Special actions given as rewards for bonding between pairings of characters
1 char triggers it, the other then uses a reaction to complete it without having to wait their turn (if the 2nd char choose not to, then the action might be refunded). The actions are also generally better than the sum of their parts (e.g. a double attack style one will likely do more damage than if they had just attacked separately)
General Ideas (will likely appear in rewards page):
Combo attack (2 characters make one attack with advantage, each rolling one of the d20s, the damage of the attack combines their damage plus a little extra)
Shield Wall (2 character with shield's can form a small phalanx or shield wall for ac/cover bonus)
Pinball (A character throws a creature into another character who can then immediately attack it)
Spell delivery (a character delivers a spell through another char's space, the 2nd char may also impart some bonus)
Charge (a character pours magical energy into another, who then makes a strong spell/attack)
Clothesline (2 speedy characters grab rope and clothesline a bunch of people knocking them prone)
Springboard (A strong/magic character throws another character (or assists their jump) at a creature and then the second char immediately makes a strong melee attack)
Spell combo (2 characters cast signature spells that combine for additional effects)
Volatile Device. (2 techy chars craft/combine items/devices to make an extremely powerful one that becomes ineffective after the action)
Double Grapple/Shove. (2 strong character can grapple/shove a creature regardless of it size)
Covered Retreat. a strong char can grapple and move a willing ally without being slowed, while the grappled creature can use a cantrip or ranged weapon attack.
Chimeric Spirit. 2 casters use their respective summon x spells at the same level and create a single hardier spirit that can act of both their turns. If either loses concentration they lose control but the spirit can still be controlled by the other if they still have concentration. The statblock will depend on the seplls used and the characters involved.
Specific ideas (These will likely go in partypack):
Agrax and the Otters. (Shield Wall) Agrax is assisted by Broddah's ancestral spirits in forming a phalanx.
Explosive Ice. (Spell combo) Oria makes some ice and Thena blows it up, damaging those nearby.
Spell Step. (Spell Delivery) Thena/Oria/Agrax casts a spell and Lamonix fey steps, delivering the spell from his new space and maybe imparting a simple sneak attack on it.
Egil is the Arrow. (Springboard) Magnus throws Egil who makes a melee attack, adding Magnus's STR/Rage damage.
Overcharge. (Charge) Zintrin pours divine lightning into AAF1 who then makes some form of attack or area effect.
Agrax the Imposing. Oria/Thena/Broddah/Lamonix enhance Agrax's intimidation/frighten abilities with tentacles/fire/haka-otters/psychadelics.
Powder Swarm. (Volatile Device) Bonnie's swarm assists/enhances Gen's turret but overdo it slightly, making the turret's next attack/heal extra powerful (possibly gaining benefits of gathered swarm)
Lighting Rod Arrow. Zintrin makes lightning strike a target that Nannah hits.
Steam. Oria and Thena combine fire and water magic to fill an area with boiling steam or to summon a steam elemental
Agrax's mirrored shield adds an additional cone/line to thena's radiant aoe CD. overlaps do extra damage or impose disadvantage
Broddah can make improvised weapon attacks with oria's tentacle, thena's spiritual or agrax's spiritual weapon
Or broddah uses a reaction to have one of his spirits grab a spiritual weapon, granting one extra attack with it
Come With Me (Covered Retreat). Broddah grabs the reactor and dashes. The reactor can dodge, make a ranged attack with a weapon, or cast a cantrip.
Aerial Rogue Assault. Ikki carries Egil into the air and drops him on top of an enemy to add the falling damage to a melee attack.
Optional Rule: Combo Actions
When two characters have spent significant time together and bonded over their experiences, they may learn each other's techniques well enough to combine their strengths and become something greater than the sum of its parts.
WIP
When using a combo action, one character is the trigger and one is the reactor. The trigger sets up the action, allowing the reactor to use their reaction to finish it.
Some examples of combo actions are given below. The DM may choose to modify these or even create entirely original ones to fit certain pairings of characters. These action may make use of particular features, traits or spells that the characters possess.
When the trigger makes an attack using a weapon or cantrip, they can call upon the reactor for assistance. If the reactor is capable of making their own attack against the same target using a weapon or cantrip, they can use their reaction to do so. Both attacks use the highest attack roll between them. On a hit, the target take the normal damage of both attacks and additional force damage equal to the combined proficiency bonus of the trigger and the reactor.
For example, the 5th-level wizard casts fire bolt as their action, the 5th-level fighter makes a weapon attack with their warhammer to force the target into a more vulnerable position as well as damage them. On a hit, the target takes the damage of both the wizard's fire bolt and the fighter's warhammer as well as an extra 6 force damage from both their proficiencies.
Combo Action: You'll have to toss me!
Trigger Prerequisite: 5th-level, a Dexterity score of 13 or higher, same size or smaller than reactor
Reactor Prerequisite: 5th-level, a Strength score of 13 or higher, same size or large than trigger
The trigger asks the reactor to throw them, give them a boost or provide some counterweight to launch them. The reactor can use their reaction to throw the trigger a number of feet up to their Strength score + the trigger's Dexterity modifier. If the trigger makes a melee attack during the throw, or immediately after landing, the attack deals extra force damage equal to the combined proficiency bonus of the trigger and the reactor.
For example, the rogue asks the barbarian to throw them towards an enemy. The barbarian has a Strength score of 16, while the rogue has a Dexterity score of 18. The barbarian can throw the rogue up to 20 feet.
Combo Action: You'll have to toss me!...with magic
Trigger Prerequisite: 5th-level, a Dexterity score of 13 or higher
Reactor Prerequisite: 5th-level, The ability to cast at least one spell capable of moving the reactor such as the gust cantrip
The trigger asks the reactor to launch them via magic. This action works the same as the You'll have to toss me! action, except the reactor uses their spellcasting ability in place of Strength for the calculating the maximum distance. The reactor does not expend a spell slot as part of this action.
Combo Action: Teleporting Missile
Trigger Prerequisite: 5th-level
Reactor Prerequisite: 5th-level, a feature, trait or spell that instantly transports you and can be used as an action or bonus action
When the trigger makes a ranged attack, and can see the reactor within range of the attack they can call upon the reactor to help them deliver it. The reactor can use a reaction to use their feature, trait or spell that instantly transports them (they must still expend any uses and spell slots required). The trigger makes the attack with advantage from the reactor's new space. On a hit, the attack deals extra force damage equal to the combined proficiency bonus of the trigger and the reactor.
For example, the ranger fires an arrow at the eladrin, who uses their fey step a reaction to teleport behind the target's cover deliver the arrow from their new space.
Combo Action: Shield Wall
Trigger Prerequisite: Proficiency with shields
Reactor Prerequisite: Proficiency with shields
When the trigger takes the Dodge action while wielding a shield, and the reactor is within 5 feet also wielding a shield, they can call upon the reactor to improve their defenses. The reactor can use their reaction to also take the Dodge action until the start of the trigger's next turn, or until they are more than 5 feet from the trigger. For the same duration, both creatures also make Strength and Wisdom saving throws with advantage.
Special actions given as rewards for bonding between pairings of characters 1 char triggers it, the other then uses a reaction to complete it without having to wait their turn (if the 2nd char choose not to, then the action might be refunded). The actions are also generally better than the sum of their parts (e.g. a double attack style one will likely do more damage than if they had just attacked separately)
General Ideas (will likely appear in rewards page):
Specific ideas (These will likely go in partypack):
Optional Rule: Combo Actions
When two characters have spent significant time together and bonded over their experiences, they may learn each other's techniques well enough to combine their strengths and become something greater than the sum of its parts.
WIP
When using a combo action, one character is the trigger and one is the reactor. The trigger sets up the action, allowing the reactor to use their reaction to finish it.
Some examples of combo actions are given below. The DM may choose to modify these or even create entirely original ones to fit certain pairings of characters. These action may make use of particular features, traits or spells that the characters possess.
Combo Action: Combined Attack
Trigger Prerequisite: 5th-level Reactor Prerequisite: 5th-level
When the trigger makes an attack using a weapon or cantrip, they can call upon the reactor for assistance. If the reactor is capable of making their own attack against the same target using a weapon or cantrip, they can use their reaction to do so. Both attacks use the highest attack roll between them. On a hit, the target take the normal damage of both attacks and additional force damage equal to the combined proficiency bonus of the trigger and the reactor.
For example, the 5th-level wizard casts fire bolt as their action, the 5th-level fighter makes a weapon attack with their warhammer to force the target into a more vulnerable position as well as damage them. On a hit, the target takes the damage of both the wizard's fire bolt and the fighter's warhammer as well as an extra 6 force damage from both their proficiencies.
Combo Action: You'll have to toss me!
Trigger Prerequisite: 5th-level, a Dexterity score of 13 or higher, same size or smaller than reactor Reactor Prerequisite: 5th-level, a Strength score of 13 or higher, same size or large than trigger
The trigger asks the reactor to throw them, give them a boost or provide some counterweight to launch them. The reactor can use their reaction to throw the trigger a number of feet up to their Strength score + the trigger's Dexterity modifier. If the trigger makes a melee attack during the throw, or immediately after landing, the attack deals extra force damage equal to the combined proficiency bonus of the trigger and the reactor.
For example, the rogue asks the barbarian to throw them towards an enemy. The barbarian has a Strength score of 16, while the rogue has a Dexterity score of 18. The barbarian can throw the rogue up to 20 feet.
Combo Action: You'll have to toss me!...with magic
Trigger Prerequisite: 5th-level, a Dexterity score of 13 or higher Reactor Prerequisite: 5th-level, The ability to cast at least one spell capable of moving the reactor such as the gust cantrip
The trigger asks the reactor to launch them via magic. This action works the same as the You'll have to toss me! action, except the reactor uses their spellcasting ability in place of Strength for the calculating the maximum distance. The reactor does not expend a spell slot as part of this action.
Combo Action: Teleporting Missile
Trigger Prerequisite: 5th-level Reactor Prerequisite: 5th-level, a feature, trait or spell that instantly transports you and can be used as an action or bonus action
When the trigger makes a ranged attack, and can see the reactor within range of the attack they can call upon the reactor to help them deliver it. The reactor can use a reaction to use their feature, trait or spell that instantly transports them (they must still expend any uses and spell slots required). The trigger makes the attack with advantage from the reactor's new space. On a hit, the attack deals extra force damage equal to the combined proficiency bonus of the trigger and the reactor.
For example, the ranger fires an arrow at the eladrin, who uses their fey step a reaction to teleport behind the target's cover deliver the arrow from their new space.
Combo Action: Shield Wall
Trigger Prerequisite: Proficiency with shields Reactor Prerequisite: Proficiency with shields
When the trigger takes the Dodge action while wielding a shield, and the reactor is within 5 feet also wielding a shield, they can call upon the reactor to improve their defenses. The reactor can use their reaction to also take the Dodge action until the start of the trigger's next turn, or until they are more than 5 feet from the trigger. For the same duration, both creatures also make Strength and Wisdom saving throws with advantage.