Sorcerer 2
Class Group | Wizard |
---|---|
Ability Score Requirements | Constitution 12 Intelligence 9 Charisma 15 |
Prime Requisites | Constitution, Charisma |
Races Allowed | Humanoids |
Alignments Allowed | Any |
The Sorcerer
Level | XP Needed | Hit Dice (d4) | THAC0/BAB | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 0 | 1 | 20/+0 | 1 | — | — | — | — | — | — | — | — |
2 | 2,500 | 2 | 20/+0 | 2 | — | — | — | — | — | — | — | — |
3 | 5,000 | 3 | 20/+0 | 2 | — | — | — | — | — | — | — | — |
4 | 10,000 | 4 | 19/+1 | 3 | 1 | — | — | — | — | — | — | — |
5 | 20,000 | 5 | 19/+1 | 4 | 2 | — | — | — | — | — | — | — |
6 | 40,000 | 6 | 19/+1 | 4 | 2 | 1 | — | — | — | — | — | — |
7 | 60,000 | 7 | 18/+2 | 4 | 2 | 2 | — | — | — | — | — | — |
8 | 90,000 | 8 | 18/+2 | 4 | 3 | 2 | 1 | — | — | — | — | — |
9 | 135,000 | 9 | 18/+2 | 4 | 3 | 3 | 2 | — | — | — | — | — |
10 | 250,000 | 9+1 | 17/+3 | 4 | 3 | 3 | 2 | 1 | — | — | — | — |
11 | 375,000 | 9+2 | 17/+3 | 4 | 4 | 3 | 2 | 2 | — | — | — | — |
12 | 750,000 | 9+3 | 17/+3 | 4 | 4 | 4 | 3 | 3 | 1 | — | — | — |
13 | 1,125,000 | 9+4 | 16/+4 | 5 | 4 | 4 | 4 | 4 | 2 | — | — | — |
14 | 1,500,000 | 9+5 | 16/+4 | 5 | 5 | 5 | 4 | 4 | 2 | 1 | — | — |
15 | 1,875,000 | 9+6 | 16/+4 | 5 | 5 | 5 | 4 | 4 | 2 | 1 | — | — |
16 | 2,250,000 | 9+7 | 15/+5 | 5 | 5 | 5 | 5 | 5 | 3 | 2 | 1 | — |
17 | 2,625,000 | 9+8 | 15/+5 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | — |
18 | 3,000,000 | 9+9 | 15/+5 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | 1 |
19 | 3,375,000 | 9+10 | 14/+6 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 3 | 1 |
20 | 3,750,000 | 9+11 | 14/+6 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 3 | 2 |
Sorcerer Spells Known
Spell Level / Sorcerer Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
Total Spells Known |
---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | — | — | — | — | — | — | — | — | 2 |
2 | 2 | — | — | — | — | — | — | — | — | 2 |
3 | 3 | — | — | — | — | — | — | — | — | 3 |
4 | 3 | 1 | — | — | — | — | — | — | — | 4 |
5 | 4 | 2 | — | — | — | — | — | — | — | 6 |
6 | 4 | 2 | 1 | — | — | — | — | — | — | 7 |
7 | 5 | 3 | 2 | — | — | — | — | — | — | 10 |
8 | 5 | 3 | 2 | 1 | — | — | — | — | — | 11 |
9 | 5 | 4 | 3 | 2 | — | — | — | — | — | 14 |
10 | 5 | 4 | 3 | 2 | 1 | — | — | — | — | 15 |
11 | 5 | 5 | 4 | 3 | 2 | — | — | — | — | 19 |
12 | 5 | 5 | 4 | 3 | 2 | 1 | — | — | — | 20 |
13 | 5 | 5 | 4 | 4 | 3 | 2 | — | — | — | 23 |
14 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | — | — | 24 |
15 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | — | — | 27 |
16 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | — | 28 |
17 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | — | 30 |
18 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | 31 |
19 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 33 |
20 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 34 |
Bonus Spell Slots for High Charisma
Charisma Score | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
1 | -2 | -3 | -4 | -4 | -5 | -4 |
2 | 0 | -2 | -3 | -3 | -4 | -4 |
3 | 0 | 0 | -2 | -3 | -4 | -4 |
4 | 0 | 0 | 0 | -2 | -3 | -4 |
5 | 0 | 0 | 0 | -1 | -3 | -3 |
6 | 0 | 0 | 0 | -1 | -2 | -3 |
7 | 0 | 0 | 0 | 0 | -2 | -2 |
8 | 0 | 0 | 0 | 0 | -1 | -2 |
9 | 0 | 0 | 0 | 0 | 0 | -1 |
10 | 0 | 0 | 0 | 0 | 0 | -1 |
11 | 0 | 0 | 0 | 0 | 0 | 0 |
12 | 0 | 0 | 0 | 0 | 0 | 0 |
13 | 0 | 0 | 0 | 0 | 0 | 0 |
14 | 1 | 0 | 0 | 0 | 0 | 0 |
15 | 1 | 0 | 0 | 0 | 0 | 0 |
16 | 1 | 1 | 0 | 0 | 0 | 0 |
17 | 1 | 1 | 0 | 0 | 0 | 0 |
18 | 1 | 1 | 1 | 0 | 0 | 0 |
19 | 2 | 1 | 1 | 0 | 0 | 0 |
20 | 2 | 2 | 1 | 1 | 0 | 0 |
21 | 2 | 2 | 2 | 1 | 0 | 0 |
22 | 2 | 2 | 2 | 2 | 1 | 0 |
23 | 3 | 2 | 2 | 2 | 1 | 0 |
24 | 3 | 2 | 2 | 2 | 2 | 1 |
25 | 3 | 2 | 2 | 2 | 2 | 2 |
Class Features
Hit Points
Hit Dice (Levels 1-9): 1d4 + HP Adjustment per levelHit Dice (Levels 10+): +1 HP per level
Starting Equipment
Start with a spellbook and (1d4+1) x 10 gp to purchase starting equipment with. Can keep left over money.Using the Alternate Starting Wealth house rule, the mage can instead begin play with 30 gp or the following pre-selected equipment:
Combat Proficiency
- Cannot wear armor and cast spells at the same time.
- Allowed to use daggers, quarterstaves, darts, knives, slings and light crossbows.
Proficiencies
Non-Weapon Proficiencies
- Starts with 4 Non-Weapon Proficiencies.
- Gains a Non-Weapon Proficiency every multiuple of 3 levels (level 3, 6, 9, 12, 15, 18).
- Can choose a Non-Weapon Proficiency at normal cost in the General and Wizard categories.[/l]i
- Can choose a Non-Weapon Proficiency at +1 cost from any other category.
Weapon Proficiencies
- Starts at Level 1 with 1 Weapon Proficiency Slot
- -5 Penalty to hit with weapons without proficiency.
- Gains a Weapon Proficiency Slot every multiple of 6 levels (level 6, 12, 18).
Spells
Unlike a traditional mage or specialist wizard, sorcerers do not carry spellbooks or learn magic through fastidious study. Rather, sorcerers draw forth magic from their very bloodline which stems back to a time when something infused them with power, such as interbreeding with powerful creatures or ahving the energy of inner or outer planes imbued into their lineage. At 1st-level, the sorcerer chooses 2 1st-level spells of their choice, learning them and having them imbued into their blood to be recalled later.Casting Spells
- A sorcerer can cast any spell they have learned. They need not memorize these spelsl into appropriate spell slots ahead of time.
- The sorcerer can use any slot of an appropriate level to cast any spell of the same level. For example, a sorcerer may choose to learn the magic missile spell and cast it as many times as they have 1st-level spell slots, or simply not cast it at all.
Saving Throws
Experience Level | Paralyzation, Poison, or Death Magic | Rod, Staff, or Wand | Petrification or Polymorph1 | Breath Weapon2 | Spell3 |
---|---|---|---|---|---|
1-5 | 14 | 11 | 13 | 15 | 12 |
6-10 | 13 | 9 | 11 | 13 | 10 |
11-15 | 11 | 7 | 9 | 11 | 8 |
16-20 | 10 | 5 | 7 | 9 | 6 |
21+ | 8 | 3 | 5 | 7 | 4 |
2Excluding those that cause petrification or polymorph.
3Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
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