Curse Striker
Designed by
About this class
The Curse Striker is a person who has gained an ability to Curse their foes in combat, giving them the edge. Their abilities allow them to punch above their weight, and take on foes most dare not approach. Because of their terrifying prowess on the battlefield, they have a certain reputation as ruthless killers. While that may be true to some extent, they are more than just their abilities. If they do not feel the need to Curse you, they’re actually pretty amicable. Sure, their abilities may seem strange to some, but whatever it takes to survive, right? And even if they are as menacing as they appear, they tend to rely on others, as their Cursing ability has its limits.
Sheet for the Weapon Shaper subclass: https://docs.google.com/document/d/19NbiMuhA0zI54c22AwGwo5lR8QVRBWNKiIJt5l_fW6A/edit?tab=t.0
Domains
Blade
Starting stats
Hope feature
Class features
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Curse
Mark a Stress to temporarily Curse a target within Far Range. Whenever you make a successful attack, you may Spend a Hope to activate your Curse, either Baneful Strike, or one you get from your Subclass. You may only Curse a number of creatures equal to your Spellcast Trait at a time. If a creature you have Cursed marks their last Hit Point, you may Spend a Hope to transfer the Curse to another creature within Very Close range.
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Baneful Strike
Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to deal an additional 1d10 damage. It becomes 2d10 damage at level 5, and 3d10 damage at level 8.
Class items
- A list of all who have wronged you
- A token of someone who has departed
Character questions
Background prompts
- When did you learn how to curse creatures to become more susceptible to your attacks?
- Was your ability to curse others given to you by another being, or did you learn it on your own?
- Someone powerful is afraid of you, and your ability to curse others. Who is it, and why are they afraid?
Connection prompts
- You saw me vanquish a foe I had cursed. What made you so inclined to approach me, instead of running in terror?
- What innocent thing do you see me doing that you find unexpected?
- I can only curse a few creatures at a time. If we were in a battle with the odds stacked against us, can I count on you to take on some of the others?
Subclass cards
Printable via header menu
Dancing Weapon
Foundation
SPELLCAST TRAIT: Finesse
Dancing: Mark a Stress. Until the end of the scene, you may wield one weapon without burden, and its range extends to Close if it doesn’t already have a range of Close, or farther.
Forceful Dance: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to push them back into Close range.
Dancing Weapon
Specialization
Traveling Dancefloor: Mark a Stress, and make a Spellcast roll (16). On a success, you create an aura that extends to Close range that lasts until the end of the scene. Whenever a creature enters, or leaves, this aura, you may Spend a Hope to force them to make a reaction roll (15). Any Cursed creatures make this roll at disadvantage. On a failure, they take your weapon’s damage.
Traveling Dance: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to switch places with them.
Dancing Weapon
Mastery
Dancing Master: While using your Dancing feature, your Evasion increases by +2. Additionally, when a Cursed creature hits you with an attack, you may Mark a Stress to deal your weapon’s damage to them.
Beguiling Dance: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to force the creature to have disadvantage on attacks against anyone but you for a number of attacks equal to your Finesse Trait.
Soulbound
Foundation
SPELLCAST TRAIT: Instinct
Bound Unity: You, or your weapon, is bound to the soul of a deceased creature. Work with your GM to determine the nature of this creature, and why you are working with them. During Downtime, you may spend an activity to Commune with this soul. When you do so, roll 1d4, and place a number of tokens on this card equal to the result. Whenever you make a successful attack, you may Spend a Token to Curse the target without Marking a Stress. Clear all unused tokens off at the beginning of your next rest.
Soul Strife: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to force the creature to Mark a Stress.
Soulbound
Specialization
Bound Fury: Whenever you Curse a creature using a token, every successful attack against them benefits from your Baneful Strike.
Soul Shaker: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to force the target to subtract 1d4 from their rolls until the GM spends a Fear to clear the condition.
Soulbound
Mastery
Bound in Battle: Spend 3 Hope to Commune with the soul outside of a rest.
Soul Siphon: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to Clear a Hit Point.
Weapon Shaper
Foundation
SPELLCAST TRAIT: Presence
Shaping: At the beginning of each session, and after every rest, place a number of tokens on this card equal to your Presence Trait. You may spend a token to Shape your weapon. Take the Weapon Shaper Shapes sheet to know what Shapes you can use. It retains its new Shape until the end of the scene, you mark Severe damage, or you mark your last Hit Point.
Restoring Shape: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to gain a Shaping Token.
Weapon Shaper
Specialization
Shaping Focus: Mark a Stress, and Make a Spellcast roll (16). On a success, you regain Shaping tokens up to your Presence Trait.
Changing Shape: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to change your weapon’s Shape without spending a Shaping token.
Weapon Shaper
Mastery
Sustained Shaping: Whenever you Mark Severe damage while your weapon is Shaped, you may Spend a Hope to end the Cursed condition on a creature to maintain your weapon’s Shape.
Withering Shape: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to cause the creature’s next damage roll against you to Mark 1 less Hit Point.
Dark Defender
Foundation
SPELLCAST TRAIT: Strength
Armor of Shadows: Whenever you get hit with an attack, Mark a Stress, and roll 1d6. If the result is equal to your Tier, or lower, you take half damage. If the attack is from a Cursed creature, you take no damage.
Darkened Armor: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to add 1d10 to your Damage Thresholds until you get hit next.
Dark Defender
Specialization
Soul Collector: Whenever you force a creature to mark its last Hit Point, Spend a Hope, and Make a Spellcast roll (15). On a success, place a token on this Card, as you gain the soul of the creature. If the creature was Cursed, you Clear a Hit Point. You may have a number of these tokens equal to your Strength trait. You may Spend a token to do the following things:
On a successful attack, add your Baneful Strike damage, even if the Target isn’t Cursed.
Reduce incoming damage by one Threshold.
At the end of the session, clear all unused Tokens.
Darkened Strike: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to cause one of the damage dice on their next successful attack against you to be a 1.
Dark Defender
Mastery
Armor of Curses: Your Damage Thresholds increase by the number of creatures you have Cursed. Additionally, you may spend a Hope, and make a spellcast roll (16). On a success, all creatures of your choice within Close range gain the bonus until the end of the scene.
Dark Deflector: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to force their next attack roll to be at Disadvantage. If this causes the attack to fail, the creature becomes Temporarily Vulnerable.
Curse Striker
The Curse Striker is a person who has gained an ability to Curse their foes in combat, giving them the edge. Their abilities allow them to punch above their weight, and take on foes most dare not approach. Because of their terrifying prowess on the battlefield, they have a certain reputation as ruthless killers. While that may be true to some extent, they are more than just their abilities. If they do not feel the need to Curse you, they’re actually pretty amicable. Sure, their abilities may seem strange to some, but whatever it takes to survive, right? And even if they are as menacing as they appear, they tend to rely on others, as their Cursing ability has its limits.
Sheet for the Weapon Shaper subclass: https://docs.google.com/document/d/19NbiMuhA0zI54c22AwGwo5lR8QVRBWNKiIJt5l_fW6A/edit?tab=t.0
Domains
Blade + Dread
Starting Evasion
11
Starting Hit Points
6
Class Items
- • A list of all who have wronged you
- • A token of someone who has departed
Curse Striker’s Hope Feature
Cursed Aura : Spend 3 Hope to cause all Cursed creatures to become Temporarily Vulnerable.
Class Features
Curse
Mark a Stress to temporarily Curse a target within Far Range. Whenever you make a successful attack, you may Spend a Hope to activate your Curse, either Baneful Strike, or one you get from your Subclass. You may only Curse a number of creatures equal to your Spellcast Trait at a time. If a creature you have Cursed marks their last Hit Point, you may Spend a Hope to transfer the Curse to another creature within Very Close range.
Baneful Strike
Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to deal an additional 1d10 damage. It becomes 2d10 damage at level 5, and 3d10 damage at level 8.
Curse Striker Subclasses
Choose either the Dancing Weapon or Soulbound subclass.
Dancing Weapon
Use your abilities to control an area of the battlefield with poise, and grace.
Spellcast Trait
Finesse
Foundation Features
Dancing: Mark a Stress. Until the end of the scene, you may wield one weapon without burden, and its range extends to Close if it doesn’t already have a range of Close, or farther.
Forceful Dance: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to push them back into Close range.
Specialization Feature
Traveling Dancefloor: Mark a Stress, and make a Spellcast roll (16). On a success, you create an aura that extends to Close range that lasts until the end of the scene. Whenever a creature enters, or leaves, this aura, you may Spend a Hope to force them to make a reaction roll (15). Any Cursed creatures make this roll at disadvantage. On a failure, they take your weapon’s damage.
Traveling Dance: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to switch places with them.
Mastery Feature
Dancing Master: While using your Dancing feature, your Evasion increases by +2. Additionally, when a Cursed creature hits you with an attack, you may Mark a Stress to deal your weapon’s damage to them.
Beguiling Dance: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to force the creature to have disadvantage on attacks against anyone but you for a number of attacks equal to your Finesse Trait.
Soulbound
Use the soul that is bound to you to terrify your foes.
Spellcast Trait
Instinct
Foundation Features
Bound Unity: You, or your weapon, is bound to the soul of a deceased creature. Work with your GM to determine the nature of this creature, and why you are working with them. During Downtime, you may spend an activity to Commune with this soul. When you do so, roll 1d4, and place a number of tokens on this card equal to the result. Whenever you make a successful attack, you may Spend a Token to Curse the target without Marking a Stress. Clear all unused tokens off at the beginning of your next rest.
Soul Strife: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to force the creature to Mark a Stress.
Specialization Feature
Bound Fury: Whenever you Curse a creature using a token, every successful attack against them benefits from your Baneful Strike.
Soul Shaker: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to force the target to subtract 1d4 from their rolls until the GM spends a Fear to clear the condition.
Mastery Feature
Bound in Battle: Spend 3 Hope to Commune with the soul outside of a rest.
Soul Siphon: Whenever you make a successful attack against a Cursed creature, you may Spend a Hope to Clear a Hit Point.
Background Questions
Answer any of the following, or create your own.
- • When did you learn how to curse creatures to become more susceptible to your attacks?
- • Was your ability to curse others given to you by another being, or did you learn it on your own?
- • Someone powerful is afraid of you, and your ability to curse others. Who is it, and why are they afraid?
Connections
Ask one of the following, or improvise.
- • You saw me vanquish a foe I had cursed. What made you so inclined to approach me, instead of running in terror?
- • What innocent thing do you see me doing that you find unexpected?
- • I can only curse a few creatures at a time. If we were in a battle with the odds stacked against us, can I count on you to take on some of the others?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.