
You have developed a Personality separate from your Original Personality. You gain the following benefits:
-You gain the ability to become your Alternate Personality. This can be accomplished in a variety of ways:
When you experience a strong emotion that has a deep connection to your Alternate Personality, you must make a DC 15 Constitution Saving Throw to avoid becoming your Alternate Personality.
When you are reduced to 0 Hit Points, you must make a DC 15 Constitution Saving Throw to avoid becoming your Alternate Personality, or avoid reverting to your Original Personality, upon regaining consciousness.
When you suffer a Critical Hit, you must make a DC 18 Constitution Saving Throw to avoid becoming your Alternate Personality, or to avoid reverting to your Original Personality.
As a Bonus Action, on your turn, you may make a DC 10 Constitution Check to force yourself to become your Alternate Personality. You may repeat the Constitution Check on a later turn, as a Bonus Action, to revert to your Original Personality.
-Upon choosing your Alternate Personality, choose a Class that differs from the Class assigned to your Original Personality. You gain the Starting Features of that class, but can only use them while in your Alternate Personality, and they scale with your Character Level at half of the normal rate. Ex: Spellcasting Feature, Rage Feature, Unarmored Defense, etc.

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