Clerics of the Moon

Although the moon is a source of light, it's a reflected light and not its own source. Where the sun radiates effulgent glory, burning away lies and revealing or destroying what hides in shadows, the moon tempers that heat and provides light in more measured portion. It provides a luminous beacon in times of darkness while allowing the world's mysteries room to grow. The moon's light dances with the shadows, rather than banishing them.

Moon Domain

Gods and Goddesses of the moon are often also closely associated with the natural world, magic, beauty, or the hunt. While many deities of the night or the dark are evil, those of the moon are often Good or Neutral, providing refuges in the sunless hours that are frequently so full of danger.

Moon Domain Spells

Cleric Level Spells 1st faerie fire, sleep 3rd moonbeam, mirror image 5th gaseous form, hypnotic pattern 7th confusion, hallucinatory terrain 9th dream, seeming

Acolyte of the Moon

At 1st level, you gain access to the moonshadows cantrip. You also gain proficiency in one martial weapon of your choice and one of the following skills: Bluff, Stealth, or Performance.

Lunar Revelation

At 1st level, when casting any spells that reduce

the illumination in an area, such as darkness

or moonshadows, you can choose a number

of targets up to your Cleric level who may

treat the area as one degree brighter

than the spell normally allows:

Darkness becomes Dim Light,

while Dim Light becomes Bright

Light. This ability can never provide

more visibility than the natural illumination

of the area.

Channel Divinity: Invoke Lunacy

Starting at 2nd level, you can use your Channel Divinity as an action to invoke the madness so often associated with the moon. 25 + 5 per cleric level hit points of hostile creatures will be affected by this spell. Hostile creature within 30 feet of you are affected in ascending order of their current hit points (ignoring unconscious creatures). Each affected creature is randomly afflicted with an effect from the Short-Term Madness Table (DMG pg. 259). This madness lasts for one minute, or until the creature takes damage or someone takes an action to shake or slap them back to their senses.

Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creatures hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

Channel Divinity: Moon's Turning Face

Beginning at 6th level, you can use your Channel Divinity to alter your form as an action. This effect lasts for up to one hour, and provides the same options as the spell alter self.

Divine Strike

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 or radiant damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.