Moonlight Folk (5e Race)

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Moonlight Folk[edit]

Physical Description[edit]

Moonlight Folk are humanoids like elves with lightly blue skin. Often they have light hair but there are some with browner or darker hair for sure.

Moonlight Fpöl.jpeg

History[edit]

The moonlight folk is a very old folk blessed from Selûne herself.

Society[edit]

Normally they are living hidden and a bit away from civilization just in her own little society.


Moonlight Folk Names[edit]

Male: Aphelios, Aquos, Astradin, Lunier

Female:Aqua, Flux, Luna, Luisa

Moonlight Folk Traits[edit]

Blessed from Selûne
Ability Score Increase. Your Charisma score increases by 2 and a score of your choice increases by 2. As normal, you can't increase an ability score above 20 using this feature.
Age. Most live to around 3000 years, and mature at the age of 28. Some Moonlight Folk are much older depending on there psychic prowess. Some of them are over 30000 years old
Alignment. Any Alignment, most of the are good.
Size. Moonlight Folks vary widely in height and build, from barely 4 feet to well over 8 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet. In moonlight/at night you gain additional 5 feet.
Moonsight. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness, while there is moonlight somewhere, otherwise you can't discern color in darkness, only shades of gray.
Selûne's blessing. You know the Moon blast and refuse pain cantrip. When you choose this race, you can cast the starlight spell once with this trait as a 1st-level spell, with 3rd level the Universe Ray spell once with this trait as 2nd level spell and with 5th level the star shower spell once with this trait as 3rd-level spell and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for these spells. You also add all of this spells to your spelllist what does not count to the spells you learn with your class feature. (Spells are described unter the race traits)
Selûnes resistance. You have resistance to necrotic damage.
Trance. Moonlight Folks don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Moon Gaze. If you are gazing at the moon at the same time another particular moonlight folk you are familiar with is gazing at the moon, you know this.
Languages. You can speak, read, and write Common, Moran and one other language of your choice.
Subrace. choose one from: Full Moon Folk, New Moon Folk or Cresecent Moon Folk

New Moon Folk[edit]

Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.


Full Moon Folk[edit]

Shinestep. As a bonus action, you can magically teleport up to 30 feet, or 60 feet when the moon is shining, to an unoccupied space you can see. You can use it a number of times equal to your proficiency bonus and if you used your loads of it, you can't do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

Crescent Moon Folk[edit]

Skill Versatility. You gain proficiency in two skills of your choice. If you're already proficient in this skill you can add the double proficiency modifier on this skill.


Spells[edit]

Moon Blast. Evocation cantrip Casting Time: 1 action Range: 60 feet normal / 100 feet at night Components: V, S Duration: Instantaneous

A beam of moonlight energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage.

At Higher Levels: The spell damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.
Refuse Pain. Evocation cantrip Casting Time: 1 action Range: touch Components: - Duration: Instantaneous

You lay your handy on a creature while your hands begin to dim moonlight. This Energy can stable a person who fall concious and heal 1 hit point.

At Higher Levels: The spells heal increases to 1d4 at 5th level, 1d4+2 at 11th level, and 2d4+4 at 17th level.

You can cast this cantrip a number of times equal to your proficiency modifier +1 for free. If you want to cast it more often you get 1d4 necrotic damage.
Starlight. 1st-level evocation Casting Time: 1 action Range: Self (15-foot cone) Components: V, S Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of sparkling moonlight shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 radiant damage on a failed save, or half as much damage on a successful one.

The radiant light ignites any flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Universe Ray. 2nd level evocation Casting Time: 1 action Range: 300 feet Components: V, S Duration Concentration up to 1 minute

You create three different Rays. Each of them get another effect. 1. Moon Ray: If this ray hits you deal 1d8 radiant damage and reduce the movement of the creature by 5 feet for the spells duration. 2. Star Ray: If this ray hits you deal 1d8 force damage and push the target 5 feet away from you. 3. Sun Ray: If this ray hits you deal 1d8 fire damage and the affected creature shed dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can’t benefit from being invisible.

Every Round while the concentration is up you can use your bonus action to send another ray (your choice) to the target.

At Higher Levels: When you cast this pell using a spell slot of 3 or higher the damage increases by 1d4 for each ray for each slot level above 2nd.
Star Shower. 3rd-level evocation Casting Time: 1 action Range: 150 feet Components: V, S Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of moonlight. Each creature in a 30-foot radius must make a Dexterity saving throw. A target takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. The moonlight spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
′ '' + lb. × () lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


5.00
(one vote)

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