Domain Cards
Browse ability cards across all nine domains. Each class unlocks two domains, and characters choose two new cards per level.

1
Bare Bones
When you choose not to equip armor, you have a base Armor Score of 3 + your Strength and use the following as your base damage thresholds:
- Tier 1: 9/19
- Tier 2: 11/24
- Tier 3: 13/31
- Tier 4: 15/38

1
Forceful Push
Make an attack with your primary weapon against a target within Melee range. On a success, you deal damage and knock them back to Close range. On a success with Hope, add a d6 to your damage roll.
Additionally, you can spend a Hope to make them temporarily Vulnerable.

1
I Am Your Shield
When an ally within Very Close range would take damage, you can mark a Stress to stand in the way and make yourself the target of the attack instead. When you take damage from this attack, you can mark any number of Armor Slots.

2
Body Basher
You use the full force of your body in a fight. On a successful attack using a weapon with a Melee range, gain a bonus to your damage roll equal to your Strength.

2
Bold Presence
When you make a Presence Roll, you can spend a Hope to add your Strength to the roll.
Additionally, once per rest when you would gain a condition, you can describe how your bold presence aids you in the situation and avoid gaining the condition.

3
Critical Inspiration
Once per rest, when you critically succeed on an attack, all allies within Very Close range can clear a Stress or gain a Hope.

3
Lean on Me
Once per long rest, when you console or inspire an ally who failed an action roll, you can both clear 2 Stress.

4
Goad Them On
Describe how you taunt a target within Close range, then make a Presence Roll against them. On a success, the target must mark a Stress, and the next time the GM spotlights them, they must target you with an attack, which they make with disadvantage.

4
Support Tank
When an ally within Close range fails a roll, you can spend 2 Hope to allow them to reroll either their Hope or Fear Die.

5
Armorer
While you’re wearing armor, gain a +1 bonus to your Armor Score.
During a rest, when you choose to repair your armor as a downtime move, your allies also clear an Armor Slot.

5
Rousing Strike
Once per rest, when you critically succeed on an attack, you and all allies who can see or hear you can clear a Hit Point or 1d4 Stress.

6
Inevitable
When you fail an action roll, your next action roll has advantage.
Showing 1–12 of 21 domain cards