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Lunar Knight are warriors who draw their strength from the mystical power of the moon. They are attuned to the natural rhythms of the lunar cycle and can channel that energy to enhance their physical abilities, excelling in combat, particularly when fighting under the light of the moon.


Phase Attunement

Starting at 3rd level, whenever you finish a long rest, you can chose to attune yourself to one of three lunar phases: Full Moon, Crescent Moon, or New Moon. You gain the benefits of your chosen lunar phase until you attune to a different phase.

Some of your abilities require, your target to make a saving throw to resist its effects. The saving throw DC is equal to 8+ your proficiency bonus + your choice of your Strength or Dexterity modifier.

In addition when you are in direct moonlight, you gain the Moonlit status, which grants you additional benefits

Full Moon

  • You gain proficiency in Athletics. If you already have it, your proficiency bonus is doubled on those checks instead. 

Moonlit: You have advantage on Strength (Athletics) checks. You count as one size larger when determining the weight you can carry, push, drag, or lift. 

  • Once on each of your turns, when you hit a creature with a melee attack, if that creature is no more than one size larger than you, you can push it up to 5 feet away from you.

Moonlit: The creature you push can be up to two sizes larger than you, and it must succeed as a Constitution saving throw or also be knocked prone.

Crescent Moon

You gain proficiency in Acrobatics, if you already have it, your proficiency bonus is doubled on those checks instead.

Moonlit: You have advantage on Dexterity (Acrobatics) checks. Moving through nonmagical difficult terrain costs you no extra movement.

  • Once on each of your turns, when you make a melee attack, you can choose to move up to 10 feet before or after the attack.

Moonlit: You can instead move before and after the attack and this movement does not provoke opportunity attacks. 

New Moon

  • You gain proficiency in Perception, if you already have it, your proficiency bonus is doubled on those checks instead.

Moonlit: You have advantage on Wisdom (Perception) checks.

  • Once on each of your turns, when you hit a creature with a melee attack, you can choose to improve disadvantage on the target's next attack roll until the start of your next turn. 

Moonlit: Your target must succeed at a Constitution saving throw, or it also gains disadvantage on all of its attack rolls until the start of your next turn. 

Moonlight Strike

Also starting at 3rd level, you learn to focus and harness moonlight, and use its power to enhance your attacks. 

Once on each of your turns, when you hit with a melee attack, that attack can deal an extra 1d6 radiant damage. This damage increases by 1d6 when you reach certain levels in this class, at 5th level (2d6), 11th level (3d6), and at 17th level (4d6).

Moonlit: These extra damage dice become d8's instead.

Twilight

At 7th level, your eyes have adapted to all of your training under the mantle of the night. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race or other source, its range increase by 30 feet. 

In addition, you can see through magical darkness as if it were normal darkness.

Lunar Eclipse

Starting at 10th level, you also gain the Moonlit status whenever you are in dim light or darkness.

In addition, you can now attune to two of the three lunar phases at the same time, gaining the benefits of both of the chosen phases, and you can now attune to them when you finish a short or long rest.

Also, while you have the Moonlit status, as a bonus action, you gain a flying speed equal to your walking speed until the end of the current turn. 

Moon's Veil

At 15th level, while you have the Moonlit status, as an action you can magically become invisible, along with any equipment you are wearing or carrying until the end of your next turn. 

Lunar Avatar

At 18th level, you can become the embodiment of the mystical powers of the moon. As a bonus action, for a duration of one minute, you gain the following benefits:

  • You gain the benefits of all three lunar phase.
  • You gain the Moonlit status, regardless if you are or not in direct moonlight, dim light or darkness.
  • You shed moonlight, providing bright light in a 20-foot radius and dim light for an additional 20 feet. Any magical darkness is dispelled within the radius of this moonlight.
  • You gain resistance to all damage, except psychic damage. 
  • At the end of each of your turns, you regain hit points equal to your Constitution modifier. 
  • You gain a flying speed equal to your walking speed, and you can hover.
  • You gain a Lunar Beam. It is a ranged attack with a range of 120 feet that deals 3d6 radiant damage, this attack counts as melee attack for the purpose of your Phase Attunement and Moonlight Strike features. 

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