Monk
Base Class: Monk

Unleash the Power of Twilight

Warriors of Twilight channel raw cosmic magic through their martial arts. As they strike their enemies, volatile energy called Twilight gathers within them. They can direct this power into devastating blows or release it in bursts capable of overwhelming a single opponent or laying waste to everything around them.

Level 3: Twilight

Your connection to the Cosmos causes volatile Twilight to gather within you as you fight.

Whenever you hit an enemy with a Monk weapon or an Unarmed Strike and deal damage to it, you gain 1 Twilight point. You can have a maximum number of Twilight points equal to twice your Proficiency Bonus. If 1 minute passes without you gaining a Twilight point, you lose all your Twilight points.

Level 3: Fall of Dusk

You can release the Twilight gathered within you as a violent explosion of cosmic force.

As a Bonus Action while you have at least 1 Twilight point, you can prepare your gathered Twilight for release. Until the end of the current turn, you can take the Magic action to release all your Twilight points and make each creature in a 10-foot-radius Sphere centered on yourself, including you, make a Dexterity saving throw. On a failed save, a creature takes Force damage equal to one roll of your Martial Arts die for each Twilight point released. On a successful save, a creature takes half as much damage. You have Advantage on your saving throw against the eruption.

The eruption gains the following cumulative benefits based on the number of Twilight points released.

3 Twilight Points. The Sphere’s radius increases to 15 feet, and you automatically succeed on your saving throw against the eruption.

6 Twilight Points. The Sphere’s radius increases to 20 feet. You can center the sphere on a point you can see within 40 feet.

9 Twilight Points. The Sphere’s radius increases to 30 feet. You can choose a number of other creatures in the Sphere equal to your Wisdom modifier, to a minimum of one creature. The chosen creatures make their saving throw at Advantage.

12 Twilight Points. The Sphere’s radius increases to 40 feet. You can center the sphere on a point you can see within 120 feet. Every creature in the Sphere must make the saving throw, and each object in the Sphere that isn’t being worn or carried automatically takes the eruption’s damage. Your Evasion feature can’t reduce this damage. Before rolling the eruption’s damage, you must choose to gain at least 1 Exhaustion level. You can choose to gain additional Exhaustion levels, up to the number required to raise your Exhaustion level to 6. The eruption deals extra Force damage equal to one roll of your Martial Arts die for each Exhaustion level chosen, and you gain the levels of Exhaustion after the eruption.

Once you use the 12-point benefit, you can’t use it again until you finish a Long Rest. 

You can release your Twilight a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. Fall of Dusk and Rise of Dawn share these uses. 

Level 6: Cosmic Force

You learn to channel smaller amounts of Twilight through your body, causing your strikes to land with overwhelming force. When you hit a creature with an Unarmed Strike, you can expend 1 Twilight point to deal extra Force damage to the target equal to your Wisdom modifier, to a minimum of 1 extra damage.

You don’t gain a Twilight point from an attack empowered by this feature.

Level 11: Rise of Dawn

You can compress your gathered Twilight and release it as a concentrated blast of cosmic force.

As a Bonus Action while you have at least 1 Twilight point, you can prepare your gathered Twilight for release. Until the end of the current turn, you can take the Magic action to release all your Twilight points and choose one creature you can see within 120 feet of yourself and make a ranged attack roll against it. The attack bonus equals your Dexterity modifier plus your Proficiency Bonus. On a hit, the target takes Force damage equal to one roll of your Martial Arts die for each Twilight point released. 

The attack gains the following cumulative benefits based on the number of Twilight points released.

3 Twilight Points. Add your Dexterity and Wisdom modifiers to the attack’s damage.

6 Twilight Points. You have Advantage on the attack roll.

9 Twilight Points. The attack deals extra Force damage equal to two rolls of your Martial Arts die.

12 Twilight Points. You gain a bonus to the attack roll equal to your Wisdom modifier. The attack ignores Resistance to Force damage. If the target has Immunity to Force damage, treat that Immunity as Resistance against this attack. Before making the damage roll, you must choose to gain at least 1 Exhaustion level. You can choose to gain additional Exhaustion levels, up to the number required to raise your Exhaustion level to 6. The attack deals extra Force damage equal to one roll of your Martial Arts die for each Exhaustion level chosen, and you gain the levels of Exhaustion after the eruption.

Once you use the 12-point benefit, you can’t use it again until you finish a Long Rest. 

You can release your Twilight a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. Fall of Dusk and Rise of Dawn share these uses. 

Level 17: Twilight Unbound

You can draw Twilight into yourself at an extraordinary rate.

Whenever you would gain 1 Twilight point from your Twilight feature, you gain 2 Twilight points instead.

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