D&D 3e (3.0/3.5) Rules
The domain sorcerer is a variant on the sorcerer class based on the domain wizard from Unearthed Arcana. The domain sorcerer replaces the summon familiar ability of the Player's Handbook sorcerer with an arcane domain – a grouping of spells from level 0 to level 9. Unlike cleric and mystic domains, arcane domains do not include a domain power.
This variant not only incorporates the domains from Unearthed Arcana, it also works to take the Realms of Sorcery and make domains from them. This is done to make the sorcerer a bit more like the mystic – someone who uses domains based on the realms and spheres of SAGA, but open enough to incorporate new trains of thought as well. This variant also accommodates the idea of a "specialist sorcerer," incorporating the schools of magic as well as the realms of sorcery.
I hope you enjoy this variant.
The domain sorcerer retains all class abilities of the sorcerer, save as follows:
Arcane Domain: At 1st level, a domain sorcerer selects an arcane domain from those listed below. (At the DM's discretion, the player might create an alternately themed domain instead.) Once selected, the domain may never be changed.
A domain sorcerer casts spells from her chosen domain as a caster one level higher than her normal level. This bonus does not apply to spells outside of the domain, even similarly themed ones.
0—resistance; 1st—shield; 2nd—resist energy; 3rd—dispel magic; 4th—remove curse; 5th—mage's private sanctum; 6th—greater dispel magic; 7th—banishment; 8th—mind blank; 9th—prismatic sphere.
0—ghost sound; 1st—obscuring mist; 2nd—wind wall; 3rd—gaseous form; 4th—air walk; 5th—control winds; 6th—chain lightning; 7th—control weather; 8th—whirlwind; 9th—elemental swarm (cast as air spell only).
0—detect magic; 1st—protection from chaos/evil/good/law; 2nd—obscure object; 3rd—dispel magic; 4th—minor globe of invulnerability; 5th—break enchantment; 6th—antimagic field; 7th—spell turning; 8th—protection from spells; 9th—mage's disjunction.
0—daze; 1st—true strike; 2nd—protection from arrows; 3rd—greater magic weapon; 4th—fire shield; 5th—interposing hand; 6th—transformation; 7th—power word blind; 8th—moment of prescience; 9th—time stop.
0—acid splash; 1st—mage armor; 2nd—web; 3rd—stinking cloud; 4th—summon monster IV; 5th—wall of stone; 6th—acid fog; 7th—summon monster VII; 8th—maze; 9th—gate.
0—ray of frost; 1st—chill touch; 2nd—chill metal (as 2nd-level druid spell); 3rd—sleet storm; 4th—wall of ice; 5th—cone of cold; 6th—freezing sphere; 7th—delayed blast frostball (as delayed blast fireball, but deals cold damage instead of fire damage); 8th—polar ray; 9th—comet swarm (as meteor swarm, but deals cold damage instead of fire damage).
0—detect magic; 1st—detect secret doors; 2nd—see invisibility; 3rd—arcane sight; 4th—arcane eye; 5th—prying eyes; 6th—true seeing; 7th—greater arcane sight; 8th—discern location; 9th—foresight.
0—flare; 1st—shocking grasp; 2nd—crackling sphere*; 3rd—lightning bolt; 4th—spark shield*; 5th—call lightning storm; 6th—chain lightning; 7th—electrical storm*; 8th—repel metal or stone; 9th—storm of vengeance.
0—daze; 1st—charm person; 2nd—hideous laughter; 3rd—suggestion; 4th—confusion; 5th—hold monster; 6th—greater heroism; 7th—insanity; 8th—mass charm monster; 9th—dominate monster.
0—detect magic; 1st—animate rope; 2nd—arcane lock; 3rd—explosive runes; 4th—minor creation; 5th—major creation 6th—spellstaff; 7th—forcecage; 8th—sympathy; 9th—[Mordenkainen's] disjunction.
0—light; 1st—magic missile; 2nd—flaming sphere; 3rd—lightning bolt; 4th—shout; 5th—wall of force; 6th—forceful hand; 7th—mage's sword; 8th—telekinetic sphere; 9th—crushing hand.
0—mending; 1st—magic stone; 2nd—soften earth and stone; 3rd—stone shape; 4th—spike stones; 5th—wall of stone; 6th—stoneskin; 7th—earthquake; 8th—iron body; 9th—elemental swarm (cast as earth spell only).
0—create water; 1st—obscuring mist; 2nd—fog cloud; 3rd—water breathing; 4th—control water; 5th—ice storm; 6th—cone of cold; 7th—acid fog; 8th—horrid wilting; 9th— elemental swarm (cast as water spell only).
0—ghost sound; 1st—disguise self; 2nd—invisibility; 3rd—major image; 4th—phantasmal killer; 5th—shadow evocation; 6th—mislead; 7th—mass invisibility; 8th—scintillating pattern; 9th—shades.
0—disrupt undead; 1st—ray of enfeeblement; 2nd—false life; 3rd—vampiric touch; 4th—fear; 5th—waves of fatigue; 6th—circle of death; 7th—control undead; 8th—horrid wilting; 9th—energy drain.
0—flare; 1st—burning hands; 2nd—scorching ray; 3rd—fireball; 4th—wall of fire; 5th—cone of fire (as cone of cold, but deals fire damage instead of cold damage); 6th—summon monster VI (fire creatures only); 7th—delayed blast fireball; 8th—incendiary cloud; 9th—meteor swarm.
0—light; 1st—color spray; 2nd—continual flame; 3rd—searing light; 4th—rainbow pattern; 5th—persistent image; 6th—mislead; 7th—sunbeam; 8th—sunburst; 9th—Prismatic Sphere.
0—ray of frost; 1st—obscuring mist (as 1st-level cleric spell); 2nd—gust of wind; 3rd—lightning bolt; 4th—ice storm; 5th—control winds (as 5th-level druid spell); 6th—chain lightning; 7th—control weather; 8th—whirlwind (as 8th-level druid spell); 9th—storm of vengeance (as 9th-level cleric spell).
0—acid splash; 1st—mount; 2nd—summon swarm; 3rd—summon monster III; 4th—dimension door; 5th—teleport; 6th—summon monster VI; 7th—teleport object; 8th—maze; 9th—refuge.
0—mage hand; 1st—expeditious retreat; 2nd—levitate; 3rd—haste; 4th—polymorph; 5th—baleful polymorph; 6th—disintegrate; 7th—reverse gravity; 8th—iron body; 9th—shapechange.
*Spell from the Dragonlance Campaign Setting.
At each level, a Domain Sorcerer gains spells from his chosen domain, represented by the "D" above. The number is the number of spells known beyond domain spells, and is taken from the Wizard/Sorcerer spell list in the Player's Handbook.
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