The moon is almost synonymous with magic itself. Countless cultures have revered its power over the tides, its influence on our mood, and the safety its light provides. As a Lunar Sorcery sorcerer, you can embody and channel the powers of this mysterious celestial body. Will you manifest the power of the full moon, weaving its moonlight into protective spells for yourself and allies? Do you align with the new moon and its empty night, casting spooky spells from the cover of darkness? Or will you embody the crescent moon instead, using your illusion and transmutation magic to embrace the moon’s history of unexplained and strange powers?
Click below for a guide on building your Lunar Sorcery sorcerer, the sorcerer subclass included in Dragonlance: Shadow of the Dragon Queen:
- Lunar Sorcery Origin Features
- Lunar Sorcery Compared to Other Sorcerer Subclasses
- Things to Keep in Mind
- Building a Lunar Sorcery Sorcerer
- Sample Build
Lunar Sorcery Origin Features
When you choose this subclass at 1st level, you can channel your magic through the power of the moon and its phases—Full Moon, New Moon, and Crescent Moon—unlocking different abilities and skill sets for each lunar phase.
- Lunar Embodiment (1st level): When you finish a long rest, you’ll choose what phase you wish to channel for that day’s magic. You’ll also be able to cast that phase’s 1st-level spell once daily without expending a spell slot. (Sorcerers of low level or with low Constitution might particularly appreciate the Full Moon’s shield spell!)
- Moon Fire (1st level): You can call down moonlight at will, learning the sacred flame cantrip and gaining the ability to cast it at two targets simultaneously if they are within 5 feet of each other. Few sorcerer spells deal radiant damage, so granting it to the sorcerer at 1st level (and as a free Twinned Spell under many circumstances!) expands your repertoire meaningfully.
- Lunar Boons (6th level): Each lunar phase is associated with two schools of magic. When you use Metamagic on a spell of a school of magic associated with your current lunar phase, you can reduce the sorcery points spent by 1. You can do this a number of times equal to your proficiency bonus. While it’s fun to use Quickened Spell for merely 1 sorcery point or Heightened for 2, it’ll feel extra nice to create “free” uses of the Metamagic features that only cost 1 sorcery point, such as Careful, Subtle, and Transmuted.
- Waxing and Waning (6th level): No longer must you limit yourself to one Lunar Embodiment phase per day. Now, you can shift your lunar phase by using your bonus action and spending 1 sorcery point. This is an excellent opportunity for players to get creative. Does your character change their lunar phase according to mood, weather, time of day, on a whim, or something else?
- Lunar Empowerment (14th level): As the power of your lunar phase permeates your being, you gain benefits associated with your current phase. The Full Moon sheds light, aiding yourself and allies within its illumination on Investigation and Perception checks. New Moons make for dark nights, granting advantage on Stealth checks and—if you are within darkness—attacks against you have disadvantage. The Crescent Moon bolsters your defenses with resistance against necrotic and radiant damage.
- Lunar Phenomenon (18th level): The power you channel from the moon’s energy reaches its peak. As a bonus action, you can unleash the full potential of your lunar phase. The Full Moon will blind your enemies while healing an ally; the New Moon damages enemies and reduces their movement while turning you invisible; and the Crescent Moon allows you to teleport yourself and one willing creature while granting you both resistance to all damage until the start of your next turn. Each phase’s Lunar Phenomenon can be used once per long rest, but you can spend 5 sorcery points to use any of them again.
Lunar Sorcery Compared to Other Sorcerer Subclasses
The Lunar sorcerer is a highly versatile subclass, granting more known spells than even the Aberrant Mind and Clockwork Soul subclasses. However, while the Lunar sorcerer gets 16 learned spells from their subclass, they cannot switch out any spells they don’t like. On the other hand, the Aberrant Mind and Clockwork Soul sorcerers receive 11 and 10 learned spells, respectively, that can be swapped for spells of certain schools of magic from several class’ spell lists. Whether you prefer more spells or limited access to other spell lists is a question of personal preference.
The Lunar sorcerer is highly adaptable. Need to shroud yourself in darkness? Hop into the New Moon phase. Heading into battle with the undead? Good thing you’re in your Crescent Moon phase. While picking a lunar phase once per day will work fine for most low-level characters, you’ll appreciate the ability to shift at the cost of a sorcery point and bonus action starting at 6th level. No other sorcerer subclass can really change its tune quite as quickly and effortlessly as Lunar Sorcery allows unless you count the Wild Magic sorcerer’s distinctly unpredictable method of "switching things up."
You’ll also notice that the Lunar sorcerer’s features are fairly forgiving regarding resource drain and action economy. Waxing and Waning allows you to change phases with a bonus action and 1 sorcery point, Lunar Empowerment stacks bonuses onto each phase without the need to expend resources, and Lunar Phenomenon’s ability can be triggered when you activate Waxing and Waning. (Keep this in mind when selecting your sorcerer’s spells and innate abilities, as you don’t want too much competition for your one bonus action per turn.) This impact on action economy aligns well with other sorcerer subclasses, but where Lunar Sorcery distinguishes itself is with its Lunar Boons feature, which essentially provides a limited-use pool of additional sorcery points. Though many subclasses provide cool features that cost your sorcery points, only the Lunar sorcerer offsets this cost directly.
Things to Keep in Mind
When running this subclass, you’ll want to become somewhat familiar with the various schools of magic, as well as the Lunar Spells table and how its spells correspond to the moon’s phases. Remember that your sorcerer can only reduce the Metamagic cost when casting spells of the schools of magic that correspond to your current lunar phase. Keeping this info handy is important to optimize your resources.
Lunar Sorcery contains an inherent internal conflict: While your spellcaster may be adaptable on the battlefield, their personality, alignment, and magic probably correspond more to one lunar phase than the others. You’ll likely be inclined to consider one phase “home base” because it matches your character’s disposition and style. Still, if you stay exclusively in this phase, you’re missing out on a significant portion of the subclass’ features. I like this dynamic and think it encourages the player to explore their sorcerer’s relationship with their own power, but it might not be every player’s style.
Lastly, remember to keep a couple sorcery points in reserve! You never know when you’ll need to quickly switch to a different lunar phase to grant an ally advantage on an Investigation check or give yourself resistance to necrotic or radiant damage.
Building a Lunar Sorcery Sorcerer
Ability Scores
Most full spellcasters like the sorcerer have it easy: Prioritize their spellcasting ability score first, then the ability scores that keep them alive at a close second. Sorcerers use their Charisma to fuel their magic, which represents their sense of willpower and innate strength of being. Constitution fuels your hit points and helps you maintain concentration on your spells. Dexterity increases your Armor Class and helps ensure you act first in battle.
If your lunar sorcerer strongly prefers one Lunar Embodiment phase over another, I might suggest slightly reprioritizing some of these ability scores:
- Sorcerers with the Crescent Moon’s affinity for illusions or the Full Moon’s focus on abjuration might increase their Intelligence so that they can more easily see through the illusions of their enemies (using the Investigation skill).
- Those who use the Full Moon to layer themselves in death ward and stand ready to cast shield may feel safe avoiding much investment into Constitution or Dexterity.
- Conversely, a sorcerer with the New Moon’s penchant for concentration spells may prioritize Constitution, and one with the New Moon’s gloomy nature may prioritize Dexterity to cast from the shadows.
Character Creation
Anybody can be a Lunar sorcerer, but I’ve collected some recommendations below for species and origins that I thought were thematically fitting.
- Custom Lineage: If your fantasy world has a lunar deity or cultural practices surrounding reverence for the moon, these customs likely spread across communities and species. Perhaps your character represents one of many unions between two bordering nations who share a worship of the moon.
- Hexblood (Lineage): Hexbloods are mortals touched by eldritch and otherworldly energy, usually that of a hag from fey lore. Hexblood magic has an inherent eeriness, pairing well with the moon’s associations with wild and unexplained mystical energies.
- Pallid Elf: The pallid elves come from Exandria, the world of Critical Role. These elves lived on a mountain plateau worshiping the Moonweaver before an evil deity sunk their home underground. There they remained for about a thousand years, turning “as pale as the surface of Exandria’s largest moon.” As a pallid elf, you’ll gain advantage on Investigation and Insight checks, and you’ll learn additional spells.
- Satyr: Hags can’t have all the fun. The moon is associated with hunting and reveling as much as gloom and doom, and satyrs represent a more mirthful side of the fey realm. Mechanically, satyrs share the hexblood’s status as a Fey creature type instead of Humanoid, meaning that spells like hold person won’t work on them—but spells like protection from evil and good will. In addition, satyrs enjoy Magic Resistance, granting a fittingly innate protection against magic.
- Shifter: If you’re considering a werewolf Lunar sorcerer but are concerned about some of the more obvious drawbacks, you may want to look to the shifter. Shifters are weretouched, descendants of full or partial lycanthropes, and their fully-shifted form is a humanoid bestial hybrid instead of a full beast. Unlike werewolves, they need not fear silver, and they need not fear the moon’s sway over their shapeshifting. How would your shifter character react to being so beholden, once again, to the moon’s phases?
Feats
Feats allow you to further customize your character. You can use them to add breadth and options to your spellcasting, specialize in a particular skill set, or shore up some vulnerabilities. Because Lunar sorcerers can wear a few different hats, I’ll suggest feats with various styles of play and party roles in mind.
- Eldritch Adept: Players can choose one from a list of the warlock’s Eldritch Invocations, granting a boon such as the ability to read all writing, see through magical darkness, or cast certain 1st-level spells without expending a spell slot. Lunar sorcerers engaged in espionage or intrigue might appreciate several of these options.
- Fey Touched or Shadow Touched: If your campaign and your character’s interpretation of the moon’s magic is wild or dark, these feats will probably feel like fun, thematically appropriate choices. They’re good opportunities to increase your Charisma and learn a couple of new spells, and sorcerers of any spellcasting style can benefit from them.
- Metamagic Adept: Once you reach 6th level and begin reducing the sorcery point cost of your Metamagic options, you’ll probably want to learn more. With Metamagic Adept, you can learn two additional Metamagic options and gain two additional sorcery points. So, if you want your sorcerer to do more sorcerer stuff, this feat helps you do precisely that.
- Telepathic: Lean into lunar magic’s otherworldly nature and listen in on other people’s thoughts. The Telepathic feat increases an ability score, allows you to speak telepathically with any creature within 60 feet of you, and grants you the detect thoughts spell.
- War Caster: Many sorcerers’ favorite spells, including several on the Lunar Spells table, require concentration. War Caster helps ensure that the spell slot you spent casting confusion won’t go to waste by giving you advantage on all Constitution saving throws made to maintain concentration. It also lets you cast certain spells as an opportunity attack, allowing sacred flame even more of a chance to shine.
Lunar Sorcery Sorcerer Sample Build
I’ve created a 14th-level Lunar sorcerer and linked it below. I decided to try to focus on one phase that would feel like home and make something of a character and campaign concept around that.
This sorcerer is a satyr illusionist and transmutationist, a member of a Faerie court engaged in classically complex and deadly fey politics. With this setting in mind, I selected Telepathic and Eldritch Adept as feats, choosing Eldritch Sight for the Invocation so that I can cast detect magic without expending a spell slot. He primarily embodies the Crescent Moon phase, using the Lunar Boons feature to cast five free Subtle Spells per day: mislead for espionage, skill empowerment before attempting a daring social maneuver, and maybe polymorph here and there just for fun. Now, if someone could get the man a barrier tattoo, he’ll be all set!
Making Your Own Sorcerer
Now that you have a better idea of how Lunar Sorcery works, you’ll have to consider some aspects of your character that aren’t represented by a number on your character sheet. For example, when did your sorcerer get their powers, and how do they feel about them? Are they a prophesied savior or the product of a complex ritual? Has their family worshiped the moon for generations, or does their culture adore the sun and consider this sorcery strange?
Once you’re ready to make your character, hop into D&D Beyond’s character builder and bring your Lunar sorcerer to life!
Damen Cook (@damen_joseph) is a lifelong fantasy reader, writer, and gamer. If he woke up tomorrow in Faerun, he would bolt through the nearest fey crossing and drink from every stream and eat fruit from every tree in the Feywild until he found that sweet, sweet wild magic.
This article was originally published on October 26, 2022, and was updated on February 14, 2023.
I have a private Divine Soul homebrew for players wanting to use it, here's the spell list I opted for (everybody gets the spells under All, and must pick one of Good, Law, Neutrality, Chaos or Evil):
Divine Spells
Can't publish it sadly as it's otherwise official. They're all Cleric list spells, so if you don't get all the ones you want, you can always take them as your normal picks.
When I was a teenager back in the Twentieth Century we played the Dungeons and Dragons Basic Edition Immortal set. Power Creep is when characters become so powerful they get boring to play. It was much more fun for us (not speaking about anyone else here) to play lower level lower powered characters. We had more fun finding solutions to problems, trying to talk our way out of situations than just blasting everything in sight. Also lower powered characters encourage diversity of characters. A thief becomes super important in a game with traps, locks, and scouting when they are the only class that can do those things. In 5e a fighter with a high dex stealth, thieves tools, and perception can do most of what an old DnD Basic Thief could do and they are a full fledged fighter. At high levels a Rogue can be a capable fighter, face, and scout. With the right equipment they can be a sniper as well.
Power Creep can also mean that you could safely eliminate most other classes and still win your games.
I usually break games down to Face, Medic, Artillerist (Blasting large crowds or walling them off), Scout, Engineer (pick locks defuse traps) , Tank, and Sniper. Some overlap is o.k. but if a single class can do all of those things with high enough levels and the right gear, you have a different type of game. There are fantasy games without classes, the characters simply develop the skill they want. I don't mind those games but for Dungeons and Dragons, I like the classes, I just think they should not do more that a few things well so each player gets to shine in one or two situations.
So when they get metamagic, could a lunar sorcerer use Twinned Spell with Moon Fire to cast sacred flame 4 times at once?
I'm absolutely fine with Loxodon Clerics. It's always good to address the elephant in the room.
I'm... I'm flabbergasted.
Sorcerers?
Celestial!?
Powers based on Lunar phases??
Like without the context of being the Wizards of Krynn this would just be a neat new subclass.
But the Magi of the Three Moons are true Arcanists, not Diviners despite the origin of wizardry in their world coming from Gods of Arcana. They're also explicit Wizards who prepare their magic daily rather than an innately powered individual limited in their ability to learn. The only direct affect the lunar phase part of Solinari, Lunitari and Nuitari have on their casters is the level of power (they allegedly become more powerful the more a given casters moon is waxed and weaker the opposite; like when all three are full one day a night and arcane magic is at its highest point for the year). The primary differences found between the Wizards is their robe coloring and alignment which alters the spells they can learn (with Renegades wholly ignoring this and even experimenting with how to fully reverse the effects of certain spells like Raistlin making a Life Drain spell into a Life Giving spell).
I just don't get the bungling here.
(Edit, as for people raising the Sorc v Wiz matter; Sorcerers DO exist in Dragonlance they just didn't come to proliferate until after the Defeat of Chaos but presumably existed in significantly smaller numbers before then; effectively they were similar to a Wild Sorc)
No, as the Moon Fire augmented sacred flame is a cantrip that targets more than one creature, so is not eligible for Twinned Spell.
I have always wanted something astrological other than the star druid, definately getting this subclass on here.
To every living being, and every living soul.
Now cometh the age of the stars. A thousand year voyage under the wisdom of the Moon
Here beginneth the chill night that encompasses all, reaching the great beyond. Into fear, doubt, and loneliness... As the path stretcheth into darkness.
Worries me that when you do the section comparing it to other sorcerer's, you only state how it's better. Having some downsides for all that power seems important, else it's just newer means better.
Yeah, I know. But given the power of this, L6 just seems too soon and L14 feels a bit late... but it would be better late than early, given the spells and powers of this new subclass.
But i'd rather have it Sorcerer than anything else.
TBH, I didn't even read through all the moon-phases powers because I'm very salty that gibbous was not included.
There are 8 schools of magic in DnD and 4 common phases of the moon: New, Crescent, Gibbous, Full, with both waxing and waning characteristics. Wax/wane is a total home-brew mechanic to add-in. But, if they are going to associate schools with crescent, new, and full, there should be corresponding attachments to gibbous.
But why...?
We need to strengthen the older sorcerer subclass
Do I understand correctly if the moon is full today then I can only use the full moon abilities? I think the 'open to interpretation of the DM' factor can leave this class cut in half to trash. I can see DMs now saying, "the moon isn't full today so how are you drawing power from the full moon" or "its day time out, so you cant draw power from the source, disadvantage during the day and normal at night" I hope its worded where interpretation is not even possible.
The downside of Lunar Sorcery compared to, say, Clockwork Soul, is that you can't swap the spells you've learned through these class features. If one class gains 10 terrible spells and 5 okay spells, and the other class gains 10 awesome spells, the second class is significantly better off.
" The downside of Lunar Sorcery compared to, say, Clockwork Soul, is that you can't swap the spells you've learned through these class features. If one class gains 10 terrible spells and 5 okay spells, and the other class gains 10 awesome spells, the second class is significantly better off."
-- Yup!
That's actually why I'm kind of in support of this. When Sorcery emerged in the 5th Age, it was exclusively Wild Magic. Which is why when the Gods returned Sorcery was frowned upon and sorcerers were viewed as renegades. Making the Lunar Sorcerer a thing retcons things in a way that allows people to play as Sorcerers Pre-Age of Mortals, without necessarily changing the fact that traditional Sorcery (Wild Magic) wasn't a thing until then. Making a sorcerer that uses the same type of magic as the wizards is kind of the only way to allow sorcerers to still be playable for any players who would prefer to play as a sorcerer instead of a wizard. The alternative is banning sorcerers outright and bumming certain players out.
On top of that, while I can agree that giving wizards their own subclass would have been something I would have want more, they did address this sort of with the new Mage of High Sorcery Background, despite not being exclusive to wizards.
Well. Maybe those into Dragonlance will find this subclass to be awesome and 100% on point, but... it feels like it's just a sloppy hodge-podge of effects to me, as someone completely unfamiliar with the source material. Maybe Dragonlance just couldn't realistically result in anything simple and straightforward so long as you tried to stick close to the source. If so, that's a bit disappointing. But... yeah, this doesn't sound like anything I'd ever want to play.
Wow so not only is it a super lame magical "blood line" but it also shits on the actually interesting subclasses :)
I feel like Waxing and Waning really neuters the concept, here, while making the subclass too flexible mechanically. What's the point of having a sorcerer that draws its power from a particular thing if the sorcerer eventually gets the ability to change what that thing is? And not at particularly high level, either? It's like the genie sorcerer being able to swap genie types at 6th level.
Also, yes, power creep. Poorly executed, Wizards.