Bond of the Split Soul
Some soul binder don't bind their soul to another creature, but instead split their own soul i two pieces and creates a body for their split soul, two bodies will look like each other but often have different parts of the original soul binder, where one is more attuned to the arcane and the other is a fighter.
Twin Companion
Medium Humanoid, your alignment
- Armor Class 17 (Chain Shirt + Shield.
- Hit Points (6 (or 1d10) + its constitution modifier) x your soul binder level.
- Hit Die: 1d10 per Soul Binder Level
- Speed 30ft.
STR DEX CON INT WIS CHA 15 (+2) 13 (+2) 12 (+1) 10 (+0) 11 (+0) 9 (-1)
Race Features The Twin companion get the same racial features and racial ability score improvements as the soul binder.
Martial Mind The Twin is proficient in shields, light armor, medium armor, simple weapons and martial weapons (Note, it doesn't add your proficiency bonus to its AC if it is wearing armor.
Languages: Depending on it's race.
Actions
Longsword. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d8 + Its Strength modifier) slashing.
Twin Companion
At 1st level you have split yourself in two and now has a twin companion, it is the same race and will look almost identical to you. Your twin companion start with: a longsword, a chain shirt and a shield as it's equipment.
Specialized Twin
At 3rd level your twin has trained in combat and is beginning to develop it's own style, choose one of the following features below:
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Striker: When you use the "Strike" Edict, your twin will have advantage on it's next attack this round.
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Commander: When you use the "Toughen Up" Edict, your twin can give an ally within 5 feet of it temporary hit points equal the half the amount it itself gained from the edict.
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Skirmisher: When you use the "Move" edict, the twin can take both the disengage and dash action as part of the same bonus action.
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Guardian When you use the "Block" Edict all allies within 5 feet of the twin also gets the additional AC for the duration.
Undying Determination
When you reach 6th level your twin has gained and undying determination to stay in battle and fight for you and itself.
Whenever your twin reach 0 hit points it can move up to half it's speed without provoking opportunity attacks and make one melee attack before falling unconscious.
Once it has used this feature it must finish a short or long rest before it can do so again.
Edict of Self:
Beginning at 11th level you know how to guide your twin in combat to help them survive.
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Helping Hand: This turn your twin can take the "Use an Object" action as a bonus action.
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Something need something good here.
Specialization Mastery
At 15th level your twin has mastered whatever style it choose earlier.
Depending on which style you chose at 3rd level your twin get one of the following features:
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Striker: Once per turn if your twin hits a creature that is within 5 feet of one of it's allies, it can add it's proficiency modifier to the damage roll.
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Commander: Your twin can take the "Help" action as a bonus action.
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Skirmisher Whenever your twin gets a critical hit with a weapon attack or kill a creature on it's turn, it can immediately move 10 feet without provoking opportunity attacks.
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Guardian Your twin can use it's "Countermeasure" feature on all allies instead of only on you.