Base Class: Fighter
Born with a connection to the moon, lunar knights are at their strongest when the moonlight shines upon them. Many elves dedicate their lives in the night, honing their fighting skill and becoming a champion of the light. Lunar knights are usually quite solitary and don't have a wide social net 'since they are mainly active during night time, nor do they usually hail from cities or busy towns since the buildings block moonlight. Lunar knights are are more comfortable as drifters or live in remote villages where they can feel their connection to the moon in quietness.
Moon Mimicry
Starting at level 3, you learn how to harness your connection to the moon.
As a bonus action you can mimic the moons glow and your entire body now emanates silvery light within a 5ft radius. The radius increases to 10ft at level 10 and 15ft at level 18. This light cannot be dispelled by magical darkness.
This ability can be used as many times equal to you constitution modifier per long rest
When mimicry is activated you obtain special effects depending on the moons current phase and lasts for 1 minute or until dismissed.
New Moon: Weapon attacks now do an extra +1 radiant damage. This bonus increases to +2 at level 10, and +3 at level 18
Full Moon: Increases AC by +1. The bonus is increased to +2 at level 7, +3 at level 10, +4 at level 15 and +5 at level 18
Crescent Moon: Gain a +1 bonus to ability rolls using strength or dexterity. this bonus increases to +2 at level 7, +3 at level 15
Half Moon: As an action, you cause the moonlight within your body to erupt suddenly, each creature of your choosing makes a dexterity saving throw. on a fail take 1d4 damage + proficiency, on a success take no damage. The dice increases to 2d4 at level 7, 3d4 at level 10, 4d4 at level 15 and 5d4 at level18.
Spell Save DC = 8 + Constitution Modifier + Proficiency
living the Night
When you reach level 3, you have darkvision 60ft
If you already have darkvision, your darkvision will doubled instead.
Remarkable Radiance
At level 3 your mobility surpasses that of normal and as a result your movement speed increases by 10ft and you gain proficiency in dexterity saving throws when in the moonlight. You do not gain these benefits being inside or when the moon is blocked out.
At level 10, you get these benefits whenever the moon is out, regardless of whether or not you are inside or the moon is blocked out
Phase Branding
When you reach level 7, you are able Brand your enemies that are within your moonlight radius. You gain access to 2 brands from the list.
When you hit a creature with a weapon attack, you brand that creature with a moon of your choosing. A single creature can only have 1 type of brand at any time. these brands last 1 minute or until activated or replaced with a different brand. Each type of brand has its own activation requirements.
At level 10 you gain access to 3 types of brands.
At level 15, you gain an access to 4 types of brands.
Each brand has a special ability that only activates when the brand inflicted matches the current phase of the moon.
Crescent Moon
Crescent Moon: Require reaction to activate
As an action, you can brand yourself with a crescent moon. When activated, roll 1d4 and add it to a strength or dexterity saving roll. This die increases to 1d6 at level 10, 1d8 at level 15 and 1d10 at level 18.
Special effect: When the brand matches the current moon phase, you can use this ability on any saving roll of your choosing
Full Moon
Full Moon: Requires a reaction to activate
After hitting a creature with a weapon attack, you can brand a full moon into them. When the creature makes an attack roll against anyone that's not you, you can use your reaction to make the full moon shine so bright to temporarily impair their vision. The creature rolls 1d4 and subtracts that number from its attack roll. The die increases to 1d6 at level 10, 1d8 at level 15 and 1d10 at level 18.
Special Effect: When the brand matches the current moon phase, you can also activate this brand when the creature is attacking you.
Half Moon
Half Moon: Requires Reaction to activate
When you hit a creature with a weapon attack, you can brand the creature with a half moon. Once activated, the creature must roll a 1d4 and subtract that number from any saving throw made. This die increases to 1d6 at level 10, 1d8 at level 15 and 1d10 at level 18.
Special effect: When the brand matches the current moon phase, if the creature responsible for the save DC is within your moonlit radius, increase its spell save DC by +1
New Moon
New Moon: Requires Bonus action to activate
On a hit, you brand a new moon into the creature you have attacked. When activated, a column of silver light will erupt from beneath the creature branded and deal 2d4 radiant damage. This damage increases to 2d6 at level 10, 2d8 at level15 and 3d8 at level 18.
Special Effect:
If the brand activated matches the current phase of the moon, regain hit point equal to half the dmg dealt.
Blinding Light
Starting at level 10, as an action you channel moonlight from within yourself into your weapon and brandish it into air and the moonlight explodes within a 20ft radius. Up to 3 creatures of your choice within range of you makes a constitution saving throw. On a failed save, the creature is blinded until the end of its next turn. On a successful save, the creature isn't blinded and is immune to this effect for 1 minute.
This feature can be used twice per long rest
Spell Save DC equals 8 + Constitution + Proficiency
Lunar Hunt
Starting at Level 15, every creature within your moonlit radius (including those invisible) are now outlined by your moonlight and are now visible for all to see.
Lunar Mastery
At level 18, you have such mastery over your connection to the moon, you can now use a bonus to alter the Moons current phase into whichever phase you desire.
This ability can be used 3 times per short rest.
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