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character:galatea:class [2023/12/21 11:22] Cindercharacter:galatea:class [2023/12/21 12:23] (current) Cinder
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 ===== Galatea the Luna Ranger===== ===== Galatea the Luna Ranger=====
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-===== Class =====+===== Fey Wanderer Ranger =====
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 +
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 +===== Luna Sorcerer =====
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 +
 +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
  
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-==== 15th Level Class ====+==== 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.
  
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-==== 16th Level Class ====+==== 2nd Level Luna Sorcerer ====
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 +
 +**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 |
  
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-==== 17th Level Class ====+==== 3rd Level Luna Sorcerer ====
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 +
 +**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.
  
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-==== 18th Level Class ====+==== 4th Level Luna Sorcerer ====
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 +
 +**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.
  
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-==== 19th Level Class ====+==== 5th Level Luna Sorcerer ====
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 +
 +**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.
  
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-==== 20th Level Class ====+==== 6th Level Luna Sorcerer ====
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 +
 +**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
 +
 +**Waxing and Waning** \\
 +Starting at 6th level, you gain greater control over the phases of your lunar magic. As a bonus action, you can spend 1 sorcery point to change your current Lunar Embodiment phase for a different one.
 +
 +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.
  
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