Cleric
Base Class: Cleric

The moon stands vigilant above all things of the night; it holds no bias, it holds no favourites, it is kind to all equally and serves divine justice upon those who would bring pain to the innocent. Gods of the Moon call upon the powers of both the truth and deceit as well as powerful arcane power, their followers use their powers of illusion to perform beautiful acts and their powers of divine moonlight to reveal falsehoods that would harm others. Clerics of the moon move quietly throught the night, and acting as the hidden hand of justice.

Domain Spells

You gain domain spells at the cleric levels listed in the Moon Domain Spells table. See the Divine Domain class feature for how domain spells work.

Moon Domain Spells
Cleric Level Spells
1st guiding bolt, silent image
3rd moonbeam, pass without trace
5th dispel magic, major image
7th divination, greater invisibility
9th circle of power, wall of light

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons. You also gain proficiency in one of the following skills of your choice: Insight, Investigation, or Stealth.

Midnight Guardian

At 1st level, the moon beckons you to protect your allies with quick action and swift strikes. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

Channel Divinity: Lunar Rend

Starting at 2nd level, you can use your Channel Divinity to unleash an arc of light.

As an action, you flourish your holy symbol like a sweeping blade, unleashing a wave of divine moonlight in a line 60 feet long and 15 foot wide out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes radiant damage equal to 3d6 + your cleric level on a failed saving throw, and half as much damage on a successful one.

New Moon's Light

Starting at 6th level, your divine moonlight burns with an ethereal power. You gain the following benefits:

  • You gain resistance to radiant damage.
  • When you take the Attack action on your turn, and make a melee weapon attack, you may choose for your reach to be 10 feet greater than normal. When you make an attack in this way, all damage dealt by the attack becomes radiant damage.

Divine Strike

At 8th level, you imbue light into your strikes. 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Sentinel of The Crescent Moon

At 17th level, the light of the moon forever blesses you, allowing you to see with its divine vision. You have truesight out to a range of 60 feet.

Previous Versions

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9/21/2020 1:16:18 PM
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