Base Class: Ranger
Serving as a deadly extension of nature and creatures that cannot fight for themselves, rangers that use the power of twilight magic emulate the style of nightly hunters. They utilize hunting techniques in tandem with magic channeled from twilight itself.
These rangers use the power of twilight for precise aim, and are most comfortable taking out enemies from afar in the dead of night. Those that would hunt or endanger nature are met with a swift quiver and no mercy.
Twilight Hunter Spells
Twilight empowers you with the ability to cast certain spells. When you choose this archetype at 3rd level, and again at 5th, 9th, 13th, and 17th level, you gain access to your Twilight Hunter spells. Once you gain a Twilight Hunter spell, it is always prepared, it doesn’t count against the number of spells you know, and it is considered a ranger spell for you.
NOTE: D&D Beyond does not allow you add spells that one would have to pay for. Because of this, two spells were changed to account for this fact. If you are using pen and paper to play, you gain hail of thorns at 3rd level instead of entangle and you gain swift quiver at 17th level instead of commune with nature.
Twilight Hunter Spells
| Ranger Level | Spell |
|---|---|
| 3rd | entangle |
| 5th | moonbeam |
| 9th | nondetection |
| 13th | locate creature |
| 17th | commune with nature |
Exceptional Hunter
At 3rd level, your carefulness in hunting exceeds most. You gain the following benefits:
- You gain darkvision out to 60 feet. If you already have darkvision, your range for it increases by 30 feet.
- You gain proficiency in the Stealth skill. You add double your proficiency bonus to any ability check you make that uses the Stealth skill.
Twilight Shot
At 3rd level, you can imbue your arrows with twilight magic. As an action, you can expend a spell slot and turn a number of arrows in your inventory into twilight arrows. When you use this action, you make a number of twilight arrows equal to your proficiency bonus + the spent spell slot level. For example, if you spend a first-level spell slot at level 3, you create 3 twilight arrows, coming from the first-level spell slot (1) plus your proficiency bonus at third level (2). The arrows lose their magic if not used within 10 minutes of making them.
When you hit a target with a twilight arrow, the target takes an additional 1d6 radiant damage, and if the target is a creature, you can apply one of the following options of your choice to the attack.
Blinding Shot. The creature must succeed on a Constitution saving throw or be considered blinded until the start of your next turn.
Entangling Shot. The creature must succeed on a Strength saving throw or be restrained by entangling plants that appear at their feet that last for 1 minute. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself and the plants disappear. A creature that is flying is immune to this effect.
Glowing Shot. The creature sheds dim light in a 5-foot radius and the next attack roll against the creature before the end of your next turn has advantage. This effect lasts until the end of your next turn.
Poisoned Shot. The creature must succeed on a Constitution saving throw or be poisoned for 1 minute. The creature can also make another saving throw at the end of each of their turns, ending the effect on a success.
Tracking Shot. The arrow plants twilight magic into the creature’s body that lasts for 8 hours. During that time, you are always aware of the creature’s exact location, provided that creature is on the same plane of existence as you.
One with the Darkness
At 7th level, while you are in dim light or darkness, you can use your action to turn invisible for 10 minutes. The invisibility ends early if you enter bright light, make an attack roll or cast a spell, fall unconscious, or die.
Stalker in the Night
At 11th level, when you make a ranged attack against a creature that is unaware of your presence, you may make an additional attack against another creature within range of your weapon, provided that creature is also unaware of your presence.
Improved Twilight Shot
At 15th level, your Twilight Shot feature improves in the following ways:
- When you use the feature to make Twilight arrows, you can create double the amount of arrows you would normally create.
- The additional radiant damage dealt by the feature increases to 2d6.
- When you make an attack with a twilight arrow, you add your Wisdom modifier to the attack roll.
Previous Versions
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8/14/2021 6:56:01 PM
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8/31/2021 2:25:23 AM
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Coming Soon
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