d20 Class Table Generator
Formatting 
Class Type 
 
 Class
Output
Sorcerer

 LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Summon Familiar, Eschew Materials53
2nd+1+0+0+364
3rd+1+1+1+365
4th+2+1+1+4663
5th+2+1+1+4664
6th+3+2+2+5Bonus Feat6653
7th+3+2+2+56664
8th+4+2+2+666653
9th+4+3+3+666664
10th+5+3+3+7Bonus Feat666653
11th+5+3+3+7666664
12th+6/+1+4+4+86666653
13th+6/+1+4+4+86666664
14th+7/+2+4+4+9Bonus Feat66666653
15th+7/+2+5+5+966666664
16th+8/+3+5+5+10666666653
17th+8/+3+5+5+10666666664
18th+9/+4+6+6+11Bonus Feat6666666653
19th+9/+4+6+6+116666666664
20th+10/+5+6+6+126666666666

Alignment: Any
Hit Die: 1d4

Class Skills:
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge(arcana) (Int), Knowledge(the planes) (Int), Profession (Wis),and Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Spells Known
Level0lvl1st2nd3rd4th5th6th7th8th9th
1st53
2nd63
3rd64
4th742
5th753
6th8532
7th8643
8th96432
9th96543
10th1065432
11th1066543
12th10665432
13th10665543
14th106655432
15th106655543
16th1066555432
17th1066555443
18th10665554432
19th10665554443
20th10665554444

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.

Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.

A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing five 0-level spells and three 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Familiar: A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Eschew Materials: A sorcerer has eschew materials as a bonus feat.

Bonus Feat: At 6th level, and every 4 levels after, the sorcerer may gain a bonus feat. These are chosen from the same list of bonus feats available to a wizard.
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