Twin Spells (5e Feat)

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Twin Spells

Prerequisites: The ability to cast at least one spell and cantrip
You can combine two spells or two cantrips in one

Whenever you cast a spell or cantrip, the studies and the mastery you have lets you combine your spells or cantrips, you gain the following benefits:

  • Whenever you cast a spell or cantrip, you can combine your spell with another spell or cantrip with another cantrip of the same type (Healing, utility and Offensive divided, GM description for what is combinable) you have to expend spell slots for the second spell as well, they also have to be of the same spell level. Cantrips can only be cast this way once per long rest and increases by one every 4th, 8th, 12th, 16th, and 19th level.
  • Whenever you apply a metamagic option on the first spell or cantrip , the second spell or cantrip can also benefit (if possible) of the same metamagic, without expending aditional points
  • if you cast the same spell or cantrip twice depending on the type of the spell or cantrip you gain:
    • Offensive: You deal double the damage dice of the spell or cantrip but the spell save is reduced by -1 plus your proficicency. You can try to save both of the spell slots or cantrip use expended by succeeding a DC 12 + spell level spell casting save for each of the spells (cantrips count as level one for this purpose and only require one roll).
    • Healling: You deal the max numbers of the dice on each healling spell or cantrip + spell level of each spell (Cantrips count as level one for this purpose) and you can overheal the target. The overhealing is gained as temporary hit points. The target, however, cannot be healed by any magical means for 1d4 turns. Once the unit can be healed again, the temorary hit points are removed.
    • Utility: You can either extend the duration by double the original amount of the spell or cantrip, or you can target aditional creatures by the base amount of the spell or cantrip multiplied by 2. You maintain 1 concentration on the entire spell or cantrip if either requires concentration.

If you combine different level of spells you gain:

  • Offensive: You deal the sum of the dice of the spells but the spell save is reduced by -1 plus your proficicency. You can try to save the spell slots by succeeding a DC 12 + spell level spell casting save for each of the spells.
  • Healling: You heal the sum of the dice of each spell + spell level of each spell.
  • Utility: You can either extend the duration by the sum the original amount of the spell and the second spell or you can target aditional creatures up to the spell sum. You maintain 1 concentration on the entire spell if the spell requires concentration.


(GM Description - Optional) If you cast two DIFFERENT spells or cantrips, you can combine it's effects.

  • E.g: You can combine cloud of daggers with a cold spell, creating a ice rain on the foe. the effects it's created are up to the GM Description and the damage, effects on it or the result is entirely up to the GM.

You can try to create powerfull type of magics trough experimentation and combination. You keep these spells and cantrips in a notebook, recording the way they should be cast.

Additionally, when casting two diferent spells or cantrips you can try to save both of the spell slots or cantrip use expended by succeeding a DC 12 + spell level spell casting save for each spell (cantrips count as level one for this purpose and only require one roll).


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