Lunar Domain

## **Lunar Domain**

An object of endless cycles of light and shadow that pull upon
the ocean tides, the moon rises even when it is unseen. Many
pantheons have gods of the moon, although those associated
with magic, cycles, fate, trickery, shadow, light, and nature
could hold sway over the lunar domain. Followers of these
gods often operate in secrecy, using their abilities to contain
the evils that only emerge when the sun has hidden its face.

**Lunar Domain Spells**

Cleric level Spells

1st detect magic, jump

3rd alter self, moonbeam

5th blink, slow

7th greater invisibility, Otiluke's resilient sphere

9th dream, modify memory

**Wax and Wane**
At 1st level, your god teaches you to mimic the cycle of the
moon with your motions. Whenever you cast a spell or
cantrip, you can engage in an enhanced form of two-weapon
fighting on your following turn. When you take the Attack
action and then use your bonus action to attack again using
two-weapon fighting, you can use your Wisdom modifier for
attack and damage rolls and you can choose to add your
ability modifier to the damage of the second attack.

**Guided by Faith**
Also at 1st level, you learn to protect yourself with divine
grace rather than mortal ability. When you do not have a
shield equipped, you gain a bonus to your AC equal to half
your Wisdom modifier rounded down.

**Channel Divinity: Crescent Strike**
At 2nd level, you can use your Channel Divinity feature as an
action to unleash an arc of crystalline moonlight infused with
gravity. Creatures of your choosing within a 15-foot cone
must make a Dexterity saving throw against your cleric spell
save DC. If they fail, they take radiant damage equal to your
cleric level plus your Wisdom modifier and are knocked
prone and have their speed reduced to 0 until the start of
your next turn. If they succeed, they take half as much
damage and are not knocked prone or reduced in speed.

**Moonlight Shadow**
At 6th level, your god grants you the ability to hide from
prying eyes. Whenever you cast a cantrip or spell, you can use
a bonus action to teleport up to 20 feet and become invisible
until the start of your next turn. Additionally, you can cast
spider climb targeting yourself as a bonus action without
expending a spell slot.
You can use these actions a total number of times equal to
your Wisdom modifier, and these uses recover whenever you
finish a long rest.

**Divine Strike**
At 8th level, you gain the ability to infuse your weapon strikes
with the frozen light of the moon. 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 cold or radiant damage to the
target. When you reach 14th level, the extra damage
increases to 2d8.

**Eclipse and Tide**
At 17th level, your god grants you the power to control gravity.
You can cast reverse gravity once, and this use recovers when
you finish a short or long rest. When you cast this spell, you
can choose to affect an area that is smaller than normal, or
only yourself. You can also choose to alter gravity to face a
particular direction using this spell instead of being reversed,
causing creatures and objects to fall horizontally or at an
angle rather than vertically.