| Barbarian — Fury to Surpass the Gods | -+1 to Strength and Constitution checks and saving throws.
-When either partner in a chain takes damage, the barbarian can use
their reaction halve the damage for all incoming types except Psychic.
Upon activation, the Barbarian gains temporary hit
points equal to the damage taken after mitigation. After use, both parts
of the chain must recharge the ability with a natural "10" roll with a
1d10 dice roll. The ability can't be used until both have recharged.
Each part of the chain rolls at the end of their individual turns
respectively. |
| Bard — Beat of your Heart's Drum | -+1to
Performance and Persuasion. --Dealing a
synchonized attack gives both one usage of bardic inspiration. After
use, both parts of the chain must recharge the ability with a natural
"6" roll with a 1d6 dice roll. The ability can't be used until both have
recharged. Each part of the chain rolls at the end of their individual
turns respectively. |
| Cleric — Power in Faith | -+1
to saving throws against charm or fear.
- Both gain temporary hitpoints equal to half of any radiant damage dealt, or healing amount. These temporary hitpoints stack. After use, both parts of the chain must recharge the ability with a natural "6" roll with a 1d6 dice roll. The ability can't be used until both have recharged. Each part of the chain rolls at the end of
their individual turns respectively. |
| Druid — Nature's Best | -Environmental resistance (Traps, weather effects, lair actions take half damage).
-Dealing a synchronized attack with Druid while wildshaped gives both an
additional damage dice equal to the current wildshape's highest
damaging attack. After use, both parts of the chain must recharge the
ability with a natural "6" roll with a 1d6 dice roll. The ability can't
be used until both have recharged. Each part of the chain rolls at the
end of their individual turns respectively. |
| Fighter — A Warrior's Soul | -+2 to hit bonus ontop of flanking bonus.
- Upon landing both an attack and extra attack in
succession, on the next turn, both are able to use the ability "Action
Surge", regardless of Fighter uses left, or class choices. After use,
both parts of the chain must recharge the ability with a natural "6"
roll with a 1d6 dice roll. The ability can't be used until both have
recharged. Each part of the chain rolls at the end of their individual
turns respectively. |
| Monk — Combo Artes Expert | -+5ft speed.
-Dealing damage consistently without missing an attack three times, generates a ki point for the monk, and deals an additional amount of damage for the next attack for both members of the chain equal to the Monk's martial die. After use, both parts of the chain must recharge the ability with a natural "4" roll with a 1d4 dice roll. The ability can't be used until both have recharged. Each part of the chain rolls at the end of their individual turns respectively. |
| Paladin — United Oath | -+1 to saving throws within 10 feet.
-When the paladin lands a smite, the chained partner's next attack deals
bonus radiant damage equal to the total amount of smite damage dealt.
After use, both parts of the chain must recharge the ability with a
natural "6" roll with a 1d6 dice roll. The ability can't be used until
both have recharged. Each part of the chain rolls at the end of their
individual turns respectively. |
| Ranger — Unparalleled Hunter | +2 initiative vs Ambush.
-Both are benefactors for the "Hunter's Mark" spell. If both targets hit in the same round and activate Hunter's Mark's bonus damage, the target becomes vulnerable to the last damage type it took until the start of the Ranger's next turn.When the paladin lands a smite, the chained partner's next attack deals bonus radiant damage equal to the total amount of smite damage dealt. After use, both parts of the chain must recharge the ability with a natural "8" roll with a 1d8 dice roll. The ability can't be used until both have recharged. Each part of the chain rolls at the end of their individual turns respectively. |
| Rogue — Kingslayers | -Advantage
on Stealth Checks
-On a successful sneak attack, the chain partner can attack using a
reaction, which deals additional weapon/spell type damage equal to the
Rogue's sneak attack damage dice regardless of the weapon, unarmed or
spell attack. The damage type utilizes the damage of the activating
attack. After use, both parts of the chain must recharge the ability
with a natural "6" roll with a 1d6 dice roll. The ability can't be used
until both have recharged. Each part of the chain rolls at the end of
their individual turns respectively. |
| Sorcerer — Revolver Arcana | -+1 to saving throws against spells.
-When the chained partner deals 50 damage in a turn or more, the
Sorcerer recovers one sorcery point. The next metamagic ability used is
applied to the chained partner's first attack as well if possible.
Usable for melee
Distant spell - Increases melee range by 5 ft,
Empowered - Reroll of melee damage rolls of 1
Heightened - Gives disadvantage to enemy save
rolls against melee attacks with effects like maneuvers, grapples, and
stuns.
Twinned - Gives melee attacks the "cleave" weapon effect regardless of weapon type. After use, both parts of the chain must recharge the ability
with a natural "6" roll with a 1d6 dice roll. The ability can't be used
until both have recharged. Each part of the chain rolls at the end of
their individual turns respectively. |
| Warlock — Contractual Loophole | -+1 to Charisma, advantage on saves against charmed, poisoned, sleep
effects.
- Both partners benefit from the spell "Hex" or
ability "Hexblade Curse" damage, and the chained partner gains a 1d10 force damage dice to their attacks on the first attack on a Hex afflicted target. After use, both parts of the chain must recharge the ability with a natural "4" roll with a 1d4 dice roll. The ability can't be used until both have recharged. Each part of the chain rolls at the end of their individual turns respectively. |
| Wizard — Potential Unleashed | -+2 to Intelligence checks.
- Chained partners gain a round under the "Tenser's Transformation"
spell after landing 3 synchronized attacks in succession without
missing. The Wizard regains one spell slot of their choosing upon
activation of effect. After use, both parts of the chain must recharge
the ability with a natural "12" roll with a 1d12 dice roll. The ability
can't be used until both have recharged. Each part of the chain rolls at
the end of their individual turns respectively. |
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