Wild Sorcerer (3.5e Class)

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Wild Sorcerer[edit]

The Wild Sorcerer is a Mage born and grown up in the nature. While having the usual power of a Sorcerer he also has the power of nature.

Making a Wild Sorcerer[edit]

Mainly a mage but with the healing power of a Druid and with a hit die of d6 also good for short mellee fights. Altough the price for using the power of nature is the loss of all supportive spells as a Sorcerer.

Abilities: While being primary a offensive magic user, the player has a choice for healing and support spells of a Druid.

Races: Any races can become a Wild Sorcerer altough the most commen are the races that live in the wild like the Lizardfolk or the elves.

Alignment: Any

Starting Gold: As Sorcerer

Starting Age: As Sorcerer

Table: The Wild Sorcerer

Hit Die: d6

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 +2 +2 Metamagic Feat, Combat Casting Feat 5 3
2nd +1 +0 +3 +3 6 4
3rd +2 +1 +3 +3 6 5
4th +3 +1 +4 +4 6 6 3
5th +3 +1 +4 +4 Metamagic Feat 6 6 4
6th +4 +2 +5 +5 6 6 5 3
7th +5 +2 +5 +5 6 6 6 4
8th +6/+1 +2 +6 +6 6 6 6 5 3
9th +6/+1 +3 +6 +6 6 6 6 6 4
10th +7/+2 +3 +7 +7 Metamagic Feat 6 6 6 6 5 3
11th +8/+3 +3 +7 +7 6 6 6 6 6 4
12th +9/+4 +4 +8 +8 6 6 6 6 6 5 3
13th +9/+4 +4 +8 +8 6 6 6 6 6 6 4
14th +10/+5 +4 +9 +9 6 6 6 6 6 6 5 3
15th +11/+6/+1 +5 +9 +9 Metamagic Feat 6 6 6 6 6 6 6 4
16th +12/+7/+2 +5 +10 +10 6 6 6 6 6 6 6 5 3
17th +12/+7/+2 +5 +10 +10 6 6 6 6 6 6 6 6 4
18th +13/+8/+3 +6 +11 +11 6 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +6 +11 +11 6 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +6 +12 +12 Metamagic Feat 6 6 6 6 6 6 6 6 6 6

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration, Craft, Heal, Knowledge (Nature), Listen, Spellcraft, Spot, Survival.

Class Features[edit]

All of the following are class features of the Wild Sorcerer.

Weapon and Armor Proficiency: Only Weapon Simple Profienciency and no Armor Proficiency.

Spells: Wild Sorcers casts mainly Arcane Spells like the Wizards or the normal Sorcerer, but also can obtain spells of the Druid class. To learn a new spell a Wild Sorcerer must have an Cha score of 10+ the spell level. The DC for a saving throw against a Wild Sorcerer's spell is 10+ the spell level + the Cha modifier of the Wild Sorcerer. Wild Sorcerers choose their spells from the following list:

0—Acid Splash, Ray of Frost, Disrupt Undead, Mending, Flare, Cure Minor Wounds, Create Water, Detect Magic, Light, Virtue

1st—Summon Monster I, Identify, Sleep, Burning Hands, Magic Missile, Shocking Grasp, Chill Touch, Cure Light Wounds, Magic Fang, Produce Flame, Detect Plants/Animals

2nd—Melf's Acid Arrow, Summon Monster II, Flaming Sphere, Scorching Ray, Blindness/Deafness, Whispering Wind, Pyrotechnics, Flame Blade, Lesser Restoration, Delay Poison, Fire Trap, Heat Metal, Chill Metal

3rd—Dispel Magic, Summon Monster III, Tongues, Daylight, Lightning Bolt, Fireball, Gentle Repose, Vampiric Touch, Blink, Call Lightning, Cure Moderate Wounds, Greater Magic Fang, Neutralize Poison, Poison, Remove Disease, Spike Growth, Water Breathing

4th—Remove Curse, Dimension Door, Summon Monster IV, Fire Shield, Ice Strom, Shout, Wall of Fire, Wall of Ice, Animate Dead, Fear, Air Walk, Blight, Cure Serious Wounds, Flame Strike, Rusting Grasp, Spike Stones, Control Water

5th—Break Enchantment, Cloudkill, Summon Monster V, Teleport, Wall of Stone, Cone of Cold, Nightmare, Permancy, Waves of Fatigue, Atonement, Call Lightning Storm, Control Winds, Cure Critical Wounds, Death Ward, Wall of Thorns

6th—Greater Dispel Magic, Acid Fog, Summon Monster VI, Legend Lore, Chain Lightning, True Seeing, Otiluke's Freezing Sphere, Circle of Death, Create Undead, Flesh to Stone, Stone to Flesh, Mass Cure Light Wounds, Fire Seeds, Find the Path, Repel Wood

7th—Spell Turning, Phase Door, Summon Monster VII, Greater Teleport, Teleport Object, Vision, Insanity, Delayed Blast Fireball, Mordenkainen's Sword, Control Undead, Finger of Death, Control Weather, Limited Wish, Mass Cure Moderate Wounds, Fire Storm, Heal

8th—Incendiary Cloud, Summon Monster VIII, Polar Ray, Greater Shout, Sunburst, Create Greater Undead, Mass Cure Serious Wounds, Earthquake, Whirlwind, Word of Recall, Animal Shapes

9th—Summon Monster IX, Teleportation Circle, Meteor Swarm, Wail of the Banshee, Wish, Time Stop, Mass Cure Critical Wounds, Regenerate, Storm of Vegenance, Dragon Form (only Aviable with an Intelligence of 22+)

Table: Wild 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 1
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

Campaign Information[edit]

Playing a Wild Sorcerer[edit]

Religion: A Wild Sorcerer usually don't pray to any deities for they are mostly abandoned to the wildness as a child. But if they do then they pray to Boccob the god of magic.

Other Classes: Tends to be a lone wolf in groups. While they certainly enjoy the companion they don't show it openly. They tend to get in conflicts with other Sorcerers and Druids though since they have some of their traits.

Combat: The Wild Sorcerer usually takes the role of a combat caster and occasionally also a healer.

Epic Wild Sorcerer[edit]

Table: The Epic Sorcerer

Hit Die: d8

Level Special
21st
22nd
23rd Bonus Feat
24th
25th
26th Bonus Feat
27th
28th
29th Bonus Feat
30th

2 + Int modifier skill points per level.

Spells: The wild sorcerer’s caster level is equal to his or her class level. The wild sorcerer’s number of spells per day increase after 20th level by one spell at each spell level each level up until the wild sorcerer has 5 spells in each spell level.

Bonus Feats: The epic wild sorcerer gains a bonus feat (selected from the list of epic sorcerer bonus feats) every three levels after 20th.

Epic Sorcerer Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity, Summon Familiar/Animal Companion.



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