Difference between revisions of "Domain Sorcerer (D&D Sorcerer variant)"
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The domain sorcerer is tied to some source of power; this can be a patron like a powerful outsider or spirit, it can be an element, or it can just be a natural phenomenon. Unlike a divine spellcaster, a domain sorcerer's patron has no direct say over the sorcerers power, and they cannot communicate directly. In fact, the source of the domain sorcerer's powers need not even be sentient. Rather, the sorcerer has managed to contact the source of power and received a gift that cannot easily be taken back.
Sentient patrons, while powerful, are not on the same level of power as deities. Common patrons include the more powerful denizens of the outer planes, but other mighty creatures, such as dragons, are known to be able to awaken a domain sorcerer's latent powers. A potential patron will try to judge the personality of those who want their power and only sponsor those who seem worthy in their eyes, but once they have done this, they cannot easily withdraw their power. Nor do they have any surefire way to check on the power of their acolyte. Therefore it is much more common for chaotic creatures to become patrons of chaotic sorcerers; potential patrons of lawful alignment thread carefully indeed and might place a Geas on the applicant.
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
- Improved Familiar
- New Spell
- Spell Focus
Domain
All sorcerers get one domain, automatically learning all domain spells as soon as they can cast them. You also get the granted power of the domain. Domain spells are considered arcane spells when used by a sorcerer. Any divine focus requirement can be ignored with Eschew Materials. Domain powers in italics have been changed from the original. Some domains are the same as those of clerics; others are arcane domains from Unearthed Arcana; the later all have new domain powers.
A domain sorcerer that takes a prestige class that grants new spellcasting levels continues to gain new domain spells as he advances, just like a cleric does.
Domain | Granted Power | Reference |
Animal | Speak with animals once per day. Knowledge (nature) as class skill | Player's Handbook p 186 |
Antimagic | +4 bonus on dispel checks | Unearthed Arcana p 57 |
Battle | Proficiency and Weapon Focus with one martial weapon | Unearthed Arcana p 57 |
Body | Add Climb, Escape Artist, Jump, Swim, Tumble to class skills | Erotic Fantasy 93 |
Cavern | Stonecunning | Spell Compendium 271 |
Charm | Sex Appeal as bonus feat | Spell Compendium 271 |
Cold | Cold resistance 5 | Unearthed Arcana p 57 |
Conjuration | Double duration on conjuration spells (as Extend Spell) | Unearthed Arcana p 57 |
Craft | +2 bonus on Craft skills | Spell Compendium 272 |
Creation | +1 caster levels on Conjuration spells | Spell Compendium 272 |
Darkness | Blind-Fight | Spell Compendium 272 |
Divination | Listen, Search, Sense Motive, and Spot as class skills | Unearthed Arcana p 57 |
Domination | Spell Focus (enchantment) | Spell Compendium 273 |
Dragon | Bluff and Intimidate as class skills | Spell Compendium 273 |
Dream | Immune to fear | Spell Compendium 273 |
Earth | Acid resistance 5 | Player's Handbook p 186 |
Enhancement | Diplomacy, Gather Information, and Sense Motive as class skills | Unearthed Arcana p 58 |
Evocation | Spell Focus (evocation) | Unearthed Arcana p 58 |
Fey | +4 save vs spell-like abilities of fey | Exalted Deeds 86 |
Fire | Fire resistance 5 | Unearthed Arcana p 58 |
Force | Reroll damage roll 1/day | Spell Compendium 274 |
Greed | +2 competence on Appraise, Open Lock, Sleight of Hand | Spell Compendium 275 |
Illusion | Spell Focus (illusion) | Spell Compendium 275 |
Knowledge | All knowledge skills become class skills | Players Handbook p 187 |
Liberation | Reroll certain saves | Spell Compendium 276 |
Luck | Reroll once/day | Players Handbook p 187 |
Lust | Charisma bonus | Spell Compendium 276 |
Madness | Madness | Spell Compendium 276 |
Magic | Spells on domain list do not require material components | Player's Handbook p 188 |
Mentalism | Grant Will save bonus | Spell Compendium 276 |
Metal | Proficiency and Focus for light hammer or warhammer | Spell Compendium 276 |
Mind | +2 Bluff, Diplomacy, Sense Motive | Spell Compendium 276 |
Necromancy | Spell Focus (necromancy) | Unearthed Arcana p 58 |
Oracle | Divination spells at +2 caster levels | Spell Compendium 277 |
Perversion | Smite | Erotic Fantasy 94 |
Pestilence | Immune to effects of disease | Spell Compendium 278 |
Pleasure | Soothing touch 1/day heals fatigue, 1 hp/level | Erotic Fantasy 94 |
Plant | Add Survival and Knowledge (nature) to class skills | Player's Handbook p 188 |
Portal | Detect portals with DC 20 Search | Spell Compendium 278 |
Pride | Reroll save on a roll of 1 | Spell Compendium 278 |
Rune | Scribe Scroll | Spell Compendium 279 |
Slime | Skill Focus (Escape Artist), Escape Artist as class skill | Spell Compendium 280 |
Spider | Skill Focus (Climb), Climb as class skill | Spell Compendium 280 |
Summoner | +2 caster level for Conjuration (summoning) spells | Spell Compendium 281 |
Time | Improved Initiative | Spell Compendium 281 |
Transmutation | Spell Focus (transmutation) | Unearthed Arcana p 58 |
Travel | Freedom of movement 1 round per day per level | Players Handbook p 188 |
Trickery | Bluff, Disguise, Hide become class skills | Players Handbook p 189 |
Undeath | Spells on domain list do not require material components | Spell Compendium p 281 |
Voyeur | Cast domain spells freely when scrying | Erotic Fantasy 94 |
War | Armored Caster and Armor Proficiency (Light) feats | Players Handbook p 189 |
Water | Skill Focus (Swim), Swim as class skill | Players Handbook p 189 |
Wealth | Skill Focus (Appraise), Appraise as class skill | Spell Compendium 281 |
Windstorm | Electric resistance 5 | Spell Compendium 282 |
Wrath | Improved Toughness as bonus feat; ignore prerequisites | Spell Compendium 282 |