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Heroic Abilities

You make use of a number of heroic abilities, all of which channel piety to empower them.

3-Piety Ability

Choose one heroic ability from the following options, each of which costs 3 piety to use. (Quick Build: Violence Will Not Aid Thee.)

Call the Thunder Down (3 Piety)

You ask your saint for thunder and your prayer is answered.

Area, Magic, Ranged Main action
📏 3 cube within 10 🎯 Each enemy in the area

Power Roll + Intuition:

  • ≤11: 2 sonic damage; push 1
  • 12-16: 3 sonic damage; push 2
  • 17+: 5 sonic damage; push 3

Effect: You can push each willing ally in the area the same distance, ignoring stability.

Font of Wrath (3 Piety)

A brilliant column of holy light appears on the battlefield, striking out at nearby enemies.

Magic, Ranged Main action
📏 Ranged 10 🎯 Special

Effect: You summon a spirit of size 2 who can't be harmed, and who appears in an unoccupied space within distance. The spirit lasts until the end of your next turn. You and your allies can move through the spirit's space, but enemies can't. Any enemy who moves within 2 squares of the spirit for the first time in a combat round or starts their turn there takes holy damage equal to your Intuition score.

Judgment's Hammer (3 Piety)

Your divine fury is a hammer that crashes down upon the unrighteous.

Magic, Ranged, Strike Main action
📏 Ranged 10 🎯 One creature or object

Power Roll + Intuition:

  • ≤11: 3 + I holy damage; A < WEAK, prone
  • 12-16: 6 + I holy damage; A < AVERAGE, prone
  • 17+: 9 + I holy damage; A < STRONG, prone and can't stand (save ends)
Violence Will Not Aid Thee (3 Piety)

After some holy lightning, your enemy will think twice about their next attack.

Magic, Ranged, Strike Main action
📏 Ranged 10 🎯 One creature

Power Roll + Intuition:

  • ≤11: 3 + I lightning damage
  • 12-16: 6 + I lightning damage
  • 17+: 9 + I lightning damage

Effect: The first time on a turn that the target deals damage to another creature, the target of this ability takes 1d10 lightning damage (save ends).

5-Piety Ability

Choose one heroic ability from the following options, each of which costs 5 piety to use. (Quick Build: Curse of Terror.)

Corruption's Curse (5 Piety)

Cursed by you, your enemy takes more damage from your allies.

Magic, Ranged, Strike Main action
📏 Ranged 10 🎯 One creature or object

Power Roll + Intuition:

  • ≤11: 3 + I corruption damage; M < WEAK, damage weakness 5 (save ends)
  • 12-16: 6 + I corruption damage; M < AVERAGE, damage weakness 5 (save ends)
  • 17+: 9 + I corruption damage; M < STRONG, damage weakness 5 (save ends)
Curse of Terror (5 Piety)

Fear of divine judgment overwhelms your foe.

Magic, Ranged, Strike Main action
📏 Ranged 10 🎯 One creature

Power Roll + Intuition:

  • ≤11: 6 + I holy damage; I < WEAK, frightened (save ends)
  • 12-16: 9 + I holy damage; I < AVERAGE, frightened (save ends)
  • 17+: 13 + I holy damage; I < STRONG, frightened (save ends)
Faith Is Our Armor (5 Piety)

The heroes' armor glows with golden light, granting divine protection.

Magic, Ranged Maneuver
📏 Ranged 10 🎯 Four allies

Effect: You can target yourself instead of one ally with this ability.

Power Roll + Intuition:

  • ≤11: The target gains 5 temporary Stamina.
  • 12-16: The target gains 10 temporary Stamina.
  • 17+: The target gains 15 temporary Stamina.
Sermon of Grace (5 Piety)

You inspire your allies with tales of your saint's great deeds.

Area, Magic Main action
📏 4 burst 🎯 Each ally in the area

Effect: Each target can spend a Recovery. Additionally, each target can use a free triggered action to end one effect on them that is ended by a saving throw or that ends at the end of their turn, or to stand up if prone.