Ranger Conclave: Moon Warden

Moon Wardens are benevolent sentinels who walk beneath the light of the moon and use its luster to guide those lost in the darkness of the night. The moon's eternal cycle represent eternity and restoration, that anything undone can always be made whole again. By calling upon the moon's silvery light, these rangers can heal the wounded and ward against the darkness of the night.

Moon Warden Magic

Moon Warden Spells

Ranger Level Spells 3rd Guiding Bolt 5th Moonbeam 9th Revivify 13th Control Water 17th Greater Restoration

Moonshaper

At 3rd level, you learn the Light and Shape Water cantrips if you don’t already know them. Wisdom is your spellcasting attribute for these cantrips. Additionally, any light you create with the use of a spell is considered to be natural moonlight.

Lustrous Healing

Starting at 3rd level, you can channel moonlight to heal the wounds of allies. You have a pool of d6s that you can use to fuel this healing. The number of dice in the pool equals 1 + your Ranger level. Using an action, you can expend these dice to create one of the following effects:

You touch a creature and heal their wounds, spending dice from your pool. Roll the dice, add them together and then add your Wisdom modifier, restoring hit points equal to the total.

You can spend dice to infuse a piece of ammunition per dice spent with moonlight, turning them into healing projectiles. Using the same action, you can then fire the projectiles at creatures of your choice within 60 feet. You do not need to roll an attack to hit the target and you may only target one creature with each projectile. Roll the dice, add them together and then add your Wisdom modifier, restoring hit points equal to the total divided as you see fit between each target creature.

You can spend dice to infuse 1 bottle (1 1/2 pint) of water per dice spent with moonlight. Water transformed this way is purified of any poisons or disease. A creature that consumes 1 bottle of moonwater can end either one disease or one poison afflicting it. 24 hours after creation if not consumed, moonwater becomes regular but clean water again.

The maximum amount of dice you can spend on either option with a single action equals your Wisdom modifier. You regain all expended dice when you finish a long rest.

Moonlit Rebirth

At 7th level, your healing grows so potent that it can even bring the dead back to life. Using an action, you can touch a creature that has not been dead for longer than 7 days and restore hit points to it as you normally would using your Lustrous Healing feature. The creature will remain dead until you’ve restored a number of hit points equal to twice the creature’s maximum hit points, at which point the creature will resurrect as if Raise Dead had been cast upon it. Only the healing from your Lustrous Healing feature counts towards this progression.

The hit points you have restored will remain within the dead creature for 7 days, after which any hit points restored using this feature will disappear. While a creature has hit points granted by this feature, the corpse will not decay nor can it be raised as an undead, as if it were under the effects of the Gentle Repose spell. Whenever you restore further hit points to the dead creature using this feature, the timer is reset. If the dead creature takes damage, it loses hit points as they normally would.

Light the Way

At 11th level, you’ve learned to harness moonlight as a ward against the any darkness. While you are in natural moonlight, you have the following benefits:

You have advantage on all Insight (Wisdom) and Perception (Wisdom) checks.

Your passive perception is increased by +10.

You cannot be surprised.

Any natural moonlight created by you or that is within 10 feet of you cannot be dispelled or covered by magical darkness, such as with the Darkness spell. The light will pierce through the darkness if the fields overlap.

Using an action, you can touch a willing creature and grant them the benefits of this feature. You lose access to this feature until you reclaim it using a bonus action, or if the creature drops to 0 hit points or moves further than 1 mile away from you.

Vivacious Cycle

At 15th level, your healing powers are as eternal as the moon’s cycles. When you roll for initiative and your pool of healing dice is empty, you recover a number of dice equal to 1 + your Wisdom modifier.