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Paladin Oath: The Moon Knight

The Oath of the Moon Knight is a mysterious oath that most are not aware exists. Only taken by those who have discovered the warmth of the moon, the hymns of night and the beauty of Eilistraee. Followers of the oath are a devoted kind like no other, often appearing strange or whimsical. This is a normal feeling for these oath takers, for their appearance although important, is not as paramount as their cause. Their cause is to spread the free spirited will of their deity as well as love and compassion to all who have not been touched by it.   Moon Knights are fierce warriors in battle, often granting a presence that strikes fear into enemies, and inspiration to allies. A single moon knight is a difficult foe, but even more challenging when with allies.   Expanded Spell List: When selecting Eilistraee as your patron and the Oath of the Moon Knight as your subclass you may choose from an expanded spell list. The following spells are added to your spell list for you to choose from.  
1st Level Healing Word, Ensnaring Strike
2nd Level Warding Wind, Warding Bond
3rd Level Slow, Protection From Energy
4th Level Guardian of Nature, Shadow of Moil
5th Level Wall of Light, Scrying
  Art of Lunar Battle: When you adopt this art at 3rd level, you gain proficiency with all armor, and you gain proficiency with one type of two-handed melee weapon of your choice. You also gain proficiency in the Diplomacy skill if you don’t already have it.   Afterdark Aura: Starting at 3rd level, the radiant light of night begins to recognize you as its harbinger. So long as you are wearing armor that provides a bonus to AC or using a shield you gain a temporary protective aura. Once per long rest you may channel this aura as a bonus action which negates 1d6 + WIS modifier of damage. At higher levels the negating power of the aura grows by an additional 1d6 for every 3 levels above 3rd level.   Moonfall: Starting at 3rd level you can create an aura of moonlight that surrounds you and any who tempt you within range. As an action, a beam of moonlight with a 10' radius centered on you helps to define the weakest of enemies. All enemies in the radius must make a ST vs CHR (DC8 + CHR mod) or be pulled to within 5' of you and are also vulnerable to any radiant or lunar damage. Any creature that makes this saving throw cannot be affected by this ability for 24 hours. You may perform this action once per long rest.   Lunar Strike: Starting at 5th level the chilling cold of the night pierces deeply into your enemies with every consecutive strike. While making melee attacks, if you should find yourself landing 3 consecutive attacks vs the same target, that target must make a ST vs CHR (DC8 + CHR mod) or take an additional 1d8 of lunar damage and also become vulnerable to radiant/lunar damage. If a target succeeds at the saving throw, than they cannot be affected by this ability for 24 hours. You may perform this ability once per long rest.   Lunar Arrival: Starting at 7th level, as an action you can teleport to an unoccupied space that you can see within 30'. Upon arrival all creatures within 5' of you must succeed at a ST vs CHR (DC8 + CHR mod) or take 6d10 radiant or lunar damage, or half as much on a success. You may perform this twice per long rest and cannot choose the same unoccupied space twice within that time period.   Dusk Blades: Starting at 11th level you summon the divine powers of night to help you and you allies rid the world of your enemies. As an action you raise your weapon of choice to the sky above and begin to sing the moons hymn "Twinkle, Twinkle", this grants you and all allies that can hear you an additional 2d10 of lunar or radiant damage to all attacks for 1 round. You can maintain this additional damage for you and your allies by succeeding at a Concentration check round by round. Once you fail this concentration check, the hymn ends and the additional damage granted is no more. You may perform this ability once per long rest.   Hallowed Moon Aura: Starting at 15th level the moon can sense the harm aimed at you and helps to reflect it. As an action you create a 20' protective aura centered on you that shields and prevents all physical attacks from outside the aura entrance. This does not prevent magical attacks, although they must succeed at a ST vs WIS (DC8 + WIS mod) to enter the aura or either disperse or affect the outer limits of the aura. The parameters of each spell that fails to enter and how it effects the exterior area of the aura is limited to the spell cast and what the DM deems necessary. This protective aura lasts for 1d4+ Prof. Plus rounds or until ended. You may only use this ability once per long rest.   Eclipse Knight: You have reached your peak as a Moon Knight, your oath is your bond to the twilights of the nights sky. Starting at 18th Level you have harvested every bit of your life to this moment and all who witness you this day will know the true sacred power of a Moon Knight and Eilistraee. As an action you call out for the power of lunar light, your carapace gleams upwards blocking out any rays of sunlight and darkens the the area around you. A 60' radius centered on you emits covering the area in magical darkness, you have resistance to physical damage, ADV. on CHR and WIS saving throws and gain half of your HP total as temporary additional HP. This ability lasts for 1 minute or until ended and can only be performed once every 30 days.
*The high level Moon Knight Tiriara Briarfell, praises her deity and purity of the night*

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