Lunar Magic

On many worlds, the moon is a revered celestial body with magical properties. Aolara has a singular orbiting moon named Vebos. It is also believed by many to be the hallowed home of Seluna, goddess of the night, moon, navigation, and wanderers. There are many old tales and stories that claim that Vebos was once a part of Aolara, but was torn from the planet and thrown into orbit by the gods. Some legends say they did so to be rid of something terrible and dangerous.

You, or someone from your lineage, has been exposed to the concentrated magic of the moon 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.

Consult the Manifestations of Lunar Magic table, then choose or randomly determine how your connection to the moon manifests while you cast your sorcerer spells.

d4 Manifestation
1 You glow with faint light that matches the colour of a moon from your world.
2 Your pupils shift in shape, matching the current phase of a moon from your world.
3 Spectral manifestations of the moon (or moons) of your world orbit you.
4 Your shadow is outlined in faint light, as if it were a lunar body during a solar eclipse.

Moon Light

Starting at 1st level you can call down the radiant light of the moon on command. You learn the sacred flame and thaumaturgy spells, which don't count against the number of sorcerer cantrips you know.    

Lunar Insights

Additionally at 1st level, you always know what phase the moon is in, even if it cannot be seen. Additionally, you have advantage on ability checks made to identify lycanthropes and recall information about creatures connected to the moon.    

Lunar Spells

At 1st level you learn additional spells when you reach certain levels in this class, as shown on the Lunar Spells table below. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or a conjuration spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level Spells
1st dissonant whispers, faerie fire
3rd darkness, moonbeam
5th bestow curse, mass healing word
7th death ward, freedom of movement
9th dispel evil and good, dream

Lunar Empowerment

Starting at 6th level the power of a lunar phase saturates your being. As a bonus action, you choose a lunar phase to affect your magic: full moon, new moon, or crescent moon. You gain the following benefit associated with that phase for 10 minutes:

Full Moon: You shed bright moonlight in a 10-foot radius. You and creatures of your choice have advantage on saving throws while within the bright light you shed.

New Moon: You emit darkness in a 10-foot radius. You and creatures of your choice have advantage on Dexterity (Stealth) checks and attack rolls have disadvantage against you while within this darkness.

Crescent Moon: You shed dim light in a 10-foot radius. You and creatures of your choice have resistance to necrotic and radiant damage while within that dim light.

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 3 sorcery points to use it again.    

Waxing Sorcery

At 14th level when you use Metamagic on a spell while in an area of darkness, dim light, or moonlight, you can reduce the sorcery point cost by 1 (minimum 0).    

Lunar Phenomenon

Beginning at 18th level your lunar phase magic evolves and bursts forth. As a bonus action, you can tap into a special power of a lunar phase. Alternatively or additionally, as part of the bonus action you take to change your lunar phase using your Lunar Empowerment feature, you can immediately use the new power of the lunar phase you are entering:

Full Moon: You radiate intense moonlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn. In addition, one creature of your choice in that area regains 3d8 hit points.

New Moon: You momentarily emanate an oppressive gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 3d10 necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become invisible until the end of your next turn, or until you make an attack or cast a spell.

Crescent Moon: You slip through light and darkness. You can magically teleport to an unoccupied space you can see within 60 feet of yourself. In addition, you also gain resistance to all damage until the start of your next turn.

Once you use a phase’s bonus action, you can’t do so again until you finish a long rest.
Click here to return to Sorcerer.

Comments

Please Login in order to comment!