Advanced Moves
When you gain a level from 2–5, choose from these moves.
Divine Favor
Dedicate yourself to a deity (name a new one or choose one that’s already been established). You gain the commune and cast a spell cleric moves. When you select this move, treat yourself as a cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective cleric level by 1.
Bloody Aegis
When you take damage you can grit your teeth and accept the blow. If you do you take no damage but instead suffer a debility of your choice. If you already have all six debilities you can’t use this move.
Smite
While on a quest you deal +1d4 damage.
Exterminatus
When you speak aloud your promise to defeat an enemy, you deal +2d4 damage against that enemy and -4 damage against anyone else. This effect lasts until the enemy is defeated. If you fail to defeat the enemy or give up the fight, you can admit your failure, but the effect continues until you find a way to redeem yourself.
Charge!
When you lead the charge into combat, those you lead take +1 forward.
Staunch Defender
When you defend you always get +1 hold, even on a 6-.
Setup Strike
When you hack and slash, choose an ally. Their next attack against your target does +1d4 damage.
Holy Protection
You get +1 armor while on a quest.
Voice of Authority
Take +1 to order hirelings.
Hospitaller
When you heal an ally, you heal +1d8 damage.
When you gain a level from 6–10, choose from these moves or the level 2–5 moves.
Evidence of Faith
Requires: Divine Favor
When you see divine magic as it happens, you can ask the GM which deity granted the spell and its effects. Take +1 when acting on the answers.
Holy Smite
Replaces: Smite
While on a quest you deal +1d8 damage.
Ever Onward
Replaces: Charge!
When you lead the charge into combat, those you lead take +1 forward and +2 armor forward.
Impervious Defender
Replaces: Staunch Defender
When you defend you always get +1 hold, even on a 6-. When you get a 12+ to defend instead of getting hold the nearest attacking creature is stymied giving you a clear advantage, the GM will describe it.
Tandem Strike
Replaces: Setup Strike
When you hack and slash, choose an ally. Their next attack against your target does +1d4 damage and they take +1 forward against them.
Divine Protection
Replaces: Holy Protection
You get +2 armor while on a quest.
Divine Authority
Replaces: Voice of Authority
Take +1 to order hirelings. When you roll a 12+ the hireling transcends their moment of fear and doubt and carries out your order with particular effectiveness or efficiency.
Perfect Hospitaller
Replaces: Hospitaller
When you heal an ally, you heal +2d8 damage.
Indomitable
When you suffer a debility (even through Bloody Aegis) take +1 forward against whatever caused it.
Perfect Knight
When you quest you choose three boons instead of two.