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Signal ▮▮▮▯▯Session 0x1F3AClearance Vermillion00:00:00 M41.026
Lexicanum

Acts of Faith

Moments of impossible resolve, sacred timing, disciplined fury, martyr's refusal, and holy violence made real through absolute Conviction.

Sister of Battle · Working DraftWorking Draft

Acts of Faith

7 Entries

Resource: Conviction

Risk: Conviction cost; Acts are not psychic and never trigger Perils.

Acts of FaithSister of Battle · Action: Action, unless the entry says otherwise · Act DC = 8 + Proficiency Bonus + Willpower modifier
Acts of FaithWorking Draft

The Throne Protects

Target: Self or one ally within 30 feet who can see or hear you.

The target gains Advantage on their next Willpower Save against fear, corruption, possession, psychic dread, daemonic influence, or morale-breaking effects before the start of your next turn.

Conviction: Spend 1 Conviction to also grant temporary Vitality equal to your Proficiency Bonus + your Willpower modifier.

The prayer is short. The refusal is eternal.

Acts of FaithWorking Draft

Blessed Bolter Drill

Target: Self.

Your next ranged attack with a bolt weapon before the end of your turn gains +2 to hit if the target is corrupted, heretical, daemonic, psychic, or actively leading enemies.

Conviction: Spend 1 Conviction to add your Proficiency Bonus to the damage if the attack hits.

Every shell is a sermon with a fuse.

Acts of FaithWorking Draft

Advance Through Fire

Target: Self.

Until the end of your turn, you may move up to half your Movement without triggering Reactive Fire from enemies you can see. If you end this movement closer to a corrupted, heretical, daemonic, or Condemned enemy, gain +2 Defense until the start of your next turn.

Conviction: Spend 1 Conviction to allow one ally within 15 feet to move 5 feet with you.

Faith does not wait for safe footing.

Acts of FaithWorking Draft

Shield of Faith

Target: Self or one ally within 30 feet.

Until the start of your next turn, the target gains +2 Defense against one incoming attack or gains Advantage on one save against a psychic, daemonic, corruption, fear, or possession effect.

Conviction: Spend 1 Conviction to apply both benefits.

The shield is invisible only to cowards.

Acts of FaithWorking Draft

Burn the Impure

Target: One visible enemy within 30 feet, or one enemy within range of your flame weapon.

The target must make a Willpower Save against your Act DC. On failure, it becomes Exposed until the start of your next turn. If the target is corrupted, heretical, daemonic, or visibly tainted, it also takes fire or faith damage equal to your Proficiency Bonus.

Conviction: Spend 1 Conviction to impose Disadvantage on the save.

Purity is measured in ash.

Acts of FaithWorking Draft

Martyr's Refusal

Target: Self.

When you would drop to 0 Vitality, you may use this Act to remain at 1 Vitality until the end of your next turn. At the end of your next turn, you drop to 0 Vitality unless healed, stabilized, saved by Fate, or protected by another effect.

Conviction: Spend 1 Conviction to immediately make one attack, move up to half your Movement, or use Take Cover before the effect ends.

Death may approach. It may not interrupt.

Acts of FaithWorking Draft

Deny the Witch

Target: One hostile psychic power, daemonic effect, possession attempt, corruption effect, or warp-touched influence targeting you or an ally within 30 feet.

Use your Reaction to grant the target Advantage on the relevant save. If the effect has no save, reduce its damage by 1d10 + your Willpower modifier.

Conviction: Spend 1 Conviction to also make the source of the effect Exposed until the start of your next turn, if it is visible.

The witch speaks. Faith answers louder.

Bolt & Blade is fan-made homebrew for private tabletop play and is not affiliated with or endorsed by Games Workshop.