Battle Brother Bond. You designate one willing ally as your Battle Brother when you take this feat. You can change your Battle Brother during a long rest.
Signature Moves. When you and your Battle Brother are within 5 feet of each other and can see one another, you can execute the following maneuvers. Each signature move requires both you and your Battle Brother to use your action on the same turn (you decide the order).
Practiced Execution. Once per short rest, you and your Battle Brother can execute one signature move using only a bonus action each (instead of an action).
Choose two of the following signature moves when you take this feat:
THE CLOTHESLINE
As you and your brother clasp hands, you charge forward as one unstoppable force.
- Setup (First Brother): Move up to your speed in a straight line. Your Battle Brother must be within 5 feet when you start and moves with you.
- Payoff (Second Brother): Each creature of your choice in the line you traveled must make a Strength saving throw (DC = 8 + your proficiency bonus + the higher of your Strength modifiers). On a failed save, the creature takes 1d8 + both your Strength modifiers bludgeoning damage and is knocked prone. On a success, it takes half damage and isn't knocked prone.
- Special: After executing this move, you and your Battle Brother must perform a signature handshake or the move fails (DM's discretion on what counts).
THE FASTBALL SPECIAL
Your brother hurls you through the air like a living projectile.
- Setup (Thrower): Make a Strength (Athletics) check. Your Battle Brother must be within 5 feet and willing.
- Payoff (Projectile): You are thrown up to 15 feet in any direction (including upward). Upon landing within 5 feet of a creature, you can make one melee weapon attack with advantage. If you hit, add 1d6 damage per 5 feet traveled (max 3d6).
- Landing: You land prone unless you succeed on a DC 12 Acrobatics check.
COVERING FIRE
One of you draws attention while the other strikes from an unexpected angle.
- Setup (Distraction): Take the Dodge action and move up to 10 feet. Enemies within 15 feet have disadvantage on attacks against anyone except you until the start of your next turn.
- Payoff (Striker): Make one weapon attack against a creature that can see your Battle Brother. You have advantage on the attack roll, and if you hit, you can add your Battle Brother's proficiency bonus to the damage.
THE SHIELD WALL
Standing back-to-back, you become an immovable fortress.
- Setup (Both Brothers, Any Order): Both brothers take the Dodge action while within 5 feet of each other.
- Payoff (Automatic): Until the start of your next turn, you both gain +2 AC, cannot be moved against your will, and enemies have disadvantage on attacks against you if they're within 5 feet of both of you.
- Drawback: Neither of you can move until the start of your next turn.
THE ALLEY-OOP
Your brother boosts you to impossible heights.
- Setup (Booster): Remain stationary and brace yourself.
- Payoff (Leaper): Your jump distance and height are tripled for this turn. If you make a melee attack immediately after landing, you deal an extra 2d6 damage.
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