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 10), they are attacked instead.
- • (1) Stab-Go-Stabber.
Up to 1 minute, an ally's weapon you touch now deals +5 damage.
- • (2) Cold Nap.
On a failed STR save (DC 10), creatures in a 2×2 area within Reach 12 become Incapacitated until they get hit or are woken up by an ally. They are Dazed instead on a success.
- • (3) Zippy-Zapper.
(Range 12) 3d8. Also damages the next closest creature to your target. On miss: the lightning fails to find ground and strikes you instead.
- • (4) Windy Bumper.
(Range 12) 3d4. On hit: move a Medium target 4 spaces away (double if smaller, half if bigger). Forced movement deals +5 damage instead for each die you would roll.
- • (5) Feel-Good Juice.
(Reach 4). Heal an ally within for 10 HP.
- • (6) Splitting Spook.
Summon a 2d12 minion adjacent to you. When it dies, it explodes into 2 1d12 minions.