Overview
Quicksilver is a mysterious element of dual natures and strange properties. Those who have quicksilver as their element are subtle influences on the world and the realm of combat, prompting others to act and interact while sowing discord amongst the enemy.
Aspects
Bard
| Damage Die
|
d8
|
| Hit Points
|
28
|
| Dodge
|
17
|
| Armor
|
1
|
- Herald: As a minor action, you can bolster an ally until the end of their next turn. A bolstered ally does double damage dice on their attacks.
- Skald: Any attack you make that does double damage dice against a target also causes Fear.
Cleric
| Damage Die
|
d8
|
| Hit Points
|
26
|
| Dodge
|
14
|
| Armor
|
5
|
- Faith: When not bloodied, you gain +1 Armor. When bloodied, all nearby allies gain +1 Armor.
- Word: Enemies engaged in melee with you have their Cowardice increased by 10.
Shaman
| Damage Die
|
d6
|
| Hit Points
|
26
|
| Dodge
|
18
|
| Armor
|
0
|
- Spirit: Any attack you make that does double damage dice against a target also ignores an additional 5 points of Armor.
- Trance: As a minor action, you can disregard line of sight to the target, including visibility of the target, for your next attack that turn.
Powers
Pick three. Your character may learn more as they progress.
| Blessing
|
| You lend a hand to a friend, letting them know they can keep going.
|
| Minor Action
|
| Once per turn, you can let one ally regain 1d6 hit points.
|
| Cadence
|
| Your skill with words is unparalleled.
|
| Passive
|
| All healing effects are increased by one die.
|
| Chant
|
| Your rhythmic voice echoes deep within the spirits of your comrades, driving them on to fight harder.
|
| Stance
|
| While in this stance, you take a -2 Dodge penalty, but all nearby allies gain a +1 attack bonus.
|
| Following the Path
|
| You can see the way to move through the storm, aligning yourself with nature's path.
|
| Stance
|
| While in this stance, DCs for movement through difficult or hindering terrain are halved.
|
| Inspiration
|
| You call out to your comrade, encouraging them on in the midst of battle, letting them hit harder.
|
| Minor Action
|
| Once per turn, you can let one ally get a +2 attack bonus on their next attack.
|
| Mentor
|
| You keep a close eye on one of your allies, lending them a subtle hand here and there.
|
| Passive
|
| At the start of an encounter, pick an ally. Whenever that ally needs to make a skill check during combat, they gain a +2 bonus.
|
| Mischief
|
| You misdirect an opponent, letting one of your allies gain the upper hand.
|
| Minor Action
|
| You grant one ally combat advantage over one enemy until the end of their next turn.
|
| Old Ways
|
| You are in tune with the natural world, and the powers it uses as its own weapons.
|
| Passive
|
| Your attacks can deal fire, lightning, or thunder damage, regardless of weapon type.
|
| Rabblerousing
|
| You rally your weary friends with words of courage and determination, to let them fight longer.
|
| Minor Action
|
| All nearby bloodied allies regain 2d8 hit points. Can only be used once per encounter.
|