Cleric
Base Class: Cleric

The Moon domain focuses on the guiding light of the Moon, healing, and the passage of time. The deities of the moon promote guidance and healing, whether it be through providing a light to those in darkness, a healing touch to those who are wounded, or a peaceful balm to those unable to see clearly. The Moon is often associated with femininity, representing the rhythm of time and fertility. This results in most deities of the moon being goddesses, like Luna, Selene, and iNyanga. Though, some Deities are male, like Sin and Máni. Some Deities, like Artemis, Hecate, Diana, Isis, while associated with the moon, are not deities of the moon; though they are worshiped as such. 

 

Moon Domain Spells


 

Cleric Level     Spells

1st                    heroism, sleep

3rd                    moonbeam, misty step

5th                    aura of vitality, protection from energy

7th                    aura of purity, freedom of movement 

9th                   dawn, animate objects 

 

Bonus Proficiency 

When you chose this divine domain at first level, you gain proficiency with martial weapons

 

Guiding Light

Also at first level, you can use your concentration as an action to summon divine guidance, surrounding you in pale moonlight for one minute. While Guiding Light is active, you can use a bonus action to give a willing creature of your choice, including you, a bonus to attack rolls. The creature must be within 30 feet of you, and must be able to see you during the duration. The bonus equals your proficiency bonus.

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. 

 

Channel Divinity: Undeterred Path

Starting at 2nd level, you can use your Channel Divinity to enhance yourself. 

As a bonus action, you present your holy symbol, and utter words of empowerment. For one round, time warps around you, allowing you to take two actions. The actions you can take are Attack, Cast a spell, Dash, Disengage, Hide or Use an Object. After you are done taking your actions, you are overcome with fatigue and cannot take reactions and can only move half your speed for 1d4 rounds. 

 

Restorative Light

Beginning at 6th level, your Guiding Light feature is improved. One Additional creature of your choosing gains the benefits of Guiding Light.

Guiding Light now also provides another benefit: At the start of your turn during the duration of Guiding Light, you can use a bonus action to cause those benefiting from Guiding Light to gain temporary hit points equal to 1d6 + your wisdom modifier 

 

Potent Spellcasting

 at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

 

Spirit of the Moon

Starting at 17th level, through your devotion to the Moon, you are a living embodiment of the Moon's principles.

As an action using concentration, you emit an aura of moonlight centered on you that moves with you. The Aura is 20 feet in radius and lasts for 1 minute or until you dismiss it as an action. Any non-hostile creature within the aura has advantage on all saving throws, cannot be charmed or frightened, and receives 2d8 hit points on the start of your turn. 

You can use this feature an amount of times equal to half your proficiency bonus. You regain all expended uses when you finish a short or long rest. 

Bonus Proficiency

When you chose this divine domain at first level, you gain proficiency with martial weapons

Guiding Light

Also at first level, you can use your concentration as an action to summon divine guidance, surrounding you in pale moonlight for one minute. While Guiding Light is active, you can use a bonus action to give a willing creature of your choice, including you, a bonus to attack rolls. The creature must be within 30 feet of you, and must be able to see you during the duration. The bonus equals your proficiency bonus.

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. 

Channel Divinity: Undeterred Path

Starting at 2nd level, you can use your Channel Divinity to enhance yourself. 

As a bonus action, you present your holy symbol, and utter words of empowerment. For one round, time warps around you, allowing you to take two actions. The actions you can take are Attack, Cast a spell, Dash, Disengage, Hide or Use an Object. After you are done taking your actions, you are overcome with fatigue and cannot take reactions and can only move half your speed for 1d4 rounds.

Restorative Light

Beginning at 6th level, your Guiding Light feature is improved. One additional creature of your choosing gains the benefits of Guiding Light.

Guiding Light now also provides another benefit: At the start of your turn during the duration of Guiding Light, you can use a bonus action to cause those benefiting from Guiding Light to gain temporary hit points equal to 1d6 + your wisdom modifier 

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Spirit of the Moon

Starting at 17th level, through your devotion to the Moon, you are a living embodiment of the Moon's principles.

As an action using concentration, you emit an aura of moonlight centered on you that moves with you. The Aura is 20 feet in radius and lasts for 1 minute or until you dismiss it as an action. Any creature of your choice, including you, within the aura has advantage on saving throws, cannot be charmed or frightened, and receives 2d8 hit points on the start of your turn. 

You can use this feature an amount of times equal to half your proficiency bonus. You regain all expended uses when you finish a short or long rest. 

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