This new Dungeons & Dragons spell lets your D&D characters use the special abilities of their allies. Ever want the barbarian to cast wizard spells or the monk to use a rogue’s sneak attack? Unity is the solution!
Unity
Level 7 Enchantment (Bard, Cleric, Druid)
Casting Time: 1 minute or Ritual
Range: 20 ft
Components: V, S
Duration: 1 minute, Concentration
Choose up to 5 friendly creatures within range to unify. For the duration, each of those creatures can replace any of their Actions, Bonus Actions, or Reactions with those of another creature in the Unity.
For example, the party’s barbarian can choose to use the rogue’s Sneak Attack, or the rogue can choose to cast one of the wizard’s spells. Spell slots and limited use abilities are expended, no matter which creature in the Unity uses them.
Abilities and actions that require an ability check or attack roll use the stats of the creature whose ability or action is being borrowed. For example, a fighter uses the cleric’s Turn Undead action against a zombie. The zombie must make a Wisdom saving throw against the cleric’s spell save DC.
At Epic Level. When you cast this spell using a spell slot of 8th or 9th level, you can target one additional friendly creature for each slot level above 7th.
The ideal adventuring party has a good mix of warriors, spellcasters, and healers. But there are many encounters where certain class features would to helpful to everyone in the party.
The Unity spell bonds the player characters in a way that allows them to share their special abilities. “All for one, and one for all!”
The only drawback is that limited use abilities can still only be used that many times. For example, if the party’s barbarian casts Fireball while in unity with the wizard, one of the wizard’s 3rd level spell slots is expended.
Likewise, if the wizard decides to Rage during the Unity, one of the barbarian’s rages are used. Abilities that have unlimited uses, like cantrips or sneak attack, can be freely used during the Unity.
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