In the mystical lands of Alavir, Sorcerer Mages are enigmatic figures whose magical prowess is innate rather than learned. Whether born into ancient bloodlines that trace back to the wizards of Verdantis Jungle or imbued with arcane energies from fallen stars in the Demonfang Peaks, these Sorcerers wield magic as an extension of their very being. Their abilities, such as the power to teleport away from harm with "Spell Duelist," make them elusive and unpredictable.
For centuries, Sorcerers have been both revered and feared. Legends speak of Sorcerers who could control the elements, bend reality, and even transmute the very essence of spells, as seen in their "Transmuted Magic" feature. Some have been solitary wanderers, seeking arcane knowledge in the Undercities or the Sky Cities of Altaris. Others have joined the ranks of the Crusaders, using their "Mental Fortification" to withstand mental assaults and contribute to the cause.
Sorcerers often form bonds with those who can help them unlock further magical potential or who share a similar mysterious origin. They may be connected to secret societies in the Capital City or scholarly orders in Dascus. However, their most potent bond is with the arcane forces that grant them their power.
In Alavir, Sorcerers serve various roles depending on their abilities and inclinations. Some may be advisors to the royal family, using their "Spell Penetration" to break through magical defenses during conflicts. Others might be arcane researchers, delving into the mysteries of time and space. Their "Arcane Sniper" feature makes them invaluable in battles, able to strike with uncanny accuracy.
At 1st level, when a creature lands an attack on you, you can use your reaction to choose a point within 30ft of you and magically appear there after taking the damage, potentially avoiding additional damage.
When you use your reaction to teleport after taking damage using this feature, you can cast a single target cantrip on the target.
When you cast a spell, you can make an Arcana skill check (once per round).
The feature’s damage increases by 1d6 when you reach 6th level (2d6), 10th level (3d6), 14th level (4d6), and 18th level (5d6).
At 3rd level, when you cast a spell, you can choose to roll 1d20. Your spells becomes the damage type rolled until the start of your next turn, and they have an additional effect that lasts until the end of your next turn. "The creature" is any creature damaged by the spell.
The feature increases by 1d8 when you reach 6th level (2d8), 10th level (3d8), 14th level (4d8), and 18th level (5d8).
At 7th level, you have advantage and proficiency in Intelligence, Wisdom, and Charisma saving throws.
In addition, when you roll damage for a spell you cast that deals damage, you can reroll any 1.
At 11th level, you ignore 1 level of resistance with your spells.
The feature increases by 1 when you reach 14th level (2), and 18th level (3).
At 15th level, you gain the ability to make ranged spell attacks with pinpoint accuracy. When you make a ranged spell attack, you can choose to roll the attack roll twice and take the higher result. (This stacks with advantage) Additionally, if you miss a ranged spell attack, you can use your reaction to reroll the attack, potentially hitting your target on a second attempt.
Standard Starting Class Equipment
2 health potions.
A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.
Transmuted Gem: (Gem) Spells you transmute to a different damage type deal additional damage equal to your proficiency modifier.
Robes
Boots
Choose a Caster Weapon.