BladeCore
Blade is the domain of weapon mastery. Whether by steel, bow, or perhaps a more specialized arm, those who follow this path have the skill to cut short the lives of others. Wielders of Blade dedicate themselves to achieving inexorable power over death.
Domain Cards
When you roll your damage dice, you can reroll any 1s or 2s.
When you make a successful attack against a target within Very Close range, you can spend a Hope to use the attack against all other targets within Very Close range. All additional adversaries you succeed against with this ability take half damage.
Once per rest, when a creature within Melee range would deal damage to you, you can avoid the attack and safely move out of Melee range of the enemy.
You can use a different character trait for an equipped weapon, rather than the trait the weapon calls for.
When you deal damage, you can mark a Stress to use the maximum result of one of your damage dice instead of rolling it.
Once per rest, you can apply all your focus toward a target of your choice. Until you attack another creature, you defeat the target, or the battle ends, gain a +1 bonus to your Proficiency.
While you are wearing armor, gain a +2 bonus to your damage thresholds.
When you critically succeed on an attack, you can spend up to 3 Hope and choose one of the following options for each Hope spent:
- You clear a Hit Point.
- You clear an Armor Slot.
- The target must mark an additional Hit Point.
You can’t choose the same option more than once.
Once per long rest when you would make a Death Move, you can spend a Hope to clear a Hit Point instead.
When 4 or more of the domain cards in your loadout are from the Blade domain, gain the following benefits:
- +2 bonus to your attack rolls
- +4 bonus to your Severe damage threshold
When you fail an attack, you can mark a Stress to deal weapon damage using half your Proficiency.
Once per long rest, you can go into a Frenzy until there are no more adversaries within sight.
While Frenzied, you can’t use Armor Slots, and you gain a +10 bonus to your damage rolls and a +8 bonus to your Severe damage threshold.
When you critically succeed on a weapon attack, gain an additional Hope or clear an additional Stress.
Additionally, when you deal enough damage to defeat an enemy, gain a Hope or clear a Stress.
Once per long rest, spend a Hope to make an attack roll. The GM tells you which targets within range it would succeed against. Choose one of these targets and force them to mark 5 Hit Points.
When you make a successful attack against an adversary, you can mark 4 Stress to force the target to mark a number of Hit Points equal to the number of Hit Points you currently have marked instead of rolling for damage.
When you successfully make an attack with your weapon, you never deal damage beneath a target’s Major damage threshold (the target always marks a minimum of 2 Hit Points).
Additionally, when a creature within your weapon’s range deals damage to an ally with an attack that doesn’t include you, you can mark a Stress to force them to make a Reaction Roll (15). On a failure, the target must mark a Hit Point.
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