Twilight Warrior

Holding aloft a blade made of sunlight, a human chants an ancient song. A beam of searing flame pours forth from his blade and alights a line of undead wraiths, leaving a wake of flames behind it.

Wreathed in dark energy, an elf charges toward a lumbering golem. She alights upon him with a blinding flash of her shortword, then vanishes from sight as she steps into the dim light between two buildings.

After muttering some words to the sky, a cloaked half-orc slides into the shadow of a tower, flitting up the smooth walls of a parapet. He appears behind a guard standing watch over the valley below. Suddenly, an nearby torch is extinguished.

Twilight warriors mediate between the ancient forces of the sun and the moon, channeling these forces through ancient incantations to the celestial bodies. They combine their mastery of melee combat with powers granted to them by the light and the dark.

Mediator of Celestial Forces

Twilight warriors mediate between extremes of sun and moon, light and dark, action and subtlety. Their power comes from the negotiation between two extremes, a philosophy present in both their combat and personalities. Many twilight warriors lead a druid-like existence, in service and communion with the natural world. Others channel celestial energies in service to a deity. To a twilight warrior, connection to the sun and the moon is tied in the natural transformation between extremes.

Transformative Power

Twilight is that short moment between light and dark, just before sun perches over the sky or just as it settles behind the horizon. It signals a changing of the guard, a shift between creatures of the day and creatures of the night.

Periods of transition are of special interest to twilight warriors, who observe and sometimes take their part in times of change. Perhaps it is to prevent change, when a proper time of transition has not yet arrived. But when that time arrives, sometimes a twilight warrior must interfere in order to hasten natural transition.

Creating a Twilight Warrior

When making a twilight warrior, consider how your character connects to the forces of the sun and the moon. Perhaps your character was raised in a druidic culture and was selected to hold this role. Perhaps your character serves a deity that represents the mediation of extremes. Maybe in your training to become a warrior you were trained by one that channeled celestial powers. Or maybe you were born during a celestial convergence, making you particularly sensitive to astral energies. Twilight warriors frequently find themselves as adventurers when they cause or prevent transition, or seek to cause more balance in the world.

Quick Build

You can make a twilight warrior quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Wisdom and Constitution. Second, choose the hermit background.

The Twilight Warrior
Level Proficiency Bonus Features Celestial Energy Incantations Prepared Incantation Slots
1st +2 Solar Weapon, Lunar Shield 1 - -
2nd +2 Astromancy, Celestial Mediation 1 2 1
3rd +2 Twilight Path 1 3 2
4th +2 Ability Score Improvement 1 3 2
5th +3 Extra Attack 2 3 2
6th +3 Twilight Path Feature 2 4 2
7th +3 Bind Fates 2 4 2
8th +3 Ability Score Improvement 2 4 2
9th +4 - 3 5 2
10th +4 Twilight Path Feature 3 5 2
11th +4 Solar Strike 3 5 3
12th +4 Ability Score Improvement 3 5 3
13th +5 - 4 6 3
14th +5 Constant as the Sun 4 6 3
15th +5 Inconstant as the Moon 4 6 3
16th +5 Ability Score Improvement 4 6 3
17th +6 - 5 7 3
18th +6 Twilight Path Feature 5 7 3
19th +6 Ability Score Improvement 5 7 3
20th +6 Equinox 5 7 3

Class Features

As a Twilight Warrior, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per twilight warrior level
  • Hit Points at 1st Level: 10 + your Constituion modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constituion modifier per twilight warrior level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial weapons
  • Tools: None

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Nature, Religion, or Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale male or (b) leather armor
  • (a) any simple or martial weapon
  • (a) a priest's pack or (b) an explorer's pack

Celestial Energy

You have a pool of celestial energy that shifts between two types: Solar Energy and Lunar Energy. You can expend this energy to use Incantations or other abilities. Whenever you expend a point of solar energy it becomes a point of lunar energy. Whenever you expend a point of lunar energy it becomes a point of solar energy. Your total celestial energy depends on your twilight warrior level and is shown on the class table above. When you gain a new point of celestial energy you choose if it starts as solar or lunar energy.

Solar Weapon

Starting at 1st level you gain the ability to channel the sun’s rays into raw physical form. You may summon a shard of radiant power in the form of a weapon you are proficient with as a bonus action. This weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

If you choose to summon a ranged weapon, 20 pieces of ammunition fit for that weapon are summoned with it and are subject to the same rules as the weapon itself. You may summon up to 20 pieces of ammunition as a bonus action, and may never carry more than 20 pieces of ammunition of this kind.

When you take the Attack action on your turn and attack with this weapon you must expend 1 solar energy. You expend 1 Solar Energy for your entire Attack action, no matter how many times you make an attack.

Lunar Shield

Starting at 1st level you gain the ability to coalesce moonlight into a physical form. You may summon a shield in your hand as a reaction. This shield disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature to summon a shield again, if you dismiss the shield (no action required), or if you die. If you wish, you may summon your lunar shield as ornamentation on your solar weapon instead of a full shield.

As a bonus action you may expend 1 Lunar Energy to grant +1 AC to a creature within 15 feet of you. This effect expires after one hour. You cannot cast an incantation in the same turn you use this feature.

Binding to Magic Items

You can transform one magic weapon or shield into your solar weapon or lunar shield by performing a special ritual while you hold the item.

You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the item, shunting it into an extradimensional space, and it appears whenever you create your solar weapon thereafter. You can’t affect an artifact or a sentient item in this way.

The item ceases being your celestial weapon if you die, if you perform the 1-hour ritual on a different item, or if you use the 1-hour ritual to break your bond to it. The item appears at your feet if it is in the extradimensional space when the bond breaks.

Astromancy

Beginning at 2nd level, your connection to the sun and the moon allows you to invoke incantations. Like spells, incantations allow for control of magical forces in the universe. Unlike spells, each incantation represents a suite of similar abilities that can be modified and grows stronger depending on how you cast it.

Preparing and Casting Incantations

To cast one of your incantations, you must expend an incantation slot. You regain all expended incantation slots when you finish a short or long rest. The Twilight Warrior table shows how any incantations slots you have.

You prepare the list of twilight warrior incantations that are available for you to cast, choosing from the astromancy incantation list. When you do so, choose a number of incantations as indicated on the Twilight Warrior class table. The incantations’ minimum casting cost cannot exceed the size of your Celestial Energy Pool.

For example, if you are a 5th level twilight warrior, you have two incantation slots. Your list of prepared incantations can include three incantations. If you prepare the incantation brightblade, you can cast it using any available solar energy and an incantation slot. Casting the incantation does not remove it from your list of prepared incantations. You can change you list of prepared incantations when you finish a long rest. Preparing a new list of astromancy incantations requires at least one hour of meditation.

Astromancy Ability

Wisdom is the key ability score for using astromancy, since the power of your magic relies on your connection to the natural bodies of the sun and moon. You use your Wisdom whenever an incantation refers to your incantation ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an astromancy incantation you cast and when making an attack roll with one.

Incantation save DC = 8 + your proficiency bonus + your Wisdom modifier

Incantation attack modifier = your proficiency bonus + your Wisdom modifier

Incantation Focus

You may use an astral focus as an incantation focus. Alternatively, you may use your solar weapon as a focus for incantations that expend solar energy, and your lunar shield as a focus for incantations that expend lunar energy.

Celestial Mediation

Starting at 2nd level you can mediate between the powers of the sun and the moon within yourself. As an action you may evenly divide your celestial energy between Solar and Lunar energy. If your total celestial energy is odd, you choose the type for one energy point.

Twilight Path

Starting at 3rd level you can call on the unique power that flows between the times when the Sun and the Moon rule the sky. You can choose a single path to follow: The Path of Dusk or the Path of Dawn, both detailed at the end of the class description. Your path grants you benefits at 3rd, 6th, 10th, and 18th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Bind Fates

Starting at 7th level, you may expend 1 lunar energy to create a warding bond between yourself and a willing creature within 10 feet as a bonus action. The target gains a +1 bonus to AC and saving throws, and it has resistance to all damage.

Also, whenever the bound creature takes damage, you take the same amount of damage as force damage. This effect expires at the beginning of your next turn or if you drop to 0 hit points.

Solar Strikes

At 11th level, your solar weapon strikes burn with the searing energy of the sun. Whenever you hit a creature with your solar weapon, the creature takes an extra 1d8 radiant damage.

Constant as the Sun

At 14th level, the sun both guides and sustains you. If you are in bright sunlight for one hour each day you do not need food or water, and you do not gain exhaustion from a forced march.

Moreover, as long as you are in bright light you are not hindered by non-magical difficult terrain.

Inconstant as the Moon

Beginning when you reach 15th level, the moon may alter your fate. Whenever you roll a d20, you may choose to roll the die again and use that result before the outcome is determined. You must keep the second result. You can’t use this ability again until you complete a short or long rest.

Equinox

At 20th level, your midway path grants you additional power when you need it most. As a bonus action, you may gain a temporary pool of 5 solar and 5 lunar energy. Your incantations use these points before your usual pool, and they are removed as soon as they are expended. This temporary pool lasts for one hour. You can’t use this ability again until you complete a long rest.

Twilight Paths

Your twilight path represents your transformative powers between extremes, and your mediation between them – light becoming darkness, or darkness becoming light.

Path of Dusk

During dusk the day closes and night starts to begin. Dusk is gentle, mysterious, and subtle. Dusk is the time for lover’s words, revelry, and the emergence of nocturnal creatures that hide from the sun. As a warrior of the Path of Dusk, you focus your energies on the transformation of light into darkness and the energy of the day as it fades into cool night.


Rising Moon

At 3rd level you focus your energies on the transformation from the light of day to the dark of night. Whenever you expend solar energy you may convert one additional point of solar energy into lunar energy, allowing you to continuously use more lunar energy on your incantations.

Eventide Gifts

At 3rd level, you gain gifts from the moon to make you more suited for dusk. You gain proficiency in the Stealth skill and darkvision in a 60-foot radius.

Extinguish

At 6th level, if you expend lunar energy on an ability that would deal radiant damage you can instead cause that ability to deal necrotic damage.

Additionally, as an action you may choose a non-magical flame or source of light that fits within a 5-foot cube and is within 60 feet of you. The flames or light source within the cube is immediately extinguished.

Shroud

At 10th level you may shroud a nearby area from perception. Target a number of objects and creatures that fit within a 10-foot-radius sphere within 30 feet of you. For 8 hours, while targets are within the sphere they are invisible to those outside the target area.

This effect ends if a target casts a spell or incantation on an unwilling creature, or deals damage. You can’t use this ability again until you complete a long rest.

Shadow Form

At 18th level, you can transform yourself into a shadow form as a bonus action. In this form, you have resistance to all damage except for force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. You may not use this ability again until you complete a long rest.

Path of Dawn

Each dawn heralds a new day. It is the cleansing of the night and the promise of new things to come. It is sudden, forceful, and illuminating. As a follower of the Path of Dawn, you focus your energies on the coming of light to darkness and the transformation of the world when the day begins.

Rising Sun

At 3rd level you learn to focus your energies on the transformation from dusk to dawn. Whenever you expend lunar energy you may convert one additional point of lunar energy into solar energy, allowing you to continuously use more solar energy on your incantations.

Illumination

At 3rd level, you gain proficiency in Insight or Perception.

Searing Radiance

At 6th level, if you expend solar energy on an ability that would deal radiant damage you can instead cause that ability to deal fire damage. This fire spreads around corners. It ignites flammable objects in the affected area that aren’t being worn or carried.

If a creature succeeds on a Dexterity saving throw to avoid the fire damage, they take half that damage instead.

Revelation

Starting at 10th level, you may reveal lies and deceit. Target a point within 30 feet. Bright light shines in a 15- foot-radius sphere centered on that point.

Within the light illusions are suppressed, creatures have disadvantage on Dexterity (Stealth) checks, and creatures cannot lie (as the Zone of Truth spell). This light lasts for 10 minutes. You can’t use this ability again until you complete a long rest.

Blazing Dawn

At 18th level, you can use your action to emanate an aura of sunlight that lasts for one minute or until you dismiss it using an action. You emit bright light in a 30 foot radius and dim light for 30 feet beyond that. This light is sunlight and it banishes magical darkness.

Whenever a creature hits you with an attack, you may deal radiant damage to that creature equal to 5 + your Wisdom modifier.

You can’t use this feature again until you complete a long rest.

Astromancy Incantations

Casting an Incantation

When you cast an incantation, you choose one step at which to cast it. The incantation includes that step and all preceding steps unless otherwise noted.

Additional Effects

Interaction With Other Effects

List of Incantations

Brightblade

Solar Incantation
Range: Touch
Duration: Concentration, up to 1 hour


(1) A nonmagical weapon you touch becomes imbued with solar energy. For the duration the weapon sheds bright light in a 20 foot radius and dim light for an additional 20 feet. In addition, allies within the bright light are immune to the frightened condition.
(2) The weapon becomes a magic weapon with a +1 bonus to attack and damage rolls.
(3) The weapon deals an extra 1d4 radiant damage.
(+2-8) When a creature is hit by this weapon, you may instantly deal 2d8 radiant damage to the target, and 1d8 additional damage for every 2 additional solar energy expended.
(+2) When a creature is hit by this weapon, you may instantly cause your weapon to flare with fierce light. The target must succeed on a Constitution saving throw or be blinded for 1 minute. A creature blinded by this incantation makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Celestial Blessing

Solar / Lunar Incantation
Range: Self
Duration: 10 minutes


(1) Thin and wispy flames wreath your body for the duration. If you spent Solar Energy to cast this incantation, bright light is shed in a 20-footradius and dim light for an additional 20 feet.

If you spent Lunar Energy to cast this incantation, you gain 1d4 + 4 temporary hit points. You can end this incantation at any time.
(2) The flames provide you with resistance to radiant damage. This damage resistance can be altered by your sublcass feature that modifies damage type.
(4) In addition, when a creature within a 5 feet radius of you hits you with a melee attack you may expend one Celestial Energy. If you do the shield erupts, and the attacker takes 2d8 radiant damage.
(+2) For one minute all radius effects of the shield are doubled and magical darkness is banished in that radius.
(+2) For one minute you gain the ability to take the Disengage or Hide action as a bonus action.

Celestial Onslaught

Solar / Lunar Incantation
Range: 30 feet
Duration: Concentration, up to 1 hour

Cleansing Glow

Lunar Incantation
Range: 30 feet
Duration: Concentration, up to 1 hour

Conjure Figment

Lunar Incantation
Range: 30 feet
Duration: Concentration, up to 1 hour


(1) You shape lunar energy into a simple figment, as the Silent Image spell.


(3) You instead shape lunar energy into a more complex figment, as the Major Image spell.


(3)

Ebb and Flow

Lunar Incantation
Range: 30 feet
Duration: Concentration, up to 1 hour

Empty Sky

Lunar Incantation
Range: 30 feet
Duration: Concentration, up to 1 hour

Fade

Lunar Incantation
Range: 30 feet
Duration: Concentration, up to 1 hour

Guiding Light

Solar Incantation
Range: Touch
Duration: Concentration, up to 1 hour

Infusion

Solar Incantation
Range: Touch
Duration: Concentration, up to 1 hour

Lunacy

Lunar Incantation
Range: 30 feet
Duration: Concentration, up to 1 hour

Midnight Foretelling

Lunar Incantation
Range: 30 feet
Duration: Concentration, up to 1 hour

Nightshade

Lunar Incantation
Range: 30 feet
Duration: Concentration, up to 1 hour

Radiant Charge

Solar Incantation
Range: Touch
Duration: Concentration, up to 1 hour

Sanctify

Solar Incantation
Range: Touch
Duration: Concentration, up to 1 hour

Searing Beam

Solar Incantation
Range: Touch
Duration: Concentration, up to 1 hour

Shadow Bind

Lunar Incantation
Range: 30 feet
Duration: Concentration, up to 1 hour

Shadow Shape

Lunar Incantation
Range: 30 feet
Duration: Concentration, up to 1 hour

Slumber

Lunar Incantation
Range: 30 feet
Duration: Concentration, up to 1 hour

Solar Blast

Solar Incantation
Range: Touch
Duration: Concentration, up to 1 hour

Solar Sphere

Solar Incantation
Range: Touch
Duration: Concentration, up to 1 hour

Solar Storm

Solar Incantation
Range: Touch
Duration: Concentration, up to 1 hour

Sunbeam

Solar Incantation
Range: Touch
Duration: Concentration, up to 1 hour

Sunburst

Solar Incantation
Range: Touch
Duration: Concentration, up to 1 hour

Umbral Strike

Lunar Incantation
Range: 30 feet
Duration: Concentration, up to 1 hour

Witching Sight

Lunar Incantation
Range: 30 feet
Duration: Concentration, up to 1 hour