Domains

Bone

Bone

Bone is the domain of mastery of swiftness and tactical mastery. Practitioners of this domain have an uncanny control over their own physical abilities, and an eye for predicting the behaviors of others in combat. Bone grants its adherents unparalleled understanding of bodies and their movements in exchange for diligent training.

Cards

Level 1

0

Deft Maneuvers

You can mark a Stress to move anywhere within far range without making an Agility Roll to get there.

Ability

1

I See It Coming

When you are targeted by an attack coming from beyond melee range, mark a Stress to roll a d4 and increase your Evasion against this attack by its value.

Ability

1

Untouchable

While this card is in your loadout, add half of your Agility score to your Evasion (rounded up).

Ability

Level 2

2

Ferocity

When you cause an enemy to mark any Hit Points, spend 2 Hope to temporarily increase your Evasion by the number of Hit Points you dealt. This bonus lasts until after the next attack that targets you.

Ability

1

Strategic Approach

After a long rest, place a number of tokens equal to your Knowledge Trait on this card, with a minimum of 1. When you move into melee range of an enemy and make an Attack Roll against them, you may spend one token to choose an option below.

  • Make the attack at advantage.
  • Clear a stress on an ally in melee with the adversary.
  • Add 1d8 to your damage.

When you take a long rest, clear all unused tokens.

Ability

Level 3

1

Brace

When you use an Armor Slot to reduce incoming damage, you may also spend any number of Hope. For every Hope you spend, reduce the incoming damage by the value of your Proficiency.

Ability

1

Tactician

When you Help an Ally, they can add one of your Experience to their roll as well. When making a Tag Team roll, you can roll a d20 for your Hope die instead of a d12.

Ability

Level 4

1

Boost

If you have an ally in close range of you, mark a Stress to boost off of them and into the air to perform an aerial attack at an enemy within far range. You have advantage on the attack, add 1d10 to the damage, and end your action in melee range of the target.

Ability

1

Redirect

When you successfully evade an attack coming from beyond melee range, you may roll a number of d6 equal to your proficiency. If any roll a 6, mark a Stress to redirect the attack to instead damage an enemy within very close range of you.

Ability

Level 5

1

Know Thy Enemy

When observing a creature, you can make a Instinct Roll against the target. On a success, spend a Hope and ask the GM for two of the mechanical specific options about the target from the following options:

  • Current hit points and unmarked stress.
  • Difficulty and Damage Thresholds.
  • Their Tactics and standard attack Damage Dice.
  • Their Moves and Experiences.

On a success, you may also mark a Stress to remove one Fear from the GM’s Fear Pool.

Ability

1

Signature Move

You take on a signature move in battle that you can perform once per short rest. Name it and describe it. When you include its description in an action you’re taking, use a d20 instead of a d12 as your Hope die. If the attack succeeds, you may clear a Stress.

Ability

Level 6

0

Rapid Riposte

When you successfully evade an attack from melee range, you can mark a Stress to automatically deal damage from an active weapon to the attacker.

Ability

1

Recovery

During a short rest, you can always choose to do one of the long rest options instead. You may spend a Hope to let one additional party member do the same.

Ability

Level 7

2

Bone Touched

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

  • Increase your Agilityby +1.
  • Once per short rest, take an action in combat without adding a token to the action tracker.

Ability

1

Cruel Precision

Whenever you make a successful attack with a weapon, add either your Finesse or Agility trait to the damage.

Ability

Level 8

3

Breaking Blow

When you make a successful attack, you may mark a Stress to make the next successful attack against that same target do an additional 2d12 damage.

Ability

3

Wrangle

Make an Agility Roll against all enemies close to you. You may spend a Hope to move any enemies you are successful against to any position within close range.

The Agility Roll does not contribute a token to the action tracker.

Ability

Level 9

1

On the Brink

When you have one Hit Point remaining, any damage below your Major Threshold is ignored.

Ability

3

Splintering Strike

Spend a Hope and make an Attack Roll against all enemies in your weapon’s range. On a success against any targets, once per long rest, you can choose to distribute this damage however you wish between any enemies you are successful against. On each enemy you apply damage to, roll an additional damage die and add its value.

Ability

Level 10

1

Deathrun

Spend 3 Hope to run an open path through the battlefield and make an Attack Roll against all enemies within weapon range along your path. Of your successful targets, choose the order in which you deal damage. For the first, roll your weapon damage at +1 Proficiency. Then, remove one die from your pool and deal the remaining damage to the next target in descending order until you’re out of damage dice or enemies.

You cannot target the same creature more than once.

Ability

1

Serenity

After you successfully evade an attack, you may clear a Stress. If you successfully evade an attack and have no Stress to clear, instead gain a Hope.

Ability