Hunting Horn
Spellcast Trait: PresenceSlam both music and your instrument around to make a sonorous racket.
Let the Horn Ring Loud: You gain access to a list of songs, of which you can pick three of. Each song can be played using a Presence Roll Equal to your difficulty, or for free by attacking and using a Hope, though the attack has to be successful.
Each song has a range of close and has a duration of four turns, including GM moves, but not spotlights.
Each song has a cooldown of eight turns, unless specified otherwise.
Songs
- Attack Up S
- Affected Allies will add an additional d4 to their Attacks
- Defense Up S
- Adds 2 to damage thresholds.
- Wind Pressure Negated
- Gives advantage on Reaction Rolls against environmental factors.
- Status Null S
- Gives Advantage on Removing Statuses.
Horn Maestro I: You gain access to more songs, and your song list can now include four songs.
You may also Target more than one person with a song by marking a Stress.
- Movement Up
- Affected Person can move to Far range without having to make an Agility Roll.
- Status Null L
- Clears one status from affected ally.
- Health Boost
- Add an extra, one time use health slot that cannot be recovered once marked.
- This can only be used on a person once per rest.
- Health Recovery S
- Clear one health slot.
- This song has a cooldown of 10 turns and occurs instantaneously.
Horn Maestro II: You gain access to more songs, and your songs also grow more powerful.
You can choose when you play a song to either extend the range to Far or to extend the duration to six turns.
- Attack Up L
- Add 1d8 to attack damage or add advantage.
- Defense Up L
- Add 4 to damage thresholds.
- Health Recovery L
- Clear 2 Health Slots.
- This song has a cooldown of 12 turns and occurs instantaneously.
- Environmental Negation
- Environmental threats difficulties are halved.