Will
Domain overview
The Will domain introduces a new status condition, Hypnotized. Hypnotized targets suffer a -2 difficulty/evasion and the condition automatically breaks after suffering Moderate or Severe Damage.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Covert Induction |
When you succeed on a non-offensive action roll against a target you may mark a Stress.
When you succeed on a non-offensive action roll against a target you may mark a Stress. When you do, they become Hypnotized. You may then implant a suggestion, giving them one compulsion to act upon within the next hour. |
1 |
| 1 | Spell | Mind Spike |
Make a Spellcast Roll against a target within Far range.
Make a Spellcast Roll against a target within Far range. On a success, spend a hope to deal Pd8+2 magic damage to them and they suffer disadvantage on their next attack. |
1 |
| 1 | Grimoire | Book of Hypnos |
Sleep: Make a Spellcast Roll against a target within Very Close range.
Sleep: Make a Spellcast Roll against a target within Very Close range. On a success, they’re Asleep until they take damage. or the GM spends a Fear on their turn to clear this condition. Submit: Make a Spellcast Roll against a target within Close range. On a success, spend a Hope and they become Hypnotized. If they were Asleep, you automatically succeed instead. Obey: A Hypnotized target performs one action as you direct. Use their statistics, but otherwise treat it as your roll. |
2 |
| 2 | Ability | By My Command |
Spend 1 Hope to give a command to a hypnotized target that they perform immediately.
Spend 1 Hope to give a command to a hypnotized target that they perform immediately. If they make an action roll, they roll with Advantage. |
1 |
| 2 | Spell | Freeze |
Make a Spellcast Roll to Restrain someone in a particular position.
Make a Spellcast Roll to Restrain someone in a particular position. If you mark a Stress, they become Hypnotized. |
1 |
| 3 | Ability | Willing Subjects |
You can always count your allies as Hypnotized for Will domain effects.
You can always count your allies as Hypnotized for Will domain effects. After a long rest, place a number of tokens equal to your Spellcast Trait on this card (minimum 1) When you take a long rest, clear all unspent tokens. You can spend one token to: Give an ally Advantage on a reaction roll. Have an ally perform an attack roll for half damage. Receive their Help with an action. |
2 |
| 3 | Spell | Mind Fog |
Make a Spellcast Roll against a target within Far range.
Make a Spellcast Roll against a target within Far range. On a success, the target’s mind is muddled by your magic, dealing d8+2 damage using your Spellcast trait and they become Hypnotized. |
1 |
| 4 | Ability | Mind Over Matter |
Whenever you make a roll against a Hypnotized Target, you may Spend 2 Hope to reroll your Hope die.
Whenever you make a roll against a Hypnotized Target, you may Spend 2 Hope to reroll your Hope die. Your damage doesn’t cause Hypnotized to break. |
1 |
| 4 | Spell | Stop Thinking |
Make a reaction roll with your spellcast trait when a Hypnotized Adversary takes an action.
Make a reaction roll with your spellcast trait when a Hypnotized Adversary takes an action. On a success the action is interrupted then place this card in your vault. |
2 |
| 5 | Ability | Brainwash |
Each time you affect an adversary with a Will domain card put a token on this card.
Each time you affect an adversary with a Will domain card put a token on this card. (Clear tokens on long rest). Spend a hope, choose a Hypnotized adversary and remove any number of tokens on this card then roll a d4. If the result is equal to or lower than the number of tokens removed they become enslaved, allowing you to mold their mind and completely change aspects of someone's personality, including loyalties, beliefs, morality, behaviors and bonds. |
2 |
| 5 | Ability | Role Reversal |
Whenever you suffer damage, you may spend two hope.
Whenever you suffer damage, you may spend two hope. When you do the adversary marks a stress and they become hypnotized. |
2 |
| 6 | Ability | Embedded Trigger |
Once per long rest, when an adversary is spotlit they perform an action of your choosing instead.
Once per long rest, when an adversary is spotlit they perform an action of your choosing instead. |
2 |
| 6 | Ability | Master of the Mind |
Whenever you damage an adversary you may spend a hope.
Whenever you damage an adversary you may spend a hope. If you do, they become hypnotized. |
1 |
| 7 | Ability | Will-Touched |
When 4 or more of your cards are from the Will domain gain: PASSIVE BONUS.
When 4 or more of your cards are from the Will domain gain: PASSIVE BONUS. Once per Rest when you fail a Reaction Roll, you may have the GM gain a fear and succeed instead. Once per Long Rest, an ally or hypnotized adversary can take an action, retain the spotlight. |
2 |
| 7 | Grimoire | Book of Mesmerix |
Mindquake: Make a Spellcast roll against all targets within Far Range, dealing 3d8+4 damage.
Mindquake: Make a Spellcast roll against all targets within Far Range, dealing 3d8+4 damage. Adversaries can't use reactions until a player fails an action roll or rolls with Fear. Pawns Advance!: Spend a Hope, when you do all hypnotized targets within Close range immediately perform a move. Grovel at my Feet: Make a Spellcast roll against a target within Close range. If successful, the target becomes Hypnotized, Restrained, and Vulnerable. |
2 |
| 8 | Ability | Instant Induction |
When you would suffer damage from an attack within Very Close range, you can spend any number of Hope to roll that number of d6s.
When you would suffer damage from an attack within Very Close range, you can spend any number of Hope to roll that number of d6s. If any roll a 5 or 6 the adversary instead becomes hypnotized. |
1 |
| 8 | Ability | Sublime Presence |
Spend 2 Hope, when you do all adversaries within Close range become Hypnotized.
Spend 2 Hope, when you do all adversaries within Close range become Hypnotized. Then, immediately make an attack. |
1 |
| 9 | Ability | Willing Slaves |
After a long rest, place a number of tokens equal to the number of Will domain cards in your loadout and vault on this card.
After a long rest, place a number of tokens equal to the number of Will domain cards in your loadout and vault on this card. Whenever an ally makes an action roll, you can spend a token to roll a d20 for their Fear Dice, or spend three tokens to roll a d20 for their Hope Dice. When you critically succeed on a Spellcast Roll for a Will domain card, gain a token. When you take a long rest, clear all unspent tokens. |
3 |
| 9 | Spell | Crush Will |
Make a Spellcast Roll (18), on a success, choose a Hypnotized Adversary and they mark 3 Stress.
Make a Spellcast Roll (18), on a success, choose a Hypnotized Adversary and they mark 3 Stress. |
1 |
| 10 | Ability | Sleeper Agent |
Once per rest, mark a stress.
Once per rest, mark a stress. One adversary with difficulty 18 or lower becomes Hypnotized and immediately ‘wakes’ with a new personality, loyalties, or beliefs as you choose. |
2 |
| 10 | Spell | Bow Before Me |
Spend 3 Hope.
Spend 3 Hope. Make a Spellcast Roll against all adversaries within close range. All adversaries who fail and all allies within range immediately perform an action of your choosing. |
2 |
Domain cards
1
Covert Induction
When you succeed on a non-offensive action roll against a target you may mark a Stress. When you do, they become Hypnotized. You may then implant a suggestion, giving them one compulsion to act upon within the next hour.
1
Mind Spike
Make a Spellcast Roll against a target within Far range. On a success, spend a hope to deal Pd8+2 magic damage to them and they suffer disadvantage on their next attack.
1
Book of Hypnos
Sleep: Make a Spellcast Roll against a target within Very Close range. On a success, they’re Asleep until they take damage. or the GM spends a Fear on their turn to clear this condition.
Submit: Make a Spellcast Roll against a target within Close range. On a success, spend a Hope and they become Hypnotized. If they were Asleep, you automatically succeed instead.
Obey: A Hypnotized target performs one action as you direct. Use their statistics, but otherwise treat it as your roll.
2
By My Command
Spend 1 Hope to give a command to a hypnotized target that they perform immediately. If they make an action roll, they roll with Advantage.
2
Freeze
Make a Spellcast Roll to Restrain someone in a particular position. If you mark a Stress, they become Hypnotized.
3
Willing Subjects
You can always count your allies as Hypnotized for Will domain effects. After a long rest, place a number of tokens equal to your Spellcast Trait on this card (minimum 1) When you take a long rest, clear all unspent tokens. You can spend one token to: Give an ally Advantage on a reaction roll. Have an ally perform an attack roll for half damage. Receive their Help with an action.
3
Mind Fog
Make a Spellcast Roll against a target within Far range. On a success, the target’s mind is muddled by your magic, dealing d8+2 damage using your Spellcast trait and they become Hypnotized.
4
Mind Over Matter
Whenever you make a roll against a Hypnotized Target, you may Spend 2 Hope to reroll your Hope die. Your damage doesn’t cause Hypnotized to break.
4
Stop Thinking
Make a reaction roll with your spellcast trait when a Hypnotized Adversary takes an action. On a success the action is interrupted then place this card in your vault.
5
Brainwash
Each time you affect an adversary with a Will domain card put a token on this card. (Clear tokens on long rest). Spend a hope, choose a Hypnotized adversary and remove any number of tokens on this card then roll a d4. If the result is equal to or lower than the number of tokens removed they become enslaved, allowing you to mold their mind and completely change aspects of someone's personality, including loyalties, beliefs, morality, behaviors and bonds.
5
Role Reversal
Whenever you suffer damage, you may spend two hope. When you do the adversary marks a stress and they become hypnotized.
6
Embedded Trigger
Once per long rest, when an adversary is spotlit they perform an action of your choosing instead.
6
Master of the Mind
Whenever you damage an adversary you may spend a hope. If you do, they become hypnotized.
7
Will-Touched
When 4 or more of your cards are from the Will domain gain: PASSIVE BONUS. Once per Rest when you fail a Reaction Roll, you may have the GM gain a fear and succeed instead. Once per Long Rest, an ally or hypnotized adversary can take an action, retain the spotlight.
7
Book of Mesmerix
Mindquake: Make a Spellcast roll against all targets within Far Range, dealing 3d8+4 damage. Adversaries can't use reactions until a player fails an action roll or rolls with Fear.
Pawns Advance!: Spend a Hope, when you do all hypnotized targets within Close range immediately perform a move.
Grovel at my Feet: Make a Spellcast roll against a target within Close range. If successful, the target becomes Hypnotized, Restrained, and Vulnerable.
8
Instant Induction
When you would suffer damage from an attack within Very Close range, you can spend any number of Hope to roll that number of d6s. If any roll a 5 or 6 the adversary instead becomes hypnotized.
8
Sublime Presence
Spend 2 Hope, when you do all adversaries within Close range become Hypnotized. Then, immediately make an attack.
9
Willing Slaves
After a long rest, place a number of tokens equal to the number of Will domain cards in your loadout and vault on this card. Whenever an ally makes an action roll, you can spend a token to roll a d20 for their Fear Dice, or spend three tokens to roll a d20 for their Hope Dice. When you critically succeed on a Spellcast Roll for a Will domain card, gain a token. When you take a long rest, clear all unspent tokens.
9
Crush Will
Make a Spellcast Roll (18), on a success, choose a Hypnotized Adversary and they mark 3 Stress.
10
Sleeper Agent
Once per rest, mark a stress. One adversary with difficulty 18 or lower becomes Hypnotized and immediately ‘wakes’ with a new personality, loyalties, or beliefs as you choose.
10
Bow Before Me
Spend 3 Hope. Make a Spellcast Roll against all adversaries within close range. All adversaries who fail and all allies within range immediately perform an action of your choosing.
Bow Before Me
The Will domain introduces a new status condition, Hypnotized. Hypnotized targets suffer a -2 difficulty/evasion and the condition automatically breaks after suffering Moderate or Severe Damage.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Bow Before Me Subclasses
No subclasses available.
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Background Questions
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Connections
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