Howl
normal- 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
- Effect
- Works great if the user goes last this turn.