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Combo Attacks Primer
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What Are Combo Attacks?
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Combo Attacks allow player characters to perform collaborative, synchronized actions in combat. Through teamwork, adventurers can execute powerful, cinematic moves that demonstrate their bond as companions.
Basic Mechanics:
- Initiation: A Combo Attack is initiated when a player declares an attack roll on their turn and announces the Combo before rolling the die. They are the Instigator.
- Collaboration: Other players who can see the Instigator may use their Reaction to assist, becoming Collaborators. They choose a Combo Action to enhance the attack.
- Critical Hit Bonus: The Instigator’s critical hit range is reduced by 1 for each Collaborator (e.g., with two collaborators, a critical hit occurs on 18-20).
Limitations:
- Characters can only collaborate in one Combo Attack per long rest.
- Collaborators must have adventured together for at least one week to be eligible.
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Combo Actions
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Collaborators can assist the Instigator in various ways depending on their proximity, weapon type, or spellcasting abilities. Here are some options:
Melee Combo Actions:
- Ally Launcher: Toss the Instigator for a surprise aerial strike. The Instigator rolls an extra d20 on their attack roll.
- Unison Onslaught: Make a swift melee attack at the same time. Whether the hit lands or not, the Instigator rolls an extra d20.
- Goading Rush: Distract the target by charging into them. The target has disadvantage on attacking anyone except you until the Instigator’s next turn.
Ranged Combo Actions:
- Flinchshot: Momentarily distract the target with a ranged attack. The Instigator rolls an extra d20 for their attack.
- Disarming Combination: Attempt to knock an item out of the target's hand. The target must make a Strength save (with disadvantage) or drop the item.
Spellcasting Combo Actions:
- Evocation: Add extra elemental damage to the Instigator’s attack (1d10 per spell level).
- Illusion: Obscure the Instigator’s movement. They add a bonus to their attack roll equal to the spell’s level and don’t provoke opportunity attacks.
- Necromancy: Deal additional necrotic damage and gain temporary hit points equal to the damage dealt.
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Important Notes:
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- Combo Criticals: Collaborators can reduce the critical hit threshold for the Instigator. For example, if two players assist, the Instigator can crit on an 18, 19, or 20.
- One Combo Per Rest: After assisting in a Combo Attack, a player cannot assist in another until they finish a long rest.

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5 Page PDF Attached Below
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Ryoko's Guide to [Combo Attacks].pdf
