Sorcerer, 2nd Variant (3.5e Class)

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Sorcerer, 2nd Variant[edit]

The sorcerer class from the PHB seems like nothing more than a class to prestige out of. This variant is intended to bring more purpose to a pure sorcerer. The Sorcerer, 2nd Variant is identical to the Sorcerer class from the PHB, save for milestone abilities mentioned below. For the descriptions below, the term "Sorcerer" will refer to the 2nd Variant.

Making a Sorcerer[edit]

Alignment: Any.

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 Innate Ability 5 3
2nd +1 +0 +0 +3 6 4
3rd +1 +1 +1 +3 6 5
4th +2 +1 +1 +4 6 6 3
5th +2 +1 +1 +4 Metamagic Insight 6 6 4
6th +3 +2 +2 +5 6 6 5 3
7th +3 +2 +2 +5 Power Specialist 6 6 6 4
8th +4 +2 +2 +6 6 6 6 5 3
9th +4 +3 +3 +6 6 6 6 6 4
10th +5 +3 +3 +7 Metamagic Insight 6 6 6 6 5 3
11th +5 +3 +3 +7 6 6 6 6 6 4
12th +6/+1 +4 +4 +8 6 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 Power Specialist 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 Metamagic Insight 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 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 Power Specialist 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Metamagic Insight 6 6 6 6 6 6 6 6 6 6

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

Class Features[edit]

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 his spells with somatic components to fail.

Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or 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.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score. The table for the bonus daily spell allotment for the sorcerer is shown below.

A 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 sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the number of spells known are fixed, and the table for the number of spells known is shown below.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The 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 sorcerer can choose to learn a new spell in place of one he already knows. In effect, the 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 sorcerer spell the sorcerer can cast. A 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.

Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Innate Ability: You may choose one of the following:

  • Increase the effective caster level of a single spell you can cast by 1. This may be applied to a new spell at the same instance you are able to learn a new spell.
  • Applying a metamagic ability to a spell does not increase the casting time of the spell.
  • Obtain a familiar.

Metamagic Insight: You may either:

  • Gain a metamagic feat.
  • Reduce the spell level cost increase of a metamagic feat that you already know by 1 (to a minimum cost of 1).

Power Specialist: You may choose one school of magic to designate as your “strong school”, and one school of magic to designate as your “weak school”. Your effective caster level for spells cast from your strong school is increased by 1, and your effective caster level for spells cast from your weak school is reduced by 1. If you take this ability more than once, caster level changes applied to the same schools stack.

Table: 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
Table: Sorcerer Bonus Spells per Day
Cha Bonus Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
11-12 1
13-14 1 1
15-16 1 1 1
17-18 1 1 1 1
19-20 2 1 1 1 1
21-22 2 2 1 1 1 1
23-24 2 2 2 1 1 1 1
25-26 2 2 2 2 1 1 1 1
27-28 3 2 2 2 2 1 1 1 1
29-30 3 3 2 2 2 2 1 1 1



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