Blade domain cards
| Lvl | Card | Type | Recall | Text |
|---|---|---|---|---|
| 1 | Get Back Up | Ability | 1 | When you take Severe damage, you can mark a Stress to reduce the severity by one threshold. |
| 1 | Not Good Enough | Ability | 1 | When you roll your damage dice, you can reroll any 1s or 2s. |
| 1 | Whirlwind | Ability | 0 | 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. |
| 2 | A Soldier's Bond | Ability | 1 | Once per long rest, when you compliment someone or ask them about something they're good at, you can both gain 3 Hope. |
| 2 | Reckless | Ability | 1 | Mark a Stress to gain advantage on an attack. |
| 3 | Scramble | Ability | 1 | 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. |
| 3 | Versatile Fighter | Ability | 1 | 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. |
| 4 | Deadly Focus | Ability | 2 | 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. |
| 4 | Fortified Armor | Ability | 0 | While you are wearing armor, gain a +2 bonus to your damage thresholds. |
| 5 | Champion's Edge | Ability | 1 | 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. |
| 5 | Vitality | Ability | 0 | 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. |
| 6 | Battle-Hardened | Ability | 2 | Once per long rest when you would make a Death Move, you can spend a Hope to clear a Hit Point instead. |
| 6 | Rage Up | Ability | 1 | 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. |
| 7 | Blade-Touched | Ability | 1 | 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 |
| 7 | Glancing Blow | Ability | 1 | When you fail an attack, you can mark a Stress to deal weapon damage using half your Proficiency. |
| 8 | Battle Cry | Ability | 2 | 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. |
| 8 | Frenzy | Ability | 3 | 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. |
| 9 | Gore and Glory | Ability | 2 | 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. |
| 9 | Reaper's Strike | Ability | 3 | 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. |
| 10 | Battle Monster | Ability | 0 | 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. |
| 10 | Onslaught | Ability | 3 | 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. |