Can Interpose for friends (“go toad-to-toad with me!”).
1/encounter, attack that missed you deals damage to an enemy.
- •Vicious Croakery.
(Range 6) 1d4 (ignoring armor). On hit: the target is Taunted during their next turn. +2 damage every 5 levels.
- •Ribbiting Inspiration.
(Range 6) Target alley gets advantage on their next roll.
Deep Bellow. (1/encounter) When Croaker drops to 0 HP, push all enemies 3 away from him and he cant be attacked until his next turn. +2 spaces every 5 levels.
Immune to physical damage. Can take 1d6 psychic damage to telekinetically interpose for friends within reach 3.
On death: Reforms at the Forbidden Section of the Library after a safe rest.
- •Psionic Spike.
(Reach: 3) 1d6 psychic (ignoring armor). +3 every 5 levels.
- •Telekinetic Fling.
Forcefully move an ally or minion up to 6 spaces.
Psionic Feedback. (1/encounter) When Coran drops to 0HP, he deals 3d6 psychic damage to the nearest enemy. +5 every 5 levels.
Can Interpose for friends (...but probably won't)
(1/encounter) You can automatically Ride any Large or Huge creature within Reach 6. Attacks you make against this creature while Riding are rolled with advantage.
- •Curseblade.1d8+4.
On crit: apply one of the following afflictions. +2 damage every 5 levels.
- •(1) Withered.
Disadvantage on the first attack against a friendly creature each round.
- •(2) Brittle.
Suffers 1 damage for each space it moves (or is moved).
- •(3) Sundered.
Armor reduced 1 step.
- •I’ll Aproach and Hit Them!
Teleport adjacent to an Afflicted creature within Reach 12 and immediately attack them for 1d10+LVL for each Affliction the creature holds. On hit: end all Afflictions.
I Can Take This Alone! When Rel'Ikar drops to 0 HP, any time you would take more than 1 wounds, you just take 1 instead. You won't willingly accept any healing.
2/combat. Force an enemy to reroll an attack.
- •Chaaarge!1d20+lvl.
Move 6 spaces. On fail fall prone.
- •Chop!1d12+lvl.
On crit gain lvl temp HP.
No evil will stop me!! Each turn choose 2 instead.
Selel wastes the first 2 turns drinking.
- •Summon.
Summons a minion with d12 with a max 3.
- •Ice to meet you.1d12+lvl.
Range 12. Hampers on hit.
Keep me company... Selel summons a minion every round while dying.
Range 6. Rolls to asses are made with advantage.
- •Might.
Range 6. (3/Safe Rest) Shield an ally with 2xlvl temp HP.
- •Magic.2d8+lvl.
Range 8. Any elemental damage.
Just do your job already! Jumn moves the nearest ally with magic and uses them as shield.