You were born with one or more fraternal twins. They are the night to your day. A spitting image of yourself yet each of you are distinctly different people. Although you may be individuals your mindsets sync up, perfectly.
There isn't a place or realm where y'all don't adventure together, except, maybe the restroom. Nonetheless the bond between twins is one that cannot be broken. While your twin(s) is alive and within 15ft of each other you gain Twice Proficiency in Acrobatics and Insight checks. This bonus is inactive while you or your twin(s) is Dead, Paralyzed, Restrained, or otherwise Incapacitated. Additionally, you gain access to a special resource called Twin Action Points (TAPs). These points can be used to perform Twin Tactics, which consume a use of your TAPs to perform one of these specials. You regain 2 points per short rest and regain all points upon long resting, and you have 6 total points.
TWIN TACTICS:
Drop Kick - Unlocked at level 1
If an enemy is attacking your twin from behind and you're within 10ft of them, you can expend a charge of your Twin Action Points to do an opportunity attack against the enemy (This effect can only be used once per turn) causing them to make contested Acrobatics check against yours. If the target fails, they are knocked prone and launched a number of feet equal to your Dexterity score rounded to the nearest 5ft. If the target succeeds nothing happens.
Double Team - Unlocked at level 3
When your twin lands an attack on an enemy you can follow up with a melee or ranged attack roll up to the weapons reach/range (This attack cannot activate double team itself), per attack, as well by expending a charge of your Twin Action Points. This follow-up attack does 1d6 + the modifier of your Primary Ability (whichever is higher if you have two). The damage dice of this attack increases to 1d8 at level 7, 1d10 and level 11 and 1d12 at level 15.
Mimicry - Unlocked at level 5
While within 10ft of a twin, you can mimic their voices, if your twin is to make a skill check you can instead make the roll in their stead using your bonuses instead, upon succeeding the roll you expend two charges of your Twin Action Points. If the roll fails only one point is expended.
A helping Foot - Unlocked at level 7
If you’re within 10ft of your twin and they have no movement you can expend two charges of your Twin Action Points and expend double the movement to move you and your twin that much further up to the maximum amount of movement you have.
Adrenaline Rush - Unlocked at level 9
While you’re within 60ft of one of your twins, which you can see, and that twins HP is at or below 10 hp you gain a surge of adrenaline. A desperation, this surge of adrenaline doubles your movement speed, grants a special adrenaline action point (which can be used to take one extra action, bonus action or reaction once per turn), for 2 turns. Once the duration ends you gain 2 levels of exhaustion. Additionally, you can choose to extend the duration by 1 turn by expending two charges of your Twin Action Points, extending the duration this way increases the level of exhaustion gained from 2 to 3. Lastly you can only activate this surge of adrenaline twice per Long Rest.
Previous Versions
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2/11/2026 11:24:08 AM
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1.0
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Coming Soon
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