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The eldritch hero relies on his innate magical nature to survive. He is the prodigy, the magus, the summoner, the oracle, and the power of the universe itself courses through his veins.


Sorcerer Class Features

All Sorcerers, regardless of their other Class Features, gain the following proficiencies and abilities upon choosing the Sorcerer Theme:


Weapon Proficiencies

The sorcerer gains training with swords, flails, light blades, bludgeons, and thrown weapons.


Armor Proficiencies

The sorcerer gains training in light armor.


Magic Proficiencies

The Sorcerer can cast arcane spells, using the Intimidate skill in place of Arcana.
His magic damage bonus is equal to his Charisma modifier.


Skill Proficiencies

The sorcerer is training in Arcana and Intimidate.


Starting Feats
  • The sorcerer chooses two role-based class features, gaining the skill training and metamagics of those class features.
  • The sorcerer chooses one spell source class feature, gaining that spell's bonuses and metamagic.
  • The sorcerer chooses two at-will spells that are available to him based on his class features.
  • At level 0, the sorcerer may cast one Rank 1 spell or metamagic per encounter.

The Essential Sorcerer

This chapter presents many different options for creating an Eldritch Hero, also known as a Sorcerer. Many of these options can seem daunting, so the following builds have been distilled down into the essential necessities.

Each of these builds has been constructed using the Essential Array ability scores, choosing abilities and adding the +2 racial ability bonuses so that the final ability scores become 18/16/14/12/11 regardless of the character’s race. This ensures that the character begins play with their abilities optimized for that class’s rigors, and won’t find themselves particularly hampered compared to another player.

Wild Mage (Essential Prodigy)

Spellblade (Essential Magus)

Psion (Essential Summoner)

Seer (Essential Oracle)

Fey Noble (Essential Sorcerer)

The Complete Sorcerer

If you feel like delving into the nuts and bolts of character design, you can skip past the Essential builds and construct a Complete Sorcerer, which takes significantly more work but will result in a vision that is uniquely your own. There are four possible Complete Sorcerer starting points:

Prodigy (Eldritch Striker)

The Prodigy focuses her eldritch power into devastating strikes of unfathomable energies, raining death on her adversaries from afar.

Magus (Eldritch Defender)

The Magus focuses her eldritch power into challenging her foes on the battlefield, overcoming them through guile and magic.

Summoner (Eldritch Controller)

The Summoner focuses his eldritch power into commanding the fundamental forces of reality, giving them shape and volition and bending them to his will.

Oracle (Eldritch Leader)

The Oracle focuses his eldritch power into infusing his allies with health, vitality and strange blessings.

Sorcerer (Eldritch Generalist)

You can easily choose to create a generalist Sorcerer as a starting character, simply by picking Role-based Class Features from two different Roles. This will dilute your ability to fulfill each Role, but allows much more flexibility during character creation.

Spell Sources

Infernal Bloodline


Fey Bloodline

(sorcerer class feature)

Basics

(Level 0)

Class Metamagic

  • You gain the following metamagic:
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Elemental Bloodline

(eldritch class feature)


You gain the metamagic Elemental Strike. You must choose one of your spell source's two damage types when you perform this metamagic.

Elemental Strike

(per-encounter free interruptelemental metamagic)

Prerequisites:

Elementalism

Trigger:

You would damage an enemy with a melee or ranged weapon attack, or an attack that deals an elemental damage type.

 
 |-

Effect:

The attack deals an additional +1d6 elemental damage and automatically causes one elemental arcane affliction, in addition to any of its other effects.

Special

If the original attack dealt a type of elemental damage, this effect deals the same type of damage and affliction. Otherwise, you may choose the elemental damage and affliction type that this spell inflicts.

When you choose an at-will maneuver, you may choose from the following options. If you choose a generic elemental spell, you must choose one of the two damage types associated with your bloodline instead of learning the generic spell.

Elemental Dart

(at-will standard actionprovoking elemental attack spell)

Prerequisites:

Elementalism

Target:

One creature within 20 paces (Arcana vs. Reflex)

 
 |-

Hit:

1d8+[ magic damage bonus ] elemental damage.

Elemental Spray

(at-will standard actionelemental attack spell)

Prerequisites:

Elementalism

Target:

Adjacent cone 3 (Arcana vs. Reflex)

 
 |-

Hit:

1d10+[ magic damage bonus ] elemental damage.

Elemental Grasp

(at-will standard actionelemental attack spell)

Prerequisites:

Elementalism

Target:

One adjacent creature (Arcana vs. Reflex)

 
 |-

Hit:

2d6+[ magic damage bonus ] elemental damage.

Elemental Blast

(at-will standard actionprovoking elemental attack spell)

Prerequisites:

Elementalism

Target:

burst 1 centered within 10 paces (Arcana vs. Reflex)

 
 |-

Hit:

1d6+[ magic damage bonus ] elemental damage.

Effect:

Until the end of your next turn, creatures who enter the blast area take elemental damage equal to your Dexterity modifier.



Draconic Bloodline

(eldritch class feature)


You gain the metamagic Elemental Strike. You must choose your spell source's current damage type when you perform this metamagic.

Elemental Strike

(per-encounter free interruptelemental metamagic)

Prerequisites:

Elementalism

Trigger:

You would damage an enemy with a melee or ranged weapon attack, or an attack that deals an elemental damage type.

 
 |-

Effect:

The attack deals an additional +1d6 elemental damage and automatically causes one elemental arcane affliction, in addition to any of its other effects.

Special

If the original attack dealt a type of elemental damage, this effect deals the same type of damage and affliction. Otherwise, you may choose the elemental damage and affliction type that this spell inflicts.

When you choose an at-will maneuver, you may choose from the following options. If you choose a generic elemental spell, you must choose the damage type associated with your bloodline instead of learning the generic spell.

Elemental Dart

(at-will standard actionprovoking elemental attack spell)

Prerequisites:

Elementalism

Target:

One creature within 20 paces (Arcana vs. Reflex)

 
 |-

Hit:

1d8+[ magic damage bonus ] elemental damage.

Elemental Spray

(at-will standard actionelemental attack spell)

Prerequisites:

Elementalism

Target:

Adjacent cone 3 (Arcana vs. Reflex)

 
 |-

Hit:

1d10+[ magic damage bonus ] elemental damage.

Elemental Grasp

(at-will standard actionelemental attack spell)

Prerequisites:

Elementalism

Target:

One adjacent creature (Arcana vs. Reflex)

 
 |-

Hit:

2d6+[ magic damage bonus ] elemental damage.

Elemental Blast

(at-will standard actionprovoking elemental attack spell)

Prerequisites:

Elementalism

Target:

burst 1 centered within 10 paces (Arcana vs. Reflex)

 
 |-

Hit:

1d6+[ magic damage bonus ] elemental damage.

Effect:

Until the end of your next turn, creatures who enter the blast area take elemental damage equal to your Dexterity modifier.


Shadow Bloodline


Wild Magic

(eldritch class feature)


You gain the metamagic Elemental Strike. You must choose your spell source's current damage type when you perform this metamagic.

Elemental Strike

(per-encounter free interruptelemental metamagic)

Prerequisites:

Elementalism

Trigger:

You would damage an enemy with a melee or ranged weapon attack, or an attack that deals an elemental damage type.

 
 |-

Effect:

The attack deals an additional +1d6 elemental damage and automatically causes one elemental arcane affliction, in addition to any of its other effects.

Special

If the original attack dealt a type of elemental damage, this effect deals the same type of damage and affliction. Otherwise, you may choose the elemental damage and affliction type that this spell inflicts.

When you choose an at-will maneuver, you may choose from the following options. If you choose a generic elemental spell, you do not choose a damage type, but learn the generic version of the spell. This spell always deals damage of your spell source's current damage type.

Elemental Dart

(at-will standard actionprovoking elemental attack spell)

Prerequisites:

Elementalism

Target:

One creature within 20 paces (Arcana vs. Reflex)

 
 |-

Hit:

1d8+[ magic damage bonus ] elemental damage.

Elemental Spray

(at-will standard actionelemental attack spell)

Prerequisites:

Elementalism

Target:

Adjacent cone 3 (Arcana vs. Reflex)

 
 |-

Hit:

1d10+[ magic damage bonus ] elemental damage.

Elemental Grasp

(at-will standard actionelemental attack spell)

Prerequisites:

Elementalism

Target:

One adjacent creature (Arcana vs. Reflex)

 
 |-

Hit:

2d6+[ magic damage bonus ] elemental damage.

Elemental Blast

(at-will standard actionprovoking elemental attack spell)

Prerequisites:

Elementalism

Target:

burst 1 centered within 10 paces (Arcana vs. Reflex)

 
 |-

Hit:

1d6+[ magic damage bonus ] elemental damage.

Effect:

Until the end of your next turn, creatures who enter the blast area take elemental damage equal to your Dexterity modifier.



Psionics Spell Source

(arcane class feature)

  • When a spell deals arcane damage of your spell source's type, you may choose for it to deal force or psychic damage.
  • When you cast an arcane attack spell with the Telekinesis or Charm keyword, it causes an arcane affliction of the appropriate type whenever you achieve a critical hit.

You gain the metamagic Flinging Force.

Flinging Force

(per-encounter free interruptstrike metamagic)

Prerequisites:

Telekinesis

Trigger:

You would damage an enemy with a melee or ranged weapon attack, or an attack that deals force damage.

Effect:

The attack deals an additional +1d6 force damage to that target, knocks the target prone, and flings the target a distance equal to half your magic damage bonus, in addition to any of its other effects.

When you choose an at-will maneuver, you may choose from the following options.

Magic Missile

(at-will standard actionbasic provoking attack cantrip)

Prerequisites:

Channel Energies

Special

You may use this spell as a basic ranged attack.

Target:

One creature within 20 squares (no roll)

Effect:

1d4+[ magic damage bonus ] damage.

Mage Hands

(at-will immediate actionutility cantrip)

Prerequisites:

Arcane Conjuring or Telekinesis

Target:

One item or object within 10 paces (no check)

Effect:

Until the stance ends, you may manipulate the item or object with an invisible hand crafted from arcane force. During your own turn, you may perform any mundane task that you could perform with your own hand with a -5 penalty, expending immediate, move or standard actions to perform those tasks as normal.
If you attempt to perform a weapon attack through the hand, use your own weapon proficiency with a -5 penalty; the hand has an effective Strength and Constitution score of 3 and an effective Dexterity score equal to your own Dexterity - 10 for the purposes of determining damage or lifting capacity.

Forceshield

(per-encounter immediate actiondefensive spell)

Prerequisites:

Telekinesis

Target:

You or one adjacent creature (no check)

Effect:

The target gains temporary hit points equal to your Intelligence modifier. Until these temporary hit points are depleted, they gain a cover bonus to all defenses equal to your Intelligence modifier, and gain resistance to all damage.


Inspiration


Leveling Up

At each level, you gain new features and bonuses to increase your eldritch prowess:

Level 1

(1,000 XP)

  • You gain a new eldritch class feature.
  • You may perform one Rank 2 spell per day, and one Rank 1 spell or metamagic per encounter.
  • Your Expertise bonus becomes +1.
Level 2

(3,000 XP)

Level 3

(6,000 XP)

  • You gain a new eldritch class feature.
  • You may perform one Rank 3 spell per day, one Rank 2 or lower spell or metamagic per encounter, and one Rank 1 spell or metamagic per encounter.
Level 4

(10,000 XP)

Level 5

(15,000 XP)

  • You gain a new eldritch class feature.
  • You may perform two Rank 4 spells per day, one Rank 3 or lower spell or metamagic per encounter, and one Rank 2 or lower spell or metamagic per encounter.
Level 6

(21,000 XP)

Level 7

(28,000 XP)

  • You gain a new eldritch class feature.
  • You may perform two Rank 5 spells per day, one Rank 4 or lower spell or metamagic per encounter, one Rank 3 or lower spell or metamagic per encounter, and one Rank 2 or lower spell or metamagic per encounter.
Level 8

(36,000 XP)

Level 9

(45,000 XP)

  • You gain a new eldritch class feature.
  • You may perform three Rank 6 spells per day, one Rank 5 or lower spell or metamagic per encounter, one Rank 4 or lower spell or metamagic per encounter, and one Rank 3 or lower spell or metamagic per encounter.
Level 10

(55,000 XP)

Level 11

(65,000 XP)

  • You become a paragon hero, and your adventures pass beyond the scope of these rules.
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