Home > Classes > Sorcerer

Sorcerer

You didn't choose to become a spellcaster - you were born one. There's magic in your blood, whether a divinity touched one of your ancestors, a forebear communed with a primal creature, or a powerful occult ritual influenced your line. Self-reflection and study allow you to refine your inherent magical skills and unlock new, more powerful abilities. The power in your blood carries a risk, however, and you constantly face the choice of whether you'll rise to become a master spellcaster or fall into destruction.

Key Ability: Charisma
At 1st level, your class gives you an ability bonus to Charisma

Hit Points: plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

DURING COMBAT ENCOUNTERS...

You use spells to injure your enemies, influence their minds, and hamper their movements. You might be too vulnerable to get into melee combat, or your bloodline might give you abilities that help you hold your own in a brawl. While your magic is powerful, to conserve your best spells - or when you've used them all up - you also rely on cantrips.

DURING SOCIAL ENCOUNTERS...

Your natural charisma makes you good at interacting with people.

WHILE EXPLORING...

You detect the magic around you, finding treasures and warning your adventuring group of magical traps. When the group encounters mysteries or problems related to your bloodline, you try to solve them.

IN DOWNTIME...

You craft magic items or scribe scrolls. Your bloodline might drive you to research your ancestry or associate with affiliated people or creatures.

YOU MIGHT...

  • Have a strong independent streak, and whether you embrace or reject your magical heritage, you long to distinguish yourself both as a spellcaster and as an individual.
  • View your lineage with fascination, fear, or something in between - anything from wholehearted acceptance to vehement rejection.
  • Rely on magic items, such as scrolls and wands, to supplement your limited selection of spells.

OTHERS PROBABLY...

  • Marvel at your ability to create magic from thin air and view your abilities with equal parts admiration and mistrust.
  • Consider you less dedicated than studious wizards, devoted clerics, and other practitioners of magic, since power comes to you naturally.
  • Assume you're as unpredictable as the magic you bring forth, even if your personality proves otherwise.

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

PERCEPTION

Trained in Perception

SAVING THROWS

  • Trained in Fortitude
  • Trained in Reflex
  • Expert in Will

SKILLS

  • Trained in one or more skills determined by your Bloodline
  • Trained in a number of additional skills equal to 2 plus your Intelligence modifier

ATTACKS

  • Trained in simple weapons
  • Trained in unarmed attacks

DEFENSES

  • Untrained in all armor
  • Trained in unarmored defense

SPELLS

  • Trained in spell attack rolls of your spellcasting tradition, as indicated by your [sorcerer|bloodline|bloodline]
  • Trained in spell DCs of your spellcasting tradition, as indicated by your [sorcerer|bloodline|bloodline]

You gain these features as an . Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Ancestry and Backgrounds

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described here.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Key Terms

You'll see the following term in many sorcerer class features.

Metamagic: These actions tweak your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Effects added by a metamagic action are part of the spell's effect, not of the metamagic action.

Your LevelClass Features
1Ancestry and background, initial proficiencies, bloodline, sorcerer spellcasting, spell repertoire
2Skill feat, sorcerer feat
32nd-level spells, general feat, signature spells, skill increase
4Skill feat, sorcerer feat
53rd-level spells, ability boosts, ancestry feat, magical fortitude, skill increase
6Skill feat, sorcerer feat
74th-level spells, expert spellcaster, general feat, skill increase
8Skill feat, sorcerer feat
95th-level spells, ancestry feat, lightning reflexes, skill increase
10Ability boosts, skill feat, sorcerer feat
116th-level spells, alertness, general feat, simple weapon expertise, skill increase
12Skill feat, sorcerer feat
137th-level spells, ancestry feat, defensive robes, skill increase, weapon specialization
14Skill feat, sorcerer feat
158th-level spells, ability boosts, general feat, master spellcaster, skill increase
16Skill feat, sorcerer feat
179th-level spells, ancestry feat, resolve, skill increase
18Skill feat, sorcerer feat
19Bloodline paragon, general feat, legendary spellcaster, skill increase
20Ability boosts, skill feat, sorcerer feat
Your LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
153
254
3543
4544
55443
65444
754443
854444
9544443
10544444
115444443
125444444
1354444443
1454444444
15544444443
16544444444
175444444443
185444444444
1954444444441*
2054444444441*
* The bloodline paragon class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.

Bloodline

Choose a bloodline that gives you your spellcasting talent. This choice determines the type of spells you cast and the spell list you choose them from, additional spells you learn, and additional trained skills. You also gain Focus Points and special focus spells based on your bloodline. The bloodlines presented in this book are as follows.

Bloodlines can be found here

Sorcerer Spellcasting

Your bloodline provides you with incredible magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells). Because you're a sorcerer, you can usually replace material components with somatic components, so you don't need to use a spell component pouch.

Each day, you can cast up to three 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.

As you increase in level as a sorcerer, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 3–17: Sorcerer Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier. Details on calculating these statistics appear in Spell Attack Rolls.

Heightening Spells

When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels. The signature spells class feature lets you heighten certain spells freely.

Cantrips

A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest level of spell you can cast as a sorcerer. For example, as a 1st-level sorcerer, your cantrips are 1st-level spells, and as a 5th-level sorcerer, your cantrips are 3rd-level spells.

Spell Repertoire

The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.

You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 3–17), you add a spell of the same level to your spell repertoire. When you gain access to a new level of spells, your first new spell is always your bloodline spell, but you can choose the other spells you gain. At 2nd level, you select another 1st-level spell; at 3rd level, you gain a new bloodline spell and two other 2nd-level spells, and so on. When you add spells, you might choose a higher-level version of a spell you already have so that you can cast a heightened version of that spell.

Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.

Swapping Spells in your Repertoire

As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip, but you can't swap out bloodline spells. You can also swap out spells by retraining during downtime.

Skill FeatsLevel 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Sorcerer FeatsLevel 2

At 2nd level and every even-numbered level, you gain a sorcerer class feat.

Skill IncreasesLevel 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use an increase to either become trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.

General FeatsLevel 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Signature SpellsLevel

You’ve learned to cast some of your spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.

Ability BoostsLevel 5

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.

Ancestry FeatsLevel 5

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.

Magical FortitudeLevel 5

Magical power has improved your body’s resiliency. Your proficiency rank for Fortitude saves increases to expert.

Expert SpellcasterLevel 7

Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline’s tradition increase to expert.

Lightning ReflexesLevel 9

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

AlertnessLevel 11

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Simple Weapon ExpertiseLevel 11

Training and magic improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.

Defensive RobesLevel 13

The flow of magic and your defensive training combine to help you get out of the way before an attack. Your proficiency rank in unarmored defense increases to expert.

Weapon SpecializationLevel 13

You’ve learned to inflict grave wounds with your practiced weapons. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.

Master SpellcasterLevel 15

You have achieved mastery over the magic in your blood. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline’s tradition increase to master.

ResolveLevel 17

You’ve steeled you mind with resolve. Your proficiency rank for Will saves increase to master. When you roll a success at a Will save, you get a critical success instead.

Bloodline ParagonLevel 19

You have perfected the magic in your bloodline. Add two common 10th-level spells of your tradition to your repertoire. You gain a single 10th-level spell slot you can use to cast these spells, using sorcerer spellcasting. Unlike other spell slots, you don’t gain more 10th-level spells as you level up, and they can’t be used for abilities that let you cast spells without expending spell slots or abilities that give you more spell slots. You can take the Bloodline Perfection sorcerer feat to gain a second slot.

Legendary SpellcasterLevel 19

You demonstrate prodigious talent for spellcasting. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline’s tradition increase to legendary.

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 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, 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

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.
Source Core Rulebook pg. 195 1.1

Angelic

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.
Source Core Rulebook pg. 195 1.1

Demonic

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.
Source Core Rulebook pg. 195 1.1

Diabolic

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.
Source Core Rulebook pg. 196 1.1

Draconic

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).


Source Core Rulebook pg. 196 1.1

Elemental

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 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. Replace any existing elemental traits with the trait of the element you chose.


Source Core Rulebook pg. 196 1.1

Fey

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.
Source Core Rulebook pg. 197 1.1

Genie

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.


Source Advanced Player's Guide pg. 138

Hag

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.
Source Core Rulebook pg. 197 1.1

Imperial

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.
Source Core Rulebook pg. 198 1.1

Nymph

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.
Source Advanced Player's Guide pg. 138

Psychopomp

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.
Source Advanced Player's Guide pg. 138

Shadow

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.
Source Advanced Player's Guide pg. 138

Undead

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).
Source Core Rulebook pg. 198 1.1

Every level at which you gain a feat, select one of the following feats. You must satisfy any prerequisites before taking the feat.

Name Level Prerequisites Benefit
Ancestral Blood Magic 1
Blessed Blood 1 Bloodline that grants divine spells, you follow a deity
Counterspell (Spontaneous) 1
Dangerous Sorcery 1
Familiar 1
Reach Spell 1
Widen Spell 1
Anoint Ally 2
Cantrip Expansion 2
Enhanced Familiar 2 a familiar
Entreat with Forebears 2 a Bloodline that corresponds with a creature trait
Arcane Evolution 4 Bloodline that grants arcane spells
Bespell Weapon 4
Divine Evolution 4 Bloodline that grants divine spells
Elaborate Flourish 4
Occult Evolution 4 Bloodline that grants occult spells
Primal Evolution 4 Bloodline that grants primal spells
Split Shot 4
Advanced Bloodline 6 Bloodline spell
Diverting Vortex 6
Energetic Resonance 6
Spell Relay 6
Steady Spellcasting 6
Bloodline Resistance 8
Crossblooded Evolution 8
Safeguarded Spell 8
Soulsight 8 (Sorcerer) Bloodline that grants divine or occult spells
Ancestral Mage 10 Ancestral Blood Magic
Energy Fusion 10
Energy Ward 10
Greater Bloodline 10 Bloodline spell
Overwhelming Energy 10
Quickened Casting 10
Signature Spell Expansion 10
Blood Component Substitution 12
Bloodline Focus 12 Bloodline spell
Greater Physical Evolution 12 Arcane Evolution or Primal Evolution
Greater Spiritual Evolution 12 Divine Evolution or Occult Evolution
Magic Sense 12
Consume Spell 14 Counterspell
Interweave Dispel 14 dispel magic in your spell repertoire
Reflect Spell 14 Counterspell
Spell Shroud 14
Effortless Concentration 16
Greater Mental Evolution 16 Arcane Evolution or Occult Evolution
Greater Vital Evolution 16 Divine Evolution or Primal Evolution
Scintillating Spell 16
Terraforming Spell 16
Bloodline Wellspring 18 Bloodline Focus
Echoing Spell 18
Greater Crossblooded Evolution 18 Crossblooded Evolution
Bloodline Conduit 20
Bloodline Metamorphosis 20
Bloodline Mutation 20 a Bloodline based on a specific type of creature
Bloodline Perfection 20 Bloodline Paragon
Metamagic Mastery 20
Tenacious Blood Magic 20