Sorcerer
Base Class: Sorcerer

On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world's three moons. On the world of Toril, the god Selûne uses the light of the moon to battle darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of that world's twelve moons.

You, or someone from your lineage, has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic 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. Consult the Manifestations of Lunar Magic table, then choose or randomly determine how your connection to the moon manifests while you cast your sorcerer spells.

MANIFESTATIONS OF LUNAR MAGIC
d4 Manifestation
1 You glow with faint light that matches the color of a moon from your world.
2 Your pupils shift in shape, matching the current phase of a moon from your world.
3 Spectral manifestations of the moon (or moons) of your world orbit you.
4 Your shadow is limned in faint light, as if it were a lunar body during a solar eclipse.

Level 3: Moon Fire

You can call down the radiant light of the moon on command. You learn the Sacred Flame spell, which doesn’t count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.

Level 3: Lunar Spells

You learn additional spells when you reach certain levels in this class, as shown on the Lunar Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or a conjuration spell from the sorcerer, warlock, or wizard spell list.

Lunar Spells
Sorcerer Level Spells
3 Dissonant Whispers, Faerie Fire, Darkness, Moonbeam
5 Bestow Curse, Mass Healing Word
7 Death Ward, Freedom of Movement
9 Dispel Evil and Good, Dream

Level 6: Lunar Empowerment

The power of a moon saturates your being. As a bonus action, you choose a moon to affect your magic: Olous, Vaotz or Sotar. You gain the following benefit associated with that moon for 10 minutes:

Olous: You shed bright moonlight in a 10-foot radius. You and creatures of your choice have advantage on saving throws while within the bright light you shed.

Vaotz: You shed darkness in a 10-foot radius. You and creatures of your choice have advantage on Dexterity (Stealth) checks and attack rolls have disadvantage against you while within this darkness.

Sotar: You shed dim light in a 10-foot radius. You and creatures of your choice have resistance to necrotic and radiant damage while within that dim light.

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 3 sorcery points to use it again.

Level 14: Waxing Sorcery

When you use Metamagic on a spell while in an area of darkness, dim light, or moonlight, you can reduce the sorcery point cost by 1 (minimum 0).

Level 18: Lunar Phenomenon

Your lunar magic bursts. As a bonus action, you can tap into a special power of a moon. Alternatively, as part of the bonus action you take to change your lunar alignment using your Lunar Empowerment feature, you can immediately use the power of the moon you are attuning with:

Olous: You radiate intense 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.

Vaotz: You momentarily emanate an oppressive 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 you make an attack or cast a spell.

Sotar: You slip through light and darkness. You can magically teleport to an unoccupied space you can see within 60 feet of yourself. In addition, you also gain resistance to all damage until the start of your next turn.

Once you use a moon's bonus action, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
8/22/2025 1:22:41 PM
7
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes