Custom Flavored Sorcerers

Troll Wizard

First Post
Looking for a little feedback on these proposed sorcerer variants for my campaign:

Besides the additional abilites noted below all the variants lose their familiar and the sorcerer does not have the ability to swap spells at even levels.

Draconic Sorcerer
Draconic sorcerer have the blood of dragons in their veins. Through intense meditation and secret rituals known only to those of the draconic bloodline a sorcerer is able to manifest these powers and traits under his control.
To gain each of the power/abilities listed below the sorercor must spend one month in intense meditation and have the proper rituals administrated to him by a adult dragon (or older) or by another sorcerer at least 5 levels higher.
1st Level: Additional Class Skills: Intimidate, Sense Motive; specify dragon type
5th Level: Draconic Essence – Dragon’s Hardiness; racial bonus (+1 per 4 sorcerer levels) to Will, Reflex, and Fortitude saves and energy resistance to dragon breath type (5 pts per 5 sorcerer levels).
10th Level: Draconic Essence – Dragon’s Toughness; Gain one hit point per sorcerer level and +1 natural armor per 5 sorcerer levels
15th Level: Draconic Essence – Dragon’s Senses; 60’ darkvision, +4 spot and listen checks.
20th Level: Draconic Essence – Dragon’s Magic; Increase caster level of spells cast by 1 per 5 levels of sorcerer levels, spell DC +1 per 10 sorceror levels.

Fey Sorcerer
Fey sorcerer are often desended from families of great druids that have been blessed by nature’s deities and protectors. Fey sorcerer often work with druids protecting the forests and wilderness from outsiders. Though their blood nature’s energy flows, a free spririt filled with a great wanderlust. Fey sorcerer don’t have the shepherd feelings of druids toward nature, but rather seek to be in actual communion with nature. While a druid walks through his grove tending to his animals and plants. The Fey sorcerer walks through the forests and wilderness as if in a trance – seeking to feel the living energy of nature running through his blood. Seeking to bond his spirit with that of nature itself.
1st Level: Additional Class Skills: Knowledge (Nature), Survival. Bonus Feat: Animal Affinity
5th Level: Fey Magic – Nature’s Favor; A Fey sorcerer choses a domain as a priest would from the following list: Air, Animal, Earth, Plant, Sun, or Water. The spells are automatically added to your spell list.
10th Level: Fey Magic – Hold Spell; A Fey sorcerer may cast an instantaneous spell and then hold the spell for one round per sorcerer level. A MEA is required to release a “held spell.” Only one “instantaneous” spell may be held per turn. Each round that a spell is held the caster must make a concentration check, DC is 15 + spell level. Failure means the spell triggers immediately, area effect spells are triggered centered on the caster. Component – a drop of a Brownie’s blood
15th Level: Fey Magic – Augment Spell Power; A Fey sorcerer is able to enhance the power of a spell by using additional unused spell slots. A 5th level slot grants a +2 level increase and a 3rh level slot grants a +1 level increase. At 20th level the Fey sorcerer is more efficient - a 7th level slot grants a +4 level increase, 5th level slot grants a +3 level increase, and a 3rd level slot grants a +2 level increase. The level increase applies to DC and the spell’s level-based attributes. Focus – a lock of hair from a green hag.
20th Level: Fey Magic – Nature’s Fury; A Fey sorcerer is able to augment his spell’s damage with nature’s fury. He may chose winter’s blast (5d6 cold damage), bashing hail (4d6 bludgeoning damage), hail of thorns (4d6 piercing damage), and fire storm (6d6 fire damage). Spell Component - Each use of this ability requires the sacrifice of 25 xp from the caster.

Necromantic Sorcerer
Sired by demons in human forms or by powerful necromantic magic these dark children of the dead are feared for the fearsome powers they manifest.
1st Level: Additional Class Skills; Intimidate, Knowledge (Undead), Touch of Death at will a necromantic sorcerer touch drains life (1 hit point per sorcerer level) from living creatures he successfully touches. Save for half damage is Fort Save DC 10 + sorcerer level. This effect has no affect on undead or constructs.
5th Level: Aura of Life Stealing; While concentrating a necromantic sorcerer emanates a 20’ radius necromantic aura that slowly drains hit points from living creatures within the radius (1 hit point per round), (save for half damage is Fort Save DC 10 + sorcerer level. ) and bestows them to the sorcerer; it changes to 2 hit points per round at 10th level, 3 hit points at 15th level, and 4 hit points per round at 20th level. At 5th level a necromantic sorcerer may not be healed by cure and healing spells, they actually cause damage to him (cause wounds spells do restore hit points to him). This effect has no affect on undead or constructs.
10th Level: Aura of Unlife;, While concentrating a necromantic sorcerer emanates a 20’ radius of necromantic aura that animates the dead within a 20’ radius. One undead creature may be controlled per 3 sorcerer levels, bones become average skeletons, recently (1 month or less) dead become average zombies. This effect has no affect on living creatures other than an uneasy feeling, good align creatures may feel ill and nauseas.
15th Level: Body of Bones or Flesh of Stone;, a necromantic sorcerer is able to morph his body to take on undead characteristics. Thus he can forces his bones outward and flesh inward thus weakening the effects of piercing weapons (DR 5 bludgeon). Or he may force more flesh outward and strength his outer skins against bludgeoning weapons (DR 5 piercing). This effect takes one round to occur and last for 1 round per sorcerer level per day.
20th Level: Necromantic Energy Substitution; any damage spell you chose that has a energy type can be substituted with negative energy. Half the damage dealt is returned to the caster as hit points.

This is pretty rough so they look pretty powerful IMO so far, comments welcome please.

General idea
Fey Sorcerer: Gains some druidic magic
Draconic Sorcerer: Gains some dragonic toughness
Necromantic Sorcerer: Gains undead traits
 

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Only one point, but it's a biggie: spell swapping is not a PC power-boost, it's a player stress reducer. You will be hurting your players -- not their PCs -- by removing it. Leave it in.

-- N
 

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