Team Powers

< Commander Class

### Autocratic

If an ally suffers a critical hit from a creature, you can use your reaction to give another ally a single attack against the creature that inflicted the critical hit.

### Big Picture

As an action, select one ally able to see and hear you. If the ally hits with an attack before the beginning of your next turn, that hit gains a damage bonus equal to your Wisdom modifier + your level

### Boar's Head

Spend 10 feet of movement to give an ally a 5-foot bonus to their speed until the beginning of your next turn. You can use this feature multiple times on your turn, but each ally cannot gain more than 5 feet of movement this way.

### Control the Battle Theater

When rolling for initiative, you and each ally that can see or hear you gains a +2 bonus to their roll.

### Face Clap

*(Level 6)*

Use an action to wake up one adjacent unconscious creature. If the target was unconscious from being reduced to fewer than 0 hit points, they are healed to 1 hit point. When you use this feature, you cannot use it again until you finish a long rest.

### Focus Target

*(Level 6)*

As a bonus action, you can grant an ally within 5 feet of you a single ranged attack against the same creature you hit with a ranged attack this same turn.

### Improvisation Is The Best Plan

Use a bonus action to gain 1 additional reaction before the beginning of your next turn.

### Mark Of The Puppeteer

Any time an ally hits with an attack, you can use a reaction to shove that creature 5 feet as long as the target is not moved into hazardous terrain (like fire or a pit).

### No One Hits The Chief

*(Level 6)*

If a creature hits you with a critical hit, all allies that can see or hear you have advantage on attack rolls until the beginning of your next turn against the creature that scored the hit.

### Pat On The Back

When the party takes a short rest, you can award any of your Hit Dice to an ally. Allies cannot have more Hit Dice than their level.

### Plan Of Attack

You can spend 10 feet of movement to move another ally 5 feet. This movement does not provoke opportunity attacks and does not require a reaction on the ally’s part.

### Pure Leader

If you hit an enemy with a ranged attack, you can inflict no damage, and one ally can disengage from the same enemy and move up to half their speed.

### Quick Patch

You can use your action to administer aid to an ally—the target regains a number of hit points equal to 1d6 + your level. When you use this feature, you cannot use it again until you take a short or long rest.

You can select this trait multiple times, increasing the damage cured by 1d6 each time and gaining an additional use of quick patch between long rests (max 3).

### Reading Body Language

You have advantage on Wisdom (Insight), Wisdom (Survival), Charisma (Deception), Charisma (Intimidation), Charisma (Performance), or Charisma (Persuasion) checks (select one). You can select this trait multiple times, selecting a different skill each time.

### Snap Out Of It

If an ally within 5 feet of you is charmed, frightened, or stunned, you can use your reaction to inflict 1d4 damage on that ally and remove the effect.

### Unnecessary Abuse

*(Level 6)*

If an ally within 5 feet of you misses on an attack roll, you can use your reaction to inflict 1d4 damage on that ally and have them re-roll with advantage.

< Commander Class