Moonlord (5e Class)

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Moonlord[edit]

Made of a chance encounter between man and Celestial. The Moonlord pledges their life to a Celestial host to gain the abilities they have. Mainly a symbiotic relationship, the mortal gains the powers and magic of the Celestial and the Celestial understands mortality in a deeper way than previously.


Creating a Moonlord[edit]


Quick Build

You can make a Moonlord quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom. Second, choose the noble background. Third, choose the Fire Bolt cantrip.

Class Features

As a Moonlord you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Martial Weapons and Ranged Weapons
Tools: Disguise Kit and Alchemist’s Supplies
Saving Throws: Charisma and Wisdom
Skills: Choose three from Arcana, Sleight of Hand, Stealth, Perception, Intimidation, and Deception

Equipment

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

  • (a) a shortbow and 30 arrows or (b) any martial weapon
  • (a) a components pouch or (b) an arcane focus
  • (a) an explorer’s pack or (b) a dungeoneer’s Pack
  • Any trinket from the trinket page

Table: The Moonlord

Level Proficiency
Bonus
Features Cantrips Known Edens —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Lunar Protection, Night Watcher 4 - 2
2nd +2 Edens 5 1 3
3rd +2 Angel Heart, Moon Blast 6 3 4 2
4th +2 Ability Score Improvement 7 3 4 3
5th +3 New Moon 7 6 4 3 2
6th +3 Edens upgrade 8 6 4 3 3
7th +3 Full Moon 8 6 4 3 3 1
8th +3 Ability Score Improvement 9 9 4 3 3 2
9th +4 9 9 4 3 3 3 1
10th +4 Edens upgrade 10 9 4 3 3 3 2
11th +4 The Lunar Celestial 10 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 11 12 4 3 3 3 2 1
13th +5 Lunar Blast upgrade 11 15 4 3 3 3 2 1 1
14th +5 Edens upgrade 12 15 4 3 3 3 2 1 1
15th +5 Soul Bond 12 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 13 18 4 3 3 3 2 1 1 1
17th +6 13 21 4 3 3 3 2 1 1 1 1
18th +6 Edens upgrade, Broken Chains 14 21 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Lunar Blast upgrade 14 25 4 3 3 3 3 2 1 1 1
20th +6 True Power 15 30 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

At 1st level you get the ability to use the mystic arts granted to you by your Celestial Bond.

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

You know four cantrips of your choice from the Moonlord spell list. You learn additional moonlord cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Moonlord table.

Spell Slots

The Moonlord table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these moonlord spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

The table above shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest.

You prepare the list of moonlord spells that are available for you to cast, choosing from the moonlord spell list. When you do so, choose a number of spells equal to your Charisma modifier + your moonlord level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of meditation per spell level of the chosen the spells.

Spellcasting Ability

Charisma is your spellcasting ability for your moonlord spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a moonlord spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
Spell attack modifier = your proficiency bonus + your Charisma modifier.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your moonlord spells.

Lunar Protection[edit]

Beginning at 1st level, while you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier

Night Watcher[edit]

Starting at 1st level, your eyes are accustomed to the dark and the night. You have darkvision of 60 feet. If you already have darkvision, your's grow further 60 feet.

In addition, while outdoors or in a place were the moon or the moonlight is visible, you see in dim light as if it was bright light.

Edens[edit]

At 2nd level, you store within you a fraction of celestial might. You can tap into this power to augment or supplement your spells to be more effective. As a bonus action, you may spend an Eden point to add one of the following effects to your spell:

  • Double the spell's range.
  • Double the duration of a spell.
  • Add your Charisma modifier to the damage or healing of a spell.

Alternatively, you may spend a number of Eden points equal to the level of a spell to cast it. You may only use this feature on spells of 5th tier and below. Once you use up all your charges, you regain all charges after a long rest.

At 9th level, you may now select up to two effects of your choice to add to your spell, but you must pay the appropriate point cost as a result.

At 15th level, you may now select up to three effects of your choice.

Angel Heart[edit]

At 3rd level, your benevolence has manifested itself into a potent source of healing for your allies. You gain the ability to heal one creature of your choice within at least 60ft as an action. The amount of hit points restored is equal to 1d10 + Moonlord level + Charisma modifier. You can use this feature a number of times equal to your proficiency bonus per long rest.

Lunar Blast[edit]

At 3rd level, as an action, you gain the ability to send out a sphere of energy up to a range of 60 feet. It then explodes and every creature within a range of a 10ft radius takes (your proficiency bonus)d10 radiant damage. You can use this feature a number of times equal to your proficiency bonus per long rest. At level 13 you can decide whether or not a creature is affected by the spell and at level 19 you can increase the radius of the sphere by 40ft (for a total of 50ft).

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 20th 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.

New Moon[edit]

With the coming of a new moon signals the coming of fortune. Beginning at 5th level, as a reaction to taking damage, failing a saving throw, or failing an ability check, you can instead take no damage, succeed your saving throw, or succeed your ability check.

Once you use this feature, you cannot do so again until you finish a long rest.

Full Moon[edit]

At 7th level, you now understand the true power of the Angel Heart, you can maintain this feature on somebody using concentration and add 1d4 + your charisma of non-stackable temporary hp. This bonus is doubled if the Moon is apparent at night.

The Lunar Celestial[edit]

At level 11 the celestial who accompanied you became more and more tangible, you finally get to see what "your" celestial looks like allowing you now to converse with him, in addition you can ask it to use the Scrying spell, you can use this feature a number of times equal to your proficiency bonus per long rest.

Soul Bond[edit]

At 15th level you and your Celestial have become attuned and you have gained near-immortality as a result. You age only 1 year for every 10 years. You are immune to diseases, and the poisoned condition. Additionally, so long as your current hp is below your maximum, you will regain a number of hit points equal to half of your proficiency bonus (rounded down) at the start of each of your turns. Finally, you manifest the wings of the selected celestial as a bonus action, granting a flight speed of 60ft as well as your normal movement. These wings can be dismissed as a bonus action on your subsequent turns.

Broken Chains[edit]

At 18th level you and your Celestial are permanently bonded and your connection cannot be severed by anything lesser than the wish spell. You now have the ability to explode in a wave of righteous fury. As an action, all creatures within a 30ft radius around you must make a dexterity saving throw against your spellcasting DC or take 6d12 lightning damage and 6d12 radiant damage. You can only use this ability three times per long rest.

True Power[edit]

At 20th level you and your Celestial are now one being and you have now push past the boundaries of mortality. You are now immortal. Also due to your infusion your stats boost to that of the being, if not already better. You gain knowledge and use of 2 more of each level spells from the moonlord list and can cast up to three spells per action.

Moonlord Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

Cantrips

Fire Bolt, True Strike, Chill Touch, Message, Mage Hand, Poison Spray, Thorn Whip, Blade Ward, Acid Splash, Shocking Grasp, Mending, and Light

1st Level

Thunderwave, Unseen Servant, Cure Wounds, Feather Fall, Healing Word, Guiding Bolt, Charm Person, Shield of Faith, Thunderous Smite, Wrathful Smite, Searing Smite, Magic Missile, Chromatic Orb, Arms of Hadar, Sanctuary, Mage Armor, and Witch Bolt

2nd Level

Branding Smite, Cloud of Daggers, Crown of Madness, Invisibility, Zone of Truth, Phantasmal Force, Augury, Spiritual Weapon, Darkvision, Flame Blade, Gust of Wind, Shatter, Spider Climb, Enthrall, Moonbeam, and Darkness

3rd Level

Blinding Smite, Elemental Weapon, Counterspell, Gaseous Form, Fly, Fireball, Lightning Bolt, Call Lightning, Water Walk, Mass Healing Word, Revivify, Vampiric Touch, Hunger of Hadar, Water Breathing, Bestow Curse, and Animate Dead

4th Level

Staggering Smite, Dimension Door, Confusion, Polymorph, Greater Invisibility, Hallucinatory Terrian, Banishment, Blight, Control Water, Private Sanctum, Wall of Fire, Dominate Beast, Evard’s Black Tentacles, Mordenkainen’s Faithful Hound, and Ice Storm

5th Level

Banishing Smite, Awaken, Greater Restoration, Dominate Person, Mass Cure Wounds, Raise Dead, Planar Binding, Modify Memory, Contagion, Flame Strike, Hallow, Telekinesis and Reincarnate

6th Level

Eyebite, True Seeing, Heal, Heroes’ Feast, Sunbeam, Wall of Thorns, Disintegrate, Chain Lightning, Mass Suggestion, Move Earth, Create Undead, and Conjure Fey

7th Level

Etherealness, Forcecage, Regenerate, Ressurection, Symbol, Teleport, Conjure Celestial, Plane Shift, Fire Storm, Reverse Gravity, Finger of Death, and Prismatic Spray

8th Level

Dominate Monster, Feeblemind, Antimagic Field, Contol Weather, Holy Aura, Earthquake, Tsunami, Sunburst, Demiplane, Clone, Maze, and Incendiary Cloud

9th Level

Power Word Heal, Power Word Kill, Storm of Vengeance, True Resurrection, Meteor Swarm, Time Stop, True Polymorph, and Wish


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