Aspect Codex
Weapon Master
Weapon Master 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.
What This Aspect Does
Weapon Master 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.
Power Links
Properly Trained
Choose one weapon group as your trained weapon group: blades, axes, hammers, polearms, spears, bows, crossbows, thrown weapons, flexible weapons, or improvised weapons. Powers that reference your trained weapon apply to weapons in that group that you are proficient with.
Improvised Weapon
Turn a nearby object into a usable weapon. Make a melee or ranged weapon attack with an improvised weapon you can lift. On a hit, the target takes 1d8 bludgeoning, piercing, or slashing damage. You may use STR for thrown improvised attacks.
Weapon Style
Choose one style for your trained weapon: Dueling, Two-Weapon, Great Weapon, Archery, Defense, Thrown, Polearm, Shield, or Improvised. Gain its basic benefit, such as +2 damage with a one-handed weapon, rerolling low heavy-weapon damage, +2 ranged attack bonus, +1 AC, or drawing thrown weapons freely.
Measured Strike
Make one attack with your trained weapon. On a hit, add 1d6 damage of the weapon’s type and choose one minor rider: push the target 5 ft., reduce its speed by 10 ft. until your next turn, or prevent it from taking reactions until the end of this turn.
Guarded Stance
Set your stance around your trained weapon. Until the start of your next turn, gain +1 AC, advantage on checks to avoid being disarmed or shoved, and your opportunity attacks with your trained weapon deal extra damage equal to your STR modifier.
Ready Hands
When initiative is rolled, when a creature enters your reach, or when you are targeted by a weapon attack, draw, ready, swap, or raise a trained weapon. You may also add 1d4 to the triggering initiative roll, opportunity attack, or opposed disarm/shove check.
Critical Training
Your critical hit threshold with your trained weapon improves by 1. This stacks with other effects that improve critical hit range, but cannot reduce the required natural roll below 17 unless a Tier 8 or higher power allows it.
Butt-End Strike
After you attack with your trained weapon on your turn, make a follow-up melee weapon attack with the haft, pommel, guard, shield rim, off-hand weapon, or weapon butt. On a hit, deal 1d6 bludgeoning damage and the target must make a STR save or be pushed 5 ft.
Closing Reach
While wielding your trained weapon, creatures provoke opportunity attacks from you when they enter your reach. If the attack hits, the creature’s speed is reduced by 10 ft. until the end of the current turn.
Disarming Cut
Make one attack with your trained weapon. On a hit, add 2d6 damage and the target must make a STR or DEX save. On a failure, it drops one held object, loses grip on a shield, or has one weapon, tool, or focus knocked 10 ft. away.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. At least one attack must be made with your trained weapon to benefit from this feature.
Precise Strike
Make one trained weapon attack with advantage. On a hit, add 3d8 damage, and choose one: the target is slowed by 10 ft., loses reactions, suffers disadvantage on its next weapon attack, or grants advantage to the next attack against it before your next turn.
Parry and Riposte
When a creature hits you with a melee attack while you wield your trained weapon, reduce the damage by 3d8 + your STR modifier. If this reduces the damage to 0, make one trained weapon attack against the attacker.
Whirling Guard
Spin, brace, or sweep your trained weapon defensively. Until the start of your next turn, creatures of your choice that start within your reach or enter it for the first time take weapon damage equal to your STR modifier, and you gain advantage on opportunity attacks.
Empowered Attacks
Attacks with your trained weapon count as magical for overcoming resistance and immunity to nonmagical attacks. Your trained weapon also ignores disadvantage from poor grip, improvised footing, rain, mud, or awkward terrain unless restrained or incapacitated.
Power Attack
Make a trained weapon attack with heavy commitment. On a hit, deal the weapon’s normal damage plus 5d10 damage. If the attack misses, you lose reactions until the start of your next turn.
Bonded Weapon
Bond with one weapon from your trained weapon group. A bonded weapon cannot be taken from you unless you are incapacitated, and if it is on the same plane you can summon it to your hand as a bonus action. You may maintain bonds with up to two weapons.
Weapon Sweep
Sweep your trained weapon through multiple targets. Choose up to three creatures within weapon range. Make one weapon attack against each target. On a hit, a target takes normal weapon damage plus 2d8 damage and must make a STR save or fall prone.
Weapon Mastery Dominion
Your trained weapon attacks ignore resistance to nonmagical weapon damage and ignore disadvantage from range within normal range, partial cover caused by crowds or melee, and nonmagical attempts to disarm you. Your critical hit threshold with trained weapons improves by 1.
Smart Strike
Read the target’s guard and strike the weakest point. Make a trained weapon attack. On a hit, deal normal damage plus 6d8 damage and choose STR, DEX, or CON. The target has disadvantage on its next save of that type before the end of your next turn.
Master Accuracy
When you miss with a trained weapon attack, reroll the attack with advantage. You must use the new result. If the rerolled attack hits, add your STR modifier to the damage one additional time.
Pinning Shot
Make a trained weapon attack. On a hit, deal normal damage plus 5d8 damage. If the target is Large or smaller, it must make a STR save or be restrained until the start of your next turn by a pin, hook, haft, lock, or brutal placement.
Extra Attack II
You can attack three times whenever you take the Attack action on your turn, provided at least two attacks are made with your trained weapon or bonded weapons.
Perfect Parry
When you are hit by an attack you can perceive while wielding your trained weapon, reduce the damage by 6d10 + your STR modifier. If this reduces the damage to 0, you may immediately move 10 ft. and make one trained weapon attack.
Relentless Combination
Make up to three trained weapon attacks against one creature. Each hit after the first deals an extra 1d8 damage. If all three attacks hit, the target must make a CON save or be stunned until the start of your next turn.
Weapon Breaker
Make a trained weapon attack against a creature, weapon, shield, armor, or object. On a hit, deal normal damage plus 7d8 damage. A held or worn non-artifact item must make its bearer’s STR or DEX save or become broken, jammed, disarmed, or unusable until repaired.
Battlefield Carver
Move up to your speed without provoking opportunity attacks. During this movement, make one trained weapon attack against up to four creatures you pass within weapon range. On a hit, add 4d8 damage and reduce the target’s speed to 0 until the end of the current turn.
Supreme Critical
Your critical hit threshold with your trained weapon improves by 1 again. When you score a critical hit with your trained weapon, the target also has disadvantage on attack rolls until the start of your next turn.
Weapon Ward
Your trained weapon becomes a defensive center. For the duration, you gain +2 AC, advantage on STR and DEX saves against weapon attacks, and creatures provoke opportunity attacks when they miss you with a melee attack.
Sever the Line
When a creature within weapon range moves, casts, fires, commands, draws, or activates an object, make a trained weapon attack. On a hit, deal normal damage plus 5d8 damage and interrupt the triggering movement, object use, or mundane attack. Powers are interrupted only if the GM rules a weapon strike can disrupt them.
Legendary Weapon Master
Choose a second trained weapon group. Your bonded weapons cannot be destroyed by non-artifact mundane means while you are conscious. Your trained weapon attacks ignore resistance to bludgeoning, piercing, and slashing damage unless the resistance is divine, artifact-grade, or story-protected.
Vorpal Opening
Make one trained weapon attack. On a hit, deal normal damage plus 12d10 damage. If the target is below half hit points after the damage, it must make a CON save or become incapacitated until the end of your next turn. The GM may replace this with a severed limb or broken weapon for nonlethal scenes.
Thousand-Cut Rhythm
Make two trained weapon attacks. Until the start of your next turn, the first time each creature you hit with this power moves, attacks, or uses a reaction, it takes 6d8 weapon damage from delayed cuts, punctures, or impact echoes.
Impossible Angle
When a trained weapon attack misses, when a target gains cover, or when a creature leaves your weapon range, redirect the attack through an impossible angle. Reroll the attack. On a hit, add 8d8 damage. This can strike around non-total cover but cannot pass through sealed barriers.
Sovereign Weapon Master
Your trained weapon attacks ignore resistance to weapon damage and treat immunity as resistance unless the target is divine, artifact-grade, or story-protected. Your critical hit threshold with trained weapons improves by 1 again, to a minimum natural roll of 17.
Weapon Storm
Move up to twice your speed without provoking opportunity attacks and make a trained weapon attack against any number of creatures you pass within range, once per creature. On a hit, add 8d8 damage. A creature hit must make a CON save or be stunned until the start of your next turn.
Break the Army
Strike the rhythm of a formation. Creatures of your choice in the emanation must make a WIS save if they can see or hear you. On a failure, they cannot benefit from pack tactics, formation bonuses, Help actions, shields from allies, or commander auras until the start of your next turn.
Perfect Duel
Choose one creature you can see within range. For the duration, your trained weapon attacks against it have advantage, it cannot gain advantage against you from allies, and once per round when it misses you, you may make one trained weapon attack against it.
Extra Attack III
You can attack four times whenever you take the Attack action on your turn, provided at least three attacks are made with trained weapons or bonded weapons. Once per turn, one of these attacks deals extra damage equal to your STR modifier.
Brutal Edit
Move up to your speed without provoking opportunity attacks. During this movement, make a trained weapon attack against each creature you pass within weapon range. On a hit, deal normal damage plus 10d10 damage, and the target is incapacitated until the end of your next turn if it fails a CON save.
Blade of the Legion
Your mastery becomes a battlefield doctrine. Chosen allies in the emanation may use your trained weapon style with weapons they are proficient with. Once per round, when an ally hits with a weapon attack, you may add 4d8 damage or allow them to move 15 ft. without provoking opportunity attacks.
Worldslayer Technique
Declare a mythic weapon technique tied to a duel, army, tyrant, monster, fortress, artifact, war, or impossible strike. Define its principle with the GM: the cut that ends a siege, the arrow that finds a hidden god, the stance that holds a bridge alone, or the blow that breaks an empire’s weapon. It can be opposed only by Tier 10 martial mastery, divine intervention, artifact protection, or a story condition set when declared.
Characters With This Aspect
Cutlass
Theadora du Montclair
Theadora du Montclair, known as Cutlass, left aristocratic comfort behind for locked windows, moonlit rooftops, and duels worth remembering. An elven swashbuckler of the Benevolent Lodge of Mystery, she brings charm and unpredictability to the group’s investigations, especially when noble doors need opening from the wrong side. Her shapeshifting makes her a natural infiltrator, though she rarely lingers in any borrowed face. To Theadora, identity is a tool, freedom is the prize, and every secret has a weak point.
PP5
Percival Pringle V
Percival Pringle V, known as PP5, is the rebellious gunslinger heir of Point Pringle, a Pringle who chose motion, spectacle, and resistance over obedience to family machinery. After the assassination of his partner Tono, PP5 rejected the polished expectations of his lineage and turned arcane ballistics into both grief language and liberation tool. His ballistamancy bends bullets mid-flight, curves impossible shots, carries Whisper messages in casings, and detonates selected rounds with elemental force. Now tied to the Exiles and My Alchemical Romance, he protects Witchborn and engineered beings while investigating Greasetooth, Black Ward resurgence, and the secrets his city would rather keep buried.
Shadowplay I
Gerald Shadowplay
Gerald Shadowplay, known as Shadowplay I, is a Whisp elf of Gloomspire and a member of one of the Queefdom’s more ominous family lines. Brother to Gerard, father to Jayk, and uncle to Jeremiah, Gerald stands at the center of a lineage split between blood magic, light, secrecy, and survival. Unlike Gerard’s sanguinomancy, Gerald’s reputation is tied to weapon mastery: skill made sharp enough to become inheritance. His current status remains uncertain, but the Shadowplay name still moves through Gloomspire like a rumor with a blade behind it. In that family, silence is rarely emptiness. It is usually preparation.