TEXT: EN World EN5idEr | The Gemini: Basic
   
  writing Mike Myler
   color art Indi Martin
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  T
  he assassin cackles as his target 
  suddenly multiplies, now two 
  women instead of one—a cheap illu-
  sionist’s trick—but his laugh changes 
  into a cry of pain as suddenly both of 
  them strike with their rapiers, each one 
  drawing blood!
  Conflict is a part of life for all ad-
  venturers, but the way of the gemini 
  means confronting the deepest con-
  trasts of one’s very soul.
  These capricious and contradic-
  tory warriors are nimble, incredibly 
  adaptive, and a source of frustration 
  for opponents as they make use of 
  the most effective techniques ar-
  rayed against them.
  Basic Character Class Information
  Advanced Character Class Information
  
  The Gemini: Basic | EN World EN5idEr
  Open Game Content | The game rule information 
  in this article is designated Open Game Content. All other 
  material in this article, including maps and illustrations 
  (including illustrations in the public domain), in-character 
  and out-of-character narrative and descriptive text, 
  character and place names, trade dress, “EN Publishing,” 
  “EN World,” “EN5ider,” EN Publishing product 
  and article titles, and  EN World and EN Publishing 
  logos, are designated Product Identity.
  More context for the gemini appears in EN5ider: 
  “The Gemini: Advanced Class Information.”
  Creating a Gemini
  The first thing to decide when making a gemini is 
  the type of conflict that consumes them—one of 
  time (the Atavist), perfection (Equalist), or bravery 
  (Reluctant Hero). With this knowledge in hand, 
  what about your background foreshadowed the 
  realization of your divergent soul’s unique power? 
  What triggered their discovery? How did their 
  friends and family react, and how do those inter-
  actions to your revelation inform the secrecy or 
  openness of your rare talents?
  You may have come to the attention of a gemini 
  that has achieved some level of peace and retired, 
  a misanthrope from your community that offers a 
  means to understand your curious nature. Perhaps 
  the voices in your head do more than squabble, in-
  stead providing detailed advice on how to perfectly 
  mimic what others are doing as well as their con-
  trary opinions.
  Regardless of how your powers are developed, 
  you have a desire for balance but of what kind? Are 
  you compelled to walk between the paths of dark-
  ness and light, chaos and law, sanity and madness? 
  Where do you hope to find it—within the wisdom 
  of the past in scrolls waiting in ancient libraries, 
  a vast horde of wealth to drown your troubles in 
  hedonism, among meditating monks achieving 
  spiritual enlightenment, or through powerful mag-
  ic unlocked from relics hidden away in dangerous 
  crypts? 
  EN
  EN
  Publishing
  Publishing
  ™
  Class Features
  Hit Points
  •	Hit Dice: 1d10 per gemini level
  •	Hit Points at 1st Level: 10 + your Constitution 
  Modifier
  •	Hit Points at Higher Levels: 1d10 (or 6) + your 
  Constitution modfier per gemini level after 1st
  Proficiencies
  •	Armor: Light armor, shields
  •	Weapons: Simple weapons, weapons with the 
  finesse property
  •	Tools: Choose one type of artisan’s tools or one 
  musical instrument
  •	Saving Throws: Dexterity, Charisma
  •	Skills: Choose three from Acrobatics, De-
  ception, Insight, Investigation, Perception, 
  Persuasion, Sleight of Hand, or Stealth.
  Equipment
  You start with the following equipment, in addition 
  to the equipment granted by your background:
  •	(a) studded leather armor or (b) leather armor
  •	(a) two shortswords or (b) a rapier and a 
  dagger
  •	(a) a dungeoneer’s pack or (b) an explorer’s 
  pack
  •	(a) a shortbow and a quiver of 20 arrows or 
  (b) a light crossbow and a quiver of 20 bolts
  Multiclassing
  •	Prerequisite: Dexterity 13, Charisma 13
  •	Proficiencies Gained: Light armor, weapons 
  with the finesse quality
  Copycat
  At 1st level, you learn to mimic others with uncan-
  ny accuracy. As an action you can observe another 
  creature for 1 minute and mimic it, utilizing talents 
  that normally require dedication and work to at-
  tain. You gain proficiency in a skill, tool, or weapon. 
  You are only able to mimic one proficiency at a time.
  For example, you might use this feature to mimic 
  a driver’s vehicles (land) proficiency to take the 
  
  EN World EN5idEr | The Gemini: Basic
  wheel of an automobile on the highway, help sift 
  through a library after watching a companion use 
  Investigation to work the cataloging system, or take 
  up a strange weapon unknown to you after some-
  one has displayed how to use it.
  Gemini Balance
  Also at 1st level, you discover what type of gemini 
  you are and the duality of your own soul. When you 
  finish a long rest, roll 1d20. On an odd result your 
  personality and perception of the world is informed 
  more by one side of your Gemini Balance, on an 
  even result the other (Atavist—young/old, Equal-
  ist—mental/physical, Reluctant Hero—coward/
  hero). 
  Doublestones
  At 2nd level, you learn to make doublestones, 
  rounded oval rocks able to sense each other. You 
  can make a maximum number of doublestones 
  equal to your proficiency bonus. When in a pair 
  or more, doublestones are magnetically attracted 
  to each other and can be used for trail markers, 
  tracking purposes, or to prevent yourself from 
  becoming lost. Your doublestones function within 
  a range equal to 1 mile per gemini level. You can 
  use an action to speak its command word, making 
  the doublestone sense and be drawn toward your 
  nearest doublestone within range. Any creature 
  can speak another command word to talk into the 
  doublestone, causing all your doublestones within 
  that area to emit the same words in your voice 1 
  round later. 
  Fighting Style
  Also at 2nd level, you adopt a particular style of 
  fighting as your specialty. Choose one of the follow-
  ing options. You can’t take a Fighting Style option 
  more than once, even if you later get to choose again.
  Archery. You gain a +2 bonus to attack rolls you 
  make with ranged weapons.
  Defense. While you are wearing armor, you gain 
  a +1 bonus to AC.
  Dueling. When you are wielding a melee weapon 
  in one hand and no other weapons, you gain a +2 
  bonus to damage rolls with that weapon.
  Protection. When a creature you can see attacks 
  a target other than you that is within 5 feet of you, 
  you can use your reaction to impose disadvantage 
  on the attack roll. You must be wielding a shield.
  Scrapping. You can roll 1d4 in place of the nor-
  mal damage of your unarmed strike. In addition, 
  you can use Dexterity instead of Strength for the 
  attack and damage rolls of your unarmed strikes. 
  When you reach 11th level in this class, you deal an 
  additional 1d4 damage with your unarmed strike.
  Two-Weapon Fighting. When you engage in two-
  weapon fighting, you can add your ability modifier 
  to the damage of the second attack.
  Action Surge
  Starting at 3rd level, you can push yourself beyond 
  your normal limits for a moment. On your turn, 
  you can take one additional action on top of your 
  regular action and a possible bonus action.
  The Gemini
  Level
  Proficiency 
  Bonus
  Features  
  1st
  +2
  Copycat, Gemini Balance
  2nd
  +2
  Doublestones, Fighting Style
  3rd
  +2
  Action Surge, First Impression
  4th
  +2
  Ability Score Improvement
  5th
  +3
  Multiply, Gemini Balance
  6th
  +3
  Marked Impression
  7th
  +3
  Greater Copycat, Opportunist
  8th
  +3
  Ability Score Improvement
  9th
  +4
  Master Face
  10th
  +4
  Gemini Balance
  11th
  +4
  Counterattack, Multiply (3)
  12th
  +4
  Ability Score Improvement
  13th
  +5
  Metallic Storm
  14th
  +5
  Evasion
  15th
  +5
  Gemini Balance
  16th
  +5
  Ability Score Improvement
  17th
  +6
  Action Surge (two uses), Clone
  18th
  +6
  Incredible Multiplication, 
  Magical Mimicry, 
  19th
  +6
  Ability Score Improvement
  20th
  +6
  Gemini Balance, Multiply (4)
  
  The Gemini: Basic | EN World EN5idEr
  Once you use this feature, you must finish a short 
  or long rest before you can use it again. Starting at 
  17th level, you can use it twice before a rest, but only 
  once on the same turn.
  First Impression
  Also at 3rd level, when you first meet a creature you 
  can choose to activate this feature. If you do, roll 
  1d20. 
  On an odd result, you have advantage on Cha-
  risma (Persuasion) checks against the creature and 
  disadvantage on Wisdom (Insight) checks against 
  the creature. 
  On an even result, you have advantage on Wis-
  dom (Insight) checks against the creature but 
  disadvantage on Charisma (Persuasion) checks 
  against the creature.
  Ability Score Improvement
  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.
  Multiply
  At 5th level, your true power as a gemini emerges. 
  You can use an action to multiply yourself, creat-
  ing 1 semi-real duplicate that appears in your space 
  for 1 minute. The number of duplicates increases to 
  three when you reach 11th level in this class and to 
  four when you reach 20th level in this class. 
  For the duration, the duplicates move with you 
  and mimic your actions, shifting position so it’s im-
  possible to track which is really you. You can use 
  your action to dismiss the duplicates. Each time a 
  creature targets you with an attack during the du-
  ration, roll 1d20 to determine whether the attack 
  instead targets one of your duplicates. 
  If you have one duplicate, you must roll 10 or 
  higher to change the attack’s target to a duplicate. 
  With two duplicates, you must roll 7 or higher. With 
  three duplicates, you must roll 5 or higher.
  A duplicate has the same AC as you. If an attack 
  hits a duplicate, the duplicate is destroyed. A dupli-
  cate can be destroyed only by an attack that hits it. It 
  ignores all other damage and effects. The duration 
  ends when all the duplicates are destroyed.
  All creatures (even those benefiting from true-
  sight) are affected by this feature.
  When you take the Attack action, each of your 
  duplicates can make an attack. A duplicate has the 
  same weapons and armor as you do when it is cre-
  ated, but if you have other weapons on your person 
  you may choose for a duplicate to generate a copy of 
  that weapon to wield instead. 
  In addition, if you have duplicates, you and your 
  duplicates do not have disadvantage on ranged 
  weapon attacks when within 5 feet of a hostile crea-
  ture who can see you and who isn’t incapacitated. 
  Creatures other than you cannot move through 
  your square while you have duplicates.
  You can use this feature a number of times equal 
  to your Charisma modifier (a minimum of once). 
  You regain any expended uses when you finish a 
  short or long rest.
  Marked Impression
  At 6th level, your ability to make an impression be-
  comes more pronounced. When you activate First 
  Impression, you can choose to make a Marked Im-
  pression. Roll 1d20.
  On an odd result, you have advantage on Charis-
  ma (Persuasion and Deception) checks against the 
  creature, and disadvantage on Wisdom (Insight) 
  checks and Charisma (Intimidation) checks against 
  the creature. 
  On an even result, you have advantage on Wis-
  dom (Insight) checks and Charisma (Intimidation) 
  checks against the creature, but disadvantage 
  on Charisma (Deception and Persuasion) checks 
  against the creature.
  Greater Copycat
  At 7th level, you learn to mimic more advanced 
  techniques. You can use a bonus action to use Copy-
  cat, you only need 1 round of observation, and you 
  are able to mimic feats. You are able to mimic one 
  proficiency and one feat at the same time. At the 
  
  EN World EN5idEr | The Gemini: Basic
  GM’s discretion, you may be able to mimic an NPC 
  feature (like a gladiator’s Parry reaction) instead of 
  a feat.
  Opportunist
  Also at 7th level, your reflexes are as taut as a jungle 
  cat’s. After you have used your reaction to make an 
  opportunity attack, before the beginning of your 
  next turn you may make one free opportunity at-
  tack against a provoking creature. Your second 
  opportunity attack cannot target the same creature 
  as your first.
  In addition, if you begin your turn without hav-
  ing used your reaction, you can use a bonus action 
  to take the Dash action.
  Master Face
  At 9th level, whenever you make a Charisma (De-
  ception, Intimidation, or Persuasion) check or 
  Wisdom (Insight) check, you can treat a 1d20 roll of 
  9 or lower as a 10.
  Counterattack
  At 11th level, when a creature misses you with a 
  melee weapon attack either by failing to hit your 
  AC or by hitting one of your duplicates, if you are 
  wielding a melee weapon you can use your reaction 
  to make an opportunity attack against that creature.
  Metallic Storm
  At 13th level, while you have at least one duplicate 
  and 8 darts or 8 daggers, you are able to create a 
  deadly hail of metal. As an action, you and your 
  duplicates throw a storm of weaponry in either 
  a 20-foot cone or 30-foot line that is 10-feet wide. 
  Creatures in the area make a Dexterity saving 
  throw (DC 8 + your proficiency bonus + your Dex-
  terity modifier). On a failed save, a creature takes 
  8d4 piercing damage plus 8d4 magical piercing 
  damage for each duplicate, or half as much damage 
  on a successful one. 
  You can use this feature a number of times equal 
  to your Charisma modifier (a minimum of once). 
  You regain any expended uses when you finish a 
  long rest.
  Evasion
  At 14th level, you can nimbly dodge out of the way 
  of certain area effects, such as a red dragon’s fiery 
  breath or an ice storm spell. When you are subjected 
  to an effect that allows you to make a Dexterity sav-
  ing throw to take only half damage, you instead 
  take no damage if you succeed on the saving throw, 
  and only half damage if you fail.
  Clone
  At 17th level, you can create a permanent duplicate 
  of yourself (a clone) by undergoing a ritual that 
  takes 1 hour and costs 100 gp in materials. This 
  clone forms inside a sealed gemstone, growing to 
  full size and maturity after 1 day. The sealed gem-
  stone has an AC equal to your gemini level and hit 
  points equal to triple your gemini level. The clone 
  remains inert and endures indefinitely, as long as 
  the sealed gemstone remains undisturbed.
  At any time after the clone matures, if you die, 
  your soul transfers to the clone, provided that your 
  soul is free and willing to return.
  The clone is physically identical to you and has 
  the same personality, memories, and abilities, but 
  none of your equipment. Your physical remains, if 
  they still exist, become inert and can’t thereafter be 
  restored to life, since your soul is elsewhere. You 
  are only able to have a single clone at a time.
  Incredible Multiplication
  At 18th level, you are able to create up to 9 semi-
  duplicates. It takes 1 hour of concentration and 
  costs you 500 gp in magical components to cre-
  ate a semi-duplicate. Unlike a regular duplicate, a 
  semi-duplicate has the complete statistics of a hu-
  manoid with a Challenge rating of 1 or less that is 
  unable to cast spells (for example, a bandit, guard, 
  noble, scout, spy, thug, or tribal warrior). In addi-
  tion, semi-duplicates are able to move to their own 
  spaces.
  When a semi-duplicate is within range nearby 
  (10 miles + 1 mile for each day since its creation) 
  at noon or midnight, it dissipates and absorbs back 
  into you. You immediately add an absorbed semi-
  duplicate’s experiences and memories to your own, 
  
  The Gemini: Basic | EN World EN5idEr
  learning everything and sensing everything that 
  it did while apart from you. If an absorbed dupli-
  cate had one of your doublestones, the doublestone 
  materializes on your person. Everything else worn 
  or carried by the semi-duplicate falls to the ground 
  wherever it disappears. 
  Only 3 semi-duplicates can remain within range 
  of each other, and any others that come into range 
  are absorbed into the oldest semi-duplicate as 
  though it were you. You are able to absorb a du-
  plicate that dies outside of range, but you must be 
  touching its remains to do so.
  Magical Mimicry
  Also at 18th level, when you can hear and see a crea-
  ture within 30 feet cast a spell with a casting time of 
  1 action or less, you can use your reaction to mimic 
  it. If you do, on your next turn you can use your ac-
  tion to cast the same spell, using Charisma as your 
  spellcasting ability. 
  Once you have used this feature to cast a spell, 
  you must finish a short or long rest before you can 
  use it again.
  Gemini Balances
  Every gemini is different but there are three main 
  courses that their divergent souls tend to follow. 
  The gemini balance that you choose affects the way 
  you perceive the world, what conflicts consume you, 
  and how your powers express themselves. The Ata-
  vist and Equalist archetypes will appear in “The 
  Gemini: Advanced Class Information.”
  Reluctant Hero
  Reluctant Heroes are hesitant to accept who they 
  truly are, torn between the desire to be better and 
  the need to realistically assess their own courage—
  or more accurately, the lack thereof. As a Reluctant 
  Hero, when you wake up each morning you either 
  have a sense of paranoia and impending dread, or 
  you feel bold and intrepid. Your duplicates are all 
  either a touch sallow and gaunt, or vivid and flush 
  with life.
  Mighty or Meek
  At 1st level, each time you finish a long rest, roll 
  1d20. 
  On an odd result you have advantage on saving 
  throws against fear.
  On an even result you have advantage on saving 
  throws against the charmed condition.
  Gemini Aura
  At 5th level, friendly creatures within 15 feet of you 
  benefit from your Mighty or Meek feature (using 
  your current benefit) while you are conscious.
  At 15th level, the range of this feature increases 
  to 30 feet.
  Additional Fighting Style
  At 10th level, you can choose a second option from 
  the Fighting Style class feature.
  Precarious Balance
  At 15th level, your Mighty or Meek and Gemini 
  Aura features grant immunity to the charmed or 
  frightened condition instead of advantage..
  Zealous Courage
  Also at 15th level, your Mighty or Meek feature 
  improves. 
  If you rolled an odd result, when creatures at-
  tempt to charm you, their spell or effect appears to 
  function normally (making it seem as though you 
  have been successfully charmed). 
  If you rolled an even result, when you are fright-
  ened of a creature, you do not have disadvantage on 
  attack rolls against it, and when you hit a creature 
  you are frightened of with a weapon attack you deal 
  1d12 additional damage.
  Jittery
  At 20th level, you can take up to two reactions each 
  round. e
  
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