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.
Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +0 | +0 | +0 | +2 | Armored mage (light), summon familiar | 3 | — | — | — | — | — | — | — | — |
2nd | +1 | +0 | +0 | +3 | Arcane pool, rapid metamagic | 4 | — | — | — | — | — | — | — | — |
3rd | +2 | +1 | +1 | +3 | Innate spell | 5 | — | — | — | — | — | — | — | — |
4th | +3 | +1 | +1 | +4 | Arcane discoveries | 6 | 3 | — | — | — | — | — | — | — |
5th | +3 | +1 | +1 | +4 | Spell recall | 6 | 4 | — | — | — | — | — | — | — |
6th | +4 | +2 | +2 | +5 | — | 6 | 5 | 3 | — | — | — | — | — | — |
7th | +5 | +2 | +2 | +5 | Innate spell | 6 | 6 | 4 | — | — | — | — | — | — |
8th | +6/+1 | +2 | +2 | +6 | — | 6 | 6 | 5 | 3 | — | — | — | — | — |
9th | +6/+1 | +3 | +3 | +6 | — | 6 | 6 | 6 | 4 | — | — | — | — | — |
10th | +7/+2 | +3 | +3 | +7 | — | 6 | 6 | 6 | 5 | 3 | — | — | — | — |
11th | +8/+3 | +3 | +3 | +7 | Innate spell | 6 | 6 | 6 | 6 | 4 | — | — | — | — |
12th | +9/+4 | +4 | +4 | +8 | — | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — |
13th | +9/+4 | +4 | +4 | +8 | — | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — |
14th | +10/+5 | +4 | +4 | +9 | — | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — |
15th | +11/+6/+1 | +5 | +5 | +9 | Innate spell | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — |
16th | +12/+7/+2 | +5 | +5 | +10 | — | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — |
17th | +12/+7/+2 | +5 | +5 | +10 | — | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — |
18th | +13/+8/+3 | +6 | +6 | +11 | — | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
19th | +14/+9/+4 | +6 | +6 | +11 | Innate spell | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
20th | +15/+10/+5 | +6 | +6 | +12 | — | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
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.
Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|
1st | 5 | 3 | — | — | — | — | — | — | — | — |
2nd | 6 | 4 | — | — | — | — | — | — | — | — |
3rd | 6 | 4 | — | — | — | — | — | — | — | — |
4th | 6 | 5 | 1 | — | — | — | — | — | — | — |
5th | 6 | 5 | 2 | — | — | — | — | — | — | — |
6th | 6 | 6 | 3 | 1 | — | — | — | — | — | — |
7th | 6 | 6 | 4 | 2 | — | — | — | — | — | — |
8th | 6 | 6 | 4 | 3 | 1 | — | — | — | — | — |
9th | 6 | 6 | 5 | 4 | 2 | — | — | — | — | — |
10th | 6 | 6 | 5 | 4 | 3 | 1 | — | — | — | — |
11th | 6 | 6 | 6 | 5 | 4 | 2 | — | — | — | — |
12th | 6 | 6 | 6 | 5 | 4 | 3 | 1 | — | — | — |
13th | 6 | 6 | 6 | 6 | 5 | 4 | 2 | — | — | — |
14th | 6 | 6 | 6 | 6 | 5 | 4 | 3 | 1 | — | — |
15th | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 2 | — | — |
16th | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | 1 | — |
17th | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 2 | — |
18th | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | 1 |
19th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 2 |
20th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 |
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.