DreadHope & Fear
Dread is the domain of nightmares and fear. Those who choose this path can call forth monstrosities, enfeeble their foes, and channel terrifying magic to destroy their enemies. Dread grants its adherents power over forces most are too afraid to employ.
Domain Cards

Make a Spellcast Roll against a target within Far range. On a success, the target takes

Once per rest, when you roll with Fear, you can spend any number of Hope to place an equal number of tokens on this card, encasing yourself in a shadowy energy. After an attack roll is made against you, you can spend any number of tokens to give the attack roll a -1 penalty per token. On your next rest, remove all tokens from this card.

You can magically speak directly into the ears of a creature you can see. To torment them with your words, make a Spellcast Roll against them. On a success, they must mark a Stress and become temporarily Vulnerable.

When an ally within Close range takes damage from a target you can see, you can make a Spellcast Reaction Roll against the target. On a success, mark a Stress to deal them

Make a Spellcast Roll against a target within Very Close range. On a success, once per long rest, the target takes

You can transfer suffering from one creature to another. Once per rest, mark any number of Hit Points on a willing creature within Melee range to clear an equal number of Hit Points on another willing creature within Melee range. You can choose yourself in place of either creature.

Make a Spellcast Roll against a target within Far range. On a success, the target marks

Mark 2 Stress to temporarily Chain a target within Close range. When a Chained creature deals damage, the target of their attack reduces the number of Hit Points they mark by one. You can’t have more than one creature Chained at a time.

Make a Spellcast Roll against a target within Far range. On a success, spend a Hope to call forth an otherworldly creature to attack them and deal
After making the attack, the creature dissipates.

After making a successful attack, you can spend 2 Hope to leach power from the target. For each Hit Point your target marked from this attack, the GM loses a Fear.

Mark a Stress to summon an eerie mist that turns you and any targets within Close range momentarily incorporeal. While a creature is incorporeal, they can move through solid objects and are immune to physical damage. A creature becomes corporeal again after they pass through a solid object or make an action roll. Otherwise, this effect drops at the end of the scene.

Make a Spellcast Roll against all adversaries within Close range. You can spend a Hope for any you succeed against, and they must make a Reaction Roll (14). On a failure, they take

When you deal magic damage to a target, you can mark a Stress to immediately teleport into Melee range of them. When you do, they become Vulnerable until they mark one or more Hit Points.

When 4 or more of the domain cards in your loadout are from the Dread domain, gain the following benefits:
- When you succeed with Fear, you can mark 2 Stress to keep the GM from gaining a Fear.
- Once per rest, when making an action roll, you can add a +1 bonus to the roll for each Fear token the GM has stored.

Succeed a Spellcast Roll (13) to create a visible wall of writhing, necrotic energy in a line between two points within Far range that lasts until you mark a Hit Point or cast this spell again. Any creatures inside the wall when it appears or who try to pass through the wall must mark 2 Stress, then make a Reaction Roll (16). On a failure, they are temporarily Restrained by the wall.

Make a Spellcast Roll (14). Once per long rest, on a success you can summon a group of fiends that surround and move with you. Place 8 tokens on this card. When you deal damage to a target within Very Close range, you can spend a token to increase it by +
Remove all tokens from this card on your next rest.

You embody the darkness you have dallied with. When this card is in your loadout:
- Gain a +1 bonus to your damage thresholds for each Stress you have marked.
- When you roll with Fear, you can spend 2 Hope to clear an Armor Slot.

Make a Spellcast Roll against a target within Far range. On a success, mark any number of Stress to roll an equal number of d20s, dealing magic damage equal to the total result. If the target is defeated as a result of this attack, all adversaries within Far range of the target mark a Stress.

When an adversary within Close range marks Stress or takes Severe damage, you can spend a Hope to clear a Stress or force the GM to lose a Fear.
Mark a Stress to transform into a creature fueled by fear. While in this form, your damage rolls gain a +
You must spend a Hope to make an action roll while in this form. Otherwise, you drop out of this form.

Targets with all of their Stress marked take double damage from your attacks.
Additionally, when you defeat a creature with all of its Stress marked, you clear a Stress.
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