Lunar Herald

## Spellcasting

Spell List

* Cantrips: Blade Ward, Force Strike, True Strike, Booming Blade
* 1st - Guiding Bolt, Magnify Gravity
* 3rd - Moonbeam, Calm Emotions
* 5th - Counterspell, Water Walk
* 7th - Divination, Locate Creature
* 9th - Commune with Nature, Telekinesis

The Lunar Herald Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

### Spells Known of 1st Level and Higher

You know three 1st-level sorcerer spells of your choice, two of which you must choose from the abjuration and evocation spells on the sorcerer spell list.

The Spells Known column of the Lunar Herald Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

### Spellcasting Ability

Intelligence is your spellcasting ability for your sorcerer spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier

**Spell attack modifier** = your proficiency bonus + your Intelligence modifie

## **Lunar Disciplines**

At 3rd level, you gain access to the mystical arts of the Lunar Herald. You learn two Lunar Disciplines of your choice, which are detailed below. You gain additional Lunar Disciplines at 7th, 10th, and 15th level. You can use these Disciplines to augment your combat abilities and weave them into your strikes.

* **Blessing of Moonlight**: You can infuse your weapon with celestial energy, allowing it to bypass resistances and immunities. As a bonus action, you can expend a 1st level spell slot to grant your weapon an additional 1d8 radiant damage on each hit for 1 minute. Additionally when you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a short or long rest.
* **Midnight Ward:** You can use your reaction to protect yourself from harm. When you take damage, you can expend a spell slot to reduce the damage taken by an amount equal to 2d10 + the level of the expended spell slot. Additionally, if the lunamarked target hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
* **Lunaris Juggernaut:** Unlockable only at 10th level. You can expend your highest level spell slot to conjure a large Lunaris clone with AC 14 + your proficiency bonus, half your hit points, and immunity to all conditions. However, it can only attack with natural attacks (i.e. Kick and Claw).
* **Evening Counter:** When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature. If you hit, roll a 1d3 to determine the additional damage to your attack:

* 1 - 1d4
* 2 - 1d6
* 3 - 1d10

* Moon Walk: As a bonus action, you can leap up to 30 feet to an unoccupied space you can see. You can use this ability a number of times equal to your Dexterity modifier, regaining all expended uses after a short or long rest.

Celestial Strike: Beginning at 3rd level, you can channel your Lunar Disciplines to enhance your attacks. When you hit a creature with a weapon attack, you can expend a spell slot to deal extra damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each level higher than 1st, to a maximum of 5d6. The damage type is the same as the spell's damage type. If the spell does not deal damage, the extra damage is force.

Evasive Maneuver: Starting at 7th level, you gain the ability to slip out of danger with graceful precision. When you are targeted by a spell or attack that requires a Dexterity saving throw, you can use your reaction to add your Charisma modifier to the roll. If this roll succeeds, you take no damage from the attack, and you can move up to half your movement speed as a reaction.

Lunaris Brigade: At 10th level, you can use a bonus action to magically manifest a Lunaris clone of yourself in an unoccupied space you can see within 15 feet of you. This clone is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.

Your clone has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

When you take the Attack action on your turn, any attack you make with that action can originate from your space or the clone's space. You make this choice for each attack.

When a creature that you can see within 5 feet of your clone moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the clone's space.

You can summon a number of times equal to your Charisma modifier.

Lunar Herald’s Challenge: At 15th level, you gain the ability to place a bountiful lunamark on someone’s head after raising your sword for a challenge. As a bonus action, choose one creature you can see within 30 feet of you. The target is lunamarked for 1 minute. The lunamark disappears early if the target dies, you die, or you are incapacitated. Until then, you gain the following benefits:

* You gain a bonus to damage rolls against the lunamarked target. The bonus equals your proficiency bonus.
* Any attack roll you make against the lunamarked target is a critical hit on a roll of 19 or 20 on the d20.
* If the lunamarked target dies, you regain hit points equal to your Fighter  level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

## Tasogare Ryu - Tsukiyo-kami no Chōetsu

At 18th level, you have unlocked the full potential as Lord Tsukuyomi’s vessel and your mastery of the Lunar Disciplines reaches its peak. As a bonus action, you can now cast one spell of 5th level or lower without expending a spell slot once per short rest. Not only that, your Lunar Disciplines have gained additional benefits:

* **Blessing of Moonlight:** 1d8 radiant damage is changed to 1d12 radiant damage.
* **Midnight Ward:** The amount of damage reduced becomes 2d12 + the level of the expended spell slot.
* **Lunaris Juggernaut:** The Lunaris clone’s hit points are now your original hit points.
* **Evening Counter:** The additional damage is now doubled
	+ 1d4 > 1d8
	+ 1d6 > 1d12
	+ 1d10 > 1d20

* Moon Walk: You now teleport instead of leaping at a maximum of 60 ft.

You cannot use this feature again until you have finished a long rest.

Lunar Herald Exclusive Spells:

Rakugetsu Ryu - Gekkō Tsūji (月光通路 Moonbeam Passage)

5th Level Evocation Spell

* Casting Time: 2-7 Turns
* Range: 30-55 ft.
* Somatic ✅
* Duration: Instantaneous
* Concentration ✅
* Damage: 5d6 force damage + 1d6 for every turn passed

Description: You charge up your weapon with moon energy and release it as a beam of light. A line of radiant energy 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 5d6 force damage on a failed save, or half as much damage on a successful one. For every turn you charge the attack, the damage increases by 1d6 and the range extends by 5 ft up to a maximum of 5 turns.