89 lines
7.7 KiB
Markdown
89 lines
7.7 KiB
Markdown
---
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source: Players Guide 2
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---
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Witches aligned with the coven of the Twilight Soul are the ultimate emissaries to the spirit realms, often compelled to serve as guardians and diplomats in matters where the physical and mystical worlds collide. Such witches are typically drawn to the Wyrd forces early in life through accident, magical circumstance, or tragedy that leaves an indelible stain upon their mortal spirit. Their craft is a realization of this affinity, learning to communicate and align with the spirits already drawn to their supernatural magnetism.
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| Twlight Soul Progression | |
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| ------------------------ | ---------------------------------------------------------- |
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| Witch Level | Features |
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| 3rd | Obscuring Hex, Spirit Sentinel, Twilight Soul Coven Spells |
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| 7th | Ephemeral Shroud |
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| 11th | Welcomed Spirits |
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| 15th | Soul Sanctum |
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## Twilight Soul Coven Spells
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3rd-Level Twilight Soul Feature
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You gain coven spells at the witch levels listed in the Twilight Soul Coven Spells table. See the Witch Subclass class feature for how these spells work.
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| Twilight Soul Coven Spells | |
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| -------------------------- | ----------------------------------------------------------------------------- |
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| Witch Level | Spells |
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| 3rd | detect evil and good, misty step, protection from evil and good, spirit ward* |
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| 5th | blink, spirit guardians |
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| 7th | banishment, spirit rend* |
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| 9th | dispel evil and good, spirit double* |
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## Obscuring Hex
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3rd-Level Twilight Soul Feature
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When you first use your Hex feature to give a creature a Hex die, you become invisible to that creature for up to 1 minute. When you attack it, deal damage to it, or cast a spell targeting the creature, it can attempt a **WIS** save against your spell save **DC**. On a success, you are no longer invisible to it.
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## Spirit Sentinel
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3rd-Level Twilight Soul Feature
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You request the aid of a spirit that can assume a physical form. Over the course of 10 minutes, you can conduct a special ritual to give this spirit physical form. At the end of the ritual, the spirit appears in an unoccupied space within 10 feet of you. It assumes the appearance and overall characteristics of a Tiny Beast (most commonly a bat, raven, or cat), but its exact features and personality are up to you. While the spirit resembles an animal, it is not a true creature. It doesn’t have its own statistics, and it can’t act in any way beyond what is described here. The spirit can’t be targeted by attacks, spells, or effects.
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As an action while the spirit is active, you can cause it to disappear or reappear in an unoccupied space within 10 feet of you. When the spirit disappears, it takes refuge within you until you command it to appear again.
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The spirit is destroyed if you die or if you move more than 100 feet away from it. If a spirit is destroyed, you must repeat the 10-minute ritual to give it physical form once again.
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**Casting**. When you cast a spell, you can choose to cast it from your current space or as if you were in the same space as the spirit. If another creature is in the spirit’s space and the spell requires you to not be in the same space as a creature, you can choose one unoccupied space within 5 feet of the spirit instead. Similarly, if you cast a spell that requires you to see your target, you can target a creature the spirit can see, even if you can’t see that target.
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**Communication**. You can telepathically communicate with the spirit. The spirit can’t speak, but it understands all languages you do. The spirit can’t write, but it can read all languages you can read.
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**Movement**. The spirit has a flying speed equal to your walking speed and can hover. It can move through creatures and objects as if they were difficult terrain, but it must always end its movement in an unoccupied space. If it would end its normal movement on your turn inside an object or creature, the spirit disappears and takes refuge within you until you command it to appear again.
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**Physicality**. While it appears to have a physical form, the spirit doesn’t occupy its space, and creatures and objects can pass through it and occupy its space.
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**Senses**. The spirit has darkvision to a range of 60 feet, and it can telepathically convey what it sees or senses to you. While the spirit is active, you can’t be surprised and you have advantage on Perception checks.
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**Controlling the Spirit**. On your turn, you can command the spirit to perform one of the following tasks (no action required). As a bonus action, you can have the spirit perform a second task (either the same task or a new one) on your turn:
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- Become Invisible. The spirit becomes invisible. This invisibility lasts until you command it to use Hinder or until you cast a spell through the spirit.
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- Hinder. The spirit invokes a minor curse on one hostile creature within 5 feet of it. That creature has disadvantage on the next attack roll or ability check it makes before the end of its next turn.
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- Move. You command the spirit to move up to its speed to an unoccupied space of your choice.
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## Ephemeral Shroud
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7th-Level Twilight Soul Feature
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As a reaction when you would be hit by an attack that targets only you, you can teleport up to 60 feet to an unoccupied space you can see. The triggering attack misses.
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You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest.
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## Welcomed Spirits
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11th-Level Twilight Soul Feature
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You have cultivated deep bonds with all manner of spirits, and you can call upon this network to aid you—if you pay the price. You can perform a ceremony over the course of 10 minutes, at the end of which you can expend one or more Hit Dice to mimic the effects of one of the following spells without expending a spell slot or material components: augury (1 Hit Die), commune with nature (3 Hit Dice), or speak with dead (2 Hit Dice).
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You can use these spells to speak with spirits specifically bound to your ancestors, your current geographical location, or creatures physically close to you, ignoring any range and target requirements of the spell. There is no guarantee the spirit you wish to speak to will be the spirit available to answer your call, but the ritual always summons the closest available match.
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After you use this feature to replicate a spell, this feature can’t be used to replicate that same spell again until you finish a long rest.
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## Soul Sanctum
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15th-Level Twilight Soul Feature
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As an action, you can call nearby spirits to manifest and lend you their power for 1 minute. While the spirits are lending you their power, you gain the following benefits:
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- Each hostile creature that starts its turn within 10 feet of you or your Spirit Sentinel takes force damage equal to twice your **PB**.
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- Hostile creatures have disadvantage on attack rolls against you.
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- Hostile creatures within 10 feet of either you or the spirit from your Spirit Sentinel feature have disadvantage on saves against your spells.
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Once you use this feature, you can’t use it again until you finish a long rest.
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