Lunar Sorcery Sorcerer

Lunar Embodiment

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 Full Moon Spells New Moon Spells Crescent Moon Spells
1st Shield Ray of Sickness Color Spray
3rd Lesser Restoration Blindness/Deafness Alter Self
5th Dispel Magic Vampiric Touch Phantom Steed
7th Death Ward Confusion Hallucinatory Terrain
9th Rary's Telepathic Bond Hold Monster Mislead

Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase 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.

Class Features

Feature Description
Moon Fire At 1st level, you learn the Sacred Flame spell, which doesn't count against your known sorcerer cantrips. When casting Sacred Flame, you can target one creature as normal or target two creatures within 5 feet of each other.
Lunar Boons At 6th level, your Lunar Embodiment phase grants benefits to your Metamagic feature based on the associated schools of magic: Full Moon (Abjuration & Divination), New Moon (Enchantment & Necromancy), Crescent Moon (Illusion & Transmutation). Using Metamagic on these spells reduces the sorcery point cost by 1 (minimum 0), usable a number of times equal to your proficiency bonus per long rest.
Waxing and Waning At 6th level, as a bonus action, you can spend 1 sorcery point to change your current Lunar Embodiment phase. You can now cast one 1st-level spell from each lunar phase of the Lunar Spells table once per long rest.
Lunar Empowerment At 14th level, each Lunar Embodiment phase grants a passive benefit:
  • Full Moon: Emit bright light (10 ft.) and dim light (10 ft.) as a bonus action. Allies in your light have advantage on Investigation and Perception checks.
  • New Moon: Gain advantage on Stealth checks. Attack rolls against you have disadvantage while you are entirely in darkness.
  • Crescent Moon: Gain resistance to necrotic and radiant damage.
Lunar Phenomenon At 18th level, as a bonus action, you can unleash a powerful effect based on your Lunar Embodiment phase. Alternatively, when changing phases using Waxing and Waning, you can activate the new phase's effect immediately.
  • Full Moon: Emit moonlight, forcing creatures of your choice within 30 feet to make a Constitution saving throw or be blinded until the end of their next turn. One chosen creature regains 3d8 hit points.
  • New Moon: Emit darkness, forcing creatures of your choice within 30 feet to make a Dexterity saving throw or take 3d10 necrotic damage and have their speed reduced to 0 until the end of their next turn. You become invisible until your next turn or until you attack or cast a spell.
  • Crescent Moon: Instantly teleport up to 60 feet to an unoccupied space. You can bring one willing creature within 5 feet, teleporting them to an unoccupied space within 5 feet of your destination. Both you and the creature gain resistance to all damage until the start of your next turn.
Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.