🎲 D&D Companion

Zabrak

View in Google Sheets
Zabraks initially have +2 Dexterity and -2 Charisma.
AbilityEffect
Crown Of Horns Passive. Successful melee attacks against you deal 1d4 damage (bypassing Armor) to the attacker.
Alien Endurance Passive. You may reuse a physical ability that you have used this battle. It cannot be a Daily ability. You may use this once per day.
Coven Passive. You gain +1 Intimidate and Persuasion for each member of your party (excluding yourself).
Self-Sufficient 4 actions. You heal yourself for 1d4 + your Medicine skill, no Medikit required. If there are no allies within 10 spaces, the die roll is instead 1d10.
Tattoos Passive. You gain +3 Aggression OR +3 Intimidate, as well as a critical success on a roll of 19-20. Upgrade: +3 of the skill you previously chose, as well as a critical success on a roll of 18-20. Upgrade: You may take the higher of 2d20 rolls for the skill you previously chose.
Witchery Passive. You may take the higher of 2d20 Spirituality rolls whenever you use religious relics, such as totems, shrines, or notable artifacts.