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In extremely rare cases, the souls of two individuals may fuse, linking them for as long as they may live. Through this connection, the individuals share each other's thoughts, emotions, and even pain. The cause of such connections have proven to be inconsistent. Some are born with the connection while others gain it later in life, sometimes due to external forces.

 
Skill Proficiencies: Choose two from the following: Insight, Deception, Persuasion, Investigation
Tool Proficiencies: One type of gaming set
Languages: One of your choice
Equipment: Two sets of Common Clothes, two gaming sets or two instrument or one gaming set and one instrument, two pouches containing 10GP each. One of each item goes to each bonded individual,.
 
Feature: Strength in Numbers

Bonded Ones feel everything together, including pain. Bonded One share hitpoints, but if one of the bonded individuals takes damage, so does this other. If one of the bonded individuals becomes unconscious or dies, so does the other. Bonded ones also share saving throws, including death saving throws. Bonded ones are able to take 2 actions every turn, one for each bonded individual. Any damage that a bonded one does is halved after rolling. Any damage modifiers are added after damage has been halved. Bonded Ones share initiative, with each bonded individual rolling for initiative and then averaging the two rolls.

 
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