Sorcerer

The arcane talents of sorcerers may run narrow, but they run deep. While they lack the flexibility and versatility that wizards possess, they make up for it with devastating efficiency and potency in their chosen discipline.

d4 hit die, 2 + I skill points per level

Class skills: Arcana, World, Device, Intimidate, Deception, Craft, Perform, Profession

Good resistances: Finesse, Acumen, Ego, Charm

Proficiencies: Simple Weapons

Spellcasting:

A sorcerer casts arcane spells, but does not need to prepare them. Instead they can cast spontaneously from their spells known, a number of times per long rest as given by the class table. They can cast additional spells per day with a high Resolve score. The DC of a sorcerer’s spells is 16 + MB used to cast + Ego modifier. A sorcerer may cast any number of level 0 spells per day.

Spells Known

**Spell Aspects:**

At 2st level and every 4 levels thereafter, a sorcerer gains a bonus Spell Aspect. At 4th level, the sorcerer gains Spell Aspect Adept as a bonus feat, even though they do not meet the prerequisites. For the purpose of qualifying for Spell Aspects, a sorcerer treats their MB as 1 higher. This bonus increases by 1 at 8th level.

**Knack:**

At 1st level, a sorcerer devotes themselves to the practice of arcane magic, but they are not quite as studious as their wizard counterparts. They instead learn just a few spells and use other tools to get the job done. Additionally, sorcerers often stylize their arcane arts by taking inspiration from the magical abilities of other creatures. This stylization is called a knack, and grants the sorcerer additional spells known and additional benefits as they level.

**Arcanum**: Those who devote themselves wholly to the arcane unlock its full potential. These sorcerers add 1+⅓ their level to Arcana checks, and may add their Resolve in place of Intellect on these checks. They gain the following bonus spells: 1: IdentifyARC1, 2: Mage LockARC2, 3: Dispel MagicARC3, 4: Dimension EscapeARC4, 5: Greater InvisibilityARC5, 6: TeleportARC6, 7: SkyboundARC7, 8: Closed DoorARC8, 9: DisjunctionARC9, 10: WishARC10

At 5th level, the sorcerer gains a wand as a wizard of their level-3.

At 9th, 13th, and 17th level, the sorcerer gains an additional spell aspect.

At 20th level, when the sorcerer uses full-turn casting, they may cast an additional spell at their lowest MB.

**Celestial**: While this knack is often possessed by sorcerers of good natures, this is not always the case. These sorcerers are immune to fear and gain religion as a class skill. They gain the following bonus spells: 1: Blessing AuraDIV1, 2: AlmsDIV2, 3: PsalmDIV3, 4: RestorationDIV4, 5: ComebackDIV5, 6: OracleDIV6, 7: Withering TouchDIV7, 8: Ascended FormDIV8, 9: True ResurrectionDIV9, 10: Deific AppearanceDIV10

At 5th level, the sorcerer can add any 1 divine spell to their spells known at a level they can cast.

At 9th level, the sorcerer adds their Resolve modifier on resistances against compulsion and charming effects. They can add any 1 divine spell to their spells known at a level they can cast.

At 13th level, once per long rest as a free action the sorcerer can gain feathered wings and a 60ft fly speed for one round per level. They can add any 1 divine spell to their spells known at a level they can cast.

At 17th level, the sorcerer can reroll any 1dW roll as no action, a number of times per short rest equal to their Resolve modifier.

At 20th, the sorcerer gains an aura of divinity. Allies within 30ft gain a +4 bonus to resistances and fast healing 1. They can add any 1 divine spell to their spells known at a level they can cast.

**Dracolyte**: Devoted to dragons and their ilk, the dracolyte sorcerer gains numerous powers inspired by the might of dragonkind. These sorcerers are immune to sleep and paralysis effects. They gain the following bonus spells:

1: Iron JawsALC1, 2: AmplifyALC2, 3: Charm MonsterDRA3, 4: ClamourDRA4, 5: SalamanderALC5, 6: ZealotDIV6, 7: WalkerABR7, 8: Spell ProtectionALC8, 9: Shifter’s BlessingHAL9, 10: MeteoriteHAL10.

At 5th level, the sorcerer gains tolerance 10 to one type of elemental damage of their choice and a +2 natural armor bonus. This armor bonus increases by 1 at 10th, 14th, and 18th level.

At 9th level, they gain immunity to their chosen elemental type and blindsense 30ft.

At 13th level, once per long rest as a free action, the sorcerer can gain scaled wings and a 60ft (poor) fly speed and +2 to resistances for one round per level.

At 17th level, while using their scaled wings, the sorcerer gains immunity to the staggered and stunned conditions, and creatures within 20ft take -8 to resist fear effects, or lose immunity to fear if they were immune.

At 20th level, the sorcerer may use their scaled wings once per short rest. While using their scaled wings, they gain +2R and +2E, and their fly speed increases to 120ft (poor).

**Elementarian**: Devoting their studies to one element, the elemental sorcerer inhabits a narrow field but excels. When casting arcane spells, they do an extra point of elemental damage per damage die for their chosen elemental type (Fire, Corrosive, Cold, Electric, or Sonic). They gain Substituted Spell as a bonus feat, and must select their chosen type. They gain the following bonus spells: 1: FrostbiteHAL1, 2: StaticALC2, 3: Thunder DrumDRA3, 4: Winter StormHAL4, 5: Calcific BurstALC5, 6: Elemental ImmunityALC6, 7: ResonanceABR7, 8: Lightning LeapingDRA8, 9: ThermeticALC9, 10: ScreamDRA10.

At 5th level, the sorcerer gains immunity to their chosen elemental damage type.

At 9th level, they gain tolerance 10 to all elemental damage. Once per short rest the sorcerer can add their Resolve modifier to the DC of a spell they cast that deals their chosen damage type as a free action. They may use this an additional time per short rest at 13th and 17th level, this cannot stack with itself.

At 13th level, the sorcerer may add their Resolve modifier to resist spells that deal elemental damage. Once per round, if the sorcerer has taken elemental damage in the past round, they may add their Ego modifier to one Spell Focus check as a free action.

At 17th level, the sorcerer’s spells of their chosen elemental type ignore half of a creature’s energy tolerance. Additionally, they treat immune creatures as having mitigation rather than immunity.

At 20th level, the sorcerer gains an effect depending on their chosen element, usable once per short rest as a move action and lasting one round per level..

Fire: The sorcerer gains regeneration 1, and they heal an amount equal to half the amount of fire damage they deal to creatures. This regeneration is suppressed any round they do not deal fire damage.

Cold: The sorcerer gains temporary HP equal to their maximum HP and a bonus to natural armor and DD equal to their Spell Focus ability modifier. They gain vulnerability to fire while this temporary HP remains.

Sonic: The sorcerer gains a fly speed of 300ft with perfect maneuverability. They may move up to their move speed as a quick action once per round.

Corrosive:The sorcerer gains a Burrow speed equal to their base speed. They can burrow through any non-magical substance. Creatures and weapons that touch the sorcerer take 20d8 corrosive damage. If this would destroy a weapon used to attack the sorcerer, the sorcerer takes no damage from the attack.

Electric: For one minute, the sorcerer gains +8F and +8G and can teleport up to 60ft as no action a total number of times equal to their Ego modifier (max 2 per round). Creatures and objects in the path of this teleportation take 10d8 electric damage.

**Fey-Touched**: While the motives of the High Sidhe are difficult to determine at the best of times, one thing is certain: they always repay their debts. The sorcerer adds their Ego modifier to resist charming and compulsion effects and gains Nature as a class skill.  They gain the following bonus spells: 1: EntangleHAL1, 2: HideboundHAL2, 3: SunlightHAL3, 4: Moon RayHAL4, 5: Rock to MudHAL5, 6: Green ThumbHAL6, 7: Tree SiegeHAL7, 8: WhirlwindHAL8, 9: Shifter’s BlessingHAL9, 10: StormHAL10.

At 5th level, the sorcerer is unaffected by difficult terrain and adds their Ego modifier to Survival checks, and to nature checks to influence animals and Tuatha.

At 9th level, they gain immunity to toxins, and poison tolerance equal to their level.

At 13th level, once per short rest, the sorcerer may cast a spell as a full-round action, adding their Charm modifier to the spell’s DC and Spell Focus. This is a language and charming effect.

At 17th level, the sorcerer gains immunity to charming and compulsion effects, and may add their Ego modifier as a luck bonus on any single 1dW roll each short rest as no action.

At 20th level, when a hostile creature fails a resistance against one of the sorcerer’s spell’s, the sorcerer heals an amount equal to 2 per the spell’s level. A spell that target’s multiple creatures may only heal a total maximum of 5x the spell’s level.

**Infernal**: Hell inspires many magic users, and though not all sorcerers with this Knack are evil, quite a few of them have been touched by evil forces. Sorcerers with this Knack gain fire tolerance 10 and Disguise as a class skill. They gain the following bonus spells: 1: Baneful AuraDIV1, 2: DarknessDIV2, 3: CurseDIV3, 4: PoisonDIV4, 5: SuperegoELD5, 6: HarmDIV6, 7: Withering TouchDIV7, 8: Celestial VesselDIV8, 9: Soul CatcherDIV9, 10: RiftELD10.

At 5th level, the sorcerer’s alignment becomes undetectable by magical means. They gain Infernal as a bonus language, and their alignment is not revealed when speaking aligned languages.

At 9th level, once per short rest when casting SuperegoELD5,  the sorcerer does not need to expend any actions to control the target.

At 13th level, the sorcerer adds their Ego modifier to resist divine and eldritch spells, and teleportation effects.

At 17th level, a number of times per short rest equal to their Resolve modifier, as no action they may force a target to reroll a resistance against one of their spells, taking the lower. They may use this only once per spell.

At 20th level, the sorcerer gains regeneration 10 while controlling a creature of HD at least ½ their HD with SuperegoELD5. They gain a bonus to all resistances equal to ½ the HD of the greatest HD creature they have trapped with Soul CatcherDIV9 on their person.

**Necropolitan**: The undead have strange and fearsome powers, and some sorcerers may come to harness the might of the living dead. This Knack makes the sorcerer healed by negative energy, and harmed by positive energy, and they gain Occult as a class skill. They gain the following bonus spells: 1: EnervateELD1, 2: Kidney PunchELD2, 3: Vampiric TouchELD3, 4: Wight TouchELD4, 5: Vampiric ShieldELD5, 6: Banshee WailELD6, 7: Death TouchELD7, 8: Heart RendELD8, 9: BlightELD9, 10: Soul EaterELD10.

At 5th level, the sorcerer gains immunity to poison.

At 9th level, the sorcerer can choose to use their Resolve modifier to determine any HP gained from sorcerer levels, instead of their Vitality modifier.

At 13th level, the sorcerer gains immunity to bleed.

At 17th level, they lose their Vitality score, and gain immunity to effects that require a Vitality resistance. They use their Resolve score in place of Vitality for any other effects. The sorcerer is considered an undead.

At 20th level, the sorcerer creates a phylactery. If the sorcerer is killed, they are reborn with their phylactery, and takes two days to regenerate. If the phylactery is destroyed, the sorcerer cannot be reborn in this manner, dying if killed, and reduces their maximum HP by four per level until they spend 8 hours over 4 days and 20k gp to create a new one.

**Outlander**: Beyond the stars dwell beings dark and cold, whose motives and actions are beyond the ken of mortals. Sorcerers with this Knack form a pact with an outsider, gain Occult as a class skill and Karissan as a bonus language. They gain tolerance 10 to psychic damage. They gain the following bonus spells: 1: SpookELD1, 2: Haunting MistELD2, 3: DisplacedELD3, 4: Nightmare KillerELD4, 5: Eye SpiesELD5, 6: SlotlessELD, 7: Ecstatic TormentELD7, 8: HorrorsELD8, 9: WyrdELD9, 10: Cold StarsELD10.

At 5th level, the sorcerer gains poison tolerance 10.

At 9th level, the sorcerer gains 2+⅓ their level to resist mental effects and gains immunity to toxins

At 13th level, once per short rest, when a creature fails a resistance against one of the sorcerer’s spells, the Sorcerer can inflict 1d6 psychic damage per level, or 1d6 sanity damage. This sanity damage increases by 1d6 at 17th and 20th level.

At 17th level, the sorcerer gains immunity to precision damage and critical hits.

At 20th level, the sorcerer gains immunity to sanity damage. Once per long rest, upon killing a creature with a spell, as no action the sorcerer can gain regeneration 5 for one round per HD of the slain creature.

**Psion**: These unnaturally gifted mages ooze a strange power that bubbles up from the depths. Sorcerers with this Knack add their Resolve modifier against compulsion effects and on resistances against mental ability drain and gain Aberrance as a class skill.  They gain the following bonus spells: 1: Telekinetic BoltABR1, 2: Persecution ComplexABR2, 3: Telekinetic ExploitABR3, 4: Memory ThiefABR4, 5: Profane GeometryABR5, 6: TantrumABR6, 7: ResonanceABR7, 8: True PsychicABR8, 9: Psychic DestructionABR9, 10: AlterABR10.

At 5th level, the sorcerer gains corrosive tolerance 10. The sorcerer can add their Resolve modifier to a resistance as a free action a number of times per short rest equal to 1+¼ lvl.

At 9th level, the sorcerer gains immunity to charm effects. Once per Long rest, they can exchange one spell known for another of the same level from the arcane spell list. They may not use this again for a number of days equal to twice the spell’s level.

At 13th level, once per short rest the sorcerer may choose to use their Ego score in place of one physical ability score for one minute as no action.

At 17th level, the sorcerer can forget two known spells to gain a different arcane spell known of the same level for one round per level. They regain the two known spells upon taking a long rest.

At 20th level, when using their Ego score in place of a physical ability score, the sorcerer may use their Resolve score in place of any other ability score (other than Ego). The sorcerer gains immunity to stunned, dazed, confused, and altered while using this ability.

**Umbral**: The Plane of Shadows does not often interact with the normal world, so sorcerers who harness the power of shadow must navigate with subtlety and secrecy. This Knack grants the sorcerer Darkvision 60ft. They gain the following bonus spells: 1: Shadow RayELD1, 2: NightsightELD2, 3: See BeyondELD3, 4: Shadow JumpELD4, 5: Cyanic CloudELD5, 6: Shadow WalkELD6, 7: Blind and BloodyARC7, 8: HorrorsELD8, 9: DreamerABR9, 10: Shadow MagicARC10.

At 5th level, the sorcerer gains Blindsense 30ft. They may add their Ego modifier to Stealth checks in lowlight or darker.

At 9th level, once per short rest when casting a spell with a range of touch, the target takes 1d4 Acumen drain, or half on a successful VR (DC 16 + ½ lvl + R). If the target fails this resistance, the sorcerer can use this ability again, but not against the same target twice.

At 13th level, the sorcerer gains blindsight 30ft. Their blindsense increases to 60ft, and their darkvision increases to 120ft.

At 17th level, they can use Shadow JumpELD4 at will as a SLA as a move action. When using Shadow JumpELD4, they may take one creature touched with them (ER negates).

At 20th level, the sorcerer becomes a master of the darkness around them. When casting Shadow Magic, targets that fail the initial resistance take a penalty to resist the additional effects equal to the sorcerer’s Resolve modifier. The sorcerer may use Shadow JumpELD4 as a free action once per round, and as a quick action once per short rest.

**Warmage**: Some sorcerers train only for battle, to use their spells for marital might. They gain a d6 HD and proficiency with light armor and 3 martial weapons of their choice. They may cast arcane spells gained from sorcerer levels in light armor. They gain the following bonus spells: 1: Adrenaline BurstABR1, 2: Resist ElementARC2, 3: MortarALC3, 4: Blessing of UrkaliARC4, 5: VengeanceDRA5, 6: Wall of StoneHAL6, 7: Improvised ExplosiveALC7, 8: Divine LuckDIV8, 9: RuinationDIV9, 10: NucleicALC10.

At 5th level, the sorcerer gains proficiency with medium armor. They may cast arcane spells gained from sorcerer levels in medium armor. The sorcerer adds twice their armor bonus to concentration checks.

At 9th level, the sorcerer gains SI equal to 16 + ½ lvl + A.

At 13th level, the sorcerer gains proficiency with heavy armor. They may cast arcane spells gained from sorcerer levels in heavy armor. When wearing medium or heavier armor, the sorcerer’s spells do not provoke opportunity attacks.

At 17th level, the sorcerer may expend a spell slot as a quick action to reduce the damage taken by any effect by an amount equal to twice the slot’s level.

At 20th level, when casting a spell, the sorcerer can expend an additional spell slot of the same level to bypass half of any DR or Tolerance. Creatures immune to the damage type instead gain mitigation, and mitigation is bypassed.
Bonus Feats:

**Bonus Feats**:

At 3rd level and every 4 levels thereafter, a sorcerer gains a bonus feat from the list of Magic Feats or Metamagic Feats.
Arcane Gifts:

**Arcane Gifts**:

At 8th level, sorcerers rejuvenate spell slots over the course of a short rest. They regain a total number of spell levels equal to their level plus their Resolve modifier,and may choose which spell levels to divide this between. At 16th level, once per long rest as a move action, sorcerers can regain a number of spell levels equal to half their level plus their Ego modifier.