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Sorcerer Details | Sorcerer Feats | Sorcerer Focus Spells | Sorcerer Kits | Sorcerer Sample Builds | Bloodlines


Bloodlines

Source Core Rulebook pg. 194
Choose your bloodline, the source of your power. It has a major influence on your abilities, determining your spell list, the tradition of spells you cast, and two trained skills.

Bloodline Spells

Your bloodline grants you bloodline spells, special spells unique to your lineage. Bloodline spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity. Unlike other characters, you don’t need to do anything specific to Refocus, as the power of the blood flowing through your veins naturally replenishes your focus pool.

Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules are on page 300.

Reading A Bloodline Entry

A bloodline entry contains the following information.
Spell List You use this magical tradition and spell list.
Bloodline Skills You become trained in the listed skills.
Granted Spells You automatically add the spells listed here to your spell repertoire, in addition to those you gain through sorcerer spellcasting. At 1st level, you gain a cantrip and a 1st-level spell. You learn the other spells on the list as soon as you gain the ability to cast sorcerer spells of that level.
Bloodline Spells You automatically gain the initial bloodline spell at 1st level and can gain more by selecting the Advanced Bloodline and Greater Bloodline feats.
Blood Magic Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. If the blood magic offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell’s initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell level refer to the level of the spell you cast.

Aberrant

Source Core Rulebook pg. 195
Something speaks to you from beyond the stars or below the earth. Ancient and unknowable, this alien infiuence presses against your mind.

Spell List occult
Bloodline Skills Intimidation, Occultism
Granted Spells cantrip daze, 1st: spider sting, 2nd: touch of idiocy, 3rd: vampiric touch, 4th: confusion, 5th: black tentacles, 6th: feeblemind, 7th: warp mind, 8th: uncontrollable dance, 9th: unfathomable song
Bloodline Spells initial: tentacular limbs, advanced: aberrant whispers, greater: unusual anatomy
Blood Magic Aberrant whispers shield one target’s mind or your own, granting a +2 status bonus to Will saving throws for 1 round.

Angelic

Source Core Rulebook pg. 195
One of your forebears hailed from a celestial realm, or your ancestors’ devotion led to their lineage being blessed.

Spell List divine
Bloodline Skills Diplomacy, Religion
Granted Spells cantrip light, 1st: heal, 2nd: spiritual weapon, 3rd: searing light, 4th: divine wrath, 5th: flame strike, 6th: blade barrier, 7th: divine decree, 8th: divine aura, 9th: foresight
Bloodline Spells initial: angelic halo, advanced: angelic wings, greater: celestial brand
Blood Magic An angelic aura protects you or one target, granting a +1 status bonus to saving throws for 1 round.

Demonic

Source Core Rulebook pg. 195
Demons debase all they touch. One of your ancestors fell victim to their corruption, and you are burdened by that sin.

Spell List divine
Bloodline Skills Intimidation, Religion
Granted Spells cantrip acid splash, 1st: fear, 2nd: enlarge, 3rd: slow, 4th: divine wrath, 5th: abyssal plague, 6th: disintegrate, 7th: divine decree, 8th: divine aura, 9th: implosion
Bloodline Spells initial: glutton's jaw, advanced: swamp of sloth, greater: abyssal wrath
Blood Magic The corruption of sin weakens a target’s defenses or makes you more imposing. Either a target takes a –1 status penalty to AC for 1 round, or you gain a +1 status bonus to Intimidation checks for 1 round.

Diabolic

Source Core Rulebook pg. 196
Devils are evil with a silver tongue, and one of your ancestors dallied in darkness or made an infernal pact.

Spell List divine
Bloodline Skills Deception, Religion
Granted Spells cantrip produce flame, 1st: charm, 2nd: flaming sphere, 3rd: enthrall, 4th: suggestion, 5th: crushing despair, 6th: true seeing, 7th: divine decree, 8th: divine aura, 9th: meteor swarm
Bloodline Spells initial: diabolic edict, advanced: embrace the pit, greater: hellfire plume
Blood Magic Hellfire scorches a target or fills your tongue with lies. Either a target takes 1 fire damage per spell level (if the spell already deals initial fire damage, combine this with the spell’s initial damage before determining weaknesses and resistances), or you gain a +1 status bonus to Deception checks for 1 round.

Draconic

Source Core Rulebook pg. 196
The blood of dragons flows through your veins. These beasts are both fearsome in combat and skilled at magic.

Spell List arcane
Bloodline Skills Arcana, Intimidation
Granted Spells cantrip shield, 1st: true strike, 2nd: resist energy, 3rd: haste, 4th: spell immunity, 5th: chromatic wall, 6th: dragon form, 7th: mask of terror, 8th: prismatic wall, 9th: overwhelming presence
Bloodline Spells initial: dragon claws, advanced: dragon breath, greater: dragon wings
Blood Magic Draconic scales grow briefiy on you or one target, granting a +1 status bonus to AC for 1 round.

Dragon Type

At 1st level, choose the type of dragon that influenced your bloodline. You can’t change your dragon type later. This affects how some of your bloodline spells function. The good metallic dragons and their damage types are brass (fire), bronze (electricity), copper (acid), gold (fire), and silver (cold). The evil chromatic dragons and their damage types are black (acid), blue (electricity), green (poison), red (fire), and white (cold).

Elemental

Source Core Rulebook pg. 196
A genie ancestor or some other elemental influence has imbued your blood with primal fury, affecting how the bloodline spells and granted spells marked with an asterisk (*), as well as your blood magic, function.

Spell List primal
Bloodline Skills Intimidation, Nature
Granted Spells cantrip produce flame*, 1st: burning hands*, 2nd: resist energy, 3rd: fireball*, 4th: freedom of movement, 5th: elemental form, 6th: repulsion, 7th: energy aegis, 8th: prismatic wall, 9th: storm of vengeance
Bloodline Spells initial: elemental toss*, advanced: elemental motion, greater: elemental blast*
Blood Magic Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning or fire, according to your elemental type (see below). If the spell already deals that type of damage, combine it with the spell’s initial damage before determining weaknesses and resistances.

Elemental Type

At 1st level, choose the type of elemental that infiuenced your bloodline: air, earth, fire, or water. If your element is air, you buffet your foes with powerful winds; if it’s earth, you toss huge chunks of rock; if it’s fire, you incinerate your foes with fiame; and if it’s water, you inundate your foes with torrents of water. For fire, all marked spells deal fire damage. For other elements, they deal bludgeoning damage. Replace any existing elemental traits with the trait of the element you chose.

Fey

Source Core Rulebook pg. 197
Fey whimsy or a tryst in a moonlit grove put the bewitching magic of the First World into your family’s bloodline.

Spell List primal
Bloodline Skills Deception, Nature
Granted Spells cantrip ghost sound, 1st: charm, 2nd: hideous laughter, 3rd: enthrall, 4th: suggestion, 5th: cloak of colors, 6th: mislead, 7th: visions of danger, 8th: uncontrollable dance, 9th: resplendent mansion
Bloodline Spells initial: faerie dust, advanced: fey disappearance, greater: fey glamour
Blood Magic Colorful fey glamours dance around you or one target, causing them to be concealed for 1 round. Such obvious concealment can’t be used to Hide.

Hag

Source Core Rulebook pg. 197
A hag long ago cursed your family, or you are a descendant of a hag or changeling, and their accursed corruption infests your blood and soul.

Spell List occult
Bloodline Skills Deception, Occultism
Granted Spells cantrip daze, 1st: illusory disguise, 2nd: touch of idiocy, 3rd: blindness, 4th: outcast's curse, 5th: mariner's curse, 6th: baleful polymorph, 7th: warp mind, 8th: spiritual epidemic, 9th: nature's enmity
Bloodline Spells initial: jealous hex, advanced: horrific visage, greater: you're mine
Blood Magic Spiteful curses punish your foes. The first creature that deals damage to you before the end of your next turn takes 2 mental damage per spell level and must attempt a basic Will save.

Imperial

Source Core Rulebook pg. 198
One of your ancestors was a mortal who mastered magic. Such magical blood can remain latent for generations, but in you it manifested in full.

Spell List arcane
Bloodline Skills Arcana, Society
Granted Spells cantrip detect magic, 1st: magic missile, 2nd: dispel magic, 3rd: haste, 4th: dimension door, 5th: prying eye, 6th: disintegrate, 7th: prismatic spray, 8th: maze, 9th: prismatic sphere
Bloodline Spells initial: ancestral memories, advanced: extend spell, greater: arcane countermeasure
Blood Magic A surge of ancestral memories grants you or one target a +1 status bonus to skill checks for 1 round.

Undead

Source Core Rulebook pg. 198
The touch of undeath runs through your blood. Your family tree might contain powerful undead, like a vampire, or perhaps you died and returned a bit different.

Spell List divine
Bloodline Skills Intimidation, Religion
Granted Spells cantrip chill touch, 1st: harm, 2nd: false life, 3rd: bind undead, 4th: talking corpse, 5th: cloudkill, 6th: vampiric exsanguination, 7th: finger of death, 8th: horrid wilting, 9th: wail of the banshee
Bloodline Spells initial: undeath's blessing, advanced: drain life, greater: grasping grave
Blood Magic Necromantic energy fiows through you or one target. Either you gain temporary Hit Points equal to the spell’s level for 1 round, or a target takes 1 negative damage per spell level (if the spell already deals initial negative damage, combine this with the spell’s initial damage before determining weaknesses and resistances).