Domains

Splendor

Splendor

Splendor is the domain of life. Through this magic, followers gain the ability to heal, though such power also grants the wielder some control over death. Splendor offers its disciples the magnificent ability to both give and end life.

Cards

Level 1

1

Bolt Beacon

Make a Spellcast Roll against a target within far range. On a success, spend a Hope to send a bolt of shimmering light towards them. Treat it like a ranged weapon, dealing d8+2 magic damage using your proficiency and making them glow brightly. They become temporarily Vulnerable.

Spell

1

Mending Touch

You lay your hands upon a creature and channel healing magic to help close their wounds. When you can take a few minutes to focus on the person you’re helping, spend 2 Hope and heal a Hit Point or a Stress.

Once per long rest, when you spend this healing time learning something new about them or revealing something about yourself, the 2 Hope you spend heals 2 Hit Points or 2 Stress instead.

Spell

0

Reassurance

Once per short rest, after an ally attempts an Action Roll, but before the consequences take place, you may offer assistance or words of support. When you do, they may reroll their dice. They must accept the result of this new roll.

Spell

Level 2

1

Final Words

Make a Spellcast Roll (13). On a success, you can infuse a moment of life into a corpse in order to speak with it. If the result is with Hope, it will answer up to three questions. If the result is with Fear, only one. Once the spell ends or on a failure, the body will turn to dust.

Spell

1

Healing Hands

Make a Spellcast Roll (13) and target a creature other than yourself in melee. On a success, mark a Stress to heal the target 2 Hit Points or 2 Stress. On a failure, mark a Stress to heal the target 1 Hit Point or 1 Stress. You can’t heal the same target again until after your next long rest.

Spell

Level 3

1

Conviction

You speak with an unmatched power and grace. When you attempt to use this candor to de-escalate a violent situation or get someone to follow your lead, roll with advantage.

Your conviction also emboldens you in moments of duress. When all of your Stress is marked, your damage rolls are made with +1 Proficiency.

Ability

2

Second Wind

Once per short rest, when you make a successful strike against an enemy, you may clear 3 Stress or one Hit Point. On a success with Hope, you may also clear 3 Stress or one Hit Point of an ally who is within close range of you.

Ability

Level 4

1

Divination

Once per long rest, you may spend 3 Hope to reach out to the forces beyond and ask one question about an event, person, place, or situation in the near future. Your vision of the world will momentarily twist and shape around you to show the answer, though it may be cryptic, obscured, or partial.

Spell

1

Life Ward

Use an action to spend 3 Hope and point at a close ally. They are marked with a glowing sigil of protection. If this ally is ever required to make a death move for any reason, they ignore it and clear one hit point.

This spell ends when it saves the target from a Death Move, it is cast on another target, or when you take a long rest.

Spell

Level 5

1

Shape Material

Use an action and mark a Hope to adjust a section of natural material you are touching (like stone, ice, wood, etc) into a shape that suits your purpose. This material area can be no larger than you. Examples include forming a rudimentary tool or weapon, creating a door or passage, etc.

You can only affect the material within close range of where you are touching it.

Spell

2

Smite

Spend 3 Hope to charge up a powerful smite. On the next successful attack you make with a weapon, double the value of your damage roll. This attack deals magic damage regardless of the weapon’s damage type.

Spell

Level 6

2

Restoration

After a long rest, place a number of tokens equal to your Spellcast Trait on this card. As an action, you can touch a creature and spend any number of tokens to heal them for 2 Hit Points per token. You can also use an action and spend a token when touching a creature to clear a Stress, end the Vulnerable condition, a disease, or a magical ailment (though the GM might require additional tokens depending on the power of the ailment).

When you take a long rest, clear all tokens.

Spell

2

Zone of Protection

Make a Spellcast Roll ( 16). On a success, once per long rest, you can designate a point within far range of you and create a visible zone of protection there for all allies within very close range of that point. When you do, place a d8 on this card at its highest value. When taking damage, any allies in this zone automatically reduce it by the die’s value. Then reduce the die’s value by 1. This spell ends when the die reaches 0.

Spell

Level 7

1

Healing Strike

Whenever you do damage to an enemy, you may spend a Hope to heal a single Hit Point on an ally within close range of you.

Spell

2

Splendor Touched

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

  • Increase your Severe Damage Threshold by +3.
  • Once per long rest, when incoming damage would require you to take a certain number of Hit Points, you may choose to take that much Stress or spend that much Hope instead.

Ability

Level 8

2

Shield Aura

Mark a Stress to cast Shield Aura on a creature you can touch. Whenever they use an Armor Slot, they roll a d12 and add its value to their Armor Score. If the d12 result is equal to or above their current level, this spell ends. If the d12 result is below their current level, it stays active.

Spell

2

Stunning Sunlight

Make a Spellcast Roll against any enemies in front of you within far range as you unleash powerful rays of burning sunlight. Spend a Hope for each enemy you succeed against that you want to affect, and they must make a Reaction Roll (14).

On a success, they take 4d20+5 magic damage. On a failure, they take 4d20+5 magic damage and are Stunned, keeping them from acting until the condition is cleared.

Spell

Level 9

2

Overwhelming Aura

Make a Spellcast Roll (15) to temporarily emit a powerful presence. On a success, spend 2 Hope to make your Presence score equal to your Spellcast Trait until your next long rest.

While you have Overwhelming Aura active, an adversary must always mark a Stress when they target you with an attack.

Spell

2

Salvation Beam

Make a Spellcast Roll (16). On a success, mark any amount of Stress to clear that many Hit Points on a line of allies within far range, dividing up the healing however you’d like among them.

Spell

Level 10

4

Invigoration

When you or an ally close to you has used an ability or spell that has an exhaustion limit (once per short rest, once per long rest, etc.), spend any amount of Hope and roll that many d6. On a 6, the feature can be used again.

This spell doesn’t work on any abilities or spells that have been permanently placed in your Vault.

Spell

2

Resurrection

Make a Spellcast Roll (20). On a success, you may restore one creature who has been dead no longer than 100 years. Then roll a 1d6. On a 1-5, put this card into your Vault permanently.

On a failure, this cannot be attempted again for at least a week, and the consequences of failing such powerful magic can have unexpected effects on the dead.

Spell