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*'''Armored Mage ([[Ex]]):''' The sorcerer has practiced casting in armor enough that they have an intuition for how to avoid spell failure due to wearing heavy things. He may now cast in light armor without suffering arcane spell failure, as a Bard. This ability may be taken two additional times, which improves the ability to apply also to Medium and Heavy armor, respectively. The ability does not confer proficiency with the armor, it only negates the spell failure chance.
 
*'''Armored Mage ([[Ex]]):''' The sorcerer has practiced casting in armor enough that they have an intuition for how to avoid spell failure due to wearing heavy things. He may now cast in light armor without suffering arcane spell failure, as a Bard. This ability may be taken two additional times, which improves the ability to apply also to Medium and Heavy armor, respectively. The ability does not confer proficiency with the armor, it only negates the spell failure chance.
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*'''Counterspell Reflexes:''' The sorcerer has tuned their magic senses to be able to reflexively counter another spellcaster's magic. He may make a counterspell attempt as an immediate action, as though he had readied an action to do so. Additionally, he gains [[SRD:Improved Counterspell|Improved Counterspell]] as a bonus feat.
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*'''Extra Spell:''' The sorcerer gains Extra Spell as a bonus feat. Whenever he gains a new spell level, he may change which spell the feat grants.
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*'''Metamagic:''' The sorcerer gains a [Metamagic] feat for which he meets the prerequisites as a bonus feat.
   
 
===Example Power Paths===
 
===Example Power Paths===

Revision as of 21:00, 28 April 2010

Template:T2; Template:T2; Template:T2

Code

Template:T2

This is an alteration to the sorcerer that gives them more thematically appropriate spells known, so they aren't obviously inferior to wizards. It's based on stuff FrankTrollman posted on the Pathfinder forums back during alpha.

Created By
Quantumboost (talk)
Date Created: 4/26/2010
Status: Todo: come up with class features that are shiny
(but don't completely discourage PrCing). Fix the
things that are Pathfinder-specific.
Editing: Please feel free to edit constructively!
Balance: Wizard

{{#set:Summary=A sorcerer that isn't obviously inferior to a wizard. |Length=7-20 |Minimum Level=1 |Base Attack Bonus Progression=Poor |Fortitude Save Progression=Poor |Reflex Save Progression=Poor |Will Save Progression=Will |Class Ability=Arcane Spellcasting |Class Ability=Spontaneous Spellcasting |Class Ability Progression=Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}

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
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Spells, Power Path, Summon Familiar 5 3
2nd +1 +0 +0 +3 6 4
3rd +1 +1 +1 +3 Eschew Materials 6 5
4th +2 +1 +1 +4 6 6 3
5th +2 +1 +1 +4 Sorcerous Technique 6 6 4
6th +3 +2 +2 +5 6 6 5 3
7th +3 +2 +2 +5 Sorcerous Technique 6 6 6 4
8th +4 +2 +2 +6 6 6 6 5 3
9th +4 +3 +3 +6 Sorcerous Technique 6 6 6 6 4
10th +5 +3 +3 +7 6 6 6 6 5 3
11th +5 +3 +3 +7 Sorcerous Technique 6 6 6 6 6 4
12th +6/+1 +4 +4 +8 6 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 Sorcerous Technique 6 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Sorcerous Technique 6 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 Sorcerous Technique 6 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 Sorcerous Technique 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 6 6 6 6 6 6 6 6 6 6

Class Skills (Skill Points::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 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.

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.

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.

Sorcerous Technique: At 5th level, and every odd class level afterwards, a sorcerer learns a technique to enhance their magical powers. Choose one of the following abilities:

  • Armored Mage (Ex): The sorcerer has practiced casting in armor enough that they have an intuition for how to avoid spell failure due to wearing heavy things. He may now cast in light armor without suffering arcane spell failure, as a Bard. This ability may be taken two additional times, which improves the ability to apply also to Medium and Heavy armor, respectively. The ability does not confer proficiency with the armor, it only negates the spell failure chance.
  • Counterspell Reflexes: The sorcerer has tuned their magic senses to be able to reflexively counter another spellcaster's magic. He may make a counterspell attempt as an immediate action, as though he had readied an action to do so. Additionally, he gains Improved Counterspell as a bonus feat.
  • Extra Spell: The sorcerer gains Extra Spell as a bonus feat. Whenever he gains a new spell level, he may change which spell the feat grants.
  • Metamagic: The sorcerer gains a [Metamagic] feat for which he meets the prerequisites as a bonus feat.

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.
Special Skills: Knowledge (Dungeoneering & Planes), Linguistics, Swim

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells


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.
Special Skills: Disguise, Knowledge (Planes & Religion), Survival

Cantrips

  • [[SRD:|SRD:]]
  • [[SRD:|SRD:]]
  • [[SRD:|SRD:]]

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells


Arcane Blood

You have natural magic.

Arcane Bond (Su): As a Wizard of your level.
Special Skills: Disable Device, Perception, Perform

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells


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.
Special Skills: Diplomacy, Knowledge (Religion & Planes), Sense Motive

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells


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.
Special Skills: Escape Artist, Sense Motive, Sleight of Hand

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells


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.
Special Skills: Climb, Jump, Handle Animal

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells


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.
Special Skills: Acrobatics, Climb, Diplomacy

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells


Fire Power

You have the powers of Fire, possibly as a blessing from the Efreet.

Fire Immunity (Ex): You have immunity to fire.
Special Skills: Knowledge (Nobility & Planes), Linguistics, Sense Motive

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells


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.
Special Skills: Disguise, Handle Animal, Ride

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells


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.
Special Skills: Diplomacy, Knowledge (Nobility & Planes), Sense Motive

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells


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.
Special Skills: Escape Artist, Sleight of Hand, Stealth

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells


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.
Special Skills: Heal, Knowledge (History & Religion), Stealth

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells


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.
Special Skills: Handle Animal, Heal, Survival

Cantrips

1st Level Spells

2nd Level Spells

3rd Level Spells

4th Level Spells

5th Level Spells

6th Level Spells

7th Level Spells

8th Level Spells

9th Level Spells


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