Base Class: Blood Hunter
Moonfire Wardens are ancient hunters who draw their power from celestial forces, using the moon's energy to imbue their weapons and strike down their enemies. They are valiant defenders, skilled in slaying dragons, ruling over water battles, invoking the lunar goddess, and harnessing the fiery infernal power.
Moonfire Arts
Starting at 3rd level, you gain proficiency in the Arcana skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make using Arcana.
Additionally, you learn to coat your weapon in Moonfire. As a bonus action, you channel the power of the moon through your weapon, causing it to emit a radiant glow and deal an extra 1d6 radiant damage on your next hit. This damage increases to 2d6 at 11th level and 3d6 at 18th level in this class.
Hunter's Instincts
At 3rd level, you gain the ability to sense the presence of your chosen adversaries. As a bonus action, you can focus your senses on a specific creature type: dragons. For the next hour, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks when dealing with creatures of that type.
In addition, whenever you score a critical hit against a dragon, you regain hit points equal to your proficiency bonus + your Wisdom modifier.
Water's Embrace
At 7th level, you gain the ability to channel the power of water in battle. Once per turn, when you hit a creature with a weapon attack, you can choose to imbue your weapon with the power of water. The target must succeed on a Strength saving throw against your Blood Hunter spell save DC or be knocked prone. Additionally, if the target is already prone when hit in this way, they take additional damage equal to your Blood Hunter level at the start of their turn.
Lunar Presence
At 11th level, your connection with the lunar goddess grants you enhanced powers under the moon's light. Once per long rest, as a bonus action for the next 10 minutes, whenever you are in dim light or darkness, you gain the following benefits:
- You have advantage on saving throws against spells and magical effects.
- You can use your bonus action to make an additional weapon attack against a creature you can see within your weapon's reach.
- You gain temporary hit points equal to your Wisdom modifier at the start of each of your turns.
Infernal Surge
At 15th level, you gain the ability to channel the fiery energy of the infernal realm. Once per short rest, as an action, you can expend hit points equal to your Blood Hunter level to activate your Infernal Surge. For the next minute, your attacks deal additional fire damage equal to your Blood Hunter level, and you have resistance to fire damage.
Additionally, whenever you deal fire damage to a creature, you can choose to ignite it. The target must succeed on a Dexterity saving throw against your Blood Hunter spell save DC or take ongoing fire damage equal to your Blood Hunter level at the start of their turn. The target can repeat the saving throw at the end of each of its turns, ending the ongoing fire damage on a success.
Blood Moon Transformation
At 18th level, you can unleash the full power of the blood moon. As a bonus action, you transform into an avatar of the blood moon for 1 minute. While in this form, you gain the following benefits:
- You have resistance to all damage types.
- Your weapon attacks deal an additional 2d6 necrotic damage.
- You have advantage on all saving throws.
- Whenever you hit a creature with a weapon attack, it must make a Constitution saving throw against your Blood Hunter spell save DC or be stunned until the end of its next turn.
Once you use this feature, you can't use it again until you finish a long rest.