Fighter
Base Class: Fighter

Born with a connection to the moon, these warriors are at their strongest when the moonlight shines upon them. These fighters are said to be the only opposition to the fire power of the knights of the Sun. To be called a knight of the dusk, one must live in harmony with celestial forces beyond this world. During the night, while others must slumber, lunar knights serve as both watcher and protector. Even when the dawn seems far away, any adventuring party can rest easy knowing the night is on their side.

Way of the Moon

When you choose this archetype at 3rd level, you learn to focus you latent lunar power in the form of special dice called moon dice.

Lunar Stance. You learn three stances of your choice, which are detailed under “Stances” below. Many stances enhance an attack in some way. You can use only one stance per attack.

You learn two additional stances of your choice at 7th, 10th, and 15th level. Each time you learn new stance, you can also replace any stance you know with a different one.

Moon Dice. You have three moon dice, which are d12s. A moon die is expended when you use it. You regain all of your expended moon dice when you finish a short or long rest.

You gain another moon die every other level after 4th.

Saving Throws. Some of your stances require your target to make a saving throw to resist the stance’s effects. The saving throw DC is calculated as follows:

Stance save DC = 10 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Lunar Lore

At 3rd level, you gain proficiency with History and Survival.

Lunar Stance

The stances are presented in alphabetical order.

Blood Moon

At 10th level, this stance costs three moon dice to perform, instead of the usual one moon die. The waning warrior uses their sword to generate a wave of uncontrolled destruction, cutting everything that is in front of you with a range of 30 feet.  All creatures within range must attempt a Dexterity saving throw with disadvantage, which is non-negatable by advantage and unaffected by legendary resistance, evasion, or similar effects. On a failure, they take 8D12 force damage, or half as much on a success. The amount of damage increases by 1d12 in the 12th, 14th, 18th and 20th level.

Crescent Catastrophe

At 8th level, this stance costs two moon dice to perform, instead of the usual one moon die. The waning warrior uses their sword and creates a chaotic vortex of powerful extremely long-ranged omni-directional slashes that destroys whatever is caught up within its attack radius, causing 5D12 force damage to each target in one direction capped in a 180 foot cone. The amount of damage increases by 2d12 in the 10th, 12th,18th and 20th level.

Crescent Petal Refraction

The waning warrior creates a long-ranged triple-layered slash twister full of crescent moon blades with their sword. A 5-foot-diameter Sphere of glowing crescents appears in an unoccupied space of your choice within range and lasts for one minute. Any creature that ends its turn within 5 feet of the Sphere must make a Dexterity saving throw. The creature takes 2d12 force damage on a failed save, or half as much damage on a successful one. As a Bonus Action, you can move the Sphere up to 30 feet. If you ram the Sphere into a creature, that creature must make the saving throw against the sphere's damage, and the Sphere stops moving this turn. The amount of damage increases by 1d12 in the 4th, 6th, 8th, 10th, 14th and 20th level.

Dark Moon

The waning warrior quickly draws their sword and slashes swiftly in a singular horizontal motion in a crescent shape, dealing 1D12 force damage within 5 feet in front of them. The total amount damage is doubled if the stance is used on a foe is surprised or from stealth. The amount of damage increases by 1d12 in the 4th, 6th, 16th, 18th and 20th level.

Endless Midnight

At 6th level, This stance costs two moon dice to perform, instead of the usual one moon die. The waning warrior enters a concentrated state where emotion does not affect their battling prowess. You can enter this trance as a bonus action on your turn, gaining the following benefits for one minute: 

  • You gain a bonus to your AC equal to your Proficiency bonus (minimum of +2)
  • You walking speed increases by 10 feet.
  • You have an advantage on strength checks and saving throws.
  • You can give yourself advantage on weapon attacks for a turn, but Attack rolls against you have advantage until your next turn.

Full Moon

The waning warrior attacks with all his latent power and strength with a concentrated slash against a creature. Immediately after a successful hit, you can use a bonus action to deal an extra 1d12 force damage to the creature. The amount of extra damage increases by 1d12 in the 4th, 8th, 10th, 12th, 16th and 20th level.

Incessant

The waning warrior releases a wild barrage of crescent-shaped slashes forming a line 80 feet long and 15 feet wide. Dealing 2D12 force damage on a failed Dexterity Saving Throw,, or half as much on a success. The amount of damage increases by 1d12 in the 10th, 12th, 14th, 16th, 18th and 20th level.

Lunar Calamity

The waning warrior makes multiple curved slashes layered over one another, creating a rising vortex of sword slashes and crescent moon blades in a 30 foot cone and creating several chaotic crescent blades. Dealing 1D12 force damage on a failed Dexterity Saving Throw, or half as much on a success. The amount of damage increases by 1d12 in the 6th, 8th, 10th, 12th, 18th, and 20th level.

Lunar Ringtail

The waning warrior uses their sword and creates a singular gigantic crescent-shaped slash that strikes everything within a 20 foot radius in front of you, while creating dozens of crescent moon blades. Dealing 4D12 force damage on a failed Dexterity Saving Throw,  half as much on a success. Additionally, the amount of damage is halved on each target that's within 10 feet. The amount of damage increases by 1d12 in the 8th, 14th, and 18th level.

Moonbow Half Moon

At 12th level, this stance costs three moon dice to perform, instead of the usual one moon die. The waning warrior creates a barrage of downward crescent slashes from an extremely long and wide range, resulting in a powerful six-fold slash crashing down on his opponents; the attack itself is powerful enough to create several miniature craters where the slashes have landed. All creatures within 60 feet must attempt a Dexterity saving throw with disadvantage, which is non-negatable by advantage and unaffected by legendary resistance, evasion, or similar effects. On a failure, they take 6D12 damage plus 1d12 per moon dice used so far, or half as much damage on a success. The amount of damage increases by 1d12 in the 14th, 16th, 18th and 20th level. The waning warrior also gains one level of exhaustion after using this stance.

Moongazing

As a reaction, the waning warrior performs several crescent-shaped slashes that defend them from incoming attacks, reducing damage by 1D12 and creating a barrage of crescent blades around them. The amount of damage reduction increases by 1d12 in the 5th, 8th, 11th, 14th, 17th, and 20th level.

Moongeist Beam

The waning warrior slashes rapidly at an enemy, sending a beam of lunar power. Roll a moon die and double the outcome of the roll for damage. An enemy makes a Dexterity Saving Throw, on a failed roll, they take 2d12 force damage or half as much on a success. This stance has a range of 60 feet during the day, and 300 feet during the night.

Moonlit Mirror

The waning warrior swings sword in a powerful frontal crescent-shaped slash that creates five powerful multi-directional long-ranged slashes dealing 2D12 damage on a failed Dexterity Saving Throw, shooting them in each direction, except behind. Each has a reach of 20 feet. The amount of damage increases by 1d12 in the 10th, 12th, 14th, 18th and 20th level.

New Moon

At 8th level, this stance costs two moon dice to perform, instead of the usual one moon die. A continuous attack that increases in power with each hit and form so far, creating a strong wave of attacks. You may initiate this technique and strike a target for 1D12 force damage and 1d12 more force damage when used without missing. This stance lasts for one minute, and you can keep using it consecutively without using more moon dice. Every consecutive hit deals an extra 1D6 force damage for each different stance used within the past 24 hours.

Perpetual Night

At 6th level, the waning warrior releases a wild storm of slashes in multiple directions, against any number of creatures within 20 feet causing 1D12 force damage each. You make one weapon attack for all creatures effected. The amount of extra damage increases by 1d12 in the 8th, 16th, 18th and 20th level.

Waning Moonswaths

The waning warrior creates a stream of long-ranged crescent-shaped vertical and horizontal slashes along with numerous crescent moon blades with their sword dealing 2D12 force damage on a failed Dexterity Saving Throw to a target within 10 feet and each target in your direction, that's not within 30 feet and a maximum of 120 feet. The amount of damage increases by 1d12 in the 4th, 8th, 10th, 16th, and 18th level.

Moon Runes

Starting at 7th level, you become one with the moon and this imbuement resists the power of the sun. You gain resistance to fire and radiant damage, as well as proficiency in Wisdom saving throws. If you already have proficiency in Wisdom saving throws, you may choose to have proficiency in Charisma or Intelligence.

Granted Moonlight

At 10th level, the waning warrior gains the ability to become one with their weapon and imbue it with Selune's power. Your attacks with the chosen weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The weapon gains the benefits of being able to regenerate if broken and deal an extra 1d12 force damage on hit. 

Wakeless Night

Starting at 15th level, when you roll initiative and have no moon dice remaining, you regain one moon die.

Song of the Moon Goddess

At 18th level, you become the champion of Selune and can momentarily draw from her well of lunar power. As a bonus action, you gain the following benefits for 1 minute:

  • You gain resistance to Spell Damage and Non Magical Bludgeoning, Piercing, and Slashing Damage.
  • You gain advantage on Saving Throws against Spells and other magical Effects.
  • You gain a flight speed of 90 feet.
  • When using stances to deal damage, the moon die counts as 2d12 instead of 1d12.

Once you use this bonus action, you can't use it again until you finish a long rest.

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