Valor 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.

ARMORER

Level 5 Valor Ability

While you’re wearing armor, gain a +1 bonus to your Armor Score.

BARE BONES

Level 1 Valor Ability

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

BODY BASHER

Level 2 Valor Ability

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

Level 2 Valor Ability

When you make a Presence Roll, you can spend a Hope to add your Strength to the roll.

CRITICAL INSPIRATION

Level 3 Valor Ability

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

FORCEFUL PUSH

Level 1 Valor Ability

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.

FULL SURGE

Level 8 Valor Ability

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.

GOAD THEM ON

Level 4 Valor Ability

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.

GROUND POUND

Level 8 Valor Ability

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.

HOLD THE LINE

Level 9 Valor Ability

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.

I AM YOUR SHIELD

Level 1 Valor Ability

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.

INEVITABLE

Level 6 Valor Ability

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

LEAD BY EXAMPLE

Level 9 Valor Ability

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.

LEAN ON ME

Level 3 Valor Ability

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

RISE UP

Level 6 Valor Ability

Gain a bonus to your Severe threshold equal to your Proficiency.

ROUSING STRIKE

Level 5 Valor Ability

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.

SHRUG IT OFF

Level 7 Valor Ability

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.

SUPPORT TANK

Level 4 Valor Ability

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.

UNBREAKABLE

Level 10 Valor Ability

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

Level 10 Valor Ability

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-TOUCHED

Level 7 Valor Ability

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.
Name
Level
Domain
Damage
Description
ARMORER 5 Valor Ability While you’re wearing armor, gain a +1 bonus to your Armor Score. BARE BONES 1 Valor Ability 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: BODY BASHER 2 Valor Ability 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 2 Valor Ability When you make a Presence Roll, you can spend a Hope to add your Strength to the roll. CRITICAL INSPIRATION 3 Valor Ability Once per rest, when you critically succeed on an attack, all allies within Very Close range can clear a Stress or gain a Hope. FORCEFUL PUSH 1 Valor Ability 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. FULL SURGE 8 Valor Ability 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. GOAD THEM ON 4 Valor Ability 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. GROUND POUND 8 Valor Ability 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. HOLD THE LINE 9 Valor Ability 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. I AM YOUR SHIELD 1 Valor Ability 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. INEVITABLE 6 Valor Ability When you fail an action roll, your next action roll has advantage. LEAD BY EXAMPLE 9 Valor Ability 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. LEAN ON ME 3 Valor Ability Once per long rest, when you console or inspire an ally who failed an action roll, you can both clear 2 Stress. RISE UP 6 Valor Ability Gain a bonus to your Severe threshold equal to your Proficiency. ROUSING STRIKE 5 Valor Ability 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. SHRUG IT OFF 7 Valor Ability 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. SUPPORT TANK 4 Valor Ability 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. UNBREAKABLE 10 Valor Ability 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 10 Valor Ability 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-TOUCHED 7 Valor Ability When 4 or more of the domain cards in your loadout are from the Valor domain, gain the following benefits: