Sorcerer Variant 1 (3.5e Class)

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Sorcerer

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

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
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2 Spells, Power Path, Summon Familiar 53
2nd+1+0+0+3 64
3rd+1+1+1+3 Sorcerous Technique 65
4th+2+1+1+4 663
5th+2+1+1+4 Sorcerous Technique 664
6th+3+2+2+5 6653
7th+3+2+2+5 Sorcerous Technique 6664
8th+4+2+2+6 66653
9th+4+3+3+6 Sorcerous Technique 66664
10th+5+3+3+7 666653
11th+5+3+3+7 Sorcerous Technique 666664
12th+6/+1+4+4+8 6666653
13th+6/+1+4+4+8 Sorcerous Technique 6666664
14th+7/+2+4+4+9 66666653
15th+7/+2+5+5+9 Sorcerous Technique 66666664
16th+8/+3+5+5+10 666666653
17th+8/+3+5+5+10 Sorcerous Technique 666666664
18th+9/+4+6+6+11 6666666653
19th+9/+4+6+6+11 Sorcerous Technique 6666666664
20th+10/+5+6+6+12 Omega Surge 6666666666

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

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

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


0dancing lights, daze, resistance

1stdisguise self, obscuring mist, sleep

2ndblur, rope trick, touch of idiocy

3rdconfusion, deep slumber, displacement

4thdimension door, black tentacles, fear

5thplane shift, nightmare, teleport

6theyebite, mass suggestion, shadow walk

7thinsanity, prismatic spray, teleport object

8thdimensional lock, maze, prismatic wall

9thfreedom, 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

0guidance, resistance, touch of fatigue

1stalign weapon, lightning bolt, greater dispel magic

2ndalter self, darkness, web

3rdchain lightning, deeper darkness, stinking cloud

4thcharm monster, polymorph, Summon 2d6 Dretches

5thfeeblemind, plane shift, true seeing

6thblade barrier, insanity, reverse gravity

7thfire storm, greater teleport, power word stun

8thdimensional lock, greater planar binding, power word kill

9thenergy 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

0arcane mark, mage hand, message

1stcolor spray, greater dispel magic, greater magic weapon

2ndarcane lock, hypnotic pattern, rope trick

3rdbestow curse, illusory script, shrink item

4thbreak enchantment, mage's sword, rainbow pattern

5thsecret chest, sending, waves of exhaustion

6thcontingency, disintegrate, repulsion

7thforcecage, phase door, prismatic spray

8thdiscern location, maze, symbol of insanity

9thgate, 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

0guidance, light, resistance

1stdaylight, magic circle against evil, sleep

2ndglitterdust, lesser restoration, searing light

3rddismissal, prayer, remove curse

4threstoration, spell resistance, sunbeam

5thhallow, plane shift, sunburst

6thbanishment, heal, mass suggestion

7thgreater restoration, power word stun, resurrection

8thearthquake, mass heal, power word blind

9thgate, 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

0bane, guidance, resistance

1staid, augury, true strike

2ndbestow curse, heroism, slow

3rdfreedom of movement, lesser geas, prayer

4thbanishment, divination, greater heroism

5thgeas, heroes' feast, legend lore

6thfind the path, foresight, heal

7thdiscern location, limited wish, resurrection

8thgreater scrying, moment of prescience, protection from spells

9thsoul 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

0endure elements, speak with animals, ventriloquism

1stcreate water, obscuring mist, water breathing

2nddarkness, locate object, wind wall

3rdplant growth, suggestion, stinking cloud

4thcontrol winds, hallucinatory terrain, wall of ice

5thfreezing fog, insect plague, mirage arcana

6thcommand plants, find the path, move earth

7thcontrol weather, summon djinn, sunburst

8thdiscern location, foresight, whirlwind

9thelemental 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

0detect snares and pits, magic stone, mending

1stgrease, longstrider, pass without trace

2ndheat metal, meld into stone, soften earth and stone

3rdblink, shrink item, stone shape

4thstone tell, transmute rock to mud, transmute mud to rock

5thmove earth, plane shift, wall of stone

6thflesh to stone, stone to flesh, wall of iron

7thgreater teleport, limited wish, reverse gravity

8thearthquake, iron body, trap the soul

9thelemental 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

0burning hands, detect magic, light

1stenlarge person, fireball, reduce person

2nddaylight, invisibility, scorching ray

3rddelayed blast fireball, major image, wall of fire

4thfire shield, greater invisibility, minor creation

5thethereal jaunt, incendiary cloud, plane shift

6thgreater scrying, permanent image, sunburst

7thfire seeds, greater teleport, limited wish

8thbinding, meteor swarm, trap the soul

9thgate, 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

0flare, ghost sound, light

1stcolor spray, magic aura, silent image

2ndinvisibility, glitterdust, whispering wind

3rddisplacement, major image, shrink item

4thdimension door, greater invisibility, rainbow pattern

5thfeeblemind, seeming, teleport

6thflesh to stone, permanent image, sympathy

7thgreater teleport, irresistable dance, project image

8thdemand, scintillating pattern, screen

9thfreedom, 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

0flare, guidance, open/close

1stcharm person, daze monster, tongues

2ndblindness/deafness, detect thoughts, resist energy

3rdcrushing despair, magic circle against good or chaos, suggestion

4thcharm monster, dream, fire shield

5thmind fog, plane shift, seeming

6thgeas, greater arcane sight, sympathy

7thantipathy, greater scrying, greater teleport

8thdemand, mass charm monster, screen

9thdominate 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

0dancing lights, ghost sound, prestidigitation

1stcolor spray, mage armor, silent image

2nddarkness, minor image, summon swarm

3rddeeper darkness, major image, stinking cloud

4thblack tentacles, hallucinatory terrain, shadow conjuration

5thcloudkill, persistent image, shadow evocation

6thacid fog, programmed image, shadow walk

7thgreater shadow conjuration, phase door, simulacrum

8thmind blank, scintillating pattern, greater shadow evocation

9thmage'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

0disrupt undead, inflict minor wounds, mending

1stcause fear, inflict moderate wounds, obscuring mist

2nddesecrate, false life, ghoul touch

3rdanimate dead, gentle repose, vampiric touch

4thdeath ward, enervation, phantasmal killer

5thcreate undead, finger of death, harm

6thcircle of death, legend lore, undeath to death

7thcontrol undead, create greater undead, resurrection

8thmass harm, mind blank, symbol of death

9thenergy 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

0daze, mending, touch of fatigue

1sterase, ray of enfeeblement, true strike

2ndshatter, slow, touch of idiocy

3rdgentle repose, haste, sepia snake sigil

4thdimension door, hold monster, waves of fatigue

5thbreak enchantment, fabricate, permanency

6thcircle of death, disintegrate, move earth

7thdelayed blast fireball, sequester, vision

8thbinding, moment of prescience, temporal stasis

9thforesight, refuge, time stop

Ex-Sorcerers

.

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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