Twilight

The twilit transition from light into darkness often brings calm and even joy, as the day’s labours end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night. Clerics who serve these deities bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

Branch Features

Branch Spells

Once you can cast spells of the corresponding level, you may spend character points equal to twice the spell’s level to have that spell always prepared. Spells bought in this manner don’t count against the number of spells that you can prepare.

If you have a branch spell that doesn’t appear on the Divine Spell List, that spell is nevertheless a divine spell for you.

Spell Level Spells Cost
1st Faerie Fire, Sleep 2 Character Points per Spell
2nd Moonbeam, See Invisibility 4 Character Points per Spell
3rd Aura of Vitality, Tiny Hut 6 Character Points per Spell
4th Aura of Life, Greater Invisibility 8 Character Points per Spell
5th Circle of Power, Mislead 10 Character Points per Spell

Talents

Talent CP Prerequisites
Eyes of Night 5 -
Vigilant Blessing 5 -
Twilight Sanctuary - Channel Divinity
Steps of Night 20 3rd Level Spells, Eyes of the Night, Vigilant Blessing
Twilight Shroud 80 8th Level Spells and Steps of Night

Eyes of Night

Cost: 5 Character Points
Actions: 2

You can see through the deepest gloom.

You have low-light vision. If you already have low-light vision, you gain darkvision out to a range of 60 feet. If you already have darkvision, the range of your darkvision is increased by 60 feet.

On your turn, you can magically share the sense granted by this feature with willing creatures that you can see within 10 feet of you, up to a number of creatures equal to your spellcasting attribute modifier. The shared sense lasts for 1 hour. Once you share it, you cannot do so again until you finish a long rest, unless you expend 1 mana to share it again.

Vigilant Blessing

Cost: 5 Character Points
Actions: 1

The night has taught you to be vigilant.

You give one creature that you touch (including yourself) +1d on the next initiative roll that the creature makes. This benefit ends immediately after the roll, or if you use this feature again.

Twilight Sanctuary

Prerequisite: Channel Divinity and Vigilant Blessing
Actions: 2

You refresh your allies with soothing twilight.

Using your Channel Divinity, you present your holy symbol and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius and is filled with dim light. The sphere moves with you and lasts for 1 minute, or until you are incapacitated, or die. Whenever a creature (including you) ends its turn within the sphere, you can grant that creature one of these benefits:

  • You grant it temporary stamina equal to one roll of the creature’s recovery die.
  • You end one effect on it causing it to be charmed or frightened.

Steps of Night

Cost: 20 Character Points
Prerequisite: 3rd Level Spells, Eyes of the Night, Vigilant Blessing
Actions: 1

You can draw on the mystical power of night to rise into the air.

When you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this a number of times equal to your spellcasting attribute modifier and you regain all expended uses when you finish a long rest.

Twilight Shroud

Cost: 80 Character Points
Prerequisite: 8th Level Spells and Steps of Night

The twilight that you summon offers a protective embrace.

You and your allies have standard cover while in the sphere created by your Twilight Sanctuary.