Twilight Chantry
Before he ascended to the Void Throne, Enrique was a mortal prince, founder of the Chantry, a vast network of healers and spiritual caregivers. In his mortal days, the Chantry brought hope to the sick, the grieving, and the abandoned. But Enrique’s rise to power came with a cost: to protect the world, he accepted his father’s deathless mantle and became a being of immense void-shadow. He left behind a shard of that essence, his blessing, for his faithful.
Those who continue his work are now known as the Order of the Twilight Chantry. These Ašipu wield light not to banish the dark, but to walk beside it. They are the only widespread divine order allowed safe passage through the lightless half of Sonu, and are even welcomed in Naman Kaza, the labyrinthine fungal sanctuary of the Sadarwa. Whether through pact or silent accord, the darkness does not harm them, perhaps because it recognizes its own.
Domain Spells
Cleric Level | Spells |
---|---|
1st | faerie fire, sleep |
3rd | darkness, gentle repose |
5th | spirit guardians, bestow curse |
7th | greater invisibility, phantasmal killer |
9th | dream, wall of force |
(1st-Level)
Eyes of the Veil
You gain darkvision out to 120 feet. If you already have darkvision, its range increases by 60 feet. Magical darkness does not impede your sight.
In addition, you can sense creatures hidden in shadow. As a bonus action, you can open your spiritual vision for 1 minute. During this time, you know the location of any creature within 30 feet of you that is invisible or in dim light, though you cannot see them directly. You may use this ability a number of times equal to your Wisdom modifier per long rest.
Shadow Mercy
You carry a whisper of the Void Prince’s former compassion. When you use a healing ability or feature on a creature that is unconscious, blinded, or in total darkness, they regain additional hit points equal to your cleric level. If they were frightened or charmed, those effects end.
You can also cast spells through your Void-Touched Familiar (see below) as if it were the point of origin, so long as it is within 60 feet.
Familiar: Umbratide
At 1st level, you are granted a spectral Panter with star-dappled fur and flickering blue eyes. It is immune to necrotic damage and can phase through narrow spaces and soft surfaces like mist. Use the familiar rules from the Veiled Chorus, and this fox can also:
- Embody silence: While within 5 ft of a creature, that creature’s movement and actions make no sound.
- Become intangible: Once per long rest, the fox can become intangible for 1 minute, moving through solid surfaces and reducing opportunity attacks to 0 for anyone adjacent to it.
(5th-Level)
Walk the Liminal Edge
You can now cast Misty Step a number of times equal to your Wisdom modifier per long rest.
When you teleport, you leave behind a brief afterimage of yourself in flickering silver. Until the end of your next turn, the space you teleported from is considered difficult terrain, and creatures that end their turn in that space take radiant damage equal to your Wisdom modifier.
(10th-Level)
Echo of the Void Prince
Once per long rest, when you are reduced to 0 hit points, you do not fall unconscious. Instead, a shadow version of you made of flickering darklight rises in your place for 1 minute or until you drop again.
- You regain hit points equal to half your maximum.
- You become incorporeal: you can move through other creatures and objects, and attacks against you are made with disadvantage.
- Your healing and necrotic spells deal maximum healing/damage to one target of your choice during this effect.
This feature is only usable once per long rest.
(15th Level)
Eclipse Ascendant
The darkness fully welcomes you as its chosen emissary. You become a living veil between worlds, a twilight being that bridges radiant mercy and silent oblivion.
- Eclipse Form: As a bonus action, you may enter your Eclipse Form for 1 minute. While in this form:
- You gain resistance to all damage except force and radiant.
- You emit an aura of shadowlight in a 30-foot radius. Allies within the aura are heavily obscured to enemies (even if visible) and regain 1d6 hit points at the start of each of their turns if they are below half HP.
- While in this sanctuary, your healing spells affect all allies within range, and enemies have disadvantage on saving throws against fear, blindness, or necrotic damage.
- When you cast a healing spell or a spell that deals radiant or necrotic damage, roll an additional d6 and add it to the total effect.
You may use this feature once per long rest, or by expending 3 Miracle Points to use it again.
Twilight Panther
Medium celestial (void-touched), neutral
Armor Class 13 (natural armor)
Hit Points 40 (5d8 + 15)
Speed 50 ft., climb 30 ft.
STR +2 | DEX +3 | CON +3 | INT 6 −2 | WIS 14 +2 | CHA 10 +0
Saving Throws Dex +5, Wis +4
Skills Stealth +7, Perception +4
Damage Resistances necrotic, radiant
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 14
Shadowmeld
While in dim light or darkness, the Twilight Panther is heavily obscured to hostile creatures and leaves no tracks or scent.
Void Tether
The panther remains telepathically linked to you as long as it’s within 1 mile. While tethered, you can use a bonus action to:
- See through its eyes until the start of your next turn.
- Command it to Dash, Disengage, Help, or Hide (no action required by you).
Twilight Guardian
If a creature within 10 feet of the panther is reduced to half HP or less, the panther can interpose itself as a reaction. The target gains resistance to all damage until the start of its next turn. This ability recharges after a long rest or when you use a Miracle Point.
Voidstep (1/day)
The panther may teleport up to 60 feet to an unoccupied space it can see in dim light or darkness. Until the start of its next turn, it gains advantage on attack rolls, and attacks against it are made at disadvantage.
Actions
Shadow Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) slashing damage. If in dim light or darkness, it deals an additional 1d4 necrotic damage.
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