This skill should be used when handling domain cards and magical abilities in Daggerheart, including looking up domain card effects, understanding Recall costs, making Spellcast Rolls, selecting domain cards during character creation or advancement, or when players want to use domain-based abilities. Covers all 9 SRD domains (Arcana, Blade, Bone, Codex, Grace, Midnight, Sage, Splendor, Valor) and their associated cards.
This skill inherits all available tools. When active, it can use any tool Claude has access to.
references/domain-overview.mdProvides guidance for handling domain cards and magical abilities in Daggerheart adventures. Domain cards represent a character's magical or specialized abilities, organized into 9 thematic domains.
Authoritative Source: For exact rule wording, use the dh-rules skill to reference srd/contents/Classes.md and srd/contents/Domain Card Reference.md.
Each domain represents a thematic school of power. Characters gain access to domains through their class, typically having access to 2 domains.
| Domain | Focus | Classes with Access |
|---|---|---|
| Arcana | Innate magic, elements, raw power | Druid, Sorcerer |
| Blade | Weapon mastery, martial prowess | Guardian, Warrior |
| Bone | Tactics, body control, combat awareness | Ranger, Warrior |
| Codex | Magical study, books of power | Bard, Wizard |
| Grace | Charisma, charm, language mastery | Bard, Rogue |
| Midnight | Shadows, secrecy, stealth | Rogue, Sorcerer |
| Sage | Nature, beasts, natural world | Druid, Ranger |
| Splendor | Life, healing, light | Seraph, Wizard |
| Valor | Protection, shields, defensive power | Guardian, Seraph |
For detailed domain descriptions and class associations, see references/domain-overview.md.
Each domain card includes six elements:
| Element | Description |
|---|---|
| Level | 1-10, determines when the card becomes available. You cannot acquire a card with a level higher than your PC's. |
| Domain | Symbol indicating which domain the card belongs to. You can only choose cards from your class's two domains. |
| Recall Cost | Stress spent to swap this card from your vault to your loadout (see Loadout & Vault below). |
| Title | The card's name. |
| Type | One of three types: abilities (typically non-magical), spells (magical), or grimoires (Codex domain only, grants collections of lesser spells). |
| Feature | The card's effect, including any special rules for using it. |
# CHAIN LIGHTNING
> **Level 5 Arcana Spell**
> **Recall Cost:** 1
Mark 2 Stress to make a Spellcast Roll, unleashing lightning on all
targets within Close range. Targets you succeed against must make a
reaction roll with a Difficulty equal to the result of your Spellcast
Roll. Targets who fail take 2d8+4 magic damage. Additional adversaries
not already targeted and within Close range of previous targets who
took damage must also make the reaction roll...
Many domain cards require a Spellcast Roll. This is a standard Duality Dice action roll.
bash "${CLAUDE_PLUGIN_ROOT}/../corvran/skills/dice-roller/scripts/roll.sh" "DdD+[trait]"
Spellcast Trait: Determined by your subclass, not class. Each subclass specifies which trait is used for all Spellcast Rolls. Guardian and Warrior subclasses have no Spellcast Trait (martial classes).
| Class | Subclass | Spellcast Trait |
|---|---|---|
| Bard | Troubadour | Presence |
| Bard | Wordsmith | Presence |
| Druid | Warden of Renewal | Instinct |
| Druid | Warden of the Elements | Instinct |
| Ranger | Beastbound | Agility |
| Ranger | Wayfinder | Agility |
| Rogue | Nightwalker | Finesse |
| Rogue | Syndicate | Finesse |
| Seraph | Divine Wielder | Strength |
| Seraph | Winged Sentinel | Strength |
| Sorcerer | Elemental Origin | Instinct |
| Sorcerer | Primal Origin | Instinct |
| Wizard | School of Knowledge | Knowledge |
| Wizard | School of War | Knowledge |
Some cards specify a target number in parentheses:
"Make a Spellcast Roll (13)..."
The number in parentheses is the Difficulty. Compare your roll total to this number.
Spellcast Rolls follow standard action roll outcomes:
| Outcome | Condition | Effect |
|---|---|---|
| Critical Success | Both dice match | Automatic success, enhanced effect |
| Success with Hope | Total >= Difficulty, hope die higher | Success, player gains Hope |
| Success with Fear | Total >= Difficulty, fear die higher | Success, GM gains Fear |
| Failure with Hope | Total < Difficulty, hope die higher | Failure, player gains Hope |
| Failure with Fear | Total < Difficulty, fear die higher | Failure, GM gains Fear |
Some cards have different effects on success vs. failure (like Healing Hands).
Your loadout is the set of 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 in your vault. Vault cards are inactive and do not influence play.
Note: Subclass, ancestry, and community cards don't count toward your loadout or vault - they're always active.
At the start of a rest (before downtime moves): Freely swap cards between loadout and vault at no cost, as long as your loadout doesn't exceed 5 cards.
At any other time: To move a card from vault to loadout, mark Stress equal to the card's Recall Cost. If your loadout is full, you must also move a card to your vault (at no cost).
When gaining a new card at level-up: You can immediately add it to your loadout for free. If full, move another card to vault.
Some domain cards restrict how often they can be used (e.g., "once per rest"). Track these limits separately using whatever method you prefer - turning the card sideways, flipping it facedown, or using tokens.
Note: If an effect gives you uses equal to a trait with modifier +0 or less, it grants 0 uses.
When a character uses a domain card:
PCs acquire two 1st-level domain cards at character creation. Each domain offers 3 options at Level 1. Choose from your class's two domains (you can take both from one domain or one from each).
Each time you level up, gain one additional domain card at or below your new level. Levels 2-10 typically offer 2 options per domain per level.
Your loadout holds a maximum of 5 domain cards. Once you have 6+ cards total, excess cards go to your vault.
Domain card details are in the Daggerheart SRD. Use the dh-rules skill to search:
# Find a specific card
grep -ri "CARD_NAME" "${CLAUDE_PLUGIN_ROOT}/skills/dh-rules/references/srd/abilities/"
# List all cards in a domain
cat "${CLAUDE_PLUGIN_ROOT}/skills/dh-rules/references/srd/domains/[Domain].md"
For quick reference on all 9 domains and their thematic focus, see:
references/domain-overview.mdFor complete domain card listings with all options by level, reference the SRD:
dh-rules/references/srd/domains/ - Domain descriptions and card tablesdh-rules/references/srd/abilities/ - Individual card detailsDdD + Spellcast Trait (from subclass) vs. Difficulty
| Class | 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 |
references/domain-overview.md - Summary of all 9 domains with thematic descriptions../dh-rules/references/srd/domains/ - Full SRD domain content (via symlink)../dh-rules/references/srd/abilities/ - Full SRD domain card content (via symlink)