Base Class: Paladin
You've got a second chance at life due to Khonshu, having sworn an oath to protect the travelers of the night and all those who would cause harm to those under the light of the moon, you gain the holy powers of the Moon Knight. Despite being reborn, a slight disability forms, your mind begins to break from the sheer power of the rebirth, causing your personality to split into three very different extremes.
Armor of the Moon Knight
As a bonus action or reaction you may cause the magical armor of Khonshu to surround you giving you multiple effects, some based on the current personality. The look of the armor changes based on the personality and what you think they'd wear most, this can range from knight armor, to a suit, to basic swimming shorts, they all must just be white. The armor gives you resistance to all physical damage(Piercing, Slashing, and Bludgeoning) and +2AC. You can't be wearing other armor when you put this on, otherwise you only change the look of your current armor.
Armored
As a bonus action or reaction you may cause the magical armor of Khonshu to surround you giving you multiple effects, some based on the current personality. The look of the armor changes based on the personality and what you think they'd wear most, this can range from knight armor, to a suit, to basic swimming shorts, they all must just be white. The armor gives you resistance to all physical damage(Piercing, Slashing, and Bludgeoning) and +2AC. You can't be wearing other armor when you put this on, otherwise you only change the look of your current armor.
Unarmored
You stay unarmored, gaining none of the effects from your Armor or personality effects.
Personality Split
Your personality splits severely at the time of your rebirth causing you to experience different events from different perspectives and views. There are three main personalities within you, Lawful Good, Neutral, and Chaotic Evil, each has their own motivations and likes and dislikes yet all are good at the same thing. Each personality gives a bonus when armored with the Armor of the Moon. Lawful Good gives you advantage on all attack rolls and attacks against spellcasters. Neutral gives you a flying speed equal to your walking speed. Chaotic Evil gives you +3 AC. Whenever you regain consciousness either from a rest or after being knocked out, roll 1d4. On a roll of 1, your personality changes to Lawful Good, on a roll of 2, your personality changes to Neutral, on a roll of 3, your personality changes to Chaotic Evil, and on a roll of 4 reroll the personality die.
Chaotic Evil
Your personality splits severely at the time of your rebirth causing you to experience different events from different perspectives and views. There are three main personalities within you, Lawful Good, Neutral, and Chaotic Evil, each has their own motivations and likes and dislikes yet all are good at the same thing. Each personality gives a bonus when armored with the Armor of the Moon. Chaotic Evil gives you +3 AC.
Lawful Good
Your personality splits severely at the time of your rebirth causing you to experience different events from different perspectives and views. There are three main personalities within you, Lawful Good, Neutral, and Chaotic Evil, each has their own motivations and likes and dislikes yet all are good at the same thing. Each personality gives a bonus when armored with the Armor of the Moon. Lawful Good gives you advantage on all attack rolls and attacks against spellcasters.
Neutral
Your personality splits severely at the time of your rebirth causing you to experience different events from different perspectives and views. There are three main personalities within you, Lawful Good, Neutral, and Chaotic Evil, each has their own motivations and likes and dislikes yet all are good at the same thing. Each personality gives a bonus when armored with the Armor of the Moon. Neutral gives you a flying speed equal to your walking speed.
Aura of the Night
All creatures not considered an ally of your current personality have a dim light surrounding the outline of their bodies visible only to you and your current allies in a 30ft radius. Anyone who sees the glowing lights before rolling initiative gains advantage on initiative. As an action, you may cover the 30ft radius in a magical darkness, rendering all creatures under the effects of invisibility, the dim light outline remains visible for you and your allies. This lasts for one minute, you suffer the effects of concentration while this is activated. You can do this a number of times equal to your charisma modifier.
Traveler of the Night
As a loyal servant on Khonshu, he's granted you special abilities during the night time, when the moon shines brightest. When it's night and the moon is visible, you gain +2 on all rolls. You always have advantage on Wisdom (Survival) checks.
Fist of Vengeance
Whenever you roll a natural 20, you can choose to save an extra natural 20 for later. You can save up to five natural 20s, you state that you will use it before you roll, you can't save extra 20s from these 20s.
Oath Spells
At 3rd, 5th, 9th, 13th and 17th level you gain spells that empower your moon and travelling based abilities.
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