dnd tactics class sorcerer

Class

Sorcerers are talented magic users able to direct raw magical power at will. Powerful in magic, they make weak fighters.More versatile a spellcaster than the wizard, the sorcerer has access to fewer spells than his studious counterpart.

Ability Scores Charisma, Dexterity, and Constitution are important for sorcerers. A Charisma of 10 + the spell level is required to cast a sorcerer spell. High Charisma improves the number of spells that may be cast per day and how hard those spells are to resist.
Alignment: Any
Hit Die: d4
Good Saving Throw(s): Will
Class Skills: Bluff, Concentration, Knowledge (Arcane), and Spellcraft.
Weapon Proficiencies: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor may interfere with a sorcerer’s magic casting.

Special Abilities:

    • Sorcerer Spells: A sorcerer casts arcane spells, drawn from the wizard/sorcerer spell list. Sorcerers must choose and prepare spells in advance. To prepare or cast a spell, a sorcerer must have a Charisma score of at least 10 plus the spell level.

    • Familiar: A wizard or sorcerer may choose between 8 different familiars during character generation, including the bat (+3 to Listen checks), cat (+3 to Move Silently checks), hawk (+3 to Spot checks), owl (+3 to Search checks), rat (+2 to Fortitude saves), snake (+3 to Bluff checks), toad (+3 hit points), and weasel (+2 to Reflex saves).

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