Sorcerer

From NOPOTIONS Wiki
(Redirected from Solstice)
Jump to navigation Jump to search
Sorcerer
Sorcerer
SubclassesSolstice, Arcanist
PlaystyleGlass Cannon, Crowd Control, Area of Effect, Spell Casting
Primary skillsArcana
Starting weaponsRuned Dagger (Main Hand)
Talisman (Off Hand)
Starting attributesSTR 8 · DEX 10 · CON 10
INT 12 · WIS 10 · CHA 15

Sorcerer is one of the seven classes: natural born magic user with powerful spells and strong area damage.

You cast spells using Charisma and choose the Solstice or Arcanist bloodline at level 1 after the intro. Your body armor affects class spell accuracy and saving throws, as described on Magic. Most buffs and utility spells use a bonus action, allowing a damaging spell alongside them. Casting that spends an action, spell slot, charge or use grants Arcana experience.

Progression

Level Unlock
1 Prestidigitation · Searing Frost for Solstice · Arcane Blast for Arcanist
2 Subclass base feat. Solstice: Solar Aura · Telekinesis for Arcanist · 1 cantrip pick · 2 ranked spell picks
3 Subclass base feat. Solstice: Elemental Confluence / Arcanist: Infusion / Solstice: Lunar Aura · Novice feat choice · 1 ranked spell pick
4 Attribute improvement · Moonbeam for Solstice · 1 ranked spell pick
5 Subclass base feat. Solstice: Kindling Chill / Arcanist: Efficient Infusion · Sunbeam for Solstice · Kinetic Blast for Arcanist · 1 ranked spell pick
6 Apprentice feat choice · 1 cantrip pick · 1 spell pick of any available rank
7 Subclass base feat. Solstice: Intensify / Arcanist: Reverberation · 1 ranked spell pick
8 Attribute improvement · Living Bomb for Solstice · 1 cantrip pick · 1 ranked spell pick
9 Adept feat choice · 1 spell pick of any available rank
10 Arcane Implosion for Arcanist · 1 ranked spell pick
12 Attribute improvement · 1 spell pick of any available rank
16 Attribute improvement
19 Attribute improvement

Spell slots

Cantrips cost no spell slot, and ranked spells spend a slot of their own rank. A long rest restores your class spell slots.

Level Novice Apprentice Adept Expert
2 3 0 0 0
4 3 2 0 0
5 3 3 0 0
7 4 3 2 0
10 4 3 2 1
11 4 3 3 1
13 4 3 3 2
14 4 3 3 3

From level 3, you can replace one spell learned through a pick per level, as described on Spell ranks. See Spells for the available spells and Magic for casting.

Solstice

The bloodline of fire and frost magic.

Feat Tier Activation Effect
Eclipse Novice Activate or deactivate at no cost. In a fight, you can activate it once and deactivate it once. Your spells apply Scorched instead of Burning, causing 10% increased damage taken.

Your spells apply Brittle instead of Chilled, granting hits against the foe +10 percentage points of critical strike chance. Stronger Chill penalties strengthen Brittle. You lose the replaced Burning damage and Chilled penalties. Ailment Effect strengthens both replacements. Frozen is unchanged.

Permafrost Novice Passive. Critical strikes with Frost spells Freeze foes for 2 rounds.

Your Fire hits and Burning no longer remove Frozen. Your Frozen no longer removes Burning.

Fleeting Affliction Novice Passive. Your Burning deals its full damage over 1 fewer round. Your Living Bombs detonate 1 round sooner.

Your Chilled, Frozen, Scorched and Brittle also last 1 fewer round. Durations cannot fall below 1 round. Maintained auras are unaffected.

Unbound Ailments Apprentice Passive. 100% increased Damage with Elemental Ailments.

200% increased Effect of Non-Damaging Elemental Ailments. Spell hits deal 50% less damage. This penalty does not weaken the ailments they apply. Does not increase ailment duration, Frozen or effects with fixed potency.

Volatile Fire Apprentice Passive. Fire spell hits plant Living Bomb when they critically strike or hit a Frozen foe. Costs no additional spell slot.

Once per foe per cast. Does not replace your existing bombs or restart their fuses.

Afterglow Apprentice Passive. Casting a Novice or higher Fire or Frost spell grants your next Fire or Frost cantrip 50% more hit damage. Ailment damage is unchanged.

Hold one empowerment at a time. It lasts until used, including through rests.

Wildfire Adept At the end of your turn in combat, once per round. Kindling Chill no longer requires Chilled or Brittle. Your Burning, Scorched and Living Bomb can spread to foes within 15 feet.

Your Chilled or Brittle on the source foe increases that range to 30 feet. Kindling Chill’s recipient limit still applies.

Thermal Shock Adept When your Fire or Frost spell hits. Each reaction can occur once per foe per turn. Frost spell hits consume your Burning to deal its remaining damage immediately as Fire. Against your Scorched, consume it to deal 50% of the hit as extra Fire damage per 10% increased damage taken.

Fire spell hits consume your Chilled or Brittle to deal extra Frost damage: 50% of the hit per full-strength Chilled (a weaker chill pays its share, a stronger one more), or per 10 percentage points of crit chance from Brittle. Consumes only your existing ailments. Newly applied ailments and maintained auras remain.

Grand Conjunction Adept Passive. Double the extra damage from Elemental Confluence. Its extra Fire damage applies Burning, and its extra Frost damage applies Chilled.

Searing Frost keeps its stronger Burning.

Solar Aura Granted Activate or deactivate at no cost. Activating it ends Lunar Aura. In a fight, you can activate it once and deactivate it once. While active you stand in Solar Aura: Fire resistance, and armor while you wear cloth.

Attackers who land a direct hit on you take Fire damage and Burning, once per attacker per round. Only one Solstice aura stands at a time: activating it ends Lunar Aura.

Elemental Confluence Granted Passive. Your spell hits gain 25% of Fire damage as extra Frost damage.

Your spell hits gain 25% of Frost damage as extra Fire damage. The extra damage does not apply Burning or Chilled. Ongoing damage is unaffected.

Lunar Aura Granted Activate or deactivate at no cost. Activating it ends Solar Aura. In a fight, you can activate it once and deactivate it once. While active you stand in Lunar Aura: Frost resistance, and armor while you wear cloth.

The nearest hostiles within the aura are Chilled while they stay in it. Only one Solstice aura stands at a time: activating it ends Solar Aura.

Kindling Chill Granted At the end of your turn in combat, once per round. Foes carrying your Chilled or Brittle spread your Burning, Scorched and Living Bomb to enemies within 15 feet. Chilled from your aura or items also enables spreading.

Copy the strongest remaining Burning or Scorched, replacing weaker copies. Living Bomb spreads with a fresh fuse without replacing existing bombs. Spread to 1 foe per turn, plus 1 for every 5 character levels. This limit is shared across all spreading effects.

Intensify Granted Passive. Your spells apply 50% more Burning damage over the same duration.

Your Chilled is 100% stronger: its movement and evasion penalties double, added with other increased Ailment Effect. Chill strength still follows the hit. Adding Burning to a burning foe restarts its duration. Until the old burn would have run out, it deals at least its old damage each turn.

Arcanist

The bloodline of arcane magic and telekinesis.

Feat Tier Activation Effect
Stored Power Novice After casting a spell with a spell-slot cost. After a cast with a spell slot, gain 1 Stored Power charge, up to 3. Each charge boosts all your spells by 5%. Charges last 10 minutes, and a new charge resets the time.
Distant Touch Novice Passive during Infusion. A touch spell carried through Infusion deals 20% more damage. Its conditions are unchanged.
Arcane Compulsion Novice Passive. Each foe has disadvantage on the first saving throw it makes against any of your spells in a fight. Later saves, including saves to recover, are unaffected.
Forking Projectiles Apprentice Passive. After hitting, your kinetic projectiles Fork toward up to 2 other foes within 30 feet. Branches and their carried spells deal 40% less damage.

When no foe is available, a branch can bounce harmlessly off an ally or neutral target within 30 feet. Reverberation then erupts around that target, hitting foes within 15 feet of it. Harmless bounces do not release carried spells. Fork happens once, before Chain. Both branches retain their remaining Chains. Misses end a branch. The same target cannot be directly hit twice.

Reprise Apprentice Passive. Your kinetic explosions and Arcane echoes deal 15% more damage. Includes explosions added by Reverberation. Carried spells receive no bonus.
Expansive Magic Apprentice Passive. Arcane and kinetic spells, and spells they carry, gain larger areas: 15-foot radii become 30 feet, and 30-foot radii become 60 feet. Each area can hit 2 additional targets. Includes explosions.

Chain and Fork range increases from 30 to 60 feet. No damage penalty. Areas already at 60 feet do not grow further.

Spell Conduit Adept When you cast Arcane or kinetic spells. Kinetic projectiles gain 2 Chains, dealing 20% less damage with each jump. Each hit releases the carried spell.

Area carriers release the carried spell at each foe they damage. With Arcane Infusion, the carrier deals 20% less damage and the carried spell deals 30% less. Other damage penalties still apply. Arcane missile volleys still release once.

Overchannel Adept Bonus action and 15% of maximum health, rounded up. Your Arcane or kinetic spell deals 50% increased damage, added with your other increases, including its own projectiles and explosions.

Carried spells, Arcane echoes and explosions added by Reverberation receive no bonus. The health cost cannot be reduced and must leave you above zero health.

Spell Conservation Adept Passive. Earned by an Adept or higher cast, spent by the next Novice or Apprentice cast. Casting a spell that spends an Adept or higher spell slot leaves one Conserved Cast. Your next spell that would spend only Novice or Apprentice slots spends the conserved cast instead of those slots. Item charges are still paid.

Hold one conserved cast at a time; a further heavy cast renews it. It lasts until spent or until a long rest.

Infusion Granted Choose a compatible carrier when casting a spell. Carry a compatible damaging or control spell with your Arcane or kinetic magic. Cast both in one action and pay both spells’ costs.

The carrier deals 30% less damage. The carried spell deals 50% less damage and keeps its own saving throws and conditions. A carried touch spell lands at the carrier’s range. Projectiles release the spell at each branch’s end. Area carriers release it at their damaged primary target. Missile volleys release it once, at their final target. Overlapping releases attempt each condition once per foe.

Efficient Infusion Granted When both infused spells require spell slots. When both spells in an Infusion require slots, spend one slot of the higher rank. This also applies when both spells have the same rank.

Item charges are unaffected.

Reverberation Granted When your Arcane or kinetic spells strike. Kinetic spell hits erupt for 20% of the hit’s rolled damage as Force in a 15-foot radius around the foe hit. Up to 3 other foes make a Dexterity save for half; the foe hit takes its hit, never its own explosion. Each foe can take 3 explosions per cast. Adds to the spell’s own explosion if it has one.

Arcane spells repeat once at the start of your next turn against the same targets for 40% of their rolled damage, with fresh rolls and current modifiers. The repeat is free and carries no infused spell or conditions. Arcane Blast echoes benefit from buildup but do not add stacks.


Sorcerer feats
Solstice Eclipse · Permafrost · Fleeting Affliction · Unbound Ailments · Volatile Fire · Afterglow · Wildfire · Thermal Shock · Grand Conjunction · Solar Aura · Elemental Confluence · Lunar Aura · Kindling Chill · Intensify
Arcanist Stored Power · Distant Touch · Arcane Compulsion · Forking Projectiles · Reprise · Expansive Magic · Spell Conduit · Overchannel · Spell Conservation · Infusion · Efficient Infusion · Reverberation
This page is generated from game data as of Alpha 0.0.32. Edits here are overwritten on the next regeneration; to suggest a correction, post in Discord.