6th-Level Wild Nature Ability¶
6th-Level Wild Nature Ability
Your wild nature grants your choice of one of two heroic abilities.
6th-Level Guardian Abilities
Choose one of the following abilities.
Sic 'Em!
Your companion rushes forward to protect you from a dangerous foe.
Stare Down
Your companion locks eyes with an enemy, imposing their will upon the enemy and daring them to move a muscle.
The first time the target uses a move action, main action, maneuver, or triggered action before the start of your next turn, your companion makes the following power roll before the target acts. If the target hasn't acted before the start of your next turn, they are frightened of your companion (save ends).
6th-Level Prowler Abilities
Choose one of the following abilities.
Soft Underbelly
Your companion ducks under your enemy's guard and rakes open their soft vitals, leaving them vulnerable.
While bleeding this way, the target has damage weakness 5.
Wraith Heart
You and your companion become soul-freezing wraiths.
You and your companion shift up to your speeds. During this movement, you are both invisible, can move through enemies and objects, and ignore difficult terrain. You each deal corruption damage equal to your own Intuition score to each enemy you pass through during this movement. You can both damage each enemy once this way.
6th-Level Punisher Abilities
Choose one of the following abilities.
Lead the Pack
Roaring like wild beasts, your companion and your allies rush toward the foe.
Your companion shifts up to their speed and can make a melee free strike. As a free triggered action, you and up to 10 allies within 10 squares of your companion's starting position can shift up to their speed and make free strikes.
Rolling Thunder
The rumble of your companion's dash is a rolling thunderclap, their impact an earthquake.
Your companion shifts up to their speed and makes one power roll that targets each enemy they come adjacent to during the shift. If your companion targets only one enemy with this ability, the power roll gains an edge.
6th-Level Spark Abilities
Choose one of the following abilities.
Elements Unleashed
Your companion's body becomes a bank of glowing coals, a web of arcing lightning, a cloud of rumbling thunder, or a flurry of dancing ice crystals.
Your companion transforms into a creature made of elemental energy. Choose a damage type from cold, fire, lightning, or sonic damage. While transformed, your companion gains the following benefits:
- Your companion can fly. If they could already fly, they gain a +2 bonus to speed.
- When your companion enters another creature's space for the first time on a turn or damages a creature with a strike, your companion deals 5 damage of the chosen type to the creature.
- Your companion has immunity all to the chosen damage type and immunity 5 to all other damage.
Your companion's transformation lasts until the start of your next turn. At the start of each of your turns, you can spend 3 ferocity to extend the transformation's duration for one turn. When you do so, you can change the chosen damage type.
Killing Frost
Black frost freezes boots to the floor and creeps up trapped victims until they're completely encased in ice.
While restrained this way, a creature takes 5 cold damage at the start of each of your turns. A creature killed by this ability becomes an ice statue and their space is difficult terrain.