Omenblade
About this class
A warrior bound to a weapon that feeds on fear and malice. The blade grows stronger as its curse deepens. Perfect for the player looking to play as a cursed weapon wielder. Will it be your companion, or consume your body for sustenance?
For this class I wanted the suggested traits blank, since your weapon can be any trait. This allows you to choose the trait distribution you want. So feel free to change the suggested traits for your character.
Domains
Blade
Starting stats
Hope feature
Class features
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Cursed Armament
You wield a weapon bound to dread. It is not only a tool, but a will. At character creation, you and the GM define your Cursed Weapon by filling in the cursed armament template below. These answers shape how the curse behaves in play and how it grows through subclass features.
* Weapon Name
- Weapon Stats
Category: Primary / Secondary
Trait: (Agility / Strength / Finesse / Presence /Knowledge / Instinct)
Range: (Melee / Close / Far / Very Close / Very Far)
Damage:
Burden: One-Handed / Two-Handed
Curse Feature(s): (Benefit)
Curse Nature: What type of dark force binds this weapon?
Curse Demand: What does the curse want from you?
Curse Trigger in conjunction with Fear roll or use.
Curse Cost: What narratively happens when the curse triggers?
Mark of the Curse: How is the curse felt or seen physically?
Class items
- A reliquary, chain, or scabbard meant to contain the weapon.
- A scar, brand, or binding sigil etched into your body.
Character questions
Background prompts
Connection prompts
Subclass cards
Printable via header menu
Path of Sentience
Foundation
Living Armament: Your cursed weapon is awake and fights beside you.
Your weapon always remains within Close range of you.
When you Attack with a weapon, you may have your Living Armament immediately make one weapon attack against a creature within its range.
Shared Risk: The Living Armament shares your health and thresholds. If you are reduced to 1 HP, the weapon becomes dormant and cannot act independently until you clear at least 1 HP.
Predatory Reflex: Whenever the GM spends Fear to spotlight an adversary within Attack range of your Living Armament, it may immediately attack that adversary.
Path of Sentience
Specialization
Soul Parry: When your Living Armament would be hit by an attack, you may mark 1 Stress to make a Reaction Roll using your Spellcast trait. On a success, the attack misses.
Hungering Kill: When your Living Armament defeats an adversary, you immediately clear HP equal to the adversary’s tier.
Path of Sentience
Mastery
Malignant Convergence: Once per spotlight, if an adversary is hit by both you and your Living Armament during the same spotlight they must make a Reaction roll (14) or become Cursed, that creature marks 1 Stress when the GM uses a Fear to spotlight them, sharing your curse.
Final Surrender: When you would make a Death move, you may instead yield fully to your curse.
Remove all Fear from the GM’s pool. Your physical body dies.
Your spirit becomes permanently bound to your Cursed Weapon.
What remains is decided with the GM.
Path of Doom
Foundation
Blasphemous Union: Flesh and steel are no longer separate. You are permanently Cursed. While Cursed, each time you are spotlighted, you must mark 1 Stress to act. In return, your fusion grants overwhelming force:
When you make a weapon attack with your Cursed Weapon, you apply your Proficiency twice to the damage.
You can choose the damage type.
Menacing Indulgence: When you roll a success with Fear on a weapon attack, you may give the GM 1 extra Fear to double a damage dice of that attack.
Path of Doom
Specialization
Profane Eruption: When you use Fearmonger, each adversary within Close range of you must make a Reaction Roll (14) on a failure, the adversary becomes Cursed.
Feed the Curse: When a Cursed adversary is defeated, you clear Stress equal to that adversary’s tier.
Path of Doom
Mastery
Damnation: You have advantage on attack rolls against Cursed creatures. You clear a number of HP equal to the number of HP the Cursed target marks from your Cursed Weapon.
Dread Tyrant: If Fearmonger is amplifying your weapon, adversaries within Close range of you cannot be spotlighted unless the GM spends 1 additional Fear to do so.
Last Omen: When you would make a Death move, you may instead unleash the curse in full.
Remove all Fear from the GM’s pool.
Each creature within Close range of you takes a d12 damage for each Fear removed.
Each creature hit must make a Reaction Roll (14) or become Cursed.
You die.
Omenblade
A warrior bound to a weapon that feeds on fear and malice. The blade grows stronger as its curse deepens. Perfect for the player looking to play as a cursed weapon wielder. Will it be your companion, or consume your body for sustenance?
For this class I wanted the suggested traits blank, since your weapon can be any trait. This allows you to choose the trait distribution you want. So feel free to change the suggested traits for your character.
Domains
Blade + Dread
Starting Evasion
11
Starting Hit Points
6
Class Items
- • A reliquary, chain, or scabbard meant to contain the weapon.
- • A scar, brand, or binding sigil etched into your body.
Omenblade’s Hope Feature
Fearmonger : Spend 3 Hope to remove 2 Fear from the GM. Your weapon feeds openly on the terror: Your weapon’s Curse Trigger immediately occurs, and you gain bonus attack damage equal to the total Fear consumed until end of the scene
Class Features
Cursed Armament
You wield a weapon bound to dread. It is not only a tool, but a will. At character creation, you and the GM define your Cursed Weapon by filling in the cursed armament template below. These answers shape how the curse behaves in play and how it grows through subclass features. * Weapon Name - Weapon Stats Category: Primary / Secondary Trait: (Agility / Strength / Finesse / Presence /Knowledge / Instinct) Range: (Melee / Close / Far / Very Close / Very Far) Damage: Burden: One-Handed / Two-Handed Curse Feature(s): (Benefit) Curse Nature: What type of dark force binds this weapon? Curse Demand: What does the curse want from you? Curse Trigger in conjunction with Fear roll or use. Curse Cost: What narratively happens when the curse triggers? Mark of the Curse: How is the curse felt or seen physically?
Omenblade Subclasses
Choose either the Path of Sentience or Path of Doom subclass.
Path of Sentience
Play the Path of Sentience if you want a cursed partnership where restraint and positioning matter more than raw power. Your weapon is awake. It watches, learns
Foundation Features
Living Armament: Your cursed weapon is awake and fights beside you.
Your weapon always remains within Close range of you.
When you Attack with a weapon, you may have your Living Armament immediately make one weapon attack against a creature within its range.
Shared Risk: The Living Armament shares your health and thresholds. If you are reduced to 1 HP, the weapon becomes dormant and cannot act independently until you clear at least 1 HP.
Predatory Reflex: Whenever the GM spends Fear to spotlight an adversary within Attack range of your Living Armament, it may immediately attack that adversary.
Specialization Feature
Soul Parry: When your Living Armament would be hit by an attack, you may mark 1 Stress to make a Reaction Roll using your Spellcast trait. On a success, the attack misses.
Hungering Kill: When your Living Armament defeats an adversary, you immediately clear HP equal to the adversary’s tier.
Mastery Feature
Malignant Convergence: Once per spotlight, if an adversary is hit by both you and your Living Armament during the same spotlight they must make a Reaction roll (14) or become Cursed, that creature marks 1 Stress when the GM uses a Fear to spotlight them, sharing your curse.
Final Surrender: When you would make a Death move, you may instead yield fully to your curse.
Remove all Fear from the GM’s pool. Your physical body dies.
Your spirit becomes permanently bound to your Cursed Weapon.
What remains is decided with the GM.
Path of Doom
Play the Path of Doom if you want to embrace a permanent curse, trade safety for overwhelming power, and turn fear into a weapon that damns both you and your en
Foundation Features
Blasphemous Union: Flesh and steel are no longer separate. You are permanently Cursed. While Cursed, each time you are spotlighted, you must mark 1 Stress to act. In return, your fusion grants overwhelming force:
When you make a weapon attack with your Cursed Weapon, you apply your Proficiency twice to the damage.
You can choose the damage type.
Menacing Indulgence: When you roll a success with Fear on a weapon attack, you may give the GM 1 extra Fear to double a damage dice of that attack.
Specialization Feature
Profane Eruption: When you use Fearmonger, each adversary within Close range of you must make a Reaction Roll (14) on a failure, the adversary becomes Cursed.
Feed the Curse: When a Cursed adversary is defeated, you clear Stress equal to that adversary’s tier.
Mastery Feature
Damnation: You have advantage on attack rolls against Cursed creatures. You clear a number of HP equal to the number of HP the Cursed target marks from your Cursed Weapon.
Dread Tyrant: If Fearmonger is amplifying your weapon, adversaries within Close range of you cannot be spotlighted unless the GM spends 1 additional Fear to do so.
Last Omen: When you would make a Death move, you may instead unleash the curse in full.
Remove all Fear from the GM’s pool.
Each creature within Close range of you takes a d12 damage for each Fear removed.
Each creature hit must make a Reaction Roll (14) or become Cursed.
You die.
Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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