Enhancement
Designed by
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
| 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
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.
1
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.
1
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.
1
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.
1
Steady Focus
When you succeed on a Strength roll with Hope, you can clear a Stress. Once per rest.
2
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.
2
Focused Strike
Before you make an unarmed attack, you can mark a Stress to add a d8 to its damage roll on a success.
2
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.
3
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.
3
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.
Jajanken: Rock
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.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Jajanken: Rock Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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