Water Primordialist

Armor Level: 6

HP MAX: 44

MP MAX: 3

Standard Attack: 1D20

Stunt: 1D4 (Roll an even number to receive a stunt point)

Level 1 Abilities

Ebb & Flow (1 MP): Inflicts Standard Attack onto an enemy. Heal an ally for 6 HP. Can choose to expend an additional MP to heal for 8 extra.

Level 1 Stunts

★ Extra Sploosh: Inflicts 1D10 damage to any target.

★ Willspring: Restores 1MP.

★ Abundance of Life: Heals self for 8HP.

(Stunts must be used after your attack)

Level 2 Abilities

Mana Circuit (0 MP): Restore MP accordingly.

26- 44 HP: 1 MP

15 - 25 HP: 2 MP

1 - 14 HP: 3 MP

Crescent Sweep (2 MP): Deal damage to target based on your health.

26 - 44 HP: 1D20

15 - 25 HP: 8 + 2D6

1 - 14 HP: 16 + 2D12

Level 2 Stunts

Ouroboros: Increase the maximum MP threshold by 1. Repeatable.

Helping Hand: Restores 1MP to an ally.

(Stunts must be used after your attack)

Level 3 Abilities

Reckoning (X MP): Consumes all MP. For each MP consumed, deal 1D10 on a specific target. This cannot be spread between multiple enemies.

Team Rejuvenation (2 MP): Depending on your health, heal all allies. Heal yourself for half the amount.

26 - 44 HP: 2 + 1D12

15 - 25 HP: 4 + 3D6

1 - 14 HP: 6 + 2D10

Healthweave (0 MP): Freely reallocate HP among your team. Then, inflict 8 + 1D12 damage and heal self AND one ally that much + 8. Your stunt roll this turn is guaranteed. [CAN ONLY BE USED ONCE PER FIGHT]

Level 3 Stunts

Eclipse: Lose 14 HP, restoring 2 MP to any singular ally.

Heart of the Pack: Per fainted ally, gain one MP and heal self for 3 HP.

(Stunts must be used after your attack)

Level 4 Abilities

Glacial Storm (3 MP): Freezes all enemies' feet in ice, slowing their movements. On each enemy's turn, they roll a D6. If even, they proceed as normal, but with a +2 MP cost on their abilities. If odd, they may only use Standard Attacks that turn and cannot roll for stunts. HOWEVER, if Glacial is cast on an enemy categorized as a BOSS, they will proceed with a +1 MP cost on their next turn, with -10 damage on all damage instances, and cannot roll for stunts.

Sacred Blessing (X MP): Consume all MP. Heal any target 7 HP per mana consumed. Freely distributable.

Level 4 Stunts

Synchronized Howl: Cast on ally. If the ally uses an ability with a cost of 2MP or more, you both restore one MP. Triggers only once until your next turn.

Transference: Restores 1 MP. Additionally, one willing ally may transfer one MP to you.

------------------------------------------------------------------------

Free Stunt

Multi-Element Combo: Uses your stunt to begin a combo. The next person who uses 'Multi-Element Combo' will finish the combo for a devastating effect.

(Stunts must be used after your attack)

Level 5 Abilities

Permafrost (0 MP): Encases self in ice, putting yourself in a defensive state, granting -8 damage reduction per instance of damage taken. On your next turn, you are reduced to 10 HP. Restore your mana to its maximum.

Ascension (X MP): Consumes all MP of self and all allies:

For each 2 ALLY MP consumed, grant all allies 3 armor level until the end of the battle (+6 max); additionally, if the ALLY MP consumed exceeds 5 MP, half of the consumed MP is also transferred to a 'reserve'. Future ability casts can instead spend MP from the reserve with a -1 cost.

For each of your OWN consumed MP, heal self for 6 HP.

Level 5 Stunts

Mana Totem: Creates a destroy-able totem that lasts a turn. On your next turn, if still alive, grant all other allies 1 MP, and the totem breaks. Can be destroyed with any enemy damage beforehand.

Huntress' Resolve: Until your next turn, every stunt cast on you grants you 2 MP.

(Stunts must be used after your attack)

FOCUS

(Unlocked in Chapter 11)

FOCUS A - Favored Tides: Whenever you're 30 HP or higher, all abilities cost 1 less MP. Reckoning specifically gets an extra stack of damage due to this.

FOCUS B - Last Breath: At 15 HP or lower, Ebb and Flow heals two targets for the same amount.