Reference Pages
Blade Abilities
Blade Domain
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. The Blade domain can be accessed by the Guardian and Warrior classes.
Level 1 (3 abilities)

Get Back Up
When you take Severe damage, you can mark a Stress to reduce the severity by one threshold.

Not Good Enough
When you roll your damage dice, you can reroll any 1s or 2s.

Whirlwind
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.
Level 2 (2 abilities)

A Soldier's Bond
Once per long rest, when you compliment someone or ask them about something they're good at, you can both gain 3 Hope.

Reckless
Mark a Stress to gain advantage on an attack.
Level 3 (2 abilities)

Scramble
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.

Versatile Fighter
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.
Level 4 (2 abilities)

Deadly Focus
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.

Fortified Armor
While you are wearing armor, gain a +2 bonus to your damage thresholds.
Level 5 (2 abilities)

Champion's Edge
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.

Vitality
When you choose this card, permanently gain two of the following benefits:
- One Stress slot
- One Hit Point slot
- +2 bonus to your damage thresholds
Then place this card in your vault permanently.
Level 6 (2 abilities)

Battle-hardened
Once per long rest when you would make a Death Move, you can spend a Hope to clear a Hit Point instead.

Rage Up
Before you make an attack, you can mark a Stress to gain a bonus to your damage roll equal to twice your Strength. You can Rage Up twice per attack.
Level 7 (2 abilities)

Blade-touched
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

Glancing Blow
When you fail an attack, you can mark a Stress to deal weapon damage using half your Proficiency.
Level 8 (2 abilities)

Battle Cry
Once per long rest, while you're charging into danger, you can muster a rousing call that inspires your allies. All allies who can hear you each clear a Stress and gain a Hope. Additionally, your allies gain advantage on attack rolls until you or an ally rolls a failure with Fear.

Frenzy
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.
Level 9 (2 abilities)

Gore And Glory
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.

Reaper's Strike
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.
Level 10 (2 abilities)

Battle Monster
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.

Onslaught
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.