Sorcerer: Moon Clan
A homebrew sorcerer subclass by DragonZaid.
Unlike the other Fremennik tribes, those born to the Moon Clan posses particularly potent innate magic. This clan isolated themselves from the rest of the Fremennik after the God Wars of the Third Age, developing their magical skills into some of the greatest on Gielinor. Trained sorcerers of this origin are masters of telepathy, telekinesis, and Lunar Magic, a branch of magical study that focuses primarily on non-hostile effects. The most learned of these mages are also capable of visiting the Dream World, a bizarre realm that exists within one's own mind.
Lunar Magic
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 | Spells |
|---|---|
| 1st | faerie fire, unseen servant |
| 3rd | lesser restoration, moonbeam |
| 5th | create food and water, sending |
| 7th | divination, fabricate |
| 9th | dream, telepathic bond |
Telekinesis
At 1st level, you can telekinetically manipulate small objects around you. As an action, choose an object you can see within 30 feet that weighs no more than 10 pounds and isn't being worn or carried by a creature. You move the object up to 30 feet, and can allow it to hover in place. You lose control of the object if it is ever more than 30 feet away from you or if you choose to manipulate a different object. The object can be moved against your will if something exerts more than 10 pounds of force on it.
Telepathy
Also at 1st level, you have the ability to communicate with others using your mind. You can telepathically speak to any creature you can see within 30 feet of you, though they gain no ability to telepathically speak in return.
Levitation
At 6th level, you've mastered the Moon Clan's ability to continuously levitate. You gain a flying speed equal to your walking speed and can hover. This levitation is limited; if you fly more than 15 feet above the ground, cross a gap wider than 15 feet, or end your turn while more than 5 feet in the air, you fall if nothing else is holding you aloft.
Dream Mentoring
At 14th level, you are able to gain useful knowledge and skills from your visits to the Dream World. When you finish a short or long rest, you can choose one skill or tool and one saving throw. You gain proficiency in the chosen options until you use this feature again to choose a different one. If you already had proficiency in any of your choices, you double your proficiency bonus for that choice instead.
Rend Through Nightmare
At 18th level, you can trap other creatures in dangerous pockets of the Dream World. Using an action, choose a creature you can see within 30 feet. The creature must make a Wisdom saving throw. On a failure, the creature falls unconscious for 1 minute, its mind entering the Dream World. While in this state, the creature cannot be roused by anything in the real world around it. The creature is bombarded by the hostile environments and twisted abominations of the Dream World, taking 4d8 psychic damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect early on a success. Upon exiting the Dream World, the creature temporarily gains 2 levels of exhaustion until the end of its next turn. If the creature succeeds on the initial saving throw, it suffers the exhaustion and no further effects.
Once you use this feature, you can't use it again until you finish a short or long rest.
