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Gnorman
2016-03-16, 07:54 PM
The Sorcerer (E6)

Designer's Notes:
Bearing a lot of similarities to the 3.5 Warmage (with an inspirational nod from the 3.5 Warlock as well), the E6 Sorcerer is all about damage, damage, and more damage, with the occasional buff spell thrown in for good measure. But really, the Sorcerer is your mobile artillery platform, tossing metamagicked-up fireballs and elemental blasts. Evocation is her bread and butter, with a sideline in Abjuration and Transmutation. Unlike past iterations of the "Red Mage" concept, the Sorcerer is not an adept melee combatant; while she is certainly better than your garden variety wizard, with a slightly higher hit die and better proficiencies, she's still relatively fragile.

The Sorcerer's Archetypes are intended to give her a choice between very different playstyles - does she want to rain death via elemental arrows, or dragon's breath, or by hanging back and unloading powerful spells?

HD: d6
Class Skills: Bluff, Concentration, Craft, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (the planes), Profession, Ride, Spellcraft
Skill Points: 2 + Int per level (4x at 1st)



Level
BAB
Saves
Special
Spells Per Day




Fort
Ref
Will

0
1
2
3
4


1st
+0
+0
+0
+2
Archetype Power (Lesser), Spellcasting, Elemental Blast (1d6)
5
4
-
-
-


2nd
+1
+0
+0
+3
Advanced Learning, Combat Casting
6
5
-
-
-


3rd
+2
+1
+1
+3
Archetype Power (Moderate), Elemental Blast (2d6)
6
6
3
-
-


4th
+3
+1
+1
+4
Advanced Learning, Elemental Transference
6
6
4
-
-


5th
+3
+1
+1
+4
Metamagic Mastery, Elemental Blast (3d6)
6
6
5
3
-


6th
+4
+2
+2
+5
Advanced Learning, Archetype Power (Greater), Pinnacle of Destruction
6
6
6
4
3



Proficiencies: The Sorcerer is proficient with light armor, simple weapons, and one martial weapon of her choice.

Spellcasting: The Sorcerer casts arcane spells from a specialized list, which is included below. The Sorcerer need not prepare spells ahead of time - she may spontaneously cast any spell on her list from the appropriate slot. She still requires eight hours of rest to refresh her spells. Her sole casting attribute is Charisma, which dictates both the DC of her spells and her bonus spell slots. To cast a spell, the Sorcerer must have a Charisma score equal to 10 + the level of spell in question. She does not suffer from arcane spell failure while wearing light armor.

Archetype Power: At 1st level, the Sorcerer chooses an archetype from the following list. Once made, the choice is final. Each archetype offers the Sorcerer a different set of abilities at levels 1, 3, and 6, as noted below.

Elemental Blast: The Sorcerer is capable of firing a projectile made of elemental energy, providing her with a method of dealing damage even when her spells are exhausted. An elemental blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target and allows no saving throw. It deals 1d6 damage at 1st level, and increases by 1d6 every two levels thereafter, to a maximum of 3d6. It also deals additional damage equal to the Sorcerer's level.

At 1st level, the Sorcerer chooses a damage type: acid, cold, electricity, or fire. The Sorcerer's elemental blast deals damage of that type. In all other respects, treat an elemental blast as a spell-like ability with a caster level equal to the sorcerer's class level.

Advanced Learning: At 2nd level, the Sorcerer may add one spell to her list of spells known. This spell may not be of a higher level than she is capable of casting at the time, and in any case no higher than 3rd level. This spell may only be drawn from spells on the sorcerer/wizard (http://www.d20srd.org/srd/spellLists/sorcererWizardSpells.htm) list, and may only be from the schools of Abjuration, Evocation, or Transmutation. She may add one more spell to her list of spells known at 4th level, and again at 6th.

Combat Casting: At 2nd level, the Sorcerer gains Combat Casting as a bonus feat.

Elemental Transference: By spending five minutes in uninterrupted meditation, the Sorcerer can now change the damage type of her elemental blast to any other that she could have chosen at 1st level, or force. However, if she chooses force, the damage die of her blast decreases to d4, and she only gains half her level as a bonus to its damage.

Metamagic Mastery: Whenever the Sorcerer applies metamagic to one of her spells, the level increase required is reduced by one, to a minimum of one. Thus, the cost to empower a spell would be reduced from +2 to +1, but the cost to extend a spell would not be affected. This ability has no effect on metamagic feats that do not apply a level adjustment to the spell.

In addition, applying metamagic to a spell no longer increases the casting time.

Pinnacle of Destruction: The Sorcerer gains a small number of 4th-level spell slots, as indicated in the class table. However, she does not learn any 4th-level spells, nor does she become capable of doing so. These slots are only capable of holding spells of 3rd-level or lower, modified by metamagic to take up 4th-level slots. She does not gain any bonus 4th-level spell slots for having a high Charisma score.


Archetypes


Arcane Archer

Lesser Archetype Power: An arcane archer may channel her elemental blast through her weapon as part of a ranged attack. If the attack is successful, the arcane archer deals additional damage to the target as if the target had been hit by her elemental blast. If the arcane archer has multiple attacks in a round or strikes multiple targets with a single attack (for example, by using the Rapid Shot feat, or using the hail of arrows ability below), each attack deals the full elemental blast damage.
Moderate Archetype Power: An arcane archer is now capable of imbuing her arrows with area-of-effect spells. It requires a standard action to both cast the spell and fire the projectile. When the projectile is fired, the spell takes effect as if it was centered on where the arrow lands. If the spell in question does not have a center (such as a cone, or a line), then it takes effect diametrically opposite the direction from which it was fired.
Greater Archetype Power: An arcane archer can fire a hail of arrows (or other ranged projectiles) as a full-round action, striking multiple targets within range of her weapon, up to a maximum number of targets equal to her class level (but no individual target more than once). The arcane archer uses her primary attack bonus for each of these attacks. The arcane archer may use this ability a number of times per day equal to her Dexterity modifier. In addition, all projectiles fired or thrown by an arcane archer become magical, receiving a +1 enhancement bonus.


Dragon Disciple

Lesser Archetype Power: A dragon disciple's elemental blast takes the form of a breath weapon instead. The dragon disciple may choose to have it be either a 15' cone, or a 30' line, but the choice is permanent once made. While it no longer requires an attack roll, it now offers a Reflex saving throw to halve the damage - the DC is equal to 10 + 1/2 the dragon disciple's class level + the dragon disciple's Constitution modifier. Unlike the standard elemental blast, the dragon disciple's breath weapon is not useable at will - once the dragon disciple does so, she must wait 1d4 rounds before using it again. In addition, she also gains a bonus to natural armor equal to her Constitution modifier.
Moderate Archetype Power: A dragon disciple gains immunity to the energy type used by her breath weapon, and blindsense out to 30'.
Greater Archetype Power: A dragon disciple gains a pair of draconic wings, giving her the ability to fly at her base land speed, with average maneuverability. Her breath weapon's range now doubles, out to either a 30' cone or a 60' line.


Warmage

Lesser Archetype Power: When casting a spell that deals elemental damage (acid, cold, fire, electricity, or sonic), a warmage may elect to have it deal damage of a different type instead. For example, she may cast a Freezing Ray that deals 4d6 cold damage, instead of a Scorching Ray, or may cast an Acid Bolt instead of a Lightning Bolt.
Moderate Archetype Power: Whenever a warmage casts an area-of-effect spell, she may omit a number of targets (including herself) from the spell's effects equal to her Intelligence modifier.
Greater Archetype Power: A warmage may use her life force as fuel to create more powerful spells. When casting a spell, she may choose to increase her caster level by up to three; this allows her to exceed her hit dice cap and increases all variables associated with hit dice. However, for each increase in caster level, she takes 2d6 untyped damage. This damage cannot be mitigated in any way, though she may have it healed normally.


Sorcerer Spell List:

0: Acid Splash, Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Message, Prestidigitation, Read Magic
1: Alarm, Burning Hands, Endure Elements, Enlarge Person, Entropic Shield, Floating Disk, Grease, Jump, Mage Armor, Magic Missile, Magic Weapon, Mount, Produce Flame, Reduce Person, Shield, Shocking Grasp, True Strike
2: Acid Arrow, Bear's Endurance, Bull's Strength, Continual Flame, Eagle's Splendor, Flame Blade, Flaming Sphere, Glitterdust, Levitate, Protection from Arrows, Pyrotechnics, Resist Energy, Rope Trick, Scorching Ray
3: Daylight, Dispel Magic, Explosive Runes, Fireball, Flame Arrow, Fly, Haste, Heroism, Magic Weapon (Greater), Keen Edge, Lightning Bolt, Phantom Steed, Protection from Energy, Sleet Storm, Slow, Tiny Hut

Changelog:
3/16/16: Class originally posted.
3/20/16: Changed Fortitude save progression to poor (oversight).

Eloel
2016-03-17, 01:33 AM
She does gain any bonus 4th-level spell slots for having a high Charisma score.


Looks like a typo?

Gnorman
2016-03-17, 09:41 AM
Looks like a typo?

Fixed, thank you for pointing it out!