Sorcerer Talent Tree

Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. Just as varied as these innately powerful spellcasters’ abilities and inspirations are the ways in which they choose to utilise their gifts. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a field of study; it is life itself.

Core Talents

Talent CP Prerequisites
Arcane Savant I 5 1 Sorcerer Branch Talent
Magical Guidance 15 2nd Level Spells and 10 Points of Sorcerer Talents
Arcane Savant II 30 5th Level Spells and 45 Points of Sorcerer Talents
Arcane Savant III 65 8th Level Spells and 125 Points of Sorcerer Talents
Sorcerous Restoration 50 10th Level Spells and 270 Points of Sorcerer Talents
Apotheosis 50 10th Level Spells and 270 Points of Sorcerer Talents

Arcane Savant

Cost: 5 Character Points
Prerequisite: 1 Other Sorcerer Talent

You tap into a deep wellspring of magic within yourself.

This wellspring is represented by additional mana and the ability to create a variety of magical effects.

You gain an amount of additional mana equal to the total number of sorcerer talents that you have taken.

You also gain the ability to twist your spells to suit your needs. Choose two of the following Arcane Savant options. You can use only one Arcane Savant option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 additional mana and choose a number of those creatures up to your spellcasting ability modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 additional mana to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 additional mana to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 additional mana to reroll a number of the damage dice up to your spellcasting ability modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Arcane Savant option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 additional mana to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell for which you make an attack roll against a creature’s defence, you can spend 3 additional mana to benefit from advantage on the attack roll vs one target of the spell.

Quickened Spell

When you cast a spell that has a casting time of 2 Actions, you can spend 2 additional mana to change the casting time to 1 Action for this casting.

Seeking Spell

If you make an attack roll for a spell and miss, you can spend 2 additional mana to reroll the d20. However, you must use the new roll, even if it is worse.

You can use Seeking Spell even if you have already used a different Arcane Savant option during the casting of the spell.

Subtle Spell

When you cast a spell, you can spend 1 additional mana to cast it without any somatic or verbal components.

Transmuted Spell

When you cast a spell that deals a type of damage from the following list, you can spend 1 additional mana to change that damage type to one of the other listed types: acid, cold, electric, fire, poison, or sonic.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of additional mana equal to the spell’s level to target a second creature in range with the same spell (1 additional mana if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost and Chromatic Orb are.

Magical Guidance

Cost: 15 Character Points
Prerequisite: 2nd Level Spells and 2 Other Sorcerer Talents

You can tap into your inner wellspring of magic to try to conjure success from failure.

When you make a d20 roll that fails, you can spend mana to reroll a number of dice equal to the mana spent, potentially turning the failure into a success. However, you must use the new roll, even if it is worse.

Arcane Savant II

Cost: 30 Character Points
Prerequisite: 5th Level Spells and 3 Other Sorcerer Talents

Choose one additional Arcane Savant option. Additionally, you can replace one Arcane Savant option that you already know with another option from the list.

Arcane Savant III

Cost: 65 Character Points
Prerequisite: 8th Level Spells and 5 Other Sorcerer Talents

Choose one additional Arcane Savant option. Additionally, you can replace one Arcane Savant option that you already know with another option from the list.

Sorcerous Restoration

Cost: 50 Character Points
Prerequisite: 10th Level Spells and 6 Other Sorcerer Talents

You regain 4 expended mana whenever you finish a short rest.

Apotheosis

Cost: 50 Character Points
Prerequisite: 10th Level Spells and 6 Other Sorcerer Talents

Your veins flow with pure arcane power.

Your spellcasting ability score increases by 4, and your maximum for this score also increases by 4.

Sorcerer Talent Tree Branches


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