====== Catastrophist ====== You roll the dice and they come up ones. You know you have a winning hand, but your opponent finds some way to best you. Everywhere you go, bad luck follows. Why? The embodiment of bad luck himself has his eye on you. If you serve him and spread his ill-luck to others, he might lift the doom from your shoulders long enough to catch a break. ====== Level 7 Catastrophist ====== **Attributes:** Increase three attributes by 1 each. **Health:** +12 **Languages:** Any one **Traditions:** Chaos **Spells:** One expert //**Calamity’s Dread Attention (Magical):**// You can use an action to call upon your chaotic god. Target one enemy within 10 yards. The target makes a luck roll. On a success, the target becomes immune to this talent for 24 hours. On a failure, the target becomes cursed and vulnerable (luck ends both). In addition, an affected target cannot benefit from boons and takes an extra 1d6 damage each time it takes damage. Finally, until the target is no longer cursed, you impose 1 bane on attribute rolls made by enemies within 5 yards of you. ====== Level 8 Catastrophist ====== **Health:** +12 **Bonus Damage:** +1d6 **Spells:** One expert //**Triggered Disaster:**// You can use a reaction when an enemy within 5 yards gets a failure on an attribute roll to force that enemy to make a luck roll. On a failure, roll a d6 to see what happens to it: ^D6^EFFECT^ |1|One object the target wears or carries that you choose falls to the ground and gets kicked 1d6 yards away from the target.| |2|The target falls prone and cannot stand up until the end of your next turn.| |3|The target becomes vulnerable until the end of its next turn.| |4|The target becomes Agility impaired (luck ends).| |5|The target becomes weakened (luck ends).| |6|The target becomes stunned until the end of its next turn.| ====== Level 10 Catastrophist ====== **Health:** +12 **Bonus Damage:** +1d6 **Spells:** One master //**Calamitous Presence (Magical):**// While you lack the unconscious affliction, you impose 1 bane on luck rolls made by creatures within 5 yards of you and when a creature other than you gets a failure on a luck roll, the creature takes 1d6 damage. When you make a luck roll, you roll an additional d20 and can use either result. But, if the number on two of these rolls is 13, you take damage equal to your Health and become incapacitated.