Team Actions
This system encourages collaboration and tactical play.
A Team Action lets you act outside your turn to support an ally—boosting attacks, defending, or combining effects.
What Is a Team Action?
A Team Action is any action a player takes on another player’s turn to directly help them.
📘 Examples include:
- Boosting an ally’s attack roll
- Reducing damage they would take
- Adding elemental energy to their spell
- Helping with a skill check
- Interrupting or distracting an enemy
Every Domain is encouraged to include at least one feature that enables a Team Action.
Taking a Team Action
Team Actions follow the normal action rules:
- Subtract your Action Load from the relevant Aspect
- If the result is ≥ the action’s Action Cost, you may act (the one “can I act?” rule)
- Perform the action and increase Action Load by its cost
🧠 You can take multiple Team Actions per round
— as long as your Aspect values support them.
Even though it’s not your turn, Action Load still limits how often you can help.
Help and the Load gate: Helping grants Advantage on an ally’s roll only when that ally can already act. It does not by itself let them take an action they fail the Load gate for (unless a Feature says otherwise—e.g. one that reduces their Load or the action’s cost).
Team Action Examples
Examples from Domains (with the archetype recipe they fit):
- Skald Inspiring Verse (1 AL): an ally who hears you rolls with Advantage (a Bard = Skald + Trickster).
- Incantor Elemental Resurgence: lend your element to an ally’s attack (a Sorcerer = Incantor + Warding).
- Aegis Shield Wall (1 AL, Reactive): add your Aegis Aspect to an ally’s Evasion against one attack (a Paladin = Aegis + Theurgy).
- Seafarer Crew Call (1 AL): up to your Aspect in allies move 10 feet without provoking reaction attacks (a Pirate Captain = Seafarer + Skirmish).
- Maker Clockwork Companion (1 AL): your device Helps an ally (an Artificer = Maker + Thaumaturge).
Feature cards will define the cost, trigger, and effect of each Team Action.
Timing and Declaration
Team Actions are usually reactions to:
- An ally declaring an action
- An enemy triggering a threat
- A specific condition on a feature card
Declare your intent quickly and clearly—pacing is important!
The GM has final say on whether the timing is valid.
Coordination Bonuses
When players work together creatively, the GM may reward them:
🎁 Possible Coordination Rewards:
- Advantage on key rolls
- Extra damage or bonus effects
- Reduced Action Load cost
- Story-based inspiration or momentum
Describing a cool combo in-character can bring big payoff—encourage synergy!
Summary
- Team Actions are a key tool for tactical teamwork
- Each Domain should support them
- Action Load rules still apply, even outside your turn
- Creative combos and group tactics are rewarded