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Ranged · Innate Caster

Sorcerer

Magic isn't studied, it's in the blood — and it comes out in torrents of fire, frost and lightning.

Sorcerer in-game sprite, male and female
  • Arcanist
  • d6 hit die
  • CHA
  • Sorcery Points

Find 4 legendary items.

Overview

Role
Ranged · Innate Caster
Archetype
Arcanist (ranged basic attack)
Hit die
d6
Hit points
18 at level 1, +12 per level (+3 per CON modifier point, every level)
Primary ability
Charisma
Armour
None
Weapons
Daggers, Staves, Wands
Resource
Sorcery Points: 110 + 6 per level, refills 6.5/s
Ability score improvements
Levels 4, 8, 12, 16, 19
Subclass
Level 3: Draconic Bloodline or Stormborn Bloodline
Starting kit
Wand, Arcane Orb
Suggested scores
STR 8 · DEX 13 · CON 14 · INT 10 · WIS 12 · CHA 15

Class features

  1. Lv 1
    Arcane Blood Raw magic pools in your veins and hardens your body.
    • +10 Max Resource
    • +10% Max HP
  2. Lv 1
    Mage Armor A shimmering force armor you never let lapse: +3 AC.
    • +3 Armor Class
  3. Lv 2
    Font of Magic Your sorcery points return quickly, and every point you spend hardens into a shell of raw magic (up to a quarter of your health; it fades when you stop casting).
    • +20% Resource Regen
  4. Lv 3
    Metamagic You bend spells to your whim.
    • +5% Cooldown Reduction
  5. Lv 5
    Innate Power Your spells hit with the force of instinct.
    • +5% Skill Damage
  6. Lv 6
    Surging Blood Your magic crits harder.
    • +15% Crit Damage
  7. Lv 10
    Twinned Spell Your spells split and spread.
    • +8% Area Damage
  8. Lv 13
    Wellspring Your reserves run deeper still.
    • +20 Max Resource
  9. Lv 14
    Heightened Spell Foes struggle to resist your magic.
    • +1 Spell Save DC
  10. Lv 17
    Quickened Spell Your spells come quicker than thought.
    • +5% Cooldown Reduction
  11. Lv 20
    Sorcerous Restoration Your first skill cast every 10 seconds costs nothing.

Level 1–20 progression

Everything a Sorcerer gains each level, including both subclasses (chosen at level 3). Tap a skill to jump to its numbers.

Sorcerer level 1 to 20 progression
LevelProf.Gains
1+2
2+2
3+2
4+2
  • Ability Score Improvement or feat
5+3
6+3
7+3
  • Metamagic Surge
  • Elemental Affinity Draconic Bloodline
  • Heart of the Storm Stormborn Bloodline
8+3
  • Ability Score Improvement or feat
9+4
10+4
  • Twinned Spell
11+4
12+4
  • Ability Score Improvement or feat
13+5
14+5
15+5
  • Dragon Wings Draconic Bloodline
  • Storm's Fury Stormborn Bloodline
16+5
17+6
18+6
  • Draconic Presence Draconic Bloodline
  • Wind Soul Stormborn Bloodline
19+6
  • Ability Score Improvement or feat
20+6
  • Sorcerous Restoration

Feature Skill Dice rank-up Subclass ASI or feat Proficiency · Subclass entries are tagged with the subclass name.

Skills & spells

Numbers at mastery rank 1. Damage adds your weapon hit or ability modifier; "save" skills deal half damage when the foe makes its save (DC = 8 + proficiency + CHA modifier). Open Mastery for every rank, perk and the rank-10 bonus.

Sorcerer skills

Ray of Frost

Lv 1 Projectile cold

A frigid beam of blue-white light that numbs and slows its target.

Type
Projectile
Cost
Free
Cooldown
0.9s
Damage
1d8 + CHA mod cold
Hit
Attack roll vs AC
Scales with
Charisma
Projectiles
1
Range
9 tiles
Applies
Chilled 30% · 1.5s

Damage dice by level Lv 1 1d8Lv 5 2d8Lv 11 3d8Lv 17 4d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Ray of Frost mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 100.9s—Learned
2Lv 100.9s+3%Chill chance +10% · Chilled 40% · 1.5s
3Lv 200.9s+16%Damage +10%
4Lv 400.9s+19%
5Lv 600.9s+22%Range +20%
6Lv 800.9s+25%Chills last 30% longer · Chilled 40% · 2s
7Lv 1000.8s+28%Cooldown −8%
8Lv 1200.8s+31%
9Lv 1400.8s+34%Chill chance +10% · Chilled 50% · 2s
10Lv 1600.7s+52%Mastered (+15% damage, −25% cost, plus its signature bonus) · Chilled 65% · 2s

Rank 4: pick one

  • Twinned Spell +1 ray, rays −35% damage.
  • Empowered Spell Damage +20%, cooldown +10%.

Rank 8: pick one

  • Heightened Spell Foes are Frozen instead of Chilled (−35% chance).
  • Distant Spell Range +30%; rays pierce; damage −10%.

Rank 10, Mastered: Absolute Zero: status chance +15% and range +20%.

Elemental Barrage

Lv 2 Projectile fire

Hurl a fan of crackling elemental bolts. The more you master it, the more come out.

Type
Projectile
Cost
15
Cooldown
5s
Damage
1d6 + CHA mod fire
Hit
Attack roll vs AC
Scales with
Charisma
Projectiles
3 (18° spread)
Range
9 tiles

Damage dice by level Lv 2 1d6Lv 6 2d6Lv 11 3d6Lv 16 4d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Elemental Barrage mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1155s—Learned
2Lv 1155s+3%+1 bolt · 4 projectiles
3Lv 2154.9s+6%Range +15%
4Lv 4154.9s+9%
5Lv 6124.8s+12%Cost −15%
6Lv 8124.8s+15%+1 bolt · 5 projectiles
7Lv 10124.7s+18%Bolts set foes Burning (20%) · Burning 20% · 3s
8Lv 12124.6s+21%
9Lv 14124.6s+24%+1 bolt · 6 projectiles
10Lv 1684.6s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · Burning 40% · 3s

Rank 4: pick one

  • Twinned Spell +2 bolts, bolts −35% damage.
  • Piercing Spell Bolts pierce; damage −10%.

Rank 8: pick one

  • Quickened Spell Cooldown −15%.
  • Empowered Spell Damage +15%, Burning chance +20%.

Rank 10, Mastered: Torrent: range +20% and Burning chance +20%.

Forked Lightning

Lv 5 Projectile lightning

A bolt of raw lightning that forks from one foe to the next and the next.

Type
Projectile
Cost
25
Cooldown
7s
Damage
3d8 + CHA mod lightning
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Charisma
Projectiles
1
Range
9 tiles
Chains
3 more foes
Applies
Shocked 35% · 4s

Damage dice by level Lv 5 3d8Lv 9 4d8Lv 13 5d8Lv 17 6d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Forked Lightning mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1257s—Learned
2Lv 1256.9s+3%+1 chain · 4 chains
3Lv 2256.9s+6%Shock chance +10% · Shocked 45% · 4s
4Lv 4246.8s+9%
5Lv 6206.7s+12%Cost −15%
6Lv 8206.7s+15%+1 chain · 5 chains
7Lv 10206.6s+18%Shocks last 30% longer · Shocked 45% · 5.2s
8Lv 12206.5s+21%
9Lv 14196.4s+24%Range +20%
10Lv 16136.4s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · 6 chains · Shocked 55% · 5.2s

Rank 4: pick one

  • Twinned Spell +1 bolt, bolts −35% damage.
  • Extended Spell +2 chains, damage −20%.

Rank 8: pick one

  • Heightened Spell Shock chance +25%.
  • Quickened Spell Cooldown −15%.

Rank 10, Mastered: Storm Conduit: +1 chain and shock chance +10%.

Metamagic Surge

Lv 7 Buff

Let the magic in your blood run wild: every spell comes faster and hits harder for a while.

Type
Buff
Cost
20
Cooldown
22s
Scales with
Charisma
Duration
8s
Grants you
+20% Cooldown Reduction, +12% Skill Damage
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Metamagic Surge mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12022s—Learned
2Lv 12021.8s+3%Duration +15% · 9.2s
3Lv 22021.6s+6%Surge strength +15% · +23% Cooldown Reduction, +13.8% Skill Damage
4Lv 41921.3s+9%
5Lv 61919.4s+12%Cooldown −8%
6Lv 81519.1s+15%Cost −20%
7Lv 101518.9s+18%Duration +10% · 10s
8Lv 121518.7s+21%
9Lv 141418.5s+24%Surge strength +10% · +25% Cooldown Reduction, +15% Skill Damage
10Lv 16918.3s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · +28% Cooldown Reduction, +16.8% Skill Damage

Rank 4: pick one

  • Empowered Surge Surge strength +30%, duration −20%.
  • Extended Surge Duration +30%.

Rank 8: pick one

  • Quickened Surge Cooldown −15%.
  • Wild Surge You also become Hasted; cost +30%.

Rank 10, Mastered: Wild Blood: surge strength +15%.

Glacial Burst

Lv 9 Area cold

Ice explodes outward from your body, battering and numbing everything around you — and crusts over you as armor.

Type
Area (around you)
Cost
35
Cooldown
11s
Damage
4d8 + CHA mod cold
Hit
CON save vs your spell DC (half damage on a save)
Scales with
Charisma
Radius
3 tiles
Barrier
15% of max HP
Applies
Chilled 60% · 3s

Damage dice by level Lv 9 4d8Lv 13 5d8Lv 17 6d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Glacial Burst mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13511s—Learned
2Lv 13510.9s+3%Radius +10% · radius 3.3
3Lv 23410.8s+6% +1d+1 damage die
4Lv 43410.7s+9% +1d
5Lv 6349.7s+12% +1dCooldown −8%
6Lv 8339.6s+15% +1dChill chance +15% · Chilled 75% · 3s
7Lv 10339.5s+18% +1dRadius +10% · radius 3.6
8Lv 12339.4s+21% +1d
9Lv 14279.2s+24% +1dCost −15%
10Lv 16189.1s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 4.2 · Chilled 90% · 3s

Rank 4: pick one

  • Widened Spell Radius +35%, damage −10%.
  • Empowered Spell Damage +20%, cost +25%.

Rank 8: pick one

  • Heightened Spell Foes are Frozen instead of Chilled (−30% chance).
  • Quickened Spell Cooldown −15%.

Rank 10, Mastered: Glacier Heart: radius +20% and status chance +15%.

Disintegrate

Lv 13 Projectile force

A thin green ray that reduces whatever it touches — and everything behind it — to dust.

Type
Projectile
Cost
40
Cooldown
12s
Damage
10d6 + CHA mod force
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Charisma
Projectiles
1
Range
9 tiles
Pierces
Yes

Damage dice by level Lv 13 10d6Lv 17 11d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Disintegrate mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 14012s—Learned
2Lv 14011.9s+3%Range +15%
3Lv 23311.8s+6%Cost −15%
4Lv 43311.6s+9%
5Lv 63210.6s+12%Cooldown −8%
6Lv 83210.4s+15% +1d+1 damage die
7Lv 103210.3s+18% +1dRange +15%
8Lv 123110.2s+21% +1d
9Lv 142510.1s+24% +1dCost −15%
10Lv 161410s+52% +1dMastered (+15% damage, −25% cost, plus its signature bonus)

Rank 4: pick one

  • Twinned Spell +1 ray, rays −35% damage.
  • Empowered Spell Damage +25%, cost +30%.

Rank 8: pick one

  • Quickened Spell Cooldown −15%.
  • Careful Spell Cost −40%.

Rank 10, Mastered: Unmaking: damage +10% and range +20%.

Starfall

Lv 17 Area fire

Tear a burning star out of the dark and drop it on your enemies.

Type
Area
Cost
60
Cooldown
22s
Damage
12d6 + CHA mod fire
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Charisma
Radius
4 tiles
Range
7 tiles
Applies
Burning 40% · 4s
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Starfall mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 16022s—Learned
2Lv 15921.8s+3%Radius +10% · radius 4.4
3Lv 25921.6s+6%Burning chance +15% · Burning 55% · 4s
4Lv 45821.3s+9%
5Lv 65819.4s+12%Cooldown −8%
6Lv 85719.1s+15% +1d+1 damage die
7Lv 105618.9s+18% +1dRadius +10% · radius 4.8
8Lv 125618.7s+21% +1d
9Lv 144618.5s+24% +1dCost −15%
10Lv 163118.3s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 5.6 · Burning 75% · 4s

Rank 4: pick one

  • Widened Spell Radius +35%, damage −10%.
  • Empowered Spell Damage +20%, radius −20%.

Rank 8: pick one

  • Quickened Spell Cooldown −15%.
  • Scorched Earth Burning chance +20%; burns last 60% longer.

Rank 10, Mastered: Heaven's Fury: radius +20% and Burning chance +20%.

Draconic Bloodline skills

Draconic Breath

Lv 3 Area fire Draconic Bloodline

Exhale a gout of dragonfire over the area in front of you.

Type
Area
Cost
20
Cooldown
9s
Damage
3d6 + CHA mod fire
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Charisma
Radius
2.6 tiles
Range
4 tiles
Applies
Burning 40% · 3s

Damage dice by level Lv 3 3d6Lv 9 4d6Lv 14 5d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Draconic Breath mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1209s—Learned
2Lv 1208.9s+3%Radius +10% · radius 2.9
3Lv 2208.8s+6% +1d+1 damage die
4Lv 4198.7s+9% +1d
5Lv 6197.9s+12% +1dCooldown −8%
6Lv 8197.8s+15% +1dBurning chance +15% · Burning 55% · 3s
7Lv 10197.7s+18% +1dRadius +10% · radius 3.1
8Lv 12197.7s+21% +1d
9Lv 14157.6s+24% +1dCost −15%
10Lv 16107.5s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 3.6 · Burning 75% · 3s

Rank 4: pick one

  • Wyrm's Lungs Radius +35%, damage −10%.
  • Empowered Breath Damage +20%, cost +25%.

Rank 8: pick one

  • Quickened Breath Cooldown −15%.
  • Clinging Dragonfire Burning chance +20%; burns last 60% longer.

Rank 10, Mastered: Ancient Wyrm: radius +20% and Burning chance +20%.

Stormborn Bloodline skills

Tempest Step

Lv 3 Dash lightning Stormborn Bloodline

Become lightning for an instant and crack through the enemy line, arcing into anyone nearby.

Type
Dash
Cost
15
Cooldown
8s
Damage
2d8 + CHA mod lightning
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Charisma
Distance
5 tiles
Chains
1 more foes
Applies
Shocked 40% · 3s

Damage dice by level Lv 3 2d8Lv 9 3d8Lv 14 4d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Tempest Step mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1158s—Learned
2Lv 1157.9s+3%Distance +15% · range 5.8
3Lv 2157.8s+6%+1 chain · 2 chains
4Lv 4157.8s+9%
5Lv 6117.7s+12%Cost −20%
6Lv 8117.6s+15%Shock chance +10% · Shocked 50% · 3s
7Lv 10117.5s+18%Distance +15% · range 6.5
8Lv 12117.4s+21%
9Lv 14117.4s+24%Shocks last 30% longer · Shocked 50% · 3.9s
10Lv 1677.3s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · range 7.5 · Shocked 65% · 3.9s

Rank 4: pick one

  • Arc Flash +2 chains, damage −30%.
  • Thunderclap Arrival Damage +25%, distance −20%.

Rank 8: pick one

  • Quickened Step Cooldown −15%.
  • Static Wake Shock chance +25%.

Rank 10, Mastered: Living Lightning: distance +20% and shock chance +15%.

Subclasses

Chosen at level 3. Each adds its own skill and a feature every few levels.

Draconic Bloodline

Sorcerers with a dragon somewhere in the family tree — and scales creeping over their skin to prove it.

Skills

Features

  1. Lv 3
    Draconic Resilience Scales harden your skin.
    • +15 Hit Points
    • +10% Max HP
    • +2 Armor Class
  2. Lv 7
    Elemental Affinity Your draconic element runs through your spells.
    • +3 Fire Damage
    • +25% Fire Resistance
  3. Lv 11
    Dragon Scales Your scales thicken into true armor.
    • +5% Damage Reduction
    • +1 Armor Class
  4. Lv 15
    Dragon Wings Spectral wings carry you across the battlefield.
    • +10% Move Speed
  5. Lv 18
    Draconic Presence You radiate a dragon's dread majesty.
    • +10% Damage

Stormborn Bloodline

Sorcerers born during a killing storm, who still carry its lightning in their bones.

Skills

Features

  1. Lv 3
    Storm's Blood Lightning answers you and spares you.
    • +25% Lightning Resistance
    • +25% Thunder Resistance
  2. Lv 7
    Heart of the Storm Your spells crackle with extra voltage.
    • +3 Lightning Damage
  3. Lv 11
    Tailwind The storm pushes at your back.
    • +8% Move Speed
    • +3% Dodge
  4. Lv 15
    Storm's Fury Your magic strikes like a thunderbolt.
    • +5% Crit Chance
  5. Lv 18
    Wind Soul You are the storm's heart.
    • +8% Damage
    • +5% Cooldown Reduction

Sorcerer unique weapons

Wildspark Wand Starter

Wand · Weapon · drops from level 5

  • +8–24% Skill Damage
  • +2–6 Charisma
  • +2–10 Lightning Damage
  • +1 random affix

Wild Barrage. Elemental Barrage fires 5 more bolts at 195–215% damage, and every bolt seeks a foe.

“It was a perfectly ordinary wand until its owner sneezed.”

Prism of Unmaking

Runewand · Weapon · drops from level 12

  • +8–24% Skill Damage
  • +2–6 Charisma
  • +8–25% Status Effect Chance
  • +1 random affix

Spectrum. Each cast turns your element: fire, then cold, then lightning. Hits have a 60–67% chance to Burn, Chill or Shock to match.

Refraction. Skills have a 22% chance to cast twice.

“Light goes in whole. What comes out has opinions.”

Heart of the Storm-Crossed

War Staff · Weapon · drops from level 16

  • +8–24% Skill Damage
  • +2–6 Charisma
  • +2–7% Crit Chance
  • +1 random affix

Heat. Sorcery Points become Heat: casting builds it, time cools it. +12–13.5% damage per 10% Heat. Full Heat: a 500% nova, then Silenced 1s.

“The blood of storms does not run in the veins. It runs hot, then it runs out.”

Sorcerers are Arcanists: they can also wear the 8 Arcanist unique armour and off-hands, and any unique jewelry. Power values show the range they roll in.