<< rules:domains:thaumaturge ^ rules:start ^ rules:spells:start >> # WeaponMaster Domain **WeaponMaster Domain** characters turn martial discipline and battlefield instinct into lethal precision. Whether trained as elite soldiers, self-taught gladiators, or veterans of a hundred skirmishes, WeaponMasters see combat as a craft—one that rewards mastery over brute strength. They adapt to every weapon, exploit enemy weaknesses, and strike with surgical impact. A WeaponMaster might be the seasoned captain whose voice cuts through chaos, or the lone duelist whose calm blade ends fights before they begin. ## Tier 1 Base Card: WeaponMaster Initiate At Tier 1, WeaponMasters begin to show their control over weapons and battlefield flow. They gain the ability to push their weapon damage beyond the limits of ordinary attacks, striking with explosive bursts of force when opportunity allows. This tier introduces a focus on timing, precision, and battlefield adaptability—rewarding players who make smart decisions and recognize when to press an advantage. ### Core Feature: Shatter the Limit When you roll the **maximum value** on a weapon’s **damage die** (including bonus dice from features), you may immediately roll **an additional die of the same size** and add it to the total. If that roll is also the maximum, you may repeat this. You must **mark 1 Stress** to activate this feature, but only after seeing that one or more dice rolled their maximum. > *This feature applies only to melee or ranged weapon attacks. It does not apply to spell damage. It only applies to unarmed strikes if a Feature adds a die specifically for unarmed strikes.* Choose **two** Domain Feature Cards from Tier 1. ### Requirements to Advance to Tier 2 (complete 3): - **Explode damage** using *Shatter the Limit* - Land a weapon attack using **an Aspect the weapon does not normally support** - **Defeat a creature** without using magic or spells - Use a **reaction attack** (like *Riposte*) to interrupt or stop a creature - Succeed in a **social challenge** by leveraging your martial reputation or presence ## Tier 1 Feature Cards ### Read the Land You can read terrain like others read books. When scouting, traveling, or preparing for battle: - You may always spot **natural choke points, cover, and ambush zones**, even in unfamiliar terrain. - When preparing a battlefield or defensive position, you may grant **+1 to the Evasion or Thresholds** of up to 3 nearby allies for the first round of combat. *The bonus lasts until those allies are hit.* ### Recognized Authority In most warrior cultures, your bearing, scars, and words command attention: - You can request a **martial parley** (e.g., single combat, surrender terms) with a clear display of weapon skill. - When dealing with **military, mercenary, or warrior groups**, your words are treated as coming from someone of equal or higher rank. - When attempting to **recruit, challenge, or intimidate** warriors, you may roll with **Advantage** if your weapon is drawn. #### Cleaving Blow When you reduce a creature to 0 HP with a **melee weapon attack**, you may immediately make another melee attack against a different creature within 5 feet. - Use the **same D4 pool** as the triggering attack. - This does **not** increase your Action Load. - You may not trigger this again from the second attack. #### Riposte When a creature **misses** you with a melee attack, you may make a melee weapon attack against them. - This counts as a **reaction**. - The attack must be a melee weapon attack. - Typical **Action Load** costs apply. #### Threatening Presence When you hit a creature with a weapon attack, you apply pressure. The target must choose one: - Mark **1 Stress** - Be **pushed 5 feet** directly away from you - Have **Disadvantage** on their next melee attack #### Weapon Versatility You may always choose **which Aspect to use** when making a weapon attack, regardless of the weapon’s listed Aspects. - This does **not** change the weapon’s damage type or range. - If a weapon feature requires a specific Aspect, you must still meet that requirement to use it. #### Form Before Fury When all your damage dice roll **below half** (before modifiers), you may **reroll one damage die**. - You must keep the new result, even if it is lower.