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Enhancement

Domain overview

Enhancer Nen types specialize in using their aura to strengthen themselves or the objects they wield. They’re especially proficient at physical attack and defense and work best in close-quarters melee combat. Enhancers can be very straightforward and prefer simplicity when it comes to their Nen usage. Thus, most Enhancer techniques have uncomplicated mechanics.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Aura Guard
When you would take damage from an attack, you can mark a Stress to reduce the damage by a number equal to your Strength + your tier.

When you would take damage from an attack, you can mark a Stress to reduce the damage by a number equal to your Strength + your tier.

1
1 Ability Enhanced Blow
Spend a Hope to make an unarmed attack against an adversary within Melee range, using Strength.

Spend a Hope to make an unarmed attack against an adversary within Melee range, using Strength. On a success, deal physical damage equal to a number of d6s equal to your tier, plus your Strength.

0
1 Ability Enhanced Movement
Spend a Hope to propel yourself with aura.

Spend a Hope to propel yourself with aura. Move to a point within Far range that you can reach by running or jumping.

0
1 Ability Enhanced Object
Spend a Hope to surround one object you’re holding with aura.

Spend a Hope to surround one object you’re holding with aura. The next time you succeed on an attack using that object, add one d6 of physical damage for each tier you have reached to the damage roll. The aura then fades.

1
1 Ability Steady Focus
When you succeed on a Strength roll with Hope, you can clear a Stress.

When you succeed on a Strength roll with Hope, you can clear a Stress. Once per rest.

1
2 Ability Aura Surge
Spend a Hope to gain a +2 bonus to your next Strength roll or unarmed attack roll.

Spend a Hope to gain a +2 bonus to your next Strength roll or unarmed attack roll. If it succeeds, you can move to a point within Close range immediately afterward.

1
2 Ability Focused Strike
Before you make an unarmed attack, you can mark a Stress to add a d8 to its damage roll on a success.

Before you make an unarmed attack, you can mark a Stress to add a d8 to its damage roll on a success.

1
2 Ability Iron Body
When you mark an Armor Slot to reduce incoming damage, you can also push the attacker out of Melee range if they are your size or smaller.

When you mark an Armor Slot to reduce incoming damage, you can also push the attacker out of Melee range if they are your size or smaller.

1
3 Ability Big Bang Impact
Spend 2 Hope to make an unarmed attack against an adversary within Melee range, using Strength.

Spend 2 Hope to make an unarmed attack against an adversary within Melee range, using Strength. On a success, deal your normal unarmed damage plus 2d12 physical damage. The impact also knocks the target and any creatures within Very Close range of it back to Close range, if they are small enough to be moved.

2
3 Ability Jajanken: Rock
Mark a Stress and spend a Hope to charge your fist.

Mark a Stress and spend a Hope to charge your fist. Make an unarmed attack against an adversary within Melee range, using Strength. On a success, deal your normal unarmed damage plus 2d10 physical damage. You cannot use this feature again until after the GM makes a move.

2

Domain cards

1

1
Aura Guard
Ability

Aura Guard

When you would take damage from an attack, you can mark a Stress to reduce the damage by a number equal to your Strength + your tier.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Enhanced Blow
Ability

Enhanced Blow

Spend a Hope to make an unarmed attack against an adversary within Melee range, using Strength. On a success, deal physical damage equal to a number of d6s equal to your tier, plus your Strength.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Enhanced Movement
Ability

Enhanced Movement

Spend a Hope to propel yourself with aura. Move to a point within Far range that you can reach by running or jumping.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Enhanced Object
Ability

Enhanced Object

Spend a Hope to surround one object you’re holding with aura. The next time you succeed on an attack using that object, add one d6 of physical damage for each tier you have reached to the damage roll. The aura then fades.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Steady Focus
Ability

Steady Focus

When you succeed on a Strength roll with Hope, you can clear a Stress. Once per rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Aura Surge
Ability

Aura Surge

Spend a Hope to gain a +2 bonus to your next Strength roll or unarmed attack roll. If it succeeds, you can move to a point within Close range immediately afterward.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Focused Strike
Ability

Focused Strike

Before you make an unarmed attack, you can mark a Stress to add a d8 to its damage roll on a success.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Iron Body
Ability

Iron Body

When you mark an Armor Slot to reduce incoming damage, you can also push the attacker out of Melee range if they are your size or smaller.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

2
Big Bang Impact
Ability

Big Bang Impact

Spend 2 Hope to make an unarmed attack against an adversary within Melee range, using Strength. On a success, deal your normal unarmed damage plus 2d12 physical damage. The impact also knocks the target and any creatures within Very Close range of it back to Close range, if they are small enough to be moved.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

2
Jajanken: Rock
Ability

Jajanken: Rock

Mark a Stress and spend a Hope to charge your fist. Make an unarmed attack against an adversary within Melee range, using Strength. On a success, deal your normal unarmed damage plus 2d10 physical damage. You cannot use this feature again until after the GM makes a move.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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