Moongrave Chaplain

The Moongrave Chaplains are members of the secretive and underground worshipers of Nocturnal, known as the Moongrave's Fane. Primarily trained in Tangka, the followers of the Moongrave used to be exclusively Dagi'Raht but a near-total purge of their kind caused them to branch out to other races. To keep the name of the Mistress of Night alive. The Chaplains of the Moongrave are at their core, necromancer knights and umbral witches, dedicated to using the dark magic for good, whether they are accepted by society or not does not concern them.

''"What we do in the shadows goes unseen by the ignorant. What we do in the shadows is hated, but we find comfort in the banishment, we find comfort in our Mistress." ''

Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips
You learn two cantrips of your choice from the Necromancy school spell list. You learn an additional wizard cantrip of your choice at 11th level.

Spell Slots
The Moongrave Chaplain 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 False Life and have a 1st-level and a 2nd-level spell slot available, you can cast False Life using either slot.

Spells Known of 1st Level and Higher
You know three 1st-level Necromancy spells of your choice.

The Spells Known column of the Moongrave Chaplain Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be a Necromancy 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.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Necromancy school. The new spell must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your spells. 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 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

Above Temptation
Being a member of the Moongrave Fane, you are fully aware of the dangers that Necromancy holds, but also its value. You have a better understanding about the school of magic than most learned wizards.

At 3rd level, you are immune to the effects of the Temptation of Necromancy when you cast a spell of 3rd level or lower. At 10th level the spell becomes 4th level, and at 15th level the spell becomes 5th level.

Harvest the Dead
At 7th level, the dead become a resource for you to take full advantage of. The lingering presence of the dead is a powerful conduit for magic.

When you kill a creature with a weapon or spell attack, your weapon or spellcasting focus becomes empowered. The next damaging attack you hit against an enemy creature deals an additional 2d6 cold damage. Additionally, as soon as the creature dies you can choose to heal yourself for 2d6 hit point or another creature within 30ft of you.

Umbral Witchcraft
At 10th level, Nocturnal's blessings are best felt under the cover of night and shadow. You become a servent of the dark moon and the shadows it casts.

When you are in dim light, darkness or nighttime, your spell save DC increases by half your Charisma modifier. Additionally, you have a bonus to attack and damage rolls by half your Charisma modifier. (Both rounded down)

From Death to Life
At 15th level, the death of a creature doesn't mean that it cannot provide and protect those that still draw breath.

When a creature within 60ft of you dies, you can use your reaction to create a 10ft radius area around the body of the creature. Creatures you choose in this area are healed an equal amount that was used in the killing blow against the creature. As an action, you may spend a 2nd level spell slot or higher to sustain this area and reactive its healing ability until the start of your next turn. You may continue to keep doing this as long as you have spell slots.

For example: the giant was slain by the fighter with a damage roll of 18, the 10ft area heals all creatures you choose in that area by 18 hit points.

Improved Harvest the Dead
At 18th level, the additional dice increase from 2d6 to 4d6.