Newb20

Sorcerer

Sorcerers wield innate magic through force of personality, instinct, and a supernatural bloodline. Unlike Wizards, Sorcerers shape magic spontaneously from learned spell forms and effects, spending a Sorcery Point pool instead of spell slots.

Class Statistics

Statistic Value
Hit Die d6
Base attack bonus Low progression
Good save Will
Poor saves Fortitude, Reflex
Skill ranks per level 2 + Intelligence modifier (minimum 1)
Class skills Concentration, Disguise, Investigation, Lore (Arcana), Lore (Planes), Persuasion, Sense Motive, Use Magic Device
Armor proficiency Robes
Weapon proficiency Shortsword, dagger, quarterstaff, club, crossbow, sling

Class Progression

Level BAB Fort Ref Will Class features
1 +0 +0 +0 +2 Spellcasting (1st-level spells); Bloodline feature
2 +1 +0 +0 +3 -
3 +1 +1 +1 +3 Spellcasting (2nd-level spells)
4 +2 +1 +1 +4 -
5 +2 +2 +2 +4 Spellcasting (3rd-level spells)
6 +3 +2 +2 +5 -
7 +3 +3 +3 +5 Spellcasting (4th-level spells)
8 +4 +3 +3 +6 -
9 +4 +4 +4 +6 Spellcasting (5th-level spells)
10 +5 +4 +4 +7 -
11 +5 +5 +5 +7 Spellcasting (6th-level spells)
12 +6 / +1 +5 +5 +8 -
13 +6 / +1 +6 +6 +8 Spellcasting (7th-level spells)
14 +7 / +2 +6 +6 +9 -
15 +7 / +2 +7 +7 +9 Spellcasting (8th-level spells)
16 +8 / +3 +7 +7 +10 -
17 +8 / +3 +8 +8 +10 Spellcasting (9th-level spells)
18 +9 / +4 +8 +8 +11 -
19 +9 / +4 +9 +9 +11 -
20 +10 / +5 +9 +9 +12 -

Spellcasting

Charisma governs Sorcerer spellcasting. Sorcerers learn spell shapes and effects through Sorcerer Talents; compatible learned components can be combined freely, subject to bloodline access and spell-level limits. Each cast has one primary effect.

Sorcerers do not use spell slots. A spell of level 1-9 costs Sorcery Points as shown below; the base cost is fixed by spell level and does not rise when caster-level damage scales. 10th-level epic spells are not currently available to player characters.

Spell level Base Sorcery Point cost
1st 1
2nd 2
3rd 4
4th 8
5th 16
6th 32
7th 64
8th 128
9th 256

Cantrips known by the Sorcerer are always available and can be cast at will without spending Sorcery Points. They do not draw from the Sorcery Point pool.

Sorcery Point Pool

The Sorcerer’s base daily point progression is derived from the Wizard’s base spell slots per day. Each slot is converted to Sorcery Points using the cost for that spell level above. The table excludes bonus slots from Charisma.

Sorcerer level Base Sorcery Points
1 1
2 2
3 4
4 7
5 11
6 17
7 26
8 38
9 56
10 80
11 116
12 164
13 236
14 332
15 476
16 668
17 956
18 1340
19 1660
20 2044

Add bonus points equal to the Sorcery Point value of the bonus spell slots granted by Charisma at each spell level the Sorcerer can cast, using the bonus spell-slot progression. For example, at Sorcerer level 5, Charisma 16 grants one bonus slot each at spell levels 1-3, adding 7 points to the base 11 for a total of 18. The full pool returns after a Long Rest; no general Short Rest recovery is granted.

The base Ray deals 1d6 damage per two Sorcerer levels, minimum 1d6, with no maximum caster-level cap. Damage can be increased by moving up the weapon damage-size progression; each successive size step costs 2, 4, 8, 16, and so on additional Sorcery Points. For example, a level-5 Ray starts at 3d6; three upgrades change it to 3d8, 6d6, then 9d6 and cost 14 additional points. A 1st-level Ray still costs 1 point at higher Sorcerer levels, even though its damage scales.

Bloodline

Choose a bloodline at character creation. It grants a thematic ability, bonus spells or spell options, and later features. Bloodline features should advance primarily by Sorcerer level so a one-level dip grants only a limited expression of the lineage.

Bloodline Magical theme
Draconic Elemental power, resilience, and draconic transformation
Fey Glamour, charm, and nature-bound magic
Celestial Radiance, protection, and restorative magic
Infernal Fire, coercion, and bargains
Elemental Affinity with one fundamental element
Shadow Darkness, fear, and concealment
Wild Unpredictable surges and flexible magic