D D 5e Sorcerer Dmg Variants

Dungeons and Dragons (D&D) Fifth Edition (5e) Class - Sorcerer - A spellcaster who draws on inherent magic from a gift or bloodline Hit Die: d6 Primary. Sorcerer Class Details Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. RK's D&D 5E treasure generator Adjust some setting, and automatically generate a treasure for your players to obsess over. D&D 5E resource list lists of spells, items, monsters, treasure and encounter generators, and more Alignment An explanation of D&D's oft contested alignment system. Somehow we'd all missed that our cleric was not carrying a shield. Somehow we'd also missed that our cleric was only wearing leather armor. Somehow, this cleric is also the only member of the party who's never been downed. Over months of playing, I don't think there'd ever been occasion for this cleric's exact AC to come up. The Variant aasimar is DMG, and there are no sub types at all. Only Volo's aasimar have subtypes. So you are either a Dmg variant Aasimar or a Volo Aasimar with a sub type of protector, scourge, or fallen) and out of the four possibilites, the only the DMG variant does not have Healing Hands. The other 3 do at level 1. A battle sorcerer can cast sorcerer spells derived from her class levels of battle sorcerer while in light armor without the normal arcane spell failure chance. A battle sorcerer has fewer daily spell slots than a standard sorcerer. Subtract one spell per day from each spell level on Table: The Sorcerer (to a minimum of zero spells per day.

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  • 1Sorcerer
    • 1.1Making a Sorcerer
    • 1.2Campaign Information

Sorcerer[edit]

Making a Sorcerer[edit]

Alignment: Any.

Starting Age: Simple.

Table: The Sorcerer

Hit Die: d4

LevelBase
Attack Bonus
Saving ThrowsSpecialSpells per Day1
FortRefWill01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Summon Familiar, Domain52+1
2nd+1+0+0+363+1
3rd+1+1+1+364+10+1
4th+2+1+1+465+13+1
5th+2+1+1+465+14+10+1
6th+3+2+2+565+15+13+1
7th+3+2+2+565+15+14+10+1
8th+4+2+2+665+15+15+13+1
9th+4+3+3+665+15+15+14+10+1
10th+5+3+3+765+15+15+15+13+1
11th+5+3+3+765+15+15+15+14+10+1
12th+6/+1+4+4+865+15+15+15+15+13+1
13th+6/+1+4+4+865+15+15+15+15+14+10+1
14th+7/+2+4+4+965+15+15+15+15+15+13+1
15th+7/+2+5+5+965+15+15+15+15+15+14+10+1
16th+8/+3+5+5+1065+15+15+15+15+15+15+13+1
17th+8/+3+5+5+1065+15+15+15+15+15+15+14+10+1
18th+9/+4+6+6+1165+15+15+15+15+15+15+15+13+1
19th+9/+4+6+6+1165+15+15+15+15+15+15+15+14+1
20th+10/+5+6+6+1265+15+15+15+15+15+15+15+15+1
  1. In addition to the stated number of spells per day for 1st-through 9th-level spells, a sorcerer gets a domain spell for each spell level, starting at 1st. The '+1' in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the sorcerer may receive for having a high Charisma score.

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (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 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 (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. 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, in addition to the bonus spells per day provided by his domain.

A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and a 1st-level spell of your choice, plus the bonus spell for their domain. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.

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. Bonus spells granted by a sorcerer's domain cannot be forgotten or exchanged this way.

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. The bonus spells per day provided by his domain can only be spent on his domain spells, however.

Table: Sorcerer Spells Known
LevelSpells Known1
01st2nd3rd4th5th6th7th8th9th
1st41+1
2nd52+1
3rd53+10+1
4th63+11+1
5th64+12+10+1
6th74+12+11+1
7th75+13+12+10+1
8th85+13+12+11+1
9th85+14+13+12+10+1
10th95+14+13+12+11+1
11th95+15+14+13+12+10+1
12th95+15+14+13+12+11+1
13th95+15+14+14+13+12+10+1
14th95+15+14+14+13+12+11+1
15th95+15+14+14+14+13+12+10+1
16th95+15+14+14+14+13+12+11+1
17th95+15+14+14+14+13+13+12+10+1
18th95+15+14+14+14+13+13+12+11+1
19th95+15+14+14+14+13+13+13+12+1
20th95+15+14+14+14+13+13+13+13+1
  1. In addition to the stated number of spells known for 1st-through 9th-level spells, a sorcerer knows the domain spell of that level. The '+1' in the entries on this table represents that spell.


Familiar: A sorcerer can obtain a familiar (see below). 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.

Arcane Spells and Armor

Familiars

A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

FamiliarSpecial
BatMaster gains a +3 bonus on Listen checks
CatMaster gains a +3 bonus on Move Silently checks
HawkMaster gains a +3 bonus on Spot checks in bright light
LizardMaster gains a +3 bonus on Climb checks
OwlMaster gains a +3 bonus on Spot checks in shadows
RatMaster gains a +2 bonus on Fortitude saves
Raven1Master gains a +3 bonus on Appraise checks
Snake2Master gains a +3 bonus on Bluff checks
ToadMaster gains +3 hit points
WeaselMaster gains a +2 bonus on Reflex saves
  1. A raven familiar can speak one language of its master's choice as a supernatural ability.
  2. Tiny viper.

Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following changes:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.

Damage equals that of a normal creature of the familiar’s kind.

Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

Master
Class Level
Natural
Armor Adj.
IntSpecial
1st-2nd+16Alertness, Improved Evasion, Share Spells, Empathic Link
3rd-4th+27Deliver Touch Spells
5th-6th+38Speak with Master
7th-8th+49Speak with Animals of Its Kind
9th-10th+510
11th-12th+611Spell Resistance
13th-14th+712Scry on Familiar
15th-16th+813
17th-18th+914
19th-20th+1015

Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing natural armor bonus.

Int: The familiar’s Intelligence score.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertnessfeat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflexsaving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Familiars at Epic Level: Special abilities granted to a familiar continue to grow as the level of its master increases beyond 20th, as shown on Table: Epic Familiar Special Abilities. Even though the table shows advancement only to 42nd level, that is not the limit. The patterns in the table continue infinitely. Familiar special abilities gained at less than 20th level also continue to improve.

Table: Epic Familiar Special Abilities
Master
Class Level
Natural
Armor Adj.
IntSpecial
21st–22nd+1116Familiar Spell
23rd–24th+1217
25th–26th+1318
27th–28th+1419
29th–30th+1520
31st–32nd+1621Familiar Spell
33rd–34th+1722
35th–36th+1823
37th–38th+1924
39th–40th+2025
41st–42nd+2126Familiar Spell

Familiar Spell: The familiar gains the benefit of the Familiar Spell epic feat for the spell its master chooses.

Dnd Human Variant 5e

Domains[edit]

Sorcerers are defined by their preternatural aptitude with magic. A sorcerer's domain represents the nature of magic of which they have the most aptitude. Typically, the domain spell they begin knowing was the first spell they cast, wittingly or otherwise, when they began as a sorcerer.

A sorcerer chooses a single domain from the Cleric Domains list. He does not gain the granted power of the domain as a cleric would, but does gain any additional class skills granted by that domain.

A sorcerer gets a bonus spell slot per day of each spell level he can cast. This bonus spell can only be used to cast the bonus spell granted by his domain at that level, and cannot be used to cast his other spells.

A sorcerer can cast their domain spell spontaneously, like their regular spells. It is only the bonus spell per day that is restricted to the domain spell.

Ex-Sorcerers[edit]

.

Epic Sorcerer[edit]

Hit Die: d4

LevelSpecial
21st
22nd
23rdBonus Feat
24th
25th
26thBonus Feat
27th
28th
29thBonus Feat
30th

2 + Int modifier skill points per level.

Spells: The sorcerer’s caster level is equal to his or her class level. The sorcerer’s number of spells per day does not increase after 20th level. The sorcerer does not learn additional spells unless he or she selects the Spell Knowledge feat.

Familiar: The sorcerer’s familiar continues to increase in power. Every two levels beyond 20th the familiar’s natural armor and Intelligence each increase by +1. The familiar’s spell resistance is equal to the master’s class level + 5. At 21st level and again every ten levels higher than 21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell of its master’s choice.

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

Epic Sorcerer Bonus Feat List:Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity.

Sorcerer Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: . How to export presets as dmg file.

Campaign Information[edit]

Playing a Sorcerer[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Sorcerers in the World[edit]

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Sorcerer Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DCResult
5.
10.
15.
20.

Sorcerers in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .

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