Valor Abilities

Valor Domain

Domain Abilities

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)

1
Bare Bones
Ability Lvl 1

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

Valor Domain
1
Forceful Push
Ability Lvl 1

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.

Valor Domain
1
I Am Your Shield
Ability Lvl 1

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.

Valor Domain

Level 2 (2 abilities)

2
Body Basher
Ability Lvl 2

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.

Valor Domain
2
Bold Presence
Ability Lvl 2

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.

Valor Domain

Level 3 (2 abilities)

3
Critical Inspiration
Ability Lvl 3

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

Valor Domain
3
Lean On Me
Ability Lvl 3

Once per long rest, when you console or inspire an ally who failed an action roll, you can both clear 2 Stress.

Valor Domain

Level 4 (2 abilities)

4
Goad Them On
Ability Lvl 4

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.

Valor Domain
4
Support Tank
Ability Lvl 4

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.

Valor Domain

Level 5 (2 abilities)

5
Armorer
Ability Lvl 5

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.

Valor Domain
5
Rousing Strike
Ability Lvl 5

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.

Valor Domain

Level 6 (2 abilities)

6
Inevitable
Ability Lvl 6

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

Valor Domain
6
Rise Up
Ability Lvl 6

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.

Valor Domain

Level 7 (2 abilities)

7
Shrug It Off
Ability Lvl 7

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 Domain
7
Valor-touched
Ability Lvl 7

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.

Valor Domain

Level 8 (2 abilities)

8
Full Surge
Ability Lvl 8

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.

Valor Domain
8
Ground Pound
Ability Lvl 8

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.

Valor Domain

Level 9 (2 abilities)

9
Hold the Line
Ability Lvl 9

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.

Valor Domain
9
Lead By Example
Ability Lvl 9

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.

Valor Domain

Level 10 (2 abilities)

10
Unbreakable
Ability Lvl 10

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.

Valor Domain
10
Unyielding Armor
Ability Lvl 10

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.

Valor Domain