REVISION UPDATE 2.26
(Edits)
This is an alternate version of the base Sorcerer class as presented in the 3.5 Edition Player’s Handbook. The current version of the Sorcerer has very little to do with the material provided in the class description. This alternate version of the sorcerer is designed to allow for a sorcerer mechanic that matches the descriptions of the class as described in the Player’s Handbook, and that is to show a link between the sorcerer’s abilities and their heritage as well as to give the sorcerer more balance with the other core classes.
GAME RULE INFORMATION
Sorcerers have the following game statistics.
Abilities: Charisma determines the effectiveness of a Sorcerer’s magic. To cast spells, a Sorcerer must have a Charisma score of 10+ the spell’s level. Sorcerers gain bonus spells based upon Charisma. The Difficulty Class of a saving throw against a Sorcerer’s spells is 10 + Spell Level + Sorcerer’s Charisma modifier.
Alignment: Any
Hit Die: d6
CLASS SKILLS
The class skills of the Sorcerer are: Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Profession, Sense Motive and Spellcraft.
Skill Points for 1st Level: (2+INT modifier) x4
Skill Points at Each Additional Level: 2+INT modifier
BAB: Poor
SAVES: Will Good
1….. Aura, Lineage, Spells
2….. -----
3….. Arcane Sense
4….. -----
5….. Item Familiar
6….. -----
7….. Innate Ability (1st)
8….. -----
9….. Lineage Ability
10… -----
11… Innate Ability (2nd)
12… -----
13… -----
14… Innate Ability (3rd)
15… -----
16… -----
17… Improved Lineage Ability
18… -----
19… -----
20… Greater Lineage Ability
CLASS FEATURES
All of the following are class features for the Sorcerer.
Weapon and Armor Proficiency: Sorcerers have more time to study the art of fighting skills. Though not highly skilled, sorcerers are proficient with all simple weapons but not with light armor nor with shields.
Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list though some sorcerers have access to “spells” from other spell lists where it is appropriate to their lineage and archetype. They can cast any spell they know 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. Their base daily spell allotment is given on “Table 3-16: The Sorcerer” in the Player’s Handbook. 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 six 0-level spells and two 1st-level spells of their choice. At each new sorcerer level, they gain 2 new spells. These spells may be acquired from any spell level that they currently may utilize, but only one may be applied to the highest spell level the sorcerer has access to.
..........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.
..........Sorcerer spells can also grow in time and evolve into more powerful versions of old spells. This is referred to as Spell Evolution. This concept is based on the concept of spell paths (by Sean K. Reynolds), a series of spells that build and grow upon the same basic premise. When a sorcerer acquires new known spells, and they have a spell that exists on a spell path with an appropriate higher-level spell available, the sorcerer can choose to “upgrade” the spell-path spell they already know, replacing the original spell with the upgraded spell. They may then fill the abandoned spell slot with another spell that is available to them of the same spell level. A sorcerer can only upgrade one spell in this manner at any given level, even if they have multiple options for upgrading.
[Example: Vond is a Sor5 who knows the invisibility spell. Upon reaching Sor6 he chooses to acquire a new 3rd-level spell known as one of his 2 new spells. Invisibility is a 2nd-level spell on the “Path of Invisibility” and invisibility sphere is a 3rd-level spell on that spell-path. Vond decides to upgrade his invisibility to invisibility sphere, which uses his new 3rd-level spell known slot. However, he now has an open spell known slot at 2nd level (formerly occupied by invisibility), which he may use to learn any other 2nd-level spell available to him.]
..........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.
.......... Also unlike wizards or cleric, the sorcerer’s innate magic serves as the material focus for most of their common spells, thus becoming their own material component. As such the sorcerer can cast any spell that has a material component costing 1gp or less without needing that component and without harm to themselves. If the spell requires a material component that costs more than 1gp, the sorcerer must have the material component at hand to cast the spell, or they choose to sacrifice a part of their essence to channel the spell. This essence takes the form of an XP cost paid at 1/25 of the gold cost of the material component or focus (minimum XP cost of 1XP). Spells that already require the expenditure of XP are handled normally.
Aura (Ex): Sorcerers have a particularly powerful aura of magic about them since they are a focus of innate raw magic. When viewed by detect magic or arcane sight the sorcerer radiates with the presence of a single magical aura of universal origin unless the sorcerer is of a lineage that lends them to a specific type of magic that can be read with detect magic, such as a General Abjurer Sorcerer will radiate an abjuration aura. The DC to determine a specific type of magic to the aura requires a successful Spellcraft check (DC 15+Sorcrerer class level).
Lineage: Each sorcerer’s magic is different and unique and manifests differently with them. Some sorcerer’s magical lineage is so lost in the ancient past that the power manifests in a focus more appropriate to the sorcerers personality and character. In some sorcerers however, their magical lineage runs so strongly in them that it influences the sorcerer and their magic. Each sorcerer chooses a lineage for their sorcerer. The sorcerer’s lineage choice influences how their magic and abilities manifests within them. Once the sorcerer has chosen a lineage they gain a set of abilities from that lineage that take effect as follows: Lineage Gift at 1st, Lineage Ability at 9th and Improved Lineage Ability at 17th and Greater Lineage Ability at 20th level. See “Table: Sorcerer Lineages” for the details of the sorcerer lineages.
Arcane Sense (Sp): The sorcerer is so in tune with magic that they can feel magic flow through them as well as sense its presence and flow in all things around them as well. As a result of this deep attunement, at 3rd level, the sorcerer’s senses allow them to see as if using detect magic (as the spell) a number of times per day equal to their Charisma modifier. This spell-like ability is activated as a standard action that draws an attack of opportunity and requires full concentration for as many rounds as the sorcerer wishes to attain information (as the spell description).
Item Familiar: The sorcerer, upon reaching 5th level, gains the Item Familiar feat as a bonus feat. (Source: Unearthed Arcana p.170)
Innate Ability (Sp): The sorcerer is a manifestation of innate magic prowess. This innate magic grows in them slowly and eventually becomes a part of them. At 7th level, the sorcerer’s 1st level lineage spell becomes a spell-like ability, that may be used a number of times per day equal to their Charisma bonus. This does not count against the sorcerer's spells per day. The spell-like ability is used at the sorcerer's character level (including any caster level bonus from the sorcerer's Affinity). The spell-like ability's saving throw DC (if applicable) is Charisma based.
.......... When this lineage spell becomes a spell-like ability, the sorcerer “loses” the spell as a known spell. This leaves the sorcerer with one less spell known slot for that spell level. The spell has evolved into a true innate ability.
..........If the spell-like ability spell has an XP component, the sorcerer must still pay the XP cost each time they use the spell-like ability. If the spell-like ability spell has a material component with negligible cost (under 1gp), they do not need the focus to use the spell-like ability. If the innate ability has a material component for which a gold piece value is given, the sorcerer needs that component to use the spell-like ability.
..........Since this is a spell-like ability and not an actual spell, it cannot be convert into any other spell nor given up to pay a spell slot cost, nor can it be converted to a signature spell.
..........As a spell-like ability, the Innate Ability is not subject to metamagic feats which affect spells. However, the sorcerer can learn metamagic feats which affect spell-like abilities, such as Empower Spell-like Ability and Quicken Spell-like Ability (see Chapter 6 of the Monster Manual).
..........At 11th level, the sorcerer’s 2nd level lineage spell evolves into a spell-like ability, and at 14th level, the sorcerer’s 3rd level lineage spell evolves into a spell-like ability
Perfect Self (Su): REMOVED
1….. Aura, Lineage, Spells
2….. -----
3….. Arcane Sense
4….. -----
5….. Item Familiar
6….. -----
7….. -----
8….. Innate Ability (1st)
9….. -----
10… -----
11… Lineage Ability
12… -----
13… -----
14… Innate Ability (2nd)
15… -----
16… -----
17… Improved Lineage Ability
18… -----
19… -----
20… Greater Lineage Ability
(Edits)
This is an alternate version of the base Sorcerer class as presented in the 3.5 Edition Player’s Handbook. The current version of the Sorcerer has very little to do with the material provided in the class description. This alternate version of the sorcerer is designed to allow for a sorcerer mechanic that matches the descriptions of the class as described in the Player’s Handbook, and that is to show a link between the sorcerer’s abilities and their heritage as well as to give the sorcerer more balance with the other core classes.
GAME RULE INFORMATION
Sorcerers have the following game statistics.
Abilities: Charisma determines the effectiveness of a Sorcerer’s magic. To cast spells, a Sorcerer must have a Charisma score of 10+ the spell’s level. Sorcerers gain bonus spells based upon Charisma. The Difficulty Class of a saving throw against a Sorcerer’s spells is 10 + Spell Level + Sorcerer’s Charisma modifier.
Alignment: Any
Hit Die: d6
CLASS SKILLS
The class skills of the Sorcerer are: Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Profession, Sense Motive and Spellcraft.
Skill Points for 1st Level: (2+INT modifier) x4
Skill Points at Each Additional Level: 2+INT modifier
BAB: Poor
SAVES: Will Good
1….. Aura, Lineage, Spells
2….. -----
3….. Arcane Sense
4….. -----
5….. Item Familiar
6….. -----
7….. Innate Ability (1st)
8….. -----
9….. Lineage Ability
10… -----
11… Innate Ability (2nd)
12… -----
13… -----
14… Innate Ability (3rd)
15… -----
16… -----
17… Improved Lineage Ability
18… -----
19… -----
20… Greater Lineage Ability
CLASS FEATURES
All of the following are class features for the Sorcerer.
Weapon and Armor Proficiency: Sorcerers have more time to study the art of fighting skills. Though not highly skilled, sorcerers are proficient with all simple weapons but not with light armor nor with shields.
Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list though some sorcerers have access to “spells” from other spell lists where it is appropriate to their lineage and archetype. They can cast any spell they know 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. Their base daily spell allotment is given on “Table 3-16: The Sorcerer” in the Player’s Handbook. 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 six 0-level spells and two 1st-level spells of their choice. At each new sorcerer level, they gain 2 new spells. These spells may be acquired from any spell level that they currently may utilize, but only one may be applied to the highest spell level the sorcerer has access to.
..........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.
..........Sorcerer spells can also grow in time and evolve into more powerful versions of old spells. This is referred to as Spell Evolution. This concept is based on the concept of spell paths (by Sean K. Reynolds), a series of spells that build and grow upon the same basic premise. When a sorcerer acquires new known spells, and they have a spell that exists on a spell path with an appropriate higher-level spell available, the sorcerer can choose to “upgrade” the spell-path spell they already know, replacing the original spell with the upgraded spell. They may then fill the abandoned spell slot with another spell that is available to them of the same spell level. A sorcerer can only upgrade one spell in this manner at any given level, even if they have multiple options for upgrading.
[Example: Vond is a Sor5 who knows the invisibility spell. Upon reaching Sor6 he chooses to acquire a new 3rd-level spell known as one of his 2 new spells. Invisibility is a 2nd-level spell on the “Path of Invisibility” and invisibility sphere is a 3rd-level spell on that spell-path. Vond decides to upgrade his invisibility to invisibility sphere, which uses his new 3rd-level spell known slot. However, he now has an open spell known slot at 2nd level (formerly occupied by invisibility), which he may use to learn any other 2nd-level spell available to him.]
..........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.
.......... Also unlike wizards or cleric, the sorcerer’s innate magic serves as the material focus for most of their common spells, thus becoming their own material component. As such the sorcerer can cast any spell that has a material component costing 1gp or less without needing that component and without harm to themselves. If the spell requires a material component that costs more than 1gp, the sorcerer must have the material component at hand to cast the spell, or they choose to sacrifice a part of their essence to channel the spell. This essence takes the form of an XP cost paid at 1/25 of the gold cost of the material component or focus (minimum XP cost of 1XP). Spells that already require the expenditure of XP are handled normally.
Aura (Ex): Sorcerers have a particularly powerful aura of magic about them since they are a focus of innate raw magic. When viewed by detect magic or arcane sight the sorcerer radiates with the presence of a single magical aura of universal origin unless the sorcerer is of a lineage that lends them to a specific type of magic that can be read with detect magic, such as a General Abjurer Sorcerer will radiate an abjuration aura. The DC to determine a specific type of magic to the aura requires a successful Spellcraft check (DC 15+Sorcrerer class level).
Lineage: Each sorcerer’s magic is different and unique and manifests differently with them. Some sorcerer’s magical lineage is so lost in the ancient past that the power manifests in a focus more appropriate to the sorcerers personality and character. In some sorcerers however, their magical lineage runs so strongly in them that it influences the sorcerer and their magic. Each sorcerer chooses a lineage for their sorcerer. The sorcerer’s lineage choice influences how their magic and abilities manifests within them. Once the sorcerer has chosen a lineage they gain a set of abilities from that lineage that take effect as follows: Lineage Gift at 1st, Lineage Ability at 9th and Improved Lineage Ability at 17th and Greater Lineage Ability at 20th level. See “Table: Sorcerer Lineages” for the details of the sorcerer lineages.
Arcane Sense (Sp): The sorcerer is so in tune with magic that they can feel magic flow through them as well as sense its presence and flow in all things around them as well. As a result of this deep attunement, at 3rd level, the sorcerer’s senses allow them to see as if using detect magic (as the spell) a number of times per day equal to their Charisma modifier. This spell-like ability is activated as a standard action that draws an attack of opportunity and requires full concentration for as many rounds as the sorcerer wishes to attain information (as the spell description).
Item Familiar: The sorcerer, upon reaching 5th level, gains the Item Familiar feat as a bonus feat. (Source: Unearthed Arcana p.170)
Innate Ability (Sp): The sorcerer is a manifestation of innate magic prowess. This innate magic grows in them slowly and eventually becomes a part of them. At 7th level, the sorcerer’s 1st level lineage spell becomes a spell-like ability, that may be used a number of times per day equal to their Charisma bonus. This does not count against the sorcerer's spells per day. The spell-like ability is used at the sorcerer's character level (including any caster level bonus from the sorcerer's Affinity). The spell-like ability's saving throw DC (if applicable) is Charisma based.
.......... When this lineage spell becomes a spell-like ability, the sorcerer “loses” the spell as a known spell. This leaves the sorcerer with one less spell known slot for that spell level. The spell has evolved into a true innate ability.
..........If the spell-like ability spell has an XP component, the sorcerer must still pay the XP cost each time they use the spell-like ability. If the spell-like ability spell has a material component with negligible cost (under 1gp), they do not need the focus to use the spell-like ability. If the innate ability has a material component for which a gold piece value is given, the sorcerer needs that component to use the spell-like ability.
..........Since this is a spell-like ability and not an actual spell, it cannot be convert into any other spell nor given up to pay a spell slot cost, nor can it be converted to a signature spell.
..........As a spell-like ability, the Innate Ability is not subject to metamagic feats which affect spells. However, the sorcerer can learn metamagic feats which affect spell-like abilities, such as Empower Spell-like Ability and Quicken Spell-like Ability (see Chapter 6 of the Monster Manual).
..........At 11th level, the sorcerer’s 2nd level lineage spell evolves into a spell-like ability, and at 14th level, the sorcerer’s 3rd level lineage spell evolves into a spell-like ability
Perfect Self (Su): REMOVED
SIDE NOTE
Another possible trim down of the Progression, if the previous is too much with a 3rd level innate lineage spell-like ability, is as follows.1….. Aura, Lineage, Spells
2….. -----
3….. Arcane Sense
4….. -----
5….. Item Familiar
6….. -----
7….. -----
8….. Innate Ability (1st)
9….. -----
10… -----
11… Lineage Ability
12… -----
13… -----
14… Innate Ability (2nd)
15… -----
16… -----
17… Improved Lineage Ability
18… -----
19… -----
20… Greater Lineage Ability