Cleric
Base Class: Cleric

 


 

Gods and clerics of the Moon Domain believe that the essence of moonlight perfectly depicts the ideal state of humanity. Whereas sunlight pierces through darkness and ambiguity, the moonlight repels it and avoids corruption while maintaining mystery and obscurity to reality. Worshippers of these gods, usually insightful and emotional in nature, embrace this state and find ways to spread the beauty, ambiguity, and artistry that the moonlight provides to the world.

 Gods and Goddesses of the moon are often associated with Nature, Beauty, Expression and Mystery. Despite the moons forceful presence at night, a time where darkness is most concentrated, the soft moonlight glow serves as a ward against evil and corrupt forces whilst nurturing the beauties that linger past dusk. As such, most deities of this domain are good or neutral, tending however to the more chaotic spectrum as a result of their emotional nature. Such gods and goddesses include: Selûne, Sehanine Moonbow, Solinari, Eilistraee, Lunitari, Luna and Pholtus.

 

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in one of the following skills: Persuasion, Deception, Insight, or Stealth.

Blessing of the Moon

Starting at 1st level, you have a darkvision of 120 feet. Additionally, you can use your action to touch a willing creature and bless them with the forceful divine magic of the moon. A creature who is blessed in this way has darkvision with a range of 120 feet and has advantage on Wisdom (Perception) checks while in dim light or darkness. This blessing lasts for 8 hours or until you use this feature again. 

Channel Divinity: Lulling Glow

Starting at 2nd level, you can use your Channel Divinity to call upon the soft glow of moonlight to lull your foes to sleep. As an action, you can send creatures into a magical slumber for 1 minute. Roll 8d6 + 5 per cleric level. The total is how many hit points of creatures this spell can affect. Choose a point within 120 feet. Creatures of your choice within 30 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious for the duration. If this ability is used past dusk, an affected creature remains unconscious until dawn. If the sleeper takes damage, or someone uses an action to shake or slap the sleeper, the unconscious creature wakes up. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. You may also choose to rearrange the order of affected creatures. 

Creatures immune to being charmed aren't affected by this spell.

Leap of Faith

At 6th level, your deity bestows upon you a connection to the physical reality of the moon, allowing you to temporarily use divine magic to defy the laws of gravity. On your turn, when you jump as a part of your movement or action, you can choose to triple your horizontal and vertical jumping distance until the end of your turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a short or long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. 

Essence of the Moon

At 17th level, your deity empowers you with powerful magical essence of the moon that courses through your veins and partially absorbs magic directed to you. You have resistance to damage from spells.

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