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Tempest

Domains Designed by Omnitarian • Art by TomeOfCrows

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

0 results
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:

  • 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.

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:

  • 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.

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

0
Far Strike
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. 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.

Quill Icon TomeOfCrows
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Volatile Mana
Ability

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.

Quill Icon TomeOfCrows
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Elemental Blade
Spell

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.

Quill Icon TomeOfCrows
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Spirits' Aid
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). 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.

Quill Icon TomeOfCrows
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Summon Elemental
Spell

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.

Quill Icon TomeOfCrows
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Healing Mantra
Spell

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.

Quill Icon TomeOfCrows
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Inscribe Rune
Spell

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.

Quill Icon TomeOfCrows
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

1
Cudgeling Blows
Ability

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.

Quill Icon TomeOfCrows
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

0
Elemental Protection
Ability

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.

Quill Icon TomeOfCrows
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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