Domain Sorcerer (D&D Sorcerer variant)

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Unofficial rules compendium

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. 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. Unlike a divine spellcaster, a domain sorcerer's patron has no direct say over the sorcerer’s power, and cannot automatically communicate with the sorcerer.

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 withdraw their power. Nor do they have any surefire way to check on the actions 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
    • Spell Focus, Greater
    • Spell Penetration
    • Spell Penetration, Greater

Domain

As a domain sorcerer, you choose two domains, automatically learning all domain spells as soon as they can cast them. You also get the granted power of each domain. Domain spells are considered arcane spells when used by a sorcerer. Any divine focus requirement is ignored. 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 Player’s Handbook p 187
Liberation Reroll certain saves Spell Compendium 276
Luck Reroll once/day Player’s Handbook p 187
Lust Charisma bonus Spell Compendium 276
Madness Madness; see text 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 Player’s Handbook p 188
Trickery Bluff, Disguise, Hide become class skills Player’s 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 Player’s Handbook p 189
Water Skill Focus (Swim), Swim as class skill Player’s 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