The Mage is a tricky magic user who can enchant allies and blast enemies to pieces.
Role: Support Striker
Difficulty Rating: ★★★
Health: 8
Armor: 4
Mana: 6
Speed: 3
Spell Attack: 1d6 to hit, 2d6 to damage, Range 3
At the start of your turn, choose an enemy within 3 spaces of you and apply a Mark to them which lasts for 1 round. A creature can have multiple Marks on it, and when an attack hits them, for each Mark, that attack deals +1 die of damage.
Whenever you would apply a Mark to a creature, you can spend any amount of extra Mana to apply that many extra Marks to the creature.
Once per turn, as a Main Action, you can spend 1 Mana and cast a spell you know.
You learn two Mage Spells of your choice from the list below when you get this ability.
Some Spells require you to be a higher level to learn them.
Each time you gain a level, you may trade one of the Mage Spells you know for a different one (including any learned at the new level).
These are the Mage Spells you may learn.
Mystic Blast: Make a Spell attack with +1 die to hit, plus an extra +1 die to hit for each extra Mana you spend.
Arcane Jaunt: Shift into an empty space up to 5 spaces away, in a straight line. If you Shift through an enemy's space this way, choose up to one of them and make a Spell attack against them.
Flame Wreath: Put a wreath of flame on yourself or an ally within 3 spaces. Apply your Mark of Flame to all enemies next to them, then repeat this at the start of your next turn.
Wall of Fire: Choose a space within 3 spaces, and conjure flame in it that lasts for the fight. Any creature that starts their turn in the flame, or enters it, takes 1 damage and you apply your Mark of Flame to them.
Fireball: Choose a square, 2 spaces wide, with at least one space within your Spell attack's range. Make a Spell attack against every creature (including allies) in that area; these attacks have their damage dice turned into d3s.
This ability requires you to be at least level 3 to learn.
Inferno: Choose an enemy within 3 spaces and apply three Marks of Flame to them. If they are Downed before the start of your next turn, you may move any Marks on them to another enemy within 3 spaces of them; these Marks last their normal duration.
This ability requires you to be at least level 6 to learn.
Choose one of the specializations listed below - Enchanter, Spellblade, or Warlock.
At this level, and some later levels, you gain abilities based on the specialization you choose.
You learn one Mage Spell of your choice from any list available to you.
Your Health increases by 4.
You gain a point in a Skill of your choice.
You learn one Mage Spell of your choice from any list available to you.
Your Health increases by 4.
You gain a point in a Skill of your choice.
You learn one Mage Spell of your choice from any list available to you.
Choose one of the following:
Your attacks deal +1 die of damage
Gain a point in a Skill of your choice
Your Health increases by 3
Your Mana increases by 3
Your Speed increases by 1
The Enchanter is a wise magician who lends considerable magic power to their allies, allowing them to reach unfathomable heights.
Role: Support Striker
Difficulty Rating: ★★★
Your Spell Attack's Range becomes 5.
At the start of your turn, take your orb back from all allies, then you may grant your orb to an ally within 5 spaces. An ally may only have one orb at a time. If that ally hits with an attack that deals dice of damage, the orb is consumed and grants an effect based on the result of the damage die roll:
1-2: Re-roll damage for this attack, and you may (but don't have to) use that result instead of this one; the orb's effects don't apply to the new roll
3-4: The next attack against the creature hit by this attack gains +1 die to hit
5-6: After the attack deals its damage, the target of the attack gains a Bleed
The list of Enchanter Spells below is added to the list of Mage Spells you may learn.
You learn one Mage Spell of your choice from any list available to you.
These are the Mage Spells you may learn as an Enchanter.
Melt Armor: Choose an enemy within 5 spaces of you. Apply your Mark of Flame to that enemy, and for 2 rounds their Armor is reduced by 1. (Only applies once at a time)
Augury: Roll 5 six-sided dice, and note the results of each. For 2 rounds, when an ally hits with an attack that deals damage, after its damage is rolled you may allow them to replace their result with one of the noted results (or, if the attack dealt damage as d3s, half the result). If you do, remove that result from your noted results. When you cast this spell, remove any previous noted results from this spell.
Ley Weaving: Choose a space on the ground, marking it for the rest of the fight. An ally who starts their turn in the marked space is granted your orb for 1 round.
This ability requires you to be at least level 5 to learn.
Hex of Unmaking: Choose an enemy within 5 spaces. For 3 rounds, each time they're hit by an attack they gain 1 Bleed. (At the start of their turn, if they have any Bleeds, they remove one and take 1 damage)
This ability requires you to be at least level 8 to learn.
At the start of your turn, you may grant your orb to up to two allies within 5 spaces. When an orb would be consumed from an ally hitting with an attack, they may instead grant that orb to another ally within 5 spaces of them.
An attack that would benefit from your orb deals +1 die of damage.
The Spellblade wields their magic like a sword and shield, supporting their allies and cornering their enemies.
Role: Combat Controller
Difficulty Rating: ★★★
Your Health increases by 2.
Your Armor increases by 1 (to a base of 5).
Your Mana is reduced by 3 (to a base of 3).
Your Spell attack’s Range is reduced by 2 (to a base of 1).
An enemy with your Mark of the Flame cannot move in a direction that is away from you.
The list of Spellblade Spells below is added to the list of Mage Spells you may learn.
You learn one Mage Spell of your choice from any list available to you.
These are the Mage Spells you may learn as a Spellblade.
Runic Siphon: Choose an enemy within 3 spaces of you with at least one of your Marks of Flame on them, and convert any number of those Marks into Runic Marks. Runic Marks are the same as Marks of Flame, except they don't grant bonus damage dice to attackers. For each Mark converted this way, you regain 1 Mana. Then, make a Spell attack against that enemy. This Spell costs no Mana.
Disjunction: Make a Spell attack with a Range of 5. If it hits, the target is Pushed into an empty space next to you.
Aether Chains: Apply your Mark of Flame to all enemies within 3 spaces of you.
This ability requires you to be at least level 5 to learn.
Squire's Ward: Chose an ally within 5 spaces of you, and ward them for 2 rounds. While warded, if an enemy attacks that ally, after the enemy's attack, you may may a Spell attack with Range 5 against them. (Only applies once at a time)
This ability requires you to be at least level 8 to learn.
Your Health increases by 2.
When an ally hits a Marked enemy and rolls a 6 for damage, they heal 1 Health.
Your Health increases by 2.
When a Marked enemy attacks you, after the attack, they gain a Bleed.
The Warlock practices forbidden and dark arts to attain supreme magical power.
Role: Combat Striker
Difficulty Rating: ★★☆
Your Health increases by an amount equal to your maximum Mana, then your Mana becomes 0. If an effect would permanently increase your maximum Mana, it instead increases your Health by that much.
Whenever you would spend Mana, instead you spend that much Health.
When you make a Spell attack, before you roll any dice, you may spend 1 Health. If you do, and the attack hits, double the final amount of damage it would deal.
The list of Warlock Spells below is added to the list of Mage Spells you may learn.
You learn one Mage Spell of your choice from any list available to you.
These are the Mage Spells you may learn as a Warlock.
Sanguine Barbs: Make a Spell attack. If it hits, after all of the attack's effects happen, remove all of your Marks of Flame from the target. For each Mark removed this way, the target gains 2 Bleeds.
Shadowburn: Make a Spell attack. This Spell is a Bonus Action, and costs an extra 2 Mana to cast (3 total).
Master of Puppets: Make a Spell attack. If it kills the target, they are animated by you until the end of the turn. During this time, they take their turn as though they weren't dead, but you control them.
This ability requires you to be at least level 5 to learn.
Grim Reaper: Make a Spell attack. If the attack hits, you gain 2 Health, or 3 Health if the attack was against an adjacent enemy.
This ability requires you to be at least level 8 to learn.
Whenever you kill an enemy, heal 3 Health.
Your Health increases by 5.