can opener
- Swap Fate.
(1/round) Reverse the number on any rolled dice (e.g. an 18 on a d20 becomes a 3, and a 1 on a d6 becomes a 6)
Attacks against and from larger creatures deal 5 extra dmg per size category difference.
For each adjacent ally gain an advantage on all attacks. Disadvantage if no adjacent allies.
- Stab.
2d6, Vicious. On crit: poisoned (healing ends)
Attacks against and from larger creatures deal 5 extra dmg per size category difference.
- •Shortbow.
(Range 8) 2d6
- •Web shot.
(If surrounded by at least 3 allies) 2d6 On hit: restrained (escape DC 11)
Attacks against and from larger creatures deal 5 extra dmg per size category difference.
For each adjacent ally gain an advantage on all attacks. Disadvantage if no adjacent allies.
- Stab.
1d6, Vicious.
When you go through this door roll a DC15 DEX save. On fail you trip and fall prone, using up all of your remaining movement.
Attackers against you take 2 dmg. When crit, the shield breaks for the rest of combat.
- •Flame Bolt.
(2x) (Flambard only) Range 8. 1d8+2 On crit: attacks against you have advantage until your next turn.
- •Ice Lance.
(Barrold only) Range 12. 2d8+5 On hit: Slowed
Go first in combat, but only do 1 thing (move OR attack)
- SLAM.2d8
While inside this room all creatures can only speak in 1 syllable words (heroes can still use longer words to explain to the GM what they are doing in combat)
- FAIL.
If you accidentally speak a word with multiple syllables, immediately take 20 dmg.
- Anti-magic.
At the start of every round roll a d8. The spells from the rolled spell school cannot be cast within this field.
1 Fire
2 Ice
3 Lightning
4 Wind
5 Radiant
6 Necrotic
7 Earth
8 No effect
Reduce all damage taken by 10 (except fire dmg)
- BOOM!
When damaged, the barrel explodes. (Reach 3) DC12 DEX save. On Fail: 2d6+5 dmg, half on success. Knockback to the edge of Reach.
- •Interfere.
(Reach 3). Take 1d8 dmg when you cast a spell.
- •Dispel.
(Reach 3). At the end of your turn, if you have any conditions caused by a spell make a DC11 STR save. On fail the conditions end and you take 1d8 dmg for every condition.

Heavy armor against all attacks with disadvantage.
- Stab (2x).1d4+5.
On damage: poisoned (healing ends).