Cleric
Base Class: Cleric

The gods and goddesses of the moon serve as a light in the night, illuminating a world that is shrouded in darkness. As one of their servants, you are an initiate into the quiet mysteries of the moon and the subtleties of the night. Your faith illuminates any darkness you face.

Moon Domain Spell

Cleric Level

Spells

1st

heroism, faerie fire

3rd

darkvision, moonbeam

5th

fear, hypnotic pattern

7th

compulsion, greater invisibility

9th

dream, hold monster

Lunar Grace

When you choose this domain at 1st level, you gain proficiency in the Perception and Stealth, and you don't have disadvantage on Stealth checks when you wear medium armor.

Channel Divinity: Night's Chill

Starting at 2nd level, you can use your Channel Divinity to harness moonlight, which banishes magical light and darkness, and deals cold damage to your foes. When you present your holy symbol as an action and use your Channel Divinity, any magical light and darkness within 30 feet of you is dispelled.

Additionally, each hostile creature within 30 feet of you takes cold damage equal to 2d10 + your cleric level, or half as much damage with a successful Constitution saving throw. A creature that has total cover from you is not affected.

Luminescent Aura

Beginning at 6th level, you can emit a nimbus of light in a 30-foot radius for a number of rounds equal to your cleric level. This effect acts as a light spell but provides only dim light. All weapons and ammunition are treated as silvered while they're in the aura and for 1 round after leaving it. Opponents that end their turn in the aura must make a successful Charisma saving throw or be wreathed in silver light, identical in effect to a faerie fire spell until the end of their next turn.

You can use this feature three times, and you regain expended uses when you finish a long rest.

Divine Strike

At 8th 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 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

The Moonlit Way

Starting at 17th level, whenever the moon is visible in the sky, you can use an action to detect magical pathways, portals, and gate effects. You be detected, a portal must be within your line of sight and no further than 120 feet from you. Detected portals are visible only to you, but you can point them out to others. Once you sue this feature, you can't use it again until you finish a short or long rest.

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