Combo Attacks

Combo Attacks

Combo attacks are a way for player characters to perform impactful, collaborative actions in combat. Through teamwork, adventurers can perform extraordinary actions and players can experience incredible, cinematic moments, reflecting their characters’ bonds as companions and warriors. Combo attacks are a place for players to explore freely and creatively. The scale and spectacle of a combo attack may vary depending on the level of realism your game adheres to. GMs should use these rules as a guide on balancing combo attacks, working with players to allow them the freedom to craft their own combo attacks in a way that enhances combat.

A Deadly Addition

Combo attacks are a “power upgrade” to an adventuring party’s arsenal. These rules are written primarily for players to explore, but the GM may wish to give enemy teams (or other nonplayer characters) access to combo attacks too, evening the playing field with devastating, tactical manoeuvres on both sides. Enemy combo attacks should be saved for significant encounters, used as a storytelling device to communicate the relationship between enemies, prepared in advance so that they can be narrated swiftly and dramatically, and never used more than once per encounter. Enemy combo attacks should never have more than four participants (one instigator and three collaborators).

Performing a Combo Attack

Combo attacks are spectacular moments of synchronised combat virtuosity performed by player characters in combat, and each participant can alter or enhance it in a unique way.

Initiating a Combo Attack

A combo attack can be initiated whenever a player character makes an attack roll on their turn and does not have disadvantage on the attack roll. It must be announced before the die is rolled but after the attack is declared. The character who makes that attack is referred to as the instigator. If an instigator attempts to initiate a combo attack and nobody collaborates, a combo attack does not occur.

Participating in a Combo Attack

Other player characters who can see the instigator can each use their reaction to enhance the attack by performing a Combo action (presented below). A character who assists in this way is referred to as a collaborator. In the case of a combo attack with more than one collaborator, the collaborators take their reactions in initiative order. Once any collaborators have taken their reactions, the instigator makes their attack roll to finish the combo attack.

Combos and Advantage

Some Combo choices (e.g., Unison Onslaught) allow the instigator to roll an extra d20 on its attack and choose the highest result. These stack with advantage. For example, a character that has advantage on an attack roll and has one collaborator use Unison Onslaught rolls 3d20 for its attack roll, and uses the highest result.

Limitations

Once a player character is a collaborator in a combo attack, they can’t collaborate in another combo attack until they finish a long rest. Combo attacks also require participants to be familiar with each other. Only characters who have spent at least one week adventuring together, over which time they observe one another’s fighting style and movements, have the integral knowledge required to perform combo attacks together.

Combo Actions

There are multiple ways for combo attacks to operate, depending on how those participating in the combo attack assist the instigator. Collaborators within reach of the instigator can enhance the combo attack in different ways to those at a distance, or to those who cast spells. Each Combo action has a prerequisite, usually dictating the maximum distance a collaborator can be from the instigator’s target to assist. For ease of use, Combo actions are divided into Melee, Ranged, and Spellcasting options. Any player character can collaborate using any Combo action, provided they meet the prerequisite and are an ally of the instigator.

Devastating Strikes

No matter the Combo action used, the threshold for the instigator to score a critical hit on their initiating attack roll is reduced by 1 for each collaborator assisting them. Usually, a critical hit is scored on a roll of a 20 on the d20. If two player characters collaborate with the instigator on a combo attack, the critical hit threshold is reduced by 2, so the instigator scores a critical hit on a roll of 18, 19, or 20. This stacks with other effects like a Champion fighter’s Improved Critical subclass feature and the Executioner advanced technique from the Heavy advanced weapon mastery tree (see page 94).

Melee Combos

When you use your reaction to collaborate on a combo attack, you can choose one of the following Combo actions:

Ally Launcher

Prerequisite: The instigator is within your reach and within 5 feet of their target, your carrying capacity is greater than the instigator’s weight, and their target is no more than one size larger than you.

Collaborator’s Action. You toss the instigator through the air, over the enemy, allowing them to strike from above and land in a different position.
Combo Effect. Your unorthodox assault opens up a weakness in the enemy’s guard. The instigator can roll an additional d20 as a part of their attack roll, choosing between it or their own roll. In addition, the instigator lands in an unoccupied space of their choice within 5 feet of their target.

Goading Rush

Prerequisite: You are within 15 feet of the instigator’s target.

Collaborator’s Action. You charge into the fray, tearing the instigator's target’s attention away from your allies and onto yourself. You move towards the target of the instigator's attack, ending your movement as close to them as possible as you distract them with a goading insult.
Combo Effect. The instigator's target has disadvantage on attack rolls against creatures other than you until the end of the instigator’s next turn.

Staggering Charge

Prerequisite: The instigator and their target are within your reach.

Collaborator’s Action. You barrel into the instigator's target, attempting to knock it off balance as your ally strikes. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. If you win the contest, you knock the target prone or shove it 5 feet away from you (your choice). A target two or more sizes larger than you automatically succeeds in this contest.
Combo Effect. Whether you win the contest or not, your charge serves as a distraction. The instigator can roll an additional d20 as part of their attack roll, choosing between it or their own roll.

Unison Onslaught

Prerequisite: The instigator’s target is within your reach.

Collaborator’s Action. You make a swift melee weapon attack against the instigator's target, striking in unison with your ally. On a hit, you deal damage as normal, but you don’t add your ability modifier to the damage of the attack, unless that modifier is negative.
Combo Effect. Whether you hit or miss, your attack serves as a potent distraction. The instigator can roll an additional d20 as a part of their attack roll, choosing between it or their own roll.

Ranged Combos

When you use your reaction to collaborate on a combo attack, you can choose one of the following Combo actions:

Disarming Combination

Prerequisite: The instigator’s target is within range of a ranged or thrown weapon you are wielding.

Collaborator’s Action. You attempt to strike an object the instigator's target is holding with a ranged attack, potentially knocking it loose from its grasp.
Combo Effect. The instigator's target makes a Strength saving throw with disadvantage (DC equals 8 + instigator’s proficiency bonus + instigator’s Strength modifier). On a failed save, it drops one item it is holding (your choice).

Flinchshot

Prerequisite: The instigator’s target is within range of a ranged or thrown weapon you are wielding.

Collaborator’s Action. You make a swift ranged weapon attack, perfectly timed to momentarily distract an enemy. On a hit, you deal your weapon’s damage as normal, but you don’t add your ability modifier to the damage of the attack, unless that modifier is negative.
Combo Effect. Hit or miss, your attack serves as a potent distraction. The instigator can roll an additional d20 as part of their attack roll, choosing between it or their own roll.

Suppressing Fire

Prerequisite: The instigator’s target is within range of a ranged or thrown weapon you are wielding.

Collaborator’s Action. You provide a well-timed ranged attack, targeting the space between the instigator and their target, which provides cover for your ally to strike and retreat.
Combo Effect. The instigator can roll an additional d20 as a part of their attack roll, choosing between it or their own roll. In addition, until the end of the instigator’s turn, they don’t provoke opportunity attacks from their target.

Spellcasting Combos

A spellcaster can collaborate in a combo attack while they are within 90 feet of the instigator by choosing one spell the spellcaster can cast and expending a spell slot of any level (note: this does not cast a spell). The effect of the combo attack depends on the school of magic the chosen spell belongs to.

Abjuration

Prerequisite: You are within 90 feet of the instigator, have an unexpended spell slot, and know or have prepared an abjuration spell of 1st level or higher.

Collaborator’s Action. You expend one spell slot. Sparkling magic shimmers around the instigator’s body, fortifying them with temporary, spectral armour.
Combo Effect. The instigator gains temporary hit points equal to five times the level of the spell slot expended.

Biomancy

Prerequisite: You are within 90 feet of the instigator, have an unexpended spell slot, and know or have prepared a biomancy spell of 1st level or higher.

Collaborator’s Action. You expend one spell slot. The instigator’s strike is imbued with toxic pathogens.
Combo Effect. The instigator's target must make a Constitution saving throw against your spell save DC. The target has a penalty on its saving throws to avoid or end this effect equal to the level of the spell slot expended. On a failed save, it is poisoned for the next minute. It can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Conjuration

Prerequisite: You are within 90 feet of the instigator, have an unexpended spell slot, and know or have prepared a conjuration spell of 1st level or higher.

Collaborator’s Action. You expend one spell slot. Your magic spirals around the instigator, wrenching them from harm’s way after they make their attack.
Combo Effect. Immediately after the instigator makes their attack against their target, they can choose to teleport to an unoccupied space that they can see within a number of feet equal to 10 × the level of the spell slot expended.

Divination

Prerequisite: You are within 90 feet of the instigator, have an unexpended spell slot, and know or have prepared a divination spell of 1st level or higher.

Collaborator’s Action. You expend one spell slot. The instigator's senses are enhanced with supernatural precognition.
Combo Effect. The instigator gains a bonus to all attack rolls and saving throws equal to the level of the spell slot expended until the end of their next turn.

Enchantment

Prerequisite: You are within 90 feet of the instigator, have an unexpended spell slot, and know or have prepared an enchantment spell of 1st level or higher.

Collaborator’s Action. You expend one spell slot. Hypnotic magic weaves through the force of the instigator’s attack to strike their target’s mind.
Combo Effect. If the instigator's attack hits their target, that creature must make a Wisdom saving throw against your spell save DC. The target has a penalty on its saving throw equal to the level of the spell slot expended. On a failed save, it is charmed by the instigator until the end of the instigator’s next turn. This effect ends early if the instigator deals any damage to the target.

Evocation

Prerequisite: You are within 90 feet of the instigator, have an unexpended spell slot, and know or have prepared an evocation spell of 1st level or higher.

Collaborator’s Action. You expend one spell slot. The instigator’s attack bursts with bright, magical energy.
Combo Effect. On a hit, the instigator’s attack deals extra acid, cold, fire, lightning, or thunder damage, or damage of a type that appears in an evocation spell you can cast (your choice). The extra damage equals 1d10 per level of the spell slot expended.

Illusion

Prerequisite: You are within 90 feet of the instigator, have an unexpended spell slot, and know or have prepared an illusion spell of 1st level or higher.

Collaborator’s Action. You expend one spell slot. Spiralling illusions cloak the instigator in darkness, dazzling light, or another visual effect, obscuring their form and movement.
Combo Effect. The instigator adds a bonus to their attack roll equal to the level of the spell slot expended, and their movement doesn’t provoke opportunity attacks until the end of the turn.

Necromancy

Prerequisite: You are within 90 feet of the instigator, have an unexpended spell slot, and know or have prepared a necromancy spell of 1st level or higher.

Collaborator’s Action. You expend one spell slot. Your magic courses through the instigator, wrenching the life-force of their target and channelling it back to the source of the damage.
Combo Effect. On a hit, the instigator’s attack deals extra necrotic damage equal to 1d6 per level of the spell slot expended. The collaborator then gains temporary hit points equal to the necrotic damage dealt by this effect.

Transmutation

Prerequisite: You are within 90 feet of the instigator, have an unexpended spell slot, and know or have prepared a transmutation spell of 1st level or higher.

Collaborator’s Action. You expend one spell slot. Your magic bursts as a force of raw adrenaline in the instigator.
Combo Effect. Immediately after completing their attack, the instigator can take another action. This action can only be used to take the Dash, Disengage, Dodge, Hide, or Use an Object action. If you expend a spell slot of 3rd level or higher, this action can instead be used to take the Attack action (grapple or shove only). If you expend a spell slot of 5th level or higher, this action can instead be used to take the Attack action (one weapon attack only) or Cast a Spell action (cantrip only).

Creating Additional Combos

These Combo actions are suggestions, not an exhaustive list of all combos possible. Players should work with their GM and each other to come up with ideas that play to the unique strengths and idiosyncrasies of their characters. In all cases, players should name their combo attacks a suitably epic name.