Base Class: Cleric
The Worship of Moonhammer
Moonhammer is the Goddess of Strength, Joy and Flatulence. As her followers are wont to repeat: the last one is made up of the first two!
The worship of Moonhammer, also known as the Forgotten Goddess, began thousands of years ago in tribal cultures southeast of Neverwinter. Though the worship of this Goddess died off at least 2,000 years ago, occasionally individuals faced with violent times call upon her accidentally. This has created a divine brotherhood of incredibly unlikely Clerics. From Butthole Fartch (a noble raised in service to the God of War who escaped his parents' rule) to Garvo the Undying (a goblin resurrected by Clerics so many times he thinks he's immortal), individuals drawn to Moonhammer's service come from all backgrounds and can be of any race.
To worship Moonhammer is to have absolute faith in her divine power. Spells fueled by the Goddesss are often based in flatulence, as this is Moonhammer's sacred language. Clerics of the Goddess stand toe-to-toe with their enemis, and are quick to heal those they lay their hands upon. Clerics of Moonhammer are always in the thick of it!
Moonhammer has a sense of humour about herself and the world, and her followers do as well. Her Clerics describe their Goddess as "kind" and "good", however she is also morally flexible, which allows her Clerics to twist her (lost) teachings to justify whatever actions they feel like taking.
Worshipping Moonhammer is a path to great heroism if a character is morally righteous, or a path to great evil if that character lacks a guiding purpose. Strangely, the Goddess supports her Clerics no matter their personal alignment or ultimate goals (as long as they enhance her power and prestige).
The Symbol of Moonhammer
The church of Moonhammer, having no formal teachings or temples due to her forgotten and ancient nature, lacks the formal doctrine of other faiths. This means that symbols of the Goddess are multifarious and have been created by individual Clerics. The common themes amongst the symbols are a warhammer and a human (or other racially appropriate) butt. The most common symbol used in Neverwinter is an image of a Warhammer standing upright with its haft rising out of a butt like a sunrise.
Occasionally, Moonhammer's Clerics will be blessed by visions of the Goddess, or in rare cases, she will appear in person. Moonhammer is a shining beacon of womanhood, clothed in white robes. Her face shines so brightly it cannot be seen, and in the place of her hands are massive steel hammers growing from her wrists. She has a throaty laugh and farts quite often. Though self-obsessed, as any forgotten Goddess would be, she does have a sense of politeness and endeavours not to be rude to her followers (though she is quite comfortable lying to them if the end result serves her goals).
Cleric
Clerics of Moonhammer follow the basic creation process for Clerics described in the D&D Players Handbook. If any questions arise involving character creation or progression, follow the rules as listed for Clerics in the Handbook (or defer to your DM). All Clerics of Moonhammer have the full list of spells and abilites, including all those not mentioned here, as is appropriate for their current level (ex: Turn Undead/Destroy Undead, Divine Intervention, etc.).
Snap Prayers!
Clerics of Moonhammer are occasionally unsure about the path they and their party should take. These decisions can range from whether to go left or right to whether a new ally can be trusted to whether a deal is foul or fair.
At any time, a player may consult the Goddess in regards to a decision between two possible options by "taking a knee" and announcing they are making a "Snap Prayer".
Of the two choices presented, the player chooses the outcome their character would prefer as the "ideal option." This decision does not need to be stated aloud, but must be chosen before the die is rolled. After this selection has been made, the player rolls a d6.
If the result is a 4-6, the Goddess has spoken, and the ideal option is proven true. If the result is a 1-3, the Goddess has spoken, but her command is the opposite of the ideal option.
After a snap prayer is rolled, the Cleric of Moonhammer must follow the command as given, trusting wholeheartedly in the advice the Goddess presents.
NOTE: The Goddess will choose a path for her Cleric, but the Goddess is never wrong. A true Cleric of Moonhammer will always find meaning in the choices the Goddess has made for them.
Example
Butthole Fartch and his party have to choose between two paths inside a branching series of caves. The tunnel on the left is pitch black and contains sounds of grinding weapons, while the tunnel on the right is well lit and silent. The party argues about which way to go when Butthole takes a knee, announcing he is making a Snap Prayer.
Butthole's player chooses the well-lit, silent path as his "ideal option" and rolls a d6. The result of that roll is a 3. Moonhammer has spoken, and the party should travel down the unlit, weapon grinding path.
NOTE: When the party is ambushed by goblins down the dark tunnel, Butthole will later state, "The Goddess needed us to get attacked, we were getting too cocky."
General Rules of the Faith
Hammer-Sworn
Moonhammer is a Goddess with hammers for hands and, as such, Clerics of Moonhammer demonstrate a strong preference for hammer-based weapons.
Their base armament is a warhammer and a set of light hammers (for ranged attacks). However, due to the highly individualistic nature of Clerics of Moonhammer, these weapons are often exchanged for "hammer-themed" alternates. Walking sticks with tiny hammer ends, hand-axe sized hammers, and in one extremely obscure case a sword with a hammer pommel have all been reported.
Clerics of Moonhammer will use other weapons when situations demand, but when a hammer is present, they will use that hammer.
Queen of Hell
Currently, Moonhammer is the Queen of a lower circle of Hell. This can be either a boon or a curse depending on the situation faced by her Clerics. When dealing with divine or hellish enemies/allies, Clerics of Moonhammer can "name drop" their Goddess or her chief bodyguards, the Devlingtons. This can greatly sway NPCs' reactions to the Cleric and their party, at the DM's discretion.
First Contact
Being a forgotten Goddess, Moonhammer first appears to her Clerics in moments of terrible violence and darkness. Typically, at a character's darkest moment, she will have appeared to them and offered miraculous powers of healing. Saving a loved one, or themselves, seals the Cleric's pact with Moonhammer as they experience her grace and know that she loves them. From that point onwards they will have strong beliefs about the Goddess's wants and the rules of her worship, though these are often merely reflections of the character's own beliefs and desires. Very rarely, individuals are inducted into the church of Moonhammer by one of her few existing clerics.
The Search for Relics
Lacking a formal church or any physical examples of the Goddess's history, Clerics of Moonhammer are constantly searching for relics of their faith. As magic items are discovered, if an item is powerful enough or if a Snap Prayer demands the result, your Cleric may declare it a relic of Moonhammer and re-name the item appropriately. Once a relic has been declared, it must be treated with due reverence and should it be lost (barring a Snap Prayer result that says otherwise), the Cleric must do everything in their power to get it back. Weapons that are not hammers may only be named relics once they have been re-forged into hammers.
The Domain of Moonhammer
Moonhammer is a relentless force of energy that fuels her Clerics abilities. Her powers strengthen her followers' bodies for combat and allow them to heal their friends and allies. Moonhammer's followers are the first into the fray, as they can only protect those they love by standing alongside them. After all, there's nothing to be afraid of, or Moonhammer would have given them warning!
Moonhammer Domain Spells
| Cleric Level | Spells |
|---|---|
| Cantrips | Thaumaturgy, Guidance, Spare the Dying, Blue Flame (Sacred Flame) |
| 1st | Hammer Blows (Divine Favor), Cure Wounds |
| 3rd | Lesser Restoration, Fists of Moonhammer (Spiritual Weapon) |
| 5th | Hammer Guardians (Spirit Guardians), Revivify |
| 7th | Hell Ban (Death Ward), Guardian of Moonhammer (Guardian of Faith) |
| 9th | Raise Dead, Hot Snakes (Flame Strike) |
Alternate Spell Descriptions
Several of the spells of Moonhammer have different names than their original counterparts. For rules purposes, all spells will act exactly as described in the D&D Players Handbook. The descriptions below are for the purposes of flavor and are not intended as alterations to the existing rules. Should your Cleric prefer different names for the spells above, change them at will. The church of Moonhammer is all about flexibility!
- Blue Flame, a twist on "Sacred Flame", the Cleric unleashes a fart of Moonhammer which swirls over their body and, from a spark of the player's choosing, the fart is set ablaze and flies at the enemy. Optional: yelling "Bluuuue flame!" while this happens.
- Hammer Blows, a twist on "Divine Favour", just add some hammer flavour to your hit descriptions!
- Fists of Moonhammer, rather than a traditional "Spiritual Weapon", flaming gaps appear in the air each combat round and a musclebound arm of Moonhammer punches out of the ether before disappearing once again.
- Hammer Guardians, a spin on "Spirit Guardians", the character howls at the top of their lungs and unleashes a long series of rapid fire farts. Small glowing hammers fly out of the character's butt until a whirling field of hammers encircles their body, striking and slowing foes as described in the original spell.
- Hell Ban, based on "Death Ward", the Cleric farts two glowing hammers that hover over the intended target as the Cleric says "Moonhammer, we need this one". The hammers merge, forming the symbol of a hammer with a glowing, Ghostbusters-esque "no" line through it that sinks into the target's skin (in a location of the caster's choosing). That symbol will remain on the target's skin until the effects of the spell wear off.
- Guardian of Moonhammer, based on "Guardian of Faith", a spiritual guardian appears, but instead of a knight, it is a vision of Moonhammer! Your Cleric may, or may not, believe that everything the Guardian sees/hears is seen/heard directly by the Goddess.
- Hot Snakes!, a version of "Flame Strike", a fifteen-foot-wide hellish anus appears at a location of the Cleric's choosing. When the cleric screams "Hot Snakes!", hell-fire bursts from the anus in the form of giant flaming snakes with turd-shaped bodies that burn everything in range.
Bonus Proficiency
When you choose the Domain of Moonhammer, at 1st level you gain proficiency with heavy armor.
Priest of Moonhammer
Starting at 1st level, your touch-based healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+ the spell's level.
Farts of the Goddess
Additionally from 1st level, Moonhammer delivers bursts of fart energy that fuel your attacks in combat. When you use an Attack action, you can make one weapon attack as a bonus action. 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. This additional attack can be powered by a fart from the character themselves, or from a spectral anus (summoned by the Goddess) that farts and drives the character or their weapons into further attacks.
Channel Divinity: Hellscream
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use Hellscream to gain a +10 bonus to the result. You can make this choice after you see the roll, but before the DM says whether the attack hits or misses. To do so, you must declare that you are using your Hellscream. Your character screams at full volume while simultaneously letting rip a tremendous fart. From both ends of the Cleric's body, red-hot flames and the cries of the damned fly at your foes (throwing them off guard).
Channel Divinity: Amplified Hellscream
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using Amplified Hellscream. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. In the case of this spell, your Cleric points at another character, farts, and the chosen character emits a Hellscream as described above. The selected character cannot resist creating the scream, though it will not throw off their aim.
Intestinal Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
Fart 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. This power is enacted visually by Moonhammer creating a glowing, spectral anus on the back end of the weapon, which farts, spiritually enhancing the strength of the blow.
Core Strength
At 17th level, you gain resistance to bludgeoning, piercing and slashing damage from nonmagical weapons. This is due to the farts of Moonhammer having strengthened and filled your core over time. Each attack that successfully wounds you creates a whirlwind fart that escapes the wound, granting the noted resistance.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Priest of Moonhammer
Starting at 1st level, your touch-based healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+ the spell's level.
Channel Divinity: Hellscream
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use Hellscream to gain a +10 bonus to the result. You can make this choice after you see the roll, but before the DM says whether the attack hits or misses. To do so, you must declare that you are using your Hellscream. Your character screams at full volume while simultaneously letting rip a tremendous fart. From both ends of the Cleric's body, red-hot flames and the cries of the damned fly at your foes (throwing them off guard).
Farts of the Goddess
Additionally from 1st level, Moonhammer delivers bursts of fart energy that fuel your attacks in combat. When you use an Attack action, you can make one weapon attack as a bonus action. 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. This additional attack can be powered by a fart from the character themselves, or from a spectral anus (summoned by the Goddess) that farts and drives the character or their weapons into further attacks.
Channel Divinity: Amplified Hellscream
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using Amplified Hellscream. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. In the case of this spell, your Cleric points at another character, farts, and the chosen character emits a Hellscream as described above. The selected character cannot resist creating the scream, though it will not throw off their aim.
Intestinal Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
Fart 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. This power is enacted visually by Moonhammer creating a glowing, spectral anus on the back end of the weapon, which farts, spiritually enhancing the strength of the blow.
Core Strength
At 17th level, you gain resistance to bludgeoning, piercing and slashing damage from nonmagical weapons. This is due to the farts of Moonhammer having strengthened and filled your core over time. Each attack that successfully wounds you creates a whirlwind fart that escapes the wound, granting the noted resistance.
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