- 1 Class Features
- 1.1 Sorcerer Spellcasting
- 1.2 Heightening Spells
- 1.3 Cantrips
- 1.4 Spell Repertoire
- 1.5 Swapping Spells in Your Repertoire
- 1.6 Skill Feats 2nd
- 1.7 Sorcerer Feats 2nd
- 1.8 Skill Increases 3rd
- 1.9 Spontaneous Heightening 3rd
- 1.10 Ability Boosts 5th
- 1.11 Ancestry Feats 5th
- 1.12 Expert Spellcaster 12th
- 1.13 Master Spellcaster 16th
- 1.14 Legendary Spellcaster 19th
- 1.15 Bloodlines
- 1.16 Reading A Bloodline Entry
- 1.17 Sorcerer Feats
- 1.18 Key Terms
- 1.19 1st Level
- 1.20 4th Level
- 1.20.1 Arcane Evolution Feat 4
- 1.20.2 Cantrip Expansion Feat 4
- 1.20.3 Conceal Spell Feat 4
- 1.20.4 Divine Evolution Feat 4
- 1.20.5 Enhanced Familiar Feat 4
- 1.20.6 Magical Striker Feat 4
- 1.20.7 Occult Evolution Feat 4
- 1.20.8 Primal Evolution Feat 4
- 1.20.9 Resilient Concentration Feat 4
- 1.20.10 Steady Spellcasting Feat 4
- 1.20.11 Vicious Concentration Feat 4
- 1.21 8th Level
- 1.22 14th Level
- 1.23 20th Level
You didn’t choose to become a spellcaster—you were born one. There’s magic in your blood, whether divinity touched one of your ancestors, a forebear communed with a primal creature, or a powerful occult ritual has influenced your line. Regardless, self-reflection and study allow you to refine your inherent magical skills and continuously unlock new and more powerful abilities. The power in your blood carries a risk, however, and you constantly face the choice of whether you’ll rise to become a master spellcaster or fall into destruction.
Key Ability Charisma
Hit Points 6 + your Constitution modifier
Trained Fortitude, Reflex
Trained a number of skills equal to 5 + your Intelligence modifier
Trained simple weapons
Trained arcane, divine, occult, or primal spell rolls and DCs, as well as attack rolls in the same tradition, as indicated by your bloodline
- One or more determined by your bloodline
Playing a Sorcerer
Players of sorcerer characters might approach gameplay in the following ways:
- During combat, you use your spells to strike down enemies by injuring them, influencing their minds, or hampering their movements. You’re probably too frail to get into melee combat, though your bloodline might give you abilities that let you hold your own in a brawl. Though you have powerful magic, sometimes you’ll need to resort to using your cantrips to conserve your best spells, or because you’ve used up your most powerful spells for the day.
- During social encounters, your natural charisma means you’re good at interacting with people.
- In exploration mode, you can detect magic that might be around you, finding treasures or warning your adventuring group of magical traps. When you come across mysteries or problems related to your bloodline, you can set yourself to solving them.
- In downtime mode, you might craft magic items or scribe scrolls. Your bloodline might drive you to research your ancestry or to associate with people or creatures affiliated with your bloodline.
Roleplaying a Sorcerer
Players may want to consider the following roleplaying suggestions for their sorcerer characters.
If You’re a Sorcerer, You Likely…
- Have a strong independent streak, and while you may embrace or reject your magical heritage, you long to distinguish yourself as a spellcaster and individual in your own right.
- View your lineage with a mix of fascination and fear—anything from wholehearted acceptance to vehement rejection.
- Rely on magic items, such as scrolls and wands, to expand your limited selection of spells.
- Marvel at your ability to create magic from thin air, and view your abilities with equal parts mistrust and admiration.
- Consider you less dedicated than studious wizards, devoted clerics, and other practitioners of magic, since power comes to you naturally.
- Assume you’re as unpredictable and chaotic as the magic you bring forth, even if your personality proves otherwise.
|1||Ancestry feat, background, bloodline, bloodline power, initial proficiencies, sorcerer spellcasting, spell repertoire|
|2||Skill feat, sorcerer feat|
|3||2nd-level spells, general feat, skill increase, spontaneous heightening|
|4||Skill feat, sorcerer feat|
|5||3rd-level spells, ability boosts, ancestry feat, skill increase|
|6||Advanced bloodline power (Spell Point increase), skill feat|
|7||4th-level spells, general feat, skill increase|
|8||Skill feat, sorcerer feat|
|9||5th-level spells, ancestry feat, skill increase|
|10||Ability boosts, greater bloodline power (Spell Point increase), skill feat|
|11||6th-level spells, general feat, skill increase|
|12||Expert spellcaster, skill feat|
|12||7th-level spells, ancestry feat, skill increase|
|14||Skill feat, sorcerer feat|
|15||8th-level spells, ability boosts, general feat, skill increase|
|16||Master spellcaster, skill feat|
|17||9th-level spells, ancestry feat, skill increase|
|18||Skill feat, sorcerer feat|
|19||General feat, legendary spellcaster, skill increase|
|20||Ability boosts, skill feat, sorcerer feat|
You gain these abilities as a sorcerer. Abilities gained at higher levels list the requisite levels next to the features’ names.
You choose one bloodline to represent the magical ancestry that gives you your spellcasting talent. This choice determines the type of spells you cast, the spell list from which you choose your spells, additional spells you learn, and additional signature skills you gain. You also gain Spell Points and special powers based on your bloodline.
The bloodlines presented in this book are as follows:
- Aberrant An unknowable and strange influence gives you occult spells.
- Angelic Holy grace gives you divine spells.
- Demonic A malign corruption gives you divine spells.
- Draconic The blood of dragons gives you arcane spells.
- Fey Influence from fey or other creatures of the world of the fey gives you primal spells.
- Imperial An ancient power gives you arcane spells.
You have the power to cast spells using the Cast a Spell activity, and you gain access to the Material Casting, Somatic Casting, and Verbal Casting actions. Because you’re a sorcerer, you can usually replace Material Casting actions with Somatic Casting actions, so you usually don’t need spell components.
Each day, you can cast up to two 1st-level spells, plus an extra 1st-level spell due to the power of your bloodline.
The number of spells you can cast each day are called your spell slots. You must know spells to cast them, and you learn them via the spell repertoire class feature. As you increase in level as a sorcerer, your number of spells per day and the highest level of spells you can cast from spell slots increases, as shown on the Sorcerer Spells per Day table.
Some of your spells require you to attempt a spell roll to see how effective they are, or have your enemies roll against your spell DC. Since your key ability is Charisma, your spell rolls and spell DCs use your Charisma modifier.
When you get spell slots of 2nd level and higher, you can heighten lower-level spells to higher levels. You must learn them at the new level to do so. The spontaneous heightening class feature lets you select two spells you can heighten freely.
Some of your spells are 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 the highest level of spell you can cast as a sorcerer. For example, as a 1st-level sorcerer, the highest level of spell you can cast is 1st, so your cantrips are 1st-level spells. As a 5th-level sorcerer, the highest level of spell you can cast is 3rd, so your cantrips are 3rd-level spells.
At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline.
You choose these from the common spells on the spell list corresponding to your bloodline in this book, or from other spells on that spell list to which you gain access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.
You add to this spell repertoire as you increase in level.
Each time you get a spell slot from Table 3–20, you add a spell to your spell repertoire of the same level. So when you reach 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and at 4th level you select a 2nd-level spell. Each time you learn spells of a new spell level, your bloodline also grants you both a new spell and a new spell slot of that level. As with other spell slots, you can use this bonus slot to cast any spell, not just the one your bloodline gave you.
Though you gain them at the same rate, your spell slots and spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn’t give you another spell slot, and vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you level up and learn new spells, you can swap out one of your old spells for a different spell of the same level.
This spell can be a cantrip. You can also swap out spells by retraining during downtime.
Skill Feats 2nd
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
Sorcerer Feats 2nd
At 2nd level, you gain a sorcerer class feat. You gain another at 4th, 8th, 14th, 18th, and 20th levels.
Table 3–20: Sorcerer Spells Per Day*
|Your Level||Spell Level|
* In addition to the spell slots shown in this table, your bloodline gives you a bonus spell slot of each level you can cast.
General Feats 3rd
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.
Skill Increases 3rd
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or to become an expert in one skill in which you’re already trained.
If you are at least 7th level, you can use this increase to become a master in a signature skill in which you’re already an expert. If you are at least 15th level, you can use this increase to become legendary in a signature skill in which you’re already a master.
Spontaneous Heightening 3rd
You learn to freely heighten some of your spells, even if you know only the base version of the spell. During your daily preparations, you can pick up to two spells you know. You can cast those spells using any applicable higher-level spell slots you may have, heightening the spell to the level of spell slot used, even if you don’t ordinarily know the spell at the higher level.
Ability Boosts 5th
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats 5th
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
The list of ancestry feats open to you can be found in your ancestry’s entry in Chapter 2.
Expert Spellcaster 12th
Your proficiency rank for spell rolls, spell DCs, and attack rolls for your bloodline’s type of spells increases to expert.
Master Spellcaster 16th
Your proficiency rank for spell rolls, spell DCs, and attack rolls for your bloodline’s type of spells increases to master.
Legendary Spellcaster 19th
Your proficiency rank for spell rolls, spell DCs, and attack rolls for your bloodline’s type of spells increases to legendary.
Your magical power comes from your bloodline. Choose a bloodline as the source of your power. This bloodline has a major influence on your abilities, primarily by determining your spell list and the type of spells you cast.
Your bloodline also grants you bloodline powers, which are special spells unique to sorcerers of your lineage, and a pool of Spell Points you can use to cast these powers.
You can cast a bloodline power only by spending 1 or more Spell Points, not by using spell slots. Like cantrips, bloodline powers are automatically heightened to the highest level of spell you can cast.
At 1st level, your maximum number of Spell Points is equal to your key ability modifier. As you gain advanced and greater bloodline powers, you also gain additional Spell Points, as indicated in your bloodline next to the power’s entry. You refresh all your Spell Points during daily preparations.
Reading A Bloodline Entry
A bloodline entry contains the following information.
Spell List: You use this magical tradition and spell list.
Bloodline Signature Skills: You are trained in the listed skills and add them to your signature skills.
Granted Spells: You automatically learn the spells listed here. At 1st level, you gain a cantrip and a 1st-level spell. You learn the other spells on the list as soon as you become able to cast sorcerer spells of that level. Whenever you gain a spell from your bloodline, you also gain a spell slot of that level, which you can use to cast any sorcerer spell, not just the spell granted by your bloodline. For instance, at sorcerer level 3, you’d learn the 2nd-level spell from your bloodline and gain another 2nd-level spell slot to cast any of your sorcerer spells.
Bloodline Powers: You gain these powers automatically—the initial power at 1st level, the advanced power at 6th level, and the greater power at 10th level. Initial powers always cost 1 Spell Point; the cost for later powers is listed in parentheses. When you gain an advanced or greater power, increase your Spell Point pool by the number of points the power costs to cast. As noted earlier, a bloodline power can be cast only by using Spell Points, not by using spell slots.
The Blessed and The Damned
Many bloodlines are tied to certain types of creatures, and the reputations of those creatures might color how people see you. Having the blood of demons might make people fear you; conversely, people of good faiths might assume your angelic blood puts you on their side. These preconceptions have little bearing on reality, and you can easily do good deeds with demonic powers. Having a bloodline tied to creatures of a certain alignment doesn’t have any effect on your own alignment unless you want it to; your magic is disconnected from its source. That said, many sorcerers seek out creatures or organizations associated with their bloodlines, which can expose them to these forces’ influences.
The blood of dragons flows through your veins. These beasts are both fearsome in combat and skilled at magic, and you follow in their grand tradition.
At 1st level, choose the type of dragon that influenced your bloodline. This will affect how some of your bloodline powers function. You can’t change your dragon type later. The good metallic dragons and their associated damage types are brass (fire), bronze (electricity), copper (acid), gold (fire), and silver (cold). The evil chromatic dragons and their associated damage types are black (acid), blue (electricity), green (poison), red (fire), and white (cold).
Spell List arcane
Granted Spells Cantrip: detect magic; 1st: fear; 2nd: resist energy; 3rd: enthrall; 4th: fly; 5th: chromatic wall; 6th: dragon form; 7th: finger of death; 8th: power word stun; 9th: meteor swarm
Bloodline Powers: Initial Power-dragon claws; Advanced Power-dragon breath (2); Greater Power-dragon wings (2)
Something speaks to you from beyond the stars or below the earth. Ancient and unknowable, this alien influence presses against your mind, but grants you power. Whether that power will come with consequences, who can say?
Spell List occult
Granted Spells Cantrip: daze; 1st: phantom pain; 2nd: enlarge; 3rd: mind reading; 4th: confusion; 5th: black tentacles; 6th: feeblemind; 7th: warp mind; 8th: mind blank; 9th: shapechange
Bloodline Powers: Initial Power-tentacular limbs; Advanced Power-aberrant whispers (2); Greater Power-unusual anatomy (2)
One of your forebears was an angel from one of the celestial realms, or your ancestors showed such devotion that their lineage was blessed through divine intervention.
Spell List divine
Signature Skills Diplomacy, Intimidation, Medicine, Religion Granted Spells Cantrip: light; 1st : bless; 2nd: restoration; 3rd: searing light; 4th: divine wrath; 5th: flame strike; 6th: blade barrier; 7th: divine decree; 8th: divine aura; 9th: foresight
Bloodline Powers: Initial Power-angelic halo; Advanced Power-angelic wings (2); Greater Power-celestial brand (2)
The demons of the Abyss debase all they touch, and one of your ancestors fell victim to their corruption.
You’re burdened with dark thoughts and the desire for destruction. This urge can be overcome if you choose to fight it, but the beauty of sin calls to you always.
Spell List divine
Granted Spells Cantrip: detect magic; 1st: fear; 2nd: resist energy; 3rd: slow; 4th: divine wrath; 5th: banishment; 6th: disintegrate; 7th: divine decree; 8th: power word stun; 9th: meteor swarm
Bloodline Powers Initial Power: glutton’s jaws; Advanced Power-swamp of sloth (2); Greater Power-abyssal wrath (2)
A tryst in a moonlit grove or exposure to fey magic put the enchantment of the world of the fey into your family’s bloodline. You can be capricious and emotional as the fey.
Spell List primal
Granted Spells Cantrip: ghost sound; 1st: charm; 2nd: hideous laughter; 3rd: enthrall; 4th: freedom of movement; 5th: passwall; 6th: mislead; 7th: regenerate; 8th: irresistible dance; 9th: storm of vengeance
Bloodline Powers: Initial Power-faerie dust; Advanced Power-fey disappearance (2); Greater Power-ridiculous notion (2)
Ancient mortals mastered magical traditions, and one of your distant ancestors was among them. Though such magical blood might remain latent for generations, in you it manifested in full.
Spell List arcane
Granted Spells Cantrip: detect magic; 1st: fear; 2nd: invisibility; 3rd: dispel magic; 4th: dimension door; 5th: arcane eye; 6th: teleport; 7th: prismatic spray; 8th: power word stun; 9th: prismatic sphere; 10th level.
Bloodline Powers: Initial Power-ancestral surge; Advanced Power-metamagician’s shortcut (2); Greater Power-arcane countermeasure (2)
At every level at which you gain a sorcerer feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.
You’ll see the following key terms in many sorcerer abilities.
Metamagic: Feats with the metamagic trait allow you to tweak the properties of your spells. These feats are triggered when you begin casting a spell, and typically require you to spend an additional spellcasting action to alter the spell’s effects. You can’t use metamagic feats if adding an action to the spell would make the spell require more actions than you have remaining on your turn. Because most metamagic feats have the same trigger, you usually can’t use more than one metamagic feat per spell.
If you need to look up a sorcerer feat by name instead of by level, use this table.
- Arcane Evolution 4
- Archmage’s Might 20
- Blood Magic 8
- Bloodline Resistance 8
- Cantrip Expansion 4
- Conceal Spell 4
- Counterspell 1
- Dangerous Sorcery 1
- Divine Evolution 4
- Effortless Concentration 14
- Enhanced Familiar 4
- Familiar 1
- Magic Sense 14
- Magical Striker 4
- Metamagic Mastery 20
- Occult Evolution 4
- Overwhelming Spell 8
- Primal Evolution 4
- Quickened Casting 8
- Reach Spell 1
- Reflect Spell 14
- Resilient Concentration 4
- Steady Spellcasting 4
- Swift Dispel 14
- Vicious Concentration 4
- Wellspring Spell 20
- Widen Spell 1
Counterspell Feat 1
Trigger A creature casts a spell that you have in your repertoire.
Requirements You must have an unexpended spell slot of the triggering spell’s level.
You expend one of your spell slots to counter the triggering creature’s casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to dispel the triggering spell (see Dispelling).
Special This feat has the trait corresponding to the type of spells you cast (arcane, divine, natural, or occult).
Dangerous Sorcery Feat 1
When you cast a non-cantrip spell that deals damage and that doesn’t have a duration, you gain a conditional bonus to that spell’s damage equal to the spell’s level.
Familiar Feat 1
An animal serves you and assists your spellcasting. You gain a familiar.
Reach Spell Feat 1
Trigger You start to cast a spell that has a range. The spell must have a maximum of two spellcasting actions.
You add a Somatic Casting action to the casting of the triggering spell to increase its range by 30 feet. If the spell normally has a range of touch, you instead extend its range to 30 feet, and if the touch spell normally requires an attack roll or a touch attack roll, it now requires a ranged attack roll or a ranged touch attack roll, as appropriate.
Widen Spell Feat 1
Trigger You start to cast a spell that has an area of a burst, cone, or line, and that does not have a duration. The spell must have a maximum of two spellcasting actions.
You add a Somatic Casting action to the casting of the triggering spell and increase the area of that spell. You add 5 feet to the radius of a burst that normally has a radius of at least 10 feet. You add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
Arcane Evolution Feat 4
Prerequisite(s): bloodline that grants arcane spells
You become trained in one skill of your choice. Additionally, each time you make your daily preparations, you can choose one scroll in your possession and add the scroll’s spell to your repertoire until the next time you prepare. If the scroll leaves your person or if the spell is expended from the scroll, you immediately forget the spell.
Cantrip Expansion Feat 4
Add two additional cantrips of your choice from your spell list to your repertoire.
Conceal Spell Feat 4
Trigger You start to cast a spell that has a maximum of two spellcasting actions.
You add a Somatic Casting action to the casting of the triggering spell and attempt a Stealth check against one or more observers’ Perception DCs. If you beat an observer’s Perception DC, that observer doesn’t notice you are casting a spell; if the spell has a Verbal Casting action, you must also roll a Deception check against the observer’s Perception DC, or the observer notices the spell. This conceals only the spell’s spellcasting actions, not any of the spell’s physical effects, so an observer might still see a ray streak out from you or see you disappear.
Divine Evolution Feat 4
Prerequisite(s): bloodline that grants divine spells
You can channel energy, per the cleric class feature, once per day. If you already have the channel energy class feature, you instead gain one additional use per day.
Enhanced Familiar Feat 4
You enhance your familiar by infusing it with additional magical energy. You can select four familiar or master options each day, instead of two.
Magical Striker Feat 4
Trigger You finish casting a non-cantrip spell on your turn.
You siphon residual spell energy into one weapon you’re wielding.
If the weapon is nonmagical, it becomes a +1 magic weapon, and one that’s already a magic weapon increases its bonus by 1 (from a +1 magic weapon to a +2 magic weapon, and so on). This benefit applies only to the next Strike you make on your turn, and is wasted if you don’t Strike by the end of your turn. You can gain the benefit of Magical Striker only once per turn.
Occult Evolution Feat 4
Prerequisite(s): bloodline that grants occult spells
You become trained in one skill of your choice.
Additionally, once per day, you can spend 1 minute to choose one mental occult spell you don’t know and add that spell to your repertoire for the day. You lose this temporary spell the next time you make your daily preparations (though you can choose to prepare it again).
Primal Evolution Feat 4
Prerequisite(s): bloodline that grants primal spells
You can cast summon nature’s ally as an innate primal spell once per day. The spell is automatically heightened to the highest level of spell you can cast.
Resilient Concentration Feat 4
When you Concentrate on a Spell that affects one or more of your allies, you grant any one of those allies resistance 1 to a physical or energy damage type of your choice.
If you Concentrate on the Spell a second time, double this base resistance, and if you Concentrate on the Spell a third time, triple this base resistance. The resistance ends when the spell ends.
You cannot add resistance in the same round you first cast the spell, and you can increase the resistance in this way only once per round per spell (track resistance separately for each casting of an eligible spell).
The base resistance granted the first round increases to 2 when you reach 8th level and to 3 when you reach 14th level.
Steady Spellcasting Feat 4
Your spells are disrupted by reactions only if you take damage equal to or greater than double your character level.
Vicious Concentration Feat 4
When you Concentrate on a Spell that deals damage, one creature of your choice that takes damage from the spell takes an additional 1 damage. If you Concentrate on the Spell a second time, double this additional damage, and if you Concentrate on the Spell a third time, triple this additional damage. This extra damage ends when the spell ends. You cannot deal extra damage in the same round you first cast the spell, and you can deal extra damage in this way only once per round per spell (track damage separately for each casting of an eligible spell).
The additional damage dealt the first round increases to 2 if you’re 8th level and to 3 if you’re 14th level.
Blood Magic Feat 8
The magical potency of your spilled blood empowers your spells. Anytime you cast a non-cantrip spell while you have persistent bleed damage, you can give yourself or any target affected by that spell temporary Hit Points equal to 1d6 + the spell’s level.
You can use an Interact action to cut yourself, dealing yourself 1 slashing damage and 1 persistent bleed damage. This persistent damage ends using the normal rules for persistent damage.
Bloodline Resistance Feat 8
Your innate magic makes you more resistant to others’ magic. You gain a +1 circumstance bonus on saving throws against spells and magical effects.
Overwhelming Spell Feat 8
Trigger You start to cast a spell that deals acid, cold, electricity, or fire damage. The spell must have a maximum of two spellcasting actions.
You add a Somatic Casting action to the casting of the triggering spell to make it overcome resistances. Choose one type of damage the spell deals: acid, cold, electricity, or fire. That type of damage ignores the first 10 points of resistance any target has.
This applies to any damage the spell deals, including persistent damage and any damage caused by an ongoing effect of the spell, such as the wall created by wall of fire.
A creature that’s immune to that type of damage is still unaffected.
Quickened Casting Feat 8
Frequency once per day
Trigger You are casting a sorcerer cantrip or a sorcerer spell that is at least 2 levels lower than the highest sorcerer spell you can cast. The spell must require 2 or more spellcasting actions to cast.
Choose one of the spell’s spellcasting actions. You don’t need to use that action to finish casting the spell.
Effortless Concentration Feat 14
Trigger Your turn begins.
You immediately gain the effects of a Concentrate on a Spell action to extend the duration of one of your active sorcerer spells.
Magic Sense Feat 14
You can sense the presence of magic auras as though you were always using a 1st-level detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of seeking). You can turn this sense off and on with a free action at the start or the end of your turn.
Reflect Spell Feat 14
When you successfully dispel a spell that affects targeted creatures or an area with Counterspell, you can turn that spell’s effect back on its caster. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The caster can attempt a save or use other defenses against the reflected spell as normal.
Swift Dispel Feat 14
Prerequisite(s): dispel magic is in your spell repertoire
Trigger You affect a creature with a targeted spell.
Requirements You have an unexpended spell slot you could use to cast dispel magic.
You cast dispel magic as a Somatic reaction, targeting one spell effect affecting the creature.
Archmage’s Might Feat 20
Prerequisite(s): legendary in Arcana if you’re an arcane caster, legendary in Nature if you’re a primal caster, legendary in Occultism if you’re an occult caster, or legendary in Religion if you’re a divine caster
You gain a single 10th-level spell slot, which you can use to cast 10th-level spells using your sorcerer spellcasting. When you select this feat, add two 10th-level spells of common or uncommon rarity to your spell repertoire. These spells must come from the spell list determined by your bloodline.
Metamagic Mastery Feat 20
When you apply a metamagic feat to a spell, you don’t have to add a Somatic Casting action to the spell’s casting.
Wellspring Spell Feat 20
Trigger You start to cast a spell of 5th level or lower that doesn’t have a duration. The spell must have a maximum of two spellcasting actions.
Frequency once per minute
You add a Somatic Casting action to the casting of the triggering spell, and you don’t expend the spell’s slot when you cast it.