Cleric
Base Class: Cleric

Clerics of the Lunar Domain serve deities of the moon, the night, and the celestial cycles. They understand that the moon governs tides, guides travelers through darkness, and marks the passage of time in ways the sun cannot. Their power waxes and wanes with the lunar cycle, but even in darkness, they carry the moon's light within them.

These clerics often serve as guides through literal and metaphorical darkness, helping communities navigate difficult transitions and marking important moments with lunar rituals. They understand that change is constant and that even darkness serves a purpose in the eternal cycle.

Level 3: Blessing of the Moon

You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 60 feet. Additionally, you learn the light cantrip if you don't already know it. When you cast it, you can choose for it to shed silver moonlight instead of normal light. Moonlight created this way doesn't reveal invisible creatures but does reveal shapechangers' true forms as faint outlines overlapping their current form.

Level 3: Lunar Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Lunar Domain Spells table, you thereafter always have the listed spells prepared.

Lunar Domain Spells
Cleric Level Prepared Spells
1 Faerie Fire, Sleep
3 Moonbeam, See Invisibility
5 Hypnotic Pattern, Water Walk
7 Divination, Greater Invisibility
9 Dream, Scrying

Level 3: Waxing and Waning

Your divine power fluctuates with the moon. You gain different benefits based on the current lunar phase:

New Moon or Waning Crescent: You can take the Hide action as a bonus action, and you have advantage on Stealth checks.

Waxing Crescent or Waning Gibbous: When you restore hit points to a creature with a spell, you can add your Wisdom modifier to the healing.

First Quarter or Third Quarter: You have advantage on Wisdom saving throws and can't be charmed.

Waxing Gibbous or Full Moon: When you deal radiant damage to a creature with a spell or cantrip, the creature sheds dim light in a 10-foot radius and attack rolls against it have advantage until the end of your next turn.

Level 3: Channel Divinity: Lunar Flare

As an action, you present your holy symbol and invoke lunar power. Each creature of your choice within 30 feet that can see you must make a Constitution saving throw. A creature takes radiant damage equal to [roll]2d10[/roll] + your cleric level on a failed save, and half as much on a successful one. Shapechangers have disadvantage on this saving throw.

Level 6: Tidal Pull

You can channel lunar gravity to move creatures. As an action, choose a creature you can see within 60 feet. It must succeed on a Strength saving throw against your spell save DC or be pulled up to 30 feet toward you or pushed up to 30 feet directly away from you (your choice).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 8: Potent Spellcasting

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Level 17: Eternal Moonrise

The moon's power flows through you constantly. You are immune to being charmed, and you can't be put to sleep by magical means. Additionally, you can cast Moonbeam at will, without expending a spell slot, at its lowest level. When cast this way, it doesn't require concentration, but you can only have one such Moonbeam active at a time.

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