Twin Souls (5e Class)

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Twin Souls[edit]

Feeling Split, you tend to see yourself as your other soul. When you see yourself as a Beast You tend to be Wild and love the chase. But when you see yourself as a person you are respectful to society and magic of the soul. you research the soul constantly and you use a spellbook for Souls

How to play Twin Souls[edit]

As the Name already suggests the Twin Souls are able to use their full potential when played by two different players.

Creating a Twin Soul[edit]

DISCLAIMER: This class is intended to be played by 1 player and they have 2 lives

While creating a Twin Soul the player chooses the skill tree he wants and can only use the skills/features from the chosen skill tree.

Quick Build

You can make a Twin Souls quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Urban Bounty Hunter background. Third, choose Explorer's pack, Revival Card

Class Features

As a Twin Soul you gain the following class features.

Hit Points

Hit Dice: 1d8 per Twin Soul level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Twin Soul level after 1st

Proficiencies

Armor: light armor, shields
Weapons: simple weapons, soul weapons
Tools: Artisan tool of their choice
Saving Throws: Strength or Constitution(melee) Dexterity or Wisdom(ranged) Charisma (both)
Skills: Choose two between

Equipment

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

  • (a) or (b) light crossbow and 20 bolts
  • (a) Explorer's pack or (b) Dungeoneer’s Pack
  • Leather Armor
  • (a) Revival Card or (b) Reincarnation Card
  • (a) Soul Spellbook or (b) {{{item5b}}}

Table: The Twin Soul

Level Proficiency
Bonus
Features Cantrips Known Spells Known Souls Able to Capture
1st +2 Soul Link, Soul Spirit, Spellcasting 2 2 4
2nd +2 Soul Weapons 2 3 6
3rd +2 Soul Spirit Feature 2 4 8
4th +2 Ability Score Improvement 3 5 10
5th +3 3 6 12
6th +3 3 7 14
7th +3 Soul Spirit Feature 3 8 16
8th +3 Ability Score Improvement 3 9 16
9th +4 Soul Spirit Feature 3 9 18
10th +4 4 10 19
11th +4 Animate Major Undead 4 11 19
12th +4 Ability Score Improvement 4 11 20
13th +5 Soul Spirit Feature 4 12 20
14th +5 4 13 20
15th +5 Animate Major Undead 4 14 21
16th +5 Ability Score Improvement 4 15 21
17th +6 Soul Spirit Feature 4 16 21
18th +6 4 17 21
19th +6 Ability Score Improvement 4 18 25
20th +6 4 19 30

Twin Souls Features[edit]

Soul link[edit]

Two Souls share one Body therefore improving this person drastically. Because of this It's not strange for them to manifest a beast as a second soul.

At level 1 choose between a Beast or a Person to be your Twin Soul

Soul Spirit[edit]

At First level you gain a second soul that was supposed to belong to someone else choose what species it is whether it is man or beast you gain extra subclass features at levels 3, 7, 9, 13 and 17

Spellcasting[edit]

You draw on the negative energy in the world to fuel your spells.

Cantrips

At 1st level, you know 2 cantrips of your choice from the Wizard spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Twin Souls table.

Spell Slots

Twin Soul table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell false life and have a 1st-level and a 2nd-level spell slot available, you can cast false life using either slot.


Spellbook

At 1st level, you have a spellbook containing six 1st-level Twin Souls spells of your choice. The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. Copying a Spell into the Book. When you find a Twin Souls spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Twin Souls spell list

The Spells Known column of the Twin Souls table shows when you learn more necromancy spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the necromancy spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your necromancy spells, since the power of your magic relies on your ability of emotion. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancy spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting

You can cast a necromancy spell as a ritual if it is a spell you know and that spell has the ritual tag.

Spellcasting Focus

You can use your twin soul as a spellcasting focus for your necromancy spells.

Soul Weapons[edit]

at 2nd level you conjure a weapon that you are automatically proficient with and when you hit with it you do the appropriate damage with an extra d6 necrotic damage. If magic weapon is cast on this weapon it does an extra 2d6 necrotic along with the +1

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.

Animate Major Undead[edit]

Beginning at 7th level, your pursuit of knowledge has led to uncover the secrets to mastering undead of all sizes. You can now raise any corpse that is Huge or smaller of a monstrosity, humanoid, or beast with challenge rating 3 or lower can be animated. It keeps its original abilities and attacks, but loses any resistances, immunities, legendary actions, senses it had and gains the immunities and vulnerabilities of its type, skeleton or zombie. You can issue mental commands to the creature as the animate dead spell. You can only control one major undead at a time. This feature functions as the spell animate dead except where otherwise noted. You may use this feature on an existing undead you control to reassert your control over it. You must finish a long rest before you can use this feature again.

At level 11, you may animate a monstrosity, humanoid or beast with a challenge rating of 6 or lower.

At level 15, you may animate a monstrosity, humanoid or beast with a challenge rating of 9 or lower. In addition, a major undead now lasts until its hit points are reduced to 0.

Soul Of Man[edit]

One Man Army

At 1st Level capture humanoid souls and release them to do your bidding using your body as a medium for the souls you've killed and captured

One Man Rank Up


Template:One Man Legion

Soul Of Beast[edit]

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Twin Souls Spell List[edit]

You know all of the spells on the basic Twin Souls spell list and additional spells based on your subclass.

Cantrips

Chill Touch, Sapping Sting, Spare the Dying, Toll the Dead, Viktor's Soul Rend, Soul Drain, Soul Transfer, Minor Animate

1st Level

Cause Fear, False Life, Inflict Wounds, Ray of Sickness, Animate Shadow, Bind Skeletal Familiar, Deathly Servant, Man's Best Fiend, Hand of the Undead, Raise Undead, Sculpt Corpse,

2nd Level

Blindness/Deafness, Gentle Repose, Ray of Enfeeblement, Magic Weapon, Viktor's Soul Link, Viktor's Withering Ray, Soulfire Strike, Capture Soul,

3rd Level

Vampiric Touch, Summon Undead Spirit, Spirit Shroud, Speak with Dead, Revivify, Life Transference, Feign Death, Bestow Curse, Animate Dead, Animate Skeleton, Conjure Wraith, Dark Transport, Viktor's Soul Splinter, Speak With Skull

4th Level

Blight, Awaken Undead, Bone Pile, Soul-Stealing Fist, Awaken Skeleton, Necrotic Breath, Undead Manual Work Force, Viktor's Soul Extraction,

5th Level

Raise Dead, Negative Energy Flood, Enervation, Danse Macabre, Contagion, Undead Artisans, Soul Tap, Summon Wight, Army of the Dead, Create Guardian, Create Horror Knight, Enlighten Undead

6th Level

Magic Jar, Harm, Eyebite, Soul Cage, Create Undead, Circle Of Death, Soul thief, Soul Bind

7th Level

Tether Essence, Finger Of Death, Soul Gathering, Wall of Souls, Restore/Bind Soul, Control Undead

8th Level

Clone, Greater Animate Dead, Greater Animate Skeleton, Walk of the Dead

9th Level

Astral Projection, Create Greater Undead, Animate Dead Legion, Soul Slice, Soul Strike, Spirit Maelstrom, Create Soul Gem

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Twin Souls class, you must meet these prerequisites: 13 Cha

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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