Sorcerer, 3rd Variant (3.5e Class)
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A sorcerer is born with a natural talent for arcane magics. Sorcerers are often self-taught, but are sometimes known to seek teachers. Unlike wizards, sorcerers do not generally have extensive knowledge of the magic they use. They do what comes to them, and are extremely versatile. The gift of sorcery is seemingly random, but some sorcerers boast that it is bestowed upon them by the gods themselves. Others say it is the blood of ancient magicians reawakened in them. Sorcerers can tend to have an inflated ego, and expect others to bend to their will. This attitude has caused sorcerers to be labeled by some as evil beings, when in fact it is not always true.
Summary of Changes:
(Mostly notes to myself)
- Learns spells at the same level as wizard
- Less spells per day than vanilla sorcerer (Still more than wizard)
- Removed familiar
These three changes alone should create a good place (slightly weak) to start with adjusting the sorcerer's power.
- Removed some of the limitations on the spell exchanging mechanic (See here)
- Added Ancient Wisdom class ability
Making a Sorcerer
Starting Age: Simple.
|Saving Throws||Special||Spells per Day|
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. 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.
Upon reaching 4th level, and at every sorcerer level after that, 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. 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.
Ancient Wisdom: A sorcerer can not learn metamagic feats. Instead, starting at 5th level they can spend an additional hour meditating after 8 hours of rest in order to fill a special spell slot. The spell occupying this slot can be any arcane spell of a level the sorcerer is capable of casting. Additionally, the spell is modified by one metamagic feat of the sorcerer's choosing at the time of meditation. The sorcerer does not have to have known the spell or feat prior to meditating, nor do they retain knowledge of the spell or feat after it has been spent. Once the spell is spent, the sorcerer is unable to fill the Ancient Wisdom slot again until the end of 1d6 days.