Neon Knight (5e Subclass)
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Fighter Martial Subclass: Neon Knight
|“||Phantom figures free forever
Out of shadows, shining ever bright
|—Black Sabbath, "Neon Knights"|
This archetype an embodiment of brilliance of the Positive Plane. By harnessing the radiance of the Positive Plane, either by magical practice, innate talents, or a contract with a powerful entity, a fighter can channel the bright and mighty power of the Positive Plane to strike down their those who stand in their way. Those who use such power for evil are known as Ebony knights or Dark knights, and those who use it for good are referred to simply as Neon knights.
- Neon Artifact
Starting at 3rd level when you choose this subclass, you can designate a weapon, armor, or shield with which you are proficient with to be your neon artifact. Doing so requires you to spend an hour focusing your energy into the item, and you must be touching the object the entire time. Once you've completed this process, the item becomes your neon artifact and is considered magical. While wielding or wearing your neon artifact, you can cast the light cantrip from it, using Strength as your spellcasting ability, and you gain another special benefit dependent on what kind of item it was. Only you can gain the special benefits of your neon artifact.
Weapon: You have +1 to attack and damage rolls with the weapon, and you can choose to have the weapon deal radiant damage instead of the weapon's regular damage whenever you hit an attack with it. Shield: You have +1 to all saving throws.
Armor: You have +1 to your AC.
You can only have one neon artifact at a time, and designating a new item as your neon artifact causes the magic of the previous one to dissipate. Once you reach 10th level, you can have two neon artifacts at the same time, and at 15th level, you can have three.
- Dazzling Critical
Also starting at 3rd level, your most deadly blows are empowered by destructive brilliance. When you score a critical hit with a weapon attack, the creature takes an extra 1d8 radiant damage.
- In Shining Armor
By 7th level, the power of the Positive Plane fills you and your allies with hope. Whenever you cast the light cantrip with your neon artifact, you can choose up to 6 friendly creatures within 30 feet of you that you can see, which can include yourself. Each of the chosen creatures gain +1 to their AC and all of their saving throws until the end of your next turn or until you use this feature again. You may also choose to have each of those creatures shed dim light over 10 feet for as long as the benefits last. You can use this feature a number of times up to your Strength modifier, minimum once, and you regain expended usages when you complete a short or long rest.
Additionally, the light created by your neon artifact can shine through magical darkness, and you can choose to have it count as sunlight when you create it.
- Empowered Artifacts
Beginning at 10th level, the benefits of your neon artifacts improve. You gain the following additional benefits when wielding or wearing your neon artifact:
Weapon: Whenever you hit an attack with this weapon, you can create the effects of the branding smite spell on the target, except you do not deal extra radiant damage.
Shield: As an action, you can express the shield and summon a brilliant sheet of positive light energy in an unoccupied 5-foot space in front of you. This light is identical to the wall created by the wall of light spell, except you cannot use your action to launch its radiance, it does not require concentration, and it lasts until the beginning of your next turn.
Armor: You have truesight and darkvision of 60 feet. If you already had one or both of those senses, your range for it increases by 60 feet.
- Dazzling Strike
When you reach 15th level, your Dazzling Critical improves. When you hit a critical hit, you deal an extra 2d8 radiant damage instead of 1d8, and the target is blinded until the end of its next turn.
- Wave of Light
At 18th level, the brilliance from your neon artifacts is overcharged with the energy from the Positive Plane, which can be weaponized against your enemies. As an action, you can release the positive energy of one of your neon artifacts in a destructive burst. Each creature within 30 feet of you that you choose must succeed in a Constitution saving throw with a DC = 8 + your Strength modifier + your proficiency bonus. On a failure, an affected creature takes 28 (5d10) radiant damage, is blinded, and drops any items it was holding. On a success, the creature takes half as much damage and isn't blinded or disarmed. Creatures immune to being blinded can still suffer the other effects of this feature. After using this feature, the positive energy of the neon artifact you used vanishes, causing it to lose the benefits of being one. Back to Main Page → 5e Homebrew → Character Options → Subclasses