Combo Move Image

You learn ways you can combine your attacks spells or other abilities with those of your allies to perform feats greater than the sum of their parts.


 

Twice per encounter, but once per round, you may use your reaction to choose one ally within 15 feet of you to attempt a combo move with, then choose whether you'd like to assist your ally with a weapon attack, an attack spell/debuffing spell, or a buff spell that can be cast on others. If the ally you chose does not make an attack or cast a spell that directly deals damage, this ability fails (this ability does not fail if your ally misses their attack). If this ability fails, it consumes your reaction, but does not consume a use of this ability, and you will instead take your turn following the normal turn order.


If you chose to make an attack, or cast a damaging spell, you will take your turn immediately after your selected ally, during this turn, you can only make the action you chose to make when activating this ability, and you must target the enemy your ally damaged during their turn, if your ally hit multiple enemies, you may choose your target from among those your ally hit. If there is no valid target within range of your attack or spell, this ability fails, and your turn is instead taken following the turn order.

If both your attacks hit, you may add the stats used in each of your attacks to the damage of your attack.

If you or your ally attacked with a melee weapon, you can add their strength modifier to your damage, if you or your ally has an ability or feature that instead lets them add a different stat to their damage like DEX for finesse weapons, use whichever stat is highest, and if either of you cast a damage spell, add the respective characters spellcasting ability modifier to the damage.

For example: If your ally attacked with a scimitar and used their DEX modifier for the attack, and you cast a firebolt as a wizard, then you should add both your allies DEX modifier, and your own INT modifier to your attacks final damage.


 

If you instead chose to cast a spell or use an ability that can give your ally some form of buff, you will instead take your turn immediately before your ally and will use this turn to apply whatever buff spell/ability you chose to your ally, if your ally is not within range of the chosen spell/ability, this ability fails and your turn is instead taken following the turn order.

When performing a combo attack through this method, if you allies attack hits, it deals extra damage based on your INT, WIS, or CHA (whichever's highest) and your allies spellcasting ability/ability modifier used in their attack.

 

Combo Move Image

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