Eldritch Moon Options

## Base Eldritch Moon Options

### Blood Moon of Rebirth

As an Action, you beckon the powers of a black goat. You and a number of creatures of your choice up to your Wisdom modifier within 30 feet of you that you can see regain a number of hit points equal to your level in this class.

* **Lunar Alignment:** When you use this Conduit, you can affect yourself and any number of creatures of your choice within 60 feet of you that you can see, which regain a number of hit points equal 1d4 x your level in this class. This healing also regrows any missing limbs, as per the regenerate spell.

### Howling Moon

You harness the beast within you as a bonus action. For the next minute, you grow fur, fangs, and devastating claws. You are proficient with your unarmed strikes, which deal 1d6 plus your Wisdom modifier magical Slashing damage on a hit, and you can use your Strength or Dexterity modifier for your attack and damage rolls with these claws. If your unarmed strikes already deal 1d4 or 1d6 damage before the transformation, the damage die becomes a d8.

* **Lunar Alignment:** You unleash your lunar bloodlust. You have advantage on an attack roll with your claws against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated, and the damage die becomes a d12.

### Shattered Moon

You beckon the shattered powers of the moon, attempting to break the magic in front of you. When you or a creature that you can see within 30 feet of you makes a saving throw against a spell or magical effect, you can use your reaction to dampen the magic, granting advantage on the saving throw.

* **Lunar Alignment:** When this Conduit gives a creature advantage on a saving throw, they can reroll one of the dice once. Alternatively, you can use this reaction to instead cast Counterspell at 5th level, though it automatically fails against spells of 6th level or higher. Wisdom is your spellcasting modifier for this spell.

### Scorching Moon

You wreathe yourself in flames to scorch your foes. If you move at least 20 feet in a straight line toward a creature and then hit it with a melee attack on the same turn, you can force the target to make a Strength saving throw against your spell save DC. On a failure, they are knocked prone and take a number of d4s of Fire damage equal to your Wisdom modifier.

* **Lunar Alignment:** Creatures automatically fail their saving throw against this Conduit, and the Fire damage they take becomes d6s instead of d4s and ignores resistance to fire damage.

### Vacuous Moon

You step through the void. After being damaged by a ranged attack, you can use your Reaction to teleport to an empty space you can see within 10 feet of the attacker. If the attacker is further than 60 feet away, this reaction fails.

* **Lunar Alignment:** When you use this Conduit, you can teleport to an empty space you can see within 30 feet of the attacker and make a single weapon attack against them. If the attacker is further than 300 feet away, this reaction fails.

### Glowering Moon

You subjugate your foes to the crushing woe of hopelessness. You can cast the Bane spell at 2nd level without expanding a spell slot. If the targets are in direct moonlight, they have disadvantage on the saving throw.

* **Lunar Alignment:** Creatures in direct moonlight now automatically fail the saving throw, and creatures under the effect of the spell take Psychic damage equal to your level in this class at the start of each of their turns. If a creature remains under the effect of the spell for its entire duration, they fall unconscious. The condition ends if someone else uses an action to shake the creature out of its stupor.

## Additional Eldritch Moon Options

### Glacial Moon

As an Action, you cover your body in a frozen armor. You gain temporary hit points equal to 1 + twice your Wisdom modifier. If a creature hits you with a melee attack while you have these hit points, the creature takes Cold damage equal to 1 + twice your Wisdom modifier.

* **Lunar Alignment:** When you use this Conduit, you instead gain temporary hit points equal to 5 x your Wisdom modifier (minimum of 1). If a creature hits you with a melee attack while you have these hit points, the creature takes Cold damage equal to 5 x your Wisdom modifier (minimum of 1). This damage ignores resistance to cold damage.

### Slumbering Moon

You can warp your body through eldritch means. You can cast Misty Step without expending a spell slot or using material components.

* **Lunar Alignment:** You can cast Dimension Door without expending a spell slot or using material components.

### Krakenlight

You create a bioluminescent lure before you. As an Action, you can create a light above your head that emits dim light in a 10-foot radius centered on you. Hostile creatures within 30 feet of you that see the lure must make a Wisdom saving throw against your spell save DC or be Charmed. While charmed, they are incapacitated and are compelled to move towards the lure with their movement each turn, only ending their movement when in the light. The charm effect lasts for 1 minute or until the creature takes damage.

* **Lunar Alignment:** When you create this lure, the range is doubled, creatures have disadvantage on the saving throw, and the first time they take damage the effect doesn’t end.

### Creeping Tarlight

You can weave the tar lurking in the shadows to slow your foes. As an action, you can choose up to three creatures within 30 feet of you can see that must succeed on a Dexterity saving throw or be covered by tar for 1 minute. While covered in tar, their speed is halved, and they take a -2 penalty to AC and Dexterity saving throws. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures standing in darkness have disadvantage on this saving throw. You must concentrate on this effect as you would concentrate on a spell.

* **Lunar Alignment:** You can harness more of the tar and can choose up to six creatures. While covered in tar, creatures are instead affected by the slow spell. You do not need to concentrate on this effect.

### Sanguine Eclipse

You cause your foes to turn against each other. As an Action, you can choose a creature within 30 feet of you that you can see that must make an Intelligence saving throw. On a failed save, it regards another creature of your choice that you can see within 90 feet of you as its mortal enemy until the start of your next turn. It must use its actions to attempt to kill its mortal enemy, disregarding all other creatures. Creatures that are immune to the charmed condition are immune to this ability.

* **Lunar Alignment:** The duration of this Conduit extends to 1 minute. An affected creature can repeat the saving throw at the end of each of its turns to end the effect early. The effect also ends early if the target's quarry dies.