D&d twin characters

D&d twin characters DEFAULT

D&D 5E How would I build a character that is actually a set of twins?

Here's something I just wrote up to assist with your character. I have no idea if its properly balanced, but it feels on point.

The Splintered Soul
This school of magic is unique from the rest. While most wizards spend their lives studying the Weave and specializing in the effects of particular aspects of magic, Wizards of the Splintered Soul turn inward. They cleave off a small portion of their soul and shape it into a creature that is simultaneously an extension of the Wizard, and a distinct entity in its own right. Doing so gives them abilities that are unachievable by other Wizards.

Soul Focus
Beginning when you select this school at 2nd level, your Arcane Companion acts as your spell focus. As long as your Arcane Companion is within 60ft of you and not incapacitated, you are able to cast spells as if you were holding an arcane focus.

Arcane Companion
Starting at 2nd level, you learn the Find Familiar spell if you don’t already know it. However, when you cast this spell, the familiar you summon is very different. It has the exact same statistics as you. As you increase in level or your statistics change (except from equipment), so to do the statistics of your Arcane Companion. Your Arcane Companion is conjured with no equipment, but can use any equipment you can. It cannot attune to magic items, though you can use one of your attunement slots and provide the item to be used by your Arcane Companion. Otherwise, your Arcane Companion functions exactly as a familiar from the Find Familiar spell.

Improved Spell Delivery
At level 6, your Arcane Companion can now deliver any spell as if it had cast the spell. Your Arcane Companion must be within 100ft of you, and it must use its reaction to deliver the spell when you cast it.

Unbreakable Bond
At level 10, your Arcane Companion’s benefits work regardless of distance so long as you are both on the same plane of existence. In addition, you can make any spell you cast that targets only you also target your Arcane Companion.

Shared Concentration
At level 14, your Arcane Companion can assist you in concentrating on spells. When you cast a concentration spell, you can use your Arcane Companion to maintain concentration of the spell on your behalf. The Arcane Companion makes any concentration checks as normal to maintain the spell, such as if it takes damage. This ability would allow you to cast another concentration spell, one maintained by you and the other maintained by your Arcane Companion. Once you use this feature, you can’t use it again until you finish a long rest.

 

Sours: https://www.enworld.org/threads/how-would-i-build-a-character-that-is-actually-a-set-of-twins.606656/

Dvati (5e Race)

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Dvati[edit]

Dvati are a strange race of humanoid creatures found in small enclaves scattered throughout the world and across the planes. All Dvati are born identical twins, with the pair sharing a single soul between them. Dvati lore holds that their souls are so powerful that a single, mortal vessel is too weak to contain them. Thus, their minds occupy two bodies.

The Dvati are a race, scattered throughout the realms, completely comprised of identical twins. The soul of a Dvati is said to have been so powerful that a single mortal coil could not contain it, and thus the gods split them in twain so they could exist properly, and thus, their minds and souls occupy two bodies.

Black and White[edit]

Dvati share about the same general posture as humans, though more slight in build, but their forms are otherwise that of contrast. Their skin is almost snow white, and their hair is raven black. Their eyes are solid orbs of color (Typically a vibrant blue), utterly lacking a pupil or iris, while their noses are little more than slits, barely protruding from their faces. They have three fingers - Rather than a human's four - And an opposable thumb.

Though each set of twins varies in appearance, all twins are utterly identical, sharing the same voice, facial features, exact hair and skin tone, accent, and so forth; four-fifths of all sets of Dvati twins are born with matching birthmarks.

A Balanced Approach[edit]

Dvati have a strong sense of duality in all things. They excel at seeing both sides of an argument. When faced with a problem, a Dvati is likely to spend time considering multiple approaches from different angles. A Dvati who must move a boulder that blocks a cave stands in front of it and surveys the scene. Meanwhile, the other twin climbs above the stone, looks at the stone from above, and considers the same problem. To Dvati, one perspective is never enough.

Typically peaceful folk, Dvati are concerned more with philosophy and art than material pleasures. Much of their culture centers on the close link between a Dvati pair. A pair of twins might paint a mural together, with each twin starting from one end and meeting at the middle to finish the creation. Dvati twins debate philosophy with each other with an eye toward not only uncovering higher truths but also questioning and exploring their own beliefs, attitudes, and preconceptions.

Unnerving Duality
Dvati get along well with most other races, as their ability to understand and appreciate different perspectives leads them to accept the differences in others with open minds. However, this is not always returned. Most humanoids find a Dvati's appearance — Particularly their unwavering eyes — slightly unnerving; Dvati are acutely aware of this, and many of them wear hooded cloaks around strangers. Outcast half-orcs and half-elves sometimes find homes in Dvati communities. Of all the races, elves mingle best with Dvati. Dvati respect the elves' long-term view of history, their art, and their culture. Elves see Dvati as fascinating creatures with a welcome appreciation of intellectual and artistic concerns.

Scattered Colonies[edit]

Dvati are too few in number to claim their own sprawling kingdoms and empires. Instead, they build small settlements in out-of-the-way areas where few trouble them. In rare cases, a small Dvati colony arises in a city controlled by another race. These colonies are usually separated from the rest of the city by walls or carefully arranged buildings that leave only one or two entrances to a Dvati neighborhood. While Dvati appreciate other folk, they prefer peace, quiet, and solitude when they attend to their works.

Dvati artisans fetch high prices for their works, owing to the unique style of design they use. Dvati colonies are most common in realms that place a high value on philosophy, learning, and the arts. When left to their own devices, Dvati create small, orderly communities divided into four groups called rings. Each ring is ruled by a council of four Dvati twins (two sets of twins), who in turn report to a smaller council of four more Dvati. Dvati use a democratic system of elections, with each pair of twins allowed one vote. The rings are responsible for growing their own food, maintaining their section of the settlement, and so forth. When faced with an important decision, The ruling councils call a gathering of the entire community. The twins separate into two groups, with one member of each pair in each meeting, to allow as many speakers as possible to present their views. The Dvati as a whole then vote on a decision.

Wanderlust and Curiosity[edit]

Dvati adventurers are rare, as most of them prefer simple lives of contemplation, honest work, and fellowship. Sometimes a Dvati feels a deep sense of wanderlust. Bored with the often repetitive existence of their colonies and settlements, young Dvati strike out in search of new adventures. Some of these Dvati are fascinated by other folk and wish to learn more about them. Others study philosophies that require the Dvati to seek out new experiences. Dvati rarely adventure for material wealth or accolades, as such things have little value to a Dvati aside from their pragmatic uses.

Dvati Names[edit]

A Dvati's name in its native tongue is almost impossible for a non-Dvati to speak or clearly understand, as both twins in the pair must speak at the same time to properly pronounce it. Thus, most Dvati that work with other folk adopt names that they either make up or take from other languages. The Dvati usually takes two names, one for each twin, although sometimes the Dvati forgets which twin has which name. A Dvati sees himself as an undivided pair, but he understands that other races might find him confusing. Dvati twins tend to prefer similar names with distinct sounds.

Male Names: Olon and Alax, Targren and Talon, Xephon and Xephar.

Female Names: Esmerra and Esandra, Lia and Kira, Poldra and Eldra.

Dvati Traits[edit]

Creature Type.Humanoid
Ability Score Increase. The strength of a Dvati's mind is legendary, and as such, they gain their choice of: Intelligence +1, Wisdom +1
Age. Dvati are considered to reach maturity at about 30 years of age, and can expect to live up to 150 years.
Alignment. Neutral Good. Dvati are natural peacemakers, able to understand both sides of every story, and they tend to use this skill to help opposing sides understand each other, working toward a common good.
Size. Dvati stand slighter than most humans, at about 5ft tall and around 150 pounds. Your size is Medium.
Speed. Your base speed is 30 feet.  
Darkvision: Creatures of a twilight state between light and dark, Dvati can see where others cannot. You can see in dim light within 30ft feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. 
Identical Twins. Each Dvati character is a pair of twins. They function exactly as a single character, sharing actions, class abilities and the like, but having two bodies allows them to function separately yet in tandem, granting them the following differences from a normal character:
  • Dvati divide their hit points between them, giving them two separate, smaller pools. Each twin gains half the normal number of hit points from each hit die (Rounded up), but applies their Constitution modifier separately - Thus a level 1 Dvati Fighter character, with Constitution 14, would consist of each twin having 7 hit points - 10 from the Fighter hit dice, divided by 2 for 5 each, plus their Constitutions, added separately.
  • A pair of Dvati twins moves independently from each other, and each Twin makes Bonus Actions and Reactions separately, thus meaning a Dvati character effectively has twice the number of Bonus Actions and Reactions as a normal character; However, only one twin may perform an Action each round.
  • Additionally, a Dvati twin can use their Bonus Action to Help their twin (And only their twin), and they can use their Reaction to protect their twin (And only their twin) as if they possessed the the Protection fighting style. If they later gain that fighting style, a shield is no longer required to Protect their twin (But is still required to Protect anyone else).
  • Wounds and physical ailments affect them separately. If one is poisoned, the other is fine; If both are in the radius of a Fireball, each twin saves separately and takes damage separately. This is not true for mental and spiritual ailments; Attacks that deal psychic damage harm both twins, dealing full damage to both twins. Likewise, effects that trigger an Intelligence, Wisdom or Charisma saving throw affects both twins - They make one single save against the effect, and if it fails, both are affected equally.
  • Temporary ability score adjustments to Intelligence, Wisdom and Charisma, as well as other magical items and effects that improve or affect the mind, are likewise applied to both twins. Thus, if one twin is wearing a Ring of Mind Shielding, both twins benefit from it.
  • Like all creatures, a Dvati can only attune to up to three magical items at once, even though each twin is technically a separate person. However, both twins can attune to copies of the same item if they desire; If they do, both twins gain the full effects of the item, unless the item already affected both twins (Such as the Ring of Mind Shielding used as an example above), in which case attuning to a copy would be pointless.
Otherwise, all things are shared - XP, levels, class abilities, feats, ability scores, save bonuses, proficiencies, languages, and anything else not already covered in the description of this ability, as they are one character, merely possessing two bodies. 
Sibling Bond. A pair of Dvati twins can communicate with each other telepathically, across an unlimited distance, including across planes; However, a twin cannot perceive what their other sees, hears, or otherwise perceives. As a bonus action, one Dvati twin can focus on their other, gleaning their current hit points and mental state. If they are on the same plane, they also learn the relative distance and direction to their other. 
Dual Action. As a bonus action, a Dvati twin can make their own Action on the same turn their twin takes an Action; When doing so, all d20 rolls made as part of this secondary Action are made at Disadvantage; However, the other Twin can, of course, use their bonus action to Help with this action, removing the Disadvantage. This feature can be used once, regaining the ability to do so when they finish a long rest.
At 5th level, this ability improves; The second Action is no longer made at Disadvantage, and the ability is regained when they finish a short or long rest. 
Soul of One. The Dvati twins are linked inextricably, and neither of their twin bodies can contain their soul on its own. When one Dvati twin is slain, the other sickens and dies soon afterwards, unless aid is acquired. Each day that passes after a Dvati twin dies, the surviving twin's Constitution and Wisdom are reduced by 1d4 each, and they suffer Disadvantage on all attack rolls, saving throws and ability checks. The ability damage and disadvantage remain (And cannot be healed or removed) until the living twin dies, or his soulmate returns to life (At which time the penalties immediately disappear). Most Dvati prefer to commit ritual suicide if one twin dies without hope of return, as the pain of losing the close bond drives a Dvati to the brink of madness. 
Twin Magic. Dvati interact with magical spells and items in very unique ways, as listed below.
  • When a Dvati casts spells, only one twin may cast spells that round; Thus, only one twin could cast an second spell as a bonus action (Such as a Healing Word spell or a Quickened spell) in any given round. However, their twin can spend their can use their Bonus Action to participate in casting the spell, gaining advantage on any Constitution checks made to maintain concentration, and imposing disadvantage on the saving throw if the spell deals Thunder damage and has a Verbal component, as their voices create a devastating resonant effect when they speak in unison.
  • When one Dvati twin casts a spell with a range of Touch, they may have the other twin use their Reaction to deliver the spell as if they had cast it. If the spell requires an attack roll, it uses the attack modifiers of the twin who delivered it.
  • Whenever a Dvati twin casts a spell that can only affect themselves, they may cast it on their twin instead. If the spell has a duration, whichever twin the spell is present on may transfer the spell to their other twin; Either as a Reaction in response to their twin being attacked or targeted by a spell, or otherwise as a bonus action on their turn.
  • A pair of Dvati twins may also have two familiars at any given time, but the familiars must be identical. If the Dvati is a Beastmaster Ranger, they may still only possess one animal companion; However, the animal companion may have some unique aesthetic trait, such as two heads, or their fur coat being split down the middle, each half being a different,opposing color (Such as black and orange, or brown and white). 
No, I'm Tommy!. When a Dvati twin attempts a Deception check to impersonate their other, they are considered proficient even if they don't possess proficiency in the Deception skill, and they gain advantage on the check.
Languages. You can speak, read, and write Common and Dvati.. Dvati requires two creatures speaking simultaneously. One twin provides a description of actions, while the other supplies words and descriptions of things. The two weave together to communicate in a uniquely Dvati manner. Other creatures can speak this tongue, but two Dvati-speaking creatures must work together. Otherwise, communication via this language is impossible. In most cases, Dvati use Common to speak with other races.

Subraces[edit]

SubraceAbility ModsFeaturesSummarySource
Bloodbond DvatiCha +1Blood Bond, Empathic Healing, Gift of Agony, Psychic Vulnerability, Frail FleshThe default Dvati subrace, Bloodbonded Dvati can share their life essence - And their pain - Between themselves, and even with others.Zhenra-Khal
Lonely DvatiStr +1, Con +1Lonely Twin, Dual Mind, Mind Link, Divided Agony, Powerful Build, Minor PsionicsThe rarest of the Dvati, Lonely Dvati are a form of conjoined twins, two minds occupying a single, stronger body.Zhenra-Khal
Twilight Child DvatiDex +1, Cha +1Fraternal Twins, Children of Night and Day, Switcheroo, Mists of TwilightDivided opposites, Twilight Dvati are the yin and yang of the Dvati, fraternal twins that mirror each other in almost all ways.Zhenra-Khal

Notes[edit]

Unofficial conversion of the 3.5e Dragon Magazine's Dvati race.

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Sours: https://dnd-wiki.org/wiki/Dvati_(5e_Race)
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Description

WARNING The dvati represents a radical new addition to the rules, as this race allows you to play a pair of twins. The rules are balanced against the core races, but this type of creature has no precedent in D&D history. Before playing a dvati, be sure to check with your DM.

Dvati are a strange race of humanoid creatures found in small enclaves scattered throughout the world and across the planes. All dvati are born identical twins, with the pair sharing a single soul between them. Dvati lore holds that their souls are so powerful that a single, mortal vessel is too weak to contain them. Thus, their minds occupy two bodies.

Typically peaceful folk, dvati are concerned more with philosophy and art than material pleasures. Much of their culture centers on the close link between a dvati pair. A pair of twins might paint a mural together, with each twin starting from one end and meeting at the middle to finish the creation. Dvati twins debate philosophy with each other with an eye toward not only uncovering higher truths but also questioning and exploring their own beliefs, attitudes, and preconceptions.

While dvati enjoy intellectual pursuits, they are capable warriors and hard workers. They consider archery, fencing, and similar combat talents art forms worthy of study. Dvati twins duel each other to press their talents and hone their abilities. The natural link between dvati twins makes them a deadly team, and the small but powerful dvati military units are renowned for their tactical coordination. Many times in the past, a tiny dvati force has defeated a much larger army with intricate and delicately timed plans.

Personality: Dvati are typically serene, intellectually energetic, and curious. They tend to avoid conflict and are well suited to a role of peacemaker or diplomat. When faced with two sides in conflict, a dvati splits his twins. Each twin speaks from one side, finds areas of agreement with the other, smoothes over disagreements, and brings the two sides together.

Dvati have a strong sense of duality in all things. They excel at seeing both sides of an argument. When faced with a problem, a dvati is likely to spend time considering multiple approaches from different angles. A dvati who must move a boulder that blocks a cave stands in front of it and surveys the scene. Meanwhile, the other twin climbs above the stone, looks at the stone from above, and considers the same problem. To dvati, one perspective is never enough.

Physical Description: A dvati has a slight build, snow-white skin, black hair, and solid blue eyes that lack irises or pupils. Dvati noses are little more than small slits that barely protrude from their faces. They have three fingers and opposable thumbs. Most humanoids find a dvati's appearance—particularly their unwavering eyes— slightly unnerving. Dvati are acutely aware of this, and many of them wear hooded cloaks around strangers.

Relations: Dvati get along well with most other races. Their ability to understand and appreciate different perspectives leads them to accept the differences in others with open minds. Outcast half-orcs and half-elves sometimes find homes in dvati communities. Of all the races, elves mingle best with dvati. Dvati respect the elves' long-term view of history, their art, and their culture. Elves see dvati as fascinating creatures with a welcome appreciation of intellectual and artistic concerns.

Alignment: Most dvati are neutral, as they prefer a balanced approach to issues of morality. Many are also good. Being closely linked twins reminds dvati of the connections between all living things. They know that greed and unbridled ambition lead only to decay and misery. Evil dvati are almost utterly unknown. The link between two twins is too strong for any dvati to elevate himself above all others to the degree that evil promotes. Villainous dvati do exist in small numbers, however, and tend toward lawful evil.

Dvati Lands: Dvati are too few in number to claim their own sprawling kingdoms and empires. Instead, they build small settlements in out-of-the-way areas where few trouble them. In rare cases, a small dvati colony arises in a city controlled by another race. These colonies are usually separated from the rest of the city by walls or carefully arranged buildings that leave only one or two entrances to a dvati neighborhood. While dvati appreciate other folk, they prefer peace, quiet, and solitude when they attend to their works.
Dvati artisans fetch high prices for their works, owing to the unique style of design they use. Dvati colonies are most common in realms that place a high value on philosophy, learning, and the arts.

When left to their own devices, dvati create small, orderly communities divided into four groups called rings. Each ring is ruled by a council of four dvati twins (two sets of twins), who in turn report to a smaller council of four more dvati. Dvati use a democratic system of elections, with each pair of twins allowed one vote. The rings are responsible for growing their own food, maintaining their section of the settlement, and so forth. When faced with an important decision,
The ruling councils call a gathering of the entire community. The twins separate into two groups, with one member of each pair in each meeting, to allow as many speakers as possible to present their views. The dvati as a whole then vote on a decision.

Religion: Dvati worship Thelmeth the Unifier, a divine being represented by a sphere divided in two halves,— one black, one white. Thelmeth is typically depicted as a pair of male dvati twins clad in golden robes and wearing laurel wreaths, with each twin carrying a pair of large books. Thelmeth is neutral and his domains are Knowledge, Magic, and Protection. His favored weapon is the quarterstaff.

Language: The dvati language requires two creatures speaking simultaneously to properly use it, and its unique alphabet consists of only eight characters. The character's alignment—upside down, mirrored to the left or right, or turned to the side—determines its exact sound. If a dvati is somehow separated from his twin, he uses Common to communicate with others.

Names: A dvati's name in its native tongue is almost impossible for a non-dvati to speak or clearly understand, as both twins in the pair must speak at the same time to properly pronounce it. Thus, most dvati that work with other folk adopt names that they either make up or take from other languages. The dvati usually takes two names, one for each twin, although sometimes the dvati forgets which twin has which name. A dvati sees himself as an undivided pair, but he understands that other races might find him confusing. Dvati twins tend to prefer similar names with distinct sounds.

Male Names: Olon and Alax, Targren and Talon, Xephon and Xephar.

Female Names: Esmerra and Esandra, Lia and Kira, Poldra and Eldra.

Adventurers: Dvati adventurers are rare, as most of them prefer simple lives of contemplation, honest work, and fellowship. Sometimes a dvati feels a deep sense of wanderlust. Bored with the often repetitive existence of their colonies and settlements, young dvati strike out in search of new adventures. Some of these dvati are fascinated by other folk and wish to learn more about them. Others study philosophies that require the dvati to seek out new experiences. Dvati rarely adventure for material wealth or accolades, as such things have little value to a dvati aside from their pragmatic uses.

Combat

Racial Traits

  • Medium: As Medium creatures, dvati have no special bonuses or penalties due to size.
  • Dvati base land speed is 30 feet.
  • Darkvision: Dvati can see in the dark to a range of up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dvati can function just fine with no light at all.
  • Twins: A "single" dvati is a pair of creatures that shares a soul. A dvati twin can no more exist without his soul partner than a human can live without a heart. The unique, spiritual link between a dvati pair has several important implications. A dvati character is actually two separate dvati twins who share a soul. These two creatures move and act separately but have a number of restrictions based on their connection. The dvati twins gain levels and progress in the same manner as a single creature of another race. The twins share a class and both have the same level. The twins do not progress at a different rate, nor do they split XP between them. Rather, each has an identical XP total. When dividing XP among characters, a dvati counts as one PC.

For example: A 1st-level dvati fighter consists of a pair of twins, each with the same set of fighter abilities. You select feats, skills, and other abilities for both twins. Do not choose them separately. If one twin has Power Attack, both twins gain access to it. In essence, you build one character who occupies two bodies, regardless of the class chosen. When a dvati casts a spell, both members of the pair must focus and concentrate on it. Both twins must simultaneously take the actions required to cast a spell, although only one must supply material components. One twin cannot cast a spell while the other attacks, for example. A lone can cast spells if his twin takes no actions while he casts. Any other sort of action, including a free one, makes it impossible for the casting twin to focus and use his spell. If the dvati tries to use a spell anyway, his casting attempt is ruined and the spell is lost.

The dvati twins divide their hit points between them. Each twin in the pair gains half the hit points from his Hit Die roll, although both gain the full benefits of his Constitution modifier. Do not roll Hit Dice separately for each dvati twin. For example, a 1st-level dvati fighter with a 13 Constitution gains 6 hit points for each twin ([10hp/2]+1=6). If an area of effect spell catches both twins, they save separately and take damage as normal.

A pair of dvati twins shares all class abilities and spells slots between them. For example, a 3rd-level dvati bard can use bardic music three times per day in total, not three times for each twin. Personal spells (those with a target of "you") affect both twins as long as they are on the same plane. Otherwise, they affect only the caster. Other spells function as normal. For example, a touch spell normally affects only the specific twin touched. The spell conductor ability (detailed below) allows the dvati to share some spells.

A mind-affecting ability or spell that affects one twin affects both of them. If a single such ability targets both twins at the same time, they make only one save between them. Dvati twins share one mind.

The dvati twins have an innate, powerful psychic connection. They can communicate via telepathy at an unlimited range and across the planes. A twin cannot perceive what his other sees, hears, or otherwise perceives. As a full-round action, a dvati twin can determine his twin's current hit points and mental state. If one twin is on the same plane as the other, the twin learns the relative direction and distance to his partner.

If one dvati twin dies, the other slowly sickens and perishes. Each day that passes after a dvati twin dies, the surviving twin takes 1d4 points of Constitution and Wisdom damage and takes a cumulative -1 penalty on attack rolls, skill checks, and saving throws. The ability damage and penalties remain (and cannot be healed or removed) until the living twin dies or his soulmate returns to life (at which time they immediately disappear). Most dvati prefer to commit ritual suicide if one twin dies without hope of return, as the pain of losing the close bond drives a dvati to the brink of madness.
In most cases, an effect that applies to one twin fails to spill over to the other. If a medusa turns one twin to stone, the other remains healthy. Negative levels are an exception to this rule. If one dvati twin suffers a negative level, both of them incur its effects. The dvati makes one save to remove the negative level. Level loss caused by returning to life via a raise dead or similar spell affects both dvati twins.

  • Echo Attack: By combining their voices into one maddening cacophony, a pair of dvati twins can confuse a creature they flank. If both twins speak as a move action while flanking an opponent, that creature must make a Will save. The DC of this save equals the result of a single Perform (sing) check made by the dvati. If the save fails, the twins gain their choice of a +1 bonus on attack rolls against the creature or a +1 bonus to Armor Class against the creature's strikes. This bonus lasts for 1 round. Creatures that cannot hear or be flanked are immune to this effect.
  • Pair Link: The close relationship between dvati twins grants them several benefits when they work together. If two dvati twins team up to flank an opponent, they each gain a +3 bonus on attack rolls, rather than the normal +2 bonus. If a twin uses the aid another action to help his twin, he grants an additional +2 bonus (for a total of +4) on attack rolls or to Armor Class.
  • Spell Conductor: A dvati twin can choose to shift a spell that affects him to his twin so long as both of them are on the same plane. The shifted spell must have a range of touch and it must also be harmless. Using this ability requires a move action to focus and channel the spell's power. Aside from the change in target, the spell's duration and effects continue as normal. A dvati can transfer a spell he casts from one twin to the other as part of the act of casting. He cannot transfer spells used by others.
  • Automatic Languages: Common and Dvati. Bonus Languages: Any. Dvati requires two creatures speaking simultaneously. One twin provides a description of actions, while the other supplies words and descriptions of things. The two weave together to communicate in a uniquely dvati manner. Other creatures can speak this tongue, but two Dvati-speaking creatures must work together. Otherwise, communication via this language is impossible. In most cases, dvati use Common to speak with other races.
  • Favored Class: Bard. A multiclass dvati's bard class does not count when determining whether he takes an experience point penalty for multiclassing. The dvati's strange, magical nature makes them natural Spellcasters, and their ability to meld their voices into one grants them an unmatched singing ability. Dvati bards are legendary for their ability to perform as flawless duos.
  • Level Adjustment: +1.
Sours: http://dnd.arkalseif.info/races/dragon-compendium--109/dvati--31/index.html
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Twinmind (5e Class)

Twinmind[edit]

This class was not originally inspired by the Dvati race, but it does work as a class version of the race.

Twinmind Introduction[edit]

Twins are already a rarity, but even rarer are the twins that have a conjoined mind and soul. 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.

Creating a Twinmind[edit]

Quick Build

You can make a Twinmind quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Urchin background. Third, choose two swords, two pairs of leather armor, and a dungeoneer's pack.

Class Features

As a Twinmind you gain the following class features.

Hit Points

Hit Dice: 1d10 per Twinmind level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Twinmind level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, plus one martial weapon of your choice.
Tools: None
Saving Throws:Dexterity, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) one set of chainmail or (b) two pairs of leather armor or (c) two longbows and 40 arrows
  • (a) two two handed martial weapons or (b) two one handed martial weapons and two shields
  • (a) a dungeoneer's pack or (b) an explorer's pack

Two Bodies, One Soul[edit]

As a Twinmind, you have two bodies, each with their own hitpoint total (though only one character sheet). 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 (10+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[edit]

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.

Spell Synergy[edit]

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[edit]

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.

[edit]

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 Weapon[edit]

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.

Spotting[edit]

Beginning at 10th 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.

Emotional Support[edit]

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.

Combined Protection[edit]

Beginning at 16th level, if both twins are within 5 feet of each other, are the target of an area of effect ability that causes half damage on a failed Dexterity save, such as a dragon's breath, and are each carrying a shield, neither one takes damage if either makes a successful Dexterity save.

Unstoppable Will[edit]

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.

  • magical effects that effect a target's mind affect both twins automatically.

Twinmind Tactics[edit]

Starting at level 1, you have two of the following tactics. When you gain a new tactic, you may choose from the following list, or a tactic from your subclass's tactic list.

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 the other 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 twin's 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 their 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.

Acrobat[edit]

The Twinmind uses their two bodies in tandem to create new options for movement and mobility, throwing each other through the battlefield like a pair of acrobats who do not need to rehearse as they are already in sync.

Mental Coordination

Starting at 4th level, both twins now have a total pool of two reactions per round, that can be both be used by a single twin, as opposed to one each. Both twins may now make opportunity attacks against the same target.

Acrobatic Leaps

Starting at 9th level, both twins have their running long jump distance increased by 10 feet. These 10 feet do not count towards the land speed of either twin.

Backflip

Starting at 14th level, as a reaction, a twin can increase their AC against a melee attack by 3. If the attack fails to connect, the Twinmind moves 10 feet away from the target. This cannot be done in heavy armor.

Acrobat Tactics

When you gain a new tactic, you may also choose from the following list. You may not have more than two acrobat tactics total.

Coordinated Assault: When both twins successfully hit a single opponent, one twin may make one attack as a reaction.

Boosted Jump: When one twin enters the space of the other twin, the other twin can use a reaction to chuck the first twin 15 feet, or extend their running leap distance by 15 feet. If you do the former, this does not count towards the twin's movement, and also does not trigger opportunity attacks when jumping over a target. This can also be used to increase the vertical jump height of a twin by 10 feet. If the throwing twin has a shield, all distances are increased by 5 feet. This cannot be done in heavy armor.

Twin Pillar: One twin can use 5 feet of movement to stand on the shoulders of the other twin, without using the other twin's hands. Both twins can attack while doing this. Any movement the lower twin makes while carrying the upper twin does not count towards the upper twin's movement. This cannot be done in heavy armor.

Guardian[edit]

The Twinmind adjusts their tactics to mirror that of the archetypal pair of guards, who work in tandem to ensure the safety of each other, and those they choose to defend.

Counterattack

Starting at 4th level, if a twin takes damage from an attack, the other twin can use a reaction to make a single weapon attack against the attacker.

Zone of control

Starting at 9th level, a Twin can use their reaction to give +2 AC to an ally against a ranged attack that passes through a space within 5 feet of a twin.

Guardian Wall

Starting at 14th level, if the two twins are within 20 feet from each other with nothing between them, and an enemy passes through this space, both twins may use their reaction to attack the target with a melee weapon regardless of the weapon's reach.

Guardian Tactics

When you gain a new tactic, you may also choose from the following list. You may not have more than two guardian tactics total.

Back to Back: When both twins are within 5 feet from each other, melee attacks and reactions can be made as if originating from the other twin's location.

Protection: Each twin may add the bonus a shield's AC grants to any ally within 5 feet, but can only choose one ally per round. Both twins can use this ability on each other, or on the same ally.

Partner Parry: A twin can parry an attack meant for their other twin by using a reaction while wielding a melee weapon. When doing so, they move up to 15 feet and provide their twin with +2 AC against the attack. If the attack would connect anyway, the Twinmind can choose which twin takes the damage.

Multiclassing[edit]

Due to the nature of the Twinmind's origin, you can not multiclass into Twinmind. If you are already a Twinmind, you can still multiclass.


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Sours: https://www.dandwiki.com/wiki/Twinmind_(5e_Class)

Twin characters d&d

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A Crap Guide to D\u0026D [5th Edition] - Character Sheet

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