At long last, after some delay, I present to you a patron that was voted for on Twitter; you guys wanted a Moon Warlock, so I wrote one! I used several themes found in previous editions of D&D as well as incorporating small nods to varying myths surrounding the moon, such as polymorph (lycanthropy) as well as actual science reflected by spells such as control water. Let me know what you think in the comments or on Twitter! Without further ado, I give you: The Lunar Guide.
Art: Ryan Yee, Wizards of the Coast
Warlock Patron: The Lunar Guide
Your patron is a spirit of the moon, an entity that embodies grace and command over nature. These spirits seek to protect the natural world under the night sky while keeping profane powers that stalk the darkness at bay and task their warlocks with the same, granting them command over the powers of the moon and its creatures. Such beings are those like Chang’e, the Jade Rabbit, Selene the Titan and other legendary entities associated with the Moon and night.
Expanded Spell List
The Lunar Guide lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list fo you.
Lunar Guide Expanded Spells
|1st||feather fall, sleep|
|2nd||calm emotions, moonbeam|
|3rd||conjure animals, spirit guardians|
|4th||control water, polymorph|
|5th||commune with nature, telekinesis|
Mantle of Moonlight
Starting at 1st level, you can channel the light of the moon, bolstering the living and hampering the pernicious. As a bonus action, you can emit an aura of silvery dim light out to a radius of 10 feet for 1 minute, or until you are incapacitated, or end it early (no action required). You and creatures friendly to you in this aura gain temporary hit points equal to your Charisma modifier (minimum of 1) at the start of your turn. Fey, fiends, shapechangers, and undead that are hostile towards you have disadvantage on attack rolls while they are in this aura.
Once you use this feature you can’t use it again until you finish a short or long rest.
Your patron grants you the ability to wield a the light of the moon in the form of a searing, ghostly flame beginning at 6th level. You learn the faerie fire spell, and it does not count against your number of warlock spells known. When you cast faerie fire using a warlock spell slot, each creature that fails its saving throw against the spell takes 2d8 radiant damage per level of the spell slot, or half as much on a successful save. Fiends, shapechangers, and undead have disadvantage on their saving throw against the spell when you cast it this way.
Once you reach 10th level, you can step as softly and gracefully as moonlight falls, winking in and out at a moment’s notice. While your Mantle of Moonlight is active, you can use your bonus action to teleport up to 30 feet to an unoccupied space that you can see.
Dance of the Night Sky
Beginning at 14th level, you can suspend your enemies in the air like the moon itself while you and your allies leap across the sky. You can cast reverse gravity without expending a spell slot. When you cast reverse gravity this way, you and a number of creatures you choose within 30 feet of you, up to your Charisma modifier (minimum of 1) gain a fly speed of 30 feet while you concentrate on the spell.
Once you use this feature you can’t use it again until you finish a long rest.