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character:galatea:class [2023/11/14 11:03] – [Scale-Soul Galatea] Cindercharacter:galatea:class [2023/12/21 12:23] (current) Cinder
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-=====Scale-Soul Galatea=====+<WRAP centeralign> 
 +===== Galatea the Luna Ranger===== 
 +</WRAP>
 [[character:galatea|{{:wiki:media:back.png?65|}}]] [[character:galatea|{{:wiki:media:back.png?65|}}]]
  
-**This needs to be Redone** +====Ranger Introduction====
-This is pretty much a custom class at this point. \\ +
-The Bulk of this class is taken from the ranger and its drake warden subclass. \\+
  
- +Lore
-====Scale-Soul Introduction====+
  
 **Hit Points** **Hit Points**
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   *Skills: Athletics, Perception, Survival   *Skills: Athletics, Perception, Survival
  
-**Equipment** \\ You start with the following equipment, in addition to the equipment granted by your background: +**Equipment** 
-  *(a) scale mail or (b) leather armor +
-  *(a) two shortswords or (b) two simple melee weapons +
-  *(a) a dungeoneer's pack or (b) an explorer's pack +
-A longbow and a quiver of 20 arrows+
  
-====Level 1 Ranger====+===Background: Feature & Details===
  
-**Favoured Enemy** \\+//Short Description of Background// 
 + 
 +<WRAP box right 45em > 
 +===Featured Feat: Feat Name=== 
 +---- 
 +</WRAP> 
 + 
 +**Skill Proficiencies**  
 +  *Skill 
 +**Languages And/Or Tools**  
 +  *Language 
 +  *Tool 
 +**Equipment (If Any)** 
 + 
 +<WRAP clear /> 
 + 
 +---- 
 +<WRAP centeralign> 
 +===== Fey Wanderer Ranger ===== 
 +</WRAP> 
 + 
 +<WRAP box left 26em > 
 +==== 1st Level Fey Wanderer Ranger ==== 
 +---- 
 + 
 +**Favored Enemy** \\
 Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
  
 Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
-  ***(Giants)** You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.+ 
 +You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
  
 When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
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 You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
  
- +**Deft Explorer ** \\
-**Deft Explorer (Optional)** \\+
 This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
  
 You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class. You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.
  
-  *Canny (1st Level) +Canny (1st Level) 
-    *Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill+Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
-    *You can also speak, read, and write 2 additional languages of your choice.+
  
-**Draconic Tounge** \\ +You can also speak, read, and write 2 additional languages of your choice.
-You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.+
  
-**Draconic Resilience** \\ +Roving (6th Level) 
-As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by and increases by 1 again whenever you gain a level in this class.+Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
  
-AdditionallyYour scales become more sturdy and glisten with faint elemental energy. When you aren't wearing armor Increase your AC by 1+Tireless (10th Level) 
 +As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  
 +In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
  
-====Level Ranger====+</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 2nd Level Fey Wanderer Ranger ==== 
 +----
  
 **Fighting Style** \\ **Fighting Style** \\
 At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
-  ***Druidic Warrior** You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.+  *Druidic WarriorYou learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
  
 +</WRAP>
  
 +<WRAP clear />
  
-====Level Ranger====+<WRAP box left 26em > 
 +==== 3rd Level Fey Wanderer Ranger ==== 
 +----
  
 **Primeval Awareness** \\ **Primeval Awareness** \\
 Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
  
-**Drake-warden Origin**+**Dreadful Strikes** \\ 
 +At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.
  
-**Draconic Gift** \\ +The extra damage increases to 1d6 when you reach 11th level in this class.
-At 3rd-level your transformation has taken hold and your mind has started to accept your new way of life giving you a deeper connection to dragon kind, granting you understanding and empowering your presence. \\ +
-You gain the following benefits +
-  *If you can’t already, you learn to speak, read, and write Draconic. +
-  *You learn the thaumaturgy cantrip, which is a ranger spell for you.+
  
-**True Dragon Form** \\ +**Fey Wanderer Magic** \\ 
-Starting at 3rd level, you can use your action to assume the shape of a true Dragon that you have ancestry with. You can use this feature twice. You regain expended uses when you finish a short or long rest. \\ +Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells tableEach spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
-choose a damage type listed in its Draconic Essence traitYou can determine the cosmetic characteristics of your Dragon Form such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. +
-  ***Draconic Essence** \\  +
-    *When you transform choose a damage type: acid, cold, fire, lightning, or poison. \\ The chosen type determines your damage resistance, the damage of your bite, Breath Weapon and the damage of your Infused Strikes.+
  
-Your Ranger level determines how much like a Dragon you can transform to while still being in control of your body, as shown in the Dragon form table. At 3rd level, for example, you can transform into a Dragon but are unable to fly and your breath weapon is underdeveloped.+^ Fey Wanderer spells  ^^  
 +Ranger Level ^ Spell ^ 
 +3rd | Charm Person | 
 +| 5th | Misty Step | 
 +| 9th | Dispel Magic | 
 +| 13th | Dimension Door | 
 +| 17th | Mislead |
  
-**Dragon Shapes** +You also possess preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. 
-^ Level ^ Size ^ Limitations ^ Breath Weapon ^ Bonus ^ +  *Your skin and hair change color to match the season at each dawn.
-| 3rd | Up to Large | No flying speed | n/| +2 to CON,DEX,STR |  +
-| 6th | Up to Large | Max 30ft Flying Speed | 2d8 | +3 To CON,DEX,STR | +
-| 10th | Up to Huge | Max 60ft Flying Speed | 4d8 | +4 to CON,DEX,STR | +
-| 16th | Up to Huge | Max 80ft Flying Speed | 6d8 | +5 to CON,DEX,STR |+
  
 +**Otherworldly Glamour** \\
 +Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
  
-You can stay in a Dragon shape for a number of hours equal to half your Ranger level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconsciousdrop to 0 hit points, or die.+In addition, you gain proficiency in one of the following skills of your choice: DeceptionPerformance, or Persuasion.
  
-While you are transformed, the following rules apply: +</WRAP>
-  *Your game statistics are replaced by the statistics of the Dragon detailed bellow, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the Dragon Form has the same proficiency as you and the bonus in its stat block is higher than yours, use the Dragon Form's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. +
-  *When you transform, you assume the Dragon's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in Dragon form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. +
-  *Your ability to speak or take any action that requires hands is limited to the capabilities of your Dragon form. Transforming doesn't break your concentration on a spell you've already cast, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. +
-  *You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. +
-  *You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.+
  
-**Draconic Gift** +<WRAP box right 26em > 
-At 3rd level, the bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence.+==== 4th Level Fey Wanderer Ranger ==== 
 +---- 
 +**Feat**
  
-You gain the following benefits:+</WRAP>
  
-Thaumaturgy. You learn the Thaumaturgy cantrip, which is a ranger spell for you. +<WRAP clear /> 
-Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice. + 
-====Level 4 Class==== +<WRAP box left 26em > 
-**Feat or ability score** +==== 5th Level Fey Wanderer Ranger ==== 
-====Level 5 Class====+----
  
 **Extra Attack** \\ **Extra Attack** \\
 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
  
-====Level 6 Class====+</WRAP>
  
-  *Roving (6th Level) +<WRAP box right 26em > 
-    *Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.+==== 6th Level Fey Wanderer Ranger ==== 
 +----
  
-**Elemental Affinity** \\ +</WRAP>
-Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to one damage roll of that spell. At the same time, you gain resistance to that damage type for 1 hour. +
-====Level 7 Class====+
  
-**Scale and Blood** \\ +<WRAP clear />
-At 7th-level the draconic heritage within you intensifies, protecting you and stoking your fury. \\+
  
-While in your dragon form , you gain the following benefits: +<WRAP box left 26em > 
-  *You gain immunity to the damage type chosen for your Draconic Essence. +==== 7th Level Fey Wanderer Ranger ==== 
-  *Your Dragon form gains a swimming speed of 40 feet and can breathe both air and water +----
-  *Your bite attack available while in dragon form deals an extra 1d6 damage of the type chosen for its Draconic Essence and gains the benefits of the bonus stats seen in the Dragon form table to its damage.+
  
-====Level 8 Class====+**Beguiling Twist** \\ 
 +Beginning at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.
  
-**Feat: All Natual** //Source: Homebrew// \\ +In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightenedyou can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save failsthe target is charmed or frightened by you (your choice) for 1 minuteThe target can repeat the saving throw at the end of each of its turns, ending the effect on itself on successful save. 
-// Prerequiset: Level 8 or Higher// \\ + 
-You have honed your clawssharpened your teethstrenghtend your tail and so have become more damgerous when using your natual weapons. +</WRAP> 
-  *Your natual weapon melee attacks gain +2 to Hit and Damage + 
-  *Your regular weapons can no longer benifit from your proficency bonus+<WRAP box right 26em > 
 +==== 8th Level Fey Wanderer Ranger ==== 
 +----
  
 **Land's Stride** \\ **Land's Stride** \\
-Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. \\ +Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
-In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.+
  
 +In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
  
-====Level 9 Class====+</WRAP>
  
-====Level 10 Class====+<WRAP clear />
  
-**Overchannel** \\ +<WRAP box left 26em > 
-Starting at 10th level, you can increase the power of your simpler spells. When you cast a spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.+==== 9th Level Class ==== 
 +----
  
-You can use this feature a number of times equal to half your proficiency bonus (Min 1) with no negative effects. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.+</WRAP>
  
-**Tireless (10th Level)** +<WRAP box right 26em > 
-  *As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. +==== 10th Level Class ==== 
-  *In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.+----
  
-====Level 11 Class====+**Nature's Veil (Optional)** \\ 
 +This 10th-level feature replaces the Hide in Plain Sight feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
  
-**Dragon's Breath** \\ +You draw on the powers of nature to hide yourself from view brieflyAs a bonus action, you can magically become invisiblealong with any equipment you are wearing or carryinguntil the start of your next turn.
-When you reach 11th-level, when not in your Dragon form you are able to use your dragon form's breath weapon\\  +
-as an action, you can exhale a 30-foot cone of damaging elemental energy Choose acidcoldfire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one\\ +
-This damage increases to 8d6 when you reach 15th level in this class+
  
-While in your Dragon form you may use this skill to change your breath weapon attack to any damage type avalible in your draconic essence table. The damage ammount is unaffected.+You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  
-Once you use either of these features, you can’t use either of them again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. +</WRAP>
-====Level 12 Class==== +
-**Ability Score or Feat**+
  
-====Level 13 Class====+<WRAP clear />
  
-**Dragon Wings** ++ [0] | //Source: Player's Handbook// ++ ((This has been heavily altered)) \\ +<WRAP box left 26em > 
-At 13th level, Your affinity with dragons has reached its magnum opus as a paid of wings sprout from your back. If you already have wings then they strengthen becoming stronger and faster. \\  +==== 11th Level Class ==== 
-You gain a flying speed equal to your current speed, If you already have a flying speed and its less than your walking speed your flying speed increases to match your walking speed +20ft. \\ +----
-You can fly with your wings while wearing light or medium armor. \\ +
-Clothing or armor not made specially to accommodate your wings cannot be worn. +
-====Level 14 Class====+
  
-**Blazing Revival** \\ +**Fey Reinforcements** \\ 
-At 14th level, the bond with your draconic heritage can save you from deathIf you are reduced to 0 hit points and thereby fall unconscious, you can can instead regain half your hit points and immediately rise to your feet. casuing an explotion of elemental energy centered on yourself. \\ Creatures in 20ft of yourself must make Dexterity saving throw (DC=00) On a failed save they suffer 4D10 damage and a thrown back 30ftKnocking them prone. if they succeed the are pushed back half as much and only take half damage, not being knocked prone. \\ the damage type matches the one you chose for your heritage+At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell Summon FeyIt doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using spell slot, and you regain the ability to do so when you finish a long rest.
  
-Once you use this feature, you can'use it again until you finish a long rest.+Whenever you start casting the spell, you can modify it so that it doesn'require concentration. If you do so, the spell's duration becomes 1 minute for that casting.
  
-====Level 15 Ranger====+</WRAP>
  
-**Perfected Heritage** \\ +<WRAP box right 26em > 
-At 15th-level you have embraced your draconic blood nature and soul, you are Dragon.+==== 12th Level Class ==== 
 +----
  
-You gain the following benifits: +</WRAP>
-  *You can stay in your dragon form for an unlimited amount of time but the same restrictions apply +
-    *if you are reduced to 0 hit points or fall unconscious you revert to your normal self +
-    *You cannot change your Draconic essence or your apperance without first ending your dragon transformation +
-    *You still can only use this skill a number of times equal to... +
-  *While in Dragon form all your attacks benefit from the bonus stat seen in the dragon form table to their damage +
-  *a number of times equal to your proficency bonus you can chose deal and extra 2d6 of any damage type available (Cold, Lightning etc) in your Draconic essence when you perform any attack while in Dragon form. \\ +
-  *When you take damage in your Dragon form you can use your reaction to give yourself resistance to that instance of damage.+
  
-====Level 16 Ranger====+<WRAP clear />
  
-**Feat**+<WRAP box left 26em > 
 +==== 13th Level Class ==== 
 +---- 
 + 
 +</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 14th Level Class ==== 
 +---- 
 + 
 +**Vanish** \\ 
 +Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. 
 + 
 +**Misty Wanderer** \\ (Reduced Level by 1) 
 +When you reach 14th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. 
 + 
 +In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space. 
 + 
 +</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP centeralign> 
 +===== Luna Sorcerer ===== 
 +</WRAP> 
 + 
 +Lore 
 + 
 +**Hit Points**  
 +  *Hit Dice: 1d6 per sorcerer level 
 +  *Hit Points at 1st Level: 6 + your Constitution modifier 
 +  *Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st 
 + 
 +<WRAP box left 26em > 
 +==== 1st Level Luna Sorcerer ==== 
 +---- 
 + 
 +**Lunar Embodiment** \\ 
 +You learn additional spells when you reach certain levels in this class, as shown on the Lunar Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. 
 + 
 +^ Lunar Spells  ^^^^ 
 +^ Sorcerer Level ^ Full Moon Spells ^ New Moon Spells ^ Crescent Moon Spells ^ 
 +| 1st | Shield | Ray of Sickness | Color Spray | 
 +| 3rd | Lesser Restoration | Blindness/Deafness | Alter Self | 
 +| 5th | Dispel Magic | Vampiric Touch | Phantom Steed | 
 +| 7th | Death Ward | Confusion | Hallucinatory Terrain | 
 +| 9th | Rary's Telepathic Bond | Hold Monster | Mislead | 
 + 
 +Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest. 
 + 
 +**Moon Fire** \\ 
 +Starting at 1st level, you can call down the radiant light of the moon on command. You learn the Sacred Flame spell, which doesn’t count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other. 
 + 
 +</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 2nd Level Luna Sorcerer ==== 
 +---- 
 + 
 +**Font of Magic** ++ [1] | //Source: Player's Handbook// ++ \\  
 +At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. 
 + 
 +**Sorcery Points** ++ [1] | //Source: Player's Handbook// ++ \\  
 +You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. 
 +Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.  \\ 
 +//Sorcery points = Sorcere Level EG: Level 6 = 6 Sorcery points// 
 + 
 +  ***Creating Spell Slots** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. 
 +  ***Converting a Spell Slot to Sorcery Points** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. 
 + 
 +^ Creating Spell Slots ^ ^ 
 +^ Spell Slot Level ^ Sorcery Point Cost ^ 
 +| 1st | 2 | 
 +| 2nd | 3 | 
 +| 3rd | 5 | 
 +| 4th | 6 | 
 +| 5th | 7 | 
 + 
 +</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 3rd Level Luna Sorcerer ==== 
 +---- 
 + 
 +**Metamagic** ++ [1] | //Source: Player's Handbook// ++ \\  
 +At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. \\ 
 +You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. 
 + 
 +  ***Quickened Spell** When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. 
 +  ***Distant Spell** When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. 
 +    *When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. 
 + 
 +</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 4th Level Luna Sorcerer ==== 
 +---- 
 + 
 +**Feat: Meta Magic Adept** ++[3] | //Tasha's Cauldron of Everything// ++ \\ 
 +//Prerequisite: Spellcasting or Pact Magic feature// 
 + 
 +You've learned how to exert your will on your spells to alter how they function: 
 +  *You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. 
 +  *You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. 
 + 
 +</WRAP> 
 + 
 +<WRAP clear />
  
 +<WRAP box left 26em >
 +==== 5th Level Luna Sorcerer ====
 +----
  
-====Level 17 Class====+**Magical Guidance** ++ [1] | //Source: Player's Handbook// ++ \\  
 +When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
  
-**Feral Senses** \\ +</WRAP>
-At 17th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.+
  
-You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.+<WRAP box right 26em > 
 +==== 6th Level Luna Sorcerer ==== 
 +----
  
-====Level 18 Class====+**Lunar Boons** \\ 
 +Starting at 6th level, the current phase of your Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment phase is associated with certain schools of magic, as shown here: 
 +  ***Full Moon:** Abjuration and Divination spells 
 +  ***New Moon:** Evocation and Necromancy spells 
 +  ***Crescent Moon:** Divination and Transmutation spells 
 +Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
  
-**Foe Slayer** \\ +**Waxing and Waning** \\ 
-At 18th level, you become an unparalleled hunter of your enemiesOnce on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.+Starting at 6th level, you gain greater control over the phases of your lunar magicAs a bonus action, you can spend 1 sorcery point to change your current Lunar Embodiment phase for a different one.
  
-====Level 19 Class====+You can now cast one 1st-level spell from each lunar phase of the Lunar Spells table once without expending a spell slot, provided your current phase is the same as the lunar phase spell. Once you cast a lunar phase spell in this way, you can't do so again until you finish a long rest.
  
-====Level 20 Class====+</WRAP>
  
 +<WRAP clear />
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