Sorcerer, 6th Variant (3.5e Class)

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Sorcerer[edit]

This is basically the same as the sorcerer from the PHB, but with a few significant changes I would like to propose considering the sorcerer's lack of class features.

Table: The Sorcerer

Hit Die: d6

Level Base Attack Bonus Saving Throws Special Spells Known Spells/Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Cantrips, Summon Familiar, Bonus Feat 4 2 3
2nd +1 +0 +0 +3 5 2 4
3rd +2 +1 +1 +3 Bonus Feat 5 3 1 5 3
4th +3 +1 +1 +4 6 3 2 6 4
5th +3 +1 +1 +4 Bonus Feat 6 4 2 1 6 5 3
6th +4 +2 +2 +5 Ignore Material Component 7 4 3 2 6 6 4
7th +5 +2 +2 +5 Bonus Feat 7 5 3 2 1 6 6 5 3
8th +6 +2 +2 +6 8 5 4 3 2 6 6 6 4
9th +6 +3 +3 +6 Bonus Feat 8 6 4 3 2 1 6 6 6 5 3
10th +7 +3 +3 +7 9 6 5 4 3 2 6 6 6 6 4
11th +8 +3 +3 +7 Bonus Feat 9 6 5 4 3 2 1 6 6 6 6 5 3
12th +9 +4 +4 +8 Ignore Arcane Focus 9 6 6 5 4 3 2 6 6 6 6 6 4
13th +9 +4 +4 +8 Bonus Feat 9 6 6 5 4 3 2 1 6 6 6 6 6 5 3
14th +10 +4 +4 +9 9 6 6 5 5 4 3 2 6 6 6 6 6 6 4
15th +11 +5 +5 +9 Bonus Feat 9 6 6 5 5 4 3 2 1 6 6 6 6 6 6 5 3
16th +12 +5 +5 +10 9 6 6 5 5 5 4 3 2 6 6 6 6 6 6 6 4
17th +12 +5 +5 +10 Bonus Feat 9 6 6 5 5 5 4 3 2 1 6 6 6 6 6 6 6 5 3
18th +13 +6 +6 +11 9 6 6 5 5 5 4 4 3 2 6 6 6 6 6 6 6 6 4
19th +14 +6 +6 +11 Bonus Feat 9 6 6 5 5 5 4 4 3 3 6 6 6 6 6 6 6 6 5
20th +15 +6 +6 +12 9 6 6 5 5 5 4 4 4 4 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), 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 spells with somatic components to fail.

Spells: A sorcerer casts arcane spells (the same type of spells available to bards and wizards), which are drawn primarily from the sorcerer/wizard spell list (page 192 of the PHB). 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 (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). 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. His base daily spell allotment is given on Table: The Sorcerer under "Spells/Day". In addition, he receives bonus spells per day if he has a high Charisma score (see the PHB).

A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells (called cantrips) and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: The Sorcerer under "Spells Known". (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: The Sorcerer under "Spells Known" are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list (see the PHB), or they can be unusual spells that the sorcerer has gained some understanding of by study. For example, a sorcerer with a scroll or spellbook detailing an unusual sorcerer/wizard spell (one not on the sorcerer/wizard spell list in this book) could select that spell as one of his new spells for attaining a new level, provided that it is of the right spell level. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 3rd level, and at every odd-numbered sorcerer level after that (5th, 7th, 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. For instance, upon reaching 3rd level, a sorcerer could trade in a single 0-level spell (two spell levels below the highest-level sorcerer spell he can cast, which is 2nd) for a different 0-level spell. At 5th level, he could trade in a single 0-level or 1st-level spell (since he now can cast 3rd-level sorcerer spells) for a different spell of the same level. 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.

Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: The Sorcerer under “Spells Known.” These spells are cast like any other spell, but they do not consume any spell slots and may be used freely throughout the day.

Summon Familiar: A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power (see the PHB). If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Bloodline Feat: At 1st level, a sorcerer may choose a bloodline feat (see Dragon Magazine 325 or the Dragon Compendium). A multiclass character whose first character level is taken in another class does not gain this feat when dipping into sorcerer.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a socerer gains a bonus feat. At each such opportunity, he can choose a metamagic feat or an item creation feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.

Ignore Material Component: At 6th level, a sorcerer no longer requires material components to cast spells that require them.

Ignore Arcane Focus: At 12th level, a sorcerer no longer requires arcane foci to cast spells that require them.

Sorcerous Origins[edit]

Per the PHB p. 101

Variants[edit]

Any of the published variants can be applied to this sorcerer.

Metamagic Specialist, revamped
A sorcerer may exchange the Summon Familiar ability to reduce the cost of metamagic by 1 spell slot (to a minimum of 1 higher than the spell slot used for the normal spell). A Metamagic Specialist still casts metamagic spells as a full-round action unless he takes the Rapid Metamagic feat.

Stalwart Sorcerer, revamped
A sorcerer may exchange the Summon Familiar ability to gain an extra two hit points per level and proficiency with a single martial weapon, as well as Weapon Focus with that weapon. A Stalwart Sorcerer's BaB is 3/4 HD rather than 1/2 HD.


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