CC:Sorcerer-Daedric Summoning

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A sorcerer summons their Daedric minions to aid them.

Daedric Summoning Sorcery Focus

The arts of Conjuration oft is not considered one of the “great” schools of magic from guilds and schools throughout Tamriel. While few, there are those who have capitalized upon the ability to summon forth creatures from beyond Mundas. Not simply limited to bringing another creature to the realm, but some talented summoners can even manifest armor and weapons to their beck and call. These conjurers are known for their talents with Daedric Summoning.

Daedric Summoning Features
Level Feature
1st Daedric Familiar, Daedric Magic, Bound Aegis
6th Rebate, Bound Armaments
14th Expert Summoning
18th Summon Atronach

Daedric Familiar

1st-level Daedric Summoning sorcery focus feature

You magically summon a daedric creature from the waters of Oblivion, which draws strength from your innate connection to magicka. The daedra is friendly to you and your companions and obeys your commands. Choose its stat block-Scamp, Clannfear Runt, Pocket Watcher, or Winged Twilight (or another daedra that is no larger than Medium and that has a challenge rating of 1/2 or lower). Add your proficiency bonus to the daedra’s AC, attack rolls, damage rolls, to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your sorcerer level, whichever is higher. Like any creature, the daedra can spend Hit Dice during a short rest. Whatever kind you choose, the daedra bears runic markings that bind it to your service, which indicates its mystical origin from its realm of Oblivion.

In combat, the daedra acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the daedra to take the Attack action.

If you are incapacitated, the daedra can take any action of its choice, not just Dodge.

If the daedra has died within the last hour, you can use your action to touch it and expend a number magicka points equal to your proficiency bonus. The daedra returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different daedric familiar. The new daedra appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a daedra from this feature, it vanishes when the new daedra appears. The daedra also vanishes if you die.

Suggested Daedric Familiar Options: Clannfear Runt, Pocket Watcher, Scamp, Winged Twilight.

Daedric Magic

1st-level Daedric Summoning sorcery focus feature

You learn additional spells when you reach certain levels in this class, as shown on the Daedric Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or a destruction spell from the sorcerer or mage spell list.

Daedric Spells
Sorcerer Level Spell
1st hellish rebuke
3rd flaming sphere
5th bestow curse
7th fire shield
9th contact other plane

Bound Aegis

1st-level Daedric Summoning sorcery focus feature

While your daedric familiar is summoned, its presence offers your supernatural defenses to protect you from harm. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, when you aren’t wearing armor, your AC equals 13 + your Agility modifier.

Rebate

6th-level Daedric Summoning sorcery focus feature

When your daedric companion is reduced to 0 hit points that resulted from an attack from a hostile creature, you regain 1 expended Hit Die.

Once you gain the benefit of this feature, you can't do so again until you finish a long rest.

Bound Armaments

6th-level Daedric Summoning sorcery focus feature

While your daedric familiar is summoned, as a bonus action, you can call forth a daedric weapon that is bound to you. The daedric weapon is similar in size and shape to a longsword, mace, warpick, or battleaxe (your choice), and it lasts for until you dismiss it as a bonus action. If you let go of the daedric weapon, it disappears, but you can evoke the daedric weapon again as a bonus action.

You can use your action to make a melee spell attack with the daedric weapon. On a hit, the target takes 3d6 damage plus your spellcasting attribute modifier. The damage type dealt by the attack is associated with the Plane of Oblivion your daedric familiar is called from.

When you reach 14th level, the damage increases to 4d6, and again at 18th level the damage increases to 5d6.

Bound Armaments
Plane of Oblivion Damage Type
Apocrypha, the Fields of Regret,
Myriad Realms of Revelry, the Shivering Isles
Psychic
Cold Harbour Cold
The Colored Rooms Radiant
Attribution’s Share, Ashpit, Deadlands Fire
Dark Behind the World, Moonshadow Necrotic
The Hunting Grounds, The Pits, Quagmire Poison
Scuttling Void, Spiral Skein Acid


In addition, the daedra’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Expert Summoning

14th-level Daedric Summoning sorcery focus feature

When you command your daedric familiar to take the Attack action, the daedric familiar can make two attacks, or it can take the Multiattack action if it has that action.

Summon Atronach

18th-level Daedric Summoning sorcery focus feature

While your daedric familiar is summoned, you can sacrifice it in order to call forth an even greater daedric ally. When you do so, your familiar disappears, and in its place an atronarch of your choice appears in its space. Choose one atronach of your choice with a CR of 8 or lower. The atronach shares all of the benefits gained from other Daedric Summoning features with you, it is friendly to you and your companions and obeys your commands.

The atronach remains for 1 minute, or until it is reduced to 0 hit points. When it does, it vanishes and your daedric familiar returns back to life with its previous hit points. Once you use this feature, you can't use it again until you finish a long rest.