D&D 5E Moon Domain?


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Cat's Eyes
While under the light of the moon, you have darkvision out to a range of 120 feet. While under the light of the full moon, you have advantage on all Wisdom (Perception) checks pertaining to sight.

Not to bad. Does the darkvision stack if you have it already?
 

Not to bad. Does the darkvision stack if you have it already?

that's a nice catch. I didn't remember to account for that.

I'd say this: "If you already have darkvision from another source, the area of the darkvision granted by this ability is treated as bright light, not dim light. Also, you can see colors other than black and white within the range of your darkvision."
 

Cat's Eyes
While under the light of the moon, you have darkvision out to a range of 120 feet. While under the light of the full moon, you have advantage on all Wisdom (Perception) checks pertaining to sight.

The ability seems fine even without the under the light of the moon part. I liked your idea.

another ability could also be added along with a potential cantrip. Most clerics domains grant.

Spells prepared
Channel Divinity ability
Some other ability.

Maybe a bonus cantrip (light, druid cantrip, chill touch)

And would the moon domain use heavy armor with a slight elee focus or be medium armor with a bonus to cantrip damage?
 

Let's see, I did a Moon Domain a while back, I'll try to dig it up for reference.

Edit: Nope, I did Winter. Still, I'm sure at least some of it could be of use:

Winter Domain:

Winter Domain spells:
1st: Sleep, Unseen Servant
2nd: Misty Step, Sniloc's Snowball Swarm
3rd: Sleet Storm, Slow
4th: Ice Storm, Storm Sphere
5th: Cone of Cold, Control Winds

Divine Chill: Starting when you choose this domain at 1st level, any cold damage you do to a creature causes that creature's speed to drop by 10 ft. until your next turn.

Touch of the Cold: Additionally, at 1st level you gain the Ray of Frost cantrip if you don'tx already know it. It counts as a Cleric spell for you.

Channel Divinity: Freeze Solid: Starting at 2nd level, when a creature drops to 0 hit points you can use your Channel Divinity to freeze it solid. A frozen creature shatters if it takes damage, dealing 2d6 cold damage to every adjacent creature. If 1d4 hours pass without taking damage, the frozen creature defrosts, unconscious and stable.

Body of Ice: Beginning at 6th level, you gain the ability to turn your body to ice. While in this ice form, you have vulnerability to fire damage, resistance to cold damage, and reduce all non-magical bludgeoning, slashing and piercing damage by half your proficiency.

Potent cantrip

Cloak of Snow: Starting at 17th level, you gain temporary hit points equal to your cleric level after each short or long rest. If you would take cold damage, instead gain that many temporary hit points, up to your cleric level.
 

If you want your Moon Domain to grant a cantrip, may I suggest "Dancing Lights?" It gives range, movability, distraction capability. The Moon is not so much about dealing damage. . . .
 

Any ideas on a granted power?

Why not use the one in the 3.5 domain, where the cleric can use Channel Divinity to turn lycanthropes (similar to Turn Undead)?

Oh, and as for spells, the 3.5 domain has an insanity spell, so how about confusion for one the 5e 4th level spells?
 

Why not use the one in the 3.5 domain, where the cleric can use Channel Divinity to turn lycanthropes (similar to Turn Undead)?

Oh, and as for spells, the 3.5 domain has an insanity spell, so how about confusion for one the 5e 4th level spells?


Because it is fairly narrow/uselss. Most of the 5E domains are good all of the time or apply in very common situations.
 

Because it is fairly narrow/uselss. Most of the 5E domains are good all of the time or apply in very common situations.

Narrow? Yes. But, the thing about abilities that are fairly narrow is that they can be tossed in as bonus abilities because they are so rare. If a moon domain cleric wanted to turn lycantrhopes, I'd let them do it without any balance concerns, and it's not as if I ignore balance concerns when DM'ing.

But, I think a more evocative variation of the ability might be to force changes in lycanthropes. Imagine a lycanthrope pack ringing an adventuring party when the moon cleric holds her holy symbol aloft and forcefully changes them back to their human form.

Also, if you're going the lycanthrope angle I'd give the moon cleric an ability that makes all their weapon attacks against lycanthropes count as attacks with silvered weapons.
 

Narrow? Yes. But, the thing about abilities that are fairly narrow is that they can be tossed in as bonus abilities because they are so rare. If a moon domain cleric wanted to turn lycantrhopes, I'd let them do it without any balance concerns, and it's not as if I ignore balance concerns when DM'ing.

But, I think a more evocative variation of the ability might be to force changes in lycanthropes. Imagine a lycanthrope pack ringing an adventuring party when the moon cleric holds her holy symbol aloft and forcefully changes them back to their human form.

Also, if you're going the lycanthrope angle I'd give the moon cleric an ability that makes all their weapon attacks against lycanthropes count as attacks with silvered weapons.

One point in Zardnaar's defense is I *think* he's referring to the 1st level domain ability, which is usually broader in scope. I was referring to the 2nd level Channel Divinity ability, which is usually quite narrow in use. So I can see why he rejected my original suggestion.

That said, I think your idea about forcing lycanthropes to change form is really cool and I'd suggest it for the Channel Divinity ability in place of the more boring "turn lycanthrope" idea.

That leaves the 1st level ability. If he sticks with the lycanthrope angle, which was the focus of the 3.5 domain, then how about the ability to spot lycanthropes even when in human form? Narrow, but very useful in certain situations. Combined with your idea of his attacks being treated as silvered, that would make this domain a real bane for lycanthropes.
 

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