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Cazalugias113

6/LVL+WIL
Half-Elf Adventuring Companion, Sentinel
Companion.

Can Interpose for friends (Bet you didn't expect that!)

Don't Even Think About It!

(1/encounter) After an ally drops to 0 HP, command them to keep going. Set their HP to 3×LVL.

ACTIONS: Each turn, move 6 then choose 1:
  • Trusty Halberd.+LVL.

    Hit 1 target whithin Reach 2 or 2 adjacent targets within Reach 1. Cannot miss.

  • Battle Cry.

    Roll 1d4; every ally who hears Kaelin's words adds the result to all their attack rolls during their next turn. Increment the dice by 1 step every 5 levels (d4 » d6 » d8 » d10 » d12).

Dying:

Not Giving Up Yet! (1/ encounter) When Kaelin would drop to 0 HP, roll LVLd6 and set your HP to the sum rolled instead.

WOUNDS:
8/LVL+STR
Beastfolk Adventuring Companion, Metallurgist
Companion.

Can Interpose for friends (I'll take this one!)

Forge's Heart.

(1/encounter) Give an adjacent ally's weapon +LVL fire damage or an adjacent ally's shield +LVL armor for the rest of the encounter.

ACTIONS: Each turn, move 6 then choose 1:
  • Smelt & Smash (x2)..

    Ignores armor when attacking Smoldering targets. +2 damage every 5 levels.

  • Ember Charge.

    Move through all enemies in a Line up to your speed. Inflict Smoldering to all enemies in your path. They are carried to the end of your charge and pushed a number of spaces up to you LVL.

Dying:

The Fire Keeps Burning! When Petriko drop to 0 HP, deal LVL+Wounds damage to any creatures you choose within 2 spaces. Smoldering targets take double damage.

WOUNDS:
6/LVL+WIL
Human Adventuring Companion, Monster Slayer
Companion.

Can Interpose for friends (...but probably won't)

Taken for a Ride.

(1/encounter) You can automatically Ride any Large or Huge creature within Reach 6. Attacks you make against this creature while Riding are rolled with advantage.

ACTIONS: Each turn, move 6 then choose 1:
  • Curseblade..

    On crit: apply one of the following afflictions. +2 damage every 5 levels.

  • (1) Withered.

    Disadvantage on the first attack against a friendly creature each round.

  • (2) Brittle.

    Suffers 1 damage for each space it moves (or is moved).

  • (3) Sundered.

    Armor reduced 1 step.

  • I’ll Aproach and Hit Them!

    Teleport adjacent to an Afflicted creature within Reach 12 and immediately attack them for 1d10+LVL for each Affliction the creature holds. On hit: end all Afflictions.

Dying:

I Can Take This Alone! When Rel'Ikar drops to 0 HP, any time you would take more than 1 wounds, you just take 1 instead. You won't willingly accept any healing.

WOUNDS:
5/LVL+DEX
Small Kenku Adventuring Companion, Alchemist
Companion.

Can Interpose for friends (Tsk got your back... and front!)

Eyeless Snake.

(1/encounter) Crit automatically.

ACTIONS: Each turn, move 6 then choose 1:
  • Crowseye.(Range 8) . On Crit: + 2×LVL.

    ALWAYS rolled with advantage.

  • (1) Celeri-Tea.

    DC 5. Effect (for LVL rounds): 2× speed and any DEX save's result.

  • (2) Clover Concoction.

    DC 7. Effect (for LVL rounds): increase all primary die rolls by 1.

  • (3) Regrowth Infusion.

    DC 9. Effect (for LVL rounds): heal 1 Hit Die HP every turn.

  • (4) Oakskin Elixir.

    DC 11. Effect (for LVL rounds): gain resistance to physical damage.

  • (5) Serum of the Unseeable.

    DC 13. Effect (for LVL rounds): become Invisible.

  • (6) Adrenaline Shot.

    DC 15. Effect (for LVL rounds): gain 1 additional action every turn.

  • Drooper's Brew.

    Choose an ally to throw a mistery potion at them and roll 1d6. Depending on the result, use the corresponding potion as if you had already brewed it.

Dying:

Alchemist's Gamble. When Tsk drops to 0 HP, immediately use Drooper's Brew on yourself.

WOUNDS: