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Sorcerer Spellcasting Feature 1


Sorcerer

Sorcerer Spellcasting

Your bloodline provides you with incredible magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a sorcerer, you can usually replace material components with somatic components, so you don't need to use a spell component pouch.

Each day, you can cast up to three 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.

As you increase in level as a sorcerer, your number of spells per day increases, as does the highest level of spells you can cast.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.

Heightening Spells

When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels. The signature spells class feature lets you heighten certain spells freely.

Cantrips

A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a sorcerer. For example, as a 1st-level sorcerer, your cantrips are 1st-level spells, and as a 5th-level sorcerer, your cantrips are 3rd-level spells.

Your Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
1 5 3 - - - - - - - - -
2 5 4 - - - - - - - - -
3 5 4 3 - - - - - - - -
4 5 4 4 - - - - - - - -
5 5 4 4 3 - - - - - - -
6 5 4 4 4 - - - - - - -
7 5 4 4 4 3 - - - - - -
8 5 4 4 4 4 - - - - - -
9 5 4 4 4 4 3 - - - - -
10 5 4 4 4 4 4 - - - - -
11 5 4 4 4 4 4 3 - - - -
12 5 4 4 4 4 4 4 - - - -
13 5 4 4 4 4 4 4 3 - - -
14 5 4 4 4 4 4 4 4 - - -
15 5 4 4 4 4 4 4 4 3 - -
16 5 4 4 4 4 4 4 4 4 - -
17 5 4 4 4 4 4 4 4 4 3 -
18 5 4 4 4 4 4 4 4 4 4 -
19 5 4 4 4 4 4 4 4 4 4 1*
20 5 4 4 4 4 4 4 4 4 4 1*
* The bloodline paragon class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Sorcerer

This indicates abilities from the sorcerer class.