Supplicant image.


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.

Supplicant Features
Level Feature
1st Daedric Blessing, Variant: Wild Magicka
6th Bend Luck
14th Hurl Into Oblivion
18th Spell Bombardment

Daedric Blessing

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).

Variant: Wild Magicka

Replaces Daedric Blessing and Hurl Through Oblivion Features
For players and GM'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.

Bend Luck

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.

Bend Luck
Magicka Points Additional Roll
2 1d4
3 1d6
5 1d8
6 1d10
7 1d12

Hurl Into Oblivion

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.

Spell Bombardment

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.