Sorcerer
Base Class: Sorcerer

You are born or perhaps reborn with threads of moonlight sown into your form by the wonderous Enshadowed One. He now only a merely Archfey lord in eternal chains by foolish lunar deities will soon be free, and you are the tool for his freedom. Chosen, sacrificed, bargained with or simply enthralled you now are infused with his power over the cosmic lunar light, and the empty hunger of the void. Able to see all potential and focus them you are a savage monster with elegant power. wild and arcane your powers manifest as blade and spell in equal measure. Inspired by ancient blade singing of the elves you are the a mimicry of this by nature. 

Level 3: Knight of Duality

You have been forged into a weapon of the Enshadowed One. Your martial training blends the "Light" of protection with the "Void" of destruction.

  • Void Armament: You gain proficiency with Light Armor, Medium Armor, Shields, and Simple and Martial Weapons.

  • Intellectual Warfare: When you attack with a melee weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

  • Strike of the Eclipse: When you hit a creature with a melee weapon attack using this feature, you can imbue the strike with lunar gravity. The target takes additional 2d6 Force or Radiant damage (your choice). Additionally, the target must succeed on a Constitution saving throw against your Spell Save DC or be knocked Prone.

Level 3: Lunar Branding

Your soul is branded with the sigil of the moon, allowing you to call down its judgment without expending your own magical reserves.

  • You learn the Moonbeam spell. It counts as a Sorcerer spell for you but does not count against your number of Sorcerer spells prepared. No concentration check required either.

  • You can cast Moonbeam without expending a spell slot a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a Long Rest.


Level 6: Crescent Strike

You have mastered the art of weaving spells into your blade work, moving with the blurring speed of a falling star.

  • Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.

  • Singularity Infusion: Moreover, you can cast one of your Sorcerer cantrips in place of one of those attacks.

Level 6: Gravitational Pull

You learn to manipulate the micro-gravity around your strikes to control the battlefield.

  • You’ve learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 15 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell..


Level 14: Umbral Embrace

Your connection to the Void is volatile. When you are pushed to the brink of death, the Enshadowed One's power erupts from you to sustain the fight.

  • Trigger: When you take damage that reduces you to half your hit point maximum or lower (or if you are already below half), you can use your reaction to erupt in a 10-foot radius sphere of power.

  • The Burst: Creatures of your choice within range must make a Dexterity saving throw. They take 4d6 damage (you choose the split between Force and Radiant) on a failure, or half as much on a success.

  • The Siphon: You gain Temporary Hit Points equal to half the total damage dealt. Additionally, you regain Sorcery Points equal to 1/4 of the total damage dealt (rounded up).

  • The Cost (Relentless Bloodlust): Immediately after using this feature, you enter a state of frenzy. On each of your turns, you must move toward the nearest hostile creature and use the Attack action against it. You cannot voluntarily end this state.

    • Ending the Frenzy: At the end of each of your turns, an ally within 30 feet of you can use a reaction to shout you down (Persuasion check vs. DC 13). On a success, the frenzy ends, and you regain control.


Level 18: Avatar of the Eclipse

You become the physical manifestation of The Enshadowed One’s ascension—a hole in the universe wrapped in blinding light.

  • As a bonus action, you assume your Avatar form for 1 minute.

  • You gain a Flying Speed of 60 feet (hover).

  • Aura of the Event Horizon: An aura of magical distortion extends 30 feet from you. Enemy spells cast from outside this aura into it (or vice versa) have disadvantage on attack rolls, and targets inside have advantage on saving throws against them.

  • Crushing Presence: When a hostile creature starts its turn within 10 feet of you, it takes Force or Radiant damage (your choice) equal to your Charisma modifier + half your Sorcerer level.

Level 3: Knight of Duality

 You have been forged into a weapon of the Enshadowed One. Your martial training blends the "Light" of protection with the "Void" of destruction.

  • Void Armament: You gain proficiency with Light Armor, Medium Armor, Shields, and Simple and Martial Weapons.

  • Intellectual Warfare: When you attack with a melee weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

  • Strike of the Eclipse: When you hit a creature with a melee weapon attack using this feature, you can imbue the strike with lunar gravity by spending metamagic points or spell slots. The target takes additional 2d6 Force or Radiant damage (your choice). Additionally, the target must succeed on a Constitution saving throw against your Spell Save DC or be knocked Prone.

 

Level 3: Lunar Branding

Your soul is branded with the sigil of the moon, allowing you to call down its judgment without expending your own magical reserves.

  • You learn the Moonbeam spell. It counts as a Sorcerer spell for you but does not count against your number of Sorcerer spells prepared. No concentration check required either.

  • You can cast Moonbeam without expending a spell slot a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Level 6: Crescent Strike

 

You have mastered the art of weaving spells into your blade work, moving with the blurring speed of a falling star.

  • Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.

  • Singularity Infusion: Moreover, you can cast one of your Sorcerer cantrips in place of one of those attacks.

 

Level 6: Gravitational Pull

You learn to manipulate the micro-gravity around your strikes to control the battlefield.

  • You’ve learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 15 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

Level 14: Umbral Embrace

Your connection to the Void is volatile. When you are pushed to the brink of death, the Enshadowed One's power erupts from you to sustain the fight.

  • Trigger: When you take damage that reduces you to half your hit point maximum or lower (or if you are already below half), you can use your reaction to erupt in a 10-foot radius sphere of power.

  • The Burst: Creatures of your choice within range must make a Dexterity saving throw. They take 4d6 damage (you choose the split between Force and Radiant) on a failure, or half as much on a success.

  • The Siphon: You gain Temporary Hit Points equal to half the total damage dealt. Additionally, you regain Sorcery Points equal to 1/4 of the total damage dealt (rounded up).

  • The Cost (Relentless Bloodlust): Immediately after using this feature, you enter a state of frenzy. On each of your turns, you must move toward the nearest hostile creature and use the Attack action against it. You cannot voluntarily end this state.

    • Ending the Frenzy: At the end of each of your turns, an ally within 30 feet of you can use a reaction to shout you down (Persuasion check vs. DC 13). On a success, the frenzy ends, and you regain control.

Level 18: Avatar of the Eclipse

You become the physical manifestation of The Enshadowed One’s ascension—a hole in the universe wrapped in blinding light.

  • As a bonus action, you assume your Avatar form for 1 minute.

  • You gain a Flying Speed of 60 feet (hover).

  • Aura of the Event Horizon: An aura of magical distortion extends 30 feet from you. Enemy spells cast from outside this aura into it (or vice versa) have disadvantage on attack rolls, and targets inside have advantage on saving throws against them.

  • Crushing Presence: When a hostile creature starts its turn within 10 feet of you, it takes Force or Radiant damage (your choice) equal to your Charisma modifier + half your Sorcerer level.

Avatar of the Eclipse

You become the physical manifestation of The Enshadowed One’s ascension—a hole in the universe wrapped in blinding light.

  • As a bonus action, you assume your Avatar form for 1 minute.

  • You gain a Flying Speed of 60 feet (hover).

  • Aura of the Event Horizon: An aura of magical distortion extends 30 feet from you. Enemy spells cast from outside this aura into it (or vice versa) have disadvantage on attack rolls, and targets inside have advantage on saving throws against them.

  • Crushing Presence: When a hostile creature starts its turn within 10 feet of you, it takes Force or Radiant damage (your choice) equal to your Charisma modifier + half your Sorcerer level.