Improved Sorcerer (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Improved Sorcerer
Rating: Not rated
(Rate this class)
Status: W.I.P.
Editing: Constructive edits welcome

Contents

[edit] Improved Sorcerer

A sorcerer is born with a natural talent for arcane magics. Sorcerers are often self-taught, but are sometimes known to seek teachers. Unlike wizards, sorcerers do not generally have extensive knowledge of the magic they use. They do what comes to them, and are extremely versatile. The gift of sorcery is seemingly random, but some sorcerers boast that it is bestowed upon them by the gods themselves. Others say it is the blood of ancient magicians reawakened in them. Sorcerers can tend to have an inflated ego, and expect others to bend to their will. This attitude has caused sorcerers to be labeled by some as evil beings, when in fact it is not always true.

[edit] Making a Sorcerer

Sorcerers are not limited by "knowing" spells. They instead draw from natural instinct, and evoke magic as they imagine it, not as wizards cast it from spell books. They can be extremely versatile and cast a large variety of spells, but tend to have less capacity for casting spells each day than Wizards. One must be born a sorcerer. One can not multi-class into it(unless by extraordinary means, talk to your DM).

Races: Sorcerers can be of any race, but are more common in races culturally tied to magic.

Alignment: Any.

Starting Age: Simple.

Table: The Sorcerer

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells
Fort Ref Will Base Points/Day Cantrips/Day Max. Level
1st +0 +0 +0 +2 Raw magic 1 3 1st
2nd +1 +0 +0 +3 2 3 1st
3rd +1 +1 +1 +3 4 3 2nd
4th +2 +1 +1 +4 7 3 2nd
5th +2 +1 +1 +4 Bonus Feat 10 3 3rd
6th +3 +2 +2 +5 13 4 3rd
7th +3 +2 +2 +5 16 4 4th
8th +4 +2 +2 +6 20 4 4th
9th +4 +3 +3 +6 25 4 5th
10th +5 +3 +3 +7 30 4 5th
11th +5 +3 +3 +7 35 4 6th
12th +6/+1 +4 +4 +8 Bonus Feat 40 5 6th
13th +6/+1 + 4 +4 +8 46 5 7th
14th +7/+2 +4 +4 +9 53 5 7th
15th +7/+2 +5 +5 +9 60 5 8th
16th +8/+3 +5 +5 +10 67 5 8th
17th +8/+3 +5 +5 +10 74 5 9th
18th +9/+4 +6 +6 +11 82 5 9th
19th +9/+4 +6 +6 +11 Bonus Feat 91 5 9th
20th +10/+5 +6 +6 +12 100 5 9th

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int).

[edit] Class Features

All of the following are class features of the Sorcerer.

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause their spells with somatic components to fail.


Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. To cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier. The sorcerer has a total number of spell points equal to the base amount for their level + bonus points equal to their charisma modifier(Base amount + Charisma modifier). Starting at level 11, the sorcerer has bonus points equal to twice his/her charisma modifier.

Sorcerers use a custom casting system involving spell points. Casting a spell expends spell points equal to the spell's level. The sorcerer does not know spells, nor has he/she spell slots for each spell level. Each morning upon completing their meditation, the sorcerer's spell points are reset to the appropriate amount.

(Example: A 3rd level sorcerer has 7 spell points(4 base + his charisma modifier of 3). He casts a level 2 spell. This uses up 2 spell points, and leaves him with 5 until he rests again, and regains his points.)


Untempered Power: Sorcerers are quite volatile, and their magic reflects this. Every time a sorcerer attempts to cast a spell, they must first roll a concentration check. The DC for this check is equal to 5 + No. of Spell Points spent today + Level of Spell being cast. After rolling, calculate the difference between the result and the DC, and consult the chart below.

Table: Spell Effects
Difference Result
+20 Special, see foot note.
+15 Add a metamagic feat of your choosing.
+10
+5 Spell costs 1 less point (Minimum 1.)
0
-1
-2
-3
-4
-5
-6
-7
-8 Effect goes here
-9 Effect goes here
-10 Effect goes here
-11 Effect goes here
-12 Effect goes here
-13 Effect goes here
-14 Effect goes here
-15 Effect goes here
  1. DM may roll this secretly.

(Example: A sorcerer with a Concentration score of +8, who has spent 3 Spell Points today is casting a 1st level spell. This gives the Spell Check a DC of 9. He rolls a 13, adds his Concentration of +8 to make the final result a 21. The Difference is +12, so he -- insert positive effect here --.)

(Example 2: Later that day, the same sorcerer has spent a total of 15 Spell Points, and is casting a 3rd level spell. The DC is 23. Unfortunately for our sorcerer, he rolls a 2, which is a final result of 10 with his concentration score added. The Difference is -13, and -- bad things happen --.)

Raw Magic (Sp): Raw Magic is a sorcerer's spell-like ability to release arcane power in it's most natural form. Using Raw Magic takes a Standard Action, and provokes attacks of opportunity unless otherwise noted. The number of points expended is used in place of spell level to determine DC for related skill checks, and saving throws. A few offensive uses are shown below:

Arcane Slash
[[3.5e Evocation Spells|Evocation]] [Force]
Level: Sor/Wiz Varies; see text
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

You sling a magical projectile that resembles a crescent in a straight line up to 30 ft away, dealing 1d4 damage to all enemies in the path. You can throw a number of projectiles equal to your caster level, each costing 1 spell point. Alternatively you can empower a single projectile by expending 1 spell point per 1d4 of additional damage, to a maximum equaling your caster level.

Arcane Burst
[[3.5e Evocation Spells|Evocation]] [Force]
Level: Sor/Wiz Varies; see text
Casting time: 1 standard action
Range: 5 ft.
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Unleashes a burst of magic in a 5ft circle around you. Deals 1d6 damage per spell point used in casting, up to a maximum of d6 equal to your caster level.

Example: A level 5 sorcerer casts Arcane Burst defensively and succeeds his concentration check to avoid attacks of opportunity from the two enemies next to him. He expends 2 points and deals 2d6 damage to each of the enemies, who fail their reflex saves.


Bonus Feats: At 5th, 12th and 19th level, a sorcerer gains a bonus feat. At each such opportunity, they can choose a metamagic feat, an item creation feat, or Spell Mastery. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.

[edit] Campaign Information

[edit] Sorcerers in the World

Daily Life: Sorcerers are often independent adventurers, or mercenaries. But they also fit into the roles of wizards, in rural areas.

Notables: Ekir, the Hero of Undvaal was an extremely powerful sorcerer.

Organizations: Sorcerers generally act independent of one another, sometimes viewing other sorcerers as a threat to their own power.

NPC Reactions: There is an air of mystery that surrounds sorcerers. Some people view them as evil.

[edit] Sorcerers in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



Back to Main Page3.5e HomebrewClassesBase Classes -->

Personal tools
d20M
miscellaneous
admin area