Brotherhood Abilities

### Action Star

If you score a hit on a creature 20 feet or closer, you can elect to further anger that creature. It now suffers disadvantage on all attack rolls that don’t include you as a target. The effect ends if you move out of range or out of line of sight (like behind total cover), or don’t attack the same target before the end of your next turn (you don’t need to hit, just attack).

### Cauterize

You can use your action to heal an injured ally. The target recovers hit points equal to 1d6 + your level.

You can use this feature a number of times equal to your half your level (rounded down) per short or long rest.

### Combat Ineffective

If an allied character in line of sight is reduced to 0 hit points or less, you have advantage on attack rolls against the creature that hit the ally until the creature is destroyed or until the felled ally is stabilized.

### Comrades In Arms

If an ally within 10 feet of you suffers a critical hit, you have advantage on attack rolls against the creature that made that attack until the end of your next turn.

### Covering Fire

Before making an Attack action, you can choose to suffer disadvantage on all attack rolls for that action; all allies in line of sight gain a +1 bonus to AC and advantage on all saving throws against any target you attack until the beginning of your next turn.

### Front Line Deployment

Select one ally within 10 feet of you as a bonus action. Until the beginning of your next turn, the targeted ally gains a bonus to their AC equal to your proficiency bonus.

### For The Common Honor

If an ally within 5 feet of you suffers a hit from an enemy, as a reaction, you can swap locations with the ally and suffer the hit and all effects instead.

### Jump In Front

If you and at least one ally are struck by an area effect no bigger than 60 feet across, as a reaction, you can push your allies out of the target area. However, you are then targeted by the effect a number of times equal to the number of allies you pushed.

Once you use this feature, you cannot use it again until you finish a short or long rest.

### Man Down

If you occupy the same space as a dead, prone, or unconscious ally, the ally cannot be targeted by any ranged or melee attacks and automatically passes all Dexterity saving throws. The effect ends if the target stands, if you leave the target's area, or if the target makes any kind of attack.

### Member Of A Team

You can spend 30 feet of movement and select an ally within 5 feet. That ally can use the Disengage action without using their action on their next turn.

### Slow Is Smooth

When you move, you can reduce your speed by 10 feet and pull one ally within 5 feet with you. If you use the disengage action, the ally also disengages.

### Snap Out Of It

Use your action to remove one of the following conditions an ally suffers from, unless you suffer from the same condition: charmed, frightened, stunned, or unconscious (unless dying).

Once you use this feature, you cannot use it again until you finish a short or long rest.

### Spotter

Target an enemy in line of sight with your action; one ally within 5 feet of you has advantage on their next attack roll against that target.

### Toss Ammo

You can spend 30 feet of movement and reload an ally's weapon. The ally must be within 10 feet.