Unbound Team Features

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Revision as of 23:36, 16 January 2021 by Cinero (talk | contribs) (Unbound Team Features)
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OOC


This is playtest material.

A team of Unbound has unique capabilities, called Unbound Team Features.

The Commander

The team chooses their commander from among themselves. 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 all their movement and gain 1 point of Inspiration. The commander must spend any Inspiration gained from those trades by the end of their turn. 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 (Combat, 1 pt): When a member makes one attack, they have advantage. If they hit, add the commander's die to the attack's damage roll.
  • Attack Now (Combat, commander's action): On their turn the commander can trade in their action to allow another member to instantly take the Attack action.
  • Close is Touch (Magic, 1 pt): When a member casts one spell with a range of Touch, they can target a member who's within 60 feet.
  • Close is Self (Magic, 1 pt): When a member casts one spell with a range of Self, they can target a member who's within 60 feet.
  • Dash Now (Combat, 1 pt): A member instantly takes the Dash action. This can provoke an attack of opportunity.
  • Disengage Now (Combat, 1 pt): A member instantly takes the Disengage action.
  • Disorienting Attack (Combat, 1 pt): After a member hits a creature with one attack, the creature has disadvantage on their attacks until the end of their turn.
  • Dodge Now (Combat, 1 pt): A member instantly takes the Dodge action, which lasts until the start of their next turn.
  • Fated Moment (Magic, 1 pt): After short rest or long rest, roll one d20 and record the number rolled. A member can replace any attack roll, saving throw, or ability check made by a member or a creature a member can see with this fated roll. The member must choose to do so before the roll.
  • Hit Dice Now (Tenacity, 1 pt): Roll the commander's die. That number of members can spend one or more Hit Dice immediately, as if they've taken a short rest. They must roll all the spent Hit Dice at the same time (unlike a normal short rest).
  • Immunity Now (Tenacity, 3 pts): Roll the commander's die. A member instantly gains immunity to one damage type of their choice for that many rounds. This feature can be used before an attack roll or saving throw, but it can't be used before a damage roll.
  • Legendary Resistance (Tenacity, 2 pts): A member who has just failed a saving throw succeeds instead.
  • Long Cooldown Now (Tenacity, 3 pts): A member instantly regains the use of one class feature as if they've taken a long rest.
  • Reaction Now (Combat, 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).
  • Resistance Now (Tenacity, 2 pts): Roll the commander's die. A member instantly gains resistance to one damage type of their choice for that many rounds. This feature can be used before an attack roll or saving throw, but it can't be used before a damage roll.
  • Share Inspiration (Trunk, free): A member trades in 1 or more points of Inspiration and gives them to another member. (No member can ever have more than 3 points.) A member can do this at will.
  • Shift Now (Magic, 1 pt): A member instantly shifts from the Grid to the Swift, or from the Swift to the Grid.
  • Short Cooldown Now (Tenacity, 2 pts): A member instantly regains the use of one class feature as if they've taken a short rest.
  • Slot Recovery Now (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.
  • Stand Now (Combat, 1 pt): All members who are prone instantly stand up (using no movement).
  • Swap Places (Tenacity, 1 pt): Two members instantly swap locations. Both must be on the Grid (within 120 feet) or both must be in the Swift. (However, a member can use Shift Now immediately before or after Swap Places.)
  • Team Chain (Trunk, free): The 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.)
  • Transmuted Spell (Magic, 1 pt): When a member is casting one spell that deals a type of damage from the following list, they change the damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
  • Twin Spell (Magic, 2 pts): When a member casts one 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.
  • United Defense (Tenacity, 1 pt): Choose one member as the omega, when at least one other member is within 5 feet of the omega. Until the omega's next turn, when a creature the omega can see attacks the omega or a member within 5 feet of the omega, the omega imposes disadvantage on the attack (unless the omega is incapacitated). At any time, there can more no more than one omega on the Grid and one omega in the Swift.
  • United Offense (Combat, 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). At any time, there can more no more than one alpha on the Grid and one alpha in the Swift.
  • Undaunted (Tenacity, 2 pts): Each member can make one saving throw against any single effect of their choice that a save can end. If the commander uses this feature, roll the commander's die and all members use the result as a bonus on their saving throw.

Features Tree

Unbound Team Features Dec-31-2020.png