Half Elf Ranger
7/LVLDEX+
Elven Adventuring Companion, Hunter
Companion.

Can Interpose for friends.

That's it's weak spot!

(1/encounter) Give an ally advantage on it's next attack. If it hits, it crits.

Each turn, move 6 then choose 1:
  • Pierce.

    +2 damage every 4 levels.

  • Mark.

    You or an ally (whoever attacks first) gains advantage on it's next attack against the target.

Dying:

I'm Bringing you Down With Me! When Shalelu drops to 0, she moves 6, then makes 1 attack on each enemy at advantage.

WOUNDS:
Bard
6/LVLWIL+
Human Adventuring Companion, Songweaver
Companion.

Can Interpose for friends.

Do Better!

(1/encounter, Reaction) Allow an ally to reroll a single die related to an attack or save.

Each turn, move 6 then choose 1:
  • Vicious Mockery.

    (Range 12, ignores armor) +2 damage every 5 levels.

  • Look, a Distraction!

    (Reach 2) Give an enemy disadvantage on their next attack. +1 Reach every 5 levels.

Dying:

Kick their Ass! (1/encounter) When Ameiko drops to 0 HP, move 3 then each ally gets advantage on their next attack or skill check.

WOUNDS:
15/1/LVL
Undead Servant Adventuring Companion,
Each turn, choose 1:
  • Necrotic Claw.

    Move 6. Melee. The skeleton lashes out with violent intent, reinforcing it's claws with negative energy.

  • Shade Arrow.

    Range 8. Ranged. The skeleton produces a bow of dark energy and shoots an arrow. On Crit, the target falls prone. On Miss, the Shade Arrow cannot be used until a field rest.

Dying:

The skeleton becomes a pile of bones, but the remains. Roll 1d6. On a 1-2 the remains intact with enough energy used to revive this skeleton.

It cannot be used in the creation of another undead servant.

WOUNDS:
15/1/LVL
Undead Servant Adventuring Companion,
Each turn, choose 1:
  • Slam.

    Move 5. Melee. Grapple target on hit.

  • Bite.

    Melee. Bite a grappled target. Release on hit.

Dying:

Once dead, the shatters and the negative energy imbues the surrounding area, draining plants of life or killing small animals, as the negative energy tries to cling to anything living and not dissipate into nothingness.

WOUNDS:
12/1/LVL
Adventuring Companion, White Witch
Way of the Earthmother.

Each hero heals 2 HP during a Field Rest, regardless of HitDie spent.

  • Raben Hex.

    An enemy is hexed and gains the Dazed condition.

WOUNDS:
15/1/LVLINT+1
Adventuring Companion, Medica
Calm Down.

One Hero heals +4 per Hitdie when healing on a Field Rest.

Emboldening Vapors.

Every Hero gains advantage on their first attack this combat encounter.

WOUNDS: