Teamwork Maneuvers

Updated: January 10, 2022, at 09:28 PM

Cooperative, Unity, Solidarity

A battle fought alone is often a battle already lost and practitioners of the Teamwork tradition focus on the opportunities presented when an ally is nearby to help. While they may be weaker alone, these warriors are lethal in tandem and the trust they have for their companions make them truly valuable adventurers to keep nearby.

Classes: Fighter, Paladin, Marshal, Minstrel, Rogue

1st Degree Maneuvers

Double-Team (Cost: 1 focus)
1st degree Teamwork bonus action
Choose a creature within your reach. The next ally that makes a melee weapon attack against that creature until the end of your next turn can use their bonus action to Grapple or Shove the creature.
Legion Stance (Cost: 1 focus)
1st degree Teamwork bonus action (stance)
While you maintain this stance, when you score a critical hit against a creature, an ally within reach of the same creature can use their reaction to make a melee weapon attack against it.
Shield Wall (Cost: 2 focus)
1st degree Teamwork bonus action
While you are wielding a shield, you can choose one ally within 5 feet that is also wielding a shield. Until one of you moves more than 5 feet away from the other, is incapacitated, or knocked prone, you both get partial cover against all attacks.
Shoulder Check (Cost: 1 focus)
1st degree Teamwork reaction
After a creature within your reach makes a melee attack against an ally, you can use your reaction to take the Shove action, choosing to move the creature on a success. On a success, you follow the creature as they move, and do not provoke attacks of opportunities when you do. The creature may choose a new target for the attack.

2nd Degree Maneuvers

Back to Back (Cost: 2 focus)
2nd degree Teamwork bonus action
Choose an ally within 5 feet. Until one of you moves more than 5 feet away from the other, is incapacitated, or knocked prone, creatures cannot gain flanking bonuses and cannot have advantage on attacks against either of you.
Blitz (Cost: 2 focus)
2nd degree Teamwork action
Choose an ally you can see. Your ally can use their reaction to move up to half its speed towards a creature you can see. As long as you move at least 20 feet and both you and your ally are adjacent to the creature, you and your ally both Shove the creature, choosing to knock the creature prone on a success. You and your ally may choose to fall prone to grant yourself advantage on your Strength (Athletics) check.
Dual Grapple (Cost: 2 focus)
2nd degree Teamwork bonus action
Make a grapple check against a creature an ally has grappled. If you succeed, the creature is restrained until the grapple ends, and either you or your ally (your choice) are also restrained until the grapple ends.

3rd Degree Maneuvers

Fastball Special (Cost: 3 focus)
3rd degree Teamwork action (attack)
Take the Attack action. You can replace one of your attacks by grabbing an ally at least one size category smaller than you within reach, and another to hurl them at an enemy. Make a Strength (Athletics) check. You throw your ally a number of feet equal to the check (minimum 5 feet). If the ally lands in a space adjacent to a creature, it can use their reaction to make a melee weapon attack against it. On a hit, the attack flourishes. If the attack roll would have flourished, it is a critical hit instead. If the attack roll would have been a critical hit, the critical hit deals maximum damage. If the attack misses, your ally falls prone and takes 2d6 bludgeoning damage.
Goading Attacks (Cost: 1 focus)
3rd degree Teamwork action (attack)
Take the Attack action. Until the start of your next turn, when you make a melee weapon attack against a creature, you threaten the creature until the end of its next turn.
Team Trip (Cost: 3 focus)
3rd degree Teamwork reaction
When an ally within your reach hits a creature with a melee weapon attack, you can use your reaction to make a melee weapon attack against that creature. On a hit, if the creature is no more than one size category larger than you, the creature makes a Strength saving throw or is knocked prone.

4th Degree Maneuvers

Bodyguard (Cost: 2 focus)
4th degree Teamwork reaction
When an ally within your reach is hit by an attack, you can use your reaction to swap places with them. The attack hits you instead, and you halve the attackā€™s damage against you.
Brotherhood Stance (Cost: 3 focus)
4th degree Teamwork bonus action (stance)
While you maintain this stance, you can take Help action whenever you hit a creature with a melee attack, aiding a friendly creature to attack the creature you hit. On a critical hit, the target of your Help action can use their reaction to take the Dodge action.
Doubletime (Cost: 1 focus)
4th degree Teamwork action
You take the Disengage action, and up to 3 allies within your reach can use their reactions to take the Disengage action and move up to half their Speed.

5th Degree Maneuvers

Rallying Cry (Cost: 2 focus)
5th degree Teamwork bonus action
Choose an ally who can see or hear you. Your ally gains temporary hit points equal to 1d10 + your proficiency bonus.
Universal Assault (Cost: 3 focus)
5th degree Teamwork action
Make a single melee weapon attack against a creature. Any ally within 5 feet of the creature you attacked can use their reaction to make a melee weapon attack against the same creature. If the creature is hit by two attacks, it takes extra damage equal to your proficiency bonus. If the creature is hit by three attacks, it takes extra damage equal to twice your proficiency bonus instead and must make a Strength saving throw or be knocked prone. If the creature is hit by four or more attacks, it must also make a Constitution saving throw or be stunned until the end of its next turn.
Edit - History - Recent Changes - Search