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Commander— Champion of —Solar

Part of Destiny: Nimble

Level 3

Frontliner.

+STR armor when wielding a weapon with both hands. Deal +INT damage to Scorched targets.

Gatecrash.

Whenever your damage dice sum on a melee attack is 8 or higher, you can have the attack hit 1 additional target within attack reach and Scorch them both.

Level 7

Siege Breaker.

(Combat Tactic) Action: Move up to your speed, then roll a combat die. Deal that much DMG to up to STR targets within attack reach, knocking Tiny/Small targets back 3 spaces 2 spaces, Large 1 space. You can then move for any additional spaces you didn’t move initially.

Level 11

Melt Away.

(Combat Tactic) When you hit an enemy, first reduce their armor 1 step, then deal extra damage equal to your combat die roll.

Vital Fuel.

+2 Max Combat Dice. You roll Combat Dice with Advantage.

Level 15

Kindling for the Flame.

If there are 2+ enemies within your attack reach, your melee attacks have advantage against them and always trigger Gatecrash.