Fighter
Base Class: Fighter

An ancient and clandestine coven of warrior zealots, the Moonweavers operate in close proximity to clerics and priests of Diana, the goddess of the Moon. Wherever her light shines, you will find a Moonweaver. You are part of this organization, have been granted access to their secrets, learned and studied their ways, and tasked with the duty to burn away the darkness of the world. Commanding the strength of Diana’s blessings, you journey across the realms, spreading the light of their lady and slaying all those who spread darkness.

Palebrand

At 3rd level, as a bonus action, you can brand any creature you can see within 60 feet with a sigil of the moon. This Palebrand lasts for 10 minutes before dissipating. While this Palebrand remains, you are able to see this creature through invisibility. A creature with a brand on them is known as a moonlit creature. A creature may only have 1 brand at a time. 

Brandshapes. You may choose 3 effects from the Brandshapes list, which can be found in the Brandshapes section. At 7th, 10th, 12th, and 15th level, you may choose 1 additional Brandshape per level (total of 7 effects). When you gain a level in this class, you can choose to replace 1 Brandshape for another..

Palebrands. You have three Palebrands. A Palebrand is expended when you use it. You regain all expended Palebrand when you finish a short or long rest. You gain two additional Palebrands at 7th level and two more at 15th level.

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

Brand Save DC is equal to 8 + your proficiency bonus + your Intelligence modifier.

Brandshapes

The following alphabetical list is of the possible Brandshapes that you can select to empower your Palebrands.

Bind the Thread

As an action, you can ignite the brand on a moonlit creature within 10 feet and bind them to you. They cannot move more than 10 feet from you until the end of their next turn, if they attempt to, they must make a Strength saving throw versus your Brand Save DC to escape the area. On a failed save, they take 1d6 force damage and cannot escape, on a successful save, they take half as much damage and are able to escape.

Celestial Scorch

As a bonus action, you can ignite the brand on an enemy moonlit creature within 30 feet and ignite their eyes. They must make a Wisdom saving throw, suffering 1d6 radiant damage and becoming blinded until the end of your next turn.

Coalescence

As an action, you can force two moonlit creatures within 30 feet of yourself and each other two make a Strength saving throw. On a failed save, they are pulled to each other, taking 3d6 force damage upon colliding and falling prone. 

Dark Tether

As an action, you can ignite the brand on any moonlit creature you can see within 30 feet. The target must make a Dexterity saving throw versus your Brand Save DC. On a failed save, and if the creature is Large or smaller, you pull them up to 25 feet towards you, ending anywhere in a 5-foot radius centered around you. They are stopped by terrain that would normally impede their movement (such as a mountain or cliff face). 

Illuminating Flames

As an action, you can ignite a brand on a moonlit creature within 30 feet, forcing them to make a Constitution saving throw. On a failed save, they take 2d6 radiant damage and emit daylight in a 20-foot radius centered on themselves, taking half damage on a successful save.

Loose Ends

 As a reaction, when a moonlit creature steps out of your melee attack range, you can ignite their brand. Make a melee weapon attack with advantage. On a hit, you deal an additional 2d6 radiant damage.

Lunar Lash

As an action, you can ignite the brand on a moonlit creature you can see within 20 feet. They must make a Wisdom saving throw. On a failed save, they suffer 1d6 radiant damage and are grappled until the start of your next turn.

Moonbreak

As an action, you cause the brands of up to 2 moonlit creatures to shatter. Each creature must make an Intelligence saving throw, taking 3d6 force damage and becoming paralyzed until the start of their next turn on a failure. On a successful save, they take half as much damage and are not paralyzed.

New Moon

As an action, you can ignite the brand on up to 2 moonlit creatures within 60 feet. Their speed increases by 30 feet, and they have advantage on the next attack roll they make against another creature. This effect lasts until the start of your next turn.

Open Waters

As a bonus action, you can ignite a brand on a moonlit creature within 30 feet, allowing them to instantly move up to their walking speed.

Radiant Barrier

As a reaction, you can ignite the brand on a moonlit creature, forming a bubble of defensive moonlight around them. Their AC increases by 2 against one attack that would hit them.

Rending Moonlight

When you hit a moonlit creature with a weapon attack, you can ignite its brand. The creature must make a Constitution saving throw, taking an additional 3d8 radiant damage on a failed save, or half as much on a successful save. Until the end of its next turn, the creature suffers an additional 2d4 radiant damage for every 5 feet it travels.

Riptide

When you hit a moonlit creature with a weapon attack, you can ignite its brand, forcing the creature to make a Strength saving throw if it is Large or smaller, being shoved up to 10 feet away from you on a failed save, or not moving on a successful save.

Tidal Lock

As a bonus action, you may ignite the brand on a moonlit creature within 20 feet. They must make a Wisdom saving throw. On a failed save, they cannot attack any other creature that isn’t you.

Twilight Conflagration

As an action, you can ignite the brand on up to 4 moonlit creatures. Each creature must make a Dexterity saving throw, taking 5d6 radiant damage and 5d6 force damage on a failed save or half as much on a successful save

Waning Gibbous

As an action, you can ignite the brand on any moonlit creature you can see within 30 feet. They must make a Strength saving throw, suffering 2d6 radiant damage and are knocked prone on a failed save.

Weald of Silver

As an action, you can ignite the brand on up to 3 moonlit creatures you can see within 60 feet. Each creature must make a Strength saving throw. On a failed save, they take 1d6 force damage and the terrain in a 10-foot radius around each of these creatures becomes difficult terrain. On a successful save, they take half as much damage and no difficult terrain is conjured.

Blessing of Silver

At 7th level, you can empower one weapon of your choice as part of a 10 minute ritual. During this ritual, you commune with the goddess of the Moon to beseech her blessing, and upon the ritual’s completion, you gain the following benefits for 8 hours.

  • Your weapon deals an additional 1d4 (increases to 1d8 at 15th level) radiant damage to creatures that have the Sunlight Sensitivity trait.
  • You gain 60 ft. of darkvision. If you already have darkvision, this bonus increases its range by 60 feet.

Once you finish this ritual, you cannot begin it again until you complete a long rest.

Banish the Shadows

At 10th level, you can cast daylight as an action, using your Intelligence as your spellcasting ability. Any illusions in range of the daylight's bright-light are immediately dispelled as if affected by dispel magic. Creatures whose spellcasting ability is greater than 18 can make a Wisdom saving throw to prevent this effect.

Once you cast daylight in this way, you can’t do so again until you complete a long rest.

Additionally, you can also add your Intelligence modifier to any Brandshapes that deal damage.

Lunar Nascence

At 15th level, you have become the embodiment of the moon’s will. When you have no lunar brands remaining, you regain a number of expended charges of your lunar brands equal to your Intelligence modifier halved (round down) when you roll initiative. 

When this feature is triggered once, you can’t use it again until you finish a long rest.

Moonlight Congregation

At 18th level, as an action, you can gather moonlight in your hands and send it through the air in a wave of silver light. All creatures you can see within 120 feet are branded and become moonlit creatures. 

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

Additionally, you learn three more Brandshapes.

Previous Versions

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