Lunar Double is cool, but I would drop Concentration because Warlocks usually need that for the few spell slots they have. Maybe also state that it requires a (Perception) or (Insight) check to spot the illusion made with advantage in bright light and disadvantage in darkness. Then you could add a melee attack as part of the bonus action control that does psychic damage, but anyone who passes the check Is immune to both the attack and the flanking. It’s both a buff and a nerf, let’s you do a little more with it, but also gives hostile creatures a chance against it. It’s a 1st-level ability, so it should be super useful, but not unbeatable. And it would automatically get more powerful as your spell save DC goes up.
Tidal Control is great, but as a 6th level ability, casting a 4th-level spell for free 1ce/SR might be a bit much. Maybe move this to 10th, and bring a toned down version of moonlit sanctuary down to 6th?
Moonlit Sanctuary is nuts, even for a 10th level ability. That has to loose some of its benefits, or maybe only work while you’re actually under the moon. Or maybe make it a 1-hour, 1ce/Long Rest thing. Or maybe make some of it permanent and some of it short term activated. Something, ‘cause wow. That’s a laundry list of things that just can’t against you. As a permanent thing, that’s a big list.
Those Lunar Phase abilities are very strong. They’re like 5th level Spirit Guardians on steroids. I like them! It’s like an extra Spell Slot per short Rest but on a very restricted spell list. They are a bit overturned though. 60 feet is too big a radius. I’m thinking 20-30 would be more balanced.
Full Moon, I would say it only dispels magical darkness from 5th-level and lower. And I would have the Stunned condition only last until the beginning of their next turn so they at least get a chance to save every round.
New Moon, I would again drop the light-eating down to 5th-level or lower.
Blood Moon, I would again make the Frightened a round-by-round thing so they have a chance to save every turn.
The reason I suggested that the effect end at the beginning of their turn is because that’s when they make their save. If they save at the beginning of their turn, but still stay stunned/frightened until the end, and then immediately have to make another save at the beginning of their next turn, it defeats the purpose of making it round-by-round.
Lunar Double is cool, but I would drop Concentration because Warlocks usually need that for the few spell slots they have. Maybe also state that it requires a (Perception) or (Insight) check to spot the illusion made with advantage in bright light and disadvantage in darkness. Then you could add a melee attack as part of the bonus action control that does psychic damage, but anyone who passes the check Is immune to both the attack and the flanking. It’s both a buff and a nerf, let’s you do a little more with it, but also gives hostile creatures a chance against it. It’s a 1st-level ability, so it should be super useful, but not unbeatable. And it would automatically get more powerful as your spell save DC goes up.
Tidal Control is great, but as a 6th level ability, casting a 4th-level spell for free 1ce/SR might be a bit much. Maybe move this to 10th, and bring a toned down version of moonlit sanctuary down to 6th?
Moonlit Sanctuary is nuts, even for a 10th level ability. That has to loose some of its benefits, or maybe only work while you’re actually under the moon. Or maybe make it a 1-hour, 1ce/Long Rest thing. Or maybe make some of it permanent and some of it short term activated. Something, ‘cause wow. That’s a laundry list of things that just can’t against you. As a permanent thing, that’s a big list.
Those Lunar Phase abilities are very strong. They’re like 5th level Spirit Guardians on steroids. I like them! It’s like an extra Spell Slot per short Rest but on a very restricted spell list. They are a bit overturned though. 60 feet is too big a radius. I’m thinking 20-30 would be more balanced.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
The reason I suggested that the effect end at the beginning of their turn is because that’s when they make their save. If they save at the beginning of their turn, but still stay stunned/frightened until the end, and then immediately have to make another save at the beginning of their next turn, it defeats the purpose of making it round-by-round.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting