Sorcerer

PrimaryPower HP12

Magic in the blood.

Gain a talent related to your bloodline or its magic, and gain expertise in that talent.

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 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.

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 a total number of cantrips and non-rare charms castable with those cantrips 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 prepare spells, and you can cast any of them. Whenever you take the Level Up downtime activity, you can swap one cantrip or charm you know for another you qualify for, and whenever your Power or Prowess permanently increases by 1, add another non-rare cantrip or charm to what you know.

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