Difference between revisions of "Sorcerer (D&D class)"
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− | + | == Rules == | |
Bonus feats: | Bonus feats: | ||
**Level 1: | **Level 1: | ||
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− | + | === Domain Sorcerer === | |
Bonus: Learn a domain (see domain wizard, UA 57). You learn all the spells of the domain, but get no extra spell slots or caster level. | Bonus: Learn a domain (see domain wizard, UA 57). You learn all the spells of the domain, but get no extra spell slots or caster level. | ||
Revision as of 20:50, 9 December 2006
This article is imported from the Hastur wiki. See the import log for details.
Unofficial rules compendium | |
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Rules
Bonus feats:
- Level 1:
- Eschew Materials.
- Level 2, 4, 6, 8, 10, 12, 14, 16, 18, 20: select from this list:
- Any metamagic feat
- Any Draconic feat
- Any Heritage feat
- New Spell
- Spell Focus
- Level 1:
- Familiar abilities are based on your hit dice, not level.
- Recharge Magic - Spellcasters with a fixed number of known spells such as bards or sorcerers get to add their usual spells/day bonus from attributes to their number of known spells.
Domain Sorcerer
Bonus: Learn a domain (see domain wizard, UA 57). You learn all the spells of the domain, but get no extra spell slots or caster level.
Lose: Bonus feat at first level and every fourth level only. That is Eschew materials at level 1 and a regular sorcerer bonus feat at level 4, 8, 12, 16, 20.
Domain list: Antimagic, Battle, Cold, Conjuration, Divination, Enhancement, Evocation, Fire, Illusion, Necromancy, Storm, Transmutation.