Emissary Of The Twilight (5e Class)

From D&D Wiki
Jump to navigation Jump to search
This content deviates from 5th edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class is more powerful than usual, not all campaigns ask your DM before using it


Emissary Of The Twilight[edit]

Children of the night, exemplars of darkness, avatars of the underdark, avatars of shadowfell, these individuals have many names, their nefarious existence only brings chaos and corruption to every place they travel, the Emissary Of The Twilight are born when a baby is influenced by high amounts of corrupt magic or based on a ritual with high sacrifices or being a reincarnation of a dark god.

Creating a Emissary Of The Twilight[edit]

If you play a Emissary Of The Twilight, your highest ability score should be intelligence and your second highest ability score should be dexterity.

Class Features

As a Emissary Of The Twilight you gain the following class features.

Hit Points

Hit Dice: 1d8 per Emissary Of The Twilight level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Emissary Of The Twilight level after 1st

Proficiencies

Armor: Light, medium, heavy
Weapons: none
Tools: {{{tools}}}
Saving Throws: Wisdom, Constitution.
Skills: Pick three from Acrobatics, Investigation, Perception, history, Stealth, Survival and religions

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Shortsword or greatsword or (b) any two simple weapons
  • (a) Explorer's Pack or (b) Burglar's Pack
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Emissary Of The Twilight

Level Proficiency
Bonus
Features
1st +2
2nd +2
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Heart of Darkness[edit]

At 1st level your inner darkness has finally awakened from its full assimilation giving way to corruption itself through every vein of your body giving you the ability to be immune to curses and all forms of corruption, when you roll your hit point dice you also add intelligence and can add intelligence to all constitution rolls.

When you are in an area with radiant light you have disadvantage to everything you do and when you are in darkness you have advantage, you also gain darkvision of 120 feet and can sense all entrances to the underdark, or shadowfell and your ac is equal to 10 + intelligence and dexterity as long as you have no armor (at 10th level, you can wear armor of any type without losing this feature just replace the 10 with the armor bonus).

Body forged in corruption[edit]

Also at level 1 your body corrupted in its form, dark in its vice, has been forged with dark energies giving you the following abilities:

  • When you attack without weapons you make a d4 + your strength and dexterity.
  • You can add your dexterity to all your rolls that are based on strength
  • You gain advantage when you are in darkness
  • When you reduce necrotic damage instead of taking damage you regain hit points
  • You are vulnerable to radiant damage
  • When you are in radiant light you have disadvantage on all your rolls

Let the darkness grow[edit]

At level 2, you have learned to manifest the darkness not only within yourself but also in your surroundings and in your enemies. In the end, darkness manifests itself in all forms. When you start a fight, you start with 0 points of darkness and the maximum is your intelligence bonus + your proficiency + your level. These points increase by 2 when you make an attack action. When you are attacked, they also increase by 2. If you are in a terrain with bright light, you lose 1 per round, but if you are in a terrain with dim light, it increases by 1. If it is in total darkness, it increases by 5 per round. Darkness points are useful for the following options:

Persevere: If you spend 4 points of darkness, you can add your intelligence bonus to a save.

Indestructible: When you are going to be killed either because you are reduced to 0 hit points or you were affected by an instant death spell, you can spend 10 shadow points and save yourself by being 1 hit point away by protecting yourself with shadows, but each time you do this you gain a point of exhaustion.

Condense: You can spend 1 point of darkness to gain a +2 to damage, this ends at the start of your next turn.

Harden: When you are going to reduce an attack, you can spend 1 point of darkness to gain a +2 to AC, this ends at the start of your next turn.

At level 8

Pulse: As a bonus action and spending 4 points, you detect all creatures, objects, traps, or magical things as long as they are in a dimly lit environment within a range of 120 feet.

Massacre: When you deal damage, you can spend 5 points of darkness to multiply the damage dealt. This can only be done once per round

Dark Step: You spend 3 points of darkness and can make a movement that does not generate attacks of opportunity equal to 3 times your walking speed

Gloom: As an action you can create an area of ​​magical darkness of 10 feet for each point of darkness you spend, (if you spend 5 the area will be 50x50 feet)

Execute: If an enemy that was going to fall to 0 hit points is restored to 1 or more you can use 4 points of darkness to make an attack of opportunity against it

Level 10

Rippling: If an enemy has less than half of its life, you can spend 8 points of darkness and all the hits you inflict for this round are critical hits and the damage instead of being doubled is tripled must be used before attacking

Grip: Whenever an enemy casts a spell you can spend 6 points of darkness to make an attack of opportunity if it is within your range or you have a way to attack it

Overcome: If you must make a saving throw you can spend 8 points of darkness to pass the save, you can only do this a number of times equal to your proficiency bonus

Maleficate: When you hit a creature you can spend 6 points of darkness to make it fall under the effects of fear and have a negative penalty equal to your minimum intelligence bonus of -1

Incarnation of Darkness[edit]

At level 3 you embody the reason for your existence as the embodiment of darkness which is divided into 4 paths, each of which gives you the competence with the weapon it gives you since it will be the only weapon you can use. These paths are: The Shadow of a Thousand Swords, The Avatar of the Night, The Predator of the Gloom, The Idol of the Void

Ability Score Increase[edit]

When you reach the 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.