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Rival Malice (Level 1+ Malice Features)

At the start of any rival's turn, you can spend Malice to activate one of the following features.

⭐️ Work as One (3 Malice)

Until the end of the round, each rival can impose a bane on a strike made against an adjacent rival as a free triggered action.

⭐️ We Just Do It Better (3 Malice)

Until the end of the round, whenever any rival makes a power roll against the target of their Rivalry trait, they roll a d3 and add it to the power roll.

🔳 Check Out Our Loot (5 Malice)

One rival pulls out a magic consumable and hurls it, targeting a 5 x 1 line within 1 square of them or a 3 cube within 10 squares of them. Each enemy in the area makes an Agility test. The rival chooses a damage type and a condition for the outcome of the test from one of the following pairs: sonic damage and dazed, poison damage and weakened, or fire damage and frightened.

  • ≤11: 11 damage; the condition affects the target (save ends)
  • 12-16: 8 damage; the condition affects the target (EoT)
  • 17+: 5 damage

⭐️ Calling the Shots (7 Malice)

Each rival regains 10 Stamina. Until the end of the round, whenever a rival uses an ability against an enemy, each other rival adjacent to that enemy can make a free strike against them.

⭐️ Coordinated Takedown (10 Malice)

Each rival moves up to their speed and uses a main action or maneuver that doesn't cost Malice.