True Sorcerer (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

True Sorcerer
Rating: Not rated
(Rate this class)
Status: <-how close to completion->
Editing: 06/15/09

True Sorcerer[edit]

The True Sorcerer is the living incarnation of mysticism in mortal form. Frequently charismatic, intelligent, and wise, the True Sorcerer's bond with magic is uncommonly powerful.

Making a True Sorcerer[edit]

The True Sorcerer's status in the party is largely defined by which specialization they choose. Whereas the Enchanter would be a master of subtle crowd control, the Evoker would channel spell power in a much more destructive manner. The True Sorcerer's capabilities lie in her manipulative special abilities, intense school focus, and her ability to access and prepare spells from both the druidic spell list, and the Wizard spell list.

Abilities: Charisma, wisdom, and intelligence are the primary attributes for the successful True Sorcerer. Charisma dominates as the primary spellcasting attribute, as well as necessary for a number of special abilities. Wisdom determines how often those special abilities can be used, and how useful some of those special abilities are. Intelligence is useful for the many skills the True Sorcerer receives, and it is the primary casting attribute when the True Sorcerer accesses her Grimoire.

Races: Humans, and Elves tend to become True Sorcerers, Half-Elves are noticeably less common. Other races are almost unheard of.

Alignment: A True Sorcerer must be nonlawful. Though there may be True Sorcerers that are rigid in many respects, the True Sorceror is too much of an iconoclast to ever be Lawful.

Starting Gold: 3d6x10.

Starting Age: Simple.

Table: The Sorcerer

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar Mysticism, True Sorcerer's Soul, Scribe Scroll 5 3
2nd +1 +0 +0 +3 6 4
3rd +1 +1 +1 +3 Brew Potion, Craft Wondrous Item, Fortunate One 6 5
4th +2 +1 +1 +4 Blood Derivative, Trinket Focus +1 6 6 3
5th +2 +1 +1 +4 Craft Wand, Soul Metamagic 6 6 4
6th +3 +2 +2 +5 6 6 5 3
7th +3 +2 +2 +5 Grimoire 6 6 6 4
8th +4 +2 +2 +6 6 6 6 5 3
9th +4 +3 +3 +6 Craft Rod 6 6 6 6 4
10th +5 +3 +3 +7 6 6 6 6 5 3
11th +5 +3 +3 +7 6 6 6 6 6 4
12th +6/+1 +4 +4 +8 Craft Staff, Forge Ring, Trinket Focus +2 6 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 Destiny 6 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Soul Metamagic 6 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 Spiritualism 6 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Trinket Focus +3 6 6 6 6 6 6 6 6 6 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int),Profession (Wis), Spellcraft (Int).


Class Features[edit]

All of the following are class features of the True Sorcerer:

Weapon and Armor Proficiency: The True Sorcerer is proficient with all simple weapons. The True Sorcerer is not proficient with any armor or shields.

True Sorceror's Soul: At first level the True Sorcerer chooses the magic that infuses their soul, and becomes either a Conjurer, an Enchanter, an Evoker, an Illusionist, or a Necromancer. This choice determines which spell schools the True Sorcerer will have access to, and which primary spell school will benefit from the Focused Soul, and Soul Metamagic feats. A True Sorceror may not learn spells that are not from one of her granted spell schools, though she may cast them from wands and scrolls.

The Conjurer: The Conjurer's primary spell school is Conjuration. Additionally the Conjurer has access to abjuration, divination, and transmutation.

The Enchanter: The Enchanter's primary spell school is Enchantment. Additionally the Enchanter has access to the spell schools abjuration, divination, illusion, and transmutation.

The Evoker: The Evoker's primary spell school is Evocation. Additionally the Evoker has access to abjuration, divination, and transmutation.

The Illusionist: The Illusionist's primary spell school is Illusion. Additionally the Illusionist has access to abjuration, divination, and enchantment.

The Necromancer: The Necromancer's primary spell school is Necromancy. Additionally the Necromancer has access to abjuration, divination, and illusion.


Mysticism: At first level, a number of times per week equal to her wisdom modifier, a True Sorcerer may tap the flow of magic, granting her a bonus equal to her wisdom modifier on any one spell DC. This bonus must be added before the check is resolved. Conversely, a True Sorcerer may perceive magic the with utmost clarity, and increase the caster level of a single spell by an amount equal to her Intelligence Modifier. Alternately, a True Sorcerer may sacrifice a use of Mysticism to cast the spell "Augury", at eighth level she may instead cast "Commune", and at twelve level she may instead cast "Vision". This ability draws from the same pool of uses as Destiny, and Spiritualism.


Summon Familiar: At first level a True Sorcerer gains a familiar. This familiar grants the True Sorcerer the Alertness feat as a bonus feat.


Scribe Scroll: At first level the True Sorcerer gains Scribe Scroll as a bonus feat.


Brew Potion: At third level the True Sorcerer gains Brew Potion as a bonus feat.


Craft Wonderous Items: At third level the True Sorcerer gains Craft Wondrous Items as a bonus feat.


Fortunate One: At third level a True Sorcerer may distribute a number of points equal to her base Charisma modifier as a luck bonus to her armor class, attack bonus, initiative, hitpoints, skill, or save. For example, a True Sorcerer with a base Charisma modifier of +4 could grant a luck bonus to her armor of +1, a luck bonus to her Diplomacy skill of +2, and a +1 luck bonus to her reflex, and a +1 luck bonus to her fortitude save. An increase in base Charisma modifier grants an additional bonus that may be distributed.


Blood Derivative: At fourth level a True Sorcerer gains access to a spell school that was previously denied to her. Further, she may exchange one spell of any previous level for a spell of the chosen school. She casts spells from this school at a -3 to caster level.


Trinket Focus: At fourth level a True Sorcerer creates a Trinket of simple and inexpensive materials. This Trinket serves the True Sorceror as a Focus, replacing any spell focuses that the True Sorcerer would otherwise need. Focuses consumed by the casting of the spell are still necessary. Further, the Trinket increases the caster level and DC of all spells cast from her primary spell school by +1. At twelve level this increases to +2, and at twentieth level this benefit increases to +3. The Trinket may take the form of a wand, ring, locket or other nondescript item. It does not take up a magic item slot.


Soul Metamagic: At fifth level and fifteenth level a True Sorcerer gains a free metamagic feat. Using this metamagic feat does not require a full round action, as normal for spontaneous spellcasters. However, this feat may only be used in conjunction with the True Sorcerers primary spell school.


Craft Wand: At fifth level the True Sorcerer gains Craft Wand as a bonus feat.


Grimoire: At seventh level a True Sorcerer may keep a bound grimoire. This grimoire allows a True Sorcerer to scribe and prepare spells as a Wizard six levels lower than her own. A True Sorcerer may scribe and cast spells from both the Druid, and Wizard spell lists. She may add a spell of any school to her grimoire. To prepare a spell from her grimoire requires an intelligence equal or greater than the level of the spell plus ten, and preparing a spell in such a fashion consumes a spell slot equal to the level of the spell being cast. However, the DC of a spell cast from the grimoire is based on the True Sorcerer's Intelligence, not her Charisma. Further all spells cast from the grimoire are cast at a -6 caster level.


Craft Rod: At ninth level the True Sorcerer gains Craft Rod as a bonus feat.


Craft Staff: At twelfth level the True Sorcerer gains Craft Staff as a bonus feat.


Forge Ring: At twelfth level the True Sorcerer gains Forge Ring as a bonus feat.


Destiny: At thirteenth level, a True Sorcerer's intuition and sheer force of personality allows her to shape destiny as she sees fit. She may grant herself or an ally a bonus to one skill or one save check by an amount equal to her wisdom modifier. Conversely, a True Sorcerer may curse a creature, reducing two of its ability scores by an amount equal to her wisdom modifier. The save DC on this ability is 1/2 the True Sorcerer's Character level plus ten plus the True Sorcerer's Wisdom Modifier. She may use this ability once for every point of wisdom modifier she has per week. Destiny draws from the same pool as Mysticism, and Spiritualism.


Timeless Body (Ex): After attaining 15th level, a True Sorcerer no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.


Spiritualism: At seventeenth level a True Sorcerer may attempt to influence the force that animates a creature, thereby dominating that creature for a number of days equal to her Charisma Modifier. Conversely, a True Sorcerer may wish to simply snuff out that creatures animating force, killing it instantly. In either case, the save DC is half the True Sorcerer's level +10 plus the True Sorcerer's Charisma Modifier. The creatures Spirit Flows may influence is dependent upon the True Sorcerer's primary spell school. Spirit Flows may be used a number of times per week equal to the True Sorcerer's Wisdom Modifier. It draws from the same pool of uses as Magic Flows, and Destiny Flows. This ability is subject to spell resistance, and may be negated through dispel magic, break enchantment, or similar spells, including an antimagic field. Due to its nature, Spirit Flows bypasses normal immunities against death effects, and mind influencing effects. A True Sorcerer may have only one such creature dominated at any given time, and this counts towards her limit of dominated creatures, and and the number of hitdice of undead a character may command.


Conjurer: Extraplanar Creatures.

Enchanter: Living Creatures.

Evoker: Constructs.

Illusionist: Creatures with the Shadow subtype.

Necromancer: Undead.

Spells: A True Sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. She can cast any spell she intuitively knows without preparing it ahead of time, the way a wizard or a cleric must (see below). Casting spells from the True Sorcerer's Grimoire requires preparation.

To learn or cast a spontaneous spell, a True Sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a True Sorcerer’s spell is 10 + the spell level + the True Sorcerer’s Charisma modifier. To learn or cast a prepared spell from her Grimoire, a True Sorcerer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving through against a True Sorcerer's prepared spell is 10 + the spell level + the True Sorcerer's Intelligence modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The True Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score. She does not receive bonus spells per day based on a high Intelligence score.

A True Sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new True Sorcerer level, he gains one or more new spells, as indicated on Table: True Sorcerer Spells Known. (Unlike spells per day, the number of spells a True Sorcerer knows is not affected by his Charisma score; the numbers on Table: True Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the True Sorcerer has gained some understanding of by study. The True Sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a True Sorcerer can choose to learn a new spell in place of one he already knows. In effect, the True Sorcerer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level True Sorcerer spell the True Sorcerer can cast. A True Sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.


Table: True Sorcerer Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

This section is not complete, and needs to be finished. Edit this Page

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

This section is not complete, and needs to be finished. Edit this Page

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-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
Terms and Conditions for Non-Human Visitors