Domains

Midnight

Midnight

Midnight is the domain of shadows and secrecy. Whether by clever tricks, or cloak of night those who channel these forces are practiced in that art of obscurity and there is nothing hidden they cannot reach. Midnight offers practitioners the incredible power to control and create enigmas.

Cards

Level 1

0

Pick and Pull

You have advantage on any attempt to pick a non-magical lock, disarm a trap, or steal an item from a target (either through stealth or by force).

Ability

1

Rain of Blades

Spend a Hope to conjure throwing blades that strike any enemies very close to you. Make a Spellcast Roll and all targets that you succeed against take d8+2 magic damage using your proficiency. If any targets you hit are currently Vulnerable, they take an additional 1d8 magic damage.

Spell

0

Uncanny Disguise

When you have a few minutes to prepare, you can mark a Stress to don the facade of any humanoid you can picture clearly in your mind. While disguised, all Presence rolls to avoid scrutiny have advantage.

Place a number of tokens on this card equal to your Spellcast Trait. When you take an action while disguised, spend one. After the action that spends the last token resolves, the disguise drops.

Spell

Level 2

1

Midnight Spirit

Spend a Hope to summon a humanoid-sized spirit that can move or carry things you can see until your next short rest.

You may also send it to make an attack on an enemy. When you do, make a Spellcast Roll against a target within very far range of you. On a success, roll an amount of d6 equal to your Spellcast Trait and deal that much magic damage to the target. The spirit then dissipates.

You can only have one spirit at a time.

Spell

0

Shadowbind

Make a Spellcast Roll against all enemies within Very Close range. All it succeeds against have their shadows temporarily pinned where they are, making them restrained.

Spell

Level 3

1

Chokehold

While hidden, when you successfully position yourself behind a creature that’s about your size, you can use an action to mark a Stress and pull them into a chokehold or equally compromising position, making them temporarily Vulnerable.

Every Attack Roll against them while they are Vulnerable from your chokehold adds 2d6 to the damage roll.

Ability

1

Veil of Shadows

Make a Spellcast Roll (13). On a success, you can create a temporary curtain of darkness from one point up to far range from you to another. Only you can see through this darkness. Gain advantage on any attacks you make through the wall and you are considered Hidden to any enemies on the other side. It will hold until you cast another spell.

Spell

Level 4

1

Midnight Mark

Make a Spellcast Roll against a target within very close range. On a success, spend a Hope to conjure a dark glyph upon their body that exposes their weak points, temporarily reducing the target’s Difficulty number by 1 + your Knowledge trait.

Spell

0

Stealth Expertise

When you attempt to move through a dangerous area without being noticed, if you roll with Fear, you can always mark a Stress to change it to a roll with Hope instead.

If an ally within close range is also attempting to move without being noticed and rolls with Fear, you can mark a Stress to change their roll to a roll with Hope as well.

Ability

Level 5

1

Hush

Make a Spellcast Roll against a target within close range. On a success, spend a Hope to temporarily conjure suppressive magic around the target that encompasses everything within very close range of them and follows them as they move.

The target and anything within the area cannot make noise and cannot cast spells until the GM spends 2 Fear to end it, you cast this spell again, or you take Major damage.

Spell

2

Phantom Retreat

Spend a Hope to activate Phantom Retreat where you’re currently standing. You may spend another Hope at any time before your next short rest to disappear from where you are and reappear where you were standing when you activated Phantom Retreat. This will end the spell.

Spell

Level 6

0

Dark Whispers

You can speak into the mind of any person you’ve ever seen or know the name of.

When you do, you may also choose to mark a Stress to make a Spellcast Roll against them. On a success, you can ask one of the questions below.

  • Where are they?
  • What are they doing?
  • What are they afraid of?
  • What do they cherish most in the world?

Ability

0

Mass Disguise

When you have a few minutes of silence to focus, you can mark a Stress to change the appearance of every willing target close to you. The new form must share a general body structure and size, and can be somebody or something you’ve seen before or entirely fabricated. A disguised creature’s Presence rolls to shrug off scrutiny have Advantage. Start a d8 countdown die that begins at 8 and can be ticked down by the GM as a consequence. When it reaches 0, the disguise drops.

Spell

Level 7

2

Midnight Touched

When a majority of the domain cards in your loadout are from the Midnight domain:

  • Whenever the GM gains a Fear, you gain a Hope.
  • If your Fear die ever rolls a 1 or 2, you may reroll it and take the new result instead.

Ability

1

Vanishing Dodge

When you successfully evade physical damage, you can spend a Hope to envelop yourself in shadow, becoming Hidden and teleporting to anywhere in close range of the target that attacked you. You remain Hidden until the next time you make an action roll.

Spell

Level 8

2

Shadowhunter

Under the cover of shadow, your prowess is enhanced. While you are shrouded in low light or darkness, you have +1 Evasion and make attack rolls with advantage.

Ability

1

Spellcharge

When you take magic damage, place tokens on this card equal to the number of hit points you marked. When you make a successful attack roll against a target, you can spend any number of the tokens from this card to deal an additional 1d6 magic damage per token. On your next rest, clear all tokens.

Spell

Level 9

2

Night Terror

Once per long rest, use an action to choose any targets within very close range. For them, your visage changes into something of nightmarish horror. They must make a successful Reaction Roll (16) or become temporarily Horrified. While Horrified, they are Vulnerable. Steal an amount of Fear from the GM equal to the number of targets that are Horrified (or as many as they have, if it’s not enough). For each Fear stolen, roll a d6 and deal that much damage to each Horrified target. Discard the stolen Fear.

Spell

1

Twilight Toll

Choose a target within far range to mark. Each time you succeed on any Action Roll against them that doesn’t result in making a damage roll, place a token on this card. When you roll damage against this target, you can spend any number of tokens to deal an additional 1d12 per token spent. You may only hold Twilight Toll on one creature at a time.

Ability

Level 10

2

Eclipse

Make a Spellcast Roll (16). Once per long rest, on a success, plunge the entire area within far range into magical shadow. Whenever you or an ally within this shadow are attacked, your Evasion is increased by +2.

In addition, when you or an ally rolls a successful Attack Roll with Hope against an enemy that is within this shadow, the enemy marks a Stress. This spell lasts until the GM spends a Fear or you take Severe damage.

Spell

1

Specter of the Dark

Mark a Stress to move like a ghost. While in this form, you are visible but can float and pass through solid objects until the next time you make an action roll targeting another creature. During this time, you are immune to physical damage.

Spell