You take half damage from all magical effects, double from weapons made of metal.
(1/round) When you would be attacked. Choose another creature within Range 8 to swap places with you on a failed WIL save (DC 13), they are attacked instead.
Whenever you teleport you become Invisible until you take damage.
- • (1) BUUURN!
Others within Reach 3 take 2d20+10 damage on a failed DEX save (DC 13). Half damage on save.
- • (2) Icy-Spiky.
Chose 5 contiguous spaces within Reach 12; for up to 1 minute, this area is difficult terrain and creatures suffer 2d6 damage for each space they touch.
- • (3) Fidgety-Fizzing.
Up to 1 minute. An ally you touch gains the Charged condition, can make an additonal attack each turn and doubles their speed.
- • (4) Blast Off!
(Range 12) . Enemies within a 5×5 area must repeat a STR save (13) until they succeed. Each time they fail they go up 2 spaces.
- • (5) No-Dying Trick.
(Reach 8). Bring an ally that died in this encounter back to life up to half their original HP. Alternatively, heal an ally for 20 HP.
- • (6) Blood Drainer.
(Reach 8). Other damaged creatures must make a WILL save (DC 13) or take 3d20 damage, half on save. Bloodied creatures roll with disadvantage.