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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

Level Option 1 Option 2 Option 3
1 Rune Ward Unleash Chaos Wall Walk
2 Cinder Grasp Floating Eye
3 Counterspell Flight
4 Blink Out Preservation Blast
5 Chain Lightning Premonition
6 Rift Walker Telekinesis
7 Arcana-Touched Cloaking Blast
8 Arcane Reflection Confusing Aura
9 Earthquake Sensory Projection
10 Adjust Reality Falling Sky

Blade

Level Option 1 Option 2 Option 3
1 Get Back Up Not Good Enough Whirlwind
2 A Soldier's Bond Reckless
3 Scramble Versatile Fighter
4 Deadly Focus Fortified Armor
5 Champion's Edge Vitality
6 Battle-Hardened Rage Up
7 Blade-Touched Glancing Blow
8 Battle Cry Frenzy
9 Gore and Glory Reaper's Strike
10 Battle Monster Onslaught

Bone

Level Option 1 Option 2 Option 3
1 Deft Maneuvers I See It Coming Untouchable
2 Ferocity Strategic Approach
3 Brace Tactician
4 Boost Redirect
5 Know Thy Enemy Signature Move
6 Rapid Riposte Recovery
7 Bone-Touched Cruel Precision
8 Breaking Blow Wrangle
9 On the Brink Splintering Strike
10 Deathrun Swift Step

Codex

Level Option 1 Option 2 Option 3
1 Book of Ava Book of Illiat Book of Tyfar
2 Book of Sitil Book of Vagras
3 Book of Korvax Book of Norai
4 Book of Exota Book of Grynn
5 Manifest Wall Teleport
6 Banish Sigil of Retribution
7 Book of Homet Codex-Touched
8 Book of Vyola Safe Haven
9 Book of Ronin Disintegration Wave
10 Book of Yarrow Transcendent Union

Grace

Level Option 1 Option 2 Option 3
1 Deft Deceiver Enrapture Inspirational Words
2 Tell No Lies Troublemaker
3 Hypnotic Shimmer Invisibility
4 Soothing Speech Through Your Eyes
5 Thought Delver Words of Discord
6 Never Upstaged Share the Burden
7 Endless Charisma Grace-Touched
8 Astral Projection Mass Enrapture
9 Copycat Master of the Craft
10 Encore Notorious

Midnight

Level Option 1 Option 2 Option 3
1 Pick and Pull Rain of Blades Uncanny Disguise
2 Midnight Spirit Shadowbind
3 Chokehold Veil of Night
4 Stealth Expertise Glyph of Nightfall
5 Hush Phantom Retreat
6 Dark Whispers Mass Disguise
7 Midnight-Touched Vanishing Dodge
8 Shadowhunter Spellcharge
9 Night Terror Twilight Toll
10 Eclipse Specter of the Dark

Sage

Level Option 1 Option 2 Option 3
1 Gifted Tracker Nature's Tongue Vicious Entangle
2 Conjure Swarm Natural Familiar
3 Corrosive Projectile Towering Stalk
4 Death Grip Healing Field
5 Thorn Skin Wild Fortress
6 Conjured Steeds Forager
7 Sage-Touched Wild Surge
8 Forest Sprites Rejuvenation Barrier
9 Fane of the Wilds Plant Dominion
10 Force of Nature Tempest

Splendor

Level Option 1 Option 2 Option 3
1 Bolt Beacon Mending Touch Reassurance
2 Final Words Healing Hands
3 Second Wind Voice of Reason
4 Divination Life Ward
5 Shape Material Smite
6 Restoration Zone of Protection
7 Healing Strike Splendor-Touched
8 Shield Aura Stunning Sunlight
9 Overwhelming Aura Salvation Beam
10 Invigoration Resurrection

Valor

Level Option 1 Option 2 Option 3
1 Bare Bones Forceful Push I Am Your Shield
2 Body Basher Bold Presence
3 Critical Inspiration Lean on Me
4 Goad Them on Support Tank
5 Armorer Rousing Strike
6 Inevitable Rise Up
7 Shrug It Off Valor-Touched
8 Full Surge Ground Pound
9 Hold the Line Lead by Example
10 Unbreakable Unyielding Armor