Wondrous Item, uncommon (requires attunement by a sorcerer)

This bright crystal glints with the moonlight colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Moonlight Surge table (Below). If the result is a spell, it cannot be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Once this property is used to roll on the Moon Surge table, it can't be used again until the next dawn.

d100 Moon Surge Effect
01–02 Full Moon Burst β€” Creatures of your choice within 10 ft take 1d6 radiant damage.
03–04 Crescent Step β€” Teleport up to 20 ft to a space you can see.
05–06 Gravity Snap β€” One creature within 30 ft must succeed on a Strength save or fall prone.
07–08 Lunar Ward β€” Gain +2 AC until the start of your next turn.
09–10 Dream Fog β€” One creature within 30 ft has disadvantage on its next attack roll.
11–12 Tidal Pull β€” Pull one creature within 30 ft up to 15 ft toward you.
13–14 Tidal Push β€” Push one creature within 30 ft up to 15 ft away.
15–16 Moonfire β€” One target of the spell takes an extra 1d6 radiant damage.
17–18 Eclipse Cloak β€” You become lightly obscured until end of next turn.
19–20 Silver Vitality β€” Gain temporary HP equal to CHA mod + proficiency bonus.
21–22 Waxing Surge β€” Add +2 to one damage roll of the spell.
23–24 Waning Chill β€” A creature damaged by the spell has speed reduced by 10 ft.
25–26 Orbiting Sparks β€” The next creature to hit you in melee takes 1d6 radiant damage.
27–28 Astral Drift β€” Move 15 ft without provoking opportunity attacks.
29–30 Nightmare Glare β€” One creature within 30 ft makes a Wisdom save or is frightened until end of your next turn.
31–32 Moonbeam Patch β€” Create a glowing 5-ft square. First creature entering takes 1d6 radiant.
33–34 Midnight Calm β€” End one charm or fear effect on yourself.
35–36 Arcane Tide β€” Regain 1 sorcery point.
37–38 Partial Eclipse β€” You turn invisible until start of your next turn or until you attack/cast.
39–40 Twin Moons β€” Roll again and apply an additional surge effect.
41–42 Lunar Magnetism β€” One metal weapon or object within 30 ft flies 10 ft toward you.
43–44 Starlit Accuracy β€” Gain advantage on your next spell attack roll before end of next turn.
45–46 Tidal Rebound β€” After being hit before next turn, move attacker 10 ft away.
47–48 Moonlit Insight β€” Gain advantage on your next concentration save.
49–50 Radiant Thread β€” A creature damaged by your spell glows; attacks against it have advantage until your next turn.
51–52 Hollow Silence β€” A 10-ft area around you becomes muffled; creatures inside have disadvantage on Perception (hearing).
53–54 Falling Star β€” A mote strikes a creature you can see within 60 ft for 2d4 force damage.
55–56 Tidewalker β€” You can walk on liquids until end of your next turn.
57–58 Lunar Reflection β€” The next ranged attack against you misses and reflects harmless light.
59–60 Sleepy Haze β€” One creature within 20 ft cannot take reactions until next turn.
61–62 Celestial Echo β€” You may immediately cast a cantrip as part of the same turn (normal action rules still apply).
63–64 Darkside Veil β€” You gain advantage on Stealth checks for 1 minute.
65–66 Crater Shock β€” Ground in 10 ft around a point becomes difficult terrain until your next turn.
67–68 Moonwell β€” Choose one ally within 30 ft; they gain temp HP equal to your sorcerer level.
69–70 Pull of Orbit β€” One creature within 30 ft cannot willingly move farther from you until start of your next turn unless it succeedes a wisdom save.
71–72 Gravity Lightened β€” You gain a flying speed equal to your walking speed until end of turn.
73–74 Starshard Rain β€” Up to two creatures you can see each take 1d6 radiant damage.
75–76 Tides of Fortune β€” Add 1d4 to your next attack roll, save, or ability check.
77–78 Lunar Focus β€” Your next damage spell ignores half cover.
79–80 New Moon Blindness β€” One creature within 15 ft makes a Con save or is blinded until end of your next turn.
81–82 Wax and Wane β€” One ally within 30 ft regains 3d4 HP or one enemy within 30 ft takes 3d4 necrotic damage.
83–84 Silver Chains β€” One creature within 30 ft must make a Strength save or become restrained until the start of your next turn.
85–86 Mooncaller’s Ascension β€” Gain flying speed equal to twice your walking speed until end of next turn; no opportunity attacks while flying this way.
87–88 Constellation Mark β€” Choose one creature within 60 ft. The next hit against it before your next turn has advantage and deals an extra 2d8 radiant damage.
89–90 Eclipse Nova β€” Creatures of your choice within 10 ft take 2d8 radiant + 2d8 necrotic damage.
91–92 Gravity Well β€” Creatures of your choice within 15 ft of a point within 60 ft must make a Strength save or be pulled to the center and knocked prone.
93–94 Perfect Phase β€” The Metamagic used on the triggering spell costs 0 Sorcery Points, and you gain advantage on one attack roll or impose disadvantage on one save from that spell.
95–96 Lunar Reservoir β€” Recover one expended 2nd-level spell slot or two expended 1st-level spell slots.
97–98 Cosmic Reversal β€” Swap positions with a willing creature within 60 ft. Both gain +2 AC and advantage on next attack roll until the start of your next turn.
99–00 Celestial Convergence β€” Roll twice more, choose either order, apply both effects, and regain 1 sorcery point.

Notes: sorcerer

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