Fighter
Base Class: Fighter

Knights of Serenity hone their martial skill by bathing their blades in moon and star light. This ancient practice’s origin lies with ancient heroes who were blessed by the Gods with blades of light. Whether your weapon has been pass down through generations or a God has bestowed it upon you, you study with the soul reflection of your blade to imbue your blade in light.

Bonus Proficiencies

At 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Celestial.

Darkness's Blight

Starting at 3rd level, your weapon is now magical and the unsheathed blade sheds moonlight, creating a bright light in a 30ft radius and dim light for an additional 30ft. 

Twilight Flash

At 7th level, you have learned how to focus the light within your blade. As a bonus action, you can charge the light within your blade engulfing it in ghostly white flames. On your next turn, you can use an action to attack with your blade forcing the creature to make a Constitution saving throw. On a failed save, you deal 2d10 radiant damage or half as much damage on a failed save. 

You can use this feature once per short or long rest.

Beacon of Serenity

At 10th level, you learn the spell Beacon of Hope. Instead of using your constitution for your concentrations checks, you can choose either your strength or dexterity modifier. You can cast this spell up to half your strength or dexterity modifier +1.

Purity of Light

At 10th level, you learn the spell protection from evil and good. The spell becomes ranged allowing you to pick six creatures within a 30ft of you. Instead of using your constitution for your concentrations checks, you can choose either your strength or dexterity modifier. You can cast this spell a number of times equal to your strength or dexterity modifier, no less than 1 time.

Eternal Moonlight

Starting at 18th level, the light within your blade now resonates within you. As a bonus action, you can focus this light outward, wrapping ribbons of light around your body transforming you into your celestial form. This form lasts for 1 minute. It ends early if you are knocked unconscious.

When assuming this form, all enemies without a 30ft radius of you must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save the creature becomesfrightened. They remain frightened until they succeed on a saving throw. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can use this form three times per short or long rest.

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