Sorcerer Mages harness transmuted magic, blending elemental forces with raw arcane power to cast spells with incredible precision and potency. Their ability to penetrate magical defenses and act as arcane snipers makes them deadly from a distance, ensuring their spells hit hard and true.
Players will enjoy Sorcerer Mages for their unparalleled spell penetration and ranged magical attacks. Their unique blend of transmuted magic and precision casting offers a dynamic and powerful playstyle, perfect for those who want to dominate the battlefield with arcane mastery.
At 1st level, You can reroll any 1 on a spell's damage or healing dice roll. Your spells deal an additional damage die.
At 3rd level, When you cast a spell, you can roll 1d20. Your spell's damage type changes and grants the additional effect, lasting until the start of your next turn. Choose the effect from the rolled table:
Option | Effect |
---|---|
Fire | Deal an additional fire damage die. |
Lightning | The creature cannot take reactions. |
Earth | Knock the creature prone; constructs and objects take maximum damage. |
Ice | The creature's speed is reduced by 5 * (PM) feet. |
Air | Move the creature 5 * (PM) feet, provoking opportunity attacks. |
Option | Effect |
---|---|
Acid | The creature's AC is reduced by (PM). |
Poison | The creature is poisoned. |
Water | The creature has a negative (PM) on attack rolls. |
Nature | The creature is restrained. |
Sonic | Affected creatures must dance, granting allies advantage on attack rolls against affected creatures. |
Option | Effect |
---|---|
Cosmic | The creature is feared, provoking opportunity attacks. |
Dark | The creature must attack its nearest ally. |
Ethereal | The creature is immune to damage but cannot attack. |
Lunar | The creature cannot become invisible. |
Solar | Affected creature takes (PM)d8 solar damage at the start of their turn each turn until it passes a Fortitude save. |
Option | Effect |
---|---|
Force | The creature is knocked back 5 * (PM) feet. |
Necrotic | The creature cannot heal. |
Psychic | The creature has disadvantage on its next saving throw. |
Radiant | Aberrations, demons, and undead take additional damage die; other creatures heal. |
Time | You choose affected creature's turn in either this initiative or next. |
At 7th level, When you cast a spell, you can burn spell points to deal additional damage equal to (Half PM) per spell point burned.
At 9th level, You can spend (PM) spell points to reroll your transmutation magic roll.
At 12th level, When you roll on the Transmutation Magic table, you heal all allies within 30 feet of your spells target for (PM)d4.
At 14th level, Placeholder
At 17th level, Placeholder
At 19th level, You roll 2d20 and choose which transmutation magic you want to use. In addition, your spells ignore all resistance to that damage type until the start of your next turn.