Team Attacks

by hrozno

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Team Attacks

Team Points (TP)

Upon reaching lvl 10, each PC unlocks Team Points (TP). Every PC, regardless of race, class or any abilities, gets 1 TP point, which is also the maximum. TP points can combine to activate a Team Action in or out of combat. All TP Points recharge after three long rests.

Each PCs TP is also given a type according to the following table:

TP Class table
Class TP Type TP Modifier
Artificer Defense STR or DEX
Barbarian Attack STR
Bard Healing Spellcasting ability mod
Cleric Healing Spellcasting ability mod
Druid Healing Spellcasting ability mod
Fighter Attack STR
Monk Defense STR or DEX
Paladin Defense STR or DEX
Ranger Attack DEX
Rogue Attack DEX
Sorcerer Magic Spellcasting ability mod
Warlock Magic Spellcasting ability mod
Wizard Magic Spellcasting ability mod

It is recommended for the Dm (and the players) to write down all possible team abilities their party makeup can use with their numbers and types of TP.

Team Actions

All PCs who are involved in the ability must spend their TP point on the chosen ability. If any of the PCs involved decline to spend the point, the ability can not activate. Only one Team Action can occur per day.

Rolling a team attack

Each of the PCs required for the ability must hold their action on their turn. The ability goes into effect on the turn of the last PC needed to achieve the required ability.

All rolls to hit are made with a D20 rolled by all PCs participating in the ability. The highest roll is chosen, adding the TP modifier of all PCS involved for the final roll.

example:

A example a "Homerun" is used by a fighter and a rogue. Both roll a d20, The fighter gets a 12 and the rogue gets an 18. The 18 is chosen as the higher number, and has both the Fighter's and Rogue's TP modifier added to it, a +2 and a +3 respectively, resulting in a final 23 roll to hit.

Rolling damage

The damage table below (DT) shows how to calculate damage based on the PCs required for the ability and their level. For multiclass purposes, choose one of the classes to be used for the table.

Damage table (DT)
Character level 2PCs 3PCs 4PCs
1-4 1d10 2d10 4d10
5-10 2d10 4d10 10d10
11-16 4d10 10d10 18d10
17-20 10d10 18d10 24d10
DM Notes

Damage type is determined by the weapon used, unless specified otherwise. Levels below the unlock requirement are provided for DMs who want to introduce team attacks earlier

Rolling Saves

For rolling saves, the party picks one participating character, whoose stats are used to determine the save DC. The stat listed for the save under the ability is used, with a formula of 8 + save stat modifier with proficiency + PCs required.

The targeted creatures attempting to roll for the save do so with disadvantage.

Quick save DC 8 + chosen party member stat modifier with proficiency + number of PCs spending a tp point.
example:

If two PCs, a fighter and a wizard, attempt to use the ability "Timber" on 4 goblins in a line, then each goblin within range (all4 in this case) roll a Dexterity save at disadvantage. The players choose the fighter's stats for the DC which is then calculated as: 8 + his Dexterity modifier with proficiency (3Dex + 2Prof) + the PCs required for the ability (+2). The final save DC is then 8+5+2=15. Two of the goblins succeed, so while all goblins take the damage listed, only 3 are left prone.

DM options

Some of the Team Actions make use things such as tools, actions, environments, etc. It is always up to the ruling of the DM to determine if the target creature is resistant or immune to the abilities depending on the circumstances, or the action simply can not be taken.

For example a DM could rule that giants are immune to the shadow boxing ability, since they are too large to be grappled, or that Timber! Is not available in areas without trees.

PCs are also allowed to customize their attacks with whatever weapons, items, and abilities they wish, however all mechanics should be played as written.

Team Point Abilities

Lucky roll

Effect: Inspiration for 3 creatures


  • PCs: 1
  • Typing: 1 any
  • Target: 3 creatures
  • Range: 30ft
  • Duration: Instant

The affected PCs gains inspiration.

Homerun

Hit: DT + STR of the weapon damage type. Knocked prone.


  • PCs: 2
  • Typing: 1 attack + 1 attack/defense
  • Target: 1 creature
  • Range: 90/250ft
  • Duration: Instant

One of the pcs launches the other onto an incoming enemy with amazing speed, slashing up to 3 creatures with it's weapon for DT damage.

Timber!

Dexterity Save: DT + STR bludgeoning damage. On Failure prone.


  • PCs: 2
  • Typing: 1 attack + 1 magic
  • Target: up to 4 creatures in a line
  • Range: 60 ft line
  • Duration: Instant

The magic user focuses his arcane force to knock a tree from it's roots and as it begins to fall, the attack TPs jumps and push the trunk down, crushing up to 10 creatures. Each creature failing the save looses concentration and becomes prone.

Team tag

Hit: DT bludgeoning damage. Fear for 1 minute.


  • PCs: 2
  • Typing: 1 attack + 1 defense (monk)
  • Target: 1 creature
  • Range: 15ft
  • Duration: 1 minute

The Monk's astral energy surrounds the target with a magical wrestling, giving the chosen creature the afraid condition for 1 minute. Both Pcs then unleash a barrange of punches against the scared target, ending by climbing the ropes and delivery an absolutely deadly double dropdown kick.

Explosive arrow volley

Hit: DT fire damage. Bleed for 1d10 (3 rounds).


  • PCs: 2
  • Typing: 1 attack (ranger) + 1 magic
  • Target: 1 creature
  • Range: 60ft
  • Duration: 3 turns

The magic user enchant 3 arrows, which the ranger fires into a single target. As the arrows land, they fire off a blast of explosions, either magical (if it's a magic user) or radiant (if it's a paladin). This heavy damage causes the creature to bleed 1d10 fire damage at the start of each round for a total of 3 rounds.

Sinner's cleansing

Hit: DT chosen damage type


  • PCs: 3
  • Typing: 1 healing + 1 defense + 1 magic
  • Target: 1 creature
  • Range: 30ft
  • Duration: Instant

The healer swipes the characters feet, while the defender pushes the target creature over from the back, causing the target to kneel. The mage then clasps his hands with the healer and paladin, causing a hand of their deity or symbol to appear above them and hurls a spear of a chosen damage type down on the target.

Healing Command

Heal: 3PC DT pool of HP split among creatures in the aura.


  • PCs: 2
  • Typing: 2 healing
  • Target: 6 creatures
  • Range: 30ft
  • Duration: Instant

The healers combine their knowledge of medicine, creating an aura of health. Up to 6 creatures in the aura can heal from a pool of hp equal to 4PCs damage table.

Harmonic Recovery

Heal: All conditions removed. Advantage rolls against removed conditions for 1 minute.


  • PCs: 2
  • Typing: 1 healing + 1 defense or Magic
  • Target: 1 creature
  • Range: 30ft
  • Duration: 1 minute

Both PCs focus their healing energy and unleash a wave of recovery, curing all conditions for 1 creature. The creatures that get conditions removed this way has advantage for rolls against those conditions for 1 minute.

Blank Space

Area: silenced, heavily obscured.


  • PCs: 3
  • Typing: 3 magic
  • Target: all creatures within range
  • Range: 60ft
  • Duration: 1 minute

The three magic users clasp hands, unleashing a torrent of magic and covering a sphere of 60ft in anti magical darkness that lasts 3 turns. This space is void of all soun, causing all creatures within to be silenced.

Beast call

Wildshape: CR of wildhsape has a 1/2 proficiency bonus for 1 minute


  • PCs: 3
  • Typing: 2 magic + 1 healing (druid)
  • Target: one creature
  • Range: touch
  • Duration: 1 minute

The three magic users clasp hands, infusing magical energy into the druid's muscle cells, so they can handle a greater wild shape for 1 minute. Greater wildshape can use a creature of CR equal to the wild shape table plus 1/2 their proficiency bonus (minimum of 1).

Rain of failed inventions

Area: Dex Saves or 2d10 damage, Tough terrain and movement causes more Dex saves.


  • PCs: 2
  • Typing: 2 defense (1 artificer)
  • Target: all creatures in area
  • Range: 60ft
  • Duration: 3 Rounds

The defenders and the Artificer throw bags of machine parts in a 90 ft radius centered on a chosen point within range. Each creature in that area must make a Dexterity saving throw, taking 2d10 bludgeoning damage on a failure, or half on a success.. The area becomes tough terrain and, and any movement within requires an additional DC 10 dex save, taking 1d10 bludgeoning damage on a failure or none on a success.

Just a Kamehameha

Effect: Deal Dt damage of chosen type and apply one effects.


  • PCs: 4
  • Typing: 1 Magic + 1 healing + 1 defense + 1 attack
  • Target: 1 creature
  • Range: 5x90ft line
  • Duration: 3 turns

The four players combine their power to launch a crackling beam that combines the physical strength of the attacker and defender, with the magical capabilities of the healer and the magic user. On hit the target creature receives DT damage and one of the following effects happen:

  • The creature is stunned for 2 rounds
  • The creature must make a wisdom save of DC 17 or waste it's action doing nothing. This lasts 3 rounds.
  • For 1 round the crit range for attacks against this creature is 17-20.

At the end of this effect, all players involved with the casting get 2 levels of exhaustion.

 

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