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Waning Chevalier Orders




Nobles of the Waning Court - The beauty of ripe fruit blended with the breach within autumn’s long shadows, every noble of the waning court is a vision to behold. Black, pupilless eyes dominate their fine-boned faces while sharp teeth lurk behind plush lips. The faeries’ ears are pointed like an elf’s, but slightly shorter. This is due to the antelope-like horns spiraling from their temples, the base of which are riddled with red-stained honeycombs. Waning court nobles wear their hair long, often braided with bones and sticks, and is a color of fall leaves. Their skin tone can best be described as bloodless. Commonly, these fey wear leathers cured of eldritch animals, cloaks made from a nightmare or displacer beast pelts, black iron plates, and amber adornments with petrified insects within. Most find their mien more savage than aristocratic. Stray direflies are their constant companions, always buzzing cryptic prophecies as they crawl about.

Order of the Torn Breath

Dedicated to the Waning Prince Whispering Winds, The Thief of Leaves.

Order Ability

Innate Spellcasting:

The waning chevalier’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). it can innately cast the following spells, requiring no material components:

At will: Gust, Gust of Wind, Phantasmal Force


Order Action

Flensing Gale (Recharge 6):

With a flourish of its blade the waning chevalier births a lethal cyclone in a 30ft cone. All targets within the cone must succeed on a DC 16 Strength or take 21 (6d6) magical slashing damage and be knocked prone. On success, a creature takes half as much damage and is not knocked prone.

Order of the Revealing Crackle

Dedicated to the Waning Prince of Scarred Branches and Invisible Blades.

Order Ability

Innate Spellcasting:

The waning chevalier’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). it can innately cast the following spells, requiring no material components:

At will: Blinding Smite, Lighting Lure, Witchbolt


Order Action

Storm of Scars(Recharge 6):

Creatures within a 20ft radius of the waning chevalier must succeed on a DC 16 Charisma save or be temporarily branded by lightning-infused scars for the next minute. The waning chevalier knows where branded creatures are if they are within 1 mile of the fey, and its attacks deal an extra 7 (2d6) lightning damage against those creatures. In addition, the waning chevalier may use its reaction instead of action to use the continuous damage effect of Witchbolt on a scarred creature.

Order of the Harbringer's Roar

Dedicated to the Waning Prince of Omens, Beloved by Banshees.

Order Ability

Innate Spellcasting:

The waning chevalier’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). it can innately cast the following spells, requiring no material components:

At will: Shatter, Thunderclap, Thunderwave


Order Action

Doom Shriek(Recharge 6):

The waning knight’s scream creates a 30ft line that is 5 foot wide of shrieking wind. Creatures within the line must succeed on a DC 16 Constitution save are deafened and frightened for 1 minute. Creatures who fail the save by 5 or more reduce their hit points to 0 and are deafened.

Order of the Glean

Dedicated to the Waning Princess Solemn Harvester, Mistress of of the Last Sheaf.

Order Ability

Regeneration:

The waning chevalier regains 10 Hit Points at the start of its turn. If the fey takes bludgeoning, piercing, or slashing damage from a silver weapon, this trait doesn't function at the start of the waning chevalier's next turn. The fey dies only if it starts its turn with 0 Hit Points and doesn't Regenerate.


Gruesome ChafF

Whenever the waning chevalier takes 20 or more damage in a single attack; or suffers a critical attack, roll a d20 to determine what else happens to it:

1-10: Nothing else happens.

11-14: One leg is severed from the waning chevalier if it has any legs left.

15-18: One arm is severed from the waning chevalier if it has any arms left.

19-20: The waning chevalier is decapitated, but the waning chevalier dies only if it can't regenerate. If it dies, so does the severed head.

If the waning chevalier starts its turn in a square with a severed part it may use a bonus action to reattach the body part.

If the waning chevalier finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part rots away. Until then, a severed part acts on the waning chevalier's initiative and has its own action and movement. A severed part has AC 15, 10 hit points, but not the waning chevalier's Regeneration trait.

A severed leg is unable to attack and has a speed of 5 feet.

A severed arm has a speed of 5 feet and can make one unarmed attack on its turn, with disadvantage on the attack roll unless the waning chevalier can see the arm and its target. If the waning chevalier loses both of its arms it loses its throneshared sword attack.

If its head is severed the body is blinded unless the head can see it. The severed head has a speed of 0 feet and the waning chevalier's Ephemeral Mien trait.

The waning chevalier's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.

Order Reaction

Ripen:

If one of the waning chevalier's severed body parts is reduced to 0 hit points or the fey uses their Ephmereal Mien ability to Misty Step the waning chevalier may have all of its severed body parts rapidly swell and explode with clouds of poisonous gas. Creatures within 10ft of each body part must succeed on a DC 16 Constitution save or take 21 (6d6) poison damage. On success, a creature takes half as much damage. If the waning chevalier can regenerate it automatically regrows all severed body parts, but does not heal at the start of its next turn. If the waning chevalier cannot regenerate the severed body parts regrow whenever the fey finishes a short or long rest.

Order of the Cold Heart

Dedicated to the Waning Princess of the Pale Moom, Betrothed to Winter.

Order Ability

Innate Spellcasting:

The waning chevalier’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). it can innately cast the following spells, requiring no material components:

At will: Augury, Ice Knife, Ray of Frost


Order Action

Ice Sickles(Recharge 6):

The waning knight’s summons a mass of ice-sickles which whirl through the air around it in a radius of 15ft. The first time an enemy creature enters this area or if they start their turn within it they must succeed on a DC 16 Dexterity check or take 13 (3d8) cold damage.

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