Base Class: Ranger
Rangers of the Moon Keeper Conclave follow the reflected light of the moon, utilizing its guiding shine to guard all of nature illuminated by it. Often times these rangers will undergo a sacred ritual of lycanthropy, done under the light of the full moon, in order to prove their dedication.
Moon Magic
Moon Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Moon Keeper Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.
In addition, any ranger spell you cast that produces light counts as moonlight.
Moon Keeper Spells
Ranger Level Spells
3rd Faerie Fire
5th Moonbeam
9th Conjure Animals
13th Polymorph
17th Dawn
Crescent Iridescence
Also at 3rd level, when you hit a creature with a weapon attack, you can expend one ranger spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. Your weapon briefly glows with moonlight when you do so.
Celestial Body
At 3rd level, you gain darkvision out to 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Eclipse Aura
At 7th level, you radiant an aura of soft moonlight. Whenever a friendly creature other than yourself within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. Any creature of your choice in this aura gains darkvision out to 60 feet if they did not already have it.
At 18th level, the range of this aura increases to 30 feet.
Radiance of Dusk
At 11th level, your weapon attacks do an additional 1d8 radiant damage.
In addition, your Eclipse Aura radiates dim light within its radius, and if you create bright light using a ranger spell or feature, you can instead create dim light in that radius. (For example, you can choose to cause Daylight to shed 120 feet of dim light, instead of 60 bright and 60 dim.)
Lunar Ascent
At 15th level, when an ally starts their turn within your Eclipse Aura, they regain hit points equal to your proficiency bonus.
This has no effect on a creature that has half or more of its hit points, undead, or constructs.
Your Eclipse Aura now reveals the original form of a shapechanger or a creature that is transformed by magic, and you can take an action to cause a creature within your aura to make a Wisdom saving throw against your spell save DC, or revert back to their original form.
In addition, whenever you successfully Hide from a creature in combat, you can choose to forgo being hidden from them. If you choose to do so, until the end of your next turn, your allies gain advantage on Stealth checks within your Eclipse Aura, and the creature you hid from has disadvantage on attack rolls against creatures other than you while they are inside your aura.
Comments