🎲 D&D Companion

Vigilante

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Base (shared)base

cols G-G ยท levels 1-15 ยท 8 abilities
LvlCellAbilityCostRules
1G1All For One4 act4 actions. Costs 1 Panache point. You single out a target you can see. All attacks against that target reduce their attack rolls, damage, and Will by 1. Lasts 5 turns. Intimidate vs Will.
3G3Showdown2 act2 actions. Call out a target. If that target attacks anyone other than you, they suffer -5 to their attack roll and -2 damage. Lasts 3 turns. Aggression vs Will.
5G5Braggadocio4 act4 actions. You may add half your Perform skill to any Dexterity roll. Lasts 3 turns. Perform.
7G7AudacityPassivePassive. All sneak attacks against you have their damage reduced by your Intimidate score. Intimidate.
9G9ReputationPassivePassive. Upon entering a new location, you may choose to have your reputation precede you. Speak with your GM for details. Perform.
11G11Showstopper5 act5 actions. Spend 2 Panache points to roll 1d12. Add the number as a bonus to all your d20 rolls for 6 turns. If any of these rolls fail, the bonus instantly becomes a penalty for another 6 turns. Perform.
13G13Man-O-WarPassivePassive. For every new target you successfully attack this battle, you gain +5 Temp HP. Perform.
15G15One For All6 act6 actions. You rally your allies. Each turn, they receive +2 to Reflex, Intimidate, and all attack rolls, as well as +5 Temporary HP. Lasts for as long as you concentrate. Perform vs Will.

Gunslinger

cols A-E ยท levels 2-9 ยท 15 abilities
LvlCellAbilityCostRules
2C2Rapid Reload1 act1 action. Costs 1 Panache Point. You instantly reload a firearm you are wielding. Ranged Attack.
3B3WranglerPassivePassive. Gain +3 Animal Handling and Survival when riding an animal as a mount, as well as a critical success on a roll of 19-20.
Upgrades:
  1. Wrangler + (L4) โ€” +6 Animal Handling and Survival, as well as a critical success on a roll of 18-20.
  2. Wrangler ++ (L5) โ€” You may take the higher of 2d20 Animal Handling and Survival rolls when riding an animal as a mount.
3D3ShootoutReactiveReaction. Must be Dual-wielding. If you are hit by a Ranged Attack, you may make a Ranged Attack each against 2 targets within range. This will cost your slower weapon's action cost on your next turn. Ranged vs Reflex.
4A4Lasso4 act4 actions. Must have rope or a rope type weapon. You lasso a target within 8 spaces, preventing Move actions away from you and attacks. You must use 1 hand to keep your target contained. Lasts until you release them. Finesse Attack vs Reflex.
4C4BullseyeXX actions. Costs 1 Panache point. You fire at a target within your weapon's range, dealing no damage but using your Ranged Attack instead of Finesse Attack to Disarm them. If successful, their main-hand weapon flies 2 spaces away from them. Ranged Attack vs Fortitude.
4E4Silver Tongue1 act1 action. Costs 1 Panache point. You may take the higher of 2d20 Persuasion rolls. Intimidation vs Will.
5C5Posse60 act60 actions. You engage a target from your past travels to persuade them to join your posse. As a partner, your target's highest priority is acquisition and maintenance of mounts. You may have up to 10 people in your posse. The higher level (or more hostile) they are, the more difficult your Persuasion roll will be. Persuasion vs Will.
6A6Up My SleeveReactiveReaction. If a target misses you with their attack, you may spend a Panache point to instantly attack them for 1W. Weapon Attack vs Reflex.
Upgrades:
  1. Up My Sleeve + (L7) โ€” You may use this as often as you have Panache points left.
6C6Deputize6 act6 actions. Costs 1 Panache point. You summon a partner to battle alongside you from any location. Lasts until their death or the end of battle. Your partner will take on the role of: Marshall: Will consistently use Aggression rolls to keep enemy fire on themselves. Bounty Hunter: Will use Ranged attacks to pick out weaker enemies. Varmint: Will attempt to steal, disarm, and otherwise disadvantage enemies instead of engaging them in direct combat. Corpsman: Will use a Medikit to keep nearby allies alive and well. ---------------------------------------
Upgrades:
  1. Deputize + (L7) โ€” You may use this 2x in battle.
  2. Deputize ++ (L8) โ€” You may use this 3x in battle.
  3. Deputize +++ (L9) โ€” You may use this 4x in battle.
6E6Cocket HatXX actions. Costs 1 Panache point. You deal 1W damage to a target within range. Your allies (but not yourself) gain +3 to all attacks against that target. Lasts for the rest of the battle. Deception vs Will.
7B7Brawler1 act1 action. Costs 1 Panache point. Pick a target you can see. You gain +5 Light Attack and your Unarmed damage is doubled against that target. Furthermore, all melee damage that target deals to you is halved. You may use this as often as you'd like in battle. Light Attack vs Fortitude.
7D7EquestrianPassivePassive. You no longer take penalties to attack rolls while riding a mount. Animal Handling.
8B8SharpshooterXX actions. Costs 2 Panache points. You gain +7 accuracy and +3 damage to your next Ranged Attack. Ranged Attack vs Reflex.
8D8Smoke Bomb4 act4 actions. You throw smoke powder within 3 spaces of you. On your next turn, it releases a cloud of smoke covering a 4x4 area around it. Everyone within this area is considered blinded until the cloud goes away. Lasts 8 turns. Finesse Attack vs Reflex.
9C9GunslingerPassivePassive. While you wield 1 ranged weapon, your Attack and Reload actions cost -1 action, down to a minimum of 1. While you wield 2 ranged weapons, you gain +1 to all d20 rolls.

Swashbuckler

cols I-M ยท levels 2-9 ยท 15 abilities
LvlCellAbilityCostRules
2K2Swordplay1 act1 action. Costs 1 Panache point. Your next attack with a Slashing type weapon will deal an extra die of damage. Perform.
3J3DuelistPassivePassive. While you are next to your target, with no one else within 2 spaces of you, you may add up to 4 of your Reflex as Fortitude. You also gain +2 to Light Attack and Finesse Attack. Reflex.
3L3CaptainPassivePassive. Gain +3 Piloting/Driving and Survival when working with naval or spacecraft, as well as a critical success on a roll of 19-20.
Upgrades:
  1. Captain + (L4) โ€” +6 Piloting/Driving and Survival, as well as a critical success on a roll of 18-20.
  2. Captain ++ (L5) โ€” You may take the higher of 2d20 Piloting/Driving and Survival rolls when working with naval or spacecraft.
4I4Avast Ye1 act1 action. Costs 1 Panache point. You may take the higher of 2d20 Aggression rolls. Intimidation vs Will.
4K4Grape ShotXX actions. Costs 1 Panache point. You gain +10 Finesse attack with the intent to Disarm a target next to you. If successful, the target's main-hand weapon flies 2 spaces away. Finesse Attack vs Fortitude.
4M4Knockdown2 act2 actions. Knock a target next to you on their back for 1d4 damage, reducing them to 1 Move action and preventing them from using melee attacks. If they attempt to get up, you may instantly use a Panache point to keep them down. Finesse Attack vs Fortitude.
5K5Crew60 act60 actions. You engage a target from your past travels to persuade them to join your crew. As a crewmember, your target's highest priority is acquisition and maintenance of a ship. You may have up to 10 people in your crew. The higher level (or more hostile) they are, the more difficult your Persuasion roll will be. Persuasion vs Will.
6I6Run A RigXX actions. Costs 1 Panache point. You deal 1W damage to a target next to you. Your allies (but not yourself) gain +3 to all attacks against that target. Lasts for the rest of the battle. Deception vs Will.
6K6All Hands On Deck6 act6 actions. Costs 1 Panache point. You summon a crewmember to battle alongside you from any location. Lasts until their death or the end of battle. Your crewmember will take on the role of: Boarder: Will consistently use Aggression rolls to keep enemy fire on themselves. Musketeer: Will use Ranged attacks to pick out weaker enemies. Shiprat: Will attempt to steal, disarm, and otherwise disadvantage enemies instead of engaging them in direct combat. Stitcher: Will use a Medikit to keep nearby allies alive and well. ---------------------------------------
Upgrades:
  1. All Hands On Deck + (L7) โ€” You may use this 2x in battle.
  2. All Hands On Deck ++ (L8) โ€” You may use this 3x in battle.
  3. All Hands On Deck +++ (L9) โ€” You may use this 4x in battle.
6M6RiposteReactiveReaction. If a target next to you misses you with their attack, you may spend a Panache point to instantly attack them for 1W. Weapon Attack vs Fortitude.
Upgrades:
  1. Riposte + (L7) โ€” You may use this as often as you have Panache points left.
7J7Sealegs2 act2 actions. For everyone you move next to this turn, you gain +1 Move action. Acrobatics.
7L7Grappler1 act1 action. Costs 1 Panache point. You gain +10 Athletics to grapple a target next to you. You may keep using this ability (spending Panache points) to keep hold of your target. Lasts until target breaks free or is released. Athletics vs Fortitude.
8J8Scatter Bomb4 act4 actions. You toss scatter powder within 3 spaces of you. When it lands, it explodes and knocks everyone within 2 spaces of it 5 spaces away. Finesse Attack vs Reflex.
8L8King Of The High Seas1 act1 action. Costs 2 Panache points. You may reroll any attack. This can be done as many times as you have the Panache points to spend. Perform vs Fortitude.
9K9SwashbucklerPassivePassive. While you wield 1 melee weapon, its attack range is doubled. While you wield 2 melee weapons, you gain +3 Fortitude.