Warlock Subclass: The Moon Patron

by OrionTheHunter

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The Moon


You’ve made a pact with a master of the night, that which sits upon the crown of the sky beneath countless stars and wonder, the silver mirror of the sun, the symbol of reflection to that of the realm and ourselves. What entities bring forth power are unknowingly to the many, and the untapped prowess that could flow from it.

Warlock Level Feature
1st Expanded Spell List, Lunar Magic
6th Mantle of Moonlight
9th Radiant Veil
14th Super Moon Magic

Expanded Spell List

At 1st level, your patron lets you choose from an expanded list of spells when you learn a warlock spell, as shown on the The Moon Expanded Spells table. The following are added to the warlock spell list for you.

Expanded Spell Lisy
Spell Level Spell
1st magnify gravity, sleep
2nd moonbeam, phantasmal force
3rd phantom steed, revivify
4th arcane eye, guardian of faith
5th reincarnate, summon celestial

Lunar Magic

At 1st level, as a bonus action, you can enhance yourself with magic reflective of the moon. For 1 minute, you gain the following benefits:

  • You gain a number of temporary hit points equal to 1d10 + your warlock level.
  • While you are not wearing armor, you gain a bonus to your Armor Class equal to your Charisma modifier.
  • You are immune to the charmed condition.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Moonlight Child

At 6th level, your patron's powers have a profound effect on your body and magic. You have advantage on saving throws against spells and other magical effects.

In addition, while your Lunar Magic is active, you gain a +1 bonus to your spell save DC.

Radiant Veil

At 10th level, your Lunar Magic grows more powerful. You gain resistance to radiant damage. While your Lunar Magic is active, you become immune to radiant damage.

As a reaction, when you would be reduced to 0 hit points, but not killed outright, you can erupt with mystic energy in a 30-foot radius and drop to 1 hit point instead of 0. Each creature of your choice within the radius takes radiant damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion.

Once you use this feature, you can't do so again until you finish 1d4 long rests.

Super Moon Magic

At 14th level, when you activate your Lunar Magic, you can manifest a 5-foot-diameter sphere that appears as a small glowing moon in an unoccupied space 5 feet from you. While it is in front of you or an ally, a creature can treat it as total cover against spells and other magical effects. The moon has an Armor Class of 10, and hit points equal to 5 × your warlock level.

When you create the moon, or as a bonus action on each of your turns, you can move the moon up to 30 feet from you. If you ram the moon into a creature, and it has at least 1 hit point, you can cause it to erupt with magic and force creatures 5 feet from it to make a Dexterity saving throw against your spell save DC, or a creature takes 4d8 radiant damage. When you move the moon, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide.

Upon creation, it can take the form of a Full Moon or Dark Moon, which grant it benefits as listed below.

  • Full Moon. The moon radiates bright light in a 30-foot radius, dim light for an additional 30 feet, and has resistance to damage caused by spells. When you move the moon, you can have it pass through other creature's spaces and reduce the moon's hit points by 20. A creature that it passes through takes an additional damage die when determining the damage dealt by spells the target takes.
  • Dark Moon. The moon radiates dim light in a 5-foot radius. As a reaction, when you or an ally are target by a spell that deals damage, you can have the moon move up to its speed, and if its within 10 feet of you or the ally, you can change the target of that spell to the moon. When you cause the moon to erupt, it deals additional cold damage equal to its missing hit points.

The moon fades when your Lunar Magic ends, you cause it to erupt, it's reduced to 0 hit points, or if you end it at will (no action required).

Once you use this feature, you can't do so again until you finish a long rest.


Art Credit

🌕 — Yoshino Cmkots (@cmkots0607)

Q&A


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Notes


Inspired by the many works of the subclass of similiar themes

  • 5.30.22: Version 2

-- Lunar Magic and Radiant Veil (basically a radiant [damage] version of the Undead warlock's Form of Dread and Necrotic Husk features)

-- Moonlight Child (given the racial rework of Mordenkainen Presents: Monsters of the Multiverse) of Satyr and Yuan-ti losing half of their Magical Resistance, this just makes up for that aspect. May consider something else, will watch for feedback)

-- Super Moon Magic (if you haven't figured out the Elden Ring inspiration, the Full and Dark Moons are based off the sorcery spells from the game. Thought about having the moons be able to cast dispel magic, but went it against it as there's already a lot there)


 

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