Lunar Sorcery: D&D 2024 Optimisation Guide for 2014 Subclass

Analysing the 5e (2014) subclass with the new 5.5e (2024) rules.

D&D 2024 was built to be backwards compatible with the original 5th edition rules and character options. This means that any character options from the 2014 rules that haven’t been updated to the latest revision, are able to be used in your games. Because of this, I’m going back over old subclass options yet to be updated for D&D 2024 and analysing and evaluating them against the 2024 rules.

Lunar sorcerers have gained their magic from the influence of the moon. On many worlds, the moon is an important source of magic (there are also subclasses for the circle of the moon and the college of the moon) but this is of greatest import for the 3 moons of Krynn (the world of the Dragonlance setting). It is from the Dragonlance setting that lunar sorcery primarily gets it’s inspiration, in fact, it’s from the Dragonlance book, Shadows of the Dragon Queen, that we get this subclass.

With this subclass, you can expect a complex web of shifting lunar phases that increase the amount of metamagic you can use, provide bonus action damage and grant some out of combat utility.

I’ve taken a deep dive into the capabilities and tactics of this sorcerer as well as how to create an optimised build.

  • Powerful spellcasting class with enhanced spells
  • Makes a capable party face
  • Adaptable spellcaster
  • Can use metamagic more regularly than most sorcerers.

4/5 – More uses of metamagic are the main attraction for the lunar sorcerer along with an enhanced, damage dealing cantrip. This comes with a complicated web of options and considerations that requires switching your lunar phase around and carefully selecting spells and metamagic options. If you revel in something a bit more advanced, lunar sorcery can be very potent but this is not a subclass for beginners.

Sorcerer DND 2024
Human sorcerer: Wizards of the Coast

In the 2024 rules, subclasses became streamlined so that all subclasses start at level 3. In the 2014 rules, sorcerers received their subclass at level 1. This means a couple of tweaks to the features causing level 1 features to be gained at level 3 and spells gained at level 1 to now also be gained at level 3.

Lunar embodiment (Lv3) – 2/5

Sorcerer LevelFull Moon SpellsNew Moon SpellsCrescent Moon Spells
3rdShield, lesser restorationRay of sickness, blindness/deafnessColor spray, alter self
5thDispel magicVampiric touchPhantom steed
7thDeath wardConfusionHallucinatory terrain
9thRary’s telepathic bondHold monsterMislead

I’ve updated the original spell list table to account for the changes for 2024 sorcerers. The main thing is you have 3 sets of changeable spells you can have known, but each set only has 1 spell per level whereas 2024 subclasses have 2 spells per level. The question is which is better?

Planning ahead in D&D can often be difficult as you don’t always know what’s coming. Personally, I’d prefer 2 spells per level than 1 per level with a changeable set of 3 lists.

The other challenge here is that most of the best spells arrive at level 3 spread across the 3 lists, but only 1 list is any good after that (full moon). I’d also argue that where a changeable list can be strong is when you have clear use cases for different lists like stealth, damage healing etc allowing you to fashion your spellcaster around certain needs. Unfortunately, these spell lists lack much in the way of a clear tactical approach.

There is one advantage the lunar sorcerer has here though. They get a free casting of 1 of these level 1 spells each long rest. This is more impactful in the 2014 rules when these spells arrive at level 1, but it’s still a bonus.

Overall though, while there are a few decent spells, this list is weak compared to other sorcerer subclasses in D&D 2024.

Moon fire (Lv3) – 4/5

Knowing sacred flame is decent, but it’s an average cantrip. However, you can effectively double its damage dealing by targeting creatures next to each other. There are limits to how much you can use this and who against (the targets must be within 5ft of one another) but this is a strong damage boost, especially for sorcerers using quickened spell which will let you cast a levelled spells with your bonus action leaving your action free for a cantrip like this.

Lunar boons (Lv6) – 5/5

Less sorcery points used is a big buff as you can be using metamagic far more often as a result. The challenge is making your spells fit the spell school, which will change with your changing spell list from lunar embodiment.

You’ll want to fashion both your spell list and your metamagic options around this to really maximise its use. For example, if you plan on using true strike and banishment a lot, you might want the full moon lunar embodiment and to take heightened, twinned and seeking spell as metamagic options.

Alternatively, the new moon lunar embodiment will get you the likes of mind sliver, enemies abound, eyebite and synaptic static. You can pair these with heightened spell and careful spell.

For the crescent moon lunar embodiment, you’ll get a lot of stealth spells like alter self and greater invisibility so may want to take subtle spell. You can also cause plenty of saving throws through the likes of blindness/deafness, fear and hypnotic pattern so might want to use heightened spell for these.

Which is best is tricky and may depend on your circumstances, but this definitely gives you more reason to switch your lunar embodiment around more. But there’s only so much you can do to combine spells known with metamagic and your lunar embodiment, but the more you can do this, the more you can use your quite potent metamagic options.

I think this is better in D&D 2024 as metamagic options like heightened and seeking spell now require less sorcery points, so you can use seeking spell without using any sorcery points.

Waxing and waning (Lv6) – 3/5

Easier switching of your lunar embodiment is great, especially with the benefits of lunar boons. It will cost a sorcery point, but you are saving these too. I’d still try not to switch too often, but this can end up saving you sorcery points overall if used wisely. A couple more potential 1st level spell castings is handy, though only if you’re switching your lunar embodiment around.

Lunar empowerment (Lv14) – 3/5

A few different benefits depending on your lunar embodiment. Stealthy sorcerers might want to use new moon, you can help out with scouting with full moon and crescent moon is a good default for the extra resilience.

I’m not sure it’s worth fashioning your lunar embodiment too much for these. Your spells and reduced metamagic options are more important, but these are OK buffs and give you a bit more utility.

Lunar phenomenon (Lv18) – 4/5

A bunch of powerful effects you can use. All of them accomplish the effect of helping you become safe when surrounded (important for a sorcerer). They do this in different ways like blinding enemies, making you invisible and enemies immobile or teleporting. They’re all pretty good. If you want to be getting out of danger, new and crescent moons will do this more reliably, but if you want to disable a lot of enemies for a round, full will be best for this.

I do think this is more of an emergency feature than one you’ll gain regular use from. Especially with the 5 sorcery points requirement for an additional use.

It is, but it’s also very complicated, at least if you want to maximise its capabilities. Knowing which lunar embodiment to choose at which moment is complex. You’ve got to think about the spells known, spell school, out of combat abilities, your lunar phenomenon and the metamagic options you have available.

Fortunately, whichever lunar embodiment you use will likely have good uses somewhere for you, but planning your options can be a complex web of considerations.

The subclass is strong though, and if used well, you can be blasting off spells that are consistently enhanced with metamagic alongside a bunch of other benefits.

Elf sorcerer casting a spell
Elf sorcerer: Wizards of the Coast

Building an optimised lunar sorcerer isn’t much different from building any other sorcerer. You’ll want to focus a lot on spellcasting acumen, may want to consider some durability features and can hone in on their face skills.

Below I’ve compiled a load of advice for each of your lunar sorcerer’s character options.

Ability scores

Recommended options

  • Charisma: Your most important ability score. You’ll need this for casting spells. It also enhances some of your metamagic options and can be used for face skills too.
  • Dexterity: You’re light on AC with no armor options available as standard so a decent dexterity will be important for a decent AC. This includes if you take mage armor or the lightly armoured feat.
  • Constitution: With the lowest hit dice in the game, you’ll need all the hit points you can grab. Constitution will help here. It’ll also help when you need to maintain concentration on spells.

Options to avoid

  • Strength: Dump, you’ve got no use for strength.
  • Wisdom: Only useful for some skills and saving throws.
  • Intelligence: You don’t need intelligence, you cast spells with your charisma.
Ability scorePoint BuyStandard Array
Strength810
Dexterity1514
Constitution1513
Intelligence88
Wisdom812
Charisma1515

Skills

Recommended options

  • Deception: Important face skill, especially if your party often gets in sticky situations.
  • Insight: Your intelligence may not be high, but if you’re going to be the party face, you might want this to be decent.
  • Intimidation: Less important than your other face skills, but still a decent option.
  • Persuasion: Your most important face skill.

Species/race

As a potent spellcaster but also a fairly vulnerable character, you’ll want a species that helps with the following:

  • Resilience: This could come in the form of more hit points, but also in being more evasive like through flight or teleportation.
  • Damage dealing: Often, you’ll be tasked with dealing big damage with enhanced spells. Anything that can aid this will be handy.
  • Innate spellcasting: More spell options is always handy, and you could get some free uses too.

Recommended options

  • Aasimar (2024): Damage resistances as well as some light healing for recovering allies are both solid. But you’re mainly here for temporary flight which can keep you out of melee range of most creatures so a handy safety feature.
  • Changeling (2024): If you want to lean heavily into being a party face, this will give you a couple of face skills, advantage on charisma checks and the ability to shapeshift. One of the best species for a party face.
  • Elf (2024): An extra skill and darkvision are both helpful. You’re mainly here for the innate spellcasting though. High Elf is a good option for misty step and an extra cantrip (toll the dead is a great choice you don’t get naturally). Drow is good for buffs and debuffs with the likes of faerie fire and darkness.
  • Gnome (2024): Extra magic resilience is great as you’ll undoubtedly be the target of some spells. Minor illusion and speak with animals are better options than the Rock Gnome has, especially as a charisma-focused character (you may need to get persuasive with some beasts).
  • Human (2024): An extra skill can help round out your face skills. You can also pick up another origin feat. Something like tough is handy as it’s available with backgrounds that don’t work well for a sorcerer. The consistent supply of heroic inspiration is helpful as well.
  • Tiefling (2024): 4 extra spells known is mainly what you’re after here. I’d favour the infernal legacy.

Backgrounds

Backgrounds are much more important now with D&D 2024 with ability score increases, origin feats and skills all now linked to your background.

For a sorcerer, I’d prioritise charisma and then one of dexterity or constitution with the below being your best options:

NameAbility scoresOrigin featSkill proficienciesTool proficiency
CharlatanDexterity, constitution, charismaSkilledDeception, sleight of handForgery kit
EntertainerStrength, dexterity, charismaMusicianAcrobatics, performanceOne kind of musical instrument
Flaming fist mercenary (HoF)Strength, constitution, charismaToughIntimidation, perceptionSmith’s tools
Genie touched (HoF)Dexterity, wisdom, charismaMagic initiate (wizard)Perception, persuasionGlassblower’s tools
MerchantConstitution, intelligence, charismaLuckyAnimal handling, persuasionNavigator’s tools
Rashemi wanderer (HoF)Strength, constitution, charismaToughIntimidation, perceptionCartographer’a tools
Spellfire initiate (HoF)Constitution, intelligence, charismaSpellfire sparkArcana, perceptionOne kind of gaming set
WayfarerDexterity, wisdom, charismaLuckyInsight, stealthThieves’ tools

Feats

For a full analysis of every single feat in D&D 2024 and how good they are for a sorcerer, you can read my sorcerer feat guide. Below I’ve picked out some of the better options you can choose.

Origin feats

I’d say the below are your best origin feats for a lunar sorcerer:

  • Alert: Unless you’re using careful spell, you may find it useful to take your turn early in combat before those pesky martials get in the way of your AoE spells. It also gives you a chance to thin the herd early on.
  • Lucky: Advantage on d20 tests and disadvantage on your aggressors is universally useful.
  • Magic initiate: Grab some extra spells known from another spell list.
  • Musician: A generally excellent origin feat for helping your allies out with some heroic inspiration (kind of like a slightly better lucky, you give to your friends).
  • Spellfire spark (HoF): Extra damage through casting a bonus action cantrips. This doesn’t require the use of sorcery points to do and won’t interfere with casting levelled spells with your action. This combines nicely with moon fire allowing you to use the benefits of moon fire with a bonus action. You could even do this twice in a turn while using spellfire spark.
  • Tough: Really valuable extra hit points for a class lacking so much in durability.

General feats

  • Actor: Can be a good option for a party face if you want to do a lot of impersonations.
  • Fey touched: Misty step is great for staying safe. Plus you get more spells known. You can read my fey-touched guide for more advice.
  • Genie magic: An extra spell casting from any level 1 sorcerer spell is quite nice, especially as you can adapt which one to your current needs. This scales nicely too, allowing you to upcast the spell at later levels.
  • Inspiring leader: Temporary hit points after every rest for your whole party is very handy. You can combine this with the aid spell too which increases hit point maximum so can combine with temporary hit points for a hefty hit point boost! Just make sure you’re increasing your charisma for this feat.
  • Lightly armored: If you don’t want to keep spending spell slots on mage armor, then you could invest in this, especially as studded leather and a shield will give you better AC than mage armor.
  • Mage slayer: Great for disrupting mages and gives you something similar to legendary resistance.
  • Ritual caster: If you’re lacking a wizard, you might want to consider this for a bunch of utility spells you often can’t afford to invest in otherwise (like find familiar or detect magic). You can check out my full guide to ritual casting for more tips.
  • Shadow touched: Invisibility and an illusion spell are great for a caster class.
  • Skill expert – Get really good at a face skill, scouting skill or any other skills.
  • Spell sniper: Great for bypassing cover and getting some extra range on your spells.
  • Spellfire adept (HoF): You have a few radiant spells in your repertoire so can easily get the extra damage and may want to bypass resistances too.
  • War caster: Great for better concentration and it stacks with constitution proficiency.

Weapons

Really, the only reason to go with weapons over spells is if you happen to be caught in an anti magic field, a silence spell or something similar. Grab a light crossbow and dagger just in case. In fact, you may just want to use that light crossbow for the casting of true strike which is one of your better cantrips.

It’s possible at early levels, with a decent dexterity, that a light crossbow might slightly outperform your cantrips (unless you’ve taken true strike). By level 5 though, your cantrips will definitely be outperforming any weapons and with metamagic and innate sorcery, you might hit that point earlier anyway.

Armor

You don’t have any armor proficiency, but if you do want to buff your AC, the mage armor spell is a great option. You can also grab the lightly armoured feat for light armor and shield proficiency which is preferable, but takes resource away from ability score improvements and other feats.

Not sure a lunar sorcerer is for you. Not to worry. Why not check out one of our other D&D 2024 class and subclass guides.

Published by Ben Lawrance

Ben is an experienced dungeon master and player who's been immersed in the D&D universe since he was a teenager over 20 years ago. Ben is the creator of Dungeon Mister and when he's not writing about D&D, Ben loves creating fiendish puzzles and devious dungeons for his players. He's an especially big fan of the Ravenloft and Dragonlance settings.

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