Moonlight Conclave (5e Subclass)

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This content deviates from D&D Fifth Edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the D&D Fifth Edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This subclass requires the DM to maintain a calendar of lunar phases to function correctly. It also requires larger versatility on the part of the player to adopt differing playstyles as the subclass's strengths and weaknesses change regularly.

Moonlight Conclave[edit]

Ranger Subclass

Moonlight rangers are deadliest at night, channeling the energy of the moon to augment their vigil. Their abilities shift in tandem with the phases of the moon and they specialize in hunting shapechangers and creatures afflicted with lycanthropy.

Lunar Magic[edit]

Starting at 3rd level, you can prepare additional spells determined by the phases of the moon. When you finish a long rest, you can choose one spell of a level you have spell slots for corresponding to the phase of the moon that night. The chosen spell becomes prepared for you and doesn't count against the number of spells you have prepared. The spell stays prepared until you use this feature to prepare a different spell or until the phase of the moon changes. Spells prepared in this way do not require material components if you have line of sight to the moon.

You can use this feature to prepare one additional spell from the list at 5th, 9th, 13th, and 17th level.

—Moon Phase—
Waxing Full Waning New
1st healing word, guiding bolt hex, guiding bolt sleep, sanctuary faerie fire, cause fear
2nd moonbeam, prayer of healing moonbeam, crown of madness darkness, see invisibility invisibility, arcanist's magic aura
3rd bestow curse, revivify bestow curse, remove curse remove curse, catnap blink, nondetection
4th charm monster, aura of purity confusion, control water banishment, death ward phantasmal killer, shadow of moil
5th antilife shell, raise dead hold monster, dominate person dream, seeming dispel evil and good, greater restoration

Moonlight Vigil[edit]

At 3rd level, your attunement to the moon grants you the following benefits:

  • You gain darkvision out to a range of 60 feet, or out to 300 feet while outside at night. If you already have darkvision from your race, its range increases by 30 feet.
  • You have advantage on saving throws made against exhaustion during the night.
  • You always know the number of hours left before the next sunrise or sunset.
  • You are always aware of the current phase of the moon.

Curse Resistance[edit]

At 3rd level, your connection to the moon offers you a degree of protection from supernatural afflictions. You have advantage on saving throws made to avoid being cursed or made against the effects of curses.

Lunar Empowerment[edit]

At 7th level, your attunement to the moon strengthens, granting you additional benefits based on the current phase of the moon:


You can add your spellcasting ability modifier to the damage and hit points regained of spells you cast.


You can add twice your spellcasting ability modifier to the damage rolls of spells you cast.


You have advantage on Constitution checks to maintain concentration on a spell. You may eschew this advantage to maintain concentration on two spells.


You can triple the duration of any spell you cast with a duration of 1 minute or longer.

Moon-Touched Weapons[edit]

At 7th level, you can channel lunar energy into weapons and ammunition you touch. Any weapon or piece of ammunition you touch is treated as silvered. It loses this property if you are no longer touching it at the end of the current turn.

Lunar Aspect[edit]

At 11th level, your attunement to the moon further strengthens, granting you additional benefits based on the current phase of the moon. These benefits only function at night.


You cannot gain levels of exhaustion and suffer no effect from any levels of exhaustion you have accumulated.


At the beginning of each of your turns, you gain an amount of temporary hit points equal to your ranger level.


You gain a +10 bonus to initiative.


As a bonus action you cause yourself and any equipment you are wearing or carrying to become invisible. You can end this invisibility at any time (no action required).


At 15th level, you gain the ability to teleport from one ray of moonlight to the other as a bonus action, depending on the current phase of the moon.

Waxing and Waning

You can teleport to an unoccupied space within 500 feet of you as long as that space is lit by the light of the moon.


You can teleport to an unoccupied space anywhere on the current plane as long as that space is lit by the light of the moon.


You can teleport to an unoccupied space within 500 feet of you as long as it is in darkness.

Optional Features[edit]

Blood Moons and Solar Eclipses[edit]

Distinct from the phases of the moon, these rare lunar events can occur at unspecified times. When they do so, a moonlight conclave ranger can learn to harness these altered lunar energies as well.

Expanded Lunar Magic[edit]

When these events occur, you can choose spells from these corresponding tables alongside the typical moon phase table.

—Lunar Event—
Blood Moon Solar Eclipse
1st bane, inflict wounds burning hands, hellish rebuke
2nd wither and bloom, ray of enfeeblement flaming sphere, blindness/deafness
3rd animate dead, vampiric touch daylight, hunger of hadar
4th blight, sickening radiance shadow of moil, wall of fire
5th danse macabre, negative energy flood dawn, wall of light

Expanded Lunar Empowerment[edit]

Blood Moon

When you cast a spell that deals necrotic damage to a creature, you can redistribute half the damage dealt to either yourself or a creature created by you within 60 feet as hit points regained, with any remainder turning into temporary hit points. If the creature is hostile and benefits from these hit points, it becomes friendly to you for as long as it has these temporary hit points.

Solar Eclipse

When you cast a spell that deals fire damage, it ignores resistance and treats immunity as resistance.

Expanded Lunar Aspect[edit]

Blood Moon

You have resistance to necrotic damage and your hit point maximum cannot be reduced.

Solar Eclipse

You have resistance to radiant damage and fire damage.

Expanded Moonstep[edit]

Solar Eclipse

You can teleport to an unoccupied space within 500 feet of you.

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