Group Maneuvers
Group maneuvers introduce new reactions that allow creatures to work with their allies to manipulate the flow of combat. These lightweight mechanics are designed to be available to all creatures big and small—even foes and monsters!

Learning Maneuvers

When using this system, each character can learn a number of maneuvers of their choice equal to their proficiency bonus. The options are listed under “Maneuvers” later in the article. These maneuvers as part of an ongoing campaign as part of the narrative or as a group reward. You learn new maneuvers as your proficiency bonus increases. When you gain a level, you can replace one maneuver you know with another from the list with the appropriate amount of downtime.
Downtime Activity: Training Montage
A GM can allow player characters to study maneuvers during downtime. Two or more characters can choose to study together. It typically takes 5 days (or 75 Training Points*) of dedicated practice to train each maneuver, and anyone who participates in the training can choose to learn the maneuver at the end of that time. In order to learn a maneuver during downtime, you must have a dedicated teacher who knows the maneuver or a scroll that guides you through the process of learning the maneuver.

*Each day you spend learning a maneuver you can roll d20 + your proficiency bonus + your Strength, Dexterity, or Intelligence modifier (your choice) = your training points for that day. 

Roleplaying a Maneuver

Using a maneuver is a chance to create memorable moments with your friends. Coordinate with your team in advance: “James, please use your Clever feature as a bonus action! I’m probably going to miss with one of the attacks from my scorching ray, so get ready to redirect it!”

Using Maneuvers

A maneuver is executed by using your reaction in response to a predefined trigger—an activity being performed by an ally that you can see or hear—to combine your efforts into an effect greater than the sum of its parts.

Maneuver Saving Throw DC

If a maneuver requires your target to make a saving throw, the DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength, Dexterity, or Intelligence modifier (your choice).
Maneuvers
The group maneuvers are presented in alphabetical order.

Alley-Oop 

When an ally you can see or hear disarms a creature within 5 feet of you and causes it to drop an object, you can use your reaction to either pick up the object, provided you have a free hand to do so, or kick it up to 20 feet away.

You can also use your reaction after an ally you can see or hear scores a critical hit against a creature within 5 feet of you to disarm that creature, forcing it to drop an object of your choice that it’s holding. As part of this maneuver, you can pick up the object up or kick it up to 20 feet away.

Arcane Echo 

Prerequisite: Pact Magic or Spellcasting feature

When an ally you can see or hear within 30 feet of you casts a spell that you also know or have prepared with a casting time of 1 action and a range of self that targets an area (such as thunderwave), you can use your reaction and expend a spell slot of the triggering spell’s level (a

minimum of a 1st-level slot) to echo the spell, casting it yourself. If the areas of the spells overlap, a target in the overlapping area is affected only by the first spell cast.

Catapult Jump 

When an ally within 5 feet of you who weighs less than 30 times your Strength score jumps, you can use your reaction to launch them farther. The distance they are able to jump doubles, and every 2 feet of movement during their jump costs only 1 foot.

Charged Projectile 

Prerequisite: You can cast a cantrip that requires an attack roll

When an ally makes a ranged weapon attack and you are within 5 feet of the target or the attacker, you can use your reaction to cast a cantrip to charge the projectile. The cantrip must be one that requires an attack roll and targets only one creature, and it is cast as if you were a

1st-level spellcaster. If the attack hits, the target is also hit by the cantrip.

Cross Strike 

When an ally you can see or hear hits a creature within 5 feet of you with a melee weapon attack, you can use your reaction to make a melee weapon attack against the target. On a hit, instead of suffering the normal effects of your attack, the target takes damage of your weapon’s

type equal to the ability modifier used for your attack roll. Hit or miss, both you and your ally can move up to half your speed to an unoccupied space within 5 feet of the target.

Diversion 

After an ally you can see or hear hits a creature within 5 feet of you with a melee weapon attack, you can move up to half your speed as a reaction. The target of the attack can’t use their reaction to make an opportunity attack against you.

Dogpile

When a creature within 5 feet of you makes a Dexterity saving throw against a spell cast or effect created by an ally, you can use your reaction to attempt to grapple the target. On a success, the target is grappled as normal and also has disadvantage on the Dexterity saving throw.

Get Down 

Prerequisite: Evasion feature

When you and an ally within 5 feet of you both make a Dexterity saving throw to take only half damage from an effect or spell, you can use your reaction to cause the friendly creature to take only the same amount of damage that you do.

Hail of Arrows 

When you are wielding a ranged weapon and an ally makes a ranged attack roll  (not a roll requiring a saving throw) against a target you can see that is within your weapon’s range, you can use your reaction to join in the attack. Your ally makes their attack roll with advantage, and if the attack hits, you can roll your weapon’s damage dice and add the total to the damage dealt.

Juggler 

When an ally you can see makes a ranged attack with a thrown weapon against a target within 5 feet of you and you have a free hand, you can use your reaction to toss the weapon back to your ally. Once you’ve used your reaction to execute this maneuver, you can repeat it any number of times without using your reaction until the end of the turn.

Reflect Magic 

Prerequisite: The Deflect Missiles feature or the ability to cast at least one spell

If an ally makes a ranged spell attack against a target within 10 feet of you and misses, you can use your reaction to redirect the magic back toward the target. Make a new attack roll using your proficiency bonus and your Dexterity or spellcasting ability modifier (your choice).

Spotter 

When an ally that can see or hear you makes a ranged attack against a target that is behind half cover or three-quarters cover for them but isn’t behind cover for you, you can use your reaction to guide their strike. Your ally’s attack ignores half cover or three-quarters cover.

Tabletop Trip 

When an ally you can see pushes or pulls a creature that starts the movement from within 5 feet of you, you can use your reaction to fall prone in the creature’s path. If the target is your size or one size larger, it stumbles and falls prone in an unoccupied space within 5 feet of you, or the

nearest unoccupied space.

Whirling Magic 

Prerequisite: The ability to cast at least one spell

When an ally you can see or hear within 30 feet of you makes a melee weapon attack against a creature, you can use your reaction to enchant your ally’s weapon, allowing them to create a damaging burst of force with their weapon instead. In lieu of the attack, your ally can force each

creature within 5 feet of themself to succeed on a Dexterity saving throw or take force damage equal to a damage roll made with the weapon, plus additional force damage equal to your spellcasting modifier.