Cazalugias113
Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.
Spaces you occupy are considered full cover for smaller allies.
- •Poke.1d6+2.
OR:
- •Rollover.
Move through smaller enemies in a Line a number of spaces up to 2x the number of allies adjacent to you. ALL creatures in your path must make a DEX save (DC 10) or take 2d6 damage and fall Prone.
- •Crunch.1d6+2.
On damage: Slowed until the end of your next turn. OR:
- •Manic Laughter.
1d6 psychic damage to an enemy who can hear you. On damage: Taunted.
You are immune to the Frightened condition.
- Greatclub (2×).1d8+4.
On damage: Prone
After you land a hit, you may immediately move up to half your speed for free.
- Bite.1d6.
On crit: Prone
Always crits when attacking a Grappled creature
- Rip Apart (2×).1d6+2.
On hit: Grappled (escape DC 10).
Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.
Can move 2 spaces for free after you become the target of an attack or negative effect (after damage, ignoring difficult terrain and opportunity attacks).
Can move 2 spaces for free after making an attack.
- •You're Mine!
Choose a creature you can see. It can’t be hidden from you, and your attacks against it gain advantage. Then:
- •Stab.1d6+2 (or Shoot, Range 8)
You are immune to the Frightened condition.
Whenever an attack misses you, deal 6D6 psychic damage in return.
- •Move & Smack.
Move 6, attack for 1d8+4. On damage: Prone.
- •Goblin Launcher.
(Range 8) 1d8+4. A goblin minion lands adjacent to the target.
At 65 HP, Urk’s damage increases to 1d12+4 but his HAHAHAHAHAHA! damage decreases to 4d6.
Urk is dying! 45 more damage and he dies. Until then, every time Urk attacks, 1d4 goblin minions land adjacent to him. Additionally, his HAHAHAHAHAHA! damage decreases to 2d6.
Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.
You take half damage from all magical effects, double from weapons made of metal.
- •Flame Dart.(Rage 8) 1d10.
On crit: Smoldering.
- •Ice Lance.(Range 12) 1d6.
On hit: Slowed.
- •Zap.(Range 12) 2d8.
On miss: the lightning fails to find ground, and strikes you instead.
- •Razor Wind.(Range 12) 1d4.
Crits are Vicious. Also damages up to 1 adjacent target.
- •Rebuke.(Reach 4) 1d6.
Ignores armor and cannot miss. 2× damage against undead or cowardly (those Frightened or behind cover).
- •Entice.(Range 8) 1d4.
Ignores armor. On hit: target moves 2 spaces closer to you.
Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.
Gain Advantage on all attacks while being adjacent to an ally.
Goblins and Bugbears within Reach 4 have their attack die increase 1 size.
- •Cleave.1d8+6.
Then:
- •Attack!
Command a bugbear or up to 2 goblins to make an attack.
Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.
Gain Advantage on all attacks while being adjacent to an ally..
- •Cleave.1d8+6.
OR:
- •Javelin.1d8+4 (Range 8).
Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.
When you hit a Distracted target with a melee attack, you roll with advantage.
Can force goblins to Interpose for him.
- •Bash.2d6+4.
Then:
- •Get Them!
Command 1 goblin to move up to their speed (or 2 goblins up to half their speed) for free.