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SORCERER

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.

 

CLASS FEATURES

As a sorcerer, you gain the following class features.

 

HIT POINTS

Hit Die: d6

Starting Hit Points: 6+ your endurance modifier

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

 

PROFICIENCIES

Armor: Shield

Weapon: Blunt and Short Blade

Saving Throws: Endurance, Wisdom

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

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

Trade Skills: Alchemy, Enchanting

 

Spellcasting

At 1st level, you have a natural adeptness with magic. You know three spells of your choice from the Schools of Magic you are proficient in.

 

Learning Spells Novice Level and Higher

Each time you gain a new level in spellcasting, you learn 1 spell of your choice from a school you are proficient in. For example, at level 5, you can choose 1 apprentice level or lower spell from the School of Conjuration, and at level 6, you can learn 1 apprentice level spell of your choice from any school.

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

 

Bound Proficiency

You have a natural bond with any bound armor or weapons that you magically summon. You gain proficiency in any item that you summon, regardless of your proficiencies. You do not gain proficiency with non-summoned equipment from this feature.

 

Conjure Daedra

Beginning at 2nd level, you learn the conjuration spell Conjure Daedra.

 

Conjure Daedra

Cost: Varies

Cast Time: 1 action

Range: 5 feet

Duration: Instant

 

You summon a daedra of your choice, listed below, to fight by your side. The daedra appears in an unoccupied space that you can see within 5 feet of you, and disappears if the daedra drops to 0 hit points, or if you use an action to dismiss it.

    The summoned creature is friendly to you and your companions. Roll initiative for the summoned daedra, which has its own turn. The daedra obeys any verbal command that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

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

    At Higher Levels. When you reach 7th level, your summoned creature can be summoned within 30 feet of you in an unoccupied space that you can see, and increases to 60 feet at 15th level.

 

Name                             Magicka Cost

Novice

Daedrat                          0 (cantrip) (CR 1/8)

Banekin                          1 (CR 1/4)

Scamp                             2 (CR 1/2)

At Higher Levels. When summoning a Novice daedra at 5th level, you can summon 2 creatures which have their own turns, 3 creatures at 11th level, and 4 at 17th level. The cost of the spell increases by 1 magicka for each additional creature summoned.

 

Apprentice

Fiendroth                       3 (CR 1)

Winged Twilight            3 (CR 1)

Clannfear                       4 (CR 2)

At Higher Levels. When summoning an Apprentice daedra at 11th level, you can summon 2 creatures which have their own turns, and 3 creatures at 17th level. The cost of the spell increases by 2 magicka for each additional creature summoned.

 

Journeyman

Golden Saint / Aureal      5

Seducer / Mazken             5

Auroran                              5

Spider Daedra                    6

Ogrim                                  6

Hunger                                6

At Higher Levels. When summoning a Journeyman daedra at 17th level, you can summon 2 creatures which have their own turns. The cost of the spell increases by 4 magicka for each additional creature summoned.

 

Rebate

Starting at level 2, when your summoned creature hit points is reduced to 0, you regain half the magicka cost of your summoned creature, rounded up.

 

Sorcery Focus

At level 3, you focus your sorcery into a field of your choice. Choose either Battlemage, Necromancer, or Spellsword. These are detailed at the end of the class description. Your field grants you features at 3rd level, and then again at levels 6, 14, and 18.

 

Attribute Score Improvement

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

 

Infusion

At 7th level, you can infuse an ally with your own magicka. Use up to 5 magicka to increase an allies magicka by an equal amount. Can be used once per short or long rest.

 

Magic Sense

At level 10, you gain advantage on all magical based saving throws for 1 minute. You can only use this ability once per short or long rest.

 

Oblivion Binding

Beginning at level 11, when attacking with a bound weapon, you can attempt to banish other summoned creatures and turn undead. The creature must make a Willpower saving throw. On a failed save, the creature is banished or turned. If a creature has a Willpower of 14 or higher, the creature has advantage on the saving throw.

    A banished creature immediately vanishes into oblivion, however many greater daedra can be immune to this effect.

A turned creature must spend it's turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For it's action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

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

 

Conjure Unstable Daedra

At 15th level, you learn the Conjuration spell Conjure Unstable Daedra.

 

Conjure Unstable Daedra

Cost: Varies

Cast Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 hour.

 

You summon an unstable daedra of your choice, listed below, to fight by your side. The daedra appears in an unoccupied space that you can see within range, and disappears if the daedra drops to 0 hit points, or if you use an action to dismiss it.

    The summoned creature is friendly to you and your companions for the duration. Roll initiative for the summoned daedra, which has its own turn. The daedra obeys any verbal command that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

    If your concentration is broken, you lose control of the daedra, it becomes hostile to you and your companions, and it might attack. An uncontrolled daedra can't be dismissed by you, and it dissapears 1 hour after you summoned it.

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

 

Name                        Magicka Cost

Expert

Dremora                   7

Churl, Caitiff, Kynval, Feydnaz, Kyngald and Narkynaz

Daedroth                  8

Seeker                       8

 

Master

Xivilai                       9

Dremora                   9

Kynreeve, Kynmarcher, Markynaz, and Valkynaz

 

Spell Absorption

At 20th level, when you succeed a saving throw against a magicka based attack, you also regain 1 magicka.

 

 

BATTLEMAGE

Battlemages are wizard-warriors, trained in both lethal spellcasting and heavily armored combat.

They sacrifice mobility and versatility for the ability to supplement melee and ranged attacks with elemental damage and summoned creatures.

 

 

Battlemage Mastery

When you choose this focus at level 3, you gain proficiency in Heavy Armor

 

Elemental Defender

Starting at level 3, when you are wearing heavy armor and spend 10 minutes focusing on a specific element, you gain resistance to magic damage taken from that same element. You must finish a short rest before being able to focus on a different element. The elements are Fire, Frost, Poison, and Shock.

 

Battle Aura

At level 6, you are able to surround yourself with a magical aura that augments your combat prowess. To change your aura, you must spend 10 minutes concentrating on it.

 

Defensive Aura. You gain +1 AC.

 

Offensive Aura. You gain +2 chance to hit with melee and ranged weapon attacks.

 

Swiftness Aura. Your speed increases by 10 feet.

 

Courageous Aura. You are immune to fear.

 

Concentration Aura. You cannot be silenced.

 

Spell Reflect

Starting at level 14, while wearing heavy armor, when you are required to roll a Willpower saving throw against fire, frost, or shock damage, you gain the ability to reflect damage back to the attacker. On a success, you reflect half the damage back on the attacker and take no damage. On a fail, you are unable to reflect any damage, but only take half damage.

    This ability can only be used once per short or long rest.

 

Draining Aura

At level 18, you can create a 30 foot field, centered on yourself, that drains 1d6 health from nearby enemies and heals the sorcerer for an equal amount. The spell lasts up to 3 turns, unless you run out of magicka, or take a different action. The effect occurs when the spell is cast, and at the start of the sorcerer's subsequent turns.

    1 magicka is consumed for each enemy drained per turn. The spell is interrupted if you are damaged, silenced, or knocked unconscious. This ability can only be used once per short or long rest.

 

 

NECROMANCER

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.

 

Necromantic Mastery

When you choose this focus at Level 3, you gain proficiency in Necromancy magic, part of the School of Conjuration. You also gain one Necromancy spell of your choice.

 

Grim Harvest

Also at 3rd 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, you regain hit points equal to 3 times the magicka cost of the spell. You don't gain this benefit for killing constructs or undead.

 

Dark Souls

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 level.

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

 

Inured to Undeath

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.

 

Command Undead

Starting at 18th 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.

 

 

SPELLSWORD

Spellswords are spellcasting specialists trained to support Imperial troops in skirmish and in battle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune.

 

Spellsword Mastery

When you choose this focus at level 3, you gain proficiency in Long Blade, Light Armor, and Medium Armor. You also gain Spell Proficiency in the Enchanting school of magic.

 

Mystic Binding

Starting at 3rd level, your bound weapons are more deadly. Your attacks and damage rolls are increased by +1. Your attacks also damage creatures that are typically immune to mundane weapon damage.

    The attack and damage rolls increase by +1 when you reach 11th level (+2), and again at 17th level (+3).

 

Elemental Twister

Starting at 6th level, as a bonus action, you temporarily enchant a weapon you are holding with your choice of element. The next attack you make with that weapon deals the normal effects as well as the effects of the element listed below. The enchantment ends if the weapon is sheathed or leaves your hand.

    The damage increases when you reach 11th level and again at 17th level.

 

Fire. Your weapon deals an additional 2d6 fire damage, and continues to burn the target with smoldering fire for 2 rounds. For the next 2 rounds, the target takes 2d4 fire damage at the start of your turn. If the target is struck again by the same effect, the burning damage resets, but does not stack.

    The initial damage increases by 1d6 when you reach 11th level (3d6), and again at 17th level (4d6).

 

Frost. Your weapon deals an additional 2d8 frost damage and the target is slowed, lowering its speed by 15 feet and causes disadvantage on attacks and saving throws until the start of its next turn.

    The damage increases by 1d8 when you reach 11th level (3d8), and again at 17th level (4d8).

 

Shock. Your weapon deals an additional 2d6 shock damage to all enemies within 5 feet of the target. The target itself does not take any shock damage.

    The damage increases by 1d6 when you reach 11th level (3d6), and again at 17th level (4d6).

 

Poison. Your weapon deals an additional 2d8 poison damage and weakens the target for 2 rounds. The afflicted target gains one level of exhaustion until the start of your next turn.

    The damage increases by 1d8 when you reach 11th level (3d8), and again at 17th level (4d8).

 

Cleave

Beginning at 14th level, when you use the Attack action, you can use a melee weapon to strike any number of enemies within 5 feet of you, with a separate attack roll for each target.

 

War Magic

At 18th level, when you use the Cast a Spell action and you are wielding a melee weapon in one hand and no other weapons, you can use the attack action as well.

 

 

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