Moon Zerker (5e Class)

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MoonZerker[edit]

The moon is a powerful and mysterious entity, that exert control over the material plane. Causing ocean tides to fall and rise, dispersing the nightly darkness with the silvery glimmer of light, serving as a guide to nocturnal predators and as a source of knowledge for those wise enough to seek its guidance.

The moon also affects the mind, spirit and behavior of creatures, determining traits and reinforcing natural characteristics. Some creatures embody aspects of the phase of the moon they have been born into. Some of such creatures become Moon Zerkers, warriors moonstruck in their birth, affected by lunacy, becoming able to channel the moon in combat and receiving gifts and blessings for their worship to the moon.

Lunacy and Auspices[edit]

Lunacy is the condition of these lunar warriors, that can manifest itself in a fury or a trance, that both helps a creature to attune the nature by its connection to the moon, and in combat, unleashing the moon zerker rage on your foes.

The auspice is the moon phase that oversaw the birth of the Moon Zerker, and that determines its powers and personality. The auspice also determines how the lunacy manifests on the warrior, giving it powers in exchange for the warrior's devotion.

Cult of the Moon[edit]

All moon zerkers are devoted to the moon in a way or another. Even those who are not part of a organized religion or cult can feel the divine presence of the moon and have a strong connection to it, instinctively honoring the moon by its actions.

Those who are part of a organized group of devotees of the moon sometimes didn't born with the powers of their auspice, but have been taught on how to attune to the moon aspect that protects and guide them.

Light in the Darkness[edit]

Both literally and metaphorically, the moon disperses the night terrors, and often the moon zerkers are the tool used by the moon do exactly that. As such, moon zerkers are often enemies of creatures such as lycanthropes and undead, who lurk in the shadows and bring darkness and corruption.

Creating a MoonZerker[edit]

brother-baston-moonguardfinal.jpg
[1] by [2]
Quick Build

You can make a moon zerker quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee or ranged and finesse weapons. Make Wisdom your next highest if you plan to focus on the power of the moon prayers and in the fury techniques. Choose a higher Constitution next, since you are primarily a front-line warrior. Then, select as your background the acolyte, for a devotee of the moon, or the outlander, for a tribal warrior.

Class Features

As a Moon Zerker you gain the following class features.

Hit Points

Hit Dice: 1d8 per Moon Zerker level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Moon Zerker level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, Acrobatics, Insight, Intimidation, Perception, Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Moon Zerker

Level Proficiency
Bonus
Features
1st +2 Moon Prayers, Auspices
2nd +2 Moon's Fury, Fury Techniques
3rd +2 Auspice Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Lunar Communion
7th +3 Auspice Feature
8th +3 Ability Score Improvement
9th +4 Blood Moon
10th +4 Auspice Feature
11th +4 Wrathful Radiance
12th +4 Ability Score Improvement
13th +5 Dazed by the Moon
14th +5 Auspice Feature
15th +5 Glowing Defense
16th +5 Ability Score Improvement
17th +6 Auspice Feature
18th +6 Moon Child
19th +6 Ability Score Improvement
20th +6 Auspice Feature

Moon Prayers[edit]

Starting at 1st level, you have learned how to pray to the moon in order to receive blessings. You must prepare before using them, memorizing it and internalizing their meaning inside you. During a long rest, you can prepare a number of prayers equal to your 1 + your Wisdom modifier. Once you use one moon prayer, is spent until you prepare it again on a long rest.

You know two prayers at 1st level, and you learn more as you gain levels in this class. You learn 2 additional prayers at 3rd, 7th, 11th and 15th levels.

Auspices[edit]

At 1st level, you choose your Auspice, that determines the moon you have born under. You can choose between the New Moon, the Crescent Moon, the Half-Moon, the Gibbous and the Full Moon. You choice grant you features at 1st level, and again at 3rd, 7th, 10th, 14th, 17th and 20th level.

Moon's Fury[edit]

At 2nd level, you can let the influence of the moon take control over you, allowing you to enter in a state of battle lunacy. When you roll initiative, you gain 1 fury stack. Whenever you roll a critical hit with a melee attack, reduce a creature to 0 hit points or take damage from a hostile creature, you gain 1 fury stack. The maximum amount of stacks you can have equals your proficiency bonus.

When you hit a creature with a melee attack, you can spend 2 fury stacks to deal 1d8 additional damage with that attack.

Fury Techniques[edit]

At 2nd level, you can channel your fury to perform incredible feats of swordsmanship and combat prowess, moving your weapons with swiftness and brutality.

When you take the Attack action on your turn, you can replace one of your attacks by a fury technique. A fury technique costs 1 fury stack, and you can only use one fury technique in each of your turns. A technique require you to be wielding a melee weapon attack or to make an unarmed strike to perform it.

You know two fury techniques when you gain this feature, and you can learn a additional one at 5th, 9th, 13th and 17th levels.

Fury Technique Save DC = 8 + your proficiency bonus + your Wisdom modifier.

Dash Slice

You move up to 15 feet, without provoking opportunity attacks and being able to move trough the space of a hostile creature. If you move trough the space of a hostile creature, your movement immediately stops, and you end your movement in an empty space within 5 feet of it.

This creature must succeed on a Dexterity saving throw, or take 1d12 damage from your weapon type on a failed save, or half as much on a success.

The damage increases to 2d12 at 5th level, 3d12 at 11th level and 4d12 at 17th level.

Weapon Toss

You can hurl a melee weapon you are holding against an opponent within 30 feet. Make a ranged weapon attack, using your Wisdom instead of your Strength. On a hit, you deal the weapon damage (without modifiers) and the target is knocked 10 feet back. Your weapon fall on the ground after the impact. In addition, a faint explosion of light affect all creatures within 5 feet of your target, causing 1 point of radiant damage to all creatures in the area (including the target).

The weapon damage to the target increase in + 1d8 from the weapon's damage, and the radiant damage increase in + 1 at 5th (1d8 and 2), 11th (2d8 and 3) and 17th levels (3d8 and 4).

Rising Moon Strike

Make a melee attack roll against a creature within 5 feet of you. On a hit, you deal the weapon's damage (without modifiers) and the target is thrown 10 feet in the air, and fall to the ground, knocked prone.

The creature is lifted additional 10 feet at 5th, 11th and 17th level.

Great Leap

You can leap into the air, gaining flying speed equal to your movement speed. You must end your movement on the ground, or else you fall. In addition, if you pass trough a hostile creature during your movement, you can make a single weapon attack, dealing the weapon damage.

You can make one additional attack at 5th, 11th and 17th levels. Each attack must be made against different targets.

Armor Shredder

When you hit a creature with this technique, you deal the weapon's damage (without modifiers) and the AC of that creature is reduced in 1 until the end of your next turn.

The AC reduction increases in 2 at 5th level, 3 at 11th level and 4 at 17th level.

Slam Down

Leap 20 feet in any direction and make a melee weapon attack against a creature within 5 feet of you. On a hit, the creature have its movement speed reduced to 0 until the end of your next turn. If the creature is able to fly, it becomes unable to fly by any means until the end of your next turn.

Your leap increases by 20 feet at 5th level, 11th and 17th level.

Shatter the Earth

You slam your weapon in the ground, creating a impact wave that forces all creatures within 5 feet to make a Constitution saving throw. On a failed save, the creature's are stunned until the start of your next turn.

At 5th level, the creature's also take 1d6 bludgeoning damage. This damage increase to 2d6 at 11th level and 3d6 at 17th level.

Smash and Dash

Make an attack roll against a creature within 5 feet of you. On a hit, you cause the weapon's damage (without modifiers) and this creature is unable to take reactions until the end of your next turn. Hit or miss, you can move up to your movement speed after the attack.

At 5th level, 11th and 17th levels, you can make one additional attack per level. You can move after each of these attacks.

Crack the Sky

All creatures within 5 feet of you must succeed on a Dexterity saving throw, or take half your weapon's damage (without modifiers), and be thrown 5 feet on the air. Creatures thrown in the air must succeed on a Dexterity saving throw or Dexterity (Acrobatics) check, or are knocked prone.

At 5th level, you deal damage equal to your weapon's damage. At 11th level, you add your ability modifier to the damage. At 17th level, you deal twice your weapon's damage.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th 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.

Extra Attack[edit]

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Lunar Communion[edit]

Starting at 6th level, the moon give you direction and orientation. You learn how to cast the guidance cantrip. Wisdom is your spellcasting ability for this spell. Also, whenever you are able to see the moon or is under the moonlight, you can cast the spell augury without spending spell slots or material components. You can cast this spell a number of times equal to your proficiency bonus and regain your uses after a long rest.

In addition, when you can see the moon or the glow of the natural moon, you don't need to sleep to get the benefits of a long rest, needing to spend only 4 hours doing light activity instead. You also get advantage on Wisdom (Perception) and Intelligence (Religion) checks in those situations.

Blood Moon[edit]

Starting at 9th level, you can spend 2 additional fury points to use one additional Fury Technique as part of the same attack.

Wrathful Radiance[edit]

Starting at 11th level, while you have at least 1 fury stack, you add 1d8 radiant to all your melee weapon attacks damage. You roll a d12, instead of a d8, when you cause damage to shapechangers and undead.

Dazed by the Moon[edit]

Starting at 13th level, you can spend 10 minutes to enter in a trance state, that allow you to see anything that the moon is able to see. This work in a similar manner as the clairvoyance, but you can only see a place touched by the natural moonlight, or a place were the moon can be seen.

You don't need to spend any components or concentrate on it, but while you are dazed by the moon, you are considered blinded and deafened by your normal senses, being able to only sense trough the moon.

Glowing Defense[edit]

Starting at 15th level, whenever you are hit by an attack, you can cause your body to shimmer with a silvery glow, blinding temporarily an attacker. Whenever a creature you can see makes an attack roll against you within 30 feet, you can impose disadvantage to that attack. This doesn't work on creatures that don't rely on sight to see or are immune to blindness.

You must use this feature before you know if the attack hit or misses.

Moon Child[edit]

Starting at 18th level, you can always sense the presence of the moon protecting and blessing you. You can use your Lunar Communion even without seen the moon or without being bathed by its light.

List of Prayers[edit]

Ode of the Moon Harvester

As a bonus action, you can spend a number of hit dice equal to 1 + half your proficiency bonus (rounded up) to allow your body to channel the energy of the moon to mend your wounds.

For 1 minute while you have at least 1 hit point, you regain a number of hit points equal to your Wisdom modifier + 1d8.

Glimmering Dawn-blade

As a bonus action, you can spend a number of hit dice equal to 1 + half your proficiency bonus (rounded up) to cause a weapon you are wielding to glow with moon radiance.

For 1 minute or until you are knocked unconscious, your weapon deals additional radiant damage equal to 1d4 whenever you hit a creature with it. In addition, the weapon sheds bright light in a 20-foot radius, and dim light for another 20 feet.

Serenade to the Night Eye

The moonlight reveal the truth hidden in the dark of night and force shadow lurkers to show their true form. You perform this prayer for 1 minute, and it lasts until you complete a long rest. For the duration, you deal additional 1d4 radiant damage whenever you hit a creature with the "shapechanger" subtype. In addition, a creature hit by you with a melee weapon attack must succeed on a Wisdom saving throw or will be reverted to its true form.

The damage increases to 1d6 at 11th level and 1d8 at 17th level.

Moon Blast

As an action, your prayer conjures a blast of radiance on a point you can see within 30 feet of you. All creatures in a 10-foot radius in that area must succeed on a Dexterity saving throw or take 1d6 radiant damage. The area glows with the radiant light, shedding bright light in a 10 foot radius and dim light for another 10 feet and, for 1 minute, any creature that enter's the glowing area or end its turn in it take 1d6 radiant damage. The radiance ends if Darkness or a similar effect is active on the area.

Enlighten the Wind

As an action, you can move additional 30 feet, letting a trail of light behind you, that lasts for 1 minute. You can move trough your enemy spaces with this movement and without taking opportunity attacks. Any creature in your path when you use this feature takes 2d6 radiant damage.

Any creature that starts its turn in the area or end its turn there suffers 1d4 radiant damage. In addition, the path sheds bright light in a 10 foot radius, and dim light in another 10 feet.

Split the Ocean

As an action, you can create the effects of the control water spell, lasting for 1 round, up to a range of 120 feet, without spending spell slots or components.

Shining Moon

As an action, your body glow with the light of the moon. All creatures within a 20-foot radius of you must succeed on a Constitution saving throw, or suffer 1d8 radiant damage and be blinded until the end of their next turn.

Auspices[edit]

Full Moon[edit]

The full moon awakens the primal fury in creatures sufficiently attuned to the moon. In the same way the moon disorient and enrage beasts, or awaken the curse of lycanthropes, the full moon also empower his sons. Moon zerkers of the full moon are the first sons of the moon, connecting to her with primal anger, unleashing its fury towards her enemies.

Children of the Full Moon are not mindless warriors, because they understand the lunacy, letting the moon hone their instincts, which allows them to react with haste and precision in combat and make them formidable foes in battle. These Moon Zerkers are made for war and conflict, and tend to be brave and aggressive, constantly proving themselves in battle to honor the moon.

Natural Warrior

Starting at 1st level, you gain a proficiency in Strength (Athletics) and Charisma (Intimidation) checks.

Moon Wrath

At 3rd level, you can manifest your lunacy as a furious rage upon your enemies. When you have the maximum amount of fury stacks possible, you enter in moon wrath. While in moon wrath, you can make one additional attack in each of your turns as a bonus action. This attack doesn't add your ability modifier.

In addition, once in each of your turns you deal additional damage with your melee weapon attacks equal to the amount of moon stacks you have.

Avenger's Vigor

Starting at 7th level, the moon blessing allow you to mend your wounds in battle, and keep fighting until the end. When you have more than 0 hit points and are hit by an attack, you can use your reaction to spend 2 fury stacks and one hit die, regaining a number of hit points equal to the number rolled. In addition, until the end of your next turn, you can use your bonus action to make one melee weapon attack against the attacker, if it is within reach.

At 14th level, when you use your avenger's vigor to regain hit points, you cause damage to the attacker equal to the number of hit points you regain. The damage is the same type as the weapon you are wielding.

Unstoppable Warrior

Starting at 10th level, whenever you are reduced to 0 hit points, you can spend 1 fury stack to be reduced to 1 hit point instead.

In addition, you add your proficiency bonus to your Death Saving Throws.

Ravager

At 14th level, you can unleash all your fury and ferocity towards an opponent. You can spend 3 fury stacks to make three melee weapon attacks against a single opponent, instead of two, as part of your attack action. All attacks are made at advantage. When using this feature, you are considered to be in Moon Wrath until the end of your turn.

Crippling Blow

Starting at 17th level, once in each of your turns when you hit a creature with a melee weapon, you can shatter its bones. You cause additional 1d8 piercing damage to that creature, as the broken bones pierce trough the flesh, and the target must succeed on a Constitution saving throw, or it has disadvantage on attack rolls and ability checks until the end of its next turn.

Avatar of Rage

Starting at 20th level, whenever you roll initiative, you gain 6 fury stacks.

New Moon[edit]

The new moon represents joy, pleasure, sense of humor, and the challenge to norms and etiquette. Moon Zerkers born under the new moon are questioners of the society the inhabit, tricksters and bon-vivants, often mistaken by fools, which can take those who expect the violence usually associated with the moon zerkers.

They tell uncomfortable truths, mocking those who usually use fear and rules to enforce their superiority, disregarding hierarchy and without fear any authority, bringing change and dissent in conservative places. At the same time, they bring protection for those who are oppressed by these same norms, usually serving as inspiration and bringing courage to those who not conform with traditions.

Sons of the new moon are resourceful warriors, usually relying in trickery and cheating to win their battles. Attacking from the shadows, using disguises and fighting with dirty tricks are the favorite ways for these moon zerkers to win battles.

This sense of humor can be used to both lighten the hearts of their allies, taunt their enemies or mask the fear of battle and death, using jokes to hide the pain of the warrior.

Silver Tongue Rascal

Starting at 1st level, you gain a proficiency in Charisma (Deception) and Dexterity (Sleight of Hand) checks.

Humiliate

At 3rd level, you learn how to shame your opponents, shaming and taunting them. You learn the vicious mockery cantrip. Whenever you cast vicious mockery as an action, you can make a weapon attack using your bonus action. By spending 1 fury stack, you can cast this cantrip as a bonus action on your turn.

In addition, whenever a creature fail a saving throw with your vicious mockery spell rolling a 1, or whenever you cause a creature to roll a 1 imposing disadvantage with the vicious mockery spell, you gain 1 fury stack.

Swift Strike

Starting at 7th level, you can spend 1 fury point to grant yourself advantage on an attack roll. If you already have advantage, you can spend 1 fury point to roll 3d20's, instead of 2.

In addition, on your first turn of combat you can use your bonus action to make a Dexterity (Sleight of Hand) check, resisted by the creature's Wisdom (Perception). On a success, your next attack against that creature is made at advantage.

Lunar Cunning

Starting at 10th level, you can use your bonus action and spend 1 fury point to take the Dash, Disengage or Hide action.

Opportunistic Attack

Starting at 14th level, you can exploit openings on the defenses of your enemies. Once in each of your turns, whenever a creature makes an attack with disadvantage on its last turn, you cause additional 3d6 damage on a hit. The damage type is the same of your weapon's damage.

In addition, whenever you kill a creature, you gain 2 fury stacks and can cast vicious mockery as a bonus action.

Elusive Movement

Starting at 17th level, when you are hit by an attack, you can use your reaction to get out of the way from the attack, imposing disadvantage to that attack, potentially causing it to miss.

Master of Trickery

When you reach the 20th level, your Dexterity, Intelligence and Charisma increase by 2, up to a maximum of 22.

In addition, whenever you make a Dexterity, Intelligence or Charisma check in which you have proficiency and roll a 9 or lower, you can choose a 10 instead.

Crescent Moon[edit]

The crescent moon signs the aperture of the gates to the spiritual plane, and Moon Zerkers born under the Crescent Moon develop a strong connection with the spirits. They are often called Shaman and Witch Doctors, using these titles to guide their people, acting as a bridge between the material and ethereal, between living and dead.

The ability to connect with spirits also grants them the ability to struck deals with them, allowing them to convoke spirits to aid them in combat or even to gain permission to travel trough the spiritual plane.

Children of the crescent moon are renowned for their wisdom, even under the rage all moon zerkers are known for. They can draw from the knowledge of ancestors and ancient spiritual beings, using this knowledge to guide their people. They are also the moon zerkers more connected to the moon itself, with a deep understanding of its whims and intentions, and being considered to be the heralds of the moon.

Moon Herald

Starting at 1st level, you gain a proficiency in Intelligence (Religion) and Wisdom (Perception) checks.

Spiritual Protector

At 3rd level, you gain the company of a spiritual companion that can aid you. You can cast find familiar as a ritual, and you can command your familiar to attack, as a bonus action. Your familiar causes damage equal to 1d4 plus your proficiency bonus, instead of the normal bonus for its attacks. The damage increase to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.

In addition, whenever your spiritual protector is within 5 feet of an allied creature, it can imposes disadvantage against an attack towards that creature, as a reaction.

Sanctified Cairn

At 14th level, you can sanctify a place, creating a connection between the material and the spiritual plane. You can cast Hallow, without spending a spell slot once, regaining the ability to do so after finishing a long rest.

You can use your ability Dazed by the Moon without spending any uses to look at your Cairn. When you cast this spell, the chosen place becomes a link between this and the spiritual plane. While in the Cairn, you and any creature of your choice can become ethereal (like the spell eternalness) as an action, lasting for 1 hour x your Wisdom modifier.

In addition, you can cast communion while in the Cairn if it is bathed by moonlight, without spending a spell slot and without limitations.

Umbra Walk

When you reach at 17th level, you learn how to move trough the ethereal plane. As an action on your turn, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

Half-Moon[edit]

Calm and wise, the Moon Zerkers born under the half moon are known for their balance, justice and impartiality, representing the equilibrium between extremes. For this reason, they are often mediators, trying to always find the fairest outcome for any conflict, and upholding tradition and law. They don't, however, follow rules blindly, since the half moon brings justice above the law, and fairness above tradition.

They usually make for great leaders, since they carry a natural aura of authority and the ability to enforce and maintain order. Children of the Half-Moon are usually great in telling if someone is lying, and in perceiving the truth in most situations, which also makes them good interrogators and and judges. But, when faced by injustices, they can act as liberators, operating the celestial justice of the moon on those who enact evil deeds.

Pacifier

Starting at 1st level, you gain a proficiency in Charisma (Persuasion) and Wisdom (Insight) checks.

Eyes of Judgement

Starting at 7th level, no creature who gazes your eyes can tell you lies, neither one can escape your scrutiny. You can cast the spells detect evil and good, calm emotions, zone of truth and detect thoughts by spending an use of your moon prayer feature.

In addition, all Charisma (Deception) checks against you are made at Disadvantage, and you have advantage on all your Wisdom (Insight) checks in contested checks.

Gibbous[edit]

The moon is mysterious and secretive, and the gibbous moon represents the legends and secrets told under its glowing presence. Moon Zerkers of the gibbous moon are lore keepers, knowledgeable of stories of old, tale tellers and oracles of prophecies, respected by the knowledge possessed by them. By extension, the Gibbous also represents the arts, since these stories are preserved trough romances, poetry, songs and sculptures.

Children of the gibbous are usually performers, singing tales of victory to inspire their allies, telling cautionary tales to teach the young, advising heroes trough dark prophecies and honoring the dead by passing ahead their legend trough poetry.

Oral Tradition

Starting at 1st level, you gain a proficiency in Charisma (Performance) and Intelligence (History) checks.

Song of Battle

At 3rd level, you can inspire yourself and others trough songs and tales of war and bravery. As a bonus action on your turn, you can use one of your songs. To keep the effects of the song active, you must be concentrating (as if you were concentrating on a spell). You gain the following songs:

Song of Victory. Choose one creature (including yourself) within 30 feet of you. You give that creature a d6, that can be used to either enhance its attack or damage roll. The die must be used until the start of your next turn. In addition, you can spend 2 fury stacks to allow the creature to use this die once in each of its turns for 1 minute.
Song of Bravery. Choose one creature (including yourself) within 30 feet of you. That creature adds a d6 to its next Wisdom saving throw, and it is immune to the frightened condition. If that creature is frightened, it can retry the saving throw to end the effect with advantage with this song. The die must be used until the start of your next turn. In addition, you can spend 2 fury stacks to allow the creature to use this die once in each of its turns for 1 minute.
Song of Talent. Choose one creature (including yourself) within 30 feet of you. You give that creature a d6, that can be used to either enhance its next ability check. The die must be used until the start of your next turn. In addition, you can spend 2 fury stacks to allow the creature to use this die once in each of its turns for 1 minute.
Knowledge of Ore

Starting at 7th level, you can add half your proficiency bonus in all Intelligence and Charisma checks that don't already add these bonuses.

In addition, whenever you make a Arcana, Religion, History, Nature, Performance check, or a check with a musical instrument, or Help a creature in one of these checks, you can add your Wisdom modifier to the result of the ability check.

Lore Keeper

When you reach the 10th level, you can try to recall information about stories and old tales.

You can cast the spell legend lore once, without spending spell slots or material components. Wisdom is your spellcasting ability for this spell.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Moonzerker class, you must meet these prerequisites: 13 Strength, 13 Wisdom

Proficiencies. When you multiclass into the Moonzerker class, you gain the following proficiencies: Intimidation and Perception


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