Cleric
Base Class: Cleric

Clerics that belong to this domain are often devoted to Selune or, more often, Eilistraee. They use song and beautiful dances mixed with a flurry of blades and moonlight to charm and defeat their enemies. Called Dark Ladies, they are often covered in tattoos or beautiful imagery of the moon. 

Only female clerics are allowed to take on this mystical domain, as the moon is an ancient symbol and protector of women.

Bonus Proficiencies

You gain proficiency with martial weapons.

Moon Blessed

At 3rd level, you are granted Darkvision up to a range of 120 feet. If you are a Drow, you are freed from the effects of Sunlight Sensitivity. 

Dark Dancer

You learn how to strike swiftly, and then seemingly dance back out of reach. 

During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. 

Channel Divinity: Crescent Song

Starting at 2nd level, you can use your Channel Divinity to sing an otherworldly song to those around you. 

As an Action, you can sing using your weapon as a focus for the feature. Creatures within 30 feet of you must make a Wisdom saving throw or be charmed by you for 1 minute, or until they pass the saving throw (they are able to reattempt at the end of each of their turns). If you or a friendly creature lands a hit on a creature charmed by this feature, they take an extra 1d4 radiant damage, and the charm ends early.

Alternatively, you can use your Channel Divinity to take 10 minutes to sing and dance for an amount of creatures equal to your Wisdom modifier. At the end of the performance, you and the creatures you chose gain temporary HP equal to your Wisdom modifier + half your Cleric level. (Temporary HP cannot be stacked)

Moonblade

Starting at 6th level, when you use the Attack action, you can make one weapon attack as a bonus action.

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.

Divine Strike

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 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Moonfall

As an Action, you strike the ground, creating a burst of divine moonlight that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Dexterity saving throw or take 10d6 radiant damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.

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