Howl
normalInfo
- Move Power
- none
- Move Time
- 1 action
- PP
- 10
- Duration
- 1 round
- Range
- self
You pierce the air with an intimidating howl. Until the end of your next turn, allies (and you) have advantage on any melee attack rolls they make against a creature within 5 feet of you.
Contest
Cool
- Appeal
- 2
- Jam
- 0
4 Appeal points if used last this turn, 2 Appeal points if not used last this turn.