The White Moose, Sulysis, knows what you did and he will not let you forget it.
You have committed a deeply regretful action. Whether through malicious intent or incompetence, you did something that haunts you and your soul. Maybe you are responsible for the death of an innocent, maybe you betrayed a sacred oath, or maybe you did something else shameful.
You have an additional ability score, known as your Redemption score. This is a measure of the shame felt from your past, as well as the amends made for it. It can also be considered a measure of your reputation among those who know your past.
You start with 2d4 (or 5) as your score, modifiers are calculated in the same way as with your other ability scores. This score cannot be modified by ASI or any other features or effects.
The lower your score, the more frequently you see Sulysis in your peripheral. The moose itself does not affect any features or rolls, but may present opportunities for role playing. For example, you missed an attack roll because you were distracted by the moose's judgemental stare.
The DM may ask you to add your Redemption modifier to certain checks or saving throws, this is in addition to the usual modifiers of the roll. For example, a Charisma (persuasion) check against someone who knows your history.
At the end of a long rest, you must roll a DC10 Redemption saving throw. On a save, you can reduce any levels of exhaustion by 1 as normal. On a fail, you instead gain a level of exhaustion. If you roll a 20 on the d20, and pass the saving throw, you can reduce any levels of exhaustion to 0 instead.
ALT (replaces exhaustion rules in above paragraph)
At the end of a long rest, you must roll a DC10 Redemption saving throw. On a fail, you gain a Long Term Madness Effect, which lasts until the end of your next long rest.
The DM will decide how your actions affect your Redemption. Minor actions will not affect your score, but may grant you advantage or disadvantage on your next Redemption check or saving throw. More major actions may increase or decrease your score by 1. See the tables below for examples of actions.
You are not one but two people with different bodies and identities, yet you share the same soul.
Both bodies must be the same race and age, but may have their own names and personalities. They can move and speak independently.
Both bodies share the same abilities, actions, classes, classes features, hit points, initiative and racial traits. They do not share equipment or spaces, however.
Both bodies count as a single creature for the purposes of attacks, spells and other effects. Any damage, healing, conditions or effects apply to both of them, but only once. For example, if the Fireball spell would target one or both of them, they must make a single saving throw and only take the damage once.
If the bodies are ever more than 120ft apart, they both immediately fall unconscious and are stabilized. They cannot be revived by any means until they are returned within 120ft of each other.
Both bodies are always aware of each other's location and can telepathically communicate. Additionally, as an action, one of the bodies can see through the other's eyes and hear what it hears until the start of their next turn. During this time, the first body is deaf and blind with regard to its own senses.
As a bonus action you can expend one hit die to regain hit points. However, you can only regain a quarter of your maximum hit die during a long rest.
WIP
Upon completing the pact, roll 2d10 and assign one die to be the benefit and the other to be the cost. You must decide this before knowing the results of the rolls. The Dungeon Master will then consult the tables below to determine the effects of your pact. Neither the benefit nor the cost can be undone by any means short of a wish spell.