Wizard
Base Class: Wizard

Being a daughter of the moon, you gain access to the spells reserved to this unique race. You can still learn spells from the other schools just like wizards, but do not start with any spell from their schools as you will need to learn them by writing them in your book or your book-like equivalent.

This school can only be learned by moon-touched races. Very rare cases of other races learning some spells exists, but they tend to die from old age before being able to really understand the meaning of anything useful from those spells. They generally stay around the first level spells whilst moon-touched races can achieve mastery of every spell levels.

Daughter of the moon

Beginning when you select this school at 2nd level, the time required to write any moon spells is halved during day and is reduced to 30 minutes during night.

Spell handling

Beginning at 2nd level, when you cast a moon spell that have an effect option roll, you can choose the desired option once per short rest.

At 5th level, you can choose the desired option of your spells up to 1st level spells.

At 8th level, you can choose the desired option of your spells up to 3rd level spells.

At 15th level, you can choose two options that both takes effect up to 2nd level spells.

At 20th level, you can choose the desired option of your spells up to 6th level spells or two options that both takes effect up to 4th level spells.

Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of it. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but any effects done by the cantrip only last one round.

Empowered Casting

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any spell you cast.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you get one point of exhaustion per cast which only goes away after a long rest.

If you already have two exhaustion point, you gain two points of exhaustion per cast and your exhaustion now only goes down by one per long rest.

The amount of uses before exhaustion is equal to your intelligence modifier.

At 20th level, the spells you cast are cast at one level higher without increasing its cost.