Circle of Twilight
Serving as a deadly extension of nature and creatures that can't fight for themselves, druids of the Circle of Twilight emulate the style of nightly hunters. They utilize hunting techniques in tandem with magic channeled from twilight itself.
These druids use the power of twilight for precise aim, and are most comfortable taking out enemies from afar in the dead of night. Those that would hunt or endanger nature are met with a swift quiver and no mercy.
Circle Spells
Twilight empowers you with the ability to cast certain spells. When you choose this circle at 2nd level, and again at 3rd, 5th, 7th, and 9th level, you gain access to circle spells. Once you gain a circle spell, it is always prepared, it doesn't count against the number of spells you can prepare, and it is considered a druid spell for you.
| Druid Level | Circle Spell |
|---|---|
| 2nd | hail of thorns |
| 3rd | moonbeam |
| 5th | nondetection |
| 7th | locate creature |
| 9th | conjure volley |
Hunting Prowess
By the time you chooce this circle at 2nd level, your hunting and magical prowess has granted you skill with more diverse weaponry and hunting aptitude.
You gain proficiency with shortbows and longbows. You can use a ranged weapon you are proficient in as a spellcasting focus for your druid spells.
In addition, you gain darkvision out to a range of 60 feet.
Twilight Shot
Starting at 2nd level, you can invoke twilight to grant great precision to your attacks. As an action, you can expend a use of your Wild Shape feature to create three magical pieces of ammunition known as twilight shots. This ammunition can be shot from any shortbow or longbow, but only you can use it due to its innate twilight magic. You can never have more than 8 twilight shots at a time. Any unused twilight shots disappear when you finish a short or long rest.
Whenever you make an attack with a twilight shot, you can roll 1d6 and add it to the attack roll. On a hit, you can have the attack deal radiant damage instead of its normal damage type, and if the target is a creature, you can apply one of the following benefits of your choice to the attack. The twilight shot then vanishes.
Blinding Shot. The creature has disadvantage on the next attack roll it makes before the end of its next turn.
Glowing Shot. The creature sheds dim light in a 5-foot radius until the end of your next turn. During this time, you always know the distance and direction to that creature, and attacks don't have disadvantage against it.
Pushing Shot. The creature is pushed up to 10 feet in any horizontal direction of your choice. If it collides with a creature or object, the movement ends and it takes 1d4 bludgeoning damage.
Keen Aim
At 6th level, your twilight shots deal 1d6 additional damage on a hit. This increases to 2d6 at 11th level, and 3d6 at 17th level in this class.
In addition, as an action, you can accustom your eyes to great sight. Until the start of your next turn, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you, and you can see normally in darkness, both magical and nonmagical.
Rapid Movement
Starting at 10th level, when you make an attack with a twilight shot on your turn, you can use the Dash or Disengage action as a bonus action that turn.
Perfect Quiver
Starting at 14th level, whenever you expend a use of your Wild Shape feature to create twilight shots, you create four twilight shots instead of three.
Circle of Twilight is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.