6/LVL+WIL
Human Adventuring Companion, Monster Slayer
Companion.

Can Interpose for friends (...but probably won't)

Taken for a Ride.

(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.

ACTIONS: Each turn, move 6 then choose 1:
  • Curseblade..

    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.

Dying:

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.

WOUNDS:
9/LVL+STR
Human Adventuring Companion, Berserker
HELA!!!

2/combat. Force an enemy to reroll an attack.

Each turn, choose 1:
  • Chaaarge!+lvl.

    Move 6 spaces. On fail fall prone.

  • Chop!+lvl.

    On crit gain lvl temp HP.

Dying:

No evil will stop me!! Each turn choose 2 instead.

WOUNDS:
5/LVL
Dwarf Adventuring Companion, Shadowmancer
Warming up.

Selel wastes the first 2 turns drinking.

Each turn, choose 1:
  • Summon.

    Summons a minion with d12 with a max 3.

  • Ice to meet you.+lvl.

    Range 12. Hampers on hit.

Dying:

Keep me company... Selel summons a minion every round while dying.

WOUNDS:
4/LVL
Human Adventuring Companion, Mage
Interesting...

Range 6. Rolls to asses are made with advantage.

Each turn, choose 1:
  • Might.

    Range 6. (3/Safe Rest) Shield an ally with 2xlvl temp HP.

  • Magic.+lvl.

    Range 8. Any elemental damage.

Dying:

Just do your job already! Jumn moves the nearest ally with magic and uses them as shield.

WOUNDS:
6/LVL
Lizardfolk Adventuring Companion, Spellblade
Do not fret.

At the start of combat, give advantage on iniciative to adjacent allies.

Each turn, choose 1:
  • Spell.+lvl.

    Range 8. Does fire or ice damage. On crit do both.

  • Blade.+lvl.

    On crit hamper or smolder.

Dying:

Either i win or i keep betting! Fails may be rerolled once. If failed again, gain 1 wound.

WOUNDS:
6/LVL+DEX -STR
Fennec (ratfolk variant) Adventuring Companion, Ranger
Natural Rider.

When riding allies, attacks that miss you also miss the ally rode.

Cheer Up!

Attacks dealt by adjacent allies do +lvl damage.

Each turn, choose 1:
  • Uppies!

    Move 8. Then ride an adjacent ally.

  • Cripling Shot..

    Range 8. When crit, hamper the enemy.

  • Tactical Retreat..

    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.

Dying:

Go Team Go! While dying, Cheer Up! now grants +lvl defense.

WOUNDS: