Base Class: Fighter
The Moon Sentinels, an organization of warriors who use the power of the moon. The moon has always had a magical presence, surging lycanthropy, empowering more creatures of the night, and even more. But these sentinels raise their blades in the name of the moon, channeling the phases of the moon to gain the upper hand in combat.
Lunar Phases
Starting at 3rd level when you first select this subclass, you gain the ability to embody different phases of the moon. These phases give you benefits, and allow you to tap into abilities previously unknown to you. There are 5 phases in total, and in combat you will shift to the next phase after 1 minute or if you use your action to do so. You can control your lunar phase outside of combat however you wish. When combat starts, you are in the New Moon phase. The phases are in the order that follows:
New Moon: When you embody the New Moon phase, you can see in nonmagical and magical darkness up to 10ft. If you already have darkvision, 10ft is added to the distance of the vision.
Crescent Moon: When you embody the Crescent Moon phase, you can use the Disengage action as a bonus action.
Half Moon: When you embody the Half Moon phase, you can add +2 to attack rolls made with weapons..
Gibbous Moon: When you embody the Gibbous Moon phase, you can add +2 to all Intelligence, Wisdom, and Charisma saving throws that you make.
Full Moon: When you embody the Full Moon phase, while you are wearing armor and/or wielding a weapon, you gain a +2 bonus to your AC.
Channel Lunar Phase
Additionally at 3rd level, you can use the magical energies of the moon not only to bathe yourself in its benefits, but to externalize the energies as well. When using this feature, the effect it has depends on your current Lunar Phase. You can only use this feature a number of times equal to your proficiency bonus. All expended uses are regained upon taking a long rest. The effects of this feature are listed below:
New Moon: Using your action, you invoke the following effect: All creatures within 15ft of you must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or else become blinded for 1 minute or until they succeed the saving throw. A creature can use their action to reroll this save.
Crescent Moon: Using your bonus action, you invoke the following effect: Your movement speed increases by 15ft and you do not provoke opportunity attacks until the end of your current turn.
Half Moon: Using your action, you invoke the following effect: One creature you can see within 60ft of you must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or else be teleported to an unoccupied space that is within 30ft of you.
Gibbous Moon: Using your bonus action, you invoke the following effect: You gain temporary hit points equal to your Fighter level.
Full Moon: As part of a melee weapon attack using the Attack action, you invoke the following effect: The melee attack you make targets all creatures in a 30ft line in the direction you are attacking.
Waning Moon
Starting at 7th level, you've gained a greater control over your Lunar Phases. When shifting Lunar Phases, you can expend one use of your Channel Lunar Phase feature to shift to the previous phase instead of to the next phase.
Waxing Moon
Starting at 10th level, you have gained a further handle on your embodiment of the Lunar Cycle. As part of using your Channel Lunar Phase feature, you can also expend your reaction to use the next Lunar Phase as the phase that you channel with this feature.
Rapid Shift
Starting at 15th level, you have grown masterful over the Lunar Phases. You may now use your bonus action to shift your Lunar Phase.
Embodiment of the Moon
Starting at 18th level, you have fully embodied the moon in every conceivable way. When rolling initiative, you can expend one use of your Channel Lunar Phase feature to choose which Lunar Phase you start combat with.
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