Base Class: Warlock
The Feywild shines with magical potential that is wondrous in its brilliant and terrible beauty. Among the most powerful beings found there are the archfey. These beings are possessed of vast power and majesty. Not all archfey, however, reveal themselves freely and have withdrawn to the wildest places, where they spend eternity in contemplation. Others are prevented from leaving their refuges by ancient magic that binds them. The Moonlit Lady is such a creature, prevented from roaming freely and only able to imbue her influence and power to those that seek her hand in love. To those of her highest affection she grants the chance to win not only her heart but also her hand. Upon these, she bestows her radiance in the hope that her champion will prove worthy.
[This is an attempt to recreate the "Lady of the White Well" fey pact from 4E. Credit due to the original writers and designers of the subclass in Dragon Magazine #393. Flavor text derived and sourced to the best of my knowledge under the creative commons license.]
Hex Warrior
[Hidden feature to make proper pact weapon options for Moonlit Champion work correctly in DnDBeyond, will be hidden once "hide in sheet" option functions correctly]
Expanded Spell List
The Moonlit Lady lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Moonlit Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Moonlit Champion
At 1st level, you can channel your patron's influence to become more effective in battle. You become proficient with martial weapons and apply your Charisma modifier to your armor class.
The influence of your patron also allows you to mystically channel your will through a particular weapon. You can imbue radiant energy onto one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you apply this bonus to a new weapon, but only applies when you are wielding the weapon. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
Soul Step
Starting at 1st level, you can vanish in a shimmer of moonlight when you kill or render a creature unconscious. When you reduce a creature to 0 hit points, you can use a bonus action to teleport up to half your movement to an unoccupied space you can see and make a single melee attack to a creature within range.
Radiant Well
Starting at 1st level, your patron bestows upon you the ability to project searing moonlight from your weapon in an aura 10 feet around you. When a creature moves into the aura’s area for the first time on a turn or starts its turn there, that creature must succeed on a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws take radiant damage equal to your proficiency bonus and suffer disadvantage on ability checks. A creature that succeeds on its saving throw takes half as much damage and does not suffer disadvantage.
Moonlit Escape
Starting at 6th level, you can vanish in a shimmer of moonlight in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to double your movement to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Beguiling Defenses
Starting at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Searing Moonlight
Starting at 10th level, the connection to your patron becomes stronger and allows you to draw more radiant energy through your weapon. The damage of your Radiant Well aura increases by your Charisma modifier and its range increases to 15 feet around you.
Dark Delirium
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
You must finish a short or long rest before you can use this feature again.
In addition to your Dex and when wearing armor you are proficient with. However, unlike hexblades you do not gain proficiency with medium armor.
Is the +CHA to AC when you are unarmored? Instead of DEX? In addition to DEX?
Good question.. I never associated invocations to a subclass, but just found them generalized to warlocks in general, so I didn't think to make any new ones. I figured each player and DM would flavor them according to the subclass.
That makes sense actually. Thanks! any thoughts on eldrith invocations? I think an ability to summon one of her handmaidens would be unique.
I think in the original it was active whenever your pact weapon was active. That's how I intended it to work, though I probably should have specified. Its meant to be a scaling ability that ticks off a minimal increment of damage the more the enemy tries to get in your face. I figured extended use wouldn't be OP since its much smaller than a paladin aura and only causes 1-2 points of damage at early levels, and by 10th level when it upgrades most enemies have a lot more hit points to soak the likely 5-10 points it could dish out. The wisdom save would be rough on petty minions, but any serious challenge enemy would probably make the save often. That's reasoning I thought was sound....but that might require some play-testing to verify.
I adored this subclass and it was fun to have a patron that had different demands than most eldritch horrors, and whose whims could change more fluidly according to the changes in the relationship. Exploring a more symbiotic rather than dysfunctional connection to a patron made for a lot of good story. Thank you so much for enjoying it!
One question. Is Radiant Well once per long rest or unlimited use? Seems a little OP if it is unlimited. Though I am so glad someone else loves this subclass as I did.
Prototype attempt to create a 5E subclass honoring the idea of the "Lady of the White Well" Hexblade Warlock sublcass from 4E published in Dragon Magazine #393. The intention is to create an alternative to the Fey Pact with some similarities, but more of a hexblade flavor focused on radiant damage. Tried to make the abilities be conditional enough so that they are fun and interesting, but not overpowered. There are some odd bits due to features not working properly in the subclass editor. Please let me know what improvements could be made for the next version.