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Daggerheart · SRD 1.0

Domains

The Daggerheart core set includes 9 Domain Decks, each comprising a collection of cards granting features or special abilities expressing a particular theme.

The 9 Domains

Arcana

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. The Arcana domain can be accessed by the Druid and Sorcerer classes.

Blade

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. The Blade domain can be accessed by the Guardian and Warrior classes.

Bone

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. The Bone domain can be accessed by the Ranger & Warrior classes.

Codex

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. The Codex domain can be accessed by the Bard and Wizard classes.

Grace

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. The Grace domain can be accessed by the Bard and Rogue classes.

Midnight

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. The Midnight domain can be accessed by the Rogue and Sorcerer classes.

Sage

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. The Sage domain can be accessed by the Druid and Ranger classes.

Splendor

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. The Splendor domain can be accessed by the Seraph and Wizard classes.

Valor

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. The Valor domain can be accessed by the Guardian and Seraph classes.

Class Domains

Each class grants access to two domains:

  • Bard: Codex & Grace
  • Druid: Arcana & Sage
  • Guardian: Blade & Valor
  • Ranger: Bone & Sage
  • Rogue: Grace & Midnight
  • Seraph: Splendor & Valor
  • Sorcerer: Arcana & Midnight
  • Warrior: Blade & Bone
  • Wizard: Codex & Splendor

PCs acquire two 1st-level domain cards at character creation and an additional domain card at or below their level each time they level up.

Domain Cards

Domain Card Anatomy

Each domain card provides one or more features your PC can utilize during their adventures. Some domain cards provide moves you can make, such as a unique attack or a spell. Others offer passive effects, new downtime or social encounter abilities, or one-time benefits.

Each domain card includes six elements:

  • Level. The number in the top left of the card indicates the card’s level. You cannot acquire a domain card with a level higher than your PC’s.
  • Domain. Beneath the card’s level there is a symbol indicating its domain. You can only choose cards from your class’s two domains.
  • Recall Cost. The number and lightning bolt in the top right of the card shows its Recall Cost. This is the amount of Stress a player must mark to swap this card from their vault with a card from their loadout. Note: A player can swap domain cards during downtime without paying the domain card’s Recall Cost.
  • Title. The name of the card.
  • Type. The card’s type is listed in the center above the title. There are three types of domain cards: abilities, spells, and grimoires. Abilities are typically non-magical in nature, while spells are magical. Grimoires are unique to the Codex domain and grant access to a collection of less potent spells. Some game mechanics only apply to certain types of cards.
  • Feature. The text on the bottom half of the card describes its feature(s), including any special rules you need to follow when you use that card.

Loadout & Vault

Your loadout is the set of acquired domain cards whose effects your PC can use during play. You can have up to 5 domain cards in your loadout at one time. Once you’ve acquired six or more domain cards, you must choose five to keep in your loadout; the rest are considered to be in your vault. Vault cards are inactive and do not influence play.

Note: Your subclass, ancestry, and community cards don’t count toward your loadout or vault and are always active and available.

At the start of a rest, before using downtime moves, you can freely move cards between your loadout and your vault, so long as your loadout doesn’t exceed its five-card maximum.

To move a card from your vault to your loadout at any other time, you must mark a number of Stress equal to the vaulted card’s Recall Cost (located in the top right of the card next to the lightning bolt symbol). If your loadout is already full, you must also move a card from your loadout to your vault to make space, though you can do this at no cost.

When you gain a new domain card at level-up, you can immediately move it into your loadout for free. If your loadout is already full, you must also move a card from your loadout to your vault to make space.

Usage Limits

If a domain card restricts how often it can be used, you can track such limits with whatever method you prefer, such as turning the card sideways, flipping it facedown, or using tokens.

Note: if an effect or ability gives you a number of uses equal to a trait with a modifier of +0 or less, it grants you 0 uses.

Domain Card Tables

Arcana

LevelOption 1Option 2Option 3
1Rune WardUnleash ChaosWall Walk
2Cinder GraspFloating Eye
3CounterspellFlight
4Blink OutPreservation Blast
5Chain LightningPremonition
6Rift WalkerTelekinesis
7Arcana-TouchedCloaking Blast
8Arcane ReflectionConfusing Aura
9EarthquakeSensory Projection
10Adjust RealityFalling Sky

Blade

LevelOption 1Option 2Option 3
1Get Back UpNot Good EnoughWhirlwind
2A Soldier’s BondReckless
3ScrambleVersatile Fighter
4Deadly FocusFortified Armor
5Champion’s EdgeVitality
6Battle-HardenedRage Up
7Blade-TouchedGlancing Blow
8Battle CryFrenzy
9Gore and GloryReaper’s Strike
10Battle MonsterOnslaught

Bone

LevelOption 1Option 2Option 3
1Deft ManeuversI See It ComingUntouchable
2FerocityStrategic Approach
3BraceTactician
4BoostRedirect
5Know Thy EnemySignature Move
6Rapid RiposteRecovery
7Bone-TouchedCruel Precision
8Breaking BlowWrangle
9On the BrinkSplintering Strike
10DeathrunSwift Step

Codex

LevelOption 1Option 2Option 3
1Book of AvaBook of IlliatBook of Tyfar
2Book of SitilBook of Vagras
3Book of KorvaxBook of Norai
4Book of ExotaBook of Grynn
5Manifest WallTeleport
6BanishSigil of Retribution
7Book of HometCodex-Touched
8Book of VyolaSafe Haven
9Book of RoninDisintegration Wave
10Book of YarrowTranscendent Union

Grace

LevelOption 1Option 2Option 3
1Deft DeceiverEnraptureInspirational Words
2Tell No LiesTroublemaker
3Hypnotic ShimmerInvisibility
4Soothing SpeechThrough Your Eyes
5Thought DelverWords of Discord
6Never UpstagedShare the Burden
7Endless CharismaGrace-Touched
8Astral ProjectionMass Enrapture
9CopycatMaster of the Craft
10EncoreNotorious

Midnight

LevelOption 1Option 2Option 3
1Pick and PullRain of BladesUncanny Disguise
2Midnight SpiritShadowbind
3ChokeholdVeil of Night
4Stealth ExpertiseGlyph of Nightfall
5HushPhantom Retreat
6Dark WhispersMass Disguise
7Midnight-TouchedVanishing Dodge
8ShadowhunterSpellcharge
9Night TerrorTwilight Toll
10EclipseSpecter of the Dark

Sage

LevelOption 1Option 2Option 3
1Gifted TrackerNature’s TongueVicious Entangle
2Conjure SwarmNatural Familiar
3Corrosive ProjectileTowering Stalk
4Death GripHealing Field
5Thorn SkinWild Fortress
6Conjured SteedsForager
7Sage-TouchedWild Surge
8Forest SpritesRejuvenation Barrier
9Fane of the WildsPlant Dominion
10Force of NatureTempest

Splendor

LevelOption 1Option 2Option 3
1Bolt BeaconMending TouchReassurance
2Final WordsHealing Hands
3Second WindVoice of Reason
4DivinationLife Ward
5Shape MaterialSmite
6RestorationZone of Protection
7Healing StrikeSplendor-Touched
8Shield AuraStunning Sunlight
9Overwhelming AuraSalvation Beam
10InvigorationResurrection

Valor

LevelOption 1Option 2Option 3
1Bare BonesForceful PushI Am Your Shield
2Body BasherBold Presence
3Critical InspirationLean on Me
4Goad Them onSupport Tank
5ArmorerRousing Strike
6InevitableRise Up
7Shrug It OffValor-Touched
8Full SurgeGround Pound
9Hold the LineLead by Example
10UnbreakableUnyielding Armor
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