
Opening the archive

Opening the archive
Aspect Codex
Battle Mastery is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Battle Mastery has 42 powers ready for character sheets, including 37 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
37 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Battle Mastery has 42 powers ready for character sheets, including 37 with VTT hooks.
Battle Mastery defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Make one weapon attack. On a hit, the attack deals its normal damage, and you may reroll one damage die from the attack. You must use the new result.
Move up to 10 ft. without provoking opportunity attacks from one creature you can see. Until the start of your next turn, the first attack roll that creature makes against you has disadvantage.
Choose one weapon style when you learn this power: Simple, Versatile, Heavy, Finesse, Sword-and-Board, or Dual-Wielding. Simple: +1 to attack rolls with simple weapons. Versatile: +1 damage while wielding a versatile weapon in two hands and +1 AC while wielding it in one hand. Heavy: reroll one weapon damage die showing 1 once per turn. Finesse: once per turn, add +1 damage when attacking with DEX. Sword-and-Board: +1 AC while wielding a shield. Dual-Wielding: +1 damage on off-hand attacks. You may learn this power more than once, choosing a different style.
Choose one creature you can see within range and challenge it. The target must make a WIS save. On a failed save, it has disadvantage on attack rolls against creatures other than you while it is within 30 ft. of you. The effect ends if you attack another creature, if you willingly move more than 30 ft. from the target, or if the target cannot see or hear you.
Make one weapon attack. On a hit, the target takes normal weapon damage and must make a STR save or fall prone if it is Large or smaller.
When you are hit by a melee attack, reduce the damage by 1d6 + your STR modifier. If this reduces the damage to 0, you may move 5 ft. without provoking opportunity attacks from the attacker.
Once per turn, when you hit a creature that has damaged you since the end of your last turn with a weapon attack, the attack deals extra damage equal to your proficiency bonus.
Choose one creature you can see within range and mark it as your opponent. Once per turn when you hit the marked target with a weapon attack, you may reduce its speed by 10 ft. until the start of your next turn. The mark ends early if you mark another creature.
Make one weapon attack. On a hit, the target takes normal weapon damage and must make a STR save. On a failed save, it drops one object of your choice that it is holding. The object lands at its feet.
When a creature enters your weapon reach, you may make one weapon attack against it. On a hit, reduce the creature’s speed by 10 ft. until the end of the current turn.
Make one weapon attack. On a hit, you may choose a second creature within 5 ft. of the original target. The second creature takes damage equal to your proficiency bonus + your STR modifier.
Choose a creature you have marked or challenged. While within 30 ft. of you, it cannot gain advantage on attack rolls, and when it moves away from you, it provokes opportunity attacks even if it Disengages.
Make one weapon attack. On a hit, the target takes normal damage and must make a WIS save or become frightened of you until the end of your next turn.
Until the start of your next turn, you gain +2 AC and advantage on STR and CON saving throws. If you do not move during this duration, the AC bonus becomes +3.
Once per turn, when you hit with a weapon attack, you may add your proficiency bonus to the damage roll.
When a creature misses you with a melee attack, you may make one weapon attack against that creature.
Choose one creature within reach. It must make a STR save or be pushed up to 10 ft. in a direction you choose or knocked prone.
When you fail a saving throw, you may reroll it and must use the new result.
Make one weapon attack. On a hit, you may choose up to two additional creatures within 5 ft. of the original target. Each secondary target takes damage equal to your proficiency bonus + your STR modifier.
Choose one creature you can see within range. While within 30 ft. of you, it has disadvantage on attack rolls against creatures other than you, and you have advantage on weapon attacks against it. The effect ends if you attack another creature.
Move up to half your speed. Each hostile creature you move past must make a STR save or be pushed 5 ft. and knocked prone.
Regain hit points equal to 22 (4d10 + your STR modifier). Once you use this power, you cannot use it again until you finish a short or long rest.
Once per turn, when you hit with a weapon attack, you may reroll all of the weapon’s damage dice and choose either result.
When a creature you can see within your reach attempts to move, you may make one weapon attack. On a hit, the creature’s speed becomes 0 for the rest of the turn.
Each hostile creature of your choice within 5 ft. must make a STR save or drop one object it is holding. On a success, it has disadvantage on its next attack roll before the end of its next turn.
You gain resistance to bludgeoning, piercing, and slashing damage. If you are moved against your will, you may reduce the distance moved by 10 ft.
Choose one weapon type you are proficient with. Once per turn when you hit with that weapon type, add your proficiency bonus to the damage roll and you may change one weapon damage die to its maximum value. You may learn this power more than once, choosing a different weapon type.
Choose one creature you can see within range. Until the effect ends, you and the target are locked in single combat. You have advantage on weapon attacks against it, and it has disadvantage on attacks against creatures other than you. If it willingly moves away from you while within 30 ft. of you, you may move up to half your speed toward it without provoking opportunity attacks.
Hostile creatures of your choice in the emanation must make a STR save. On a failed save, a creature is knocked prone, pushed 10 ft., or disarmed, your choice. On a success, its speed is reduced by 10 ft. until the end of its next turn.
When you fail a saving throw, spend 1 charge to treat the roll as a success instead. If the save was against being frightened, stunned, paralyzed, or restrained, you also gain temporary hit points equal to twice your level.
Make up to three weapon attacks against one creature or divide them among creatures within range. If at least two attacks hit the same creature, it must make a CON save or be unable to take reactions until the start of your next turn.
Choose one creature you can see within range. For the duration, once per turn when you hit the target with a weapon attack, you may make one additional weapon attack against it as part of the same action. This additional attack cannot trigger itself. The effect ends if you attack another creature.
Hostile creatures of your choice in the emanation treat the area as difficult terrain. Once per turn when you hit a hostile creature with a weapon attack, you may force it to make a STR save or be pushed 15 ft., knocked prone, or unable to take reactions until the start of your next turn.
When you take damage, spend 1 charge to gain resistance to all damage until the start of your next turn, including the triggering damage. Until then, you cannot be pushed, knocked prone, grappled, restrained, frightened, or stunned.
Spend 1 charge. Until the end of your turn, you may take one additional action. This action can be used only to Attack, Dash, Disengage, Dodge, Help, Search, or Use an Object. If you use it to Attack, you may make only one weapon attack with that additional action.
Choose one creature you can see within range. For the duration, your weapon attacks against the target score a critical hit on a roll of 19 or 20. Once per turn when you score a critical hit against the target, you may immediately make one additional weapon attack against it.
Hostile creatures of your choice in the emanation treat the area as difficult terrain. When you hit a hostile creature with a weapon attack, you may force it to make a STR save. On a failed save, choose one: it is knocked prone, pushed 20 ft., disarmed, grappled by you if within reach, or unable to take reactions until the start of your next turn. You may use this rider once per turn.
When you would be reduced to 0 hit points, spend 1 charge to drop to 1 hit point instead. Until the start of your next turn, you have resistance to all damage, advantage on saving throws, and your weapon attacks deal extra damage equal to your proficiency bonus.
Spend 1 charge to push beyond normal martial limits. Until the end of your turn, you may take one additional action. This action can be used only to Attack, Dash, Disengage, Dodge, Help, Search, or Use an Object. If you use it to Attack, you may make only one weapon attack with that additional action.
Choose one hostile creature in the emanation that can see or hear you. For the duration, the target has disadvantage on attack rolls against creatures other than you, cannot benefit from advantage on attack rolls against you, and provokes opportunity attacks from you even if it Disengages. Once per turn when the target damages a creature other than you, you may make one weapon attack against it without using your reaction.
You dominate the battlefield through perfect tactical awareness. For the duration, hostile creatures of your choice in the emanation treat the area as difficult terrain. Once on each of your turns, when you hit a hostile creature with a weapon attack, you may choose one additional hostile creature within 10 ft. of the target. That creature must make a STR save or be knocked prone, pushed 15 ft., disarmed, or unable to take reactions until the start of your next turn.
When you would be reduced to 0 hit points, fail a saving throw, or suffer a critical hit, spend 1 charge to refuse the outcome through legendary martial discipline. You are instead reduced to 1 hit point, treat the saving throw as a success, or turn the critical hit into a normal hit. Until the start of your next turn, you have resistance to all damage and cannot be moved, knocked prone, frightened, or stunned.
Edmundo
Catfolk / Battle Mastery
Profile details are still being written.
Ironclaw - Thrain Ironclaw
VQU Faculty (former) / Battle Mastery
Ironhoof — Astrid Ironhoof is a centaur alchemist, Head of Alchemical Studies at Von Queef University, and a practical magical researcher whose blunt loyalty to students makes her more than a professor or quest giver.
Jolly - Jorldeborg
Jolly's Vultures / Battle Mastery
Jorldeborg, known as Jolly, is an orc retired adventurer and former leader of Jolly’s Vultures, now found behind the counter of Jolly’s Shoppe between Point Pringle and Stormcall. The bakery and relic stop offers travelers pastries, supplies, and safety, but its owner carries far more history than the sign suggests.
Storm Boulder - James Boulder
Point Pringle / Pringle Manor / Battle Mastery
James Boulder, known as Storm Boulder, is a towering gigas and Chief of Security at Pringle Manor, where loyalty is measured in steel, scars, and who stands between danger and the Pringle line. A former Drakkuskan War commander, he retired with honors before accepting his post as Point Pringle’s living wall.