Conqueror — discipline of the blade —
The whole world, it seems, has gone mad. People rise up against their rulers, nations spend blood and treasure in bids to conquer others, plague rips through town after town, and wherever you go, people have faces pinched from hunger and the wide, staring eyes of the lost. The lands might have reached this sorry state through greedy and weak leaders, but no doubt invisible hands are orchestrating the downfall of civilization. You aim to restore order, and the surest means to bring unruly…
Level Progression
Reference during buildLevel 7 Conqueror
Attributes: Increase three attributes by 1 each. Health: +18, Bonus Damage: +1d6 Combat Leader: While you lack the confused, controlled, stunned, and unconscious afflictions, you emanate an aura that spreads through a Size 5 space centered on you that moves with you to remain centered on you. Allies in the space make rolls to attack with 1 boon. In addition, when you take the initiative, you can choose one ally in the affected space to also be able to take the initiative without having to use a reaction to do so.
Level 8 Conqueror
Health: +18, Bonus Damage: +1d6 Road to Victory: You can use this talent when you use an action to attack and get a success. Roll a d6. Until the start of your next turn, you add the number rolled to the results of any roll to attack made by an ally affected by your Combat Leader talent. Once you use this talent, you lose access to it (luck ends).
Level 10 Conqueror
Health: +18, Bonus Damage: +1d6 March toward Victory: You impose 1 bane on rolls made to attack allies affected by your Combat Leader talent. In addition, when an ally gets a success on a roll to attack and that ally is affected by your Combat Leader talent, you can expend some or all of your Bonus Damage and apply it as extra damage to the ally’s roll.