6th Level Night Warrior Spell Slots: 3
7th Level Night Warrior Spell Slots: 1
Cast Time: 1 Action. Range: 60ft
A wave of soothing lunar energy washes from a chosen location. You choose up to 6 creatures to heal. They are healed for 3d20 split among them. The healing increases by 1d10 for each level above 6th the spell is cast.
Cast Time: 1 Action. Range: 60ft. Concentration: 10 Turns
A beam of astral energy falls from the sky and devastates a 15ft circle. All creatures within must succeed a DC18 Constitution Saving Throw or be blinded, and take 6d8 Astral Damage per turn. Successful saves aren't blinded and take half as much damage ( 3d8 ). You may use an action on a subsequent turn to move the beam.
Cast Time: 2 Actions. Range: Unlimited. Must be subject to an eclipse.
Beams of astral energy fall from the moon and stars, and land in areas of your chosing. The astral beams may be up to 10x10 foot cubes. Any enemy within must succeed a DC19 Dexterity Saving Throw or take 8d10 Astral Damage, or half as much on a successful save.
Warglaives of Elune
You are now proficient with your Moon Priestess' Warglaives, which blaze with Astral Power. You may make 2 attacks, one with each warglaive, as an attack action on your turn.
Warglaive of Elune: 1d20+7 to hit, dealing 4d10+3d8 Astral Damage.
If you miss with this weapon, suffer 3d8 Astral Damage as you struggle to contain Elune's power.
Upon reaching 0HP, The Night Warrior may reach out to Elune, to ask why she has forsaken you.
You have petitioned Elune in your hour of need, and with the sacrifice of a hated enemy, she has permitted you to wear her darkest face.
You are The Night Warrior. You carry Elune's strength, but the wrath you feel is yours alone. You are the instrument of your own vengeance