DM Reference - Party Synergies and Abilities
DM Reference - Party Synergies and Abilities
DM ONLY - NOT FOR PLAYER EYES
This page provides a quick reference for the DM to track party member abilities, synergies, and tactical options during combat and roleplay encounters.
Party Composition
The party consists of six members with diverse abilities and faction allegiances:
- Alexios (Richard) - Human Paladin of Athena, Order of the Gauntlet
- Gootch (Ashley) - Half-Elf Phantom Rogue, Harpers
- Karma (Shanna) - Tabaxi Circle of the Moon Druid, Emerald Enclave
- Keyleth (Patty) - Wood Elf Swarmkeeper Ranger, Emerald Enclave
- Shade (Sarah) - Tiefling College of Lore Bard, Zhentarim
- Xanphina (Amber) - Half-Orc Ancestral Guardian Barbarian, Order of the Gauntlet
Alexios - Paladin of Athena
Player: Richard
Role: Tank, Support, Mounted Combatant
Key Abilities:
- Aura of Protection - 10ft aura giving +3 to all saving throws
- Stackable with other bonuses
- Critical for resisting dragon breath, fear, and spell effects
- Always active when Alexios is conscious
- Polearm Master - REACTION: Free attack when enemy moves in melee range
- Excellent for controlling enemy movement
- Synergizes with reach weapons
- Can lock down approaching threats
- Lay on Hands - 30 HP healing per long rest
- Flexible healing pool
- Can cure diseases and poisons
- Emergency stabilization for downed allies
- Weapon Mastery:
- Spear - Sap: Target has disadvantage on next attack roll
- Short Sword - Vex: Gain advantage on next attack roll against that creature
- Can switch weapons tactically mid-combat
- Divine Smite - 1 free per long rest - 2d8 Radiant Damage as Bonus Action
- Extra damage against fiends and undead
- Can be combined with critical hits
- Vow of Enmity - Channel Divinity
- Part of Attack action
- Advantage against target for 1 minute
- Excellent against single powerful enemies (dragons, bosses)
- Summon Steed - Horse with 60ft movement + free dash (120ft total)
- Anyone can ride
- Provides mobility for the party
- Can be used for mounted combat tactics
- Savage Attacker - Once per turn
- Reroll weapon damage and use either roll
- Increases average damage output
Spells:
- Bane - 3 creatures subtract 1d4 from attacks and saving throws on failed CHA 14
- Excellent for boss fights
- Stacks with other debuffs
- Counters multiple-enemy encounters
- Bless - 3 Allies get 1d4 added to attack or saving throws for 1 minute
- Core buff spell
- Synergizes with Bardic Inspiration
- Stackable with Aura of Protection
- Hunter's Mark - Bonus Action - Extra 1d6 damage on each attack against target
- Can transfer to new target when current dies
- Increases sustained damage
- Shield of Faith - +2 to AC for duration
- Can target self or ally
- Critical for protecting squishies
- Lesser Restoration - Cure Blinded/Deafened/Paralyzed/Poisoned
- Essential utility
- Can remove debilitating conditions
Gootch - Phantom Rogue
Player: Ashley
Role: Damage Dealer, Utility, Necromancy
Key Abilities:
- Sneak Attack - 3d6 if advantage OR ally within 5ft of enemy
- Primary damage source
- Easy to trigger with party positioning
- Can combine with Hex
- Hex Spell - Bonus action on target
- Adds 1d6 Necrotic to all subsequent attacks
- Target has disadvantage on chosen ability check
- Can transfer to new target
- Synergy: Combine with Sneak Attack for massive damage
- Uncanny Dodge - Use bonus action and 0 move
- Gain advantage on next attack
- Tactical positioning tool
- Great for alpha strikes
- Whispers of the Grave - 3x per long rest
- Add 2d6 necrotic damage to 2nd target within 30ft of sneak attack target
- Area effect damage for rogues
- Phantom ability - speaks to death theme
- REACTION: Uncanny Dodge - When hit by attacker you can see
- Halve the damage
- Excellent survivability for a rogue
- Can negate critical hits
- Cantrip: Spare the Dying - Target succeeds on all death saves
- Prevents death for downed allies
- Can stabilize at range
- Frees up healing resources
Karma - Circle of the Moon Druid
Player: Shanna
Role: Shapeshifter Tank, Healer, Utility Caster
Key Abilities:
- Wild Shape - AC = 18 & Add 15 Temp HP
- Powerful tanking ability
- Essentially double health pool
- Can transform as bonus action
- Feline Agility (Tabaxi racial)
- Double speed until end of turn
- Can't use again until move 0ft on a turn
- Excellent mobility for hit-and-run
- Healer - Reroll any 1s for healing spells or abilities
- Increases healing efficiency
- Works with all healing sources
- Stackable with other healing bonuses
Spells:
- Faerie Fire - Enemies in 20ft Cube outlined on failed Dex Save
- All attacks on them have advantage
- CRITICAL SYNERGY: Enables Sneak Attack for Gootch
- Denies invisibility
- Excellent party-wide buff
- Protection from Evil and Good
- Attacks against target have disadvantage
- Can't be charmed or frightened
- Essential against fiends, undead, dragons
- Long duration
- Protection from Energy - Resistance to 1 damage type
- Choose: acid, cold, fire, lightning, thunder
- Essential for dragon fights
- Long duration (concentration)
- Revivify - Resurrection spell
- Bring back recently dead allies
- Requires diamond (300gp)
- Critical safety net
Keyleth - Swarmkeeper Ranger
Player: Patty
Role: Damage Dealer, Tracker, Dragon Hunter
Key Abilities:
- Favored Enemy - DRAGONS & UNDEAD
- Advantage on Survival checks
- Advantage on INT checks
- CRITICAL for Rise of Tiamat campaign
- Can identify dragon types, lairs, tactics
- Favored Terrain - GRASSLAND & MOUNTAIN
- Advantage on WIS and INT checks
- Move faster in these terrains
- Better tracking and navigation
- Primeval Awareness - Use spell slot
- Sense aberrations, celestials, dragons, elementals, fey, fiends, or undead
- Range: 1 mile
- CRITICAL: Can detect dragons before ambush
- Works through barriers
- Gathered Swarm
- Target takes 1d6 piercing OR
- Target moved 15ft on failed STR DC14 OR
- Keyleth moved 5ft (no opportunity attack)
- Excellent battlefield control
- Can separate enemies or reposition
- Mask of the Wild (Wood Elf)
- Can hide when lightly obscured
- Excellent for ambush tactics
- Synergizes with ranger stealth
Spells:
- Hunter's Mark - Bonus Action - Extra 1d6 damage per attack
- Same as Alexios
- Can stack if both cast
- Essential for sustained damage
- Faerie Fire - Same as Karma
- Redundancy is good for critical spells
- Party can ensure advantage
- Bless - Same as Alexios
- Triple redundancy on Bless
- Ensures party can always have this buff
Shade - College of Lore Bard
Player: Sarah
Role: Support, Face, Debuffer, Infernal Powers
Key Abilities:
- Bardic Inspiration - 3x per short rest - 1d8
- Give to creature
- Can add to ability check, attack, or saving throw
- Not used if check still fails
- Good for 1 hour
- SYNERGY: Stackable with Bless
- Song of Rest - Heal extra 1d6 if spend hit dice during short rest
- Increases party recovery
- Encourages short rests
- Cutting Words - REACTION
- When creature makes attack, ability check, or damage roll
- Use bardic inspiration and subtract from roll
- Can turn hits into misses
- Can reduce damage
- Activated after seeing the roll
- Counter Charm - As action, perform
- Allies in 30ft gain advantage on saves vs. frightened or charmed
- Critical against dragons (frightful presence)
- Area effect support
- Hellish Resistance (Tiefling racial)
- Resistant to Fire Damage
- Good against red dragons
Spells:
- Hellish Rebuke - REACTION - 2d10 fire damage
- When damaged by creature
- Immediate retaliation
- Fire damage (resisted by some enemies)
- Darkness - Magical darkness in 15ft radius sphere
- Can target object instead of point
- Tactical control
- Can create cover or disable ranged enemies
Items:
- Spider Staff - Cast Web or Spider Climb
- Web: Restrains enemies
- Spider Climb: Party mobility
- Limited uses (check current charges)
Infernal Powers (The Compact):
- The Compact - Rank 1 - Iron Whisperer
- (Mechanics defined by DM)
- Likely defensive/reactive ability
- Triggers when Shade or allies harmed
- The Compact - Rank 2 - Clausebearer
- (Mechanics defined by DM)
- Likely social/insight ability
- Related to contracts and agreements
Xanphina - Ancestral Guardian Barbarian
Player: Amber
Role: Tank, Damage Dealer, Dragon Specialist
Key Abilities:
- Ancestral Protectors
- Enemies attacked by Xanphina have disadvantage on attacks against anyone else
- Party gets resistance to damage from that enemy
- CRITICAL TANK ABILITY - Forces enemies to attack Xanphina
- Spirit Shield - REACTION - Creature in 30ft takes damage
- Reduce by 2d6
- Ranged protection ability
- Can protect squishies
- Rage - Core barbarian ability
- Advantage on STR checks & Saving Throws
- Resistance to physical damage (bludgeoning, piercing, slashing)
- Increased melee damage
- SYNERGY: Combine with Ancestral Protectors for ultimate tank
- Danger Sense
- Advantage on DEX Saving Throws against effects you can see
- Helps avoid traps, breath weapons, spells
- Relentless Endurance (Half-Orc racial) - 1 per long rest
- When reduced to 0hp, drop to 1HP instead
- Emergency survival
- Buys time for healing
- Savage Attacks (Half-Orc racial)
- On critical hit, add 1 more dice to damage
- Increases burst damage
Special Abilities:
- Ancestral Enemy (Anti-Dragon feat)
- Gained after Skarhald Clan revelation
- Enhanced abilities vs. dragons
- (Specific mechanics defined by DM)
- Critical for Rise of Tiamat
Key Party Synergies
Advantage Generation: 1. Faerie Fire (Karma or Keyleth) → Entire party gets advantage 2. Vex weapon mastery (Alexios) → Self-advantage 3. Uncanny Dodge (Gootch) → Self-advantage 4. Rage (Xanphina) → STR advantage 5. Vow of Enmity (Alexios) → Advantage vs. one target
Sneak Attack Enablers for Gootch:
- Faerie Fire (Karma/Keyleth)
- Any ally within 5ft of target
- Xanphina tanking draws enemies close
- Flanking (if DM allows)
Stacking Buffs:
- Bless (Alexios/Keyleth) - +1d4 to attacks/saves
- Bardic Inspiration (Shade) - +1d8 to attack/save
- Aura of Protection (Alexios) - +3 to saves
- All three can apply to the same roll
Damage Amplification:
- Hunter's Mark (Alexios/Keyleth) - +1d6 per hit
- Hex (Gootch) - +1d6 per hit
- Sneak Attack (Gootch) - +3d6 once per turn
- Whispers of the Grave (Gootch) - +2d6 to second target
- Bless - Increases hit chance
- Faerie Fire - Advantage increases hit chance and crit chance
Defensive Synergies:
- Xanphina tanks with Ancestral Protectors (disadvantage to hit others)
- Spirit Shield (Xanphina) reduces damage to allies
- Aura of Protection (Alexios) helps entire party save
- Protection from Energy (Karma) gives resistance
- Shield of Faith (Alexios) increases AC
- Rage (Xanphina) gives her resistance
- Wild Shape (Karma) gives temp HP and alternate form
Healing Sources:
- Lay on Hands (Alexios) - 30 HP pool
- Healing spells (Karma) - With Healer feat rerolling 1s
- Revivify (Karma) - Resurrection
- Spare the Dying (Gootch) - Stabilization
- Song of Rest (Shade) - Short rest healing
- Second Wind (if applicable)
Anti-Dragon Tactics:
Before Combat:
- Primeval Awareness (Keyleth) - Detect dragon 1 mile away
- Favored Enemy (Keyleth) - Identify dragon type, plan tactics
During Combat:
- Protection from Energy (Karma) - Resist breath weapon
- Aura of Protection (Alexios) - +3 to frightful presence save
- Counter Charm (Shade) - Advantage vs. frightful presence
- Ancestral Enemy (Xanphina) - Enhanced anti-dragon abilities
- Faerie Fire (Karma/Keyleth) - Negate dragon flight advantage
- Bane (Alexios) - Reduce dragon's attack bonus
- Gathered Swarm (Keyleth) - Pull flying dragon closer or push away
Tactical Recommendations
Standard Formation:
- Front Line: Xanphina (raging, with Ancestral Protectors active)
- Mid Line: Alexios (mounted, providing Aura of Protection)
- Back Line: Shade, Gootch, Karma (humanoid), Keyleth
Alpha Strike (First Round): 1. Keyleth - Faerie Fire on enemy cluster 2. Shade - Bless on Gootch, Xanphina, Alexios 3. Alexios - Vow of Enmity on boss, then attack 4. Gootch - Hex + Sneak Attack on boss (with advantage from Faerie Fire) 5. Xanphina - Rage + Attack boss (trigger Ancestral Protectors) 6. Karma - Wild Shape or Protection from Energy
Sustained Combat:
- Maintain concentration spells (Bless, Hunter's Mark, Hex, Faerie Fire)
- Xanphina holds front, using Spirit Shield on squishies
- Gootch focuses boss with Sneak Attack + Hex
- Alexios uses Savage Attacker + Divine Smite on opportunities
- Keyleth uses Gathered Swarm for battlefield control
- Shade uses Cutting Words to negate critical hits
Emergency Responses:
- Ally drops to 0 HP:
- Spare the Dying (Gootch) - Stabilize
- Lay on Hands (Alexios) - Heal
- Healing Word (Karma) - Bonus action heal
- Xanphina drops to 0 HP:
- Relentless Endurance triggers (1 HP)
- Immediate healing from Alexios/Karma
- Area damage incoming:
- Shield of Faith (Alexios)
- Protection from Energy (Karma)
- Rage (Xanphina) for resistance
- Enemy caster threatening:
- Darkness (Shade) to block line of sight
- Gootch assassination attempt
- Gathered Swarm (Keyleth) to move them
Weakness Coverage
Party Strengths:
- Excellent saving throw bonuses (Bless + Aura + Bardic Inspiration)
- Multiple advantage sources
- Strong single-target damage (Gootch)
- Excellent tanking (Xanphina)
- Multiple healing sources
- Good utility and exploration
- Faction coverage for Council of Waterdeep
Party Weaknesses:
- Limited area damage (only Whispers of the Grave for multi-target)
- Concentration-heavy (multiple important spells require it)
- Medium-range combat (no true long-range specialists)
- Fire resistance only on Shade
- Limited dispel magic or counterspell
- Can struggle against swarms of weak enemies
Suggested Tactics to Address Weaknesses:
- Use Faerie Fire + Gathered Swarm for area control
- Coordinate who concentrates on what
- Karma Wild Shape into ranged forms if needed
- Get fire resistance items for non-Shade members
- Focus on preventing damage rather than healing it