Eyes Of Twilight V Image

Special Feat (Prerequisite: Eyes of Twilight IV)

You gain the following benefits.

Cosmic Sight. You can see into and through solid matter within 30 feet of yourself. This vision can penetrate up to 5 feet of solid matter. To you, matter you see through appears transparent, and you can choose what matter is transparent.

Cosmic Perception. While your eyes are uncovered, you have Truesight with a range of 120 feet. Within that range, your vision isn’t affected by Lightly Obscured or Heavily Obscured areas. You also perceive a faint aura around any visible creature or object within 60 feet of yourself that bears magic. 

Cosmic Twilight. While your eyes are uncovered, you gain the following benefits:

  • You have Advantage on Intelligence (Investigation), Wisdom (Insight), and Wisdom (Perception) checks.
  • You gain a +1 bonus to attack rolls, damage rolls, saving throws, and Armor Class.

Stay of Twilight. You have mastered the ultimate expression of the Eyes of Twilight, combining Fall of Dusk and Rise of Dawn to create pure cosmic power.

When you release at least 9 Twilight points using Fall of Dusk, you can form an orb of unstable dark cosmic power instead of causing the eruption. The orb appears at the point you chose as the Sphere’s centre. It disappears after 1 Minute, or earlier if you have the Incapacitated condition or create another orb using this feature.

Creating the orb replaces the normal effects of Fall of Dusk but expends your Twilight points and one of your shared releases as normal.

Before the orb disappears, when you release at least 9 Twilight points using Rise of Dawn, you can direct the attack into the orb instead of targeting a creature. No attack roll is made. As the light and darkness fuse into pure Twilight you can move the orb up to 30 feet, after which you unleash a 300-foot-long, 25-foot-wide Line originating from the orb. 

Each creature in the Line must make a Dexterity saving throw. The save DC equals 8 plus your Proficiency Bonus, Dexterity modifier, and Wisdom modifier. On a failed save, a creature takes Force damage equal to one roll of your Martial Arts die for each Twilight point expended on both techniques, plus four additional rolls of your Martial Arts die and your Dexterity and Wisdom modifiers. On a successful save, a creature takes half as much damage.

Before any saving throws against the technique are made, you must choose to gain at least 2 Exhaustion levels. You can choose to gain additional Exhaustion levels, up to the number required to raise your Exhaustion level to 6. The technique deals extra Force damage equal to two rolls of your Martial Arts die for each Exhaustion level chosen. The technique is resolved before you gain the chosen Exhaustion levels, and this Exhaustion can’t be prevented.

The technique ignores Resistance to Force damage. If a creature has Immunity to Force damage, treat that Immunity as Resistance against this technique. Each object in the Line that isn’t being worn or carried automatically takes the technique’s damage. Objects and structures don’t provide cover against the Line, and the Line passes through them.

If you expend 12 Twilight points on Fall of Dusk or Rise of Dawn as part of this technique, doing so does not count as using that feature’s 12-point benefit, but its normal effects are replaced by Stay of Twilight.

Once you successfully use Stay of Twilight, you can’t use it again until you finish a Long Rest.

Previous Versions

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8/17/2026 10:08:30 AM
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Eyes Of Twilight V Image

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