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Lunar Knight

The moon has been a symbol of truth and change throughout history. Lunar Knights are warriors who have trained to draw power and act in accordance to the Moon's phases. Celestials who call the moon their home grant power to those who act in accordance with the moons cycles and light. These warriors keep the nights clean of beasts that would deceive and twist their forms.

The features of this subclass count as divine in addition to arcane

Lunar Phase

When you choose this Archetype at 3rd level, you temper your body and blade with the grace of the moons light. Whenever you finish a long rest, you can choose what lunar phase you draw power through: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can utilise a martial power as listed below;
- Full Moon. Your first successful weapon attack on each turn deals an additional 1d6 radiant damage.
- New Moon. You can take the Dash action as a bonus action.
- Crescent Moon. At the end of each of your turns if you took the attack action you gain temporary hit points equal to your Constitution Modifier.

Echo of Moonlight

Also at 3rd level, when you are mortally wounded, the moon takes vengeance on the creature that felled you. When a creature deals damage that reduces you to 0 hit points Moonbeam is casted centered on that creature. The cast of this spell does not require concentration and cannot harm you or your allies, if you are incapacitated, you can control this at the start of each of your turns. Once this feature is activated it cannot be activated again until you finish a long rest.

Moon Lore

Finally, at 3rd level, you learn some of the secrets of the moon. You gain proficiency in either the Arcana, Nature, or Religion, and you learn the celestial language.

Waning Moon

At 7th level, as day turns to night and the moon shifts so can you shift your lunar phase. When you use your Second Wind feature you can shift your Lunar Phase.

Warrior of Silver Light

Also, at 7th level, you learn the moonbeam spell. When casting this spell, you can use your Constitution modifier for the spell save DC and cast it at a spell level equal to your proficiency modifier. You can cast this spell once at 2nd level, after which you must wait until after a long rest to cast it again.

Additionally, whenever you deal radiant damage to a shapeshifter, they must Constitution saving throw against your Maneuver DC. On failure the creature reverts to its true form (if it isn't in it already), and you regain a martial die, nothing happens if the creature succeeds on its saving throw.

Solstice

At 10th level, the long nights filled with blood and moonlight have forged you into a powerful lunar warrior. You gain addition benefits while in each lunar phase;
- Full Moon. You have advantage on saving throws against being charmed or frightened.
- New Moon. When you take the dash action, you can turn invisible as per the rules of the invisibility spell until the end of your turn.
- Crescent Moon. You have resistance to radiant and necrotic damage.

Bridge of Light

At 15th level, the blessings of the moons light lifts your soul and grants you boons while bathed in such light. While under open sky you have a flying speed equal to your walking speed and you shine with silvery starlight shedding bright light up to 30 feet.

Lunarian Envoy

At 18th level, you can call upon an emissary of the moon to aid you. You can cast this spell summon celestial once as a 5th level spell, and regain the ability to do so whenever you complete a long rest. While the celestial spirit is present, you gain the benefits of all of your lunar phases at once.


 


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