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!
Casting Time: 1 Action
Range: 60 ft
Components: V, S
Duration: 1 round
Choose up to 5 friendly creatures within 60 feet to unify. Until the start of your next turn, each of those creatures can replace any of their actions, bonus actions, or reactions with those of any of the other creatures in Unity.
For example, the party’s barbarian can choose to use the rogue’s sneak attack, or the rogue can choose to rage or cast one of the wizard’s spells. Or everyone in the party can use the paladin’s divine smite against an undead enemy.
At higher levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional friendly creature for each slot level above 6th.
Classes: Bard, Cleric, Druid, Paladin
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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