1st Level Sorcerer Feats

Ancestral Blood Magic (Feat 1)

Sorcerer

The magic of your bloodline mixes with that of your ancestry. You gain your blood magic effect when you cast a non-cantrip spell you gained from a heritage or an ancestry feat, in addition to the normal circumstances that trigger your blood magic.


Blessed Blood (Feat 1)

Sorcerer

Prerequisites bloodline that grants divine spells, you follow a deity


Your deity’s blessings manifest in your blood-borne power. Add up to three of your deity’s spells (spells your deity grants to clerics) to your spell list. They are not automatically added to your repertoire, but you can select them just as you would spells normally on the divine spell list.


Counterspell [R] (Feat 1)

Sorcerer
Abjuration
Arcane

Requirements You have an unexpended spell slot you could use to cast the triggering spell.
Trigger A creature Casts a Spell that you have prepared.

When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it. 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 counteract the triggering spell.

Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).


Dangerous Sorcery (Feat 1)

Sorcerer

Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level.


Familiar (Feat 1)

Sorcerer

You make a pact with a creature that serves you and assists your spellcasting. You gain a familiar.


Reach Spell [A] (Feat 1)

Sorcerer
Concentrate
Metamagic

You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.


Widen Spell [A] (Feat 1)

Sorcerer
Manipulate
Metamagic

You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). 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.

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