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Sorcerer Class Revisit

If you've been following along with the most recent updates, you'll remember that the Sorcerer has lost two of its subclasses already, leaving necromancy as its only option. Well, that wouldn't be very fun, now would it? Of course not! Two new subclasses have been added to the Sorcerer that play on their specific style of magic. I hope you enjoy.


Sorceres are unique among other magic users. They are born with an incredible potential to cast spells, but their ability to regenerate magicka on their own has been stunted. Sorcerers are able to manipulate magic that has been directed at them, allowing them to absorb some of the magical force, and in some cases, become protected by their harmful effects. This unique ability essentially makes the sorcerer a magical battery. They possess more magicka points than any other class, but have the most restrictive regeneration. This is offset by their ability to absorb magicka points from spells that are targeted at them, allowing them to cast spells more frequently in times of duress.


The revisited class has two new subclasses; the Storm Caller and the Supplicant.

The Storm Caller plays greatly on the Sorcerer introduced in Elder Scrolls Online, allowing them to call on the tempestuous power of the storm to smite their enemies. As they are described in game, Storm Callers summon and control weather; hurling lightning-bolts and creating electric fields, summoning tornadoes and impenetrable fog, and calling upon Daedric forces to summon Storm Atronach and magical armor.

Supplicants have devoted themselves to the daedric princes, tapping into great power that is not normally intended for mortals. Of course, this power comes with a great cost, which can ultimately lead to the destruction of those they surround themselves with, or even their own demise.



As a sorcerer, you gain the following class features.


Hit Die: d6

Starting Hit points: 6+ your endurance modifier

At higher levels: 1d6 (or 4) + your endurance modifier


Armor: Shield

Weapon: Blunt and Short Blade

Saving Throws: Endurance, Intelligence

Skills: Pick two from: Arcana, Deception, First Aid, Insight, Intimidation, Lore, Speechcraft, Perception.

Schools of Magic: Alteration, Conjuration, Destruction, and Illusion


You were born with innate magical potential, drawing on a nearly endless font of magicka. This natural gift allows you cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting.

Known Spells

Starting at 1st level, you know 2 cantrips and 2 novice level spells of your choice from the schools of magic you are proficient in.

Each time you gain a new skill level in spellcasting, you learn 1 spell of your choice from a school you are proficient in. For example, at 9th level, you can choose one 5th level or lower spell from your any school of magic you are proficient in.

You can learn additional spells by hiring a spell trainer, usually found in settlements throughout Tamriel, or by finding spell books.

Casting Spells

The Sorcerer's table shows how much magicka you have to cast your spells. To cast one of your spells of 1st level or higher, you must expend magicka, as noted in the spell's description. Some spells can be cast at a higher level, however, you can only cast a spell up to the maximum spell level you know, determined by your class level.

Regaining Magicka

Sorcerer's have access to a large pool of magicka, but their natural gift is stunted by reduced regeneration, limited by your Intelligence modifier.

The amount of magicka you regenerate is equal to half your Intelligence modifier, rounding down (minimum of 1) for each hour spent resting during a long rest. Sorcerer's are incapable of regenerating magicka during a short rest.

Governing Attribute

Each school of magic is governed by a specific attribute, which determines the effectiveness of your spell.

Spell save DC = 8 + your proficiency bonus +

the school's Governing Attribute modifier

Spell attack modifier = your proficiency bonus +

the school's Governing Attribute modifier


At 1st level, choose a sorcery focus which describes the field you've devoted yourself to. Choose either the Necromancer, Supplicant, or Storm Caller, which are detailed at the end of the class description. Your field grants you features at 1st level, and then again at levels 6, 14, and 18.


Starting at 2nd level, you have the ability to absorb magical energy from harmful spells. Sorcerer's are unique to any other magic user in Tamriel. Although they restore magicka at a much slower rate, they have a natural ability to absorb magicka from spells that have been cast at them, essentially becoming a magical battery.

Whenever you are targeted by a spell that requires you to make a saving throw, you have a chance to absorb magicka, replenishing your magicka points. On a successful save you also absorb magicka equal to the cost of the spell, to a maximum of your Intelligence modifier, or a minimum of 1.

On a failed save, you do not absorb any magicka and are effected by the spell as normal.

You cannot increase your magicka points beyond your maximum magicka point total through this feature.

When you reach 11th level, you can add your Intelligence modifier to all saving throws against magical spells cast against you. Additionally, if you are targeted by a cantrip, you can make a saving throw contested against the attack roll. You can add your Intelligence and Willpower modifier to this roll. If your save is equal to or greater than the attack roll, you can absorb magicka equal to your intelligence modifier and the damage, if any, is reduced by half. If your saving throw is less than the attack roll, you do not absorb any magicka and are effected by the spell as normal.


At 3rd level, you gain the power to summon a daedric creature as your companion.

With a 1 hour ritual and the expenditure of 50 septims worth of magical components, you summon a dangerous daedric creature from oblivion as your bound companion. At the end of the ritual, your companion appears next to you. You can have only one daedric companion from this feature at a time.

As you gain Sorcerer levels you can summon more powerful companions. See the table below for what type of creature you can summon.

If your daedric companion is reduced to 0 hit points, the creature is banished back to oblivion.

With another 1 hour ritual and the expenditure of 50 septims worth of rare components, you can summon the same creature, or another daedric creature.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Sorcerer Challenge

Level Rating

2 ¼

5 ½

7 1

9 2

13 3

17 4

Refer to the beastiary for the stat block of the daedra.


When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores by one


When you reach 10th level, you gain further control over your magically infused bloodline, allowing you to transfer your lifeforce into magicka. As an action, you can choose to impose one of the following effects:

  • You can exchange 2d4 hit points for an equal amount of magicka.

  • You can exchange 2d4 magicka for an equal amount of hit points.

Your hit points can be reduced to 0 by using this feature.


At 20th level, you can draw on your reserve of mystical power to regain expended magicka points. You can spend 1 minute meditating to regain half of your expended magicka, rounding up. Once you regain magicka with this feature, you must finish a long rest before you can do so again.


Sorcerer's have devoted themselves to the study of powerful magic. Although their devotion is usually highly debated, sorcerer's typically find themselves with the following dedications: Necromancer, Supplicant, or Storm Caller.


Necromancers are sorcerers who have dedicated themselves to The Black Arts. They utilize the enslavement of involuntary souls and their bodies. Necromancy has been banned in some provinces and the practice is widely debated throughout Nirn.


When you choose this focus at 1st level you gain proficiency in Necromancy magic, part of the School of Conjuration. You also learn one novice level Necromancy spell of your choice.

At 3rd level, when you cast a necromancy spell to raise an undead creature, you can sacrifice your daedric companion to maintain the spell without concentration.


Also at 1st evel, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.


At 6th level, when you use the Raise Animal or Raise Dead Necromancy spell, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits.

  • The creature's hit points maximum is increased by an amount equal to your sorcerer level.

  • The creature adds your proficiency bonus to its weapon damage rolls.


Beginning at 14th level, you have resistance to poison and disease damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.


Also at 14th level, you can use magic to bring undead under your control, even those created by other Necromancers. As an action, you can choose one undead that you can see within 60 feet of you. The creature must make a Willpower saving throw against your spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds or breaks free.


Starting at 18th level, when you cast a necromancy cantrip or spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.


Those that devout themselves to the Daedric princes gain access to great power not intended for mortals. This power comes with a cost that may lead to the supplicants own demise.


When you choose this focus at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Intelligence modifier + your Sorcerer level (minimum of 1)


Starting at 6th level, you have the ability to twist fate using magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 5 magicka points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.


Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through a plane of oblivion. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest occupied space. If the target is not a daedra, it takes 10d10 shadow damage as it reels from its horrific experience.

Once you use this feature, you can't use it again until you finish a long rest.


Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use this feature only once per turn.


For players and DM's that enjoy the Wild Magic sorcerer, this is a great place to thematically tie this mechanic in. The supplicant's devotion to the daedra comes with the cost of the inability to control this powerful magic. At 1st level, add the Wild Magic Surge feature and at 14th level, replace Hurl Through Oblivion with the Controlled Chaos feature.


Storm Callers summon and control weather; hurling lightning-bolts and creating electric fields, summoning tornadoes and impenetrable fog, and calling upon Daedric forces to summon Storm Atronach and magical armor.


Starting at 1st level, you can use your bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.


At 6th level, you gain resistance to shock damage. In addition, whenever you start casting a spell of 1st level or higher that deals shock damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you take shock damage equal to half your Sorcerer level.


At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.


Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.


At 18th level, you gain immunity to shock damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Intellignce modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

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