A 1st-level character must choose between using the rules for the original sorcerer class or its subclass, elementalist.
A 1st-level sorcerer begins with hit points equal to 12 plus the sorcerer's Constitution score, healing surges per day equal to 6 plus the sorcerer's Constitution modifier, and a +2 bonus to Will defense. A sorcerer gains 5 hit points per level.
- Athletics (Str)
- Bluff (Cha)
- Diplomacy (Cha)
- Dungeoneering (Wis)
- Endurance (Con)
- History (Int)
- Insight (Wis)
- Intimidate (Cha)
- Nature (Wis)
Original sorcerers gain the Spell Source class feature at 1st level. Elementalists gain the Elemental Bolt, Elemental Magic, Elemental Specialty, and Escalating Elements class features at 1st level.
A 1st-level elementalist gains the use of elemental bolt, an at-will ranged attack power that can be used in place of a ranged basic attack. The elementalist's choice of Elemental Specialty adds a damage type and an additional effect to elemental bolt.
An elementalist gains the following benefits.
Elemental Power: The elementalist gains a bonus to damage rolls of arcane powers, depending on the elementalist's level and Constitution modifier.
|Bonus to arcane power damage rolls||Con modifier||2 + Con modifier||5 + Con modifier||8 + Con modifier|
Elemental Resilience: The elementalist may use his or her Constitution modifier in place of the Dexterity or Intelligence modifier bonus to AC when not wearing heavy armor.
Elemental Versatility: The elementalist gains an additional sorcerer at-will attack power at 9th level and at 19th level.
A 1st-level elementalist chooses Air Elementalist, Earth Elementalist, Fire Elementalist, or Water Elementalist. Each option grants one of two at-will attack powers, Enhanced Elemental Bolt, which adds a damage type and an additional hit effect to elemental bolt, Elemental Soul, which grants resistances and bonuses to saving throws against ongoing damage, and a unique move action or trait.
|Elemental Specialty||Power choice||Enhanced Elemental Bolt||Elemental Soul||Move action|
|Air Elementalist||howling zephyr or static charge||keyword: lightning, hit: damage is lightning type, target gains vulnerable 3 to elementalist's elemental attacks until the end of the elementalist's next turn||5th level: resist 10 lightning, 15th level: +2 bonus to saving throws against ongoing lightning damage, 25th level: resist 10 and +2 bonus to saving throws against ongoing damage for choice of either cold or thunder||23rd level: fly up to half speed as a move action|
|Earth Elementalist||erupting earth or seismic shock||keyword: acid, hit: damage is acid type, target slowed until the end of the elementalist's next turn||5th level: resist 10 acid, 15th level: +2 bonus to saving throws against ongoing acid damage, 25th level: resist 10 and +2 bonus to saving throws against ongoing damage for choice of either fire or thunder||23rd level: burrow up to half speed as a move action, tremorsense 5 while burrowing|
|Fire Elementalist||blazing cloud or ignition||keyword: fire, hit: damage increased by 1d6||5th level: resist 10 fire, 15th level: +2 bonus to saving throws against ongoing fire damage, 25th level: resist 10 and +2 bonus to saving throws against ongoing damage for choice of either lightning or thunder||23rd level: teleport up to half speed as a move action|
|Water Elementalist||deluge or ice prison||keyword: cold, hit: slide each creature adjacent to target 1 square||5th level: resist 10 cold, 15th level: +2 bonus to saving throws against ongoing cold damage, 25th level: resist 10 and +2 bonus to saving throws against ongoing damage for choice of either acid or thunder||23rd level: swim speed equals speed + 2, gain aquatic trait: underwater breathing, +2 bonus to attack rolls against nonaquatic creatures when underwater|
A 1st-level elementalist gains the use of an elemental escalation power corresponding to the elementalist's choice of Elemental Specialty. This power will be either elemental escalation (air), elemental escalation (earth), elemental escalation (fire), or elemental escalation (water). The elementalist will gain additional per-encounter uses of elemental escalation at higher levels, but can use elemental escalation only once per round.
|Uses of elemental escalation per encounter||1||2||3||4|
A 1st-level original sorcerer chooses either Cosmic Magic, Dragon Magic, Storm Magic, or Wild Magic, and gains benefits according to the choice.
|At-will attack spells|
|Encounter attack spells||Daily attack spells||Utility spells|