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Magic Moon Sorcerer
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Magic Moon Sorcerer


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 (

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Reviews (3)
Discussions (7)
Customer avatar
Em F October 15, 2020 10:14 pm UTC
One of my players has used this class in my campaign for a while now. While I think it's pretty interesting, some thoughts/issues I've run into:

- I think the spells are a little unbalanced, in particular the radiant spells. Radiant Tiara's damage output can get absolutely disgusting at higher levels, mostly because not only does it scale up in terms of its damage but also the amount of targets it can hit. At 11th level it has the potential to hit 3 targets at 2d8, making its maximum output an average of 27 (plus their charisma modifier x3, at this point). Conversely, fire bolt's damage has an average of about 16.5 at 11th level. This alone wouldn't be a problem (radiant tiara can miss after the second bounce, ending the chain) but fire bolt belongs to one of the most resisted elements in the entire game while radiant tiara belongs to one of the least resisted. In practice, what this has resulted in is my player's magical girl sorcerer spending entire battles spamming nothing but celestial blast +...See more
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Adam J June 27, 2020 11:46 am UTC
So, looking at this I thought it was really cool, but I noticed some issues after I started making a character with this.

You see, it doesn't actually say that I get the Magical Armor spell. As well, the way Flash Freeze is written it breaks itself on the second turn, Mandala of Flames doesn't specify that you deal damage to the creature that attacks you on it's last effect, and Sugarheart says "On Hit" in a confusing location, and the subclass really doesn't have much to take advantage of the Burning Bow or Silverblade spells (though sorc base features and SCAG cantrips do well with the sword, the bow is kind of just there with no support). I'm sure there's more issues like this in the document.

Lastly, the way magical armor works is a little harsh if you ask me, requiring a spell slot to be able to use the subclass's cantrip. Maybe make it so that it's more like a rage or blade song, or possible to cast without spending a spell slot once per long or short rest?

This...See more
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Dustin P April 17, 2020 5:50 am UTC
Hello there, I'm wondering if Magical Armor counts against my spells known at level 1?
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Nicholas P March 23, 2020 2:25 am UTC
Am I interpreting Sugarheart correctly that it automatically causes 1 damage, no roll, much like magic missile?
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Jason L March 22, 2020 10:52 pm UTC
Is it possible to use Distant Spell Metamagic to give ANOTHER creature your Magical Armor? What would happen?
Customer avatar
Timothy W January 16, 2020 5:54 am UTC
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
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Mike M September 23, 2019 9:40 pm UTC
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
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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File Last Updated:
September 23, 2019
This title was added to our catalog on September 23, 2019.