Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.
Though many claim a sorcerer's power derives from draconic heritave, a few sorcerers believe that their arcane prowess comes from an even purer source - the planes themselves. It isn't uncommon to see sorcerers traveling the multiverse in search of support for this belief. Unlike other spellcasters, the sorcerer has a limited ability to customize his talents for planar adventuring. With a small list of spells known, the sorcerer who wishes to adapt to life on the planes must choose his tools wisely. Even so, the wide variety of challenges awaiting the planar sorcerer demands a slightly more adaptable approach to spellcasting.
Hit Die: d4
Proficiencies: Armor (Robes), Weapons (Simple)
Skill Points: 2 + INT
Class Skills: Bluff, Concentration, Craft (all), Decipher Script, Forgery, Heal, Knowledge (all), Lore, Profession (all), Spellcraft
Spellcasting: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell difficulty class), and spontaneous cast (no spell preparation required).
Special abilities & feats
- Level 1 summon familiar
|Cantrips||1st level spells||2nd level spells||3rd level spells||4th level spells|
|5th level spells||6th level spells||7th level spells||8th level spells||9th level spells|
|Lvl||BAB||Saves||Feats||HP range||Base spells per day||Known spells|
|10th||+5||+3||+3||+7||Bloodline Feat II||20-40||6||6||6||6||5||3||—||—||—||—||7||5||4||3||2||1||-||-||-||-|
Bonus spell slots come from items and high charisma.
As a rule of thumb, sorcerers can cast spell levels up to half their class level (rounded down).
The HP and BAB charts will change based on bloodline, but this chart would look way too crowded to actually work that all in so just do some math or something.
Sorcerers are the distant descendants of powerful creatures and that bloodline often influences how the sorcerer's powers manifest.
At level 7 the sorcerer may choose between two broad archetypes - a martial focus or a caster focus. You may only select a single bloodline.
Bloodline - Martial
Your sorcerous bloodline is attuned to more martial persuits. Upon taking this feat the sorcerer will begin to gain full BAB and have their HD increased from d4s to d6s. In addition, they will gain proficiency in light and medium armor, shield proficiency, and martial weapon proficiency. It also allows you to access the enhanced martial class paths at 10th level.
Bloodline - Caster
Your sorcerous bloodline favors raw magical power over martial prowess. Upon taking this path, the sorcerer will replace their daily spell allotment with a mana pool from which to draw from. So long as there is enough mana within the pool, they are able to cast any spell of any level. Mana is based on your total number of spell slots, including spellslots granted by gear. This path also allows you to access to Elemental Blast and the specialized caster paths at 10th level.
Elemental Blast may be used infinitely and deals d6 per 2 sorcerer levels damage of either electrical, fire, or cold to a single target enemy.
At 10th level, the sorcerer may further specialize down one of six class paths depending on their original choice of bloodline at level 7.
Martial Bloodline Paths
Bladewarden - Further enhancing their natural gifts, the path of the bladewarden enhances the sorcerer's hit dice further from d6s to d8s and gain proficiency in heavy armor. In addition, their strength and dexterity are permanently boosted by +2 at level 15, and their constitution by +2 at 20.
Spellthief - Though they gain no new proficiency, a spellthief gains 2d6 sneak attack damage and +2 base ranks in Hide, Move Silently, and Tumble per sorcerer starting at 10th level. Starting at 12th level and on every even level thereafter the spellthief will start to do an additional 1d6 force damage on a successful sneak attack.
Spellbow - An exclusively ranged discipline, the Spellbow is adept at enhancing their ranged attacks with their own magic. Spellbows receive the same feat line that Arcane Archer does, starting at level 10 with Enchant Arrow III and progressing to Arrow of Death at 20th level.
Caster Bloodline Paths
Elementalist - Putting their weight into offensive and primarily evocation and conjuration magics, an Elementalist further specializes into either electrical, fire, or cold damage. Whichever type of damage is selected will become the Elementalist's primary damage type, and all damage of the other two types will be converted into the primary type (Example: A Lightning Elementalist casting a the Fireball spell would cause the spell to deal electrical damage instead of fire. Further, if they had a sword that dealt 1d6 cold damage that cold damage would be turned into electrical damage). In addition, when an Elementalist deals damage to a target with their chosen damage type, they will apply vulnerability to that target proportional to the amount of mana they are missing (Applies 1% vulnerability per 2% mana below max). The vulnerability effect lasts for 30 seconds and does not stack. Elemental Blast also deals 30% increased damage for an Elementalist.
Enchanter - Focusing primarily on, of course, Enchantment and Illusion to beguile their friends and enemies, enchanters gain the class feature 'Enchanting Aura.' Enchanting Aura gives all allies within a large radius bonus dodge AC, saves, and attack bonus equal to 1/4th the Enchanter's level (+5 at level 20). Further, an enchanter's primary line of spells, the domination line, are enhanced for them. Domination Spells have their duration effectively set to permanent (technically they are set to 10,000 rounds or ~16.6 real-life hours) and Enchanters gain additional henchman slots to a maximum of five henchmen, thus allowing an enchanter to have five henchmen and optionally a conjured creature simultaneously.
Spellblade - Abjuration and transmutation are the spellblade's most common schools, as the spellblade walks a thin line between the martial and caster disciplines of sorcerer. Spellblades gain the 'Spellblade Weapon Proficiency' feat, allowing them to use shortswords, longswords, greatswords, and double bladed swords. While using one of the Spellblade weapons and while the offhand is unoccupied by a shield the spellblades' attacks will deal force damage equal to (d6 * Charisma modifier). This may only occur once per round. To represent their martial training, spellblades also gain full BAB (15 BAB at 20 Sorcerer), but do not gain larger hit dice. To help them with defense, spellblades automatically manifest an enhanced shielding charm that reduces most damage they take by half at the cost of a proportional amount of mana. To offset this, the Spellblade's mana pool has been significantly increased.