Domains

Blade

Blade

Blade is the domain of those who dedicate their lives to the mastery of weapons. Whether by blade, bow, or perhaps a more specialized arm, those who follow this path have the skill to cut short the lives of others. Blade requires study and dedication from its followers, in exchange for inexorable power over death.

Cards

Level 1

1

Not Good Enough

When you roll your damage dice, you may reroll any 1s or 2s. If you do, you must take the new result, even on a 1 or 2.

Ability

1

Retaliation

When you take damage from a creature in melee range, you may mark a Stress to immediately deal weapon damage to the creature at half Proficiency (rounded up).

Ability

0

Whirlwind

Make an Attack Roll against a target using a weapon with melee or very close range. On a success, you may spend a Hope to use that roll against every other enemy in that weapon’s range. Any additional enemies you succeed against with this ability take half damage (rounded up).

Ability

Level 2

1

A Soldier’s Bond

Once per long rest, if you compliment someone or ask them about something they are good at, you may both take 3 Hope.

Ability

1

Reckless

You may always mark a Stress to take advantage on an Attack Roll against a target.

Ability

Level 3

1

Scramble

Once per short rest, when an enemy in melee range would deal damage to you, you can avoid the damage entirely and safely move out of melee range of the enemy.

Ability

1

Versatile Fighter

You can choose to use the Character Trait of your choice on an equipped weapon, rather than the trait the weapon calls for.

When dealing damage, you may mark a Stress to take the maximum value of one of your Damage Die instead of rolling it.

Ability

Level 4

2

Deadly Focus

Once per short rest, you can apply all your focus towards a single target. Choose that target. Until you attack another target, you defeat the creature, or the battle ends, add +1 to your Proficiency.

Ability

0

Fortified Armor

Increase your Armor Score by +2 while you are wearing armor and this card is in your loadout. Once per short rest, you may use an Armor Slot without marking it.

Ability

Level 5

1

Champion's Edge

When you get a critical success on an Attack Roll, you may spend up to three Hope and choose that many of the following options:

  • Clear a Hit Point.
  • Clear a marked Armor Slot.
  • Mark +1 Hit Point on the target of the attack.

Ability

0

Vitality

When you take this card, choose two:

  • Permanently add one additional Stress Slot.
  • Permanently add one additional Hit Point Slot.
  • Permanently raise your Damage Thresholds by +2.

Then place it into your Vault permanently.

Ability

Level 6

2

Battle Hardened

Once per long rest, when you mark your final Hit Point, instead of making a death move, you can choose to automatically take a Scar (permanently cross out one Hope Slot), and roll 1d6. Clear that many Hit Points and stay on your feet.

Ability

0

Rage Up

Before making an Attack Roll, you may mark a Stress to increase the damage roll of that attack by double your Strength trait.

You may Rage Up twice per Attack Roll.

Ability

Level 7

1

Blade Touched

When a majority of the domain cards in your loadout are from the Blade domain:

  • Attack Rolls always take +2 to their result.
  • Increase your Severe Damage Threshold by +4.

Ability

1

Glancing Blow

Whenever you make an attack that misses its target, you may mark a Stress to still hit the target for weapon damage at half Proficiency (rounded up).

Ability

Level 8

2

Battle Cry

Once per short rest, while you are charging into danger, you can muster a rousing shout or phrase that inspires your allies. You and all your allies that can hear you each clear a Stress, gain a Hope, and until you or an ally fails a roll with Fear, take advantage on attack rolls.

Ability

3

Frenzy

Once per long rest, you can go into a frenzied state until there are no more threats within sight.

While frenzied, you cannot use Armor Slots, you add +10 to all damage rolls, and your Severe Damage Threshold is increased by +8.

Ability

Level 9

2

Gore and Glory

Whenever you deal enough damage to defeat an enemy, you can gain a Hope or clear a Stress. When you roll a Critical Success on a weapon attack, you gain an additional Hope or clear an additional Stress.

Ability

3

Reaper's Strike

Spend a Hope and make an Attack Roll. The GM will tell you any enemy it would succeed against in range of your weapon. Once per long rest, choose one of these enemies, and immediately deal 5 Hit Points of damage to them.

Ability

Level 10

0

Battle Monster

When you make a successful attack against an enemy, instead of rolling for damage you may mark 6 Stress to deal the target a number of Hit Points equal to the amount of Hit Points you currently have marked.

Ability

0

Onslaught

When you successfully hit, your weapon attacks never deal damage beneath a target’s Major Damage Threshold (you will always deal a minimum of 2 Hit Points of damage).

In addition, whenever an enemy within weapon range deals damage to an ally with an attack that doesn’t include you, you can mark a Stress to immediately have them make a Reaction Roll (15). On a failure, you deal weapon damage to them at half proficiency (rounded up).

Ability