Neon Knight (5e Subclass)

Fighter Martial Subclass: Neon Knight

Phantom figures free forever
Out of shadows, shining ever bright
Neon Knights!
Black Sabbath, "Neon Knights"

The archetypical Neon Knight is 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 enemies with extreme prejudice.

Neon Presence

Starting at 3rd level when you choose this subclass, your armor and shield emit a streak of brilliant light. As long as you are wearing armor and/or wielding a shield, dim light shines from you in a 10-foot radius. You can toggle the light on or off as a bonus action.

Additionally, as a bonus action, you can let out even brighter light via your armor and/or your shield. For 1 minute, bright light shines from you in a 10-foot radius, and dim light shines 10 feet beyond that. You can use this feature a number of times equal to 1 plus your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short rest or long rest.

Dazzling Critical

Also starting at 3rd level, your most deadly blows are empowered by the destructive brilliance. When you score a critical hit with a weapon attack, the creature takes an extra 1d6 radiant damage.

Knight's Brilliance

By 7th level, the power of the Positive Plane gives you inspiration on intellectual and social knowledge. You gain proficiency in one of the following skills: Arcana, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Neon Touch

Beginning at 10th level, you can harness the power of the Positive Plane to imbue a streak of faint light into an object. As an action, you can touch an object no larger than 10 feet in any dimension. The object sheds dim light in a 5-foot radius for 1 minute or until your concentration is broken (as if concentrating on a spell). While shedding light this way, the affected object cannot benefit from being invisible.

Additionally, you can expend one uses of your Neon Presence feature to imbue even brighter light into the object. If you do so, the object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

If the object is a creature and is unwilling to be subjected to the effect, it can make a Charisma saving throw. The save DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. On a success, this feature has no effect.

Dazzling Strike

When you reach 15th level, once on each of your turn when you hit a creature with a weapon attack, you can choose to deal an extra 2d6 radiant damage against the target). If you score a critical hit, you add this damage to the extra damage of your Dazzling Critical feature.

Neon Pressure

At 18th level, the brilliance from your armor and shield is overcharged with the energy from the Positive Plane, which can be weaponized against your enemies. When a hostile creature enters or starts its turn within the light from your Neon Presence and Neon Touch feature, it must make a Charisma saving throw. The save DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. Creatures in the bright light have disadvantage on the saving throw. On a failed save, the creature takes 2d8 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and is not blinded.


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