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Sorcerer 5.3e Ruleset
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# Another Try at Making It Balanced
##### Optional Rules to Dungeons and Dragons
\pagebreak # Which Magician? This class is made with very specific rules in mind. This can be altered as you wish, but I highly suggest to those who wish to use this to use the Sorcerer's Spell List located in the Player's Handbook 3.5e, on pages 192-196. Thank you for checking out my work, I apoligize for the sloppiness, and happy dungeon crawling! May the dragon be asleep when you arrive! \pagebreakNum ## Sorcerer 5.3
### Adventures The typical sorcerer adventures in order to improve his abilities. Only by testing his limits can he expand them. A sorcerer’s power is inborn—part of his 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 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. ### Characteristics Characteristics: 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. \columnbreak ### Alignment For a sorcerer, magic is an intuitive art, not a science. Sorcery favors the free, chaotic, creative spirit over the disciplined mind, so sorcerers tend slightly toward chaos over law. ### Religion Some sorcerers favor Boccob (god of magic), while others revere Wee Jas (goddess of death and magic). However, many sorcerers follow some other deity, or none at all. (Wizards typically learn to follow Boccob or Wee Jas from their mentors, but most sorcerers are self-taught, with no master to induct them into a religion) ### Background 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 he has been wielding unintentionally. From that point on, he can begin practicing and improving his powers. Sometimes a sorcerer is fortunate enough to come under the care of an older, more experienced sorcerer, someone who can help him understand and use his 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 ### Races 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. ### Role A sorcerer tends to define his role based on his spell selection. A sorcerer who focuses on damage-dealing spells becomes a center of the party’s offensive power. Another 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 him a way with people, he may serve as the “face” for an adventuring party, negotiating, bargaining, and speaking for others. The sorcerer’s spells often help him sway others or gain information, so he makes an excellent spy or diplomat for an adventuring party. \pagebreakNum
##### Sorcerer 5.3 | Level | Proficiency Bonus | Features | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Summon Familiar | 5 | 3 | — | — | — | — | — | — | — | — | | 2nd | +2 | | 6 | 4 | — | — | — | — | — | — | — | — | | 3rd | +2 | Bonus Feat | 6 | 5 | 3 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 6 | 6 | 4 | — | — | — | — | — | — | — | | 5th | +3 | | 6 | 6 | 5 | 3 | — | — | — | — | — | — | | 6th | +3 | | 3 | 6 | 6 | 4 | — | — | — | — | — | — | | 7th | +3 | | 6 | 6 | 6 | 5 | 3 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 6 | 6 | 6 | 6 | 4 | — | — | — | — | — | | 9th | +4 | | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — | — | | 10th | +4 | Bonus Feat | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — | — | | 11th | +4 | | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — | | 12th | +4 | Ability Score Improvement | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — | | 13th | +5 | | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — | | 14th | +5 | | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — | | 15th | +5 | | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | | 16th | +5 | Ability Score Improveent | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | | 17th | +6 | Bonus Feat | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | | 18th | +6 | | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | | 19th | +6 | Ability Score Improvement | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | | 20th | +6 | | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | ### 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. For example, suppose that Hennet is a 3rd-level sorcerer with 3,230 XP when his owl familiar is killed by a bugbear. Hennet makes a successful saving throw, so he loses 300 XP, dropping him below 3,000 XP and back to 2nd level (see the Dungeon Master’s Guide for rules for losing levels). 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 Constitution 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.
## Class Features As a Sorcerer 5.3, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Bard 5.3 level - **Hit Points at 1st Level:** 6 + Charisma Modifier - **Hit Points at Higher Levels:** 1d6 + Charisma Modifier #### Proficiencies ___ - **Armor:** None - **Weapons:** Daggers, darts, slings, quarterstaves, light crossbows - **Tools:** None ___ - **Saving Throws:** Constitution, Charisma - **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Insight, Intimidation, Persuasion, and Religion. \pagebreakNum #### Equipment You start with the following equipment, in addition to the equipment granted by your background: • *(a)* a light crossbow, or *(b)* any simple weapon • *(a)* a component pouch or *(b)* an arcane focus • *(a)* a dungeoneer’s pack or *(b)* entertainer's pack • Two daggers ### Spellcasting A sorcerer casts arcane spells (the same type of spells available to bards and wizards), 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 (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). 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. 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 (also called cantrips) and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Sorcerer Spells Known Table. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Spells Known Table 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. For example, a sorcerer with a scroll or spellbook detailing an unusual sorcerer/wizard spell (one not on the sorcerer/wizard spell list in this book) could select that spell as one of his new spells for attaining a new level, provided that it is of the right spell level. 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. For instance, upon reaching 4th-level, a sorcerer could trade in a single 0-level spell (two spell levels below the highest-level sorcerer spell he can cast, which is 2nd) for a different 0-level spell. At 6th level, he could trade in a single 0-level or 1st-level spell (since he now can cast 3rd-level sorcerer spells) for a different spell of the same level. 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. \columnbreak 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. For example, at 1st level, the sorcerer Hennet can cast four 1st-level spells per day — three for being 1st level, plus one thanks to his Charisma score of 15. However, he knows only two 1st-level spells: magic missile and sleep. Thus, on any given day, he can cast some combination of the two spells a total of four times. He does not have to decide ahead of time which spells he’ll cast. **Human Sorcerer Starting Package** **Armor:** None **Weapons:** Short spear, Light crossbow **Background:** **Skills:** Arcana, Deception, Persuasion, History **Feat:** Toughness **Bonus Feat:** Combat Casting **Spells Known:** 0-level spells: detect magic, ghost sound, light, read magic. 1st-level spells: magic missile, sleep. **Gear:** Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Three torches. Case with 10 crossbow bolts. Lute (common). Spell component pouch. **Gold:** 2d4 gp.
##### Sorcerer Spells Known **——————————— Spells Known —–——————————** | Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |:---:|:---:| :---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1 | 4 | 2 | — | — | — | — | — | — | — | — | | 2 | 5 | 2 | — | — | — | — | — | — | — | — | | 3 | 5 | 3 | 1 | — | — | — | — | — | — | — | | 4 | 6 | 3 | 2 | — | — | — | — | — | — | — | | 5 | 6 | 4 | 2 | 1 | — | — | — | — | — | — | | 6 | 7 | 4 | 3 | 2 | — | — | — | — | — | — | | 7 | 7 | 5 | 3 | 2 | 1 | — | — | — | — | — | | 8 | 8 | 5 | 4 | 3 | 2 | — | — | — | — | — | | 9 | 8 | 5 | 4 | 3 | 2 | 1 | — | — | — | — | | 10 | 9 | 5 | 5 | 4 | 3 | 2 | — | — | — | — | | 11 | 9 | 5 | 5 | 4 | 3 | 2 | 1 | — | — | — | | 12 | 9 | 5 | 5 | 4 | 4 | 3 | 2 | — | — | — | | 13 | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | — | — | | 14 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | — | — | | 15 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | — | | 16 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | — | | 17 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | | 18 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | | 19 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | | 20 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |