Table of Contents

Oblivionist

You joined an extremist sect, perhaps of a death god or a secular group. Either way, they seek the extinction of all living things, and it falls to them exterminate as many people as they can. To this end, the cultists devised killing techniques drawn from the power of their faith alone, and their best killers ventured out in the darkest hours to do the bidding of their grim master. Obviously, they made many enemies and now just a handful remain. You decide if you adhere to the principles of this cult or if you joined them merely to learn their methods.

Level 7 Oblivionist

Attributes: Increase three attributes by 1 each.

Health: +12

Bonus Damage: +1d6

Penumbral Blade (Magical): You can use an action to cause one edged weapon you are wielding, such as a sword or dagger, to become a penumbral blade. The effect lasts until you use this talent again. You roll to attack with 1 boon when you attack with the weapon. Also, the weapon gains the Brutal trait if it does not have it already. If it has the Light or Slow traits, it loses them.

Vanishing Death (Magical): You can use this talent when you get a critical success for a roll to attack. You become invisible and Slippery until the end of your next turn.

Level 8 Oblivionist

Health: +12

Shadow Stars (Magical): You can use an action to hurl sharp fragments of shadow from your hand. Target one Size 3 space within 10 yards. Each creature in the space makes an Agility roll with 1 bane. On a failure, the target takes 4d6 damage and becomes Strength impaired (luck ends). Once you use this talent, you lose access to it (luck ends).

Level 10 Oblivionist

Health: +12

Shadowshape (Magical): You can use this talent when you move into a space lit by dim light, faint light, or no light. For 1 minute, you gain all of the following benefits.

You can use this talent five times. You regain expended uses after you rest.