Introducing Synergies: A New Dimension to Combat
In the dynamic realm of the Lands of Arda, the introduction of Synergies marks a pivotal evolution in gameplay mechanics. These meticulously designed features serve as conduits of enhanced cooperation between two characters during combat scenarios. Synergies are not simply bestowed; they are earned through dedication and prowess, granting distinctive advantages to those who wield them.
Unveiling Synergy Selection
At designated milestones in their journey, characters are presented with the opportunity to select a Synergy that aligns with their evolving combat style. These pivotal moments occur at character levels 5, 10, 15, and the pinnacle of power, level 20. It is paramount to note that some Synergies come with specific prerequisites, further adding depth to character progression.
Core Principles of Synergies
To ensure a clear understanding of Synergies, certain fundamental principles always hold true, unless expressly stated otherwise:
- Synergist Defined: In the context of Synergies, a "Synergist" denotes an ally who shares the same Synergy as the character.
- Selective Targeting: Effects that inflict damage or bestow debuffs exclusively target non-Synergists, preserving the cooperative spirit of the mechanic. Whenever "creature" is mentioned in a synergy multiple times, it's referring to the same creature. If multiple creatures can be affected by a synergy step (such as AoE spells), either one specific target is picked or all targets are picked.
- Exclusive Benefits: Players declare when they attempt to start a Synergy and who the second Synergist is. Synergies only work between the two declared characters.
- Precise Execution: The Synergy comes into ordered steps, which must executed in order, by Synergists. Each Synergy step must be completed by a different Synergist than the previous one. If the Synergy has not progressed in a full round, the Synergy resets.
- Synergy Focus. A character cannot be part of two Synergy steps on the same turn. They have to focus on one and forgo the other.
Synergies in the Lands of Arda are more than just game mechanics; they represent the synergy of character relationships, teamwork, and strategic depth, adding a rich layer of engagement to your adventures. Discover, earn, and master these unique abilities to unlock new dimensions of combat dynamics and cooperation within your party.
Move: This part of the synergy has to be fulfilled for the Synergy to move to the next step. Benefit: This part is granted when the previous step's Action has been fulfilled. Each separate row on the tables indicates a different step.
Ancient Elven Combat
Prerequisites: Elf, Half-Elf, Druvan
Coming Soon
Arcane Echo
Coming Soon
Caldarian Combat Tactics
Prerequisites: Raised in Caldar
Steps | Benefit | Move |
1 | You are within 5 feet of another Synergist for the whole duration of your turn. | |
2 | You have a second reaction this round that can be used on attacks of opportunity as long as you are within 5 feet of the other Synergist. | You are within 5 feet of another Synergist for the whole duration of your turn. |
3 | Your attacks of opportunity score a critical hit on 18-20 and trigger also if a creature just moves within your reach. |
Children of Light
Prerequisites: Not having darkvision, truesight, blindsight or tremorsense.
Not all were blessed with eyes that see shades of gray in the dark. Those who cannot, have trained to overcome it together.
Steps | Benefit | Move |
1 | End your turn with a hand free and 30ft from another Synergist with a Torch. | |
2 | You can take the Disengage action as a bonus action and throw the Torch to a Synergist as a free action. | End your turn with a hand free and 30ft from another Synergist with a Torch. |
3 | You can take the Disengage action as a bonus action and throw the Torch to a Synergist as a free action. If you attack a creature this turn, you deal 1d6 extra fire damage to it. |
Coordinated First Aid
Steps | Benefit | Move |
1 | Take the Help Action for someone who will attempt to Stabilize a creature. | |
2 | You get a +5 on your Stabilize (Medicine) check. Your AC increases by 3 until the start of your next turn. | End your turn within 5 feet of the Synergist who helped you. |
3 | You gain temporary hit points equal to half the result of the Medicine check that was previously rolled to stabilize the target. |
Divine Resonance
Prerequisites: Divine class or subclass.
Coming Soon
Elemental Duality
Steps | Benefit | Move |
1 | You hit the creature with a spell attack. You dealt fire or cold, necrotic or radiant, thunder or lightning, force or psychic, damage to the creature. | |
2 | Your spell attacks, that deal the other damage of that pair, do one extra dice of damage this turn. | You hit the creature with a spell attack that deals the pairing damage type. |
3 | Your spell attacks, that deal the other damage of that pair, do one extra dice of damage this turn. | You hit the creature with a spell attack that deals the initial damage type of this synergy. |
4 | Your spell attacks, that deal the other damage of that pair, do two extra dice of damage this turn. | You hit the creature with a spell attack that deals the pairing damage type. |
5 | Your spell attacks, that deal the other damage of that pair, do two extra dice of damage this turn. |
Eratus Legion Tactics
Prerequisites: Raised in Eratus
Coming Soon
Goring Momentum
Prerequisites: Raised in the Savage Lands
Born and raised in chaos, where siblings kill each other for power some, who dare form bonds, prove unexpectedly successful.
Steps | Benefit | Move |
1 | You reduce a creature to 0 or less hp. | |
2 | You have advantage on attacks against a second creature this turn. | You reduce the second creature to 0 or less hp. |
3 | You have advantage on attacks against a third creature this turn. | You reduce the third creature to 0 or less hp. |
4 | You have advantage on attacks against a fourth creature this turn. | You reduce the fourth creature to 0 or less hp. |
5 | You have advantage and one extra attack against a fifth creature this turn. |
Pin Down Trap
"Hold it still!" You'd be surprised how effective simple coordination can be. -Archery lessons 101.
Steps | Benefit | Move |
1 | You have a creature grappled. | |
2 | You have +3 to ranged attacks, +3 to ranged weapon damage, +5 to ranged spell damage against the creature. | You hit the creature with a ranged attack. |
3 | You can move away from creature without AoO. Ranged attacks against creature this turn have advantage. |
Shadow Maneuvers
Coming Soon
Sundering Offensive
Combatants, with great accuracy and precision, have proven that you can take down creatures with the toughest skin or armor. You simply have to repeatedly hit the same spot.
Steps | Benefit | Move |
1 | You hit the creature with a melee weapon. Attack roll is at least 3 higher than AC. | |
2 | You have +3 to melee weapon damage on attacks against the creature. | You hit the creature with a melee weapon. Attack roll is at least 5 higher than AC |
3 | You have +5 to melee weapon damage on attacks against the creature. | You hit the creature with a melee weapon. Attack roll is at least 7 higher than AC |
4 | You have +7 to melee weapon damage on attacks against the creature. | You hit the creature with a melee weapon. Attack roll is at least 8 higher than AC |
5 | You have +10 to melee weapon damage on attacks against the creature. |
Twin Strike Assault
A common technique among warriors who have trained together for a long time, leaving the target with punctured organs and broken bones.
Steps | Benefit | Move |
1 | Synergist hits the creature with 2 melee attacks | |
2 | Synergist's melee piercing attacks inflict Hemorrhage 20 on the creature this turn. | Synergist hits the creature with 2 melee attacks |
3 | Synergist's melee bludgeoning attacks inflict Staggered on the creature this turn. |
Undersized Family Training
Prerequisites: Dwarf, Gnome, Halfling
Have you seen how smaller races, aim for the feet, drop them prone and then hammer them all together? They practice that since they are kids back at home.
Steps | Benefit | Move |
1 | Synergist hits a larger creature with melee bludgeoning attack. | |
2 | Synergist's successful melee attacks against the creature trigger Prone on STR saving throw DC 13 until end of turn. | Synergist has the creature Grappled. |
3 | All Synergists' melee bludgeoning attacks deal +7 extra damage, and the previous Synergist can do an attack against the creature as a reaction this turn. |