1. Notas

Synergies 2.0

Mechanics/Rules

Introducing Synergies: A New Dimension to Combat

In the Lands of Arda, Synergies are powerful combat techniques that represent the deep bonds and teamwork between characters. By working together in harmony, two characters can unleash extraordinary effects that turn the tide of battle.

Picking Synergies

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.

Mechanics of Synergies

During combat, on your turn you choose a willing ally of yours, you want to Synergize with. The chosen ally must have the same Synergy selected. Once the ally is chosen, both of you cannot activate another Synergy until the start of your next turn. Both participants in Synergies must not be Dazed, Paralyzed, Incapacitated or Unconscious.


Ancient Elven Combat

Prerequisites: Elf, Half-Elf, Druvan

Whenever you have advantage on an attack, your ally can spend their reaction to give you hyper-advantage (3x D20s keep the highest) for the that roll.

Arcane Echo

Prerequisites: Non-warlock, Passive Arcana 13 or higher.

Whenever you cast a spell with an attack roll and miss, if your ally is within 10 feet of you, they can spend their reaction and an equal level spell slot. If they do, you cast an echo of your spell that is an exact copy on the same targets.

Caldarian Combat Tactics

Prerequisites: Raised in Caldar

Whenever one of you succeeds in using Anticipation against an enemy, the chosen ally gains the benefits from that Anticipation too.

Childhood friends

Prerequisites: Have connecting backstories.

Whenever you take the Disengage Action, your chosen ally can use a Reaction to move up to half their speed towards you.

Coordinated First Aid

Prerequisite: Have proficiency in Medicine.

Whenever your ally attempts to Stabilize a creature, you can spend your Reaction to give advantage on the check. If you do so, you also take the Dodge action for free (outside your turn).

Divine Resonance

Prerequisites: Divine class or subclass., both must follow the same deity.

Whenever you deal radiant damage, your ally can use a reaction and a hit die, to regain hp equal to 5 + their highest class level.

Elemental Duality

Whenever you cast a spell that deals one of the following damage types, your ally can use a reaction to add an extra damage dice of the opposite type.
FireCold
AcidForce
ThunderLightning

Phalanx Formation

Prerequisites: Raised in Eratus

Whenever you take the Dodge action, and you're within 5 feet of your chosen ally, you can make a melee weapon attack as a bonus action.

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.

Whenever you take the Dash action and start or end your movement within 5 feet of your chosen ally, you can make a weapon attack as a bonus action.

Hit & Run Tactics

Whenever you make a ranged attack, your chosen ally can use a Reaction to move closer to the target by 15 feet. Whenever you make a melee weapon attack, your chosen ally can use a Reaction to move away from the target by 15 feet.

Shadow Maneuvers

Whenever you hit an enemy with a dagger or a sickle, your chosen ally can use a Reaction to make an attack with a dagger or a sickle at the same target. Both you, your chosen ally and the target must be in dim light or darkness

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.

Whenever you hit a creature and your attack roll is 5 or higher than its AC, your chosen ally can use a Reaction to make an attack with a Bludgeoning Weapon against the same target. If both participants use the Synergy, the target becomes Staggered

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.

Whenever your chosen ally, hits a creature from a flanking position (compared to your position), you can use a Reaction to make two attacks with a -6 penalty to the attack rolls, against the same creature

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.

Whenever you initiate a Grapple or Shove a creature prone, if your chosen ally is within 5 feet of that creature, they can use a Reaction to also Grapple or Shove prone the same creature.

Working Under Pressure

Prerequisites: have less than average maximum hp.

Whenever you take the Dodge or Disengage action, your ally can use a Reaction to use Emergency Healing. If you started or ended your turn next to your chosen ally, you also regain hp equal to what they regained.