Community Raft
Lock arms with adjacent allies as an Interact action to form a swimming support group; up to half your level (minimum 1) additional allies can join as another Interact action. Move...
You lock arms with one or more adjacent allies as an Interact action, which supports them while swimming. Any number of additional allies equal to half your level (minimum 1) can lock arms with another ally in the raft as an Interact action. As an exploration activity, you can Swim at half your typical swim Speed and carry your allies with you. If you're using Community Raft at the start of an encounter, you and your interlocked allies can usually roll an Athletics check instead of a Perception check to determine your initiative. Any member of the Community Raft can stop locking arms at any time without spending an action. Allies can still use interlocked arms for other purposes, such as wielding weapons or using unarmed Strikes while part of a Community Raft. Special You can form a Community Raft in zero-g. All members of the raft lose the Untethered condition if at least one member of the raft does not have the Untethered condition. If the raft is moved, every member of the raft floats at the same time. If every member of the raft is untethered, the entire raft floats at the end of each round rather than the end of each member's turn.