Instead of using the Extra Action gained from a Critical Hit yourself, you can pass it to any party member, regardless of position, as long as they are:
- Able to take actions (i.e. not Dead or Dying)
- Fighting in the same combat encounter (i.e. not in another dungeon)
Passing the Baton moves you to the bottom of the current turn order, and the receiving ally to the top. The ally receives exactly one Action, but not a full turn.
Chaining
Allies who have already been passed to cannot be passed to again in the same chain! With a 4-player party, you will only be able to Baton Pass up to 4 times.
Baton Pass Bonus
Each time the Baton is passed, a cumulative +1 bonus is added to every attack and spell roll (the roll that determines hits, not the damage roll) of the player currently holding the Baton.
- Max Bonus: Equals the number of players in the party (e.g., +4 for a 4-player party).
- Reset: If the chain is broken (e.g., the player with the Baton doesn’t score a Crit or chooses not to pass), the bonus resets to +0.
Helping Downed Allies
If an ally is Downed and you are close enough to Help them (typically adjacent), passing the Baton to them allows them to stand up and take their one Action. This does not apply if the ally is Dying or Dead.
Make sure everyone gets their turn!
Back to: index Related: Critical Hits and Knockdowns, Actions