Twilight Hunter (5e Subclass)

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Twilight Hunter[edit]

Ranger Subclass

Unlike most hunters, your hunt comes at the transition between light and dark, between day and night and between life and death. You hunt not for the thrill of the hunt, but to protect those lost in the dark, and to help those trapped within the darkness finally reach the light. Through either the support of a higher power or your own will, you have gained the power to thread both light and dark and weave the two into twilight might.

Darkest Sight

At 3rd level, you gain the ability to see in both dim light and darkness as if it were bright light. You can also see through magical darkness up to a range of 30 feet. This enhanced vision allows you to spot creatures or objects that others would miss, no matter how deep the shadow or how fleeting the light.

Dark Meditation

At 3rd level, you can use your connection to both light and darkness to meditate and restore yourself. As an Action, you can enter a state of deep meditation for 1 minute. While meditating, a circle of orange or dark blue light spreads in 20-foot radius from you, covering that area in Dim Light and creating the following effects:

  • Creatures of your choice within the area can't be charmed, frightened or paralyzed.
  • Friendly creatures within the area have Advantage on their attack rolls.
  • Friendly creatures gain temporary hit points equal to your proficiency bonus when they start their turn in the area.
  • Attacks made against friendly creatures within the area have Disadvantage.

You can't take Actions or move while meditating in this way, but you can move. This feature requires concentration, as a spell would, and it is considered a magical effect.

Weapons of Dusk and Dawn

At 3rd level, you can infuse your weapons with the power of Dusk and Dawn. Your weapon attacks gain the ability to deal radiant or necrotic damage (your choice), in place of its normal damage type. This effect lasts until the end of your turn. The choice is made at the start of each of your turns. Once per turn, an attack with this weapon causes additional 1d6 damage from the chosen type.

Additionally, when you score a critical hit with a weapon that deals either radiant or necrotic damage, you can choose to blind the target until the end of its next turn.

Azure Stride

At 7th level, you gain the ability to move between shadows and light seamlessly. As a bonus action while in Dim Light, you gain a flying speed equal to your movement speed. When flying, you have advantage on saving throws against being charmed or frightened.

For the duration of the Azure Stride, you also can take the Hide action as a bonus action, and have advantage on any Dexterity (Stealth) checks made to hide.

Your Azure Stride lasts for 1 minute, or until you are no longer in an area of dim light. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all expended uses after a long rest.

Merciless Shadows

At 11th level, when attacking from an area covered in dim light or darkness, you can strike with brutal might. The first attack you make as part of an Attack action from an area of dim light or darkness is always a critical on a hit.

Azure Shroud

At 15th level, as a reaction to being hit by an attack, you can cloak yourself in an ethereal shroud of twilight, becoming partially incorporeal.

While incorporeal, you are resistant to all types of damage, and can move through the spaces occupied by other creatures without any hindrances, and your movement doesn't provoke opportunity attacks.

You remain covered by the Azure Shroud until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, regaining uses after finishing a long rest.

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