Honour
Designed by
Domain overview
The domain of Honour encompasses the concept of being steadfast in both your word and in battle. From sworn Oaths, to great Deeds those who follow the Domain of Honour win the hearts of smallfolk and nobility alike.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Oath of Candor |
You swear to speak plainly and without deliberate deception.
You swear to speak plainly and without deliberate deception. While this card is in your loadout:
You break this Oath if you purposefully tell a lie or half truth. When your Oath is broken; Mark Stress equal to this card’s recall cost, regardless of if it is in your loadout or vault. |
1 |
| 1 | Ability | Oath of Protection |
You swear to stand between danger and those who cannot defend themselves.
You swear to stand between danger and those who cannot defend themselves. While this card is in your loadout:
You break this Oath if you purposefully harm an innocent. When your Oath is broken; Mark Stress equal to this card’s recall cost, regardless of if it is in your loadout or vault. |
2 |
| 1 | Ability | Oath of Retribution |
You swear to bring harm to those who harm you and your allies While this card is in your loadout: * Gain a bonus to damage rolls against enemies who have already harmed you or an ally.
You swear to bring harm to those who harm you and your allies While this card is in your loadout:
You break this Oath if you allow an enemy who harms you or an ally to go unpunished. When your Oath is broken; Mark Stress equal to this card’s recall cost, regardless of if it is in your loadout or vault." |
2 |
| 2 | Ability | Hold the Line |
Once per rest, mark 2 Stress and describe how you prepare yourself and your allies against the adversary's onslaught.
Once per rest, mark 2 Stress and describe how you prepare yourself and your allies against the adversary's onslaught. You and each ally within Very Close range of you gain +1 armor score until the end of the scene. |
1 |
| 2 | Ability | Rebuke Evil |
When you witness an adversary within Close range of you insult, harm, or lie to another, you may utter a rebuke to the perpetrator.
When you witness an adversary within Close range of you insult, harm, or lie to another, you may utter a rebuke to the perpetrator. Roll 1d4; you and that adversary both mark Stress equal to the result of the roll. You may spend any number of Hope. For each Hope spent mark 1 fewer Stress. |
0 |
| 3 | Ability | Oath of Prowess |
You swear to perform grueling feats of strength, speed, and endurance in the pursuit of glory.
You swear to perform grueling feats of strength, speed, and endurance in the pursuit of glory. While this card is in your loadout:
You break this Oath if you fail a test or challenge in front of an audience. When your Oath is broken you gain disadvantage on your next Action Roll. |
1 |
| 3 | Ability | Oath of Stewardship |
You swear to aid and guide others in favour of yourself While this card is in your loadout: * Your Help advantage die becomes a d10.
You swear to aid and guide others in favour of yourself While this card is in your loadout:
You break this Oath if you refuse to help an ally when they request it. When your Oath is broken; Mark Stress equal to this card’s recall cost, regardless of if it is in your loadout or vault. |
1 |
| 4 | Ability | Defy Defeat |
Once per long rest, when you mark any number of Hit Points, gain a Hope for each Hit Point marked.
Once per long rest, when you mark any number of Hit Points, gain a Hope for each Hit Point marked. |
2 |
| 4 | Ability | Inspiring Strike |
Your deliver a strike to an enemy that inspires your allies to fight harder in battle.
Your deliver a strike to an enemy that inspires your allies to fight harder in battle. Make an attack against an enemy within Melee range. On a success you may spend a Hope to grant all allies within Very Close range of you advantage on their next attack roll. On a success with Hope you may also choose an ally within Very Close range of you to also gain a Hope. |
1 |
| 5 | Ability | Oath of Atonement |
You swear to always make up for your short comings and failures of duty.
You swear to always make up for your short comings and failures of duty. While this card is in your loadout:
You break this Oath if you do not take the Seek Atonement downtime action while you have a Hit Point marked by this card. When your Oath is broken; permanently place this card in your vault. |
1 |
| 5 | Ability | Oath of Generosity |
You swear to care for those in need and those less fortunate than yourself.
You swear to care for those in need and those less fortunate than yourself. While this card is in your loadout:
You break this Oath if your refuse to provide for others in need when given the opportunity. When your Oath is broken; Mark Stress equal to this card’s recall cost, regardless of if it is in your loadout or vault. |
2 |
| 6 | Ability | Assist the Team |
When you make a Tag Team roll with an ally you may mark a Stress to give your ally advantage on their Action Roll.
When you make a Tag Team roll with an ally you may mark a Stress to give your ally advantage on their Action Roll. |
2 |
| 6 | Ability | Spare thy enemy |
Once per rest, when you successfully attack an enemy instead of forcing them to mark Hit Points you can force them to mark Stress instead.
Once per rest, when you successfully attack an enemy instead of forcing them to mark Hit Points you can force them to mark Stress instead. The enemy must mark 1 Stress for every Hit Point you would have dealt them. |
0 |
| 7 | Ability | Armor of Conviction |
Hope bolsters your resolve and sharpens your defenses.
Hope bolsters your resolve and sharpens your defenses. While this card is in your loadout: *Gain a +1 to your damage thresholds for each Hope you have. *When you roll with Hope you may spend 2 Hope to clear an armor slot. |
3 |
| 7 | Ability | Honour-Touched |
When 4 or more of the domain cards in your loadout are from the Honour domain, gain the following benefits: * +1 bonus to your attack rolls.
When 4 or more of the domain cards in your loadout are from the Honour domain, gain the following benefits:
|
0 |
| 8 | Ability | Oath of Courage |
You swear to live courageously and inspire bravery in others.
You swear to live courageously and inspire bravery in others. While this card is in your loadout:
You break this Oath if you refuse or run from a challenge you had previously agreed to. When your Oath is broken; suffer Stress equal to this card’s recall cost regardless of if it is in your loadout or vault. |
3 |
| 8 | Ability | Oath of Vigilance |
You swear to be ever alert and wary for danger that may attempt to harm you or your allies.
You swear to be ever alert and wary for danger that may attempt to harm you or your allies. While this card is in your loadout:
You break this Oath if you do not warn your allies of approaching danger that you are aware of. When your Oath is broken; Mark Stress equal to this card’s recall cost, regardless of if it is in your loadout or vault. |
3 |
| 9 | Ability | Devastating Charge |
Once per rest, mark a Stress to sprint anywhere within Far range without making an Agility Roll to get there.
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 you may immediately make an attack against them. Increase your Proficiency by 1 for this attack. If you deal damage to the target, gain a Hope or clear a Stress. |
3 |
| 9 | Ability | Exalt the Deeds of others |
Once per long rest, after an ally has used an ability that has an exhaustion limit, you can spend 2 Hope to allow that ally to use that feature again.
Once per long rest, after an ally has used an ability that has an exhaustion limit, you can spend 2 Hope to allow that ally to use that feature again. |
2 |
| 10 | Ability | Oath of Honour |
You swear to be a Paragon of Honour and uphold as many Oaths as possible.
You swear to be a Paragon of Honour and uphold as many Oaths as possible. While this card is in your loadout:
You break this Oath if you break another Oath. When your Oath is broken; suffer Stress equal to this card’s recall cost regardless of if it is in your loadout or vault. |
2 |
| 10 | Ability | Oath of Mastery |
You swear to dedicate your life in pursuit of mastery over a chosen aspect of yourself.
You swear to dedicate your life in pursuit of mastery over a chosen aspect of yourself. While this card is in your loadout:
You break this Oath if you refuse to mentor someone who has proven worthy of your expertise. When your Oath is broken; suffer Stress equal to this card’s recall cost regardless of if it is in your loadout or vault. |
4 |
Domain cards
1
Oath of Candor
You swear to speak plainly and without deliberate deception. While this card is in your loadout:
- Gain advantage on Action Rolls to persuade negotiate, or testify while being honest.
- Once per long rest, you may openly admit a hard truth or personal fault to an ally. If you do, you both gain a Hope.
You break this Oath if you purposefully tell a lie or half truth. When your Oath is broken; Mark Stress equal to this card’s recall cost, regardless of if it is in your loadout or vault.
1
Oath of Protection
You swear to stand between danger and those who cannot defend themselves. While this card is in your loadout:
- When an ally within Close range of you takes damage, you may Help that Ally. Spend a Hope and roll your advantage die, reducing the damage the ally takes by an amount equal to the roll.
- Once per long rest, you may recite a promise of protection to an ally. Until your next rest, while you and that ally are within Close range of each other, you each increase your damage thresholds by an amount equal to your Tier.
You break this Oath if you purposefully harm an innocent. When your Oath is broken; Mark Stress equal to this card’s recall cost, regardless of if it is in your loadout or vault.
1
Oath of Retribution
You swear to bring harm to those who harm you and your allies While this card is in your loadout:
- Gain a bonus to damage rolls against enemies who have already harmed you or an ally. The bonus equals your Proficiency.
- Once per rest, when you deal Severe damage to an enemy who has dealt damage to you or an ally. You may force that enemy to Mark an additional Hit Point.
You break this Oath if you allow an enemy who harms you or an ally to go unpunished. When your Oath is broken; Mark Stress equal to this card’s recall cost, regardless of if it is in your loadout or vault."
2
Hold the Line
Once per rest, mark 2 Stress and describe how you prepare yourself and your allies against the adversary's onslaught. You and each ally within Very Close range of you gain +1 armor score until the end of the scene.
2
Rebuke Evil
When you witness an adversary within Close range of you insult, harm, or lie to another, you may utter a rebuke to the perpetrator. Roll 1d4; you and that adversary both mark Stress equal to the result of the roll. You may spend any number of Hope. For each Hope spent mark 1 fewer Stress.
3
Oath of Prowess
You swear to perform grueling feats of strength, speed, and endurance in the pursuit of glory. While this card is in your loadout:
- You have advantage on Action Rolls involving carrying, climbing, or other athletic activity.
- Once per long rest, when you fail an Action Roll, you may boast of how you have previously succeed in a similar endeavor. If you do, reroll your Duality Die using a D20 for your Hope die.
You break this Oath if you fail a test or challenge in front of an audience. When your Oath is broken you gain disadvantage on your next Action Roll.
3
Oath of Stewardship
You swear to aid and guide others in favour of yourself While this card is in your loadout:
- Your Help advantage die becomes a d10.
- Once per long rest, you may Help an Ally without spending the Hope cost.
You break this Oath if you refuse to help an ally when they request it. When your Oath is broken; Mark Stress equal to this card’s recall cost, regardless of if it is in your loadout or vault.
4
Defy Defeat
Once per long rest, when you mark any number of Hit Points, gain a Hope for each Hit Point marked.
4
Inspiring Strike
Your deliver a strike to an enemy that inspires your allies to fight harder in battle. Make an attack against an enemy within Melee range. On a success you may spend a Hope to grant all allies within Very Close range of you advantage on their next attack roll. On a success with Hope you may also choose an ally within Very Close range of you to also gain a Hope.
5
Oath of Atonement
You swear to always make up for your short comings and failures of duty. While this card is in your loadout:
- When you would mark Stress for breaking an Oath you may instead send that Oath card to your Vault and mark a number of Hit Points equal to this card’s recall cost. You may not clear Hit Points marked this way.
- You gain the Seek Atonement downtime move. When you take this downtime move, you clear all Hit Points marked by this card.
You break this Oath if you do not take the Seek Atonement downtime action while you have a Hit Point marked by this card. When your Oath is broken; permanently place this card in your vault.
5
Oath of Generosity
You swear to care for those in need and those less fortunate than yourself. While this card is in your loadout:
- You may Mark a Stress to give any amount of Hope to an ally within Far range.
- When you take a downtime move that requires a d4 roll and spend that move on an ally, add 2 to the roll's result.
You break this Oath if your refuse to provide for others in need when given the opportunity. When your Oath is broken; Mark Stress equal to this card’s recall cost, regardless of if it is in your loadout or vault.
6
Assist the Team
When you make a Tag Team roll with an ally you may mark a Stress to give your ally advantage on their Action Roll.
6
Spare thy enemy
Once per rest, when you successfully attack an enemy instead of forcing them to mark Hit Points you can force them to mark Stress instead. The enemy must mark 1 Stress for every Hit Point you would have dealt them.
7
Armor of Conviction
Hope bolsters your resolve and sharpens your defenses. While this card is in your loadout:
*Gain a +1 to your damage thresholds for each Hope you have.
*When you roll with Hope you may spend 2 Hope to clear an armor slot.
7
Honour-Touched
When 4 or more of the domain cards in your loadout are from the Honour domain, gain the following benefits:
- +1 bonus to your attack rolls.
- +1 bonus to your armor score.
- +1 bonus to your damage thresholds.
8
Oath of Courage
You swear to live courageously and inspire bravery in others. While this card is in your loadout:
- Whenever you roll a Success with Fear, you still gain a Hope.
- Once per rest, describe how you encourage your allies. All allies within Close range of you may choose one of; gain 3 Hope, Clear 2 Stress or Clear 2 Armor Slots.
You break this Oath if you refuse or run from a challenge you had previously agreed to. When your Oath is broken; suffer Stress equal to this card’s recall cost regardless of if it is in your loadout or vault.
8
Oath of Vigilance
You swear to be ever alert and wary for danger that may attempt to harm you or your allies. While this card is in your loadout:
- You may choose an additional downtime move whenever you rest.
- Once per rest, you may issue words of warning to your allies. Mark a Stress, enemies have disadvantage against you and all allies within Far range until you or an ally rolls a failure with Fear.
You break this Oath if you do not warn your allies of approaching danger that you are aware of. When your Oath is broken; Mark Stress equal to this card’s recall cost, regardless of if it is in your loadout or vault.
9
Devastating Charge
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 you may immediately make an attack against them. Increase your Proficiency by 1 for this attack. If you deal damage to the target, gain a Hope or clear a Stress.
9
Exalt the Deeds of others
Once per long rest, after an ally has used an ability that has an exhaustion limit, you can spend 2 Hope to allow that ally to use that feature again.
10
Oath of Honour
You swear to be a Paragon of Honour and uphold as many Oaths as possible. While this card is in your loadout:
- Increase your Proficiency by 1 for each other “Oath” card in your loadout.
- Once per long rest, when you would make an attack roll against an enemy you may choose to make it a Critical Success instead.
You break this Oath if you break another Oath. When your Oath is broken; suffer Stress equal to this card’s recall cost regardless of if it is in your loadout or vault.
10
Oath of Mastery
You swear to dedicate your life in pursuit of mastery over a chosen aspect of yourself. While this card is in your loadout:
- Gain a bonus to a Trait of your choice equal to your Tier.
- Once per rest, you can offer a word of sage advice when an ally would make an Action Roll. If you do, that ally may use your bonus to the applicable Trait in place of their own for that roll.
You break this Oath if you refuse to mentor someone who has proven worthy of your expertise. When your Oath is broken; suffer Stress equal to this card’s recall cost regardless of if it is in your loadout or vault.
Oath of Mastery
The domain of Honour encompasses the concept of being steadfast in both your word and in battle. From sworn Oaths, to great Deeds those who follow the Domain of Honour win the hearts of smallfolk and nobility alike.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Oath of Mastery Subclasses
No subclasses available.
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Background Questions
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