Midnight Sentinel (5e Subclass)
Midnight Sentinel[edit]
Fighter Subclass
Long ago, an order of nomadic warriors discovered a new way of channeling druidic power. This group of warriors called upon the energy harnessed in the stars, bolstering their weapons and armor. This tradition has been passed down through the years and has expanded from a niche nomadic tradition into a full-fledged fighting style. Many people study in the ways of the Midnight Sentinel, training their mind and blade to fight with the viciousness of a thousand burning stars.
- Wary Eyes
When you choose this subclass at 3rd level, you gain proficiency in Perception if you do not already have it. Additionally, if you do not have darkvision, you gain darkvision out to a range of 60 feet.
- Star Motes
At 3rd level, your attunement to the stars has granted you pure energy from the stars. You have a number of star motes equal to your fighter level, which can be used to produce a variety of effects. You regain all expended star motes after a long rest.
Star save DC. Some abilities using star motes require a saving throw against your star save DC. Your Star Save DC is equal to 8 + your proficiency bonus + your Wisdom modifier.
You also gain the following two abilities:
- Starstruck. Whenever you hit a creature with a weapon attack, you may expend one star mote. If you do, that attack deals additional radiant damage equal to your 1d4 + your Wisdom modifier. You may expend up to 4 additional star motes, each mote expended this way increasing the additional radiant damage by 1d4.
- Shimmering Light. You may expend two star motes as bonus action to flash the eyes of a creature within 10 feet of you. That creature must make a Constitution saving throw against your star save DC. On a failed save, they are blinded until the end of your next turn. Once you reach 15th level in this class, you may use this ability on a creature within 30 feet of you, rather than 10 feet.
- Astral Navigator
Starting at 7th level, your studies of the sun and stars have given you the gift of perfect navigation. You cannot become lost, and you always know the cardinal directions. While it is night, you gain advantage on all Survival checks to follow a trail or track a creature. Additionally, as long as it is night, you may expend one star mote to cast locate object at 2nd level. If you cast Locate Object in this way, you can sense the direction of any object within 5 miles of you, rather than 1,000 feet.
- Umbral Armor
Starting at 10th level, you have learned how to channel astral energy into defensive capabilities. You gain the following abilities:
- Starforged Steel. You may use your action to expend up to 10 star motes. For each two star motes expended this way, you gain a +1 to AC for 1 hour.
- Radiant Burst. When a creature hits you with a melee attack, you may use your reaction to expend four star motes. If you do, each creature within 10 feet of you must make a Constitution saving throw against your star save DC. On a failed save, they are blinded until the end of your next turn. Once you reach 15th level in this class, each creature within 30 feet of you must make the saving throw, rather than 10.
- Starstruck
Starting at 15th level, you have learned how to call upon the stars to refuel your energy in times of need. As long as it is night, you may use your bonus action to regain 1d10 + your Wisdom modifier star motes. Once you use this ability, you can't use it again until you finish a long rest.
- Solar Soul
Starting at 18th level, your connection to the stars allows you to channel pure solar energy. When you hit a creature with a weapon attack, you can expend any number of star motes. For each star mote expended this way, you deal an additional 1d8 radiant damage. If the creature dies from this radiant damage, you regain 1d8 + your Wisdom modifier star motes. If the creature doesn't die, then it must make a Constitution saving throw against your star save DC. On a failed save, it is blinded until the start of your next turn.
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