Base Class: Fighter
An eclipse knight is a warrior trained from a young age to incorporate the natural flow of magic through one’s body and to use it in combat to great effect. They can slip in and out of their stances with ease and gain control of the battle with their versatility. Elite Alban Knights are trained in this way with the expectation that they become generals and tacticians. This connection comes with heightened sense and reflexes.
Heightened awareness
Your inherent magic suffuses your senses. At 3rd level you gain proficiency in Perception and Investigation. If you already have proficiency your proficiency bonus is doubled for skill checks using those skills.
Shifting Stances
At 3rd level when you choose this archetype you gain access to three stances and the benefits they give. You can enter a stance as a bonus action as long as you meet the requirements to do so.
Eclipse Stance
you gain 5 temporary hit points. The number of temporary hit points increases to 10 at 10th level and 15 at 15th level. On each of your turns the first attack you make and hit deals an additional 1d8 force damage. Additionally attacks made against you have disadvantage. This stance lasts a number of rounds equal to your proficiency bonus. The number of uses of this stance you have is equal to your proficiency bonus. Using this stance multiple times in a single combat results in gaining a point of exhaustion for each additional time the stance is used. You regain expended uses after a long rest
Moon stance
you gain a +1 to AC and saving throws. When you are hit with an attack you can use your reaction to reduce the damage by half your fighter level.
Sun Stance
you gain 10 ft to any movement speed you have and any target you have attacked this turn can't make opportunity attacks against you this turn. You also gain a +1 to attack and damage rolls.
Speed of light
At 7th level you react with the unmatched speed of light. You gain a bonus to initiative equal to your constitution modifier.
Unending Eclipse
At level 10 whenever you roll initiative and have no uses of eclipse stance, you gain a use.
Empowered Stances
At 15th level you have learned to incorporate your inherent magic in your stances.
Sun stance
- the first attack you make on your turn does 3d6 fire damage in addition to the regular weapon damage
Moon stance
- when you take damage in this stance you can use your reaction to deal cold damage to every creature within 5 feet of you equal to your fighter level.
Eclipse stance
- You can use any number of feet of your movement to teleport a number of feet equal to the movement sacrificed. When you hit a target with a weapon attack they suffer 1d10 cold damage and 1d10 fire damage at the start of their turn while you remain in eclipse stance.
Infinite Twilight
At 18th level you have a pool of energy that lessens the limits of your eclipse stance. You can enter eclipse stance additional times per combat without gaining exhaustion a number of times equal to your constitution modifier.
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