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2nd-Level Domain Ability


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Conduit Feature

2nd-Level Domain Ability

Level 2

Choose one of your domains. You gain a heroic ability from that domain, as shown on the 2nd-Level Conduit Domain Abilities table.

2nd-Level Conduit Domain Abilities Table

l
Main Action

Blessing of Fate and Destiny

Your enemies suffer their fate; your allies embrace their destiny!

MagicRanged
Distance
Targets
Three creatures
Effect

You can target yourself instead of one creature with this ability. Choose one of the following effects, which lasts until the end of the encounter or until you are dying:

  • Whenever a target makes a power roll, they can roll three dice and choose which two rolls to use.
  • Whenever a target makes a power roll, they must roll three dice and use the lowest two rolls.
f
Maneuver

Blessing of Insight

The gods grant insight revealing where best to strike your enemies.

MagicRanged
Distance
Targets
Self and each ally
Effect

Until the end of the encounter or until you are dying, each target gains 1 surge at the end of each of your turns.

f
Maneuver

Divine Comedy

You and your allies swap places to confound your foes.

AreaMagic
Distance
Targets
Self and each ally in the area
Effect

Each target can choose another creature in the area, then swap places with that creature. The creature they choose must be able to fit into the space they leave and vice versa.

l
Main Action

The Gods Command You Obey

You speak with the voice of your saint, commanding your enemies.

Distance
Targets
One creature
Power Roll +Intuition
!4 + I holy damage; P < WEAK, before taking damage, the target makes a free strike against a target you choose
@7 + I holy damage; P < AVERAGE, before taking damage, the target uses an ability of your choice and you choose any targets for that ability
#11 + I holy damage; P < STRONG, before taking damage, the target shifts up to their speed to a location you choose, uses an ability of your choice, and you choose any targets for that ability
l
Main Action

Morning Light

Light shines at your command, burning your foes and blessing your allies.

AreaMagic
Distance
Targets
Each enemy in the area
Power Roll +Intuition
!4 fire damage
@6 fire damage
#10 fire damage
Effect

Each ally in the area deals fire damage equal to your Intuition score with their next strike made before the end of their next turn.

l
Main Action

Nature Judges Thee

Mystical thorned vines appear at your bidding and bind your foes.

AreaMagicRanged
Distance
3 cube within 10
Targets
Each enemy in the area
Power Roll +Intuition
!2 damage; A < WEAK, restrained (save ends)
@3 damage; A < AVERAGE, restrained (save ends)
#7 damage; A < STRONG, restrained (save ends)
f
Maneuver

Our Hearts Your Strength

An ally gains strength from their friends.

MagicRanged
Distance
Targets
Self and one ally
Effect

Until the end of the encounter or until the target is dying, at the start of each of the target's turns, they gain a bonus to speed and a bonus to rolled damage equal to the number of allies within 10 squares of them. This bonus lasts until the start of their next turn.

f
Maneuver

Reap

The gods reward those who smite their foes.

MagicRanged
Distance
Targets
Each ally
Effect

Until the start of your next turn, each time a target kills an enemy, they regain Stamina equal to 5 + your Intuition score.

f
Maneuver

Sacred Bond

You forge a divine connection between two creatures.

MagicRanged
Distance
Targets
Self and one ally
Effect

Until the end of the encounter, whenever one target takes damage, the other target can use a free triggered action to take the damage instead. The original target suffers any effects associated with the damage. Additionally, whenever one target spends a Recovery, the other target can use a free triggered action to spend a Recovery.

l
Main Action

Saint's Tempest

A raging storm appears, striking your foes with lightning and throwing them around with wind.

AreaMagicRanged
Distance
3 cube within 10
Targets
Each enemy in the area
Power Roll +Intuition
!2 lightning damage; vertical slide 1
@5 lightning damage; vertical slide 2
#7 lightning damage; vertical slide 3
f
Maneuver

Statue of Power

A marble statue of your deity rises from the earth.

MagicRanged
Distance
Targets
Special
Effect

A size 2 statue rises out of the ground in an unoccupied space within distance and lasts until the end of the encounter. While within 3 squares of the statue, you gain 1 surge at the start of each of your turns. Each ally within 3 squares of the statue gains this same benefit. The statue is destroyed if it takes 20 or more damage. It has immunity all to poison and psychic damage.

l
Main Action

Wellspring of Grace

A holy light is emitted from your body, healing your allies.

AreaMagic
Distance
Targets
Each ally in the area
Effect

Until the end of the encounter or until you are dying, whenever a target starts their turn in the area, they can spend a Recovery.

Source: Draw Steel: Heroes · printing 1.01b