Lunar Cleric
LUNAR CLERIC (Divine/Lunar Caster)
Core Concept
Lunar Clerics are devotees of a specific moon, but their “gods” are dead; power flows through lunar conduits instead of living deities. Churches think they serve distant sleeping gods, but mechanically they are tuning themselves to:
- One primary moon = main domain/channel.
- 1–2 secondary moons = minor aspects.
Their power waxes/wanes with:
- Moon phases
- Alignments (triads, conjunctions)
- Night vs day
- Sometimes Solar Pulse Events, Starfall Years, Silent Void interference.
Class Basics
- Hit Die: d8
- Primary Ability: Wisdom
- Saves: Wisdom, Charisma
- Armor: Light, medium, shields
- Weapons: Simple weapons; some moon cults grant martial weapons (domain feature).
- Spellcasting: Full divine caster (like Cleric in 5e/PF) using Wisdom.
- Proficiencies:
- Skills: Choose 2 from Insight, Religion, Medicine, History, Perception, Persuasion, Intimidation.
- Tools: One religious/mystic toolkit (astrolabe, divination tools, ritual implements, calligrapher’s supplies, etc.).
Spellcasting (Summary)
- Full divine spell progression (1–9).
- Spells prepared = Wis mod + Cleric level.
- Spell list:
- Healing, protection, buffs, smites, condition removal.
- Lunar & celestial additions: moonlight, illusions (Noctis), memory/ghosts (Umbriel), storm/war (Eryth), travel/luck (Velis), justice/vengeance (Thren), etc.
- Ritual Casting: Yes, for appropriate spells.
Unique Lunar Mechanics (Core to the Class)
Instead of just “Domain,” we’ll have:
- Primary Moon Attunement – chosen at level 1.
- Secondary Moon Influence – unlocked later (e.g., 3rd and/or 7th level).
- Moon Phase Track – simple mechanical hook that changes some bonuses.
To keep it playable, we abstract the sky rather than simulate all 12 moons’ ephemerides:
- At the table, each Cleric tracks:
- Their primary moon’s Phase: New / Waxing / Full / Waning.
- Whether it is currently Above the Horizon (night, or visible twilight) or Hidden (day, eclipse, etc.)
- GM can say “your moon’s currently waxing and visible” or you can roll/assume a rough cycle over days of travel.
Mechanically, we’ll bake this into class features.
LUNAR CLERIC – FEATURES BY LEVEL
Level 1 – Lunar Devotion
1. Spellcasting
- As above (full divine caster).
2. Primary Moon Attunement
- Choose one of the 12 moons as your Primary Moon.
- E.g., Lunara (Order/Community), Umbriel (Death/Memory), Noctis (Dream/Illusion), Aurethiel (Healing/Harvest), Eryth (War/Storms), Velis (Travel/Luck), Saela (Art/Passion), Thren (Vengeance), Mor’Kas (Entropy/Decay), Ilyon (Time/Fate), Xyra (Forbidden Lore), plus one more from your notes.
- This determines:
- Your Domain (we’ll design domain examples after core chassis).
- Your Channel Divinity flavor.
- Your moon-phase bonuses.
3. Moon Phase Boon (Simple Baseline) Your primary moon’s phase grants a standing effect:
- New Moon: Magic introspection.
- You have advantage on Wisdom (Insight) and saving throws vs being charmed.
- Waxing: Growing strength.
- Once per turn, when you roll healing or damage for a spell, you can reroll one die and take the higher result.
- Full: Peak power.
- Your divine spell save DC and spell attack rolls gain a +1 bonus.
- Waning: Protective withdrawal.
- You gain a +1 bonus to AC and saving throws vs spells.
At level 1, you can once per long rest perform a Moon Rite (10 minutes) to “spiritually align” yourself with a desired phase, temporarily treating your moon as that phase for 8 hours (GM can limit abuse; this is a class perk).
4. Temple Role
- Choose a background flavor:
- Acolyte, Missionary, Moon Knight, Oracle, Cultist, etc.
- Mechanical benefit: gain proficiency in either Religion or Persuasion, and one additional language (liturgical, ancient, or cult-specific).
Level 2 – Channel Divinity & Lunar Channel
1. Channel Divinity
- Uses: 1 per short/long rest at 2nd level.
- You gain the generic option:
- Turn the Profane: As an action, present your holy symbol to force outer/eldritch creatures (Silent Void, Weeping Gate spawn, aberrations) and undead to make a Wisdom save or be turned (as Turn Undead).
2. Lunar Channel (Primary Moon Power)
- You also gain a moon-specific Channel Divinity from your Domain (e.g., Lunara protects allies, Umbriel commands ghosts, Eryth smites foes, etc.).
- We’ll define these when we nail down a couple of sample domains.
Level 3 – Secondary Moon (First Influence)
1. Secondary Moon Influence I
- Choose a Secondary Moon. It must be:
- From a different triad than your primary, or
- Approved by your faith’s doctrine (some combinations taboo).
- You gain a Minor Boon related to its theme, always active:
- E.g., a Noctis secondary might give you advantage on saving throws vs illusions and one illusion cantrip.
- You also unlock one spell per spell level that counts as part of your spell list, flavored by this secondary moon (e.g., add a dream/illusion spell).
Level 4 – Ability Score Improvement
- Standard ASI/feat.
Level 5 – Empowered Miracle
1. 3rd‑level Spells
- Full caster progression.
2. Radiant Surge
- Once per short rest, when you cast a spell of 1st level or higher that:
- Heals hit points or
- Deals radiant/necrotic/lightning damage (depending on moon),
- You can maximize one damage or healing die roll.
Level 6 – Enhanced Channel & Moonlight Ward
1. Channel Divinity (2 uses)
- Your uses per rest increase to 2.
2. Moonlight Ward
- As a reaction, when you or an ally within 30 feet is hit by an attack:
- You can flash your holy symbol and invoke your moon.
- Reduce the damage by 2d8 + your Wisdom modifier (scales like a Cleric’s protective reaction).
- If your moon is Full or Waxing and visible, you add + your Cleric level to the reduction once per short rest.
Level 7 – Secondary Moon (Deepening)
1. Secondary Moon Influence II
- Your secondary moon grants:
- One 2nd‑level spell added to your list (always prepared).
- A situational feature:
- Example: Velis secondary – advantage on checks to avoid getting lost and +10 ft movement for 1 minute after you cast a teleport/blink/step spell.
- This is primarily flavor + a small mechanical edge.
Level 8 – Ability Score Improvement
- Standard ASI/feat.
Level 9 – High Lunar Miracle
1. 5th‑level Spells
- Access to powerful healing, resurrection, and area control.
2. Eclipse Insight
- Once per long rest, you can enter a brief lunar trance (1 minute):
- You gain truesight 30 ft OR see invisible + detect magic for the duration (choose when you activate).
- During this trance, the GM can drop visions/omens about:
- Hidden cults
- Silent Void activity
- Moon alignments and omens.
Level 10 – Divine Intervention (Rethemed: Lunar Intervention)
Lunar Intervention
- Once per week, you can call upon your moon directly.
- Mechanically like Divine Intervention:
- You describe the desired effect.
- Roll percentile dice; if the roll is equal to or less than your cleric level, your moon intervenes.
- Effects are flavored as:
- Sudden auroral veils.
- Shifts in moonlight.
- Strange gravitational or temporal anomalies (depending on moon).
Level 11 – Lunar Resurgence
1. 6th‑level Spells
- As normal.
2. Lunar Surge
- When your primary moon is Full or in a rare triad alignment (GM sets events):
- Once per long rest, you can cast a spell of 5th level or lower without expending a spell slot.
- When your primary moon is New:
- Once per long rest, you can reroll a failed saving throw vs a spell or magical effect.
Level 12 – Ability Score Improvement
Level 13 – Greater Lunar Gifts
1. 7th‑level Spells
2. Moon-Bound Resilience
- You no longer age magically; divinations about your exact future are harder to perform.
- You gain resistance to one damage type associated with your moon:
- Lunara: radiant
- Umbriel: necrotic
- Eryth: lightning/thunder
- Noctis: psychic
- Etc.
Level 14 – Secondary Moon (Optional Third)
You can either:
- Deepen your current secondary moon, gaining:
- Another always‑prepared spell (3rd or 4th level).
- A small once-per-long-rest ability tied to its theme.
OR
- Take a Third Moon Influence at a lesser strength:
- Very small boon (like a cantrip + minor passive), mainly for flavor.
- This may be restricted by doctrine; some combinations mark you as a heretic or “walking conjunction.”
Level 15 – Nightwatch Zenith
- At night (or under dense‑mana sky phenomena):
- Allies within 10 feet of you gain a +1 bonus to saving throws.
- Once per long rest, you can declare a “Moonlit Sanctuary”:
- For 1 minute, any ally who starts their turn within 10 feet of you gains temporary hit points equal to your Wis mod.
Level 16 – Ability Score Improvement
Level 17 – Mythic Cleric Magic
1. 9th‑level Spells
2. Lunar Confluence
- Once per long rest, you can merge the influence of your primary and secondary moons:
- For 1 minute:
- All your healing and damage spells gain extra dice equal to your Wis mod (applied once per spell).
- Your Channel Divinity can be used as a bonus action, and you can use both your primary and secondary moon’s Channel options in the same encounter (still expending separate uses).
Level 18 – Persistent Blessing
- You gain a permanent aura (30 ft):
- Allies in the aura cannot be charmed or frightened while they can see you and you are conscious.
- If your primary moon is visible in the sky at the moment, they also gain a +1 bonus to death saving throws and saving throws against necrotic and psychic damage.
Level 19 – Ability Score Improvement
Level 20 – Lunar Avatar
At the height of your power, you become a living extension of your moon.
- Wisdom +2 (max 22).
- Choose one of two capstones:
- Manifest Avatar:
- Once per long rest, you can assume an Avatar Form for 1 minute:
- Gain resistance to all damage.
- Your spells of 1st–5th level are cast as if upcast by +1 level (no slot change).
- You emit bright moonlight in 30 ft, dim 30 ft more; enemies in the light have disadvantage on attacks against your allies.
- Enduring Radiance (or Shadow, Dream, etc., based on moon):
- Your Lunar Intervention automatically succeeds once per week without a roll.
- You no longer need to eat or sleep; instead, you “rest” by meditating under the night sky for 4 hours.

Comments