Classes

Pyromancer

"The pyromancer is skilled in rapid-fire damage. With a burning desire aligned with the fire divine, the pyromancer is almost like a dragon's breath on the battlefield. With enough practice, the pyromancer can control these disastrous powers."


Tags: AOE, Control

Elements: Fire


Skills of Pyromancer may be saved using Intelligence saves.


Manoeuvre

Unlocked when you've chosen 4 skills of Pyromancer.


Guiding flames - Once per day for 1 hour, create up to five small Flying fireballs.
~ Flying fireballs: Small flying object you can control up to 10m away from you.


Passive

Bonfire gaze

Passive, Whenever an enemy that is 4m or more away from you takes Fire Damage, gain Critical Bonus + 2 (stacks up to Critical Bonus + 6).


Flame Artillery

Eruption pillar Common

1 Action, Fire Attack (Power) a 3 tile-triangle with two tiles being within your range.

Conflagrate Rare

Special, Deal Fire True damage (Level + 1) and attempt to inflict Wildfire on two enemies within your range. After, gain Range + 2.
~ Wildfire: At the end of your next turn, take Fire True damage (10) reduced by 2 for each tile you moved since you got this effect.

Meteor shower Epic

1 Action, Target a tile within your range, Fire Attack (Power + 3) enemies within a 2m of the tile. After, attempt to inflict Fire Weakness on enemies within 2m of the tile.


Firedancer

Dragon pillars Common

Special, Select three tiles within your range to create Dragon pillars (share 2 stacks).
~ Dragon pillars (Zone): Spend a stack each time a target enters this zone to Fire True damage (Level + 7) to that target.

Shout of the inferno Rare

1 Action, Attempt to inflict knocked back 2m and Fire Attack (Power + 6) a target.

Flaming burst kick Epic

1 Action, Freely move (keep track of your starting location). After, Fire Attack (Power + 4) enemies within 1m of your starting location.


Ultimate

Hellfire

1 Action, Gain Hellfire (2 stacks).
~ Hellfire: Use a Reaction to Fire attack (Power + 4) all within 2m radius with the center tile within 8m. Has to be used at the end of an allies turn.