Lucky
| You'd rather be lucky than good any day. Once per combat or passive encounter, you may reroll any singular roll. You must use the new result. |
Magestopper
| You've knowledge on how to create an oddly combustive concoction that destabilizes weaker magics, and breaks concentration. Thrown with the flick of a wrist at a moments notice. Once per combat encounter, as reaction to a Wiccan attempting to cast a spell (On the Wiccan's turn), you can throw this device at the Wiccan, causing no harm, but making their cantrip fizzle out and fail. Cantrips are one-turn cast spells. This cannot be used on any spells with a cast timer of more than 1 emote. |
Strong Together
| Finding the ebb and flow of combat to them becomes an ease, even with many allies and enemies. Knowing when to strike in the chaos can often prove to turn the tide, especially when you know how to make the most of your positioning. Twice per combat encounter, you can forgo an attack action to instead allow an ally to attack instead. This means you lose your attack action (you can still move), but your ally can attack instead of you (They cannot move). This attack must be ready at the time of the usage of this ability. Weapons must be reloaded and aimed. Melee attacks are free. Spells must be either instant-cast or already prepared. |
Vampire Repellent
| A clever concoction devised partially of Corpse Blood and garlic, usually hidden in a pocket or in a sleeve, designed to ward off a Vampire attack. Once per encounter, as an action, in response to a Vampire biting you, you can cause their mouth to feel as if it’s on-fire. This inflicts them with a minor burn, and forces their fangs out of you. |
Wolf Repellent
| Although not as potent as the real deal, dilute wolfsbane can be put to subtle use on account of its more subdued scent. Once per combat encounter, as an action, you can break a small glass ampoule containing this dilute wolfsbane in order to incite fear into nearby transformed werewolves. This prevents nearby werewolves from attacking whomever you throw the vial at specifically for 2 turns. |