Reference Pages
Valor Abilities
Valor Domain
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 shields in defense of others. The Valor domain can be accessed by the Guardian and Seraph classes.
Level 1 (3 abilities)

Bare Bones
When you choose not to equip armor, you have a base Armor Score of 3 + your Strength and use the following as your base damage thresholds:
- Tier 1: 9/19
- Tier 2: 11/24
- Tier 3: 13/31
- Tier 4: 15/35

Forceful Push
Make an attack with your primary weapon against a target within Melee range. On a success, you deal damage and knock them back to Close range. On a success with Hope, add a d6 to your damage roll.
Additionally, you can spend a Hope to make them temporarily Vulnerable.

I Am Your Shield
When an ally within Very Close range would take damage, you can mark a Stress to stand in the way and make yourself the target of the attack instead. When you take damage from this attack, you can mark any number of Armor Slots.
Level 2 (2 abilities)

Body Basher
You use the full force of your body in a fight. On a successful attack using a weapon with a Melee range, gain a bonus to your damage roll equal to your Strength.

Bold Presence
When you make a Presence Roll, you can spend a Hope to add your Strength to the roll.
Additionally, once per rest when you would gain a condition, you can describe how your bold presence aids you in the situation and avoid gaining the condition.
Level 3 (2 abilities)

Critical Inspiration
Once per rest, when you critically succeed on an attack, all allies within Very Close range can clear a Stress or gain a Hope.

Lean On Me
Once per long rest, when you console or inspire an ally who failed an action roll, you can both clear 2 Stress.
Level 4 (2 abilities)

Goad Them On
Describe how you taunt a target within Close range, then make a Presence Roll against them. On a success, the target must mark a Stress, and the next time the GM spotlights them, they must target you with an attack, which they make with disadvantage.

Support Tank
When an ally within Close range fails a roll, you can spend 2 Hope to allow them to reroll either their Hope or Fear Die.
Level 5 (2 abilities)

Armorer
While you're wearing armor, gain a +1 bonus to your Armor Score.
During a rest, when you choose to repair your armor as a downtime move, your allies also clear an Armor Slot.

Rousing Strike
Once per rest, when you critically succeed on an attack, you and allies who can see or hear you can clear a Hit Point or 1d4 Stress.
Level 6 (2 abilities)

Inevitable
When you fail an action roll, your next action roll has advantage.

Rise Up
Gain a bonus to your Severe threshold equal to your Proficiency.
When you mark 1 or more Hit Points from an attack, clear a Stress.
Level 7 (2 abilities)

Shrug It Off
When you would take damage, you can mark a Stress to reduce the severity of the damage by one threshold. When you do, roll a d6. On a result of 3 or lower, place this card in your vault.

Valor-touched
When 4 or more of the domain cards in your loadout are from the Valor domain, gain the following benefits:
- +1 bonus to your Armor Score
- When you mark 1 or more Hit Points without marking an Armor Slot, clear an Armor Slot.
Level 8 (2 abilities)

Full Surge
Once per long rest, mark 3 Stress to push your body to its limits. Gain a +2 bonus to all of your character traits until your next rest.

Ground Pound
Spend 2 Hope to strike the ground where you stand and make a Strength Roll against all targets within Very Close range. Targets you succeed against are thrown back to Far range and must make a Reaction Roll (17). Targets who fail take 4d10+8 damage. Targets who succeed take half damage.
Level 9 (2 abilities)

Hold the Line
Describe the defensive stance you take and spend a Hope. If an adversary moves within Very Close range, they're pulled into Melee range and Restrained.
This condition lasts until you move or fail a roll with Fear, or the GM spends 2 Fear on their turn to clear it.

Lead By Example
When you deal damage to an adversary, you can mark a Stress and describe how you encourage your allies. The next PC to make an attack against that adversary can clear a Stress or gain a Hope.
Level 10 (2 abilities)

Unbreakable
When you mark your last Hit Point, instead of making a death move, you can roll a d6 and clear a number of Hit Points equal to the result. Then place this card in your vault.

Unyielding Armor
When you would mark an Armor Slot, roll a number of d6s equal to your Proficiency. If any roll a 6, reduce the severity by one threshold without marking an Armor Slot.