Schism Soul
Some sorcerers are born connected to a spirit of some form, drawing strength from this spiritual twin. Only the sorcerer’s soul controls its body; their twin is an invisible ghostly being attached to them with a cord similar to the silvery cord of the astral projection spell. Due to the nature of this connection and how the sorcerer may hold one-sided arguments with its other half, a Schism Soul is sometimes regarded as mad.
Schism Soul Features
Sorcerer Level | Feature |
---|---|
1st | Twin Soul, Twin Soul Spells |
6th | Linked Souls, Ghostly Shield |
14th | Poltergeist |
18th | Linked Spells |
Twin Soul
1st-level Schism Soul feature
You are connected to another spirit: the twin soul. The twin soul is invisible except on the Ethereal and Astral Planes where it is seen as a dark, amorphous cloud connected to you via a cord. It communicates to you via telepathy through the cord that binds you together, and can understand any language you speak.
The twin soul is the same size as you, has hit points equal to half your maximum hit point count, and damage immunity to all damage except force and psychic. If reduced to 0 hit points, the twin soul disappears and is unavailable until you finish a short or long rest. If the twin soul’s cord is severed by the same means that can sever a silver cord, its hit points are immediately reduced to 0. The twin soul regains all of its hit points after finishing a short or long rest.
The twin soul must have at least 1 hit point and be present for you to use your Schism Soul features.
In combat, the twin soul shares your initiative count, but takes it turn immediately after yours. On your turn, you can command the twin soul, but it can only move and take the Dash, Dodge, Hide, or Search action. The twin soul has a flying speed of 60 feet and can hover. It can squeeze through a space as narrow as 1 inch and enter a hostile creature’s space and stop there. It is tethered to you, and can’t move more than 30 feet from you for each sorcerer level you have. If it is ever more than this distance from you, it is immediately pulled into this range. If you are teleported or transported through any means, the twin soul is transported with you.
As an action, you can see and hear through the twin soul until you decide to stop, but you become blinded and deafened during this time. The twin soul has darkvision out to a range of 60 feet.
As a bonus action, you can direct the twin soul to perform the same feats that the mage hand spell can achieve during its turn. Additionally, provided the twin soul is within 30 feet of you when you fall, it can duplicate the effects of the feather fall spell on you using its reaction.
Twin Soul Spells
1st-level Schism Soul feature
While the twin soul is active, you have certain spells available to cast when you reach certain levels in this class, as shown on the Twin Soul Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of spells you can know. If the twin soul is unavailable or incapacitated, you can’t cast any of these spells unless you know it from your Spellcasting feature.
Twin Soul Spells
Sorcerer Level | Spells |
---|---|
1st | shield, unseen servant |
3rd | knock, levitate |
5th | feign death, nondetection |
7th | Otiluke’s resilient sphere, phantasmal killer |
9th | Bigby’s hand, telekinesis |
Linked Souls
6th-level Schism Soul feature
As an action, you can spend 1 sorcery points to heal the twin soul for 1d6 + your Charisma modifier hit points.
In addition, whenever you are reduced to 0 hit points and the twin soul isn’t unavailable or incapacitated, you automatically succeed on one death saving throw on its turn. This death save is in addition to the one you make at the start of your turn. If you die, the twin soul will linger over you and preserve you as if your body is under the effects of the gentle repose spell. For each hour it does so, the twin soul loses 1 hit point, and if it is reduced to 0 hit points, you decay as normal.
Ghostly Shield
6th-level Schism Soul feature
When you take ranged damage and the twin soul is within 5 feet of you, you can use your reaction to have it shield you from harm. Until the start of your next turn, ranged weapon damage dealt to you is reduced by 1d10 + your sorcerer level + your Charisma modifier.
Poltergeist
14th-level Schism Soul feature
You can cast the telekinesis spell without expending a spell slot or requiring spell components, treating it as a 9th-level spell for the purpose of dispels and counters. When you cast the spell this way, it has a range of 600 feet, but you must target a creature or object within 5 feet of the twin soul. The spell’s effects occur during the twin soul’s turn, so you can command it to move before selecting a target and effect. For the duration, the twin soul can’t take any other action or take reactions.
After casting the spell this way, you must you finish a long rest before you can cast it this way again.
Linked Spells
18th-level Schism Soul feature
Whenever you lose concentration on a spell, the twin soul can use its reaction to assume concentration of that spell on your behalf until the end of your next turn. You can resume concentration on the spell without an action, unless you are incapacitated.
When you cast a spell from the Twin Soul Spells table that requires concentration, you can choose to have the twin soul concentrate on the spell for you, but it is restrained and you can’t use your other Schism Soul features for the duration.
The twin soul automatically fails on saving throws to maintain concentration. After concentrating on a spell, the twin soul can’t concentrate on another spell until it finishes a short or long rest or you roll initiative.