Introduction
The Harper Teamwork feat offers a powerful, repeatable debuff applied when you use the Help Action. Paired with Harper Agent, you can use Help at range to both assist an ally and to debuff your enemy’s next save, making them exceptionally vulnerable.
While most characters won’t enjoy using Help every turn as their Action, Hobgoblins and Mastermind Rogues can both do so as a Bonus Action, making this a fantastically powerful combination for them.
Harper Teamwork requires the Harper Agent feat.
Ability Score Increase
Not a lot of flexibility, but it lines up perfectly with the classes likely to select Harper Agent.
Withering Wordplay
Anything which imposes Disadvantage on saves is very powerful, and this has no usage limitation, allowing you to spam this constantly.
Most characters won’t want to dedicate their Action to doing this, but MotM Hobgoblins and Mastermind Rogues can use Help as a Bonus Action, leaving your Action free for other stuff. You could Help an ally with their attack, then immediately hit the target with a save-or-suck spell to take advantage of the debuff. Rogues can use Cunning Strike options like Poison or Knock Out, while spellcasters can use options like Blindness or Hold Monster.
Inspiring Willpower
This is technically situational, but Charmed and Frightened are very common conditions, and many things apply nasty secondary effects when they give you those conditions. Characters in your party with good Wisdom saves are generally fine, but most martial classes have poor Wisdom saves and very frequently fall victim to Charmed/Frightened. This can help you rescue those allies.
If your species has Fey Ancestry (Oh look, Hobgoblins again), this will be even more reliable.
You may be able to abuse this to rescue allies by intentionally becoming the target of a charm/fear effect to help rescue your affected ally. Charm Person and Cause Fear are level 1 spells, making them an inexpensive way to force a save, thereby allowing you to help your ally. Of course, Calm Emotions is only a level 2 spell, and can protect your entire party, so this isn’t some crazy powerful abuse case.
I’m not entirely certain how this interacts with immunity to these conditions. As a DM I generally don’t require a save if the target is immune, but I’m not sure if that’s intended. I think the closest interpretation to rules as written (RAW) is that you still roll the save, potentially passing or failing as normal, then ignore the condition due to immunity if you fail the save. But my tables typically skip that step since the outcome is predetermined. If you end up with immunity to either condition, talk with your DM to agree on how to handle things at the table.