Fighter: Lunar Knight

by blueisherp

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Martial Archetype

Lunar Knight

To be called a lunar knight, one must live in harmony with celestial forces beyond this world. During the night, while others must slumber, lunar knights serve as both watcher and protector. Even when the dawn seems far away, any adventuring party can rest easy knowing the night is on their side.

Night Watch

At 3rd level, you gain darkvision with a range of 60 feet. If you already have darkvision, its range increases by 30 feet instead. You can also see normally through nonmagical darkness to a range of 60 feet.

While on the Material Plane, you know the time of day down to the hour, even while indoors or underground.

Lunar Phases

Starting at 3rd level, you can invoke the celestial power of the moon. At the start of your turn, you can activate a lunar phase, imbuing yourself with power until the start of your next turn. Each phase can only be activated once. You regain use of both phases when you complete a short or long rest.

Full Moon. You shed a dim, pale blue moonlight in a 15-foot radius. Once before the effect ends, you can deal 2d8 additional radiant damage to a creature you hit with a weapon attack. The radiant damage increases to 3d8 at 10th level, then to 4d8 at 18th level.

New Moon. You are shrouded in an ethereal shadow. You are lightly obscured, and your weapon attacks have advantage against creatures that rely on sight.

Eclipse

At 7th level, you can invoke an eclipse at the start of your turn, gaining the effects of both New Moon and Full Moon until the start of your next turn. Some of your eclipse features require your target to make a saving throw to resist the feature's effects. The DC of such an effect is equal to 8 + your proficiency bonus + your Wisdom modifier.

The first time in a round that a shapeshifted creature (one that isn't currently in its own true or normal form) comes into contact with the moonlight from your Full Moon during this Eclipse, it must succeed a Constitution saving throw or revert back into its true form.

Once you use this feature, you must finish a short or long rest before you can use it again.

Grace of Selûne

Starting at 10th level, you can see normally through both magical and nonmagical darkness within 120 feet. At night, your speed increases by 10 feet and you gain a +5 bonus on Wisdom (Perception) checks.

Nocturnal Champion

At 15th level, your lunar phases shield you from danger. While in Full Moon, you have advantage on saving throws against spells and other magical effects. While in New Moon, attacks rolls against you have disadvantage.

Celestial Phenomenon

At 18th level, you can invoke a rare celestial phenomenon when you use Eclipse. The phenomenon itself will vary depending on the criteria met. You can use this feature twice. You regain all uses after you complete a long rest.

Solar Eclipse. This occurs if it's daytime. Each hostile creature within 30 feet of you that can see you must succeed on a Dexterity saving throw or become blinded for 1 minute. An affected creature can make a Constitution saving throw at the end of its turns, ending the effect on itself on a success. All illusions and invisible creatures in the area are revealed until the end of the Eclipse, shimmering with white reflections.

Lunar Eclipse. This occurs if it's nighttime and you have more than half your maximum hit points. Until the end of the Eclipse, an aura of magical darkness with a 15-foot radius emanates from you and disables the light of your Full Moon, as if the darkness spell was cast on an object you are wearing. You and your allies ignore this magical darkness.

Blood Moon. This occurs if it's nighttime and you have half your maximum hit points or fewer. Until the end of the eclipse, your moonlight glows red, and it dispels magical illusions and reveals invisible creatures that come into contact with it. Additionally, the extra radiant damage you deal from your Full Moon is maximized, and you regain hit points equal to half the radiant damage dealt.

This homebrew was created by blueisherp

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