Clerics of the Moon Domain draw on their divine connection to the moons to wield light and shadow, invoke good fortune and ill favour, and reveal or conceal as they see fit. Some seek to protect the vulnerable and do good in the world, while others meddle with impunity and distort the truth for selfish gain.
Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
| Cleric Level | Moon Domain Spells |
|---|---|
| 1st | Faerie Fire, Silent Image |
| 3rd | Invisibility, Moonbeam |
| 5th | Hypnotic Pattern, Major Image |
| 7th | Greater Invisibility, Hallucinatory Terrain |
| 9th | Dream, Passwall |
When you choose this domain at 1st level, you learn to shine light upon the mind's most dire moments, shielding those you protect. When a creature within 30 feet of you that you can see makes a Wisdom saving throw, you can use your reaction to grant that creature advantage on the save.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Starting at 2nd level, you can use your Channel Divinity to infuse your allies with bestial power. As an action, you instil a willing creature of your choice within 30 feet of you that you can see with one of the following blessings of your choice:
Blessing of the Bright-Blue Moon. For 1 hour, the blessed creature's speed increases by 10 feet, and it has advantage on Wisdom (Perception or Survival) checks involving smell or made to track a creature.
Blessing of the Blood-Drenched Moon. For 10 minutes, the blessed creature has advantage on attack rolls against a target if at least one of the blessed creature's allies is within 5 feet of the target and the ally isn't incapacitated.
Starting at 6th level, you can use your Channel Divinity to invoke the arcana of the moon. By expending one use of Channel Divinity, you can cast a second concentration spell while already concentrating on a first spell, as long as both spells are on your list of Moon Domain spells. If you need to make a Constitution saving throw to maintain your concentration on both spells, you make the save with disadvantage. On a failure, you lose concentration on both spells.
Starting at 8th level, you add your Intelligence, Wisdom or Charisma modifier to the damage you deal with any cleric cantrip.
At 17th level, you can call upon the moon to flare in the sky above you, eclipsing all other light. Its power surrounds you even where the sky can't be seen, and even on other planes. As a bonus action, you can manifest an area of white, dim light in a 60-foot radius around you. In addition to the normal effects of dim light, creatures in the area make saving throws with disadvantage. When you create this eclipse, you can choose any number of creatures that are unaffected by it.
This eclipse lasts while you concentrate (as if concentrating on a spell) for up to 1 minute. Concentrating on this feature counts as concentrating on a Moon Domain spell for the purpose of your Mind of the Moons feature.
Additionally, once per turn when you deal radiant damage to any creatures in this area of dim light, you can curse one of those creatures until the eclipse ends (no action required). A creature cursed in this way has its speed halved and can't regain hit points.
Once you use this feature, you can't use it again until you finish a long rest.
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