Base Class: Cleric
The Moon presents itself to it's worshipers as the Pale Widow, a thin, ghoulish woman dressed in a black dress clutching a bundle of roses. She harbors tragedy, loss, and sorrow from death, mainly of loved ones. She acts as a comforter to those who are faced with the cruelty of the world, and she bestows her power to her worshipers, most of them consisting of loners, widows and widowers, and the socially ostracized.
Bonus Proficiencies
At 1st level, you gain proficiency in Sleight of Hand and Deception. If you're already proficient in those who areas, you gain expertise in those areas.
The Widow's Blessing
At 1st level, once per short or long rest, you can shroud yourself or an ally in moonlight for 3 hours. In daylight, any melee attack made by a shrouded ally has an additional 1d8 damage added to its attack. In darkness, both magical and natural, the shroud can be shaped into auditory and visual illusions, with a DC of 15. Creatures who see or hear the illusions must roll a Constitution saving throw, and on a failure, they are frightened.
The shroud's damage bonus increases by 1d8 per every four levels, and the shroud's illusion DC gets +2 per every four levels.
Channel Divinity: Tidal Pull
Starting at 2nd level, you can use Channel Divinity to levitate and move medium objects and small creatures in a range of 60 feet. A bonus action can be made to draw the object/creature to your hand. With weapons, an Action can be made to attack with it, minus bonuses. If this is performed under direct moonlight, it is immediately restored.
If it is cast on an object in another person's hand/on a small creature, they must roll a Strength Saving throw. If they fail against 15 DC, the item is ripped from their hands/the creature is lifted off the ground.
If it is cast on an object in a person's pocket/on their belt/etc., you must make a Sleight of Hand check. If they fail, the person prevents the object from being taken.
At 6th level, you can lift and move large objects and medium creatures.
Roses of Lament
At 6th level, before a long rest, you can spend part of the rest and call upon the Widow to grant you a Rose of Lament once you wake up, 1 per Wisdom modifier. Roses of Lament can be expended to add +5 to Charisma rolls, with an additional +2 with rolls against traumatized or sorrowful individuals. The base bonus of Roses are increase by +2 every four levels.
Channel Divinity: Lashing Briers
Starting at 8th level, you can conjure thorny lunar vines that can ensnare 3 medium-sized objects and creatures while causing lacerations. Ensnared creatures must make a Strength saving throw. If they fail, they take 2d10 piercing damage+WIS modifier and their next two turns are skipped. If they succeed, they are not trapped, but take 1d10 damage.
An ensnared object cannot be moved until the briers either dispell or are destroyed.
If a Rose of Lament is used, the briers deal double damage.
At 12th level, you can ensnare 3 additional objects or creatures.
The Widow's Embrace
At 17th level, you can call upon the Pale Widow to grant you complete control over the night. You can immediately change daytime into nighttime and vice versa. In the day, you can heal all allies in a 40 foot radius. In the night, you can expel a 40 foot radius blast of lunar energy (5d20).
Every creature in the radius must make a Wisdom saving throw. If successful, they take half damage.
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Posted Jul 20, 2020You should explain what expertise is, just to be kind
The other 3rd level feature should be shortened or do less damage, radiant has barley any resits or immunities.
The 2nd feature is amazing, but maybe make the improvment to it later in the levels, otherwise it becomes a 7th level spell, Telekinesis
The Rose thing I love, very kind and social. Not much use in combat, but loads in Role play.
The Lashing Briers just don't fit with the lunar feel, no matter what the vines are made of, the moon cannot grow stuff with light all that well. I feel it should have more to do with water and the tides, because there is only one of those.
The blast of lunar energies should be shielded from your party, and maybe turn the damage into d12s.
I love the feel of this, it gives me Selune vibes, she was a widow and the Greek goddess of the moon before Artemis, and was very lonely