Sorcerer
Base Class: Sorcerer

The Silver Mages are an ancient order of sorcerers, naturally given through one means or another the ability to unconsciously manipulate the weave with what they call 'Elemental Stances'. Silver Mages use these stances to perform supernatural feats and gain incredible abilities, manipulating their magic itself.

 

Silver Mage Features

Sorcerer Level Feature
1st Elemental Stances, Stance Transmutation
6th Applied Elements
14th Quickened Swaps
18th Awakened Stances

Elemental Stances

When you choose this origin at 1st level, you learn two elemental stances of your choice from the list of stances at the end of this origin description. When you learn a new stance, you also add the Stance Cantrip to add to your spells known. You can prepare two elemental stances by spending at least one hour during a short or long rest practicing unconsciously molding the weave through drills or katas.  

You can learn and prepare additional elemental stances as indicated in the Elemental Stances table below.

You can enter an Elemental Stance as an action on your turn as long as you have both feet on the ground and are not incapacitated or grappled, granting you special abilities for as long as you are in that stance. You can exit your current stance as a free action. You can use a sorcery point to can change stances as a bonus action. Your elemental stance ends if you are incapacitated, knocked prone, or grappled. You may only benefit from one stance at a time.

Elemental Stances

Sorcerer Level

Stances Prepared

Stances Known

1

2

2

3

2

3

5

3

4

7

3

5

9

3

6

11

4

7

13

4

8

15

5

9

17

5

10

19

6

11

Stance Transmutation

While you are in a stance and cast a spell that does not deals the damage type or manipulates the element of the stance, you can instead choose to use the damage type or element of your current stance. The turn after you use this ability, you can only cast the Stance Cantrip of your current stance (no leveled spells).

Applied Elements

Starting at 6th level, you learn to channel the latent weave gathered by taking a stance, activating its powerful ability once a short rest. Each Applied Element ability is listed with the stance description, but can not be used until you reach level six. You can activate Applied Element Abilities as long as you have both feet on the ground and are not incapacitated or grappled, a number of times per long rest equal to your proficiency bonus. Additionally, each stance's Applied Element ability can only be used once a short rest, meaning you can use different stances' Applied Element abilities until you short rest if you have charges remaining.

Quickened Swaps

At 14th level, you learn to fall into your Elemental Stances more quickly. You can now enter an Elemental stance when you roll initiative to begin a combat encounter and switch between the stances as a bonus action without spending a sorcery point.

Awakened Stances

Beginning at 18th level, you have reached complete mastery of elemental stances, allowing you to channel the power of two Elemental Stances at once. When you roll initiative, you can instead fall into two stances and can switch out either one of these stances (but not both) as a bonus action on your turn.
Additionally, there is no longer a limit to how many times you can use the Applied Element feature of each stance, only requiring you to not use the same Applied Element ability in succession.
Finally, there is no longer a cantrip restriction for using the Stance Transmutation ability. You can now use the ability at will with no restriction.

Elemental Stance Options

Below are the Elemental Stance Options that the player can learn, followed by their damage type and stance cantrips.

Acid Stance

Damage Type: Acid Damage
Stance Cantrip: Acid Splash
Prerequisite: 3rd level

This stance emulates the corrosive intensity of Acid. While in the Acid Stance, when you cast a damaging spell of level one, the spell Critical Hits targets who roll a natural 1 on their saving throw against it, or targets that you roll a natural 20 to hit with a spells attack roll.

Applied Element: When you critically strike a creature with a spell that deals Acid Damage, you can reduce the target's Armor Class by an amount equal to your Proficiency Bonus, as the acid seeps through their defenses. Once you invoke this Applied Element, you can’t do so again until you finish a short or long rest.

Air Stance

Damage Type: Slashing Damage
Stance Cantrip: Gust

This stance emulates the swift freedom of Air. While in the Air Stance, your speed increases by 10 feet. Additionally, when you make a melee spell attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Applied Element: You can use your action to grant yourself a flying speed equal to your current walking speed for 1 minute. Once you invoke this Applied Element, you can’t do so again until you finish a short or long rest.

Cold Stance

Damage Type: Cold Damage
Stance Cantrip: Ray of Frost
Prerequisite: 3rd level

This stance emulates the frigid contempt of Cold. While in the Cold Stance, any creature within 60 ft that succeeds a saving throw against any spell that you cast of level one or greater has their speed reduced by 10 ft until the end of their next turn.

Applied Element: You can use your bonus action to strengthen the effects of the Cold Stance. When your Cold Stance effect is activated, you can use your bonus action to instead cause the affected creatures to have their speed reduced to zero until the end of their next turn. Once you invoke this Applied Element, you can’t do so again until you finish a short or long rest.

Earth Stance

Damage Type: Bludgeoning Damage
Stance Cantrip: Mold Earth

This stance emulates the unwavering constitution of Earth. While in the Earth Stance, you can choose to push the target of any spell that you cast of first level or higher back a number of feet equal to (your Proficiency Bonus minus 1) times 5, if said target is on the ground and the attack hits or they fail the spell's saving throw.

Applied Element: You can use your action to gain temporary hit points equal to your Sorcerer Level. Once you invoke this Applied Element, you can’t do so again until you finish a short or long rest.

 

Fire Stance

Damage Type: Fire Damage
Stance Cantrip: Produce Flame

This stance emulates the untamable fury of Fire. While in the Fire Stance, any spell that you cast of first level or above that deals fire damage that targets a creature within 60 ft can cause the target to burn. The target must make an additional Constitution Saving Throw VS your spell save DC or be set aflame. On a failure, the target takes 1d6 fire damage at the start of every turn for 1 minute. The target or a nonhostile creature within 5 ft can use an action to put out the fire. The target can also repeat the saving throw at the end of each of its turns, causing the fire to extinguish on a success. If this effect is caused on a creature that is already set aflame, the duration of the burning is extended to 1 minute from the new spell cast.

Applied Element: You can use a bonus action to enhance your flames. For the next minute, your cantrips that deal fire damage also cause the target to burn, and the burn dice is increased to d8 instead of d6, and, and the fire damage increases by 1d6, up to a maximum of 6d6 if the effect is caused on a creature that is already set aflame. Additionally, aflame targets can no longer repeat the initial save at the end of each turn. Switching stances causes this Applied Element effect to end prematurely. Once you invoke this Applied Element, you can’t do so again until you finish a short or long rest.

Force Stance

Damage Type: Force Damage
Stance Cantrip: Mage Hand
Prerequisite: 10th level

This stance emulates the pure magical potential of Force. When you enter Force Stance, you can summon spectral equipment to help you in battle. You can choose the form that the equipment takes and change between the forms as a bonus action. The forms are Melee Weapon, Ranged Weapon, or Shield.
If you make it a Melee Weapon, you can use your bonus action to make a melee spell attack against a creature within 10 feet of you. On a hit, the creature takes 2d8 Force Damage + your spellcasting ability modifier.
If you make it a Ranged Weapon, you can use your bonus action to make a ranged spell attack against a creature within 120 feet of you. On a hit, the creature takes 1d8 Force Damage + your spellcasting ability modifier.
If you make it a Shield, your Armor Class increases by two.

Applied Element: You can use a bonus action to command your spectral equipment to perform a special maneuver. Once you invoke this Applied Element, you can’t do so again until you finish a short or long rest.
If your equipment is a Melee Weapon, you can perform a sweeping attack around you, rolling to attack every creature within 10 ft of you and dealing the weapon's damage to each creature hit.
If your equipment is a Ranged Weapon, you can perform a piercing shot, rolling to attack every creature in a 120 ft by 5ft line from you and dealing the weapon's damage to each creature hit.
If your equipment is a Shield, you can extend it into a Tower Shield for 1 minute, raising your Armor Class by one and an additional two against ranged attacks for the duration. Switching Stances causes this effect to end.

Lightning Stance

Damage Type: Lightning Damage
Stance Cantrip: Shocking Grasp
Prerequisite: 3rd level

This stance emulates the shocking chaos of Lightning. While in the Lightning Stance, any creature that hits you with a melee attack must make a Constitution Saving Throw or take Lightning Damage equal to your Proficiency Bonus. 

Applied Element: You can use a bonus action to envelope yourself in Lightning for 1 minute. While your lightning cloak is active, all attacks made against you incur the Lightning Stance effect, your speed increases by 10 ft, and each creature of your choice that ends its turn within 5 ft of you also takes the same damage. Once you invoke this Applied Element, you can’t do so again until you finish a short or long rest.

Necrotic Stance

Damage Type: Necrotic Damage
Stance Cantrip: Chill Touch
Prerequisite: 6th level

This stance emulates the dark corruption of Necromancy. While in the Necrotic Stance, any humanoid killed by a spell you cast of first level or greater rises at the start of your next turn as a zombie that is under your command until you leave this stance or 24 hours (whichever comes first), following your verbal orders to the best of its ability.

Applied Element: You can use an action to cause each of your zombies to exude necrotic energy, causing each creature within 5 ft of one of your zombies (not stacking on a single creature) to take Necrotic Damage equal to a number of d6 equal to your Proficiency Bonus, and reduce their hit point maximum by the same amount. Once you invoke this Applied Element, you can’t do so again until you finish a short or long rest.

Poison Stance

Damage Type: Poison Damage
Stance Cantrip: Poison Spray
Prerequisite: 3rd level

This stance emulates the toxic spread of Poison. While in the Poison Stance, any creature hit with a damage-dealing cantrip that you cast must make a Constitution Saving Throw VS your spell save DC. On a fail, they become Poisoned for the next minute. If the creature is already Poisoned, the target takes [poison]Poison Damage[/rule] equal to your Proficiency Bonus, and each creature of your choice within 10 ft must make a Constitution Saving Throw VS your spell save DC or become Poisoned.

Applied Element: You can use a bonus action before casting a spell to cause the Poison Stance effect to take effect on all targets hit on the next spell cast. Additionally, the spread range is increased to 30 ft and any creature who is already poisoned takes additional Poison Damage equal to your Sorcerer Level. Once you invoke this Applied Element, you can’t do so again until you finish a short or long rest.

Psychic Stance

Damage Type: Psychic Damage
Stance Cantrip: Vicious Mockery
Prerequisite: 10th level

This stance emulates the mental terror of Psionics. While in the Psychic Stance, any creature that fails a Wisdom Saving Throw from a single target spell that you cast of first level or higher or Intelligence Saving Throw against any spell that you cast of first level or higher must subtract 1d4 from the next saving throw it makes before the end of your next turn.

Applied Element: You can use your reaction to cause a creature to reroll the 1d4 subtracted from their saving throw, adding your Proficiency Bonus to the new roll. Once you invoke this Applied Element, you can’t do so again until you finish a short or long rest.

Radiant Stance

Damage Type: Radiant Damage
Stance Cantrip: Sacred Flame
Prerequisite: 6th level

This stance emulates the divine influence of Pure Radiance. While in the Radiant Stance, after you cast any spell that you cast of first level or higher that either deals radiant damage or blinds a creature, you can use your bonus action to heal an ally within 30 ft of you a number of d4 equal to the level of the spell cast.

Applied Element: You can use your action to consume a spell slot of your choice to heal every ally within 30 ft instead of you a number of d4 equal to the spell slot consumed. Once you invoke this Applied Element, you can’t do so again until you finish a short or long rest.

Water Stance

Damage Type: Bludgeoning Damage
Stance Cantrip: Shape Water

This stance emulates the flowing rejuvenation of Water. While in the Water Stance, when you cast a spell of first level or higher that targets an ally, you can choose to end one condition afflicting the target, of the following conditions: blinded, deafened, paralyzed, or poisoned.

Applied Element:  You can use your bonus action after you cast a spell of first level or higher that targets an ally within 30 ft of you to cause the ally to gain the benefits of the Greater Restoration spell. Once you invoke this Applied Element, you can’t do so again until you finish a short or long rest.

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