Splendor Abilities

Splendor is the domain of life. Through this magic, followers gain the ability to heal and, to an extent, control death. Splendor offers its disciples the magnificent ability to both give and end life. The Splendor domain can be accessed by the Seraph and Wizard classes.

BOLT BEACON

Level 1 Splendor Spell

Make a Spellcast Roll against a target within Far range. On a success, spend a Hope to send a bolt of shimmering light toward them, dealing 6d8+2 magic damage using your Proficiency. The target becomes temporarily Vulnerable and glows brightly until this condition is cleared.

DIVINATION

Level 4 Splendor Spell

Once per long rest, spend 3 Hope to reach out to the forces beyond and ask one “yes or no” question about an event, person, place, or situation in the near future. For a moment, the present falls away and you see the answer before you.

FINAL WORDS

Level 2 Splendor Spell

You can infuse a corpse with a moment of life to speak with it. Make a Spellcast Roll (13). On a success with Hope, the corpse answers up to three questions. On a success with Fear, the corpse answers one question. The corpse answers truthfully, but it can’t impart information it didn’t know in life. On a failure, or once the corpse has finished answering your questions, the body turns to dust.

HEALING HANDS

Level 2 Splendor Spell

Make a Spellcast Roll (13) and target a creature other than yourself within Melee range. On a success, mark a Stress to clear 2 Hit Points or 2 Stress on the target. On a failure, mark a Stress to clear a Hit Point or a Stress on the target. You can’t heal the same target again until your next long rest.

HEALING STRIKE

Level 7 Splendor Spell

When you deal damage to an adversary, you can spend 2 Hope to clear a Hit Point on an ally within Close range.

INVIGORATION

Level 10 Splendor Spell

When you or an ally within Close range has used a feature that has an exhaustion limit (such as once per rest or once per session), you can spend any number of Hope and roll that many d6s. If any roll a 6, the feature can be used again.

LIFE WARD

Level 4 Splendor Spell

Spend 3 Hope and choose an ally within Close range. They are marked with a glowing sigil of protection. When this ally would make a death move, they clear a Hit Point instead.

MENDING TOUCH

Level 1 Splendor Spell

You lay your hands upon a creature and channel healing magic to close their wounds. When you can take a few minutes to focus on the target you’re helping, you can spend 2 Hope to clear a Hit Point or a Stress on them.

OVERWHELMING AURA

Level 9 Splendor Spell

Make a Spellcast Roll (15) to magically empower your aura. On a success, spend 2 Hope to make your Presence equal to your Spellcast trait until your next long rest.

REASSURANCE

Level 1 Splendor Ability

Once per rest, after any ill attempts an action roll but before the consequences take place, you can offer assistance or words of support. When you do, your ally can reroll their dice.

RESTORATION

Level 6 Splendor Spell

After a long rest, place a number of tokens equal to your Spellcast trait on this card. Touch a creature and spend any number of tokens to clear 2 Hit Points or 2 Stress for each token spent.

RESURRECTION

Level 10 Splendor Spell

Make a Spellcast Roll (20). On a success, restore one creature who has been dead no longer than 100 years to full strength. Then roll a d6. On a result of 5 or lower, place this card in your vault permanently.

SALVATION BEAM

Level 9 Splendor Spell

Make a Spellcast Roll (16). On a success, mark any number of Stress to target a line of allies within Far range. You can clear Hit Points on the targets equal to the number of Stress marked, divided among them however you’d like.

SECOND WIND

Level 3 Splendor Ability

Once per rest, when you succeed on an attack against an adversary, you can clear 3 Stress or a Hit Point. On a success with Hope, you also clear 3 Stress or a Hit Point on an ally within Close range of you.

SHAPE MATERIAL

Level 5 Splendor Spell

Spend a Hope to shape a section of natural material you’re touching (such as stone, ice, or wood) to suit your purpose. The area of the material can be no larger than you. For example, you can form a rudimentary tool or create a door.

SHIELD AURA

Level 8 Splendor Spell

Mark a Stress to cast a protective aura on a target within Very Close range. When the target marks an Armor Slot, they reduce the severity of the attack by an additional threshold. If this spell causes a creature who would be damaged to instead mark no Hit Points, the effect ends.

SMITE

Level 5 Splendor Spell

Once per rest, spend 3 Hope to charge your powerful smite. When you next successfully attack with a weapon, double the result of your damage roll. This attack deals magic damage regardless of the weapon's damage type.

SPLENDOR-TOUCHED

Level 7 Splendor Ability

When 4 or more of the domain cards in your loadout are from the Splendor domain, gain the following benefits:

  • +3 bonus to your Severe damage threshold
  • Once per long rest, when incoming damage would require you to mark a number of Hit Points, you can choose to mark that much Stress or spend that much Hope instead.

STUNNING SUNLIGHT

Level 8 Splendor Spell

Make a Spellcast Roll to unleash powerful rays of burning sunlight against all adversaries in front of you within Far range. On a success, spend any number of Hope and force that many targets you succeeded against to make a Reaction Roll (14).

VOICE OF REASON

Level 3 Splendor Ability

You speak with an unmatched power and authority. You have advantage on action rolls to de-escalate violent situations or convince someone to follow your lead.

ZONE OF PROTECTION

Level 6 Splendor Spell

Make a Spellcast Roll (16). Once per long rest on a success, choose a point within Far range and create a visible zone of protection there for all allies within Very Close range of that point. When you do, place a d6 on this card with the 1 value facing up. When an ally in this zone takes damage, they reduce it by the die’s value. You then increase the die’s value by one. When the die’s value would exceed 6, this effect ends.

Name
Level
Domain
Damage
Description
BOLT BEACON 1 Splendor Spell Make a Spellcast Roll against a target within Far range. On a success, spend a Hope to send a bolt of shimmering light toward them, dealing 6d8+2 magic damage using your Proficiency. The target becomes temporarily Vulnerable and glows brightly until this condition is cleared. DIVINATION 4 Splendor Spell Once per long rest, spend 3 Hope to reach out to the forces beyond and ask one “yes or no” question about an event, person, place, or situation in the near future. For a moment, the present falls away and you see the answer before you. FINAL WORDS 2 Splendor Spell You can infuse a corpse with a moment of life to speak with it. Make a Spellcast Roll (13). On a success with Hope, the corpse answers up to three questions. On a success with Fear, the corpse answers one question. The corpse answers truthfully, but it can’t impart information it didn’t know in life. On a failure, or once the corpse has finished answering your questions, the body turns to dust. HEALING HANDS 2 Splendor Spell Make a Spellcast Roll (13) and target a creature other than yourself within Melee range. On a success, mark a Stress to clear 2 Hit Points or 2 Stress on the target. On a failure, mark a Stress to clear a Hit Point or a Stress on the target. You can’t heal the same target again until your next long rest. HEALING STRIKE 7 Splendor Spell When you deal damage to an adversary, you can spend 2 Hope to clear a Hit Point on an ally within Close range. INVIGORATION 10 Splendor Spell When you or an ally within Close range has used a feature that has an exhaustion limit (such as once per rest or once per session), you can spend any number of Hope and roll that many d6s. If any roll a 6, the feature can be used again. LIFE WARD 4 Splendor Spell Spend 3 Hope and choose an ally within Close range. They are marked with a glowing sigil of protection. When this ally would make a death move, they clear a Hit Point instead. MENDING TOUCH 1 Splendor Spell You lay your hands upon a creature and channel healing magic to close their wounds. When you can take a few minutes to focus on the target you’re helping, you can spend 2 Hope to clear a Hit Point or a Stress on them. OVERWHELMING AURA 9 Splendor Spell Make a Spellcast Roll (15) to magically empower your aura. On a success, spend 2 Hope to make your Presence equal to your Spellcast trait until your next long rest. REASSURANCE 1 Splendor Ability Once per rest, after any ill attempts an action roll but before the consequences take place, you can offer assistance or words of support. When you do, your ally can reroll their dice. RESTORATION 6 Splendor Spell After a long rest, place a number of tokens equal to your Spellcast trait on this card. Touch a creature and spend any number of tokens to clear 2 Hit Points or 2 Stress for each token spent. RESURRECTION 10 Splendor Spell Make a Spellcast Roll (20). On a success, restore one creature who has been dead no longer than 100 years to full strength. Then roll a d6. On a result of 5 or lower, place this card in your vault permanently. SALVATION BEAM 9 Splendor Spell Make a Spellcast Roll (16). On a success, mark any number of Stress to target a line of allies within Far range. You can clear Hit Points on the targets equal to the number of Stress marked, divided among them however you’d like. SECOND WIND 3 Splendor Ability Once per rest, when you succeed on an attack against an adversary, you can clear 3 Stress or a Hit Point. On a success with Hope, you also clear 3 Stress or a Hit Point on an ally within Close range of you. SHAPE MATERIAL 5 Splendor Spell Spend a Hope to shape a section of natural material you’re touching (such as stone, ice, or wood) to suit your purpose. The area of the material can be no larger than you. For example, you can form a rudimentary tool or create a door. SHIELD AURA 8 Splendor Spell Mark a Stress to cast a protective aura on a target within Very Close range. When the target marks an Armor Slot, they reduce the severity of the attack by an additional threshold. If this spell causes a creature who would be damaged to instead mark no Hit Points, the effect ends. SMITE 5 Splendor Spell Once per rest, spend 3 Hope to charge your powerful smite. When you next successfully attack with a weapon, double the result of your damage roll. This attack deals magic damage regardless of the weapon's damage type. SPLENDOR-TOUCHED 7 Splendor Ability When 4 or more of the domain cards in your loadout are from the Splendor domain, gain the following benefits: STUNNING SUNLIGHT 8 Splendor Spell Make a Spellcast Roll to unleash powerful rays of burning sunlight against all adversaries in front of you within Far range. On a success, spend any number of Hope and force that many targets you succeeded against to make a Reaction Roll (14). VOICE OF REASON 3 Splendor Ability You speak with an unmatched power and authority. You have advantage on action rolls to de-escalate violent situations or convince someone to follow your lead. ZONE OF PROTECTION 6 Splendor Spell Make a Spellcast Roll (16). Once per long rest on a success, choose a point within Far range and create a visible zone of protection there for all allies within Very Close range of that point. When you do, place a d6 on this card with the 1 value facing up. When an ally in this zone takes damage, they reduce it by the die’s value. You then increase the die’s value by one. When the die’s value would exceed 6, this effect ends.