```metadata title: Revised Lunar Sorcery description: >- A revision of the Lunar Sorcery subclass originally appearing in Dragonlance: Shadow of the Dragon Queen, and a backported/revised version of the D&D 2024 spell Fount of Moonlight. tags: - sorcerer systems: - 5e renderer: V3 theme: 5ePHB ``` ### Lunar Sorcery (Revised) 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. On the world of Toril, the goddess Selûne uses the light of the moon to battle darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of that world's twelve (formerly thirteen) moons. You, or someone from your lineage, has been exposed to the concentrated magic of the moon(s) 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. Consult the Manifestations of Lunar Magic table, then choose or randomly determine how your connection to the moon manifests while you cast your sorcerer spells. ##### Manifestations of Lunar Magic | d4 |Manifestation| |:--:|:------------| | 1 | You glow with faint light that matches the color of a moon from your world. | | 2 | Your pupils shift in shape, matching the current phase of a moon from your world.| | 3 |Spectral manifestations of the moon (or moons) of your world orbit you.| | 4 | Your shadow is limned in faint light, as if it were a lunar body during a solar eclipse.| #### Lunar Embodiment When you gain this subclass at 1st level, and 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. You know additional spells associated with your lunar phase, 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. When you shift lunar phases, you forget the Lunar Spells of the previous phase you were in. ##### Lunar Spells | Level | Full Moon | New Moon | Crescent Moon | |:------------:|:--------:|:------:|:-----------:| | 1st |*guiding bolt*|*hex* |*longstrider* | 3rd |*moonbeam*|*blindness/deafness*|*Nystul’s magic aura*| | 5th |*beacon of hope*|*bestow curse*|*phantom steed*| | 7th |*fount of moonlight* |*shadow of Moil*|*hallucinatory terrain*| | 9th |*mass cure wounds*|*synaptic static* |*dream*| The *fount of moonlight* spell from the 2024 iteration of 5th Edition D&D is presented in revised form at the end of this document. While in your chosen phase, you can cast the 1st-level spell of that phase in the Lunar Spells table once with- \column out expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a short or long rest. #### Moon Fire You can call down the radiant light of the moon on command. You learn the *sacred flame* cantrip, which is a sorcerer cantrip for you but 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. #### Lunar Boons Starting at 6th level, lunar phases influence your metamagic. Each lunar phase is associated with spells of the following schools of magic: : **Full Moon.** Abjuration and evocation spells : **New Moon.** Enchantment and necromancy spells : **Crescent Moon**. Illustion and transmutation spells. : Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery 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. #### Waxing and Waning Also at 6th level, you gain greater control over the phases of your lunar magic. As a bonus action, you can spend 1 sorcery point to change your current Lunar Embodiment phase to a different one. You also can now cast the 1st-level spell of your current Lunar Embodiment phase without expending a spell slot twice before all uses are expended. #### Lunar Empowerment Starting at 14th level, the power of a lunar phase saturates your being. Whenever you choose a lunar phase to affect your magic, you also gain the following benefit associated with that phase: : **Full Moon.** You shed bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, you and creatures of your choice have advantage on Intelligence (Investigation) and Wisdom (Perception) checks while within the bright light you shed. You can snuff this light or relight it as an action. : **New Moon.** You have advantage on Dexterity (Stealth) checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you. : **Crescent Moon.** You have resistance to necrotic and radiant damage. {{wide
Revised Lunar Sorcery is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
}} \page #### Lunar Phenomenon Starting at 18th level, as a bonus action, you can tap into a special power of your current Lunar Embodiment phase. Alternatively, as part of the bonus action you take to change your lunar phase using the Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering: : **Full Moon.** 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 + your Charisma modifier hit points. : **New Moon.** 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. : **Crescent Moon.** 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. : 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 sorcery points to use it again. \column ### Backported & Revised Spell #### Fount of Moonlight *4th-level evocation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Concentration, up to 10 minutes **Classes:** :: Bard, Druid A cool light wreathes your body for the duration, emitting bright light in a 20-foot radius and dim light for an additional 20 feet. Until the spell ends, you have resistance to radiant damage, and your attacks againt creatures in the light deal an extra 2d6 radiant damage on hits. In addition, immediately after you take damage from a creature you can see within 60 feet of you, you can use your reaction to force the creature to make a Constitu-tion saving throw. On a failed save, the creature is blinded until the end of your next turn. ::: ![lunar sorcerer](https://media.dndbeyond.com/compendium-images/sotdq/kHXEUZ8D0saAJOvE/01-010.human-sorcerer.png) {width:350px,} {{artist,position:relative,top:670px,left:-400px,margin-bottom:-30px ##### Lunar Sorcerer © Wizards of the Coast LLC }} {{watercolor1,top:650px,left:70px,width:250px,background-color:#BBAD82,opacity:60%}} :::::::::::::::::::::::::::::::::: {{wide
Revised Lunar Sorcery is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
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