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.
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.
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
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:
Ability
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
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
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
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