Base Class: Monk
While many monks train and perfect their art within the disciplines of silence and solitude, this is not always the case. Monks who study the Way of the Folded Hands in fact defy this norm: where most monks develop their minds and bodies as a perfect weapon, monks of the Folded Hands hone themselves into half of an even greater perfect weapon. From the onset of their training, such monks dedicate themselves to perfect synchronicity and coordination with another monk, called their Twin. Their study is a long road towards physical, spiritual, and mental unanimity. One's reflexes become the other's reflexes; one's ki flow becomes the other's ki flow: each becomes the perfect amplification and counterweight to the other. By the time of mastery, they are as one soul inhabiting two bodies.
The bond shared by Twins of the Folded Hand is so strong it transcends even death: the bond is not lost, but transformed, and even in death the spirit of the lost Twin continues to fight alongside the living.
The Way of the Folded Hands is best played by two separate players, each playing one Twin; however, it is also possible, with your DM's permission, for one Twin to be an NPC, or even for a single player to play both Twins! Further, each subclass feature for the Way of the Folded Hand has two versions: one for when both Twins are living, and one for when one Twin has perished and the other is left behind. Upon the death of one Twin, the other automatically switches from the former version of the features to the latter; should the Twin somehow come back to life, the features revert to their original forms.
Tandem Maneuvers
Starting when you choose this tradition at 3rd level, you feel your Twin's instinct as your own; you and your Twin develop unique maneuvers where you play and react off of one another as a single unit. You learn the Long Salute maneuver at 3rd level, and learn more such maneuvers as you level up.
Long Salute
Starting at the 3rd level, whenever you and your Twin are within 10 feet of one another during your Twin's turn, you may use your reaction to roll, using your feet as a springboard to launch your twin up to 40 feet straight up in the air, or 30 feet horizontally. This movement does not cost your Twin any of their movement speed, and during this extra movement they are airborne, ignore difficult terrain, and do not incur an opportunity attack. You may subsequently move up to 10 feet, incurring no opportunity attacks as you do so. You are now Prone if you were not already. Your Twin does not take any damage from falling 40 or fewer feet after being launched.
Silent Clap
Starting at the 6th level, whenever your Twin makes a melee attack against a target that is within range of your movement speed, you may spend 1 Ki point to use your reaction to move to within 5 feet of the target to provide flanking to that attack. Whenever you do so, you do not incur any opportunity attacks and you ignore difficult terrain.
Hammer Fist
Starting at the 11th level, whenever you and your Twin are within 5 feet of one another during your Twin's turn, you may spend 2 Ki points to use your reaction to allow your Twin to launch themselves off of you to gain momentum. Your twin ignores difficult terrain for the rest of the turn and adds your Dexterity modifier to the attack or damage of their next melee attack during that turn.
Drumming Thunder
Starting at 18th level, whenever you and your Twin are flanking a target with one another and your Twin makes a melee attack on the target, you may spend 2 ki points to use your reaction to grant your Twin an additional attack as part of their attack action.
If your Twin has died:
Long Salute
Starting at the 3rd level, the memory of your Twin's deftness of foot is felt in your legs. When you jump you may use your reaction to add your Dexterity score to your total number of feet. This extra distance does not cost you any movement speed.
Silent Clap
Starting at the 6th level, the memory of your Twin's sharpness of vision is felt in your eyes. When you make a ranged attack, you may spend a ki point to make a second attack. You do not add any modifiers to the second attack.
Hammer Fist
Starting at the 11th level, the memory of your Twin's strength of sinew is felt in your arm. When you make a melee attack, you may spend a ki point to make the attack on advantage. You may use this feature before or after rolling the initial attack roll.
Drumming Thunder
Starting at 18th level, the memory of your Twin's depth of heart is felt beating through your veins. When you fail a death saving throw, you may spend 3 ki points to turn it into a success.
Ki of Two Streams
Starting at the 3rd level, your inner energy is entwined with that of your Twin, mingling your ki. If you have no ki points remaining, with your Twin's consent, you may spend their ki points as though your own.
If your Twin has died:
Starting at 3rd level, you may ask your Twin to send their eternal ki to suffuse you and amplify your own when you have lost your strength. When you have 0 remaining Ki points, as an action, you may regain a number of Ki points equal half your maximum key points, rounded down. After you use this feature, you must complete a long rest before you may use it again.
Atonement
At 6th level, you and Twin gain the ability to share one another's wounds. As a bonus action, you may sacrifice any number of your hit points short of your full remaining HP in order for your Twin to regain the same amount, up to their full HP.
If your Twin has died:
At the 6th level, your Twin's spirit surrounds and shrouds you from harm. Whenever you finish a long rest, you gain temporary hit points equal to your Wisdom modifier + your Constitution modifier.
Unanimity
Beginning at 11th level, your instincts become mystically informed by your Twin's own knowledge. You may spend a Ki point to use your bonus action to temporarily gain proficiency in a skill that your Twin is proficient in and that you are not. Alternatively, you may gain expertise in a skill that both you and your Twin have proficiency in. You may only benefit from one temporary proficiency/expertise at a time, and you may use this feature a number of times equal to your Wisdom modifier. You regain all uses when you complete a long rest.
If your Twin has died:
Beginning at the 11th level, at your waking your Twin grants you some of the knowledge they possessed during their life. When you complete a long rest, select two of the following skills that you are not proficient in: Acrobatics, Athletics, History, Insight, Religion, and Stealth. (Your DM may also allow other skills to be chosen at their discretion.) You become proficient in those skills until your next long rest.
Interlaced Souls
At 17th level, you and your Twin achieve such harmony that you become virtually interchangeable. As a bonus action, you may instantaneously switch places with your Twin (with their consent), even if they are on another plane. After you use this feature, you must complete a long rest before you may use it again.
If your Twin has died:
At 17th level, the harmony between you and your Twin is totally restored. As a bonus action, your body entirely takes the physical form of your Twin, resembling them perfectly. This effect lasts for an hour, and during this time, you double your ability modifiers as they are applied to attack rolls, saving throws, and ability checks. After you use this feature, you must complete a long rest before you may use it again.







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