Bone Domain¶
Level 1¶
Deft Maneuvers¶
Level 1 Bone Ability | Recall Cost: 0
Once per rest, mark a Stress to sprint anywhere within Far range without making an Agility Roll to get there.
If you end this movement within Melee range of an adversary and immediately make an attack against them, gain a +1 bonus to the attack roll.
I See It Coming¶
Level 1 Bone Ability | Recall Cost: 1
When you're targeted by an attack made from beyond Melee range, you can mark a Stress to roll a d4 and gain a bonus to your Evasion equal to the result against the attack.
Untouchable¶
Level 1 Bone Ability | Recall Cost: 1
Gain a bonus to your Evasion equal to your Agility.
Level 2¶
Ferocity¶
Level 2 Bone Ability | Recall Cost: 2
When you cause an adversary to mark 1 or more Hit Points, you can spend 1 Hope to increase your Evasion by the number of Hit Points they marked. This bonus lasts until after the next attack made against you.
Strategic Approach¶
Level 2 Bone Ability | Recall Cost: 1
After a long rest, place a number of tokens equal to your Knowledge on this card (minimum 1). The first time you move within Close range of an adversary and make an attack against them, you can spend one token to choose one of the following options:
- You make the attack with advantage.
- You clear a Stress on an ally within Melee range of the adversary.
- You add a d6 to your damage roll.
When you take a long rest, clear all unspent tokens.
Level 3¶
Brace¶
Level 3 Bone Ability | Recall Cost: 1
When you mark an Armor Slot to reduce incoming damage, you can mark a Stress to mark an additional Armor Slot.
Tactician¶
Level 3 Bone Ability | Recall Cost: 1
When you Help an Ally, they can spend a Hope to add one of your Experiences to their roll alongside your advantage die.
When making a Tag Team Roll, you can roll a d10 as your Hope Die.
Level 4¶
Boost¶
Level 4 Bone Ability | Recall Cost: 1
Mark a Stress to boost off a willing ally within Close range, fling yourself into the air, and perform an aerial attack against a target within Far range. You have advantage on the attacks, add a d10 to the damage roll, and end your move within Melee range of the target.
Redirect¶
Level 4 Bone Ability | Recall Cost: 1
When an attack made against you from beyond Melee range fails, roll a number of d6s equal to your Agility. If any roll a 6, you can mark a Stress to redirect the attack to damage an adversary within Very Close range instead.
Level 5¶
Know Thy Enemy¶
Level 5 Bone Ability | Recall Cost: 1
When observing a creature, you can make an Instinct Roll against them. On a success, spend a Hope and ask the GM for one set of information about the target from the following options:
- Their unmarked Hit Points and Stress.
- Their Difficulty and damage thresholds.
- Their tactics and standard attack damage dice.
- Their features and Experiences.
Additionally, on a success, you can mark a Stress to remove a Fear from the GM's Fear Pool.
Signature Move¶
Level 5 Bone Ability | Recall Cost: 1
Name and describe your signature combat move. Once per rest, when you perform this signature move as part of an action you're taking, you can roll a d10 as your Hope Die. On a success, clear a Stress.
Level 6¶
Rapid Riposte¶
Level 6 Bone Ability | Recall Cost: 0
When an attack made against you from within Melee range fails, you can mark a Stress and seize the opportunity to deal the weapon damage of one of your active weapons to the attacker.
Recovery¶
Level 6 Bone Ability | Recall Cost: 1
During a short rest, you can choose a long rest downtime move instead. You can spend a Hope to let an ally do the same.
Level 7¶
Bone-Touched¶
Level 7 Bone Ability | Recall Cost: 2
When 4 or more of the domain cards in your loadout are from the Bone domain, gain the following benefits:
- +1 bonus to Agility
- Once per rest, you can spend 3 Hope to cause an attack that succeeded against you to fail instead.
Cruel Precision¶
Level 7 Bone Ability | Recall Cost: 1
When you make a successful attack with a weapon, gain a bonus to your damage roll equal to either your Finesse or Agility.
Level 8¶
Breaking Blow¶
Level 8 Bone Ability | Recall Cost: 1
When you make a successful attack, you can mark a Stress to make the next successful attack against that target deal an extra 2d12 damage.
Wrangler¶
Level 8 Bone Ability | Recall Cost: 1
Make an Agility Roll against all targets within Close range. Spend a Hope to move targets you succeed against, and any willing allies within Close range, to another point within Close range.
Level 9¶
On the Brink¶
Level 9 Bone Ability | Recall Cost: 1
When you have 2 or fewer Hit Points unmarked, you don't take Minor damage.
Splintering Strike¶
Level 9 Bone Ability | Recall Cost: 3
Spend a Hope and make an attack against all adversaries within your weapon's range. Once per long rest, on a success against any targets, roll your weapon's damage and distribute that damage however you wish between the targets you succeeded against. Before you deal damage to each target, roll an additional damage die and add its result to the damage you deal to them.
Level 10¶
Deathrun¶
Level 10 Bone Ability | Recall Cost: 1
Spend 3 Hope to run a straight path through the battlefield to a point within Far range, making an attack against all adversaries within your weapon's range along that path. Choose the order in which you deal damage to the targets you succeeded against. For the first, roll your weapon damage with a +1 bonus to your Proficiency. Then remove a die from your damage roll and deal the remaining damage to the next target. Continue to remove a die for each subsequent target until you have no more damage dice or adversaries.
You can't target the same adversary more than once per action.
Swift Step¶
Level 10 Bone Ability | Recall Cost: 2
When an attack made against you fails, clear a Stress. If you can't clear a Stress, gain a Hope.