Twilight Hunter (5e Subclass)

Twilight Hunter

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, your eyes have been trained to see through even the deepest gloam. You have darkvision of no limited range, and can see through magical darkness for 15 ft. This increases by 15 ft. at 5th level, 8th level, 15th level and 17th level.


Dark Meditation

At 3rd level as an action, you may kneel down and encircle you and your allies in a 20 ft. Circle of orange or dark blue light. While in this circle, creatures of your choice gain the following effects:

- Gains 1d4 hit points at the start of their turn. This die increases by 1d4 at 5th level, 8th level, 13th level and 17th level.

- Cannot be charmed, frightened or paralyzed.

- Have advantage on attacks on creatures within the circle, and attacks against them have disadvantage.

You cannot take actions while in this state, and it lasts up to a number of minutes equal to your wisdom modifier. You regain use of this feature after a short rest.

If this is done in dim light or at 5am or 7pm, it lasts for 1 hour, the hit die increases to a d6, and creatures of your choice cannot be poisoned, incapacitated, blinded or knocked unconcious.


Hunter's Expertise

At 5th level, You have learned how to better use weapons to defeat your foes. You gain proficiency with heavy armor and may add double your proficiency modifier to attacks made with one group of weapons of your choice:

Blades - dagger, shortsword, sickle, greatsword, longsword, rapier, scimitar, handaxe, battleaxe, greataxe, etc.

Hammers - club, greatclub, light hammer, mace, flail, maul, morningstar, war pick, warhammer, whip, sling, etc.

Launchers - light crossbow, heavy crossbow, hand crossbow, blowgun, longbow, shortbow, dart, net, etc.

Polearms - spear, quarterstaff, javelin, glaive, halberd, lance, pike, trident, etc.


You may choose another group of weapons at 10th level. In addition, you may attack twice instead of once whenever you use the Attack action.


Azure Stride

At 5th level, you are at your best at dusk and dawn. While in dim light, you gain the following benefits:

- You may hide as a bonus action, and have advantage on any stealth rolls while hiding.

- You gain a flying speed equal to your moment speed.

- You have advantage against saving throws against being charmed or frightened.


Weapon of Dusk or Dawn

At 9th level, you may infuse up to 2 weapons with Twilight energy. This energy lasts for (Wis modifier x 10) minutes and can be summoned three times. Choose one of the following benefits:

-You coat your weapons with the Golden energies of dawn. Your weapons deal an additional 1d6 radiant damage.

-You coat your weapons in the Orange energies of dusk. Your weapons deal an additional 1d6 necrotic damage.

-You coat your weapons in the Azure energies of twilight. Your weapons deal an additional 1d6 psychic damage.


In addition, you may choose to create 1 weapon of your choice from the list of your proficient weapons in the Twilight Guardian feature. The weapon deals its normal damage dice, and the damage is specified below. This weapon lasts for a number of minutes equal to your Wisdom modifier x10, and can be summoned three times. Choose one of the following benefits:

-You create a Golden weapon using the power of dawn. It deals its damage dice + 1d4 radiant damage.

-You create an Orange weapon using the power of dusk. It deals its damage dice + 1d4 necrotic damage.

-You create an Azure weapon using the power of twilight. it deals its damage dice + 1d4 psychic damage.

The number of additional damage dice increases by 1 at 13th level and at 5th level.

You must complete a short rest before summoning this power again.


Azure Shroud

At 15th level, as an action you may choose to appear as a formless azure mist. While in this form, you may move up to double your movement speed in any direction. You cannot be harmed while in this form, and any creature you pass over must make a Constitution saving throw or be stunned for 1 round.


Merciless Shadows

At 17th level, your time spent among the shadows has honed your mind against the horrors of the dark. You gain the effects of Favoured Enemy on all beasts, fey, humanoids, monstrosities, and undead, as well as one extra creature from the list of Greater Favoured Enemy from aberrations, celestials, constructs, dragons, elementals, fiends, or giants. If you choose the same enemy again, you may gain double the effects of bonuses to attacks rolls, as well as double advantage on all skill checks and saving throws.



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gollark: Flour, and because those need to be baked properly to work, which isn't a concern in this scenario.
gollark: Why does that matter? What if they're in some environment a millimeter apart through some contrived method, such that they probably will soon?
gollark: But the two separate things *could be used* to do that.
gollark: Why does it matter if they've actually fused, though?
gollark: Why?
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