Sorcerer
Base Class: Sorcerer

Your talent for magic came to the attention of the Mages of High Sorcery, an organization of spell-casters that studies the magic and prevents its misuse. You've trained among the Mages, but whether you'll face the dangerous test required to become a full member of the group remains to be determined. Your passion for studying magic has likely has likely already predisposed you toward one of the organization's three orders; the benevolent Order of the White Robes, the balance pursuing Order of the Red Robes, or the ruthless Order of the Black Robes.

Initiate of High Sorcery

You gain initiate of High Sorcery feat (more on later). Additionally the Mages of High Sorcery provide you with free modest lodging, food in definitely at any occupied Tower of the High Sorcery and for one night at the home of an organization member

Lunar Sorcery

You or someone from your linage has been exposed to the concentrated magic of the moons of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in aa drudic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells - perhaps making your pupils glow with the colour of the moon of power, causing spectral manifestations of lunar phases to orbit you or some other effect.

Lunar Embodiment

While in the chosen phase, you can cast one 1st level spell of the associated phase in the Lunar Full Spells table once without expending a spell slot. Once you cast a spell this way you can't do so again until you finish a long rest. 

1st - Full moon: shield, New Moon; ray of sickness, Crescent Moon: color spray 

3rd - Full moon: less restoration, New Moon; blindness/deafness, Crescent Moon: alter self

5th - Full moon: dispel magic, New Moon; vampiric touch, Crescent Moon: phantom steed

7th - Full moon: death ward, New Moon; confusion, Crescent Moon: hallucinatory terrain

9th - Full moon: Rary's telepathic bond, New Moon; hold monster, Crescent Moon: mislead

Waxing and Waning

As a bonus action you can spend 1 sorcery point to change your current Lunar Embodiment phase to a different one. 

Lunar Empowerment

While you are in a Lunar Embodiment phase, you also gain the following benefits associated with that phase:

Full Moon - You can use a bonus action to shed bright light in a 10 foot radius and dim light for an additional 10 feet or to douse the light. In addition, you and creatures of your choice have advantage on Intelligence (Investigation) and Wisdom (Perception) check while within the bright light you shed. 

New Moon - You have advantage on Dexterity (Stealth) checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you.

Crescent Moon - You have resistance to necrotic and radiant damage.

Lunar Phenonmenon

Alternatively, as part of the bonus action you take to change your lunar phase using the Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering. 

Full Moon - You radiate moonlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn. In addition, one creature of your choice in that area regains 3d8 hit points.

New Moon - You momentarily emanate gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 3D10 necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become invisible until the end of your next turn, or until immediately after you make an attack roll or cast a spell.

Crescent Moon - You can magically teleport to an unoccupied space you can see within 60 feet of yourself. You can bring along one willing creature you can see within 60 feet of yourself. That creature teleports to an unoccupied space of your choice that you can see within 5 feet of your destination space. In addition, you and that creature gain resistance to all damage until the start of your turn.

Once you use one of these bonus action benefits, you can't use that benefit again until you finsih a long rest, unless you spend 5 sorcery points to use it again

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