SanityWithIn

You and target enemy are bound by chains of fire. You deal double damage to each other.
- •Dancing Blade (2x).
(Reach: 4) 2d8+5.
- •Pyroclasm.
(Reach: 4, while bloodied) Others within reach take 2d20+10 fire damage (ignoring armor) or half on a DC 15 DEX save.

When hit by a single target spell: Redirect it to the nearest creature.
- (3x) Magic Missile.
1d6 (can't miss, can't crit).

Sacrifice an allied minion or 10HP to gain advantage on attacks this turn.
- •Spray of Blood.
(Reach: 4) 2d8+10. On hit: target is considered bloodied (spending 1 action to wash off ends).
- •Boiling Blood.
(a bloodied target) 2d8+10 Fire damage (ignores Armor).
Moving does not trigger opportunity attacks.
Invisible in Darkness.
- •Theft.
Steal d88 Gold (or any unattended object).
- •Sucker Punch.
1d20 (auto crits on attacks with advantage). On Crit: Dazed.
Moving does not trigger opportunity attacks.
Gain a Fly speed, you need to end movement on solid ground.
- •Legerdemain.
(Reach: 6) Steal 2d8 Gold (or any unattended object).
- •Shove.
(Range: 6) 1d4+5. On damage: Move the target primary die spaces.

Dealing damage to a bloodied or wounded creatures makes them sick until they next make camp or safe rest.
A swarm can occupy another creature's space and vice versa.
Transforms into a .
- Gnawing.
2d4+4 against all enemies in this creatures space.

Dealing damage to a bloodied or wounded creatures makes them sick until they next make camp or safe rest.
A swarm can occupy another creature's space and vice versa.
- Gnawing.
1d4+2 against all enemies in this creatures space.

Melee attacks against you have disadvantage.
When missed: Knock the attacker prone.
- •Water Whip.
(Reach: 4) 1d4+5 On hit: Move them adjacent to you.
- •Uppercut.
1d4+5. On crit: Dazed and prone.
Vulnerable to lightning. After taking lightning damage, your next attack deals +10 lightning damage.
- •Slam.
2d10. Deals +10 damage against hampered targets.
- •Water Slide.
Move 8, enemies you passed through are restrained by junk (escape DC 12).
At 60HP, her Water Slide speed and DC increases by 2.
Ravine is dying! 40 more damage and she dies. Until then creatures within reach 4 are dazed by noxious fumes.

When hit by lightning damage: Become charged for 1 round instead. While Charged your attacks also damage the next closest enemy to your target.
- •Slam (2x).
2d8+5.
- •Overload.
(while charged) 2d8+10 to others within Reach 2 (ignoring metal armor).

When hit: Smolder the attacker, unless you challenged them.
When bloodied: Remove Smoldering from all enemies and gain that many uses of Searing Blade.
- •Challenge.
Target creature and you are taunted by each other.
- •Scorching Blade.
2d4+10. On Crit: Smoldering.
- •Searing Blade (0 Uses).
2d20+10.

When hit: Restrain the attacker, unless you challenged them (escape DC 14 or any fire).
- •Challenge.
Target creature and you are taunted by each other.
- •Verdant Blade.
2d4+10. On Crit: Blinded (magical healing ends).