Party Empowerment Feats
Party Feat Unlocking Rules
Majority Vote: Since these feats benefit the whole party, at least 4 out of 6 members must agree to purchase a Party Empowerment Feat.Narrative Unlocks: Some feats (like Runeforge Legacy) require the party to encounter a major story event before becoming available.
Additions: Additional Party Feats may be added as the story progresses.
1. We Have Each Other’s Backs (10 EP)
"No one falls while we stand together."Effect: Once per round, when an ally within 30 feet would drop to 0 HP, another ally can spend a reaction to intervene, giving them temporary HP equal to half their max HP for 1 round instead.
Upgrade (Additional 5 EP): When used, the ally receiving the temporary HP can also immediately move 10 feet as a free action, potentially escaping danger.
2. Tactical Coordination (10 EP)
"We’ve been fighting together long enough to anticipate each other’s moves."Effect: Once per round, when an ally makes an attack against a Flat-Footed enemy, another ally within melee range of that enemy can make an Attack of Opportunity (even if they don’t normally have that reaction).
Upgrade (Additional 5 EP): If both attacks hit, the enemy is Staggered 1 (loses 1 action on their next turn).
3. Forge-Bonded Arsenal (10 EP)
"Our weapons and magic resonate as if forged by the same hand."Effect: Once per day, the party can empower their weapons and spells for 10 minutes. During this time:
- Melee & Ranged Attacks: Gain +5 status bonus to damage per other allied attacker within 10 feet (max +3).
- Spells: If a spellcaster targets an enemy with a spell, and that enemy was struck by a party member this round, the spell gains a +3 circumstance bonus to the save DC.
- Upgrade (Additional 5 EP): The bonus lasts for 1 hour instead of 10 minutes.
4. Fate-Forged Bonds (15 EP)
"Somehow, we always end up exactly where we need to be."Effect: Once per session, when a crucial moment occurs (e.g., boss fight, major decision, life-or-death scenario), the party can choose one of the following benefits:
- Collective Inspiration: Every party member gains 1 Hero Point immediately.
- Timely Arrival: If a party member is missing, they appear within 30 feet at just the right moment, as if fate willed it.
- Clutch Comeback: One party member who is unconscious or dying instantly stabilizes and stands up with 1 HP, ready to act.
- Upgrade (Additional 7 EP): The party gains two of these effects per session instead of one.
5. The Runeforge Legacy (15 EP)
"The Runeforge has changed us—it flows through our very essence."Effect: The party attunes to the ancient magic of the Runeforge, granting a collective ability based on its lingering power. Choose one of the following:
- Echoes of Sin Magic: Each party member gains access to a Runeforge spell (chosen based on their preferred school or sin magic), which can be cast once per day without expending a spell slot.
- Resonant Arcana: Once per combat, a spellcaster can use their reaction to absorb a spell they successfully Counteract, regaining a spell slot of that level instead of just negating the effect.
- Runeforged Resistance: Party members gain Resistance 5 to a damage type associated with one of the sins (e.g., fire for Wrath, acid for Sloth, etc.).
- Upgrade (Additional 7 EP): Choose an additional effect from the list above.
6. Interwoven Destinies (15 EP)
"Our fates are tied together—one step forward pulls us all ahead."Effects:
- When one party member gains a reroll (via a Hero Point or special ability), they can instead share it with another party member.
- When a party member uses an action to Aid another, the bonus increases to +4 instead of +2.
- Once per session, a fallen ally can be revived instantly if at least three other party members are still standing. They return with half HP but retain their Wounded value.
- Upgrade (Additional 7 EP): The revive effect can be used twice per session instead of once.
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