Aerial
Domain overview
A domain built around the excellence of ODM gear. Those of this domain are gifted with balance. Some say movement in ODM gear is graceful, others find it terrifying, but you don’t think of it as anything at all.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Air-Dodge |
While wearing ODM Gear and 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.
While wearing ODM Gear and 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. |
1 |
| 1 | Ability | Gas Burst |
Once per rest, your tank hisses from your ODM gear and gain burst of movement.
Once per rest, your tank hisses from your ODM gear and gain burst of movement. You take an additional Move action for free, even if you don't have spotlight. If you use this while in the middle of an aerial maneuver, this movement doesn't provoke reactive attacks. 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. |
1 |
| 1 | Ability | Steady in Air |
While wearing ODM Gear, gain a bonus to your Evasion equal to your Tier.
While wearing ODM Gear, gain a bonus to your Evasion equal to your Tier. |
1 |
| 2 | Ability | Breakfall |
When you would take damage from a fall or a failed maneuver, you can mark a Stress instead to take minimum damage, and you may immediately move up to Close range as part of the same reaction.
When you would take damage from a fall or a failed maneuver, you can mark a Stress instead to take minimum damage, and you may immediately move up to Close range as part of the same reaction. |
1 |
| 2 | Ability | Ferocity |
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.
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. |
1 |
| 2 | Ability | Snap-Turn |
When an attack against you fails, you can immediately move up to Close range for free, before the enemy's turn continues.
When an attack against you fails, you can immediately move up to Close range for free, before the enemy's turn continues. This movement doesn't provoke reactive attacks. You may choose to mark a Stress to give all attacks against you disadvantage until you next use movement. |
2 |
| 3 | Ability | Follow-Through |
When you deal enough damage to defeat an enemy, you can immediately move up to Far range with your ODM gear as part of the same action.
When you deal enough damage to defeat an enemy, you can immediately move up to Far range with your ODM gear as part of the same action. |
1 |
| 3 | Ability | Takeoff |
While wearing ODM Gear, mark a Stress to boost off a willing ally or a structure within Close range, fling yourself into the air, and perform an aerial attack against a target within Very Far range.
While wearing ODM Gear, mark a Stress to boost off a willing ally or a structure within Close range, fling yourself into the air, and perform an aerial attack against a target within Very Far range. You have advantage on the attack, add a d10 to the damage roll, and end your move within Close range of the target. |
1 |
| 4 | Ability | Grapple Line |
Make an attack roll against a target within Far range; on a success, mark one stress and choose one:Pull them off balance (they have disadvantage on their next roll)Pull a willing ally into Close range of yourself (make a Strength roll if they are grappled or unwilling)Use the line to pull yourself onto them instead, landing adjacent to the target as part of the same action.
Make an attack roll against a target within Far range; on a success, mark one stress and choose one:
|
1 |
| 4 | Ability | Slippery |
While you are wearing ODM gear, gain a +2 bonus to your evasion.
While you are wearing ODM gear, gain a +2 bonus to your evasion. |
1 |
| 5 | Ability | Second Chance |
Once per rest, immediately after failing an Agility Reaction Roll, you can spend a Hope to reroll it.
Once per rest, immediately after failing an Agility Reaction Roll, you can spend a Hope to reroll it. Use the new result. |
0 |
| 5 | Ability | Signature Move |
Name and describe your signature combat move.
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 d20 as your Hope Die. On a success, clear a Stress. |
2 |
| 6 | Ability | Air Combatant |
While wearing ODM Gear, when you make a successful attack with a weapon, gain a bonus to your damage roll equal to either your Finesse or Agility.
While wearing ODM Gear, when you make a successful attack with a weapon, gain a bonus to your damage roll equal to either your Finesse or Agility. |
0 |
| 6 | Ability | ODM Expert |
When 4 or more of the domain cards in your loadout are from the Aerial domain, gain the following benefits:+1 bonus to AgilityOnce per rest, you can spend 3 Hope to cause an attack that succeeded against you to fail instead.
When 4 or more of the domain cards in your loadout are from the Aerial domain, gain the following benefits:
|
1 |
| 7 | Ability | Velocity Strike |
If you moved as part of the same action before making an attack, spend 2 Hope to force the target to…
If you moved as part of the same action before making an attack, spend 2 Hope to force the target to mark additional Hit Points. The number of Hit Points are based on distance traveled in your previous movement:
|
1 |
| 8 | Ability | Death Flight |
While wearing ODM Gear, Spend 3 Hope to fly in a straight path through the battlefield to a point within Very Far range, making an attack against all adversaries within your weapon’s range along that path.
While wearing ODM Gear, Spend 3 Hope to fly in a straight path through the battlefield to a point within Very 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. |
3 |
| 10 | Ability | Swiftness |
When an attack made against you fails, clear a Stress.
When an attack made against you fails, clear a Stress. If you can’t clear a Stress, gain a Hope. |
3 |
Domain cards
1
Air-Dodge
While wearing ODM Gear and 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.
1
Gas Burst
Once per rest, your tank hisses from your ODM gear and gain burst of movement. You take an additional Move action for free, even if you don't have spotlight. If you use this while in the middle of an aerial maneuver, this movement doesn't provoke reactive attacks.
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.
1
Steady in Air
While wearing ODM Gear, gain a bonus to your Evasion equal to your Tier.
2
Breakfall
When you would take damage from a fall or a failed maneuver, you can mark a Stress instead to take minimum damage, and you may immediately move up to Close range as part of the same reaction.
2
Ferocity
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.
2
Snap-Turn
When an attack against you fails, you can immediately move up to Close range for free, before the enemy's turn continues. This movement doesn't provoke reactive attacks.
You may choose to mark a Stress to give all attacks against you disadvantage until you next use movement.
3
Follow-Through
When you deal enough damage to defeat an enemy, you can immediately move up to Far range with your ODM gear as part of the same action.
3
Takeoff
While wearing ODM Gear, mark a Stress to boost off a willing ally or a structure within Close range, fling yourself into the air, and perform an aerial attack against a target within Very Far range. You have advantage on the attack, add a d10 to the damage roll, and end your move within Close range of the target.
4
Grapple Line
Make an attack roll against a target within Far range; on a success, mark one stress and choose one:
Pull them off balance (they have disadvantage on their next roll)
Pull a willing ally into Close range of yourself (make a Strength roll if they are grappled or unwilling)
Use the line to pull yourself onto them instead, landing adjacent to the target as part of the same action.
4
Slippery
While you are wearing ODM gear, gain a +2 bonus to your evasion.
5
Second Chance
Once per rest, immediately after failing an Agility Reaction Roll, you can spend a Hope to reroll it. Use the new result.
5
Signature Move
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 d20 as your Hope Die. On a success, clear a Stress.
6
Air Combatant
While wearing ODM Gear, when you make a successful attack with a weapon, gain a bonus to your damage roll equal to either your Finesse or Agility.
6
ODM Expert
When 4 or more of the domain cards in your loadout are from the Aerial 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.
7
Velocity Strike
If you moved as part of the same action before making an attack, spend 2 Hope to force the target to mark additional Hit Points.
The number of Hit Points are based on distance traveled in your previous movement:
Melee = 0
Very Close = 0
Close = 1
Far = 2
Very Far = 4
8
Death Flight
While wearing ODM Gear, Spend 3 Hope to fly in a straight path through the battlefield to a point within Very 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.
10
Swiftness
When an attack made against you fails, clear a Stress. If you can’t clear a Stress, gain a Hope.
Swiftness
A domain built around the excellence of ODM gear. Those of this domain are gifted with balance. Some say movement in ODM gear is graceful, others find it terrifying, but you don’t think of it as anything at all.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Swiftness Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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