Fighter
Base Class: Fighter

Sometimes, a singular person is born with two bodies, intrinsically linked by a single consciousness. Many mistake them for two separate people, but in reality there is only one set of emotions, memories, and personality between them, and they can see through both of their bodies at once. These Twinminds are blessed with perfect and otherwise unattainable coordination and synergy that not even the most perfectly linked of soulmates can achieve. A Twinmind can be two identical twins, or two fraternal ones, but are linked so closely that they are always of similar build.

Two Bodies, One Soul

As a Twinmind, you have two bodies, each with their own hitpoint total. If both of your bodies are in combat, they have both turns simultaneously, and each can perform actions in combat. The coordination of controlling two bodies is hard for a fledgling warrior, however, and you gain disadvantages to attack with one body if the other has already made an attack action this round. This disadvantage is lost at level 10. The following is also in effect:

  • All hit points you have are split evenly between both of your bodies. I.E, at level 1, each twin does not have 10+CON health, but rather 5+CON/2 health. Round this up. This includes hit points gained from multiclassing.
  • You cannot sleep, or gain advantages from a rest, unless both bodies are resting. Both bodies are healed when expending hit dice during a rest.
  • Any physical effects on one body do not transfer to the other, but mental effects such as Frightened or Charmed, or spells such as Heroism affect both bodies. Spells such as Detect Thoughts allow others to perceive the thoughts of both of your bodies.
  • As your two bodies are not separate entities, but rather an extension of a singular soul, you can revive a single lost twin with a Regeneration spell. Any spell that brings the dead back to life can bring back both of your bodies simultaneously.
  • The effects of exhaustion affect both of your bodies, and both bodies need to eat as much as a normal member of your species.
  • You cannot make more than one attack of opportunity against the same target per round.
  • If a twin takes psychic damage, the other twin takes an equal amount. However, psychic damage cannot reduce a twin to 0 hit points unless it does it to both simultaneously.
  • The connection between your two bodies is limitless on a single plane, but will break on another plane. Upon being separated by two planes, and every hour thereafter, you must make a Constitution save with a DC of 10 or gain 1 level of exhaustion, to a maximum of 3. On a success, the DC of the next check increases by 1. Once you reach 3 levels of exhaustion, both bodies fall unconscious until reunited on the same plane.
  • If you gain any class feature from multiclassing that grants an action, that action can only be done by one of the two twins per round. If the class feature has any sort of limited uses that are regained at the end of the round or when taking a rest, those limited uses are split between both twins. In addition, if multiclassing into a class that can cast spells, a Twinmind can only use up to one action to cast a spell per round, amongst both bodies.

Twinmind Tactics

Starting at level 1, you get two Twinmind Tactics. You gain new tactics every couple of levels, as shown in the advancement chart. Up to two of these tactics may be archetype specific.

You may choose any of these tactics regardless of what archetype you picked.

Distraction: When one twin makes an attack action against an enemy, a twin next to that enemy can make a disengage action as a bonus action.

Tap Out: When both twins are within 10 feet of one another and can see each other, they can switch spaces as a bonus action without triggering reactions.

Body Check: When one twin makes a shove action while next to another twin, you may add your strength bonus a second time to the roll.

Flank: When both twins are on either side of a single opponent, and both make attack actions, one twins' attacks are made at advantage. If the attack would be made at a disadvantage, the attack is made normally instead.

Reunite: As a bonus action, a twin can move 10 feet towards the other twin if they are within line of sight. This does not count towards total speed, but does trigger attacks of opportunity unless a disengage action was made.

Weapon Swap: As a bonus action, a twin may swap its equipped weapon and/or shield with the other twin if they are within 30 feet of one another. This cannot be done after either twin makes an attack action this round.

Spell Synergy

Starting at 2nd level, if one twin is the target of a single target spell from a spellcaster, and if the Twinmind is willing, the spellcaster can use a spell slot of one level higher instead to affect both twins. This does not need to be done with mind-affecting spells as those already affect both twins. This extra level does not count towards the spell's "casting at higher spell levels" bonus.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Starting at 5th level, a single twin may make an extra weapon attack per round, without the disadvantage penalty if a twin already attacked. Starting at 10th level, a twin no longer suffers disadvantage when attacking if the other twin attacked this round.

Aura Weaponry

Starting at 6th level, the conjoined soul of a Twinmind creates a powerful aura that, at this point, begins to leak into the Twinmind's weapons. All weapon attacks the Twinmind makes are considered magical for the purposes of bypassing damage resistance.

Emotional Support

Beginning at 13th level, if one twin is resting, the other twin may add a d4 to any skill roll they make, regardless of distance.

 

Spotting

Beginning at 15th level, if one twin is within 30 feet of a target, ranged attacks by the other twin do not have disadvantage for their long range.

Combined Protection

Beginning at 18th level, if both twins are conscious, and are both affected by an ability that requires a Wisdom or Intelligence save, they make the saving throw at advantage. Reminder that magical effects that effect a target's mind affect both twins automatically.

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