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Magic Moon Sorcerer
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Magic Moon Sorcerer

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If you've ever wanted to fight evil by the light of the moon, be a champion for love while the sun shines down upon you, and never back down from a legitimate kerfuffle, all while looking gosh-darned adorable, this is the class for you!

The following includes:

  • The Magic Moon Sorcerer Subclass
  • 13 New Spells
  • 1 "Activated Form" that makes the player FEEL like a Hero
  • 3 New Subclass-Specific Items
  • Custom Art by the Incomparable LegndOfPhoenix
  • All the customization to make your very own Celestial Protector


From the creator of the Symbiote Warlock (https://www.dmsguild.com/product/269956/Symbiote-Warlock)

 
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Discussions (2)
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Timothy W January 16, 2020 5:54 am UTC
PURCHASER
I adore the flavor of this subclass, and I would love to implement it in my homebrew setting, but seeing it in use in another game I play in has alerted me to one major flaw with the Magical Armor spell. It is basically Mage Armor+, which seems like a straight upgrade at face value, but it has two contradictory effects: on casting it hides your identity from anyone until dispelled, and it lasts for eight hours. Now, this may seem minor but combat in D&D does not last eight hours. From the perspective of other player characters, your character disappears for up to eight hours at a time and is replaced by this mysterious tiara-wearing stranger (unless you end the spell early, which means you will have to recast the spell at the beginning of the next battle - waste of a spell slot). For ease of use, I suggest that the Magic Armor spell allow you to dismiss the visual effects of the spell as a free action, then bring them back later on as a free, bonus, or full action. This way, the Sorcerer can maintain their...See more
Customer avatar
Mike M September 23, 2019 9:40 pm UTC
PURCHASER
My two cents: I think that the Celestial Rod should require a saving throw against hostile creatures, but not against allies. Also, the 'can't breathe' part of Flash Freeze should be dropped, as any creature with 10 or less Con that fails the saving throw is effectively dead due to the suffocation rules.
Customer avatar
Actual J September 23, 2019 9:51 pm UTC
CREATOR
RAW a creature can hold its breath for 1 minute + Con modifier, or a minimum of 30 seconds, which would be 5 rounds of standard 5e combat, at which point they begin suffocating. After suffocation begins, it can survive for an additional number of rounds equal to its Con modifier, minimum 1 round, which is effectively 6 standard combat rounds in 5e. If you can hold a creature for that long in combat, I think you deserve to get that, but you can always change it for your game if you like.
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5
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File Last Updated:
September 23, 2019
This title was added to our catalog on September 23, 2019.