6.11 Sorcerer

PIC

Table 6.11:Sorcerer Progression
Rank (Level)

Arcane Magic

Arcane Spell Mastery ✨

Draconic Magic

Innate Arcanist ✨

Wild Magic ✨

1 (1)

Arcane spells, mage armor

Metamagic

Draconic bloodline, draconic spells

Arcane infusion, innate magic

Wildspell

2 (4)

Arcane spells+

Desperate devastation

Draconic hide

Magic absorption

Chaotic insight

3 (7)

Mage armor+

Spell-trained mind

Draconic body

Implement freedom

Chaotic exertion

4 (10)

Arcane spells+

Metamagic+

Draconic precision

Arcane infusion+

Wildspell+

5 (13)

Attunement point

Energy immunity

Magic absorption+

Chaotic insight+

6 (16)

Mage armor+

Experienced spellcaster

Draconic hide+

Implement freedom+

Chaotic exertion+

7 (19)

Arcane spells+

Metamagic+

Draconic mind

Magic absorption++

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.

Attributes

You gain a +1 bonus to your Constitution and Willpower.

Hit Points

You have 8 hit points + your Constitution, plus 1 hit points per level beyond 1. This increases as your level increases, as indicated below.

Defenses

You gain a +2 bonus to your Mental defense.

Resources

You learn three trained skills from among your class skills (see Skills). You also gain two additional attunement points.

Weapon Proficiencies

You are proficient with simple weapons.

Armor Proficiencies

You are not proficient with any type of armor.

Class Skills

You have the following class skills:

6.11.2 Arcane Magic

This archetype grants you the ability to cast arcane spells.

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 ??). For details about mystic spheres and casting spells, see ??.

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 ✨

Mage Armor

Usage time: Standard action.

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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 has no encumbrance. It also provides a bonus to damage resistance equal to three times your rank in this archetype.

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 defense, 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 use it again or until you dismiss it. In addition, it is automatically dismissed if you wear other body armor of any kind.

Rank 2 – Arcane Spells+ ✨

You learn an additional arcane spell.

Rank 3 – Mage Armor+ ✨

The damage resistance bonus increases to four times your rank in this archetype.

Rank 4 – Arcane Spells+ ✨

You learn an additional arcane spell.

Rank 6 – Mage Armor+ ✨

The damage resistance bonus increases to five times your rank in this archetype.

Rank 7 – Arcane Spells+ ✨

You learn an additional arcane spell.

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 – Metamagic ✨

You learn how to further refine your spellcasting abilities. Choose two metamagic abilities from the list below.

Some metamagic abilities affect specific spells. You can only choose spells with a rank no higher than your rank in this archetype. In addition, you cannot choose the same spell with more than two metamagic abilities. 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: 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, its 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 gain a +2 bonus to your magical power with that spell. In addition, you add any one of the following tags to that spell: Cold, Fire, or Electricity. You can choose this ability multiple times, choosing a different spell each time.

Precise Spell: Choose an arcane spell you know. You gain a +2 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: 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 2 – Desperate Devastation ✨

Whenever you use the desperate exertion ability to affect a magical ✨ attack, you also roll all damage dice for the attack twice and keep the higher result. If you use that ability to affect an attack that already hit, and the reroll also hits, your damage dice are maximized instead.

Rank 3 – Spell-Trained Mind ✨

You gain a +1 bonus to your Willpower.

Rank 4 – Metamagic+ ✨

You gain an additional metamagic ability.

Rank 5 – Attunement Point ✨

You gain an additional attunement point.

Rank 6 – Experienced Spellcaster ✨

You gain a +1 accuracy bonus with spells.

Rank 7 – Metamagic+ ✨

You gain two additional metamagic abilities.

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 6.12: Draconic Bloodline Types. You have the blood of that type of dragon in your veins. You are impervious to attacks with that dragon’s associated ability tag.

Table 6.12:Draconic Bloodline Types
Dragon

Tag

Mystic Sphere

Black

Acid

Vivimancy

Blue

Electricity

Electromancy

Brass

Fire

Enchantment

Bronze

Electricity

Revelation

Copper

Acid

Terramancy

Gold

Fire

Photomancy

Green

Acid

Compulsion

Red

Fire

Pyromancy

Silver

Cold

Telekinesis

White

Cold

Cryomancy

Rank 1 – Draconic Spells ✨

If you already have access to your dragon’s mystic sphere, you learn two spells from that sphere. Otherwise, you gain access to that mystic sphere, including all cantrips from that sphere.

Rank 2 – Draconic Hide

You gain a bonus equal to three times your rank in this archetype to your damage resistance.

Rank 3 – Draconic Body

You gain a +1 bonus to your Constitution.

Rank 4 – Draconic Precision ✨

You gain a +1 accuracy bonus with any ability that has your dragon’s associated ability tag.

Rank 5 – Energy Immunity

You become immune to attacks that have your dragon’s associated ability tag.

Rank 6 – Draconic Hide+

The damage resistance bonus increases to four times your rank in this archetype.

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 – Arcane Infusion ✨

You gain an enhancement bonus equal to twice your rank in this archetype to your hit points and damage resistance. Because this is an enhancement bonus, it does not stack with other enhancement bonuses (see Stacking Rules).

Rank 1 – Innate Magic ✨

None of your arcane spells have somatic components or verbal components.

Rank 2 – Magic Absorption ✨

Whenever another creature uses a magical ✨ ability to attack you, if that ability does not have the Attune or Sustain tags, you can choose to absorb its energy. This does not reduce the ability’s effect on you, but it allows you to use that ability as a standard action. When you use the ability, you choose the area and targets affected by it. In all other ways, the ability functions in the same way as when it was used on you, including its accuracy and power. You cannot change its effects with your other abilities, including desperate exertion .

Whenever you are attacked by a new magical ability, if you already have a stored ability, you choose whether to absorb the new ability or retain your currently absorbed ability. When you finish a long rest, you lose all stored abilities.

Rank 3 – Implement Freedom ✨

You can gain the benefits of one magical implement, such as a 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 4 – Arcane Infusion+ ✨

The enhancement bonuses increase to three times your rank in this archetype.

Rank 5 – Magic Absorption+ ✨

You can store up to three magical abilities.

Rank 6 – Implement Freedom+ ✨

You can gain the benefits of an additional magical implement with this ability. In addition, you gain an additional attunement point. You can only use this attunement point to attune to magic implements.

Rank 7 – Magic Absorption++ ✨

Whenever you absorb an attack with your magic absorption ability, if you have no stored abilities, that attack has no effect on you. Whenever you use a stored ability, you gain a +2 accuracy bonus with it for each other ability that you have stored.

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 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, you gain a +2 bonus to your magical power with the spell. In addition, roll 1d10 and apply the corresponding wild magic effect from Table 6.13: Wildspell Effects.

Some wild magic effects cannot be meaningfully applied to all spells. For example, changing the damage dealt by 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. The rolled wild magic effect always applies to the round that you cast the spell, even if the spell doesn’t have its normal effect immediately.

All wild magic effects only change the spell during the current round. In subsequent rounds, the spell has its normal effect.

Table 6.13:Wildspell Effects
Roll

Effect

1

The spell fails with no effect

2

When you attack with the spell, you roll twice and take the lower result

3

When you attack with the spell, you are a target of the attack in addition to any other targets

4

The spell’s area is halved

5

The spell’s area is doubled

6

Each target that resists damage from the spell takes energy extra damage equal to your power with the spell

7

Each target that loses hit points from the spell takes energy extra damage equal to your power with the spell

8

When you deal damage with the spell, you roll twice for the damage and take the higher result

9

When you attack with the spell, you roll twice for the attack roll and take the higher result

10

During your next action, the spell takes effect again with the same choices for all decisions, such as targets

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 – Wildspell+ ✨

The power bonus increases to +3. In addition, 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 replace your normal wild magic effects with the effects from the Table 6.14: Wildspell+ Effects table.

Table 6.14:Wildspell+ Effects
Roll

Effect

1

No special effect

2

When you attack with the spell, you roll twice and take the higher result

3

When you deal damage with the spell, you roll twice and take the higher result

4

The spell’s area is doubled

5

The spell’s area is tripled

6

Each target that resists damage from the spell takes energy extra damage equal to twice your power with the spell

7

Each target that loses hit points from the spell takes energy extra damage equal to twice your power with the spell

8

The spell deals full damage even on a miss or glancing blow

9

The spell deals maximum damage if it hits

10

At the end of this round, the spell takes effect again with the same choices for all decisions, such as targets