Squad Battle Image
Prerequisite: charisma score of 14 or higher, 3 or more people to join your squad.
 

This feat can only be taken under a very certain circumstance in which you get given a squad of people to command. Must Be 3 or more people . All these people are taken into your token and are no longer shown as other tokens on the battlefield. Now Divide all your HP including Temporary hp evenly among your team as TEAM HP. For example a team of 4 will each have 25% of your hp. Once your Team HP is used up, you lose all abilities and bonus this feat gives unless you replenish your army. Afterwards, you may withdraw from your position having 25% remaining hp left.

 

As a squad You gain the following Abilities:

Squad leader: While commanding your squad, and aren't incapacitated and can Communicate with them, your squad gains the following benefits:

  1.  all your squad mates share your saving throws and armor class.
  2. You and your Squad Gain resistance  to all damage against melee and ranged attacks that only target you and your squad when against any creature that does not have a squad or has one that is smaller than your own.  However, Your squad is more vulnerable to damage from areas of effects that target you, them and other party members. Disadvantage of saving throws
  3. You and your squad have advantage on melee or ranged attack rolls against any creature that does not have a squad or has one that is smaller than yours.
  4. You can force an attack targeted at your Squad or a member of it to target you instead or Vise versa.
  5. If your Squad is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails for they can just fan out and bate the attack:
  6. While in your squad, when you or someone else casts a spell targeting yourself, you can also expand the range to affect your squad with the spell. In the case of healing spells, your squad receives half the healing you do.
  7. While in your squad, you all have advantage on Concentration checks to maintain a spell.
  8. You and your squad can’t be knocked prone and can not be grappled or restrained 
  9. Gain a +4 bonus to Stealth checks as your Squad can help you distract your targets by the following ways: throw voices, Rock throwing, Diversions.


 Squad Critical When you or your squad score a critical hit, the attack deals 1d10 extra damage by passing resistances and immunities, and the target and squad becomes Stunned until the end of their next turn.

Disband: As an action you may disband your squad regaining the HP you used for the Team hp.

Squad Battle Image

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