Difference between revisions of "Domain Sorcerer (D&D Sorcerer variant)"
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Revision as of 08:52, 28 December 2006
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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 try to judge the personalities 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.
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
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.
Name | Domain 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 |
Cold | Cold resistance 5 | Unearthed Arcana p 57 |
Conjuration | Double duration on conjuration spells (as Extend Spell) | Unearthed Arcana p 57 |
Death | Spells on domain list do not require a material components | Player's Handbook p 186 |
Divination | Listen, Search, Sense Motive, and Spot as class skills | Unearthed Arcana p 57 |
Domination | Spell Focus (enchantment) | Complete Divine p 138 |
Dream | Immune to fear | Complete Divine p 138 |
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 |
Fire | Fire resistance 5 | Unearthed Arcana p 58 |
Force | Reroll damage roll 1/day | Complete Divine p 138 |
Illusion | Spell Focus (illusion) | Unearthed Arcana p 58 |
Knowledge | All knowledge skills become class skills | Player's Handbook p 187 |
Liberation | Reroll certain saves | Complete divine p 139 |
Luck | Reroll once/day | Player's Handbook p 187 |
Madness | Madness | Complete Divine p 139 |
Magic | Spells on domain list do not require a material components | Player's Handbook p 188 |
Mind | +2 Bluff, Diplomacy, Sense Motive | Complete Divine p 140 |
Necromancy | Spell Focus (necromancy) | Unearthed Arcana p 58 |
Oracle | Divination spells at +2 caster levels | Complete Divine p 140 |
Pestilence | Immune to effects of disease | Complete Divine p 141 |
Plant | Add Survival and Knowledge (nature) to class skills | Player's Handbook p 188 |
Storm | Electric resistance 5 | Unearthed Arcana p 58 |
Summoner | +2 caster level for Conjuration (summoning) spells | Complete Divine p 141 |
Transmutation | Spell Focus (transmutation) | Unearthed Arcana p 58 |
Travel | Freedom of movement 1 round per day per level | Player's Handbook p 188 |
Trickery | Bluff, Disguise, Hide become class skills | Player's Handbook p 189 |
War | Proficiency and Weapon Focus with one martial weapon | Player's Handbook p 189 |
Water | +4 bonus on Swim skill | Player's Handbook p 189 |
Weather | Reduce effects of wind | Complete Divine p 141 |