The Lunar Sorcerery subclass can be found in Dragonlance Shadows of the Dragon Queen. Before the book’s release, I was looking forward to creating a moon-themed sorcerer similar to two of my other favorite classes the Twilight Cleric and the Circle of Stars Druid. Unfortunately, the Lunar Sorcerer does not really dig too much into a moon theme until level 14 and above.
Focusing on Twinning Spells for Lunar Sorcerer
What we do get, however, is a sorcerer subclass that provides an astounding amount of spell versatility and sets itself up nicely to be a well rounded character that can provide support, utility and a little bit of offensive firepower. While it is true that the lunar sorcerer gets a massive list of spells in the grand scheme of things, only about half of the spells are ones that a player might actually contemplate casting at some point in their adventurer’s career. The true power of this Lunar Sorcerer character build will come from the utilization of Metamagic, the Twinned feature in particular, and the 6th level ability that basically discounts our sorcery point cost for our spells.
Our Goals of this Build are to:
- Heavily utilize the Twinned Spell Metamagic
- Provide a well-rounded Sorcerer for support, utility and offense
- Multiclass one level of Twilight Cleric for Darkvision, Spells, Armor and Theme
- Provide a well rounded, powerful sorcerer
Lunar Sorcerer 5E Character Build
Character Sheet PDFs
The best levels to play a Lunar Sorcerer are Level 2, level 7, level 9, and level 16.
Lunar Embodiment gives us access to three spells at levels 1, 3, 5, 7, and 9 that we always have prepared and do not count towards our sorcerer’s known spells. Spells that can be Twinned by Metamagic are in green
|Sorcerer Level||Full Moon Spell||New Moon Spell||Crescent Moon Spell|
|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|
How do we use our phases of the moon in the Lunar Embodiment feature? To simplify, after a long rest we can select one of the three phases of the moon. Whichever we choose will give us one free casting of a corresponding 1st level spell.
Full Moon: Shield
New Moon: Ray of Sickness
Crescent Moon: Color Spray.
Strategy: If you are in a party full of tanks and front-line adventurers, I would recommend New Moon for a Ray of Sickness. Giving an enemy the poisoned condition when fighting against your friends.
I would go with Crescent Moon for Color Spray at lower levels if you have a decent Armor Class or if you are in campaign where combat is not as common.
For all other scenarios or if in doubt, always choose Full Moon. Shield is the best spell of the three and having a free use of it every day is a valuable resource.
This first level ability gives us the sacred flame cantrip and our saving throw for this is based on Charisma. Use this when stuck in melee combat or when two enemies are within 5 ft of each other. Otherwise, use one of the cantrips that utilize an attack roll as mentioned below.
Variant Human – Level 1 Metamagic Adept Feat
We will be selecting Human Variant so that we can select the Metamagic Feat so we can Twin our spells as early as Level 1. We will be selecting Twin and Quicken as our Metamagic and this gives us a pool of 2 sorcery points to begin our career. It should be noted that the two sorcery points received from this feat cannot be converted to spell slots when we gain the Font of Magic ability. The sorcery points from the Metamagic Adept feat can only be used to enhance our spells.
As a human we only receive +1/+1 ability score modifiers so let’s put them into Charisma and Wisdom. This will set Charisma up for the Fey Touched Feat at level 4. Perception is the best skill to select for its effectiveness and commonality.
Using a point buy system our ability scores will be as follows:
CON: 15 (14+1)
CHA: 16 (15+1)
We will want Charisma as our highest ability score and then prioritize Constitution and Wisdom. I elected to have a starting score of Wisdom 14 so that our dip in Cleric will net us 3 spells known. Constitution will be an extremely important ability score for us as it effects our concentration saving throws and our ability to maintain concentration if we get hit. Finally, I decided that a 12 in dexterity is decent for the +1 bonus. Besides, when we multiclass at level 2, we will have access to medium armor. So, a little bit of help there for our Armor Class and DEX based skills/saves.
Background and skills are not important for this character build so be sure to select backgrounds and skills that you fit your vision of your Lunar Sorcerer. For me, I have chosen the Acolyte background for backstory purposes and skills for my character build are as follows:
Acrobatics (Acolyte replacing Insight)
Feat Selection and Ability Score Improvements
Level 1: Metamagic Adept as previously mentioned
Level 5 (Sorcerer 4): Fey Touched +1 Charisma
Level 9 (Sorcerer 8): Ability Score Increase Charisma/Constitution +1
Level 13 (Sorcerer 12): Ability Score Increase Charisma +2
Alternate at Level 9 or 13: Replace one of the Ability Score Increases with the Lucky feat.
Spell Selections for Lunar Sorcerer
Here is a list of spells that I have selected for my Lunar Sorcerer build. Spells that we receive as “always known” can be found in the chart listed above in the Lunar Embodiment section. As a reminder, spells that can be Twinned by Metamagic are in green.
Our Level 6 Ability, Lunar Boons, separates our spells into phases of the moon by including two spell school types. Please note that the corresponding spell types listed here are the errata as printed on D&D Beyond. The printed copy of Dragonlance Shadows of the Dragon Queen has incorrect information and is a misprint.
- Full Moon: Abjuration and Divination
- New Moon: Enchantment and Necromancy
- Crescent Moon: Illusion and Transmutation
Toll the Dead (Sorcerer – Necromancy)
Mind Sliver (Sorcerer – Enchantment)
Mage Hand (Sorcerer – Conjuration)
Message (Sorcerer – Transmutation)
Guidance (Cleric – Divination)
Light (Cleric Evocation)
Spare the Dying (Cleric – Necromancy)
Minor Illusion (Sorcerer – Illusion)
1st Level Spells
Silvery Barbs (Sorcerer – Enchantment): One of the most powerful spells in the game. We can make an opponent reroll a critical hit on us or an ally or make them reroll a successful saving throw when we need them to fail.
Absorb Elements (Sorcerer – Abjuration)
Chromatic Orb (Sorcerer – Evocation)
Bless (Cleric – Enchantment)
Healing Word (Cleric – Evocation)
Protection from Evil and Good (Cleric – Abjuration)
Faerie Fire (Twilight Domain – Evocation)
Sleep (Twilight Domain – Enchantment)
Command (Fey Touched – Enchantment)
2nd Level Spells
Enhance Ability (Transmutation)
Spider Climb (Transmutation)
Misty Step (Conjuration)
3rd Level Spells
4th Level Spells
Greater Invisibility (Illusion)
That’s it from me for today, but before I go, I thought I would include information on what spells qualify to be used with our Twinned metamagic. Will you be playing a Lunar Sorcerer? What do you think of the subclass? Be sure to leave a comment below and watch the video on my YouTube channel for a detailed breakdown of character advancement from levels 1 through 9.
On to the next!
Twinned Metamagic Guide
In addition to information found in the Player’s Handbook, the Sage Advice Compendium offers additional RAW and RAI for the Twinned Metamagic. But, let’s summarize it here.
Can my sorcerer use Twinned Spell to affect a particular spell? You can use Twinned Spell on a spell that:
- targets only one creature
- doesn’t have a range of self
- is incapable of targeting more than one creature at the spell’s current level
If you know this rule yet are still unsure whether a particular spell qualifies for Twinned Spell, consult with your DM, who has the final say. If the two of you are curious about our design intent, here is the list of things that disqualify a spell for us:
- The spell has a range of self.
- The spell can target an object.
- The spell allows you to choose more than one creature to be affected by it, particularly at the level you’re casting the spell. Some spells increase their number of potential targets when you cast them at a higher level.
- The spell can force more than one creature to make a saving throw before the spell’s duration expires.
- The spell lets you make a roll of any kind that can affect more than one creature before the spell’s duration expires.
List of Spells that can be Twinned with Metamagic
- Chill Touch
- Guidance (Divine Soul)
- Mind Sliver
- Poison Spray
- Ray of Frost
- Sacred Flame
- Spare the Dying
- Shocking Grasp
- Toll the Dead
- Charm Person
- Chromatic Orb
- Cure Wounds
- Dissonant Whispers
- Guiding Bolt
- Healing Word
- Inflict Wounds
- Mage Armor
- Protection from Evil and Good
- Ray of Sickness
- Shield of Faith
- Tasha’s Hideous Laughter
- Witch Bolt
- Blindness/Deafness (2nd level)
- Crown of Madness
- Enhance Ability
- Hold Person
- Lesser Restoration
- Mind Spike
- Phantasmal Force
- Protection from Poison
- Spider Climb
- Tasha’s Mind Whip
- Vortex Warp
- Bestow Curse
- Enemies Abound
- Fast Friends
- Feign Death
- Fly (3rd level)
- Gaseous Form
- Intellect Fortress (3rd level)
- Protection from Energy
- Banishment (4th level)
- Charm Monster (4th level)
- Death Ward
- Dominate Beast
- Elemental Bane (4th level)
- Freedom of Movement
- Greater Invisibility
- Raulothim’s Psychic Lance
- Dominate Person
- Greater Restoration
- Hold Monster (5th level)
- Modify Memory
- Planar Binding
- Raise Dead
- Skill Empowerment
- Flesh to Stone
- Mental Prison
- True Seeing
- Finger of Death
- Power Word Pain
- Dominate Monster
- Power Word Stun
- Power Word Kill
- True Resurrection
- Wish (Replicating single target spell)