Twin Souls
Feat for 2 players
You have a twin sibling, either by birth or spiritual. Due to this special connec8on, you are able to perform certain feats easier.
Twin Points
For every level you have you gain 1 Twin point. (1 = 1 point, 2 = 2 points, etc) the points can be magically heightened temporarily by potions, or inspired conversations with your twin (When you feel extra in tune with each other)
Double Trouble
Cost 1 Twin point.
As a bonus action you can give your twin advantage on a Charisma ability check or saving throw.
Two hearts, One mind
You can telepathically communicate with your twin as long as you have eye contact and are within 30 Ft. of each other. You must be able to fully see each other’s eyes as well as their colour..
The ol’ Raincoat-stack
Cost 1 Twin point (each).
You and your twin gain advantage on dexterity checks or saves you perform together. You can choose to spend more than one twin point to gain multiple rerolls.
When performing an extraordinary feat you have a 30% chance of regaining your twin points. (Think jumping from the mast of a sail, catching a rope mid air to swing it to another ship where your twin catches you while swinging from another rope.
Kubrick Horror
When matching outfits with your twin and both speaking at the same time your enemy has to make a Wisdom saving throw (DC10, or DC15 when using one twin point each, DC20 when using 3 twin points each) or become Spooked. Roll on the Spooked table to see the effect it has on the enemy.
Spooked Table
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The enemy becomes frightened for 1d4 rounds
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The enemy is stunned and unable to do anything for the next round
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The enemy will suffer from nightmares for 1d10 days, al long rests will count as short
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The enemy has a twin as well! He misses them and will drop whatever they do to
find them
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The enemy takes 1d4 Psychic damage
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The enemy is confused and no longer knows who is who, causing his next aWack to
be random (flip a coin)
Cost 1 Twin point (involuntary), max 1/Long rest
When your twin is bloodied (below half hit points) you enter a red rage as a bonus acton.
Duration: lasts for 1 minute (10 Rounds), until your twin drops to less than 10% HP, or until your twin is healed for any amount. Whichever comes first.
Red rage causes the following effects:
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Advantage with improvised weapons.
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Advantage in Strength checks and saving throws
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Disadvantage on Wisdom & Intelligence checks and saving throws
- You can only perform actions to help or protect your twin.
I will always be with you
When your twin dies their spirit will forever be with you and able to communicate with you. Should you want to let your twin rest you can enlist the help of a cleric to set their spirit free. In this state your twin can see, hear, and sense everything you do.
Previous Versions
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3/16/2024 1:10:12 PM
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Coming Soon
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