Sorcerer

"Darkness beyond twilight, crimson beyond blood that flows, buried in the flow of time is where your power grows..."

Sorcerers power their magic by connecting to one of the many strange bloodlines that are spread through the world. Sometimes the connection is to a long lost ancestry from when someone's great-great-whoever slept with something weird. In other cases and other times it's because the connection was forged

  • HD: 1d6+ConMod (6+ConMod at 1st level)
  • BAB: Poor
  • Saves: Good Will, Poor Fortitude and Reflex
  • Skill Points: 5/level (20 at 1st level)
  • Starting Equipment:
    • One simple weapon (and 30 bolts, if it's a crossbow)
    • Material Component Pouch
  • Weapons And Armor Proficiency: A sorcerer is proficient with Simple weapons.
Lvl BAB Fort Reflex Will 1st Slots 2nd Slots
1st +0 +0 +0 +2 4 -
2nd +1 +0 +0 +3 5 -
3rd +1 +1 +1 +3 6 3

Spellcasting: A sorcerer casts arcane spells from the spell list of their bloodline. A sorcerer uses Charisma as their spellcasting stat. Their number of slots per day is shown on the chart below. Sorcerers regain their spells once per day after having gotten an good night's sleep. A sorcerer always knows all of the spells off of their bloodline's list for all the spell levels they can cast. Additionally, at 1st level and every time they gain a level a sorcerer can pick one additional spell to know off of the Wizard spell list of any spell level up to the maximum that they can cast.

Cantrips: Each bloodline list includes three cantrips. A sorcerer can cast any cantrip that they know at will. At 2nd level a sorcerer learns an additional cantrip off of the Wizard spell list.

Bloodline: Each sorcerer gains power from a particular bloodline. This determines their base spell list as well as granting them a special power unique to that bloodline.

Bloodlines

The bloodline spell lists sometimes have spells at a spell level that is different from the spell level that Wizards and Clerics have for that same spell. It's fine.

Aberrant Power

  • You get power from beyond the spheres, from another world, another time. Your magic is bizarre and strange, outside of what others of your race have experienced.

Scion of Madness (Ex): You are immune to the Dazed and Confused conditions. This ability does not function if you somehow inflicted the status upon yourself.

Cantrips

  • dancing lights
  • daze
  • resistance

1st Level Spells

  • disguise self
  • obscuring mist
  • sleep

2nd Level Spells

  • blur
  • rope trick
  • touch of idiocy

Abyssal Might

You are tainted and inspired by demons, or perhaps a specific demon. Your power brings ruin and devastation to the world.

Electricity Immunity (Ex): You have immunity to electricity effects and damage.

Cantrips

  • guidance
  • resistance
  • touch of fatigue

1st Level Spells

  • align weapon
  • lightning bolt
  • greater dispel magic

2nd Level Spells

  • alter self
  • darkness
  • web

Arcane Blood

You have natural magic.

Arcane Bond (Su): You can infuse a relic of power which has the form of an amulet, ring, staff, wand, or weapon. This relic must be worn or wielded to have effect, and if the sorcerer is not using it he requires a DC 20 + spell level Concentration check in order to cast a spell; however, he can use it once per day to cast any spell he knows without expending a spell slot. If destroyed, this can be replaced within a week by performing a ritual. If merely damaged, the item repairs itself fully when the Sorcerer next recovers expended spell slots.

Cantrips

  • arcane mark
  • mage hand
  • message

1st Level Spells

  • color spray
  • greater dispel magic
  • greater magic weapon

2nd Level Spells

  • arcane lock
  • hypnotic pattern
  • rope trick

Celestial Power

You have the power of the sacred lands. Your magic may have been blessed by Archons or Eladrin, or it may have come to you by much sketchier means such as drinking Celestial Ambrosia or stealing heavenly fire.

Know Evil (Su): You can see the alignment auras of creatures within 60' of you as if you had been concentrating on an appropriate detect alignment spell or benefited from a divine version of true seeing. This gives you no special ability to see through illusions of any kind however.

Cantrips

  • guidance
  • light
  • resistance

1st Level Spells

  • daylight
  • magic circle against evil
  • sleep

2nd Level Spells

  • glitterdust
  • lesser restoration
  • searing light

Destined Magic

Fate has conspired to give you magic. It probably has some kind of plan for what you are supposed to do with it as well. You can decide for yourself whether you have any choice in the matter.

A Higher Purpose (Su): Once per day, you may reroll one of your Saving Throws. You must keep the second roll, even if it is lower.

Cantrips

  • bane
  • guidance
  • resistance

1st Level Spells

  • aid
  • augury
  • true strike

2nd Level Spells

  • bestow curse
  • heroism
  • slow

Draconic Power

You have gained the magical powers of the dragon, whether naturally or through theft. The blood of Tiamat now flows through your veins.

Draconic Body (Ex): Depending upon the type of dragon from whom you draw the most power, select one type of Energy (Fire, Acid, Electricity, or Cold). You are immune to that kind of energy damage.

Cantrips

  • endure elements
  • speak with animals
  • ventriloquism

1st Level Spells

  • create water
  • obscuring mist
  • water breathing

2nd Level Spells

  • darkness
  • locate object
  • wind wall

Earth Power

You have the elemental powers of Earth, whether from ancient hanky panky with the Dao or directly from the earth beneath your feet.

Tremorsense (Su): You have tremorsense out to 10ft.

Cantrips

  • detect snares and pits
  • magic stone
  • mending

1st Level Spells

  • grease
  • longstrider
  • pass without trace

2nd Level Spells

  • heat metal
  • meld into stone
  • soften earth and stone

Fire Power

You have the powers of Fire, possibly as a blessing from the Efreet.

Fire Immunity (Ex): You have immunity to fire.

Cantrips

  • burning hands
  • detect magic
  • light

    1st Level Spells

  • enlarge person

  • fireball
  • reduce person

2nd Level Spells

  • daylight
  • invisibility
  • scorching ray

Fey Power

You naturally use the magic of the Fey. The real and the unreal blend together at your whim.

Fairy Trod (Su): You may move unimpeded by vegetation and other natural difficult terrain, and leave no tracks in a natural surrounding. You cannot be perceived or tracked by scent.

Cantrips

  • flare
  • ghost sound
  • light

1st Level Spells

  • color spray
  • magic aura
  • silent image

2nd Level Spells

  • invisibility
  • glitterdust
  • whispering wind

Infernal Power

The power of the Hells flows through your arteries and veins. A dark fire of treachery and deceit powers your every waking moment.

See in Darkness (Su): Like a Baatezu, you can see in the absence of light and even in magical darkness as if it was well illuminated with no range limitations.

Cantrips

  • flare
  • guidance
  • open/close

1st Level Spells

  • charm person
  • daze monster
  • tongues

2nd Level Spells

  • blindness/deafness
  • detect thoughts
  • resist energy

Shadow Power

You channel the power of the plane of shadow, creating strange effects that blur the line between reality and illusion.

See in Darkness (Su): You see in shadowy illumination and even full darkness as easily as fully lit areas, even in magically created areas of darkness.

Cantrips

  • dancing lights
  • ghost sound
  • prestidigitation

1st Level Spells

  • color spray
  • mage armor
  • silent image

2nd Level Spells

  • darkness
  • minor image
  • summon swarm

Undead Power

You have the ever living power of the living dead. Like Mum-Ra.

Turn Undead (Su): You can channel negative energy to rebuke or command undead like an Evil Cleric.

Cantrips

  • disrupt undead
  • inflict minor wounds
  • mending

1st Level Spells

  • cause fear
  • inflict moderate wounds
  • obscuring mist

2nd Level Spells

  • desecrate
  • false life
  • ghoul touch

Time Power

For every thing there is a purpose, a time, and a season. Your magic has found its time and its season. It is to you to find for it a purpose.

Always in Time (Su): Once per day you may roll for Initiative twice and take the higher result.

Cantrips

  • daze
  • mending
  • touch of fatigue

1st Level Spells

  • erase
  • ray of enfeeblement
  • true strike

2nd Level Spells

  • shatter
  • slow
  • touch of idiocy

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