Base Class: Fighter
While some worship the warm, nurturing rays of the sun, others venerate the cold, revealing light of the moon. As a Lunar Mystic, you belong to the latter. By wielding moonlight itself as a weapon and a tool, you seek to reveal falsehoods and deceivers in the pursuit of absolute truth. Like the moon you worship, you cut through darkness like a shining blade.
Eyes of the Moon
Beginning when you choose this archetype at 3rd level, your eyes can peer through even the darkest of nights. You gain darkvision out to a range of 120 feet. If you already have darkvision, its range increases by 60 feet.
At 7th level, you can see through magical darkness with this darkvision.
Midnight Rites
Also at 3rd level, you’ve learnt how to wield the light of the moon as a weapon. Once per turn when you take the Attack action, you can replace one of the attacks you would make as part of it with one of the following Midnight Rites:
Crescent. You unleash a crescent-shaped blast of moonlight in a 15-foot cone originating from you. Each creature of your choice within that area must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier. On a failed save, a creature takes radiant damage equal to 1d8 + your Wisdom modifier.
Full Moon. You cloak your weapon with moonlight and make a weapon attack against a creature within range. On a successful hit, the target takes radiant damage equal to the weapon damage and any creature within 5 feet of it takes 1d8 radiant damage.
New Moon. You create a barrier of moonlight around yourself, shielding you from harm. You gain a number of temporary hit points equal to your fighter level, which last until the beginning of your next turn. Whenever a creature hits you with a melee attack while you have these temporary hit points, you can cause the creature to take an amount of radiant damage equal to the current number of temporary hit points you have. When you do so, you lose any remaining temporary hit points.
Lunar Embrace
At 7th level, you’ve become inoculated to the punishing light of the moon. You gain resistance to radiant damage and are immune to being blinded.
Watcher in Darkness
At 10th level, your eyes reveal falsehoods around you like the moon itself. You have advantage on Intelligence (Investigation) checks, Wisdom (Perception) checks, and saving throws you make to see through illusions and to perceive hidden or invisible creatures. In addition, as a bonus action, you can choose to see the true forms of any shapechangers within 30 feet of you, provided they’re not behind total cover.
You can use this feature once per long rest.
Radiant Eclipse
At 15th level, you can hide your presence and blast your foes with luminous power. When you use your Second Wind feature, you can choose to turn invisible until the beginning of your next turn. When you do so, any creature of your choice within 15 feet of you must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier. On a failed save, a creature takes radiant damage equal to the number of hit points you regain.
Improved Rites
At 18th level, you’ve become fully bound to the power of the moon. Your Midnight Rites feature improves in the following ways:
Crescent. The damage increases to 2d8.
Full Moon. The damage increases to 2d8.
New Moon. While you have your temporary hit points, you gain a +2 bonus to AC.
Previous Versions
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