Class Feature
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.
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.
Failing a death save no longer cancels your breath weapon spells. Keep rolling the entire battle.
Cantrips
Every wizard can cast a handful of cantrips each day. You don't have to memorize or choose them beforehand, you just cast them on the fly.
Wizards can cast a number of cantrips equal to their Intelligence modifier each battle. Each cantrip takes a standard action to cast as a ranged spell. Outside of battle, a wizard can cast about three to six cantrips every five minutes. The Cantrip Mastery talent speeds up cantrip casting.
At the adventurer tier (levels 1–4), cantrips with a standard duration last 10–60 minutes, plus 10 minutes per wizard level. The GM rolls and the wizard becomes aware that their cantrip is about to end a couple minutes before it's done.
At the champion tier, levels 5–7, most cantrips last 1–6 hours.
At the epic tier, levels 8–10, cantrips last between 2–12 hours.
For a list of available cantrips, see Cantrips.
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.
Cyclic Spells
Spells that have a cyclic usage can always be cast at least once per battle, and are only expended in that battle if they are cast when the escalation die is 0 or odd. In other words, if you cast a cyclic spell like color spray or rebuke when the escalation die is even, the spell is not expended and can still be cast later in the battle.
Dancing Lights
All sorcerers can cast the dancing lights spell as a standard action. Unlike the wizard's light cantrip, the sorcerer's dancing lights spell produces a number of varicolored light globes that bloom within 5 to 30 feet of the sorcerer every two to five seconds. The sorcerer has very little control over the exact location or illumination provided by the lights, meaning that they can occasionally be used for dramatic plot purposes.
Domain: Healing
When you cast a spell that lets you or an ally heal using a recovery, the target also adds hit points equal to double your level to the recovery.
Invocation of Healing: This battle, you gain an additional use of the heal spell (see Class Features, left). The first heal spell you cast after using this invocation allows the target to heal using a free recovery instead of spending a recovery.
When you cast a spell that allows an ally to heal using a recovery, you can let them use one of your recoveries instead. (If you also have the Protection/Community domain, any nearby ally can expend the recovery instead of you.)
The invocation of healing gives you two additional uses of heal this battle instead of only one.
Increase the additional hit points the target heals to triple your level.
Domain: Justice/Vengeance
Once per turn when an enemy scores a critical hit against you or a nearby ally, or drops you or a nearby ally to 0 hp or below, you gain an attack-reroll blessing. Immediately choose a nearby ally and give them the blessing as a free action.
An ally with this blessing can use it to reroll an attack as a free action this battle. An ally can only have one such blessing on them at a time.
Invocation of Justice/Vengeance: This battle, add double your level to the miss damage of your attacks and the attacks of your nearby allies. (For example, your basic melee attack as a cleric will deal triple your level as miss damage while this invocation is active.)
You can take the attack-reroll blessing yourself.
When you gain an attack-reroll blessing to distribute, you gain two blessings to distribute instead.
Attacks rolls from your reroll blessings gain a +4 bonus.
Domain: Knowledge/Lore
You gain 4 additional background points that must be used somehow in relation to knowledge or lore.
Invocation of Knowledge/Lore: You must use this invocation during your first round of a battle. When you do, you get a quick glimpse of the battle’s future. Roll a d6; as a free action at any point after the escalation die equals the number you rolled, you can allow one of your allies to reroll a single attack roll with a +2 bonus thanks to your vision of this future.
Once per day, you can change one of your skill checks involving knowledge to a natural 20 instead. Interpret the word “knowledge” as loosely as your GM allows. GMs, be generous.
You now roll a d4 for the invocation, not a d6.
You gain a different positive relationship point each day with a random icon, purely because the icon has realized you know something they need to know. It changes every day and it might contradict your usual icon relationships.
Domain: Life/Death
You and your nearby allies gain a +1 bonus to death saves.
Invocation of Life/Death: This battle, you and each of your allies can each separately add the escalation die to a single save made by that character. In addition, you and your allies do not die from hit point damage when your negative hit points equal half your normal hit points. Instead, you die when your negative hit points equal your full hit points.
The death save bonus increases to +2.
Each battle, the first time an ally near you becomes staggered, that ally immediately heals hit points equal to twice your level.
Your first use of the resurrection spell is free, and doesn't count against your total.
Domain: Love/Beauty
Once per level, you can generate a one-point conflicted relationship with a heroic or ambiguous icon you do not already have a relationship with. The relationship point remains with you until you gain a level, and then it's time for another one-level relationship.
Invocation of Love/Beauty: As a free action, at some dramatic moment, you or an ally of your choice can roll for one icon relationship that might have an effect on the battle. Rolls of 5 and 6 are beneficial as usual, though the GM will have to improvise what that means in the middle of combat. The invocation's advantage does not occur the moment you roll initiative; wait for a dramatic moment instead.
You gain two points in the relationship instead.
Domain: Protection/Community
Once per battle, you can affect two additional allies when you cast a spell for broad effect.
Invocation of Protection/Community: This battle, critical hits against you and your nearby allies deal normal damage instead of critical damage.
Whenever you target one or more allies with a spell, one ally of your choice can roll a save against a save ends effect.
Domain: Strength
You can wield heavy/martial weapons without an attack penalty.
Invocation of Strength: This battle, you and your nearby allies deal triple damage instead of double damage on critical hits with melee attacks.
Once per battle, you can deal extra damage to one target you hit with a melee attack as a free action. The damage bonus is a number of d4 equal to your Strength modifier or to your level, whichever is higher.
You can use d8s instead of d4s for the bonus damage dice.
Once per day, you can use d20s instead of d8s for the bonus damage dice.
Domain: Sun/Anti-Undead
Every attack you make deals holy damage instead of other types of damage unless you choose otherwise for a specific attack.
Invocation of Sun/Anti-Undead: When you cast a daily cleric spell this battle, roll a d6. If you roll less than or equal to the escalation die, you regain the use of that daily spell after the battle.
If your attack already deals holy damage, it gains the following bonus damage—adventurer tier: +1 damage; champion tier: +2 damage; epic tier: +3 damage.
You gain a +2 bonus to all defenses against attacks by undead.
The invocation also affects your allies' daily spells.
Domain: Trickery/Illusion
Once per battle, as a quick action when you are engaged with an enemy, roll a d20 (your 'trick die').
As a free action before the start of your next turn, give your trick die to a nearby ally or enemy who is about to make an attack roll. The trick die result becomes the natural result of their roll instead.
Invocation of Trickery/Illusion: This battle, attacks against you by enemies that moved to engage you during their turn miss on natural odd rolls.
Your trick die can be used for any one d20 roll, not just an attack.
You get another trick die roll to use each battle the first time the escalation die reaches 3+.
Domain: War/Leadership
Once per turn when you make a melee attack against an enemy, hit or miss, your allies gain a +1 attack bonus against that enemy until the start of your next turn.
Invocation of War/Leadership: Increase the escalation die by 1.
The attack no longer has to be a melee attack, close and ranged attacks also work.
The bonus now applies against all enemies you attack; you no longer have to single out one foe if you use a spell that attacks multiple enemies.
Allies now also get a damage bonus against such enemies equal to double your Charisma modifier.
Extra Tough
You start with nine recoveries instead of the usual eight.
Increase your total recoveries by 1.
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.
Sorcerers who want to gather power before initiative has been rolled can go through the motions but won't get any benefit from the act.
When a sorcerer gathers power, it does not count as casting a spell; you can gather power without taking opportunity attacks.
In addition, because you spend your standard action to gather power, you generate a small magical benefit. Like many of your powers, this benefit is chaotic rather than perfectly reliable, so you must make a random check to see what benefit you get. Roll a d6 and consult the appropriate table below.
If you get a benefit that deals damage to enemies, you can choose the type of damage (cold, fire, lightning, or thunder).
Chaotic Benefit, Adventurer Tier (levels 1–4)
Roll (d6) | Effect |
---|---|
1-2 | You gain a +1 bonus to AC until the start of your next turn. |
3-4 | Deal damage equal to your level to all nearby staggered enemies. |
5-6 | Deal damage equal to your level to one nearby enemy. |
Chaotic Benefit, Champion Tier (levels 5–7)
Roll (d6) | Effect |
---|---|
1-2 | You gain a +1 bonus to AC and Physical Defense until the start of your next turn. |
3-4 | Deal damage equal to your level + your Charisma modifier to all nearby staggered enemies. |
5-6 | Deal damage equal to your level + your Charisma modifier to one nearby enemy. |
Chaotic Benefit, Epic Tier (levels 8–10)
Roll (d6) | Effect |
---|---|
1-2 | You gain a +1 bonus to all defenses until the start of your next turn. |
3-4 | Deal damage equal to your level + twice your Charisma modifier to all nearby staggered enemies. |
5-6 | Deal damage equal to your level + twice your Charisma modifier to one nearby enemy. |
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. Non-attack spells generally don't improve when cast empowered; use empowered casting for attacks.
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.
You can spend your move actions and quick actions any way you like after you gather power and before casting your next empowered spell. Yes, once a battle has started it's possible to perform the magical firefight trick of gathering power while hiding to the side of the cave entrance, then jumping into the cave opening on your next turn and blasting with the empowered spell.
Breath weapon spells add an extra wrinkle. Of course you can gather power the first time you cast a breath weapon spell in a battle. Later in the fight it's a question of whether you gathered power the turn before a breath weapon spell roll goes your way. You can be all ready with gathered power but roll too low to use the breath weapon spell, forcing you to cast a different spell with the gathered power.
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.
Once per battle, you can choose the chaotic benefit you want instead of rolling for it.
Once per battle when the escalation die is 4+, you can gather power as a quick action.
When you gather power, if the escalation die is 2+, you can roll two chaotic benefits. Unlike most effects, the benefits stack if you roll the same result twice.
Momentum
Many of the rogue's powers function only when the rogue has momentum.
You gain momentum by hitting an enemy with an attack.
You lose momentum when you are hit by an attack.
The default is that you can use momentum powers without losing momentum, but a few powers specify that you must spend your momentum to use them. You don't have to use attacks that require momentum against the foe you hit to gain that momentum.
Momentum powers that do not require you to spend your momentum are generally classified as interrupt actions. You can only use one interrupt action a round, which keeps your momentum powers from dominating the battle.
Random Energy
Some sorcerer spells deal damage of a random type. If it matters for the situation, use a d4 to determine which type of damage the spell deals.
Roll (d4) | Energy Type |
---|---|
1 | Cold |
2 | Fire |
3 | Lightning |
4 | Thunder |
Ritual Magic
Wizards can cast their spells as rituals.
You can cast full rituals by using all your actions each round to focus on the ritual for 1d3 + 1 rounds. As with standard rituals, your fast rituals are not meant to replace combat spells; they're a means of acquiring and improvising wondrous magical effects rather than a means of inflicting damage and conditions.
Sneak Attack
Once per round when you make a rogue melee weapon attack against an enemy engaged with one or more of your allies, you can deal extra damage if your attack hits.
Rogue Level | Extra Damage |
---|---|
1 | +1d4 |
2 | +1d6 |
4 | +2d6 |
6 | +3d6 |
8 | +5d6 |
10 | +7d6 |
Your Sneak Attack feature also works the first round of combat against enemies with a lower initiative than you.
Your Sneak Attack feature also works against enemies who are confused, dazed, stunned, vulnerable to your attack, or weakened.
Once per battle when you miss with an attack that would have allowed you to deal Sneak Attack damage, replace the normal miss damage with your full Sneak Attack damage.
Threatening
Whenever an enemy attempts to disengage from you, it takes a penalty to its check equal to your Dexterity or Constitution modifier, whichever is higher.
The penalty doesn't apply if you are stunned, grabbed, or otherwise incapable of making an opportunity attack.
Whenever an enemy fails to disengage from you, you also deal damage to that enemy equal to your Dexterity or Constitution modifier. At 5th level, damage is double the modifier. At 8th level, it's triple.
Whenever a non-mook enemy fails to disengage from you, it's vulnerable to your attacks for the rest of the battle.
Trap Sense
Even rogues whose backgrounds don't have anything to do with noticing, avoiding, or disarming traps have a unique knack for dealing with traps.
If a rogue's skill check involving a trap is a natural even failure, the rogue can reroll the skill check once. If a trap's attack roll against a rogue is a natural odd roll, the rogue can force the trap to reroll the attack once.
The trap attack reroll can also apply to a nearby ally of the rogue as the rogue shouts a warning or acts to prevent the trap from hitting.
You gain a +3 bonus to skill check rerolls you make against traps.
You only take half damage from trap attacks.
Utility Spell
When you choose spells during a full heal-up, instead of taking a standard spell, you can choose to give up a spell slot to memorize the utility spell at the same level. When you take the utility spell, you gain access to a range of useful non-combat spells of the level you memorized it or below. You cast each utility spell at the level of the spell slot you gave up for it. You can give up multiple spell slots to take utility spell multiple times.
Choose from among the following utility spells:
Spell Level | Spell |
---|---|
1st level | disguise self |
1st level | feather fall |
1st level | hold portal |
3rd level | levitate |
3rd level | message |
3rd level | speak with item |
5th level | water breathing |
7th level | scrying |
Each utility spell you take lets you cast two spells from the available options instead of one.
As above, but you can cast three utility spells instead of one.