In many worlds, sorcerers claim descent from dragons, insisting that the dragon blood in their veins is the source of their power. The sorcerers of Eberron likewise point to dragons as the source of their power, but they speak of cosmic dragons: Siberys, the Dragon Above; Khyber, the Dragon Below; and Eberron, the Dragon Between. They speak of dragons who have ascended to godhood: Revaillukh the Gold, Dolleirranasha the Red, Vallidarrath the Silver, and others. They point to the magical dragonmarks, and sometimes whisper about a prophecy carved in Draconic runes on the very bones of the world. Dragons are tied to the magic of the world—and sorcerers claim to wield the magic of dragons.
Sorcerers in Eberron have a more mystical bent than in other worlds. Power is rarely their sole concern—rather, they seek some kind of union with the cosmic dragons.
|Level||Base Attack Bonus||Fort||Ref||Will||Special||1||2||3||4||5||6||7||8||9|
|1st||+ 0||+ 0||+ 0||+ 2||Bloodline, Bloodline Power, Cantrips, Eschew Materials||3||–||–||–||–||–||–||–||–|
|2nd||+ 1||+ 0||+ 0||+ 3||–||4||–||–||–||–||–||–||–||–|
|3rd||+ 1||+ 1||+ 1||+ 3||Bloodline Power, Bloodline Spell||5||–||–||–||–||–||–||–||–|
|4th||+ 2||+ 1||+ 1||+ 4||–||6||3||–||–||–||–||–||–||–|
|5th||+ 2||+ 1||+ 1||+ 4||Bloodline Spell||6||4||–||–||–||–||–||–||–|
|6th||+ 3||+ 2||+ 2||+ 5||–||6||5||3||–||–||–||–||–||–|
|7th||+ 3||+ 2||+ 2||+ 5||Bloodline Feat, Bloodline Spell||6||6||4||–||–||–||–||–||–|
|8th||+ 4||+ 2||+ 2||+ 6||–||6||6||5||3||–||–||–||–||–|
|9th||+ 4||+ 3||+ 3||+ 6||Bloodline Power, Bloodline Spell||6||6||6||4||–||–||–||–||–|
|10th||+ 5||+ 3||+ 3||+ 7||–||6||6||6||5||3||–||–||–||–|
|11th||+ 5||+ 3||+ 3||+ 7||Bloodline Spell||6||6||6||6||4||–||–||–||–|
|12th||+ 6/+ 1||+ 4||+ 4||+ 8||–||6||6||6||6||5||3||–||–||–|
|13th||+ 6/+ 1||+ 4||+ 4||+ 8||Bloodline Feat, Bloodline Spell||6||6||6||6||6||4||–||–||–|
|14th||+ 7/+ 2||+ 4||+ 4||+ 9||–||6||6||6||6||6||5||3||–||–|
|15th||+ 7/+ 2||+ 5||+ 5||+ 9||Bloodline Power, Bloodline Spell||6||6||6||6||6||6||4||–||–|
|16th||+ 8/+ 3||+ 5||+ 5||+ 10||–||6||6||6||6||6||6||5||3||–|
|17th||+ 8/+ 3||+ 5||+ 5||+ 10||Bloodline Spell||6||6||6||6||6||6||6||4||–|
|18th||+ 9/+ 4||+ 6||+ 6||+ 11||–||6||6||6||6||6||6||6||5||3|
|19th||+ 9/+ 4||+ 6||+ 6||+ 11||Bloodline Feat, Bloodline Spell||6||6||6||6||6||6||6||6||4|
|20th||+ 10/+ 5||+ 6||+ 6||+ 12||Bloodline Power||6||6||6||6||6||6||6||6||6|
Hit Dice: d6
Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points per Level: 2 + Int modifier.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail.
Starting Gold: 2d6 × 10 gp (average 70 gp).
Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given above. In addition, she receives bonus spells per day if she has a high Charisma score.
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated here . (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Sorcerers in Eberron can choose from a variety of item creation-related feats.
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