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**Aegis Domain** characters are the shield-thanes, bodyguards, and patient duelists who win fights on *other people's* turns. They plant their feet, watch the whole battle, and move only when it matters: a shield thrown up before a friend, a blade that finds the gap when an enemy overreaches. An Aegis character might be a village guard who never lets anyone past the gate, or a sworn protector who would rather take a wound than see one land on their charge.

::: wrap tip

🛡️ Aegis is a **Reaction Domain**. Read [Reactions & Off-Turn Actions](/rules/reactions/) first: every reaction costs **Action Load**.

:::

## Tier 1 Base Card: Aegis Initiate

At Tier 1, Aegis characters learn the discipline of waiting. They hold Action Load in reserve and spend it guarding others.

**Aegis Aspect:** Choose **Fortitude** or **Agility**. This Aspect powers your Aegis Features.

### Core Feature: Guard Stance

If you end your turn having added **1 or less Action Load** on that turn, you gain **+1 Evasion** until the start of your next turn.

This Domain leans on **multiple reactions** more than most. Keep Action Load in reserve on your turn so you can spend it on other people's.

Choose **two** Domain Feature Cards from Tier 1.

### Requirements to Advance to Tier 2 (complete 3):

- Prevent an ally from taking **HP damage** with a reaction  
- Go a full combat round spending **all** your Action Load on reactions  
- Stand your ground in a doorway, bridge, or gap while allies retreat or regroup  
- Talk an angry crowd or rival down without anyone drawing a weapon  
- Spot an **ambush or trap** before it springs
- Any one **Shared Milestone** (see [Domains](/rules/domains/))

## Tier 1 Feature Cards

### ⚡ Shield Wall (Team Action – Reactive)

**Action Load:** 1

When an ally within **5 feet** is targeted by an attack, add your **Aegis Aspect** to their Evasion against that attack. Requires a shield or a held weapon.

### ⚡ Opening Strike (Combat – Reactive)

**Action Load:** as a normal weapon attack

When an enemy within your reach **misses** any creature, you may make a weapon attack against it.

- You may **mark 1 Stress** to reduce this Feature's Action Load cost by **1**.

### Hold the Line (Combat – Active)

**Action Load:** 1

Until the start of your next turn, enemies that **enter your reach** must stop moving.

### ⚡ Interpose (Team Action – Reactive)

**Action Load:** 1

When an ally within **10 feet** is hit, you may **move to them** without provoking reactions and take the hit yourself. Use your own thresholds.

### ⚡ Watchful Step (Exploration – Reactive)

**Action Load:** 1 (in combat); none outside combat

When a trap, hazard, or ambush is triggered near you, you may move **10 feet** and pull **one ally** with you out of harm's way. Outside combat you roll with **Advantage** to notice danger while on watch.

### Steadying Presence (Roleplay – Passive)

**Action Load:** — (Passive)

People feel safe near you. Frightened or nervous people you speak with have **Disadvantage** to panic, and you roll with **Advantage** to calm, reassure, or escort them.

## Tier 2 Base Card: Aegis Adept

At Tier 2, your guard widens. You protect more than the person beside you.

### Core Feature: Wider Guard

The range of your **Shield Wall** and **Interpose** increases by **5 feet**. *Guard Stance* now grants **+1 Evasion to one adjacent ally** as well.

Choose **two** Domain Feature Cards from Tier 2.

### Requirements to Advance to Tier 3 (complete 4):

- Protect **two different allies** in the same round  
- Take a **Serious or Critical** wound meant for someone else  
- Escort someone vulnerable safely through a dangerous journey  
- Earn an oath, title, or thanks from someone you protected  
- Combine an Aegis reaction with an ally's **Team Action**
- Any one **Shared Milestone** (see [Domains](/rules/domains/))

## Tier 2 Feature Cards

### ⚡ Riposte Chain (Combat – Reactive)

**Action Load:** 1

After you protect an ally with *Shield Wall* or *Interpose*, make a weapon attack against the attacker.

### ⚡ Brace (Combat – Reactive)

**Action Load:** 1

When you are hit, reduce the wound severity by **one step**. Once per round.

### Sentinel's Rest (Exploration – Passive)

**Action Load:** — (Passive)

While you keep watch, the camp **cannot be surprised**, and allies who rest under your watch reduce **1 extra Stress**.

### Rally Point (Team Action – Active)

**Action Load:** 1

Plant your shield or banner. Allies who start their turn within **10 feet** of you gain **+1 Evasion** until the end of the scene or until you move.

### Sworn Protector (Roleplay – Passive)

**Action Load:** — (Passive)

Name one person as your **charge**. You gain **Advantage** on any roll made to protect, find, or speak for them. You may change your charge after a Full Rest.

### ⚡ Challenge Step (Combat – Reactive)

**Action Load:** as a normal melee attack

When a creature within your reach **moves away from you**, you may make a melee weapon attack against it. If it hits, the target has **Disadvantage** on its next attack before the end of its next turn.

> *Same idea as Weapon Master's* Punish Withdrawal, *with a rider. If you already have* Punish Withdrawal, *you may take this instead (or choose another card).*

## Tier 3 Base Card: Aegis Expert

At Tier 3, you are a wall the enemy must plan around.

### Core Feature: Unmoving

You cannot be **pushed, knocked down, or moved** against your will unless you choose to be.

Choose **three** Domain Feature Cards from Tier 3.

### Requirements to Advance to Tier 4 (complete 4):

- Hold a position alone against **many foes** for a full round  
- Protect a group through a disaster (collapse, storm, stampede)  
- Teach someone to stand guard the way you do  
- Turn a battle by protecting the right person at the right time  
- Refuse a reward or order that would put the innocent at risk
- Any one **Shared Milestone** (see [Domains](/rules/domains/))

## Tier 3 Feature Cards

### Zone Denial (Combat – Active)

**Action Load:** 2

Until the start of your next turn, any enemy that moves within your reach provokes a reaction attack (as *Opening Strike*) that costs **0 Action Load**.

### ⚡ Guardian's Leap (Team Action – Reactive)

**Action Load:** 1

When an ally within **30 feet** is targeted, move up to 30 feet to stand beside them, then use *Shield Wall* or *Interpose* for its normal cost.

### ⚡ Shield of Many (Team Action – Reactive)

**Action Load:** 2

When an area effect hits allies near you, all allies within **5 feet** of you reduce the wound severity by **one step**.

### Hold the Pass (Exploration – Passive)

**Action Load:** — (Passive)

Choose a gate, bridge, or narrow route. While you hold it, the party has **Advantage** to delay pursuers or keep travelers safe there.

### Iron Oath (Roleplay – Passive)

**Action Load:** — (Passive)

Your promises are believed. Once per session, an NPC accepts your word **without a roll** as guarantee of safe conduct, payment, or truce.

## Tier 4 Base Card: Aegis Master

At Tier 4, you are a legend of protection: the one who never fell and never let anyone through.

### Core Feature: Bulwark

Your first reaction each round costs **1 less Action Load** (minimum 0). *Guard Stance* now grants **+2 Evasion**.

Choose **three** Domain Feature Cards from Tier 4.

## Tier 4 Feature Cards

### ⚡ Last Wall (Team Action – Reactive)

**Action Load:** 2 (once per scene)

Once per scene, when an ally would drop to 0 HP, they stay at 1 HP and **you** take the wound instead. You mark **1 Stress**.

### ⚡ Perfect Counter (Combat – Reactive)

**Action Load:** 1

When an enemy misses you, they **mark 2 Stress** and you may push them **10 feet**.

### Living Fortress (Combat – Active)

**Action Load:** 2

Until your next turn, every ally within **10 feet** of you adds your **Aegis Aspect** to their Evasion.

### Warden of the Hall (Exploration – Passive)

**Action Load:** — (Passive)

A place you have defended (hall, village, ship) is **under your protection**: you always know when it is threatened, if you are within a day's travel.

### Shield-Elder (Roleplay – Passive)

**Action Load:** — (Passive)

Warriors and guards across the land know your name. You may call on a **troop of defenders** once per adventure to hold a place for a day.

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