Pathfinder 2 Sorcerer Class
Key Ability Charisma - At 1st level, your class gives you an ability boost to Charisma.
Hit Points 6 + Con Modifier - You increase your maximum number of HP by this number at 1st level and every level thereafter.
During Combat Encounters...
You use spells to injure your enemies, influence their minds, and hamper their movements. You might be too vulnerable to get into melee combat, or your bloodline might give you abilities that help you hold your own in a brawl. While your magic is powerful, to conserve your best spells—or when you’ve used them all up—you also rely on cantrips.
During Social Encounters...
Your natural charisma makes you good at interacting with people.
While Exploring...
You detect the magic around you, finding treasures and warning your adventuring group of magical traps. When the group encounters mysteries or problems related to your bloodline, you try to solve them.
In Downtime...
You craft magic items or scribe scrolls. Your bloodline might drive you to research your ancestry or associate with affiliated people or creatures.
You Might...
- Have a strong independent streak, and whether you embrace or reject your magical heritage, you long to distinguish yourself both as a spellcaster and as an individual.
- View your lineage with fascination, fear, or something in between—anything from wholehearted acceptance to vehement rejection.
- Rely on magic items, such as scrolls and wands, to supplement your limited selection of spells.
Others Probably...
- Marvel at your ability to create magic from thin air and view your abilities with equal parts admiration and mistrust.
- Consider you less dedicated than studious wizards, devoted clerics, and other practitioners of magic, since power comes to you naturally.
- Assume you’re as unpredictable as the magic you bring forth, even if your personality proves otherwise.
Table: Sorcerer Advancement | |||
---|---|---|---|
Level | Class Features | ||
1 | Ancestry and background, bloodline, initial proficiencies, sorcerer spellcasting, spell repertoire | ||
2 | Skill feat, sorcerer feat | ||
3 | 2nd-level spells, general feat, signature spells, skill increase | ||
4 | Skill feat, sorcerer feat | ||
5 | 3rd-level spells, ability boosts, ancestry feat, magical fortitude, skill increase | ||
6 | Skill feat, sorcerer feat | ||
7 | 4th-level spells, expert spellcaster, general feat, skill increase | ||
8 | Skill feat, sorcerer feat | ||
9 | 5th-level spells, ancestry feat, lightning reflexes, skill increase | ||
10 | Ability boosts, skill feat, sorcerer feat | ||
11 | 6th-level spells, alertness, general feat, simple weapon expertise, skill increase | ||
12 | Skill feat, sorcerer feat | ||
13 | 7th-level spells, ancestry feat, defensive robes, skill increase, weapon specialization | ||
14 | Skill feat, sorcerer feat | ||
15 | 8th-level spells, ability boosts, general feat, master spellcaster, skill increase | ||
16 | Skill feat, sorcerer feat | ||
17 | 9th-level spells, ancestry feat, skill increase | ||
18 | Skill feat, sorcerer feat | ||
19 | Bloodline paragon, general feat, legendary spellcaster, skill increase | ||
20 | Ability boosts, skill feat, sorcerer feat |
Class Features
You gain these abilities as a Sorcerer. Abilities gained at higher levels list the levels at which you gain them next to the features’ names.
Ancestry and Background
In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.
Initial Proficiencies
At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted in at the start of this class.
Bloodline
Choose a bloodline that gives you your spellcasting talent. This choice determines the type of spells you cast and the spell list you choose them from, additional spells you learn, and additional trained skills. You also gain Focus Points and special focus spells based on your bloodline. The bloodlines presented in this book are as follows.
Aberrant: A strange and unknowable influence gives you occult spells.
Angelic: Holy grace bestows divine spells upon you.
Demonic: A sinful corruption gives you divine spells.
Diabolic: A bond with devils gives you divine spells.
Draconic: The blood of dragons grants you arcane spells.
Elemental: The power of the elements manifests in you as primal spells.
Fey: Influence from the fey gives you primal spells.
Hag: The blight of a hag has given you occult spells.
Imperial: An ancient power grants you arcane spells.
Undead: The touch of death gives you divine spells.
See Bloodlines for more information.
The Blessed and the Damned
Many bloodlines are tied to certain types of creatures, and the reputations of those creatures might color how people see you. If you have the blood of demons, people might fear you; conversely, people of good faiths might assume your angelic blood puts you on their side. These preconceptions aren’t necessarily true, and you can certainly use demonic or infernal powers to do good. Having a bloodline tied to creatures of a certain alignment doesn’t have any effect on your own alignment unless you want it to; your magic is disconnected from its source. That said, many sorcerers seek out creatures or organizations associated with their bloodlines, which can expose them to these forces’ influences.
Sorcerer Spellcasting
Your bloodline provides you with incredible magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells on page 302). Because you’re a sorcerer, you can usually replace material components with somatic components, so you don’t need to use a spell component pouch.
Each day, you can cast up to three 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.
As you increase in level as a sorcerer, your number of spells per day increases, as does the highest level of spells you can cast, as shown at Table: Sorcerer Spells per Day.
Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier. Details on calculating these statistics appear on page 447
Heightening Spells
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels (page 299). The signature spells class feature lets you heighten certain spells freely.
Cantrips
A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest level of spell you can cast as a sorcerer. For example, as a 1st- level sorcerer, your cantrips are 1st-level spells, and as a 5th-level sorcerer, your cantrips are 3rd-level spells.
Your Level | Cantrips | Spell Level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th | ||
1 | 5 | 3 | — | — | — | — | — | — | — | — | — |
2 | 5 | 4 | — | — | — | — | — | — | — | — | — |
3 | 5 | 4 | 3 | — | — | — | — | — | — | — | — |
4 | 5 | 4 | 4 | — | — | — | — | — | — | — | — |
5 | 5 | 4 | 4 | 3 | — | — | — | — | — | — | — |
6 | 5 | 4 | 4 | 4 | — | — | — | — | — | — | — |
7 | 5 | 4 | 4 | 4 | 3 | — | — | — | — | — | — |
8 | 5 | 4 | 4 | 4 | 4 | — | — | — | — | — | — |
9 | 5 | 4 | 4 | 4 | 4 | 3 | — | — | — | — | — |
10 | 5 | 4 | 4 | 4 | 4 | 4 | — | — | — | — | — |
11 | 5 | 4 | 4 | 4 | 4 | 4 | 3 | — | — | — | — |
12 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | — | — | — | — |
13 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | — | — | — |
14 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | — | — | — |
15 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | — | — |
16 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | — | — |
17 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | — |
18 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | — |
19 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 1* |
20 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 1* |
* The bloodline paragon class feature gives you a 10th-level spell slot that works a bit differently from other spell slots. |
Spell Repertoire
The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table: Sorcerer Spells per Day), you add a spell of the same level to your spell repertoire. When you gain access to a new level of spells, your first new spell is always your bloodline spell, but you can choose the other spells you gain. At 2nd level, you select another 1st-level spell; at 3rd level, you gain a new bloodline spell and two other 2nd-level spells, and so on. When you add spells, you might choose a higher-level version of a spell you already have so that you can cast a heightened version of that spell.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn’t give you another spell slot, and vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip, but you can’t swap out bloodline spells. You can also swap out spells by retraining during downtime (page 481).
Skill Feats [Level 2]
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
Sorcerer Feats [Level 2]
At 2nd level and every even-numbered level, you gain a sorcerer class feat.
General Feats [Level 3]
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.
Signature Spells [Level 3]
You’ve learned to cast some of your spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.
Skill Increases
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.
At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.
Ability Boosts [Level 5]
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats [Level 5]
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry.
Magical Fortitude [Level 5]
Magical power has improved your body’s resiliency. Your proficiency rank for Fortitude saves increases to expert.
Expert Spellcaster [Level 7]
Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline’s tradition increase to expert.
Lightning Reflexes [Level 9]
Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.
Alertness [Level 11]
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
Simple Weapon Expertise [Level 11]
Training and magic improved your weapon technique. Your proficiency rank for simple weapons increases to expert.
Defensive Robes [Level 13]
The flow of magic and your defensive training combine to help you get out of the way before an attack. Your proficiency rank in unarmored defense increases to expert.
Weapon Specialization [Level 13]
You’ve learned to inflict grave wounds with your practiced weapons. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.
Master Spellcaster [Level 15]
You have achieved mastery over the magic in your blood. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline’s tradition increase to master.
Bloodline Paragon [Level 19]
You have perfected the magic in your bloodline. Add two common 10th-level spells of your tradition to your repertoire. You gain a single 10th-level spell slot you can use to cast these spells, using sorcerer spellcasting. Unlike other spell slots, you don’t gain more 10th-level spells as you level up, and they can’t be used for abilities that let you cast spells without expending spell slots or abilities that give you more spell slots. You can take the Bloodline Perfection sorcerer feat to gain a second slot.
Legendary Spellcaster [Level 19]
You demonstrate prodigious talent for spellcasting. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline’s tradition increase to legendary.
Bloodlines
Choose your bloodline, the source of your power. It has a major influence on your abilities, determining your spell list, the tradition of spells you cast, and two trained skills.
Bloodline Spells
Your bloodline grants you bloodline spells, special spells unique to your lineage. Bloodline spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity. Unlike other characters, you don’t need to do anything specific to Refocus, as the power of the blood flowing through your veins naturally replenishes your focus pool.
Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules are on page 300.
Reading a Bloodline Entry
A bloodline entry contains the following information.
Spell List You use this magical tradition and spell list.
Bloodline Skills You become trained in the listed skills.
Granted Spells You automatically add the spells listed here to your spell repertoire, in addition to those you gain through sorcerer spellcasting. At 1st level, you gain a cantrip and a 1st-level spell. You learn the other spells on the list as soon as you gain the ability to cast sorcerer spells of that level.
Bloodline Spells You automatically gain the initial bloodline spell at 1st level and can gain more by selecting the Advanced Bloodline and Greater Bloodline feats.
Blood Magic Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. If the blood magic offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell’s initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell level refer to the level of the spell you cast.
Aberrant Bloodline
Something speaks to you from beyond the stars or below the earth. Ancient and unknowable, this alien influence presses against your mind.
Spell List occult (page 311)
Bloodline Skills Intimidation, Occultism
Granted Spells cantrip: daze; 1st: spider sting; 2nd: touch of idiocy; 3rd: vampiric touch; 4th: confusion; 5th: black tentacles; 6th: feeblemind; 7th: warp mind; 8th: uncontrollable dance; 9th: unfathomable song
Bloodline Spells initial: tentacular limbs; advanced: aberrant whispers; greater: unusual anatomy
Blood Magic Aberrant whispers shield one target’s mind or your own, granting a +2 status bonus to Will saving throws for 1 round.
Angelic Bloodline
One of your forebears hailed from a celestial realm, or your ancestors’ devotion led to their lineage being blessed.
Spell List divine (page 309)
Bloodline Skills Diplomacy, Religion
Granted Spells cantrip: light; 1st: heal; 2nd: spiritual weapon; 3rd: searing light; 4th: divine wrath; 5th: flame strike; 6th: blade barrier; 7th: divine decree; 8th: divine aura; 9th: foresight
Bloodline Spells initial: angelic halo; advanced: angelic wings; greater: celestial brand
Blood Magic An angelic aura protects you or one target, granting a +1 status bonus to saving throws for 1 round.
Demonic Bloodline
Demons debase all they touch. One of your ancestors fell victim to their corruption, and you are burdened by that sin.
Spell List divine (page 309)
Bloodline Skills Intimidation, Religion
Granted Spells cantrip: acid splash; 1st: fear; 2nd: enlarge; 3rd: slow; 4th: divine wrath; 5th: Abyssal plague; 6th: disintegrate; 7th: divine decree; 8th: divine aura; 9th: implosion
Bloodline Spells initial: glutton’s jaws; advanced: swamp of sloth; greater: Abyssal wrath
Blood Magic The corruption of sin weakens a target’s defenses or makes you more imposing. Either a target takes a –1 status penalty to AC for 1 round, or you gain a +1 status bonus to Intimidation checks for 1 round.
Diabolic Bloodline
Devils are evil with a silver tongue, and one of your ancestors dallied in darkness or made an infernal pact.
Spell List divine (page 309)
Bloodline Skills Deception, Religion
Granted Spells cantrip: produce flame; 1st: charm; 2nd: flaming sphere; 3rd: enthrall; 4th: suggestion; 5th: crushing despair; 6th: true seeing; 7th: divine decree; 8th: divine aura; 9th: meteor swarm
Bloodline Spells initial: diabolic edict; advanced: embrace the pit; greater: hellfire plume
Blood Magic Hellfire scorches a target or fills your tongue with lies. Either a target takes 1 fire damage per spell level (if the spell already deals initial fire damage, combine this with the spell’s initial damage before determining weaknesses and resistances), or you gain a +1 status bonus to Deception checks for 1 round.
Draconic Bloodline
The blood of dragons flows through your veins. These beasts are both fearsome in combat and skilled at magic.
Spell List arcane (page 307)
Bloodline Skills Arcana, Intimidation
Granted Spells cantrip: shield; 1st: true strike; 2nd: resist energy; 3rd: haste; 4th: spell immunity; 5th: chromatic wall; 6th: dragon form; 7th: mask of terror; 8th: prismatic wall; 9th: overwhelming presence
Bloodline Spells initial: dragon claws; advanced: dragon breath; greater: dragon wings
Blood Magic Draconic scales grow briefly on you or one target, granting a +1 status bonus to AC for 1 round.
Dragon Type
At 1st level, choose the type of dragon that influenced your bloodline. You can’t change your dragon type later. This affects how some of your bloodline spells function. The good metallic dragons and their damage types are brass (fire), bronze (electricity), copper (acid), gold (fire), and silver (cold). The evil chromatic dragons and their damage types are black (acid), blue (electricity), green (poison), red (fire), and white (cold).
Elemental Bloodline
A genie ancestor or some other elemental influence has imbued your blood with primal fury, affecting how the bloodline spells and granted spells marked with an asterisk (*), as well as your blood magic, function.
Spell List primal (page 314)
Bloodline Skills Intimidation, Nature
Granted Spells cantrip: produce flame*; 1st: burning hands*; 2nd: resist energy; 3rd: fireball*; 4th: freedom of movement; 5th: elemental form; 6th: repulsion; 7th: energy aegis; 8th: prismatic wall; 9th: storm of vengeance
Bloodline Spells initial: elemental toss*; advanced: elemental motion; greater: elemental blast*
Blood Magic Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a targettakes1damageperspelllevel.Thedamageisbludgeoning or fire, according to your elemental type (see below). If the spell already deals that type of damage, combine it with the spell’s initial damage before determining weaknesses and resistances.
Elemental Type
At 1st level, choose the type of elemental that influenced your bloodline: air, earth, fire, or water. If your element is air, you buffet your foes with powerful winds; if it’s earth, you toss huge chunks of rock; if it’s fire, you incinerate your foes with flame; and if it’s water, you inundate your foes with torrents of water. For fire, all marked spells deal fire damage. For other elements, they deal bludgeoning damage. You also add the trait of the element you chose.
Fey Bloodline
Fey whimsy or a tryst in a moonlit grove put the bewitching magic of the First World into your family’s bloodline.
Spell List primal (page 314)
Bloodline Skills Deception, Nature
Granted Spells cantrip: ghost sound; 1st: charm; 2nd: hideous laughter; 3rd: enthrall; 4th: suggestion; 5th: cloak of colors; 6th: mislead; 7th: visions of danger; 8th: uncontrollable dance; 9th: resplendent mansion
Bloodline Spells initial: faerie dust; advanced: fey disappearance; greater: fey glamour
Blood Magic Colorful fey glamours dance around you or one target, causing them to be concealed for 1 round. Such obvious concealment can’t be used to Hide.
Hag Bloodline
A hag long ago cursed your family, or you are a descendant of a hag or changeling, and their accursed corruption infests your blood and soul.
Spell List occult (page 311)
Bloodline Skills Deception, Occultism
Granted Spells cantrip: daze; 1st: illusory disguise; 2nd: touch of idiocy; 3rd: blindness; 4th: outcast’s curse; 5th: mariner’s curse; 6th: baleful polymorph; 7th: warp mind; 8th: spiritual epidemic; 9th: nature’s enmity
Bloodline Spells initial: jealous hex; advanced: horrific visage; greater: you’re mine
Blood Magic Spiteful curses punish your foes. The first creature that deals damage to you before the end of your next turn takes 2 mental damage per spell level and must attempt a basic Will save.
Imperial Bloodline
One of your ancestors was a mortal who mastered magic. Such magical blood can remain latent for generations, but in you it manifested in full.
Spell List arcane (page 307)
Bloodline Skills Arcana, Society
Granted Spells cantrip: detect magic; 1st: magic missile; 2nd: dispel magic; 3rd: haste; 4th: dimension door; 5th: prying eye; 6th: disintegrate; 7th: prismatic spray; 8th: maze; 9th: prismatic sphere
Bloodline Spells initial: ancestral memories; advanced: extend spell; greater: arcane countermeasure
Blood Magic A surge of ancestral memories grants you or one target a +1 status bonus to skill checks for 1 round.
Undead Bloodline
The touch of undeath runs through your blood. Your family tree might contain powerful undead, like a vampire, or perhaps you died and returned a bit different.
Spell List divine (page 309)
Bloodline Skills Intimidation, Religion
Granted Spells cantrip: chill touch; 1st: harm; 2nd: false life; 3rd: bind undead; 4th: talking corpse; 5th: cloudkill; 6th: vampiric exsanguination; 7th: finger of death; 8th: horrid wilting; 9th: wail of the banshee
Bloodline Spells initial: touch of undeath; advanced: drain life; greater: grasping grave
Blood Magic Necromantic energy flows through you or one target. Either you gain temporary Hit Points equal to the spell’s level for 1 round, or a target takes 1 negative damage per spell level (if the spell already deals initial negative damage, combine this with the spell’s initial damage before determining weaknesses and resistances).
Sorcerer Feats
At every level that you gain a Sorcerer feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.
Trigger A creature casts a spell that you have in your repertoire.
Requirements You have an unexpended spell slot you could use to cast the triggering spell.
When a foe Casts a Spell you know and you can see its manifestations, you can use your own magic to disrupt it. You expend one of your spell slots to counter the triggering creature’s casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, natural, or occult).
Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level.
An animal serves you and assists your spellcasting. You gain a familiar.
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
You better understand the basic power of your bloodline. Add two additional cantrips from your spell list to your repertoire.
Prerequisites a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.
Prerequisites bloodline that grants arcane spells
Your arcane legacy grants you an exceptional aptitude for intellectual and academic pursuits. You become trained in one skill of your choice. Additionally, you keep a book of arcane spells similar to a wizard’s spellbook. You add all the spells in your spell repertoire to this book for free, and you can add additional arcane spells to the book by paying the appropriate cost and using your Arcana skill, similarly to how a wizard can Learn Spells to add those spells to his spellbook.
During your daily preparations, choose any one spell from your book of arcane spells. If it isn’t in your spell repertoire, add it to your spell repertoire until the next time you prepare. If it’s already in your spell repertoire, add it as an additional signature spell for that day.
Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip spell.
You siphon the residual energy from the last spell you cast into one weapon you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.
- Abjuration force damage
- Conjuration or Transmutation the same type as the weapon
- Divination, Enchantment, or Illusion mental damage
- Evocation a type the spell dealt, or force damage if the spell didn’t deal damage
- Necromancy negative damage
Prerequisites bloodline that grants divine spells
The divine might provided by your bloodline flows through you. You gain an additional spell slot of your highest level, which you can use only to cast your choice of heal or harm. You can cast either of these spells using that spell slot, even if they aren’t in your spell repertoire.
Prerequisites bloodline that grants occult spells
Glimpses of the obscure secrets of the universe loan you power. You become trained in one skill of your choice. Additionally, once per day, you can spend 1 minute to choose one mental occult spell you don’t know and add it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later).
Prerequisites bloodline that grants primal spells
You can call upon the creatures of the wild for aid. You gain an additional spell slot of your highest level, which you can use only to cast summon animal or summon plants and fungi. You can cast either of these spells using that spell slot, even if it they aren’t in your spell repertoire.
Prerequisites bloodline spell
You have studied your bloodline to learn the secrets of its magic. You gain the advanced bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1.
You are confident in your spellcasting technique, and you are more easily able to retain your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
Your magical blood makes you more resistant to magic. You gain a +1 status bonus to saving throws against spells and magical effects.
Odd interactions in your bloodline provide you with unexpected spells. You can have one spell in your spell repertoire from a tradition other than the one that matches your bloodline. You cast that spell as a spell from your bloodline’s tradition. You can swap which spell you add and from which tradition as you could any other sorcerer spell, but you can’t have more than one spell from another tradition in your spell repertoire at the same time using this feat.
Prerequisites bloodline spell
Further communion with the legacy of your bloodline has uncovered greater secrets. You gain the greater bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1.
You alter your spells to overcome resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.
Frequency once per day
In a mentally strenuous process, you modify your casting of a spell to take less time. If your next action is to cast a sorcerer cantrip or a sorcerer spell that is at least 2 levels lower than the highest level sorcerer spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action).
Prerequisites bloodline spell
Your focus recovers faster. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.
You have a literal sixth sense for magic. You can sense the presence of magic auras as though you were always using a 1st-level detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.
Prerequisites dispel magic in your spell repertoire
You weave dispelling energy into a spell, sending both effects at a foe. If your next action is to cast a single-target spell against a creature, and you either hit the foe with the spell attack roll or the foe fails its saving throw, you can cast dispel magic on the foe as a free action, expending a spell slot as normal and targeting one spell effect affecting the foe.
Prerequisites Counterspell
When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell’s effect back on its caster. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.
Trigger Your turn begins
You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active sorcerer spells.
Prerequisites Arcane Evolution or Occult Evolution
Your bloodline’s deep connection to mental essence greatly enhances your spell repertoire. Add one spell to your spell repertoire for each spell level you can cast.
Prerequisites Divine Evolution or Primal Evolution
Vital power surges through you like a font of energy. Twice per day, you can cast a spell after you’ve run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels.
Prerequisites Bloodline Focus
Your blood’s power replenishes your focus. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.
Prerequisites Crossblooded Evolution
Your bloodline is extraordinarily complex. You can have up to three spells from other traditions in your spell repertoire, rather than just one. These spells must each be of a different spell level, but they don’t need to be from the same tradition.
Frequency once per minute
Your inborn magical nature lets you redirect ambient energies to fuel your spells. If your next action is to Cast a Spell of 5th level or lower that has no duration, you don’t expend the spell’s slot when you cast it.
Prerequisites bloodline paragon
You command the ultimate powers of your bloodline and tradition. You gain an additional 10th-level spell slot.
Altering your spells doesn’t take any longer than casting them normally. You can use metamagic single actions as free actions..
Sorcerer Focus Spells
Cast [1 to 3 Actions] verbal
Area 5-foot emanation or more
Targets each foe in the area
Saving Throw Will
Duration 1 round
You utter phrases in an unknown tongue, assaulting the minds of those nearby. Each target must attempt a Will save. Regardless of the result of its save, each target is then temporarily immune for 1 minute. You can increase the number of actions it takes to Cast the Spell (to a maximum of 3 actions total). For each additional action, increase the emanation’s radius by 5 feet, to a maximum of 10 extra feet for 3 actions.
Success The target is unaffected.
Failure The target is stupefied 2.
Critical Failure The target is confused.
Heightened (+3) The initial radius increases by 5 feet.
Cast [2 Actions] somatic, verbal
Area 60-foot cone
Saving Throw basic Reflex
Saving Throw basic ReflexYou evoke the energy of an Abyssal realm. The damage types of the spell (one energy and one physical) are based on the result of rolling on the table below.
1d4 | Realm | Manifestation | Damage Type |
---|---|---|---|
1 | Skies | Bolts of lightning and flying debris | Bludgeoning and electricity |
2 | Depths | Acid and demonic shells | Acid and slashing |
3 | Frozen | Frigid air and ice | Bludgeoning and cold |
4 | Volcanic | Jagged volcanic rocks and magma | Fire and piercing |
Heightened (+1) The damage for each type increases by 1d6.
Cast [1 Action] verbal
Duration 1 minute
The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell’s duration, use the lower proficiency modifier.
Heightened (6th) You temporarily become an expert in the skill you choose.
Cast [1 Action] verbal
Area 15-foot emanation
Duration 1 minute
You gain an angelic halo with an aura that increases allies’ healing from the heal spell. Heal spells gain a +2 status bonus to Hit Points healed to your allies in the area.
Heightened (+1) The status bonus increases by 2.
Cast [2 Actions] somatic, verbal
Duration 3 rounds
Wings of pure light spread out from your back, granting you a fly Speed equal to your Speed. Your wings cast bright light in a 30-foot radius. When this spell’s duration would end, if you’re still flying, you float to the ground, as feather fall.
Heightened (5th) The duration increases to 1 minute.
Cast [Reaction] somatic
Trigger A creature within range that you can see Casts a Spell.
Range 120 feet
Targets the spell cast by the triggering creature
You undermine the target spell, making it easier to defend against. You reduce the spell’s level by 1, and targets of the spell gain a +2 status bonus to any saving throws, skill checks, AC, or DC against it.
You can’t reduce the spell’s level below its minimum. For example, a 5th-level cone of cold would remain 5th-level, but a 5th-level fireball would become 4th-level. Targets still gain all the other benefits, even if you don’t reduce the spell’s level.
Cast [1 Action] somatic
Range 30 feet
Targets 1 evil creature
Duration 1 round
A blazing symbol appears on the target, marking it for divine justice. You and your allies receive a +1 status bonus to your attack rolls and skill checks against it. Anytime a good creature damages it, the good creature deals an additional 1d4 good damage. The target is then temporarily immune for 1 minute.
Heightened (+2) The good damage increases by 1.
Cast [1 Action] verbal
Range 30 feet
Targets 1 willing living creature
Duration 1 round
You issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. It gains a +1 status bonus to attack rolls and skill checks related to performing the task. If it refuses to perform the task you proclaimed, it instead takes a –1 status penalty to all its attack rolls and skill checks.
Cast [2 Actions] somatic, verbal
Area 30-foot cone or 60-foot line originating from you
Saving Throw basic Reflex or Fortitude
You spew energy from your mouth, dealing 5d6 damage. The area, damage type, and save depend on the dragon type in your bloodline.
Dragon Type | Area and Damage Type | Saving Throw |
---|---|---|
Black or copper | 60-foot line of acid | Reflex |
Blue or bronze | 60-foot line of electricity | Reflex |
Brass | 60-foot line of fire | Reflex |
Green | 30-foot cone of poison | Fortitude |
Gold or red | 30-foot cone of fire | Reflex |
Silver or white | 30-foot cone of cold | Reflex |
Heightened (+1) The damage increases by 2d6.
Cast [1 Action] verbal
Duration 1 minute
Vicious claws grow from your fingers. They are finesse unarmed attacks that deal 1d4 slashing damage and 1d6 extra damage of a type determined by the dragon in your bloodline (see the table in dragon breath). Your scales from blood magic glow with faint energy, giving you resistance 5 to the same damage type.
Heightened (5th) The extra damage increases to 2d6, and the resistance increases to 10.
Heightened (9th) The extra damage increases to 3d6, and the resistance increases to 15.
Cast [2 Actions] somatic, verbal
Duration 1 minute
Leathery wings sprout from your back, giving you a fly Speed of 60 feet or your Speed, whichever is faster. When this spell’s duration would end, if you’re still flying, you float to the ground, as feather fall. You can increase the Focus Point cost by 1 to gain the effects of dragon claws as long as the wings last.
Heightened (8th) The duration increases to 10 minutes.
Cast [1 Action] somatic
Range 30 feet
Targets 1 creature
Saving Throw basic Fortitude
You close your hand and pull life energy from another creature into yourself. This deals 3d4 negative damage; the target must attempt a basic Fortitude save. You gain temporary Hit Points equal to the damage the target takes, after resolving its save and applying your blood magic if applicable. If the target’s Hit Points were lower than the damage you dealt, you gain temporary Hit Points equal to their remaining Hit Points instead. The temporary Hit Points last for 1 minute.
Heightened (+1) The damage increases by 1d4.
Cast [2 Actions] somatic, verbal
Range 30 feet (burst only)
Area 10-foot-radius burst, 30-foot cone, or 60-foot line
Saving Throw basic Reflex
You gather elemental energy and blast your foes in one of the various listed shapes of your choosing, dealing 8d6 bludgeoning damage (or fire damage if your element is fire). This spell has your element’s trait.
Heightened (+1) The damage increases by 2d6.
Cast [2 Actions] somatic, verbal
Duration 1 minute
You call upon your element to propel you, improving your Speed depending on your element. This spell has your element’s trait.
- Air You gain a fly Speed equal to your Speed. Earth You gain a burrow Speed of 10 feet.Fire You gain a fly Speed equal to your Speed.Water You gain a swim Speed equal to your Speed and can breathe underwater.
Heightened (6th) You also gain a +10-foot status bonus to your Speeds.
Heightened (9th) The status bonus increases to +20 feet.
Cast [1 Action] somatic
Range 30 feet
Targets 1 creature
With a flick of your wrist, you fling a chunk of your elemental matter at your foe. Make a spell attack roll, dealing 1d8 bludgeoning damage (or fire damage if your element is fire) on a success, and double damage on a critical success. This spell has your element’s trait.
Heightened (+1) The damage increases by 1d8.
Cast [1 Action] verbal
Duration 1 minute
Devil horns grow from your skull, and your skin takes on features of the devil responsible for your diabolic bloodline. You gain resistance 5 to evil, fire, and poison, and resistance 1 to physical damage (except silver). You can take good damage, even if you aren’t evil, and you gain weakness 5 to good damage.
Heightened (+1) The damage increases by 1d8.
Cast [1 Action] verbal
You call upon your blood’s knowledge of the ancients to extend your magic. If your next action is to Cast a Spell with a duration of 1 minute on a single target, and the spell isn’t of the highest spell level you can cast, the spell instead lasts 10 minutes. You can have only one active spell at a time extended in this way.
Cast [1 or More Actions] somatic, verbal
Range 30 feet
Area 5-foot burst or more
Saving Throw Will
Duration 1 round
You sprinkle magical dust in the spell’s area, making those within easier to trick. Each creature in the area must attempt a Will save. For each additional action you use Casting the Spell, the burst’s radius increases by 5 feet.
Success The creature is unaffected.
Failure The creature can’t use reactions and takes a –2 status penalty to Perception checks and Will saves.
Critical Failure As failure, and the creature also takes a –1 status penalty to Perception checks and Will saves for 1 minute.
Heightened (+3) The initial radius increases by 5 feet.
Cast [1 Action] somatic
Duration until the end of your next turn
You become invisible and ignore natural difficult terrain (such as underbrush). Any hostile action you use ends this invisibility, but you still ignore natural difficult terrain.
Heightened (5th) If you use a hostile action, the invisibility doesn’t end.
Cast [2 Actions] somatic, verbal
Range 30 feet
Area 30-foot burst or
Targets up to 10 creatures
Duration 10 minutes
You call upon fey glamours to cloak an area or the targets in illusion. This has the effect of either illusory scene on the area or veil on the creatures, as if heightened to a level 1 level lower than fey glamour, using fey glamour’s range and duration.
Cast [1 Action] somatic, verbal
Duration 1 minute
Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the forceful trait dealing 1d8 piercing damage. If you hit with your jaws and deal damage, you gain 1d6 temporary Hit Points.
Heightened (+2) The temporary Hit Points increase by 1d6.
Cast [2 Actions] somatic, verbal
Range 60 feet
Area 20-foot radius on the ground
Saving Throw Reflex
Hundreds of skeletal arms erupt from the ground in the area, clawing at creatures within and attempting to hold them in place. The skeletal arms deal 6d6 slashing damage. Each creature in the area must attempt a Reflex save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and a –10-foot circumstance penalty to its Speeds for 1 round.
Critical Failure The creature takes double damage and is immobilized for 1 round or until it Escapes.
Heightened (+1) The damage increases by 2d6.
Cast [2 Actions] somatic, verbal
Range 60 feet
Area 10-foot radius, 60-foot-tall cylinder
Saving Throw basic Reflex
You call forth a plume of hellfire that erupts from below, dealing 4d6 fire damage and 4d6 evil damage.
Heightened (+1) The fire damage increases by 1d6, and the evil damage increases by 1d6.
Cast [2 Actions] somatic, verbal
Area 30-foot-radius emanation centered on you
Saving Throw Will
You briefly transform your features into the horrific visage of a hag, striking fear into your enemies. Foes in the area must attempt a Will save.
Success The foe is unaffected.
Failure The foe is frightened 1.
Critical Failure The foe is frightened 2.
Heightened (5th) Foes in the area are frightened 1 on a success, frightened 2 on a failure, and frightened 3 and fleeing for 1 round on a critical failure. They are still unaffected on a critical success.
Cast [1 Action] verbal
Range 30 feet
Targets 1 creature
Saving Throw Will
Duration up to 1 minute
You draw forth a hag’s innate jealousy to deny a target its greatest attribute. The target gains an adverse condition depending on its highest ability modifier: Strength (enfeebled); Dexterity (clumsy); Constitution (drained); or Intelligence, Wisdom, or Charisma (stupefied). On a tie, the creature decides which of the conditions associated with the tied ability modifiers to take. The target must attempt a Will save.
Success The target is unaffected.
Failure The condition’s value is 1.
Critical Failure The condition’s value is 2.
Heightened (TODO) TODO
At the start of each of your turns, the target can attempt another Will save, ending the effect on a success.
Cast [1 to 3 Actions] somatic, verbal
Range 120 feet
Area 5-foot burst or more
Saving Throw basic Fortitude
Duration 1 minute
Ground in the area turns swampy and fetid. The area is difficult terrain. The sludge at the bottom of the morass animates into diminutive sludge beasts that have a demonic appearance. These don’t function as normal creatures, but they swarm over creatures in the swamp and exude a noxious stench. The swamp deals 1d6 poison damage; creatures that end their turn in the area must attempt a basic Fortitude save. You can increase the number of actions it takes to Cast the Spell. For each additional action, increase the burst’s radius by 5 feet.
Heightened (+2) The damage increases by 1d6, and the initial radius increases by 5 feet.
Cast [1 Action] somatic
Duration 1 minute
Your arms turn into long, pliable tentacles, increasing your reach when you’re delivering touch range spells and making unarmed Strikes with your arms (such as fist and claw Strikes) to 10 feet. This doesn’t change the reach of your melee weapon attacks. During the duration, whenever you Cast a Spell, you can add an additional action to that spell’s casting to temporarily extend your reach to 20 feet to deliver that spell.
Heightened (+2) The damage increases by 1d6, and the initial radius increases by 5 feet.
Cast [1 Action] somatic
Range touch
Targets 1 living creature touched
Saving Throw Will
Duration 1 minute
You instill within a creature the touch of the grave. For the duration, harm spells treat the creature as undead and heal spells treat the creature as living. In addition, harm spells gain a +2 status bonus to the Hit Points restored to the target.
If the target wishes to avoid the spell, it can attempt a Will save to reduce the effects.
Critical Success The target is unaffected.
Success The target heals half as much from heal and takes half as much damage from harm for 1 round.
Failure Effects as described in the text.
Heightened (+1) The status bonus to the Hit Points restored increases by 2.
Cast [1 Action] somatic
Duration 1 minute
You transform your flesh and organs into a bizarre amalgam of glistening skin, rough scales, tufts of hair, and tumorous protuberances. This has three effects:
- You gain resistance 10 to precision damage and resistance 10 to extra damage from critical hits. If the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn’t reduce the attack’s normal damage.
- You gain darkvision.
- Acid oozes from your skin. Any creature that hits you with an unarmed attack or with a non-reach melee weapon takes 2d6 acid damage.
Heightened (+2) The resistances increase by 5, and the acid damage increases by 1d6.
Cast [2 Actions] somatic, verbal
Range 30 feet
Targets 1 creature
Saving Throw Will
Duration 1 round
You manipulate the target’s emotions, potentially allowing you to control it for a brief instant. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target is stunned 1.
Failure On the target’s next turn, it’s stunned 1 and you partially control it, causing it to take a single action of your choice. If it has actions left, it can act normally.
Critical Failure The target is controlled for 1 round.
Heightened (7th) On a failure, the target is controlled for 1 round. On a critical failure, the target is controlled for up to 1 minute; it receives a new Will save at the end of each of its turns, and on a success, the spell ends.