Fighter
Base Class: Fighter

Tag-Team Specialists are fighters that experienced with fighting side-by-side with other warriors, whether they be other fighters or different types of warriors altogether.  These fighters know how to work with other people to help direct the flow of battle in their favor, confounding any opponents that fight against them.

A fighter that chooses this martial archetype could be a military veteran used to fighting by other soldiers, a seasoned gladiator experienced in team events, or from any other background that lent them experience in fighting alongside others.

Naturally Sociable

When you choose this archetype at level 3, you have learned how to quickly form friendly connections with other people.

You gain proficiency in Persuasion.

Team Player

When you choose this archetype at level 3, you have learned how to fluidly fight alongside other warriors.

When you roll initiative, you may choose one ally creature to be your teammate until you’re out of initiative. You may only have one ally named as your teammate at a time, and you may only be one ally’s teammate at a time. If your teammate is ever incapacitated or killed, you may choose another ally creature to be your teammate as a bonus action.

On your turn, you may use your bonus action to move up to 15 feet. You must spend this movement to move towards your teammate, and you must end this movement within 10 feet of your teammate.

Tandem Retaliation

When you choose this archetype at level 3, you and your teammates are able to seamlessly weave your attacks together in order to defend each other.

Whenever a creature within 5 feet of your teammate makes an attack against your teammate, you may use your reaction to make an attack against that creature if you are also within 5 feet of that creature. Similarly, if a creature within 5 feet of you makes an attack against you, your teammate may use their reaction to make an attack against that creature if they are also within 5 feet of that creature.

Group Morale

At level 7, the presence of you and your teammate help each other keep your wits about you in the heat of battle.

As long as you and your teammate are within 10 feet of each other, you each have advantage on saving throws against being charmed, frightened, paralyzed or stunned.

Back to Back

At level 10, you and your teammate are adept at watching each other's back, forming a near impenetrable line of defense.

As long as you and your teammate are within 10 feet of each other, you each gain an AC bonus equal to each other’s strength or dexterity modifiers (whichever is higher). For instance, if your strength modifier is +4, your teammate gets a +4 bonus to their AC. If your teammate’s dexterity modifier is +5, you get a +5 bonus to your AC.

You can only benefit from this bonus from one Fighter at a time. (If your teammate is another Tag-Team Specialist, your AC bonuses from this effect do not stack.)

Shared Respite

At level 15, you and your teammate help keep each other on your feet when a fight gets rough.

Whenever you regain hit points using your Second Wind, you may have your teammate regain a number of hit points equal to 1d10 + half your fighter level rounded up.

Seasoned Coordination

At level 18,  your flawless ability to coordinate with your allies gives each of you an increased level of fortitude that none you knew was possible.

As long as you and your teammate are with 10 feet of each other, other creatures can not gain advantage on attack rolls against either of you. You each also gain advantage on all saving throws while you are within 10 feet of each other.

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