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Team Actions

This system is designed to encourage collaboration and tactical play. A Team Action allows a player to spend effort on someone else’s turn to assist, enhance, or protect another character.

What Is a Team Action?

A Team Action is any action a player takes outside their own turn in direct support of an ally. This could be:

  • Boosting another player’s attack roll
  • Reducing the damage they take
  • Adding elemental power to their spell
  • Helping them succeed on a check
  • Interrupting an enemy action

Each Domain is encouraged to provide at least one feature that enables a Team Action.

Rules for Taking a Team Action

Team Actions follow the same rules as any other action:

  • Subtract your current Action Load from the relevant Aspect
  • If the result is greater than zero, you may take the action
  • After completing the Team Action, add the action’s cost to your Action Load

Even though it isn’t your turn, your Action Load still applies. You can take multiple Team Actions in a round if your Aspect values allow it.

Examples of Team Actions

Here are some examples of how Team Actions might work:

  • Bard Domain – Spend 1 d4 to add +1d4 to an ally’s roll (once per round)
  • Sorcerer Domain – Spend a Team Action to add elemental damage to another caster’s spell
  • Guardian Domain – Spend a Team Action to impose disadvantage on an enemy attacking your ally
  • Tactician Domain – Spend 2 d4s to let an ally move or reposition without provoking attacks

Timing and Declaration

  • Most Team Actions happen as a reaction to an ally's action or an enemy's move
  • Declare your intent quickly—these are meant to keep the action flowing
  • GM discretion may limit or adjust timing for balance

Coordination Bonuses

In some cases, two or more players working together may unlock extra benefits. If players describe a cooperative move creatively and spend Team Actions together, the GM may grant:

  • Advantage on rolls
  • Bonus damage or effects
  • Reduced Action Load cost
  • Story-driven rewards

Summary

  • Team Actions build camaraderie and deepen tactical play
  • They're optional, but Domains should encourage their use
  • Like reactions or bonus actions in D&D, but more flexible
  • All rules for action economy (Action Load, Aspect availability) still apply