Wild Sorcerer (3.5e Class)

Wild Sorcerer

The Wild Sorcerer is a Mage born and grown up in the nature. While having the usual power of a Sorcerer he also has the power of nature.

Making a Wild Sorcerer

Mainly a mage but with the healing power of a Druid and with a hit die of d6 also good for short mellee fights. Altough the price for using the power of nature is the loss of all supportive spells as a Sorcerer.

Abilities: While being primary a offensive magic user, the player has a choice for healing and support spells of a Druid.

Races: Any races can become a Wild Sorcerer altough the most commen are the races that live in the wild like the Lizardfolk or the elves.

Alignment: Any

Starting Gold: As Sorcerer

Starting Age: As Sorcerer

Table: The Wild Sorcerer

Hit Die: d6

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

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration, Craft, Heal, Knowledge (Nature), Listen, Spellcraft, Spot, Survival.

Class Features

All of the following are class features of the Wild Sorcerer.

Weapon and Armor Proficiency: Only Weapon Simple Profienciency and no Armor Proficiency.

Spells: Wild Sorcers casts mainly Arcane Spells like the Wizards or the normal Sorcerer, but also can obtain spells of the Druid class. To learn a new spell a Wild Sorcerer must have an Cha score of 10+ the spell level. The DC for a saving throw against a Wild Sorcerer's spell is 10+ the spell level + the Cha modifier of the Wild Sorcerer. Wild Sorcerers choose their spells from the following list:

0Acid Splash, Ray of Frost, Disrupt Undead, Mending, Flare, Cure Minor Wounds, Create Water, Detect Magic, Light, Virtue

1stSummon Monster I, Identify, Sleep, Burning Hands, Magic Missile, Shocking Grasp, Chill Touch, Cure Light Wounds, Magic Fang, Produce Flame, Detect Plants/Animals

2ndMelf's Acid Arrow, Summon Monster II, Flaming Sphere, Scorching Ray, Blindness/Deafness, Whispering Wind, Pyrotechnics, Flame Blade, Lesser Restoration, Delay Poison, Fire Trap, Heat Metal, Chill Metal

3rdDispel Magic, Summon Monster III, Tongues, Daylight, Lightning Bolt, Fireball, Gentle Repose, Vampiric Touch, Blink, Call Lightning, Cure Moderate Wounds, Greater Magic Fang, Neutralize Poison, Poison, Remove Disease, Spike Growth, Water Breathing

4thRemove Curse, Dimension Door, Summon Monster IV, Fire Shield, Ice Strom, Shout, Wall of Fire, Wall of Ice, Animate Dead, Fear, Air Walk, Blight, Cure Serious Wounds, Flame Strike, Rusting Grasp, Spike Stones, Control Water

5thBreak Enchantment, Cloudkill, Summon Monster V, Teleport, Wall of Stone, Cone of Cold, Nightmare, Permancy, Waves of Fatigue, Atonement, Call Lightning Storm, Control Winds, Cure Critical Wounds, Death Ward, Wall of Thorns

6thGreater Dispel Magic, Acid Fog, Summon Monster VI, Legend Lore, Chain Lightning, True Seeing, Otiluke's Freezing Sphere, Circle of Death, Create Undead, Flesh to Stone, Stone to Flesh, Mass Cure Light Wounds, Fire Seeds, Find the Path, Repel Wood

7thSpell Turning, Phase Door, Summon Monster VII, Greater Teleport, Teleport Object, Vision, Insanity, Delayed Blast Fireball, Mordenkainen's Sword, Control Undead, Finger of Death, Control Weather, Limited Wish, Mass Cure Moderate Wounds, Fire Storm, Heal

8thIncendiary Cloud, Summon Monster VIII, Polar Ray, Greater Shout, Sunburst, Create Greater Undead, Mass Cure Serious Wounds, Earthquake, Whirlwind, Word of Recall, Animal Shapes

9thSummon Monster IX, Teleportation Circle, Meteor Swarm, Wail of the Banshee, Wish, Time Stop, Mass Cure Critical Wounds, Regenerate, Storm of Vegenance, Dragon Form (only Aviable with an Intelligence of 22+)

Table: Wild Sorcerer Spells Known
LevelSpells Known
01st2nd3rd4th5th6th7th8th9th
1st42
2nd52
3rd531
4th631
5th642
6th7421
7th7532
8th85321
9th85432
10th954321
11th955432
12th9554321
13th9554432
14th95544321
15th95544432
16th955444321
17th955444332
18th9554443321
19th9554443332
20th9554443333

Playing a Wild Sorcerer

Religion: A Wild Sorcerer usually don't pray to any deities for they are mostly abandoned to the wildness as a child. But if they do then they pray to Boccob the god of magic.

Other Classes: Tends to be a lone wolf in groups. While they certainly enjoy the companion they don't show it openly. They tend to get in conflicts with other Sorcerers and Druids though since they have some of their traits.

Combat: The Wild Sorcerer usually takes the role of a combat caster and occasionally also a healer.

Epic Wild Sorcerer

Table: The Epic Sorcerer

Hit Die: d8

LevelSpecial
21st
22nd
23rdBonus Feat
24th
25th
26thBonus Feat
27th
28th
29thBonus Feat
30th

2 + Int modifier skill points per level.

Spells: The wild sorcerer’s caster level is equal to his or her class level. The wild sorcerer’s number of spells per day increase after 20th level by one spell at each spell level each level up until the wild sorcerer has 5 spells in each spell level.

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

Epic Sorcerer Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity, Summon Familiar/Animal Companion.



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