Mystical and Earthy Connections
Proud and honorable
As a moonfolk, you have the following racial traits.
Ability Score Adjustments: Your starting Wisdom score increases by 1.
Keen Senses: You have advantage on checks made to listen to, search for, or notice something.
Low-Light Vision: If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows.
Speed: 30 feet.
Spirit totems: You carry a spirit totem with you from an animal you killed. You can spend an action to assume that animal’s form, or return to your Moonfolk form. Each level you can gain another spirit totem to change into. See Monsters for information on different animals.
There are three primary cleric domains in Bright Moon, one corresponding to each of major phases of the moon. Most clerics worship all Apsects of Luna and draw their domain abilities dynamically based on the current phase of Luna. A few clerics choose to pay tribute to only a single Aspect and specialize in just that one ability.
- Full – Same as the Sun domain
New Moon domain
The New Moon domain is tied to Draum, the aspect of the hidden moon. Draum is master over shadow and darkness. He also is strongly associated with superstition.
Level 1: You gain the minor spell ghost sound. Additionally, you gain proficiency with light and medium armor, and you have the Stealth skill.
Level 2: When attacking a creature you have advantage against, you can sacrifice a use of Channel Divinity to inflict an additional 1d8 + your Wisdom modifier necrotic damage on a successful hit.
In addition, if the creature survives the attack, you gain advantage against it until the end of your next turn.
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Half Moon domain
The Half Moon domain describes the connection to the aspect of Luna called Gyel. Gyel represents change, travel, and the passage of time.
Level 1: You gain the minor spell death’s door. Additionally, you gain proficiency with light and medium armor, and once per day you can change the result of one die roll by two points in either direction (positive or negative).
Level 2: You can sacrifice a use of Channel Divinity to give an attacking creature disadvantage against you or an ally of your choice until the end of your next turn.
In addition, you or an ally of your choice gains an extra action on their next turn.