Sorcerer

Description


Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories - just raw power that they direct at will. Some sorcerers claim that the blood of dragons or other creatures courses through their veins, though few take such claims at face value. It's true that sorcerers often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage. Others hold that the claim is either an unsubstantiated boast on the part of certain sorcerers or envious gossip on the part of those who lack the sorcerer's gift.

The typical sorcerer adventures in order to improve their abilities. Only by testing their limits can they expand them. A sorcerer's power is inborn - part of their soul. Developing this power is a quest in itself for many sorcerers, regardless of how they wish to use their power. Some good sorcerers are driven by the need to prove themselves. Marked as different by their power, they seek to win a place in society and to prove themselves - and magic itself - to others. Evil sorcerers, however, also feel themselves set apart from others - apart and above. They adventure to gain power over those they look down upon.

Sorcerers cast spells through innate power rather than through careful training and study. Their magic is intuitive rather than logical. Sorcerers know fewer spells than wizards do and acquire powerful spells more slowly than wizards, but they can cast spells more often and have no need to select and prepare their spells ahead of time. Sorcerers do not specialize in certain schools of magic the way wizards sometimes do. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they don't have the background of arcane knowledge than most wizards have. However, they do have more time to learn fighting skills, and they are proficient with simple weapons.

For a sorcerer, magic is an intuitive art, not a science. Sorcery favours the free, chaotic, creative spirit over the disciplined mind, so sorcerers tend slightly toward chaos over law.

Sorcerers develop rudimentary powers at puberty. Their first spells are incomplete, spontaneous, uncontrolled, and sometimes dangerous. A household with a budding sorcerer in it may be troubled by strange sounds or lights, which can create the impression that the place is haunted. Eventually, the young sorcerer understands the power that they have been wielding unintentionally, or they die before they can attain such understanding. From that point on, they can begin practicing and improving their powers. Sometimes a sorcerer is fortunate enough to come under the care of an older, more experienced sorcerer, someone who can help them understand and use their new powers. More often, however, sorcerers are on their own, feared by erstwhile friends and misunderstood by family. Sorcerers have no sense of identity as a group. Unlike wizards, they gain little by sharing their knowledge and have no strong incentive to work together.

Like wizards, sorcerers can magically bond with a critter or animal, commonly known as familiars.

Most sorcerers are humans or half-elves, but the innate talent for sorcery is unpredictable, and it can show up in any of the common races. Arcane spellcasters from savage lands or from among the brutal humanoids are more likely to be sorcerers than wizards. Kobolds are especially likely to take up this path, and they are fierce, if inarticulate, proponents of the "blood of the dragons" theory.

Sorcerers find that they have the most in common with members of other largely self-taught classes, such as druids and rogues. They sometimes find themselves at odds with members of the more disciplined classes, such as paladins and monks. Since they cast the same spells as wizards but do so in a different way, they sometimes find themselves in competition with wizards.

A sorcerer tends to define their role based on their spell selection, which in turn is molded by their innate bloodline. A draconic sorcerer who focuses on damage-dealing spells becomes a center of the party's offensive power. Another of fey blood may rely on more subtle magics, such as charms and illusions, and thus take a quieter role. A party with a sorcerer should strongly consider including a second spellcaster, such as a bard, cleric, druid, or even a wizard, to make up for the sorcerer's lack of versatility. Since a sorcerer often has a powerful presence that gives them a way with people, they may serve as the "face" for an adventuring party, negotiating, bargaining, and speaking for others. The sorcerer's spells often help them sway others or gain information, so they make an excellent spy or diplomat for an adventuring party.

(For setting and server specific familiar guidelines, please review: https://www.dragonsneck.com/wiki/Companions-and-Summons)

Alignment Restriction: None

Hit Die: d8

Proficiencies: armor (robes), weapons (simple)

Skill Points: 4 + INT Modifier

Class Skills: All Knowledges, Barter, Bluff, Concentration, Craft Trap, Diplomacy, Heal, Intimidate, Perform, Sense Motive, Spellcraft, Taunt

Primary Saving Throws: Will

Base Attack Bonus: +1/2 Levels

Spellcasting: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required).

Level Progression / Spells per Day

LevelHit DiceBABFortReflexWillFeatsSpells/Day:0123456789Known Spells:0123456789
1st1d8+0+0+0+2Sorcerer Bloodline5/542--------
2nd2d8+1+0+0+3Summon Familiar6/652--------
3rd3d8+1+1+1+36/653--------
4th4d8+2+1+1+4Bloodline Feat I7/74631-------
5th5d8+2+1+1+47/75642-------
6th6d8+3+2+2+58/8547421------
7th7d8+3+2+2+58/8657532------
8th8d8+4+2+2+69/965475321-----
9th9d8+4+3+3+6Bloodline Feat II9/976575432-----
10th10d8+5+3+3+7Font of Power10/107654754321----
11th11d8+5+3+3+710/108765755432----
12th11d8+6/+1+4+4+8Bloodline Saves11/11876547554321---
13th11d8+6/+1+4+4+811/11987657554432---
14th11d8+6/+1+4+4+911/1198765275544321--
15th11d8+6/+1+5+5+9Bloodline Feat III11/11109876375544432--
16th11d8+6/+1+5+5+1011/1110987632755444321-
17th11d8+6/+1+5+5+1011/11101098743755444332-
18th11d8+6/+1+6+6+11Locus of Power11/1110109874327554443321
Sorcerers receive unlimited damage-dealing cantrips.

Familiars have been completely overhauled.


Bloodline Spell-Like Ability: The sorcerer's bloodline grants them the ability to cast additional spells as spell-like abilities. These spells may be cast once per day.

Bloodline Save: The sorcerer's bloodline grants them a bonus to saving throws.

Font of Power: The sorcerer reduces the cooldowns of all his spells up to 5th level by 25%. In addition, he regains one spell slot for each spell level up to 5th. This ability may be used once every 30 minutes.

Locus of Power: The sorcerer reduces the cooldowns of all his spells up to 7th level by 25%. In addition, he regains one spell slot for each spell level up to 7th. This ability may be used once every hour.

Sorcerer Bloodlines
BloodlineAbilities/BonusesSpell-like Ability
Abyssal
Level 4 - Glyph of Hate: The sorcerer marks an enemy with a glyph. All melee and ranged damage dealt by that enemy is stored in this glyph. If a new enemy is marked with the glyph, all stored damage is lost. This ability may be used at will.

Level 4 - Transfer Hate: The sorcerer may expend all damage within the glyph to deal 50% of the stored damage to an enemy other than the glyphed enemy as negative energy damage. This ability may be used once every 10 minutes.

Level 9 - Gorge on Hate: The sorcerer may expend all damage within the glyph to heal themselves for an amount of hit points equal to 50% of the damage stored. This ability may be used once every 10 minutes and shares a cooldown with Transfer Hate.

Level 15 - Malevolence: The sorcerer may expend all damage within the glyph to deal 100% of the stored damage to all creatures within the targeted area in the form of negative energy damage, and 50% of that damage to the sorcerer. Affected creatures, other than the sorcerer, are paralyzed for 2 rounds unless they succeed on a Will saving throw. The DC for this ability is 10 + ½ class level + CHA modifier. This ability may be used once per hour.

Bloodline Save: +2 vs Fear
Blood Frenzy (2)
Fear (4)
Stoneskin (4)
Dismissal (5)
Arcane
Level 4 - Essence of the Arcane: The sorcerer creates a well of arcane magic at the targeted location. The well fires bolts of pure energy at nearby enemies, as the Magic Missile spell. The caster level for this spell is always 1. This ability may be used once every 8 minutes. Duration is 6 rounds.

Level 9 - Arcane Dominion: The caster level of the well's Magic Missile spell becomes 3.

Level 15 - Arcane Perfection: The caster level of the well's Magic Missile spell becomes 5. Additionally, nearby allies win a 3-meter radius of the well are protected, as the Shield spell while it persists.

Bloodline Save: +1 vs Spells
Invisibility (2)
Dispel Magic (3)
Minor Globe of Invulnerability (4)
Lesser Mind Blank (5)
Draconic
Level 4 - Draconic Spirit: The sorcerer blasts forth a wave of energy from their hands, as the Burning Hands spell. This deals 1d6 + ½ class level damage of the damage type associated with the sorcerer's bloodline instead of its regular damage amount and type. This ability may be used once every 3 minutes.
Level 9 - Majestic Presence: The sorcerer projects an aura of draconic dread. Nearby enemies are frightened for 2 rounds, unless they succeed on a Will saving throw. The DC for this saving throw is 10 + ½ class level + CHA modifier. Animal enemies are not allowed a saving throw against this effect. This ability may be used once every 30 minutes.

Level 15 - Draconic Insight: The sorcerer gains the effect of the See Invisibility spell, and gains immunity to sleep effects, paralysis, and the element associated with their bloodline. This ability may be used once every hour. Duration is 2 + CHA modifier rounds.

Draconic-Bloodline Types:
Black, Green, Copper: Acid
Blue, Bronze: Electrical
Red, Brass, Gold: Fire
White, Silver: Cold

Bloodline Save: +3 vs Draconic Element
Resist Elements (2)
Gust of Wind (3)
Fear (4)
Elemental Shield (4)
Fey
Level 4 - Wild Empathy: This ability functions as the Animal Empathy skill, except that the roll is 1d20 + ½ class level + CHA modifier instead of a skill check.

Level 9 - Allure of the Nymph: The sorcerer adopts the allure of a nymph. Up to two humanoid creatures in a targeted area are dominated unless they succeed on a Will saving throw. The DC for this saving throw is 10 + ½ Sorcerer level + CHA modifier. This ability may be used once every 30 minutes. Duration is 3 rounds.

Level 15 - Fey Camouflage: Instantly disappear, as the Invisibility spell. This ability may only be used in natural and outdoor areas, and may be used once every hour.

Bloodline Save: +2 vs Mind Affecting
Entangle (1)
Tasha’s Hideous Laughter (2)
Poison (3)
Charm Monster (4)
Infernal
Level 4 - Lingering Flame: The sorcerer immolates a foe with blazing fire, dealing 1d4 + ¼ class level fire damage to them each round unless they succeed on a Reflex saving throw. The DC of this saving throw is 10 + ½ class level + CHA modifier. If an enemy under this effect dies, it jumps to another nearby enemy within a 3-meter radius. This ability may be used once every 5 minutes. Duration is 5 rounds.

Level 9 - Black Pact: The sorcerer forms a wicked pact with an ally, granting them a +2 bonus to strength and dexterity, and sets their weapon on fire, as the Flame Weapon spell. However, they also suffer 50% vulnerability to cold and a penalty of -4 to savings throws against mind-affecting spells. This ability may be used once every hour. Duration is 10 rounds + ½ class level + CHA modifier.

Level 15 - Hellfire: The sorcerer calls down a pillar of flame, blasting all enemies within the targeted area for 1d6 + ½ class level fire damage, with a successful Reflex saving throw halving the damage. The DC for this saving throw is 10 + ½ class level + CHA modifier. Affected enemies become frightened for 1 round unless they succeed on a Will saving throw. The DC for this saving throw is 1- + ½ class level + CHA modifier This ability may be used once every 30 minutes.

Bloodline Save: +2 vs Poison
Scorching Ray (2)
Displacement (3)
Wall of Fire (4)
Dominate Person (5)


Spells:
Cantrips1st Level Spells2nd Level Spells3rd Level Spells4th Level Spells5th Level Spells6th Level Spells7th Level Spells8th Level Spells9th Level Spells
Acid SplashBurning HandsAcid WeaponCommand UndeadAnimate DeadBall LightningAcid fogBanishmentBlackstaffBlack Blade of Disaster
DazeCharm PersonBalagarn's Iron HornBull's StrengthAssay ResistanceCloudkillChain LightningControl UndeadConjure Creature VIIIConjure Creature IX
Electric JoltChill TouchBlindness/DeafnessCat's GraceBear's EnduranceCone of ColdCircle of DeathConjure Creature VIICreate UndeadCreate Greater Undead
FlareColor SprayCause FearClairaudience/ClairvoyanceBestow CurseConjure Creature VConjure Creature VIDelayed Blast FireballHorrid WiltingDominate Monster
Force NeedleConjure Creature IConjure Creature IIClarityCharm MonsterDismissalEthereal VisageFinger of DeathIncendiary CloudEnergy Drain
LightEndure ElementsCombustCloud of BewildermentConfusionDominate PersonFlesh to Stone
Great Thunderclap
Mass Blindness/DeafnessGreater Spell Mantle
Mage HandExpeditious Retreat
Darkness
Conjure Creature IIIConjure Creature IVEnergy BufferGlobe of InvulnerabilityMordenkainen's SwordMass Charm
Meteor Swarm
Ray of FrostGreaseDeath ArmorDispel MagicContagionFeeblemindGreater Dispelling
Power Word, Stun
Mind BlankMordenkainen's Disjunction
ResistanceHorizikaul's BoomEagle's SplendorDisplacementDimension DoorFirebrandGreater Spell Breach
Prismatic Spray
PremonitionWail of the Banshee
The First SpellIce DaggerFlame WeaponFind TrapsElemental ShieldGreater Shadow ConjurationGreater StoneskinProtection From SpellsScreenWeird
IdentifyFox's CunningFireballEnervationHold MonsterIsaac's Greater Missile StormShadow ShieldSunburst
IrongutsFrost WeaponFlame ArrowFearLesser Mind BlankLegend LoreSpell Mantle
Mage ArmorGedlee's Electric LoopGreater Magic WeaponIce StormLesser Spell MantleMass Haste
Magic MissileGhostly VisageGust of WindImproved InvisibilityMagic Circle Against AlignmentShades
Magic WeaponGhoul TouchHasteIsaac's Lesser Missile StormMestil's Acid SheathStone to Flesh
Negative Energy RayGlitterdustHold PersonLesser Spell BreachMind FogTenser's Transformation
Ray of EnfeeblementInvisibilityInvisibility SphereMinor Globe of Invulnerability
Shelgarn's Persistent BladeKnockKeen EdgePhantasmal Killer
ShieldLesser DispelLightning BoltRemove Blindness/Deafness
SleepLightning WeaponMestil's Acid BreathRemove Curse
True StrikeMelf's Acid Arrow
Negative Energy Burst
Shadow Conjuration
Owl's WisdomProtection from AlignmentStoneskin
Resist ElementsProtection From ElementsWall of Fire
Scorching RayScintillating Sphere
See InvisibilitySlow
Stone BonesVampiric Touch
Stinking Cloud
Ultravision
Web