Base Class: Rogue
These are the brave scouts who use illusion, enchantment, and transmutation magic to stand against evil in the name of the moon in their own chaotic way. A typical lunar guardian has a closely protected civilian identity, knowing that evil will not hesitate to strike at the people they care for if they are unable to keep their two lives separate.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
You learn three cantrips: minor illusion and two other cantrips of your choice from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level.
Spell Slots
The Lunar Guardian Spellcasting table shows how many spell slots you have to cast your sorcerer 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 charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level sorcerer spells of your choice, two of which you must choose from the enchantment and illusion spells on the sorcerer spell list.
The Spells Known column of the Lunar Guardian Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an enchantment, illusion or transmutation 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.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment, illusion or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since you harness your spells through believing in yourself and your friends. 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 sorcerer 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
Lunar Guardian Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Lunar Transformation Make-Up!
Starting at 3rd level, you can use your action to magically assume the form of a lunar guardian for 10 minutes. It ends early if you are unconscious, or if you don medium or heavy armor or a shield. You can also dismiss the Lunar Transformation at any time (no action required). You gain the following benefits while transformed:
- While in this form, you gain a magical uniform that replaces any clothing you are wearing. Your Armor Class while in this uniform equals 10 + your Dexterity modifier + your Charisma modifier and replaces your previous Armor Class unless the uniform's Armor Class is lower.
- As a bonus action, you can touch a weapon that you are proficient with and surround it in silvery moonlight. When you attack with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This lasts until you drop the weapon, use this property on another weapon, or until your form ends.
While in this form, you become unrecognizable to every other creature, regardless of how well they know you, although your appearance barely changes. Only those that witness the actual transformation will be able to discern your secret identity. You can also disguise any distinguishing weapons you choose to keep. Creatures with senses such as truesight will be able to discern your true identity.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Hex Warrior
As a bonus action, you touch a weapon and you can use your Charisma modifier, instead of Strength or Dexterity.
Hex Warrior
As a bonus action, you touch a weapon and you can use your Charisma modifier, instead of Strength or Dexterity.
Boons of Service
Starting at 9th level, you gain additional powers based on what drove you to become a lunar guardian in the first place. While transformed, you gain the following benefits:
- Power. You deal an additional 1d6 damage with your Sneak Attack.
- Justice. When a hostile creature within 30 feet of you damages another creature with a critical hit, attack rolls against that creature are made with advantage until the start of your next turn.
- Friendship. You and creatures of your choice within 30 feet of you gain a bonus to ability checks equal to your Charisma modifier.
Distracting Light
At 13th level, you gain the ability to distract targets with your minor illusion. As a bonus action on your turn, you can designate a creature within 30 feet of you. Doing so gives the target disadvantage on attack rolls until the end of their next turn.
Lunar Travel
At 17th level, you gain the ability to magically teleport you and your friends to safety.
Immediately after a friendly creature you can see within 30 feet of you is damaged, you can use your reaction to use the teleport and transport any number of creatures within 30 feet of you. You must be able to use verbal components to use this reaction.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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12/15/2022 11:13:39 PM
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