Sorcerer

Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. Just as varied as these innately powerful spellcasters’ abilities and inspirations are the ways in which they choose to utilize their gifts. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a field of study; it is life itself.   Sorcerers cast spells through innate power rather than through careful training and study. Their magic is intuitive rather than logical. Sorcerers know fewer spells than wizards do, but they can cast spells more often and have no need to select and prepare their spells ahead of time. Sorcerers do not specialize in certain schools of magic the way wizards sometimes do. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they don't have the background of arcane knowledge than most wizards have. However, they do have more time to learn fighting skills, and they are proficient with simple weapons.  

Alignment

Any.

Hit Dice

1d6

Proficiencies

  • Armor: Sorcerers are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause their spells with somatic components to fail.
  • Weapons: All simple weapons.
  • Class Skills: Bluff (Cha), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
  • Skill Points Per Level: 2 + Int modifier.
 

Sorcerer class table

Sorcerer spells known table

Class Features

All of the following are features of the Sorcerer class.  

Spells

A sorcerer casts arcane spells which are drawn primarily from the Sorcerer Spell List. They can cast any spell they know without preparing it ahead of time, the way a Wizard or a Cleric must (see below).   To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the Spell's Level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell's level + the sorcerer's Charisma modifier.   Like other spellcasters, a sorcerer can cast only a certain number of spells of each Spell Level per day. Their base daily spell allotment is given on Table: The Sorcerer. In addition, they receive bonus spells per day if they have a high Charisma score.   A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of their choice. At each new sorcerer level, they gain one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by their Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/Wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can't use this method of spell acquisition to learn spells at a faster rate, however.   Upon reaching 4th level, a sorcerer can choose to learn a new spell in place of one they already know. In effect, the sorcerer "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.   Unlike a Wizard or a Cleric, a sorcerer need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that Spell Level. They do not have to decide ahead of time which spells they'll cast.  

Bloodline

Each sorcerer has a source of magic somewhere in their heritage that grants them spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or their grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking theiir first level of sorcerer. Once made, this choice cannot be changed.   At 1st level, a sorcerer gains the bloodline arcana and 1st level bloodline power of their bloodline. They also gain the bloodline's class skill as an additional class skill for themselves. Additional bloodline powers are gained at 3rd, 9th, 15th, and 20th levels.   At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from their bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.   At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.   Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented here are a number of bloodlines representing the mysterious origin of your sorcerer’s abilities.   The bloodlines listed here represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the Arcane Bloodline.  

Cantrips

Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.  

Eschew Materials

A sorcerer gains Eschew Materials as a bonus feat at 1st level.  

Sorcerer Variants

Many variations exist that alter or replace aspects of the Sorcerer class.  
Sorcerer Bloodlines:

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