The stars of Pash-Mara
Circle of twilight
The Circle of Twilight seeks to exterminate
undead creatures and preserve the natural cycle
of life and death that rules over the cosmos.
Their magic allows them to manipulate the
boundary between life and death, sending their
foes to their final rest while keeping their allies
from that fate.
These druids seek out lands that have been
tainted by undeath. Such places are grim and
foreboding. Once vibrant forests become gloomy,
haunted places devoid of animals and filled with
plants dying a slow, lingering death. The Circle of
Twilight goes to such places to banish undeath
and restore life.
Starting at 2nd level, you learn to unravel and
harvest the life energy of other creatures. You
can augment your spells to drain the life force
from creatures. You have a pool of energy
represented by a number of d10s equal to your
When you roll damage for a spell, you can
increase that damage by spending dice from the
pool. You can spend a number of dice equal to
half your druid level or less. Roll the spent dice
and add them to the damage as necrotic damage.
If you kill one or more hostile creatures with a
spell augmented in this way, you or an ally of
your choice that you can see within 30 feet of
you regains 2 hit points per die spent to increase
the spell’s damage, or 5 hit points per die if at
least one of the slain creatures was undead.
You regain the expended dice when you finish
a long rest.
Speech Beyond the Grave
At 6th level, you gain the ability to reach beyond
death’s veil in search of knowledge. Using this
feature, you can cast speak with dead without
material components, and you understand what
the target of this casting says. It can understand
your questions, even if you don’t share a
language or it is not intelligent enough to speak.
Once you use this feature, you can’t use it again
until you finish a short or long rest.
Watcher at the Threshold
At 10th level, you gain resistance to necrotic and
radiant damage. In addition, while you aren’t
incapacitated, any ally within 30 feet of you has
advantage on death saving throws.
Paths of the Dead
At 14th level, your mastery of death allows you
to tread the paths used by ghosts and other
spirits. Using this feature, you can cast
etherealness. Once the spell ends, you can’t cast it
with this feature again until you finish a short or