top of page





Cantrips (0 Level)

Acid Splash

Blade Ward

Booming Blade

Chill Touch

Create Bonfire

Control Flames

Dancing Lights

Fire Bolt



Green Flame Blade



Lightning Lure

Mage Hand



Minor Illusion

Mold Earth

Poison Spray


Ray of Frost

Shape Water

Shocking Grasp

Sword Burst


True Strike


1st Level

Armor of Agathys

Arms of Hadar

Burning Hands


Charm Person

Chromatic Orb

Color Spray

Comprehend Languages

Detect Magic

Disguise Self

Dissonant Whispers

Earth Tremor

Expeditious Retreat

False Life

Feather Fall

Fog Cloud

Ice Knife

Inflict Wounds


Mage Armor

Magic Missile

Ray of Sickness


Silent Image


Tasha's Hideous Laughter


Unseen Servant

Witch Bolt


2nd Level

Alter Self

Aganazzar's Scorcher



Cloud of Daggers

Crown of Madness



Detect Thoughts

Dust Devil


Enhance Ability


Gust of Wind

Hold Person




Maximilian's Earthen Grasp

Mirror Image

Misty Step

Phantasmal Force


Ray of Enfeeblement

Scorching Ray

See Invisibility


Snilloc's Snowball Swarm

Spider Climb


Warding Wind



3rd Level

Animate Dead





Dispel Magic

Erupting Earth


Feign Death


Flame Arrows


Gaseous Form


Hunger of Hadar

Hypnotic Pattern

Lightning Bolt

Major Image

Melf's Minute Meteors

Protection from Energy

Sleet Storm


Speak with Dead

Stinking Cloud


Water Breathing

Wall of Water

Water Walk

Vampiric Touch


4th Level

Arcane Eye





Death Ward

Dimension Door

Dominate Beast

Elemental Bane

Evard's Black Tentacles

Greater Invisibility

Ice Storm

Phantasmal Killer



Storm Sphere

Vitriolic Sphere

Wall of Fire

Watery Sphere


5th Level

Animate Objects


Cone of Cold

Contact Other Plane


Control Winds


Dominate Person

Hold Monster


Insect Plague



Teleportation Circle

Wall of Stone


6th Level

Arcane Gate

Chain Lightning

Circle of Death

Conjure Fey

Create Undead



Globe of Invulnerability


Investiture of Flame

Investiture of Ice

Investiture of Stone

Investiture of Wind

Magic Jar

Mass Suggestion

Move Earth


True Seeing


7th Level

Delayed Blast Fireball


Finger of Death

Fire Storm

Plane Shift

Prismatic Spray

Reverse Gravity



8th Level

Abi-Dalzim's Horrid Wilting


Dominate Monster



Incendiary Cloud

Power Word Stun



9th Level


Meteor Swarm


Power Word Kill

Time Stop




Though spellcasters by vocation, sorcerers rely most on summonings and enchantments. They are greedy for magic scrolls, rings, armor and weapons, and commanding undead and Daedric servants gratifies their egos.


You can make a sorcerer quickly by following these suggestions. First, Willpower should be your highest attribute score, followed by Endurance. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st level spells shield and magic missile.



As a sorcerer, you gain the following class features.



Hit Dice: 1d6 per sorcerer level

Hit Points at 1st Level: 6+ your Endurance modifier

Hit Points At higher levels: 1d6 (or 4) + your Endurance modifier per sorcerer level after 1st.



Armor: Shield

Weapons: Blunt, light crossbows, Short Blade

Tools: None


Saving Throws: Endurance, Willpower

Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any short blade

  • (a) a dungeoneer's pack, or (b) an explorer's pack

  • Two daggers



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, and chapter 11 for the Sorcerer spell list.



At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.



The Sorcerer table shows how much magicka you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend magicka, as noted in the spell's description and the Magicka Cost table found in chapter 10.

    For example, if you know the 1st-level spell burning hands and are able to cast 2nd-level spells, you can cast burning hands at either level.



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

    Unlike other spellcasters, sorcerer's do not regain all of their magicka at the end of a long rest. Instead, you only regain half of your expended magicka, rounding up (minimum of 1).



You know two 1st-level spells of your choice from the sorcerer spell list.

    The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you can cast, as shown on the table's Spell Level column for your level. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

    Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you can cast.



Willpower is your spellcasting ability for your sorcerer spells. You use your Willpower whenever a spell refers to your spellcasting ability. In addition, you use your Willpower modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Willpower modifier

Spell attack modifier = your proficiency bonus +

your Willpower 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 users 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. On a successful save you also absorb magicka points equal to the level of the spell cast. You cannot increase your magicka points beyond your maximum magicka point total through this feature. On a failed save, you do not absorb any magicka and are effected by the spell as normal.



Beginning at 3rd level, you can push beyond your natural boundaries to cast extraordinary magic. When you cast a spell that you know, you can choose to cast it at a spell level one higher than your current maximum, using magicka as normal (maximum of 9th level). Once you cast a spell in this way, you must finish a long rest before you can do so again.

    When you reach 17th level, you can cast 1 additional 6th level spell, and at 19th level, you can cast 1 additional 7th level spell, using magicka as normal,



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 life force into magicka. You can choose to impose one of the following effects:

  • As a bonus action, you can expend up to half of your available hit dice. You restore magicka points equal to half of the total rolled on the hit dice.

  • During a short rest, you can spend magicka points, as though you were casting a spell, to restore an amount of hit dice equal to the spell level cast.

Once you use this feature, you must complete a long rest before you can do so again.



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.

    These dark sorcerers focus on the ability to manipulate the energies that animate all living things. Through an understanding of the thin lines between life, death, and undeath, they sap the life force from creatures, distorting the vital energy, and transforming it into magical power that they can manipulate.

    Necromancy has been banned in some provinces and the practice is widely debated throughout Nirn. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many.


At at 1st level, 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, you add the animate dead spell to list of known spells if you do not already know it. When you cast animate dead, 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 necrotic 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.



Storm Callers take pride in their control over shock spells. They see the Mundas as a great tapestry of woven strands of matter and magicka. Their spells channel and manipulate the magicka through the local warp and weft of the tapestry, agitating its fibers. This generates sparking, which coalesces into magical lighting.

    These sorcerers summon and control weather; hurling lightning-bolts and creating electric fields, and summoning tornadoes and impenetrable fog. They cloak themselves in electric auras and “ride the lightning” as the hurtle around the battlefield.



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 lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you take lightning or thunder damage (choose each time this ability activates) 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 lightning and thunder 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 Willpower 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.


Sorcerers that devout themselves to the Daedric Princes are able to gain access to great power not intended for mere mortals. This precarious power comes with a considerable cost that may lead to the supplicants own demise.

    Through a mastery of an arcane discipline known pejoratively as Dark Magic, the sorcerer can alter events in their favor or create immense suffering on others. Though many supplicants are viewed as evil, the use of Dark Magic has many practical uses. Those that can access such power can use it as a necessary safeguard to reign in rogue wizards, and while they can replicate the destructive effects of the daedra, supplicants can also use it to counter similar effects.



Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Willpower 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 within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend magicka points to add an additional roll to the total, as shown on the Bend Luck table. You can apply the roll as a bonus or a penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

    You can use this feature a number of times equal to your Willpower modifier (minimum of once). You regain any expended uses when you finish a long rest.



Magicka Points    Additional Roll

2                              1d4

3                              1d6

5                              1d8

6                              1d10

7                              1d12



Starting at 14th level, when you hit a creature with an attack, you can spend 10 magicka to 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 psychic 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, replace the Daedric Blessing feature with the Wild Magic Surge feature and add the Tides of Chaos feature. At 14th level, replace Hurl Through Oblivion with the Controlled Chaos feature.


bottom of page