Moon Child (5e Subclass)
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Moon Child
Fighter Subclass
Living their life devoted to maintaining balance in the world, serving the moon to protect the world's most hidden treasures and secrets, while slaying those who threaten nature and it's inhabitants. Typically worshipers of Moon Deities (like Selûne or Sehanine Moonbow) or the Moon itself. Rewarded by their devotion with inner reserve of moonlight that empowers them. [Inspired by the new Pallid Elf Subrace from Explorer's Guide to Wildemount]
- Gift of the Moon
At 3rd level, you are blessed by the moon and it's brilliance flows through your veins. You gain Guidance and Word of Radiance cantrips. Wisdom is your spellcasting ability for those spells.
- Lunar Enhancement
At 3rd level, you learn to harness moonlight to unleash special magical effects. When you gain this feature, you learn two Lunar Enhancement options of your choice (see "Lunar Enhancement Options" below).
Once per turn you can spend a Lunar Point and use one of the options available to you. You have number of Lunar Points equal to you Wisdom Modifier. You regain expended Lunar Points when you finish a short or long rest.
You gain an additional Lunar Enhancement option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level.
If an option requires a saving throw, your Lunar Enhancement save DC is calculated as follows:
Arcane Shot save DC = 8 + your proficiency bonus + your Wisdom modifier
- Lunar Enhancement Options
- - Moonlight Burst - As an action you spend a lunar point and summon a wave of moonlight, that erupts from you. Each creature in a 10-foot radius sphere originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d6 radiant damage and is blinded until the start of your next turn. On a successful save, the creature takes half as much damage and isn't blinded
- - Lunar Strike - When you hit a creature with a weapon attack, you can expend one lunar point to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 (3d8 if target is a shapechanger)
- - Moon's Guidance - When you make a weapon attack against a creature, you can expend one lunar point to add your Wisdom modifier the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied
- - Lunar Armor - As a reaction, when you are hit by an attack, you can spend a lunar point and summon a radiant barrier of pure moonlight which protects you. Until the start of your next turn, you have a bonus to AC equal to your Wisdom modifier
- - Moonlit Path - As a bonus action, you spend a lunar point to hasten yourself with light. You can take the Disengage or Dash action as a bonus action on your turn
- - Lunar Mysticism - You focus your mind to see the unseen. As an action you spend a lunar point and gain ability to see through illusions and invisible creatures within 30 ft. of you for number of turns equal to your Wisdom modifier
- - Soothing Light - As a bonus action, you spend a lunar point to use your inner light to mend your wounds or wounds of an ally within 5 ft. of you. You (or the target) regain number of hit points equal to 1d4 + your Wisdom modifier
- Midnight Escape
Starting at 7th level, you vanish in a burst of light in response to harm. When you take damage, you can use your reaction to spend 2 lunar points and teleport up to 60 feet to an unoccupied space you can see.
- Silent Night
At 10th level, Moon's brilliant light brings you inner peace. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
- Empowered Reserves
Also at 10th level your inner moonlight reserves grow. Your maximum number of Lunar Points doubles (2x Wisdom modifier). On a short rest you only regain number of Lunar Points equal to your Wisdom modifier. On a long rest you regain all expended Lunar Points.
- Lunar Resilience
Starting at 15th level, you wax and wane with the Moon. You gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your fighter level + your Wisdom modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your fighter level + your Wisdom modifier.
- Avatar of the Moon
At 18th level, you may channel the full powers of the Moon. As a bonus action you may become the Moon's Avatar for up to a minute. It may be dismissed at anytime with no action required, and you gain the following benefits:
- - You gain a flying(hover) speed equal to your walking speed
- - You have darkvision up to 120ft, and true sight up to 30ft.
- - You glow dim light up to 45ft
- - Your attacks deal additional 2d10 radiant damage.
When you use this ability, you cannot use it again until you complete a long rest.
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