1 |
Heavy Koopa Shell - 1d8 bludgeoning damage - Thrown (range 15/60)
Bros. Attack. The user and an ally can kick the shell back and forth between one enemy. First hit 1d4, second hit +1d2, third hit +1d3, last hit +1d4 (each hit is 1 round bonus action, and the player must be 10 feet away from the target)
To maintain kick, make an Attack Roll DC 10
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2 |
2 Fire Flowers - 1d6 fire damage each - (range 120)
Bros. Attack. Roll Off: Give an ally a fire flower to participate. Roll a performance check and see who the has the better outcome. The one with the higher outcome gains +2 on all Charisma checks.
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3 |
Koopa Jump Helmet - +4 AC
Bros. Attack. Give an ally the helmet and jump on it to fly 30 feet to stomp on an enemy for 2d4 bludgeoning damage. The enemy must make a Dexterity Save (DC 10) or take no damage. Perform an Acrobatics check (DC 10) to deal an extra 1d6 bludgeoning damage. If failed, deal 1d6 bludgeoning damage to both you and the enemy, and fall prone next to the enemy.
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4 |
Mario's Hammer - 1d8 bludgeoning damage (melee)
Bros. Attack. Jump off of an ally to rise and strike down on an enemy to deal an extra 1d4 bludgeoning damage. You can choose to perform an Acrobatics check (DC 10) to deal an extra 1d4 bludgeoning damage instead of 1d6. If failed, deal 1d4 bludgeoning damage instead to both you and the enemy, and fall prone next to the enemy.
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5 |
Dropchopper - range (30/60)
Bros. Attack. The user latches onto the Dropchopper, lifting him into the air. Any ally can grab onto the user, flying over 30 to 60 feet in one round. When over an enemy, roll an Athletics check (DC 10), add the total up, and deal 1d6 bludgeoning damage. If failed, deal 1d6 bludgeoning damage to both you, your ally, and the enemy, and fall prone next to the enemy.
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