Cleric
Base Class: Cleric

Asunra, the Moonlit Goddess, is said to have played a key role in the creation of the prime material realm, and as such was regarded highly in early society. However, as society progressed, Asnura's influence weakened and dwindled overtime until but a mere remnant was left behind, almost entirely washed away by the tide of time. That is, until, an elf of particularly high standing established the Moonliight Academy, a prestigious university that taught new magics once left undiscovered; Dunamancy. These magics were highly sought after, however only the most outstanding of students were even allowed within the Academy's walls. Those who became prodigies were those who truly followed Asnura's teachings, and they often became professors or high priests of the Academy.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in one of the following skills of your choice: Arcana, History, Insight, or Survival.

Arcana

Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

History

Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

Insight

Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

Wisdom

The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.

Eyes of the Night

At 1st level, you have a Darkvision out to a range of 60 feet. If you already have Darkvision, you current Darkvision instead increases by 60 feet.

Blessing of the Stars

At 1st level, you may use a bonus action to bless a creature within 30 feet of you with Lunar Divinity. On the creature's next successful attack, the creature deals an additional 2d4 radiant damage. You may also expend additional uses of this feature to increase the total radiant damage by 1d4 per additional use spent.

You can use this feature a number of times equal to your Wisdom modifier (a minimum if once). You ragain all expended uses when you finish a short or long rest.

Channel Divinity: Moonlight's Guidance

Starting at 2nd level, you can use your chanel divinity to radiate an ura of pure moonlight.

As an action, you present your holy symbol and invoke you deity's name. For the next minute, an aura with a radius of 15 feet extends from you, alighting everything within that range with a moonlit glow. Any number of creatures of your choosing within this radius must make a Dexterity Saving throw aganst your Spell Save DC. If they fail, they are affected by the likes of the Faerie Fire spell, with the addition of an additional 2d4 radiant damage being added to any attack made against an affected creature. The affected creatures may repeat this saving throw at the end of each of their turns until they either suceed or until the effect ends.

Additionally, this aura overcomes magical darkness, and any creature within this radius has advantage on Wisdom (Perception) checks and disadvantage on Dexterity (Stealth) checks.

Being of the Dark

Starting at 6th level, you become much more attuned to darkness. You are immune to being blinded and your Darkvision range increases by an additional 60 feet and you are now able to see in magical darkness as well as normal darkness. You also have advantage on Wisdom (Perception) and Dexterity (Stealth) checks while in natural moonlight and darkness (both natural and magical) and are unaffected by any spells that force you to sleep.

Additionally, while in any dim light or darkness, you can use an action to become Invisible for 10 minutes. This invisibility ends only if you exit dim light or darkness, attack another creature, or cast a spell. Once this feature has been used, you cannot use this feature again until you finish a short or long rest.

Channel Divinity: Strike of the Comet

Starting at 8th level, you can use your channel divinity to infuse your attack with the fury of the cosmos.

When you make a melee weapon attack, you may use you bonus action to call forth the cosmos. On a successful hit, the attack deals an additional 2d8 fire and 2d8 radiant damage. Additionally, regardless of whether or not the attack hits, all creatures of your choosing within 5 feet of the attacked creature (including the attacked creature) must make a Dexterity Saving throw against your Spell Save DC or fall prone, taking 3d4 bludgeoning damage. This radius also becomes rough terrain for the next minute

Being of the Cosmos

Starting at 17th level, your connection to the moonlit sky imbues you with the divine power of the stars and moon above. You gain the following benefits:

  • You are resistant to cold and radiant damage.
  • You no longer need to sleep. To gain the benefits of a long rest, you only need to perform light activities for six hours, or you may sleep if you so wish.
  • Your attacks always deal an additional 2d6 radiant damage, increasing to 3d6 at level 20.
  • You choose one of the following Divine Paths of the Cosmos: Being of the Stars or Being of the Moon
Being of the Moon

You are infused with the pure essence of the moon, gaining the following benefits;

  • Both your current and maximum Strength scores increase by 2, to a maximum to 22.
  • Any time you make a Strength (Athletics) or an Intelligence (History) and the dice roll is a 9 or less, the roll is instead treated as a 10.
  • You learn the Time Stop spell.

Being of the Stars

You are infused with the pure essence of the stars, gaining the following benefits;

  • Both your current and maximum Wisdom scores increase by 2, to a maximum to 22.
  • Any time you make a Wisdom (Perception) or an Intelligence (Arcana) and the dice roll is a 9 or less, the roll is instead treated as a 10.
  • You learn the Wish spell.

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