6.11 Sorcerer
| Rank | |||||
| 1 | Arcane spells, mage armor |
Arcane dynamo |
Draconic bloodline, draconic spell |
Innate magic |
Wildspell |
| 2 |
| Metamagic | Draconic hide | Arcane infusion | Chaotic insight |
| 3 |
| Spell knowledge | Draconic precision | Intuitive echo | Chaotic exertion |
| 4 |
| Spell-trained mind | Draconic body | Implement freedom | Desperate wildspell |
| 5 |
| Metamagic+ | Energy immunity | Arcane infusion+ | Chaotic insight+ |
| 6 |
| Attunement point | Draconic hide+ | Intuitive echo+ | Chaotic exertion+ |
| 7 |
| Experienced spellcaster | Draconic mind | Mystic supremacy | Wildspell+ |
Sorcerers are arcane spellcasters who are inherently magical. They require no training or external sources to access their magical abilities. Many sorcerers intuitively used their magic to influence their surroundings long before they understood exactly what they were doing, or that they were tapping into powers others could not.
Of all classes, sorcerers are the most likely to be completely self-trained. Each sorcerer has a unique connection to their magical nature, and they often have idiosyncratic requirements or limitations. For example, a sorcerer may feel ravenously hungry after tapping into their powers, or they may need to spend time upside down each day to “recharge” their magic.
The gestures and incanations spoken by sorcerers are similarly diverse - if they require any spellcasting components at all. Some sorcerers channel their magic through martial arts and battle cries, and may be easily confused with barbarians or monks. Others believe their magic comes from external forces, such as nature spirits or strange entities that they imagine for themselves. Still others study magic extensively and imagine themselves to be wizards, but their conclusions are nonsensical and no one else can replicate their findings. The only certainty is that each sorcerer is unique.
The true cause of a sorcerer’s magic has more consistency than its expression. Sorcerers do not draw power from their life energy or any internal storage, like monks do. Instead, they directly manipulate the primal forces of the universe, as wizards do. Sorcerers are intrinsic conduits for that raw power, and they can deepen their connection with experience. A sorcerer’s nature is fundamentally their birthright, and it cannot be learned.
Of course, that doesn’t entirely explain why sorcerers are intrinsic conduits. No one knows exactly how to predict or explain sorcerous potential. However, sorcerers are much more common in bloodlines that have immortal ancestors. Most commonly, this means draconic ancestry, and some sorcerers specifically tap into their draconic potential. However, celestial or infernal heritage is also not unheard of, and even stranger ancestry is possible. In addition, sorcerers seem to be more common in areas that have been affected by powerful magic.
Alignment: Any.
Archetypes: Sorcerers have the Arcane Magic, Arcane Spell Mastery, Draconic Magic, Innate Arcanist, and Wild Magic archetypes.
6.11.1 Base Class Effects
If you choose sorcerer as your base class, you gain the following benefits.
| Level | Rank | Durability | Bonus1 | Special |
| 1 | 1 | +0 | x1 | — |
| 2 | 1 | +1 | x1 | — |
| 3 | 1 | +2 | x1 | +1 to two attributes |
| 4 | 2 | +2 | x2 | HP: 2x durability |
| 5 | 2 | +3 | x2 | — |
| 6 | 2 | +4 | x2 | Legacy item: rank 3 |
| 7 | 3 | +4 | x3 | HP: 3x durability |
| 8 | 3 | +5 | x3 | — |
| 9 | 3 | +6 | x3 | +1 to two attributes |
| 10 | 4 | +6 | x4 | HP: 4x durability |
| 11 | 4 | +7 | x4 | — |
| 12 | 4 | +8 | x4 | Legacy item: rank 5 |
| 13 | 5 | +8 | x6 | HP: 6x durability |
| 14 | 5 | +9 | x6 | — |
| 15 | 5 | +10 | x6 | +1 to two attributes |
| 16 | 6 | +10 | x8 | HP: 8x durability |
| 17 | 6 | +11 | x8 | — |
| 18 | 6 | +12 | x8 | Legacy item: ranks 7 |
| 19 | 7 | +12 | x10 | HP: 10x durability |
| 20 | 7 | +13 | x10 | — |
| 21 | 7 | +14 | x10 | +1 to two attributes |
Defenses
You gain a +3 bonus to your Brawn, Mental, and Reflex defenses. In addition, you gain a +4 bonus to your Fortitude defense.
Resources
- Attunement points: 4 (see Attunement Points).
- Fatigue tolerance: 3 + your Constitution (see Fatigue).
- Insight points: 1 + your Intelligence (see Insight Points).
- Trained skills: 3 from among your class skills, plus additional trained skills equal to your Intelligence if it is positive (see Skills).
Weapon Proficiencies
You are proficient with simple weapons.
Armor Proficiencies
You are not proficient with any type of armor.
Starting Items and Equipment
You can start with the following items and equipment:
- A spell wand, 1st with a rank 1 spell from one mystic sphere that you have access to
- A club or dagger
- A vial of alchemist’s fire
- A standard adventuring kit (see Standard Adventuring Kit).
- A rank 0 wealth item (1 gp)
Class Skills
You have the following class skills:
-
Constitution: Endurance.
-
Intelligence: Deduction, Knowledge (arcana, items, planes).
-
Perception: Awareness, Deception, Persuasion.
-
Other: Intimidate.
6.11.2 Arcane Magic ✨
This archetype grants you the ability to cast arcane spells. All abilities from this archetype are magical ✨.
Rank 1 – Arcane Spells ✨
Your innate talents grant you the ability to use arcane magic. You gain access to one arcane mystic sphere, plus the universal mystic sphere (see Arcane Mystic Spheres). You may spend insight points to gain access to one additional arcane mystic sphere per two insight points. You can only learn arcane spells from arcane mystic spheres that you have access to.
You automatically learn all cantrips from each of your mystic spheres. In addition, you learn two rank 1 arcane spells. You can also spend insight points to learn one additional rank 1 spell per insight point.
Arcane spells require both verbal components and somatic components to cast (see Ability Usage Components). For details about mystic spheres and casting spells, see Spell and Ritual Mechanics.
When you gain access to a new mystic sphere or spell rank, you can forget any number of spells you know to learn that many new spells in exchange, including spells of the higher rank.
Advancement: The maximum rank of arcane spells that you can learn is equal to your rank in this archetype. Arcane spells also increase in power in unique ways based on your rank in this archetype, as indicated in their descriptions.
Rank 1 – Mage Armor ✨
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You create a translucent suit of magical armor on your body and over your hands. This functions like body armor that provides a +2 bonus to your Armor defense and durability. It does not require proficiency with armor to use.
You can also use a free hand to wield the barrier as a shield. This functions like a buckler, granting you a +1 bonus to your Armor and Reflex defenses, except that you do not need to be proficient with light armor. Since this bonus comes from a shield, it does not stack with the benefits of using any other shield.
This ability lasts until you dismiss it or until you use it again. In addition, it is automatically dismissed if you wear other body armor of any kind.
6.11.3 Arcane Spell Mastery ✨
This archetype improves the arcane spells you cast. You must have the Arcane Magic archetype from the sorcerer class to gain the abilities from this archetype. All abilities from this archetype are magical ✨.
Rank 1 – Arcane Dynamo ✨
You gain a +1 bonus to your magical power. If your Constitution is 4 or higher, you gain an additional +1 bonus.
Rank 2 – Metamagic ✨
You learn how to further refine your spellcasting abilities. Choose two metamagic abilities from the list below.
Some metamagic abilities affect specific spells. Each individual spell can only have one metamagic applied. Whenever you learn a new spell, you may change which specific spells your metamagic abilities affect.
Distant Spell: Choose an arcane spell you know with a standard range: Short (30 ft.), Medium (60 ft.), Long (90 ft.), Distant (120 ft.), or Extreme (180 ft.). You increase that spell’s range to the next standard range category, to a maximum of Extreme range. You can choose this ability multiple times, choosing a different spell each time.
Dragonbreath Spell: Choose an arcane spell you know that has a standard area: Tiny (5 ft.), Small (15 ft.), Medium (30 ft.), Large (60 ft.), Huge (90 ft.), or Gargantuan (120 ft.). It must not have a range, and it must not create an emanation. The spell’s area becomes a cone instead of its normal shape. In addition, if the area was not originally a line, the area increases to to the next standard area category, to a maximum of a Gargantuan area. You can choose this ability multiple times, choosing a different spell each time.
Energetic Spell: Choose an arcane spell you know. You add any one of the following tags to that spell: Cold, Fire, or Electricity. In addition, if it deals damage, it gains extra damage equal to your rank in this archetype. You can choose this ability multiple times, choosing a different spell each time.
Precise Spell: Choose an arcane spell you know. You gain a +1 accuracy bonus with that spell. You can choose this ability multiple times, choosing a different spell each time.
Widened Spell: Choose an arcane spell you know with a standard area: Tiny (5 ft.), Small (15 ft.), Medium (30 ft.), Large (60 ft.), Huge (90 ft.), or Gargantuan (120 ft.). The spell cannot also be affected by the Dragonbreath Spell metamagic. You increase that spell’s area to the next standard area category, to a maximum of a Gargantuan area. You can choose this ability multiple times, choosing a different spell each time.
Rank 3 – Spell Knowledge ✨
You learn an additional arcane spell.
Rank 4 – Spell-Trained Mind ✨
You gain a +1 bonus to your Willpower.
Rank 5 – Metamagic+ ✨
You gain an additional metamagic ability.
Rank 6 – Attunement Point ✨
You gain an additional attunement point.
Rank 7 – Experienced Spellcaster ✨
You gain a +1 bonus to your accuracy and Fortitude defense.
6.11.4 Draconic Magic
Not all sorcerers know the reason for their innate connection to magic. Some discover that they have draconic blood in their veins, and some of those sorcerers learn how to tap into their heritage. This archetype deepens your magical connection to your draconic ancestor and enhances your spellcasting. You must have the Arcane Magic archetype from the sorcerer class to gain the abilities from this archetype.
Rank 1 – Draconic Bloodline
Choose a type of dragon from among the dragons on Table 6.11: Draconic Bloodline Types. You have the blood of that type of dragon in your veins. You are impervious (+4 defenses) to attacks with that dragon’s associated ability tag.
| Dragon | Tag | Mystic Sphere |
| Black | Vivimancy |
|
| Blue | Electromancy |
|
| Brass | Enchantment |
|
| Bronze | Revelation |
|
| Copper | Terramancy |
|
| Gold | Photomancy |
|
| Green | Compulsion |
|
| Red | Pyromancy |
|
| Silver | Telekinesis |
|
| White | Cryomancy |
|
Rank 1 – Draconic Spell ✨
You learn a spell from your dragon’s mystic sphere, even if you do not have access to that mystic sphere.
Rank 2 – Draconic Hide
You gain a +3 bonus to your durability.
Rank 3 – Draconic Precision ✨
You gain a +1 accuracy bonus with any ability that has your dragon’s associated ability tag.
Rank 4 – Draconic Body
You gain a +1 bonus to your Constitution.
Rank 5 – Energy Immunity
You become immune to attacks that have your dragon’s associated ability tag.
Rank 6 – Draconic Hide+
The durability bonus increases to +5.
Rank 7 – Draconic Mind ✨
You gain a +1 bonus to your Intelligence and Willpower.
6.11.5 Innate Arcanist ✨
This archetype deepens your innate connection to arcane magic and improves your ability to defeat other spellcasters. You must have the Arcane Magic archetype from the sorcerer class to gain the abilities from this archetype. All abilities from this archetype are magical ✨.
Rank 1 – Innate Magic ✨
None of your arcane spells have somatic components or verbal components.
Rank 2 – Arcane Infusion ✨
You gain an enhancement bonus to your Constitution.
Rank 3 – Intuitive Echo ✨
Whenever another creature uses a magical ✨ ability within Medium (60 ft.) range of you as a standard action or elite action, you automatically briefly trace that ability. The ability must not have the Attune or Sustain tags, and it must not cost fatigue to use.
As a standard action, you can use any ability that you have traced. After you decide to use a traced ability, you intuitively learn what it does, including its accuracy and any effects it would have on a hit. You can choose the area and targets affected by it. In all other ways, the ability functions in the same way as when it was originally used, including its original accuracy and power. All attacks you make with that ability are reactive attacks, so you cannot modify them with abilities like desperate exertion.
As a minor action, you can persist one ability that you have traced. This means it remains traced until you finish a long rest. When you persist an ability in this way, you stop persisting any other traced abilities.
Rank 4 – Implement Freedom ✨
You can gain the benefits of one magical implement that requires a single free hand, such as a short staff or wand, without having to hold it in your hands. You must still have it on your person, such as in a pocket or strapped to your back, and you must still be attuned to it to gain its benefits. This ability only affects one implement at a time.
Rank 5 – Arcane Infusion+ ✨
You gain a +1 enhancement bonus to a different attribute of your choice.
Rank 6 – Intuitive Echo+ ✨
You can trace abilities at up to Distant (120 ft.) range. In addition, you can persist up to three magical abilities that you have traced. If you persist a fourth ability, you choose which persisted ability to remove. You still lose all persisted abilities when you finish a long rest.
Rank 7 – Mystic Supremacy ✨
You gain a +2 bonus to your defenses against magical ✨ attacks. In addition, you are immune to magical attacks from creatures that are rank 5 or lower.
6.11.6 Wild Magic ✨
This archetype makes the magic you cast more chaotic, generally increasing its power at the cost of your control over your magic. You must have the Arcane Magic archetype from the sorcerer class to gain the abilities from this archetype. All abilities from this archetype are magical ✨.
Rank 1 – Wildspell ✨
Whenever you cast a damaging spell that does not have the Attune or Sustain tags, you may use this ability after making all other decisions for the spell (such as targets, intended area, and so on). When you do, roll 1d10 and apply the corresponding wild magic effect from the table below.
| Roll | Effect |
| 1 | The spell has no immediate effect, but it repeats during your next action |
| 2 | You are a target of the spell in addition to any other targets, but with a -4 accuracy penalty against yourself |
| 3 | Your first attack roll with the spell only explodes on a 1 or 2 |
| 4 | You gain a +10 accuracy bonus with the spell, but cannot get a critical hit |
| 5 | The spell gains the Cold, Electricity, and Fire ability tags |
| 6 | The spell’s area is doubled |
| 7 | The spell chains once to the unaffected enemy that is closest to one of the spell’s primary targets, choosing randomly between equally close creatures |
| 8 | The spell deals extra damage equal to your rank in this archetype |
| 9 | Each target hit by the spell is briefly confused (-2 defenses, randomly attack or defend), braced (+2 defenses), and focused (roll attacks twice) |
| 10 | Your first attack roll with the spell explodes on any value, not just on a 10 |
| 11+ | The spell repeats during your next action |
Some wild magic effects cannot be meaningfully applied to all spells. For example, doubling the area of a spell does not affect spells that do not deal damage. Any wildspell effects that do not make sense for a particular spell have no effect.
Rank 2 – Chaotic Insight ✨
You learn a spell that does not have the Attune or Sustain tags from any mystic sphere, even if you do not have access to that mystic sphere. The spell does not have to be from a mystic sphere on the arcane mystic sphere list. As normal, you can change which spell you learn with this ability as you gain access to new spell ranks.
Rank 3 – Chaotic Exertion ✨
You gain a +2 bonus to the roll when you use the desperate exertion ability. This bonus stacks with the normal +2 bonus provided by that ability.
Rank 4 – Desperate Wildspell ✨
If you use the desperate exertion ability on a spell affected by this ability, you can reroll the wild magic roll for that spell in addition to the normal effects of the desperate exertion ability. You do not gain any bonus to the wild magic reroll.
Rank 5 – Chaotic Insight+ ✨
You learn an additional spell with this ability.
Rank 6 – Chaotic Exertion+ ✨
Once per short rest, you can use the desperate exertion ability without increasing your fatigue level.
Rank 7 – Wildspell+ ✨
You gain a +2 bonus to the wild magic roll.