Lunar Warrior

by JMacGaems

Search GM Binder Visit User Profile

Lunar Warrior

As an archetypal lunar warrior, you seek to guide those lost in darkness as the moon does during the still and lonely nights. Blessed with the radiance of the moon, these fighters can summon forth its tranquil light as they protect the innocent from that which lurks where the moon’s grace has yet to touch.

Moonlight Arsenal

At 3rd level, over the course of 1 hour you can preform a special ritual to imbue a weapon you are holding with the magical power of the moon, turning it into a lunar weapon. Your lunar weapon deals radiant damage. A weapon stops being a lunar weapon if you use this feature again or if you die. If it is on the same plane of existence, you can summon your lunar weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

If you load no ammunition in your lunar weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

While holding your lunar weapon you have darkvision out to a range of 120 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

Lunar Power

Also at 3rd level, you learn to harness the energy of the moon. This energy is represented by your Lunar Power dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various powers you have, which are detailed below.

You regain all your expended Lunar Power dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Lunar Power die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Lunar Power dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Lunar Power dice:


Moonlit Strike. Once on each of your turns, immediately after you hit a creature with an attack and deal damage to it with your lunar weapon, you can expend a Lunar Power die, rolling it and dealing radiant damage to the target equal to the number rolled plus your Proficiency bonus. If the target is a shapechanger, you roll an additional Lunar Power die.


Eclipse. As an action, you can expend a Lunar Power die to shroud yourself in mystical shadow. For the next 10 minutes, whenever you roll a Dexterity (Stealth) check, you can roll a Lunar Power die without expending it and add the result to the check. Additionally, for the shroud's duration, you can take the Hide action as a bonus action on each of your turns.


Protective Light. As a bonus action, you can call upon the soothing rays of the twilight. Expend a Lunar Power die, roll the die, and grant a creature within 30 feet of you temporary hit points equal to the number rolled plus your Proficiency bonus.

Additionally, if the creature is at 0 hit points, they gain 1 hit point and can use their reaction to stand up. A creature can't stand up if its speed is 0. Once you use this feature to bring a creature up from 0, they can't be brought up again until they finish a long rest.

Enhanced Moonlight Arsenal

Starting at 7th level, you can now have up to two lunar weapons at one time. You can summon only one at a time with your bonus action.

Additionally, damage from your lunar weapon ignores resistance to radiant damage.

Shaper of Light

At 7th level, you are adept at twisting moonlight at the detriment of your foes. Once per turn, when you expend a Lunar Power die, you can impose one of the following conditions on a creature you can see within 60 feet:


Guiding Light. Until the start of your next turn, when a creature makes an attack roll against the target, the attacking creature can roll a d4 and add the number rolled to the attack roll.


Blinding Light. Until the start of your next turn, the creature subtracts a d4 from each attack roll it makes.

Cloak of Midnight

At 10th level, the pale moonlight seems to cling to you, granting you protection. You gain resistance to radiant and necrotic damage. Moreover, you gain temporary hit points at the start of each of your turns equal to your Proficiency bonus.

Aura of Clarity

At 15th level, just like taking a stroll under the night sky, you offer clarity to those around you. As a bonus action, you can expend a Lunar Power die to emit dim light in a 30-foot radius aura around you for 1 minute. Creatures of your choice within the aura gain advantage on Intelligence and Wisdom checks and saving throws.

Lunar Avatar

At 18th level, you learn to suffuse a portion of the immeasurable energy on the moon throughout your entire body. As a bonus action, you gain the following benefits for 1 minute:

  • Damage dealt from your lunar weapon ignores immunity to radiant damage.
  • Whenever you roll Lunar Power die for Moonlit Strike or Protective Light, you roll two dice instead of one.
  • When you use your Shaper of Light feature, you can inflict both conditions on a creature.
  • The number of temporary hit point gained from Cloak of Midnight increases to twice your Proficiency bonus.

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

Art: Moon Knight by Niko Boiko
Art: Archangel by Tony Forsman
Special thanks to The Neverending Codex and Yorviing for balance and flavor text.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.