Moonlord (5e Class)
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Moonlord
Made of a chance encounter between man and Celestial. The Moonlord pledges their life to a Celestial host to gain the abilities they have. Mainly a symbiotic relationship, the mortal gains the powers and magic of the Celestial and the Celestial understands mortality in a deeper way than previously.
Creating a Moonlord
- Quick Build
You can make a Moonlord quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom. Second, choose the noble background. Third, choose the Fire Bolt cantrip.
Class Features
As a Moonlord you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Moonlord level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Moonlord level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Martial Weapons and Ranged Weapons
Tools: Disguise Kit and Alchemist’s Supplies
Saving Throws: Charisma and Wisdom
Skills: Choose three from Arcana, Sleight of Hand, Perception, Intimidation, and Deception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortbow and 30 arrows or (b) any martial weapon
- (a) a components pouch or (b) an arcane focus
- (a) an explorer’s pack or (b) a dungeoneer’s Pack
- Any trinket from the trinket page
Level | Proficiency Bonus |
Features | Cantrips Known | Edens | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
1st | +2 | Celestial Bond, Spellcasting | 4 | - | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Angel Heart | 4 | - | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Edens, Celestial Bond feature | 6 | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 6 | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 8 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Lunar Blast Ability Score Improvement | 8 | 6 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 10 | 6 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 10 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Lunar Blast upgrade, Celestial Bond feature, Edens upgrade | 10 | 9 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | — | 10 | 9 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 11 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 11 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Lunar Blast upgrade | 11 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | — | 12 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Celestial Bond feature, Edens upgrade Soul Bond | 12 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 12 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Ability Score Improvement | 13 | 21 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Broken Chains | 13 | 21 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement, Lunar Blast upgrade | 14 | 25 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | True Power | 14 | 30 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
At 1st level you get the ability to use the mystic arts granted to you by your Celestial Bond.
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
Cantrips
You know four cantrips of your choice from the Moonlord spell list. You learn additional moonlord cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Moonlord table.
Spell Slots
The Moonlord table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these moonlord spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
The table above shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest.
You prepare the list of moonlord spells that are available for you to cast, choosing from the moonlord spell list. When you do so, choose a number of spells equal to your Charisma modifier + your moonlord level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of meditation per spell level of the chosen the spells.
Spellcasting Ability
Charisma is your spellcasting ability for your moonlord spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a moonlord spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your moonlord spells.
Angel Heart
At 2nd level, you gain the ability to heal one creature of your choice as an action. The amount of hit points restored is equal to 2d10+Moonlord level+Charisma modifier. You can use this ability no. of times equal to moonlord level +charisma modifier+ proficiency bonus per long rest.
Edens
At 3rd level you gain the ability to augment your spells to be more effective. You do this by using a bonus action to spend an Eden point to double the spell's range, at level 9 you can double the duration of a spell, and at level 15 you can double your spellcasting modifier when you cast a spell. Once you use up all your charges, you regain all charges after a short or long rest.
Celestial Bonds
At 1st level, you chose a bond. Choose between The Deva, The Planetar, or The Fallen, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 9th and 15th levels.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 16th, 17th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Lunar Blast
At 6th level, as an action, you gain the ability to send out a sphere of energy up to a range of 30 feet. It then explodes and every creature within a range of a 20ft circle takes 2d10 radiant damage. It increases by 1d10 at 9th level and 13th levels. At 19th level it does 5d12 radiant damage. You can’t use this ability again until after a short or long rest.
Soul Bond
At 15th level you and your Celestial have become attuned and you have gained almost immortality. You age only 1 year for every 10 years. You are immune to disease, poison, necrotic and slashing. You can also use an action to heal yourself 3d12 + your proficiency bonus + charisma modifier. You can only use this ability three times per short or long rest. Also you gain wings of the selected celestial and can move 50ft as well as your normal movement.
Broken Chains
At 18th level you and your Celestial are permanently bonded and you now have the ability to explode in a wave of righteous fury (30 feet radius range) and deal 6d12 lightning damage and 6d12 radiant damage. You can only use this ability three times per long rest.
True Power
At 20th level you and your Celestial are now one being and you have now push past the boundaries of mortality. You are now immortal. Also due to your infusion your stats boost to that of the being, if not already better. You gain knowledge and use of 2 more of each level spells from the moonlord list and can cast up to three spells per action.
Celestial Bonds
The angels that have bonded with you are mysterious. Who knows why they have done this? Understanding? Boredom? Amusement? No one can really say besides the Celestial themselves. But good luck getting that out of them.
The Deva
The Deva is the steward of the gods. The job of this Celestial is to keep track of the mortal world. So these angels are already more accustomed to the mortal way of life then the others. They are also some of the luckiest Celestials.
- Superior Intelligence
Because of your bonding with the Deva, steward of the gods. Your Intelligence has increased by 2.
- Luck of the Draw
Starting at 3rd level, the bond that you share with the luckiest Celestial has given you a natural enhanced luck. If you fail on a saving throw you may reroll it and use whichever result is higher. This must be done before the effects of the save results occur. You may use this ability a number of times equal to your Charisma modifier, needing a long rest to restore all expenses uses.
- Healing Wind
Starting at 9th level, as an action you can make an attempt to cast the spell mass cure wounds on your allies. The Dungeon Master rolls a percentile, if get higher than 33%, it succeeds, though if it gets under, you take one hit die of damage to yourself. You can’t use this ability again until after a short or long rest.
- Madness
Starting at 15th level you can use a bonus action to give control to the Deva for an entire 2 rounds of combat. All your attacks do an extra +3 to hit and on damage. After you regain control, the Dungeon Master rolls a percentile if it’s between 1-30% nothing happens and your fine, 31-70% you are blinded and deafened until the start of your next turn, 71-100% you fall unconscious for 1 round. You can’t use this ability again until after a long rest.
The Planetar
The Planetar are the warrior champion of the Celestial world. They fight demons and help mortals with missions and quests of heroic nature.
- Superior Strength
Due to the Bond with the warrior angel, your Strength score has increased by 2.
- Radiance
Starting at 3rd level, you now deal passive 1d8 radiant damage per round in a 30ft cube around yourself.
- Hand of Fate
Starting at 9th level, you can summon a version of Mage Hand that when it attacks does 4d12 radiant damage, also it does double to undead or demon before resistance or weaknesses. You can use this ability three times after a long rest.
- Messiah
Starting at 15th level, you can unleash a blast of radiant damage that deals 6d12 and 3d12 lightning damage,if used against an undead or demon double the damage instead, before resistances or weaknesses. you can only use this feature twice every short or long rest.
The Fallen
The Fallen are a group of angels who betrayed the Celestials and were banished from their realm. They use dark magic and the relationship with them is more like a Warlock and their patron as opposed to friends.
- Superior Charisma
After the bonding with The Fallen you’ve become more charismatic. Your Charisma increases by 2.
- Shadowstar
Starting at 3rd level, you now do a passive 1d6 necrotic damage every round from a melee attack or spell.
- Broken Bindings
Starting at 9th level, when you use this ability as an action every creature within a 20ft radius centered on you must make a charisma save against your Spell DC or take 3d10+ your Charisma mod in necrotic damage. You can’t use this ability again until after a short or long rest.
- Tainted Soul
Starting at 15th level, you may use a bonus action to cause any hostile creature within 30ft of you has to make a Wisdom saving throw, if they fail they become frightened. Any creatures frightened of you in this way immediately fall prone and begin cowering in fear.
Moonlord Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- Cantrips
Fire Bolt, True Strike, Chill Touch, Message, Mage Hand, Poison Spray, Thorn Whip, Blade Ward, Acid Splash, Shocking Grasp, Mending, and Light
- 1st Level
Thunderwave, Unseen Servant, Cure Wounds, Feather Fall, Healing Word, Guiding Bolt, Charm Person, Shield of Faith, Thunderous Smite, Wrathful Smite, Searing Smite, Magic Missile, Chromatic Orb, Arms of Hadar, Sanctuary, Mage Armor, and Witch Bolt
- 2nd Level
Branding Smite, Cloud of Daggers, Crown of Madness, Invisibility, Zone of Truth, Phantasmal Force, Augury, Spiritual Weapon, Darkvision, Flame Blade, Gust of Wind, Shatter, Spider Climb, Enthrall, Moonbeam, and Darkness
- 3rd Level
Blinding Smite, Elemental Weapon, Counterspell, Gaseous Form, Fly, Fireball, Lightning Bolt, Call Lightning, Water Walk, Mass Healing Word, Revivify, Vampiric Touch, Hunger of Hadar, Water Breathing, Bestow Curse, and Animate Dead
- 4th Level
Staggering Smite, Dimension Door, Confusion, Polymorph, Greater Invisibility, Hallucinatory Terrian, Banishment, Blight, Control Water, Private Sanctum, Wall of Fire, Dominate Beast, Evard’s Black Tentacles, Mordenkainen’s Faithful Hound, and Ice Storm
- 5th Level
Banishing Smite, Awaken, Greater Restoration, Dominate Person, Mass Cure Wounds, Raise Dead, Planar Binding, Modify Memory, Contagion, Flame Strike, Hallow, Telekinesis and Reincarnate
- 6th Level
Eyebite, True Seeing, Heal, Heroes’ Feast, Sunbeam, Wall of Thorns, Disintegrate, Chain Lightning, Mass Suggestion, Move Earth, Create Undead, and Conjure Fey
- 7th Level
Etherealness, Forcecage, Regenerate, Ressurection, Symbol, Teleport, Conjure Celestial, Plane Shift, Fire Storm, Reverse Gravity, Finger of Death, and Prismatic Spray
- 8th Level
Dominate Monster, Feeblemind, Antimagic Field, Contol Weather, Holy Aura, Earthquake, Tsunami, Sunburst, Demiplane, Clone, Maze, and Incendiary Cloud
- 9th Level
Power Word Heal, Power Word Kill, Storm of Vengeance, True Resurrection, Meteor Swarm, Time Stop, True Polymorph, and Wish
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