Moonlight Conclave (5e Subclass)
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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.
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.
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.
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.
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 can triple the duration of any spell you cast with a duration of 1 minute or longer.
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.
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.
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.
Blood Moons and Solar Eclipses
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
When these events occur, you can choose spells from these corresponding tables alongside the typical moon phase table.
|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
- 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
- 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.
- Solar Eclipse
You can teleport to an unoccupied space within 500 feet of you.