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For Sorcerers, magic is in the blood. All sorcerers have infused their body with eldritch power - many through luck of inheritance, others through magical experimentation or intense mental training. Whatever the source, it defines your connection with your supernatural powers.


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)

  • 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.

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)

  • When a spell deals arcane damage of your spell source's type, it causes an arcane affliction of the appropriate type whenever you achieve a critical hit..
  • When you or a summoned elemental creature attacks, if the attack inflicts your spell source's damage type, it causes an arcane affliction of the appropriate type whenever you achieve a critical hit.

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)

  • Your spell source's damage type changes at the beginning of each encounter and after each time you achieve a critical hit.
  • 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.

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

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