Cleric
Base Class: Cleric

The Pact of the New Moon is a group of clerics sworn to Selûne that carry out the most secretive and violent aspects of Selûne’s work.  This usually includes hunting down and killing followers of Shar, Umberleee, Mask, and Malar as well as evil lycanthropes.  Occasionally Selûne will mark targets of the Pact of the New Moon with the "Mark of Selûne".  This happens rarely and only against the most vile trespassers against Selûne.  When a creature is marked in this way, any member of the Pact of the New Moon within 300 miles of the marked creature can sense the approximate direction and distance to the marked creature.  They can also see the mark and the true form of the creature bearing it no matter what magic or abilities are used to hide or alter the appearance of the creature.  The marked creature will not know they bear the mark.

Selûne grants these clerics lycanthropy, and some abilities other lycanthropes lack, such as the ability to speak in animal form, and immunity to silver.  The Pact of the New Moon was once declared heretical and anathema for espousing the Heresy of the New Moon but was renewed by Selûne's direct order in a vision to one of her lycanthrope priestesses.

Pact of the New Moon Domain Features

CLERIC LEVEL Domain Features
1st Domain Spells, Bonus Proficiencies, Senses of the Beast
2nd Lycanthropy, Channel Divinity: Shift
6th Improved Shift
8th Divine Strike
17th Clear Vision

Pact of the New Moon Domain Spells

CLERIC LEVEL SPELLS
1st Cause Fear, Hunter’s Mark
3rd Moonbeam, Invisibility
5th Aura of Vitality, Nondetection
7th Aura of Life, Confusion
9th True Seeing, Circle of Power

Bonus Proficiencies

At 1st level, you gain proficiency in Survival and Navigator's Tools. 

Senses of the Beast

At 1st level, you gain heightened senses as you move towards becoming a lycanthrope.  You have darkvision with 120 ft. range; you can see in dim light as if it were bright light and in darkness as if it were dim light.  You gain advantage on Perception checks that rely on either smell or hearing.  You also gain advantage on Survival checks that involve tracking.

Lycanthropy

At 2nd level, Selune brings forth your inner beast, and you become a lycanthrope.  You are now able shift forms between your humanoid form and a hybrid werewolf form.  Pact of the New Moon members gain the following advantages and disadvantages:

  • They do not suffer ill effects from silver as other lycanthropes do
  • They are able to speak in the hybrid animal form
  • Their form of lycanthropy is not a curse, and can not be removed by anyone other than Selune
  • Their form of lycanthropy is not a curse and they can not spread it in any way 
  • They are in complete control of their shifting ability and the cycles of the moon have no affect on them
  • Domestic animals are often hostile to members of the pact of the new moon, and you make animal handling checks with disadvantage except for dogs or wolves.
  • Animal handling checks made with any form of dogs or wolves are made with advantage

Channel Divinity: Shift

On your turn, you can use your Channel Divinity to shift as a bonus action. 

While Shifted to your hybrid form you gain the following benefits:

  • Your shift lasts for 1 hour.  It ends early if you are knocked unconscious, or if you take a bonus action to end it on your turn.
  • If you are able to cast spells, you can't cast them while shifted, though you can continue to concentrate on spells that were cast before shifting.
  • Resilient Hide:  You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. While you are not wearing heavy armor, you gain a +1 bonus to your AC.
  • You gain natural weapons, a bite attack and claws.  These count as finesse weapon attacks, and you are considered proficient with them.  These attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  You are able to make two attacks a round, one bite and one claw, or two claw attacks.  
  • Bite:  1d6 piercing damage.  This increases to 1d8 at 11th level.
  • Claws:  1d6 slashing damage each.  These increase to 1d8 at 11th level.
  • Feral Might:  You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th level (+2) and 18th level (+3). You also have advantage on Strength checks and Strength saving throws.

Improved Shift

At 6th level you gain the following additional benefits while shifted:

  • Feral Agility:  You gain a +1 to melee attack rolls.  This bonus increases by 1 at 11th level (+2) and 18th level (+3).
  • Your speed increases by 15 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance.
  • Feral Regeneration:  At the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of one) if you have at least 1 hit point.
  • Feral Intimidation:  Your presence makes it difficult for spell casters to maintain their focus.  While you are shifted, each hostile creature that can see you and is within 10 feet of you has disadvantage on concentration checks.  At 18th level, the range of this aura increases to 30 feet.

Divine Strike

You gain the ability to infuse your weapon or natural weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8.  If the creature is marked by Selune, or the creature is a lycanthrope of evil alignment, add your wisdom bonus to the damage of the strike.

Clear Vision

At 17th level members of the Pact of the New Moon can always perceive the original form of a shapechanger or a creature that is transformed by magic.

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