MoonLight (5e Class)
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Adapt The Way Of The Moon, And Shine As Bright As The Moon.
As a MoonLight you gain the following class features.
- Hit Points
Armor: All armor
Weapons: Simple weapons
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- two simple weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer’s pack or (b) an explorer’s pack
|2nd||+2||Champion Of The Moon|
|3rd||+2||Luck Of The Moon|
|4th||+2||Ability Score Improvement, Moonlight Protection|
|6th||+3||Ability Score Improvement, Healing Moonlight|
|7th||+3||Blessed By The Moon|
|8th||+3||Ability Score Improvement, Hidden In The Dark|
|12th||+4||Ability Score Improvement, Balanced Fight|
|14th||+5||Ability Score Improvement, Transcendence|
|16th||+5||Ability Score Improvement, Night Sky|
|17th||+6||Light Of Hope|
|18th||+6||Devoted To The Moon|
|19th||+6||Ability Score Improvement, Over Heal|
|20th||+6||Servant Of The Moon|
At 1st level, you gain the ability to create your own magical moonshine. Moonshines that you create contains magical properties and 90% alcohol.
Drinking these moonshines will give you increased stats for an hour. Drinking more will only replenish the effect and the duration of the effect, and does not stack. At higher levels, the effect will become stronger.
1st level : +1 to damage rolls
3rd level : +1 to attack and damage rolls
5th level : +2 to damage rolls, +1 to attack rolls
7th level : +2 to attack and damage rolls
9th level : +2 to attack and damage rolls. +3 temporary health
11th level : +3 to damage rolls, +2 to attack rolls, +5 temporary health
13th level : +3 to attack and damage rolls, +7 temporary health
15th level : +3 to attack and damage rolls, +7 temporary health, +1 AC
17th level : +4 to attack and damage rolls, +9 temporary health, +1 AC
19th level : +5 to attack and damage rolls, +10 temporary health, +1 AC
20th level : +5 to attack and damage rolls, +12 temporary health, +2 AC, +2 charisma
Moonshine can be created by spending time collecting moonlight. At 1st level, it takes 1 hour to create one, then it decreases to 30 minutes at 5th level, 10 minutes at 10th level, and 1 minute at 15th level.
It takes 1 action to consume a bottle of moonshine during combat. Moonshine effects last 1 minute.
If any party member other than you or NPCs drinks the moonshine you made, they will be counted as normal alcoholic drink.
Your body can take one bottle of moonshine before getting drunk. The Con save starts at 12 after the first bottle, and every bottle after that the save increases by D4. If the save is failed, you become very drunk and lose the effects of the moonshine. You will no longer be drunk after a long rest.
Champion Of The Moon
At 2nd level, you become the champion of the moon. By the power of the moon, you become stronger as you defeat more enemies.
Whenever you kill with the moon out at night, you gain 1 moonlight essence, for every certain amount of moonlight essences, you get stronger during night time.
For every 10 essences you have : +1 attack rolls
For every 20 essences you have : +1 damage rolls
For every 40 essences you have : Gain 1 temporary health per attack you successfully make, loses all temporary health gained this way whenever you exit combat.
The essence in your inventory disappears at dawn.
Luck Of The Moon
At 3rd level, the moon shines on you, wishing you good luck. You get to choose 1 of the powers below.
If you roll a 1 with any of your saving throws, you are able to reroll the saving throw, if you roll a 1 again, you can reroll again, and again untill you get anything other than 1.
If the saving throw you make is 1 lower than the DC, it is still counted as a success.
If the DC is higher than the related stat score + your proficiency bonus, you gain advantage on that saving throw. For example, if you are making a wisdom saving throw against a spell, and the DC of that spell is higher than your wisdom score( not modifier ) + your proficiency bonus, you gain advantage on that saving throw.
At 12th level, you choose 1 more Lucky power from below, or 1 of the previous ones.
You also gain proficiency on all saving throws.
You can reroll a skill check, D6 times per day.
You have double proficiency in 2 rolls per day. Only works if you are proficient in those rolls.
At 4th level, you are able to concentrate moonlight to block attacks. You now take 1d4 less damage from all damage type except radiant for two days after basking in moonlight during a long rest. If you have resistance to a damage type, the resistance is calculated before the 1d4 damage reduction.
At 10th level, you are able to cause the moonlight to become even more concentrated, reducing 1d6 damage taken per attack, instead of 1d4.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
At 5th level, for every attack you successfully make, you charge up moon energy by half the amount of your damage dealt. For a bonus action, you can do a outburst or infuse an ammunition or a weapon you are about to throw with the energy.
Outburst : You release the moon energy around you, dealing radiant damage to any creature of your choice within a 30 ft radius. Damage dealt equal to the amount of moon energy you have stored. If you choose more than 1 target to deal damage to, the damage is distributed equally among the targets you choose.
Infusion : Same as outburst, only the damage are is not within 30 ft of you, but within 30 ft of the creature you shot with the ammunition or the thrown weapon you infused. The damage dealt by that attack does not charge up moon energy.
You can use this an infinite amount of times, only you take 1d10 radiant damage yourself for every time you use this feature after the first one, resets after finishing a long rest.
At 6th level, you can heal by simply exposing yourself to the moonlight. At night time, you regain 1d6 hit points every minute out of combat, and regain 1d4 health at the start of each turn during combat.
Blessed By The Moon
At 7th level, you gain +3 to attack and damage rolls during night time.
Hidden In The Dark
At 8th level, you automatically roll a 10+proficiency+Stealth modifier outside at night or in dark areas such as caves and tombs. You will remain stealth until it enters day time, you leaving the dark areas, being detected or performing your first action during combat.
Anything you do during the first action in combat while stealth this way will grant you advantage, no matter if its a skill check or attacks.
At 15th level, you become the master of stealth and you automatically roll a 14+Proficiency+Stealth modifier, you can not be detected by magical means while sneaking, and you will not trigger any physically triggered traps, such as pressure plates or tripwires while stealth.
At 9th level, Whenever you succeed on an attack, you can choose to take double that damage and deal triple damage to your target.
At 10th level, you gain advantage on saving throws against Fear, Charm, Blind, Deaf and Reduce.
At 11th level, You can spend an action to spawn 3 shadows that looks completely identical to you within a 10 ft radius. These shadows cannot do anything but moving around, they have the same movement speed as you do, and they also have the same amount of AC as you do.
When an enemy successfully hit a shadow of yours, choose one of the following to happen:
1.The shadow dies, the attacker takes the damage of it's own attack.
2.The shadow dies, confusing the attacker, imposing disadvantage on it's next 5 attacks
3.The shadow dies, causes the other shadows to have +2 AC
When an enemy successfully hit you, and you still have at least one shadow, choose one of the following to happen:
1.You switch places with a shadow of your choice, and the shadow takes the hit for you.
2.A shadow of your choice dies, and you gain advantage on your next 5 attacks
3.A shadow of your choice dies, and you do double damage on your next attack, the effect no longer exist even after you miss the attack.
You can use this feature once, and must finish a short rest to use again.
At 12th level, Whenever your target's current health is higher than your maximum health, you gain +2 to damage rolls against the target.
At 13th level, You can conjure Moonlight and form a shield, you gain +2 AC. You do not gain this bonus if you are holding a shield.
At 14th level, you can choose to transcend, permanently losing 50 health and 4 AC, but you can add 10 score you can distribute between Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Also, the maximum of these score will be increased to 24 instead of 20.
At 15th level, you are more adapt to the way of living at night. During night time, you gain 10 movement speed, and you do not take any sort of falling damage.
At 16th level, The power of the moon provides you with the power of surround yourself with an aura, while within that aura, you consider yourself at night time, gaining all the night time buffs. The aura can be created once per long rest and lasts 1 hour.
Light Of Hope
At 17th level, The moon shines on top of you, giving you hope. During Night time, whenever your hit points have been reduced to or less than 0, you can roll 1d20. if the roll is higher than 10, you are left with 1 hit point instead. You expend the use of this feature only after you successfully use it to stay at 1 hit point. Must finish a long rest to use this feature again.
Devoted To The Moon
At 18th level, You devote yourself entirely to the moon. During night time, you gain proficiency on three skills of your choice ( Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Religion, Stealth or Survival ), If you already have proficiency on the skill, you double the proficiency bonus. Your attacks also deal 2d6 more radiance damage and you can cast moonbeam at will.
At 19th level, You filled yourself with such moon energy, you start to heal faster, and even start gaining temporary health from healing. For all healing you gain temporary hit points for half the amount healed for 10 minutes. These temporary hit points can stack up to 50. You also heal 2d6 more health from healing spells
Servant Of The Moon
At 20th level, As you act in the name of the Moon, the Moon also provides you with it's powers, enhancing every ability you had.
Luck Of The Moon : You can now reroll saving throws when it's a 1 or a 2
Moonlight Protection : Damage reduction increased to 1d8
Blessed By The Moon : You gain +4 to attack and damage rolls, instead of +3
Shadow Move : The number of shadow increases to 5
Moon Shield : +3 AC instead of +2
Night Fall : Movement speed increase is increased to 15
Over Heal : Receive 3d6 extra healing instead of 2d6
Prerequisites. To qualify for multiclassing into the MoonLight class, you must meet these prerequisites: None
Proficiencies. When you multiclass into the MoonLight class, you gain the following proficiencies: Same as the proficiencies of the MoonLight class