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Class record

Eremancer

Striker

Tier
2
Difficulty
3 / 5
Main role
Striker
Secondary role

Rules reference

Class mechanics

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

Entry

Requirements

Any class mastered or Dark Mastery.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Religion, Magic, History, Appraise, Deception or Common Knowledge. 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 Reason or Cunning.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Power or Toughness
  8. Level 8Ultimate ability

Identity & lore

Class overview

Wisps of dark smoke seeped from the wound in the human’s chest as the man slowly collapsed to the ground. The alley was suffocatingly silent, the sounds of nightlife muted by an unseasonable blanket of fog. Golan watched with a twist in his stomach as the human coughed weakly, blood dribbling from his lips.

“This pain is nothing compared to what they’ve done to me.”

He grit his teeth and touched the spot on his head where his second horn should have been, long ago broken off, the phantom pain fading. Humans had done that to him. He didn’t like hurting people, it made him sick to his stomach.

“But they never learn. I have to stop them.”

“Demon--”

A flare of hatred rushed through him as he stared down at the human. It turned cold as he channeled that rage, dark miasma gathering in his hand like freezing night. Slowly, he pressed his hand into the man’s throat, cutting off the scream that nearly ripped through the night, the dark energy suffocating and tearing. He watched as the man choked on nothing but darkness and blood until his eyes faded and he slumped fully to the ground.

It was sinful, what he was doing. Golan’s mother would be horrified with him. She’d had such high hopes, high beliefs. Named him after some famous general, went to the Church of Light every week even though they all but spat on her. She’d tell him over and over that their ancient rebellion had been a mistake, had been demon-kind’s greatest sin. That they just needed to trust in Kari and Her Providence. But that didn’t keep her, his family, his friends safe. So he’d sin and sin and sin. For them. And in the quiet times, the dark moments, it was as if he could hear approval.

“I’m the only one who loves your sin.”

With a grimace, he poured dark magic at the corpse, scouring it from existence. Only a stain on the paving stones would mark it and that evidence would be gone with the next rain.

Tactical guidance

Playing Eremancer

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Eremancer

Class features

Abilities unlocked

Complete rules for every ability granted by Eremancer.

Class feature

Benefit 1

You gain Elemental Mastery: Dark

Benefit 2

You may use Dark Bolt.

1 AP1 MP
Range
60ft
Keywords
Spell,Dark

You siphon the energy lost from your allies and make a Heavy Attack against the target that deals Dark Damage. 

Requirements

An ally (including yourself) took damage on your turn.

0 AP2 MP
Range
60ft
Keywords
Spell,Dark

You deal Light full pierce dark damage to a willing ally other than yourself. This damage ignores damage resistance against dark damage (such as from gloom infusion or corvuskite armor), unless that DR is an universal type of DR.

You gain Haste, which gives you 2 AP for the rest of this turn. A target can only be affected by haste once per turn.

1 RP
Range
Self
Keywords
Dark

You redirect an attack to another ally in range of the triggering attack. If they don't react to this, your next Malevolent  Phantasm ignores the requirement and costs no mana.

Requirements

You are targeted by an attack.

0 AP
Range
60ft
Keywords
Secret Art,Spell,Dark

You stigmatize the targets spirit, they are inflicted with Spirit Stigma until the start of your next turn. A target with Spirit Stigma counts as a willing ally for your Eremancer abilities and damaging them fulfills the Malevolent  Phantasm requirement.