My Documents
Become a Patron!
## Dvati, with Ancestries Dvati pairs are a single soul born into two separate bodies. They can be found in nearly every race, though they're extremely uncommon. They look like their parents' race, though all dvati share a few traits. They are as varied in appearance and temperament as everyone else is, though a pair is typically identical in every way. A set of twins is referred to as a dvati pair, while a single member of a pair is referred to as a dvati. ### Traits All dvati pairs share the following traits. ***Ability Score Increase.*** Your Wisdom score increases by 2. ***Age.*** Dvati mature at the same rate as their ancestral race and live just as long. ***Alignment.*** Many dvati pairs tend toward lawfulness, as a result of their inherent cooperation. ***Size.*** Dvati have the same range of height and weight as their ancestral race. Your size is Medium unless otherwise specified. ***Speed.*** Each dvati can move up to 30 feet in a round, unless otherwise specified. ***Languages.*** You can speak, read, and write Common, as well as Dvatish, a balanced language that can only be spoken by two people working in concert. You can also speak, read, and write the language of your ancestry, as specified in its entry. ***Focused Movement.*** Dvati pairs' connection to each other grants them some odd abilities. When you move on your turn in combat, you can double the speed of one of your dvati until the end of the turn. The other dvati cannot move this turn. Once you use this trait, you can't use it again until your pair moves 0 feet total on one of your turns. ***Fortitude.*** If only one dvati in a pair concentrates on a spell, and the other takes damage, they have advantage on the Constitution save made to keep concentration. ***Ancestry.*** A dvati pair is considered part of another race, similar to a tiefling born to elves is still kind of an elf. Choose one of the Ancestry options. You count as that race. \columnbreak
## Ancestries ### Pure Dvati Very occasionally, and mostly in human gene pools, a dvati pair is born and resembles the dvati of old*—pale, dark-haired, solid blue eyes, even sometimes four fingers on each hand instead of five. These dvati pairs are known as Pure Dvati, and do not count as being human or any other race. ***Ability Score Increase.*** One ability score of your choice increases by 1. ***Mental Connection.*** Using an action, one dvati can enter the mind of their twin and see through their eyes. While this effect is active, both dvati see and hear through only one of their senses. The other is considered blind and deaf in respect to their own surroundings. This effect lasts until the beginning of your next turn.
*"Dvati of old" refers to the flavor of the 3.5e version, though there are still mechanical changes.
### Human Dvati who are found among humans are just as versatile and capable as their fellows. ***Ability Score Increase.*** Two ability scores of your choice each increase by 1. ***Languages.*** You can speak, read, and write one additional language of your choice. ### High Elf The dvati pairs born to high elves inherit the sylvan influences in their blood. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Languages.*** You can speak, read, and write Elvish. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Cantrip.*** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. \pagebreakNum ### Wood Elf Wood elf dvati pairs move through the wild as easily as full-blooded wood elves. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Speed.*** Each wood elven dvati can move up to 35 feet in a round, instead of the 30 of other ancestries. ***Languages.*** You can speak, read, and write Elvish. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ### Drow Depending on their gender and the mood of the matron, drow dvati pairs are either a blessing from Lolth or better off dead. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Languages.*** You can speak, read, and write Undercommon. ***Superior Darkvision.*** You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Sunlight Sensitivity.*** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack or whatever you are trying to percieve is in direct sunlight. ***Drow Magic.*** You know the *dancing lights* cantrip. When you reach 3rd level, you can cast the *faerie fire* spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the *darkness* spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells. ### Shadar-Kai The mysterious shadar-kai come from the Shadowfell, and dvati pairs of them are especially emotionless and strange-seeming. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Languages.*** You can speak, read, and write Elvish. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Blessing of the Raven Queen.*** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest. ### Half-Elf The half-elf dvati pairs have some magical elven blood in their veins. ***Ability Score Increase.*** One ability score of your choice increases by 1. ***Languages.*** You can speak, read, and write Elvish. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Keen Senses.*** You have proficiency in the Perception skill. \columnbreak ### Aasimar As rare and welcome as a rainbow, aasimar dvati pairs display the celestial radiance of their blessing. ***Ability Score Increase.*** Your Charisma score increases by 1. ***Languages.*** You can speak, read, and write Celestial. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. #### Celestial Variety You may only choose one of these traits. ***Light Bearer.*** You know the *light* cantrip. Charisma is your spellcasting ability for it. ***Healing Hands.*** As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. ### Tiefling Tiefling dvati pairs get double the stares in small towns. ***Ability Score Increase.*** Your Charisma score increases by 1. ***Languages.*** You can speak, read, and write Infernal. #### Infernal Variety You may choose to take Hellish Resistance and Darkvision *OR* Infernal Legacy. ***Hellish Resistance.*** You have resistance to fire damage. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. *OR* ***Infernal Legacy.*** You know the *thaumaturgy* cantrip. Once you reach 3rd level, you can cast the *hellish rebuke* spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can cast the *darkness* spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells. Alternatively, for a tiefling dvati pair of a specific bloodline from Mordenkainen's Tome of Foes, replace the *Infernal Legacy* trait with the Legacy magic of the bloodline. ### Changeling While the true forms of a changeling dvati pair are identical, they may choose to look different from each other for various reasons. ***Languages.*** You can speak, read, and write an additional language of your choice. ***Changeling Instincts.*** You gain proficiency with one of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion. ***Shapechanger.*** As an action, you can change the appearance and voice of each dvati separately (both may change on the same action). You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die. \pagebreakNum ### Dwarf Dwarvish dvati pairs make excellent teams for crafting or for battle. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Speed.*** Each dwarvish dvati can move up to 25 feet in a round, instead of the 30 feet of other ancestries. Your speed is not reduced by wearing heavy armor. ***Languages.*** You can speak, read, and write Dwarvish. ***Reduced Dwarven Reslience.*** You have resistance against poison damage. ***Tool Proficiency.*** You gain proficiency with a set of artisan's tools of your choice. ### Halfling The dvati pairs born to halflings are known for their diplomatic and cheerful ways. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Size.*** Halflings are generally about half as tall as a human. Your size is Small, instead of the Medium of other ancestries. ***Speed.*** Each halfling dvati can move up to 25 feet in a round, as opposed to the 30 feet of larger dvati ancestries. ***Languages.*** You can speak, read, and write Halfling. ***Lucky.*** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. ***Halfling Nimbleness.*** You can move through the space of any creature that is of a size larger than yours. ### Gnome Dvati born to gnomes have complicated pranks, since they have two sets of hands to pull them off. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Size.*** Gnomes stand just slightly taller than halflings. Your size is Small, instead of the Medium of other dvati ancestries. ***Speed.*** Each gnomish dvati can move up to 25 feet in a round, versus the 30 feet of other ancestries. ***Languages.*** You can speak, read, and write Gnomish. ***Gnome Cunning.*** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. ### Half-Orc Half-orc dvati pairs make for effective and wise warriors. ***Ability Score Increase.*** Your Strength score increases by 1. ***Languages.*** You can speak, read, and write Orc. ***Menacing.*** You gain proficiency in the Intimidation skill. ***Relentless Endurance.*** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. ### Triton Mysterious as they come, triton dvati share a love of and affinity with the sea. ***Ability Score Increase.*** Your Charisma score increases by 1. ***Swim Speed.*** You have a swimming speed of 30 feet. ***Languages.*** You can speak, read, and write Primordial. ***Amphibious.*** You can breathe air and water. ***Guardians of the Depths.*** You have resistance to cold damage. \columnbreak ### Air Genasi The flighty and amiable air genasi dvati pairs carry the blessings of their sylphian ancestries with them. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Languages.*** You can speak, read, and write Primordial. ***Helpful Winds.*** You are light. You are treated as if the *feather fall* spell is in constant effect on both air genasi dvati in a pair. ***Unending Breath.*** You can hold your breath indefinitely while you're not incapacitated. ### Earth Genasi Descended from the indomitable genies from the plane of earth, earth genasi dvati are solid and dependable. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Languages.*** You can speak, read, and write Primordial. ***Earth Walk.*** You can move across difficult terrain made of earth or stone without expending extra movement. ***Merge with Stone.*** You can cast the *pass without trace* spell once with this trait, requiring no material components, andyou regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this trait. ### Fire Genasi Fire genasi dvati pairs are occasionally colored as two different parts of a blaze–the smoke and flame, or perhaps the ember and ash. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Languages.*** You can speak, read, and write Primordial. ***Reach to the Blaze.*** You know the *produce flame* cantrip. Once you reach 3rd level, you cast the *burning hands* spell once with this trait as a 1st-level spell, and you regain the ability to cast it in this way when you finish a long rest. Constitution is your spellcasting ability for these spells. ### Water Genasi The dvati pairs of the water genasi can be somewhat sensitive about their independence, though their capacity for self-reliance is improved with two pairs of hands. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Languages.*** You can speak, read, and write Primordial. ***Amphibious.*** You can breathe air and water. ***Swim.*** You have a swimming speed of 30 feet. ***Reduced Call to the Wave.*** You know the *shape water* cantrip. Constitution is your spellcasting ability for it. ### Beasthide Shifter The dvati pairs who count as beasthides often assume forms of strength and stubbornness, like bears and boars. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Natural Athlete.*** You have proficiency in the Athletics skill. ***Shifting.*** As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point.) \pagebreakNum ### Longtooth Shifter Longtooth shifter dvati pairs draw their animalistic abilities from wolves and pack animals with fangs. ***Ability Score Increase.*** Your Strength score increases by 1. ***Fierce.*** You have proficiency in the Intimidation skill. ***Shifting.*** As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain an unarmed strike that deals 1d6 + your Strength modifier piercing damage. ### Swiftstride Shifter Predatory and graceful, swiftstride shifter dvati pairs often become cats, rats, or any other quick animal. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Graceful.*** You have proficiency in the Acrobatics skill. ***Shifting.*** As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, your base walking speed increases to 50 feet. ### Wildhunt Shifter Wildhunt shifters are focused on survival and hunting, and embody the traits of various wild trackers. ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Natural Tracker.*** You have proficiency in the Survival skill. ***Shifting.*** As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you have advantage on all Wisdom checks. ## Special Rules for Dvati ***Single Mind.*** A dvati pair is considered one character. As such, they share ability scores, experience points, levels class features, feats, racial features, actions, hit points, proficiency, skills, resistances, immunities, vulnerabilities, and all other bonuses and drawbacks. They do *not* share an AC score or equipment. ***Damage.*** Dvati pairs share their hit points. Between both of them, there is only one pool of HP, calculated normally. When one takes damage, the other feels an echo of it, and their shared hit point pool drops. If both are targeted by an attack roll each (e.g. Magic Missile or two separate attacks), they take damage more than once, as specified by the effect. In this way, a dvati pair is slightly more vulnerable than a character of another race, by having one HP pool able to be targeted in multiple places. Certain effects can change the dvati pair's relationship with damage. Spells and effects that grant resistance, immunity, or vulnerability to a type of damage might only affect one individual (e.g. a tattoo granting force damage resistance), or it might affect both (e.g. a racial trait.) Work with your DM to determine how these things interact. ***Saves.*** If a dvati pair is targeted by an effect that requires a saving throw, magical or nonmagical, that would naturally affect both of them (i.e. both are in the area of effect), they only make the save once, and any damage is subtracted from their HP once. ***Dying.*** When a dvati pair drops to 0, both dvati become unconscious and make death saves as one character. When one dies, the other dies as well. ***Conditions.*** Most conditions affect the single dvati they target. However, some conditions (especially mind-affecting) affect the pair. If a dvati pair is separated by 120 feet or more, even the conditions marked "both" below only affect the targeted one.
| Condition | | |:---:|:-----------:| | Blinded | One | | Charmed | Both | | Deafened | One | | Exhaustion | Both | | Frightened | Both | | Grappled | One | | Incapacitated | One | | Invisible | One | | Condition | | |:---:|:-----------:| | Paralyzed | One | | Petrified | One | | Poisoned | One | | Prone | One | | Restrained | One | | Stunned | One | | Unconscious* | One | |
*Unless caused by the pair's hit point pool dropping to 0
***Actions.*** A dvati pair has one action, one bonus action, and one reaction between them. If they can make multiple attacks (e.g. through the feature Extra Attack), either or both may make them. If one dvati uses an Attack action, the other may use their bonus action to also Attack, though they do not get to add their ability score to the damage of the second attack. This functions exactly like Two-Weapon Fighting, and may be affected by fighting styles and feats. If one dvati uses their action to Dash, Disengage, Dodge, Help, Hide, Ready, or Search, the other may use a bonus action to do the same. ***Spellcasting.*** A dvati pair may only cast one spell per turn, as per normal rules. They can only concentrate on one at a time, though one can be designated the concentrator. If the concentrator takes damage, concentration ends as usual. If the non-concentrator takes damage, the Constitution save made to keep concentrating is made at advantage. Either dvati may provide the components for a spell, and the spell may originate at either dvati. The originator of the spell need not be the concentrator. ***Equipment and Attunement.*** Each dvati must have their own equipment. Each has their own AC affected by their own armor (though class features will still affect both). If relevant and allowed by the DM, a dvati character may start with twice the amount of equipment or gold. A dvati pair still only has three attunement slots. Any magical item a dvati carries only affects the one who carries it, though items that affect any shared abilities affect both. (E.g. A Belt of Storm Giant Strength will affect the pair's Strength score. An Amulet of Health will affect the pair's Constitution score and HP pool. An invisibility cloak only affects the one who is wearing it.) Other specifics will have to be determined case-by-case. ***Miscellaneous.*** A single dvati requires the same amount of food, water, and rest as a human. A dvati's twin does not usually count as an ally for the purpose of flanking. (DM dependent.) Effects that cannot target *self* do not target or affect a dvati's twin. \pagebreakNum ### Detect Balance Score Breakdown The average score for officially-published races is around 28. ##### Base Race * ASI +2: 8 * 30 feet movement: 0 * Common +1 Language: 0 * Focused Movement (same as Tabaxi's Feline Agility): 4 * Fortitude (advantage on a situational to common roll): 3 * Single Mind* (shared HP vulnerability): -2 * Conditions* (can still act even if affected): 4 * Common and 2 languages: 1
*My interpretation, not on the spreadsheet
**Total Score:** 18 ##### Individual Ancestry Scores * Pure Dvati: 8 * Human: 10 * High Elf: 10 * Wood Elf: 9 or 10 * Drow: 11 * Shadar-Kai: 10 * Half-Elf: 11 * Aasimar: 9 * Tielfing: 10 or 11 * Changeling: 10* * Dwarf: 9 * Halfling: 9 * Gnome: 9 * Half-Orc: 10 * Triton: 11 * Air Genasi: 10 * Earth Genasi: 9 * Fire Genasi: 10 * Water Genasi: 10 * Shifters: I have no idea. I did my best. At least 8 each.
*The changeling's Shapechanger ability is not rated on the spreadsheet; I marked it as worth 8 points, as a powerful and useful feature.
The total score will range from **27** (if the ancestry adds 9 points) to **29** (if the ancestry adds 11 points.) \columnbreak The wording for most of the Ancestry traits is ripped practically wholesale from the various 5e sourcebooks. The idea for dvati came from 3.5e. All other wording is the author's own. By /u/letteredviolet
##### Art Credit * Figures - me * Background - Fjords by
Olexii Shuhurov