Paladin
Base Class: Paladin

Those who worship the moon are as plentiful as the stars themselves. Countless people and cultures over the eons have looked to the body in the night sky for answers or help and many shamans offered up sacrifices to appease it. There are gods that draw their whole power from this entity, and while some may say that all of this attention brought to it in the first place gave it that power others suggest that perhaps there is something... innate about the Moon or Moons. Something powerful, and so ancient that it may precede the gods themselves. Perhaps when everyone was looking to the moon for answers it was looking back at them. But what such intentions would the moon hold? What intentions do you as a worshiper of it or a god representing it hold? That may change, your mercy may wax and wane.

Paladins of the Moon are generally merciful to those who warrant it but brutal to those who do not. Some may fall into one half or the other for longer periods of time, but a Moon Paladin rarely stays neutral. As a Moon Paladin, you do not have strict Tenants that you can break, strictly speaking, as the moon does what it wants to do. However, you shall not worship another god or pray to anything other than the Moon or an associated Deity. Accepting aid is one thing, but making deals is another. The Moon does not like competition, especially from the sun. While it may be forgiving in other aspects, worship of the moon generally includes a disdain for Sun Worship of any kind.

 

(NO Oath Spells are included so as to make this publishable. Moon, Water, Invisibility and Divination Spells are thematically fitting. Discuss with your DM to decide what Oath Spells you may get for this subclass.)

Channel Divinity: Revealing Moonlight

You can use your Channel Divinity to shine rays of moonlight onto an area from above. As an action, you create an area of dim light that spreads in a sphere from a point of origin you can see. The radius of this sphere can be equal to up to your Proficiency Bonus x 10 (for example with a Proficiency Bonus of +2, the radius would be 2 x 10 = 20ft). Any creature that starts it's turn in or passes through this area can make a Charisma Saving Throw against your Spell Save DC to avoid the effect, any Shapechanger (Changelings, Werewolves) does so with Disadvantage. On a failure or if the creature does not choose to make a saving throw, any Transmutation or Illusion magic cast upon them ends, unless the spell is of 6th Level or Higher. If the spell is cast on anything other than a creature, such as an object, it is unaffected.

The Area of Moonlight lasts indefinitely so long as you are within the Sphere, but ends if you start your turn in a space that is not within it.

Channel Divinity: Tidal Strike

You can use your Channel Divinity to attempt to push another creature or yourself. As an action you target one creature you can see or touch. It may make a Strength Saving Throw against your Spell Save DC, being moved 30ft in any direction on a failure or if choosing not to make the Save. If the creature would enter the space of another creature or object, both it and whatever it collides with takes 1d4 Bludgeoning Damage and must succeed on another Strength Saving Throw against your Spell Save DC or be knocked prone. If targeting yourself, you may also choose to move yourself upwards (or downwards if you are so inclined), and if you do so you do not take damage from falling from a great height until the start of your next turn.

Lunar Form

As an action you can enter a state where you become somewhat linked to the Moon itself. Some may say that it goes through Phases, but at this point in your fealty you have understood that one side of the moon is always dark and that it is always within Balance. When you take this action, choose one of the following three effects. 

Dark Moon. You cover yourself in an oversized cloak of dim Moonlight, disguising you from the outside world and allowing you to mask your presence, even despite the fact you are likely to be wearing heavy armor. For 1 Minute, you have advantage on Stealth (Dexterity) Checks (ignoring Disadvantage granted to you by wearing Heavy Armor) and you regain 1d3 Hitpoints at the start of your turn if you have lost any.

Bright Moon. Your eyes and skin glow in a bright white color that seems to sometimes shift into a bright blue. For 1 Minute you can see clearly in the dark as well as you could in sunlight, effectively having no maximum range on Darkvision. If you can see it under normal circumstances, the dark does not impede you now. Additionally, you have advantage on Perception (Wisdom) Checks and you can add your Proficiency Bonus to your passive perception twice. If you already have double Proficiency in Perception, your Passive Perception instead becomes 20, if it is not already higher.

Awakened Moon. You tap into an eldritch power connected to the moon, causing your hair to appear as writhing tentacles if you have any. For 1 Minute, you can cast Eldritch Blast as if you knew the Cantrip normally. Additionally, if you roll below a 5 on the Damage Roll of Eldritch Blast, you may choose to deal 5 Damage instead. As you level up, you benefit from the additional rays cast by Eldritch Blast: 2 at 13th Level and 3 at 17th Level. 

Voice of the Stars

Starting at 15th Level, you have gained a limited ability to channel the choir of the stars that the Moon rules over and are able to use this to break the bonds of mortal communications.

You can telepathically communicate with the last creature that you have physically touched during the last hour, so long as they are on the same Plane as you. You may not know their position, and do not share their senses, but when you communicate with it you ignore all language barriers. So long as the target creature speaks at least one language, you can communicate with it.

Additionally, once per long rest, you can cast a spell centered on the last person you physically touched, no matter the distance you are from them, so long as you are on the same Plane. The spell cannot deal damage to or otherwise affect the creature you cast it through, and the creature is aware that you did so once the spell has been cast. If the creature knows how to Counterspell, it may attempt to do so. No matter if the spell succeeds or fails, this severs your connection to that creature, and you cannot communicate with it in this fashion until you touch it again.

Moon Lord

Upon reaching 20th Level, you may as an action assume an approximation of the true form of the Moon. While ultimately what exactly this form is is up to you, it may be extremely Eldritch, likely quite terrifying, and probably absolutely inhuman. As an example, it may be the moon opened up like an eye, staring at the target, or a mass of writhing tentacles, or perhaps living and breathing rock. Any equipment you carry is temporarily stored elsewhere for you, and is returned to you exactly as it was once the transformation ends.

This form lasts for 1 round, and when you enter it you can target one creature or object to subject to the full wrath of the Moon. If the creature has 50 Hit Points or less, it dies instantly and cannot be revived by any means other than a Wish spell, True Resurrection spell or an equivalent. If it has more than 50 Hit Points, it takes 50 Damage. This damage has no Damage Type and thus cannot be reduced by Resistance or increased by Vulnerability.

At the start of your next turn, you transform back into your original shape. Even for someone of your strength, taking on the Moon's Shape is no easy feat and comes with drawbacks. In addition to not being able to use this feature again until you take a long rest, you also suffer a Level of Exhaustion. This level of Exhaustion is removed after 1 Minute.

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