Cleric
Base Class: Cleric

Followers of the Moonsong value independence and choice as inviolate. Their clerics welcome and accept beings of all races who desired to see all people living in harmony, without pointless discrimination or wars, and worked towards that goal. They try to bring happiness and merriment everywhere they went, lifting people's hearts with kindness, gaiety, songs, jests, dancing, and revelry.  They respond violence with swift violence, thus quickly removing dangers and threats, so that the fewest might be hurt.

Domain Spells

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

Moonsong Domain Spells

CLERIC LEVEL SPELLS
1st divine favor, heroism
3rd misty step, moonbeam
5th haste, beacon of hope
7th freedom of movement, death ward
9th dispel evil and good, flame strike

Divine Grace

At 1st level, you gain proficiency with double-bladed scimitars, longswords, scimitars, shortswords, rapiers, and the Performance skill if you don’t already have it.

Consecrated Weapon

At 1st level, you spend one hour performing a ritual under the moon to make a bond with your weapon. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.  When you attack with that weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. This weapon becomes your spellcasting focus. If you are no longer holding or carrying this weapon, become incapacitated, or if you fall unconscious, this effect ends. 

Channel Divinity: Moonfire Beacon

Starting at 2nd level, you can use your Channel Divinity to harness moonlight, banishing corruption and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any charmed condition within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Divine Strike

 At 6th level, you gain the ability to infuse your 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 1d6 radiant damage to the target. When you reach 8th level, the extra damage increases to 2d6, then at 14th level the extra damage increase to 3d6.

Warding Dance

At 8th level, your draw strength from your connection with your deity to form a ward around you. When a creature makes a ranged attack against you, you can use your reaction to impose disadvantage on the attack roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Moonsong Blessing

Beginning at 17th level, you are always under the effects of a freedom of movement spell.

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