The Moons rule over the Sea and bring with them Sleep. These are the three domains of
Kurayah. Her Clerics are given but a speck of Her power over these domains. These are the Gifts She bestows upon them.
Domain Spells
At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
Cleric Level |
Spells |
1st |
Create or Destroy Water; Sleep |
3rd |
Moonbeam; Prayer of Healing |
5th |
Tidal Wave; Water Breathing |
7th |
Guardian of Nature; Watery Sphere |
9th |
Dusk; Scrying |
Moon's Cantrips
When you choose this domain at 1st level, you gain the cantrips Dancing Moonlight and Water Bolt. These don't count against the number of cantrips you know.
Moonlight Vision
Starting at 1st level, you can see as clearly in moonlight as you do in sunlight. Under the light of the moon, you have darkvision out to a range of 120 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
Channel Divinity: Twilight Sanctuary
At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of moonlight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
You grant it temporary hit points equal to 1d6 plus your cleric level.
You end one effect on it causing it to be charmed or frightened.
Channel Divinity: Cloak of Moonlight
Starting at 6th level, your ability to bend moonlight increases. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Silverlight
At 17th level, you become a herald of the moon; a ceaseless hunter. You gain the following benefits:
You gain resistance to radiant and psychic damage.
You cannot be raised as undead.
You no longer need to sleep and magic cannot put you to sleep. To gain the benefits of a long rest, you can spend 6 hours meditating, remaining semi-conscious.