Sorcerer: Class Skills
Sorcerer: Class Skills
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Sorcerer
Scions of innately magical
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bloodlines, the chosen of
deities, the spawn of
monsters, pawns of fate and
destiny, or simply ukes of
ckle magic, sorcerers look
within themselves for arcane
prowess and draw forth
might few mortals can
imagine. Emboldened by lives
ever threatening to be
consumed by their innate
powers, these magic-touched
souls endlessly indulge in and
re ne their mysterious
abilities, gradually learning
how to harness their
birthright and coax forth ever
greater arcane feats. Just as
varied as these innately
powerful spellcasters’
Image used by permission of Yama Orce.
abilities and inspirations are
the ways in which they choose to utilize their gifts. While some seek to control their
abilities through meditation and discipline, becoming masters of their fantastic
birthright, others give in to their magic, letting it rule their lives with often explosive
results. Regardless, sorcerers live and breathe that which other spellcasters devote
their lives to mastering, and for them magic is more than a boon or a eld of study; it is
life itself.
Role: Sorcerers excel at casting a selection of favored spells frequently, making them
powerful battle mages. As they become familiar with a speci c and ever-widening set
of spells, sorcerers often discover new and versatile ways of making use of magics
other spellcasters might overlook. Their bloodlines also grant them additional abilities,
assuring that no two sorcerers are ever quite alike.
Alignment: Any
Hit Die: d6
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play
with an out t worth 10 gp or less.
Class Skills
The sorcerer’s class skills are Appraise (Int), Blu (Cha), Craft (Int), Fly (Dex), Intimidate
(Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device
(Cha).
Table: Sorcerer
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Class Features
All of the following are class features of the sorcerer.
Spells
Spells Known
Level
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2 — — — — — — — —
2nd 5 2 — — — — — — — —
3rd 5 3 — — — — — — — —
4th 6 3 1 — — — — — — —
5th 6 4 2 — — — — — — —
6th 7 4 2 1 — — — — — —
7th 7 5 3 2 — — — — — —
8th 8 5 3 2 1 — — — — —
9th 8 5 4 3 2 — — — — —
10th 9 5 4 3 2 1 — — — —
11th 9 5 5 4 3 2 — — — —
12th 9 5 5 4 3 2 1 — — —
13th 9 5 5 4 4 3 2 — — —
14th 9 5 5 4 4 3 2 1 — —
15th 9 5 5 4 4 4 3 2 — —
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Spells Known
Level
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
16th 9 5 5 4 4 4 3 2 1 —
17th 9 5 5 4 4 4 3 3 2 —
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows
without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 +
the spell level. The Di culty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s
Charisma modi er.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily
spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma
score (see Table: Ability Modi ers and Bonus Spells).
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level
spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells
Known. (Unlike spells per day, the number of spells a sorcerer knows is not a ected by her Charisma score; the
numbers on Table: Sorcerer Spells Known are xed.) These new spells can be common spells chosen from the
sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through
study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can
choose to learn a new spell in place of one she already knows. In e ect, the sorcerer loses the old spell in exchange for
the new one. The new spell’s level must be the same as that of the spell being exchanged. A sorcerer may swap only a
single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new
spells known for the level.
Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any
time, assuming she has not yet used up her spells per day for that spell level.
Bloodline
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class
skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature
somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather
might have signed a terrible contract with a devil. Regardless of the source, this in uence manifests in a number of
ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her rst level of sorcerer. Once made,
this choice cannot be changed.
FAQ
Do the bonuses granted from Bloodline Arcana apply to all of the spells cast by the sorcerer, or just those cast from the
sorcerer’s spell list?
The Bloodline Arcana powers apply to all of the spells cast by characters of that bloodline, not just those cast using the
sorcerer’s spell slots.
[Source]
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These
spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged
for di erent spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list speci c to each
bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some
sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of
others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a
power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your
sorcerer’s abilities.
The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless
otherwise noted, most sorcerers are assumed to have the arcane bloodline.
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Bloodline Mutations: Although heirs to similar arcane bloodlines may share commonalities, the unique circumstances in
which a bloodline enters a bloodrager or sorcerer’s lineage can result in the manifestation of particularly strange or
unusual bloodline powers known as mutations. Whenever a bloodrager or a sorcerer gains a new bloodline power, she
can swap her bloodline power for a bloodline mutation whose prerequisites she meets. Once this choice is made, it
cannot be changed, and a bloodrager or sorcerer cannot swap a bloodline power that she has altered or replaced with
an archetype for a bloodline mutation. A bloodrager need not be in a bloodrage to use her bloodline mutation powers.
Alternatively, a bloodrager or sorcerer can select a bloodline mutation in place of a bloodline bonus feat, provided her
class level is at least equal to the level of the bloodline ability the mutation normally replaces. The list of bloodline
mutations can be found here. Source: PZO9468
Sorcerer Bloodlines from Paizo Sorcerer Bloodlines from 3rd Party Publishers
Subpages Subpages
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Haunted Bloodline
Linnorm Bloodline
Ophidian Bloodline
Psionic Bloodline
Shadow Bloodline
Petersen Games - Sorcerer Bloodlines
Deep One (Sorcerer Bloodline)
Shub-Niggurath
Yog-Sothoth
Purple Duck Games - Sorcerer Bloodlines
Feather Bloodline
Radiance House - Bloodlines
Ergon Bloodline
Ravaged Bloodline
Rite Publishing - Bloodlines
Kappa Bloodline
Rogue Genius Games - Bloodlines
Frost Bloodline
Skyborne Bloodline
Stone Bloodline
Silver Games LLC - Bloodlines
Unification Ponykind Bloodline
Vampiric Ponykind Bloodline
Spes Magna Games - Bloodlines
Aquatic Bloodline
Divine Bloodline
Giant Bloodline
Ooze Bloodline
Plant Bloodline
Psychic Bloodline
Vermin Bloodline
Storm Bunny Studios - Bloodlines
Jötunblooded
The Knotty-Works -- Bloodlines
Abjuration - Arcane Tradition
Conjuration - Arcane Tradition
Divination - Arcane Tradition
Enchantment - Arcane Tradition
Evocation - Arcane Tradition
Illusion - Arcane Tradition
Necromancy - Arcane Tradition
Transmutation - Arcane Tradition
Ghost Hunter Bloodline
Righteous Bloodline
Coruption Bloodline
Cantrips
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.”
These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials
A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have
the option of choosing from a number of other bonuses, depending upon their favored classes. The following options
are available to the listed race who have sorcerer as their favored class, and unless otherwise stated, the bonus applies
each time you select the listed favored class reward.
Paizo
Dwarf Add +½ to acid and earth spell or spell-like ability damage. PZO1121
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Paizo
Elf Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + PZO1115
the sorcerer‘s Charisma modi er. The sorcerer adds +½ to the number of uses per day of that
bloodline power.
Gnome Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + PZO1121
the sorcerer‘s Charisma modi er. The sorcerer adds +½ to the number of uses per day of that
bloodline power.
Half-Elf Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + PZO1121
the sorcerer‘s Charisma modi er. The sorcerer adds +½ to the number of uses per day of that
bloodline power.
Half-Orc Add +½ point of re damage to spells that deal re damage cast by the sorcerer. PZO1115
Hal ing Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + PZO1121
the sorcerer‘s Charisma modi er. The sorcerer adds +½ to the number of uses per day of that
bloodline power.
Human Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest PZO1115
spell level the sorcerer can cast.
Other Races
Aasimar Add +¼ to the sorcerer’s caster level when casting spells with the good descriptor. PZO1121
Catfolk Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + PZO1121
the sorcerer‘s Charisma modi er. The sorcerer adds +½ to the number of uses per day of that
bloodline power.
Dhampir Add +½ point of negative energy damage to spells that deal negative energy damage. PZO1121
Drow Add one spell known from the sorcerer spell list. This spell must have the curse, evil, or pain descriptor, PZO1121
and be at least one level below the highest spell level the sorcerer can cast.
Fetchling Add +½ to either cold or electricity resistance (maximum resistance 10 for either type). PZO1121
Gillman Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest PZO1121
spell level the sorcerer can cast.
Goblin Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest PZO1121
spell level the sorcerer can cast, and must have the re descriptor.
Ifrit Choose a bloodline power from the elemental ( re) bloodline or the efreeti bloodline that the sorcerer PZO1121
can use. The sorcerer treats her class level as though it were +½ higher (to a maximum of +4) when
determining the e ects of that power.
Kitsune Add +¼ to the DC of enchantment spells. PZO1121
Kobold Choose acid, cold, electricity, or re damage. Add +½ point of the chosen energy damage to spells PZO1121
that deal the chosen energy damage cast by the sorcerer.
Merfolk Add +½ to the sorcerer’s caster level when determining the range of any spells with the water PZO1121
descriptor.
Sylph Choose a bloodline power from the djinni or elemental (air) bloodline that the sorcerer can use. The PZO1121
sorcerer treats her class level as though it were +½ higher (to a maximum of +4) when determining the
e ects of that power.
Tengu Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + PZO1121
the sorcerer‘s Charisma modi er. The sorcerer adds +½ to the number of uses per day of that
bloodline power.
Tie ing Add +½ to the number of times per day a sorcerer can use the corrupting touch infernal bloodline PZO1121
power, or +1 to the total number of rounds per day the sorcerer can use the claws abyssal bloodline
power. The sorcerer must possess the applicable power to select these bonuses.
Undine Add a +1 bonus on caster level checks to cast spells underwater. PZO1121
Vishkanya Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + PZO1121
the sorcerer‘s Charisma modi er. The sorcerer adds +½ to the number of uses per day of that
bloodline power.
Wayang Add +½ point of damage to any illusion spells of the shadow subschool cast by the sorcerer. PZO1121
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Paizo
Duergar Add +½ damage of any acid and earth sorcerer spells or spell-like abilities. JBE:BoHRC
Fetchling Add +½ to either cold or electricity resistance (to a maximum increase of 10). JBE:BoHRC
Hobgoblin When casting sorcerer spells with the fear descriptor, add +1/3 to the e ective caster level of the JBE:BoHRC
spell, but only to determine the spell’s duration.
Orc Add +½ point of re damage to sorcerer spells cast that deal re damage. JBE:BoHRC
Ratfolk Add a +½ bonus on Use Magic Device checks. JBE:BoHRC
Tie ing Add +½ to the number of times per day a sorcerer can use the corrupting touch infernal bloodline JBE:BoHRC
power, or +1 to the total number of rounds per day the sorcerer can use the claws abyssal bloodline
power. The sorcerer must possess the applicable power to select these bonuses
Wayang Add +½ point of damage to any sorcerer illusion spells of the shadow subschool. JBE:BoHRC
Rogue Genius Games
Lapith Choose a new spell in place of one your already know. The new spell’s level must be the same as that SGG:HHO
of the spell being exchanged. You cannot swap any spell gained from your bloodline.
Piper Gain the ability to add metamagic to spells without increasing casting time ⅓ times/day. (One use of SGG:HHO
this ability per day for every three times you select this option.)
Archetypes & Alternate Class Features
When a character selects a class, he must choose to use the standard class features found or those listed in one of the
archetypes presented here. Each alternate class feature replaces a speci c class feature from its parent class. For
example, the elemental st class feature of the monk of the four winds replaces the stunning st class feature of the
monk. When an archetype includes multiple class features, a character must take all of them—often blocking the
character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the
other class features found in the core class and not mentioned among the alternate class features remain unchanged
and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who
takes an alternate class feature does not count as having the class feature that was replaced when meeting any
requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate
class features can replace or alter the same class feature from the core class as another alternate class feature. For
example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class
feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a
warrior of the holy light, since none of their new class features replace the same core class feature.
Archetypes are a quick and easy way to specialize characters of a given class, adding fun and avorful new abilities to
already established adventurers. Characters may take more than one archetype if they meet the requirements.
Paizo
Crossblooded C C (X) (X) (X) (X) (X) (X) (X) (X) (X) (X) (X) (X) (X) (X) C C C C C
Dragon X X X X X
Drinker
Eldritch X C X X
Scrapper
False Priest C X X X X
Mongrel C C C C C C C C C C C C C C X X X C
Mage
Seeker X X X
Sorcerer of X X X
Sleep
Stone Warder X X X
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Tattooed X X X X
Sorcerer
Umbral Scion X X X X
Wildblooded
Anarchic X X
Arial X X
Bedrock X X
Brutal X X
Dark Fey X X
Empyreal X X
Envenomed X X
Groveborn X X
Karmic X X
Lifewater X X
Linnorm X X
Pit-Touched X X
Primal X X
Retribution X X
Rime- X X
Blooded
Sage X X
Sanguine X X
Seaborn X X
Shahzada X X
Sylvan X X X
Umbral X X
Visionary X X
Void- X X X
Touched
Warped X X
Racial Archetypes – The following class archetypes are available to members of the listed race.
Wishcrafter ( X X X X X X X X X X X X X
Ifrit)
Nine-Tailed X X X X X X X X X
Heir (
Kitsune)
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Bloodless X X X X X X X X X X X X X X C X X X X
Cloak ghter X X X X X X X X X X X X X X X X X X
Harrier X X X X X X X X X X X X X X X X X X
Physical X X X X X X X X X X X X X X X X X X
Exemplar
Scourge C C C C C C C C C C X X X C
Spellhammer X X X X X X X X X X X X X X X X X X
Strega C
Weapon X X X X X X X X X X X X X X X X X X
Champion
Youxia X X X X X X X X X X X X X X X X X X
1 2
X=replaced, (X)=optional replacement, C=changed, =archetype package 1, =archetype package 2
Subpages
Archetypes
Petersen Games - Sorcerer Archetypes
Familiar
Paizo, Inc. - Sorcerer Archetypes
Mongrel Mage
Nine Tailed Heir
Crossblooded
Dragon Drinker
Eldritch Scrapper
False Priest
Seeker
Sorcerer of Sleep
Stone Warder
Tattooed Sorcerer
Umbral Scion
Wildblooded
4 Winds Fantasy Gaming - Sorcerer Archetypes
Learned Sorcery
Everyman Gaming, LLC - Sorcerer Archetypes
Nine-Tailed Mystic (Kitsune)
Flaming Crab Games - Sorcerer Archetypes
Sanctified Sorcerer
Rite Publishing - Sorcerer Archetypes
Magilith
Rogue Genius Games - Sorcerer Archetypes
Arcane Endowments
Bedreven
Bloodless
Scourge
Strega
Bloodlines
Bloodline Mutations
Blood Havoc
Blood Intensity
Blood Piercing
Bloodlines - Paizo, Inc.
Astral (Sorcerer Bloodline)
Scorpion Bloodline
Shapechanger
Solar Bloodline
Salamander
Kobold Bloodline (Kobold)
Aquatic Bloodline
Imperious Bloodline (Human)
Harrow Bloodline
Impossible Bloodline
Infernal Bloodline
Aberrant Bloodline
Abyssal Bloodline
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Accursed Bloodline
Arcane Bloodline
Boreal Bloodline
Celestial Bloodline
Daemon Bloodline
Deep Earth Bloodline
Destined Bloodline
Div Bloodline
Djinni Bloodline
Draconic Bloodline
Dreamspun Bloodline
Ectoplasm Bloodline
Efreeti Bloodline
Elemental Bloodline
Fey Bloodline
Ghoul Bloodline
Maestro Bloodline
Marid Bloodline
Martyred Bloodline
Nanite Bloodline
Oni Bloodline
Orc Bloodline
Pestilence Bloodline
Possessed Bloodline
Protean Bloodline
Psychic Bloodline
Rakshasa Bloodline
Serpentine Bloodline
Shadow Bloodline
Shaitan Bloodline
Starsoul Bloodline
Stormborn Bloodline
Undead Bloodline
Verdant Bloodline
Bloodlines from 3rd Party Publishers
Fat Goblin Games - Sorcerer Bloodlines
Petersen Games - Sorcerer Bloodlines
Purple Duck Games - Sorcerer Bloodlines
Rogue Genius Games - Bloodlines
Ascension Games, LLC - Bloodlines
Everyman Gaming, LLC - Bloodlines
Frog God Games - Bloodlines
Jon Brazer Enterprises - Bloodlines
Kobold Press - Bloodlines
Paizo Fans United - Bloodlines
Radiance House - Bloodlines
Rite Publishing - Bloodlines
Silver Games LLC - Bloodlines
Spes Magna Games - Bloodlines
Storm Bunny Studios - Bloodlines
The Knotty-Works -- Bloodlines
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