survival +2
Danger Sense
Prerequisite: Become a Trainer’s companion
Type: Passive (companion)
Goomy gains an uncanny sense of when things aren’t as they should be, giving you an edge when Goomy dodge perils. Goomy has Advantage on Dexterity saving throws unless it has the Incapacitated condition.
Tackle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Slashing damage.
Bubble. Ranged Spell Attack: +5 to hit, reach 60 ft., one target. Hit: 5 (1d4 + 3) force damage
ABSORB. melee weapon attack: Goomy attempts to absorb some of a target's health. Make a melee attack. On a hit, the creature takes 1d12 acid damage. Half the damage done is restored the Gloomy as health. This action can be used up to a number of times equal to the trainer’s proficiency bonus.
Sap Sipper: If hit by a acid damage, it takes no damage and instead absorbs the energy, granting advantage on its next attack.
Hydration: This Pokémon is unaffected by negative status ailments in water or during rainy weather.
Gooey: When this Pokémon is hit with a melee attack, roll 1d4. On a result of 3 or 4, the attacker's speed is reduced to 0 until the end of its next turn.
BONUS ABILITY:
Divine Vessel. Your companion can use a cleric Channel Divinity option from the ones to which you have access Once it has done so, it can’t do so again until you finish a long rest. If a Channel Divinity option is improved by later class features, the companion doesn’t benefit from those When you reach 11th level, your companion regains the ability to use Channel Divinity when you finish a short or long rest.
Bonus Trainer Improvement: Danger Sense and +2 hit dice
If any of the ____ traits or actions require a saving throw, it is always against the ____ save DC, as calculated below.
Save DC = 8 + the Trainer’s proficiency bonus + the ____ Constitution modifier
Harden I: The _____ gains a +2 bonus to its AC while it isn’t wearing armor.