Cleric Divine Domain: Lunar
Lunar gods embody balance and change, not so much walking a line as dancing between extremes: light and dark, good and evil, person and beast. Their clerics are friends to shapeshifters, the mad, and those who recognise that sometimes one must embrace the dark to serve the light.
Since you serve a moon-themed god, consider flavouring your spells to reflect this. The heavenly radiance of sacred flame might a vengeful scrap of moonlight, while the sparks of faerie fire could be the dim light of the stars in a midnight sky.
Lunar Domain Spells
| Cleric Level | Domain Spells |
|---|---|
| 1st | Faerie Fire, Protection from Evil and Good |
| 3rd | Invisibility, Moonbeam |
| 5th | Fear, Gaseous Form |
| 7th | Greater Invisibility, Shadow of Moil |
| 9th | Dispel Evil and Good, Dream |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Lunar Cycle
You are changeable and mysterious, having attuned yourself to the phases of the moon; from 1st level, you are beholden to the Lunar Cycle. You finish each long rest attuned to the New Moon phase, and progress to the next phase after casting a cleric spell of 1st level or higher (these phases are New Moon, Crescent, Half Moon, Gibbous, and Full Moon).
You gain additional benefits based on your current attunement.
- New Moon-Crescent: You are dark and elusive, gaining a +1 bonus to Sleight of Hand and Stealth checks. While attuned to the New Moon itself, you gain a +1 bonus to your AC.
- Half Moon: You walk the balance between light and dark. You gain a +1 bonus to Sleight of Hand and Stealth checks, and +1 to the damage of your damaging cantrips.
- Gibbous-Full Moon: The light of the moon may still burn the unwary. You gain +1 to the damage of your damaging cantrips. While attuned to the Full Moon phase itself, you shed bright/dim light in a 10ft radius each.
(Remember that Full Moon does not immediately wain into a New Moon, instead you reverse the cycle)
Channel Divinity: Lunar Flare
Starting at 2nd level, you can use your Channel Divinity to unleash the moon’s judgement. As a bonus action, you invoke your deity and explode with lunar energy, dealing radiant or necrotic damage (your choice) to all creatures within a 20ft radius of you. This damage is equal to your cleric level + your Wisdom modifier, and can be reduced to half with a successful Constitution saving throw. Shapechangers have disadvantage on this saving throw. You then immediately attune to either the New Moon phase (if you chose necrotic) or the Full Moon phase (if you chose radiant).
Eclipse
From 6th level, you learn to blend into the shadows. As a reaction upon taking damage, you may choose to turn invisible until the start of your next turn. You may use this ability a number of times equal to your Wisdom modifier, and regain all uses on a long rest.
Divine Strike
Beginning at 8th level, once per turn when you deal damage with a weapon attack, you may deal an additional 1d8 damage as part of that attack. The damage is necrotic if you are under the benefits of the New Moon or Crescent (as part of your Lunar Cycle feature), or radiant if you are attuned to the Full Moon or Gibbous. If you are currently on the Half Moon phase, you may choose the damage type. This damage increases to 2d8 at 14th level.
Cyclic Attunement
At 17th level, your Lunar Cycle feature is greatly improved. Your benefits change with each phase, as detailed below. This completely overrides the benefits of the Lunar Cycle feature.
- New Moon: You add your Wisdom modifier to your AC. +4 bonus to Sleight of Hand / Stealth checks.
- Crescent: +3 bonus to Sleight of Hand / Stealth checks, +1 bonus to the damage of your damaging cantrips.
- Half Moon: +2 bonus to Sleight of Hand / Stealth checks, +2 bonus to the damage of your damaging cantrips.
- Gibbous: +1 bonus to Sleight of Hand / Stealth checks, +3 bonus to the damage of your damaging cantrips.
- Full Moon: You shed bright/dim light in a 20ft radius each. +4 bonus to the damage of your damaging cantrips.