The Dregs
Kaz’s crew.
If an attack would reduce you to 0 HP, you may force the attacker to reroll it and keep the lower of the two rolls.
- •Timed Charge.3d12.
Pick a space within Reach 2. At the beginning of Wylan's next turn, all creatures adjacent to this space take damage.
- •Fire Bomb (Throw 4).3d6.
All creatures adjacent to target also take damage.
- •Flash Bomb (Throw 4).2d4.
All creatures within Reach 3 of target make a DC 12 STR save or Blinded until the end of their next turn.
Advantage on ranged attacks.
- Revolvers (2x). (Range 12).1d4+10
Move or hide for free. Invisible to Distracted enemies.
- Dagger (2x).1d8+6.
On crit: Dazed.
- •Brawl (2x).1d12+6
- •Rifle (Range 12).2d8+10
- •Brittle.
Target suffers 2 damage for each space it moves (or is moved) until the end of its next turn.
- •Vulnerable.
The next attack against the target is a crit.
- •Withered.
Target's next attack against a friendly creature is made with Disadvantage.
As a free action, you may swap the position of any 2 Dregs.
Advantage on INT saves.
- •Crow's Head Cane.1d8+7
- •Pressure Point Strike.1d8+2.
On hit: disadvantage on next attack.
- •The Master Plan (1/encounter).
After Kaz uses his Master Plan ability, both targets immediately make a free attack.