Moon Knight (5e Class)

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<!-Introduction Leader->[edit]

Creating a Moon Knight[edit]

Description, Credit Artist,

When creating a Moon Knight, ask yourself the following questions:

- How did your character(s) die?

- Why did their god choose them as a servant?

- How many personalities does your Moon Knight have?

- Why does your Moon Knight associate with your adventuring party?

Quick Build

You can make a Moon Knight quickly by following these suggestions. First, dexterity score should be your highest ability score, followed by constitution. Second, choose the haunted one background. Third, choose a set of traveler's clothes and an explorer's pack.

Class Features

As a Moon Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Moon Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Moon Knight level after 1st

Proficiencies

Armor: Light armor
Weapons: Crescent Blades, Simple and martial weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Pick two from Acrobatics, Athletics, Insight, Intimidation, and Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Crescent Blades or (b) a simple weapon

Table: The Moon Knight

Level Proficiency
Bonus
Aura Slots Features
1st +2 - Dissonant Voices
2nd +2 - Fighting Style, Cloak of Night
3rd +2 - Lunar Variants Feature, Dissonant Voices Feature
4th +2 2 Ability Score Improvement, Lather, Rinse, Repeat
5th +3 2
6th +3 2
7th +3 3 Lunar Variants Feature
8th +3 3 Ability Score Improvement
9th +4 4
10th +4 4
11th +4 4
12th +4 5 Ability Score Improvement
13th +5 5
14th +5 5 Lunar Variants Feature
15th +5 6
16th +5 6 Ability Score Improvement
17th +6 7
18th +6 7
19th +6 7 Ability Score Improvement
20th +6 8

Dissonant Voices[edit]

Starting at 1st level, you have a disorder that makes it so that there are multiple personalities in one mind. How many personalities you have and how they switch between each other is up to you and the DM of your game. Your personalities can not share the knowledge and memories they gain when one of them is not in control. At 3rd level, you have created a bond between your other personalities. They can now share memories and knowledge with each other.

Fighting Style[edit]

At 2nd level, You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Each personality gets their own fighting style, but you only gain the effects of the fighting style of the personality that is currently out.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Cloak of Night[edit]

Also at 2nd level, You are given a suit of armor from your patron. This armor is one bestowed upon the Moon Knight along with their crescent weapons. It is considered light armor, and in no way impairs your mobility, stealth, or burdens you with any weight. It is well insulated as well. Transformation - You cannot always wear the cloak, it is not a normal object and you cannot remove it from your body normally, you can only transform into your Moon Knight form (The cloak and blades) 4 times per short or long rest. This number can vary by circumstance if you are, for one, in danger. The suit's appearance may vary based on which personality is in control at the moment. While wearing the armor your AC equals 14 + your dexterity modifier.

Lunar Variants[edit]

At 3rd level, you choose a Lunar Variant. Choose between the Way of the Real and the Way of the Siphoner, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th and 14th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Lather, Rinse, Repeat[edit]

Also at 4th level,

Way of the Siphoner[edit]

Siphoning life has always been the way of the moon. Theft is what gives the moon power; it steals from the Sun. This has always been the way of the moon, and many Moon Knights of the past have developed this Way as a path of true alignment with the moon.

Tax of Steel

At 3rd level, you are able to siphon life from your enemies, when you deal damage with a crescent blade you can choose to gain temporary hit points equal to half the damage dealt (rounded up) You can do this a number of times equal to 2x your moon knight level. This feature resets after you complete a short rest.

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Way of the Real[edit]

You, in all your teachings, have learned magic above all else is for the gods, nobody else deserves the power, not even yourself, even if it is the magic you have been spared with.

Ward of Denial

At 3rd level, as a reaction chosen before damage is dealt by a spell or non-weapon form of magical damage, you can choose to halve the damage dealt by the magic. Use this ability thrice every long rest and only when you are in your Cloak of Night.

Refusal of the Intransigent

At 7th level, you gain resistance to magic items (This includes spell scrolls).

Supreme Repudiation

At 14th level, you can choose to automatically succeed any mental saving throw you are forced to make. You may use this twice per long rest.

Aura List[edit]

You may select auras from this list to know as a Moon Knight. The number of aura slots you have is listed on the class table.


Divine Form Cost: 2 Aura slots You create a force field of radiant energy upon an area of 10 feet around yourself, any creature in a 10-foot radius of you takes 1d6 radiant damage at the beginning of every turn of theirs they remain in the area. This effect goes away after 10 minutes.

Darkest of Nights Cost: 1 aura slot You create an area of any size that is covered by perfect darkness, all lights are extinguished, even magical ones, darkvision has no effect in this area. You may spend another Aura slot to make yourself glow in this darkness, which illuminates the area around you with dim light. Anyone in the darkness can see you should you decide to cast this light upon yourself. This effect lasts up to 2 hours, but the caster may dismiss it as a free action. This aura may only be summoned indoors or during the dark hours of the night.

Moon's Pity Cost: 2 Aura slots You create a circle of healing, sparing any creatures from the cutting of the fates’ string. Any creatures in the circle have advantage on death saving throws and if they stabilize, they stabilize at 5 hit points. This circle fades when there are no creatures within it or after 1 minute has passed, whichever comes first.

Ghost Circle Cost: 5 Aura slots The Ghost Circle is a true testament of strength for a Moon Knight. You may create a 5 by 5-foot circle that is invisible to anyone except yourself. You cannot create a Ghost Circle if you can see a creature within its area. If a creature walks into a Ghost Circle it takes 5d6 + 5 psychic damage. If a creature is reduced to 0 hit points within the Ghost Circle, it is instead imprisoned in the Ghost Circle forever and is unable to be resurrected. If a creature survives the Ghost Circle, it is able to walk through the Ghost Circle after taking the appropriate damage. This aura is a short ritual and takes 2 actions to complete. Any damage dealt to you during that time breaks your concentration and thus restarts the process. This aura lasts up until its creator's death.

Brightest in the Night Cost: 1 Aura slot for each creature selected You know the moon is strongest at night, and so your god allows you to bestow the same gift upon your companions. You may select any amount of creatures you can see (including yourself), they gain 5 temporary hit points if they have greater than 0 hit points. They have advantage on their next attack, saving throw, or ability/skill check.

Midnight Clamor Cost: 3 Aura slots Often, at midnight, people are awake, maybe for a snack, maybe working. But there is a silent business of the night, and all who are truly awake in the late hours know it. You can harness this sound of silence, this clamor, to create an absolute sound, one that is all anyone can hear. You create an area of any size. When you do, pick a constant sound, it cannot be understood, like a code or language. It is more like the chorus of voices in a tavern, or the harsh winds slapping your face, blowing past your ears and making it impossible to hear. Anyone in this area is deafened for the duration. This aura lasts until you dismiss it or after 1 hour.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Moon Knight class, you must meet these prerequisites: DEX: 13, your character must die without meaning to (they must have a reason to come back).

Proficiencies. When you multiclass into the Moon Knight class, you gain the following proficiencies: Crescent weapons and light armor.

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