Base Class: Sorcerer
Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.
On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world’s three moons, the White Moon of Solinari, the Black Moon of Nuitari, and the Red Moon of Lunitari.
You or someone from your lineage has been exposed to the concentrated magic of the moons of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells—perhaps making your pupils glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.
Lunar Fire
3rd-Level Lunar Sorcery Feature
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.
You learn the Faerie Fire and Moonbeam spell. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Lunar Embodiment
3rd-Level Lunar Sorcery Feature
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.
| SORCERER LEVEL | WHITE MOON OF SOLINARI SPELLS | BLACK MOON OF NUITARI SPELLS | RED MOON OF LUNITARI SPELLS |
|---|---|---|---|
| 3rd | identify, shield | cause fear, hex | disguise self, jump |
| 3rd | pass without trace, see invisibility | blindness/deafness, hold person | enhance ability, invisibility |
| 5th | dispel magic | speak with dead | phantom steed |
| 7th | banishment | shadow of moil | greater invisibility |
| 9th | Rary’s telepathic bond | hold monster | passwall |
After finishing a long rest, you can choose what lunar deity manifests its power through your magic: the White Moon of Solinari, the Black Moon of Nuitari, or the Red Moon of Lunitari. While focusing on that moon, you can cast the associated 1st-level spells of the associated moon 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.
Ritual Casting
You can cast a Lunar spell as a ritual if that spell has the ritual tag and it is within the expanded spell list of your Lunar Embodiment.
Lunar Secrets
3rd-Level Lunar Sorcery Feature
At 3rd level, you channel power from your Lunar Embodiment as it reveals magical secrets within you. You gain an additional feature within each Lunar Embodiment at 6th, 10th level, and 14th level.
Improved Illusions
Prerequisite: 3rd-level sorcerer, The Red Moon of Lunitari Lunar Embodiment
You can cast Illusion spells without providing Verbal components, and if an Illusion spell you cast has a range of 10+ feet, the range increases by 60 feet.
You also know the Minor Illusion cantrip. If you already know it, you learn a different Sorcerer cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. You can create both a sound and an image with a single casting of Minor Illusion, and you can cast it as a Bonus Action.
Hypnotic Gaze
Prerequisite: 3rd-level sorcerer, The Black Moon of Nuitari Lunar Embodiment
When you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your sorcerer spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
Arcane Ward
Prerequisite: 3rd-level sorcerer, The White Moon of Solinari Lunar Embodiment
You can weave magic around yourself for protection. When you cast an Abjuration spell with a spell slot, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a Long Rest. The ward has a Hit Point maximum equal to twice your Sorcerer level plus your Charisma modifier. Whenever you take damage, the ward takes the damage instead, and if you have any Resistances or Vulnerabilities, apply them before reducing the ward’s Hit Points. If the damage reduces the ward to 0 Hit Points, you take any remaining damage. While the ward has 0 Hit Points, it can’t absorb damage, but its magic remains.
Whenever you cast an Abjuration spell with a spell slot, the ward regains a number of Hit Points equal to twice the level of the spell slot. Alternatively, as a Bonus Action, you can expend a spell slot, and the ward regains a number of Hit Points equal to twice the level of the spell slot expended.
Once you create the ward, you can’t create it again until you finish a Long Rest.
Phantasmal Creatures
Prerequisite: 6th-level sorcerer, The Red Moon of Lunitari Lunar Embodiment
You always have the Summon Beast and Summon Shadowspawn spells prepared. Whenever you cast either spell, you can change its school to Illusion, which causes the summoned creature to appear spectral. You can cast the Illusion version of each spell without expending a spell slot, but casting it without a slot halves the creature’s Hit Points. Once you cast either spell without a spell slot, you must finish a Long Rest before you can cast the spell in that way again.
Instinctive Charm
Prerequisite: 6th-level sorcerer, The Black Moon of Nuitari Lunar Embodiment
When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.
Projected Ward
Prerequisite: 6th-level sorcerer, The White Moon of Solinari Lunar Embodiment
When a creature that you can see within 30 feet of yourself takes damage, you can take a Reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 Hit Points, the warded creature takes any remaining damage. If that creature has any Resistances or Vulnerabilities, apply them before reducing the ward’s Hit Points.
Illusory Self
Prerequisite: 10th-level sorcerer, The Red Moon of Lunitari Lunar Embodiment
When a creature hits you with an attack roll, you can take a Reaction to interpose an illusory duplicate of yourself between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
Once you use this feature, you can’t use it again until you finish a Short rest or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).
Split Enchantment
Prerequisite: 10th-level sorcerer, The Black Moon of Nuitari Lunar Embodiment
When you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
Spell Breaker
Prerequisite: 10th-level sorcerer, The White Moon of Solinari Lunar Embodiment
You always have the Counterspell and Dispel Magic spells prepared. In addition, you can cast Dispel Magic as a Bonus Action, and you can add your Proficiency Bonus to its ability check.
When you cast either spell with a spell slot, that slot isn’t expended if the spell fails to stop a spell.
Avatar of Lunitari - Illusory Reality
Prerequisite:14th-level sorcerer, The Red Moon of Nuitari Lunar Embodiment
You have learned to weave shadow magic into your illusions to give them a semi-reality. When you cast an Illusion spell with a spell slot, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a Bonus Action while the spell is ongoing. The object remains real for 1 minute, during which it can’t deal damage or give any conditions. For example, you can create an illusion of a bridge over a chasm and then make it real and cross it.
Avatar of Nuitari - Command Undead
Prerequisite: 14th-level sorcerer, The Black Moon of Nuitari Lunar Embodiment
You can use magic to bring undead under your control, even those created by other mages. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your sorcerer spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Avatar of Solinari - Spell Resistance
Prerequisite: 14th-level sorcerer, The White Moon of Solinari Lunar Embodiment
You have Advantage on saving throws against spells, and you have Resistance to the damage of spells.
Lunar Boons
6th-Level Lunar Sorcery Feature
The current Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment is associated with certain schools of magic, as shown here:
The White Moon of Solinari. Abjuration and Divination spells
The Black Moon of Nuitari. Enchantment and Necromancy spells
The Red Moon of Lunitari. Illusion and Transmutation spells
Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment, you can reduce the spell points spent by 1 (minimum 0). You can reduce the spell 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.
Lunar Cycles
6th-Level Lunar Sorcery Feature
You gain greater control over the Lunar Embodiment of your lunar magic. As a bonus action, you can spend 1 spell point to change your current Lunar Embodiment to a different one.
Lunar Empowerment
14th-Level Lunar Sorcery Feature
The power of a lunar moon saturates your being. While you are in a Lunar Embodiment, you also gain the following benefit associated with that moon:
The Black Moon of Nuitari
Prerequisite: 14th-level sorcerer, The Black Moon of Nuitari Lunar Embodiment
You have advantage on Dexterity (Stealth) checks. In addition, while you are in darkness, you are Invisible to any creature that relies on Darkvision to see you in that darkness.
The Red Moon of Lunitari
Prerequisite: 14th-level sorcerer, The Red Moon of Lunitari Lunar Embodiment
You have resistance to necrotic and radiant damage.
The White Moon of Solinari
Prerequisite: 14th-level sorcerer, The White Moon of Solinari Lunar Embodiment
You can use a bonus action to shed bright light in a 10-foot radius and dim light for an additional 10 feet or to douse the light. In addition, you and creatures of your choice have advantage on Intelligence (Investigation) and Wisdom (Perception) checks while within the bright light you shed.
Lunar Phenomenon
18th-Level Lunar Sorcery Feature
As a bonus action, you can tap into a special power of your current Lunar Embodiment. Alternatively, as part of the bonus action you take to change your Lunar Embodiment using the Lunar Cycle feature, you can immediately use the power of the lunar moon you are channelling.
Once you use one of these bonus action benefits, you can’t use that benefit again until you finish a long rest, unless you spend 5 spell points to use it again.
The Black Moon of Nuitari
Prerequisite: 18th-level sorcerer, The Black Moon of Nuitari Lunar Embodiment
You momentarily emanate gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 3d10 necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become Invisible until the end of your next turn, or until immediately after you make an attack roll or cast a spell.
The Red Moon of Lunitari
Prerequisite: 18th-level sorcerer, The Red Moon of Lunitari Lunar Embodiment
You can magically teleport to an unoccupied space you can see within 60 feet of yourself. You can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice that you can see within 5 feet of your destination space. In addition, you and that creature gain resistance to all damage until the start of your next turn.
The White Moon of Solinari
Prerequisite: 18th-level sorcerer, The White Moon of Solinari Lunar Embodiment
You radiate moonlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn. In addition, one creature of your choice in that area regains 3d8 hit points.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/21/2025 11:43:56 PM
|
331
|
182
|
Subclass Details
|
Coming Soon
|
Comments