Moon Domain

by Arch

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Moon Domain

Divine Domains

At 1st level, a cleric gains the Divine Domain feature. The following domain option is available to a cleric, in addition to those offered in the Player's Handbook.

Moon Domain

The gods of the moon are revered by many. Sailors are thankful for their guiding light and their tides. Mystics use them to discern portents of the future. Hunters do their work by their luminescence.

Clerics of these gods are rarely loud and obvious. They do not burn like the sun, blocking out all else around them. Instead, they tend towards a glow that empowers and illuminates those around them, but without which many would be lost.

Moon Domain Features

Cleric Level Feature
1st Domain Spells, Bonus Cantrip, Lunar Guardian
2nd Channel Divinity: Revealing Moonlight
6th Luminescent Wreath
8th Potent Spellcasting
17th Brilliant Chill

Domain Spells

You gain domain spells at the cleric levels listed in the Moon Domain Spells table. See the Divine Domain class feature for how domain spells work.

Cleric Level Spells
1st faerie fire, sleep
3rd moonbeam, see invisibility
5th clairvoyance, fear
7th confusion, locate creature
9th dream, scrying

Bonus Cantrip

When you choose this Domain at 1st level, you gain the Ray of Frost cantrip if you don’t already know it, and it counts as a Cleric cantrip for you.

Lunar Guardian

Also at 1st level, when an ally you can see within 30 feet of you takes damage, provided you can see their attacker, you can use your reaction to cause the attacker to make a Dexterity saving throw. The creature takes 2d8 Cold or Radiant damage (your choice) on a failed saving throw, and half as much on a successful one.

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: Revealing Moonlight

Starting at 2nd level, you can use your Channel Divinity to call upon the light of the moon to bolster your senses.

As an action, you may present your holy symbol, and any number of creatures of your choice within 30 feet may immediately make an Intelligence (Investigation) check with advantage to learn whether something is an illusion. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes Cold 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.

Luminescent Wreath

Starting at 6th level, you gain resistance to Cold and Radiant damage. In addition, as an action, you may grant these resistances to any number of creatures of your choice within 30ft of you, until the beginning of your next turn.

Potent Spellcasting

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

Brilliant Chill

Starting at 17th level, you gain the ability to touch enemies harmed by your magic and brand them with the light of the moon.

When you deal Radiant or Cold damage on your turn, you may choose one creature that took this damage, and cause it to glow faintly until the beginning of your next turn. While glowing, the creature gives off bright light for 5 feet, and dim light for a further 5 feet. Furthermore, whilst the creature is glowing, you may use your reaction to give disadvantage on one attack roll it makes, or give advantage to one attack targeting it. This must be declared after the relevant attack, before any dice are rolled. Once you have used your reaction in this way, the creature stops glowing.

Credits

Moon Domain, made by /u/ArchangelAshen, produced using GMBinder.

 

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