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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

Level
Source
1
Spell
Blighting Strike

Make a Spellcast Roll against a target within Far range. On a success, the target takes d6+1 magic damage using your Proficiency and the next time the target deals damage to an ally, it is reduced by half. If you succeed with Fear, the target instead takes d10+1 magic damage using your Proficiency.

Hope & Fear
1
Spell
Umbral Veil

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.

Hope & Fear
0
Spell
Voice of Dread

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.

Hope & Fear
2
Spell
Hideous Retribution

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 d6 magic damage using your Proficiency.

Hope & Fear
1
Spell
Siphon Essence

Make a Spellcast Roll against a target within Very Close range. On a success, once per long rest, the target takes d20 magic damage using your Proficiency. You clear a number of Hit Points equal to the number Hit Points the target marked from this attack. On a success with Fear, you gain a +1 bonus to your Proficiency for this attack.

Hope & Fear
1
Spell
Shared Trauma

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.

Hope & Fear
1
Spell
Terrify

Make a Spellcast Roll against a target within Far range. On a success, the target marks 1d4 Stress and you can choose to make the target run one range away from you (Close to Far, Far to Very Far, etc). On a success with Fear, the target becomes temporarily Vulnerable.

Hope & Fear
2
Spell
Chains of Affliction

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.

Hope & Fear
2
Spell
Summon Horror

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 d10 magic damage using your Proficiency. The target must succeed on a Reaction Roll (12) to steel themselves from the horror or mark 1d4 Stress.

After making the attack, the creature dissipates.

Hope & Fear
1
Spell
Dire Strike

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.

Hope & Fear
0
Spell
Spectral Mist

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.

Hope & Fear
2
Spell
Darkfire

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 d8+6 magic damage using your Proficiency as they are engulfed in dark fire. On a success, they take half damage.

Hope & Fear
0
Spell
Jump Scare

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.

Hope & Fear
2
Spell
Dread-Touched

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.
Hope & Fear
2
Spell
Wall of Hunger

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.

Hope & Fear
2
Spell
Dark Army

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 +1d8. Additionally, when you take damage, you can spend a token to reduce it by 1d8. Each time you spend a token, a fiend acts on your behalf, then disappears.

Remove all tokens from this card on your next rest.

Hope & Fear
1
Spell
Eldritch Flesh

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.
Hope & Fear
2
Spell
Damnation

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.

Hope & Fear
0
Spell
Savor the Anguish

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.

Hope & Fear
1
Spell
Avatar of Terror

Mark a Stress to transform into a creature fueled by fear. While in this form, your damage rolls gain a +1d6 bonus for each Fear the GM has. Additionally, gain a Hope when the GM uses a Fear feature on an adversary within Close range.

You must spend a Hope to make an action roll while in this form. Otherwise, you drop out of this form.

Reiko Murakami
Hope & Fear
2
Spell
Invoke Torment

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.

Hope & Fear

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