Mooneater Patron
Hit Points
Hit Dice: d4 per Mooneater Patron level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Warlock patron
You have made a pact with an entity of hunger—of spite, envy, lust, greed. The Celestial Eaters loom over the islands like gnawing shadows, gnashing their maws as they wait to incite the end of the world. Unlike many otherworldly patrons, these entities are obvious, their motives clear and deliberate as the ocean waves. Something terrible has bonded with your fear, hatred, or desperation. And, whether willingly or not, you will be complicit in their dark destruction.
Expanded Spell List
The Mooneater 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 for you:
- 1st: inflict wounds, thunderwave
- 2nd: enlarge/reduce, pass without trace
- 3rd: call lightning, water walk
- 4th: dominate beast, phantasmal killer
- 5th: planar binding, telekinesis
Celestial Yearning
The gnawing hunger you have bound yourself to propels you to the forefront of confrontation. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
Agent of Destruction
At 1st level, you can channel your patron’s catastrophic power. You have a pool of d6s that you can use to fuel this damage. The number of dice in this pool equals 1 + your warlock level. Once per turn, when you make a weapon attack or cast a spell that requires an attack roll, you can charge the attack via spending dice from this pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and add force damage equal to the total rolled to the attack.Your pool regains all expended dice when you finish a long rest.
Devour Essence
Starting at 6th level, your connection to the Celestial Eaters allows you to consume the spirits of others to strengthen yourself. When a creature dies within 60 feet of you, you can use your bonus action to absorb the creature’s essence. After consuming a creature in this way, you gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage.
- You gain a bonus to attack rolls. This bonus is equal to half your warlock level, rounded up.
- When you cast a spell that deals damage and requires a saving throw, you can add your Charisma modifier to the total damage dealt.
These benefits last for one minute. Once you consume a creature’s essence in this manner, you cannot do so again until you finish a short or long rest.
Eclipsing Fear
Beginning at 10th level, you entwine yourself with your patron’s terrifying presence looming over the inevitable end. You are immune to being frightened, and when another creature attempts to frighten you, you can use your reaction to attempt to turn the effect back on that creature. The creature must make a Charisma saving throw against your warlock spell save DC. On a failure, the creature takes psychic damage equal to your warlock level and is frightened of you for 1 minute. On a success, the creature takes psychic damage equal to half your warlock level and is not frightened.
Cataclysmic Hunger
At 14th level, you learn to manifest your gnawing greed into apocalyptic devastation. You now have advantage on initiative rolls. On your first turn of combat, you can use your action to target a number of creatures that haven’t taken a turn in combat yet. The number of creatures you can target with this feature is equal to your Charisma modifier. Each creature must make a Constitution saving throw against your spell save DC, taking 8d8 force damage on a failure and half as much on a success. Once you use this feature, you can’t use it again until you finish a long rest.
Mooneater Eldritch Invocations
Five Celestial Eaters loom over the islands: Tambanokano, the Crab; Minokawa, the Eagle; Arimaonga, the Lion; Bakunawa, the Serpent; and Tambanokua, the Spider. Though each desire to swallow the moon and bring about the destruction of the world, their reasons for doing so differ wildly. As such, no two warlocks bound to the Celestial Eaters manifest their patronage in exactly the same way. Some warlocks choose to draw more potently from their specific patron’s desires. The following invocations provide options for players seeking to align their warlock with a particular Celestial Eater.
Typically, only one Celestial Eater provides patronage to a warlock at any given time, but your DM may adjust this as fit for your campaign.
The Crab’s Wrath
As a reaction to rolling initiative, you can summon ethereal armor around yourself, mimicking a crab’s durable shell. The armor lasts for 1 minute. While this armor is active you gain the following benefits:
- Your AC equals 10 + your Dexterity modifier + your Charisma modifier, regardless of the type of armor you’re wearing.•You gain a swimming speed equal to your walking speed.
- After taking the Attack action, you can use your bonus action to summon a spectral crab claw and attack a creature within 5 feet of you. Make a melee spell attack against the creature. On a hit, the claw deals 2d6 magical bludgeoning damage. This damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.
Once you summon this armor, you cannot summon it again until you finish a short or long rest.
The Eagle’s Rapacity
You can use your action to channel the boundless greed of your patron, causing two sharp spectral wings to sprout from your back. You gain a flying speed equal to half your movement speed. Immediately after summoning these wings and as a bonus action on subsequent turns, you can force all creatures within 5 feet of you to make a Dexterity saving throw against your spell save DC, as dagger-sharp feathers burst from your form. A creature takes 1d8 magical piercing damage on a failure. This damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. This transformation lasts for 1 minute. Once you have transformed in this manner, you cannot do so again until after completing a long rest.
The Lion’s Revelry
You gain proficiency in the Acrobatics skill, and you can use your bonus action to take the Dash action. Immediately after using your bonus action in this manner, you can release a thundering roar of energy. Each creature within a 15-foot cone must make a Constitution saving throw against your spell save DC, taking 2d4 thunder damage on a failure. This damage increases to 3d4 at 5th level, 4d4 at 11th level, and 6d4 at 17th level.
The Serpent’s Ire
You gain proficiency in the Intimidation skill. As a reaction to rolling initiative, you can summon a terrifyingly beautiful visage around yourself. This visage lasts for 1 minute. While the visage is active, you gain the following benefits:
- You gain a number of temporary hit points equal to your warlock level.
- Once per turn, you can add your proficiency bonus to the damage of a weapon attack or spell.
- When a creature that can see you begins its turn within 30 feet of you, you can use your reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failure, the creature takes psychic damage equal to your Charisma modifier + your warlock level and is frightened of you until the visage disappears. On a success, the creature takes half as much damage and isn’t frightened.
Once you summon this visage, you cannot do so again until you finish a short or long rest.
The Spider’s Cunning
You gain proficiency in two skills of your choice. Additionally, a bonus action, you can target a creature within 30 feet of you. The creature must then succeed on a Dexterity saving throw against your spell save DC or be restrained, as ethereal spider webs wrap around their form. The creature can use their action to make another Dexterity saving throw on their turn, ending the effect on a success.