Cleric subclass
The gods of the Moon domain preside over the mysteries that only reveal themselves by night's gentle radiance. These deities grant their clerics power over both luminescence and darkness, reflecting the moon's dual nature as both revealer and concealer of secrets. Their priests master the subtle arts of perception and stealth, moving with the grace of moonlight while wielding powers that can dazzle or deceive. Drawing upon the moon's ancient connection to dreams, illusions, and hidden knowledge, these clerics illuminate truth in darkness while remaining as elusive as the changing phases of their celestial patron.
Cleric Spell |
Spells |
1st | agonizing mark, faerie fire |
3rd | dome of silence, moonbeam |
5th | fear, hypnotic pattern |
7th | compulsion, greater invisibility |
9th | dream, hold monster |
When you select this domain at 1st level, you gain proficiency in Perception and Stealth, and you don't have disadvantage on Stealth checks when you wear medium armor.
Starting at 2nd level, you can use your Channel Divinity to harness moonlight, which banishes magical light and deals cold damage to your foes. When you present your holy symbol as an action and use your Channel Divinity, any magical light within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you takes cold damage equal to 2d10 + your cleric level, or half as much damage with a successful Constitution saving throw. A creature that has total cover from you is not affected.
At 6th level, you can use an action to emit a nimbus of light in a 30-foot radius for a number of rounds equal to your cleric level. This effect acts as a light spell but provides only dim light. All weapons and ammunition are treated as silvered while they're in the aura and for 1 round after leaving it. Opponents that end their turn in the aura must make a successful Dexterity saving throw or be limned in silver light, identical in effect to a faerie fire spell, until the end of their next turn.
You can use this feature three times, and you regain expended uses when you finish a long rest.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Beginning at 17th level, whenever the moon is visible in the sky, you can use an action to detect magical pathways, portals, and gate effects. To be detected, a portal must be within your line of sight and no farther than 120 feet from you. Detected portals are visible only to you, but you can point out their locations to others. Once you use this feature, you can't use it again until you finish a short or long rest.
Deep Magic. Kobold Press, 2020.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA