By ASH LAW
In this series by ASH LAW, we feature two different builds for every 13th Age character class, at all levels. ASH suggests how the builds might be used, and offers tips on playing each character. Stats are based on the point-buy method, and the characters have no non-standard elements.
Sorcerers are all about timing, forgoing attacks now to cast an empowered spell later. Today we’ll be presenting a sorcerer with a touch of wizardry, the Arcane Sorcerer. Next week, we’ll share one inspired by and infused with the power of dragons.
Sorcerers can be ‘swingy’—they are for players who like sudden unexpected surges of power that turn the tide of battle in their favor.
Download the Arcane Sorcerer character sheets here.
This sorcerer build focuses on close-up dependable magic, a ‘semi-melee caster’ that evolves into a flying teleporting menace as it levels up through higher tiers of play.
This sorcerer is an all-rounder, able to go toe-to-toe when needed or switch to ranged combat to support tougher warriors. As this sorcerer relies upon mobility and deterrence to avoid damage, if there are tougher warriors in the party let them handle melee while you hang back. Your sorcerer isn’t as tough as a fighter or paladin, so make wise use of spells that encourage enemies to keep their distance.
At 1st level this character has simple blast-away spells (burning hands and magic missile), and two more involved spells (the chaining lightning fork and the random chaos bolt)—at higher levels the spells become more complex.
The addition of the auto-hits wizard spell balances ‘swinginess’ from the wood elf racial and infernal heritage talent—so on a bad dice day use magic missile often (at champion tier it can be empowered).
Gather power is a worthwhile action in a fight—do it early and often so that when you let fly with empowered spells the following round the chances of hitting will be higher due to the escalation die. The wood elf’s racial power gives you extra actions—use these when they come up to gather power and cast on the same turn.
A +2 magical background, and a wizard spell as an equal-level alternative to a sorcerer spell.
This adds daily barbarian-rage-like ‘spell frenzy’, and damage resistance.
A +2 AC bonus and you don’t provoke opportunity attacks when casting spells.
Wood elves’ elven grace nets us extra standard actions to gather power.
For this sorcerer, Charisma and Constitution are important attributes: Str 8, Con 16, Dex 16, Int 12, Wis 10, Cha 16.
Attributes: Str 8 (-1) Con 16 (+3) Dex 16 (+3) Int 12 (+1) Wis 10 (0) Cha 16 (+3)
Racial Power: elven grace
Talents: arcane heritage, infernal heritage, spell fist
Feats: infernal heritage
Spells: magic missile, burning hands, chaos bolt, lightning fork
New spell (breath of the white), new feat (spell fist).
New spell (echoing thunder), level-up spells (lightning fork, chaos bolt), new feat (lightning fork).
+1 to three attributes (Charisma, Dexterity, Constitution), all spells now 3rd level, new feat (arcane heritage).
New spell (queen’s shadows), level-up spells (lightning fork, echoing thunder, magic missile), new feat (arcane heritage).
New spell (swap breath of the white for dragon’s leap), all spells now 5th level, new feat (elven grace).
+1 to three attributes (Charisma, Dexterity, Constitution), new spell (touch of evil), level-up spells (magic missile, lightning fork, echoing thunder, queen’s shadows), new feat (spell fist).
All spells now 7th level, new feat (spell fist).
New spells (resist energy, swap burning hands for three dooms), level-up spells (magic missile, chaos bolt, lightning fork, echoing thunder, queen’s shadows) new feat (infernal heritage).
+1 to three attributes (Strength, Intelligence, Wisdom), all spells now 9th level, new feat (echoing thunder).