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Animancer

[advent class]


Rules governing Advent Classes

Pronounciation: (AN-ih-man-cer)

Animancers are masters of the mind and the soul. Using their ki, they are able to separate a part of their conciousness and bind it to the elements to create elementals and golems.


Animancer Advent Class Level Table

Level Talent PointsLevel Bonuses
1 10 Talent Points1 Talent
2 10 Talent Points1 Talent
3 10 Talent Points5 Bonus Talent Points
4 10 Talent Points1 Talent
5 15 Talent Points1 Feat
6 15 Talent Points1 Talent
7 15 Talent Points5 Bonus Talent Points
8 15 Talent Points1 Talent
9 20 Talent Points1 Feat
10 20 Talent Points10 Bonus Talent Points


Talent tree

Talent details

Base elemental stats

When creating an elemental, use the following formulas to determine the elemental's stats
Offensive: Attack Bonus + Int + 6d6
Defensive: Defense Bonus + Int + 6d6
Damage: Int x 2 + 6d6
Hit Points: Res x 6 + 18d6
Range: 5 feet
Speed (attack): 4H (4 hexes per segment)
Speed (movement): 30 feet
Special: Elementals attack with a standard action. Elementals can only be healed by their creator


Air talents


Bind air

Action: Full
Requires: Aeromancer Level 1, Intelligence score of 2
Description: You bind a portion of your consciousness to air, creating an elemental directly under your control
Range: 5 feet
Speed: Instant
Effect: Using a portion of your ki, you create one medium sized air elemental
Cooldown: 12 rounds, once a day
Special:

  • When you create an air elemental, for each 30 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the elemental is dismissed or destroyed, restore the maximum hit points (not current hit points)
  • Air elementals can manipulate their shape to pass through any opening which would permit normal air flow
  • With a Movement action, you direct your elemental, granting a movement action and Standard action. These may be used immediately, but not in the same segment. These actions expire at the end of the round
  • Talent improvements
  • With this talent, you may bind one air elemental
  • You can never bind more than two elementals at one time

Talent Point Improvements:
□ Extend the range by 5 feet (binding). Maximum range is 120 feet
□□ Extend the range of your elemental's attacks to 10 feet
□ Increase the speed of your elemental's attacks by 1H. Maximum speed is 12H
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the hit point formula by 1d6. (Cost increases)


Darting flow

Action: Swift
Requires: Bind Air
Description: You cause your air elemental to churn and swirl, dodging attacks
Speed: Instant
Effect: For the remainder of the round, attacks targeting your air elemental have a 1 in 6 chance to miss
Cooldown: 12 rounds
Special: Applies to one air elemental. For each potential attack against your air elemental when Darting flow is active, roll the miss chance before determining the normal outcome of an attack
Talent Point Improvements:
□□□ Increase the miss chance by 1. Maximum miss chance is 3 in 6
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Redirect

Action: Swift
Requires: Swirling Winds, Intelligence score of 4
Description: Your air elementals can redirect attacks that pass through them
Effect: When an attack passes directly through one of your air elementals, you may spend a swift action to redirect the attack
Cooldown: 6 rounds
Special: Even if the cooldown is removed, this ability may only be used once per elemental, per round
Talent Point Improvements:
□ Reduce the cooldown by 1 round


Rushing wind

Action: Passive
Requires: Bind Air
Description: Your air elementals move with a swirling swiftness
Effect: Your air elementals' base movement speed increases to 35 feet
Special: Applies to all your air elementals. wWhen moving, your air elementals can change direction at any time, regardless of the normal restrictions on movement
Talent Point Improvements:
□□ Increase the base movement speed by 5 feet. Maximum speed is 50 feet


Sweeping push

Action: Swift
Requires: Rushing Wind
Description: You are able to direct your air elemental to attack with rushing blade of air
Range: Self
Effect: You direct your air elemental to release a sweeping push of rushing air. Creatures in 15 foot, 60° cone are pushed back 15 feet
Cooldown: 12 rounds
Special: Applies to one air elemental. You may shorten the arc of the cone as desired
Talent Point Improvements:
□□□ Increase the arc from 60° to 120°
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Swirling winds

Action: Passive
Requires: Bind Air, Intelligence score of 3
Description: You improve your mastery when controlling air elementals
Effect: You can create and control a second air elemental
Special: Your air elementals permanently gain +5 movement speed. This talent does not increase the maximum number of elementals you can bind simultaneously
Talent Point Improvements:
□□□ Increase the range of your air elementals' attacks by 5 feet. Maxiumum increase is 5 feet


Wall of dust

Action: Swift
Requires: Darting Flow
Description: You direct your air elemental to stir up a wall of dust and debris, obscuring sight
Effect: Your elemental creates a wall of dust 15 feet wide and 5 feet thick, providing two levels of concealment and lasting for 1 round
Cooldown: 6 rounds
Special: The wall of dust must be perpendicular to the air elemental, and orginate from within the range of their normal attacks
Talent Point Improvements:
□□□ Increase the range of your air elementals' attacks by 5 feet. Maxiumum increase is 5 feet
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Fire talents


Bind fire

Action: Full
Requires: Pyromancer Level 1, Intelligence score of 3
Description: You bind a portion of your consciousness to create an elemental directly under your control
Range: 5 feet
Speed: Instant
Effect: Using a portion of your ki, you create one medium sized fire elemental
Cooldown: 12 rounds, once a day
Special:

  • When you create a fire elemental, for each 25 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the elemental is dismissed or destroyed, restore the maximum hit points (not current hit points)
  • Fire elementals can manipulate their shape to pass through tight spaces no less than 6 inches wide.
  • As a Move action, you grant a Move action and Standard action to your elemental. The actions may be used immediately, but not in the same segment. The actions expire at the end of the round
  • Talent improvements that change the base elemental stat block do not stack with other sources
  • With this talent, you may bind one fire elemental
  • You can never bind more than two elementals at one time

Talent Point Improvements:
□ Extend the range by 5 feet (binding). Maximum range is 30 feet
□□ Extend the range of your elemental's attacks to 10 feet
□ Increase the speed of your elemental's attacks by 1H. Maximum speed is 12H
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the hit point formula by 1d6. (Cost increases)


Backdraft

Action: Swift
Requires: Bind Fire
Description: You cause one of your fire elementals to erupt with fiery cone of damage
Speed: Instant
Effect: Your fire elemental makes an attack that effects all creatures within a 15 foot, 60° cone
Cooldown: 12 rounds
Special: This attack uses the elemental's normal attack stats
Talent Point Improvements:
□□□ Extend the angle of the cone to 120°
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Blaze

Action: Swift
Requires: Backdraft
Description: You cause one of your fire elementals to explode in a fiery blast
Speed: Instant
Effect: Your fire elemental makes an attack that effects all creatures within 10 feet
Cooldown: 12 rounds
Special: This attack uses the elemental's normal attack stats, does 2d6 bonus damage, and applies to all targets within the range. Minimum blast range is 10 feet. The explosion destroys the elemental
Talent Point Improvements:
□□□ Extend the maximum range of the explosion to 15 feet
□□□ Increase the bonus damage by 2d6. Maximum bonus damage is 6d6 □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Collateral damage

Action: Passive
Requires: Whirling Flames, Intelligence score of 5
Description: Your fire elementals' attacks also damage any creature adjacent to their target
Speed: Instant
Effect: All basic attacks made by your fire elementals will also damage any creature that is adjacent to the fire elemental's target
Cooldown: 12 rounds
Special: This ability affects all attacks made by your fire elementals and cannot be applied selectively
Talent Point Improvements:
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Engulf

Action: Swift
Requires: Bind Fire
Description: You direct one of your fire elementals to engulf a target in flame
Effect: Your fire elemental makes an attack that attempts to move up to 10 feet into the same space as your target. If successful, the elemental surrounds the target and deals normal damage every round until the target leaves the hex. If unsuccessful, the elemental stops short of moving into the target's hex
Cooldown: 12 rounds
Special: This attack uses the elemental's normal attack stats
Talent Point Improvements:
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Soothing pulse

Action: Move
Requires: Engulf, Path of Peace
Description: Your fire elemental releases a healing wave of energy
Effect: Your elemental heals all targets within 5 feet
Cooldown: 12 rounds
Special: Use elemental's damage formula to determine the strength of the healing
Talent Point Improvements:
□□□ □□□ Extend the range of the healing by 5 feet. Maximum range is 15 feet
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Whirling flames

Action: Passive
Requires: Bind Fire, Intelligence score of 4
Description: You improve your mastery when controlling fire elementals
Effect: You can create and control a second fire elemental
Special: Your fire elementals permanently gain +1d6 damage. This talent does not increase the maximum number of elementals you can bind simultaneously
Talent Point Improvements:
□□□ Increase the damage of your fire elementals' attacks by 1d6. Maximum increase is 1d6


Earth talents


Bind earth

Action: Full
Requires: Petramancer Level 1, Intelligence score of 3
Description: You bind a portion of your consciousness to earth, creating an elemental directly under your control
Range: 5 feet
Speed: Instant
Effect: Using a portion of your ki, you create a medium sized elemental of earth
Cooldown: 12 rounds, once a day
Special:

  • When you create an earth elemental, for each 20 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the elemental is dismissed or destroyed, restore the maximum hit points (not current hit points)
  • As a Move action, you grant a Move action and Standard action to your elemental. The actions may be used immediately, but not in the same segment. The actions expire at the end of the round
  • Talent improvements that change the base elemental stat block do not stack with other sources
  • With this talent, you may bind one earth elemental
  • You can never bind more than two elementals at one time

Talent Point Improvements:
□ Extend the range by 5 feet (binding). Maximum range is 30 feet
□□ Extend the range of your elemental's attacks to 10 feet
□ Increase the speed of your elemental's attacks by 1H. Maximum speed is 12H
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the hit point formula by 1d6. (Cost increases)


Chemise

Action: Move
Requires: Bind Earth
Description: Your earth elemental creates a slab of earth to provide shelter against projectiles and attacks
Range: 5 feet
Effect: Your elemental creates a slab of earth up to 10 feet wide, 10 feet tall, and 2 feet thick (4 blocks total)
Element: 1/2 unit of earth
Cooldown: 12 rounds
Special: The slab is permanent and has hit points equal to the elemental's damage formula
Talent Point Improvements:
□ Reduce the required action to Swift
□ Extend the range by 5 feet. Maximum range is 15 feet
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Churning earth

Action: Passive
Requires: Bind Earth, Intelligence score of 4
Description: You improve your mastery when controlling earth elementals
Effect: You can create and control a second earth elemental
Special: Your earth elementals permanently gain 3d6 hit points. This talent does not increase the maximum number of elementals you can bind simultaneously
Talent Point Improvements:
□□□ Increase the hit points of your earth elementals by 3d6. Maximum increase is 3d6


Heavy-handed

Action: Passive
Requires: Bind Earth
Description: Your earth elementals hit like trucks
Effect: Every earth elemental attack knocks back the target, even if the attack is unsuccessful
Special: The slab is permanent and has hit points equal to the elemental's damage formula
Talent Point Improvements:
□□□ Increase knockback by 5 feet. Maximum knockback is 15 feet


Shatter

Action: Swift
Requires: Heavy-Handed
Description: You cause one or more of your earth elementals to explode in a flurry of flying rock
Speed: Instant
Effect: Your earth elemental makes an attack that effects all creatures within 10 feet
Cooldown: 12 rounds
Special: This attack uses the elemental's normal attack stats, does 2d6 bonus damage, and applies to all targets within the range. Minimum blast range is 10 feet. The explosion destroys the elemental
Talent Point Improvements:
□□□ Extend the maximum range of the explosion to 15 feet
□□□ Increase the bonus damage by 2d6. Maximum bonus damage is 6d6 □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Stone skin

Action: Passive
Requires: Chemise
Description: You augment your earth elemental's natural toughness
Effect: Your earth elementals gain Int x 2 + 6d6 additional hit points
Talent Point Improvements:
□□ Increase the hit point bonus by an additional 1d6. Maximum hit point bonus is 12d6


Unit

Action: Swift
Requires: Churning Earth, Intelligence score of 5
Description: You cause your earth elemental's to grow larger, allowing them to provide cover
Effect: Your earth elemental becomes large and provides cover for one round
Cooldown: 12 rounds
Special: Affects one earth elemental
Talent Point Improvements:
□□ Extend the duration by one segment. Maximum duration is 6 segments
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Water talents


Bind water

Action: Full
Requires: Hydromancer Level 1, Intelligence score of 3
Description: You bind a portion of your consciousness to water, creating an elemental directly under your control
Range: 5 feet
Speed: Instant
Effect: Using a portion of your ki, you create a medium sized water elemental
Cooldown: 12 rounds, once a day
Special:

  • When you create a water elemental, for each 25 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the elemental is dismissed or destroyed, restore the maximum hit points (not current hit points)
  • Water elementals can manipulate their shape to pass through tight spaces no less than 2 inches wide, but do so at half their normal speed
  • As a Move action, you grant a Move action and Standard action to your elemental. The actions may be used immediately, but not in the same segment. The actions expire at the end of the round
  • Talent improvements that change the base elemental stat block do not stack with other sources
  • With this talent, you may bind one water elemental
  • You can never bind more than two elementals at one time

Talent Point Improvements:
□ Extend the range by 5 feet (binding). Maximum range is 30 feet
□□ Extend the range of your elemental's attacks to 10 feet
□ Increase the speed of your elemental's attacks by 1H. Maximum speed is 12H
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the hit point formula by 1d6. (Cost increases)


Bubbling waters

Action: Passive
Requires: Bind Water, Intelligence score of 4
Description: You improve your mastery when controlling water elementals
Effect: You can create and control a second water elemental
Special: This talent does not increase the maximum number of elementals you can bind simultaneously. When creating a water elemental, you may choose between one of the following benefits:

  • +5 movement speed
  • +1d6 damage
  • +3d6 hit points

Talent Point Improvements:
□□□ Increase the bonus range of your water elementals' attacks by 5 feet. Maximum increase is 5 feet


Frost bloom

Action: Swift
Requires: Twisting flow
Description: With a surge of ki energy, you cause your elemental to emit spikes of ice in all directions
Speed: 6H
Effect: Damage is dealt to all creatures within 5 feet of your water elemental, using your elemental's base attack
Cooldown: 12 rounds
Talent Point Improvements:
□□□ Extend the range of the attack 5 feet. Maximum range is 15 feet □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Ice block

Action: Swift
Requires: Bubbling waters, Intelligence score of 5
Description: You direct one of your water elementals to engulf, and then freeze, your target
Effect: Your water elemental makes an attack that attempts to move up to 10 feet into the same space as your target. If successful, the elemental surrounds the target and freezes the target in a block of ice, rendering them unable to move. If unsuccessful, the elemental stops short of moving into the target's hex
Cooldown: 12 rounds
Special: This attack uses the elemental's normal attack stats
Talent Point Improvements:
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Reconstitution

Action: Swift
Requires: Recovery
Description: You focus your mind on reestablishing the binding between yourself and your elementals, causing them to recover from inflicted damage
Speed: Instant
Effect: All of your water elementals receive healing
Healing: Int x 2 + 6d6
Cooldown: 12 rounds
Talent Point Improvements:
□□□□□ □□□□□ Increase the dice bonus of the healing formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Recovery

Action: Swift
Requires: Bind Water
Description: Allies can touch your water elementals to receive healing
Speed: Instant
Effect: As a free action on their turn, a creature may touch one of your water elementals. This costs you a Swift action, and the creature receives healing
Healing: Int x 2 + 6d6
Cooldown: 12 rounds
Talent Point Improvements:
□□□□□ □□□□□ Increase the dice bonus of the healing formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Twisting flow

Action: Swift
Requires: Bind Water
Description: You temporarily focus on boosting your elementals' speed, causing them to twist and dart, giving them advantage when performing maneuvers
Speed: Instant
Effect: For the remainder of the round, you elementals gain advantage when performing a maneuver
Cooldown: 12 rounds
Talent Point Improvements:
□□ Extend the duration of the bonus by 1 segment. Maximum duration is 2 rounds
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Clay talents


Clay golem

Action: Passive
Requires: Bind Water, Bind Earth, Intelligence score of 4
Description: You can create a fusion of elementals, a golem that is both earth and water
Effect: You gain the ability to summon a clay golem, in place of an earth or water elemental
Cooldown: 12 rounds, once a day
Special:

  • When you create a clay golem, for each 20 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the elemental is dismissed or destroyed, restore the maximum hit points (not current hit points)
  • Clay golems have all the qualities and abilities of your earth elementals and your water elementals
  • You may mix and match base stats from your water and earth elemental's stat blocks
  • You can never bind more than two elementals at one time, including golems


Deconstitution

Action: Move
Requires: Clay Golem
Description: Your golem temporarily turns into a puddle of mud, evading attacks
Effect: Your clay golem splashes into a puddle of mud for one segment, automatically dodging all targeted attacks
Cooldown: 12 rounds
Special: Does not protect from aoe effects such as Sphere. Reconstituting takes 1 segment in which the golem can take no other actions
Talent Point Improvements:
□□ Extend the duration of the deconstitution by 1 segment. Maximum duration is 2 rounds
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Mud bath

Action: Swift
Requires: Clay Golem, Recovery
Description: Your golem engulfs a creature, healing and protecting them for 2 segments
Effect: Your golem moves up to 10 feet and engulfs a willing creature, healing them
Cooldown: 12 rounds
Special: Attacks that hit the golem deal half of their damage to the golem and half to the engulfed creature. Uses the healing formula of Recovery (once)
Talent Point Improvements:
□□ Extend the duration by 1 segment. Maximum duration is 2 rounds
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Cloud talents


Cloud spirit

Action: Passive
Requires: Bind Air, Bind Water, Intelligence score of 4
Description: You can create a fusion of elementals, a spirit that is both air and water
Effect: You gain the ability to summon a cloud spirit, in place of an air or water elemental
Cooldown: 12 rounds, once a day
Special:

  • When you create a cloud spirit, for each 25 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the spirit is dismissed or destroyed, restore the maximum hit points (not current hit points)
  • Storm spirits have all the qualities and abilities of your air elementals and your water elementals
  • You may mix and match base stats from your air and water elemental's stat blocks
  • You can never bind more than two elementals at one time, including spirits


Sky dragon

Action: Move
Requires: Cloud Spirit
Description: Your cloud spirit twists around a target creature, moving them up to 20 feet
Effect: Your cloud spirit moves up to 10 feet and engulfs a willing creature, moving them 20 feet
Cooldown: 12 rounds
Special: You may only move Medium sized creatures or smaller. This ability cannot be resisted, but can be blocked by a large enough physical obstacle
Talent Point Improvements:
□□□ Extend the distance you may move a creature by 5 feet. Maximum is 40 feet
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Healing rain

Action: Swift
Requires: Cloud Spirit
Description: Your cloud spirit rains down healing water, healing creatures below
Effect: Your cloud spirit moves upward up to 15 feet, and spreading out and raining healing over a huge circle, healing all creatures below
Cooldown: 12 rounds
Healing: Int x 2 + 6d6
Cooldown: 12 rounds
Special: Healing rains down over a circular area with radius of 5 feet
Talent Point Improvements:
□□□ Expand the radius to 10 feet
□□□□□ □□□□□ Increase the dice bonus of the healing formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Lava talents


Lava golem

Action: Passive
Requires: Bind Fire, Bind Earth, Intelligence score of 4
Description: You can create a fusion of elementals, a golem that is both fire and earth
Effect: You gain the ability to summon a lava golem, in place of a fire or earth elemental
Cooldown: 12 rounds, once a day
Special:

  • When you create a lava golem, for each 20 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the elemental is dismissed or destroyed, restore the maximum hit points (not current hit points)
  • Lava golems have all the qualities and abilities of your fire elementals and your earth elementals
  • You may mix and match base stats from your fire and earth elemental's stat blocks
  • You can never bind more than two elementals at one time, including golems


Flash point

Action: Swift
Requires: Lava Golem
Description: You direct your lava golem to emit volcanic gases, igniting them in a fiery blaze
Effect: Your elemental emits two cones of gases, igniting them in the following segment
Cooldown: 12 rounds
Special: The cone is 60° and extends 15 feet. This attack uses the elemental's normal attack stats for damage. It is impossible to defend against this attack if you are in the area of effect
Talent Point Improvements:
□□□ Increase the number of gaseous cones by 1. Maximum number cones is 4
□□ Extend the range of the cones to 20 feet □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Molten grip

Action: Move
Requires: Lava Golem
Description: You direct one of your lava golems to grasp a target, holding them in place and dealing damage
Effect: Your lava golem moves up to 10 feet and attacks your target. If successful, the elemental grabs hold of the target, holding it in place for 2 segments and dealing damage. If unsuccessful, the elemental stops short of moving into the target's hex
Cooldown: 12 rounds
Special: This attack uses the elemental's normal attack stats for hit and damage. This attack only deals damage once
Talent Point Improvements:
□□ Extend the duration by one segment. Maximum duration is 4 segments
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Storm talents


Storm spirit

Action: Passive
Requires: Bind Air, Bind Fire, Intelligence score of 4
Description: You can create a fusion of elementals, a spirit that is both air and fire
Effect: You gain the ability to summon a storm spirit, in place of an air or fire elemental
Cooldown: 12 rounds, once a day
Special:

  • When you create a storm spirit, for each 25 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the spirit is dismissed or destroyed, restore the maximum hit points (not current hit points)
  • Storm spirits have all the qualities and abilities of your air elementals and your fire elementals
  • You may mix and match base stats from your air and fire elemental's stat blocks
  • You can never bind more than two elementals at one time, including spirits


Discharge

Action: Swift
Requires: Storm Spirit
Description: You direct one of your cloud spirits to emit an impressive electrical discharge
Effect: Your storm spirit attacks with lightning in a bolt, cone, or spherical pattern
Cooldown: 12 rounds
Special: This attack uses the elemental's normal attack stats for damage and hit, with a 6d6 bonus to hit and damage

  • Line Attack: 5ft wide, 30 feet long
  • Cone Attack: 60° cone, 20 feet range
  • Sphere Attack: Up to 2 bolts strike targets within 10 feet

Talent Point Improvements:
□□ Extend the range of the line attack by 5 feet. Maximum range is 60 feet
□□□ Extend the angle of the cone attack to 120°
□□ Extend the range of the cone attack by 5 feet. Maximum range is 30 feet
□□□ Extend the range of the sphere attack by 5 feet. Maximum range is 20 feet
□□ Increase the number of bolts of the sphere attack by 1. Maximum number of bolts is 5
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Thunder

Action: Swift
Requires: Storm Spirit
Description: You direct one of your cloud spirits to emit a booming of thunder
Effect: Your cloud spirit emits a thunderous shockwave that pushes creatures within 10 feet back 10 feet. It also damages creatures within 20 feet, and gives them the deafened condition for 1 round
Cooldown: 12 rounds
Special: This attack uses the elemental's normal attack stats for damage and hit. Only abilities that completely block sound waves may defend against this attack
Talent Point Improvements:
□□ Extend the range of the pushback to 15 feet
□□ Extend the duration of the deafen by 1 segment. Maximum duration is 3 rounds
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


General talents


Soul siphon

Action: Passive
Requires: Intelligence score of 3
Description: Your clarity of mind augments the creation of elementals
Effect: Your created elementals gain an additional 6d6 hit points. Summoning elementals is reduced from a Full action to a Standard action
Special: You may summon any two elementals at the same time at no additional cost
Talent Point Improvements:
□□□ □□□ Reduce the summoning cost to a Move action
□ Increase the dice bonus of the hit point bonus by 1d6. Maximum bonus is 12d6


Spirit bond

Action: Passive
Requires: Intelligence score of 5
Description: Your mental acuity and training allow you to easily control your elementals
Effect: Reduce the action required to direct an elemental's basic actions to a Swift action, and you may direct both your elemental's basic actions with the same Swift action
Normal: Directing an elemental's actions requires a Move action
Special: This talent does not allow you to control both elementals with a talent


Surge

Action: Swift
Requires: Intelligence score of 3
Description: You focus your mental energy on your bindings, giving your elementals a burst of speed
Effect: You cause all elementals under your control to take the Dash action
Cooldown: 12 rounds
Talent Point Improvements:
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Symmetry

Action: Passive
Requires: Intelligence score of 6
Description: Splitting your focus, you are able to direct both elementals at the same time
Effect: Talents that apply to a single elemental may be applied to both elementals

wiki/animancer.txt · Last modified: 2019/11/06 12:34 by caleymccready