Moon Knight (Campaign Class)

Prime Requisite: WIS
Requirements: None
Hit Dice: 1d6
Maximum Level: 14

The moon knights of Selune are an order of militant clerics who defend Selune's temples and shrines, and crusade against worshippers of the Demon Princes—particularly the Lady of Loss. As the church of Selune teaches that the night is beautiful and sacred, the moon knights strive to make certain that people have nothing to fear from the night.

Moon knights advance in attack throws and saving throws by two points every four levels of experience. At first level, moon knights hit an unarmored foe (AC 0) with an attack throw of 10+. They are trained to fight using all flails, hammers, and maces, as well as bolas, darts, nets, slings, saps, and staffs, and can fight using a weapon and shield or wielding a weapon two-handed. They can wear any armor. Moon knights can use magic items usable by clerics.

Moon knights have the ability to turn undead, just as standard clerics.

Starting at 2nd level (Star Acolyte), moon knights may cast divine spells, as standard clerics. When a moon knight reaches 5th level (Crescent Knight), he may begin to research spells, scribe scrolls, and brew potions as a cleric. At 9th level (Silver Captain), he is able to create more powerful magic items such as weapons, rings, and staffs. At 11th level, a moon knight may learn and cast rituals spells of great power (6th and 7th level), and craft magical constructs such as golems and animated statues.

The moon knights' code of conduct requires them to oppose evil, to seek out and fight the servants of the Demon Princes, and to guard people against things that prey at night. A moon knight is required to hold a vigil each night, for at least one hour, either guarding their camp or home, or in prayer.

Upon attaining 9th level (Silver Captain), a moon knight may establish or build a fortified church. So long as the moon knight is currently in favor with his order, he may buy or build his fortified church at half the normal price due to the help of fervent worshippers. Once a fortified church is established, the moon knight's reputation will spread and he will attract 5d6×10 0th level soldiers armed with various weapons, plus another 1d6 moon knights of 1st – 3rd level of the same religion to serve the order. They are completely loyal (morale +4). While in the moon knight's service, his followers must be provided food and lodging, but need not be paid wages. The Judge determines which proportions of followers are archers, infantry, etc.

Moon Knight Proficiency List: Apostasy, Battle Magic, Beast Friendship, Combat Trickery (force back, overrun, sunder), Command, Contemplation, Diplomacy, Divine Blessing, Divine Health, Fighting Style, Healing, Knowledge (history), Laying on Hands, Leadership, Loremastery, Magical Engineering, Martial Training, Prestidigitation, Profession (judge), Prophecy, Quiet Magic, Righteous Turning, Sensing Evil, Sensing Power, Theology, Unflappable Casting, Weapon Focus

Moon Knight Level Progression

Spell Progression
Experience Title Level Hit Dice 1 2 3 4 5
0 Silverstar 1 1d6
1,500 Star Acolyte 2 2d6 1
3,000 Lunar Initiate 3 3d6 2
6,000 Star Knight 4 4d6 2 1
12,000 Crescent Knight 5 5d6 2 2
24,000 Moon Knight 6 6d6 2 2 1 1
50,000 Full Moon Knight 7 7d6 2 2 2 1 1
100,000 Argent Templar 8 8d6 3 3 2 2 1
200,000 Silver Captain 9 9d6 3 3 3 2 2
300,000 Silver Captain, 10th level 10 9d6+1* 4 4 3 3 2
400,000 Silver Captain, 11th level 11 9d6+2* 4 4 4 3 3
500,000 Silver Captain, 12th level 12 9d6+3* 5 5 4 4 3
600,000 Silver Captain, 13th level 13 9d6+4* 5 5 5 4 3
700,000 High Argent 14 9d6+5* 5 5 5 5 4
* Hit point modifiers from Constitution are ignored

Moon Knight (Cleric) Attack and Saving Throws

Level Petrification & Paralysis Poison & Death Blast & Breath Staff & Wands Spells Attack Throw
1–2 13+ 10+ 16+ 13+ 15+ 10+
3–4 12+ 9+ 15+ 12+ 14+ 9+
5–6 11+ 8+ 14+ 11+ 13+ 8+
7–8 10+ 7+ 13+ 10+ 12+ 7+
9–10 9+ 6+ 12+ 9+ 11+ 6+
11–12 8+ 5+ 11+ 8+ 10+ 5+
13–14 7+ 4+ 10+ 7+ 9+ 4+

Moon Knight Divine Spell List

First Level Divine Spells
1Cure Light Wounds *
2Detect Evil *
3Detect Magic
4Faerie Fire
5Light *
6Protection from Evil *
7Purify Food and Water
8Remove Fear *
9Resist Cold
10Sanctuary
Second Level Divine Spells
1Augury
2Bless *
3Delay Poison
4Find Traps
5Hold Person
6Produce Fire PC
7Resist Fire
8Righteous Wrath PC
9Silence 15' Radius
10Spiritual Weapon
Third Level Divine Spells
1Continual Light *
2Cure Blindness
3Cure Disease *
4Feign Death
5Glitterdust PC
6Glyph of Warding
7Locate Object
8Remove Curse *
9Speak with Dead
10Striking
Fourth Level Divine Spells
1Create Water
2Cure Serious Wounds *
3Dispel Magic
4Divination
5Neutralize Poison *
6Protection from Evil, Sustained *
7Smite Undead *
8Speak with Plants
9Sticks to Snakes
10Tongues *
Fifth Level Divine Spells
1Atonement
2Commune
3Create Food
4Dispel Evil
5Flame Strike
6Insect Plague
7Quest
8Restore Life and Limb *
9Strength of Mind *
10True Seeing
* Reversible spell
PC Spell found in the Player's Companion