Omar al-Ghanem

Omar al-Ghanem is a Jackelwere Forerunner Maledictor hailing from Drir. He is one of the Drir's dragon riders and is partnered with the Emerald Dragon Nāḍir. He is more quiet and doesn't really understand mainland customs, finding most of high society to be repulsive and comparative to a peacock (which is an insult with in Drish culture). He currently travels with the party known as Constant Continental Calamity. He often acts a scout and tracker and is able to provide support to his party. Omar also does not enjoy being around most of the nations cities, often too crowded for his tastes. He is known as the Cursed Soul in the Song of the Downfall of the Tainted One. He does not currently have any Soul Renders as a partner.

## **Description**

### **Appearance**

Omar's human form has the appearence of a tall, athletic man with dark olive skin. His hair is relatively short and black in colour. His eyes are a dark golden colour and he has a short, well groomed beard. His casual outfit is comprised of a white robe with an emerald green sash across his chest and a green shemagh. While his Rider uniform is comprised of dark leather and chainmail with emerald green highlights.

Omar's true form is that of a Golden Jackal.

### **Personality**

For the most part Omar is a calm, calculating and practical soldier. Though when he lets his guard down he tends to be snarky and sharp tongued. He often has difficulties adapting to new places and cultures.

## **Character Information**

### **Abilities**

**Dragon Riding**

Omar is a trained Dragon Rider and is capable of many aerobatic manouvers with his partner Nāḍir.

**Strategist**

Omar is a capable strategist and is well versed in using his environment to solve problems quickly and efficiently.

**Weapon Profieciency**

Omar is able to wield many weapons effectively but tends to prefer longswords while on foot and his lance while mounted.

Spellcasting

As a Maledictor, Omar is able to cast many spells but tends to prefer using Storm magic combined with his particular Brand.

### **Feats**

#### **Race Abilities**

**Shapeshifting**

Omar can use an action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into his true form (that of a Small jackal). Any equipment he is wearing or carrying isn’t transformed. He will revert to his true form if he dies or is knocked unconcious.

**Pack Tactics**

Omar has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn’t incapacitated.

**Keen Senses**

Omar has proficiency with the Perception skill. And has advantage on Wisdom (Perception) checks that rely on hearing or smell.

**Sleep Gaze**

Once per Short Rest, Omar can make a creature that he can see within 30ft of him make a Wisdom Saving Throw (DC of 10+Prof+Wisdom Modifier). The creature is put to sleep for ten minutes on a failed save.

#### **Class Abilities**

**Brand**

Beginning at 1st level you learn to use a special curse known as a brand. As a bonus action you curse a creature within 60 feet of you with your brand, which only you and those you choose can see. While branded, the targets speed is reduced by 10 feet, and their weapon attack rolls are reduced by an amount that increases as you gain levels as a maledictor, as shown in the Affliction Penalty column of the Maledictor table. If a feature causes your brand to deal damage to a creature, the damage is considered magical for the purpose of overcoming resistances and immunities to nonmagical attacks and damage. The brand lasts for 1 minute. It ends early if you are reduced to 0 hit points, the target is reduced to 0 hit points, or you are incapacitated. When you consume a brand, it is removed from the target and your brand's afflictions are nullified. You can only curse one creature at a time in this way, and a creature can only be affected by one brand at a time. You can curse creatures with your brand a number of times equal to 1 + your Intelligence modifier (minimum once). You regain all expended uses of Brand when you finish a short or long rest.

**Arcane Detonation**

Starting at 2nd level, you can overload your brand with arcane energy causing it to explode. As an action, you can consume your brand and expend one maledictor spell slot to deal force damage to the target. The damage is 1d6 + your Intelligence modifier for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, up to maximum of 5d6 + your Intelligence modifier. The damage die increases as you gain levels in this class, as shown in the Brand Die column of the Maledictor table.

**Fighting Style: Blade Dancer**

When making a melee weapon attack roll with a weapon that deals slashing damage, you score a critical hit on a roll of 19 or 20 as long as you have advantage on the attack.

**Brandshaper: Forerunner (Air)**

Forerunners are maledictors who have studied the oldest of elemental magics, absorbing primordial energies of the world's first days in order to harvest and use pure elemental power.

**Elemental Attunement**

Beginning at 3rd level, your magic takes on an element that fuels your magic. Choose from Air, Earth, Fire, or Water. Your chosen element determines several aspects of this archetype, including changing the damage type of your brand, what bonus spells you receive, as well as how your features work.

**Forerunner's Curse: Air**

When you use your arcane detonation feature on a branded creature, a wild twister swirls around them during the detonation. A friendly creature of your choice within 5 feet of the target can use its reaction to move up to its speed without provoking an attack of opportunity from the target.

**Primordial Hex**

At 6th level the primordial power within you seeps into your spells. When you cast the cantrip granted by your expanded spells feature targeting a branded creature, you can use a bonus action to roll one of your brand die to deal additional damage to the target without consuming the brand. The damage type is determined by your elemental attunement.

**Curse Jumper**

At 7th level your control over your brand expands, allowing you to move it from target to target. Whenever a branded creature within 60 feet of you drops to 0 hit points before the brand's duration ends, you can use a bonus action on a subsequent turn to move the brand to another creature within range without consuming it.

**Mold Elements**

Beginning at 10th level, you can consume a brand to fill a creature with primordial energy in order to substantially weaken it. As an action you can consume a brand on a creature you have cursed with it. That creature gains vulnerability to the damage type of chosen elemental attunement for 1 minute. If the creature is immune to the damage type, it loses the immunity and gains resistance to the damage type instead. If the creature is resistant to the damage type, it loses its resistance instead. Once you've used this feature, you can't do so again until you finish a long rest.

**Cursebinder**

At 11th level your mastery of your brand allows you to curse multiple targets. You can now have two brands active simultaneously as long as they are not on the same creature. The number of simultaneous brands you can have active increases to 3 at 16th level, and to 4 at 18th level.