BoneCore
Bone is the domain of tactics and the body. Practitioners of this domain have an uncanny control over their own physical abilities and an eye for predicting the behaviors of others in combat. Adherents to Bone gain an unparalleled understanding of bodies and their movements.
Domain Cards
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.
When you’re targeted by an attack made from beyond Melee range, you can mark a Stress to roll a
When you cause an adversary to mark 1 or more Hit Points, you can spend 2 Hope to increase your Evasion by the number of Hit Points they marked. This bonus lasts until after the next attack made against you.
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
d8 to your damage roll.
When you take a long rest, clear all unspent tokens.
When you mark an Armor Slot to reduce incoming damage, you can mark a Stress to mark an additional Armor Slot.
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
When an attack made against you from beyond Melee range fails, roll a number of d6s equal to your Proficiency. If any roll a 6, you can mark a Stress to redirect the attack to damage an adversary within Very Close range instead.
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.
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.
When you make a successful attack, you can mark a Stress to make the next successful attack against that same target deal an extra
When you have 2 or fewer Hit Points unmarked, you don’t take Minor damage.
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.
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 attack.
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