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rferries
2017-05-08, 02:47 PM
Following along the lines of NothingAbnormal's Fae Bard (http://www.giantitp.com/forums/showthread.php?524283-The-Fae-Bard), though this is a base class. I like the idea of races and classes that emulate monster types; this one is a "fey class". I may post the "dragon sorcerer" later on. For balance purposes, your class traits and features are better than the base sorcerer but you lose access to the sorcerer/wizard spell list.

Sylvan Sorcerer



Saves

Spells Per Day


Level
BAB
Fort
Ref
Will
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+0
+1

+1
Cold iron vulnerability,
wild empathy
5
3
—
—
—
—
—
—
—
—


2nd
+1
+0
+3
+3
Damage reduction
6
4
—
—
—
—
—
—
—
—


3rd
+1
+1
+3
+3
—
6
5
—
—
—
—
—
—
—
—


4th
+2
+1
+4
+4
Unearthly grace
6
6
3
—
—
—
—
—
—
—


5th
+2
+1
+4
+4
—
6
6
4
—
—
—
—
—
—
—


6th
+3
+2
+5
+5
—
6
6
5
3
—
—
—
—
—
—


7th
+3
+2
+5
+5
—
6
6
6
4
—
—
—
—
—
—


8th
+4
+2
+6
+6
—
6
6
6
5
3
—
—
—
—
—


9th
+4
+3
+6
+6
—
6
6
6
6
4
_
—
—
—
—


10th
+5
+3
+7
+7
—
6
6
6
6
5
3
—
—
—
—


11th
+5
+3
+7
+7
—
6
6
6
6
6
4
—
—
—
—


12th
+6/+1
+4
+8
+8
—
6
6
6
6
6
5
3
—
—
—


13th
+6/+1
+4
+8
+8
—
6
6
6
6
6
6
4
—
—
—


14th
+7/+2
+4
+9
+9
—
6
6
6
6
6
6
5
3
—
—


15th
+7/+2
+5
+9
+9
—
6
6
6
6
6
6
6
4
—
—


16th
+8/+3
+5
+10
+10
—
6
6
6
6
6
6
6
5
3
—


17th
+8/+3
+5
+10
+10
—
6
6
6
6
6
6
6
6
4
—


18th
+9/+4
+6
+11
+11
—
6
6
6
6
6
6
6
6
5
3


19th
+9/+4
+6
+11
+11
—
6
6
6
6
6
6
6
6
6
4


20th
+10/+5
+6
+12
+12
Fey Essence

6
6
6
6
6
6
6
6
6
6


Alignment
Any chaotic.

Hit Die
d6.

Class Skills
The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Handle Animal (Cha) Knowledge (arcana) (Int), Knowledge (nature) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Points at 1st Level
(6 + Int modifier) Χ 4.

Skill Points at Each Additional Level
6 + Int modifier.

Class Features
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 druid, bard, and ranger spell lists. If a spell appears on multiple lists treat it as the druid, bard, or ranger version, in that order. She can cast any spell she 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.

A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. 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 (http://www.d20srd.org/srd/classes/sorcererWizard.htm#tableSorcererSpellsKnown) are fixed.) These new spells can be common spells chosen from the druid, bard, or ranger spell lists, 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.

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.

Cold Iron Vulnerability (Ex)
Any cold iron weapon used to attack a sylvan sorcerer is treated as having the bane property against creatures of the sorcerer's type. A sylvan sorcerer bound or shackled with cold iron restraints loses all class features (other than cold iron vulnerability) while restrained.

Wild Empathy (Ex)
This power works like the druid’s wild empathy class feature, except that a sylvan sorcerer has a +6 racial bonus on the check.

Damage Reduction (Ex)
At 2nd level a sylvan sorcerer has damage reduction/cold iron equal to one-half her character level.

Unearthly Grace (Su)
At 4th level a sylvan sorcerer adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class.

Fey Essence (Ex)
At 20th level, a sylvan sorcerer becomes a magical creature. She is forevermore treated as a fey creature rather than as a humanoid (http://www.d20srd.org/srd/typesSubtypes.htm#humanoidType) (or whatever the sylvan sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the sylvan sorcerer gains low light vision.