Base Class: Fighter
The Twilight Knight has access to stunning effects, AoE around them, Magic enhancing and situational effects, and defensive fighting styles.
Having the ability to Pommel Strike Stun and Throw.
Having the ability to use a Spinning Swing Aoe.
Having the ability to use the Moonbeam spell, See Invisibility, and Enhance Ability once a day.
Having the ability to buff your AC by 2 for 1 minute with concentration and get a free second wind one time use.
Having the ability to use a special brace to counter-act effective attacks and enemy movements.
Pommel Strike
Beginning when you choose this archetype at 3rd level, you gain the ability to use a Pommel Strike and a Pommel Throw.
Pommel Throw is a Ranged Attack of 30ft on an Enemy.
You do not throw the pommel on your weapon, but extra pommels in your bag.
If you do throw your pommel from your weapon, you lose access to Pommel strike until it is picked up or a new on is put on.
Pommel Strike is a Melee Attack on an Enemy.
The Attack does 1d6 Bludgeoning + Strength or Dexterity.
If the attack hits, the enemy needs to make a Wisdom Saving throw.
If the enemy fails the Saving throw, they are stunned for 1 round, ending at the beginning of your next turn.
These abilities can be used = to your Wisdom score number of times.
Natural Talent and Blessings of the Moon
Starting at 7th level, you gain the Natural Talent and Blessing of the Moon abilities.
With your natural talent you are able to spin a Slashing weapon in an AOE of reach = to your wisdom modifier number of times.
Ex. 5ft to 10ft reach all around you, hits all creatures, including allies. Attack roll on each enemy/ally.
Being Blessed by Moon, you gain the ability to cast special spells through your inner body.
Ex. Moonbeam, See Invisibility, Enhance ability. Requires a Long Rest and each spell can only be casted once a day.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Regain Composure
Starting at 15th level,
You Concentrate on the battle and regain what you were taught/learned.
While Concentrating on this ability you gain the following buffs,
you can regain your composer in battle resulting in a buff to your AC by 2 for 1 minute, and you gain an extra use of your second wind ability, which disappears after 1 minute.
Brace and Response
At 18th level, you can use your action and all your movement to Brace and Response, for the next minute you are able to brace an attack and/or movement within your reach and reaction counterattack. You are able to move freely and attack normally after 1st turn.
This is usable for the full minute.
This can be ended early if needed.
If you have access to multiple reactions, and another thing triggers the conditions you can use your reaction again.
Comments