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.
| 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 |
| 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 | - |
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.
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.
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 |