Cleric
Divine Domain: Moonbound Domain
The moons do not merely orbit—they watch, they whisper, they shape destiny. But sometimes, their whispers drive men mad, and their watch is a cold, unblinking judgment that shatters the mind.
Clerics of the Moonbound Domain are chosen by the Triune Moons of Novendragos—Vaeros, Kirmia, and Talas—celestial bodies believed to be the watchful eyes of Amaya, goddess of death, fate, and transformation. These clerics are dreamwalkers, veiled prophets, and starlit guardians, channeling the moons’ profound influence to guide, protect, and unravel destiny. Their connection to the shifting celestial balance grants them immense power, but also exposes them to the unpredictable, sometimes maddening, currents of fate and the cosmic dreamscape. The Moonbound cleric walks a perilous path, for the truths they seek can shatter the mind, and the power they wield can attract unwanted attention from entities beyond the veil.
Moonbound clerics are rare and often viewed with a mix of awe and profound trepidation. They might be revered as state oracles in Kendron, sought for their wisdom and prophetic insights in Nelamdra's crystalline halls, where their visions are vital to the Dream-Council. However, in Dikkatsek, they might be viewed as dangerous "moon-witches" whose unpredictable visions threaten established order. In Hamurk, their connection to fate might be seen as a sign of weakness in a land that values strength. Their power to glimpse fate and manipulate perception can make them invaluable allies, but their unpredictable visions and the psychic toll of their abilities often set them apart, making them figures of both reverence and suspicion.
Core Cleric Traits
Trait | Description |
---|---|
Primary Ability | Wisdom |
Hit Point Die | 1d8 per Cleric level |
Saving Throw Proficiencies | Wisdom, Charisma |
Skill Proficiencies | Choose two from History, Insight, Medicine, Persuasion, Religion |
Weapon Proficiencies | Simple Weapons |
Armor Training | Light Armor, Medium Armor, Shields |
Starting Equipment You start with the following equipment, in addition to the equipment granted by your background:
- (a) a mace or (b) a light elemental-firearm and 20 elemental cartridges
- (a) scale mail, (b) leather armor, or (c) chain mail (if you are proficient with heavy armor)
- (a) a priest’s pack or (b) an explorer’s pack
- A shield and a holy symbol (Amaya's symbol, depicting the three waxing moons)
Moonbound Domain Features
Cleric Level | Feature |
---|---|
1st | Domain Spells, Moon’s Aspect |
2nd | Channel Divinity: Lunar Veil |
6th | Wax and Wane, Prophetic Burden |
8th | Divine Strike |
17th | Triune Ascendance |
Domain Spells
You gain domain spells at the cleric levels listed in the Moonbound Domain Spells table. These spells are always prepared, don’t count against the number of spells you can prepare, and are considered cleric spells for you.
Cleric Level | Spells |
---|---|
1st | faerie fire, sleep |
3rd | mirror image, moonbeam |
5th | clairvoyance, hypnotic pattern |
7th | phantasmal killer, compulsion |
9th | dream, geas |
Moon’s Aspect (1st Level)
You are attuned to one of the three moons of Novendragos, and its essence infuses you. Choose one aspect at the end of a long rest. Your chosen aspect grants you specific benefits, but also comes with a subtle drawback, reflecting the unpredictable nature of lunar power. When you change your Moon’s Aspect, you might feel a sudden chill or warmth, perceive a shift in the ambient light, or hear a faint, distant hum, reflecting the moon's subtle influence.
- Vaeros – The Watcher (Radiance & Prophecy):
- Benefit: You gain darkvision out to 60 feet (or increase your existing darkvision range by 30 feet). You can add your Wisdom modifier (minimum of +1) to your initiative rolls. You learn the guiding bolt cantrip.
- Drawback: Your mind is constantly open to subtle omens. You have disadvantage on saving throws against effects that would read your thoughts or impose visions (e.g., modify memory, phantasmal force).
- Kirmia – The Veiled Flame (Shadow & Transformation):
- Benefit: You have resistance to necrotic damage. When you cast a spell that targets only yourself, you can become invisible until the start of your next turn. You can use this special invisibility once per long rest. You learn the thaumaturgy cantrip.
- Drawback: Your form is subtly mutable. You have disadvantage on Charisma (Deception) checks when attempting to impersonate a specific individual, as your true essence is hard to mask.
- Talas – The Whispering Eye (Dream & Memory):
- Benefit: You gain proficiency in either the Insight or Arcana skill (your choice). When you cast a divination spell, you can roll a d4 and add the number rolled to one ability check, attack roll, or saving throw made by you or a creature you can see within the next minute. You learn the mind sliver cantrip.
- Drawback: Your mind is a conduit for fragmented echoes. You have disadvantage on Wisdom (Perception) checks made to discern sounds in crowded or noisy environments, as your mind picks up too many conflicting mental echoes.
You may change your Moon’s Aspect at the end of a long rest. When you do, you lose the cantrip associated with your previous aspect and gain the cantrip associated with your new aspect. This doesn't count against your total number of cantrips known.
Channel Divinity: Lunar Veil (2nd Level)
You invoke the power of your chosen moon to veil or reveal, using your Channel Divinity.
- Vaeros (The Watcher): As an action, you and allies within 30 feet of you shed dim light in a 10-foot radius and gain advantage on Wisdom (Perception) checks and on saving throws against being blinded or charmed for 1 minute.
- Kirmia (The Veiled Flame): As an action, you and allies within 30 feet of you become lightly obscured by flickering shadows. Attack rolls against you are made with disadvantage until the start of your next turn.
- Talas (The Whispering Eye): As an action, choose one creature you can see within 60 feet. You learn one surface thought or memory from that creature (as if you cast detect thoughts for 1 round), and the creature has disadvantage on its next saving throw.
Wax and Wane (6th Level)
You learn to fluidly shift your focus between the moons, but this process is not without psychic strain. You can shift your Moon’s Aspect as a bonus action. When you do, you gain temporary hit points equal to your cleric level. Additionally, you emit a brief pulse of moonlight or shadow (your choice). Creatures of your choice within 10 feet must succeed on a Constitution saving throw against your cleric spell save DC or be affected: If moonlight, they take 2d6 radiant damage. If shadow, they take 2d6 necrotic damage.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Prophetic Burden (6th Level)
Your constant connection to the moons and Amaya's domain of fate comes with a psychic toll. Each time you use your Moon's Aspect (to change aspect) or Channel Divinity: Lunar Veil feature, you must succeed on a Wisdom saving throw (DC = 10 + the number of times you have used either of these features since your last long rest) or suffer one of the following effects (roll a d4):
- 1: Fleeting Madness: You are confused (as per the confusion spell) until the end of your next turn.
- 2: Psychic Bleed: You take 2d6 psychic damage.
- 3: Omen of Dread: You are frightened of the nearest hostile creature until the end of your next turn.
- 4: Lost in Echoes: You have disadvantage on your next attack roll or ability check.
This burden reflects the unpredictable nature of fate and the escalating strain of peering beyond the veil.
Divine Strike (8th Level)
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant or psychic damage (your choice) to the target. This damage is infused with lunar energy. When you reach 14th level, the extra damage increases to 2d8.
Triune Ascendance (17th Level)
You embody the full, harmonized power of the Triune Moons, briefly becoming a living oracle of Amaya's will. For 1 minute, you gain the benefits of all three Moon Aspects simultaneously. In addition:
- You can cast moonbeam or dream once without expending a spell slot or material components.
- You are immune to being charmed, frightened, or put to sleep.
- You emit a 10-foot aura of starlight. Enemies that start their turn in the aura take radiant damage equal to your Wisdom modifier (minimum 1).
- After this feature ends, you must succeed on a DC 16 Wisdom saving throw or gain 2 levels of exhaustion, as the immense influx of lunar power shatters your mortal form. This exhaustion can only be removed by finishing a long rest and succeeding on a DC 10 Wisdom saving throw during that rest, or by a greater restoration spell.
Once you use this feature, you can’t use it again until you finish a long rest.
Design Notes
This subclass avoids the rigid “moon phase” mechanic often seen in fantasy settings and instead uses moon-aspect attunement, which is more mythic and prophetic. It ties directly into Amaya’s lore, the three moons, and the cosmic dreamscape of Novendragos. It offers versatility, utility, and profound flavor, with a strong celestial identity, while explicitly infusing the inherent risk and unpredictable consequence of wielding raw primordial power and peering into fate in Novendragos.
Comments