Woggy Sognart
Innocent Mind
You are resistant (-10) to psychic damage.
You've Got a Friend
(1/Encounter) Help for free.
Argent Gleam
You can fly 3. While flying, attacks against you have Advantage. (1/Encounter) Action: Fly twice and gain Advantage on your next attack.
Silver Bulwark
+1 Perception and Defense.
Spider Climb
You can climb and cling to difficult surfaces (including upside down), without needing to make a roll.
Bejeweled Carapace
(1/Encounter) When you Defend: Gain +KEY Defense and the attacker is Blinded (1 Round).
Dance of Death
+2 Influence. (1/Encounter) When you Assess using Influence, the target is Taunted and you gain KEY temp HP.
Moment of Rememberance
(1/Safe Rest) Reaction: when an ally rolls, its roll becomes the same number as its most recent roll (becoming a crit if the new value exceeds the die's maximum)
Plague Bearer
(1/Encounter) On hit: Poisoned.
Infected Cunning
+2 to Finesse or Stealth (Choose at character creation). You have advantage on saves against Poison.
Culling
(1/Encounter) Deal +LVL damage to a Bloodied target.
Gift of the Green
(1/Safe Rest; Range 6) Action: an ally in range can spend a Hit Die and regain HP equal to the number rolled +STR and your LVL.
Devour Corpse
You can eat spoiled and rotten food as if it were fresh. When you Field Rest, you regain an extra Hit Die of HP if you eat the flesh of a Small or larger corpse.
Infused Drakonite
(1/Encounter) When you damage a target, ignore any Resistance or Armor it has.
Deep Roots
You are moved half as far by forced movement.
Grasping Branches
(1/Turn; Range 6) Action: STR save or Grappled (DC 10+KEY).
Amphibious
You have a swim speed and can breathe air and water.
Eldritch Gibbering
(1/Encounter; 2 Actions) All enemies within range 6 must make WILL saves (DC 10+KEY). On a failure they are Dazed.
Grey Balance
(1/Safe Rest) When you fail a save, succeed instead. You then have Disadvantage on all rolls until the end of your next turn.
Cursed Claws
Your claws deal 1d4+STR damage. (1/Encounter) On hit: Curse the target for 1 round (Cursed: Disadvantage on all rolls).
Regeneration
Action: expend a Hit Die to regain HP equal to the number rolled +STR.
Guiding Bond
(1/Safe Rest) Action: Mark a creature you can see, +1 to all Primary Dice against the target this round.
Winds of Magic
You have a fly speed so long as you are wearing armor no heavier than leather. Crits against you are Vicious. (1/Encounter) you can fly for free.
Glimpse Fate
When you roll initiative, you can allow yourself or an ally to re-roll once.