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# Sorcerer

# Ability Scores

Sorcerers gain a +2 class bonus to Charisma or Constitution, as long as it isn’t the same ability you increase with your +2 species bonus.

# Skills

Sorcerers get 2 skill points in any Charisma or Constitution skill like Intimidate, Performance, and Streetwise.

# Gear

At 1st level, a sorcerer usually has a simple melee weapon, a few changes of clothing, a wand or staff, and other paraphernalia suggested by their background.

# Gold Pieces

Sorcerers start with 25gp.

# Armor

Armor Type Base AC Atk Penalty
None 10
Light 10
Heavy 11 –2
Shield +1 -2

# Melee Weapons

Weapon Type One-Handed Two-Handed
Small LEVELd4 dagger LEVELd6 staff
Light or Simple LEVELd6 shortsword LEVELd8 spear
Heavy or Martial LEVELd8 (-2 atk) longsword LEVELd10 (-2 atk) greatsword*

# Ranged Weapons

Weapon Type Thrown Crossbow Bow
Small LEVELd4 dagger LEVELd4 hand crossbow
Light or Simple LEVELd6 javelin LEVELd6 (–1 atk) light crossbow* LEVELd6 (-2 atk) shortbow*
Heavy or Martial LEVELd8 (–3 atk) heavy crossbow* LEVELd8 (-4 atk) longbow*

*A sorcerer needs one free hand to cast spells. As such, they suffer a penalty for using a two-handed weapon. (The penalty applies to spells also.)

# Level Progression

Sorcerer Level Total Hit Points Total Feats 1st level spell (H) 3rd level spell (H) 5th level spell (H) 7th level spell (H) 9th level spell (H) Level-up Ability Bonuses Damage Bonus From Ability Score
Level 1 Hybrid (Avg. of both classes) x 3 1 adv 4 Not affected ability modifier
Level 1 (6 + CON mod) x 3 1 adv 4   ability modifier
Level 2 (6 + CON mod) x 4 2 adv 5   ability modifier
Level 3 (6 + CON mod) x 5 3 adv 3 3   ability modifier
Level 4 (6 + CON mod) x 6 4 adv 6 +1 to 3 abilities ability modifier
Level 5 (6 + CON mod) x 8 4 adv; 1 champ 3 4   2 x ability modifier
Level 6 (6 + CON mod) x 10 4 adv; 2 champ 7   2 x ability modifier
Level 7 (6 + CON mod) x 12 4 adv; 3 champ 3 5 +1 to 3 abilities 2 x ability modifier
Level 8 (6 + CON mod) x 16 4 adv; 3 champ; 1 epic 8   4 x ability modifier
Level 9 (6 + CON mod) x 20 4 adv; 3 champ; 2 epic 3 6   4 x ability modifier
Level 10 (6 + CON mod) x 24 4 adv; 3 champ; 3 epic 9 +1 to 3 abilities 4 x ability modifier

Note: Although not listed on the table, this class gets three talents. It does not gain more at higher levels.

(H): Indicates columns in which hybrid characters lag one level behind.

# Stats at 1st Level

Ability Bonus +2 Charisma or Constitution (different from species bonus)
Initiative Dex mod + Level
Armor Class (light armor) 10 + middle mod of Con/Dex/Wis + Level
Physical Defense 11 + middle mod of Str/Con/Dex + Level
Mental Defense 10 + middle mod of Int/Wis/Cha + Level
Hit Points (6 + Con mod) x Level modifier
Recoveries 8
Recovery Dice (1d6 x Level) + Con mod
Skills 2, max 5 in any one skill
Relationships 3 points
Talents 3
Feats 1 per Level

# Basic Attacks

# Melee attack

At-Will

Target: One enemy

Attack: Strength + Level vs. AC

Hit: WEAPON + Strength damage

Miss: Damage equal to your level


# Ranged attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss:


# Class Features

# Chain

When you attack with a chain spell and get a natural even roll, you can roll another attack against a different enemy within range. Keep on rolling attacks as long as you get even rolls and don’t run out of new targets. Each enemy can be targeted only once.


# Gather Power

Once initiative has been rolled and a battle is underway, a sorcerer can spend a standard action to gather magical power, preparing themselves for casting a double-strength spell with their next standard action. Gathering power is loud and very noticeable. When a sorcerer gathers power, it does not count as casting a spell; you can gather power without taking opportunity attacks.

After you have gathered power, you can use your next standard action to cast an empowered sorcerer spell. Empowered sorcerer spells deal double the damage of a normal sorcerer spell. This means that you double the damage results of the hit or a miss from the single spell. If you do not or are not able to use your next standard action to cast a sorcerer attack spell, you lose the power you’ve gathered. You can use another standard action to gather power again, but the spell you eventually cast will still only do double damage. If you’ve gathered power for a spell that deals ongoing damage, the ongoing damage is doubled the first time it is dealt, but not on subsequent rounds, if any.

# Champion Feat

Once per battle when the escalation die is 4+, you can gather power as a quick action.


# Metamagic

A sorcerer’s magic is an innate ability, and they can intuitively control it as if they were moving a hand or a finger. Each bloodline has metamagic tricks to improve their spells. Arcane sorcerers are great at targeting their spells, whereas draconic sorcerers have a few extra tricks with their breath weapons, and so on.

To fuel these tricks, you have a pool of sorcery points equal to your Charisma modifier, and you regain all expended sorcery points after a full heal-up.

To use a metamagic ability, you must declare that you spend sorcery points on a spell or roll before rolling the dice, unless the description says otherwise. The benefit only applies to this casting of the spell. You can only augment a spell with one metamagic ability at a time.

If you have gained a spell through your Access to … class feature, you can apply metamagic to them in the same way you augment your sorcerer spells.

# Adventurer Feat

Increase your maximum sorcery points by 1.


# Sorcerous Bloodlines

Sorcerer spells are tied to a bloodline, which is a magical relationship between a sorcerer and a creature. Choose a magical bloodline to gain the benefits of that bloodline that triggers certain effects and benefits from spells of that bloodline.

Arcane Bloodline: Descendants of powerful wizards

Celestial Bloodline: Divine casters with angelic blood

Draconic Bloodline: The pure gift granted by dragons

Fey Bloodline: Progeny of fey creatures

Umbral Bloodline: Engulfed by the shadows of the Underworld


# Arcane Bloodline

# Access to Wizardry

Starting at 3rd level, you can take a wizard spell in place of a sorcerer spell. The wizard spell must be two levels lower than the sorcerer spell.

Special: If you have the Arcane Heritage talent, you can choose one of your wizard spells without the -2 level penalty.

# Adventurer Feat

Use Charisma instead of Intelligence with your chosen wizard spells.


# Arcane Benefit

When you gather power, you gain a sorcery point (see the Metamagic and Sorcery Points class feature above). This can temporarily give you more sorcery points than your starting pool, but unused points above your pool are lost at the end of the battle.


# Arcane Bloodline Spells
Level Spells
1st Attune Weapon, Burning Hands, Elemental Sorcery, Force Boomerang, Lightning Fork, Resist Energy, Scorching Ray, Sorcerer’s Shield, and Thunderwave
3rd Cloak of Lightning, Echoing Thunder, Energy Charge, Flash Freeze, and Pierce Resistance
5th Leech Magic and Living Torch
7th Elemental Form and Reflecting Barrier
9th Silver Flame, Spell Barrage, and Twilight Travel
# Arcane Familiars

Arcane familiars choose two familiar abilities, as per the Wizard’s Familiar talent.


# Arcane Metamagic

You gain the following metamagic abilities.

Precision (2 points): Gain a +2 bonus to attack with the spell. If the spell is a sorcerer spell with the arcane keyword or a wizard spell, increase the bonus to +3.

Mana Reserve (2 points): Gain a +2 bonus to a spell recharge roll you make after a battle, after rolling the die.

Arcane Preservation (2 points): If all attack rolls with the spell are a natural 1–5, you don’t expend the spell.

# Adventurer Feat

If the target spell is a sorcerer spell with the arcane keyword, the metamagic abilities above cost 1 point less.


# Dancing Lights

Sorcerers with the arcane bloodline cast dancing lights.


# Random Energy
d6 Energy
1 Cold
2 Fire
3 Lightning
4 Thunder
5 Acid
6 Force

# Celestial Bloodline

# Access to Divine Magic

Starting at 3rd level, you can take a cleric spell in place of a sorcerer spell. The cleric spell must be two levels lower than the sorcerer spell.

Special: You can take one divine domain from the cleric list as a sorcerer talent. Interpret any reference to cleric spells as applying to both sorcerer and cleric spells. If you take the domain, you also gain access to its domain spells, and you can choose one of your cleric spells without the -2 level penalty.

# Adventurer Feat

When you empower a spell that grants healing, double the amount of hit points granted by it. When you empower a spell that grants a bonus to attacks, defenses or saves, double the bonus.

# Champion Feat

You can cast the cleric’s Heal spell once per battle.

# Epic Feat

When you Gather Power, you gain an additional use of the Heal spell this battle.


# Celestial Benefit

When you Gather Power, you gain the divine benefit below. Unlike other bloodlines, this benefit is not random. Instead, it depends on the escalation die.

Escalation Die Adventurer Tier Benefit
None Gain a +1 bonus to PD and MD until the start of your next turn.
Odd Deal radiant damage equal to your Wisdom modifier (twice at champion tier, and thrice at epic tier) + Level to one nearby enemy.
Even Heal hit points equal to Wisdom modifier, twice at champion tier, and thrice at epic tier to a nearby staggered ally. If no nearby allies are staggered, gain a +1 bonus to AC until the end of your next turn.
# Adventurer Feat

When you empower a sorcerer spell with the Celestial keyword, gain the celestial benefit again, using the escalation die of the current turn.

# Champion Feat

Target two enemies / allies with the odd / even effect.


# Celestial Bloodline Spells
Level Spells
1st Angelic Dictum, Archon’s Trumpet, Attune Weapon, Celestial Resistance, Lightning Fork, Scorching Ray, and Sorcerer’s Shield
3rd Conviction, Echoing Thunder, False Life, and Protected Perimeter
5th Flash of Radiance, Nasty to Nice, and Unearthly Glamour
7th Celestial Censure, Entomb, and Sorcerous Wings
9th Calling the Blood, Celestial Apotheosis, and Twilight Travel
# Celestial Familiars

Celestial familiars are often animals from divine realms. They resemble animals from the prime material plane, but in a true, perfect sense. Their fur is shinier, and even if they don’t speak, they have a reserved wisdom to them that is unlike any mortal creature. Celestial familiars have two familiar abilities, which can be Celestial Ward, Healing Touch, or Radiant listed below, or the Alert, Flight, Scout, Tough, or Talkative abilities from the wizard list.

Celestial Ward: Once per battle, when the Sorcerer, or an adjacent ally is attacked, give the attack a penalty equal to the escalation die.

Healing Touch: Once per full recovery, the familiar can touch an ally. The ally can use a recovery to heal.

Radiant: Once per battle, when you hit an enemy engaged with you, you can add 5 ongoing radiant damage per tier to the damage roll.


# Celestial Metamagic

You gain the following metamagic abilities.

Holy Spell (1 point): Change the spell’s damage to radiant damage.

Rejuvenating Spell (1 point): The target also gains temporary hit points equal to your Wisdom modifier, twice at champion tier, and thrice at epic tier, plus twice the spell level


# Radiant Halo

Celestial sorcerers can cast the radiant halo spell as a standard action. The spell produces an intense, almost blinding light source that is centered around the top of your head. It bathes the area within 30 feet around you in a bright light which shines far past that distance. While the light provides perfect visibility as if under daylight conditions, and can even pierce dense fog, it makes attempts at stealth pretty much impossible.

At the GM’s discretion, the halo can give creatures that are attuned to darkness (such as dark elves) a -1 penalty to attacks against you.

The spell usually lasts at least an hour. You can cast it a number of times per full recovery equal to your Charisma modifier.


# Random Energy
d4 Energy Type
1 Fire
2 Lightning
3 Thunder
4 Radiant

# Draconic Bloodline

# Access to Wizardry

Starting at 3rd level, you can take a wizard spell in place of a sorcerer spell. The wizard spell must be two levels lower than the sorcerer spell.

Special: If you have the Chromatic Destroyer Heritage or Metallic Protector Heritage talents, you can choose one of your wizard spells without the -2 level penalty. You can only gain this benefit once.

# Adventurer Feat

Use Charisma instead of Intelligence with your chosen wizard spells.


# Breath Weapon

Spells with the breath weapon keyword have a chance to be re-used during battle. Each breath weapon spell lists the chance of re-using it (usually 16+). At the start of each round after you’ve cast the breath weapon spell, make the re-use roll. Success indicates that you may re-use that spell as a standard action, but for that round only. If you fail the re-use roll, you don’t have the option to re-use the spell, but you get another chance at the beginning of the next round.

The breath weapon power lasts for a single battle only.

You can have only one breath weapon spell active at a time. If you cast a different breath weapon spell when you have an earlier spell active, the new spell cancels the earlier spell. (See the Chromatic Destroyer Heritage talent for the path to multiple breath weapon spells.)

Failing a death save cancels any breath weapon spells you have active.

# Adventurer Feat

Failing a death save no longer cancels your breath weapon spells. Keep rolling the entire battle.


# Draconic Benefit

When you Gather Power, gain a draconic benefit as per the table below.

d6 Adventurer Tier Champion Tier Epic Tier
1-2 Gain a +1 bonus to AC until the start of your next turn. Gain a +1 bonus to AC and PD until the start of your next turn. Gain a +1 bonus to all defenses until the start of your next turn.
3–4 Deal damage equal to your level to all nearby staggered enemies. Deal damage equal to your level + your Charisma modifier to all nearby staggered enemies. Deal damage equal to your level + twice your Charisma modifier to all nearby staggered enemies.
5–6 Deal damage equal to your level to one nearby enemy. Deal damage equal to your level + Charisma modifier to one nearby enemy. Deal damage equal to your level + twice your Charisma modifier to one nearby enemy.
# Adventurer Feat

When you empower a sorcerer spell with the Draconic keyword, or a wizard spell, gain the draconic benefit again.

# Champion Feat

When you gather power, you also gain the ability to fly to a nearby location as a move action on the same turn.


# Draconic Bloodline Spells
Level Spells
1st Attune Weapon, Breath of the Brass, Breath of the White, Burning Hands, Dragon Orb, Friends, Resist Energy, Sorcerer’s Shield, and Thunderwave
3rd Breath of the Bronze, Breath of the Green, Dragon’s Leap, and Echoing Thunder
5th Breath of the Black, Breath of the Copper, and Breath of the Purple
7th Breath of the Blue, Breath of the Silver, Draconic Gift, and Sorcerous Wings
9th Breath of the Golden, Breath of the Red, Breath of the Void, Draconic Apotheosis, and Silver Flame
# Draconic Familiars

If you have the Sorcerer’s Familiar talent, you can choose a pocket dragon or a pseudodragon as familiar. Both start with two abilities. One is Flight, the other is Breathe Fire for the pocket dragon and Prestidigitation for the pseudodragon.

Breathe Fire: Once per battle, your familiar can make a Charisma + Level attack against a nearby opponent’s PD (using your Charisma modifier and level). On a hit, it deals 1d6 per level fire damage against the target, and half damage on a miss. You can change the damage type to match the dragon’s color.

# Adventurer Feat

Your familiar can breathe fire twice per battle, but not in the same turn.

Prestidigitation: Your familiar can cast the Prestidigitation cantrip at-will.


# Draconic Metamagic

You gain the following metamagic abilities.

Forceful Breath (1 point): Reroll all natural 1s on a damage roll with a breath weapon spell, after making the roll.

Inhale Deeper (1 point): Gain a +2 bonus to the recharge roll for a breath weapon spell, after making the roll.

Sticky Breath (1 point): When dealing ongoing damage with a breath weapon to a target, make the save a hard save (16+).


# Minor Elemental Breath

Sorcerers with the Draconic bloodline can create small elemental effects with their breath at-will. They can light a candle with fire, melt the bolts in a lock with acid, create a shocking sensation with lightning, or cool down a drink with cold. This ability deals damage equal to the sorcerer’s level, which doesn’t quite make it powerful enough for combat use.


# Random Energy
d4 Energy Type
1 Cold
2 Fire
3 Lightning
4 Thunder

# Fey Bloodline

# Access to Fey Magic

Starting at 3rd level, you can take a bard spell OR a druid spell of the Circle of Feysong in place of a sorcerer spell. The bard / druid spell must be two levels lower than the sorcerer spell.

Special: If you have the Fey Heritage talent, you can choose one of your bard / druid spells without the -2 level penalty.


# Dancing Lights

Sorcerers with the fey bloodline cast dancing lights.


# Fey Benefit

When you Gather Power, roll 1d12 on the table below to determine your fey benefit. The fey are fickle and mischievous. When they are on your side, the benefits are great, but watch out when they aren’t.

d12 Adventurer Tier Champion Tier Epic Tier
1 Mischievous spirits disable one of your magic items until the end of the battle.    
2 A complication from a recent 5 in an icon relationship comes into play right now.    
3-5 Gain a +1 bonus to all defenses until the start of your next turn. Gain a +2 bonus to all defenses until the start of your next turn. Gain a +3 bonus to all defenses until the start of your next turn.
6-8 Add your Charisma modifier to disengage checks this turn. This turn, you can teleport to a nearby location you can see as a move action. This turn, you can teleport to a nearby location you can see as a quick action, and you leave an illusory double with 1 hp behind.
9-10 The nearby enemy with the lowest PD takes a -4 penalty to MD until the end of your next turn.   One enemy of your choice takes a -4 penalty to MD until the end of your next turn.
11-12 The nearby enemy with the lowest MD is dazed until the end of your next turn.   One enemy of your choice is dazed until the end of your next turn.
# Adventurer Feat

When you empower a sorcerer spell with the Fey keyword, you gain a +1 bonus to the attack roll.

# Champion Feat

The daze and MD penalty effects are “save ends.”


# Fey Bloodline Spells
Level Spells
1st Alter Self, Attune Weapon, Chameleon Skin, Fey Glamour, Fey Path, Friends, and Sorcerer’s Shield
3rd Beast Form and Flowery Kiss
5th Eleven Shadows, Faerie Door, Fey Curse, Merry Go-Round, and Unearthly Glamour
7th Pixie Dust, Sorcerous Wings, and Stolen Faces
9th Prey of the Wild Hunt, Silver Flame, and Twilight Travel
# Fey Familiars

If you have the Sorcerer’s Familiar talent, choose two abilities from the table as per the Wizard’s Familiar. You also have the two additional options below.

Invisibility: Your familiar can turn invisible at-will, but it cannot move while invisible.

Teleport: Your familiar can teleport to a nearby location it can see once per battle (or every 5 minutes).


# Fey Metamagic

You gain the following metamagic abilities.

Glamorous Distraction (2 points): Change a daze until the end of your next turn effect to daze (save ends).

Fey Trickery (2 points): Treat a natural odd spell attack roll as even, or even as odd, after making the roll.

# Adventurer Feat

If the target spell is a sorcerer spell with the fey keyword, or a bard spell, reduce the cost of the above metamagic abilities by 1.


# Random Energy
d4 Energy Type
1 Cold
2 Psychic
3 Force
4 Thunder

# Umbral Bloodline

# Access to Shadow

Choose either the necromancer or the rogue class.

Necromancer: Starting from 3rd level, you can switch a sorcerer spell for a necromancer spell 2 levels lower.

Rogue: Starting from 3rd level, you can switch a sorcerer spell for a rogue power with the Shadow keyword 2 levels lower. If you choose a momentum power, track momentum like a rogue.

Special: If you have the Animate Shadow or Undead Remnant Heritage talent, you can switch in one power / spell without the -2 level penalty. You can only get this benefit once.

# Adventurer Feat

You can replace Intelligence with Charisma for your chosen necromancer spells.


# Crypt Candles

All Umbral sorcerers can cast the crypt candles spell as a standard action. The spell produces a circle of black and red candles that provide an eerie illumination within thirty feet of you. They create enough light to move around, but it’s easy to miss details in the dim, flickering lights. If you move, the zone moves with you.

The candles and their illumination can only be seen by you, your allies and any creatures with a connection to a shadowy mastermind or a prominent lich. They make invisible creatures visible.

The spell usually lasts at least an hour. You can cast it a number of times per full recovery equal to your Charisma modifier.


# Random Energy
d4 Energy Type
1 Cold
2 Necrotic
3 Poison
4 Psychic
# Umbral Benefit

When you Gather Power, roll 1d6 on the table below.

d6 Adventurer Tier Champion Tier Epic Tier
1-2 Until the end of your next turn, when you take damage, you can deal damage equal to your level to a nearby willing ally, and reduce the damage you take by twice your level. As adventurer tier, but reduce the damage by three times your level. As adventurer tier, but reduce the damage by five times your level.
3-4 Deal twice your level in damage to the nearby enemy with the lowest hp total. If that kills the target, you regain hit points equal to the damage dealt. As adventurer tier, but three times your level in damage. As adventurer tier, but five times your level in damage.
5-6 Become insubstantial until the start of your next turn. You gain resist physical damage 12+ and add your Charisma modifier to disengage checks. Become insubstantial until the start of your next turn. Gain resist physical damage 15+ and add your Charisma modifier to disengage checks. You can fly and hover. Become insubstantial until the start of your next turn. Gain resist physical damage 18+ and add your Charisma modifier to disengage checks. You can fly, hover, and pass through solid objects until the start of your next turn.
# Adventurer Feat

If you empower a sorcerer spell with the Umbral keyword, gain the Umbral benefit again after casting the spell.

# Champion Feat

Also gain the Umbral benefit as a free action the first time you are staggered in a battle.


# Umbral Bloodline Spells
Level Spells
1st Attune Weapon, Chameleon Skin, Darkness, Decrepit Eyes, Friends, Shadow Bolt, Skullfire, and Sorcerer’s Shield
3rd Choke Hold and False Life
5th Leech Magic, Scare, Three Dooms, and Wave of Anguish
7th Entomb, Memento Mori, Shadow Form, Stolen Faces, and The Elven Shadows
9th Black Blade of Disaster, Breath of the Void, Twilight Travel, and Void Rift
# Umbral Familiars

Your familiar is a creature associated with the dark arts, such as a cat, raven or a bat. Some are ghostly or skeletal in appearance. Your familiar has two abilities, which you can choose from Consume, Corrupting Touch, Ghost-sight or Insubstantial below, or Counter-bite, Flight, or Poisonous from the wizard list. If you choose a raven, it can also be Talkative.

Consume: Once per full recovery, when an attack would take you below zero hit points, you can consume your familiar as an interrupt. Immediately heal using a free recovery. Your familiar reforms at the next full heal-up.

Corrupting Touch: Once per full recovery, your familiar can make a Charisma + Level attack against the PD of an enemy you are engaged with. On a hit, the target is weakened until the end of your next turn.

Ghost-sight: While your familiar is nearby, you can sense the presence of undead, even at far away range.

Insubstantial: Your familiar can pass through solid objects, but it cannot interact with physical objects (like stealing items and such). If it takes damage, it just dissolves and reappears on your shoulder at the start of your next turn. It would take an exorcism or similar to destroy it.


# Umbral Metamagic

You gain the following metamagic abilities.

Negative Spell (1 point): Change the spell’s damage type to necrotic damage.

Leeching Spell (1 point): If the spell hits at least one enemy, heal hit points equal to your Constitution modifier (twice at champion tier, and thrice at epic tier) + the spell level.

Shadow Spell (1 point): Change the spell’s damage to psychic damage. The spell cannot be countered by abilities such as the blue dragon’s counter-spell.

Shrouding Spell (2 points): On a hit, give the target disadvantage on its next attack roll against you.


# Class Talents

Sorcerers possess innate talent for magic that is impulsive and chaotic where wizardry is measured and studied. Most sorcerers have strong magical links to one of the sorcerous relationships by taking a Heritage talent.

# Animated Shadow

Your shadow can fetch items and help with chores, similar to a Mage Hand cantrip.

Once per full recovery, as a quick action, you can separate your shadow and have it aid you until the end of the battle as an independent combatant.

Your shadow has the stats, attacks and defenses as below. It acts on your initiative after you, taking a standard action, a move action, and (if applicable) a quick action. It can’t heal. When it drops to 0 hp, it’s destroyed until the next full heal-up. The shadow counts as your ally. Summoning rules don’t apply to it. It benefits from the default bonus of your items for attacks and defenses. It benefits from the escalation die.

# Animated Shadow

Normal 1st level Attack +4 vs. AC–1d10 cold damage AC PD 15 14
Troop Undead Natural Even Hit: The target has disadvantage on disengage saves until the end of your next turn. MD HP 12 30
  Resist Physical Damage 16+    
  Shadow Blur (Standard Action): The shadow wraps itself around you. Until the start of your next turn, all attacks against you with a natural odd attack roll target the shadow instead.    
# Animated Shadow Level Advancement
Level Attack Damage AC PD MD HP
1st +4 1d10 15 14 12 30
2nd +5 2d10 16 15 13 40
3rd +7 3d10 17 16 14 50
4th +8 4d10 18 17 15 62
5th +9 5d10 20 19 17 82
6th +11 6d10 21 20 18 102
7th +12 7d10 22 21 19 122
8th +13 8d10 24 23 21 160
9th +15 9d10 25 24 22 198
10th +16 10d10 26 25 23 236
# Adventurer Feat

You can choose to deal necrotic instead of cold damage with your shadow. If you do, change the effect on a natural even hit to “The target’s next attack deals half damage.”

# Champion Feat

Shadow Blur is a quick action.

# Epic Feat

The first time your shadow is destroyed after a full heal-up, you can animate it again after a quick rest.


# Arcane Heritage

Special: You must have access to wizard spells through the Access to Wizardry class feature.

Like a wizard, you can choose to give up one spell slot to memorize a utility spell at the same level. You can then use the spell slot to cast one spell from the wizard’s utility spell list, without choosing it in advance.

You also gain a +2 bonus to a skill that involves or suggests magical knowledge or talent, up to your normal maximum skill point limit.

# Adventurer Feat

Gain three wizard cantrips as at-will bonus spells.

# Champion Feat

Gain a bonus sorcery point.

# Epic Feat

You gain Overworld Advantage like a wizard.


# Arcane Overload (Metamagic)

Gain a bonus sorcery point, and the following metamagic abilities.

Overloaded Spell (1 point): Increase all damage dice by one step (d4 -> d6 -> d8 -> d10 -> d12 -> 2d6 -> 2d8).

Minor Chain Spell (2 points): When your first attack roll with the spell is a natural even roll, make a second attack against a different target. Unlike a real chain spell, this can only trigger once. You can make non-attack spells into chain spells, just roll a d20 and see whether it’s even. You cannot use this enhancement with spells that are already chain spells.

Overwhelming Spell (4 points): You have advantage on the first attack roll with the spell.

# Adventurer Feat

You can now overload spells for 3 points, and increase the damage dice by 2 steps.

# Champion Feat

When using Overwhelming Spell on a spell with multiple attack rolls, you can spend one extra sorcery point on each following attack to gain advantage on those attack rolls too.


# Champion Feat

Gain another relationship point with a relationship associated with one of your heritage talents. As above, you must follow the relationship maximums.


# Chameleon

When you cast a sorcerer full recovery spell on yourself, the spell becomes recharge 16+ after battle. When you cast a spell with a recharge roll on yourself, reduce the target number for the roll by 4.

# Adventurer Feat

When you target yourself with a spell, gain a temporary 5-point skill that represents a skill at using your changed form.

# Champion Feat

Gain a bonus spell at 4 levels below your class level. You can choose the spell from any class, but you can only choose spells that target yourself.


# Chromatic Destroyer Heritage

You can have multiple breath weapon spells active at the same time. You don’t gain extra actions, so if you succeed with multiple breath weapon spells, you’ll generally have to choose which one to use.

# Adventurer Feat

You gain a +2 attack bonus with empowered breath weapon spells.

# Champion Feat

Once per full recovery, turn a failed breath weapon re-use roll into a success.

# Epic Feat

One battle per full recovery, gain resist dragon attack 16+ (all attacks made by dragons; dragon must roll natural 16+ with the attack or it deals only half damage).


# Exclusive Blood

You gain a bonus bloodline spell slot, which you can use to spontaneously cast spells from your bloodline. You don’t choose the spell to cast in that slot after a full heal-up. Instead, you can use it to cast any spell from your bloodline, at the highest level you can cast. If the spell is a full recovery spell, the slot is expended until the next full heal-up (although in case of a breath spell, you still recharge it during the battle normally). If the spell has a recharge roll after battle, and you succeed on the roll, you regain the spell slot instead of the individual spell. If the spell is once per battle, you also regain the slot after the battle. In case of an at-will spell, you can cast it at-will that battle, and then regain the slot after the battle.

This increased specialization comes at a cost, however, by limiting your overall spell choice. Choose two bloodlines in addition to your own bloodline. You can only cast sorcerer spells of these three bloodlines, as well as any spells gained through your Spell Access class feature. If a spell belongs to multiple bloodlines, you can cast it if you have access to one of them.

# Adventurer Feat

When casting a rituals based on a spells of your bloodline, with you have advantage on the skill check.

# Champion Feat

You can cast all spells from your bloodline as if you had their adventurer feat.

# Epic Feat

You can cast all spells from your bloodline as if you had their champion feat.


# Fey Heritage

One battle per full recovery, when you roll initiative, you can choose to invoke your Fey Heritage and gain the species power of one the elven species in addition to your own species power. Roll on the table below. If you roll your own species’s power, you gain the half-elf’s surprising species power instead.

Roll (d6) Species Power
1-2 Cruel (drow)
3-4 Highblood teleport (high elf)
5-6 Elven grace (wood elf)

# Adventurer Feat

You can now invoke your Fey Heritage talent in two battles each full recovery.

# Champion Feat

You gain a +2 attack bonus against elves and monsters in the elven sphere of influence (including the Drider, Storm Giant, and Medusa).

# Epic Feat

Once per battle when the escalation die reaches 6+, as a free action, you can gain an elf species power that you have not already used in this battle.


# Metallic Protector Heritage

Your rolls to re-use breath weapon spells during a fight gain a +2 bonus.

# Adventurer Feat

As a quick action at the start of each battle, you can gain resist energy 12+ to one of the following types of energy of your choice: acid, cold, fire, lightning, or poison.

# Champion Feat

When you gather power and your sorcerer benefit increases your defenses, you can choose one nearby ally to gain the same defense bonus.

# Epic Feat

One battle per full recovery, you can choose to gain resist demon attack 16+ instead of resist energy 12+ from your Metallic Protector Heritage talent.


# Metamagic Expertise

Gain a bonus sorcery point, and the following metamagic abilities.

Elemental Admixture (1 point): You can switch a spell that does acid, fire, cold, or lightning damage to another damage type from that list.

Far Spell (1 point per target): Target a far away creature instead of a nearby creature.

Heighten Spell (3 points): Cast the spell as if it was 2 levels higher. You cannot heighten a spell above your class level +1.

Lasting Spell (1 point): The spell lasts an additional turn. If the spell is a “save ends“ spell, it ends at the end of the target‘s next turn after it succeeded on the saving throw. [champion: 2 points; 2 turns]

Master Spell (1 point per feat): Cast the spell with all feat effects up to your tier.

Piercing Spell (1 point): If the spell is limited by the hit points of the creature it can affect, increase that limit by 5 times your level. [champion: 2 points; 10x your level]

Widen Spell (2 points): Increase the spell’s number of targets by 1. This can only be used with spells that target more than one creature. [champion: 3 points; Use with spells that target only one creature]

# Adventurer Feat

You can augment a spell with two different metamagic abilities.

# Champion Feat

You can use the champion versions in square brackets above.


# Sorcerer’s Familiar

You have a familiar much like a wizard’s familiar, but more changeable. Unlike the wizard, you don’t choose two abilities for your familiar. Instead you choose one permanent ability that suits your familiar’s nature; the only limitation is that you can’t choose tough as the permanent ability. Each time you get a full heal-up, randomly determine two other abilities your familiar will possess until your next full heal-up.

# Adventurer Feat

Your familiar gains another randomly changing ability.

# Champion Feat

Once per level, if your familiar is close to you, it can cast one of your spells as a free action on your initiative count, even if you have already expended the spell. The spell functions as if you had cast it.

# Epic Feat

Your familiar gains another randomly changing ability.


# Spell Fist

Your style of sorcery emphasizes close-range fighting. There are two advantages and one possible drawback to your style.

You gain a +2 bonus to AC.

You can use ranged spells while engaged with enemies without taking opportunity attacks.

You use your Constitution modifier instead of your Charisma modifier to determine the damage you add to all your sorcerer spells.

# Adventurer Feat

When you miss with a sorcerer spell against an enemy you are engaged with, add your Charisma modifier to the damage you deal. At champion tier, add double your Charisma modifier; at 8th level, triple it.

# Champion Feat

Once per battle, you can include one enemy engaged with you as an additional target of any attack spell you cast that targets other enemies.

# Epic Feat

Once per full recovery when you cast an empowered spell, each enemy engaged with you becomes an additional target of that spell if it’s not already targeted by the spell.


# Street Magic

Gain a bonus sorcery point, and the following metamagic abilities (see the Metamagic and Sorcery Points class feature for details).

Backstabbing Spell (1 point): Gain a +2 bonus to your critical threat range with the spell.

Disorienting Spell (1 points): The first target you hit with the spell is also dazed until the end of your next turn.

Escape Spell (1 point per enemy): Pop free from all enemies before casting the spell.

Feint Spell (3 points): Change the defense you attack to MD.

Silent Spell (1 point): You cast the spell stealthily, so your spellcasting is not noticed by others. Of course, flashy effects like Lightning Fork are widely visible, but you can conceal that the magic originated from you.

# Adventurer Feat

You can spend two points on backstabbing spell for a +4 bonus to the critical threat range, and you can daze multiple enemies with disorienting spell, at a cost of 1 point per enemy.

# Champion Feat

Reduce the point cost of feint spell to 2 points.


# Sword & Sorcery

You can wield martial one-handed melee weapons without penalty, and you can choose two additional benefits from the list below.

  • You can use a true magic item weapon as an implement for your sorcerer spells.
  • You can use Charisma for attack and damage with one-handed melee weapons.
  • You can wield two-handed martial melee weapons without penalty.
  • If you are a hybrid, the sorcerer side is considered a “skillful warrior” and does not reduce your weapon damage die. If you choose this benefit, you have one less sorcerer spell of the highest level you can cast.
  • Increase your recovery dice to d8.
  • Gain the following metamagic ability: Channel Spell (2 points): You deliver the spell through a melee attack. You must be engaged to all targets to do so. You don’t provoke opportunity attacks. The spell targets AC. On a hit, add your WEAPON damage dice to the damage.

# Adventurer Feat

Gain a third benefit from the list.

# Champion Feat

Gain a fourth benefit.

# Epic Feat

Gain a fifth benefit.


# Undead Remnant Heritage

You have resist necrotic 12+ and gain a +1 attack bonus against undead. You can also include necrotic damage on your personal random energy damage type table, swapping out an energy type you don’t want to access randomly.

# Adventurer Feat

Decrease your total recoveries by 1; you gain a +2 bonus to death saves.

# Champion Feat

Your resist necrotic power improves to 16+, and the attack bonus against undead increases to +2.

# Epic Feat

If you put out one of your eyes and cut off one of your hands, you gain a +1 bonus to all attacks.


# 1st Level Spells

# Alter Self

Close-quarters Spell

Full Recovery

Fey

Target: You

Effect: You take on the appearance of another humanoid creature for the next 1d6 x 10 minutes. You can change your hair and skin color, facial features, and body shape. You can even make yourself a head shorter or taller. Impersonating a specific individual requires a skill check, with an increasing difficulty the more familiar the target is with the person you are trying to impersonate.

Higher Level Effect
3rd for 1d6 hours.
5th until the next full heal-up.

# Adventurer Feat

The spell also changes the tone of your voice.

# Champion Feat

The spell also changes the appearance of clothing and equipment.


# Angelic Dictum

Ranged Spell

Full Recovery

Celestial

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Hit: 3d8 + Charisma radiant damage. If the target makes an attack, it takes 5 + your Wisdom modifier radiant damage (save ends).

Miss: Damage equal to your level

Higher Level Effect
3rd 5d8 damage; 10 + Wisdom mod
5th 7d8 damage; 15 + 2x Wisdom mod
7th 10d8 damage; 20 + 2x Wisdom mod
9th 15d8 damage; 30 + 3x Wisdom mod

# Adventurer Feat

If you don’t attack on your turn, the target’s next save against this spell is a hard save


# Archon’s Trumpet

Ranged Spell

At-will

Celestial

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 1d8 + Charisma thunder damage

Natural even hit: Grant a bonus equal to your Wisdom modifier to the next attack roll against the target.

Miss: Damage equal to your level

Higher Level Effect
3rd 3d8 damage
5th 5d8 damage
7th 7d8 damage
9th 10d8 damage

# Adventurer Feat

On a natural even roll, hit or miss, deal extra damage equal to your Wisdom modifier, 2x at champion tier, and thrice at epic tier.


# Attune Weapon

Close-quarters Spell

Full Recovery

Quick Action

Any bloodline

Target: One melee weapon

Effect: Until your next full heal-up, you attune the weapon to follow your hand movements, almost like a dancing partner. It gains an attack bonus like an adventurer-tier true magic weapon (+1 to attack and damage).

When you cast the spell, roll on your random energy table to determine the type of damage the weapon does. The weapon also gains an enchantment effect based on your bloodline.

Arcane (or not listed): The weapon can fly to make a ranged attack and return to your hand.

Celestial: The weapon deals radiant damage and ignores damage resistance of undead enemies.

Draconic: Each time you cast a full recovery breath weapon spell this battle, the weapon gains extra damage on a hit equal to the spell level.

Fey: When you land a natural even hit with this weapon, you gain a +2 bonus to your next spell attack against the target.

Umbral: Your first hit with the weapon in a battle deals an additional 1d4 poison damage per spell level.

Higher Level Effect
5th Enchant the weapon as a champion-tier item (+2)
7th Enchant the weapon as an epic-tier item (+3)

# Adventurer Feat

If the attuned weapon is already a true magic item of the highest tier you can enchant, increase the bonus by +1.


# Breath of the Brass

Close-quarters Spell

Full Recovery

Breath weapon

Draconic

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 3d8 + Charisma fire damage. Increase to 4d8 against a dazed, weakened, or stunned target.

Natural even hit: You can pop free from the target.

Miss: Half damage

Higher Level Effect
3rd 5d8 / 7d8 damage
5th 5d10 / 7d10 damage
7th 8d12 / 10d12 damage
9th 2d6 x 10 / 2d10 x 10 damage

Breath weapon: For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, you can use Breath of the Brass this turn if you wish.

# Adventurer Feat

If you fail your roll to recharge Breath of the Brass at the start of your turn, you can use Brass Babble (below) once before the end of your next turn.

Brass Babble

Close-quarters Spell

Quick Action

Draconic

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Hit: The target is dazed until the end of your next turn.


# Breath of the White

Close-quarters Spell

Full Recovery

Target: 1d2 nearby enemies in a group; breath weapon

Attack: Charisma + Level vs. PD

Hit: 3d6 + Charisma cold damage.

Miss: Half damage.

Higher Level Effect
3rd 5d6 damage.
5th 4d10 damage.
7th 6d12 damage.
9th 10d12 damage.

Breath Weapon: For the rest of the battle, roll a d20 at the start of each of your turns. On a 16+, you can use breath of the white dragon that turn if you wish.


# Burning Hands

Close-quarters Spell

At-Will

Targets: Up to two nearby enemies in a group

Attack: Charisma + Level vs. PD

Hit: 1d6 + Charisma fire damage.

Higher Level Effect
3rd 1d8 damage.
5th 2d8 damage.
7th 3d8 damage.
9th 5d8 damage.

# Adventurer Feat

When you miss with burning hands, you deal fire damage to the target equal to each damage die that rolled its maximum possible result.

# Champion Feat

When you roll a natural 18+ with a burning hands attack roll, you can choose another nearby target for the spell. The new target doesn’t have to be part of the original group.

# Epic Feat

You can now target each enemy engaged with you with your burning hands spell in addition to any other targets.


# Celestial Resistance

Ranged Spell

Recharge 16+ after battle

Celestial

Target: One nearby ally per point of Wisdom modifier (including you)

Effect: Until the end of the battle, the target gains resist necrotic and radiant 12+.

Higher Level Effect
3rd The resistance is now 14+.
5th The resistance is now 16+.
9th The recharge roll is now 11+.

# Chameleon Skin

Close-quarters Spell

Full Recovery

Fey / Umbral

Target: You

Effect: Until the end of the scene, your outer appearance blends into your surroundings. It‘s not full invisibility, as your physical presence is still there, but if you hold still, you adapt to the colors and patterns of everything around you. You gain a +5 bonus to any skill check to avoid being noticed. If you hold completely still, the bonus increases to +10.

# Adventurer Feat

The effect lasts until you cast another spell on yourself, or until your next full heal-up.


# Chaos Bolt

Ranged Spell

At-Will

Special: The first time you use chaos bolt each battle, determine a random energy type. The spell deals that type of damage each time you use it that battle.

Target: Either a single nearby enemy or a single far away enemy with a –2 attack penalty

Attack: Charisma + Level vs. PD

Hit: 1d8 + Charisma random energy damage, and if the natural attack roll was even, you gain a sorcerer benefit as if you had gathered power.

Miss: Damage equal to your level.

Higher Level Effect
3rd 3d8 damage.
5th 5d8 damage.
7th 7d8 damage.
9th 9d8 damage.

# Adventurer Feat

You don’t take the –2 penalty for attacking a far away enemy with the spell.

# Champion Feat

If you are a champion-tier sorcerer, roll any sorcerer benefit gained with this spell on the epic chaotic benefits table. If you are an epic-tier sorcerer, choose the epic sorcerer benefit you want instead of rolling.


# Darkness

Ranged Spell

Full Recovery

Umbral

Effect: You dim all illumination in a 30-foot-radius for an hour, making all skill checks to hide within the area one step easier (-5).

Higher Level Effect
3rd You can center the darkness on yourself and make it move with you.

# Decrepit Eyes

Ranged Spell

Once per battle

Umbral

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: The target has disadvantage on attack rolls against enemies it is not engaged with. Skill checks to sneak or hide have advantage against the target (save ends both).

Miss:

# Adventurer Feat

Hit or miss, deal necrotic damage equal to your level.


# Dragon Orb

Ranged Spell

At-will

Draconic

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 1d8 + Charisma force damage. If you have cast a breath weapon spell this battle, change the damage type to the same as the breath weapon spell, and increase the damage dice to d12s.

Miss: Damage equal to your level

Higher Level Effect
3rd 3d8 damage
5th 5d8 damage
7th 7d8 damage
9th 10d8 damage

# Adventurer Feat

If you have cast a breath weapon spell this battle, deal half damage on a miss.


# Elemental Sorcery

Ranged Spell

At-wil

Arcane

Effect: Create a sizable elemental effect, along the lines of the examples below.

Light as Air: Make an object as heavy as a human almost weightless, so that you can lift it with little effort.

Gust of Wind (Air): Create a strong wind in a room-sized area that flings open doors and windows and knocks over heavy objects.

Full Barrel (Water): Create enough water to fill a barrel.

Slippery Puddle (Water): Make a few square feet of floor slippery, causing people in the area to trip and fall.

Bonfire: Create a larger fire that can warm a small campsite.

Bright as Day (Fire): Light up a large area, such as the inside of a cathedral.

Midas Touch (Earth): Cover a fist-sized object in a thick layer of gold.

Grasp of the Earth: Make an object so heavy that it can only be lifted with extreme effort.

You can concentrate on the spell to create an ongoing effect, but you cannot cast other spells while you do so.

You can use this spell in combat, but it creates more of a distraction than real harm. Make an attack roll against the target’s PD, and on a hit it has disadvantage on its next attack roll.

Higher Level Effect
3rd You can affect 1d6 objects in one casting.
5th You can create an effect that is ten times larger than the first-level effect.
7th You can combine two effects in one casting, or create one effect that allows you to cast other spells while you concentrate on it.

# Fey Glamour

Ranged Spell

At-will

Fey

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Natural Even Hit: 1d10 + Charisma psychic damage

Natural Odd Hit: The target is dazed until the end of your next turn.

Natural Even Miss: Teleport to a nearby location you can see.

Natural Odd Miss: A random nearby ally gains a +1 bonus to their next attack roll.

Higher Level Effect
3rd (even hit) 3d10 damage
5th (even hit) 5d10 damage
7th (even hit) 7d10 damage
9th (even hit) 10d10 damage

# Adventurer Feat

If the target is already dazed, treat an odd hit as an even hit instead.


# Fey Path

Close-quarter Spell

Full Recovery

Fey

Effect: The spell creates a glimmering path on the ground that only you can see. The path leads toward the nearest fey gate, or toward a location you specify within the fey lands. Fey gates are often mushroom circles, a group of menhirs or hollow trees. The path remains until you reach your destination, or until your next full heal-up.


# Fireworks

Ranged Spell

Full Recovery

Any bloodline

Special: When you empower this spell, it doesn’t do double damage as usual. Determine the additional effect by rolling 1d6 on the table below.

d6 Effect
1 Deal double the damage
2 Double the number of targets
3 Enemies you hit are dazed (save ends)
4 Deal ongoing fire damage equal to 10 times the spell level
5 Deal full damage on a miss
6 Repeat the attack at the start of your next turn as a free action; Target: 1d4+1 random nearby or far away enemies

Attack: Charisma + Level vs. PD

Hit: 2d8 + Charisma fire damage

Miss: Half damage

Higher Level Effect
3rd 4d8 damage
5th 7d10 damage
7th 8d12 damage
9th 2d6 x 10 damage

# Champion Feat

Roll twice on the empower effects table and gain both.


# Force Boomerang

Ranged Spell

Once per battle

Chain Spell

Arcane

Target: One nearby creature

Attack: Charisma + Level vs. PD

Hit: 1d8 + Charisma force damage.

Miss:

Odd miss on first attack: Half damage, and you don’t expend the spell.

Higher Level Effect
3rd 3d8 damage
5th 5d8 damage
7th 7d8 damage
9th 10d8 damage

Chain Spell: Each time your natural attack roll is even, you can attack a different target with the spell.

# Adventurer Feat

(Arcane) Increase the damage dice to d10.


# Friends

Close-quarter Spell

Recharge 16+

Draconic / Fey / Umbral

Effect: Until the end of the scene, you have a +3 bonus to Charisma-based skill checks. If you show hostility towards others, the spell ends.

Draconic: Increase the bonus to +5 against dragons.

Fey: Increase the bonus to +5 against fey.

Umbral: Increase the bonus to +5 against undead.

# Adventurer Feat

You can see disguised and invisible creatures while the spell is active.


# Lightning Fork

Ranged Spell

Recharge 16+ after battle

Target: One nearby enemy; chain Spell

Attack: Charisma + Level vs. PD

Hit: 3d6 + Charisma lightning damage.

Miss: Half damage.

Higher Level Effect
3rd 7d6 damage.
5th 6d10 damage.
7th 10d10 damage.
9th 2d8 x 10 damage.

# Adventurer Feat

Once per battle, you can reroll one of your lightning fork attacks rolls.

# Champion Feat

If you miss all targets with lightning fork, you don’t expend it.

# Epic Feat

The recharge roll for lightning fork is now 11+.

Chain Spell: Each time you make a natural even attack roll, you can attack a different target with the spell.


# Orb of Wrath

Ranged Spell

At-will

Any bloodline

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 1d6 + Charisma fire damage

Miss: Damage equal to your level

Always: Note down the natural attack roll of this spell. Until the end of this battle, if an attack against you has that natural roll, deal 1d6 fire damage to that enemy as a free action. If you cast this spell multiple times in a battle, trigger the effect on any of the rolled numbers. There is no additional effect for rolling the same number more than once.

Higher Level Effect
3rd 3d6 damage (hit and retribution effect)
5th 5d6 damage
7th 7d6 damage
9th 10d6 damage

# Adventurer Feat

When you empower this spell, gain advantage on the attack roll and write both dice down for the retribution effect.

# Champion Feat

You can cast this spell without provoking opportunity attacks.


# Resist Energy

Ranged Spell

Recharge 16+ after battle

Target: You or one nearby ally

Effect: Until the end of the battle, the target gains resist damage 12+ to the following energy type of your choice: cold, fire, lightning, thunder.

Higher Level Effect
3rd Choose two types of energy the target gains resistance to.
5th Resistance is now 16+.
7th The spell now affects two targets.
9th Recharge roll is now 11+.

# Adventurer Feat

You can target an additional creature with the spell.


# Scorching Ray

Ranged Spell

At-Will

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 1d6 + Charisma fire damage, and if the natural attack roll is even, the target also takes 1d8 ongoing fire damage.

Miss: Damage equal to your level.

Higher Level Effect
3rd 3d6 damage; 2d4 ongoing.
5th 4d6 damage; 2d6 ongoing.
7th 6d6 damage; 3d6 ongoing.
9th 10d6 damage; 5d6 ongoing.

# Adventurer Feat

You can now use the spell against a far away target, but with a –2 attack penalty.

# Champion Feat

Each time you cast the spell, you can have the attack deal random energy damage instead of fire damage. Replace the fire entry on the random energy table with your choice of necrotic or acid.

# Epic Feat

You don’t take the –2 penalty for attacking a far away enemy with the spell.


# Shadow Bolt

Ranged Spell

At-will

Umbral

Special: When casting the spell, choose whether you want to cast it against PD or MD.

Target: One nearby enemy

Attack: Charisma + Level vs. PD OR MD

Hit: 1d6 + Charisma cold (PD) OR psychic (MD) damage, and the target takes a -4 penalty to PD OR MD until the end of your next turn.

Miss: Damage equal to your level

Higher Level Effect
3rd 3d6 damage
5th 5d6 damage
7th 7d6 damage
9th 10d6 damage

# Adventurer Feat

(PD) Increase the damage dice to d8s OR (MD) deal extra damage equal to your Charisma modifier, twice at champion tier, and thrice at epic tier.on a miss.

# Champion Feat

On a natural 19+, the duration of the MD / PD penalty is “save ends.”


# Skullfire

Ranged Spell

At-will

Umbral

Target: One nearby enemy

Attack: Charisma + Level vs. PD; if the target has 10 hit points or less, gain a +2 bonus to the attack roll

Hit: 2d6 + Charisma fire damage. When you empower this spell, don‘t double the damage. Deal additional ongoing fire damage equal to the damage you dealt.

Miss: Damage equal to your level

Higher Level Effect
3rd 4d6 damage; attack bonus on 30 hp or less.
5th 7d6 damage; 50 hp or less.
7th 10d6 damage; 70 hp or less.
9th 13d6 damage; 90 hp or less.

# Adventurer Feat

When you empower this spell, double the hit point threshold for the attack bonus.

# Champion Feat

Deal half damage on a miss against staggered enemies.


# Sorcerer’s Shield

Close-quarters Spell

Recharge 16+

Quick Action

Any bloodline

Target: You

Effect: You gain a +1 bonus to AC until the end of the battle. Each time you gather power, increase the bonus by +1, up to a maximum of +4.

The spell has an additional effect based on your bloodline.

Arcane (or not listed): Also gain the shield’s bonus against PD.

Celestial: While you are at full hit points, increase the shield’s bonus by 1.

Draconic: Also gain the shield’s bonus against MD.

Fey: Enemies who miss you with a natural 1 hit one of their own nearby allies instead.

Umbral: Nearby enemies who attack you with a natural odd miss must immediately make a save or be struck by fear (-4 to attacks and can’t use the escalation die) until the end of their next turn.

# Champion Feat

Choose a second bloodline when you take the feat and gain its bonus effect.

# Epic Feat

The bonus starts at +2.


# Thunderwave

Close-quarters Spell

At-will

Arcane / Draconic

Target: 1d3 nearby enemies in a group

Attack: Charisma + Level vs. PD

Hit: 1d6 + Charisma thunder damage. If you are engaged with the target, it is pushed back and pops free from you.

Miss:

Higher Level Effect
3rd 2d4 damage
5th 2d8 damage
7th 2d12 damage
9th 2d20 damage

# Adventurer Feat

When you empower this spell, increase the number of targets to 1d4.

# Champion Feat

Add a third damage die.


# Wild Surge

Ranged Spell

At-will

Any bloodline

Target: One random nearby creature

When targeting an ally…

Effect: The target has advantage on its next attack roll and … (roll 1d4)

d4 Effect
1 The target gains temporary hit points equal to your Charisma modifier (twice at champion tier, and thrice at epic tier) + Level.
2 The target gains a +2 bonus to PD and MD until the end of your next turn.
3 The target teleports to switch location with another random nearby creature.
4 You make the attack below against the enemy closest to it.

When targeting an enemy…

Attack: Charisma + Level vs. PD

Hit: 1d6 + Charisma random energy damage.

Natural even hit: The target has disadvantage on its next attack roll.

Miss: Damage equal to your level

Higher Level Effect
3rd 3d6 damage
5th 5d6 damage
7th 7d6 damage
9th 9d6 damage

# Adventurer Feat

If the escalation die is 4+, target two random nearby creatures with this spell.


# 3rd Level Spells

# Beast Form

Close-quarters Spell

Full Recovery

Fey

Target: You

Effect: You take the form of an animal of your choice, which can be of any size between a mouse and an elephant. The spell lasts for 5 minutes or until the end of the battle.

You retain your normal stats, although the GM should adjust the difficulty of skill checks based on how difficult the task would be for the chosen animal. Your equipment transforms with you, but you cannot use it actively while in animal form. You cannot speak or cast spells.

You can also choose one benefit from the list below to represent your animal’s abilities.

Aquatic: You can swim perfectly and breathe under water.

Claws: You can make unarmed melee attacks without penalty, with a d8 WEAPON damage die.

Hide: Gain a +2 bonus to AC.

Mimicry: You can speak.

Mount: Someone else can ride on you.

Poisonous: When you hit with a melee attack, deal twice your level in ongoing poison damage.

Stalker: Gain advantage on skill checks to move silently.

Tough: Gain a +2 bonus to PD.

Wall climber: You can easily climb most surfaces.

Wings: You can fly.

Higher Level Effect
5th Gain two abilities from the list above
7th Gain three abilities from the list above
9th Gain four abilities from the list above

# Adventurer Feat

You can now remain in beast form for 1d6 hours.

# Champion Feat

You can expend a sorcerer point to cast a spell while in beast form.


# Breath of the Bronze

Close-quarters Spell

Full Recovery

Breath weapon

Draconic

Target: 1d3 nearby or far away enemies in a rough line

Attack: Charisma + Level vs. PD

Hit: 3d10 + Charisma lightning damage. The closest target you hit is also dazed (save ends).

Miss: Half damage

Higher Level Effect
5th 5d10 damage
7th 7d10 damage
9th 10d10 damage

Breath weapon: For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, you can use Breath of the Bronze this turn if you wish.

# Adventurer Feat

If you fail to recharge Breath of the Bronze at the start of your turn, gain a +2 bonus to all defenses until the end of your next turn.


# Breath of the Green

Close-quarters Spell

Full Recovery

Target: 1d4 nearby enemies in a group; breath weapon

Attack: Charisma + Level vs. PD

Hit: 15 + Charisma ongoing poison damage.

Miss: 5 ongoing poison damage.

Higher Level Effect
5th 25 + Charisma ongoing poison damage; 10 ongoing on a miss.
7th 35 + Charisma ongoing poison damage; 15 ongoing on a miss.
9th 50 + Charisma ongoing poison damage; 25 ongoing on a miss.

Breath Weapon: For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, you can use breath of the green that turn if you wish.


# Burning Whip

Close-quarters Spell

Once per battle

Any bloodline

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 4d10 + Charisma fire damage, and you force the target to pop free from all creatures and engage with you or a nearby ally of your choice.

Natural even hit: You grab the target until the end of your next turn (it has disadvantage on disengage checks and takes half damage again at the start of your next turn).

Miss: Half damage

Higher Level Effect
5th 6d10 damage
7th 8d10 damage
9th 12d10 damage

# Chaos Pulse

Ranged Spell

At-Will

Target: One random nearby enemy

Attack: Charisma + Level vs. PD

Hit: 3d10 + Charisma random energy damage.

Even Miss: Half damage.

Odd Miss: Damage equal to your level.

Higher Level Effect
5th 5d10 damage.
7th 7d10 damage.
9th 9d10 damage.

# Choke Hold

Ranged Spell

Full Recovery

Umbral

Special: When casting the spell, choose whether you want to attack the target’s PD or MD with it.

Target: One nearby enemy

Attack: Charisma + Level vs. PD or MD

Hit: 4d8 + Charisma necrotic (PD) or psychic (MD) damage and the target is weakened and stuck until the end of your next turn. Against a staggered target, deal 6d8 damage, and the weaken and stuck effects are “save ends both”.

Miss: You regain the spell at the end of the battle.

Higher Level Effect
5th 6d8 / 9d8 damage
7th 8d10 / 12d10 damage
9th 12d10 / 2d8 x 10 damage

# Adventurer Feat

On a hit, you can pull the target to engage you.


# Cloak of Lightning

Close-quarters Spell

Full Recovery

Quick Action

Arcane

Target: You

Effect: Until the end of the battle, you have resist lightning 16+ and you can change the damage of any spell you cast to lightning damage. When you score a critical hit with a spell, deal lightning damage equal to that spell’s level to all nearby enemies.


# Conviction

Close-quarters Spell

Full Recovery

Free Action

Celestial

Trigger: You roll a d20 and you are unhappy with the roll

Effect: Reroll the d20 and take that result. If the reroll is a natural 5 or lower, you don’t expend this spell (but you can’t use it again on the same roll).

# Adventurer Feat

Add your Wisdom modifier to the reroll.


# Dragon’s Leap

Ranged Spell

Full Recovery

Quick Action to cast

Target: You; breath weapon

Effect: You can fly at the rate you normally move until the end of your turn. (So if you don’t land or find someplace to hang from, you’ll fall.)

Higher Level Effect
5th You can now fly until the end of your next turn.
7th You can now fly twice as fast as you normally move on the ground. You also gain a +5 bonus to disengage checks.
9th The spell is now recharge 16+ after battle instead of full recovery.

Breath Weapon: For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, you can use dragon’s leap this turn if you wish. (Yeah, we know it’s not actually a breath weapon, but it works as part of the draconic sorcerer package.)


# Echoing Thunder

Ranged Spell

At-Will

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 3d6 + Charisma thunder damage, and the first enemy that hits you with a melee attack before the start of your next turn takes 2d6 thunder damage. (An empowered spell does not double this aftershock damage.)

Miss: Damage equal to your level.

Higher Level Effect
5th 5d6 damage; 2d6 aftershock damage.
7th 7d6 damage; 3d6 aftershock damage.
9th 9d6 damage; 4d6 aftershock damage.

# Champion Feat

The spell’s aftershock damage is now also doubled when echoing thunder is empowered.


# Energy Charge

Close-quarters Spell

At-will

Arcane

Targets: Up to two enemies you are engaged with

Attack: Charisma + Level vs. PD

Hit: 3d4 + Charisma random energy damage.

Miss:

Always: Until the end of your next turn, if you cast a spell that deals the same type of damage as the random energy you rolled, increase the damage dice by one step.

Higher Level Effect
5th 5d4 damage
7th 7d4 damage
9th 1d4 x 10 damage

# Adventurer Feat

When you empower this spell, you also get a +2 bonus to attack with your next spell, if it qualifies.

# Champion Feat

You can roll for random energy twice and choose the result you like.


# False Life

Close-quarters Spell

Full Recovery

Quick Action

Celestial / Umbral

Target: You

Effect: You gain 10 temporary hit points, which last until the end of the battle. Whenever you Gather Power this battle, gain the same amount of temporary hit points again.

Higher Level Effect
5th 15 temporary hit points.
7th 25 temporary hit points.
9th 40 temporary hit points.

# Adventurer Feat

Choose a nearby ally. Whenever you gain temporary hit points from this spell, the ally gains temporary hit points equal to the spell level.


# Flash Freeze

Close-quarters Spell

Once per battle

Free Action

Arcane

Special: You can cast this spell any time during the battle, even on an enemy’s turn.

Target: One enemy you are engaged with

Attack: Charisma + Level vs. PD

Hit: 3d6 + Charisma cold damage

Natural even hit: The target is dazed (-4 to attacks) until the end of your next turn.

Miss: Half damage

Higher Level Effect
5th 5d6 damage
7th 7d6 damage
9th 10d6 damage

# Adventurer Feat

On a natural even hit, the target is weakened (-4 to attacks and defenses) until the end of your next turn.


# Flowery Kiss

Close-quarters Spell

Recharge 16+

Fey

Target: 1d4 nearby enemies in a group

Attack: Charisma + Level vs. MD

Natural Even Hit: 4d6 + Charisma poison damage, and the target is hampered until the end of your next turn.

Natural Odd Hit: 2d6 + Charisma poison damage, and the target is confused until the end of your next turn.

Natural Even Miss: Half damage of an even hit, and the target is dazed until the end of your next turn.

Natural Odd Miss: Any ally engaged with the target is dazed until the end of your next turn.

Higher Level Effect
5th 6d8 / 3d8 damage
7th 8d10 / 4d10 damage
9th 10d12 / 5d12 damage

# Adventurer Feat

You gain a +2 bonus to attack against enemies you are engaged with.


# Pierce Resistance

Ranged Spell

Full Recovery

Arcane

Target: One nearby enemy; when you empower this spell, target two nearby enemies instead.

Attack: Charisma + Level vs. the target’s lowest defense

Hit: Attacks against the target deal full damage. It cannot reduce the damage through resistances, immunities, or similar abilities (save ends).

Miss: The target takes a -2 penalty to a random defense until the end of its next turn.

# Champion Feat

On a hit, the target also takes a -2 penalty to PD and MD (save ends all).

# Epic Feat

The spell is now Recharge 16+ after battle.


# Protected Perimeter

Close-quarters Spell

Full Recovery

Celestial

Target: A room, or an area up to 100 ft. across

Effect: You create a warding perimeter around the protected area until the next sunrise or sundown. If a creature enters the area, the spell will create a silent alarm, and make the following attack.

Target: The creature attempting to enter the area

Attack: Charisma + Level vs. MD

Hit: The target is stuck (save ends).

The spell ignores any creature that was already within the perimeter at the time of casting, and anything the size of a rodent or smaller.

Higher Level Effect
5th You can target the alarm more precisely, such as “only undead creatures”.

# Adventurer Feat

The save against the stuck effect is now a hard save (16+).


# Sinner’s Pyre

Close-quarters Spell

Once per battle

Any bloodline

Target: You or one nearby ally

Effect: The target has resist fire 18+ until the end of your next turn. Deal 3d8 + Charisma fire damage to all enemies engaged with the target.

Until the end of your next turn, enemies who attack the target while engaged with it take 3d8 + Charisma fire damage.

Higher Level Effect
5th 5d8 damage
7th 7d8 damage
9th 9d8 damage

# Adventurer Feat

Increase the damage dice to d10s.


# Wild Spark

Ranged Spell

At-will

Any bloodline

Target: One random nearby enemy

Attack: Charisma + Level vs. MD; if the escalation die is even, you have advantage on the attack roll.

Hit: 4d4 + Charisma random energy damage; if the escalation die is odd, the target is dazed until the end of your next turn.

Miss: Damage equal to your level

Higher Level Effect
5th 6d4 damage
7th 8d4 damage
9th 10d4 damage

# Adventurer Feat

You can target a far away enemy at a -2 penalty to the attack roll.


# 5th Level Spells

# Breath of the Beast

Ranged Spell

Full Recovery

Target: One nearby ally or enemy

breath weapon vs. enemy:

Attack: Charisma + Level vs. AC

Hit: 10d6 + Charisma damage.

Miss: 20 damage

Higher Level Effect
7th 10d10 damage; 40 damage on a miss.
9th 2d6 x 10 damage; 60 damage on a miss.

targeting ally:

Effect: That ally may make a basic melee attack as a free action on its next turn.

Higher Level Effect
7th Instead of a free action basic melee attack, the ally gains a bonus standard action, but cannot use that action on a full recovery power.
9th The ally gains a bonus standard action, no strings or requirements.

Breath Weapon: For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, you can use breath of the beast that turn If you wish.


# Breath of the Black

Close-quarters Spell

Full Recovery

Target: One nearby enemy; breath weapon

Attack: Charisma + Level vs. MD

Hit: 10d6 + Charisma acid damage, and 20 ongoing acid damage.

Miss: 10 ongoing acid damage.

Higher Level Effect
7th 10d10 damage, and 40 ongoing damage; 20 ongoing on a miss.
9th 2d6 x 10 damage, and 60 ongoing damage; 30 ongoing on a miss.

# Epic Feat

Double the spell’s ongoing damage on a miss.

Breath Weapon: For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, you can use breath of the black that turn if you wish.


# Breath of the Copper

Close-quarters Spell

Full Recovery

Breath weapon

Draconic

Target: 1d3 nearby enemies in a group

Attack: Charisma + Level vs. PD

Hit: 20 + Charisma ongoing acid damage

Natural 18+: The target is hampered until the end of your next turn.

Miss: 5 ongoing acid damage

Higher Level Effect
7th 25 + Charisma ongoing acid damage; 10 ongoing on a miss
9th 40 + Charisma ongoing acid damage; 15 ongoing on a miss

Breath weapon: For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, you can use Breath of the Copper this turn if you wish.

# Champion Feat

The first time you fail to recharge Breath of the Copper at the start of your turn, gain one use of the Out-think ability.

Out-think: As a free action when an enemy rolls a natural even hit against you, negate the attack (no damage or effects).


# Breath of the Purple

Close-quarters Spell

Full Recovery

Breath weapon

Draconic

Target: 1d3 nearby enemies

Attack: Charisma + Level vs. MD

Hit: 20 + Charisma ongoing psychic damage and the target is dazed (save ends both).

Miss: The target is dazed until the end of its next turn.

Higher Level Effect
7th 25 ongoing damage
9th 40 ongoing damage

Breath weapon: For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, you can use Breath of the Purple that turn if you wish.

# Champion Feat

When you succeed on a roll to recharge this spell during a battle, distracting illusions give enemies a -2 penalty to attack you until the end of your next turn.


# Chain Immolation

Ranged Spell

Full Recovery

Chain Spell

Any bloodline

Target: One nearby creature

Attack: Charisma + Level vs. PD

Hit: 40 ongoing fire damage

Miss: 10 ongoing fire damage

Higher Level Effect
7th 60 ongoing fire damage; 15 on a miss
9th 80 ongoing fire damage; 20 on a miss

Chain Spell: Each time your natural attack roll is even, you can attack a different target with the spell.

# Champion Feat

Casting this spell does not trigger opportunity attacks.

# Epic Feat

When an enemy dies from the ongoing damage, make another attack with this spell as a free action.


# Faerie Door

Close-quarter Spell

Full Recovery

Fey

Effect: You create a window or a door on a wall you touch, which lasts until the end of the scene. The door is visible to anyone, but only you and any target designated by you can see or step through.

# Champion Feat

Only you (or targets designated by you) can see the door.


# Fey Curse

Ranged Spell

Full Recovery

Fey

Target: 1d4 nearby enemies

Attack: Charisma + Level vs. MD

Natural Even Hit: 6d4 + Charisma psychic damage, and the target has disadvantage on saving throws, except against this spell (save ends).

Natural Odd Hit: 3d4 + Charisma psychic damage, and the target has disadvantage on attack rolls (save ends).

Natural Even Miss: The target is vulnerable to your spells until the end of your next turn.

Natural Odd Miss: Psychic damage equal to your level

Higher Level Effect
7th 8d6 / 4d6 psychic damage
9th 10d8 / 5d8 psychic damage

# Flash of Radiance

Ranged Spell

Full Recovery

Free Action

Celestial

Special: You can cast this spell any time during battle, even during an enemy’s turn.

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 6d8 + Charisma radiant damage

Natural even hit: The target has disadvantage on their next attack roll.

Miss: Half damage

Higher Level Effect
7th 8d8 damage
9th 12d8 damage

# Leech Magic

Close-quarters Spell

Full Recovery

Arcane / Fey / Umbral

Target: One nearby creature

Attack: Charisma + Level vs. PD

Hit: The target is weakened (save ends) and you Gather Power as per your class feature.

Arcane: Gain a sorcery point.

Fey: Teleport to a nearby location you can see.

Umbral: Deal ongoing necrotic damage equal to twice the spell level (save ends both).

Miss:

# Champion Feat

If the target is a spellcaster, or a creature with magic abilities, you gain a +2 bonus to the attack roll.


# Merry Go-Round

Close-quarters Spell

Once per battle

Interrupt Action

Fey

Trigger: You successfully save against a save-ends effect.

Target: The enemy who caused the effect, or if they are not within nearby range, a random nearby enemy

Attack: Charisma + Level vs. MD

Hit: The target suffers the same effect you just saved against, with the same save difficulty.

Miss:


# Nasty to Nice

Ranged Spell

Full Recovery

Celestial

Target: One nearby enemy with a nastier special. The GM should disclose which enemies on the battlefield have a nastier special but doesn’t have to say what it does. When you empower this spell, target two enemies instead.

Attack: Charisma + Level vs. MD

Hit: 5d8 + Charisma radiant damage, and the target loses all nastier specials (save ends). If you affect one mook, all mooks from that group lose their nastier specials.

Miss:

Higher Level Effect
7th 7d8 damage
9th 10d8 damage

# Champion Feat

The target has a penalty to their saving throw equal to your Wisdom modifier (but a natural 18+ always saves, regardless of the penalty).

# Epic Feat

The spell is now Recharge 16+ after battle.


# Ooze Form

Close-quarters Spell

Full Recovery

Any bloodline

Target: You

Effect: You change your shape into an ooze. This transformation lasts for 5 minutes or until the end of the battle. As an ooze, you can keep a vaguely humanoid shape or dissolve into a puddle, and you can squeeze through narrow spaces. Your equipment transforms with you, but you cannot use it. You cannot speak or cast spells.

As an ooze, you have the following abilities:

  • You can split off and rejoin parts of you. Split off parts cannot take any other actions than try to merge back.
  • You gain resist weapons 16+.
  • Your unarmed attack is replaced with a Charisma + level vs. PD attack that deals 1d10 per level + Charisma acid damage.
  • When you hit a target with an unarmed attack, you engulf them. Engulfed targets take half damage again at the start of your next turn.

# Champion Feat

When you Gather Power while in Ooze form, deal double damage with your first unarmed attack on your next turn.


# Rolling Thunderball

Close-quarters Spell

Once per battle

Chain Spell

Any bloodline

Target: One random nearby enemy. After the first attack, the spell can also target random far away enemies.

Attack: Charisma + Level vs. PD

Hit: 6d6 + Charisma modifier lightning damage. If the target is far away, also deal 2d6 thunder damage.

Miss: Half damage

Higher Level Effect
7th 7d6 lightning; 2d8 thunder damage
9th 9d10 lightning; 3d10 thunder damage

Chain Spell: Each time your natural attack roll is even, you can attack a different target with the spell.

# Champion Feat

You have a +1 bonus to attack against far away enemies.


# Scare

Ranged Spell

Full Recovery

Free Action

Umbral

Special: You can cast this spell any time during battle, even during an enemy’s turn.

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Hit: 20 ongoing psychic damage, and the target loses its next standard action.

Miss: Psychic damage equal to your level

Higher Level Effect
7th 30 ongoing
9th 50 ongoing

# Champion Feat

This spell is now Recharge 16+ after battle.


# The Elven Shadows

Ranged Spell

Full Recovery

Special: Once you cast this spell in a battle, you can cast it at-will for the rest of that battle.

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Hit: 8d6 + Charisma psychic damage, and if the natural attack roll is even, you can teleport to a nearby location you can see.

Miss: Damage equal to your level.

Higher Level Effect
7th 9d10 damage.
9th 10d12 damage.

# Epic Feat

Once per battle, the teleport from a hit with the elven shadows can be to a far away location you can see.


# Three Dooms

Ranged Spell

Recharge 16+ after battle

Target: One nearby enemy; chain Spell

Attack: Charisma + Level vs. PD

Hit: 2d4 x 10 random energy damage, and you take damage of the same type equal to the unmodified dice roll (2d4, 2d8, or 2d12).

Note that there’s no Charisma bonus to damage.

Miss: Half damage, and you still take random energy damage equal to the unmodified dice roll.

Higher Level Effect
7th 2d8 x 10 damage.
9th 2d12 x 10 damage.

Chain Spell: Each time you make a natural even attack roll, you can attack a different target with the spell.


# Unearthly Glamour

Ranged Spell

Full Recovery

Effect: You gain a +5 bonus to all Charisma skill checks for the next five minutes. If you fail a Charisma skill check during this time, however, anyone you were attempting to convince or influence with the check is freaked out or disgusted by the supernatural glamour attached to you and has extremely negative reactions to you.

Higher Level Effect
7th The effect lasts for 1 hour.
9th The effect lasts for 2 hours.

# Wave of Anguish

Ranged Spell

Once per battle

Chain Spell

Umbral

Target: One nearby creature

Attack: Charisma + Level vs. MD

Hit: 4d8 + Charisma psychic damage, and the target is dazed (save ends).

Miss: Half damage

Higher Level Effect
7th 6d10 damage.
9th 9d12 damage.

Chain Spell: Each time your natural attack roll is even, you can attack a different target with the spell.

# Epic Feat

You can cast this spell without provoking opportunity attacks.


# 7th Level Spells

# All-Consuming Inferno

Ranged Spell

Full Recovery

Any bloodline

Always: When you cast this spell, you spend a recovery without healing.

Target: The nearby or far away enemy with the lowest current hit point total (above zero).

Attack: Charisma + Level vs. PD

Hit: 2d6 x 10 + Charisma fire damage

Miss: Half damage. Your allies engaged with the target take one-fourth damage.

Special chain spell: When you reduce a non-mook enemy, or the last mook in a group, to zero hit points with this spell, heal 10 hp and make another attack against the nearby or far away enemy that now has the fewest hit points.

Higher Level Effect
9th 3d6 x 10 damage; heal 15 hp.

# Champion Feat

When you empower this spell, gain advantage on the first attack roll.


# Breath of the Blue

Close-quarters Spell

Full Recovery

Target: One nearby enemy; breath Spell

Attack: Charisma + Level vs. PD

Hit: 10d12 + Charisma lightning damage, and at the start of the target’s next turn, 1d6 of its nearby allies take 20 lightning damage.

Miss: Half damage, and no damage to target’s allies.

Higher Level Effect
9th 2d10 x 10 damage; 25 lightning damage to nearby allies.

# Epic Feat

You can now target a far away enemy with the spell (no attack penalty).

Breath Spell: For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, you can use breath of the blue this turn if you wish.


# Breath of the Silver

Close-quarters Spell

Full Recovery

Breath weapon

Draconic

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 7d12 + Charisma cold damage

Natural 18+: The target is stunned (-4 to defenses and can’t take actions) until the end of your next turn.

Miss: Half damage

Higher Level Effect
9th 10d12 damage and stun on natural 16+.

Breath weapon: For the rest of the battle, roll a d20 at the start of each of your turns. On a 16+, you can use Breath of the Silver that turn if you wish.

# Champion Feat

The first time you fail to recharge Breath of the Silver at the start of your turn, gain one use of the Evasive Turn ability.

Evasive Turn: As a free action when an attack targets you, you can force the attacker to reroll the attack, and you have resist damage 12+ against that attack.


# Celestial Censure

Ranged Spell

Full Recovery

Celestial

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: Deal damage equal to half the target’s current hit point total (maximum 100 damage; 200 if you empower the spell). Treat the escalation die as 6 when attacking the target (save ends).

Miss: You regain the spell at the end of the battle.

Higher Level Effect
9th Maximum 150 damage; 300 if empowered.

# Draconic Gift

Close-quarters Spell

Full Recovery

Quick Action

Draconic

Special: If you are fighting one or more dragons, roll an easy save (6+) at the start of each of your turns. Failure means that you are confused that turn.

Target: You

Effect: You gain a random dragon-style power for the rest of the battle, similar to the abilities dragons possess but not identical. Roll two d10, then pick one of them to see which power you gain:

d10 Power
True seeing: You are immune to invisibility and ignore any illusions.  
Whipping tail: When an enemy engaged with you rolls a natural 1 or 2 with an attack roll, you can make an opportunity attack against that creature as a free action.  
Tough Hide: You gain a +1 bonus to AC.  
Twisted Mind: You gain a +2 bonus to MD.  
Nimble: You gain a +2 bonus to PD.  
Now I’m mad!: The first time you are staggered this battle, you can use a breath weapon spell as a free action if you have one available.  
Serious threat: Disengage checks against you take a –5 penalty. When a creature fails to disengage from you, it takes damage equal to twice your level.  
Raw power: Until you are staggered, you have advantage on attack rolls with melee attacks and breath weapon spells.  
Damage aura: When an enemy starts its turn engaged with you, it takes damage equal to twice your level. Choose the damage type from any of your breath weapon spells.  
More breath: Until the end of the battle, you have advantage on d20 rolls to regain your breath weapon spells.  

# Epic Feat

Gain the ability for both d10 rolls.


# Elemental Form

Close-quarters Spell

Full Recovery

Arcane

Target: You

Effect: Until the end of the battle, or for the next 5 minutes, you transform your body into a pure element. Choose between air, earth, fire and water.

Air: You can fly. You gain resist non-spell damage 16+. You have a +5 bonus to disengage checks. You deal 5 extra damage with all spells that deal lightning or thunder damage.

Earth: You gain a +2 bonus to AC. You can choose to ignore effects that would cause you to pop free from enemies. You deal 5 extra damage with all spells that deal acid or poison damage.

Fire: At the start of your turn, deal 10 fire damage to all enemies engaged with you. You have resist fire 16+. You deal 5 extra damage with all spells that deal fire damage.

Water: You gain resist weapon damage 16+. You deal 5 extra damage with all spells that deal cold damage. You can breathe and move freely under water.

Higher Level Effect
9th Deal 10 extra damage with all spells that deal damage of the corresponding element. Increase all resistance to 18+.

# Epic Feat

You can stay transformed for up to 1d6 hours.


# Entomb

Ranged Spell

Full Recovery

Interrupt Action

Celestial / Umbral

Trigger: A nearby enemy is reduced below zero hit points.

Effect: The soul of the slain enemy is sealed away, and it can’t be healed, revived, resurrected, returned from the underworld, or raised as an undead for 1d6 days. After that period, it can make a hard save (16+) every full recovery to end the effect. That doesn’t bring the target back, but it is now possible to do so. This spell can be cast as a ritual to bind a target permanently.


# Memento Mori

Ranged Spell

Full Recovery

Quick Action

Umbral

Attack: Charisma + Level vs. the highest MD of all nearby enemies

Hit: You steal the escalation die and increase it by one. You are the only combatant on the battlefield that can use it until the end of the battle. This negates enemy abilities to use or steal the escalation die. Whenever you are hit by an attack, you must succeed at a normal save (11+) to keep the die, otherwise the spell ends.

# Champion Feat

While you have the escalation die, you gain 5 times the escalation die in temporary hit points at the end of your turn (8th level: 10x).

# Epic Feat

Choose one ally who can still use the escalation die while you have stolen it.


# Pixie Dust

Ranged Spell

Full Recovery

Fey

Special: When you empower this spell, increase the number of targets to 1d6.

Target: 1d3 nearby enemies

Attack: Charisma + Level vs. MD

Natural Even Hit: If the target has 90 hit points or fewer, it falls unconscious (hard save ends; also ends if the target takes 10+ damage). If it has more hit points, it has disadvantage on attacks (hard save ends).

Natural Odd Hit: If the target has 90 hit points or fewer, it is confused (hard save ends; also ends if the target takes 10+ damage). If it has more hit points, attacks against it have advantage (hard save ends).

Natural Even Miss: You are invisible until the end of your next turn, or until you make an attack.

Natural Odd Miss: The next time you roll an odd miss this battle, reroll it.

Higher Level Effect
9th level spell 150 hp or fewer.

9th level spell: 150 hp or fewer.


# Reflecting Barrier

Close-quarters Spell

Full Recovery

Arcane

Target: You

Effect: Until the end of the battle, each ranged and close-quarters attack against you that is a natural odd miss is reflected against the attacker. The attacker rerolls the attack, using it against using against their own defense.

# Epic Feat

Also reflect the first attack with a natural even roll that falls within the range.


# Shadow Form

Close-quarters Spell

Full Recovery

Umbral

Target: You

Effect: Until the end of the battle, your body transforms into a living shadow. Once per turn, as a quick action, you can teleport to any nearby location you can see that is not in broad daylight. You have resist physical damage 12+.

Higher Level Effect
9th Increase the resistance to 16+.

# Epic Feat

The spell is now Recharge 16+ after battle.


# Sorcerous Wings

Close-quarters Spell

Full Recovery

Quick Action

Celestial / Fey / Draconic

Target: You

Effect: You grow wings on your back that reflect your bloodline. Celestial wings are white feathers, fey wings are colorful like a butterfly, draconic wings are scaly, and infernal wings are black and leathery. Until the end of battle, you can fly at your normal speed as a move action. You can hover between turns.

Higher Level Effect
9th The effect now lasts for 2d6 x 10 minutes.

# Stolen Faces

Ranged Spell

Full Recovery

Free Action to cast, before initiative is rolled

Targets: 1d4 + 1 nearby allies

Effect: You steal the once-per-battle species powers of your allies this battle, but you don’t get the advantage of your allies’ feats or items that improve those powers.

Each ally you steal a species power from can roll an easy save (6+). Success means they get to use their power also this battle. Failure means they can’t; you took it fully.

You can’t steal species powers you already possess.

Higher Level Effect
9th You get to use your allies’ powers as if you also had any of their feats that improve those powers.

# Touch of Corruption

Close-quarters Spell

Full Recovery

Any bloodline

Target: One enemy you are engaged with

Attack: Charisma + Level vs. PD

Hit: 2d6 x 10 necrotic damage, and the target is vulnerable (hard save ends, 16+). In addition, if the target drops to 0 hp from this attack, or drops to 0 hp before it saves against the vulnerable effect of this attack, raise it at the start of your next turn. It gains 100 hit points, and it is now under your control (hard save ends). If the creature was double-strength, its attacks now deal half damage. If it was triple-strength, they deal one third.

Miss: Half damage

Higher Level Effect
9th 3d6 x 10 damage, and you raise the creature with 150 hp.

# Champion Feat

The spell can now target a nearby enemy you are not engaged with.


# Touch of Evil

Close-quarters Spell

Full Recovery

Quick Action to cast

Special: If you are fighting one or more demons, roll an easy save (6+) at the start of each of your turns. Failure means that you are confused that turn.

Target: You

Effect: You gain a random demon-style power for the rest of the battle, similar to the abilities demons possess but not identical.

Roll a d8 to see which power you gain:

Roll (d8) Power Description
1 Resist energy 16+ When an attack that deals energy damage targets you, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.
2 Infernal battery Until the end of the battle, you can use a quick action once each round to make recharge rolls for your expended recharge spells. Each time you do so, you take damage equal to half the natural result of your recharge roll.
3 Backlash The first time you are staggered this battle, the enemy who staggered you becomes confused (save ends).
4 Fear aura Enemies engaged with you that have fewer hit points than double your current hit points are dazed. They cannot use the escalation die.
5 Teleport 1d3 + 1 times this battle As a move action, you can teleport anywhere you can see nearby.
6 Demonic speed You can take an extra standard action each turn that the escalation die is even. You lose 2d10 hit points each time you use the extra action.
7 Eye of the demon Choose any two features you want. For the rest of this full recovery, all your relationships disappear and are replaced by an identical number of positive points with a villainous relationship (preferably one that is demonic).
8 Reroll  

# Untamed Sorcery

Ranged Spell

Full Recovery

Any bloodline

Effect: Until the end of the battle, as a free action at the start of your turn, roll 1d12 on the table below and gain the corresponding effect until the start of your next turn.

d12 Effect
1 Life: Gain temporary hit points equal to three times your level.
2 Blink: You can teleport to a nearby location as a quick action.
3 Spikes: Enemies who engage you take 1d4 x 10 (9th level: 1d6 x 10) damage.
4 Resistance: Gain resist all damage 18+.
5 Armor: Gain a +4 bonus to AC.
6 Evasion: Gain a +4 bonus to PD.
7 Calm: Gain a +4 bonus to MD.
8 Speed: Gain a +4 bonus on disengage checks.
9 Skill: Gain advantage on all skill checks.
10 Precision: Reroll a natural 1-3 on attack rolls once.
11 Spread: When you cast a spell with more than one target, add an extra target.
12 Jackpot: Gain two benefits from this table.

# Wild Polymorph

Ranged Spell

Full Recovery

Chain Spell

Any bloodline

Target: One random nearby enemy. When you empower this spell, attack two enemies instead.

Attack: Charisma + Level vs. PD

Hit: Roll a d8 to determine the effect placed on the target until the end of your next turn. If the target has 100 hit points or less, the spell‘s effect is “save ends.“

  • The target is transformed into a burning fire creature. It is vulnerable to cold, all damage it deals is fire damage, and it has resist fire 18+. It takes 25 (9th level: 40) ongoing fire damage while transformed.
  • The target is polymorphed into a mouse, duck, cat, or other small animal.
  • The target is transformed into the stuff of nightmares. It has a fear aura equal to its level. However, its form shifts too rapidly to make a coordinated attack, and any odd roll is an automatic miss.
  • The target‘s skin becomes soft and jelly-like, and it takes a -4 penalty to AC.
  • The target‘s appearance changes to you or one of your allies. Attacks against you or that ally have a 50% chance of targeting this enemy instead.
  • The target is shrunk to half size. It gains a +2 bonus to AC, but all its attacks deal half damage.
  • The target is temporarily turned to stone. It cannot take actions, but it is also immune to all damage except psychic damage.
  • The target is transformed into an angry plant version of itself. It is stuck and vulnerable to fire and axes. All its damage is changed to poison damage.

Miss:

Higher Level Effect
9th 150 hit points or less

Chain Spell: Each time your natural attack roll is even, you can attack a different target with the spell.

# Champion Feat

Double the hit point range you can affect as “save ends.“


# 9th Level Spells

# Black Blade of Disaster

Close-quarters Spell

Full Recovery

Umbral

Effect: You create a melee weapon that you can wield without attack penalty. Use your Charisma for the attack roll. Your melee attacks with the blade target PD. It deals exactly 100 necrotic damage on a hit, ignoring any damage bonuses or resistances. If your attack roll is a natural 20, the target starts making last gasp saves (16+) and is disintegrated on the fourth failed save.

# Epic Feat

You can hurl the blade to make ranged attacks against nearby enemies.


# Breath of the Golden

Close-quarters Spell

Full Recovery

Breath weapon

Draconic

Target: 1d4 nearby enemies

Attack: Charisma + Level vs. PD

Hit: 3d4 x 10 + Charisma fire damage

Natural 20: The target is stunned (-4 to defenses and can’t take actions) until the end of your next turn.

Miss: Half damage

Breath Weapon: For the rest of the battle, roll a d20 at the start of each of your turns. On a 16+, you can use Breath of the Golden that turn if you wish.

# Champion Feat

The first time you fail to recharge Breath of the Golden at the start of your turn, gain one use of the Indomitability ability.

Indomitability: As a free action, cancel all effects and conditions on you, including ongoing damage. You can cancel these effects even if you are prevented from taking actions, such as by being stunned.


# Breath of the Red

Close-quarters Spell

Full Recovery

Breath weapon

Draconic

Target: 1d3 nearby enemies

Attack: Charisma + Level vs. PD

Hit: 5d6 x 10 + Charisma fire damage

Miss: Half damage

Natural odd miss: Deal 25 fire damage to an ally engaged with the target.

Natural 1: Half of the gold you are carrying, or one of your true magic items is teleported to the closest red dragon lair.

Breath weapon: For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, you can use Breath of the Red this turn if you wish. If you fail the recharge roll, you take 25 fire damage.


# Breath of the Void

Close-quarters Spell

Full Recovery

Target: One nearby enemy; breath Spell

Attack: Charisma + Level vs. MD

Hit: 2d12 x 10 + Charisma necrotic damage, and the target moves down 2d6 points in initiative order, to a minimum of 1.

Miss: Half damage.

Breath Spell: For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, you can use breath of the void this turn if you wish.


# Calling the Blood

Close-quarters Spell

Full Recovery

Effect: Randomly select a relationship (preferably a sorcerous one). You gain some surprising or bizarre magical effect associated with the power of that relationship to assist you. The effect is entirely up to the GM, though the immediate impact of the spell should always be favorable for you. The long-term consequences of randomly invoking the power of a relationship that may be an enemy might not be favorable for you, and should be played for narrative interest by the GM, particularly if the impact of the spell was huge for you. Since this is a full recovery spell, sizeable impact is fine, but don’t award any extra effect for empowered casting, especially since the spell can be cast effectively out of combat.

# Epic Feat

Randomly choose twice, then choose the single result you prefer.


# Celestial Apotheosis

Close-quarters Spell

Full Recovery

Quick Action

Celestial

Special: You must have the celestial bloodline to cast this spell.

Target: You

Effect: Until the end of the battle or for the next five minutes, you can fly. You roll saves at the start of your turn instead of at the end, and you have advantage on them. You are immune to fear. When you cast a full recovery sorcerer spell, you or a nearby ally can heal using a recovery.

# Epic Feat

When you cast this spell, gain temporary hit points equal to your maximum hit points.


# Draconic Apotheosis

Close-quarters Spell

Full Recovery

Shapechange

Draconic

Special: You must have the draconic bloodline to cast this spell.

Target: You

Effect: You change your shape into a large dragon for the next 5 minutes or until the end of the battle. You can fly, and you gain a +2 bonus to all defenses.

Your claws, bite and tail count as natural weapons with a d10 damage die with the two-weapon fighting benefit (reroll natural 2 on attacks). You can use your Charisma modifier to attack with them.

Increase the damage dice of all breath weapon spells you cast while in dragon form by one step.

# Epic Feat

When you cast a breath weapon spell, you also gain 10 temporary hit points.


# Prey of the Wild Hunt

Ranged Spell

Full Recovery

Fey

Special: You must have the fey bloodline to cast this spell. If you empower this spell, attack two targets instead of dealing double damage.

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Natural Even Hit: The target is whisked away into the fey realms and removed from the battlefield. It starts making last gasp saves (16+). If it succeeds at a save, it returns to where it left, at half its previous hit points. If it fails its fourth save, it is at the mercy of the faerie.

Natural Odd Hit: 3d6 x 10 + Charisma poison damage, and 50 ongoing poison damage.

Natural Even Miss: You can repeat the attack as a standard action at the start of your next turn.

Natural Odd Miss: 30 poison damage


# Silver Flame

Close-quarters Spell

Full Recovery

Quick Action to cast

Effect: Roll a performance check related to a sorcerous heroic relationship that you have.

On a 16+, you gain one 7th level or lower spell from any spellcasting class that you can cast this battle. On a 11+, you gain one 5th level or lower spell from any spellcasting class that you can cast this battle.

If the escalation die is 5+, you can add the escalation die for one or your rolls. If you get no successes, you regain the spell after this battle.

You can acquire one of the new spells the same round you cast this spell. Then select and acquire any other gained spells at the start of your next turn.

You can use your Charisma as the ability score that provides the acquired spells’ attack bonuses and damage bonuses (if any). Other ability score references remain unchanged.

As you might expect, if you roll a failure that also invokes a relationship-related complication or obligation in the tradition of rolling failures on relationship checks.


# Spell Barrage

Close-quarters Spell

Full Recovery

Arcane

Target: You

Effect: Until the end of the battle, you can cast a sorcerer at-will spell as a quick action once per turn.

# Epic Feat

If the escalation die is 6+, you can cast three sorcerer at-will spells as a single standard action and end this spell.


# Twilight Travel

Ranged Spell

Full Recovery

Any bloodline

Effect: Your mind enters an in-between realm, outside of physical reality. You can either step into the realm, or you can use it as a passage, to enter any other location you have visited before. You can perceive the surroundings at your target location before stepping through. Any effects of spells or items cast before entering the realm are dispelled and no longer function on arrival.

The type of realm you step into depends on your bloodline.

Arcane, Celestial, Draconic, Other: The Overworld

Fey: The Fey Realms

Umbral: The Underworld

# Epic Feat

You can take one ally per Charisma modifier with you.


# Void Rift

Ranged Spell

Full Recovery

Umbral

Target: One nearby enemy of your choice and 1d3 random nearby enemies

Attack: Charisma + Level vs. PD

Hit: 2d8 x 10 + Charisma necrotic damage

Natural 18+: The target is sucked into a pocket dimension. It is removed from the battlefield and takes 50 ongoing necrotic damage (save ends both; on a successful save the target reappears at a random nearby location).

Miss: Half damage

# Epic Feat

The first (chosen) target is sucked into a pocket dimension on any even hit.


# Unleash Hell

Ranged Spell

Full Recovery

Chain Spell

Any bloodline

Effect: You open a giant maw to the Abyss, from where fleshy tentacles spread out to seek their victims. Until the end of the battle, make the following attack at the start of your turn:

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 2d6 x 10 damage and the target is stuck and grabbed (deal half damage again next turn) until the end of your next turn.

Natural 20: The target is dragged off the battlefield and into the Abyss (double- and triple strength enemies can return with a hard save, 16+; weaker enemies are just gone)

Miss: 20 damage

Natural 1: The tentacles catch a random nearby ally instead. 1d6 x 10 damage and the target is stuck and grabbed until the end of your next turn.

Chain Spell: Each time your natural attack roll is even, you can attack a different target with the spell.