Base Class: Fighter
"I am the flower-seeker, a wanderer, a traveler across the City and the Ruins. I am the one who marked the final period to this unforgotten adventure of a lifetime with you. My name is Bari, the Knight of the White Moon."
- The Original Knight of the White Moon, Bari.
The Knight of the White Moon was a Traveler, seemingly Caught between two different time periods, wielding weapons and clothing from times long in the future, but based off of weapons from the far past. They appeared and vanished seemingly at random, and once dueled a Vampire for 3 days and nights. Now, you follow in their footsteps.
Or perhaps, they followed yours?
Dragon of the Spring - Level 3
"The quiver produces 5 types of arrows, 4 of which strike a part of the target's 'self' "
" The Red arrow strikes the Shell, the Body, twice-over, breaking it faster at the cost of leaving their mind untouched"
" The White arrow strikes Naught but the mind, overloading the target's mind with a flash of 'nonsense' "
" The Black arrow Impales the body and mind in equal measure"
" The Cyan arrow, the Pale arrow, pierces the Soul, Tearing life away like one would tear paper"
Election Accelerator Rail Activation - Thousand Pound Bow
You gain a Bow and Quiver from the Far Future.
When you take this subclass, you gain a special bow from the future that's imbued with technology that affects Gravity, and a Quiver that produces Arrows made of energy.
The bow can be folded into an easy-carry form while not in use. You can use an action to Recall the bow to you if lost.
The Quiver can produce an endless amount of arrows, but they can only be used with the Thousand Pound Bow, disappearing after striking a target.
Thousand Pound Bow:
Heavy. Two-handed. Unique Ammunition.
1d10 Piercing.
200/800 foot Range.
The Quiver can also produce Unique types of arrows that have additional effects and replace the Default damage of the bow. Before making an attack with the Thousand Pound Bow, declare one of the following arrow types to use in place of the Default:
Arrow; Red: Changes damage type to Force. On a hit, the target must make a DC (8 + Proficiency bonus + Strength/Dexterity modifier) strength saving throw, taking an additional Force damage equal to your proficiency bonus on a failure. This arrow does not cause concentrating creatures to make a Concentration check.
Arrow; White: Changes damage type to Psychic. On a hit, the target must make a DC (8 + Proficiency bonus + Strength/Dexterity modifier) wisdom saving throw, becoming frightened until the start of your next turn on a failure. If you hit a creature that failed the saving throw again with this arrow before the end of your next turn and they fail the save again, they become Stunned until the end of your next turn. Creatures stunned this way do not automatically fail strength or dexterity saving throws, instead automatically failing wisdom and intelligence saving throws. If a creature succeeds on the saving throw, they automatically succeed on all saving throws caused by this arrow until the start of your next turn.
Arrow; Black: Changes damage type to Necrotic. On a hit, the target's speed is reduced by 10 until the end of their turn. If this attack deals damage to a concentrating creature, that creature automatically fails the Constitution saving throw made to maintain Concentration.
Arrow; Pale: Changes damage type to "Typeless", and changes damage die to a d12. Deals no damage to constructs, oozes, or plants, but Undead, Aberrations, and Elementals take additional damage equal to your fighter level. This arrow cannot deal non-lethal damage, and when it reduces a creature to 0 hit points, their Soul is destroyed. A creature whose soul is destroyed cannot be restored to life by any spell that requires the creature's soul to return to its body.
*Typeless damage ignores resistances, immunities, and vulnerabilities unless outright stated otherwise.
Skilled
You gain an additional fighting style. You can draw and Stow weapons at any point during your turn, including between attacks. If you are the size of 'small' or smaller, you do not suffer the ill effects of the 'Heavy' weapon property.
Lotus in Autumn - Level 7
"Adjusting maximum gravitons..."
Poise'd
As an action, you can prepare your strike to increase their effectiveness.
As an action, you can prepare an attack, for each turn you prepare, your attack bonus increases by 1, and you deal 1 additional weapon damage die. When you use this action while having no Temporary hit points, you gain Temporary Hit Points equal to twice your fighter level. While preparing, your movement speed is halved.
The bonuses from this feature apply only to the first attack you make on that turn. After making that attack, your number of Prepare turns becomes 0.. You can prepare up to 5 times before making an attack.
At level 14, for each turn you Prepare, your Critical Hit Range increases by 1 (maximum of +3)
Gateway
As an action, you can create a doorway in an unoccupied space within 10 feet of you that leads to a location you have been to before on the same plane of existence. The doorway lasts 1 minute or until you close it with a bonus action. The doorway is two-way, and any creature can enter through it, regardless of friend or foe. You can see what is on the other side of the Doorway.
You can use this feature a number of times equal to your proficiency bonus before needing to take a Long rest.
Honorable Duel - Level 10
"I'll Pierce you"
Mirror of Water
When you land a critical hit, the amount of damage you take from each attack that hits you is reduced by 1 until the end of combat. This reduction increases by 1 each time you score a critical hit, to a maximum equal to your Proficiency Bonus, and cannot reduce damage below 0, and your Critical Hit Range increases by 1 (maximum of +2) until the end of combat
You score a critical hit on a roll of 19 or 20 by default.
Faint Trace
When you land a critical hit, your Speed increases by 20 feet until the end of your next turn, and the target takes additional damage equal to half your Fighter level
Reminisced Tale of Adventures - level 15
A Close Match
When you miss an attack, your next attack against that creature gains a +1 bonus to its attack roll. This bonus increases by 1 each time you miss that creature, and resets when you hit that creature.
When you are reduced to fewer than half your maximum Hit Points for the first time each combat, you gain the following bonuses until the end of combat:
- You deal additional damage equal to your proficiency bonus on hit.
- Each turn you Prepare using your Poise'd feature counts as 2 turns of Preparation (Same maximums apply)
- Your movement speed increases by 10 feet.
If you start an encounter while below half your maximum Hit Points, the bonuses are applied at the start of your next turn.
Training
Your Thousand Pound Bow becomes a +2 magic weapon. All arrows fired from the Thousand Pound Bow benefit from this feature.
At level 18, your Thousand Pound Bow becomes a +3 magic weapon.
At level 20, your Thousand Pound Bow becomes a +4 magic weapon.
Arwe - level 18
"Shout your name out loud... if you would accept my proposition. Let us give it our all, and may the best warrior claim victory in this singular bout."
"My name... is Don Quixote... Don Quixote of Lamancha!"
"My Name... is Bari of the White Moon!"
Arwe; Thousand Pound Bow [Overload]
You can overcharge your Thousand Pound Bow, causing a special effect based on the type of Arrow fired.
If you have at least 2 Preparation, you can use an action to fire an Overloaded Arrow. After making the attack, your Preparation becomes 0. Your Thousand Pound Bow then becomes Overloaded for two turns. While your bow is Overloaded, you cannot use Poise'd.
Overloaded Arrows gain a +2 bonus to their attack rolls, and the number of damage dice they deal is doubled. These bonuses are applied after the bonuses granted by Poise'd.
The effect changes depending on what Arrow you use:
Red: Targets all creatures in a 5 foot wide straight line. The line is 200 feet long (800 if Long Range), but stops when reaching a wall or other solid barrier. You roll to hit against each creature individually.
White: On a successful hit, The target goes Insane. Insane creatures gain vulnerability to Psychic damage, attack *indiscriminately, have their charisma score fixed to 1, and automatically fail wisdom and intelligence saving throws. A creature recovers from being Insane after taking a long rest.
Black: Creates a Burst of energy at the location of the target, regardless of if you hit or miss. The burst is a sphere centered on the target's location with the radius of 10 feet for each Preparation turn you had before making the attack. The burst deals the same damage as a direct hit from the Black Arrow would deal. The burst does not require line of sight with a creature to deal damage.
Pale: On a successful hit, the Creature must roll on the System Shock table (Page 273 of the Dungeon Master's Guide, under the 'Massive Damage' optional rule). If a creature drops to 0 Hit Points from the System Shock table, their soul is destroyed.
* the creature randomly determines another creature it can perceive and attempts to harm it using whatever means it has available, including targeting allies. If no creatures are within range, they move towards the closest creature they can perceive. If they cannot perceive any creatures, flip a coin. On tails, the creature targets itself, on heads, the creature does nothing.
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