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.