Twilight Sentinel (5e Subclass)

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Twilight Sentinel[edit]

Fighter Subclass

The archetypal Twilight Sentinel combines the martial mastery common to all fighters with a careful study of magic. Twilight Sentinels use magical techniques similar to those practiced by wizards and warlocks. These sentinels learn and prepare spells as wizards do, keeping them in a spellbook. This subclass aims to give the fighter a little bit more of that 'spell sword' type of character many players enjoy, by making it a half caster, with more flexibility, and creating a little more synergy between subclass features and the Fighter-class' emphasis on taking the Attack action on their turn.

Spell Casting[edit]

Twilight Sentinel Spellcasting
Fighter Level Cantrips Known Spells
1st
2nd 3rd 4th 5th
3rd 2 3 - - - -
4th 2 3 - - - -
5th 2 4 2 - - -
6th 2 4 2 - - -
7th 2 4 3 - - -
8th 2 4 3 - - -
9th 2 4 3 2 - -
10th 3 4 3 2 - -
11th 3 4 3 3 - -
12th 3 4 3 3 - -
13th 3 4 3 3 1 -
14th 3 4 3 3 1 -
15th 3 4 3 3 2 -
16th 3 4 3 3 2 -
17th 3 4 3 3 3 1
18th 3 4 3 3 3 1
19th 3 4 3 3 3 2
20th 3 4 3 3 3 2

Spellcasting[edit]

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. You use the wizards spell list.

Cantrips

You learn two cantrip of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spellbook

At 1st level, you have a spellbook containing three 1st-level spells of your choice from the wizard spell list. Your spellbook is the repository of the twilight sentinel spells you know, except your cantrips, which are fixed in your mind.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many twilight sentinels keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Preparing and Casting Spells

The Twilight Sentinel table shows how many spell slots you have to cast your twilight sentinel spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare from the list of twilight sentinel spells that are available for you to cast. To do so, choose a number of spells from your spellbook equal to your Intelligence modifier + half your twilight sentinel level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 6th-level twilight sentinel, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of twilight sentinel spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your twilight sentinel spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a twilight sentinel spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a twilight sentinel spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your twilight sentinel spells. If you’re proficient with a simple or martial weapon, you can use it as a spellcasting focus for your twilight sentinel spells.

Learning Spells of 1st level or Higher

Each time you gain a figher level, you can add one twilight sentinel spell of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Twilight Sentinel table. On your adventures, you might find other spells that you can add to your spellbook.

Features[edit]

Eldritch Infusion[edit]

Starting at 3rd-level, you have been infused with eldritch energy, and magic now natural follows through you.

Eldritch Strikes

When you take the Attack action, you may now cast a cantrip as a bonus action.

Additionally you gain proficiency in the Arcana skill, if you don't already have it, and your proficiency bonus is doubled for any ability check you make that uses it.

Eldritch Infusion Spells

Eldritch infusion has a list of spells that you gain at the fighter levels noted on the table. Once you gain a eldritch infusion spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a eldritch infusion spell that doesn't appear on the wizard spell list, the spell is nonetheless a twilight sentinel spell for you.

Eldritch Invocations

Eldritch infusion grants you one eldritch invocation now, and an additional one at levels 7th, 11th, and 15th.

You treat your fighter level as your warlock level for invocation prerequisites, and you must meet all prerequisites.You may expend a twilight sentinel spell slot to cast invocations that require a warlock spell slot. The spell slot must be of the same level as the spell. Furthermore you replace any mention of charisma with intelligence in all invocations.


Eldritch Infusion Table
Fighter Level Invocations Known Spells
3rd 1 Eldritch Blast, Hex
5th 1 Armor of Agathys
7th 2 Invisibility
9th 2 Counterspell
11th 3 Fly
13th 3 Shadow of Moil
15th 4 Dimension Door
17th 4 Synaptic Static

Eldritch Armaments[edit]

Starting at 7th-level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.You can then dismiss the weapon, shunting it into an extradimensional space, and it appears in your hand when you summon it. Summoning or dismissing the weapon requires a Bonus Action. You can't affect an artifact or a sentient weapon in this way.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. The weapon disappears into the extradimensional space if it is more than 5 feet away from you for 1 minute or more.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

This feature counts as the Warlock class feature "Pact of the Blade" and all bonded weapons are considered "Pact Weapons" for prerequisites.

War Magic

Whenever you take the Attack action on your turn with a bonded weapon, you may substitute one of your available attacks with a cantrip instead.

Ebb and Flow[edit]

At 10th level, when you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Rapid Strike[edit]

At 15th leve, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Reflexive Casting[edit]

At 18th-level, you may now use your Ebb and Flow feature when you cast a spell that has a casting time of 1 bonus action, to change the casting time to 1 reaction for this casting.

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