Call of Command
Lead your allies to greatness with tactical genius
Tactical Blow: Whenever you would deal damage to one or more adversaries, you may spend three Hope. If you do, you deal an extra 1d12 damage, and the adversaries become temporarily Vulnerable.
Hold Camp: You gain an additional Stress slot. When you use the Clear Stress downtime move, you and each ally resting with you clears a Stress.
Turn The Tide: Vulnerable creatures have disadvantage on rolls targeting you.
