Lunae Divine Knight (3.5e Prestige Class)

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Lunar Divine Knight[edit]

Our silvered ancestors told me of a time when the very gods walked upon the earth. Once upon a time, the Moon in the form of a beautiful woman descended from the heavens and gave birth to a nation, the Lunae. The Moon goddess trained the first of her holy warriors to defend her children from the terrors of the night. And so was born the lineage of the Lunar Divine Knight, great warriors with fickle minds.

Lunar Divine Knights are the long arm of the law for our good and fair Queen of the Night.

Prerequisites[edit]

Table: The Lunar Divine Knight
Hit Die: 1d10
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +0 +0 Celestial Weapon, Cruel Invocation, Lunar Radiance
2nd +2 +3 +0 +0 Phases of the Moon, Nocturnal Predator
3rd +3 +3 +1 +1 Crescent Charge, New Moon 1/day
4th +4 +4 +1 +1 Moon Beam, Lunacy 1/week
5th +5 +5 +2 +2
6th +6 +5 +2 +2 Blood Moon, New Moon 2/day
7th +7 +5 +2 +2 Serenity
8th +8 +6 +3 +3 Blue Moon Critical, Lunacy 2/week
9th +9 +7 +3 +3 Solar Eclipse 1/month, New Moon 3/day
Class Skills (3 + Int modifier per level)
Craft, Diplomacy, Jump, Knowledge: Astrology (or whatever it falls under), Listen, Profession, Sense Motive, Spot

Class Features[edit]

All the following are class features of the Lunar Divine Knight:

Weapon and Armour proficiencies: Lunar Divine Knights gain no armour or weapon proficiencies.


Celestial Weapon: A Lunar Divine Knight binds a weapon to her very essence, symbolic of the Moon Goddess and her blessed Lunae. At level 1, a Lunar Divine Knight chooses a weapon to bond to her spirit to. You are now considered proficient with the weapon even if you normally wouldn't be (though other weapons of that type are still foreign to the user). A bonded weapon cannot be sundered and it also cannot be dropped upon a critically missed attack.

  • As a swift action, if she has the weapon in her possession, she may have her bonded weapon disappear instantly, becoming part of her being. As a free action (before attacking) you may call forth the weapon as per “Quick Draw”. If the bonded weapon leaves your possession, it disappears instantly and becomes part of your essence. Your bonded weapon can no longer be sundered.
  • You may release you bond with a weapon in order to create a new bond with a new weapon once per month at midnight when there is a full moon in the sky.

Cruel Invocation: At level 1, the Lunar Divine Knight invokes the cruelty of the Moon by shedding her own blood in order to make her foes bleed. Once per round as a swift action, you may sacrifice up to 1 Hit Point per 2 Lunar Divine Knight levels (minimum 1 Hit Point and maximum 4 Hit Points) and gain a damage bonus on all damage rolls equal to twice the sacrificed Hit Points for the rest of the round. Maximum damage bonus of +8. She must declare this before rolling the attack roll.

Lunar Radiance: At level 1, the Lunar Divine Knight gains an aura that shines like the silver moon. Each opponent within 10ft radius of the lunar divine knight must make a save versus fear each round or become frightened for 1 round. If they succeed on a save, they are immune to this effect for 24 hours.


Phases of the Moon: At level 2, you feel the inexorable effects of the moon. Each phase of the moon effects you differently.

  • Waning Moon: During the night you gain +4 Strength class bonus. During the day you lose -2 Dexterity.
  • Waxing Moon: During the night you gain +4 Dexterity class bonus. During the day you lose -2 Strength.
  • Full Moon: During the night you gain +4 Strength and +4 Dexterity class bonus. During the day you gain +2 Strength and +2 Dexterity class bonus.
  • New Moon: During the day you lose -2 Strength and -2 Dexterity.

Nocturnal Predator: At level 2, you gain Darkvision 60ft. If you already possess Darkvision from another source, its range increases by 30' instead.


New Moon: At level 3, during the day you can cast Invisibility as a spell-like ability 1/day using your class level to determine the caster level. At level 6, it increases to 2/day. At level 9, it increases to 3/day. If you use this ability during the night, the spell is instead replaced with Greater Invisibility.

Crescent Charge: At level 3, during a charge, your celestial weapon's damage die increases by one step.


Moon Beam: At level 4, 1/day per class level, the Lunar Divine Knight draws upon the power of the Moon goddess to project a ray of light from her celestial weapon to smite her foes. You make a ranged touch attack with a range of 30 feet to deal magic damage equal to 1d6 + 1d6/2 class levels plus +1 damage/class level. If she successfully strikes an opponent with this ability, on her next turn, as part of a charge, she may choose to instantly teleport to the nearest 5 foot square adjacent to the struck target and make a single attack as per a charge. This teleportation does not provoke attacks of opportunity.

Lunacy: At level 4, the Moon's sway over the hearts and minds of all Lunae men and women can twist their sanity. Once per week (twice at 8th level), as a swift action, a Lunar Divine knight may give into her lunatic hysteria and dance about the battlefield, ignoring damage dealt to her and increasing her strength. Until the end of combat, whenever the Lunar Divine Knight would take damage, she rolls a Fort save DC equal to 10 + # of HD of the enemy that dealt the damage. If she is successful, the damage is negated. While under the effects of Lunacy, she also gains a +2 class bonus to damage rolls, but she suffers a -2 to Attack rolls. This ability also imposes on the Lunar Divine Knight effects similar to a Confusion spell. Every turn she must roll a 1d100 to determine her actions for the turn.

Table: Lunacy
d% Behavior
1-70 Act normally.
71-90 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
91-95 Flee away from combat at top possible speed.
96-100 Do nothing but babble incoherently.


Blood Moon: At level 6, once per turn when you deal damage to a foe, you heal a number of Hit Points equal to 1 + 1/2 Lunar Divine Knight levels. During the night time, your celestial weapon has its critical damage multiplier increase by one step (to a maximum of X4); this effect stacks with other similar effects.


Serenity: At level 7, a Lunar Divine Knight’s mind becomes entirely her own through sheer force of will. A Lunar Divine Knight is immune to all mind altering effects. Except alcohol and Lunacy.


Blue Moon Critical: At level 8, during the night, your celestial weapon's critical threat range is doubled. This effect stacks with others.


Solar Eclipse: At level 9, you can predict the movements of the moon and when it causes solar eclipses which are omens of disaster for your foes. Once a month, as a full round action, you can predict that the moon will eclipse the sun. As if by magic, the sun will be eclipsed, shrouding the earth in night. The Solar Eclipse lasts for 1 hour. Your foes suffer a -4 to attack rolls, saves and AC for the rest of the day. You gain a +20 circumstance bonus to Intimidation for the rest of the day against anyone who saw the event. For the purposes of determining bonuses, during the Solar Eclipse, it is considered night time and the moon is considered to be a Full Moon.



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