can't use it again until you spend a downtime move to refresh it. You can perform that downtime move once per rest.
3
Inscribe Rune
You can spend a few minutes inscribing a rune onto a weapon belonging to you or an ally. The rune provides the following benefits to the weapon:
Its damage rolls gain a bonus equal to the wielder's proficiency.
On a successful attack roll with Fear, the target marks Stress.
The rune fades if you inscribe a different weapon or when this card enters your vault.
4
Cudgeling Blows
Your strikes and combat techniques hamper your foes' movement. If an adversary has any of its Hit Points marked, the GM must spend a Fear in order to have that adversary leave your Melee range.
Additionally, when you critically succeed on an attack roll, you can have one of the effected adversaries mark 4 Hit Points instead of dealing your damage roll to it.
4
Elemental Protection
You can freely handle objects that are hazardous to the touch (hot, cold, electrified, etc). You can breathe underwater.
When you use an armor slot to reduce Magic damage, you can spend 1 additional armor slot to mark 1 fewer Hit Point.
Elemental Protection
Tempest is a domain that marries weapon-based fighting with elemental and spiritual magic. Practitioners’ minds and bodies are trained to focus intense magical energy, which- with enough practice- can be channeled into blinding weapon attacks and superhuman fortitude. Mastering such powers often requires being tutored in an ancient and secretive tradition.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Elemental Protection Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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