Roll a d4 + Spell Modifier for how many rounds this spell lasts for. Roll a d100 to activate one of these Moon Phase. Blue Moon - 100 Waning Moon - 99 - 66 Full Moon - 65 - 33 Crescent Moon - 32 - 0
Full Moon you have no disadvantage to Str, Dex, Con. Add your Spell Modifier to your Str, Dex, Con Modifier. Add 10ft movement speed. All damage you deal you, you heal from that. When you kill a enemy jump to the nearest enemy within 40ft. Waning Moon you have no disadvantage to Str and Con. Add your Spell Modifier to your Str, and Con Modifier. Full Moon you have no disadvantage to Str, Dex, Con. Add your Spell Modifier to your Str, Dex, Con Modifier. Crescent Moon you have no disadvantage to Dex, and Con. Add your Spell Modifier to your Dex, and Con Modifier.
At 6th level when your d100 roll ends in 0 except 100. Make it be a blood moon and add these effects to your Moon phase. Blood moon half of the damage you deal in a round you heal that. Every time you kill an enemy, jump to the next enemy within 30ft and grapple them, If there are no enemies left while the blood moon is still in effect jump to the nearest creature within 30ft and grapple them.
At 10th level when activating this spell select one party member they also gain the effects of this spell.
At 18th level when activating this spell all your party members gain the effect of this spell.
If you use this spell when used underground you do not gain the stat bonus from the spell. Except during The Blue Moon phase
Don't require a action or spell slot if it is night time and the moon is out.
* - (Holy symbol)Previous Versions
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