Sorcerer

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. Born into their power, the sorcerer can innately cast many arcane magics.

Role

Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As they become familiar with their preferred spells, they can transform a number of them into innate magical abilities.

Table: The Sorcerer

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpellcasting
1st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Armored mage (light), summon familiar3
2nd+1+0+0+3Arcane pool, rapid metamagic4
3rd+2+1+1+3Innate spell5
4th+3+1+1+4Arcane discoveries63
5th+3+1+1+4Spell recall64
6th+4+2+2+5653
7th+5+2+2+5Innate spell664
8th+6/+1+2+2+66653
9th+6/+1+3+3+66664
10th+7/+2+3+3+766653
11th+8/+3+3+3+7Innate spell66664
12th+9/+4+4+4+8666653
13th+9/+4+4+4+8666664
14th+10/+5+4+4+96666653
15th+11/+6/+1+5+5+9Innate spell6666664
16th+12/+7/+2+5+5+1066666653
17th+12/+7/+2+5+5+1066666664
18th+13/+8/+3+6+6+11666666653
19th+14/+9/+4+6+6+11Innate spell666666664
20th+15/+10/+5+6+6+12666666666
Hit Die: d6
Class Skills (2 + Int modifier per level): Deception, Intimidate, Profession, Arcane Lore, and Persuasion
Starting Wealth: Average (2d6 × 10 gp, Average 70 gp)

Class Features

Weapon and Armor Proficiency

A Sorcerer is proficient with Basic weapons plus any one other weapon group of your choice.

They are proficient with light armor but not with any type of shield. A sorcerer can cast sorcerer spells while wearing light armor without incurring the normal arcane spell failure chance. Armor heavier than light interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.

If not using weapon groups, a Sorcerer is proficient with all simple weapons, plus one light or one-handed martial weapon of your choice.

Table: Sorcerer Spells Known

Level01st2nd3rd4th5th6th7th8th9th
1st53
2nd64
3rd64
4th651
5th652
6th6631
7th6642
8th66431
9th66542
10th665431
11th666542
12th6665431
13th6666542
14th66665431
15th66666542
16th666665431
17th666666542
18th6666665431
19th6666666542
20th6666666543

Arcane Spellcasting

A sorcerer casts arcane spells which are drawn from the sorcerer spell list. A sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

A sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Charisma score.

Spells Known

A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on the table: Sorcerer Spells Known.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. 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 he gains new spells known for the level.

Cantrips

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

Arcane Partner

A sorcerer gains either Arcane Bond or Obtain Familiar as a bonus feat at 1st level, even if he doesn’t meet the prerequisites.

Arcane pool

At 2nd level, a sorcerer gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers . This arcane pool has a number of points equal to 1/2 his sorcerer level (minimum 1) + his Charisma modifier. The pool refreshes after a long rest.

Rapid Metamagic

Starting at 2nd level, once per round, a sorcerer can expend 1 point to apply a metamagic feat to a sorcerer spell without increasing the casting time. A sorcerer can only apply one metamagic feat to a spell using this ability and must still use an higher level spell slot as normal.

Innate Spell

At 3rd level, a sorcerer is able to completely master a single spell he knows, transforming it into a spell-like ability. The sorcerer chooses one sorcerer spell he knows, which cannot have a costly material component or an XP cost and which must be a 4th-level spell or lower. The sorcerer can cast this spell as a spell-like ability 3/day. A sorcerer gains additional innate spells at level 7, 11, 15, and 19.

Arcane Discoveries

Beginning at 4th level and every even-numbered level thereafter, a sorcerer may select one Arcane Discovery instead of a spell known. If a sorcerer makes this exchange, he permanently knows fewer spells. The wizard must meet all prerequisites of the arcane discovery. A sorcerer cannot select the same arcane discovery more than once, unless otherwise noted.

Spell Recall

At 5th level, the sorcerer learns to use his arcane pool to recall spells he has already cast. With a swift action he can recover a single sorcerer spell slot that he has already cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell slot is available again, just as if it had not been cast.