Unbound Team Features
OOC
This is playtest material.
A team of Unbound has unique capabilities, called Unbound Team Features.
Contents
The Commander
The team chooses their commander. This should be a long-term choice, but the team can revisit it (DM's choice).
Choosing Features
All teams start with two features: Team Chain and Share Inspiration. When your team levels up, you can choose one new feature. In addition, when your team levels up, you have the option of replacing a feature with another feature. You can discuss these choices as a team, but the commander has the final say.
Each feature is on a different branch of a tree, representing different ways a team can specialize. See the diagram below. Many features have prerequisites. Whether you're choosing a new feature or replacing a feature, you must meet any prerequisites.
You can discover or create the option of a new feature, via a Wheel. If you have an idea, work with the DM. When you've finished the wheel, the new feature can replace an existing feature, or you can chose it when the team levels up.
Using Features
Some features are always active and/or free to use. Many features require spending a point of Inspiration.
Commander's Options
The commander is encouraged to use team features on their turn. On their turn, the commander can trade in their action and gain 1 point of Inspiration. In addition or instead, the commander can trade in their movement and gain 1 point of Inspiration. The commander can never have more than 3 points of Inspiration.
Commander's Die
Some features use the commander's die. This die starts as a d6. It increases over time:
- 5th level: d8
- 10th level: d10
- 15th level: d12
Unbound Team Features
- Aim True (Maneuver, 1 pt): When a member makes an attack, they have advantage. If they hit, add the commander's die to the attack's damage roll.
- Close is Touch (Magic, 1 pt): When you cast a spell with a range of Touch, you can target a member if they're within 60 feet.
- Close is Self (Magic, 1 pt): When you cast a spell with a range of Self, you can target a member if they're within 60 feet.
- Disorienting Attack (Maneuver, 1 pt): When you hit a creature with an attack, spend 1 point. The creature has disadvantage on their attacks until the end of their turn.
- Instant Attack (Combat, commander's action): On their turn the commander can trade in their action to allow another member to instantly take the Attack action.
- Instant Dash (Combat, 1 pt): A member instantly takes the Dash action. This can provoke an attack of opportunity.
- Instant Disengage (Combat, 1 pt): A member instantly takes the Disengage action.
- Instant Dodge (Combat, 1 pt): A member instantly takes the Dodge action, which lasts until the start of their next turn.
- Instant Hit Dice (Tenacity, 1 pt): A member can spend one or more Hit Dice immediately, as if they've taken a short rest. They must roll all Hit Dice at the same time (unlike a normal short rest). They also roll the commander's die as if it were one of their Hit Dice.
- Instant Long Cooldown (Tenacity, 3 pts): A member instantly regains the use of one class feature as if they've taken a long rest.
- Instant Reaction (Maneuver, 1 pt): A member instantly regains their reaction, which they must use immediately. This can be used for any reaction (e.g., Counterspell, an attack of opportunity).
- Instant Shift (Magic, 1 pt): Instantly shift a member from the Grid to the Swift, or from the Swift to the Grid.
- Instant Short Cooldown (Tenacity, 2 pt): A member instantly regains the use of one class feature as if they've taken a short rest.
- Instant Slot Recovery (Magic, 2 pts): A member instantly regains spell slots with a combined level that is equal to or less than half their level in their highest class with spell slots (rounded up). No regained slot can be 6th level of higher.
- Instant Stand (Combat, 1 pt): When a member is prone, they instantly stand up (using no movement).
- Legendary Resistance (Tenacity, 1 pt): When a member has failed a saving throw, they succeed instead.
- Pack Tactics (Maneuver, 1 pt): Choose one member as the alpha. Until the alpha's next turn, other members have advantage on attack rolls against a creature if they're within 5 feet of both the creature and the alpha (unless the alpha is incapacitated).
- Share Inspiration (Trunk): You may trade in 1 or more points of Inspiration and give them to another member. (No member can ever have more than 3 points.) You can do this at will.
- Swap Places (Tenacity, 1 pt): Two members instantly swap locations. Both must be on the Grid (within 120 feet) or in the Swift.
- Team Chain (Trunk): Your team has a private telepathic network. It's similar to the network created by Rary's Telepathic Bond (PHB p. 270). The network can include up to eight Unbound. The members can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence. The network is always "on," but any member can choose to connect or disconnect at will. (All Unbound are part of a latent telepathic network, which some call the Chain.)
- Twin Spell (Magic, 2 pts): When a member casts a spell that targets only one creature and doesn't have a range of self, they can target a second creature in range with the same spell.
- Unbound Fortitude (Tenacity, 1 pt): When damage has reduced a member to 0 hit points, roll the commander's die. They drop to that number of hit points instead.
