Anytime a character is defeated by you or your party, you may use a basic attack on a target adjacent to you even if it is not currently your turn.
1
Once per combat, you may use two additional actions on your turn. If an ally is made unconscious or killed, this ability can be used again.
3
You may use an entire turn to turn into your pure stoneform. In this form, almost all damage is negated and you become near impossible to move.
6
Any time an ally rolls a Critical after using an ability, you may use a spell ability even if it is not your turn.
3
After casting a spell ability, you may also use a melee range attack on an adjacent target.
-1
The first time an attack or ability would knock you unconscious, you may negate the attack, regain 7 stamina, and cast each of your spells once without cost.
7
You may use any treasure card ability your allies have during your turn as if you also had it as long as you are within 5 spaces of each other.
4
You may start with a third (non limited) class ability and may teach this ability to another ally.
4
Two additional treasure items are available at each shop. you gain double gold from combat encounters.
4
Doubles the stamina gained from your bonus roll and allows you to pick 2 additional abilities from classes of your allies that they did not select.
Greenskin goblins travel in pairs which means you create two characters. Each turn you play for both characters with their own moves and actions, but with a shared stamina pool. Greenskins do not have an unconscious state and instead are killed when they run out of stamina. In addition, when below half stamina have a much greater chance to die to critical hits. Also Greenskins can read the mind of other Greenskins and Hobgoblins.
Rolling a critical on a basic attack grants you an additional 2 actions.
1
Anytime an ally rolls a Critical Failure, you may use any ability as an instant even if it is not an instant in an effort to counteract the disaster of this roll.
8
Stonequisitor Kobolds can roll on behalf of other players if both agree. If they roll a Critical for them, they may heal an ally for 3 stamina. If you roll a Critical Fail, you both suffer the failure.
3
Black Boar Porcs are immune to most knockbacks and attacks that would move your character.
7
Gravehoofs can use two actions per turn as long as both actions don't involve directly doing damage to any target.
1
All Bone Tusk Porcs have the Warrior Class card Charge and may use it as their move each turn.
3
Whenever you succeed at resurrecting, you start back at full health. For every foe that you kill, you may add the stamina that they had on the turn they died, to your maximum stamina.
7
Angular Prisms take half damage from Non-Spell, Non-Critical Ranged attacks.
8
Both Players are granted access to All Abilities from your Class, and have Access to All of your allies Class Abilities.
30
Both Players can never take more than 10 Damage from an Attack or Ability, and can Basic Attack for 10 Damage.
30
Dragon Guards cannot go Unconscious in battle and are immune to Critical Hits, have Unlimited Move Actions, and All Abilities are now Dual Actions. You may both veto an Attribute during Character Creation.
99
Once per combat, you may grant yourself 2 Chaos Actions anytime you like. If an ally is made Unconscious or killed, this ability can be used again.
3
Anytime a Foe is defeated, you may shift up to 3 spaces and then use an Immediate Bonus Action.
7