Best Feats for Lunar Sorcerer 5e
by Prince Phantom
At time of writing, this is the most recently published subclass in 5e, and boy does it sure have a lot of words. Clockwork and Aberrant Sorcerers get 10 new spells that they can swap out at each level up, and we get a whopping 15, doubling the amount a normal Sorcerer gets, but we can’t swap them out at all. Looking at this list, I would definitely rather have 10 flexible options. There are good spells here. Shield, Dispel Magic, and Hold Monster are universally good to have, and Hallucinatory Terrain, Lesser Restoration, Alter Self, and Freedom of Movement are situational spells that you’ll appreciate having when you need them, but the rest of this list is full of stinkers. Telepathic Bond and Phantom Steed work well as ritual spells, but Sorcerers don’t get ritual casting. Ray of Sickness, Color Spray, Blindness/Deafness, Vampiric Touch, Confusion, and Mislead are all spells that you should probably never cast, even when you get a free casting of the first level spells.
The actual subclass abilities are both confusing to juggle and not that strong, as discounting one sorcery point from certain spells is much less powerful than you would think, 14th level is really underwhelming on all fronts, and 18th level isn’t much better. Still, these are a lot of words, meaning this subclass gets its power by quantity rather than quality. This does mean that this subclass ironically ends up playing as the most generic one of them all, doing standard Sorcerer things, just with a bloated spell list and some genuinely hard to keep track of abilities. This means feat selection will look pretty standard for us.
Best Feats for Lunar Sorcerer 5e
Fey Touched (Lv 4): Because 30 total spells wasn’t enough. Yeah I’m pretty greedy, I know, but since we can’t swap our any of our subclass spells, we will actually still feel very restricted when it comes to our normal Sorcerer selections. Grabbing Misty Step and Silvery Barbs, spells we likely wanted to take anyway, frees up our selections to take something else. Boosting our Charisma is great too.
Metamagic Adept (Lv 4): It feels really nice to grab this feat as a Sorcerer at such a low level, as going from four points to six will feel like a bigger jump than eight to ten or twelve to fourteen. This also lets us grab more metamagics, something we are starved for at low levels.
Telekinetic (Lv 8): Always a great option for a full caster lacking a bonus action, this feat synergizes very well with many area of effect spells such as Wall of Fire, allowing us to keep enemies in the area or push them back in for extra damage. Mage Hand and an increase to Charisma are great benefits as well.
Alert (Lv 8): Sorcerers get great control spells, and those are best used right at the start of combat before anyone on either side has moved. This feat helps us do that and gives some other nice benefits as well.
Inspiring Leader (Lv 12): This feat gives a huge amount of total temporary HP to the party, greatly increasing everyone’s durability. Don’t forget to use this on pets, familiars, summons, undead servants, and anything else that can understand your language as you are not limited on the number of times you can use this, just that a creature can’t benefit multiple times in a row. As always, temporary HP can’t stack so skip this if you’ve already got a source of mass temporary HP in the party.
Resilient Wisdom (Lv 12): Don’t neglect the most common type of mental save that can completely take you out of the combat, or worse, turn you on your allies. Try to start with a Wisdom of 11 or 13 so this bumps you up to a new modifier and raises your save bonus by a ton.
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