Sorcerer, Heritage (3.5e Class)

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Author: Neostar (talk)
Date Created: 24 August 2019
Status: Finished
Editing: Clarity edits only please
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20

"poor" is not in the list (Good, Moderate, Poor, Other) of allowed values for the "Base Attack Bonus Progression" property.
"poor" is not in the list (Good, Poor, Bad, Varies, Other) of allowed values for the "Fortitude Save Progression" property.
"poor" is not in the list (Good, Poor, Bad, Varies, Other) of allowed values for the "Reflex Save Progression" property.
"good" is not in the list (Good, Poor, Bad, Varies, Other) of allowed values for the "Will Save Progression" property.

Spontaneous Arcane Spellcasting

"full" is not in the list (Full, Partial, Minor, Separate, Other) of allowed values for the "Class Ability Progression" property.


Sorcerer, heritage[edit]

Of all those who aspire to master magic, sorcerers are an apartment group. But some sorcerer make their magic a special way of life that makes each caster a unique being, leaving some of their knowledge for the benefit of a power rare and unknown to the rest of the world. Whether human, elf, or planar, he has a deep desire to be unique in his way of conceiving magic, as if the sorcerer was constantly trying to become more unique than another. This very special way of magic comes into direct conflict with any notion of loyalty and devotion. The beings who share this aspect of magic are attracted by chaos and a pure sense of freedom, shaping magic as an artist shapes colors and reliefs. Although they can learn more spells than a classic sorcerer, he restricts himself to a fraction of spells that they exert relentlessly to perfection.

Making a Sorcerer, heritage[edit]

Abilities: A Sorcerer's spellcasting is dependent entirely on their Charisma. Dexterity is also important in the absence of armor.

Races: Any race can be sorcerer, but sociable and urban races are more common than others. We find easily humans, halfelins, gnomes, some elves, drow, or some planar races that choose this path.

Alignment: Non-lawful

Starting Gold: 3d4×10 gp (75 gp).

Starting Age: "As wizard".

Table: The Sorcerer, heritage

Hit Die: d4

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 Summon Familiar, Eschew Materials, Heritage, Forlorn Learning (x3) 6 4
2nd +1 +0 +0 +3 6 5
3rd +1 +1 +1 +3 Signature Spell 6 6
4th +2 +1 +1 +4 Forlorn Learning (x2) 6 6 3
5th +2 +1 +1 +4 Bonus Feat 6 6 4
6th +3 +2 +2 +5 6 6 5 3
7th +3 +2 +2 +5 Forlorn Learning (x1) 6 6 6 4
8th +4 +2 +2 +6 6 6 6 5 3
9th +4 +3 +3 +6 6 6 6 6 4
10th +5 +3 +3 +7 Bonus Feat, Forlorn Learning (x2) 6 6 6 6 5 3
11th +5 +3 +3 +7 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 Forlorn Learning (x1) 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 Bonus Feat 6 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 Forlorn Learning (x2) 6 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 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 Forlorn Learning (x1) 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Bonus Feat 6 6 6 6 6 6 6 6 6 5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).

Class Features[edit]

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 from their power path and 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. Sorcerer choose their spells from the Sorcerer/Wizard spells list.

Upon reaching 3rd level, and every level thereafter, 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 one level 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.

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

Summon 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.

Eschew Materials: The Sorcerer gain Eschew Materials as a Bonut Feat at first level.

Heritage: Do you have a paternal dragon lineage, or a succubic maternal lineage ? The blood of your ancestors flows in your veins, giving access to extraordinary abilities. At first level, you gain a Draconic feat or a Heritage feats. At 5th, 10th, 15th, and 20th levels you gain another bonus feat which must be either a Metamagic feat, a Racial feat, a Heritage feat, a Draconic feat, or a general feat that require to cast spells for prerequisites.

Forlorn Learning: At first level, you must choose 3 spell schools, sub-schools, or elemental descriptors. All spells with these schools, sub-schools or descriptors are forbidden for you. You cannot learn or cast these kind of spells. Also, you gains penality on all saving throws against these groups of spells equal to the number of differents descriptors you have choosen. At level 4 and every three levels beyond (up to 9 at level 19), you must choose 1 or 2 (depending to the level you reach) additional spell descriptor which becomes forbidden for you.

Spell Thematics: The Sorcerer gain Spell Thematics (from player's guide to Faerun, p44) as a Bonut Feat at third level.

Ex-Sorcerer[edit]

Although it is not a divine oath or a course of action, he has an unwavering determination in the path he has chosen compels this sorcerer to be not loyal and forbids use spells that are not in the path he has chosen. He loses access to this class as soon as he consciously uses a forbidden spell.

Epic Sorcerer[edit]

Table: The Epic Sorcerer

Hit Die: d4

Level Special
21st
22nd
23rd Bonus Feat
24th
25th
26th Bonus Feat
27th
28th
29th Bonus Feat
30th

4 + Int modifier skill points per level.

Bonus Feats: The epic Sorcerer gains a bonus feat (selected from the list of epic Sorcerer bonus feats) every 3 levels after 20th.

Epic Sorcerer Bonus Feat List: Epic feats, Heritage feats, Draconic feats, and Metamagic feats, and general feat (that require to cast spells for prerequisites).


Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceHigh +
AuthorNeostar +
Class AbilitySpontaneous Arcane Spellcasting +
Identifier3.5e Class +
Length20 +
Rated ByGhostwheel +
RatingRating Pending +
SkillBluff +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Gather Information +, Knowledge +, Profession +, Sense Motive +, Spellcraft + and Use Magic Device +
Skill Points4 +
TitleSorcerer, Heritage +