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Sorcerer Mage

Origin

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.


History

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.


Bonds

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.


Role in Alavir

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.


Thought-Provoking Questions

  1. The Nature of Power: How do Sorcerers view their innate magical abilities in contrast to learned magic?
  2. Solitude vs. Community: What drives some Sorcerers to solitude, and others to join groups like the Crusaders?
  3. Ethical Boundaries: With the ability to manipulate the very fabric of reality, what ethical lines are Sorcerers unwilling to cross?

Sorcerer Mage Features

Level 1

Spell Duelist

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).

Level 3

Transmuted Magic

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.


  1. Acid: Reduce the creature's armor class by 2.
  2. Air: You can move the creature 5 feet in a direction. Provokes attack of opportunity.
  3. Earth: Knock the creature prone, deal max damage to constructs and objects.
  4. Fire: Deal an additional 1d8 Fire damage to the creature.
  5. Ice: Reduce the creature's movement speed by 10.
  6. Lightning: The creature cannot take free actions, or reactions.
  7. Nature: The creature is restrained.
  8. Sonic: The creature must dance, granting allies advantage on their next attack roll on the creature.
  9. Poison: The creature is poisoned.
  10. Water: The creature has disadvantage on their next attack roll.
  11. Cosmic: The creature is feared. Provokes attack of opportunity.
  12. Dark: The creature must attack its nearest ally.
  13. Ethereal: The creature is immune to damage but cannot attack.
  14. Force: The creature is knocked back 10 feet.
  15. Lunar: The creature cannot go invisible.
  16. Necrotic: The creature cannot heal.
  17. Psychic: The creature has disadvantage on their next saving throw.
  18. Radiant: Aberrations, demons, and undead take an additional 3d8 (Increasing by 2d8) damage; all other creature types heal for 1d8.
  19. Solar: The creature takes an additional 1d8 Solar damage at the start of its turn. This effect happens at the start of each turn until they pass a CON saving throw against your Spellcasting DC.
  20. Time: The creature skips its turn.


The feature increases by 1d8 when you reach 6th level (2d8), 10th level (3d8), 14th level (4d8), and 18th level (5d8).

Level 7

Mental Fortification

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.

Level 11

Spell Penetration

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).

Level 15

Arcane Sniper

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 Gear

Optional Starting Equipment

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.

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