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Elemental Blade Roguish Archetype

Game ID: GID0111791
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Description

From publisher blurb:

She was a curious one, clad in all black with a dark mask. Yup, she was. She came in here seeking a bounty on a member of that Shadowfang thieves guild. She didn’t give much information, but she found him stalking about and chased him down. Slick one she was. The air became chilled, and when she drew her arrow, I could swear it was snowing around it. Her shot landed in his leg and released a blast of ice that froze the ground, it did. Caused the thief to fall right on his backside. She then tied him up and carried him off. It was impressive shooting and a strange use of magic, I say.”
-Dibbly Potbottom

While many rogues often rely on precision strikes and deadly blows to deal with a foe, the elemental blade prefers to release torrents of magical energy through their weapons to get the job done.

Around the world, there are many different ways to access magical power: divine power granted by gods, understanding the weave of magic, innate power that comes from within, and so many more that have yet to be discovered. The elemental blade can tap into the primordial forces that govern nature. They draw the power into themselves and hold it for a short time. They can then release the hoarded power through a conduit, usually a blade or arrow. Not only does this enhance their attacks, but the release of primordial power often alters the very land around the point of release.

While channeling an elemental aspect, you gain the appropriate features to your sneak attack.

Aspect of the Flame. Your sneak attack damage is fire instead of its normal type. On a hit, a small explosion of fire surges from the target to a different creature of your choice that you can see within 10 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

This feature’s damage increases when you reach higher levels. At 5th level, the fire aspect damage to the second creature increases to 1d4 + your charisma modifier. This damage increases by 1d4 at 11th level and 17th level.

Aspect of the Frost. Your sneak attack damage is cold instead of its normal type. On a hit, a blast of frigid air is released through the attack. Slick ice coats the ground in a 5-foot radius around the target. This area is difficult terrain. When a creature moves onto the slick ice for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or fall prone.

Aspect of the Gale. A swirling savage gust of wind erupts from the target and then engulfs you, creating an aura extending out from you in a 5-foot radius. The strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. The swirling wind extinguishes open flames and disperses fog.

This effect lasts until the start of your next turn.

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