Sorcerer Variant 1 (3.5e Class)

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Sorcerer[edit]

Sorcerers are people who form arcane power from some source into magical spells, and do so via their own personal awesomeness. There really isn't a unifying theme to Sorcerers outside their specific sources of power, though there is a lot of similarity between sorcerers with the same Power Path.

Making a Sorcerer[edit]

Sorcerers are spellcasters. Their place in a party really has a lot to do with what their particular spells are; however, they can generally fill the "arcanist" spot pretty well.

Abilities: A Sorcerer's spellcasting is dependent entirely on their Charisma. That's what really matters.

Races: Anybody could plausibly be a sorcerer, they get powers from all kinds of places.

Alignment: Some sorcerers get powers from demons, some get them from angels, and some get them from fire. There is really no unifying stance that they have about alignment.

Starting Gold: As PHB Sorcerer.

Starting Age: Simple.

Table: The 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 +0 +2 Spells, Power Path, Summon Familiar 5 3
2nd +1 +0 +0 +3 6 4
3rd +1 +1 +1 +3 Sorcerous Technique 6 5
4th +2 +1 +1 +4 6 6 3
5th +2 +1 +1 +4 Sorcerous Technique 6 6 4
6th +3 +2 +2 +5 6 6 5 3
7th +3 +2 +2 +5 Sorcerous Technique 6 6 6 4
8th +4 +2 +2 +6 6 6 6 5 3
9th +4 +3 +3 +6 Sorcerous Technique 6 6 6 6 4
10th +5 +3 +3 +7 6 6 6 6 5 3
11th +5 +3 +3 +7 Sorcerous Technique 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 Sorcerous Technique 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 Sorcerous Technique 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 Sorcerous Technique 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 Sorcerous Technique 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Omega Surge 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), Knowledge (Arcana) (Int), Profession (Wis), Spellcraft (Int). Sorcerers also receive bonus class skills depending on their Power Path.

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 from their power path and 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.

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. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.

A sorcerer has three spells per spell level known which are defined by his Power Path. In addition, at every class level above first, a Sorcerer learns a new spell of his choice drawn from the sorcerer/wizard spell list, which may be of any level up to the highest spell level he is able to cast.

Power Path: Every sorcerer derives his or her power from a source, whether it's a mystic principle, a pact with greater powers, or innate magic. These are called Power Paths. Each Power Path defines three spells per level which sorcerers with that Path learn automatically, and an ability that they gain with the first level of the sorcerer class. Each Power Path also defines a few skills which are sorcerer class skills for sorcerers of that Path. Also, the sorcerer's power source obviates the need for material components worth 1 gp or less for casting any spells the sorcerer knows.

Some sample Power Paths are provided below; new Paths for backgrounds that don't fit with the provided ones should definitely be made.

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.

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 Consitution 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; however, these level stack for determining the familiar's abilities.

Omega Surge: Once per day, a 20th level sorcerer may apply three spell levels' worth of metamagic to a spell at no modification to the spell slot required. These levels also do not affect the casting time of the spell.

Example Power Paths[edit]

Aberrant Power You get power from beyond the spheres, from another world, another time. Your magic is bizarre and strange, outside of what others of your race have experienced.

Scion of Madness (Ex): You may act normally while dazed or confused. This ability does not function if a dazed status was inflicted upon you by a spell that you cast yourself.

Skills: Decipher Script, Knowledge (Dungeoneering & Planes), Swim

Spells


0—dancing lights, daze, resistance

1st—disguise self, obscuring mist, sleep

2nd—blur, rope trick, touch of idiocy

3rd—confusion, deep slumber, displacement

4th—dimension door, black tentacles, fear

5th—plane shift, nightmare, teleport

6th—eyebite, mass suggestion, shadow walk

7th—insanity, prismatic spray, teleport object

8th—dimensional lock, maze, prismatic wall

9th—freedom, gate, prismatic sphere

Abyssal Might You are tainted and inspired by demons, or perhaps a specific demon. Your power brings ruin and devastation to the world.

Electricity Immunity (Ex): You have immunity to electricity effects and damage.

Skills: Disguise, Knowledge (Planes & Religion), Survival

Spells

0—guidance, resistance, touch of fatigue

1st—align weapon, lightning bolt, greater dispel magic

2nd—alter self, darkness, web

3rd—chain lightning, deeper darkness, stinking cloud

4th—charm monster, polymorph, Summon 2d6 Dretches

5th—feeblemind, plane shift, true seeing

6th—blade barrier, insanity, reverse gravity

7th—fire storm, greater teleport, power word stun

8th—dimensional lock, greater planar binding, power word kill

9th—energy drain, implosion, wish

Arcane Blood You have natural magic.

Arcane Bond (Su): You can infuse a relic of power which has the form of an amulet, ring, staff, wand, or weapon. This relic must be worn or wielded to have effect, and if the sorcerer is not using it he requires a DC 20 + spell level Concentration check in order to cast a spell; however, he can use it once per day to cast any spell he knows without expending a spell slot. If destroyed, this can be replaced within a week by performing a ritual. If merely damaged, the item repairs itself when the Sorcerer next recovers expended spell slots. This item can be enhanced as normal for its item type if the Sorcerer has the appropriate item creation ability, but only works for the Sorcerer; if the item has charges, it does not lose its Arcane Bond if and when those charges are expended.

Skills: Disable Device, Listen, Perform, Search, Spot

Spells

0—arcane mark, mage hand, message

1st—color spray, greater dispel magic, greater magic weapon

2nd—arcane lock, hypnotic pattern, rope trick

3rd—bestow curse, illusory script, shrink item

4th—break enchantment, mage's sword, rainbow pattern

5th—secret chest, sending, waves of exhaustion

6th—contingency, disintegrate, repulsion

7th—forcecage, phase door, prismatic spray

8th—discern location, maze, symbol of insanity

9th—gate, shades, storm of vengeance

Celestial Power You have the power of the sacred lands. Your magic may have been blessed by Archons or Eladrin, or it may have come to you by much sketchier means such as drinking Celestial Ambrosia or stealing heavenly fire.

Know Evil (Su): You can see the alignment auras of creatures within 60' of you as if you had been concentrating on an appropriate detect alignment spell or benefited from a divine version of true seeing. This gives you no special ability to see through illusions of any kind however.

Skills: Diplomacy, Knowledge (Religion & Planes), Sense Motive

Spells

0—guidance, light, resistance

1st—daylight, magic circle against evil, sleep

2nd—glitterdust, lesser restoration, searing light

3rd—dismissal, prayer, remove curse

4th—restoration, spell resistance, sunbeam

5th—hallow, plane shift, sunburst

6th—banishment, heal, mass suggestion

7th—greater restoration, power word stun, resurrection

8th—earthquake, mass heal, power word blind

9th—gate, implosion, mass hold monster

Destined Magic Fate has conspired to give you magic. It probably has some kind of plan for what you are supposed to do with it as well. You can decide for yourself whether you have any choice in the matter.

A Higher Purpose (Su): Once per day, you may reroll one of your Saving Throws. You must keep the second roll, even if it is lower.

Skills: Escape Artist, Sense Motive, Sleight of Hand

Spells

0—bane, guidance, resistance

1st—aid, augury, true strike

2nd—bestow curse, heroism, slow

3rd—freedom of movement, lesser geas, prayer

4th—banishment, divination, greater heroism

5th—geas, heroes' feast, legend lore

6th—find the path, foresight, heal

7th—discern location, limited wish, resurrection

8th—greater scrying, moment of prescience, protection from spells

9th—soul bind, time stop, true resurrection

Draconic Power You have gained the natural powers of the dragon, whether naturally or through theft. The blood of Tiamat now flows through your veins.

Depending upon the type of dragon from whom you draw the most power, select one type of Energy (Fire, Acid, Electricity, or Cold). You are immune to that kind of energy damage.

Skills: Climb, Jump, Handle Animal

Spells

0—endure elements, speak with animals, ventriloquism

1st—create water, obscuring mist, water breathing

2nd—darkness, locate object, wind wall

3rd—plant growth, suggestion, stinking cloud

4th—control winds, hallucinatory terrain, wall of ice

5th—freezing fog, insect plague, mirage arcana

6th—command plants, find the path, move earth

7th—control weather, summon djinn, sunburst

8th—discern location, foresight, whirlwind

9th—elemental swarm, refuge, shapechange

Earth Power You have the elemental powers of Earth, whether from ancient hanky panky with the Dao or directly from the earth beneath your feet.

Tremorsense (Su): You have tremorsense out to 10'. At 7th level, this extends to 20', and every odd numbered level after that the radius increases by 5 feet.

Skills: Balance, Climb, Diplomacy, Tumble

Spells

0—detect snares and pits, magic stone, mending

1st—grease, longstrider, pass without trace

2nd—heat metal, meld into stone, soften earth and stone

3rd—blink, shrink item, stone shape

4th—stone tell, transmute rock to mud, transmute mud to rock

5th—move earth, plane shift, wall of stone

6th—flesh to stone, stone to flesh, wall of iron

7th—greater teleport, limited wish, reverse gravity

8th—earthquake, iron body, trap the soul

9th—elemental swarm (Earth only), gate, wish

Fire Power You have the powers of Fire, possibly as a blessing from the Efreet.

Fire Immunity (Ex): You have immunity to fire.

Skills: Decipher Script, Knowledge (Nobility & Planes), Sense Motive

Spells

0—burning hands, detect magic, light

1st—enlarge person, fireball, reduce person

2nd—daylight, invisibility, scorching ray

3rd—delayed blast fireball, major image, wall of fire

4th—fire shield, greater invisibility, minor creation

5th—ethereal jaunt, incendiary cloud, plane shift

6th—greater scrying, permanent image, sunburst

7th—fire seeds, greater teleport, limited wish

8th—binding, meteor swarm, trap the soul

9th—gate, storm of vengeance, wish

Fey Power You naturally use the magic of the Fey. The real and the unreal blend together at your whim.

Fairy Trod (Su): You may move unimpeded by vegetation and other natural difficult terrain, and leave no tracks in a natural surrounding. You cannot be perceived or tracked by scent.

Skills: Disguise, Handle Animal, Ride

Spells

0—flare, ghost sound, light

1st—color spray, magic aura, silent image

2nd—invisibility, glitterdust, whispering wind

3rd—displacement, major image, shrink item

4th—dimension door, greater invisibility, rainbow pattern

5th—feeblemind, seeming, teleport

6th—flesh to stone, permanent image, sympathy

7th—greater teleport, irresistable dance, project image

8th—demand, scintillating pattern, screen

9th—freedom, teleportation circle, weird

Infernal Power The power of the Hells flows through your arteries and veins. A dark fire of treachery and deceit powers your every waking moment.

See in Darkness (Su): Like a Baatezu, you can see in the absence of light and even in magical darkness as if it was well illuminated with no particular range limitations.

Skills: Diplomacy, Knowledge (Nobility & Planes), Sense Motive

Spells

0—flare, guidance, open/close

1st—charm person, daze monster, tongues

2nd—blindness/deafness, detect thoughts, resist energy

3rd—crushing despair, magic circle against good or chaos, suggestion

4th—charm monster, dream, fire shield

5th—mind fog, plane shift, seeming

6th—geas, greater arcane sight, sympathy

7th—antipathy, greater scrying, greater teleport

8th—demand, mass charm monster, screen

9th—dominate monster, gate, imprisonment

Shadow Power You channel the power of the plane of shadow, creating strange effects that blur the line between reality and illusion.

See in Darkness (Su): You see in shadowy illumination and even full darkness as easily as fully lit areas, even in magically created areas of darkness.

Skills: Escape Artist, Hide, Move Silently, Sleight of Hand

Spells

0—dancing lights, ghost sound, prestidigitation

1st—color spray, mage armor, silent image

2nd—darkness, minor image, summon swarm

3rd—deeper darkness, major image, stinking cloud

4th—black tentacles, hallucinatory terrain, shadow conjuration

5th—cloudkill, persistent image, shadow evocation

6th—acid fog, programmed image, shadow walk

7th—greater shadow conjuration, phase door, simulacrum

8th—mind blank, scintillating pattern, greater shadow evocation

9th—mage's disjunction, shades, weird

Undead Power You have the ever living power of the living dead. Like Mum-Ra.

Rebuke Undead (Su): You can channel negative energy like a Cleric of an Evil god of your level.

Skills: Heal, Hide, Knowledge (History & Religion), Move Silently

Spells

0—disrupt undead, inflict minor wounds, mending

1st—cause fear, inflict moderate wounds, obscuring mist

2nd—desecrate, false life, ghoul touch

3rd—animate dead, gentle repose, vampiric touch

4th—death ward, enervation, phantasmal killer

5th—create undead, finger of death, harm

6th—circle of death, legend lore, undeath to death

7th—control undead, create greater undead, resurrection

8th—mass harm, mind blank, symbol of death

9th—energy drain, true resurrection, wail of the banshee

Time Power For every thing there is a purpose, a time, and a season. Your magic has found its time and its season. It is to you to find for it a purpose.

Always in Time (Su): Once per day you may reroll an Initiative check. The second roll must be taken even if it is lower.

Skills: Handle Animal, Heal, Survival

Spells

0—daze, mending, touch of fatigue

1st—erase, ray of enfeeblement, true strike

2nd—shatter, slow, touch of idiocy

3rd—gentle repose, haste, sepia snake sigil

4th—dimension door, hold monster, waves of fatigue

5th—break enchantment, fabricate, permanency

6th—circle of death, disintegrate, move earth

7th—delayed blast fireball, sequester, vision

8th—binding, moment of prescience, temporal stasis

9th—foresight, refuge, time stop

Ex-Sorcerers[edit]

.

Epic Sorcerer[edit]

Table: The Epic

Hit Die: d

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th
+ Int modifier skill points per level.

:

:


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

Epic Bonus Feat List: .

Sorcerer Starting Package[edit]

Weapons: .

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

Skill Ranks Ability Armor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Sorcerer[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Sorcerers in the World[edit]

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Sorcerer Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Sorcerers in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .



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