Teamwork Feats


Teamwork Feats are intended as an optional/variant rule to help encourage a party to work closer together and to gain benefits for being grouped up, rather than far apart. It also works as a way to customise your party on a macro scale, instead of simply individiuals.

Teamwork Feats only apply to player characters who are part of your group. Summoned creatures (whether temporary or more permanent, like familiars), mercenaries, and temporary allies would not benefit from them. A party member cannot participate as part of a Teamwork Feat if they are stunned, paralyzed, incapacitated, or unconscious.

The party earns a Teamwork Feat when they reach 2nd level, and again at levels 7, 12, 17, and 20. They can also be trained during downtime, with each Teamwork Feat taking 250 days of downtime, along with a mentor who can teach them (who will generally require being paid a reasonable sum for their time and knowledge).

Allied Spellcasting

When adjacent to a party member, you add +1 to your spell attack rolls and cantrip damage rolls.

Allied Cover

When adjacent to a party member and attacked, you can use your reaction to have them take the attack in your place. You can do this after you see the attack roll.

Back to Back

You have +1 to your AC while adjacent to another party member.

Back to Back, Advanced

Requires Back to Back

The AC bonus of Back to Back is increased to +2.

Bait and Switch

On your turn you can choose to lower your armour class by an amount equal to your proficiency bonus until the start of your next turn. Adjacent party members can then use their reaction to make one attack against a creature they are within melee range of.

Bait and Switch, Advanced

Requires Bait and Switch

When you use Bait and Switch, party members within 30ft can now use their reaction to make a ranged weapon attack against a creature you are adjacent to.

Bonded Mind

While touching a party member, you can communicate telepathically with each other.

Brutal Grapple

When you and a party member are both grappling the same creature, you deal bludgeoning damage equal to your strength modifier to the creature at the end of your turn.

Combat Medic

Whenever you make a Medicine ability check on a party member, a roll of 9 or lower is treated as rolling 10.

Cooperative Charge

When an adjacent ally moves up to 20ft in a straight line to arrive adjacent to a hostile creature, you may use your reaction to move with them, up to your maximum movement speed. This expends movement from your next turn.

Cooperative Concentration

Adjacent party members use the highest Concentration saving throw modifier of the party members they are adjacent to.

Cooperative Grapple

Adjacent party members uses the highest athletics or acrobatics modifier of the party members they're adjacent to when initiating grapples or shoves. If one party member would have Advantage, all party members do.

Cooperative Precision

If an adjacent ally has the Sneak Attack class feature, you gain this also, for 1d6 damage. Normal restrictions on Sneak Attack apply.

Cooperative Stance

Adjacent party members uses the highest athletics or acrobatics modifier of the party members they're adjacent to when defending against grapples or shoves. If one party member would have Advantage, all party members do.

Coordinated Disarm

When an adjacent ally fails to disarm an opponent, you can use your reaction to make an immediate disarm attempt of your own.

Coordinated Opportunity

You and adjacent party members have +2 on opportunity attack and damage rolls.

Coordinated Minds

When you and an adjacent party member both make Intelligence, Wisdom, or Charisma saving throws, you can choose who uses which roll (before modifiers).

Coordinated Shot

When adjacent to a party member who made a ranged weapon attack on their previous turn, you gain +1 to ranged weapon attack and damage rolls against the same target.

Duck and Cover

Adjacent party members uses the highest Dexterity save modifier of the party members they're adjacent to.

Duck and Cover, Advanced

Requires Duck and Cover

If a party member has the Evasion class feature, all adjacent party members also have this.

Escape Route

You do not provoke opportunity attacks from creatures that are adjacent to your party members.

Exceptional Help

When you use the Help action to give an ally advantage on their next attack roll against a creature, they also gain +2 to attack and damage rolls.

Familiar Spells

Adjacent party members can cast spells through your Familiar as if you had cast them, though they use your party member's spell attack modifier/save DC.

Friendly Fire Maneuver

Party members no longer grant cover to enemy creatures against ranged attacks.

Lookout

If an adjacent party member cannot be Surprised, you also cannot be Surprised.

Pack Flanking

Requires Variant Rule: Flanking

You and party members are counted as Flanking a creature you are both adjacent to, regardless of your position.

Secret Language

You and your party members concoct a coded language, allowing you to speak openly with one another in a manner which cannot be deciphered by outsiders.

Shake It Off

While adjacent to a party member, you have +1 to all saving throws.

Shield Wall

While adjacent to a party member that is wearing a shield, while you are wearing a shield, you add your shield's armour class (including any magical enhancement) to Dexterity saving throws.

Spell Chain

When a creature fails a saving throw against one of your spells, adjacent party members can use their reaction to cast a cantrip against the same creature.

Swing Ally

On your turn, if you have a free hand you can move an adjacent party from their current position to somewhere else adjacent to you. This movement does not provoke opportunity attacks.

Trade Initiative

When Initiative is first rolled, but before the enemy's Initiative is rolled, you may choose to trade your Initiative roll (not including modifiers) with your party members.