Moon Hunter (5e Class)
Moon Hunter[edit]
The moon is a guide for hunters since the dawn of time. It alerts tribes that the time of gathering provisions for hard seasons has come, serving as an augury and a kind advisor. It serves as a flashlight for nocturnal predators, guiding them to their prey. It awakens primal instincts on shape-shifters, making them faster, stronger and hungrier, while alerting those who know their signs to the presence of these same presence, glowing brighter and bigger in the sky when the time for the savage beasts to awaken has come. For that same reason, gods and goddesses with hunting in their portfolio also tend to have a strong connection to the moon, and bestow upon the hunter's who follow them the skill needed to slay their prey.
Moon Hunters and huntresses are individuals who train to understand the auguries and signs given by the moon, using these signs to help them in hunting, learning how to commune and connect with the moon and how to draw power from it. Since the moon is neutral, don't picking sides between hunter and prey, helping all of those who are aware enough to understand its signs, you can find moon hunters from many beliefs, who understand the moon signs and channel its power in multiple ways. From those who embrace the lunacy and frenzy brought by its power , rejoicing in the bloodlust after killing a prey, to those who protect the innocent from the dangers who wander the night bathed in moonlight, moon hunters are united in the connection and understanding of this celestial force.
Moon Hunter[edit]
How did your character become blessed by the moon? Were they a hunter who wandered into a shrine to a lunar deity? Were they granted a vision in a dream, and awoke with their power?
- Quick Build
You can make a Lunar Huntress quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Outlander background.
Class Features
As a Lunar Huntress you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Lunar Huntress level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Lunar Huntress level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons, heavy crossbow, longbow, scimitar
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose four from Animal Handling, Acrobatics, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two scimitars or (b) two martial weapons or (c) heavy crossbow and 10 bolts
- longbow and quiver with 10 arrows
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Hunter Mark |
---|---|---|---|
1st | +2 | Night Vision, Hunter Mark | 1d6 |
2nd | +2 | Moon Gifts (1), Night Sky Signs | 1d6 |
3rd | +2 | Moon Hunter Tribe, Honed Instincts | 2d6 |
4th | +2 | Ability Score Improvement | 2d6 |
5th | +3 | Hunter Senses | 3d6 |
6th | +3 | Moon Signs | 3d6 |
7th | +3 | Moon Gifts (2), Emboldened Heart | 4d6 |
8th | +3 | Ability Score Improvement | 4d6 |
9th | +4 | Moon Hunter Tribe Feature | 5d6 |
10th | +4 | Lunar Communion | 5d6 |
11th | +4 | Night Omen | 6d6 |
12th | +4 | Ability Score Improvement | 6d6 |
13th | +5 | Moon Gifts (3), Moon Hunter Tribe Feature | 7d6 |
14th | +5 | Night Sky Signs Improvement | 7d6 |
15th | +5 | Defensive Instincts | 8d6 |
16th | +5 | Ability Score Improvement | 8d6 |
17th | +6 | Moon Gifts (4), Moon Hunter Tribe Feature | 9d6 |
18th | +6 | Deadly Stalker | 9d6 |
19th | +6 | Ability Score Improvement | 10d6 |
20th | +6 | Moon's Embrace | 10d6 |
Night Vision[edit]
Starting at 1st level, your eyes are accustomed to the dark and the night. You have darkvision of 60 feet. If you already have darkvision, you can see up to an additional 60 feet out, totaling 120 feet.
Hunter Mark[edit]
Also at 1st level, you learn how to mark your quarry with deadly intent. As a bonus action, you can put a mark on a creature you can see within 60 feet. Once per turn when you hit a marked creature with a ranged attack with a ranged weapon or melee weapon that lacks the heavy or two-handed property, you deal additional 1d6 damage from the weapon's type. The damage increases as you gain levels in this class, as shown on the Hunter's Mark column on the Moon Hunter table. Keeping a creature marked requires concentration (as a spell would), but is not considered a magical effect.
In addition, while the creature is marked, you have advantage on Wisdom checks made to sense, locate and track the creature, and on (Dexterity) Stealth checks to find it. The creature remains marked until you finish a short or a long rest, or until the creature is reduced to 0 hit points. The mark ends earlier if you mark another creature.
Night Sky Signs[edit]
At 2nd level, you can use the signs given by the moon to prepare for the dangers ahead. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. At 14th level, you roll one additional dice.
Moon Gifts[edit]
At 2nd level, your connection to the moon has bestowed certain blessings and knowledge about hunting and the auguries of the moon. You gain two gifts, detailed at the end of the class description, at the Moon Gifts List section. You gain one additional gift at 7th, 13th and 17th levels. Upon level up you can choose to replace any moon gifts.
Honed Instincts[edit]
At 3rd level, your hunting and combat instincts develop further. When you roll initiative, you can place your Hunter Mark on one creature within range without using a bonus action.
Moon Hunter Tribe[edit]
Starting at 3rd level, you must choose a tribe that defines your style of hunting and how the moon inspire your skills. Your options are listed under the Moon Hunter Tribes section, at the end of the class description. Your choice give you features at 3rd level, and again at 9th, 13th and 17th levels.
Hunter Senses[edit]
Starting at 5th level, whenever a creature marked by your Hunter Mark forces you to make a saving throw, or whenever you make a contested ability check against it, you can roll a d6 and add the result to your roll.
Moon Signs[edit]
At 6th level, at night, if you can see the moon, you can cast augury as a ritual, without using material components, as you meditate and interpret the signs given by the moon. Once a day after casting augury, you regain a use of your Night Sky Signs feature.
In addition, at night while outdoors, when bathed by moon light or when you can see the moon, you can't roll under a 10 on any Wisdom, Intelligence (Nature) and (Investigation) and Dexterity (Stealth) checks.
Emboldened Heart[edit]
At 7th level, the knowledge that the moon protects you give you courage. You are immune to the frightened condition.
Lunar Communion[edit]
Starting at 10th level, you can connect yourself with the moon, gathering answers and signs. At night, you can cast commune with nature as a ritual. You must be outdoors, capable to see the moon or bathed in moon light to cast this spell. Once a day after casting commune with nature, you regain a use of your Night Sky Signs feature.
Night Omen[edit]
Starting at 11th level, your senses become keen to perceive the lunar signs sent to you. Whenever you make an attack roll, ability check or saving throw at disadvantage, you can cancel that disadvantage using your reaction.
Defensive Instincts[edit]
Starting at 15th level, you become deeply aware to the movements of your marked quarry. Whenever a creature marked by your Hunter Mark makes an attack against you, you can use a reaction to impose disadvantage to all attacks made by that creature until the start of your next turn, including the triggering attack.
In addition, when a creature marked by your Hunter Mark forces you to make a saving throw, you can use your reaction to reroll that save, in case of a miss.
Deadly Stalker[edit]
Starting at 18th level, the creatures marked by you can't escape. You always know the location of a marked creature, as long as both you and the marked creature are in the same plane.
In addition, you can choose to deal maximum damage when you hit a marked creature, instead of rolling for damage. Once you use this ability, you can't use it again until you finish a short or a long rest.
Moon's Embrace[edit]
At 20th level, the moon protects and guides you. As an action, you can make a weapon attack against a creature of choice. On a hit, you deal your Hunter Mark damage even if the creature isn't marked.
In addition, your Dexterity and Wisdom scores increase in 2, to a maximum of 22.
Moon Gifts List[edit]
The moon gifts are presented in alphabetical order. If a moon gift has prerequisites, you must meet them to gain it. You can gain a gift at the same time you meet its prerequisites.
- Gift of the Tough Hide
Prerequisite: moon howler tribe
While not wearing armor, your AC equals 13 + your Constitution modifier. Under moon light it increases to 15 + your Constitution modifier. Under the light of a natural full moon, it becomes 17 + your Constitution modifier.
- Gift of the Night Eyes
The range of your darkvision doubles, and you can see in natural darkness as if it were bright light. In addition, you can also see trough magical darkness.
- Gift of the Moon Signs
prerequisite: 7th level
During a long rest, you can meditate for 1 hour under the moon. You must be outdoors at night, and must be able to see the moon for the duration, to get signs and omens from it. When you finish the long rest, roll 3d20's and record the number rolled on them. Before the end of your next rest, you can replace any attack roll, ability check or saving throw made by you with this roll. You must choose to do so before rolling the die.
- Gift of the Hunter's Moon
You gain the Archery Fighting Style:
- Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
- Gift of the Swift Tracking
You ignore difficult terrain, and can use your bonus action to take the Dash action.
In addition, you can use Dexterity (Stealth) even when traveling fast.
- Gift of the Owl Dream
Prerequisite: owl guard tribe
You only need 3 hour of sleep during a long rest to gain its benefits, and have advantage on saving throws against Exhaustion.
In addition, whenever a hostile creature moves within 60 feet of you while you are sleeping, you instantly awake. You know that there's a hostile creature nearby, but can't sense its location.
- Gift of the God of Hunting
You gain proficiency in Survival and Investigation, if you don't already have it, and twice your proficiency bonus if you do.
You also gain proficiency with one martial weapon of choice. You can use your Dexterity, instead of Strength, for attacks and damage rolls with the chosen weapon.
- Gift of the Goddess of Hunting
You learn the true strike cantrip, which you can cast as a bonus action. In addition, you learn one 1st-level spell from the ranger's list, that you can cast once, without spending a spell slot, regaining the ability to do so after finishing a long rest.
Wisdom is your spellcasting ability for the chosen spell. You can choose this gift multiple times, each time you gain a new 1st-level spell.
- Gift of the Pack Hunter
Prerequisite: 13th level, Moon Howler tribe
Whenever you and an allied creature are within 5 feet of each other and are able to see and hear each other, both gain advantage on melee attack rolls made against a creature within 5 feet.
- Gift of the Dark Slayer
Prerequisite: Night Stalker tribe
When hidden from a creature, you can make a Dexterity (Stealth) check, contested by the target's Wisdom (Perception). On a success, you gain a bonus of +10 to the first attack you make until the end of your next turn. On a failure, you are no longer hidden.
Moon Hunter Tribes[edit]
Starting at 3rd level, you can choose an ancient tribe you belong or emulate to gather knowledge and power from the moon. You can choose between the following options:
A a traditional tribe of moon hunters, embracing the less mystical aspect of the moon.
A tribe of shape shifters, who embody the savage side of the moon.
The tribe of undead and werewolf hunters, opposed to the moon howlers since their inception.
A tribe of mostly female hunters, devoted to the moon goddess artemis.
A tribe of sentinels, who preemptively slay possible threats to their villages, tribes or cities.
Night Stalkers[edit]
Night hunters in the most traditional sense, the Night Stalkers use the moon as a guide and advisor, respecting its secrets and power, seeing the moon as a neutral party. The night stalkers know that the moon helps both hunter and prey, and are aware that those roles change under the vigilant eye in the sky, so they use the moon as a constant reminder to be always vigilant, always ready, always prepared.
- Patient Shot
At 3rd level, you can calmly strike your prey from far distances. If you have no hostile creatures within 30 feet of you, when you make a ranged attack against a creature you deal your additional Hunter Mark damage even on non-marked creatures.
You can't use this feature if you have moved on your turn, and your movement speed is reduced to 5 feet afterwards. In addition, you can get up from prone position by spending 5 feet of movement.
- Darkness Slayer
At 3rd level, you can take the Hide action as a bonus action. In addition, whenever you are in dim light or darkness, you can take the Hide action even when in plain sight.
- Sudden Strike
Starting at 9th level, the first time you hit a creature marked by your Hunter Mark while hidden, that creature is completely caught by surprise, and your attack cause great harm. On a hit, that attack is a critical.
You can't use this feature again in the same creature until 24 hours have passed.
- Cautious Hunter
At 13th level, you have advantage on Dexterity (Stealth) checks if you move no more than half your movement speed on your turn.
In addition, when you roll a 20 or more on a Dexterity (Stealth) check made to hide, you are considered invisible until the start of your next turn.
- Hunter Reflexes
At 17th level, you can take two turns on your first round of combat. You take the fist turn at your normal initiative, and your second turn at your initiative minus 10. You can't use this feature if you are surprised.
In addition, if you are hidden or outdoors in the night, any attack made by you during the first round of combat gain your Hunter Mark damage bonus on a hit.
Moon Howlers[edit]
The moon howlers are moon hunters who embrace the lycanthropy, infecting themselves with the curse in order to become more dangerous predators. They use the power of the moon to aid in their transformation and to learn how to controlling it even without its presence. Some of them are blood thirsty monsters, rejoicing in the lack of control and in the savagery brought upon them by the full moon, while others learn to tame the beast, putting their savage side under their control, instead of letting themselves be controlled by it.
- Heightened Senses
Starting when you choose this tribe at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Full Moon's Curse
Upon choosing this archetype at 3rd level, you have infected yourself with lycantropy. As a bonus action, you can transform into an hybrid between a beast and a humanoid for 1 minute. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
You gain the following benefits while transformed:
- You can use your Dexterity modifier, instead of your Strength, for your unarmed strikes.
- You roll a d6 instead of the normal damage for your unarmed strikes, and deal slashing or piercing damage. In addition, whenever you take the Attack action and make an attack with your unarmed strikes, you can make another using a bonus action. The damage becomes a d8 at 9th level and a d10 at 17th level.
- You can deal your additional Hunter Mark damage with your unarmed strikes. When you deal your additional Hunter Mark damage, you ignore resistances and immunitites to nonmagical damage with your natural weapons.
- You gain resistance to slashing, piercing and bludgeoning damage from non silvered weapons.
- Animal Heritage
At 9th level, you can assume a primal form related to your animal heritage. You can cast polymorph on yourself, without spending spell slots, and without requiring concentration. You retain your proficiencies, moon hunter features and Intelligence, Wisdom and Charisma scores.
When you choose a heritage, you can't change it, and each heritage grants you two forms. You can choose one of the following heritages:
- Wolf. Wolf, Dire Wolf.
- Tiger. Panther, Tiger.
- Bear. Black Bear, Grizzly Bear.
- Rat. Rat, Giant Rat.
- Boar. Boar, Giant Boar.
Once you use one of your forms, you can't use that form again until you finish a long rest.
- Moon Howl
At 13th level, you can unleash a terrifying howl as an action. Each hostile creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to this feature for the next 24 hours.
- Lycan Regeneration
At 17th level, whenever you are transformed, you regain a number of hit points at the start of each turn equal to 5 + your Constitution modifier.
Silver Mantles[edit]
Devoted to the extermination of evil and cursed beings, the silver mantles wander trough darkness, facing the menaces that lurk in the shadows. Originally created to slay shapeshifters and undead, the tribe knowledge about fighting against evil has evolved, and they expand their fight to all types of cursed and profane beings. They use the radiant light of the moon to harm evil creatures, and the revealing light to see trough the veil of illusion and deception, while bravely charging towards the unknown terrors hidden in the shadows.
- Light of Revealing
At 3rd level, you can use the moon light to see trough the veil of illusions, your eyes glowing with the light of truth. As an action, you gain truesight up to a range of 60 feet, lasting for 1 minute. Once you use this ability, you can't use it again until you finish a short or a long rest.
- Glowing Strike
Starting at 3rd level, when you hit a marked creature with an attack, you can cause radiant damage, instead of your weapon's normal damage.
- Radiant Smite
Also at 3rd level, you can channel radiant power into your strikes against certain creatures. Whenever you hit a marked undead, fiend or shapechanger, you can deal additional radiant damage equal to half the number rolled on the Hunter Mark dice.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses of it after finishing a long rest.
- Light Conduit
Starting at 9th level, your body becomes a conduit for sacred light. You become immune to radiant damage. In addition, you can harness the power of radiance to manifest the sacred power of the moon.
You can meditate for 10 minutes in outdoors and under the moon light to gain 1 point of radiance. You can have an amount of radiance points equal to your proficiency bonus. You can spend your points of radiance in the following manners:
- Silver Glow. While you have at least 1 point of radiance, you can use your bonus action to emit a silvery light. This light sheds 10 foot of bright light and 10 foot of dim light. Any shape changer, undead or fiend within the area of this light takes additional damage from your attacks equal to 1d6 radiant. In addition, your attack ignore resistance to non-magical weapons against fiends, undeads and shapechangers bathed by the glow.
- Smiting Radiance. You can spend 1 point of radiance to use your Radiant Smite without spending uses of the feature.
- Light of Truth. You can spend 1 point of radiance to instantly dispel any illusion spell with a level equal to half your Moon Hunter level, in a 10-foot radius within 60 feet. Any creature with the shapechanger subtype or with its form concealed (by a polymorph or alter self spell for example) is revealed, and marked by bright light equal to your silver glow for 1 minute.
- Moon Knight
Starting at 13th level, you can let the glow of the moon engulf your body, as a bonus action, lasting for 10 minutes. For the duration you gain the following benefits:
- Your Silver Glow range increases to 30 feet, and the damage increases to 1d8.
- You have advantage on attacks made against creatures inside the Silver Glow.
- The area inside the Silver Glow is considered difficult terrain for hostile creatures.
Once you use this feature, you must finish a long rest to use it again, unless you spend 1 point of radiance to do so again.
- Moon Avatar
Starting at 17th level, while you have at least 1 point of radiance you can cast moonbeam at will, without spending spell slots. Wisdom is your spellcasting ability for this spell.
In addition, you can always replace the damage of your weapon attacks by radiant damage.
Owl Guard[edit]
Owl guards are moon hunters who wander in the night facing dangers to keep others safe. They embrace the owl as their totemic beast and spiritual protector, embodying its wisdom, power and vigilant sight to guard the innocent against night predators.
- Sentinel Training
Starting at 3rd level, you gain proficiency with martial weapons, medium armor and shields. You can add your Dexterity modifier, instead of your Strength, on attacks and damage rolls made with melee weapons that lack the heavy or two-handed property.
In addition, you gain proficiency in Wisdom (Perception) check, and whenever you roll a 7 or lower on the d20 in these checks, you can treat that roll as an 8. If you are outdoors at night, bathed by moon light or you can see the moon, this increases to a 10.
- Always Vigilant
At 3rd level, you can take the Search action as a bonus action on your turn. In addition, at night and outdoors, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.
- Warden's Shield
When you choose this tribe at 3rd level, you learn certain defensive techniques, as shown below. When a Warden's Shield technique require a saving throw, you calculate as follows: DC 8 + your proficiency bonus + your Wisdom modifier.
- Protect. On you turn, you can choose to reduce the Hunter Mark additional damage in two dice until the end of your next turn. If you do so, you can use your reaction to protect yourself or a creature of your choice within half your movement speed from damage caused by that creature, reducing the damage in 2d6. If you protect another creature, you move to a place within 5 feet of it.
- Vigil. When you take the Search action to detect a marked creature, you can reduce the Hunter Mark additional damage in two dice until the start of your next turn. If you do so, you add 2d6 to the result of your search.
- Rebuke. When you hit a creature marked by your Hunter Mark, you can reduce the damage caused in two dice. If you do so, the target must succeed on a Strength saving throw or is knocked 10 feet back or prone (your choice).
- Vigilant Defense
At 9th level, you can use your action to analyze a creature you can see, making a Wisdom (Perception) check contested by the creature Dexterity (Stealth). If you win, the creature have disadvantage on attacks made against you, and can't make opportunity attacks against you for 1 minute.
In addition, you can use your Warden's Shield features against that creature without reducing the damage of your Hunter Mark and without the need for that creature to be marked.
If you succeed on this feature outside combat, you gain one information about the creature from the following: damage resistances, damage immunitities, Intelligence, Wisdom or Charisma scores, maximum number of hit points, condition immunitities or alignment.
- Wings of Protection
Starting at 13th level, you can interpose yourself between your allies and their attackers. Whenever a creature makes an attack against a target within 5 feet of you, you can use your reaction to cause that attack to be made against you instead. You must use this feature before you know the result of the attack.
- Master Defender
Starting at 17th level, you can force one hostile creature within 5 feet of you to reroll an attack roll with disadvantage. Once you do so, you can't use this feature again until you finish a long rest.
Lunar Huntresses[edit]
The tribe of the lunar huntresses was born from the goddess of hunting itself, and originally accepted to train only women, being the goddess a protector of the purity and safety of girls, learning them how to defend themselves, since darkness is deeper and stronger against them. With the times, however, the goddess accepted both men and women between its followers, seeing in some both the need and the mindset needed from its devote huntresses.
- Spellcasting
Lunar Huntress Level |
Cantrips Known |
Spells Known |
—Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | |||
3rd | 2 | 3 | 2 | — | — | — |
4th | 2 | 4 | 3 | — | — | — |
5th | 2 | 4 | 3 | — | — | — |
6th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
9th | 2 | 6 | 4 | 2 | — | — |
10th | 3 | 7 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 3 | — | — |
12th | 3 | 8 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
15th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
- Spellcasting
- When you reach 3rd level, you learn how to channel the power of the moon goddess to cast spells.
- Cantrips
- You learn two cantrips of your choice from the lunar huntress spell list. You learn an additional lunar huntress cantrip of your choice at 10th level.
- Spell Slots
- The Path of the Lunar Huntress Spellcasting table shows how many spell slots you have to cast your 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 spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
- You know three 1st-level lunar huntress spells of your choice. The Spells Known column of the Path of the Lunar Huntress spellcasting table shows when you learn more lunar huntress spells of 1st level or higher.
- Whenever you gain a level in this class, you can replace one of the lunar huntress spells he know with another spell of your choice from the lunar huntress spell list. The new spell must be of a level for which you have spell slots.
- Spellcasting Ability
- Wisdom is your spellcasting ability for the lunar huntress spells, since you learn this power through research and study. You use your Wisdom whenever a spell refers to his spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a lunar huntress spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Moon Bow
At 3rd level, you can bond with a shortbow or longbow when you finish a long rest, causing it to become a moon bow. You can use your Moon Bow as your spellcasting focus for your Lunar Huntress spells, and can use your Wisdom modifier, instead of your Dexterity, for attacks and damage rolls with it.
In addition, whenever you cast a spell using your action, you can make an attack against a creature marked by your Hunter Mark using this bow as a bonus action.
Attacks made with the moon bow are considered magical for the purposes of overcoming resistances and immunities to nonmagical damage.
- Moon Guidance
Starting at 9th level, whenever a creature fails a saving throw against a Lunar Huntress spell, or when you damage a creature with one of your lunar huntress spells, you have advantage on your next ranged weapon attack made until the end of your next turn.
- Blessing of the Goddess
Starting at 13th level, whenever a creature fail a saving throw against a Lunar Huntress spell you cast, you can be bathed in moon light, gain temporary hit points equal to half your Lunar Huntress level (rounded down) + your Wisdom modifier.
In addition, you emit a faint glow of moon light, shedding bright light in a 5-foot radius, and dim light for 5 feet. You can use this ability a number of times equal to your Wisdom modifier, regaining your uses after finishing a short or a long rest.
- Lunar Protection
At 17th level, the goddess protect you from harm. As a bonus action, you can prey for hers protection for 1 minute. For the duration, whenever a creature tries to attack you or target you with a spell for the first time on a turn, it must succeed on a Wisdom saving throw against your spell save DC.
On a failed save, the attacker must choose a new target for the attack or that attack is wasted. On a success, the creature have disadvantage on the attack and you have advantage against the spell.
You can use this ability once, regaining the ability to do so after finishing a short or a long rest.
Lunar Huntress Spell List[edit]
- Cantrips
dancing lights, guidance, light, message, minor illusion, resistance, sacred flame, spare the dying, thaumaturgy, true strike, word of radiance
- 1st
alarm, animal friendship, beast bond, bless, ceremony, cure wounds, divine favor, ensnaring strike, faerie fire, guiding bolt, healing word, speak with animals, zephyr strike
- 2nd
aid, animal messenger, augury, beast sense, branding smite, darkvision, find steed, magic weapon, moonbeam, pass without trace, see invisibility
- 3rd
catnap, conjure barrage, crusader's mantle, daylight, elemental weapon, flame arrows, haste, lighting arrow
- 4th
arcane eye, aura of purity, control water, divination, find greater steed, locate creature
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Moon Hunter class, you must meet these prerequisites: Dexterity 13, Intelligence 13.
Proficiencies. When you multiclass into the Moon Hunter class, you gain the following proficiencies: light armor, simple weapons, one skill proficiency from the Moon Hunter's list.
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