Lunar Cultist

In the darkness of sunless days there is nothing but sadness and solitude, but as the sky is enlightened, the night comes back and with it, Mirithlen. May the Moon be a guide and be benevolent in her new phase. We Cultists are her tools, and her pale light is our shield against darkness.

Soldiers devoted to the cult of Mirithlen and experts in Lunar Divination and in the exorcism of night creatures. These cultists, forged by severe training and inspired by the power of the Trifold Goddess, can rely on incredible powers that draw their strength from the influence of the Moon on the Material Plane.

Table: Lunar Cultist
Level Proficiency Bonus Features Spells Known Spell Slots Per Spell Level
1st 2nd 3rd 4th
1st +2 Devout Protector (1), Will of the Moon, Lunar Oath
2nd +2 Fighting Style
3rd +2 Spells, Lunar magic initate 2
4th +2 Ability Score Improvement, Lunar Divination 3
5th +3 Extra Attack (I) 3 2
6th +3 Oath Feature 3 3
7th +3 Steadfast Devotion 4 3
8th +3 Ability Score Improvement, Accurate Divination 5 3
9th +4 Silvery Gaze 5 4
10th +4 Devout Protector (1), Oath Feature 6 4
11th +4 Renewed Faith (1) 7 4
12th +4 Ability Score Improvement 7 4
13th +5 Stern Inquisitor 8 4 2 2
14th +5 Extra Attack (II) 9 4 2 2
15th +5 Secure Divination 9 4 2 2
16th +5 Ability Score Improvement, Selenite Touch 10 4 3 3
17th +6 Devout Protector (1), Oath Feature 10 4 3 3
18th +6 Renewed Faith (1d4) 10 4 3 3
19th +6 Ability Score Improvement 10 4 3 3 1
20th +6 Unchallenged Devotion 12 4 3 3 1

Class Features

As a Lunar Cultist, you gain the following class features:

Hit Points

Hit Dice: 1d10 per Lunar Cultist level
Hit Points at 1st level: 10 + Constitution modifier
Hit Points at higher levels: 1d10 (or 6) + Constitution modifier per Lunar Cultist level after 1st

Multiclass Requirements

Strength 13, Wisdom 13


Armor: light and medium plus shields
Weapons: all simple weapons
Tools: herbalism kit, alchemist’s supplies
Saving Throws: Strength and Wisdom
Skills: choose two from Arcana, Intimidation, Insight, Investigating, Medicine, Persuasion, Religion, History


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any simple weapon or (b) any martial weapon (if Proficient)
  • (a) leather armor or (b) scale mail or (c) chainmail (if Proficient)
  • (a) a shield or (b) any simple weapon
  • (a) a priest’s pack or (b) an abjurer’s pack

Sacred Soldiers of the Lunar Cult

Lunar Cultists constitute the Lunar Cult militia, and their main purpose is to expand the influence of their faith and drive back into the darkness any aberration they encounter in their path or that may threaten the sacredness of their mission. They strenuously oppose the forces of the Dark Mirror and have learned throughout their careers to channel the energy of the different phases of the Moon against their enemies.

Devout Protector

At 1st level, you learn the thaumaturgy and resistance cantrips.

You also gain the ability to cast shield of faith without consuming spell slots once (twice at 10th level and three times three at 17th level), and you regain each use you spent after you complete a long rest (your spellcasting ability for these spells is Wisdom).

Will of the Moon

At 1st level, during the Lunar Phase corresponding to your Birthmoon, your maximum Soul Points increase by 2 per Lunar Cultist level.

Lunar Oath

At 1st level, you choose a Lunar Oath corresponding to your Birthmoon. This oath gives you new features to the 1st, 6th, 10th, and 17th level (see here).

Fighting Style

At 2nd level, you adopt a particular fighting style as your specialty, focusing on a category of weapons of choice from those listed below. You cannot choose the same option more than once.


You get a +2 bonus on Attack Rolls with ranged weapons.


As long as you wear armor, you get a +1 bonus to your AC.


When you wield a melee weapon in one hand without wielding any other weapons, you get a +2 bonus on that weapon’s damage rolls.

Great Weapon Fighting

When you get 1 or 2 in a dice roll to determine the damage of an attack made with a two-handed melee weapon, you repeat the roll and use the new result, even if it is a 1 or 2 again. The weapon must have the Two Handed or Versatile properties for the Lunar Cultist to benefit from this feature.


When a creature you can see attacks a target other than you within 5 feet, you can use your Reaction to make that crea-ture’s Attack Roll have Disadvantage.

To use this feature, you must hold a shield.


At 3rd level, gifted with the power of the divine lunar essence, you can cast spells to shape that essence as you please.

Spell slots: the Lunar Cultist table shows how many spell slots you can cast your 1st level or higher Lunar Cultist spells. To cast these spells, you must spend a spell slot of the same spell level or higher. All spell slots spent are recovered when a long rest is completed. For example, if the 1st level blessing spell falls within your known spells, and you have 1st level slot and a 2nd level slot, that spell can be cast using any of the two slots.

Known spells of 1st level and above: you know two 1st lev-el spells of your choice from the Lunar Cultist’s spell list. The Spells Known column in the Lunar Cultist table shows when additional spells of your choice can be learned. Each of these spells must be of a level in which you have spell slots. For example, when you reach 7th level in this class, you can learn a new 1st or 2nd level spell. In addition, when you gain a level in this class, you can choose to replace one known Lunar Cultist spell with another spell from the Lunar Cultist spell list, as long as the new spell is of a level in which you have spell slots.

Spellcasting Ability: your spellcasting ability is Wisdom is, as your magic comes from how intensely you perceive the influence of moonlight. Take your Wisdom score as a refer-ence when a spell mentions the spellcasting ability. Use your Wisdom modifier to determine the Difficulty Class (DC) of Saving Throws for Lunar Cultist spells cast or used to attack.

Lunar Magic Initiate

At 3rd level, you gain additional known spells depending on your Lunar Oath. These spells are always considered Consecrated when cast by a Lunar Cultist.

Efficient Divination

At 4th level, you can perform Lunar Divinations by spending a spell slot of 1st level or higher, instead of 2nd level or higher.

Ability Score Improvement

At 4th level, and again at the 8th, 12th, 16th and 19th levels, you can increase an ability score by 2, or increase two ability scores of your choice by 1. As usual, you cannot bring an abil-ity above 20 through this feature.

If you implement the optional feats rule, you can give up this feature and choose a feat instead.

Extra Attack

At 5th level, you can perform two attacks, instead of one, when performing an Attack action on your turn. At 14th lev-el, your attacks increase to three.

Steadfast Devotion

At 7th level, when you roll for Initiative, you can use your Reaction to cast shield of faith on yourself with the Devout Protector feature, as long as you are not surprised.

Accurate Divination

At 8th level, you grow in your mastery and knowledge of the divination arts related to the Moon: when practicing Lunar Divination during your Lunar Phase, you can roll 1d10 for Lunar Divination instead of 1d8. A result of 9 or 10 indicates that you can choose a result as you like.

Silvery Gaze

At 9th level, you can use your bonus action to see invisible creatures within 30 feet. This effect lasts for 1 minute, and you can use it a number of times equal to your Wisdom modifier (minimum 1), and you regain each use you spent after you complete a long rest.

Renewed Faith

At 11th level, when you cast shield of faith with the Devout Protector feature, you regain 1 Soul Point. At 18th level, you regain 1d4 Soul Points instead.

Stern Inquisitor

At 13th level, you have Advantage on Wisdom (Insight) checks and Intelligence (Investigation) checks, as well as on Saving Throws against Illusion.

Secure Divination

At 15th level, during a Lunar Divination, you can reject the result of the first dice roll and repeat it.

Only the result of the second roll will be considered for the purposes of Divination.

Selenite Touch

At 16th level, the first creature you strike on each of your turns loses its invisibility (if any) and must make a successful Charisma Saving Throw (against your spell save DC) or be surrounded by a silver halo. This silver halo prevents the target from becoming invisible or incorporeal, teleporting or leaving the plane on which it is located, and taking an alternative form. The silver halo lasts until the end of your next turn.

Unchallenged Devotion

At 20th level, when you cast shield of faith with the Devout Protector feature, your Concentration on this spell cannot be lost due to the damage you take.

Saving Throw DC = 8 + your Proficiency bonus + your Wisdom modifier

Spell Attack Modifier = your Proficiency Bonus + your Wisdom Modifier

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