Level
Cantrip
Casting Time
1 Action
Range/Area
Unlimited
Components
V, S, M *
Duration
Special
School
Enchantment
Attack/Save
None
Damage/Effect



<span;>### Unison Raid

<span;>**Level Requirement:** 7th level

<span;>**Prerequisite:** Two party members with complementary abilities or class features.

<span;>**Description:**

<span;>Unison Raid is a powerful collaborative ability that allows two party members to combine their strengths for a devastating attack or potent effect. This ability can be used once per long rest.

<span;>**Activation:**

<span;>- Both party members must use their action to initiate the Unison Raid.
<span;>- They must be within 30 feet of each other.
<span;>- Each member must expend a spell slot, ability charge, or a resource unique to their class.

<span;>**Effect:**

<span;>Choose one of the following Unison Raid effects based on the abilities of the participating party members:

<span;>1. **Elemental Fusion (Sorcerer and Druid):**
<span;>   - The Sorcerer and Druid combine their elemental powers, unleashing a torrent of energy. Each creature in a 30-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 8d6 elemental damage (choose fire, cold, lightning, or acid), or half as much damage on a successful one.

<span;>2. **Twin Strikes (Fighter and Rogue):**
<span;>   - The Fighter and Rogue coordinate a series of rapid attacks. The Fighter makes a melee attack with advantage, and if it hits, the Rogue can use their reaction to immediately make a melee attack with sneak attack damage, regardless of positioning.

<span;>3. **Divine Retribution (Paladin and Cleric):**
<span;>   - The Paladin and Cleric call upon their deities for divine intervention. Each enemy within 20 feet must make a Wisdom saving throw. On a failed save, a creature takes 4d8 radiant damage and is frightened for 1 minute. On a successful save, they take half damage and are not frightened.

<span;>4. **Arcane Precision (Wizard and Ranger):**
<span;>   - The Wizard enchants the Ranger's weapon with arcane energy. The Ranger makes a ranged attack with their weapon. On a hit, the attack deals an additional 5d10 force damage, and the target must make a Constitution saving throw or be stunned until the end of their next turn.

<span;>**Special Notes:**

<span;>- The Unison Raid cannot be used if either party member is incapacitated or unable to take actions.
<span;>- The effect of the Unison Raid depends on the classes and abilities of the participants, allowing for creative and diverse combinations.
<span;>- The Dungeon Master may allow other class combinations to develop unique Unison Raid effects based on their abilities.

<span;>**Flavor Text:**

<span;>As the battle rages on, the Sorcerer and Druid lock eyes, a silent understanding passing between them. With a nod, they channel their elemental powers together, creating a swirling vortex of fire and ice that engulfs their foes. This is the power of their Unison Raid, a testament to their bond and combined strength.

* - (Spell slots equal to 7th level or one ability/recource charge unique to class)

Available For: Sorcerer (Legacy) Wizard (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy) Cleric (Legacy) - Arcana Domain Ranger (Legacy) - Fey Wanderer (Legacy)

dm_Eras

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