Sorcerer

PrimaryPower HP12

Magic in the blood.

Core Feats

Magic Bloodline

The magic in your blood is yours by birth, not study — so you bend it in ways a trained caster cannot.

Choose a bloodline if you don’t already have one: celestial, fey, infernal, djinn, or draconic. You gain one trait of your choice from the lineage tied to it — tendoji for celestial, elf for fey, inferni for infernal, jinnati for djinn, or dracona for draconic.

You gain one trait of your choice from the [[class.sorcerer.lineageName]] lineage, tied to your [[class.sorcerer.label]] bloodline.

You know 3 metamagic charms, twisting your magic as you cast it. They don’t count against the charms you know, and you can swap one of them when you take the Level Up downtime activity. Metamagic charms can only be learned and used through a feat like this one.

As part of the Retrieve Item technique, you can manifest an arcane focus drawn from your bloodline — conjured to hand though it isn’t in your loadout or even on your person — shaped to your heritage: a celestial orb, a fey wand of twig or bone, a djinn rod, or an infernal dagger. A draconic sorcerer instead manifests claws: a focus with the assail property dealing damage as a dagger.

You’re proficient with light armor.

Sorcery

Your magic is an inheritance rather than a study, running in your blood from some power in your ancestry. Your spellcasting ability is +POWER.

When you gain this feat, choose a bloodline if you don’t already have one: celestial, fey, infernal, djinn, or draconic. Your bloodline sets your spell list — celestial and infernal cast from the divine list, fey from the primal list, and djinn and draconic from the arcane list.

Your [[class.sorcerer.label]] bloodline grants you access to the [[class.sorcerer.list]] spell list.

You know 3 cantrips from your bloodline’s list and a number of charms equal to twice your Prowess plus 1, chosen from the non-rare charms that can be used with the cantrips you know — your blood carries a deeper repertoire than you ever studied for. The magic in your blood is fixed: you don’t prepare spells, and you can only change the cantrips and charms you know when you take the Level Up downtime activity, swapping one cantrip or charm you know for another you qualify for.

When you take this feat, gain a talent related to your bloodline or its magic, and gain expertise in that talent.