Jester
Dark Stab: Melee
Harvest: Melee two targets normal
damage, save versus Con or bleed 1d4 per round
Finale: Melee high crit 1d8 extra
damage (must start next to single opponent, must disengage), attackers have
advantage next round
Solo: Close blast 3 save versus Cha
or disadvantaged
Slice: Melee high crit normal
damage save versus Con or bleed 1d4 per round
Battle Ballad Close Burst 2 +3 initiative gives attackers
disadvantage on next attack (must not be in combat).
Inspiring tune: Heals stress next
stress event halved
Grave Robber
Pick to the face: melee
Lunge: Move 2 melee attack high
crit(must not be next to opponent)
Flashing daggers: Ranged attack
hits two targets
Thrown dagger: Ranged attack high
crit
Poison Dart: Save versus dex or
blighted
Toxin Trickery: Cure blight,
opponent disadvantaged on next attack
Hound Master
Hounds rush: hound move followed by
melee attach save versus con or bleed 1d4 extra 1d6 versus beasts extra 1d6 for
marked targets
Hounds harry: melee close burst 1
-2 damage but save versus con or bleed 1d4
Target Whistle: Ranged attack no
damage marks target
Cry havoc: heals stress
Guard dog: target ally hound moves
to block next attack takes attack instead of ally
Blackjack: -2 damage but con save
or stunned
Plague Doctor
Noxious Blast: Close blast 3 save
versus con or blight
Plague grenade: Ranged burst 1 save
versus con or blight
Blinding gas: Ranged burst 1 save
versus dex or blinded
Incision: Melee attack
Battle Field Medicine: heals 1d4
cures bleed and blight
Emboldening Vapors: +2 initiative,
advantage on next attack
Disorienting Blast: Close blast
save versus con or stunned
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