Asura
2/combat. Force an enemy to reroll an attack.
- •Chaaarge!1d20+lvl.
Move 6 spaces. On fail fall prone.
- •Chop!1d12+lvl.
On crit gain lvl temp HP.
No evil will stop me!! Each turn choose 2 instead.
At the start of combat, give advantage on iniciative to adjacent allies.
- •Spell.1d12+lvl.
Range 8. Does fire or ice damage. On crit do both.
- •Blade.2d6+lvl.
On crit hamper or smolder.
Either i win or i keep betting! Fails may be rerolled once. If failed again, gain 1 wound.
Range 6. Rolls to asses are made with advantage.
- •Might.
Range 6. (3/Safe Rest) Shield an ally with 2xlvl temp HP.
- •Magic.2d8+lvl.
Range 8. Any elemental damage.
Just do your job already! Jumn moves the nearest ally with magic and uses them as shield.
When riding allies, attacks that miss you also miss the ally rode.
Attacks dealt by adjacent allies do +lvl damage.
- •Uppies!
Move 8. Then ride an adjacent ally.
- •Cripling Shot.2d4+8.
Range 8. When crit, hamper the enemy.
- •Tactical Retreat.2d8+4.
After hitting, move 4 spaces backwards.
- •What the eyes don't see, the heart doesn't grieve.
Range 8. Blind an enemy until the end of their next turn.
Go Team Go! While dying, Cheer Up! now grants +lvl defense.
Selel wastes the first 2 turns drinking.
- •Summon.
Summons a minion with d12 with a max 3.
- •Ice to meet you.1d12+lvl.
Range 12. Hampers on hit.
Keep me company... Selel summons a minion every round while dying.