Domains

Valor

Valor

Valor is the domain of protection. Whether through attack or defense, those who choose this discipline channel formidable strength to protect their allies in battle. Valor offers great power to those who raise their shield in defense of others.

Cards

Level 1

0

Bare Bones

While this card is in your loadout, if you choose not to equip armor, you have an Armor Score equal to 4 + your Level.

Ability

0

Forceful Push

Make an attack with your primary weapon in melee range. On a success, you deal damage, push the target out of melee range and may spend a Hope to also make them temporarily Vulnerable.

On a success with Hope, add an additional 1d6 to your damage dice on this attack.

Ability

1

I Am Your Shield

When an ally very close to you is going to take damage, you may mark a stress to stand in its way and take the damage instead. Reduce the damage by a value equal to your Strength Trait. You may also reduce the damage by spending armor slots.

Ability

Level 2

1

Body Basher

You use the full force of your body in the fight. On a successful attack with a melee weapon, always add your Strength Trait to your damage total.

Ability

0

Bold Presence

Whenever you make a Presence roll against a hostile target, you can spend a Hope to also add your Strength trait to the roll.

Ability

Level 3

1

Critical Inspiration

Once per short rest, when you roll a critical success on an Attack Roll, all allies within very close range may clear one Stress or gain one Hope.

Ability

1

Lean on Me

Once per long rest, when a character has failed at an action they were attempting, if you console or inspire them, you both clear 2 Stress.

Ability

Level 4

1

Goad Them On

Make a Presence roll against a target. On a success, the target takes a Stress and the next time they act, they target you with disadvantage.

Ability

2

Support Tank

When an ally close to you fails a roll, you may spend 2 Hope to allow them to reroll either their Hope or Fear die and take the new result instead.

Ability

Level 5

1

Armorer

Your Armor Score increases by +1 while you are wearing armor and this card is in your loadout.

During a short rest, if you choose to take the Repair Armor downtime action, everybody in your party also clears one additional Armor Slot.

Ability

1

Rousing Strike

Once per short rest, when you roll a Critical Success on an Attack Roll, you and all allies that can see or hear you may clear a Hit Point or 1d4 Stress.

Ability

Level 6

1

Inevitable

Whenever you fail an Action Roll, your next Action Roll has Advantage.

Ability

2

Rise Up

While this card is in your loadout, increase your Severe Damage Threshold by your Proficiency.

Ability

Level 7

1

Shrug It Off

When you would take damage, you may mark a Stress to reduce the severity of the damage by one Threshold. When you do, roll 1d6. If the result is a 3 or below, place this card into your Vault.

Ability

1

Valor Touched

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

  • Your Armor Score increases by +2 while this ability is in your loadout.
  • When you mark one or more Hit Points from damage, roll 1d6. If you get a 5+, you can clear a Stress.

Ability

Level 8

1

Full Surge

Once per long rest, mark 3 Stress to push your body to its limits, increasing all of your Character Traits by +2. This lasts until your next rest.

Ability

2

Ground Pound

Spend 2 Hope to strike the ground where you stand and make a Strength Roll against any enemies within very close range of you. All you succeed against are thrown back to far range and must make a Reaction Roll (17). On a failure, they also take 4d10+8 damage. On a success, they take half damage instead (rounded up).

Ability

Level 9

1

Hold the Line

Spend a Hope to take a defensive stance that lasts until you move or fail a roll with Fear. While in this stance, note the area within close range of you. If any enemy ever occupies that area, they are immediately put into melee with you and are temporarily Restrained.

The Restrained condition can only be ended if the GM spends a Fear to do it.

Ability

3

Lead by Example

Mark a Stress when you deal damage to an adversary. The next PC to make an attack against that adversary can clear a Stress or gain a Hope.

Ability

Level 10

4

Unbreakable

When you mark your last Hit Point, instead of making a death move, you may roll a 1d6 and clear that many marked Hit Points. Then put this card into your Vault.

Ability

1

Unyielding Armor

After you decide how many armor slots you are going to spend to reduce incoming damage, roll that many d6s. For every result of 6, you don’t have to mark an armor slot.

Ability