Teamwork Maneuvers

Cooperative, Support, Solidarity

A battle fought alone is a battle already lost, and masters of Teamwork focus on the opportunities presented is nearby to help – or needs it themselves. While less effective without backup, these officers are lethal in tandem, and the trust they have for their companions make them invaluable in fights where solitary skill is not enough to seize victory.

Classes: Fighter, Paladin, Marshal, Rogue

1st Degree Maneuvers

Goading Attack2 focus1st degree Teamwork action (attack)
Take the Attack action. Once on your when you hit a creature with one of these attacks, you can add your Superiority Die to the damage and force the creature to make a Wisdom saving throw. On a failed save, the creature is threatened by you until the end of your next turn.
Leader's Acumen1 focus1st degree Teamwork free action
When you make a Leadership or Society check, you can add a roll of your Superiority Die to the result.
Legion Stance1 focus1st degree Teamwork bonus action (stance)
While you maintain this stance, you can spend a flourish to allow a friendly creature within reach of the same creature to use their reaction to make a melee weapon attack against it. If you score a critical hit, you do not need to spend your flourish. If your ally's attack hits, you can spend 1 focus to add your Superiority Die to the attack's damage.
On Your Feet1 focus1st degree Teamwork bonus action
You end the Prone condition on another creature in your reach, and may grapple them and grant them Temporary Hit Points equal to a roll of your Superiority Die.

2nd Degree Maneuvers

Back to Back2 focus2nd degree Teamwork free action
While you are within 5 feet of a friendly creature, you can activate this maneuver (no action required). 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.
Double-Team1 focus2nd degree Teamwork bonus action
Choose a creature within your reach. The next friendly creature that hits that creature with a melee weapon attack until the end of your next turn flourishes as if it were a Called Shot. If the attack was already a flourish, this bonus carries over to the next attack.
Recuperate2 focus2nd degree Teamwork action
You and a number willing creatures equal to half the maximum result on your Superiority Die recuperate after battle. You and the chosen creatures gain the benefits of a Short Rest in 10 minutes and also regain hit points equal to two rolls of your Superiority Die. A creature can be healed by this maneuver additional times, but cannot take another Short Rest with this or other similar features until it finishes a natural Long Rest.

3rd Degree Maneuvers

Battle Cry4 focus3rd degree Teamwork action
You let out a war cry in a 60-foot emanation. Creatures of your choice in this area gain temporary hit points equal to a roll of your Superiority Die, and all other creatures must succeed on a Wisdom saving throw or take psychic damage equal to a roll of your Superiority Die, or half as much damage on a successful save. A number of allies equal to your half the maximum result of your Superiority Die in a war cry emanation can use their reactions to shout as well, repeating the same effect with an emanation from them. For each additional emanation a target is in, increase the damage or temporary hit points by one roll of your Superiority Die. If you have the Extra Attack feature, you can use this maneuver while taking the Attack action by replacing two of your attacks and spending 1 extra focus.
Bodyguard2 focus3rd degree Teamwork free action
When you're within 5 feet of a creature on your turn, you can switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn't have the Incapacitated condition. This movement doesn't provoke Opportunity Attacks. Then, roll your Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Team Takedown4 focus3rd 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, add your Superiority Die to the damage, and 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

Coordinated Assault Stance3 focus4th 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, all attacks against the target have advantage until the start of your next turn.
Fastball Special4 focus4th degree Teamwork action (attack)
Take the Attack action, hurling an allied grappled creature your size or smaller at an enemy with one of your attacks. Make a Strength (Athletics) check, adding your Superiority Die to the result. You throw your ally a number of feet equal to the check (minimum 5 feet), and half again as high. If the ally lands within reach of a creature, it can use their reaction to make a melee weapon attack against it. On a hit, add two rolls of your Superiority Die to the attack's damage and the attack flourishes as if it were a Called Shot. 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 bludgeoning damage to two rolls of your Superiority Die, and their movement speed is halved on their next turn.
Reposition2 focus4th degree Teamwork bonus action
You take the Disengage action, and a number of willing creatures equal to half the maximum result of your Superiority Die within 30 feet can use their reactions to take the Disengage action and move up to half their speed. You can spend 2 additional focus to take the Dash action as well, and allow willing creatures to move up to their speed instead.

5th Degree Maneuvers

Combination Attack8 focus5th degree Teamwork action
Make a single weapon attack against a creature. Any ally who can see or hear you within 60 feet can use their reaction to make a weapon attack or cast a damaging cantrip against the same creature, provided it is in range. For each creature that damaged it from this maneuver, the target takes force damage equal to a roll of your Superiority Die. If it took at least three Superiority Dice of force damage, it must make a Strength saving throw or be knocked prone. If it took at least five Superiority Dice of force damage, it must also make a Constitution saving throw or be stunned until the end of its next turn.
Rally Reaction2 focus5th degree Teamwork reaction
When a creature within 60 feet of you can use a reaction, you can use your reaction instead. A creature who has already used their reaction can benefit from this as well. If this reaction ability requires a d20 test, add your Superiority Die to the result. If the reaction allows the creature to move, increase the distance they can move equal to the maximum result of your Superiority Die (rounded up to the nearest increment of 5). The GM may rule other numerical benefits could apply for less common reactions as well.

6th Degree Maneuvers

PreparationX focus6th degree Teamwork action
Time Stop, but you can hand out the turns to your allies.
ManeuverX focus6th degree Teamwork ACTION
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7th Degree Maneuvers

ManeuverX focus7th degree Teamwork ACTION
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ManeuverX focus7th degree Teamwork ACTION
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8th Degree Maneuvers

ManeuverX focus8th degree Teamwork ACTION
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