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-perhaps making your pupils glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.

Lunar Embodiment

Your magic is attuned to the shifting phases of the moon. At 3rd level, choose one lunar phase: Full Moon, New Moon, or Crescent Moon. Each phase is associated with a list of sorcerer spells. The spells for your chosen phase are always prepared for you, and they don’t count against the number of spells you can prepare each day. These spells consume spell slots as normal when you cast them.

Lunar Spells
Sorcerer Level
Full Moon Spells
New Moon Spells
Crescent Moon Spells
3rd
5th
7th
9th

The spells of the selected phase are added to your spell list at the indicated sorcerer level.

You can change your phase at the end of a long rest, or by using the Waxing & Waning feature at higher levels. You can do this in the character editor.

Crescent Moon

The shifting crescent moon guides change and deception. The spells, when Crescent Moon Phase is selected, are always prepared for you, and they don’t count against the number of spells you can prepare each day.

Full Moon

The bright light of the full moon wards against harm and reveals truth. The spells, when Full Moon Phase is selected, are always prepared for you, and they don’t count against the number of spells you can prepare each day.

New Moon

The dark of the new moon conceals and withers. The spells, when New Moon Phase is selected, are always prepared for you, and they don’t count against the number of spells you can prepare each day.

Moon Fire

At 3rd level, you gain the ability to call down silvery lunar fire. You learn the Sacred Flame cantrip, which counts as a sorcerer cantrip for you but doesn’t count against the number of cantrips you know. When you cast Sacred Flame, you can target up to two creatures within 5 feet of each other.

Lunar Boons

Beginning at 6th level, the influence of your current lunar phase extends into your metamagic:

When you use a Metamagic option on a spell of the school of magic associated with your current Lunar Phase, you can reduce the sorcery point cost by 1 (minimum cost 0). You can use this reduction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The schools of magic tied to each phase are as follows:

Waxing & Waning

At 6th level, you learn to channel the moon’s shifting power more fluidly. As a bonus action, you can spend 1 sorcery point to change your Lunar Phase to Full Moon, New Moon, or Crescent Moon. This change lasts until you use this feature again or finish a long rest.

Each time you change phases, the spells and benefits of your new phase replace those of your previous one.

Lunar Empowerment

Starting at 14th level, the power of a lunar phase saturates your being. While you are in a Lunar Phase, you gain the benefit for that phase.

Crescent Moon

You have resistance to necrotic and radiant damage.

Full Moon

As a bonus action, you can shed bright light in a 10-foot radius and dim light for 10 feet beyond, or douse it. You and creatures of your choice have advantage on Intelligence (Investigation) and Wisdom (Perception) checks 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.

Lunar Phenomenon

At 18th level, as a bonus action, you can invoke a special power of your current Lunar Phase. Alternatively, when you change your phase with Waxing & Waning, you can use the phenomenon of the phase you’re entering as part of the same bonus action.

Once you use a phase’s phenomenon, you can’t use that phase’s benefit again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Crescent Moon

You teleport to a space you can see within 60 ft and can bring one willing creature within 5 ft; it appears within 5 ft of your destination. You and that creature gain resistance to all damage until the start of your next turn.

Full Moon

Creatures of your choice in 30 ft need to succeed on a Constitution saving throw or be blinded until the end of their next turn. One creature in the area regains 3d8 Hitpoints.

New Moon

Each creature of your choice within 30 ft must make a Dexterity save against your spell save DC or take 3d10 necrotic damage and have its speed reduced to 0 until the end of its next turn. You then become invisible until the end of your next turn (ending early if you attack or cast a spell).

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