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Elk is good, too, with its increased movement speed.
The aspects are the real question what animal aspect? I say Wolverine or go with Chimpanzee for the laughs.
I didn’t realise that the move bonus from Elk affected your whole team?
And yes, Elk affects your whole team. Like a paladin's auras, but a much larger radius.
The leap attack is also awesome!
-Haste Helm (3 turns Momentum buff @ start of combat)
-Fleet Fingers (free jump after dashing)
-Linebreaker Boots (gain Wrath buff after dashing)
-Moondrop Pendant (immune to attacks of opportunity when below 50% HP)
-Crushers Ring (increased movement speed)
-Ring of Jumping (free cast of enhanced jump per short rest)
-Hammarhraft (1d4 lightning damage AoE on jumps; procs on diving strike - remember to toggle off when not fighting to avoid friendly fire)
So every turn you can bonus dash to a high point, diving strike an enemy, then jump right back up to where you were for free thanks to the fleet fingers. There's no save or anything for the knocking prone effect on diving stirke - if the attack hits (which it almost certainly will thanks to reckless strike), and the enemy can be knocked prone, then it's guaranteed to happen.
Prone enemies can't make attacks of opportunity obviously, but even in the event that you miss, you are either outright immune to AOOs when below 50% HP, or enemies have disadvantage on them when you're above 50% HP. So no matter how the rolls go you should have no trouble jumping back to the point you just dived off of to do it all again next turn.
Stallion adds further synergy to the bonus dash meaning you consistently get a huge chunk of temp hit points every single turn.
I cannot overstate how fun this loop is to play. It's how I've built Karlach and it's just hilarious watching her leap across the length of the entire screen screaming every single turn.