Sorcerer, 2nd Variant (3.5e Class)

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Sorcerer, 2nd Variant

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

Alignment: Any.

Starting Age: Simple.

Table: The Sorcerer

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2 Innate Ability 53
2nd+1+0+0+3 64
3rd+1+1+1+3 65
4th+2+1+1+4 663
5th+2+1+1+4 Metamagic Insight 664
6th+3+2+2+5 6653
7th+3+2+2+5 Power Specialist 6664
8th+4+2+2+6 66653
9th+4+3+3+6 66664
10th+5+3+3+7 Metamagic Insight 666653
11th+5+3+3+7 666664
12th+6/+1+4+4+8 6666653
13th+6/+1+4+4+8 Power Specialist 6666664
14th+7/+2+4+4+9 66666653
15th+7/+2+5+5+9 Metamagic Insight 66666664
16th+8/+3+5+5+10 666666653
17th+8/+3+5+5+10 666666664
18th+9/+4+6+6+11 6666666653
19th+9/+4+6+6+11 Power Specialist 6666666664
20th+10/+5+6+6+12 Metamagic Insight 6666666666

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

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
LevelSpells Known
01st2nd3rd4th5th6th7th8th9th
1st42
2nd52
3rd53
4th631
5th642
6th7421
7th7532
8th85321
9th85432
10th954321
11th955432
12th9554321
13th9554432
14th95544321
15th95544432
16th955444321
17th955444332
18th9554443321
19th9554443332
20th9554443333
Table: Sorcerer Bonus Spells per Day
ChaBonus Spells per Day
01st2nd3rd4th5th6th7th8th9th
11-121
13-1411
15-16111
17-181111
19-2021111
21-22221111
23-242221111
25-2622221111
27-28322221111
29-30332222111

Ex-Sorcerer

.

Epic Sorcerer

Table: The Epic

Hit Die: d

LevelSpecial
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

Weapons: .

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

SkillRanksAbilityArmor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Playing a Sorcerer

Religion: .

Other Classes: .

Combat: .

Advancement: .

Sorcerers in the World

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Sorcerer Lore

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.

DCResult
5.
10.
15.
20.

Sorcerers in the Game


Adaptation: .

Sample Encounter: .

EL : .


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