Warlock Subclass: The Moon Patron

by OrionTheHunter

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The Moon


You’ve made a pact with a master of the night, that which sits upon the crown of the sky beneath countless stars and wonder, the silver mirror of the sun, the symbol of reflection to that of the realm and ourselves. What entities bring forth power are unknowingly to the many, and the untapped prowess that could flow from it.

Warlock Level Feature
1st Expanded Spell List, Lunar Magic
6th Mantle of Moonlight
9th Radiant Veil
14th Super Moon Magic

Expanded Spell List

At the 1st level, your patron lets you choose from an expanded list of spells when you learn a warlock spell, as shown on the The Moon Expanded Spells table. The following are added to the warlock spell list for you.

Expanded Spell Lisy
Spell Level Spell
1st magnify gravity, sleep
2nd moonbeam, phantasmal force
3rd phantom steed, revivify
4th arcane eye, guardian of faith
5th reincarnate, summon celestial

Lunar Magic

At 1st level, as a bonus action, you can select one of the options listed to gain its benefits for 1 minute. The effect ends early when you drop to 0 hit points, are incapacitated, die, or dismiss it (no action required).

  • Full Moon. You emanate an aura of dim light in a 10-foot radius that guards your allies. At the start of your turn, creatures of your choice within the aura gain a number of temporary hit points equal to your Charisma modifier (minimum of 1).
  • New Moon. A shadowy aura envelops you in a 20-foot radius. As part of when you select this option, or as a bonus action on each of your turns, when you reduce a creature to 0 hit points within the aura, you can teleport up to half your movement speed to an unoccupied space you can see and make a melee attack against a creature within range.
  • Harvest Moon. A sparkle of twilight surrounds you. You gain a bonus to your Armor Class equal to your Charisma modifier.
  • Blood Moon. A red aura engulfs you, boosting necrotic magic. Once on each of your turns, your first successful attack deals an additional 1d6 necrotic damage, and you regain hit points equal to half the necrotic damage dealt, to a maximum of a fourth of your hit point maximum.
  • Blue Moon. You emanate wisps of violet. Roll a d6, on a 6 you remain in this state, otherwise you must change your selection for this use of your Lunar Magic. If you retain this state, you can roll a d4 when making an attack roll, ability check, or saving throw and add the result to the d20 roll, treating a result above 20 for an attack as scoring a critical hit.

Once you use this feature, you can’t do so again until you finish a short or long rest. The number of times you can use this increases as you reach certain levels in this class, at 6th level (twice), 10th level (three times), and 14th level (four times), and regaining all expended uses when you finish a short or long rest.

Mantle of Moonlight

At 6th level, you gain darkvision with a range of 60 feet. If you already have innate darkvision, its range increases by 30 feet.

In addition, as a reaction, at the end of another creature’s turn, you can change the selection of your Lunar Magic, except to the Blue Moon option, without having to end your current one. Once you use this feature, you can’t do so again until you finish a short or long rest.

Radiant Veil

At 10th level, your lunar magic grows more powerful. You have resistance to radiant damage. While you have your Lunar Magic active, you instead become immune to radiant damage.

In addition, as a reaction, when you would be reduced to 0 hit points, you can drop to 1 hit point instead and cause your body to erupt with mystic energy. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this feature, you can't do so again until you finish 1d4 long rests.

Super Moon Magic

At 14th level, as part of when you use your Lunar Magic, you can manifest a moon-like 10-foot-radius sphere from a point you choose within 60 feet of you. It has an Armor Class of 15, and has hit points equal to 5 times your warlock level. The moon radiates various effects depending on what Lunar Magic you have active. You can target yourself and up to six other creatures within range, specified by each option, to gain these benefits.

  • Super Full Moon. The sphere radiates bright light in a 120-foot radius and dim light for an additional 120 feet. At the start of a chosen creature’s turn, they regain hit points equal to 1d6 + your warlock level.
  • Super New Moon. The sphere casts a shade in a 60-foot radius centered on you. Non-magical light sources are snuffed out and 3rd-level or lower spells that radiate light can't be cast while the spellcaster is in the area. Hostile creatures have disadvantage on attack rolls against chosen creatures.
  • Super Harvest Moon. The sphere casts a magical effect in a 60-foot radius centered on you. When a creature in the area is reduced to 0 hit points, but not killed out right, the chosen creature gains a number of temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1) while they have 0 hit points.
  • Super Blood Moon. The sphere radiates bright light in a 60-foot radius and dim light for an additional 60 feet. Chosen creatures gain the same benefit as your Blood Moon option.
  • Super Blue Moon. The sphere radiates bright light in a 60-foot radius and dim light for an additional 60 feet. A chosen creature’s attack roll scores a critical hit on a roll of 18 to 20. If the sphere is obstructed from your vision, is covered, or a chosen creature leaves its range, no benefit is granted to the chosen creatures. The sphere remains materialized until it is reduced to 0 it points and destroyed, or until you end it early at will.

Once the sphere from this feature is destroyed, you can’t materialize one again for 1d4+3 days or until you expend a spell slot of 5th-level or lower.


Art Credit

🌕 — Yoshino Cmkots (@cmkots0607)

Q&A


  • Q: . . .
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Notes


Inspired by the many works of the subclass of similiar themes/font>

  • 5.30.22: Version 1

-- Saint's Companion (while it's basically granting you a free sword, it is made of wood, and while not written, maybe it'll only last for one or two combat encounters, or burns easily, maybe. Will watch for feedback.

-- Saint's Companion (utilized the Dual Wielding fighting style from u/laserllama's Alternate Fighter)

-- Two Heavens as One (while many focus on a high damaging feature, I decided to try and think of ways focusing the two-weapon fighting, I decided to give it the Swashbuckler rogue's Master Duelist feature given the amount of attacks this monk would be able to do)


 

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