4th Level Sorcerer Feats

Arcane Evolution (Feat 4)

Sorcerer
Arcane

Prerequisites bloodline that grants arcane spells


Your arcane legacy grants you an exceptional aptitude for intellectual and academic pursuits. You become trained in one skill of your choice. Additionally, you keep a book of arcane spells similar to a wizard’s spellbook. You add all the spells in your spell repertoire to this book for free, and you can add additional arcane spells to the book by paying the appropriate cost and using your Arcana skill, similarly to how a wizard can Learn Spells to add those spells to his spellbook.

During your daily preparations, choose any one spell from your book of arcane spells. If it isn’t in your spell repertoire, add it to your spell repertoire until the next time you prepare. If it’s already in your spell repertoire, add it as an additional signature spell for that day.


Bespell Weapon [FA] (Feat 4)

Sorcerer

Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip spell.

You siphon the residual energy from the last spell you cast into one weapon you're wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.

Abjuration force damage

Conjuration or Transmutation the same type as the weapon

Divination, Enchantment, or Illusion mental damage

Evocation a type the spell dealt, or force damage if the spell didn't deal damage

Necromancy negative damage


Divine Evolution (Feat 4)

Sorcerer
Divine

Prerequisites bloodline that grants divine spells


The divine might provided by your bloodline flows through you. You gain an additional spell slot of your highest level, which you can use only to cast your choice of heal or harm. You can cast either of these spells using that spell slot, even if they aren’t in your spell repertoire.


Elaborate Flourish [A] (Feat 4)

Sorcerer
Concentrate
Manipulate
Metamagic

You embellish your spellcasting with entrancing flourishes and grand pronouncements, making it harder to identify or counter. If the next action you use is to Cast a Spell, creatures with the ability to Cast that Spell don't automatically know what the spell is. In addition, creatures that witness your spellcasting take a –2 circumstance penalty to checks to identify the spell with Recall Knowledge and checks to counteract the spell during its casting (such as with Counterspell).


Occult Evolution (Feat 4)

Sorcerer
Occult

Prerequisites bloodline that grants occult spells


Glimpses of the obscure secrets of the universe loan you power. 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 it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later).


Primal Evolution (Feat 4)

Sorcerer
Primal

Prerequisites bloodline that grants primal spells


You can call upon the creatures of the wild for aid. You gain an additional spell slot of your highest level, which you can use only to cast summon animal or summon plants or fungus. You can cast either of these spells using that spell slot, even if they aren’t in your spell repertoire.


Split Shot [A] (Feat 4)

Sorcerer
Concentrate
Metamagic

You fragment a ranged spell into a pair of smaller shots. If your next action is to Cast a Spell without a duration that requires an attack roll against a single target and has no effect beyond dealing damage, you roll a single attack roll and compare the result to the AC of two targets within the spell's range. The spell deals only half its usual damage to each target. This counts as one attack for your multiple attack penalty.

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