Fighter
Base Class: Fighter

A Fighter subclass based on Aphelios from the game League of Legends

Unlike most Fighters, the Lunar Arsenal fighter constantly changes battlefield role mid-combat. Depending on weapon state, they may become:

  • sniper
  • skirmisher
  • controller
  • AoE sweeper
  • single-target executioner

The subclass is intentionally more mechanically involved than standard Fighter archetypes.

Moonstone weapons are ancient relics created by a forgotten lunar order. Each weapon contains a fragment of celestial consciousness. A Lunar Arsenal fighter does not simply wield these weapons, they synchronize with them. During combat the relics cycle through phases of moonlight, forcing the wielder to continuously adapt. Many fighters fail because they attempt to master a single weapon. Lunar Arsenal Fighters survive by mastering transition itself.

 

Level 3: Moonstone Arsenal

At 3rd level, you awaken five moonstone relic weapons.

The Five Weapons:

  • Calibrum (The Rifle of distant Revelation)
  • Severum (The Scythes of Returning Grace)
  • Gravitum (The Cannon of Binding Night)
  • Infernum (The Flame of Endless Dusk)
  • Crescendum (The Charkram of Returning Silence)

These weapons are magical. You are always proficient with them. You may use Dexterity instead of Strength for all attack and damage rolls made using moonstone weapons.

The weapons vanish if they leave your grasp for more than 1 minute. You may summon any currently active moonstone weapon to your hand as a bonus action.

 


 Active Weapon System:

At all times:

  • One weapon is your Primary Weapon
  • One weapon is your Secondary Weapon
  • The remaining three remain dormant

Your Primary Weapon determines your attack profile, active abilities and special combat effects.

Your Secondary Weapon determines your passive resonance effect, support bonuses and combo interactions.

The order of dormant weapons may be rearrangedduring a long rest.

 

 

Level 7: Dual Resonance

Your synchronization between moonstone relics deepens.

Whenever your Primary Weapon ability affects a creature, your Secondary Weapon may additionally apply its Primary effect. This effect may only occur once per turn.

 

For example:

Calibrum + Gravitum
Targets hit with Moonshot are also slowed. There is no reverse combo due to Gravitum being utility.

Infernum + Severum
Each target hit by Duskwave allows you to heal equal to your Proficiency Bonus. The reverse lets the Onslaught attacks splash within 5 feet of the target.

Cresendum + Calibrum
The Sentry applies Moonshot to the target which would allow you to immidiately make a follow-up attack on the target using Calibrum. For the reverse Calibrum's Moonshot gives you a Cresendum Stack.

 

Level 10: Moonlight Vigil

You unleash catastrophic lunar power.

As an action, fire a wave of moonlight in a 60-foot line that is 5 feet wide. Creatures inside must make a Dexterity Saving Throw.

Failure.
Take 8d8 Radiant damage.

Success.
Take half damage.

Afterwards, your current Primary Weapon applies an additional effect.


 

Calibrum.
All affected creatures are Moonmarked.

Severum.
Heal for half the damage dealt. For 1 minute, your speed is increased by 20 feet.

Gravitum. 
Affected creatures become restrained, at the start of their turns they may repeat the saving throw.

Infernum.
The line explodes. Creatures within 10 feet of the line take Fire damage equal to your fighter level.

Cresendum.
Spectral chakrams orbit you for 1 minute. Your attacks deal extra damage equal to your Proficiency Bonus and cannot be made with disadvantage.


 

You may use Moonligth Vigil once per long rest.

At level 18 you may use it twice per long rest.

 

Level 15: Eclipse Reflexes

Your mastery over lunar transitions becomes instinctive.

 


 Reactive Rotation
Once per round, when you score a critical hit, a creature misses you with an attack or when a creature within 30 feet drops to 0 HP you may immediately rotate to the next weapon in your cycle.

This rotation does not consume Moon Charges and may occur outside of your turn.

 


 Lunar Evasion

When subjected to an effect requiring a Dexterity saving throw, you take no damage on a Success and only half damage on a Failure.

 


 Flow State
Whenever you rotate Primary Weapons you gain advantage on the next attack roll made before the end of your next turn.

 


 

Level 18: Perfect Eclipse

You achieve absolute synchronization with the moonstone arsenal.

As a bonus action you can enter a state of Perfect Eclipse for 1 minute. During Perfect Eclipse:

  • all Secondary Weapon effects remain active simultaneously,
  • weapon attacks deal bonus radiant damage equal to your Wisdom modifier,
  • you may swap Primary Weapon once per turn freely
  • your movement does not provoke opportunity attacks.

Additionally, Moonlight Vigil immediately refreshes upon activation.

 


 

Eclipse Ascendant
During Perfect Eclipse, you gain resistance to Radiant, Necrotic and Psychic damage and your attacks count as silvered and magical.

When you reduce a creature to 0 HP you may immediately make another weapon attack. This may occur once per turn.

 


 

End of Eclipse
When Perfect Eclipse ends, you gain one level of exhaustion.

You cannot use this feature again until finishing a long rest.

 


 

Level 3: The Moonstone Weapons

Calibrum
The Rifle of Distant Revelation

Damage: 1d10 Piercing
Range: 150/600
Properties: Two-Handed

Calibrum specializes in precision elimination.

 

Primary Effect - Moonmark
When you hit a creature with Calibrum, it becomes Moonmarked until the start of your next turn. The next attack roll against a Moonmarked target gains advantage and deals bonus radiant damage equal to your Proficiency Bonus. A creature may only suffer one Moonmark at a time. When you attack a target with Moonmark, consume all Moonmarks within 30 feet of the target to add your Proficiency Bonus as radiant damage for each Moonmark.

 

Ability - Moonshot

 As a bonus action, spend 2 Moon Charges and fire a beam of moonlight to a target, dealing your Proficiency Bonus as Radiant damage and Moonmarking the target. If the beam hits, you can immediately make a follow-up attack with your Secondary Weapon.

 

Passive - Precision Lock
Once per turn when attacking a Moonmarked target, ignore half cover and three-quarters cover, and attacking at long range does not impose disadvantage. 

 

Secondary Effect - Lunar Scope
While Calibrum is your Secondary Weapon, your Primary Weapon ranged attacks gain +30 feet normal range and Primary Weapons ability applies Moonmark.

 


 

Severum
The Scythes of Returning Grace 

Damage: 1d6 slashing
Range: 30/120
Properties: Light

Severum emphasizes speed, sustain, and relentless motion.

 

Primary Effect - Lunar Leech
When you deal damage using Severum, regain hit points equal to your Proficiency Bonus. If already at full HP, gain temporary hit points instead.
Temporary HP from this feature lasts 1 minute

 

Ability - Onslaught
As a bonus action, spend 2 Moon Charges to move up to half your speed. During this movement, you do not provoke opportunity attacks and you may make one attack against up to two creatures.

At level 15: you may attack up to three creatures.

 

Passive - Blood-Moon Momentum
If you reduce a creature to 0 HP using Severum, gain additional movement equal to half your speed until end of turn.

 

Secondary Effect - Lunar Reap 
While Severum is your Secondary Weapon, your speed increases by 10 feet and the first attack you hit each turn restores hit points equal to your Proficiency Bonus.

 


 

Gravitum
The Cannon of Binding Night

Damage: 1d8 Force
Range: 60/240
Properties: Heavy, Two-Handed

Gravitum is a battlefield control weapon.

 

Primary Effect - Crushing Moonlight
When you hit a creature with Gravitum, its speed is reduced by 10 feet and it cannot take reactions until the start of your next turn.

These effects do not stack.

 

Ability - Binding Eclipse
As a bonus action, spend 2 Moon Charges. Choose any number of creatures affected by Crushing Moonlight within 60 feet. Targets must make a Strength saving throw.

Failure.
Target is restrained until the end of your next turn.

Success.
Targets speed is 0 until start of your next turn.

 

Secondary Effect - Heavy Gravity
While Gravitum is your Secondary Weapon, creatures within 10 feet of you have difficult terrain when running away from you and cannot take the Dash action.

 


 

Infernum
The Flame of Endless Dusk

Damage: 1d8 Fire
Range: 60/240
Properties: Two-Handed

Infernum transforms precision into overwhelming area destruction.

 

Primary Effect - Searing Wave
When you hit a creature with Infernum, each creature within 5 feet of the target takes fire damage equal to your proficiency bonus. This splash damage affects allies.

 

Ability - Duskwave
As an action, spend 3 Moon Charges. Creatures in a 30-foot cone must make a Dexterity saving throw.

Failure.
Creatures take 3d8 Fire + 3d8 Radiant damage.

Success.
Creatures take half damage.

This damage increases to 4d8 at level 5, 5d8 at level 11 and 6d8 at level 17.

 

Passive - Ashen Wake
Creatures damaged by Duskwave shed dim moonlight and cannot benefit from invisibility until end of your next turn.

 

Secondary Effect - Burning Echo
While Infernum is your Secondary Weapon, once per turn when you hit a creature, all creatures within 10 feet take fire damage equal to your proficiency bonus.

 


Crescendum
The Chakram of Returning Silence

Damage: 1d6 Slashing
Range: 20/80
Properties: Returning

Crescendum rewards relentless focus on a single target.

 

Primary Effect - Crescendum Stacks
When you hit the same creature consecutively using Crescendum gain one Crescendum stack up to a maximum stacks equal to your proficiency bonus. Each stack grants +2 damage against that creature.

Stacks vanish when you attack another creature, combat ends, target drops to 0 HP or when 1 minute passes.

 

 

Ability - Sentry
As an action, spend 2 Moon Charges to deploy a lunar sentry in an empty space within 30 feet.
The sentry occupies its space and lasts for 1 minute, has an AC 15, HP equal to five times your Fighter level and is immune to psychic and poison damage. The sentry acts immediately after your turn.

When commanded using your bonus action, it attacks a target within 60 feet. The attack uses your attack modifier and deals damage equal to your Secondary Weapon damage die. The attack also applies your Secondary Weapon passive effect.

Only one sentry may exist at a time.

 

 Passive - Moonstorm Tempo
When Crescendum reaches maximum stacks your attacks against that target gain advantage.

 

Secondary Effect - Orbiting Blades
While Crescendum is your Secondary Weapon your bonus action weapon attacks gain advantage and hits deal bonus force damage equal to your proficiency bonus

 


 

Level 7: Rapid Manifestation

At 7th level summoning moonstone weapons no longer requires a bonus action and weapon swaps happen automatically and seamlessly.

You may also draw or dismiss moonstone weapons without using object interactions.

Level 3: Moon Charges

Each moonstone weapon has Moon Charges equal to 2 × your proficiency bonus

Every time you take the Attack action using your Primary Weapon expend 1 Moon Charge.

Certain special abilities consume additional charges.

 

When a weapon reaches 0 Moon Charges:

  1. It becomes dormant
  2. Your Secondary Weapon becomes your Primary Weapon
  3. The next dormant weapon becomes your Secondary Weapon
  4. The depleted weapon returns to the back of the rotation with full charges.

You cannot voluntarily stop this rotation. The subclass is balanced around constant cycling.


 

Weapon Save DC

Some abilities require saving throws. Your Moonstone save DC equals 8 + Proficiency Bonus + Wisdom Modifier

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