Moon Domain
Oh the moon, ever changing, ever above, constant and inconstant in one. Moon clerics reflect their deity’s obsession with change, with cyclic life, and with mystery. While not always liars, they tend to obfuscate, hide, and conceal the truth. Yet, they can be brutally honest when needed, just another aspect of their mercurial nature.
Moon Domain Spells
Cleric Level Spells- 1st--guiding bolt, faerie fire
- 3rd--darkvision, moonbeam
- 5th--daylight, tidal wave
- 7th--confusion, guardian of faith
- 9th--dawn, wall of light
Bonus Cantrip
When you choose this domain at 1st level, you gain the light cantrip if you don't already know it.Touch of Darkness
Also at 1st level, when you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing the attacker to temporarily go blind. An attacker that can't be blinded is immune to this feature. 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.Channel Divinity: Moonfire
Starting at 2nd level, as an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.Improved Darkness
Starting at 6th level, you can also use your Touch of Darkness feature when a creature that you can see within 30 feet of you attacks a creature other than you.Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.Form of the Beast
Starting at 17th level, as an action, you can assume the form of a lycanthrope, gaining the following benefits for 1 minute:- Your walking speed increases by 10 feet.
- You gain darkvision with a range of 120 feet.
- Your melee weapon attacks and unarmed strikes deal an extra 1d8 points of force damage.
- You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.

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