CLASS TRAITS
Role: Striker. You channel powerful magical energy through your body, exerting control over wild arcane magic to blast foes. You lean toward controller as a secondary role.
Power Source: Arcane. Arcane magic is in your blood, as a touch of either ancient draconic power or untamed chaos energy, and you unleash it through sheer force of will and physical discipline.
Key Abilities: Charisma, Dexterity, Strength
Armor Proficiencies: Cloth
Weapon Proficiencies: Simple melee, simple ranged
Implements: Daggers, staffs
Bonus to Defense: +2 Will
Hit Points at 1st Level: 12 +Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 +Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis)
Class Features: Spell Source
The sorcerer is the arcane antithesis of the wizard. Wielding raw, barely contained magical power, sorcerers channel bursts and blasts of arcane energy through their bodies. They gain their power not through rigorous study of esoteric tomes, but by harnessing magic in their blood, waiting to be tapped and shaped. If wizards wield magic as fighters wield swords, a sorcerer's magic is the arcing greataxe of a raging barbarian.
You might be a proud dragonborn scion of ancient Arkhosia, calling on the draconic power of your heritage, or perhaps you were bathed in dragon blood as an infant to fill you with that power. You might have been born in a place where planar forces converged in strange eddies, infusing you with chaos, or perhaps you survived implantation of a slaad embryo, which left the taint of chaos upon you. Magic pulses through your veins, calling on you to give it expression. As it grows ever stronger, will it consume you or transform you into magic incarnate?
Sorcerer Class Features
Sorcerers have the following class features.
Spell Source
As a sorcerer, you gain power through an instinctive or inborn connection to an ancient arcane source. Choose either Dragon Magic or Wild Magic. The choice you make grants you specific features and also provides bonuses to certain sorcerer powers, as detailed in those powers.
Dragon Magic
The elemental power of dragons flows through you, infusing your spells with draconic strength. Through force of will, you tap into the arcane might of dragons.
Draconic Power: You gain a bonus to the damage rolls of arcane powers equal to your Strength modifier. The bonus increases to your Strength modifier +2 at 11th level and your Strength modifier +4 at 21st level.
Draconic Resilience: While you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC.
Dragon Soul: Choose a damage type: acid, cold, fire, lightning, poison, or thunder. You gain resist 5 to that damage type. The resistance increases to 10 at 11th level and 15 at 21st level. Your arcane powers ignore any target's resistance to that damage type up to the value of your resistance.
Scales of the Dragon: The first time you become bloodied during an encounter, you gain a +2 bonus to AC until the end of the encounter.
Wild Magic
You draw your spells from the entropic forces of the Elemental Chaos. Whether tapping into the power of primordial beings or drawing strength directly from that plane, you unleash magic in wild surges.
Chaos Burst: Your first attack roll during each of your turns determines a benefit you gain in that round. If you roll an even number, you gain a +1 bonus to AC until the start of your next turn. If you roll an odd number, you make a saving throw.
Chaos Power: You gain a bonus to the damage rolls of arcane powers equal to your Dexterity modifier. The bonus increases to your Dexterity modifier +2 at 11th level and your Dexterity modifier +4 at 21st level.
Unfettered Power: When you roll a natural 20 on an attack roll for an arcane power, you slide the target 1 square and knock it prone after applying the attack's other effects. When you roll a natural 1 on an attack roll for an arcane power, you must push each creature within 5 squares of you 1 square.
Wild Soul: When you finish an extended rest, roll a d10 to determine a damage type.
1. Acid
2. Cold
3. Fire
4. Force
5. Lightning
6. Necrotic
7. Poison
8. Psychic
9. Radiant
10. Thunder
You gain resist 5 to that damage type until the end of your next extended rest. The resistance increases to 10 at 11th level and 15 at 21st level.
While you have resistance to that damage type, your arcane powers ignore any target's resistance to that damage type up to the value of your resistance.
Implements
Sorcerers wield daggers and staffs to channel their wild arcane power. When you wield a magic dagger or a magic staff, you can add its enhancement bonus to the attack rolls and the damage rolls of sorcerer powers and sorcerer paragon path powers that have the implement keyword. Without an implement, you can still use these powers.
Any dagger can function as a sorcerer implement. However, you don't gain a dagger's proficiency bonus when using the dagger as an implement.
Creating a Sorcerer
Charisma, Dexterity, and Strength are the most important ability scores for a sorcerer. You can choose any powers you like, but many sorcerers choose feats, skills, and powers to complement their Spell Source choice.
Chaos Sorcerer
Like the arcane power you wield, you can be reckless and hard to control. Charisma should be your highest ability score, followed by Dexterity. Select powers that use your high Dexterity to move your enemies, deal extra damage, or impose penalties on your foes.
Suggested Class Feature: Wild Magic
Suggested Feat: Arcane Spellfury
Suggested Skills: Arcana, Bluff, Endurance, Insight
Suggested At-Will Powers:chaos bolt, storm walk
Suggested Encounter Power:bedeviling burst
Suggested Daily Power:dazzling ray
Dragon Sorcerer
You command the ancient arcane power that flows through dragons. Make Charisma your highest ability score, followed by Strength. Select powers that use your high Strength to deal extra damage, grant yourself a bonus, or hinder your enemies.
Suggested Class Feature: Dragon Magic
Suggested Feat: Implement Expertise
Suggested Skills: Arcana, Athletics, History, Intimidate
Suggested At-Will Powers:burning spray, dragonfrost
Suggested Encounter Power:tempest breath
Suggested Daily Power:lightning breath
Sorcerer Powers
Like other arcane classes' powers, your powers are called spells. A sorcerer's arsenal is an eclectic mixture of deadly spells drawn from enigmatic or reckless traditions of magic. More studious arcane practitioners sometimes regard sorcerers as novices who play with dangerous power beyond their control, but the proof of their worth is in the havoc they wreak on their foes.
Level 1 At-Will Spells
Acid Orb
Sorcerer Attack 1
You hurl a globe of acid at a distant enemy.
At-Will; Acid, Arcane, Implement
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 +Charisma modifier acid damage.
Level 21: 2d10 +Charisma modifier acid damage.
Special: This power can be used as a ranged basic attack.
Burning Spray
Sorcerer Attack 1
You fling your arm in a wide arc, casting liquid fire at your foes.
At-Will; Arcane, Fire, Implement
Standard Action Close blast 3
Target: Each creature in blast
Attack: Charisma vs. Reflex
Hit: 1d8 +Charisma modifier fire damage.
Level 21: 2d8 +Charisma modifier fire damage.
Dragon Magic: The next enemy that hits you with a melee attack before the end of your next turn takes fire damage equal to your Strength modifier.
Chaos Bolt
Sorcerer Attack 1
A bolt of many-colored light leaps from your hand and screams toward an enemy's head.
At-Will; Arcane, Implement, Psychic
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Charisma vs. Will
Hit: 1d10 +Charisma modifier psychic damage.
Level 21: 2d10 +Charisma modifier psychic damage.
Wild Magic: If you rolled an even number for the primary attack roll, make a secondary attack.
Secondary Target: One creature within 5 squares of the target last hit by this power
Secondary Attack: Charisma vs. Will
Hit: 1d6 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power.
Dragonfrost
Sorcerer Attack 1
A gust of frost hammers your foe and knocks it back.
At-Will; Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d8 +Charisma modifier cold damage, and you push the target 1 square.
Level 21: 2d8 +Charisma modifier cold damage.
Special: This power can be used as a ranged basic attack.
Storm Walk
Sorcerer Attack 1
The thunder of your steps batters your foe.
At-Will; Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d8 +Charisma modifier thunder damage.
Level 21: 2d8 +Charisma modifier thunder damage.
Effect: Before or after the attack, you shift 1 square.
Level 1 Encounter Spells
Bedeviling Burst
Sorcerer Attack 1
An eruption of psychic energy assaults your enemies' minds, sending them staggering.
Encounter; Arcane, Implement, Psychic
Standard Action Close burst 3
Target: One or two creatures in burst
Attack: Charisma vs. Will
Hit: 1d10 +Charisma modifier psychic damage, and you push the target a number of squares equal to your Dexterity modifier.
Wild Magic: If you rolled an even number on the attack roll, you slide the target instead of pushing it.
Explosive Pyre
Sorcerer Attack 1
Your foe stands at the center of a conflagration of your design.
Encounter; Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d8 +Charisma modifier fire damage. Until the start of your next turn, any enemy that enters a square adjacent to the target or starts its turn there takes 1d6 fire damage.
Frostbind
Sorcerer Attack 1
Creaking ice envelops and hinders your enemy.
Encounter; Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d6 +Charisma modifier cold damage, and the target takes a –2 penalty to Reflex until the end of your next turn.
Tempest Breath
Sorcerer Attack 1
You exhale mist that burns and disorients your foes, and a lingering fog obscures you.
Encounter; Acid, Arcane, Implement
Standard Action Close blast 3
Target: Each creature in blast
Attack: Charisma vs. Reflex
Hit: 2d6 +Charisma modifier acid damage, and the target can't gain combat advantage against any creature until the end of your next turn.
Dragon Magic: You gain concealment until the end of your next turn.
Thunder Slam
Sorcerer Attack 1
A shock wave of sound slams into the enemy.
Encounter; Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d10 +Charisma modifier thunder damage, and you push the target 3 squares.
Level 1 Daily Spells
Chromatic Orb
Sorcerer Attack 1
An orb of arcane energy shifts colors as it hurtles toward your enemy. On impact, it erupts with damaging force, releasing the energy that was dominant at the time of impact.
Daily; Arcane, Implement; Varies
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d10 +Charisma modifier damage. Roll a d6 to determine the attack's damage type and effect.
1. Yellow: Radiant damage, and the target is dazed (save ends).
2. Red: Fire damage, and each creature adjacent to the target takes fire damage equal to your Dexterity modifier.
3. Green: Poison damage, and ongoing 5 poison damage (save ends).
4. Turquoise: Lightning damage, and you slide the target a number of squares equal to your Dexterity modifier.
5. Blue: Cold damage, and the target is immobilized (save ends).
6. Violet: Psychic damage, and the target takes a –2 penalty to AC (save ends).
Miss: 1d10 damage. Roll a d6 to determine the attack's damage type and effect, as above.
Dazzling Ray
Sorcerer Attack 1
A brilliant beam lances out to strike your foe and befuddle it.
Daily; Arcane, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 6d6 +Charisma modifier radiant damage.
Wild Magic: If you rolled an even number on the attack roll, the target takes a penalty to attack rolls against you equal to your Dexterity modifier (save ends).
Miss: Half damage.
Dragonfang Bolt
Sorcerer Attack 1
Venomous fangs hurtle toward your foes, piercing their flesh and then poisoning them.
Daily; Arcane, Implement, Poison
Standard Action Ranged 10
Target: One or two creatures
Attack: Charisma vs. Fortitude
Hit: 2d8 +Charisma modifier damage, and ongoing 5 poison damage (save ends).
Miss: 2d8 +Charisma modifier damage.
Lightning Breath
Sorcerer Attack 1
You exhale a blast of lightning at your foes. The lightning then forms a ring around you, repelling nearby attackers.
Daily; Arcane, Implement, Lightning
Standard Action Close blast 3
Target: Each creature in blast
Attack: Charisma vs. Reflex
Hit: 3d8 +Charisma modifier lightning damage.
Miss: Half damage.
Effect: Until the end of your next turn, whenever an enemy hits you with a melee attack, you push that enemy 1 square.
Dragon Magic: The enemy also takes 5 lightning damage.
Sustain Minor: The effect persists.
Level 2 Utility Spells
Dragonflame Mantle
Sorcerer Utility 2
You ward yourself with a mantle of flame.
Encounter; Arcane, Fire
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: Until the end of your next turn, you gain a +1 power bonus to all defenses, and any creature that hits you with a melee attack takes 1d6 fire damage.
Elemental Shift
Sorcerer Utility 2
The alignment of elements within you changes at your command.
Daily; Arcane
Minor Action Personal
Effect: You can change the resistance granted by your Dragon Soul or Wild Soul to one of the other damage types for the rest of the encounter. In addition, one ally adjacent to you gains resist 5 to the damage type that you resist until the end of the encounter.
Level 11: Resist 10.
Level 21: Resist 15.
Stretch Spell
Sorcerer Utility 2
You bend space to increase the extent of your spell.
Encounter; Arcane
Minor Action Personal
Effect: Until the end of your turn, add your Dexterity modifier to the range of your ranged arcane powers.
Unseen Aid
Sorcerer Utility 2
Invisible forces aid you in mysterious ways.
Encounter; Arcane
Minor Action Personal
Effect: You gain a +2 bonus to a skill check you make this turn.
Level 3 Encounter Spells
Dancing Lightning
Sorcerer Attack 3
As lightning strikes your foe, thunder batters creatures around it.
Encounter; Arcane, Implement, Lightning, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d10 +Charisma modifier lightning damage, and each creature adjacent to the target takes thunder damage equal to your Charisma modifier.
Flame Spiral
Sorcerer Attack 3
You surround yourself in a vortex of fire, which lashes out at nearby foes.
Encounter; Arcane, Fire, Implement
Standard Action Close burst 2
Target: One, two, or three creatures in burst
Attack: Charisma vs. Reflex
Hit: 1d10 +Charisma modifier fire damage.
Effect: Until the start of your next turn, any enemy that enters a square adjacent to you or starts its turn there takes 1d6 fire damage.
Ice Dragon's Teeth
Sorcerer Attack 3
Shards of ice like the teeth of a dragon explode among your foes, chilling and slowing them.
Encounter; Arcane, Cold, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 2d8 +Charisma modifier cold damage, and the target is slowed until the end of your next turn.
Poisonous Exhalation
Sorcerer Attack 3
A cloud of poisonous vapor billows from your mouth to sap your enemies' endurance.
Encounter; Arcane, Implement, Poison
Standard Action Close blast 3
Target: Each creature in blast
Attack: Charisma vs. Fortitude
Hit: 2d8 +Charisma modifier poison damage, and the target takes a –2 penalty to Fortitude until the end of your next turn.
Dragon Magic: The penalty to Fortitude equals 1 +your Strength modifier.
Spectral Claw
Sorcerer Attack 3
A claw of force crushes your foe in its grip.
Encounter; Arcane, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d8 +Charisma modifier force damage, and the target is immobilized until the end of your next turn.
Wild Magic: If you rolled an even number on the attack roll, you slide the target a number of squares equal to your Dexterity modifier.





