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9th-Level Domain Ability


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Conduit Feature

9th-Level Domain Ability

Level 9

Choose one of your domains. You gain a heroic ability from that domain, as shown on the 9th-Level Conduit Domain Abilities table.

9th-Level Conduit Domain Abilities Table

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Maneuver

Alacrity of the Heart

You speak inspiring words to a friend and spur them to incredible feats.

MagicRanged
Distance
Targets
One ally
Effect

The target has an additional main action they can use on their next turn, and gains 3 of their Heroic Resource.

l
Main Action

Bend Fate

The gods know you must prevail, and they bless your fate.

MagicRanged
Distance
Targets
Self or one ally
Effect

Until the end of the encounter or until you are dying, each of the target's power rolls has its outcome improved by one tier.

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Maneuver

Blessing of the Fortress

A magic circle extends out from you, barring foes from getting close.

AreaMagic
Distance
Self; see below
Targets
Self
Effect

Until the end of the encounter or until you are dying, no enemy can approach within 5 squares of you by moving or by being force moved by any enemy. Targets can be force moved closer to you by you or your allies, or can move closer because of your movement.

l
Main Action

Divine Dragon

From nothing but divine will, you create a powerful ally.

MagicRanged
Distance
Targets
Special
Power Roll +Intuition
!3 + I damage
@5 + I damage
#8 + I damage
Effect

You conjure a size 4 dragon that appears in an unoccupied space within distance. The dragon has speed 6 and can fly, stability 4, 100 Stamina, immunity all to fire damage, and uses your characteristics. The dragon disappears at the end of the encounter, if their Stamina drops to 0, or if you are dying.

On subsequent turns, you can use a main action to command the dragon to breathe magic fire in a 3 cube within 1 square of them. Make the following power roll targeting each enemy in the area.

Additionally, you can use a maneuver to move the dragon up to their speed, or to make a melee weapon strike with their claw against an adjacent creature or object. The dragon can also make this strike as a free strike.

l
Main Action

Godstorm

You summon a divine storm that remains under your control.

AreaMagicRanged
Distance
5 cube within 5
Targets
Each enemy in the area
Power Roll +Intuition
!2 lightning damage, 2 sonic damage
@3 lightning damage, 3 sonic damage
#5 lightning damage, 5 sonic damage
Effect

A raging storm fills the area until the end of the encounter or until you are dying. At the start of each of your turns, you can move the storm up to 5 squares (no action required). On subsequent turns while the storm is active, you can use a maneuver to make its power roll.

l
Main Action

Night Falls

You summon darkness that thwarts only your foes.

AreaMagicRanged
Distance
5 cube within 10
Targets
Special
Effect

Until the end of the encounter or until you are dying, the area is filled with magic darkness that your enemies can't see through, but you and your allies can.

l
Main Action

Radiance of Grace

Intense light is emitted from your body, healing your allies.

MagicRanged
Distance
Targets
Four allies
Effect

You can target yourself instead of one ally with this ability. Each target can spend any number of Recoveries, can end any effects on them that are ended by a saving throw or that end at the end of their turn, and can stand up if they are prone.

l
Main Action

Righteous Phalanx

A wall of spinning swords and knives appears where you wish.

AreaMagicRanged
Distance
15 wall within 10
Targets
Special
Effect

The wall lasts until the end of the encounter or until you are dying, and can be placed in occupied squares. Creatures can enter and pass through the wall. Each enemy who enters the area for the first time in a combat round or starts their turn there takes 15 damage.

l
Main Action

Solar Flare

You call down a sphere of fire that burns your foes to ash.

AreaMagicRanged
Distance
5 cube within 10
Targets
Each enemy in the area
Power Roll +Intuition
!9 fire damage
@14 fire damage
#19 fire damage
l
Main Action

Thorn Cage

Vines burst forth from the ground and bind your foe, slowly closing around them.

Distance
Targets
One creature
Power Roll +Intuition
!10 + I damage; A < WEAK, restrained (save ends)
@15 + I damage; A < AVERAGE, restrained (save ends)
#21 + I damage; A < STRONG, restrained (save ends)
Effect

While restrained this way, the target takes 10 damage at the start of each of your turns.

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Triggered Action

Word of Final Redemption

Your death will fuel our victory.

MagicRanged
Distance
Targets
One creature
Trigger

The target dies.

Effect

Before the target dies, you can look at their stat block and force them to use one ability that is a main action or a maneuver. If the ability costs a Heroic Resource or Malice, the creature can use it without any cost. For the purpose of using this ability, your allies and enemies are the target's allies and enemies, and you decide who the ability targets.

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Main Action

Word of Weakening

You utter a divine word that makes a foe brittle.

Distance
Targets
One creature or object
Power Roll +Intuition
!10 + I corruption damage; A < WEAK, weakened (save ends)
@15 + I corruption damage; A < AVERAGE, weakened (save ends)
#21 + I corruption damage; A < STRONG, weakened (save ends)
Effect

While weakened this way, the target has damage weakness 10.

Source: Draw Steel: Heroes · printing 1.01b