Twinmind (5e Class)
From D&D Wiki
- 1 Twinmind
- 1.1 Twinmind Introduction
- 1.2 Creating a Twinmind
- 1.3 Class Features
- 1.4 Twinmind Tactics
- 1.5 Acrobat
- 1.6 Guardian
- 1.7 Multiclassing
This class was not originally inspired by the Dvati race, but it does work as a class version of the race.
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
|A Twinmind, ready to throw down https://abstract.desktopnexus.com/wallpaper/1690578/|
- 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.
As a Twinmind you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: Simple weapons, plus one martial weapon of your choice.
Saving Throws: Dexterity Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
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
|1st||+2||Two Bodies, One Soul, Twinmind Tactics||2|
|4th||+2||Ability Score Improvement, Archetype Feature Ability Score Increase||3|
|8th||+3||Ability Score Improvement, Ability Score Increase||4|
|12th||+4||Ability Score Improvement, Ability Score Increase||5|
|16th||+5||Ability Score Improvement, Combined Protection||5|
|19th||+6||Ability Score Improvement, Ability Score Increase||6|
Two Bodies, One Soul
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.