IRONBARK
Spell trait: StrengthTake every hit, get stronger with each one, and never move
Living Bulwark: When you haven't moved since your last action,
gain +1 to both your Major and Severe damage thresholds.
Additionally, when you mark a Hit Point from a melee attack, you
can trigger your Vengeful Shell twice instead of once (choose two
different effects, or the same effect twice)
Reactive Plating: When an adversary within Melee range hits you
with a successful attack, you can mark a Stress to immediately
deal damage to them equal to your Strength modifier + Proficiency
as physical damage (apply directly to their damage thresholds —
no attack roll needed)
Crushing Weight: Your Vengeful Shell Retaliate option is
enhanced: the adversary marks Hit Points equal to your Proficiency
(instead of the standard damage) and becomes temporarily
Vulnerable
Anchor: Once you have triggered Vengeful Shell this scene, you
cannot be moved, knocked back, or forcibly repositioned by any
means until you voluntarily move from your current position. The
effect ends as soon as you choose to move — and can be
re-triggered by another Vengeful Shell mark later in the scene.
Additionally, when an adversary tries to leave your Melee range,
you can mark a Stress to force them to succeed on a Strength Roll
(14) or fail to leave
Bedrock: Once per long rest, when you would mark your last Hit
Point, you can mark 2 Stress to remain at 1 Hit Point instead.
Then deal 1d10 × your Proficiency damage to any single adversary
within Melee range as your shell shatters and reforms around you.
Until the end of the scene, you reduce all incoming damage by one
threshold severity.
