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Sorcerer

Since the beginning of Pondera, magical creatures have roamed the land, terrorizing, and helping those without such magical powers. Throughout time, the curiosity of such magical creatures has lead to communion between them, and the races of magic and men formed complex family trees. This is how sorcerers came to be.

Sorcerers as a result can have a very wide variety of backgrounds to what original source of creature ancestry granted them their power. From Dragons to Fey, to Devils and Celestials. These are but just a handful of the different races that can bring about a sorcerers lineage.

Mechanics

Sorcerer

Preferred Stats: Charisma, Dexterity, Constitution
Starting Gold: 3d4
HP: (1 + CON Mod)* Level
Skill Poins: 3 + Int Mod/HD
Starting Age: Basic

Sorcerer Level Up Benefits

LevelSpecial
1stSummon Familiar, Origin, College
2nd
3rdOrigin Bonus
4th
5thOrigin Bonus
6th
7thOrigin Bonus
8th
9thOrigin Bonus
10th
11thOrigin Bonus
12th
13thOrigin Bonus
14th
15thOrigin Bonus
16th
17thOrigin Bonus
18th
19thOrigin Bonus
20thOrigin Bonus, Capstone

Spells By Level

SpellsKnown/Day
Level01st2nd3rd4th5th6th7th8th9th
1st42/3--------
2nd52/4--------
3rd53/5--------
4th63/61/3-------
5th64/62/4-------
6th74/62/51/3------
7th74/63/62/4------
8th84/63/62/51/3-----
9th84/64/63/62/4-----
10th84/64/63/62/51/3----
11th84/64/64/63/62/4----
12th84/64/64/63/62/51/3---
13th84/64/64/64/63/62/4---
14th84/64/64/64/63/62/51/3--
15th84/64/64/64/64/63/62/4--
16th84/64/64/64/64/63/62/51/3-
17th84/64/64/64/64/63/63/62/4-
18th84/64/64/64/64/63/63/62/51/3
19th84/64/64/64/64/63/63/63/62/4
20th84/64/64/64/64/63/63/63/63/6
BAB: Poor
Saves: Fortitude (Poor), Reflex (Poor), Will ( Good)
Class Skills: Concentration (Con), Craft (Int), Deception (Cha), Knowledge (Arcana) (Int), Magicraft (Int), and Profession (Wis)
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 sorcerers arcane gestures, which can cause his spells with somatic components to fail.
Spells: A sorcerer casts arcane spells and can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must.
To learn/cast spells, the sorcerer must have a Cha score equal to at least 10 + the spell level. The DC for a saving throw against a sorcerers spell is the sorcerers Charisma score+ the spell level + other modifiers
Like other spellcasters, sorcerers can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on the per day/known table above. In addition, they receive bonus spells per day if they have a high Cha score. Cantrips are the exception to this rule (level 0 spells) and can be cast any amount of times per day without issue.
At each new sorcerer level, the sorcerer gains one or more new spells, as indicated on the above table. These new spells are not affected by charisma score, and are a fixed value. These can be spells that are common to the sorcerer, or unusual spells that the sorcerer has gained by some understanding of study.
At every level, a sorcerer can choose to learn a new spell in place of one they already know. The spell re-learned must be of the same level as the spell being exchanged.
Unlike a wizard or a Cleric , sorcerers do not need to choose their spells in advance, and may use spell slots to cast any spells known so long as they have the spell slots available.
Sorcerers can use spell slots to cast a spell of any equal or higher level, never lower. The spell slot used does affect the DC of the spell being cast normally.
Familiar: Taking 24 hours and materials worth less than 1gp, a sorcerer may obtain a familiar. The creature serves as a companion and servant. The sorcerer chooses a familiar based on the familiar list available to them. If the familiar dies or is dismissed by the sorcerer, they must attempt a DC 15 fortitude saving throw. Failure means losing 1 HP per sorcerer level; success reduces the loss to ½ of that amount, until a familiar is re-obtained.
A character with more than one class that grants a familiar may only have one familiar at a time. However, the class levels of both classes stack in order to gain the benefits of the familiar itself.
Origin: Upon creating a sorcerer, you must choose an Origin, this cannot be changed as it implies the heritage of the sorcerer. Origins can be chosen from the following: Aberration, Celestial, Dark, Demon, Devil, Dragon, Elemental, Fey, Undead
College: You may choose a Wizards college at your option. However, unlike a wizard, you are stuck with your college permanently.
Capstone: Upon reaching 20th level of sorcerer, you may choose one of two options. Either gain the benefits of the origin you have chosen, by gaining the type and subtype equivalent to the ancestor race (all but the HP changes) or choose another origin, and gain the benefits of that origin up too and including 7th level.
Origins

Aberration

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Celestial

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Dark

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Demon

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Devil

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Dragon

Origin Benefit: You gain draconic as a known language. Additionally, you must choose a dragon type. You gain a +1 to CL for all spells with the same damage type as your chosen dragon.

Origin 3rd: As the magic from your dragon origins emerges, it causes your body to physically improve. Each level of sorcerer grants an additional +1 health. This is retroactive.

Origin 5th: starting at level 5 you gain a natural armor bonus to AC of +1, this increase to +2 at lv9, +3 at lv 13, and +4 at level 17. also, at level 10 you gain DR 1/--, this increase to DR 2/-- at level 20. Like armor DR, this DR stacks with all other DR of the same type.

Origin 7th: Choose one of the following options:

Wings:Gain a flight speed equal to your land speed.
Gills:Gain the ability to breathe underwater indefinately
Grounded:Gain a burrow speed equal to your land speed (Only through ice if your dragon has the cold type)

Origin 9th: Gain a breath weapon that does the same damage as the dragon type you have chosen. The breath weapon is available to be used as either a 15ft cone, or a 30ft line of the energy type you have chosen. This breath weapon deals 2 damage per level of sorcerer, and those in the area of effect are given a reflex save for 1/2 damage. Treat this spell as if you had cast it using your highest level spellslot with the descriptor that your dragon damage type has given.

Origin 11th: When casting a spell with the damage subtype as your chosen dragon, you may add your charisma modifier to any roll or damage against the target.

Origin 13th: Gain the frightful presence ability. This affects anyone within a 30ft radius, but can be turned off at any time. The DC for the ability is 10 + 1/2 sorcerer level + Cha modifier. Anyone who fails the will DC becomes shaken for 4d6 rounds. Those that pass cannot be affected within the next 24 hours.

Origin 15th: Gain advantage on any persuasion or handle animal attempts on dragons, or dragon-like races.

Origin 17th: Gain a bonus feat

Origin 19th: Gain energy immunity to the type of damage of your chosen dragon. Those that fail the will DC of the sorcerers Frightful Presence with less than 1/2 of the sorcerers HD becomes panicked instead of shaken.

Origin 20th: Choose a spell with the subtype of your chosen dragon that you can cast as a 4th level spell. You may cast this spell (or a lower leveled version with a metamagic bonus) as a spell like ability at will, following the normal limits of the spell. Additionally, gain a bonus feat.

Elemental

Upon choosing the elemental origin, choose one of the four elemental types: Air, Earth, Fire or Water. You gain the benefit of only that elemental throughout the origin.

Origin Benefit: Gain DR 5 and a vulnerability based on your chosen elemental type.

Air: DR 5 Piercing/Sonic. Vulnerability Bludgeoning/Electricity

Earth:DR 5 Bludgeoning/Electricity. Vulnerability Piercing/Sonic

Fire: DR 5 Fire/Slashing. Vulnerability Acid/Force

Water: DR 5 Acid/Force. Vulnerability Fire/Slashing

Origin 3rd: Gain a speed based on your chosen element. Should you already have a better speed from other sources, treat that speed as if it had a +10ft bonus.

Air: Fly speed equal to 1/2 land speed.

Earth: Burrow speed equal to 1/2 land speed.

Fire: +10 ft land speed.

Water: Swim speed equal to 1/2 land speed.

Origin 5th: Choose a spell with the subtype of your chosen elemental subtype that you can cast as a 1st level spell. You may cast this spell (or a lower leveled version with a metamagic bonus) as a spell like ability at will, following the normal limits of the spell.

Origin 7th: Your elemental speed improves! Should you already have a better speed from other sources, treat that speed as if it had a +20ft bonus.

Air: Fly speed equals your land speed.

Earth: Burrow speed equals your land speed.

Fire: +20 ft land speed

Water: Swim speed equals your land speed.

Origin 9th: Increase the DR of your chosen element to 10

Origin 11th: Choose a spell with the subtype of your chosen elemental subtype that you can cast as a 2nd level spell. You may cast this spell (or a lower leveled version with a metamagic bonus) as a spell like ability at will, following the normal limits of the spell.

Origin 13th: If the DR of your chosen element prevents the elemental damage entirely, you gain HP equivalent to the amount of damage dealt.

Origin 15th: Choose a spell with the subtype of your chosen elemental subtype that you can cast as a 3rd level spell. You may cast this spell (or a lower leveled version with a metamagic bonus) as a spell like ability at will, following the normal limits of the spell.

Origin 17th: Increase the DR of your chosen element to 15

Origin 19th: Your elemental speed improves! Should you already have a better speed from other sources, treat that speed as if it were double your land speed, or +30 feet, whichever is higher.

Air:Fly speed equals double your land speed.

Earth: Burrow speed double equals your land speed.

Fire:Double land speed

Water: Swim speed equals double your land speed.

In addition to the above benefit, choose one of your vulnerabilities. You are no longer vulnerable to that type of damage, and are affected normally.

Origin 20th: Choose a spell with the subtype of your chosen elemental subtype that you can cast as a 4th level spell. You may cast this spell (or a lower leveled version with a metamagic bonus) as a spell like ability at will, following the normal limits of the spell. In addition, the DR of your chosen element is now always equal to your level.

Fey

Origin Benefit: For any spell with the compulsion sub school, gain a +2 on the spells DC

Origin 3rd: As a gaze attack, the sorcerer can stun any creature for a number of rounds equal to their Charisma modifier. The Will DC to avoid this ability is equal to the sorcerers Charisma score. If passed, the same creature cannot be affected by the gaze attack again for 24 hours.

Origin 5th: Choose a spell with the compulsion sub school that you can cast as a 1st level spell. You may cast this spell (or a lower leveled version with a metamagic bonus) as a spell like ability at will, following the normal limits of the spell.

Origin 7th: Choose one of the following options:

Wings: Gain a flight speed equal to your land speed

Eyes: Increase the DC of compulsion spells and your spell like abilities from sorcerer by +2

Origin 9th: At will, the sorcerer can become invisible. Attacking breaks this invisibility

Origin 11th: Choose a spell with the compulsion sub school that you can cast as a 2nd level spell. You may cast this spell (or a lower leveled version with a metamagic bonus) as a spell like ability at will, following the normal limits of the spell.

Origin 13th: Animals and vermin must pass a will save equal to your Charisma + your class level in order to attack you, unless magically compelled.

Origin 15th: Choose a spell with the compulsion sub school that you can cast as a 3rd level spell. You may cast this spell (or a lower leveled version with a metamagic bonus) as a spell like ability at will, following the normal limits of the spell.

Origin 17th: Gain additional benefits based on your choice of origin at 7th level.

Wings: At will, you may change any part of your appearance, including size, up to one size up or down from normal.

Eyes: When looking at a creature, at will, you may attempt to charm them. They must pass a will save DC equal to your highest spell level DC. On a passed save, this ability cannot be used on the creature again for 24 hours. This is a compulsion type effect.

Origin 19th: Animals and vermin must pass a will save equal to your Charisma + your class level in order to attack you, even when magically compelled.

Origin 20th: Choose a spell with the compulsion sub school that you can cast as a 4st level spell. You may cast this spell (or a lower leveled version with a metamagic bonus) as a spell like ability at will, following the normal limits of the spell.. In addition, at will, the sorcerer can become invisible, and even attacking does not break this ability.

Undead

Origin Benefit: --

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Career

Qualifications

As an unfortunality, not everyone can become a sorcerer. Sorcerers require a magical origin in order to come into being, and not everyone can tap into this magical origin, as it is more of a talent than it is study. However, early on in pondera it is believed that the magical creatures of the world mingled freely with the mortal races, and traces of them can be found in nearly every society. As a result, everyone has the potential for magic.

Payment & Reimbursement

In the absence of a religious leader in societies, sorcerers are usually the ones who hold leadership roles in some capacity, and as such have a great penchant for selling their spell casting services to the common folk. The amount of pay they would recieve is directly related to how powerful of a spell that is needed to be cast.

Perception

Purpose

In the early days of the world, and during consumptions, sorcerers were the first, and sometimes only source of arcane knowledge throughout society. As a result, they become absolutely neccessary to ensure that spellcasting and new colleges were formed, allowing the spread of knowledge to being anew.

Social Status

Upon learning that a member of society, no matter the class, is a sorcerer, they are immediately brought to the middle class to begin schooling, and to ensure the spread of information. Considered a godsend in most communities, but as an extremely dangerous weapon in others, sorcerers are treated with respect in most societies, and fear in those rare few.

Operations

Alternative Names
Farcaster, Godsent, Darkborn, Hellcaster, Drakesoul, Dragonborn, Bender, Flamewielder, Earthstriker, Aircutter, Water Weaver, Animaeister, Soul Drinker
Type
Arcane
Demand
Luxury
Famous in the Field
Other Associated professions

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