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Eclipse Warrior

Using Moon Magi (Magi of the World) you are able to influence yourself and others affected by the light of The Twilight Fey. Thhis Power is Channeled in Phases, First you decide if the power is Waning or Waxing. Waning: Fear, Anxiety, Panic, Hopelessness, Futility. Waxing: Hope, Inspiration, Cheer, Bravery, Stoicism. These are the Tools of the Eclipse Warrior. On your turn you can shift betwween additional phases as a bonus action. When you change from one phase to another you lose the effects of the previous phase. Additionally you instantly gain the effects of a new phase when you enter it.

When this power is active in either Waxing or Waning you have advantage on all Charisma (Persuasion, Deception, Performance, Intimidation) checks, and creatures cannot tell if you are lying with a Wisdom (Insight) check. On your turns you can use an action to attack a creature with your words, communicate with a creature you can see and roll a Charima check against the targets AC. On a hit the creature is Charmed or Frightened of you until the end of its next turn.

Effect

When starting this power you will select 2 abilites from the phase you enter in. Then as you enter each phase you gain 2 additional Ability slots.
Waxing
New Moon (2), Crescent (4), Quarter (6), Gibbeous (8), Full (10). Progessing to the next phase is done by Charming Creatures around you and collecting Moon Magi.
Waning
Full Moon (2), Crescent (4), Quarter (6), Gibbeous (8), New (10). Progressing to the next phase is done by Frightening Creatures around you and Exhausting Moon Magi.  

New Moon

  Passive Ability: Gain 20 temp Hp at the start of your Turns.   Passive Ability: Your Healing Values are doubled and you can use Healing & Revival Magic on yourself when dead but not if you pass on to The Well of Souls.   Active Ability: - Bolster - As an Action heal every Creature you choose within 60ft for 5D8, Additionally creatures gain 30 Temporary HP. While they have temporary Hp they are affected with Moon Magi and cannot be affected by this ability again until the Temp Hp is depleted.   Active Ability: - Moonlit Revival - As a reaction when a creature Drops to 0 hit points within 60ft of you, you can allow that creature to expend hit dice to gain Hp. Additionally you can revive a creature that has died no more than ten seconds ago with Moon Magi.   Active Ability: - Midnight Grace - On your turns when you see an ally within 60ft miss an attack you can use a Reaction to turn the miss into a hit that matches the opponents AC exactly. The ally then becomes marked with Moon magi until they miss another attack, at which the Moon magi turns into inspiration for them and gives them Advantage on the attack. Possibly turning the attack into a hit and keeping the Mark on them.   Active Ability: - Triplet Stars - Youre body becomes slightly etheral and filled with stars. The next three instances of Damage you would take are negated and you have Advantage on Dexterity savingthrows while you still have an instance left. You can use an instance to create a Star that hovers near you or an ally you choose within 15ft. The star hovers around them and gives 2d6 healing at the start of the creatures turns and gives them resistance to Blugeoning, Slashing, and Piercing damage from non-magical weapons.   Special Ability (2): - Twilight Eclipse - You gain an Aura of Moon Magi out to a range of 30ft, within this Aura creatures you choose either gain or lose 1d6 Hp at the start of your turns. Additionally your range for abilites starts at the end of the Auras Radius instead of basing from you.  

Crescent

  Passive Ability: You Gain a flying speed of 120ft and your Walking speed Doubles, youre movement does not Provoke opportunity attacks.   Passive Ability: You can teleport to any source of moon magi within 90ft of you, additonally you can sense the direction of a creature marked with moon magi out ot a Range of 6 miles.   Active Ability: - Moon Dance - Increase your AC and Saving throws by your Charisma modifer until the end of your Turn. As a reaction you can automatically suceed on a Saving throw   Active Ability: - The Visage of The Moon - As an Action cause all creatures within 10ft to be affected with Sympothy/Antipathy, Creatures affected with this spell obey your commands unless it directly harms them or forces them to do something they would truly rather die than do.   Active Ability: - Lunar Absorbtion - As a reaction when you are hit by an attack you can roll 2d12 and reduce the damage by that amount, then on your next attack you can deal the same amount as radiant damage. Creatures that take this damge have to roll a DC 17 Constitution saving throw or be blinded until the end of their next turn.   Active Ability - Moon Fog - As an Action create a fog cloud that is 40ft in diamter. The tempeture of the fog is ice cold and causes creatures in its area to move at half speeds. They must make a DC 17 Constitution savingthrow or take 4d8 cold damage at the start of their turns while inside the fog. Creatures that are resistant or immune to cold or cold conditions are immune to this ability. The fog heavily obscures the area but creatures with Darkvision can see through it clearly.   Special Ability (2): - Twilight Ressonance - You gain the ability overpower the will and influence of creatures affected with Moon magi. You can give a command to creatures affected with Moon magi that they have to Obey even if it causes them direct harm. The command can only be one sentance and once it is acted out the Moon magi lifts from the target and they are free from the influence.  

Quarter

  Passive Ability: You can use a bonus action to swap an one of you ability slots on your turn. Passive Ability: You have an easier time spending or storing Magi, the rate at which you can do this doubles without the risk of Magi burn. (2x Progression Rate or .5x Progression rate)   Active Ability: - Shifting Eyes - Creatures you make Eye contact with within 5ft will be affected by Moon Magi. You can Make creaturtes affected with Moon Magi see Illusions based in Moon magi as real.   Active Ability: - Lunar Change - As a bonus action you can take two things that are affected with Moon magi or Under direct Moonlight and make them change Position. After the change creatures you choose will have Advantage/Disadvantage on their Next attack and attacks against them have the opposite effect until their next attack.   Active Ability: - Phase Shift - On your turn you can forgo taking any actions and change the influence of your power changing it from Waning to Waxing or vise versa. Any abilites from locked phases are lost and the ability slots are freed up for use on unlocked phases.   Active Ability: - Moon Ego - You can channel one of the following effects into your abilites as you use them creating more and advanced variations. Blood; Change the atribute of a savingthrow and heal from the damage of an ability. Super; Cause all numeric values on the ability to double causing you to risk Magi burn. Blue; Instead of rolling a D20 you can take a 10 as a dice result, you can cause creatures to reroll when affected with Moon magi.   Special Ability (2): - Twilight Soul - You can change your ability slots around at the end of other creature Turns. You can reduce your slots to create clones with the abilites stored within them. Each ability slot gives a Clone 20 Hp and they have your class and stats and the one ability from your power that you give them. they act on your intivative at the Ends of your turn. You can have a max of Four clones at a time and you can move between their bodies and consiousness as you please.  
Gibbous
  Passive Ability: Weapons you Wield that you are Proficent in ingore 1/2 and 3/4 cover. Additionally they gain +3 to attack and damage rolls and attacks with them are at advantage agaisnt targets affected with Moon Magi.   Passive Ability: Damage you Deal cannot be Restored by Magic unless the magic is 9th level or above. your critical strikes ignore immunity and ressistances.   Active Ability: - Great Moon - As an Action you concentrate your power into an explosive burst of Moon Magi. You can shoot out a beam of energy in a 50ft long 5ft wide beam in an area you choose. Make a Ranged attack agaisnt creatures in the area and Deal 3D12 Radiant damage on a hit. You can use this again on consecutive turns as a Bonus action.   Active Ability: - Tides of the Moon - Cast the spell Major Illusion using Moon Magi, you dont have to concentrate on the spell when you cast it in this way. Your Illusions are real and can cause damage to creatures affected with Moon Magi.   Active Ability: - The Long Night - When you take a long rest in a settlement or camp you can cause the Moon to hover in place and remain after you wake up, causing the Moon to remain in this way causes a Long night that permeates the space with moon magi. For 24 hours any creature that steps into direct moonlight will have to make a DC 13 Wisdom save or be marked with moon magi for 8 hours.   Active Ability: - Midnight Shadow - You gain the ability to become invisible when under direct moonlight and you can and you can roll deception instead of stealth. Your first attack on a creature supirses them and if the attack hits you can make them attempt a DC 21 constitution saving throw or be Paralyzed for 1 minute   Special Ability (2): - Twilight Warrior - You gain the ability to Critical strike on a dice roll of 17,18,19,20. Additionally if you get over a 30 on your attack the attack is a critical hit. You can choose to do no damage on a critical hit and instead reduce your target to Moon Magi. They have one full turn during the process at the end which they are absorbed by you into Moon Magi.  

Full

  Passive Ability: You can See into the First Dimension out to a Range of 120ft around you. You are immune to Suprise attacks and can add your Persuasion or Deception to your initiative rolls.   Passive Ability: You gain the Ability to take another action during your turn if you save or end a life.   Active Ability: - Eclipse Strike - When you Critically strike another creature you can cause them to make a DC 15 Con save or Die. Creatures affected with moon magi have disadvantage.   Active Ability: - Mora Luna - When another creature forces you to make a savingthrow you can use a reaction to Mark them with Mora Luna. While marked they Fail all saving throws and attacks have advantage against them. The mark fades at the end of their next turn.   Active Ability: - Midnight Savior - You can target a creature about to take damage within 60ft of you. You instead take that damage and give that creature Temp Hp in the same value.   Active Ability: - Lunar Waves - You can manipulate small 5ft areas of Moon magi into an etheral material only you can interact with. The material is solid and umoving for you unless you want to move through it.   Special Ability (2): - Twilight Birth - You can take a 30ft area of ground in a sphere and cause it to lift into the sky and form itself into a moon, creatures in the area must make DC 21 Strength save or be trapped inside the moon. Then The moon lights up and all creatures inside the mass take 15d8 Radiant damage, creatures affected with moon magi either gain or lose half of that damage in hit points after taking it. Anything that dies inside the moon is turned to Moon magi and abosorbed by you.

Side/Secondary Effects

Makes Caeldrim Nightstar incredibly Narssasistic and Charming.

Manifestation

The Ability Looks like Lunar energy gathering and flowing around Caeldrim Nightstar. The different hues of Purple, Blue, and gold. The colors of the Moon.

Source

Caeldrim Nightstar Had a Dream about a large Full moon. It beconed to him for power and he accepted. Ever since hes had the abilites he does now.

Discovery

This Power was gotten from a dream that All the Nightstar brothers had. They Nightstar brothers are the current canididets for the Twilight Dynasty.
Related Organizations
Material Components
Caeldrim Nightstar is a Conduit That uses Magi to influence his power.
Gestures & Ritual
Wind picks up through caeldrims clothes as lunar energy surrounds him. He has to pose for the power to be effecient,
Related Element
Moon
Effect Duration
For a Whole day/Until Caeldrim rests
Effect Casting Time
An Action
Range
N/A
Level
8
Applied Restriction
The Eclispe Warrior Conduit Variable is extremely dangerous to its wielder and opponents. it should opnly be used by those who are experts in the Moon.

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