| Prime Requisite: | WIS |
| Requirements: | None |
| Hit Dice: | 1d6 |
| Maximum Level: | 14 |
Morninglords and -ladies are the martial arm of the faith of Lathander, charged with fighting enemies of the faith—particularly demon-worshippers—and protecting its temples and the worshippers. As Lathander is one of the two most popular gods in the North and the Heartlands, the Morninglords are numerous and busy.
Morninglords 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 daggers, spears, and swords, and can fight using a weapon and shield or wielding a weapon two-handed. They can wear any armor. Morninglords can use magic items usable by clerics.
Morninglords have the ability to turn undead, just as standard clerics.
Starting at 2nd level (Dawngreeter), morninglords may cast divine spells, as standard clerics. When a morninglord reaches 5th level (Dawnlord), he may begin to research spells, scribe scrolls, and brew potions as a cleric. At 9th level (High Morninglord), he is able to create more powerful magic items such as weapons, rings, and staffs. At 11th level, a morninglord may learn and cast rituals spells of great power (6th and 7th level), and craft magical constructs such as golems and animated statues.
The morninglords' code of conduct requires that they obey ecclesiastical authority, oppose the Demon Princes and their followers, never raise the dead and destroy the undead wherever they are found. They may not be Chaotic.
Upon attaining 9th level (High Morninglord), a morninglord may establish or build a fortified church. So long as the morninglord 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 morninglord's reputation will spread and he will attract 5d6×10 0st level soldiers armed with various weapons, plus another 1d6 morninglords of 1st – 3rd level of the same religion to serve the order. They are completely loyal (morale +4). While in the morninglord'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.
Morninglord 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
| Spell Progression | ||||||||
|---|---|---|---|---|---|---|---|---|
| Experience | Title | Level | Hit Dice | 1 | 2 | 3 | 4 | 5 |
| 0 | Awakened | 1 | 1d6 | — | — | — | — | — |
| 1,500 | Dawngreeter | 2 | 2d6 | 1 | — | — | — | — |
| 3,000 | Dawnbringer | 3 | 3d6 | 2 | — | — | — | — |
| 6,000 | Dawnpriest | 4 | 4d6 | 2 | 1 | — | — | — |
| 12,000 | Dawnlord | 5 | 5d6 | 2 | 2 | — | — | — |
| 24,000 | Dawnmaster | 6 | 6d6 | 2 | 2 | 1 | 1 | — |
| 50,000 | Mornmaster | 7 | 7d6 | 2 | 2 | 2 | 1 | 1 |
| 100,000 | Morninglord | 8 | 8d6 | 3 | 3 | 2 | 2 | 1 |
| 200,000 | High Morninglord | 9 | 9d6 | 3 | 3 | 3 | 2 | 2 |
| 300,000 | High Morninglord, 10th level | 10 | 9d6+1* | 4 | 4 | 3 | 3 | 2 |
| 400,000 | High Morninglord, 11th level | 11 | 9d6+2* | 4 | 4 | 4 | 3 | 3 |
| 500,000 | High Morninglord, 12th level | 12 | 9d6+3* | 5 | 5 | 4 | 4 | 3 |
| 600,000 | High Morninglord, 13th level | 13 | 9d6+4* | 5 | 5 | 5 | 4 | 3 |
| 700,000 | Sunrise Lord | 14 | 9d6+5* | 5 | 5 | 5 | 5 | 4 |
| * Hit point modifiers from Constitution are ignored | ||||||||
| 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+ |
| First Level Divine Spells | |
|---|---|
| 1 | Command Word |
| 2 | Cure Light Wounds * |
| 3 | Detect Evil * |
| 4 | Detect Magic |
| 5 | Light * |
| 6 | Protection from Evil * |
| 7 | Purify Food and Water |
| 8 | Remove Fear * |
| 9 | Resist Cold |
| 10 | Sanctuary |
| Second Level Divine Spells | |
| 1 | Augury |
| 2 | Bless * |
| 3 | Delay Poison |
| 4 | Find Traps |
| 5 | Hold Person |
| 6 | Resist Fire |
| 7 | Righteous Wrath PC |
| 8 | Silence 15' Radius |
| 9 | Speak With Animals |
| 10 | Spiritual Weapon |
| Third Level Divine Spells | |
| 1 | Continual Light * |
| 2 | Cure Blindness |
| 3 | Cure Disease * |
| 4 | Feign Death |
| 5 | Glyph of Warding |
| 6 | Growth of Animals |
| 7 | Locate Object |
| 8 | Remove Curse * |
| 9 | Speak with Dead |
| 10 | Striking |
| Fourth Level Divine Spells | |
| 1 | Create Water |
| 2 | Cure Serious Wounds * |
| 3 | Dispel Magic |
| 4 | Divination |
| 5 | Neutralize Poison * |
| 6 | Protection from Evil, Sustained * |
| 7 | Smite Undead * |
| 8 | Speak with Plants |
| 9 | Sticks to Snakes |
| 10 | Tongues * |
| Fifth Level Divine Spells | |
| 1 | Atonement |
| 2 | Commune |
| 3 | Create Food |
| 4 | Dispel Evil |
| 5 | Flame Strike |
| 6 | Insect Plague |
| 7 | Quest |
| 8 | Restore Life and Limb * |
| 9 | Strength of Mind * |
| 10 | True Seeing |
| * Reversible spell | |
| PC Spell found in the Player's Companion | |