Base Class: Ranger
You can focus on two different things.
Hit Die Pool
You have learned to harness your own life essence to power certain features and abilities. Your life essence is represented by your Ranger hit dice and your hit point maximum at any given time. You have a number of Ranger hit dice equal to your class level and you can recover a number of them equal to one half your class level when you finish a long rest.
Twin Mind Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Twin Mind Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Twin Mind Spells
| Ranger Level | Spell |
|---|---|
| 3rd | animal friendship, beast bond |
| 5th | essence drain |
| 9th | essence dono |
| 13th | guardian of nature |
| 17th | tree stride |
Twin Vision
Your split focus grows stronger and you can now process two sets of information simultaneously, and move your eyes seemingly independently. A creature cannot gain any benefits for an attack against you granted as a result of another enemy creature being within 5 feet of you.
Additionally, whenever you are under the effects of a spell or other magical effect that forces or allows you to perceive through senses other than your own, you can perceive through both sets of senses simultaneously.
Twin Strike
Your ability to split your focus has opened up new options for you in combat. You adopt a Twin Attack style. Choose one of the following options:
Twin-Weapon Fighting
Whenever you make an attack roll while wielding a melee weapon that you are proficient with in each hand, you can expend 1 Ranger hit die to attack a second creature within range using the weapon in your other hand as part of the same attack. You use the same attack roll for both attacks.
Twin Arrow
Whenever you make an attack roll with a ranged weapon, you can expend 1 Ranger hit die to nock another arrow at a second creature as part of the same attack. The second creature must be within 30 feet of the original target and within the normal range of your ranged weapon. You use the same attack roll for both attacks.
Twin Throw
Whenever you make an attack roll with a thrown weapon while wielding a weapon with the thrown property in both hands, you can expend 1 Ranger hit die to throw another weapon with your other hand at a second creature as part of the same attack. The second creature must be within 30 feet of the original target and within the normal range of your thrown weapon. You use the same attack roll for both attacks.
Twin Arrow
Whenever you make an attack roll with a ranged weapon, you can expend 1 Ranger hit die to nock another arrow at a second creature as part of the same attack. The second creature must be within 30 feet of the original target and within the normal range of your ranged weapon. You use the same attack roll for both attacks.
Twin Throw
Whenever you make an attack roll with a thrown weapon while wielding a weapon with the thrown property in both hands, you can expend 1 Ranger hit die to throw another weapon with your other hand at a second creature as part of the same attack. The second creature must be within 30 feet of the original target and within the normal range of your thrown weapon. You use the same attack roll for both attacks.
Twin-Weapon Fighting
Whenever you make an attack roll while wielding a melee weapon that you are proficient with in each hand, you can expend 1 Ranger hit die to attack a second creature within range using the weapon in your other hand as part of the same attack. You use the same attack roll for both attacks.
Twin Concentration
You have learned how to split your focus for more than just physical uses. You can cast a Ranger spell that requires concentration while you are already maintaining concentration on another Ranger spell. You must expend 1 Ranger hit die upon casting the second spell.
At the start of each turn while maintaining concentration on two spells, you must expend 1 Ranger hit die to maintain concentration on both. Additionally, you have disadvantage on concentration saving throws, and you lose concentration on both spells on a failure.
Mental Disconnect
You can disconnect half your mind to protect yourself from mind altering effects. As a reaction when you fail an Intelligence or Wisdom saving throw, you can disconnect access to the half of your mind that is affected by the spell. The disconnected half of your mind remains disconnected until the spell ends or until the end of combat, whichever is longer. The spell does not end automatically, but you do not feel the effects for the duration. You also cannot use any of your other Twin Mind features until the disconnection ends.
Twin Cast
Your ability to split your focus has grown so strong that you can seemingly act with your right hand without it knowing what your left hand is doing. When you use your bonus action to cast a Ranger spell with a casting time of 1 bonus action, you can expend 1 Ranger hit die to cast a 2nd Ranger spell with a casting time of 1 bonus action during the same bonus action.
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