Sorcerer

Primary
Power
Hit Points
12
Talent
Related to your bloodline or its magic, with expertise in it
Class Question
Did I let my bloodline's nature take over in a critical moment?

Sorcerers carry the fire of magic directly in their blood. While scholars spend decades deciphering arcane theory, a sorcerer inherits power from an ancestral encounter with draconic sovereigns or planar entities. Magic is not a skill they practice; it is an inborn pulse that hums beneath their skin, waiting for an emotional spark to break free.

Because their power is an innate inheritance, they shape it through sheer instinct and willpower. They twist spells into strange new forms on the fly, manifesting conduits out of thin air and pouring effortless force into every enchantment. That connection comes with a wild, demanding temperament, constantly urging the sorcerer to let ancestral fury take the reins when the pressure mounts.

Bloodline

  • Celestial divine, tendoji
  • Fey primal, elf
  • Infernal divine, inferni
  • Djinn arcane, jinnati
  • Draconic arcane, dracona

Core Feats

Magic BloodlineCore Feat

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 matching lineage, tied to your chosen 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 conduit 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 conduit with the assail property dealing damage as a dagger.

You’re proficient with light armor. You’re also proficient with your choice of jeweler’s tools or a musical instrument.

SorceryCore Feat Spellcasting Feat

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 chosen bloodline grants you access to the bloodline’s spell list.

You know a total number of domains and non-rare charms castable with those domains equal to your Power plus your Prowess plus 3, drawn from your bloodline’s list. The magic in your blood is fixed: you don’t ready spells, and you can cast any of them. Whenever you take the Level Up downtime activity, you can swap one domain or charm you know for another you qualify for, and whenever your Power or Prowess permanently increases by 1, add another domain or non-rare charm to what you know.

Your blood does the work your study never had to. Whenever you cast a spell using a domain or charm this feat gave you, reduce its fatigue by 1, to a minimum of 0. Domains and charms you know from anywhere else are cast at their full cost.