Base Class: Sorcerer
The bottommost layer of Celestia, Lunia is known as the Silver Heaven for its seas of holy water that illuminate with a silvery glow. Among the many wonders this place holds, legend tells of a select group of Celestine Guardians that are sent to the Material Plane during times of darkness. When they are needed the most, a group of Magic Moon Guardians will be selected upon their 14th birthday, charged with defending those that cannot defend themselves in the name of goodness, love, and justice.
Sorcerous Origin: Celestial Protector
Your innate magic is granted to you through direct lineage with a great warrior from Mount Celestia. Some Celestial Protectors even claim to be actual reincarnations of such warriors, and tales of these guardians date back through the ages. These powers don't show themselves until the 14th birthday, upon which the new Protector is granted their magics from a talking animal guide, often bestowing the child with their first of many magical gifts. These animals immediately become companions to the new guardians, and devote themselves to a lifetime of service.
Animal Guide
Starting at 1st level, when you choose the Celestial Protector origin, you are given the Find Familiar spell. This spell does not count against your spells known. In addition to this, the Familiar can speak and read all languages that you can. Due to the nature of Animal Guardians, the form is ultimately decided by the DM (though a good DM would try to say "yes!" to their player wink wink) and they cannot change form like a standard Familiar, however, the cost for restoring your Familiar by ritual casting Find Familiar is removed, costing no gp.
Magical Gifts
Also at 1st level, you are given your first Magical Gifts. The fundamental gift is a magical brooch. This brooch can look however you wish and it represents your connection to Mount Celestia and Lunia; it is also your spellcasting focus. You need this brooch to cast the Magic Moon Sorcerer spell, Magical Armor. You will receive two more Magical Gifts; one each at 6th and 14th level.
Bonus Cantrip
In addition to these features, at 1st level you gain the Radiant Tiara cantrip. This does not count against your cantrips known.
Additional Magical Gifts: Celestial Rod
Starting at 6th level, you are given a magical rod with which you can restore the corrupted. As an action, and within a range of 60 ft, you may choose to end one of the following effects on a creature that you can see:
- End possession by an elemental, fey, fiend, or undead
- End the Polymorph spell
- End the Frightened condition
- End the Charmed condition
Any creature you help in this way is immune to the effect you dispelled for the next 24 hours. You may use this feature once per long rest.
Fight for Hope
Starting at 6th level, when you cast the Radiant Tiara cantrip, you may add {{modifier:cha}} to the damage of each attack roll.
Additional Magical Gifts: Scepter of Lunia
Starting at 14th level, you are given an ancient weapon from the lowest layer of Mount Celestia. This scepter is capable of purging an evil entity from existence. As an action, and within a range of 120ft, you may make a spell attack against one creature as ribbons of radiant energy burst from the scepter. If this creature has an evil alignment, it takes 10d10 radiant damage. If this damage reduces the creature to 0 hit points, they are smote from existence, leaving behind only a pile of dust, and restoring 2 sorcery points that are added back into your font of magic. If the creature is of neutral alignment, it takes half damage; if it dies, it does not turn to dust and you gain no sorcery points. If a creature is good aligned, it is immune to this damage. You may use this feature once per long rest.
Love and Justice
Beginning at 18th level, when you transform with the Magical Armor spell, you also exude an aura of Love & Justice that aides your companions in your fight against evil and that lasts the duration of the spell. This grants you and allies of your choice within a radius of 15 ft the following benefits:
- +1 to all Saving Throws
- All healing does the maximum amount
- Can use the Help action as a Bonus Action
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Posted Mar 7, 2021celestial rod should be immune for 1 hour because an entire day is a very long time. scepter of lunia deals to much damage; 10d10 is way to much and the ability is already really strong because it can basically judge someone and kill only evil people so if you want to find out if someone is evil, you can just use that. I think 5d10 would be better.
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Posted Jun 28, 2020All credit to Actual Jake on DM's Guild.
https://www.dmsguild.com/product/289610/Magic-Moon-Sorcerer