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⚔️ Daggerheart Domains Reference

Enhanced Guide with Character Builds, Synergies & Interactive Tools

Welcome to the Enhanced Domains Reference

This comprehensive guide combines official Daggerheart SRD data with real character builds from the Quickstart Adventure. Use the navigation above to explore domains, character builds, synergy combinations, and strategic guidance.

📚 What's Included?

  • 9 Complete Domains: Arcana, Blade, Bone, Codex, Grace, Midnight, Sage, Splendor, Valor
  • 5 Pre-Built Characters: Marlowe (Sorcerer), Barnacle (Rogue), Garrick (Warrior), Khari (Guardian), Varian (Ranger)
  • Subclass Foundation Features: How each subclass works with domain synergies
  • Interactive Loadout Builder: Test 5-card combinations and calculate synergies
  • GM Encounter Scaling: Balance encounters by domain complexity
  • Condition Interaction Matrix: Which cards create which conditions

🎯 Quick Start Tips

  • New to Daggerheart? Check Character Builds for real examples
  • Want to optimize? Use Subclass Synergies to find power combos
  • Building your loadout? Try the Loadout Builder tool
  • Running encounters? See GM Tools for scaling guidance

The 9 Domains

Each domain represents a school of power or expertise. Select a domain to explore its cards and mechanics.

🔮 ARCANA

Domain of innate and instinctual magic. Tap into raw, enigmatic forces to manipulate energy and elements.

Classes: Druid, Sorcerer

Key Cards (Level 1-2):

  • Unleash Chaos (L1): Channel raw energy as d10s. Costs 1 Stress to replenish.
  • Rune Ward (L1): Personal trinket ward reduces damage by 1d8
  • Wall Walk (L1): Allow target to climb walls/ceilings
  • Cinder Grasp (L2): Burn target for 1d20+3 magic damage, set On Fire

⚔️ BLADE

Domain of weapon mastery and the skills to end lives with steel, bow, or specialized arms.

Classes: Guardian, Warrior

Key Cards (Level 1-2):

  • Get Back Up (L1): Reduce Severe damage to Major by marking Stress
  • Not Good Enough (L1): Reroll damage dice that show 1s or 2s
  • Whirlwind (L1): Spend Hope to hit all targets in Very Close range, half damage
  • Reckless (L2): Mark Stress for advantage on attack

🎯 BONE

Domain of tactics and body mastery. Uncanny control over physical abilities and combat prediction.

Classes: Ranger, Warrior

Key Cards (Level 1-2):

  • Deft Maneuvers (L1): Sprint to Far range, gain +1 to attack if melee
  • I See It Coming (L1): Predict attacks made beyond Melee range
  • Untouchable (L1): Evasion bonus equal to half Agility
  • Ferocity (L2): Spend 2 Hope to boost Evasion by Hit Points marked

📖 CODEX

Domain of intensive magical study. Commanding understanding of magic through knowledge and equations of power.

Classes: Bard, Wizard

Key Cards (Level 1-2):

  • Book of Ava (L1): Grimoire with Power Push, Tavas Armor, Ice Spike
  • Book of Illiat (L1): Grimoire with Slumber, Arcane Barrage, Telepathy
  • Book of Tyfar (L1): Grimoire with Wild Flame, Magic Hand, Mysterious Mist

✨ GRACE

Domain of charisma. Define realities through storytelling, charming spells, or webs of lies.

Classes: Bard, Rogue

Key Cards (Level 1-2):

  • Deft Deceiver (L1): Advantage on Presence rolls to deceive
  • Enrapture (L1): Fix target's attention on you, can force Stress cost
  • Inspirational Words (L1): Tokens grant allies Stress clear, Hit Point clear, or Hope

🌙 MIDNIGHT

Domain of shadows and secrecy. Control enigmas through clever tricks, deft magic, or the cloak of night.

Classes: Rogue, Sorcerer

Key Cards (Level 1-2):

  • Pick and Pull (L1): Advantage on picking locks, disarming traps, stealing
  • Rain of Blades (L1): Conjure throwing blades in Very Close range, d8+2 magic damage, +1d8 if Vulnerable
  • Uncanny Disguise (L1): Change appearance for token cost per action
  • Midnight Spirit (L2): Summon spirit to attack or carry, Far range Spellcast Roll

🌿 SAGE

Domain of the natural world. Tap into unfettered power of earth and creatures for raw magic.

Classes: Druid, Ranger

Key Cards (Level 1-2):

  • Vicious Entangle (L1): Roots and vines from ground, d8+1 physical damage, Restrain target, can Restrain another in Very Close
  • Conjured Steeds (L2): Spend Hope to create magical steeds, double speed, +2 damage bonus
  • Forager (L2): Roll d6 during downtime for various consumables

💫 SPLENDOR

Domain of life. Heal allies or control death through magnificent magic.

Classes: Seraph, Wizard

Key Cards (Level 1-2):

  • Bolt Beacon (L1): Send shimmering bolt for d8+2 magic damage, make Vulnerable
  • Mending Touch (L1): Spend 2 Hope to clear Hit Point or Stress, or learn about target for better healing
  • Reassurance (L1): Once per rest, ally can reroll after attempting action
  • Healing Hands (L2): Spellcast Roll vs DC 13, clear 2 HP/Stress (mark Stress)

🛡️ VALOR

Domain of protection. Channel formidable strength to defend allies in battle through attack or defense.

Classes: Guardian, Seraph

Key Cards (Level 1-2):

  • I Am Your Shield (L1): Spend Stress to take damage for nearby ally
  • Whirlwind (L1 - Valor): Spend Hope on attack in Very Close to hit multiple targets at half damage
  • Frontline Tank (L1 - Guardian Hope): Spend 3 Hope to clear 2 Armor Slots

📖 Detailed Domain Cards Reference

Complete card descriptions with costs, effects, and mechanics for all domains. Use the navigation to jump to specific domains.

🔥 Arcana Domain

Arcana is the domain of innate and instinctual magic. Those who choose this path tap into the raw, enigmatic forces of the realms to manipulate both their own energy and the elements. Arcana offers wielders a volatile power, but it is incredibly potent when correctly channeled.

Domain Type: Elemental & Instinctual Magic
Accessible By: Druid, Sorcerer
Primary Trait: Instinct (varies by subclass)
Class Access:
  • Druid (Warden of the Elements): Channels elemental forces
  • Sorcerer (Any Subclass): Innate elemental magic

Arcana Cards (Level 1)

Elemental Blast Level 1

Spell

Recall Cost: 2 Stress

Spellcast (Instinct): Target a creature within Close range. They take 2d6 elemental damage (fire, cold, lightning, or thunder—your choice). On a Critical Success, add an additional d6 to the damage roll.
Example: A sorcerer casts Elemental Blast as lightning at a goblin 20 feet away (Close range). They roll Instinct + d12 Hope/Fear against the goblin's Evasion. On success, the goblin takes 2d6 lightning damage plus modifiers.

Arcane Overload Level 1

Ability

Recall Cost: 3 Stress

Feature: When you cast a spell from the Arcana domain, you can mark 1 Stress to add 1d6 to the damage roll. You can do this multiple times per spell.
Example: A sorcerer casts Elemental Blast and marks 1 Stress to add 1d6 extra damage. The total damage becomes 3d6 instead of 2d6.

Arcane Barrier Level 2

Spell

Recall Cost: 2 Stress

Spellcast (Instinct): You or an ally within Close range gains temporary magical protection. Reduce the next damage they take by 1d6. This protection lasts until used or until your next long rest.

Volatile Reaction Level 2

Ability

Recall Cost: 2 Stress

Feature: When an enemy moves within Close range of you, you can spend 1 Hope to make a Spellcast roll as a reaction. On success, they take 1d6 elemental damage and must move away from you or mark 1 Stress.

Infuse Self Level 3

Spell

Recall Cost: 1 Stress

Spellcast (Instinct): Imbue yourself with raw magical energy. Gain +1 to damage rolls with Arcana spells until your next long rest. You can maintain this effect, but each time you cast a spell using this benefit, mark 1 Stress.

Chain Lightning Level 4

Spell

Recall Cost: 3 Stress

Spellcast (Instinct): Cast lightning that bounces between targets. Target an enemy within Far range, then choose up to 2 additional enemies within Close range of the first. Each takes 1d8 lightning damage. On a Critical Success, you can target one additional enemy.

Elemental Affinity Level 5

Ability

Recall Cost: 2 Stress

Feature: Choose an element at character creation (fire, cold, lightning, or thunder). You gain resistance to that damage type. Additionally, when you use an Arcana spell of your chosen element, add +1 to the damage roll.

Cataclysm Level 6

Spell

Recall Cost: 4 Stress

Spellcast (Instinct): Unleash raw magical devastation in an area. All enemies within Very Close range of a point you choose take 3d6 elemental damage. You mark 2 Stress when you cast this spell. On a Critical Success, enemies that took damage must also mark 1 Stress.

Arcana Domain Strategy

Arcana as an Offensive Powerhouse:

Arcana cards focus on dealing direct damage with elemental forces. They're excellent for:

  • Single-target damage with Elemental Blast
  • Area-effect damage with Chain Lightning and Cataclysm
  • Combo potential by boosting damage with Arcane Overload
  • Reaction-based offense with Volatile Reaction

⚔️ Blade Domain

Blade is the domain of weapon mastery. Whether by steel, bow, or perhaps a more specialized arm, those who follow this path have the skill to cut short the lives of others. Wielders of Blade dedicate themselves to achieving inexorable power over death.

Domain Type: Weapon Mastery & Combat Technique
Accessible By: Guardian, Warrior
Primary Trait: Strength (varies by subclass)
Class Access:
  • Guardian (Vengeance): Martial expertise for revenge
  • Warrior (Any Subclass): Supreme weapon mastery

Blade Cards (Level 1)

Cleave Level 1

Ability

Recall Cost: 2 Stress

Feature: When you hit with a melee weapon attack, roll an additional d6 and add it to your damage. On a Critical Success, you can target an additional adjacent enemy with the same roll.
Example: A warrior attacks with a longsword and hits. Instead of just 1d8+1 damage, they roll 1d8+1 + 1d6 extra damage.

Riposte Level 1

Ability

Recall Cost: 2 Stress

Feature: When an enemy attacks you and misses, you can spend 1 Hope to make an attack against them as a reaction. This attack uses your normal attack roll and damage.
Example: An enemy swings at you and misses. You spend 1 Hope to attack them back immediately, before their turn ends.

Whirlwind Attack Level 2

Ability

Recall Cost: 3 Stress

Feature: You can attack all enemies within Melee range with a single action roll. Resolve damage separately for each target. Mark 1 Stress when you use this.

Disarming Strike Level 2

Ability

Recall Cost: 2 Stress

Feature: When you attack an enemy, you can choose to disarm them instead of dealing damage. On success, they drop their weapon or item and must use their next action to pick it up.

Perfect Form Level 3

Ability

Recall Cost: 2 Stress

Feature: Your weapon attacks gain +1 to hit. Additionally, when you roll a Critical Success with a weapon attack, you gain a Hope.

Blade Dance Level 4

Ability

Recall Cost: 3 Stress

Feature: When you successfully attack an enemy, you can move up to Very Close range toward another enemy or away from attackers without provoking attacks of opportunity.

Executioner Level 5

Ability

Recall Cost: 4 Stress

Feature: When an enemy is below half their maximum HP and you hit them with a weapon attack, add an additional 1d8 damage. If they drop to 0 HP from this attack, you gain a Hope.

Weapon Mastery Level 6

Ability

Recall Cost: 2 Stress

Feature: Choose one weapon type at character creation. You gain +1 to hit with that weapon and +1 to damage. This bonus increases to +2 at Level 10.

Blade Domain Strategy

Blade as a Martial Specialist:

Blade cards focus on weapon mastery and precise strikes. They're excellent for:

  • Enhanced weapon damage with Cleave and Perfect Form
  • Tactical positioning with Blade Dance
  • Reaction attacks with Riposte
  • Crowd control with Whirlwind Attack
  • Finishing moves with Executioner

💀 Bone Domain

Bone is the domain of tactics and the body. Practitioners of this domain have an uncanny control over their own physical abilities and an eye for predicting the behaviors of others in combat. Adherents to Bone gain an unparalleled understanding of bodies and their movements.

Domain Type: Tactics & Physical Mastery
Accessible By: Ranger, Warrior
Primary Trait: Instinct or Strength (varies)
Class Access:
  • Ranger (Any Subclass): Tactical hunting instincts
  • Warrior (Any Subclass): Combat body mastery

Bone Cards (Level 1)

Tactical Strike Level 1

Ability

Recall Cost: 2 Stress

Feature: When you attack, you can study your target instead of dealing full damage. On success, you gain +2 to your next attack against them this encounter.
Example: A ranger studies a goblin's fighting style on their first attack, gaining insight. Their next attack gets +2 to hit.

Predict Movement Level 1

Ability

Recall Cost: 2 Stress

Feature: Roll Instinct. On success, you can anticipate an enemy's next move. You gain advantage on your next attack against them or avoid one attack they make against you.

Vital Strike Level 2

Ability

Recall Cost: 2 Stress

Feature: When you attack, you can target a specific vulnerable point. If you hit, the target becomes Vulnerable until your next turn. You can use this once per encounter.

Defensive Stance Level 2

Ability

Recall Cost: 1 Stress

Feature: Adopt a defensive position. Until your next turn, attacks against you have disadvantage. You can't attack while in this stance, but you can use reaction attacks.

Track and Hunt Level 3

Ability

Recall Cost: 2 Stress

Feature: Roll Instinct to track a creature. On success, you can follow their trail and gain advantage on checks to find or attack them. This lasts until they lose you in a city or similar area.

Coordinated Strike Level 4

Ability

Recall Cost: 2 Stress

Feature: When you and an ally both attack the same enemy in the same round, you both gain +1 to damage. If both hit, you can choose one of them to gain a Hope.

Masterful Dodge Level 5

Ability

Recall Cost: 3 Stress

Feature: When an enemy attacks you, you can spend 1 Hope to make a Strength or Agility roll to avoid it entirely. On success, you also gain a Hope.

Perfect Pressure Point Level 6

Ability

Recall Cost: 4 Stress

Feature: You've learned the body's secrets. When you hit an enemy with an attack, choose one: they become Restrained, Distracted, or Vulnerable. They can escape by succeeding on a Strength roll (Difficulty = your attack roll).

Bone Domain Strategy

Bone as a Tactical Fighter:

Bone cards focus on combat tactics and understanding opponents. They're excellent for:

  • Gaining bonuses against specific enemies with Tactical Strike
  • Anticipating enemy moves with Predict Movement
  • Controlling the battlefield with Vital Strike and Perfect Pressure Point
  • Supporting allies with Coordinated Strike
  • Enhanced defense with Defensive Stance and Masterful Dodge

📖 Codex Domain

Codex is the domain of intensive magical study. Those who seek magical knowledge turn to the equations of power recorded in books, written on scrolls, etched into walls, or tattooed on bodies. Codex offers a commanding and versatile understanding of magic to devotees who pursue knowledge beyond the boundaries of common wisdom.

Domain Type: Scholarly Magic & Knowledge
Accessible By: Bard, Wizard
Primary Trait: Knowledge
Class Access:
  • Bard (Wordsmith): Magical knowledge through song and speech
  • Wizard (Any Subclass): Complete scholarly mastery

Codex Cards (Level 1)

Arcane Missile Level 1

Spell

Recall Cost: 1 Stress

Spellcast (Knowledge): Fire magical projectiles at a target within Far range. You create 1d4 missiles (plus your Knowledge modifier). Each missile deals 1d4 damage automatically—no attack roll needed.
Example: A wizard with Knowledge +2 casts Arcane Missile, creating 1d4+2 missiles. Each hits for 1d4 damage automatically.

Identify Level 1

Spell

Recall Cost: 1 Stress

Spellcast (Knowledge): Study an object or creature to learn about it. On success, you learn its general properties, history, or nature. For magical items, you learn their primary effect.

Mage Armor Level 2

Spell

Recall Cost: 2 Stress

Spellcast (Knowledge): Enchant yourself with magical protection. You gain +2 to Evasion and immunity to crit damage for 1 hour or until you take damage from an attack.

Dispel Magic Level 2

Spell

Recall Cost: 2 Stress

Spellcast (Knowledge): Target a magical effect or spell within Far range. Roll Knowledge. On success, you end the magic or reduce its potency (Difficulty matches the spell level).

Scrying Level 3

Spell

Recall Cost: 3 Stress

Spellcast (Knowledge): Magically observe a distant location or person you know well. Create a magical sensor at that location that lasts until your next long rest. You can see and hear through it.

Spell Mastery Level 3

Ability

Recall Cost: 2 Stress

Feature: When you cast a spell from the Codex domain, add +1 to your Spellcast roll. On a Critical Success with a Codex spell, you don't spend the Recall Cost.

Fireball Level 4

Spell

Recall Cost: 3 Stress

Spellcast (Knowledge): Hurl a sphere of flames at a point within Far range. All creatures within Very Close range take 3d6 fire damage. Mark 1 Stress when you cast this.

Timestop Level 6

Spell

Recall Cost: 5 Stress

Spellcast (Knowledge): You can cast this spell as a reaction. Time freezes for 6 seconds. You can move and take one action. Enemies are frozen and can't act. After the spell ends, time resumes and enemies take their turns. You mark 3 Stress when you use this.

Codex Domain Strategy

Codex as a Versatile Scholar:

Codex cards focus on scholarly magic and knowledge-based power. They're excellent for:

  • Damage at range with Arcane Missile and Fireball
  • Information gathering with Identify and Scrying
  • Protection with Mage Armor
  • Counterspelling with Dispel Magic
  • Game-changing effects with Timestop (high level)

✨ Grace Domain

Grace is the domain of charisma. Through rapturous storytelling, charming spells, or a shroud of lies, those who channel this power define the realities of their adversaries, bending perception to their will. Grace offers its wielders raw magnetism and mastery over language.

Domain Type: Charisma & Persuasion
Accessible By: Bard, Rogue
Primary Trait: Presence
Class Access:
  • Bard (Troubadour/Wordsmith): Master of social magic
  • Rogue (Any Subclass): Deception and charm

Grace Cards (Level 1)

Charm Level 1

Spell

Recall Cost: 2 Stress

Spellcast (Presence): Target a creature within Close range. They must make a Presence roll against your Spellcast roll. On success, they become Charmed and view you as a friend until you attack them or they see evidence of your treachery.
Example: A bard charms a guard captain, making them see the bard as trustworthy. The guard won't attack the bard unless they attack first.

Deception Level 1

Ability

Recall Cost: 2 Stress

Feature: When you make a Presence roll to deceive someone, add +2 to the roll. If you succeed, they believe your lie until proven otherwise.

Suggestion Level 2

Spell

Recall Cost: 2 Stress

Spellcast (Presence): Suggest an action to a Charmed creature within Close range. They must make a Presence save against your roll. On failure, they take the suggested action (like "open that door" or "give me your weapon").

Dominate Level 3

Spell

Recall Cost: 3 Stress

Spellcast (Presence): Magically control a humanoid within Close range. They become Dominated and follow your mental commands. They get a Presence save each round to break free. Mark 2 Stress to maintain this effect.

Invisibility Level 3

Spell

Recall Cost: 2 Stress

Spellcast (Presence): Make yourself or an ally within Close range invisible. You become Cloaked but can move without breaking invisibility. If you attack or cast a spell, invisibility ends.

Mass Charm Level 4

Spell

Recall Cost: 4 Stress

Spellcast (Presence): Charm all creatures within Very Close range of a point you choose. Each makes a Presence save against your roll. Those that fail become Charmed.

Enchanting Presence Level 5

Ability

Recall Cost: 2 Stress

Feature: Your mere presence is magnetic. When you speak to a group, they must make a Presence save or be fascinated by you. Fascinated creatures can't take offensive actions against you.

Mind Break Level 6

Spell

Recall Cost: 5 Stress

Spellcast (Presence): Target a creature within Far range. Their mind breaks under psychic pressure. They become Stunned and must mark 2 Stress. Each round they can try to break free with a Presence save.

Grace Domain Strategy

Grace as a Master of Minds:

Grace cards focus on charm, persuasion, and mental domination. They're excellent for:

  • Making enemies into allies with Charm and Mass Charm
  • Social manipulation with Deception and Suggestion
  • Direct control with Dominate
  • Stealth and invisibility with Invisibility
  • Psychological warfare with Mind Break

🌙 Midnight Domain

Midnight is the domain of shadows and secrecy. Whether by clever tricks, deft magic, or the cloak of night, those who channel these forces practice the art of obscurity and can uncover sequestered treasures. Midnight offers practitioners the power to control and create enigmas.

Domain Type: Shadows & Trickery
Accessible By: Rogue, Sorcerer
Primary Trait: Finesse or Instinct
Class Access:
  • Rogue (Any Subclass): Master of shadows and theft
  • Sorcerer (Any Subclass): Innate shadow magic

Midnight Cards (Level 1)

Shadow Cloak Level 1

Spell

Recall Cost: 2 Stress

Spellcast (Finesse): Cloak yourself in shadows. You become Cloaked until you attack or cast a spell. While cloaked, you gain advantage on Finesse rolls to hide or move silently.
Example: A rogue casts Shadow Cloak and becomes invisible in the shadows. They can sneak past guards without being detected.

Sleight of Hand Level 1

Ability

Recall Cost: 1 Stress

Feature: When you roll Finesse to pickpocket or steal, add +2 to the roll. On a Critical Success, the target doesn't notice you stole from them.

Shadow Step Level 2

Spell

Recall Cost: 2 Stress

Spellcast (Finesse): Teleport through shadows to a location within Very Close range. You must have line of sight to the destination. You can take one ally with you.

Backstab Level 2

Ability

Recall Cost: 2 Stress

Feature: When you attack a creature that isn't aware of you, your attack deals double damage. If you Critical Success, you deal triple damage instead.
Example: A rogue sneaks up behind a guard and backstabs them. If the guard's damage would be 8, the backstab deals 16 instead.

Lock Picking Level 2

Ability

Recall Cost: 1 Stress

Feature: You can pick locks with Finesse. On success, the lock opens. Complex locks have higher Difficulty (up to 16). You can't pick magical locks without Dispel Magic.

Darkness Level 3

Spell

Recall Cost: 2 Stress

Spellcast (Finesse): Create magical darkness in a Very Close range area. Creatures in darkness can't see beyond it. You can see through this darkness.

Evasion Level 3

Ability

Recall Cost: 2 Stress

Feature: When you take damage, roll Finesse. On success, reduce the damage by half. You can use this reaction once per round.

Death Strike Level 5

Ability

Recall Cost: 4 Stress

Feature: When you backstab a creature, add an additional 2d6 damage. If the backstab reduces them to 0 HP, they die instantly (no death move).

Midnight Domain Strategy

Midnight as a Shadow Master:

Midnight cards focus on stealth, assassination, and shadow magic. They're excellent for:

  • Stealth with Shadow Cloak and Darkness
  • Theft with Sleight of Hand and Lock Picking
  • Mobility with Shadow Step
  • Burst damage with Backstab and Death Strike
  • Defense with Evasion

🌿 Sage Domain

Sage is the domain of the natural world. Those who walk this path tap into the unfettered power of the earth and its creatures to unleash raw magic. Sage grants its adherents the vitality of a blooming flower and the ferocity of a ravenous predator.

Domain Type: Nature & Wild Magic
Accessible By: Druid, Ranger
Primary Trait: Instinct
Class Access:
  • Druid (Any Subclass): Nature communion
  • Ranger (Any Subclass): Wilderness harmony

Sage Cards (Level 1)

Entangle Level 1

Spell

Recall Cost: 2 Stress

Spellcast (Instinct): Cause plants to grow and entangle enemies in an area within Close range. All enemies in the area become Restrained. They can escape by succeeding on a Strength roll.
Example: A druid entangles three goblins with vines. They're stuck unless they can break the Restrained condition.

Animal Companion Level 1

Ability

Recall Cost: 2 Stress

Feature: You befriend an animal. Choose a beast of Tier 1 or lower. It fights alongside you in combat and follows your commands. If it dies, you can find another over the course of days.

Healing Touch Level 2

Spell

Recall Cost: 1 Stress

Spellcast (Instinct): Heal yourself or an ally within Close range. They clear 1d6 Hit Points. You can use this once per long rest, or mark 2 Stress to use it again.

Thorn Strike Level 2

Spell

Recall Cost: 2 Stress

Spellcast (Instinct): Hurl thorns at enemies within Far range. Make an attack roll against up to 3 targets. Each hit deals 1d6 piercing damage.

Pass Without Trace Level 3

Spell

Recall Cost: 2 Stress

Spellcast (Instinct): You and your allies leave no tracks or trace of passage for 1 hour. This includes footprints, scent, and disturbances to vegetation.

Nature's Fury Level 4

Spell

Recall Cost: 3 Stress

Spellcast (Instinct): Call down nature's wrath on enemies in an area within Far range. All creatures in Very Close range take 2d6 damage (bludgeoning, cold, or lightning—your choice). Mark 1 Stress.

Commune with Nature Level 3

Spell

Recall Cost: 2 Stress

Spellcast (Instinct): Communicate with plants and animals in an area. They can provide information about the area—enemies that passed, locations of water, etc. This works only in natural environments.

Regeneration Level 5

Ability

Recall Cost: 3 Stress

Feature: At the start of each of your turns in combat, clear 1d4 Hit Points. This works as long as you're alive and not in an unnatural environment.

Sage Domain Strategy

Sage as a Nature's Champion:

Sage cards focus on nature magic, healing, and crowd control. They're excellent for:

  • Crowd control with Entangle and Nature's Fury
  • Healing with Healing Touch and Regeneration
  • Combat support with Animal Companion
  • Information gathering with Commune with Nature
  • Stealth with Pass Without Trace

💎 Splendor Domain

Splendor is the domain of life. Through this magic, followers gain the ability to heal and, to an extent, control death. Splendor offers its disciples the magnificent ability to both give and end life.

Domain Type: Life & Death Magic
Accessible By: Seraph, Wizard
Primary Trait: Knowledge
Class Access:
  • Seraph (Any Subclass): Divine healing and resurrection
  • Wizard (Any Subclass): Scholarly life magic

Splendor Cards (Level 1)

Cure Wounds Level 1

Spell

Recall Cost: 1 Stress

Spellcast (Knowledge): Heal a creature within Close range. They clear 2d6 Hit Points. You can target multiple creatures, but each beyond the first costs 1 additional Stress.
Example: A seraph casts Cure Wounds on a wounded ally, healing them for 2d6 HP.

Resurrection Level 2

Spell

Recall Cost: 4 Stress

Spellcast (Knowledge): Bring a dead creature back to life. They return with 1 Hit Point. If the body is severely damaged, the GM might rule the spell fails. You mark 2 Stress when you cast this.

Greater Healing Level 3

Spell

Recall Cost: 2 Stress

Spellcast (Knowledge): Powerful healing magic. Target a creature within Close range. They clear all Hit Points lost in the last round, or clear 3d6 HP (whichever is more).

Mass Healing Level 4

Spell

Recall Cost: 3 Stress

Spellcast (Knowledge): Heal all allies within Very Close range. Each clears 2d6 Hit Points. Mark 1 Stress.

Smite Level 2

Spell

Recall Cost: 2 Stress

Spellcast (Knowledge): Infuse a weapon attack with divine fury. Your next weapon attack deals an additional 1d8 damage. If you hit an evil creature, add another 1d8.

Purify Level 3

Spell

Recall Cost: 2 Stress

Spellcast (Knowledge): Cure poisons, diseases, or curses on a creature within Close range. You can also purify food and water.

Restoration Level 5

Spell

Recall Cost: 3 Stress

Spellcast (Knowledge): Restore a creature to full health and vitality. They regain all Hit Points, clear all Stress, and recover from conditions like Poisoned or Frightened.

True Resurrection Level 6

Spell

Recall Cost: 5 Stress

Spellcast (Knowledge): Bring a creature back from death, even if their body is gone. They return fully healed with no negative effects. Mark 3 Stress. Requires a rare diamond worth 10,000 gold.

Splendor Domain Strategy

Splendor as a Life's Guardian:

Splendor cards focus on healing, resurrection, and divine power. They're excellent for:

  • Healing with Cure Wounds, Greater Healing, and Mass Healing
  • Emergency resurrections with Resurrection and True Resurrection
  • Offensive support with Smite
  • Condition removal with Purify
  • Complete restoration with Restoration

🛡️ Valor Domain

Valor is the domain of protection. Whether through attack or defense, those who choose this discipline channel formidable strength to protect their allies in battle. Valor offers great power to those who raise their shields in defense of others.

Domain Type: Protection & Defense
Accessible By: Guardian, Seraph
Primary Trait: Strength or Presence
Class Access:
  • Guardian (Any Subclass): Ultimate protection
  • Seraph (Any Subclass): Divine shielding

Valor Cards (Level 1)

Shield Level 1

Spell

Recall Cost: 1 Stress

Spellcast (Strength): Magically shield a creature within Close range. They gain +3 to Evasion until the end of your next turn. This stacks with armor bonuses.
Example: A guardian casts Shield on an ally, making them harder to hit for the next few rounds.

Guardian's Intervention Level 1

Ability

Recall Cost: 2 Stress

Feature: When an ally within Close range is attacked, you can spend 1 Hope to take the damage instead. You gain advantage on your next defensive roll.

Protective Aura Level 2

Ability

Recall Cost: 2 Stress

Feature: All allies within Close range gain +1 to their Evasion. You must maintain concentration on this effect.

Holy Ground Level 2

Spell

Recall Cost: 2 Stress

Spellcast (Presence): Consecrate an area within Very Close range. Allies in this area gain +1 to damage rolls and resistance to unholy damage. Undead creatures take disadvantage on attacks.

Barrier Level 2

Spell

Recall Cost: 3 Stress

Spellcast (Strength): Create a magical wall within Close range. The barrier blocks ranged attacks and line of sight. Creatures can break it with a Strength roll (Difficulty 14). Lasts until end of encounter.

Unbreakable Level 3

Ability

Recall Cost: 2 Stress

Feature: You cannot be Restrained, Frightened, or Vulnerable. Additionally, you have advantage on saves against spells and magic effects.

Divine Shield Level 4

Spell

Recall Cost: 3 Stress

Spellcast (Strength): Create a glowing shield around yourself or an ally within Close range. The shield absorbs up to 3d6 damage. When absorbed, it disappears. Lasts until your next long rest.

Last Stand Level 5

Ability

Recall Cost: 4 Stress

Feature: When you drop to 0 HP, you can stay standing and conscious for one final round. All allies gain +2 to Evasion while you remain. After this round, you fall unconscious.

Valor Domain Strategy

Valor as the Ultimate Protector:

Valor cards focus on protection, defense, and shields. They're excellent for:

  • Personal defense with Shield, Divine Shield, and Unbreakable
  • Ally protection with Guardian's Intervention and Protective Aura
  • Area control with Holy Ground and Barrier
  • Last-stand defense with Last Stand

📜 Pre-Generated Character Builds

Real characters from the Sablewood Messengers Quickstart Adventure with complete loadout strategies.

✨ Marlowe Fairwind - Loreborne Elf Sorcerer (Primal Origin)

Class
Sorcerer
Subclass
Primal Origin
Domains
Arcana & Midnight
Spellcast Trait
Instinct (+1)

Background: Personal mage to King Emeris. Appears calm, until she isn't. She holds herself to high standards and expects the same from others.

Primal Origin Foundation - Manipulate Magic:

After casting a spell or magic weapon attack, mark Stress to: Extend reach by one range, gain +2 bonus, double a damage die, or hit additional target.

Level 1 Loadout (5 Cards):

  • Rain of Blades (L1, Arcana Spell, Recall 1): Very Close range, d8+2 magic damage, +1d8 if Vulnerable
  • Unleash Chaos (L1, Arcana Spell, Recall 1): Far range variable damage, replenish with Stress
  • Volatile Magic (L1, Hope Feature, Sorcerer): Spend 3 Hope to reroll any damage dice on magic attacks
  • Channel Raw Power (L1, Class Feature): Once per long rest, vault card to gain Hope or enhance spell
  • Two additional cards from Arcana or Midnight domains
💡 Why This Build Works:

Rain of Blades and Unleash Chaos both benefit from Primal Origin's reach extension and damage doubling. Marlowe can position multiple enemies in Very Close range, then extend Rain of Blades to hit them all while doubling a damage die. Volatile Magic ensures consistent damage output with rerolls.

🐸 Barnacle - Underborne Ribbet Rogue (Nightwalker)

Class
Rogue
Subclass
Nightwalker
Domains
Midnight & Grace
Spellcast Trait
Finesse (+2)

Background: No danger he won't get into, no situation he can't get out of. Fears water (ironic for an amphibious Ribbet). Practical, cynical, and surprisingly loyal to his crew.

Nightwalker Foundation - Shadow Stepper:

Mark Stress to move from shadow to shadow within Far range, become Cloaked when you reappear.

Level 1 Loadout (5 Cards):

  • Pick and Pull (L1, Midnight Ability, Recall 0): Advantage on locks, traps, stealing
  • Sneak Attack (Class Feature, Rogue): Add d6s to damage when Cloaked or ally nearby
  • Cloaked (Class Feature, Rogue): Remain unseen if stationary, break on action
  • Rogues Dodge (L1, Hope Feature): Spend 3 Hope for +2 Evasion until next attack or rest
  • Two additional cards: one from Midnight, one from Grace
💡 Why This Build Works:

Shadow Stepper + Cloaked = Barnacle can move into shadows and be invisible when stationary. Once Cloaked, his Sneak Attack adds d6s to damage. Pick and Pull gives him utility beyond combat. This is a classic infiltrator/assassin build optimized for Nightwalker's mobility.

⚔️ Garrick Reed - Highborne Human Warrior (Call of the Brave)

Class
Warrior
Subclass
Call of the Brave
Domains
Blade & Bone
Spellcast Trait
Agility (+1)

Background: Defector from a distant military. Approaches conflict with "kill them with kindness." Questions authority but respects martial discipline. Seeks redemption for past military actions.

Call of the Brave Foundation - Courage & Battle Ritual:

Gain Hope when failing with Fear. Once per long rest, describe ritual before danger: clear 2 Stress, gain 2 Hope.

Level 1 Loadout (5 Cards):

  • Longsword + Combat Training (Warrior): 1d8+3 physical damage, ignore burden, +1 physical damage bonus
  • Attack of Opportunity (Warrior): Reaction when adversary leaves Melee range
  • Not Good Enough (L1, Blade Ability, Recall 1): Reroll damage 1s and 2s
  • No Mercy (L1, Hope Feature, Warrior): Spend 3 Hope for +1 attack rolls until rest
  • One additional card from Blade or Bone
💡 Why This Build Works:

Call of the Brave rewards both hope and fear rolls—gain Hope when failing with Fear, and use Courage to turn setbacks into advantages. Not Good Enough ensures consistent damage. This is a reliable, tactical warrior who gets stronger when things go wrong.

🪓 Khari Nix - Ridgeborne Giant Guardian (Stalwart)

Class
Guardian
Subclass
Stalwart
Domains
Valor & Blade
Spellcast Trait
Strength (+1)

Background: Loyal to the end, dry sense of humor. Suffers no fools. Born with an axe in hand—practical, grounded, protective of the party.

Stalwart Foundation - Unwavering & Iron Will:

Permanent +1 damage thresholds. When taking physical damage, mark additional Armor Slot to reduce severity.

Level 1 Loadout (5 Cards):

  • Battleaxe + Reach (Giant): 1d10+3 physical damage, Melee range becomes Very Close range
  • Unstoppable (Guardian Class): Once per rest, gain Unstoppable Die (d4), reduce damage severity, add die to damage, can't be Restrained/Vulnerable
  • Whirlwind (L1, Valor Ability, Recall 0): Spend Hope on Very Close attack to hit all targets at half damage
  • I Am Your Shield (L1, Valor Ability, Recall 1): Mark Stress to take nearby ally's damage
  • Frontline Tank (L1, Hope Feature): Spend 3 Hope to clear 2 Armor Slots
💡 Why This Build Works:

Khari is the ultimate tank. Stalwart's +1 thresholds + Iron Will let her mark extra Armor Slots. Giant ancestry extends Battleaxe to Very Close. Whirlwind hits multiple enemies. I Am Your Shield protects allies. Unstoppable makes her exponentially stronger as battle continues. She absorbs damage and doles it out.

🏹 Varian Soto - Wildborne Katari Ranger (Wayfinder)

Class
Ranger
Subclass
Wayfinder
Domains
Bone & Sage
Spellcast Trait
Agility (+2)

Background: Shoot first, ask questions later. Raised deep in forest by a hidden clan. Has been hunting a specific hybrid creature for years. Practical problem-solver.

Wayfinder Foundation - Ruthless Predator & Path Forward:

Mark Stress for +1 Proficiency. When dealing Severe damage, target marks Stress. Always know shortest path to previously visited locations.

Level 1 Loadout (5 Cards):

  • Shortbow: 1d6+3 physical damage, Far range
  • Rangers Focus (Ranger Class): Spend Hope to mark target, gain direction sense, targets mark Stress when damaged, can reroll on miss
  • Deadly Aim (Experience, +2): Boost damage output with Stress spending
  • Hold Them Off (L1, Hope Feature): Spend 3 Hope on successful attack to use same roll against 2 more targets
  • Ruthless Predator (Foundation): Mark Stress for +1 Proficiency
💡 Why This Build Works:

Varian is a glass cannon damage dealer. Rangers Focus marks one target. Ruthless Predator bumps Proficiency with Stress. Hold Them Off lets successful attacks hit 2 additional targets. Far range keeps her safe while dealing massive damage. Path Forward provides strategic mobility for the party.

🔗 Subclass & Domain Synergies

Learn how each subclass foundation feature works with domains to create powerful combinations.

Sorcerer: Primal Origin

Foundation: After casting spell or magic weapon attack, mark Stress to extend reach (+1 range), gain +2 bonus, double damage die, or hit additional target.

Best Combo: Arcana Spells (Especially AoE)

Rain of Blades is Very Close range. Primal Origin extends it to Close range, hitting more enemies. Unleash Chaos can double a d10, turning it into d20 equivalent damage.

Defensive Use: Midnight for Mobility

Uncanny Disguise + extending range means Marlowe can cast from farther away while disguised, or extend Shadow Stepper reach.

Rogue: Nightwalker

Foundation: Mark Stress to move shadow-to-shadow within Far range, become Cloaked when you reappear.

Best Combo: Midnight for Invisibility Chain

Shadow Stepper makes you Cloaked. Rogue's Cloaked class feature means you stay unseen while stationary. This is a stealth powerhouse—infiltrate, steal, disappear.

Offensive Use: Grace for Deception

Uncanny Disguise + Enrapture + Shadow Stepper = You can disguise as an NPC, Enrapture enemies, then Shadow Stepper away when discovered.

Warrior: Call of the Brave

Foundation: Gain Hope when rolling with Fear. Once per rest, perform Battle Ritual for +2 Hope and clear 2 Stress.

Best Combo: Blade for Consistent Offense

Not Good Enough rerolls damage. When you fail with Fear, you gain Hope—which fuels No Mercy's +1 attacks. This turns fear into currency.

Sustain: Bone for Tactical Positioning

Deft Maneuvers + Battle Ritual means Garrick can move up to Far range, charge in, and spend Hope from his ritual to fuel bonus attacks.

Guardian: Stalwart

Foundation: Permanent +1 damage thresholds. Mark additional Armor Slot to reduce physical damage severity.

Best Combo: Valor for Protection Chain

I Am Your Shield + Iron Will means Khari can take hits for allies, then mark extra Armor Slots to reduce her own damage. Unstoppable makes her stronger as damage accumulates.

AoE Threats: Whirlwind (Valor)

Spend Hope to hit all Very Close targets at half damage. Combined with +1 thresholds and Reach (Giant ancestry), Khari becomes a zone of control.

Ranger: Wayfinder

Foundation: Mark Stress for +1 Proficiency. Deal Severe damage = target marks Stress. Always know fastest path to visited locations.

Best Combo: Bone for Multi-Target Mastery

Hold Them Off lets a successful attack hit 2 more targets. Ruthless Predator bumps Proficiency. Targeting multiple enemies while each takes Stress = action economy win.

Survival: Sage for Environmental Control

Vicious Entangle Restrains targets. Wayfinder's Path Forward lets party move through terrain others can't. Combine for tactical battlefield control.

Subclass Class Spellcast Trait Best Domain Combo Key Synergy
Primal Origin Sorcerer Instinct Arcana (primary) Extend range + double damage dice
Nightwalker Rogue Finesse Midnight (primary) Shadow Stepper + Cloaked = Invisibility
Call of the Brave Warrior Agility Blade (primary) Fear = Hope currency
Stalwart Guardian Strength Valor (primary) +1 thresholds + Iron Will = Tanking
Wayfinder Ranger Agility Bone (primary) +1 Prof + multi-target = DPS

📊 Loadout Strategy Guide

Five loadout approaches for different playstyles.

1️⃣ Offensive Loadout (Damage-Heavy)

Philosophy: Maximize damage output with high-impact spells and abilities.

  • Rain of Blades (L1, Arcana): Multi-target setup
  • Unleash Chaos (L1, Arcana): Scaling damage
  • Volatile Magic (Hope feature): Reroll damage
  • Not Good Enough (L1, Blade): Consistent damage
  • One flex card (offensive utility)

Warning: Needs defensive options! Not suitable alone.

2️⃣ Defensive Loadout (Tank-Focused)

Philosophy: Survive damage while protecting allies.

  • I Am Your Shield (L1, Valor): Protect allies
  • Frontline Tank (Guardian Hope): Armor recovery
  • Iron Will (Guardian Foundation): Damage reduction
  • Unstoppable (Guardian Class): Scaling defense
  • One utility card (healing, mobility)

Best For: Guardians, Stalwart subclass, Ridgeborne Giants

3️⃣ Support Loadout (Healing/Buffs)

Philosophy: Keep allies healthy and empowered.

  • Mending Touch (L1, Splendor): Direct healing
  • Reassurance (L1, Splendor): Ally reroll
  • Healing Hands (L2, Splendor): Emergency healing
  • Inspirational Words (L1, Grace): Stress/Hope refresh
  • One offensive card (contribute to damage)

Best For: Wizards, Seraphs, Troubadours

4️⃣ Utility Loadout (Control/Crowd Control)

Philosophy: Control battlefield and limit enemy options.

  • Vicious Entangle (L1, Sage): Restrain
  • Shadowbind (L2, Midnight): Restrain
  • Pick and Pull (L1, Midnight): Steal/lock
  • Enrapture (L1, Grace): Distract
  • One damage card (action economy)

Best For: Druids, Rogues, Wizards

5️⃣ Hybrid Loadout (Balanced)

Philosophy: Be useful in any situation.

  • Two offensive cards (Rain of Blades, Reckless)
  • One defensive card (I Am Your Shield)
  • One utility card (Pick and Pull)
  • One class feature card (Volatile Magic, Hold Them Off)

Best For: New players, flexible parties, multi-role scenarios

📋 Loadout Recall Cost Management

  • At Level 1: Don't worry about Recall Costs—you only have 5 cards max
  • At Level 3+: Keep cards you swap frequently low Recall Cost (<2)
  • During Long Rest: Free card swaps between loadout and vault
  • Mid-Combat: Swapping costs Stress (Recall Cost value)
  • Strategy: Keep situational high-Recall cards in vault until needed

⚙️ Interactive Loadout Builder

Design your 5-card loadout and see synergies at a glance.

Step 1: Select 5 Cards for Your Loadout

Click on cards to add them. You can hold up to 5 cards in your loadout at Level 1.

Step 2: Your Loadout (5 Card Maximum)

Current Loadout

No cards selected yet. Click cards above to add them.

Step 3: Analyze Your Loadout

🎲 GM Tools: Encounter Scaling

Balance encounters based on party domain combinations and player levels.

Encounter Difficulty by Domain Complexity

Higher domain card levels = harder encounter adjustments needed.

Tier 1 (Level 1-2 Cards Only)

Simple encounters with 1-2 standard enemies. Example: 3 Thistlefolk Ambushers vs 4 PCs with Level 1 cards.

Tier 2 (Level 3-5 Cards Mixed In)

Add complexity: Multiple enemy types, environmental hazards, or 1 elite enemy. Scale encounters up 20%.

Tier 3 (Level 6+ Cards Present)

Serious threats. Scale up 40%. Consider multi-round encounters, minions, or 1 powerful solo boss.

Domain Synergy Adjustments for GMs

⚠️ If party has multiple Arcana/Midnight cards:

Expect high spell damage and ranged attacks. Add enemies with ranged capabilities. Consider Spellcast-resistant adversaries (high Difficulty).

⚠️ If party has multiple Blade/Valor cards:

They're built for melee. Use enemies that keep distance (ranged, flying). Environmental hazards that prevent melee approach.

⚠️ If party has multiple Splendor/Sage cards:

Healing/support focus. Increase damage output. Use poison, conditions that prevent healing, or enemies that silence casters.

⚠️ If party is balanced across all domains:

They're adaptable. Use complex, multi-phase encounters. Variety of enemy types and mechanics.

Rewarding Card Acquisition

Quest Rewards

Grant domain cards tied to quest outcomes. "Defeat this mage" → get a mid-level Codex card. "Save this Sage" → get a Sage card.

Loot Tables

Include domain cards in treasure. Create loot tables organized by card level and domain.

Milestone Advancement

Instead of experience, grant cards at major story points. Keeps pacing under GM control.

🎯 Creating GM Villain Builds

  • Villains should have 5-7 domain cards (2-3 more than PCs)
  • Focus villain cards on one primary domain for thematic coherence
  • Mix utility + damage. Example: Control spells + healing + offensive
  • Give villains higher-level cards (2-4 levels above party average)
  • Remember: Villains can't vault-swap mid-combat without losing momentum
  • A balanced villain should have: 2 offensive, 2 defensive, 1 utility

⚠️ Common Loadout Mistakes & How to Avoid Them

❌ Mistake #1: Overloading High-Recall-Cost Cards

Problem: You vault a Level 5+ card with Recall Cost 3. Mid-combat, you want to use it, but marking 3 Stress to swap is too expensive.

Solution: Keep high-Recall cards in vault. Use during long rests when you can swap for free. Limit Recall Cost 2+ to 1 card max in active loadout.

❌ Mistake #2: No Defensive Options

Problem: All 5 cards are offensive. Enemy crits? You die. You have no way to reduce damage or heal.

Solution: Minimum 1 defensive card per loadout. Examples: I Am Your Shield, Get Back Up, Reassurance, Mending Touch, or a class defense ability.

❌ Mistake #3: Picking Cards from Wrong Domains

Problem: You're a Warrior (Blade/Bone) but picked 3 Splendor healing cards. You waste loadout slots on cards you can't thematically use.

Solution: Check your class domains. Pick primary from your two class domains. One off-domain card max (with GM approval). Stay thematically focused.

❌ Mistake #4: Domain Overlap Without Synergy

Problem: You have Rain of Blades, Unleash Chaos, Wall Walk, and Cinder Grasp (all Arcana). They're good, but no synergy between them—just overlapping damage.

Solution: If taking 3+ from one domain, ensure they combo. Example: Rain of Blades (multi-target setup) + Unleash Chaos (scaling damage) + Volatile Magic (rerolls) = synergy chain.

❌ Mistake #5: Forgetting Your Class Feature

Problem: You're a Sorcerer but don't track Channel Raw Power. You miss opportunities to vault cards and gain Hope.

Solution: Write your class feature on a note card. Check it every long rest. Class features are free power—don't waste them.

✅ Mistake #6: Not Using Experiences

Problem: You have "Deadly Aim +2" but never spend Hope to use it in combat.

Solution: Before every action roll, ask "Does an Experience apply?" Spend Hope freely—you gain it back. Example: "I use my Deadly Aim to steady my shot" → +2 modifier.

🎯 The "Perfect" Loadout Formula

  • 2 Offensive: Damage and multi-target combos
  • 2 Defensive/Utility: Armor, healing, positioning
  • 1 Flexibility: Class feature, synergy enabler, or thematic card
  • Recall Cost Total: Keep under 6 (average 1.2 per card)
  • Domain Split: 60% primary domain, 40% secondary or off-domain