Your second souls has its own name, generally manifesting in the material plane in a spectral form of a common beast. It can have a set color, or perhaps various, also being able to wear charms and other decorations it wants to have. It can choose from walking or floating on the ground, and can go through walls freely, having the ability to comunicate telepathically or verbally with you.

The Twin Souls lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you

This patron relies on this occasion. The Twin Souls pact is extremely rare, having less focus on a 'contract', but more so in a simbiotic relationship about two living beings inside one body, being locked together for eternity. This can happen voluntarily, involuntarily, or even by accident.

Most of the creatures are born and die with one soul, however, ocasinally a second soul can find itself in a body that wasn't intended for it, either by accident or volutarily.

Your second soul can choose to appear invisible to others, only being visible to you and others using True Sight. If visible, it will also glow in the dark, shedding dim light in a 10 feet radius. It has a movement speed of 20ft, also being able to fly, but can only go as far as 30ft from you.

Your second soul cannot be targeted by attacks or spells unless it is tangible. When the body becomes unconscious, your second soul retreats to the body, and when the body dies, both souls leave it, but are bound together for eternity.

Mutual Protection

Starting at 1st level, you get training to defend you and your second soul efficiently. You gain proficiency with medium armor, shields, and martial weapons.

Spectral Transgression

Additionally, at 1st level, you can call upon your second soul to assist against your enemies. For one minute, you can use a bonus action to command your second soul to attack. The attack counts as a melee spell attack using your stats, and deals 1d6 psychic damage. This damage increases to 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level. After this attack, the second soul may only strike at an enemy within 30 feet that has made an attack against you or an ally since the end of your last turn.

You may call upon the second soul once per short rest, and can end Spectral Transgression as a bonus action.

Singular Harmony

Balazs Pataki

Beginning 6th level, your second soul can now merge with yours as a bonus action. Once merged, you gain advantage on all checks and saving throws for one of the following attributes: Intelligence, Wisdom or Charisma. You may choose a new attribute after a short, or long rest. You may end this effect as a bonus action, but it cannot be active during Spectral Transgression, and vice-versa.

Phantom Aid

Also at 6th level, your second soul is now able to become tangible. It acts as a familiar and can perform the Help, Dodge, Disengage, and Dash actions. You may also cast spells through it. It has 10 AC and 1 HP, turning intangible again if hit. You may use this characteristic once per turn, but not while Singular Harmony is active.

Umbral Visit

Once you reach 10th level, you become resistant to psychic damage, and your second soul can now guide you through a personal ethereal plane that is your twin soul's color and is identical to your current plane. There you can see all souls from beings that inhabit the material plane as a colorful dot in the place where they are at that very moment. You gain triple your movement speed, and are now able to fly and swim without resistances, also being able to go through walls.

This feature has a 10 minute duration, and whilst under its effect, your body stays in the material plane, in a trance-like effect. You are not unconscious, and can still perceive what happens around your body, but with disadvantage on any checks related to it.

Once the spell ends, either at will or by reaching it's time limit, your soul returns to your body, carrying along any knowledge you gained.

Souls' Refuge

When you reach 14th level, you can summon a 30 feet radius circle that has your position when summoned as center and cannot move. It lasts 1 minute, and whilst inside it, all enemies can receive Spectral Transgression or Singular Harmony's damage more than once.

Every creature that reaches 0 health points while inside the circle gets instantly stabilized. If the creature reaches 3 failed death saves through enemy attacks, it will still die. However, every time a turn passes, creatures inside the zone are stabilized, returning to 0 failed death saves.

If you reach 0 health points while inside the circle, the circle ends, you instantly recover 5d8+Cha modifier of health and becomes first to attack for the next following rounds.

The souls of downed creatures will float around inside the circle, being immune to any harmful condition, and once the circle expires, the souls will return to their respective owners, which will remain unconscious until they are wakened again. The spell can only end once it's time expires, and can be used once in between long rests.

You can now regain all Singular Harmony charges on a short rest.

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