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Bloodlines

Source Core Rulebook pg. 194 2.0
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 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 can be found here.

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, as described in the Spell Repertoire class feature. 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.

PFS StandardAberrant

Source Core Rulebook pg. 195 2.0
Something speaks to you from beyond the stars or below the earth. Ancient and unknowable, this alien influence 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.

PFS StandardAngelic

Source Core Rulebook pg. 195 2.0
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.

PFS StandardDemonic

Source Core Rulebook pg. 195 2.0
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.

PFS StandardDiabolic

Source Core Rulebook pg. 196 2.0
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.

PFS StandardDraconic

Source Core Rulebook pg. 196 2.0
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 briefly 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).

PFS StandardElemental

Source Core Rulebook pg. 196 2.0
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

Choose the type of elemental that influenced 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 flame; 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. You replace any existing elemental traits with the trait of the element you chose.

PFS StandardFey

Source Core Rulebook pg. 197 2.0
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.

PFS StandardGenie

Source Advanced Player's Guide pg. 138
Through lineage, magic, or wishes made real, the blood of a noble genie flows through your veins.

Spell List arcane
Bloodline Skills Arcana, Deception
Granted Spells cantrip: detect magic, 1st: illusory disguise, 2nd: variable, 3rd: enthrall, 4th: creation, 5th: variable, 6th: true seeing, 7th: energy aegis, 8th: variable, 9th: resplendent mansion
Bloodline Spells initial: genie's veil, advanced: heart's desire, greater: wish-twisted form
Blood Magic Your spellcasting warps reality and distracts your foes. Either you gain a +1 status bonus to Deception checks for 1 round, or a target takes a –1 status penalty to Perception for 1 round.

Genie Type

At 1st level, choose the type of genie that influenced your bloodline: janni, djinni, efreeti, marid, or shaitan. You can't change your genie type later. This determines what granted spells you receive at 2nd, 5th, and 8th level.

PFS StandardHag

Source Core Rulebook pg. 197 2.0
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.

PFS StandardImperial

Source Core Rulebook pg. 198 2.0
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.

PFS StandardNymph

Source Advanced Player's Guide pg. 138
One of your ancestors was inspired by a nymph, or perhaps was a nymph themself, and now the beauty of nature lives in you.

Spell List primal
Bloodline Skills Diplomacy, Nature
Granted Spells cantrip: tanglefoot, 1st: charm, 2nd: calm emotions, 3rd: animal vision, 4th: vital beacon, 5th: crushing despair, 6th: repulsion, 7th: unfettered pack, 8th: moment of renewal, 9th: overwhelming presence
Bloodline Spells initial: nymph's token, advanced: blinding beauty, greater: establish ward
Blood Magic Nymph grace accentuates your movements and distracts your foes, either granting you a +1 status bonus to Diplomacy checks for 1 round or imposing a –1 status penalty on one target's Will saves for 1 round.

PFS StandardPsychopomp

Source Advanced Player's Guide pg. 138
For good or ill, your ancestors' deeds drew the attention of psychopomps, or you might somehow count one in your family tree. The presence of these shepherds of souls and enemies of undeath has left an indelible mark on you.

Spell List divine
Bloodline Skills Intimidation, Religion
Granted Spells cantrip: disrupt undead, 1st: heal, 2nd: calm emotions, 3rd: searing light, 4th: dimensional anchor, 5th: death ward, 6th: spirit blast, 7th: finger of death, 8th: spirit song, 9th: massacre
Bloodline Spells initial: sepulchral mask, advanced: spirit veil, greater: shepherd of souls
Blood Magic The border between life and death becomes blurred to you. Either you gain a +2 status bonus to Fortitude saving throws for 1 round, or a target takes 1 damage per spell level. The damage is negative if the target is living or positive if the target is undead. If the spell already deals that type of damage, combine it with the spell's initial damage before determining weaknesses and resistances.

PFS StandardShadow

Source Advanced Player's Guide pg. 138
Whether due to a velstrac's manipulations or a planar jaunt gone horribly wrong, your bloodline was infused with a vein of shadow.

Spell List occult
Bloodline Skills Occultism, Stealth
Granted Spells cantrip: chill touch, 1st: grim tendrils, 2nd: darkness, 3rd: chilling darkness, 4th: phantasmal killer, 5th: shadow siphon, 6th: collective transposition, 7th: duplicate foe, 8th: disappearance, 9th: weird
Bloodline Spells initial: dim the light, advanced: steal shadow, greater: consuming darkness
Blood Magic Shadows grow deeper around you or one target, either granting a +1 status bonus to Stealth or imposing a –1 status penalty to Perception for 1 round.

PFS StandardUndead

Source Core Rulebook pg. 198 2.0
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 flows 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).