Sorcerer

## Basic Features

Base Attack: ½

Base Caster: 1          Base Manifester: ½

Base Saves: Poor Fortitude / Poor Reflex / Good Will

Hit-Die: D4 (3)

Skill Points: 2+Int

Skill Training: 3 ((Arcana, Athletics, Bluff, Dweomer, Geo, Sense Motive, Use Device)

Weapon Group Proficiency: 2 (Bow, Flail, Grenade, Mace, Siege, Spear, Sword, Tool, Unarmed)

Initiative: Int

Key Attribute Score: Charisma

Spellcasting: A Sorcerer may learn spells from the Cleric, Sorcerer, or Wizard list.

Cleric Spells

Sorcerer Spells

Wizard Spells

## Level Progression

### Spells

Learning Spells: When gaining a level in Sorcerer, the Sorcerer increases their Sorcerer spells known to match the indicated values from the chart above. For each such spell learned, they may choose a Cleric, Sorcerer, or Wizard spell of up to that circle.

Spell Preparation: After resting for 8 hours, the Sorcerer may refresh their spell slots. To do so, they must spend 20 minutes communing with the energy within their blood, followed by a Will save (DC 3 + 2x the highest {C} being refreshed); they may retry this process until successful, but may not take 10.

Casting Spells: To cast a Sorcerer spell they know, the Sorcerer must expend a spell slot of at least that spell's circle, also expending the action noted in the spell's Cast Time & providing its listed components. When casting a Sorcerer spell with a somatic component, the Sorcerer must check Arcane Spell Failure for their equipped items.

Metamagic: The Sorcerer may add the circle adjustment from a metamagic feat they know to a spell's circle to determine the slot needed to cast the spell, & apply the metamagic feat's effects to that casting.

## Class Features

### Bonus Feat (Ex)

The Sorcerer gains a Blood, Heritage, or Reserve feat.

### Device Mastery (Ex)

The Sorcerer has a +CL bonus on Use Device checks to activate a scrolls or wands of spells that are known to them (or on their Wild Magic list).

### In the Blood (Su)

The Sorcerer may expend a use of Blood as an immediate action to add the listed luck bonus to one attack, save, or skill roll (after rolling, but before success/failure is determined). They may use In the Blood up to 3+Cha times each day.

### Wild Magic (Su)

The Sorcerer chooses the powerful emotion most closely associated with their magic; they may expend a use of In the Blood as an immediate action to cast a random spell that emulates their emotion.

**Anger:** Bane, Bang, Burning Hands, Buzzing Bee, Cheat, Command, Impede, Mark of Judgement, Strike True, Whelm.

**Apathy:** Calm Emotions, Daze, Deep Breath, Dismissible, Feather Fall, Feign Death, Impede, Mage Wield, Sleep, Unseen Servant.

**Disgust:** Bane, Deep Breath, Horrible Taste, Iron Guts, Karmic Aura, Prevent Disease, Purify, Remove Scent, Resurgence, Stay the Hand.

**Fear:** Alarm, Cause Fear, Distort Shadow, Ebon Eyes, Expeditiousness, Fog, Invisibility, Remove Fear, Sanctuary, Vigilant Slumber.

**Joy:** Amplify, Bless, Dawn Burst, Elation, Greater Mending, Insight of Good Fortune, Leap, Light, Lucky Streak, Master’s Touch.

**Love:** Bless, Call Elemental 1, Cure Light Wounds, Healthful Rest, In Hand, Lesser Image, Little Helpful Hand, Message, Serene Visage, Share Pain

**Lust:** Charm, Command, Detect Mineral, Disguise Self, Entice Gift, Hypnotism, Incite, In Hand, Mage Hand, Prevent Disease.

**Madness:** Bewildering Visions, Blade of Blood, Buzzing Bee, Color Spray, Distract Assailant, Incite, Lesser Image, Manipulate Object, Prestidigitation, Ray of Obtuseness.

**Rage:** Blade of Blood, Bleed, Burning Rage, Deathwatch, Incite, Inflict Light Wounds, Magic Missile, Mindless Rage, Raging Flames, True Strike.

**Sadness:** Chill Touch, Create Water, Erase, Fatigue, Little Warding Hand, Mass Bleed, Mass Stabilize, Sorrow, Wall of Smoke, Wave of Grief.

**Surprise:** Augury, Burst of Energy, Deep Breath, Distract Assailant, Feather Fall, Flare, In Hand, Shocking Grasp, Stand, Warning Shout.

**Sympathy:** Benediction, Bless, Endure Elements, Greater Mending, Invest Light Protection, Little Helping Hand, Protection from Alignment, Remove Fear, Shield of Faith, Stabilize.

### Tame the Wild (Su)

The Sorcerer has advantage on rolls for Wild Magic selection.

### Improved Device Mastery (Ex)

At CL 9 the Sorcerer may take 10 on Use Device rolls.

### Expanded Wild Magic (Su)

The Sorcerer adds the following spells to their Wild Magic list:

**Anger:** Bestow Curse, Shatter.

**Apathy:** Hold, Slow.

**Disgust:** Gentle Repose, Repelling Shield.

**Fear:** Cause More Fear, Heroism.

**Joy:** Burst of Energy, Good Hope.

**Love:** Safety, Share Talents.

**Lust:** Entice Gift, Veil of Lust.

**Madness:** Disobedience, Hideous Laughter.

**Rage:** Curse of Impending Blades, Rage.

**Sadness:** Blindness/Deafness, Torrent of Tears.

**Surprise:** Divine Insight, Haste.

**Sympathy:** Aid Other, Prayer.

### Magic Unlimited (Su)

Once each minute, the Sorcerer may activate their Wild Magic as a free action, without using In the Blood.

### Swift Cantrips (Sp)

The Sorcerer may cast their cantrips as though they had Cast Time: Swift.

### Magic Runs Wild (Su)

When the Sorcerer activates Wild Magic, instead of having advantage, they roll 3 times, & may select up to 2 of the rolled spells to occur.