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  Publisher: Eastman Dunn Press
  Designers: Benjamin L. Eastman and Matt Dunn
  Logo: Sean Maroney
  Proofreading: Evan Perlman
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  Homebrewery website.
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  e
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  1
  
   
    
   
   
   
   
   
  P
  erched along the Deepwater Bay and protected
  by a mountain that shares its name, Waterdeep
  is the largest metropolis along the Sword
  Coast. As the four overland trade routes
  intersect in the city, Waterdeep serves as a hub
  for trade for the many city-states of the north.
  Home to all races and parishioners of most
  faiths, Waterdeep has truly earned its reputation as the City
  of Splendors and the Crown of the North.
  e
  As a metropolis, many famous arcanists have called
  Waterdeep home and even mundane Waterdhavians worship
  arcane faiths. While some worship Azuth or Mystra, many
  residents offer their prayers to the Moonmaiden Selûne.
  Waterdhavian worship of Selûne dates back to the 4th
  century DR, and the fortunes of the faith have waxed and
  waned throughout the centuries like the tides of the moon.
  The Church of Selûne draws on the support of many of the
  faithful in the City of Splendors. The warrior-mages of the
  Knights of the Blue Moon traditionally owe allegiance to the
  Moonmaiden, and practitioners of Lunar Magic belong to the
  city's many arcane schools and orders. Monks who walk the
  Way of the Rising Moon have begun to proselytize in the
  Plinth, offering healing to those who cannot otherwise afford
  it. Moonbound rangers who patrol the Sword Mountains
  often volunteer their services to the House of the Moon, and
  barbarians who follow the Path of the Beast Within find the
  Moonmaiden to be more understanding of their heritage.
   H
  t
   H
  t
  Selûne's Gaze offers players and DMs five new subclasses for
  use while adventuring in the Forgotten Realms.
  In the adventure Dragon Heist, players help renowned
  author Volothamp Geddarm locate a trove of treasure — all
  while keeping it out of the hands of Waterdhavian villains. As
  heists often occur under the cover of darkness, you may find
  the class features of these moon-themed classes helpful in
  carrying out your heist.
  While Dragon Heist is written for characters from levels 1-
  5, these options can be used up to level 20. While designed
  with capers in mind, these classes can be used for all types of
  adventures.
  2
  Selûne's Gaze
  
   
    
  "From an early age, I knew that there was something
  different about my people. Other tribes gave us a wider berth
  in our wanderings, and even the boldest armies of Faerûn left
  us alone. It was not until I grew older and started to change
  that I realized that everyone I knew had descended from
  wereboars."
  — Bellon Tuskit, Chieftain of the Amurrano Tribe
  i
   
  i
   
  At 3rd level, a barbarian gains the Primal Path feature. The
  following option is available to a barbarian, in addition to
  those offered in the Player's Handbook: the Path of the Beast
  Within.
   f 
  e 
   
   f 
  e 
   
  Barbarians who follow the Path of the Beast Within harness
  their connection to the moon to fuel their inner beast. Most
  barbarians do not choose to follow this path. Rather, their
  rage betrays their lycanthropic ancestry.
  Many barbarians who heed their path because of a
  forebear who was a werebeast. Many tribes accept outcast
  werebeasts into their number, thereby gifting their offspring
  with the power of the moon. Other barbarians may follow the
  Path of the Beast Within after an unfortunate encounter with
  a lycanthrope (see sidebar).
  It is uncommon for barbarian tribes to have encountered
  more than one lycanthrope into its midst. Nevertheless, some
  tribes actually seek out these creatures to further the power
  and influence that the werebeasts can provide.
   
   
   
   
   
   
   
   
   
   
   
  3rd
  Keen Senses, Cursed Anger
  6th
  Ancestral Instincts
  10th
  Ferocious Anger
  14th
  Savage Instincts
   
   
   
   
  When you encounter a werebeast in melee combat,
  you risk becoming afflicted by the curse by
  lycanthropy. While remove curse will rid you of this
  affliction, you may not have the means or desire to
  do so.
  The Monster Manual provides rules on how you
  become a lycanthrope. While the specific
  werebeast dictates the degree that you are
  changed, all lycanthropes will gain traits, damage
  immunities, and natural attacks. Ultimately, this
  creates a power rift between you and your fellow
  players.
  As rage is a primal force, the curse may meld
  with a barbarian’s fury. Some barbarians feel like
  their lycanthropy merges into their rage, while
  others feel like their rage wars with their affliction.
  Still others feel like they are constantly undergoing
  changes, with their rage honing the curse into new
  forms.
  Instead of following the Monster Manual’s rules
  for Player Characters as Lycanthropes, your DM
  may allow you to take levels in this path. If you are
  a barbarian of at least 3rd level, you replace the
  features specific to your previous Primal Path with
  the Path of the Beast Within.
   
  At 3rd level, you have advantage on Perception checks that
  rely on either sight or hearing (choose one).
   
  At 3rd level, you begin to exhibit some of the traits of your
  lycanthrope ancestor while raging. Choose the abilities of
  your ancestor which may only be used while raging.
  Werebear: Your hands grow into claws and your mouth
  turns into a ferocious row of teeth. You have a claw attack
  which deals 1d8 + Strength damage, and a Bite attack which
  deals 1d6 + Strength damage. After using the Attack action,
  you may make a bite attack as a bonus action if you did not
  make a weapon attack using two hands. You have a climb
  speed equal to one-half your walking speed.
  Wereboar: Your fury allows you to shrug off blows that
  would slay most mortals. While raging, you have resistance to
  cold and fire damage, and you have advantage on
  Constitution saving throws. If you suffer 10 damage or less
  that would reduce you to 0 Hit Points or fewer, you are
  reduced to 1 hit point instead. You can’t use this ability again
  until you complete a short or a long rest.
  At 10th level, you can use this ability when you take 20
  damage or less. At 14th level, you can use this ability when
  you take 30 damage or less. The total damage is determined
  once resistances, vulnerabilities and other modifiers to
  damage have been applied.
  Wererat: Your fury hones your reflexes and improves your
  eye-hand coordination. You may add your Rage Bonus
  damage to melee weapon attack rolls made with finesse
  weapons. You may also use your Reckless Attack ability with
  melee weapon attack rolls made with finesse weapons. You
  may also Hide as a bonus action.
  3
  
   
    
  Weretiger: Your fury sharpens your reflexes, making your
  ranged attacks more potent. You may add your Rage Bonus
  damage to ranged weapon attacks rolls using Dexterity. You
  may also use your Reckless Attack ability with ranged attacks
  using Dexterity. You may also Disengage as a bonus action.
  Werewolf: Your hind legs lengthen, and your jaw extends
  into a ferocious maw — all the better to eat them with. Your
  speed increases by 10 ft. You have a melee bite attack that
  does 1d6 + Strength damage. You deal an extra 1d6 damage
  against a creature if it’s below its hit point maximum. You can
  deal this extra damage only once per turn.
  c
   
  c
  c
   
  c
  At 6th level, you exhibit one of the following traits of your
  lycanthrope ancestors even when you are not raging.
  Werebear: You develop a heightened sense of smell. You
  may use Perception to track other creatures with by smell.
  Wereboar: You exude an aura of menace even outside of
  battle. You have advantage on Intimidation checks while not
  in combat.
  Wererat: Your footfalls are silent and you blend into every
  shadow. You have advantage on Stealth checks while not in
  combat.
  Weretiger: You are sleek and nimble and always manage to
  land on your feet. You have advantage on Acrobatics checks
  while not in combat.
  Werewolf: Even while traveling through thick brush, you
  move with remarkable quickness. You ignore difficult terrain
  and penalties to Perception when moving at a fast pace.
   n
   n
  At 10th level, choose one of the following abilities that you
  can use while you are raging.
  Werebear: Your fury causes you to swell to an enormous
  stature. Your size changes to Large. All of your melee
  weapons have the Reach property and deal an additional 1d4
  damage.
  Wereboar: Your blows ravage your foes when you charge.
  If you move at least 15 feet straight toward a target and then
  hit with a melee attack using Strength, you deal an additional
  2d8 damage.
  Wererat: You lash out at foes with a flurry of quick jabs.
  You can use your action to make melee attacks against any
  number of creatures within 5 feet of you, with a separate
  attack roll for each target.
  Weretiger: You may roar as an action. Each enemy within
  60 ft. that can hear you must make a Wisdom saving throw
  (DC = 8 + Proficency bonus + Constitution modifier). Any
  creature which fails its saving throw deals half its normal
  damage until the end of your next turn. You may not use this
  ability again until you have completed a short or long rest.
  Werewolf: You may growl as an action. One target of your
  choice within 60 ft. that can hear you must make a Wisdom
  saving throw (DC = 8 + Proficency bonus + Strength
  modifier) or become frightened of you until your rage ends. At
  the end of each of its turns, the target can make another
  Wisdom save to end the condition early.
   
  At 14th level, your temper transcends consciousness. Your
  rage does not end early unless you fail a death saving throw.
  "There are many maneuvers among the battlemasters of
  Faerûn — feint, goad, lunge, parry. In my many battles, I
  learned that you are better served reading the ebb and flow of
  melee. So too does the Moonmaiden teach that by watching
  the patterns of the Moon we may grasp the strands of the
  Weave, thereby increasing our martial and arcane mastery.
  — Aefander Rhuplenten, Master of the Blue Moon
  l 
  e
  l 
  e
  At 3rd level, a fighter gains the Martial Archetype feature. The
  following option is available to a fighter, in addition to those
  offered in the Player's Handbook: the Knight of the Blue
  Moon.
   
   
   
   
   
   
   
   
  Since time immemorial, Moonmaiden Selûne has fought an
  eternal war against the darkness of her sister Shar. To solicit
  aid in her endless struggle, Selûne taught mortals how to
  manipulate tidal influences over the Weave.
  While once a member of a religious organization, the
  archetypal Knight of the Blue Moon is molded into the ideal
  adversary of darkness. Unlike other warrior-mages, Knights
  of the Blue Moon eschew the study of arcane texts to cast
  spells. Knights instead react to the ebb and flow of the tides
  to cast spells from the Abjuration and Illusion schools of
  magic. More sorcerer than wizard, more fighter than mage,
  the Knights walk the path of the moon — both darkness and
  light.
   
   
   
   
   
   
   
   
   
   
   
  3rd
  Bonus Proficiency, Spellcasting
  7th
  Intensity of the Waxing Moon
  10th
  Alacrity of the Quarter Moon
  15th
  Armament of the Waning Moon
  18th
  Blessing of the Blue Moon
   
  c
   
  c
  When you become a Knight of the Blue Moon, you gain
  proficiency in either the Arcana or Religion skill.
  4
  
   
    
  c
  n
  c
  n
  When you reach 3rd level, you augment your martial prowess
  by casting spells. See chapter 10 of the PHB for the general
  rules of spellcasting and chapter 11 for the sorcerer spell list.
  At 3rd level, you know 2 cantrips from the sorcerer spell list.
  At 10th level, you learn a third.
   
  The Knight of the Blue Moon Spellcasting table shows how
  many spell slots you have to cast your spells of 1st level and
  higher. To cast one of these spells, you must expend a slot of
  the spell’s level or higher. You regain all expended spell slots
  when you finish a long rest.
  For example, if you know the 1st-level spell magic missile
  and have a 1st-level and a 2nd-level spell slot available, you
  can cast magic missile using either slot.
   n
   
   
  t
   n  
   n
   
   
  t
   n  
  You know three 1st-level sorcerer spells of your choice, two of
  which you must choose from the abjuration and illusion
  spells on the sorcerer spell list.
  The Spells Known column of the Knight of the Blue Moon
  Spellcasting table shows when you learn more sorcerer
  spells of 1st level or higher. Each of these spells must be an
  abjuration or evocation spell of your choice, and must be of a
  level for which you have spell slots. For instance, when you
  reach 7th level in this class, you can learn one new spell of
  1st or 2nd level.
  The spells you learn at 8th, 14th, and 20th level can come
  from any school of magic.
  Whenever you gain a level in this class, you can replace one
  of the sorcerer spells you know with another spell of your
  choice from the sorcerer spell list. The new spell must be of a
  level for which you have spell slots, and it must be an
  abjuration or evocation spell, unless you’re replacing the spell
  you gained at 8th, 14th, or 20th level.
  c
  n  
  c
  n  
  Charisma is your spellcasting ability for your sorcerer spells,
  since your magic relies on your ability to project your will into
  the world. You use your Charisma whenever a spell refers to
  your Spellcasting ability. In addition, you use your Charisma
  modifier when Setting the saving throw DC for a sorcerer
  spell you cast and when Making an Attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your
  Charisma modifier
  Spell attack modifier = your proficiency bonus + your
  Charisma modifier
  n
   
   
  e 
  n  
  n
   
   
  e 
  n  
  At 7th level, you glean how to track the flow of the moon to
  make additional attacks. You can expend a spell slot to make
  a weapon attack as a bonus action. You deal an additional
  1d6 weapon damage for each spell level that you expended.
   
   
   
   
   
   
   
   
  At 10th level, you intuit how the moon may be used to detect
  danger. You can give yourself a bonus to your initiative rolls
  equal to your Charisma modifier.
   
   
   
   
   
   
   
   
   
   
  r
  3rd
  2
  3
  2
  4th
  2
  4
  3
  -
  -
  -
  5th
  2
  4
  3
  -
  -
  -
  6th
  2
  4
  3
  -
  -
  -
  7th
  2
  5
  4
  2
  8th
  2
  6
  4
  2
  -
  -
  9th
  2
  6
  4
  2
  -
  -
  10th
  3
  7
  4
  3
  -
  -
  11th
  3
  8
  4
  3
  12th
  3
  8
  4
  3
  -
  -
  13th
  3
  9
  4
  3
  2
  -
  14th
  3
  10
  4
  3
  2
  -
  15th
  3
  10
  4
  3
  2
  16th
  3
  11
  4
  3
  2
  -
  17th
  3
  10
  4
  3
  2
  -
  18th
  3
  10
  4
  3
  2
  -
  19th
  3
  12
  4
  3
  2
  1
  20th
  3
  13
  4
  3
  2
  1
  t f 
   
  n
   
  n
  t f 
   
  n
   
  n
  At 15th level, you deduce how to protect yourself using ebbs
  of the moon. When you are the target of a spell, you can
  expend a spell slot as a reaction to gain advantage on saving
  throws against magic. Until the end of your turn, you have a
  bonus to your AC equal to the spell level expended.
   
   
   
   
   
   
   
   
  At 19th level, you intuit how to share the moon's power with
  your allies. As a reaction, you can expend a spell slot and
  grant the benefit of Intensity of the Waxing Moon or
  Armament of the Waning Moon to an ally within 30 ft of you.
  Once you use this ability, you can't use it again until you
  complete a short or long rest.
  5
  Selûne's Gaze
  
   
    
  "Healers burn the midnight oil in stuffy libraries for the mere
  chance of learning the secrets of healing. If only they snuffed
  their lamps and raised their eyes to the night sky, they would
  witness the movements of Selûne and uncover everything
  that they so desperately seek."
  — Matthuel, Sage of the Rising Moon Abbey
  i  
  i
  i  
  i
  At 3rd level, a monk gains the Monastic Tradition feature. The
  following option is available to a monk, in addition to those
  offered in the Player's Handbook: Way of the Rising Moon.
   
   
   
   
   
   
   
   
  Monks who practice the Way of the Rising Moon are widely
  sought after for their healing skills. Monks were among the
  first to ascertain that the moon controls the tides in all bodies
  of water. Concluding that the blood was the water of life,
  these monks focused their efforts toward curing the ailments
  of the world. These monks have learned to channel their ki to
  control the blood flow of themselves or their allies.
   
   
   
   
   
   
   
   
   
   
   
  3rd
  Healing Arts
  6th
  Push and Pull of the Tides
  11th
  Purity of the Moon
  17th
  Lunar Aura
   
  Whenever an enemy is hit by one attack granted by your
  Flurry of Blows, one ally within 30 feet that you can see may
  regain an amount of hit points equal to your Wisdom bonus.
  You may also spend 3 ki points to cast healing word or cure
  wounds as first level spells.
  Once you reach the 5th level in this class, you can spend
  additional ki points to increase the level of any healing word
  or cure wounds spell that you cast using ki points. The spell’s
  level increases by 1 for each additional ki point you spend.
  For example, if you are a 5th-level monk and cast healing
  word, you can spend 2 ki points to cast it as a 2nd-level spell
  (the discipline’s base cost of 1 ki point plus 1).
  The maximum number of ki points you can spend to cast a
  spell in this way (including its base ki point cost and any
  additional ki points you spend to increase its level) is
  determined by your monk level, as shown in the table below.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  5th-8th
  3
  9th-12th
  4
  13th 16th
  5
  15th-18th
  8
   
   
   
   
   
   
   
   
   
   
  At 6th level, whenever you succeed at a Dexterity saving
  throw or are missed by an attack, you may choose one of the
  options below as a reaction.
  You can reroll a saving throw against an ongoing
  condition, but immediately suffer any consequences of
  failure.
  One ally you can see has advantage on their next saving
  throw before the start of your next turn.
  One ally automatically passes a death save.
   
   
   
   
   
   
  At 11th level, you may spend 1 ki to grant you resistance to
  bludgeoning, slashing, and piercing damage until the
  beginning of your next turn. You may also use your reaction
  to bestow this ability on one ally you can see.
   
  At 17th level, at the end of your turn, a number of allies equal
  to your Wisdom bonus that you can see recover 2d8 hit
  points. If you took damage this turn, the amount of hit points
  recovered increases to 3d8.
  6
  
   
    
  e
  "My dearest Emile, I regret that I must send you and your
  tutor Dulcimer so close to the Mere of Dead Men; alas, it is
  the most direct path between Waterdeep and Neverwinter. I
  have hired a ranger who knows the secrets of the moon who
  will protect you from whatever lizardfolk and bullywugs who
  would seek to waylay you on your travels."
  — A letter from the Marquise of Ochenwerld to his son
  e  
  h
  e  
  h
  At 3rd level, a ranger gains the Ranger Archetype feature. The
  following option is available to a ranger, in addition to those
  offered in the Player's Handbook: Moonbound Ranger.
  n
   
  n
   
  While the sages teach that the first Moonbound rangers were
  elves, all creatures of the Realms chronicle how the moon
  aids in the hunts. Among the folk tales, the moon is a guide
  and teller of omens. It often heralds bountiful harvests or
  terrible natural catastrophes. It can illuminate things in the
  dark places and deceptively dance over waters, rock and trees
  to fool the unwary. Throughout the year, Moonbound rangers
  spend nights in study of the the lunar cycles, learning all the
  secrets that each season can teach them.
   
   
   
   
  3rd
  Light of the Planter’s Moon, Moonbound
  Magic
  7th
  Armor of the Thunder Moon
  11th
  Sickle of the Harvest Moon
  15th
  Mantle of the Reaper’s Moon
  n
  n  
   
  n
  n  
   
  Starting at 3rd level, you learn an additional spell when you
  reach certain levels of this class, as shown in the Moonbound
  Ranger Spells table. The spell counts as a ranger spell for
  you, but it doesn't count against the number of ranger spells
  you know.
   
   
   
   
   
  3rd
  illusory script
  5th
  moonbeam
  9th
  clairvoyance
  13th
  hallucinatory terrain
  17th
  scrying
   
   
   
   
   
   
   
   
  At 3rd level, you mark the first creature you hit each round
  with a melee or ranged attack. The next attack roll made
  against this creature before the end of your next turn has
  advantage.
   
   
   
   
   
   
   
   
  At 7th level, you gain an armor of summer storms. Whenever
  you are hit by a melee attack, you may use your reaction to
  shock your attacker. The creature that attacked you must
  make a Constitution saving throw against your spell save DC.
  On a failed save, the creature takes Thunder damage equal to
  your Dexterity modifier and is pushed 10 feet away from you.
  On a successful save, the creature isn’t pushed but still takes
  the damage. Creatures with resistance to thunder damage
  have advantage on the saving throw, and creatures that are
  immune to thunder damage are not affected by this ability.
  c
   
   
   
   
  c
   
   
   
   
  At 11th level, your attacks start to affect the other creatures
  around it. Each time you hit a creature with an attack, all
  other enemies within 10 feet of that creature take an amount
  of necrotic damage equal to your Dexterity bonus.
  n
   
   
   
   
  n
   
   
   
   
  At 15th level, the ranger has learned the mysteries of the
  winter moon. You and all allies within 30 feet gain resistance
  to cold damage. You also have advantage on saving throws
  against any spell or ability that would reduce your hit point
  maximum.
  7
  Selûne's Gaze
  
   
    
  "Iqbal wasn't much to look at with his broken spectacles and
  pointy cap — and that was before he started yammering on
  about the blasted moon. I thought we were goners after the
  hobgoblins captured everyone but him, and I was gobstobbed
  that Iqbal snuck into the camp and freed us. I owe Icky my
  life, and I fear just where I'll follow him to repay this debt.
  — Aidy Longtooth
  e e 
  At 2nd level, a wizard gains the Arcane Tradition feature. The
  following option is available to a wizard, in addition to those
  offered in the Player's Handbook: Lunar Magic.
   
  You are a student of myriad unseen connections between the
  moon and the Weave of Magic. You learn how to manipulate
  the cycles of the moon to magnify and modify your magical
  might. While you did not concentrate on any given school of
  magic, you use your talents with all spells that you cast.
   
   
   
   
   
  2nd
  Initiate of the New Moon
  6th
  Adept of the Crescent Moon
  10th
  Disciple of the Gibbous Moon
  14th
  Master of the Full Moon
   
   
   
   
  n
   
   
   
   
  n
  Starting at 2nd level, you are proficient in Perception. As your
  eyes have grown accustomed to casting spells in near
  darkness, you have darkvision out to 60 feet. If you already
  have darkvision, the range is extended by 60 feet (to a
  maximum of 120 feet).
   
   
   
  c
   
  n
   
   
   
  c
   
  n
  Starting at 6th level, you can resist magical effects with your
  knowledge of the arcane. When you would make a saving
  throw against magic, you can instead substitute your
  Intelligence (Arcana) bonus. Once you use this ability, you
  can't use it again until you have completed a short or long
  rest.
  sc
   
   
   
   
  sc
   
   
   
   
  When you cast a spell of 1st level or higher, you can use your
  bonus action to recede into the shadows. You become
  invisible until the start of your next turn. You can use this
  feature a number of times equal to your Intelligence modifier
  (a minimum of once). You regain any expended uses when
  you finish a long rest.
   
   
   
  l 
  n
   
   
   
  l 
  n
  You are at the height of your magical power. When you cast a
  spell of 1st level or higher, you can choose to reroll your spell
  attack or have one creature reroll its saving throw. Once you
  use this ability, you can't use it again until you have completed
  a short or long rest.
  '  
   
   
   
   
   
  While the class options in Selûne's Gaze was
  created with the Forgotten Realms in mind, you
  can easily use them with other campaign settings.
  Included are notes on how you can adapt these
  options for Eberron.
  Barbarians who follow the Path of the Beast
  Within may be shifters who belong to secluded
  barbarian tribes in the Eldeen Reaches. The
  halfling tribes in Talenta are rumored to have
  sheltered werecreatures from the Silver Flame.
  Due to prevelance of magic in the world,
  Knights of the Blue Moon are commonly found
  in the armies of the Five Nations. Aundair is
  renowned for training warrior mages with
  inherent skill and ability.
  Monks who follow the Way of the Rising Moon
  can be found amongst the Kalashtar who fled
  Adar or are hidden in monasteries in Karrnath
  Moonbound rangers form elite and haunted
  remnants from the fallen nation of Cyre.
  Stormreach employs many rangers who would
  rather brave Xen'drik at night.
  From the halls of Morgrave University to
  monstrous Droaam, wizards study Lunar Magic
  and the effects of Eberron's twelve (or perhaps
  thirteen?) moons on the world around them.
  8
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Forgotten Realms/Waterdeep/Selunes Gaze/Selunes Gaze - Character Options for Dragon Heist (Color) (Printer Friendly) v3.2 (Sanitized).pdf