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# Otherworldly Patron: The Aspect of Twilight Zoe, the Aspect of Twilight is a fickle being. She possesses power to freely roam between realities, tame celestials or redirect stars as she pleases. She seems to enter pacts randomly, granting the power of twilight to people she deems interesting, and who share the same creativity and imagination she does. ##### Expanded Spell List | Level | Spell | |:---:|:-----------| | 1 | *color spray, faerie fire* | | 2 | *enlarge/reduce, knock* | | 3 | *blink, tiny servant* | | 4 | *fabricate, polymorph* | | 5 | *animate objects, dawn* | #### Sparkles of Twilight Starting at 1st level, you can... make stuff sparkle. As a bonus action you can conjure a Sparkle, which is a mote of light giving off 5ft of bright light and an additional 5ft of dim light. As a bonus action you can move any number of Sparkles up to 60 feet to a new spot within range. Sparkles last for 10 minutes or until you dismiss them, no action required. When you deal damage to a creature, you can send a Sparkle to them. You can also send a Sparkle to a creature as an action. Sparkles placed on a creature last for 1 minute or until that creature takes damage, at which point you can use your reaction to activate the Sparkle. Roll on the Sparkling Table, the result determines the occurring effect. You can activate Sparkles a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest. #### Reflexive Shine Starting at 6th level, you are able to throw a Sparkle on the enemies who dare attack you. As a reaction to receiving damage from a creature, you can activate a random Sparkle effect on the creature that dealt the damage. This does not count towards your Sparkles of Twilight uses. Additionally, the creature must succeed on a Constitution saving throw or be blinded until the end of its next turn. If the result of the Sparkling Table was Shiny Sparkle, then it is stunned instead of blinded. Once you have used this feature, you cannot do so again until you have finished a short or long rest. #### Twilit Radiance Starting at 10th level, you get used to the flashing colours of your sparkles. You gain resistance to radiant damage and become immune to being blinded. Additionally, you can choose one cantrip you know that deals damage to deal radiant damage instead of its original damage type. #### Paddle Star Starting at 14th level, you can even conjure a real star to play ball with your enemies. They might die, but that's their loss for missing the fun. As an action, you can conjure a golden ball of light within 60ft of you, and move it in a direction of your choice. If it collides with a creature of object, or if its distance from you would exceed 60ft, it stops and emits a burst of energy. Creatures within 5ft of the star must make a Dexterity saving throw. On a failure, they take 1d8 damage for every 5 feet the Paddle Star traveled. On a success, they take half damage. On successive turns, you can use your action to move the Paddle Star in a new direction. If you do not do so, it explodes at the end of your turn, applying a random Sparkle effect on each creature within 5ft of it. Once you have used this feature, you cannot do so until you have completed a short or long rest. ## Sparkling Table | d8 | Sparkle Effect | |:---:|:-----------| | 1 |**Explody Sparkle.** Deals 1d6 radiant damage to the affected creature. This damage increases by 1d8 at 5th, 11th and 17th level. | | 2 | **Heart Sparkle.** The affected creature must make a Wisdom saving throw or be charmed by you for 1 minute. If the affected creature takes any damage, the condition ends. | | 3 | **Helpy Sparkle:** The next attack against the affected creature has advantage. | | 4 | **Lively Sparkle:** The creature activating it is healed for 1d6 plus your Charisma modifier. This damage increases by 1d6 at 5th, 11th and 17th level. | | 5 | **Popping Sparkle:** The affected creature is teleported 10ft in a random direction. | | 6 | **Shiny Sparkle:** The affected creature must make a Constitution saving throw or be blinded until the end of its next turn. | | 7 | **Spooky Sparkle:** The affected creature must make a Wisdom saving throw or be frightened by you for 1 minute. It can repeat the saving throw at the end of its turns, ending the condition on a success. | | 8 | **Surprise Sparkle:** The affected creature cannot use reactions or bonus actions until the end of its next turn. | \pagebreak ## Pact Boons ### Pact of the Bauble When you reach 3rd level, your patron gifts you a small, showy trinket which looks like a faintly glowing sphere with a diameter of 5 inches. You can use your pact bauble as a material component for your warlock spells. Additionally, while the bauble is on the same plane of existence as you, you can use your action to see through your bauble and hear what it hears until the start of your next turn, gaining the benefits of Truesight out to a range of 30 feet. Beyond that, you only have whatever special senses you have. During this time, you are deaf and blind with regard to your own senses. If you lose your pact bauble, you can perform a 5-minute ceremony to conjure a new one. This ceremony destroys the previous bauble. The bauble breaks into a thousand pieces of glass when you die or conjure a replacement. ### Pact of the Key When you reach 3rd level, your patron gives you a single key. When you insert your pact key into a lock (it magically adjusts its size to fit), make a melee spell attack against the lock's DC (PHB page 152). On a success, the key successfully opens the lock, otherwise it does not. Once you attempt to open a lock this way, the key's form towards that lock remains unchanged and no further attempts will change the outcome. ## Eldritch Invocations #### Twilit Hop *Prerequisite: Aspect of Twilight patron* "I'm here, then I'm not... Just kidding, I'm here again." As a bonus action, you can teleport to an unoccupied space within 30ft of you that you can see. At the end of your turn, you return to the spot you previously occupied. If an object or creature occupies that spot, you are shunned to the nearest unoccupied space and take 1d10 force damage. #### Spell Thief *Prerequisites: Aspect of Twilight patron, 6th level* "Hey, that looks fun, let me try!" As a reaction when a creature within 60 feet of you casts a spell, you can copy it onto a pre-existing Sparkle. When it's activated or when you use your action to activate it, it is cast at the level that the original spell was cast and with the Sparkle being the origin of the cast and you being the caster of the spell. You must still provide material components with a listed gold price. If the spell isn't a warlock spell, it nevertheless counts as a warlock spell. The spell within the Sparkle winks out and fades when you take a short or long rest. Once you use this invocation, you cannot do so again until you have finished a short or long rest. \columnbreak #### Malleable Bauble *Prerequisite: Pact of the Bauble feature* As a bonus action, you can shape your pact bauble into a nonmagical common item that is no larger than 6 inches on either side, such as a hand mirror, an empty vial or a trinket. The properties of the bauble gain that of the item, such as material or functions, but it's considered magical. This change lasts until you revert it, no action required. If a creature uses its action to examine your pact bauble, the creature can determine that it is a magically changed object with a successful Intelligence (Investigation) check against your spell save DC. #### Mesmerizing Glow *Prerequisite: Pact of the Bauble feature* As an action, you can attempt to mesmerize a creature within 60ft of your pact bauble that can see it. It must make a Wisdom saving throw against your spell save DC or become blinded and deafened to anything that is not your pact bauble. While mesmerized, the creature's only wish is to continue watching the bauble. This mesmerized condition lasts until it can no longer see it or until your concentration is broken, as if you were concentrating on a spell. If a mesmerized creature takes damage, the mesmerized condition instantly ends. Once you have used this invocation, you cannot do so again until you have finished a short or long rest. #### Infinite First Tries *Prerequisite: Pact of the Key feature* If you unsuccessfully tried to open a lock with your pact key, you may try again after you finish a long rest. #### Eldritch Lockpick *Prerequisite: Pact of the Key feature* When you make a melee spell attack to determine whether your pact key opens the door or not, you roll with advantage.