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Class record

Spell Blademaster

Striker

Tier
3
Difficulty
2 / 5
Main role
Striker
Secondary role

Rules reference

Class mechanics

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

Entry

Requirements

Spellblade mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points in Athletics, Intimidation, Magic, History, Flight, Artifice 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 Fitness or Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Spellblades that have mastered their art.

Tactical guidance

Playing Spell Blademaster

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Spell Blademaster

Class features

Abilities unlocked

Complete rules for every ability granted by Spell Blademaster.

No listed cost
Range
Self
Keywords
Enchantment,Encounter Start

You unsheathe your weapon and enchant your weapon with an element you've mastered. Your weapon now deals the chosen element’s damage instead of its normal damage.

If you are not holding the enchanted weapon at the start of your turn, your weapon loses this benefit.

The weapon gains a +1 Power bonus to attacks until the end of the encounter.

2 AP1 MP
Range
Melee Weapon Range

You may make a Light Attack against all enemies within range. On damage, your attack applies an additional effect based on one of your attack's damage type. (If you are able to have multiple damage types on the attack such as through Holy weapon, you may pick any of the effects).

Arcane: The target loses 1 mana.
Fire: The target becomes Burning X, where X equals your Power x 3.
Water: The target becomes Soaked X, where X equals your power/2 (rounded down), until they take Lightning damage.
Lightning: The target is afflicted with Static X, where X equals your Power x 3. 
Earth/Frost: The target becomes Slowed until the start of your next turn.
Wind: You may push the target back 10ft.
Holy: You gain temporary hit points equal to your Power+5.
Dark: The target becomes Blinded 5 until after their next attack.

0 AP
Range
Self
Keywords
Quick

Your next Elemental Strike or Elemental Sweep ability used this turn may add in the effect of another element. This element must be one you have mastered and different from the effect that's already dealt by the attack.

1 AP2 MP
Range
Self

Until the end of the encounter, you enchant your weapon with every single element. When using Elemental Strike or Elemental Sweep, you may choose which effect you want regardless of the damage type your attack deals. When you deal damage, you apply the damage type that would deal the most damage.

In addition, your weapon gains a +1 Power bonus until the end of the encounter. If it already had a +1 Power bonus through an enchantment, this bonus is instead increased to +2.

If you are not holding the enchanted weapon at the start of your turn, your weapon loses this benefit.