Across the multiverse, there are some bonds forged with such strength that they transcend the limitations of the material world, such that the Weave, itself, folds around them. You have forged such a bond. Be you master and student, parent and child, or even star-crossed lovers--you'd give your life for someone, and they for you. For Dyad to function, this feat must be shared by one other player character or NPC with an INT of 4 or higher. If these bonds are ever severed by betrayal, you will both permanently lose the feat unless you can effectively reconcile.
- Blood of my Blood: When you heal, you may choose to donate any amount of your regained hit points to your Dyad. If they are at full health, they gain Temporary HP.
- Mindlink: Once you are both at 3rd level, as a bonus action, you can communicate with your Dyad telepathically. You have a maximum communication range of 150 feet x (the average of your WIS modifers). At 6th level, Mindlink no longer consumes a bonus action, and you can communicate across any distance, provided you are on the same plane. At 10th level, you can attempt to reach other planes of existence, but you must roll 1d20 to determine the clarity of your communication.
- While your Dyad is not downed, you gain advantage on attack rolls toward an enemy that is currently targeting your Dyad or attacked them the round prior.
- If your Dyad is downed, you gain an extra attack on your next turn but peform that extra attack at a disadvantage to hit. If you hit, you must add your Dyad's relevant ability modifer to your damage calculation, including spells. (For example, if you are a Wizard who uses their extra action to cast Fireball. On hit, you would factor in your Dyad's INT modifier. If you use your STR modifier during a melee attack, you would use both yours and your Dyad's modifer in the calculation.)
- Perfect Synchronization: Once you are both at 5th level, if one of you rolls a natural 20 on an attack roll or save, the other may perform their next attack or save in that same fight with advantage. If you both crit in succession, the Dyad member who crit last may use their reaction during the other person's turn to move up to 1d20 feet without triggering Attacks of Opportunity.
- Wingman: At 3rd level, once per long rest, you have advantage on Persuasion, Deception, Intimidation, and Performance checks if you and your dyad are together and participating in the same conversation. However, if you are speaking to a person who dislikes or otherwise thinks less of either of you, and they are aware of both of your presences in the same room, you must roll any of the previously mentioned skill checks aside from Intimidation with disadvantage.
- Last Gift: If your Dyad fails their final death saving throw, and you can reach them within 2 rounds of combat, you can touch them and sacrifice yourself to rekindle the embers of their life. They awaken having undergone the equivalent of a Long Rest, and your two highest Ability Scores are converted into a permanent +2 and +1 Ability Score improvement for any two Ability Scores of their choosing. The remainder of your HP is added to theirs as temporary HP. You die within seconds with barely enough time to say a sentence or two, and you cannot be resurrected except via a Wish spell or Divine Intervention.
- Love Perservering: If a member of the Dyad dies, you permanently lose access to the Dyad feat, but you may select another feat to replace it. Additionally, once your character has overcome their grief and learned to live with that loss, you may freely select another feat and you permanently gain advantage when performing any action intended to immediately and directly save the life of another person.
- Fusion: At 15th level, once per week, if you and your Dyad are within Touch range, your bodies and souls combine, merging into a singular being. The fused being retains the feats, spells, and skills of both parties. Your Ability Scores are improved by taking the highest between each for the two players and adding the average of both character's modifiers. Your health is equal to whoever had the highest at the moment of fusion plus the difference between the two as temporary HP. Fusion lasts 3 rounds of combat (or 30 minutes outside of combat) per usage at 15th level and 5 rounds of combat (or 1 hour) at 20th level. Actions are decided on consensus between both players. Once your characters defuse, you immediately exhaust any unused resources such as spell slots or luck dice, and will be unable to regain HP or the aforementioned resources without a Long Rest.
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