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Class record

Amanita

Healer / Striker

Tier
3
Difficulty
2 / 5
Main role
Healer
Secondary role
Striker

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Mycomancer mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Medicine, Magic or Survival. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Awareness or Cunning.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Power or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Amanita’s are expert Mycomancer’s that weave life and death hand in hand.  Blessed healers to their allies and terrifying killers to their enemies, they were feared ever since the first Fae Amanita’s appeared amongst the ranks of Sylvan’s army.  Amanita’s often wear mushroom caps on their head with spotted designs to signify their rank.  The spores that reside within all Amanita’s blood also grants them considerable resilience against poison.

Tactical guidance

Playing Amanita

Amanita’s expand on the Healer and Striker hybrid of the Mycomancer, specializing in supporting tanks while busting enemy tanks.  Vital Drain and Hyphal Force are excellent tools for overcoming armor, while also keeping allies healthy.  Spore burst is useful in a pinch when caught out of position.  The Amanita also has the terrifying ability of keeping allies up while downed, giving them the ability to continue fighting.  However, make sure to remind your allies that they are in risk of dying due to being able to fight at negative HP, as reaching negative maximum HP can kill a character.

Amanita

Class features

Abilities unlocked

Complete rules for every ability granted by Amanita.

Class feature

Benefit 1

Due to symbiotic fungi within your body, you become resistant to all commonly known (book) poisons and may use Resist Poison.

Benefit 2

After being infected by an exotic poison or disease and surviving, that poison/disease is added to your list of resistances. Any disease or poison that you are resistant to can be used with Amoxicillin.

Benefit 3

Against a poison you are resistant to, you may use Resist Poison for 0 RP, 1 Mana instead of 1 RP.

1 AP1 MP
Range
20ft
Keywords
Earth,Full Pierce,Healing,Spell

You make a Precise Attack against the target creature that deals Earth damage equal to their Toughness with Full Pierce.  On damage the current host of Spore Symbiote is healed for the damage dealt.

Vital Drain can be casted from the location of the host of your Spore Symbiote.

1 RP
Range
Sight
Keywords
Earth,Spell,Augment

Your spore symbiote surges the host’s muscles with temporary power. When the host of Spore Symbiote is making a melee attack, increase the damage by your Light Attack Damage. The extra damage dealt is Earth Damage.

This spell does not provoke attacks of opportunity.

Requirements

The host of your Spore Symbiote is making a melee attack.

2 AP
Range
5ft
Keywords
Earth,Spell

You create an explosion of spores in front of you. Make a Heavy Attack against the target that deals Poison damage. Afterwards, knock back the target 5ft and knock yourself back 5ft. This Spell does not trigger attacks of opportunity.

2 AP
Range
Sight
Keywords
Healing,Spell,Upkeep,Concentration

You fill your target with mycelium from your spore symbiote, removing the Downed state from them and preventing them from entering the downed State while this effect lasts. Removing Spore Symbiote from the target cancels this effect. This effect ends at the start of your next turn unless you spend 1 mana to continue the effect.  When paying upkeep, if the target is below 0 HP, heal the target for your power + 3.

This effect ends if the target’s HP is reduced to negative their maximum HP amount.

You can use 1 RP instead of 2 AP to use this ability.

Requirements

Must be used on your Spore Symbiote target that is in the Downed state.