Sorcerer, 4th Variant (3.5e Class)

From D&D Wiki

Jump to: navigation, search


Sorcerer[edit]

The original 3.5 addition sorcerer sucked and we all know it, so to make it a better class to played I'm going to be making some alterations. Sorcery is an inborn talent, taking the world around you and bending it to your will. Sorcerer have the ability to do just that. while flinging spells around they also have been heard to create weapons and magical protection out of thin air.

Making a Sorcerer[edit]

Sorcery in this kind of style is shifted soly into two categories, offensive and defensive magic. Characters at first level get to choose which one they are going to devote themselves to. If a character is to choose offensive, they are more likely the striker of the party. If the character is to choose defensive, that character is more likely the controller and protector of the party.


Abilities: Dexterity, constitution and charisma are going to be the most that you want.

Races: Humans and half-elves make up the bulk of sorcerers but Elves are common as well although sorcery can develope unpredictably in any race.

Alignment: Sorcery demands a open-minded approach to life and as such most are chaotic. However some races take a hard focus to use magicks causing some to be lawful.

Starting Gold: 1d6 * 10

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 +2 +2 Arcane implement, craft item familiar (amulet), windcraft magic 5 3
2nd +1 +0 +3 +3 6 4
3rd +2 +1 +3 +3 6 5
4th +3 +1 +4 +4 windcraft +1 6 6 3
5th +3 +1 +4 +4 6 6 4
6th +4 +2 +5 +5 Draconic heritage feat 6 6 5 3
7th +5 +2 +5 +5 6 6 6 4
8th +6/+1 +2 +6 +6 windcraft +2 6 6 6 5 3
9th +6/+1 +3 +6 +6 6 6 6 6 4
10th +7/+2 +3 +7 +7 Fey Heritage 6 6 6 6 5 3
11th +8/+3 +3 +7 +7 6 6 6 6 6 4
12th +9/+4 +4 +8 +8 windcraft +3 6 6 6 6 6 5 3
13th +9/+4 +4 +8 +8 6 6 6 6 6 6 4
14th +10/+5 +4 +9 +9 Celestial heritage feat 6 6 6 6 6 6 5 3
15th +11/+6/+1 +5 +9 +9 6 6 6 6 6 6 6 4
16th +12/+7/+2 +5 +10 +10 windcraft +4 6 6 6 6 6 6 6 5 3
17th +12/+7/+2 +5 +10 +10 6 6 6 6 6 6 6 6 4
18th +13/+8/+3 +6 +11 +11 infernal heritage feat 6 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +6 +11 +11 6 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +6 +12 +12 wind craft +5 6 6 6 6 6 6 6 6 6 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Alchemy (Int), Concentration (Con), Craft (Int),heal Knowledge (arcana) (Int), Profession (Wis),Sense motive,Speak language, Spellcraft (Int).

Class Features[edit]

Sorcery is a powerful magical art contrary to what wizards say. All of the following are class features of the sorcerer.

Weapon and Armor Proficiency: all simple weapons, light armor and with their windcraft

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.

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’s selection of spells is extremely limited. A sorcerer begins play knowing five 0-level spells and three 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 numbers on Table: Sorcerer Spells Known are fixed.) 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.

Table: Sorcerer Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 3
2nd 6 3
3rd 6 4
4th 7 4 2
5th 7 5 3
6th 8 5 3 2
7th 8 6 4 3
8th 9 6 4 3 2
9th 9 7 5 4 3
10th 9 7 5 4 3 2
11th 9 8 6 5 3 3
12th 9 8 6 5 4 3 2
13th 9 9 6 5 4 3 3
14th 9 9 6 5 4 3 3 2
15th 9 9 6 5 4 4 3 3
16th 9 9 6 5 4 4 3 3 2
17th 9 9 6 5 4 4 3 3 2
18th 9 9 6 5 4 4 3 3 2 2
19th 9 9 6 5 4 4 3 3 3 2
20th 9 9 6 5 4 4 3 3 3 3

Arcane Implement (Ex): a sorcerer must starts off with a ring that is 100 gold pieces of value with either a diamond, ruby or a shapire (the sorcerer's choice). all spells can only be cast while wearing this Arcane Implement. The ring takes up the postion of one magic ring on your body. While wearing this ring you do not have to use material components in your spells. Rituals still need components though.

craft item familiar (amulet) (Ex): This ability functions as Item familiar found in unearthed Arcana

Windcraft (Ex): a sorcerer must starts off with a choice, either offensive or defensive. Once te choice is made at first level, two destictive abilities open up for the sorcerer. every four levels the sorcerer gains a bonus on the windcraft abilities she chose.

Offensive: If the sorcerer chooses offensive then she gains the spell-like ability to craft a melee weapon out of air. the weapon is whatever the sorcerer chooses it to be, as long as she has proficiency with it. This effect is powered by a somatic component and requires that the sorcerer be able to use their hands. Every four levels the weapon gains another +1 bonus, this can be a weaponized magic affect that is known to the sorcerer equal to the bonus that she has at the time. As a further restriction to the sorcerer she can only choose attack spells for her spells known.

Defensive: If the sorcerer chooses defensive then she gains the ability to protect herself from damage, bringing forth a circular shield with a diameter of 5 feet. This similar to the shield spell but constantly active as long as the sorcerer concentrates on it. this shield is capable of blocking magic missile and absorbing it's power and gives a +4 AC bonus (deflection) this bonus stacks with the +1 bonus of the windcraft ability. While active you can also use spells such as mage armor and protection from arrows, but you yourself cannot have another shield effect on you. As a further restriction a sorcerer with the defensive windcraft ability cannot take offensive spells on their known spell list.

Heritage (Ex): as a sorcerer advances in power more and more abilities come to him. He gains access to the powers that helped estalished his power.

Draconic heritage: a sorcerer gains draconic heritage heritage as a bonus feat even if he doesn't meet the prerequisite as described in Complete Arcane.

Fey heritage: a sorcerer gains fey heritage heritage as a bonus feat even if he doesn't meet the prerequisite. As described in Complete Mage.

Celestial Heritage: a sorcerer gains celestial heritage heritage as a bonus feat even if he doesn't meet the prerequisite. As described in players handbook 2.

Infernial heritage: a sorcerer gains infernial heritage heritage as a bonus feat even if he doesn't meet the prerequisite. as described in players hand book 2.

elf Sorcerer Starting Package[edit]

Weapons: Windcraft Longsword

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

Skill Ranks Ability Armor
Check
Penalty
bluff 4 Cha -
Diplomacy 4 Cha -
Concentration 4 Con -
Knowledge Arcana 4 Int -
Spellcraft 4 Int -

Feat: Spell focus (evocation)

Gear: leather armor, Arcane Implement (shapire ring), Item familair (Amulet of aggamato)

Gold: 40gp.

Campaign Information[edit]

Playing a Sorcerer[edit]

Religion: Sorcerer, if the worship at all, go for magic gods such as Boccob or Wee Jas

Other Classes: Sorcerers are rivals to Wizards and often compete with them for mastery of magic. For the most part they get along with other self-taught classes, such as rogues. They tend to be edgy around overly lawful types such as paladins and lawful good clerics

Combat: spellcaster: striker (if offensive) or controller (If defensive)

Advancement: sorcerers tend to stay sorcerers if they wish to advance their windcraft, although if they want to learn more it is possible for them to mutliclass as wizards. When a sorcerer becomes powerful enough they tend to go into the prestiege class: Arch Mage or Sorcerer Supreme

Sorcerers in the World[edit]

Who am I? I'm the sorcerer Supreme
—Doctor Stephan Strange, Human Sorcerer Supreme

sorcerers tend to play and extreme role in the world, either they're out in the open, flaunting their abilities, or they are hidden away and wish not to draw attention to themselves. Either way Sorcerers have a powerful manner about them seeing as how they thrive on their charisma. And while a sorcerer isn't likely to be teaching a class on arcane theory, they are knowledgable enough to help a budding young spellcaster understand his powers.

Daily Life: a sorcerer tends to go about his day as any normal man, woman, or child would. but after dark when no one is watching they practice their spells and magicks.

Notables: Doctor Stephan Strange, Sorcerer Supreme. Dr Strange is single handely the most powerful sorcerer on the planet. born as a normal human he grew to understand his magical talents almost half-way through his life. after finding his inner power, dr. strange learned of his ability to take in and absorb magic and rebound it against his enemies. this very ability helped him defeat a dark magical god from enslaving the world. he took in the god's very essence ensuring that he couldn't use his powers to destroy life as we know it.

Organizations: sorcerers are to loose of a group to have any one organization. Most tend to join a wizard guild under the guise of a wizard.

NPC Reactions: Most NPCs view sorcerers with suspicion, unless they know them personally. With so much power behind them, sorcerers tend to throw around their weight as powerful weapons of another authority figure.

Sorcerer Lore[edit]

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

<-the appropriate skills->
DC Result
5 sorcerers are spontaneous spellcasters
10 Sorcerers can bend air into weapons or powerful shields
20 Sorcerers can forgo material components in their spells if they are wearing an arcane ring
30 gains the knowledge of any sorcerers in the area



Back to Main Page3.5e HomebrewClassesBase Classes -->

Home of user-generated,
homebrew pages!


Advertisements: