When riding allies, attacks that miss you also miss the ally rode.
Attacks dealt by adjacent allies do +lvl damage.
- •Uppies!
Move 8. Then ride an adjacent ally.
- •Cripling Shot.2d4+8.
Range 8. When crit, hamper the enemy.
- •Tactical Retreat.2d8+4.
After hitting, move 4 spaces backwards.
- •What the eyes don't see, the heart doesn't grieve.
Range 8. Blind an enemy until the end of their next turn.
Go Team Go! While dying, Cheer Up! now grants +lvl defense.
Can Interpose for friends (bet you didn't expect that!)
(1/encounter) After an ally drops to 0 HP, command them to keep going. Set their HP to 3×LVL.
- •Trusty Halberd.(Range 2) 1d12+LVL.
Cannot miss.
- •Battle Cry.
Every ally who hears Kaelin's cry gains +2 on all their rolls until the end of their next turn. +2 every 5 levels.
Not Giving Up Yet! (1/ encounter) When Kaelin drops to 0 HP, roll LVLd6 and set your HP to the sum rolled instead.
Can Interpose for friends (Tsk got your back!)
(1/encounter) Crit automatically.
- •Crowseye.(Range 8) 1d6. On Crit: +LVL.
ALWAYS rolled with advantage. Crits are Vicious.
- •Drooper's Brew.
Choose an ally within Reach 6 and roll 1d6. On a 1 it does nothing, on a 2 heals them for 2d4+LVL HP, on a 3 makes them invisible until the end of their next turn, on a 4 grants them resistance to the last type of elemental damage they took for the rest of the encounter, on a 5 gives them +LVL speed for the rest of the encounter, and on a 6 their next attack automatically crits.
Alchemist's Gambit. When Tsk drops to 0 HP, immediately use Drooper's Brew on himself for free.
Can Interpose for friends (Let me take this one!)
(1/encounter) Give an adjacent ally's weapon +LVL fire damage or an adjacent ally's shield +LVL armor for the rest of the encounter.
- •Smelt & Smash (x2).1d6+LVL.
On Crit: the next attack the target takes ignores armor.
- •Ember Charge.
Push any creature in your path half the amount of spaces you moved (rounded up). They take LVL fire damage.
The Fire Keeps Burning! When Petriko drop to 0 HP, deal 10+Wounds damage to any creatures you choose within 2 spaces. +2 damage every 5 levels.
Can Interpose for friends (“Here when you need me!”).
(1/encounter) The attack against her fails, and she teleports 3 spaces.
- •Crossbow.4d4.
+2 every 5 levels. Every even time it is used, it does nothing.
- •Healing Salve.
Heal herself or an adjacent creature for 1d6.
Snare Trap. (1/encounter) Next time an enemy moves adjacent to her, move them back 1 space, they are Restrained until they can escape (DC 10+LVL/2).
Can Interpose for friends (“Here when you need me!”).
(1/encounter) Ismark and an ally within 6 spaces both immediately make a weapon attack or cast a cantrip for free.
- •Longsword.1d10.
+2 damage every 5 levels.
- •Face Me!
(Reach 2) Taunt a creature until the beginning of your next turn.
I Can do This ALL DAY! (1/encounter) When Ismark would drop to 0 HP, roll LVLd10 and set his HP to that amount instead.