User:Danthemar/Acolyte of the Moon (5e Class)

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Acolyte of the Moon[edit]

The Acolytes of the Moon are casters that wander the land either healing or destroying depending on the situations at hand.

Creating an Acolyte of the Moon[edit]

As an Acolyte of the Moon think about what drew you to the powers of the moon? Did you want to master the power of the Moon and Stars or did you wish to learn how to heal through the moons gentle light? Why did you decide to choose this path?

Quick Build

You can make an Acolyte of the Moon quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Doctor, Student of Magic or Apothecary background.

Class Features

As a Acolyte of the Moon you gain the following class features.

Hit Points

Hit Dice: 1d8 per Acolyte of the Moon level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Acolyte of the Moon level after 1st


Armor: Light, Medium Armor and Shield
Weapons: Simple Weapons and Martial Weapons
Tools: Herbalism Kit
Saving Throws: Constitution, Wisdom
Skills: Choose three from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival


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

  • (a) A Longbow and 20 Arrows or (b) Any Martial Weapon
  • Moon Shaped Shield
  • (a) Leather Armor or (b) Chain Shirt
  • Lunar Symbol (Arcane Focus), a Journal, and an Explorer's Pack

Table: The Acolyte of the Moon

Level Proficiency
Lunar Charges Features Cantrips —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 Lunar Charges, Spell Casting, Lunar Tradition 3 2
2nd +2 3 Lunar Aurora, Collaboration of the Moon and Stars 3 3
3rd +2 4 Archetype Selection and Features 3 4 2
4th +2 5 Ability Score Improvement 4 4 3
5th +3 6 Celestial Rejuvenation 4 4 3 2
6th +3 7 Archetype Feature 4 4 3 3
7th +3 8 Celestial Gift 4 4 3 3 1
8th +3 9 Ability Score Improvement 4 4 3 3 2
9th +4 10 Moonlit Radiance, Celestial Gift 4 4 3 3 3 1
10th +4 11 Lunar Expulsion, Archetype Feature 5 4 3 3 3 2
11th +4 12 Celestial Gift 5 4 3 3 3 2 1
12th +4 13 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 14 5 4 3 3 3 2 1 1
14th +5 15 Archetype Feature 5 4 3 3 3 2 1 1
15th +5 16 5 4 3 3 3 2 1 1 1
16th +5 17 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 18 Archetype Feature 5 4 3 3 3 2 1 1 1 1
18th +6 19 5 4 3 3 3 3 1 1 1 1
19th +6 20 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 20 Communion of the Moon and Stars 5 4 3 3 3 3 2 2 1 1

Lunar Charges[edit]

The Acolyte of the Moon draws power from the moon to fuel their special features. Your abilities will cost varying amounts of Lunar Charge depending on their power. As your devotion to the moon grows, you will be able to focus your Lunar Charges into more powerful effects. Lunar Charges are regained by taking a short rest or long rest.

While you have a Lunar Charge available, you will emit a gentle glow of a luminosity depending on the number of Lunar Charges. At two Lunar charges or less, you glow lightly. At three to five Lunar charges you illuminate a 10-foot radius. At five or more Lunar charges you illuminate a 20-foot radius. You may choose whether or not to conceal this light or not at will.

At first level, you have 2 lunar charges gaining as per the Acolyte of the Moon table above.


You have learned to draw on the power of the moon through meditation and prayer to cast Spells as a Druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for spell lists.

Preparing and Casting Spells

The Acolyte of the Moon table shows how many Spell Slots you have to cast your Spells. To cast one of your Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of Spells equal to your Wisdom modifier + your level. The Spells must be of a level for which you have Spell Slots.

The Acolyte of the Moon table shows the number of cantrips known.The Acolyte of the Moon has access to the Stellar Fire and Lunar Wrath cantrips in addition druid cantrips. See Acolyte of the Moon Cantrips below.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when Setting the saving throw DC for a spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell Attack modifier = your proficiency bonus + your Wisdom modifier

Lunar Charge Ability save DC = 8 your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use your Lunar Symbol as a spellcasting focus for your Spells.

Acolyte of the Moon Cantrips[edit]

Stellar Fire

Evocation Cantrip

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

You summon astral radiance that descends on a creature that you can see within range and strikes all other creatures within 5-Ft. radius. of it. The targets must succeed on a Dexterity saving throw or take 1d8 radiant damage. The spell’s damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Lunar Tradition[edit]

At 1st level, your training as an Acolyte of the Moon you've learned one of the following traditions:

  • Farseer - When you cast a spell that requires you to make a ranged attack roll, ranged spell attacks have a +2 to hit.
  • Lunar Spellfighter - Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged spell attack rolls. You gain a +1 to spell damage rolls made within 5 feet of the targetted creature.
  • Astral Redo - When you roll a 1 on damage or healing die for a spell you make that targets one creature, you can reroll the die and must use the new roll, even if the new roll is a 1.

All Acolytes of the Moon are trained in Medicine and so you gain proficiency in Medicine checks and if you already have proficiency you mat double your proficiency modifier to it.

Collaboration of the Moon and Stars[edit]

At 2nd level, you may choose one ability between Star Fire and Lunar Blessing. These may be improved along the way when certain levels are reached.

Star Fire - Starting at 2nd level, when you make a ranged spell attack, you can expend 1 lunar charge to deal 2d8 + spellcasting modifier of radiant damage to the target. This spell does 1d8 extra damage for each Lunar Charge used to a maximum of 3d8.

Lunar Blessing - By using a bonus action on your turn you can call upon the moon to enchant you and allies within 30 ft. of you a blessing. Activate this feature by using 2 lunar charge. This blessing grants you and a friendly creatures 1d4 + spellcasting modifier Temp HP.

Lunar Aurora[edit]

Starting at 2nd level, you can invoke your lunar powers to protect you from harm. As a reaction, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage. You may only use this ability up to your Wisdom Modifier, per long rest.

Lunar Champion[edit]

At your 3rd lvl, you have gained the Moons favor. It is time for you to choose your lunar path. Beginning at 3rd level choose one of the Lunar Champion archetypes, and gain the appropriate features.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Celestial Rejuvantion[edit]

Starting at 5th level, during a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Acolyte of the Moon level (rounded up), and none of the slots can be 4th level or higher. You can't use this feature again until you finish a long rest.

Celestial Gift[edit]

At 7th Level, and again at the 9th, and 11th level, you may improve your ability chosen from the Collaboration of the Moon and Stars.

Moonlit Radiance[edit]

At 9th level, when you or an ally is affected by Lunar Aurora, enemies who attack that target within melee range are dealt 2d10 + your Acolyte of the Moon level of radiant damage. This damage can only happen per enemy that attacks the target.

Lunar Expulsion[edit]

At the 10th level, whenever you or an ally reduce an enemy to 0 hit points, an orb of light appears over their corpse, you may detonate it causing it to explode either healing allies or dealing radiant damage equal to your Wisdom modifier to all creatures or allies within 5-Ft.

Communion of the Moon and Stars[edit]

At 20th level, your strength with astral energies has reached its peak, you can spend 1 minute meditating in your lunar light provided by your lunar charges to regain all your expended spell slots of 4th level and lower and lunar charges. Once you regain your spell slots and lunar charges with this feature, you must finish a long rest before you can do so again. Your body also no longer ages and cannot be aged through magical means.

Herald of the Stars[edit]

You have chosen to be the fury of the stars.

Acolyte of the Moon Level Spells
1st guiding bolt, command
3rd invisibility, spiritual weapon
5th daylight, haste
7th divination, freedom of movement
9th dream, flame strike

Shooting Stars[edit]

Beginning when you choose this Archetype at 3rd level, When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Astral Burn[edit]

Starting at 3rd level when you choose this Archetype, your radiant spells now burn enemies for double the spell level used. For example, a Level 1 Spell that deals radiant damage would deal an additional +2 radiant damage.

In, addition whenever you deal radiant damage, light is produced by the effect and is considered moonlight and the affected creature or area is illuminated until the end of your next turn. The affected area is no smaller than a 5-foot cube. In addition, you cause the next attack rolls against one of the affected creatures to have an advantage until the end of your next turn.

Lunar Blaze[edit]

Starting at 6th level, you gain resistance to necrotic and radiant damage. In addition, spells you cast ignore resistance to radiant damage. You can additionally, add your spellcasting modifier to your cantrips that deal radiant damage.

Twin Moons[edit]

Starting at 10th level, when you use your action to cast a spell or cantrip that deals damage, you can make one cantrip spell attack as a bonus action. When a creature succeeds on a saving throw against your cantrips, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip

Twilight's Embrace[edit]

Starting at 14th level, You have an advantage on saving throws against spells and other magical effects.

Celestial Avatar[edit]

Starting at 17th level, you gain the following benefits:

  • A critical hit against you becomes a normal hit.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You no longer need to sleep, eat or drink.

Lunar Sage[edit]

You have chosen to specialize in the healing arts of the moon.

Lunar Sage Spells
Acolyte of the Moon Level Spells
1st healing word, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
7th death ward, guardian of faith
9th mass cure wounds, raise dead

Astral Reach[edit]

At 3rd level, whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. You can cast cure wounds on an ally within 30 ft of you.

Lunar Blossoms[edit]

At 3rd level, you are a font of energy that offers respite from injuries. You have a pool of healing energy represented by a number of d8s equal to your Acolyte of the Moon level.

As a bonus action, you can choose up to two allies you can see within 120 feet of you and spend a number of those dice equal to half your Acolyte of the Moon level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain the expended dice when you finish a short or long rest.

Cleansing Renewal[edit]

Starting at 6th level, you can cast cure wounds as a 2nd level spell up to your Wisdom Modifier and lesser restoration without expending a spell slot once per long rest. Also,cure wounds may now be cast as a bonus action.

Aura of Peace[edit]

Beginning at 10th level, when you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level. Also you and any allies within a 20 ft radius of you are under the effect of the spell beacon of hope.

Lunar Body[edit]

At 14th level, You gain resistance to mind altering effects such as charm, mind control, frightened etc giving you advantage on their saving throws. You may also choose to gain proficiency in either Intelligence or Charisma saving throws.

Embrace of the Stars[edit]

At 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. Also, when you heal an ally you can cleanse all physical ailments such as poisoned, paralysis, petrified etc.

Collaboration of the Moon and Stars Improvments[edit]

  • Star Fire (2) - The stars fury increases and your Star Fire now can deal a maximum of 4d8 extra damage.
  • Star Fire (3) - The stars ferocity increases and your Star Fire now can deal a maximum deal 5d8 extra damage.
  • Star Fire (4) - You have mastered the art of channeling the stars fury. Star Fire now can deal a maximum of 6d8 radiant damage and now hits in an area of a 5-Ft. radius.
  • Lunar Blessing (2) - Your Lunar Blessing has gained in power: it now increases temp hp an additional 1d4.
  • Lunar Blessing (3) - Your Lunar Blessing has been honed to near perfection. Giving allies and additional 1d4 Temp Hp and +1 AC as long as the temp Hp remains.
  • Lunar Blessing (4) - You have perfected your Lunar Blessing. Allies now gain another 1d4 in Temp HP and now have an advantage on Wisdom Saves as long as the temp Hp remains.


Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites:

Proficiency. When you multiclass into the class, you gain the following proficiencies:

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