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.
The sorcerer chooses two role-based class features, gaining the skilltraining 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.
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:
The Summoner focuses his eldritch power into commanding the fundamental forces of reality, giving them shape and volition and bending them to his will.
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.
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Leveling Up
At each even level, you choose a new at-will spell or cantrip. You may choose spells or cantrips from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to learn new spells; you may choose ranked spells from this class feature or any of your other class features.
You may communicate with the target as if they were adjacent and can hear you. The target perceives the communication as coming from inside their own head, spoken in your voice. So long as they are conscious, they can hear you even if they are deaf or you are mute or otherwise incapable of communicating, and the target may respond as a free action even if they cannot otherwise communicate.
The object glows with a bright light until the end of the encounter, fully illuminating all spaces within 2 paces of it, and dimly illuminating all spaces within 5 paces of it. You may put out the light as a free action. If you perform this cantrip again, all previous lights dim to only illuminate their own space, and dimly illuminate all adjacent spaces.
The item disappears into a small interdimensional space. You may retrieve the item again as an immediate action. The space can hold a total number of items equal to your Intelligence modifier, whose total weight does not exceed twice your Intelligence score in pounds. No object larger than a polearm or suit of armor may be placed into the space, and living creatures cannot enter the space.
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You summon a fey minion in the targeted space, which fights alongside you and obeys your commands until it is destroyed or until the end of the encounter.
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You summon a lesser fey creature in the targeted space, which fights alongside you and obeys your commands until it is destroyed or until the end of the encounter.
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Rank 3 Spells
(Level 5+)
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one 2x2 space within 3 paces (Arcana vs. fey’s Will)
Hit:
You summon an elite fey creature in the targeted space, which fights alongside you and obeys your commands until it is destroyed or until the end of the encounter.
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When a spell deals arcane damage of your spell source's type, you may choose for it to deal either elemental damage type and arcane afflictions associated with your bloodline.
When you or a summoned elemental creature attacks, if the attack inflicts either of your spell source's damage types, it causes an arcane affliction of the appropriate type whenever you achieve a critical hit.
You gain the metamagic Elemental Strike. You must choose one of your spell source's two damage types when you perform this metamagic.
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.
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.
When you or a summoned elemental creature attacks, if the attack inflicts your spell source's damage types, it causes an arcane affliction of the appropriate type whenever you achieve a critical hit, and you immediately re-roll your damage type.
You gain the metamagic Elemental Strike. You must choose your spell source's current damage type when you perform this metamagic.
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.
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 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.
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.
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.
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)
You gain a new at-will spell, and training in one proficiency of your choice.
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)
You gain a new at-will spell, and training in one proficiency of your choice.
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)
You gain a new at-will spell, and training in one proficiency of your choice.