Lunar Magic

The moon is a powerful source of magical energy, and many sorcerers draw their innate talents from this wellspring. The use of lunar magic demonstrates that a sorcerer's fate has been touched by the moon in some fashion. Perhaps they can trace their lineage back to an ancient moon-aspected deity, or they are many generations removed from a tribe of lycanthropes. Many sorcerers born during rare astronomical phenomena like the Blood Moon or the Harvest Moon utilize Lunar Magic. Sorcerers with this origin find their magic shifting from light to darkness in an endless cycle, echoing their heavenly counterpart. Lunar sorcerers may be viewed with awe as the earthly manifestation of a cosmic power, with horror as crazed lunatics with werewolf blood, or with confusion as mysterious visitors with ever-shifting personalities.

Lunar Magic Features

Sorcerer Level Feature 1st Phase Resonance, Moonlit Sight 6th Lunar Gravity 14th Lunar Cycle 18th Phase Transcendence

Phase Resonance

Starting at 1st level, your magic resonates with the phases of the moon. Immediately before or after you cast a spell of 1st level or higher on your turn, you can use a bonus action to invoke one of the following effects on the spell's targets. Once you have invoked a particular resonance effect, you cannot invoke it again until you have completed a long rest. Full Moon Resonance. Each target which takes damage from or fails a saving throw against the triggering spell takes additional radiant damage equal to your sorcerer level and is blinded until the end of your next turn. Half-Moon Resonance. Each target which takes damage from or fails a saving throw against the triggering spell has disadvantage on saving throws and cannot regain hit points until the end of your next turn. Damage from the triggering spell is radiant or necrotic (your choice) in addition to its other types. New Moon Resonance. Each target which takes damage from or fails a saving throw against the triggering spell takes additional necrotic damage equal to your sorcerer level and is frightened of you until the end of your next turn.

Moonlit Sight

At 1st level, your gaze is imbued with moonlight. You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. You have advantage on saving throws or ability checks to discern illusions.

Lunar Gravity

At 6th level, you gain the ability to manipulate your magical aura the way the moon drives the tides. When you deal necrotic or radiant damage to one or more creatures, you can spend 2 sorcery points to push or pull those affected by your magic. Each creature that took necrotic or radiant damage must make a Strength saving throw against your sorcerer spell save DC. On a failed save, the creatures are pushed or pulled (your choice) in a straight line 20 feet towards or away from you.

Lunar Cycle

At 14th level, the lunar phases become part of your physical form. You gain resistance to necrotic or radiant damage (your choice). You can alter your chosen damage resistance each time you finish a long rest. Additionally, your lunar form grants you the ability to travel short distances as moonlight. As a bonus action, you may spend 1 sorcery point to magically teleport up to 30 feet to an unoccupied space that you can see. Each time you use this ability, the damage resistance granted by this feature changes type from necrotic to radiant or vice-versa.

Phase Transcedence

At 18th level, you achieve mastery over the lunar phases that suffuse your power. The damage resistance granted by the Lunar Cycle feature becomes damage immunity, and you gain the following abilities: Forced Resonance. Spend 1 sorcery point as a free action on your turn to recover the use of an expended Phase Resonance effect. Lunar Dominance. Spend 1 sorcery point as a free action on your turn to convert all damage you deal this turn to radiant or necrotic (your choice).



