
u/seb-latour

Domain Cards poll
Hey everyone! So I thought I would ask you for your opinion on a project I’ve been working on for a while now. It is a collection of 99 domain cards, 11 per domain. The cards will not have art because it would be close to 9k euros…
My issue is the playtesting: I have been able to get groups to playtest most cards from levels 1 to 5, and 5 would need more data. I can’t fit more Daggerheart games into my life (what a sad sentence!) and my friends have already been super generous with their time testing the subclasses from my first supplement Fearless and the vol2 coming soon.
So by the time I would finish playtesting all cards for all domains above 5, it would take months of high level content, assuming players would want to try my new spells and abilities. So what should I do?
1- publish now (with disclaimer?)
2- wait until higher levels are playtested
3- third option (tell me if it's obvious I'm new at this)
Edit: can't seem to make the poll widget to work
Fearless Vol.1 - 18 new subclasses
Well, this is it: FEARLESS, my first extension for Daggerheart is now live on Heart of Daggers after 4 months of intense work and learning. I hope you will love it. It showcases 18 new subclasses for Daggerheart's core classes, 2 subclasses for each of the 9 classes. Here is the list: The Harlequin magically changes outfits and wears any face the moment demands, turning acrobatic performance into a tactical advantage.
The Mountebank never works alone — their trained animal companion shares their stage, their cards, their experiences and their reputation.
The Warden of the Grove camouflages completely, turns the primordial magic of the forest into powerful boons, and can transform into an Ancient Tree, immovable and devastating.
The Warden of the Hive is a living colony, able to avoid blows by dispersing into bees, or release swarms to strike or scout multiple locations at once.
The Blacksmith finds the fault in every defense, hits harder the longer a fight goes, and keeps their allies' armor battle-ready.
The Rampart reads the battlefield before the battle starts, shields allies from blows they never saw coming, and makes themselves the only target worth worrying about.
The Seeker believes two blades are better than one, trusts their daredevil instincts to guide the party through places most people never return from, and survive what should have killed them.
The Wildshot enchants every arrow and lets the winds guide every shot, to root, to burn, to repel. Some archers were just never meant to miss.
The Blacktongue runs a black-market network, holds leverage over everyone worth knowing, and gets things delivered that no one else can find.
The Shadowcaster detaches their shadow to scout, restrain enemies, hide allies, and strike. All while they stand still in the light and wait.
The Haloed Champion wields a divine halo as a radiant weapon, a beacon of light, or a blinding circle of protection.
The Hollow Templar has already died once and chosen to keep going anyway, immune to what would break anyone else, and refusing to fall when it matters most.
The Fractal Origin sorcerer builds layered, reactive illusions that hold up at any range — and infuses them with shadow magic to strike creatures that thought they were safe.
The Spectral Origin sorcerer carries something ancient and incorporeal inside them, and draws power from the boundary between the living and the dead.
The Call of the Bladedancer turns every duel into something beautiful — parrying, redirecting, and finding that grace and lethality are the same thing at close range.
The Call of the Soldier carries a lifetime of battles in their body — every scar a credential, every wound a lesson, and every fight fuel for the next one.
The School of Glyphs inscribes spells into sigils set to trigger on conditions they define, and draws protective circles and traps that punish enemies for targeting them.
The School of Necrosophy reads the dead like books — gathering secrets, harvesting skills and knowledge from fallen enemies, and building a library from everything that didn't survive the encounter.
Work on Vol. 2 is beginning in June, with a release at the end of the month. Feedback is welcome! Thanks to this community for existing and supporting creators, who without you all might never have tried to make something like this...
Made a tool to sort the domain cards from the SRD multiple ways
So this is a tool I use as a GM and as a Player to think about what my PCs have, and what to choose on level up. I hope you can find a use for it and I'm happy to share with the community. Link to the tool
Sort by: domain, level, type, and 18 other tags.
Mag Dmg: Spell/Ability deals magic damage
Phy Dmg: Spell/Ability deals physical damage
Healing: Spell/Ability clears hit points or is related to dying
Critical: something happens on a critical success
Condition: Spell/Ability inflicts a condition like Vulnerable, Hidden, Restrained… or reduces Difficulty
Protection: Spell/Ability reduces damage, or deals with armor slots
Utility: illusions, teleport, mind reading, movement, targets mark stress… all useful!
Duality: Spell/Ability lets you reroll, replace, change duality dice
Trait/Roll Bonus: Spell/Ability adds a bonus to traits and trait rolls, Experiences, Evasion, or damage rolls
Advantage: Spell/Ability gives advantage to attack rolls or action rolls
Disadvantage: Spell/Ability gives disadvantage to attack rolls or action rolls
Spend Hope: Spell/Ability costs you Hope
Mark Stress: Spell/Ability costs you Stress
Gain Hope: Spell/Ability lets you or an ally gain Hope
Clear Stress: Spell/Ability lets you or an ally clear Stress
No Cost: no Hope or Stress cost, not rest limited, or always on
Rest Ltd: once per rest/long rest
Tokens: Spell/Ability uses tokens