BloodThe Void Playtest v1.5
Domain Cards

Make a Spellcast Roll against a target within Close range. On a success, spend a Hope to deal

Mark a Hit Point to conjure a talisman infused with your life essence. When the bearer of the talisman would take Severe or greater damage, they can destroy the talisman and reduce the damage by two thresholds. The talisman otherwise disappears when you take a rest or cast this spell again.

Когда вы отмечаете Рану, положите жетон на эту карточку, вплоть до максимума в размере вашей характеристики Заклинателя. При успешной атаке вы можете потратить любое количество жетонов, чтобы получить

When you succeed on an attack roll against a target, you can mark a Stress to Brand them until you take a long rest or cast this spell again. You always know the direction of the Branded target. If the Branded target deals damage to you, you can remove the Branded condition to make them mark 2 Stress.

When you or an ally makes an action roll to frighten or intimidate a creature within Close range, you can spend a Hope to give the roll advantage. On a success, the target marks a Stress.
Additionally, once per long rest, you can spend a Hope to calm yourself or a willing creature within Close range, letting the target clear 2 Stress.

Make a Spellcast Roll against an adversary within Close range. On a success, spend a Hope to do any of following in the order you choose:
• You move the target up to Close range from their current position. To move the target into dangerous terrain, you must spend another Hope.
• The target makes a standard attack against another target of your choice within the attack’s range.

Make a Spellcast Roll (13). On a success, mark a Hit Point to inflame a group’s lifeblood within Far range, making each target mark a Hit Point. If you have at least 3 Hit Points marked, each target marks 2 Hit Points instead.

Make a Spellcast Roll against a creature within Far range. On a success, mark a Stress to throw a conjured harpoon of magic blood at the target, dealing
Alternatively, if you target an unheld object or terrain within Far range, make a Spellcast Roll (13). On a success, you pull the object to you, or you pull yourself to the terrain.

Once per long rest, you can mark a Hit Point to clot, suture, and fortify others with your own lifeblood. Each willing target within Very Close range clears a Hit Point and an Armor Slot.

Make a Spellcast Roll against an adversary within Close range. Once per rest on a success, mark a Hit Point to Infect the target with a tiny magical bloodworm.
Presence Rolls against the Infected target have advantage. When the Infected target makes an attack roll, you can spend a Hope to give the roll disadvantage. The Infected condition lasts until you take a rest or you sacrifice the bloodworm to make the Infected target mark a Hit Point.

Mark a Stress to place a number of tokens equal to your Spellcast trait onto this card and transform into a pool of blood. Remove a token each time you make an action roll or take damage. You drop out of this form when you remove the last token on this card. While in blood form, you gain resistance to physical damage and can slither through any space a liquid can traverse

Make a Spellcast Roll against an adversary within Close range. On a success, mark a Stress as you slow the target’s vitality. The target is temporarily Restrained and Vulnerable.
Each time the target is spotlighted while either of these conditions persists on them, the target marks a Stress.

Make a Spellcast Roll (14). Once per rest on a success, you conjure a magical tether between yourself and a willing target within Close range that lasts until the end of the scene. When either tethered creature would mark a Hit Point, the other tethered creature can mark a Hit Point instead.

While 4 or more of the domain cards in your loadout are from the Blood domain, gain the following benefits:
• You gain a Hope when you take Major or greater damage.
• When you make a Spellcast Roll, you can spend a Hope to gain a bonus equal to the number of Hit Points you have marked.

When you deal Major or greater damage to an adversary within Close range, you can mark a Stress to clear a Hit Point.

Once per long rest, when an adversary within Close range is defeated, you can cause their body to erupt with a twisting, veiny tree that oozes life force. Place a number of tokens on this card equal to your Spellcast trait.
A PC within Melee range of the tree can spend a token from this card to siphon life force from the tree and clear a Hit Point.

Choose the physical or magic damage type, and make a Spellcast Roll (15). On a success, you trace a Very Close circle of blood on the ground around you that grants creatures of your choice inside it resistance against that damage type.
The circle lasts until you take Major or greater damage, move outside the circle, or cast this spell again.

Make a Spellcast Roll against a target within Close range. On a success, spend a Hope to mark the target with a magical glyph that causes them to bleed profusely. Until the glyph fades, damage the target takes is increased by one threshold.
The glyph fades when you take a rest, you cast this spell again, or the target takes Severe or greater damage

Mark a Hit Point to make a Spellcast Roll against all targets within Close range in front of you. On a success, deal

Make a Spellcast Roll against an adversary within Close range. Once per rest on a success, roll a number of d6s equal to the number of Hit Points you have marked, and you can mark an additional Hit Point to reroll any number of these dice. The target marks a Hit Point for each result of 4 or higher.

Your wounds seal into armored scabs. When you mark 2 or more Hit Points from an attack, clear an Armor Slot.
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