Sorcerer Mage

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.

Sorcerer Mage Features By Level

Arcanist

At 1st level, You can reroll any 1 on a spell's damage or healing dice roll. Your spells deal an additional damage die.

Transmutation Magic

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:

Crusaders TTRPG

Transmutation Magic 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.

Mana Burn

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.

Transmuted Spell

At 9th level, You can spend (PM) spell points to reroll your transmutation magic roll.

Healing Wind

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.

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At 14th level, Placeholder

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At 17th level, Placeholder

Controlled Transmutation

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.

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