General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You gain the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Direct Assistance. When you take the Help action to Assist an Attack Roll, you may target an ally within 5 feet of you instead of an enemy, to give that ally Advantage on their next attack roll against an enemy. The benefit still expires at the start of your next turn.
Creative Cooperation. When you take the Help action targeting an ally within 5 feet of you, you may add one or more of the following effects:
- Throw. Throw the ally into the air as if they made a standing High Jump or a standing Long Jump (your choice) using your Strength modifier. Each foot they move this way costs a foot of your movement.
- Spin. You make a melee attack against the ally. Any bludgeoning damage or force damage you would have dealt them is stored as momentum as the ally is sent spinning. That damage will be added to that ally's next melee attack if it hits. Any damage of another damage type is still dealt to them. This effect wears off at the start of your next turn, as the spinning slows to a stop. The effect also ends if the ally becomes Incapacitated, Prone, if their speed drops to zero, or if they miss an attack.
Attack Volley. When a projectile comes within 5 feet of you, you can make a melee attack on that projectile as a reaction. If you hit, any bludgeoning or force damage you would have dealt it is stored as momentum. Then you make a ranged attack to redirect the projectile. It has a range of 10 ft x the ability modifier used for the melee attack. The stored damage is dealt to the target along with whatever damage or effect the projectile would normally have. If you miss the melee attack, the projectile hits you.
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