Sorcerer Origin: Moonsinger

by Zekus720

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Sorcerer Origin: Moonsinger

Eilistraee's Gift

While the Bladesong is something to be taught, the Moonsong calls to its user with visions and melodies. The Drow who grasp the meaning of these visions are moved to tears and awaken to Eilistraee's gift within them. Those who accept the calling become more driven to be their best selves, spreading kindness and joy everywhere they go. Molded by the Dark Maiden's will, Moonsingers are blessed with a greater affinity for swordplay and dance in addition to their magical prowess and pure silver hair.

The name Moonsong comes from the soothing melodies when a weapon is swung in wide arcs, followed by the user humming a tune in unison to their graceful footwork and swordplay.

In Drow societies who worship Lolth or Vhaeraun, Drow discovered to be Moonsingers are often exiled or executed for treason. In Eilistraeean societies, however, they are often admired and praised for their gift as they represent the will of the Dark Maiden. And rightly so, as Eilistraee's clergy hold onto ancient texts which mention of the first Moonsinger, Minolin Arkenlyl, personally blessed by the Dark Maiden herself to spread her religion to the world with song and dance.

Restriction: Drow Only

Only drow and half-elves with drow ancestry can choose the moonsinger sorcerous origin. Your DM can lift this restriction to better suit the campaign.

Training in Song and Dance

Starting when you choose this origin at 1st level, you gain proficiency in melee weapons with the versatile property. You can use Dexterity instead of Strength for the attack and damage rolls of these weapons.

Additionally, you are more deft in dodging oncoming attacks. When you aren't wearing armor, your AC equals 12 + your Dexterity modifier.

Finally, you also gain proficiency in the Performance skill if you don't already have it.

Moonsong

Starting at 1st level, you awaken the Drow magic within you called the Moonsong, provided you aren't wearing armor or using a shield. The humming of your weapon graces you with an enhanced focus on your footwork.

You can use a bonus action to start the Moonsong, which lasts for 1 minute. It ends early if you are incapacitated, if you don armor or a shield, or if you use two hands to make an attack with a weapon, unless that weapon is one you gained proficiency with when you chose this sorcerous origin. You can also dismiss the Moonsong at any time you choose (no action required).

While your Moonsong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Charisma Modifier (Minimum of 1).
  • Your movement speed increases by 10 feet and you are unaffected by difficult terrain.
  • If you move at least 30 feet without moving to the same space twice, you gain advantage on the next melee weapon attack you make.
  • Creatures have disadvantage on opportunity attacks against you.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Graceful Strokes and Footwork

Starting at 6th level, your footwork becomes more refined and your swordplay more precise. You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Additionally, you gain Expertise with the Performance skill.

Moonsong Encore

At 14th level, dance and swordplay has become as natural as breathing to you, allowing you to persevere and push your performance to its limits. While your Moonsong is active, your melee weapon attacks deals an additional 1d6 radiant damage.

Additionally, while your Moonsong is active, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Moondancer's Endless Waltz

At 18th level, your skills with dance and swordplay have become as legendary as The Dark Maiden's, you put on your very best performance for all to see! You learn the Otto's Irresistible Dance spell, which doesn't count against your number of sorcerer spells known. When you cast this spell, you can choose to spend 6 sorcery points to target up to 3 creatures instead of one.

Additionally, when you cast this spell while your Moonsong is active, you can make an additional melee weapon attack against the affected creature when you take the attack action.

Additional Variant Spellcasting

The additional features are for players who use a modified Sorcerer. A Tweaked Sorcerer would get the spells featured in Tweaked Sorcerer Origin Spells. If you are not using the Tweaked Sorcerer, The Optional Feature, Dark Maiden's Magic becomes available.

Tweaked Sorcerer Origin Spells

If you use Tweaked Sorcerer hombrew by u/SwordMeow, Moonsinger grants the following spells:

Sorcerer Level Spells
1st Magic Missile
3rd Misty Step
5th Spirit Shroud
7th Freedom of Movement
9th Steel Wind Strike
11th Mass Suggestion

Dark Maiden's Magic

You learn additional spells when you reach certain levels in this class, as shown on the Dark Maiden's Magic spell 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.

You learn additional spells when you reach certain levels in this class, as shown on the Dark Maiden's 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.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a Conjuration or Transmutation from the Druid and Wizard Spell list

Sorcerer Level Spells
1st Feather Fall, Magic Missile
3rd Moonbeam, Misty Step
5th Spirit Shroud, Water Walk
7th Freedom of Movement, Guardian of Nature
9th Tree Stride, Steel Wind Strike

Additional Metamagic

Initiative Spell

When you cast a spell with a range of self, you can spend 2 sorcery points to store the spell into a melee weapon on your person. The stored spell stays in your weapon for a number of hours equal to your Charisma modifier, after which the spell dissipates

The next time you roll for initiative before the spell dissipates, the spell immediately takes effect.

Martial Spell

When you cast an instantaneous spell of 1st-level or higher with a spell attack roll that does damage, you can spend sorcery points equal to the spell's level to make melee weapon attack rolls in place of your spell attack rolls. On a hit, the target suffers the weapon attack's normal effects and the spells normal effects.

When a ranged spell attack is affected in this way, it's range is 5 feet. If the spell also includes an AoE effect, it does not activate.

Additional Spells

Moonfire

Transmutation Cantrip (Bard, Druid, Cleric, Sorcerer, Wizard)


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

This spell creates a globe of moonlight the size of your hand that is attached to the caster's body, such as a hand or shoulder. It provides bright light in a 10 foot radius, and dim light for an additional 10 feet. The caster may choose to reduce the intensity, making the globe shed only dim light in a 10 foot radius. The color of the globe's light can be white, silver, blue-white, and soft green. Each round, as a bonus action, the caster may command the globe to move to any part of their body, or to move away from them, drifting up to 15 feet. As a part of the action, the shape of the globe can be changed to make it pass through openings of any size.

You can also attack with the globe, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the globe at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 radiant damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Moonfire Blade

Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 5 Feet
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: 1 Round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes engulfed in silver flame until the start of your next turn. If another creature attacks and hits the target before then, it takes an additional 1d6 Radiant damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d6 Radiant damage to the target on a hit, and the damage the target takes form another creature increases to 2d6. Both damage rolls increase by 1d6 at 11th level (2d6 and 3d6) and again at 17th level (3d6 and 4d6).

Credit (So Far)
  • Content created by Zekus720
  • Assisted by Neilspeterdejong,the people of Nilspeterdejong's Homebrew Discord Server, and my buddy Lucas.
  • Artwork Credit: Lucas Masseti. https://www.artstation.com/lucasma7 https://www.instagram.com/the_art_of_lucas/

Moonfire Missile

1st-Level Evocation (Druid, Sorcerer, Wizard)


  • Casting Time: 1 Action
  • Range: 60 Feet Feet
  • Components: V, S, M (Moonstone worth 50 GP)
  • Duration: Instantaneous

You raise your hand up to manifest a globe of silver-blue flames and you toss it at your target. Make a ranged spell attack roll against a target. On a hit, the target takes 4d4 radiant damage. On a miss, you can reroll the attack once against a creature within 15 feet of the original target.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Moonfire Orbs

2nd-Level Conjuration (Sorcerer, Wizard)


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (A mixture of moonstone or moonbar shards)
  • Duration: Concentration, up to 1 minute

Three 5-foot-diameter Orbs made of silver fire hover in unoccupied spaces of your choice within range and lasts for the duration. Any creature that ends it's turn within 15 feet of an orb must make a dexterity saving throw or take 2d4 Radiant damage, or half as much damage on a successful save as the orb homes in on the target. After an orb homes onto a creature in this way, it is expended and the spell ends once all orbs have been triggered.

As an action, you can move the orbs up to 20 feet. When you move the orbs, you can direct them over barriers up to 5 feet tall and allow it to hover in place over pits and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you create up to 4 orbs. A spell slot of 5th, 6th, and 7th level creates up to 5 orbs, and a spell slot of 8th and 9th creates up to 6 orbs.

Moonlight Pyres

3rd-Level Evocation (Sorcerer, Wizard)


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (Sculpted moonbar in the shape of a small flame piller)
  • Duration: Instantaneous

Four pyres of silver flames sprout from the earth at 4 points of your choice. The pyres are 5 feet wide and 20 feet high. Creatures in the space must make a dexterity saving throw or take 3d8 Radiant damage or half as much damage on a successful save. Creatures who failed their saving throw are also enveloped in a silver light which prevents them from turning invisible and gives them disadvantage on stealth checks to hide for 1 minute.

Alternatively, you can place all 4 pyres within 5 feet of each other to increase the damage dice to 3d12. All other effects apply normally.

 

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