Base Class: Ranger
Rangers that accept their role as chosen of the twilight are forever forced to wander in inbetweens, between civilization and the wilds, beast and sentient, night and day, even life and death. It is a heavy burden to carry, but those who follow the conclave of the twilight say that there is also a great beauty in what lies between the worlds.
Hidden Skills
At 3rd level the shade of a long dead hero takes you under his wing to impart his skills upon you.
At 3rd, 5th, 9th, and 13th level the hero's shade appears and teaches you one of the twilights hidden skills.
Ending Blow
When you hit a prone creature within 5 feet of you with a weapon attack, you can use your bonus action to make the hit a critical hit.
Flurry Rush
When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature. You can do this a number of times equal to your profficiency bonus, you reqain all uses on a long rest.
Great Spin
You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Helm Splitter
When you hit a creature within 5 feet of you with a weapon attack, you can use your bonus action to jump over the creature to the opposite side of it without spending movement or triggering opportunity attacks.
Twilight Radiance
At 3rd level, you gain the ability to channel the radiance of twilight through your strikes.
As a bonus action you can imbue a single weapon with the luminance of twilight, that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn.
You can use this feature to imbue your weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
While active, attacks from this weapon deal an additional 1d4 radiant damage. This damage is magical, and increases to 1d6 at 5th level, 1d8 at 11th level, 1d10 at 17th level.
Curse of Demise
At 7th level, you are cursed to assume the form of a beast.
When you gain this feature you choose a beast with a CR of 1 or lower. This is the beast form that you have been cursed with.
You can use your action transform into your beast form. You can revert to your normal form by using a bonus action on your turn. You automatically revert if you fall unconscious, have the remove curse spell cast on you, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
- When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
- You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
- All equipment carried by you when transform merges into your new. Equipment that merges with your form has no effect until you leave the form.
Seal the Darkness
At 11th level, you have gained the ability to seal the darkness of the world with your attacks.
Whenever you hit an aberration, fiend, or undead with a weapon imbued with Twilight Radiance you add an additional Twilight Radiance die to the damage roll.
Twilight Courage
At 15th level, you have mastered the radiance of twilight.
You can use your Twilight Radiance feature an unlimited number of times. In addition, whenever you hit an abberation, fiend, or undead with one of your Hidden Skills using a weapon imbued with Twillight Radiance, the creature must make a Wisdom saving throw with of DC of 8 + your profficiency bonus + your Wisdom modifier, becoming stunned for one round on a failure.
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