2 LEGIONNAIRE’S GUIDE TO CYRODIIL
1
CREDITS CONNECT
Lead Designer: Michael Bonar (Teluusa) To find out more or to reach out to us, you can find us
Designers & Writers: Abraham_UK, Andrew Raleigh in the following places:
(Crimson), Darion Nutter (Whistlehunter), George Twitter: @UESTRPG
Potter, Juanchoclo, Marco A. Medina V. (Gugu), Email: [email protected]
Miniman_C, TheVileClavicus, WanderingSwampBeast Discord: https://discord.gg/XWCESZy
Editors: Andrew Raleigh, Marco A. Medina V., Michael
Bonar, The White Guar, WanderingSwampBeast Special Thanks
Layout: Michael Bonar Alexandrite, Ashardis, Ben Allen, Captain Volkow,
ChojiBoy, IceFireWarden, JasonHunter, Kungfu_Dragon,
Art Marian, Meri W, Pylawn, Sam Bertolli, Scarlet Moth,
Much of the art seen throughout this book is the the Skyblivion Project, SolarBalrog, The Elder Memes,
property of Bethesda Softworks LLC. This art is used The Lesser Prophecies, Tutorialtuna, UESP, UnVanced,
without permission, but credit to the known artists is Valtion, Vira, everyone on discord, and everyone who
given. Additional art has been provided by the has ever supported this project.
Skyblivion Project and IskelIlona.
Skyblivion Artists: Ali Youssef, André De, Anna
Known Artists Include: Anastasia Ovchinnikova, Artur Khudorenko, Aric Salyer, BunnyLoveSo, Cosmo Porter-
Gurin, David Kaye, Lemon Sky Studio, Marius Bota, Witt, Eric He, Fury_on, Gabriel Eekenulv, Gees, Ghost
Nuare Studios, Opus Artz, Raymond Chen, Ray Lederer, Hinimoto, Guilherme Valle, Hưng Trần Duy, Johanna
Tom Zhao, zeander Chong Fei Kang Rupprecht, Ka—Z, Kettlewitch, Lyraina, Marco Antonio
Meireles Carvalho, Roberto Gatto, Roman Dubina,
Simon Eliasson, Spyros Frigas, Vitaly
ON THE COVER
The Forgotten Hero looking onto the Imperial City at
the Battle of the Red Ring. Taking the guise of Emperor
Titus Mede II, the Forgotten Hero led the charge to
break the Dominion’s hold on the city. This battle
would lead to the signing of the White-Gold Concordat
peace treaty between the two nations.
The Elder Scrolls
Copyright © 2014 Bethesda Softworks LLC, a ZeniMax Media company. The Elder Scrolls, Bethesda Softworks,
ZeniMax and their respective logos are registered trademarks of ZeniMax Media Inc. All Rights Reserved.
Intellectual Property
The information contained in this booklet is an unofficial fan made project. This work is not for profit and its
commercial distribution to anyone under any circumstances is strictly prohibited.
System Reference Document 5.1 Copyright © 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy
Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris
Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
First Release: September 2021
PDF Version: 1.0 (This is the first release)
2 LEGIONNAIRE’S GUIDE TO CYRODIIL
CONTENTS
Introduction ...............................4 Way of the Contender ............27 Twilight Dualist ......................55 Background: Company Clerk ..88
About this Book........................... 4 Way of Hidden Motives ..........28 Thief ...........................................56 Company Spells ......................90
Welcome to the Gold Coast ........ 6 Way of the Spirit Sword..........29 Imperial Legion ..........................92
The Gateway to an Empire.......... 6 Necromancer ............................. 31 Thievish Archetypes ................56 Imperial Legion Characters ....93
Necromantic Art ..................... 31 Fixer ........................................56 Background .............................93
Merethic Era ............................ 6 Corpse Whisperer ................... 31 Twilight Shroud ......................56 Legion Guild Spells..................95
First Era.................................... 7 Sanguine Puppetry..................32 Warden .......................................59 Imperial Temple .........................98
Second Era ............................... 7 Voidkeeper .............................33 Conclaves ................................59 Imperial Temple Characters ...99
Third Era .................................. 8 Nightblade..................................35 Conclave of the Elements .......59 Background ........................... 100
Fourth Era ................................ 9 Path of Darkness.....................35 Conclave of Spinners .............. 61 Temple Guild Spells............... 102
Life in Cyrodiil ............................. 9 Night Mother's Shadow .........35 Conclave of Vermin ................62 Mages Guild ............................ 104
Currency: Septims.................... 9 Phantomblade.........................36 Warrior .......................................64 Mages Guild Characters ....... 106
Cosmopolitan Comforts .......... 9 Priest ..........................................39 Martial Archetypes .................64 Background ........................... 106
Divine Calling..........................39 Legionnaire .............................64 Mages Guild Spells................ 108
Ch. 1: Player Options................. 11 Doomsayer ..............................39 Mercenary ...............................66 Thieves Guild.............................110
Barbarian.................................... 12 Reveler ....................................40 Gladiator ................................67 Thieves Guild Characters....... 111
Ranger ........................................42 Background ............................112
Primal Paths............................ 12 Ranger Archetypes ..................42 Ch. 2: GUILDS OF CYRODIIL ......69 Thieves Guild Spells ...............113
Path of the Vanguard.............. 12 Green Pact Keeper .................42 Guild Membership .....................69 Guild Services ............................116
Path of the Wilds .................... 13 Sellsword ................................44
Path of the Weal ..................... 14 Rogue .........................................45 Guild Spells .............................69 CHAPTER 3: Spells....................121
Bard ............................................ 16 Roguish Archetypes ................45 Renown ...................................70 Spells by Class ...........................121
Bard colleges........................... 16 Chosen of Sithis ......................45 Arena ..........................................72 Spells by School........................ 124
College of Courtesy ................ 16 Infiltrator ................................46 Arena Characters ....................72 Spell Descriptions..................... 126
College of Divines ................... 17 Sorcerer ......................................47 Background .............................73
Crusader ..................................... 19 Sorcery Focus..........................47 Arena Guild Spells ...................75 CHAPTER 4: Treasures............. 167
Devotions ................................ 19 Aetherial Herald......................47 Dark Brotherhood ......................77 Magic Item Descriptions.......... 167
Herald .................................... 19 Daedric Ancestry.....................48 Dark Brotherhood Characters 77 Artifacts .................................... 200
Zealot ......................................20 Dunewalker.............................50 Background .............................77
Mage...........................................22 Spellsword..................................52 Brotherhood Guild Spells........79 Appendix A: Conditions .......... 206
Arcane Traditions....................22 Mystic Paths ...........................52 Fighters Guild.............................82 Rationalizing Conditions..........206
Alchemist ................................22 Blademaster ............................52 Fighters Guild Characters .......83 Condition Considerations ........206
Enchanter................................23 Elemental Adept......................52 Background .............................83
Scholar ....................................25 Fighters Guild Spells ...............85
Monk ..........................................27 Gold Coast Trading Company ....87
Monastic Tradition .................27 Company Characters ..............88
3
INTRODUCTION
ABOUT THIS BOOK Cyrodiil. Along with giving characters the opportunity
to advance within their guild, the chapter also provides
C yrodiil, the heart of the Empire is a land rife new backgrounds that can be used to create even
with history, wars, conflict, assassinations, stronger connections to the setting, and ideas on what
coupes, and political intrigue. Back in 1994 benefits the guilds can give every citizen of the Gold
when The Elder Scrolls: Arena was first Coast.
released, this land was only known as the Imperial
Province. It wasn’t until the adventure game, Redguard, Another way to customize your characters can be
that the province was given the name we know today, found in Chapter 3, which adds many new spells that
hidden in NPC dialogue. It wouldn’t be until Oblivion, are familiar to Tamriel. These new spells could be
the award winning fourth game in the main series, included in character creation, or existing characters
that we would truly see the beauty of Cyrodiil, which could find them in spellbooks or through mystical
solidified its place in people's hearts. rewards.
For Legionnaire’s Guide to Cyrodiil, the community Chapter 4 is all about the fantastic magic items,
surrounding UESTRPG came together in an epic way to treasures, and artifacts that can be used as rewards in
create this massive tome. Filled with lore, mechanics, a Cyrodiil campaign. Many of the items are
and goodies for Game Masters and players alike, this interpretations of game mechanics that have been
impressive project turned into far more than ever translated into something new for 5e, often inspired by
expected. The vast majority of this book was written by the lore and flavor found in the video games.
members of the community, rather than the project’s
creator. This entire book is a reflection of everyone that But this is only the beginning. There has been so
has followed the project over the years and I can’t be much more already written for Legionnaire’s Guide to
happier with the passion and excitement that came Cyrodiil. This is only the first part to the series. The
forward. I have so much gratitude for everything that second section will be coming in the near future and
has happened this year and wanted to share a heartfelt will include world building tools for Game Masters.
thank you to everyone involved, from writers to Location guides, quest hooks, one-shot adventures, and
readers. Thank you. a mini-campaign will help guide GMs through a
Tamriel based game, or even set up new GMs with
This book provides everything a dungeon master everything they need to start an adventure. A full
needs to run games that are suitable to play within any bestiary, regional lore, and mechanics driven by the
portion of Cyrodiil, but with a focus on the Gold Coast. world will help create a rich setting in Cryodiil.
It guides you through the process of creating
characters and adventures set there. The information All in all, this book is meant to inspire Game Masters
in the book will be outlined in two parts. The first part and players alike in the world's greatest roleplaying
contains many new options that are more player setting using the world's greatest roleplaying game.
focused, while the second part will be more focused on
information for the GM. USING THIS BOOK
Chapter 1 introduces many new Elder Scrolls themed Inside these pages you will find many references to
subclass choices, with every class getting something various mechanics. Color and style is used to
new to add to the existing options found in the Basic differentiate, as shown of the following key:
Rules and other UESTRPG books. These options can be
used in any 5e game setting, even outside of Tamriel. Italics: Spell found in the 5e Core Rules
Red Italics: New spell found in Chapter 3
Chapter 2 adds even more customization to your Bold: Monster or NPC found in the 5e Core Rules
characters by introducing some of the most popular Red Bold: New Monster or NPC coming in Part 2
guilds of Cyrodiil. Each of the eight guilds included Blue Bold: Monster or NPC found in UESTRPG books
provides new ways for characters to interact with the Bold Italics: Magic item found in the 5e Core Rules
world around them and shape the very future of Red Bold Italics: New Magic item found in Chapter 4
Red Text: New conditions found Appendix A.
4 LEGIONNAIRE’S GUIDE TO CYRODIIL
WELCOME TO THE come. A sign of power and the foundation of Empires ERIC HE
GOLD COAST for the future of all of Tamriel.
"It's our natural barriers that keep us safe, mostly. Nestled within the center of Tamriel, Cyrodiil has
always been a highly sought after region since the
Mountain borders north and east, open sea to the west, settlement of the Ayleids during the Merethic Era. The
region is lush, temperate, and considerably mild.
and bogs and rainforest to south." Cyrodiil is made up of several smaller environments. To
the west, the Great Forest cradles and protects the
―Adamus Phillida Imperial City, the Colovian Highlands border
Hammerfell, and the glimmering Gold Coast connects
T he Gold Coast has always served as the the western shorelines. The Nibenay Basin dominates
Empire of Cyrodiil's gateway to the Abecean much of the central province, while the expansive
Sea. The picturesque area is a wonderful countryside of the West Weald leads into the swampy
destination for travelers that seek the most Blackwood to the south. The Jerall Mountains of the
interesting sights in Cyrodiil and enjoy the fine north separates the heartland from Skyrim, and the
weather and sandy yellow beaches of Anvil. With Valus Mountains to the east borders Morrowind.
bright sun and clear waves, the Gold Coast enjoys a
pleasant climate fueled by warmer currents from the This province's vast wealth is laid in its fertile fields,
Abecean Sea. It offers a verdant paradise perfect for a it’s numerous waterways, and its centralized
hearty sort looking for true adventure. positioning within Tamriel. Unlike much of its
neighboring regions, Cyrodiil is quite hospitable for all
The chapters of this book will detail many of the people. While not as paradisaical as the Summerset
creatures, items, and magic that can be found Isles, Cyrodiil offers a vast array of landscapes from the
throughout all of Cyrodiil, but the details of particular oaks of the Great Forest to the vast vineyards of the
locales are focused on the Gold Coast. West Weald.
THE GATEWAY TO AN MERETHIC ERA
EMPIRE
With its discovery, the Ayleids began building the
The seat of power to many empires, Cyrodiil has been undeveloped wilds of what would later become the
considered a gem since its discovery by the Aldmeri of Heartlands of the province of Cyrodiil. The migrating
Summerset. When the Ayleids fled their homeland to mer discovered a singular race of birdfolk. This strange
the then jungled wilds of Cyrodiil, much of the land race of beastfolk is said to have not lasted long after
was primal, raw, and untouched by mer or man. This their discovery. Whether this is due to being
new land would be the crowning jewel for eras to
6 LEGIONNAIRE’S GUIDE TO CYRODIIL
slaughtered at the hands of the mer, or by some other secede from the Empire, which would lead to
natural extinction, the land that would be known as numerous wars among men. After the conclusion of
Cyrodiil was now available to the Wild Elves for the the War of Righteousness, the Alessian Order would
taking. Building on a lone isle, they formed what dissolve, and with it, the first empire of man.
would be known as the White-Gold Tower. This marked
the beginning of what would later be a constant Then came the invading Tsaesci of Akavir. Cutting
struggle for political entities who would seek to sit through much of Cyrodiil and Skyrim, this unstoppable
upon the Ruby Throne. army would bring about the reunification of Colovia
and the Nibenay. Led under Reman Cyrodiil, they drove
Spreading across the face of the land, the Wild Elves back the Akaviri at the Battle of Pale Pass. In doing so,
filled nearly every corner of Tamriel. This period of Reman set himself up to establish his own destiny. This
time was marked by the domination and tyrannical second empire would see a vast expansion of power,
rule of the Ayleids. Under foot, men and beastfolk were even invading into Valenwood and later into Black
subjected to slavery. Known for their decadence as Marsh.
much as their cruelty, these mer thought their rule
would be unquestioned and unending. Seeing This era, along with the Reman Dynasty would both
themselves as the very descendants of the Divines, the end with the assassination of Emperor Reman III at the
Ayleids of the merethic period held themselves as hands of the Dunmeri Morag Tong. The Akaviri
superior to all other races. Potentate Versidue-Shaie assumed the throne and
declared the Second Era had begun.
While wars raged all around them, the elves of
central Tamriel held strong as new races of man began SECOND ERA
their journey into the borders of their kingdom.
Yokudan refugees began their settlement of the deserts The Second Era would be marked with nearly unending
of Hammerfell, and the proto-Nords of Atmora settled wars, assassinations, and Daedric involvement in Nirn.
in northern Tamriel. As humanity furthered its reach, It begins with the fall of the Second Empire, where
the Ayleid’s rule began to wither. Potentate Versidue-Shaie’s rule would end like Emperor
Reman III before him. The Morag Tong would once
Eventually, civil war would break out among the more leave their mark on the world by assassinating
Ayleids. This was known as the Narfinsel Schism. These the emperor and their heirs. As the last of his bloodline
centuries-long wars raged between the Aedra died, so did the last remnant of the Second Empire; and
worshiping Barsaebics and their Daedra worshiping with it, plunged the whole of Tamriel into war known
brethren. This constant struggle and bloodshed would as the Interregnum.
undoubtedly lead to their own demise.
With no empire to quell the land and maintain order,
FIRST ERA three factions rose to take the Ruby Throne for their
own: the Aldmeri Dominion, the Daggerfall Covenant,
The First Era, the Era of Man, found a shift in power in and the Ebonheart Pact. An age of constant war would
Cyrodiil when the Nedic slave Alessia rose up and rage within Cyrodiil itself as the three factions would
declared her rebellion against her Ayleid masters in the rise to power and struggle to maintain control.
mid-second century. Building an army from the ground
up, the humans of Tamriel sought to break the binds of Behind the backdrop of constant battling,
Mer supremacy. Demigods, such as Pelinal, whose gifts machinations were of Daedric betryal were in the
for battle were so legendary that he alone slaughtered works. Mannimarco, the King of Worms, used his silver
vast scores of elves, joined the uprising. Soon, the tongue and worked his magic with the agreeable
Ayleids rule of Cyrodiil began to be shaken and they Colovian lord, Varen Aquilarios. Convinced he would be
lost much of their empire. Short-lived and bloodied, in emperor, Varen led his Five Companions on numerous
under three years, the fall of elven rule brought about quests that concluded with their recovery of the
the first empire of man as Empress Alessia took the Amulet of Kings, which was brought back to the
Ruby Throne. Temple of the One within the Imperial City. In an
attempt to bless Varen with the same dragon’s blood
Building an empire from the remnants of the elves, as Alessia before him, Varen prayed to Akatosh to grant
Alessia would carve a future of human dominance for him this boon. As he beseeched the Dragon God,
Cyrodiil that would span eras. In time, the newly Mannimarco betrayed his companions. The ritual failed
established humans of Cyrodiil would be known as the to relight the Dragonfires, and instead initiated the
Imperials. Planemeld with Molag Bal’s realm of Coldharbour. This
event would later be recorded as the Soulburst.
Though, this empire would also crumble. Nearly two
millennia after its inception, divisions began to break As the fates would have it, Mannimarco’s undoing
among the once loyal vassals. High Rock would first would be from the same Five Companions that he once
7
betrayed, now joined by a being known only as the Rock and Hammerfell. This war would eventually end
Vestige: a legendary hero of the Second Era whose soul with the death of Lysandus, King of Daggerfall. But a
was snatched by Molag Bal. Though history has lost hero known as the Eternal Champion would rise to
who this individual was, they were instrumental in overthrow the usurper and help restore order across
gathering the combined forces of both the Mages Guild the Empire.
and Fighters Guild to bring the fight to Molag Bal in his
own realm in Coldharbour. There, the allies were aided As the Sixth House’s influence spread across
by numerous lost souls within the realm of Oblivion, Vvardenfell, so did a mysterious weather-like
such as the Last of the Ayleid Kings, Laloriaran Dynar. phenomenon knows as the Blight. As the plague
With the combined forces, and the blessing of the continued, Azura’s prophecy of the return of the
Daedric Prince Meridia, the mortals of Nirn stood Nerevarine became fulfilled. Dagoth Ur, the would-be
against the God of Schemes and struck him down, and Dunmer god of the Sixth House, sought to use the
with that, ending the Planemeld. Heart of Lorkhan to empower the dwemer construct
Akulakhan. In the bowels of Red Mountain, the
With this cataclysmic event averted, the Three Nerevarine confronted Dagoth Ur in single combat,
Banners War continued. Peace could not be found besting him and stopping his plot of destruction.
between the factions, even after a temporary truce to
quell the invading Daedric forces. The war would be The events leading up to this conflict stripped the
waged for nearly three hundred years, until the time of Dunmer Tribunal of their divine powers. As a result,
the Tiber Wars would begin.The legendary hero, Almalexia fell into madness as she strove for a means
General Talos, began a series of conflicts that would to regain her power. In her vain attempt, she betrayed
lead to the first unification of Tamriel. Establishing Sotha Sil, killing him to try to garnish some measure of
himself as the ruler of the Third Empire, Tiber Septim power. But, in the throws of her frenzy, the Nerevarine
ushered in a new era as a relatively unheard of time of struck down the now mortal Almalexia. With the
peace fell upon the lands. deaths of two of the Tribunal, and the disappearance of
Vivec, the Dunmer people were left without the
THIRD ERA influence of the false gods. Some returned to their
traditions of Daedric worship, while others sought to
The reign of the Septim Dynasty began in the opening find faith in the Imperial Divines.
year of the Third Era. With Tamriel unified under a
single banner, kingdoms now took their place as As the waning years of the Third Era closed, so did
vassals and provinces to a foreign Emperor. Mankind the Third Empire. A sect of secretive Daedric
had proven itself as a conqueror, not unlike their worshipers known as the Mythic Dawn, followers of
former elven masters from eras past. While unification Mehrunes Dagon, began a plot of assassinations
marked this era, peace was not an absolute, and not all against the Septim Dynasty. With his three legitimate
Imperial Emperors were the most even headed, such sons slain, Emperor Uriel Septim VII, led by his
was the case of Pelagius the Mad. personal bodyguards, the Blades, sought his escape
from the Imperial City. But as fate would have it, the
The War of the Red Diamond was among the first of Emperor would cross paths with a prisoner that was
many conflicts that threatened to dissolve the Third destined to end the oncoming Oblivion Crisis. Just
Empire of man. A war over succession after the death before his death, Uriel gifted the Amulet of Kings to the
of Emperor Antiochus, Queen Potema of Solitude prisoner, and commanded them to give the artifact to
wished for her children to take the Ruby Throne over the leader of the Blades, find his illegitimate son,
her niece, the newly crowned Empress Kintyra II. While Martin, and to close shut the jaws of Oblivion.
the empress’ reign was short lived, the War of the Red
Diamond was likewise short, though many casualties Following through with his dying decree, the
would come as a result, including the dissolution of prisoner, the one that would come to be known as the
the Knights of the Nine. Champion of Cyrodiil, found Martin the priest within
the ruins of the recently destroyed city of Kvatch. Over
The following century would herald in more wars, the course of the year, the pair would make a journey
leading up to Jagar Tharn’s pact with the Daedric northward to the hidden Blades fortress of Sky Ruler
Prince Mehrunes Dagon. The fifth century would mark Temple, bring about the undoing of the conspiracies of
new rising threats due to increasing Daedric the Mythic Dawn cult, and cease Mehrunes’ invasion.
involvement with mortals. Beginning with the Imperial As Oblivion gates that led to the Deadlands began to
Simulacrum, the then Imperial Battlemage, Jagar Tharn dot the land, the champion brought relics to Martin to
took the guise of the imprisoned Emperor Uriel Septim perform a ritual to retrieve the stolen Amulet of Kings
VII, masquerading as the Emperor for a decade. This from the leader of the Mythic Dawn, Mankar Camoran.
time was wrought with war and carnage across the
whole of Tamriel. The War of Betony washed over High With the cultist leader defeated, and the amulet in
hand, the champion led Martin to the Temple of the
One in the Imperial City to relight the Dragonfires and
8 LEGIONNAIRE’S GUIDE TO CYRODIIL
rebuke the invading Daedra. But as they entered the These events incurred a prophecy of the Elder Scrolls
city, Mehrunes Dagon brought forth the full might of that spoke of the civil war between the Nords of
his armies, even manifesting himself in a physical form Skyrim and the Imperials of Cyrodiil. Alduin the World-
on Tamriel. Entering the Temple of the One, Martin lit Eater reemerged and began to bring back the dragons
the Dragonfires as Mehrunes Dagon burst through the of old. Though, the prophecy also spoke of the Last
domed room. In a flash, Martin became the flaming Dragonborn who would rise to defeat the dragon. In
avatar of Akatosh. Dueling against the Daedric Prince, the course of a year, both Alduin and the civil war
the avatar of Akatosh banished the Prince of would come to a conclusion.
Destruction, sealing off Oblivion once more from Nirn.
But in doing so, the avatar turned to stone, leaving a LIFE IN CYRODIIL
testament for all to know that Martin Septim gave his
life to protect Tamriel. With his sacrifice, the Septim Cyrodiil is a far-reaching region that shares a border
Dynasty came to an end, and with it, the Third Empire with most of the other provinces of Tamriel. Its central
and the Third Era. location on the continent has made it the pivotal
province for political power, but it also offers itself as a
FOURTH ERA home to all walks of life.
As the Fourth Era began, Tamriel changed with the Separated into 10 regions, each with their own
shifting eras. The Red Year brought about the eruption unique landscapes, Cyrodiil has the ability to remind
of the Red Mountain that devastated Vvardenfell. Black many outsiders of their home province. Seven main
Marsh would secede from the waning empire. High roads connect the twelve counties and the nine major
Chancellor Ocato was assassinated by the returning cities. At the heart of it all is the Imperial City, the
Thalmor, causing war to erupt once more. Titus Mede, largest and most cosmopolitan city in all of Tamriel.
a Colovian warlord, would rise to take control of the
Imperial City and establish his own empire. CURRENCY: SEPTIMS
Following this new empire, the Aldmeri Dominion, The main currency of Cyrodiil, and all of Tamriel, is
under the control of the Thalmor, was reestablished in named after the Septim Empire. The coin has an image
Alinor. In doing so, both Summerset and Valenwood on Tiber Septim engraved on one side with the words
departed from the empire. The empire’s grasp on “The Empire is Law. The Law is Sacred. On the opposite
Tamriel continued to weaken as more and more lands side is an image of Akatosh with “Praise be Akatosh
would depart from the once unified continent. and all the divines” along the edges. The coin is often
referred to as a septim, a drake (due to the image of
The Aldmeri would capitalize on this, beginning the the dragon god), or simple as a gold piece. In UESTRPG,
Great War in 4E 171. Attacking both Cyrodiil and 4 septims is equal to 1 gp from the standard 5e rules.
Hammerfell, the elves sought to lay claim to the Ruby
Throne and establish their own empire. Attacking from COSMOPOLITAN COMFORTS
both the south and the west, the Thalmor invaded
with swiftness, striking quickly to reach the Imperial A melting pot of peoples and cultures, Cyrodiil attracts
City. In the ensuing years, the Imperial City would be many inside its borders. Likely because of this, and the
besieged by the Aldmeri, Titus Mede II would flee north central location, there is ample access to goods from
in order to gather his forces, and a new hero, whose all cultures. Beautiful breads from across Tamriel and
name had been forgotten by history, took up the guise otherwise foreign delicacies are often available,
of Titus II. The Forgotten Hero led an army to what especially within the Imperial City.
would be known as the Battle of Red Ring. Defeating
Lord Naarifin, his Daedric allies, and the main Aldmeri Within the borders, the citizens of Cyrodiil enjoy a
forces. The Empire once more took the Imperial City. relatively protected life, especially those living inside
With the end of the Great War, the Aldmeri entered the safety of the walled cites. Here the greatest
into a peace treaty that would be known as the White- comforts of Tamrielic life can be enjoyed.
Gold Concordat. This event brought upon the
outlawing of Talos worship throughout Tamriel, Common Cyrodiil Commodities
angering the empire’s most loyal allies, the Nords of
Skyrim and the Redguards of Hammerfell. Both of Item Cost
which would separate themselves from the Mede
Dynasty and continue to war with the Thalmor. Black Horse Courier Newspaper 1 septim
Colovian Ginger Beer 2 septims
Cyrodilic Brandy 80 septims
Shepherd’s Pie 3 septims
Surilie Brothers Wine 5 septims
9
10 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L A DUNMER NIGHTBLADE CAPTURES
HER TARGET WITH MAGIC
CHAPTER 1: PLAYER OPTIONS
W ithout an adventurer, there is no story classes found in the Basic Rules.
and no campaign. The characters
created by the players are the heroes The table below gives a brief overview of the 38 new
(and sometimes the villains) of the tale subclasses, with each class gaining at least two new
about to be told around the table, whether it’s a options in addition to those found in the Basic Rules.
physical table or virtual. This chapter provides a Each option is shown with the class, the level the
plethora of new options for subclasses for all of the option becomes available, and a short description.
Subclasses
Class Subclass Level Available Description
Barbarian Path of the Vanguard 3rd Relies on martial training to overwhelm foes on the battlefield
3rd Mystical connection to nature empowers the ability to ambush enemies
Barbarian Path of the Wild 3rd Boons in the form of magical markings fuel their abilities and rage
3rd Diplomats that use speechcraft and etiquette as a weapon of peace
Barbarian Path of the Weal 3rd Religious scholars and orators gifted by the Divines
3rd Devout protectors of the meek and merciful servants of the faithful
Bard College of Courtesy 3rd Ardent followers that spread their faith through force and fury
2nd Experts in the arcane art of alchemy
Bard College of the Divines 2nd Enchanters that use runes to infuse objects with incredible magic
2nd Masters of knowledge that use advanced learnings to overcome obstacles
Crusader Herald 3rd Always seeking to improve their training to conquer their goals
3rd A master of espionage and disguise that hides in plain sight
Crusader Zealot 3rd Calls upon their spiritual energies to manifest a weapon of pure light
2nd Manipulators of both life and death that unlock the mysteries of magic
Mage Alchemist 2nd Uses the essence of blood to gain control over others
2nd Reaches into the void to harness the dark energies of destruction
Mage Enchanter 1st An assassin blessed by the Night Mother herself
1st Empowered by an entity beyond the veil to wield ethereal power
Mage Scholar 1st Prophets of fortune that can change the fates of the doomed
1st Merrymakers of the Divines that spread cheer and good will
Monk Way of the Contender 3rd Blessed followers of Y’ffre that draws on magic to protect the natural world
3rd Combines offensive and defensive training to tackle any task
Monk Way of Hidden Motives 3rd Harbingers of Sithis that bring chaos from the void
3rd Uses guile and deception to get in and out of trouble
Monk Way of the Spirit Sword 1st Draws arcane powers from Aetherius through the constellations
1st Daedric ancestry manifests through your physical form
Necromancer Corpse Whisperer 1st Channels the devastating power of sandstorms
3rd Combat masters that turn might and magic into powerful blows
Necromancer Sanguine Puppetry 3rd Weaves destructive elemental enchantments into their weapons
3rd Dances between the dusk and dawn for protection and destruction
Necromancer Voidkeeper 3rd Reliable thieves that excel at anything that needs to be done
3rd Walks a path of shadow, blessed with night magic
Nightblade Night Mother’s Shadow 2nd Harnesses the primal forces of the elements and embodies their essence
2nd Spinners of tales that divine the future and remembers the past
Nightblade Phantomblade 2nd Surrounds themselves with verminous creatures and swarm their foes
3rd Stalwart defenders that use tactics of teamwork
Priest Doomsayer 3rd Hardened battlers with great resolve and ferocity
3rd Competitive performers that see battle as a work of art
Priest Reveler
Ranger Green Pact Keeper
Ranger Sellsword
Rogue Chosen of Sithis
Rogue Infiltrator
Sorcerer Aetherial Herald
Sorcerer Daedric Ancestry
Sorcerer Dunewalker
Spellsword Blademaster
Spellsword Elemental Adept
Spellsword Twilight Dualist
Thief Fixer
Thief Twilight Shroud
Warden Conclave of the Elements
Warden Conclave of Spinners
Warden Conclave of Vermin
Warrior Legionnaire
Warrior Mercenary
Warrior Gladiator
11
BARBARIAN DEFENSIVE
While you are wearing armor, you gain a +1 bonus to
Everywhere across Tamriel, from the serene coasts of AC.
Alinor to the unforgiving fjords of Skyrim, barbarians
call upon the rage inside them. Some mark themselves DUELING
with magical inks to draw on their raw emotional When you are wielding a melee weapon in one hand
power. Others redirect their unrelenting furor into and no other weapons, you gain a +2 bonus to damage
focused training, and there are those that extract rolls with that weapon.
strength from their natural surroundings.
GREAT WEAPON FIGHTING
The barbarian class receives new subclasses in this When you roll a 1 or 2 on a damage die for an attack
section. you make with a melee weapon that you are wielding
with two hands, you can reroll the die and must use
PRIMAL PATHS the new roll, even if the new roll is a 1 or a 2. The
weapon must have the two-handed or versatile
At 3rd level, a barbarian gains the Primal Path feature, property for you to gain this benefit.
which offers you the choice of a subclass. The
following options are available to you when making PROTECTION
that choice: Path of the Fearless, Path of the Vanguard, When a creature you can see attacks a target other
and Path of the Wilds. than you that is within 5 feet of you, you can use your
reaction to impose disadvantage on the attack roll. You
PATH OF THE VANGUARD must be wielding a shield.
Drawn to a life of adventure, combat, and rabble TWO-WEAPON FIGHTING
rousing, a barbarian of the Path of the Vanguard seeks When you engage in two-weapon fighting, you can add
out the challenge of honing their skills, seeking new your attribute modifier to the damage of the second
ways to overcome any obstacles. A barbarian of this attack.
path uses their rage to focus on their combat training.
EXPERT HUNTER
Spending countless hours in grueling training, and
just as many out in the wilds to learn the finer points 6th-level Path of the Vanguard feature
of tracking, Path of the Vanguard barbarians prove
their merit and worth both on and off the battlefield You gain insight and knowledge on those you’re
where others would fail. contracted to defeat. When you finish a long rest,
choose one creature type to focus your hunt on. The
BONUS PROFICIENCIES first time you attack a creature of this chosen type on
your turn, you add your Willpower attribute modifier
3rd-level Path of the Vanguard feature (minimum 1) to the attack roll.
You gain proficiency in the Athletics and Survival skills When you reach 10th level, your weapon attacks
if you don't already have it. score a critical hit on a roll of 19 or 20 against your
chosen creature type from this feature.
FIGHTING STYLE
UNYIELDING MIGHT
3rd-level Path of the Vanguard feature
10th-level Path of the Vanguard feature
You adopt a particular style of fighting as your
specialty. Choose one of the following options. You You can harness your superior might to remain in the
can't take the same Fighting Style option more than heat of the battle. While raging, when you take
once, even if you later get to choose again. damage, you can use your reaction to expend one of
your hit dice and heal yourself. Roll the die, add your
Endurance attribute modifier, and regain a number of
hit points equal to the total (minimum of 1).
WEAPONMASTER
14th-level Path of the Vanguard feature
You draw back to the intense training and focus your
swings. While raging, you can make a melee weapon
attack as a bonus action on each of your turns.
12 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L
BARBARIAN
PATH OF THE WILDS CAMOUFLAGED HUNTER
Using a combination of teamwork and stealth, 10th-level Path of the Wilds feature
barbarians of the Path of the Wilds are ambushers who
use their knowledge of the land to overwhelm their While camouflaged, you can use a bonus action to
foes. Their connection to the old gods and nature mark a creature as your prey, which lasts as long as
spirits grants them the protection of the wild, a you are camouflaged. Once on each of your turns, you
manifestation that cloaks them from their enemies deal an extra 1d6 damage when you hit the marked
and fortifies their resolve. The Reachfolk of Skyrim and target with a weapon attack.
the Orsimer tribes that live in the wilds throughout
Tamriel are looked over by these spirits. All pariahs You can use this feature a number of times equal to
gain their favor, including the hulkynds of Summerset your proficiency bonus, and you regain all expended
and others who have been rejected by the people of uses when you finish a long rest.
Nirn.
SILENT STRIDER
PRIMAL CUNNING
10th-level Path of the Wilds feature
3rd-level Path of the Wilds feature
Your walking speed increases by 5 feet and you gain
You have an unmatched connection to the natural your choice of either a climbing speed or a swimming
environment. You become proficient in one skill of speed, which equals your walking speed.
your choice from Animal Handling, Nature, Medicine,
Perception, Stealth, or Survival. While in a natural Additionally, you have advantage on an Agility
environment, your proficiency bonus is doubled for any (Stealth) check if you move no more than half your
attribute check you make that uses this chosen skill. speed on the same turn.
CLOAK OF THE WILD RESILIENT RAGE
3rd-level Path of the Wilds feature 14th-level Path of the Wilds feature
When you enter your rage, your physical form changes, While raging, you are immune to the charmed and
manifesting a cloak of the wild, adjusting to fit into frightened condition and you have advantage on saving
your surroundings. Until the rage ends, you gain the throws against being blinded, deafened, paralyzed,
camouflaged condition. While camouflaged, you can petrified, poisoned, or stunned.
use a bonus action to take the Hide action on each of
your turns, and your rage does not end early as long as
you are hiding from a creature that you can see or
hear.
Additionally, you can use an action to gain the
camouflaged condition while not raging. This effect
lasts for 10 minutes or until you use an action to make
an attack. Once you use this feature in this way, you
can’t use it again until you finish a short rest.
HUNT-FATHER’S ADVANCE
6th-level Path of the Wilds feature
When you or an ally within 10 feet of you attacks and
hits a creature that is surprised, the target takes an
additional 1d4 damage. This damage increases when
you reach certain levels: to 2d4 at 11th level, 3d4 at 16th
level, and 4d4 at 20th level. The bonus damage depends
on the damage type of the weapon or spell being used.
REACHFOLK BARBARIAN
OF THE WILDS
CHAPTER 1: PLAYER OPTIONS 13
BARBARIAN
ORSIMER BARBARIAN NORD BARBARIAN
OF WEAL OF THE VANGUARD
PATH OF THE WEAL Mark of Speed. Your movement speed is increased by
10 feet.
Focusing on intimidating their opponents with their
raw display of strength and mettle, barbarians of the Mark of Resilience. You gain a +1 bonus to AC.
Path of the Fearless use a variety of magical markings
that push their capabilities or harm their enemies. POWERFUL MARKINGS
While legends of these warriors are sparse, they are
most commonly seen as gladiators in the arena, where 6th-level Path of the Weal feature
they can show off their peculiar gifts for the spectacle.
There are also rumors of mercenaries and bandit kings Your marks grow larger, and shine brightly while
who use these techniques in the wilds of Tamriel. raging, giving you an additional magical effect of your
choice. You can choose the same mark you chose at
A barbarian of this path can gain these markings in a 3rd level, or an entirely new one.
variety of ways. Perhaps you were tattooed with
magical inks, or your flesh or fur was decorated with Mark of Strength. After attacking a creature, you can
infused paints. Consider if the marks are deep scars shove or grapple it as a bonus action.
with mystical powers, or if the markings suddenly
appeared as though a greater power approved of your Mark of Speed. You gain advantage on Agility
methods. (Acrobatics) skill checks and Agility saving throws.
WEAL MARKINGS Mark of Resilience. You gain advantage on Endurance
saving throws.
3rd-level Path of the Weal feature
MINOR MARKS
Choose a marking from the list of weal marks listed
below, which covers a large part of your body, such as 6th-level Path of the Weal feature
your entire torso. The mark resembles an animal or
other entity which represents the chosen effect. For Choose a marking from the list of minor marks
example, if you choose Mark of Resilience, it can bear detailed at the end of the subclass description, which
the image of a mammoth, troll, or roots. While you are covers a small part of your body, such as a limb, or
raging, the markings glow with magical energy and your neck. While you are raging, the marking glows
you gain the effects as described. with magical energy, and you gain the effects as
described.
Mark of Strength. You are considered one size larger
for the purposes of shoving and grappling, and when You can choose a second minor mark when you
determining your carrying capacity and the weight you reach 10th level, and a third at 14th level. You can’t
can push, drag, or lift. gain the benefits of the same minor mark twice, unless
noted otherwise.
14 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L
BARBARIAN
REMARKABLE MARKINGS Mark of Elementals. When you enter your rage,
choose one of fire, lightning, cold or poison. As a
10th-level Path of the Weal feature bonus action on your turn, you can change the damage
type of your rage damage to your chosen elemental
Your marks cover more of your body, allowing you to damage type, which lasts until your rage ends or you
control another magical effect of your choice. You can use a bonus action to change it again.
choose the same marks you have chosen previously, or
an entirely new one. Mark of Fear. You can use a bonus action to strike
fear into an enemy. Choose one creature that is within
Mark of Strength. You gain a +1 bonus to your rage 60 feet of you that can see and hear you. That target
damage. must succeed on a Willpower saving throw (DC equal
to 8 + your Endurance modifier + your proficiency
Mark of Speed. If you move at least 20 feet straight modifier) or become frightened of you. The frightened
toward a target and then hit it with a melee weapon target can repeat the saving throw at the end of each
attack on the same turn, you can add one additional of it's turns, ending the effect on itself on a success,
weapon damage die to one of your attacks. and becoming immune to being frightened in this way
for 1 hour.
Mark of Resilience. You gain an additional +1 bonus to
AC, and you can go one extra round without attacking Mark of Intimidation. You gain proficiency in
or taking damage before your rage ends. Intimidation. Additionally, you can use either your
Strength or Endurance attribute when making an
MARKS OF THE COVENANT Intimidation skill check instead of Personality.
10th-level Path of the Weal feature Mark of Ruin. When you hit a creature with a melee
weapon attack, you can attempt to inflict one of the
You gain the ability to share your minor marks with following conditions of your choice: blinded, deafened,
others. During a short rest, you can choose one minor or staggered. The target must succeed on an
mark you possess and share it with an ally, giving them Endurance saving throw (DC equal to 8 + your
the effects of the chosen mark while you are raging. Endurance modifier + your proficiency modifier) or be
The ally’s mark fades when you finish a short or long affected by the chosen condition until the end of your
rest. next turn. You can only use this ability only once per
rage.
EXTRAORDINARY MARKINGS
Mark of Perseverance. When you enter your rage,
14th-level Path of the Weal feature choose one saving throw. You gain a +2 bonus to that
saving throw while raging.
Your marks have become one with you, applying their
effects even while you are not raging. Additionally, Mark of Perception. You gain a +2 bonus to your
your marks fuse you with an additional magical ability Willpower (Perception) skill, and you can sense
of your choice. You can choose the same marks you invisible creatures within 10 feet of you as though you
have chosen previously, or an entirely new one. have blindsense.
Mark of Strength. Your attack rolls score a critical hit Mark of Shielding. When you enter your rage, you
on a roll of 19 or 20. gain temporary health points equal to 1d8 + your
Endurance modifier. These temporary hit points vanish
Mark of Speed. Your speed increases by an additional when your rage ends.
5 feet, and opportunity attacks made against you are
made at a disadvantage. Mark of Water. You gain a swimming speed equal to
your walking speed.
Mark of Resilience. Whenever you take any damage,
you can use your reaction and expend one hit die to
reduce the total by 1d12 + your Endurance modifier.
MINOR MARKS
The marks are listed in alphabetical order.
Mark of Death. When you kill a small or larger
creature that is hostile to you on your turn, you regain
hit points equal to your Endurance modifier.
CHAPTER 1: PLAYER OPTIONS 15
BARD BATTLEFIELD ETIQUETTE
Music fills the air and flows through the very essence 3rd-level College of Courtesy feature
of the Mundus. Skilled bards entertain people across
the continent with their songs, but few master the You learn how to manipulate the battlefield through
tonal techniques to unlock the true beauty and power the use of militaristic traditions and polite suggestions.
of the Aurbic forces hidden within the notes. Using As a bonus action, you can expend one of your Bardic
song and verse, bards can easily become skilled Inspiration dice in order to produce one of the
diplomats or use their talent to spread the worship of following options:
the Divines.
Parley. You cast calm emotions without expending
The bard class receives new subclasses in this magicka.
section.
Duel. You force a number of hostile creatures up to
your Personality attribute modifier (minimum of 1)
that can hear and understand you to duel an ally of
your choice. Each target must make a Willpower saving
throw equal to your spell save DC. On a failed save, the
target has disadvantage on attacks made against any
creature that isn’t that ally for the next minute.
Discipline. You bestow your allies with temporary hit
points equal to your bard level + your Personality
modifier for the next minute.
BARD COLLEGES
At 3rd level, a bard gains the Bardic College feature,
which offers you the choice of subclass. The following
options are available to you when making that choice:
College of Courtesy and College of Divines.
COLLEGE OF COURTESY
Diplomats, ambassadors, and negotiators understand
the importance of appearances and when words can
be more powerful than a sword. Bards of the College of
Courtesy use their talents in speechcraft to make
connections with virtually anyone. They can speak to
royalty with confidence while also blending in with the
common rabble, allowing them to gain favor with all
manners of people.
COURTLY MANNERS
3rd-level College of Courtesy feature
You have been trained in the ways of court to
understand the world around you and have an
undeniable understanding of etiquette. You gain
proficiency in the Insight or Persuasion skill (your
choice), and you have advantage on Willpower
(Insight) or Intelligence (History) checks to understand
or recall cultures or social norms, and to gain insight
in people’s agendas.
16 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L
BARD
6TH LEVEL FEATURE gain the effects of your choice of the divine favor or
heroism spell. These effects use your spellcasting
6th-level College of Courtesy feature modifier and they do not require concentration to
maintain them.
When you or an ally that you can see and hear fails a
Deception, Intimidation, or Persuasion skill check, you Once you use this feature, you can’t do so again until
can use your reaction to expend one use of Bardic you finish a short or long rest.
Inspiration. Roll a Bardic Inspiration die and add the
number rolled to the skill check, using the new result SONG OF THE DIVINE
in place of the failed one, possibly changing the result.
14th-level College of Divines feature
Additionally, you when you make any Personality skill
check, you can add a Bardic Inspiration die to the roll You can spend 1 minute to recite a holy ritual. Any
without expending a use. Once you use this feature in creature of your choice that is within 30 feet that can
this way, you can’t use it again until you finish a short hear you becomes proficient in all saving throws for
or long rest. the next hour or until they take a short or long rest. In
addition, a creature who is under this effect can
DIPLOMATIC IMMUNITY choose to spend 10 minutes meditating on your ritual,
ending the effect early to gain the benefits as though
14th-level College of Courtesy feature they had finished a short rest.
Your reputation will keep hostile humanoids reluctant Once you use this feature, you can’t use it again until
from attacking you and your allies. If you or one of you finish a long rest.
your allies hasn’t attacked yet, an enemy must succeed
on a Personality saving throw equal to your SPEAKER PRAYERS OPTIONS
spellcasting save DC to be able to attack you or your The following speaker prayers are listed in alphabetical
allies on that turn. order.
COLLEGE OF DIVINES Akatosh. When you use your Bardic Inspiration, you
can also gain magicka points equal to your Personality
Gifted in the art of oratory, a Speaker of the Divines modifier. Once you use this feature, you can't use it
devotes themselves to spreading the worship of the again until you finish a long rest.
Imperial Temple through song, dance, and art. They are
given gifts from the patron that smiles upon them the Arkay. When you are reduced to 0 hit points but not
most, who demands little more than respect and killed outright, you can drop to 1 hit point instead.
praise. Unlike priests and crusaders, these individuals Once you use this feature, you can't use it again until
do not necessarily drive their life by every wish, whim, you finish a long rest.
and tenet set by the divines but they accomplish little
deeds across Tamriel. Dibella. You gain proficiency in either the Deception,
Intimidation, Performance, or Persuasion skill. Your
BONUS PROFICIENCIES proficiency bonus is doubled for any attribute check
you make that uses that skill.
3rd-level College of Divines feature
Julianos. When you make an attribute check that
You gain proficiency with the Religion skill. Your would normally use Intelligence or Willpower, you can
proficiency bonus is doubled for any attribute check add your Personality modifier instead. Once you use
you make that uses that skill. this feature, you can't use it again until you finish a
short or long rest.
SPEAKER OF THE DIVINE
Kynareth. You can communicate with beasts and
3rd-level College of Divines feature plants as if they shared a language with you.
You proclaim yourself under a divine, learning a Mara. When you use a spell that restores hit points,
Speaker Prayer for the deity and gaining its benefits, as target receives additional hit points equal to a roll of
listed below. You can choose an additional prayer from your Bardic Inspiration die, and it can cure one disease
another deity at 11th level, and again at 17th. currently afflicting the target. Once you use this
feature, you can't use it again until you finish a short
BLESSING OF MUSIC or long rest.
6th-level College of Divines feature Stendarr. As an action, you expend one Bardic
Inspiration die and speak a prayer censuring the
When a creature you can see uses your Bardic
Inspiration, you can use your reaction to have them
CHAPTER 1: PLAYER OPTIONS 17
BARD
undead. Each undead that can see or hear you within Once you use this feature, you can’t use it again until
30 feet of you must make a Willpower saving throw. If you finish a short rest.
the creature fails its saving throw, it is turned for 1
minute or until it takes any damage. Talos. When you hit a creature with a weapon attack,
you can force that creature to make a Strength saving
A turned creature must spend its turns trying to throw against your spell save DC. On a failed save, the
move as far away from you as it can, and it can’t creature is pushed back 15 feet and takes an additional
willingly move to a space within 30 feet of you. It also 2d6 bludgeoning damage. Once you successfully use
can’t take reactions. For its action, it can use only the this feature, you can’t use it again until finishing a
Dash action or try to escape from an effect that short or long rest.
prevents it from moving. If there’s nowhere to move,
the creature can use the Dodge action. Zenithar. You gain proficiency with two artisan’s tools
of your choice.
18 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L AN IMPERIAL BARD OF THE COLLEGE OF
DIVINES PREACHES THE WORD OF AKATOSH
CRUSADER DEVOTION SPELLS
Adherents of strict codes, crusaders seek out 3rd-level Herald feature
adversaries that oppose their worldview. They pledge
themselves to certain tenets that guide their beliefs. You gain devotion spells at the crusader levels listed in
Dedicated to spreading their beliefs, some crusaders the Herald’s Devotion Spells table. See the Sacred Oath
are devoted to helping the needy, but others seek to class feature for how oath spells work.
share their faith by any means necessary.
Herald’s Devotion Spells
The crusader class receives new subclasses in this
section. Crusader Level Spells
3rd bless, shield of faith
DEVOTIONS 5th aid, calm emotions
9th beacon of hope, tongues
At 3rd level, a crusader gains the Devotion feature, 13th guardian of faith, freedom of movement
which offers you the choice of a subclass. The 17th greater restoration, hallow
following options are available to you when making
that choice: Herald and Zealot. CHANNEL DIVINITY
HERALD 3rd-level Herald feature
Declarers of the word, crusaders of the Herald You gain the following two Channel Divinity options.
devotion are symbols of righteousness and of the See the Devotion class feature for how Channel
pronouncement of the glad tiding of good news. Divinity works.
Heralds are often seen as the pinnacle of a religious
order or faith and their presence is often one of Shield the Faithful. You can use your Channel Divinity
inspiration. Sent forth to uplift and ease the burdens of to utter divine words that uplift your allies. As an
others, heralds often see themselves as servants to the action, you present your holy symbol, and each friendly
common folk and are highly regarded for their selfless creature within 30 feet of you that can hear you gains
acts of kindness and mercy. Even the most hopeless renewed power. Until the start of your next turn, the
soul is not beyond the reach of a Herald. creature gains a 1d4 to all of their attack rolls, attribute
checks, and saving throws.
TENETS OF HERALDRY
Blessing of Peace. You can use your Channel Divinity
The Devotion of Heraldry is a singular pledge of one's to infuse yourself with unwavering serenity and expel
life to the service of their fellow man and mer alike foul magic. As an action, you present your holy symbol,
without a thought for themselves. Crusaders of this and end any one magical effect that is afflicting you.
devotion share these core tenets:
AURA OF FAITH
Beacon of Light. I will be the shining example of hope
in a dark world. My actions will light the way for 7th-level Herald feature
others.
Friendly creatures within 10 feet of you cannot be
Hope with a Smile. I seek to show my faith as an charmed while you are conscious.
action and not as merely a prayer. When I serve, I do so
with a smile to light up all who see me. At 18th level, the range of this aura increases to 30
feet.
Ever Forward. I will strive to inspire others to never
waver and to be a constant in the lives of those I DIVINE SMITE: PSYCHIC
touch.
7th-level Herald feature
Whenever you use the Divine Smite feature, you can
choose to infuse your weapon strikes with psychic
damage instead of radiant.
DIVINE WARD
15th-level Herald feature
Whenever you succeed a saving throw against a
magical effect, you gain temporary hit points equal to
2d6 + your Willpower attribute modifier.
CHAPTER 1: PLAYER OPTIONS 19
A DUNMER HERALD ON
THE CANTONS OF VIVEC
DIVINE EMISSARY embody the sphere their lord represents. A Zealot will
follow without thought of themselves, whatever their
20th-level Herald feature cause may be.
Your devotion to the gods instills divinity into your TENETS OF ZEALOTRY
being for a moment in order to transform you into
their champion. The Devotion of Zealotry is a singular pledge of one's
life to the service of their deity. Crusaders of this
Using your action, you undergo a transformation. For devotion share these tenets.
1 minute, you gain the following benefits:
Fear No Evil. No foe will shake my resolve. I am an
◈ You have resistance to all damage. instrument for my god, and I will not yield.
◈ You shed bright light out to a range of 60 feet, and
Death Before Betrayal. I will never forsake my faith,
dim light out an additional 60 feet. nor dishonor my deity. I am the embodiment of my
◈ Allies within 30 feet of you gain 2d10 temporary hit god.
points at the start of each of your turns. Greater Purpose. My path drives me to my cause, a
◈ As a bonus action on each of your turns, a creature mission set forth that I am bound to carry out. If this
cause requires my life to see it fulfilled, then I will give
of your choosing (other than yourself) within 30 it gladly.
feet of you gains a d8. The target can use this d8 to
add to any roll of their choosing before the start of DEVOTION SPELLS
your next turn. The creature loses this d8 at the
start of your next turn if it was not used. 3rd-level Zealot feature
Once you use this feature, you can’t use it again until You gain devotion spells at the crusader levels listed in
you finish a long rest. the Zealot’s Devotion Spells table. See the Sacred Oath
class feature for how oath spells work.
ZEALOT
Zealot’s Devotion Spells
Whether a radical or a true believer, a Zealot is an
ardent follower of their faith. Inspired by the actions Crusader Level Spells
and life of saints, demi-gods, or inspiring leaders, a 3rd bane, divine favor
Zealot devotes their life in the service of their temple 5th hold person, spiritual weapon
or shrine under the direction of their deity. 9th beacon of hope, bestow curse
13th compulsion, dark flare
Missionaries of the Imperial Cult seek to spread the 17th commune, dominate person
word of the Divines throughout all corners of Nirn,
adherents of the Tribunal Temple serve as guardians
and Ordinators, and supplicants of the Daedric Princes
20 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L
CRUSADER
CHANNEL DIVINITY UNWAVERING DEVOTION
3rd-level Zealot feature 15th-level Zealot feature
You gain the following two Channel Divinity options. Your unwavering resolve cannot be shaken even when
See the Devotion class feature for how Channel you are at your weakest. You can make a single melee
Divinity works. weapon attack as a bonus action on each of your turns
if you have no more than half of your hit points left.
Turn the Faithless. You can use your Channel Divinity
to utter divine words that are painful for aberrations, ZEALOUS FURY
fey, and fiends to hear. As an action, you present your
holy symbol, and each fey, fiend, or aberration within 20th-level Zealot feature
30 feet of you that can hear you must make a
Willpower saving throw. On a failed save, the creature Your devotion to the gods instills divinity into your
is turned for 1 minute or until it takes damage. being for a moment in order to transform you into
their champion.
If the creature's true form is concealed by an illusion,
shapeshifting, or other effect, that form is revealed Using your action, you undergo a transformation. For
while it is turned. 1 minute, you gain the following benefits:
Aetherial Blessing. You can use your Channel Divinity ◈ You have resistance to radiant, necrotic, psychic,
to infuse your attacks with supernatural might. As a and force damage. As a reaction on your turn,
bonus action, you present your holy symbol, whenever when a creature within 30 feet of you is harmed by
you make a damage roll, you can add your Willpower radiant, necrotic, psychic, or force damage, you
attribute modifier to weapon attacks (minimum of 1) can grant that target resistance to that damage
for the next minute. roll.
AURA OF FURY ◈ When an ally within 30 feet of you misses a target
with a weapon attack, they can reroll the attack
7th-level Zealot feature but must they use the new roll. A creature can only
make this roll once per round.
Friendly creatures within 10 feet of you add your
Willpower attribute modifier to a damage roll ◈ As a bonus action on each of your turns, a creature
(minimum of 1) once per turn. of your choosing within 30 feet of you regains 2d4
hit points.
At 18th level, the range of this aura increases to 30
feet. Once you use this feature, you can’t use it again
until you finish a long rest.
DIVINE SMITE: THUNDER
7th-level Zealot feature
Whenever you use the Divine Smite feature, you can
choose to infuse your weapon strikes with thunder
damage instead of radiant.
IMPERIAL ZEALOT
CHAPTER 1: PLAYER OPTIONS 21
MAGE ALCHEMICAL EXPERIMENTS
Studying in great houses of knowledge and magical 2nd-level Alchemist feature
colleges, mages take a scholarly approach to
understanding the magic they wield. This intense study Whenever you finish a long rest, you can magically
is often what influences their greatest arcane strengths produce an alchemical experiment in an empty flask
and molds the way they practice their craft. you touch, choosing from the list below. As an action,
a creature can drink the alchemical experiment,
The mage class receives new subclasses in this administer it to an incapacitated creature, or throw
section. the flask at a creature within range.
ARCANE TRADITIONS Creating an alchemical experiment requires you to
have alchemist's supplies on your person, and any
At 2nd level, a mage gains the Arcane Tradition, which experiment you create with this feature lasts until it is
offers you the choice of a subclass. The following used or until the end of your next long rest.
options are available to you when making that choice:
Alchemist, Enchanter, and Scholar. When you reach certain levels in this class, you can
make more experiments at the end of a long rest: two
ALCHEMIST at 6th level and three at 15th level. Each experiment
requires its own flask.
An Alchemist is an expert at mixing mystical
ingredients with potent solvents to create powerful Alchemical Acid. This vial of caustic liquid can be
elixirs. They scour the fields of Tamriel in search of splashed on a creature within 5 feet of you, or be
mushrooms, flowers, and rare additives that have thrown with a range of 20/60, shattering on impact. On
hidden properties that only they can understand and a hit, the creature takes 3d6 acid damage. An object
magically exploit. automatically takes that damage, and the damage is
maximized. This experiment's damage increases by 3d6
ALCHEMICAL SAVANT when you reach certain levels: 5th level (6d6), 11th level
(9d6), and 17th level (12d6).
2nd-level Alchemist feature
Alchemical Fire. This vial of volatile liquid can be
You gain proficiency with alchemist’s supplies and the hurled at a creature, object, or surface within 30 feet of
herbalism kit. If you are already proficient in one of you. On impact, the vial detonates in a 5-foot-radius
these tools, you gain proficiency with another type of sphere. Any creature in that area must succeed on an
artisan’s tools of your choice. You can use these tools Agility saving throw against your spell save DC or take
as an arcane focus for casting your spells. 2d6 fire damage. This experiment's damage increases
by 2d6 when you reach certain levels: 5th level (4d6),
Additionally, the amount of septims and time you 11th level (6d6), and 17th level (8d6).
must spend to craft acid, alchemist’s fire, antitoxin, oil,
perfume, potions, soap, or other concoctions is halved Elixir of Alacrity. A creature that drinks this swirling
when using alchemist supplies or an herbalism kit. yellow liquid has their speed increased by 10 feet for 1
hour.
When making an attack with a vial or flask, you are
considered proficient in the attack and you can use Healing Draught. A creature that drinks this healing
your Agility or Intelligence modifier for the attack roll. liquid regains 1d8 hit points. This experiment's healing
increases by 1d8 when you reach certain levels in this
class: 5th level (2d8), 11th level (3d8), and 17th level
(4d8).
ADVANCED CHEMISTRY
6th-level Alchemist feature
The creations you make using your alchemist’s supplies
or herbalism kit, or from your Alchemical Experiments
or Spell Infused Potions features become more potent.
Whenever an item you’ve created from these tools or
features restores hit points or deals damage, you can
add your Intelligence modifier to the total rolled.
Additionally, you have learned how to quickly analyze
potions you find. If you spend 1 minute studying a
potion, you can expend 1 focus point to learn its
properties as though you had cast the identify spell.
22 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L
MAGE
SPELL INFUSED POTIONS ◈ When you create an alchemical experiment or spell
infused potion, you can expend 2 focus points to
6th-level Alchemist feature also infuse it with the greater restoration spell
without material components. Once you infuse a
Whenever you finish a long rest, you can magically creation in this way, you can’t do so again until
produce a spell infused potion in an empty flask you you finish a long rest.
touch. You create a potion that is infused with a spell
that is in your spellbook, has a casting time of 1 action, ENCHANTER
a duration of instantaneous, and that is of a level that
you can cast to a maximum of 3rd level, without Enchantment is as much an art as is it is a science
expending magicka points, without preparing the spell, when it comes to practitioners of the magical arts. As
and without material components. runestones can be found throughout all of Tamriel,
knowledge of these runes seems to come from a
As a bonus action, a creature can drink the potion mage’s connection to Mundus. While sleeping, an
and then use their action on the same turn to cast the Enchanter’s mind is opened to the unending nature of
spell that has been infused in the potion, using your the stars above and the magic that one can gain from
spell save DC and spell attack bonus. inscribing these signs into mundane objects.
Creating a spell infused potion requires you to have ESSENCE RUNE
alchemist's supplies on your person, and any potion
you create with this feature lasts until it is drunk or 2nd-level Enchanter feature
until the end of your next long rest.
You gain proficiency with artisan’s tools (enchanter's
You can create additional spell infused potions by tools) and you learn how to use runes to enhance
expending magicka points as though you cast the spell nonmagical items. When you gain this feature, you
and a number of focus points equal to the spell’s level learn one rune of your choice from the options shown
for each one. When you do so, you use your action to in the Essence Rune table. Essence runes are further
create the potion in an empty flask you touch. To detailed at the end of the subclass description.
create a potion in this way, you must have the spell
prepared and provide the material components Whenever you finish a long rest, you can touch one
required by the spell. nonmagical weapon, arcane focus, armor, robe, or
shield and inscribe a rune onto it. The item becomes
ADROIT ALCHEMY magical and the wielder of the object becomes
immediately attuned to it.
10th-level Alchemist feature
While attuned, each rune grants the following
Once on each of your turns, you can use a bonus bonuses:
action to drink a potion or administer one to an
incapacitated creature. A creature that drinks a potion ◈ Armor, robes, and shields inscribed with this rune
this way can’t use their action to drink a second grant the wearer resistance to the rune’s damage
potion. type, as shown on the Essence Rune table.
Additionally, the distance you can throw a vial or ◈ Attacks made with a weapon or arcane focus that
flask as part of an attack is doubled. are inscribed with this rune deal an additional 1d4
damage once on each of the wielder's turns. The
ALKAHEST MASTERY essence rune determines the damage type.
14th-level Alchemist feature Your rune remains on an object until you finish a
long rest. An object can bear only one rune at a time,
You have mastered your alchemical formulas and can and a creature can only be attuned to one item
manipulate their very essence. When you create an enchanted with a rune.
alchemical experiment or spell infused potion, you can
expend focus points to alter their effects. Each time you gain a level in this class, you can
replace one rune you know with a different one.
◈ When you create an alchemical experiment or spell
infused potion that deals acid, fire, or poison Some of your essence rune features require a target
damage, you can expend 1 focus point to change to make a saving throw to resist the feature’s effects.
the damage type to your choice of acid, fire, or The saving throw DC is equal to your spell save DC.
poison.
CHAPTER 1: PLAYER OPTIONS 23
ALMTER SCHOLAR
DUNMER ALCHEMIST
Rune Essence Rune You learn one new rune of your choice from the
Dekeipa Essence Rune feature, and can inscribe runes on one
Kuoko Damage Type additional item as part of a long rest. You can also
cold attune to one additional item you have inscribed with
Meip poison runes, and this item doesn’t count against the total
Rakeipa lightning number of magic items you can attune to.
fire
KUTA RUNE
JORA RUNE
14th-level Enchanter feature
6th-level Enchanter feature
You gain mastery over enchanting, producing potent
When you inscribe an essence rune on a nonmagical runic magic. When you inscribe runes onto nonmagical
item, you also mark it with an additional potency rune, items, you can infuse one item with a kuta rune,
known as a jora rune, gaining the jora benefits from gaining its benefits from the essence rune features in
the essence rune features. addition to the jora and denata runes.
Additionally, armor, robes, or shields inscribed with a Additionally, armor, robes, or shields infused with a
jora rune gain a +1 bonus to AC. Weapons or arcane kuta rune gain a +3 bonus to AC. Weapons or arcane
foci gain a +1 bonus to attack and damage rolls made foci gain a +3 bonus to attack and damage rolls made
with it, and the extra damage dealt increases to 1d6. with it, and the extra damage dealt increases to 1d10.
You also learn one new essence rune of your choice You also learn one new rune of your choice from the
from the Essence Rune feature, and can inscribe these Essence Rune feature, and can inscribe runes on one
runes on one additional item as part of a long rest. additional item as part of a long rest.
DENATA RUNE ESSENCE RUNES
10th-level Enchanter feature The Essence Runes are presented in alphabetical order.
The effects created by an essence rune are magical.
When you inscribe runes onto nonmagical items, you
can choose to infuse one item with a denata aspect DEKEIPA (FROST RUNE)
rune, gaining its benefits from the essence rune This rune’s magic evokes the elements of the blistering
features in addition to the jora rune. cold of Skyrim.
Additionally, armor, robes, or shields infused with a Jora. You become acclimatized to elevations above
denata rune gain a +2 bonus to AC. Weapons or arcane 20,000 feet, and are unharmed by temperatures as
foci gain a +2 bonus to attack and damage rolls made low as -50 degrees Fahrenheit.
with it, and the extra damage dealt increases to 1d8.
Denata. You gain a chilling aura. All invisible creatures
24 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L
MAGE
within 15 feet of you leave behind an icy trail, RAKEIPA (FIRE RUNE)
allowing you to track their movements within the This rune’s magic evokes the elements of the burning
area. volcanic Ashlands of Morrowind.
Kuta. Armor, robes, or shields infused with a kuta rune Jora. You gain immunity to the burning condition, and
grants the wearer immunity to cold damage. When are unharmed by temperatures as high as 120 degrees
you roll a 20 on the die for an attack made with a Fahrenheit.
weapon or arcane focus infused with a kuta rune, the
target must make an Endurance saving throw or Denata. You emit an aura of fire. When a creature
become chilled for the next minute. The target can within 5 feet of you hits you with a melee attack, it
repeat the saving throw at the end of each of its must succeed on an Endurance saving throw or take
turns, ending the effect on itself on a success. 1d10 fire damage.
KUOKO (POISON RUNE) Kuta. Armor, robes, or shields infused with a kuta rune
This rune’s magic evokes the toxic wetlands of Black grants the wearer immunity to fire damage. When
Marsh. you roll a 20 on the die for an attack made with a
weapon or arcane focus infused with a kuta rune, the
Jora. You gain immunity to the poisoned condition. target must succeed on an Endurance saving throw
or it starts burning (see the condition) for the next
Denata. You emit an aura of poison. Each creature of minute. The target can repeat the saving throw at the
your choice that starts its turn within 5 feet of you end of each of its turns, ending the effect on itself on
must succeed on an Endurance saving throw or be a success.
poisoned until the start of its next turn. On a
successful saving throw, the creature is immune to SCHOLAR
the aura for 24 hours.
Court wizards, college tutors, investigators, and
Kuta. Armor, robes, or shields infused with a kuta rune keepers of lore, mages of this arcane tradition are
grants the wearer immunity to poison damage. When masters of knowledge and collectors of information. By
you roll a 20 on the die for an attack made with a using their wealth of knowledge they can quickly
weapon or arcane focus infused with a kuta rune, the assess their targets and exploit their weaknesses while
target must succeed on an Endurance saving throw protecting themselves from their enemies failures.
or become poisoned for the next minute. The target
can repeat the saving throw at the end of each of its KEEPER OF LORE
turns, ending the effect on itself on a success.
2nd-level Scholar feature
MEIP (SHOCK RUNE)
This rune’s magic evokes the elements of the volatile You focus your studies on the accumulation of
storms of Tempest Island. knowledge. You gain proficiency with two of the
following skills of your choice: Arcana, History, Insight,
Jora. You gain immunity to the dazed condition, and Investigation, Medicine, Nature, Religion, and Survival.
your walking speed increases by 5 feet.
When you reach 6th level, you learn another skill
Denata. You emit an aura of lightning. When a proficiency from this list.
creature within 5 feet of you hits you with a melee
attack, it must succeed on an Endurance saving PREPARED MIND
throw or take 1d6 lightning damage, One additional
hostile creature of your choice that is within 5 feet of 2nd-level Scholar feature
the attacker also takes this damage.
You intensely study your spells and can easily recognize
Kuta. Armor, robes, or shields infused with a kuta rune when others use these spells against you. If a creature
grants the wearer immunity to lightning damage. that you can see targets you with a spell of 1st level or
When you roll a 20 on the die for an attack made higher that you currently have prepared, the creature
with a weapon or arcane focus infused with a kuta has disadvantage on attack rolls against you and you
rune, the target must succeed on an Endurance have advantage on saving throws against that spell.
saving throw or be dazed (see the condition) for the
next minute. The target can repeat the saving throw STUDIOUS INSIGHT
at the end of each of its turns, ending the effect on
itself on a success. 6th-level Scholar feature
You are able to quickly learn your enemies tactics. As a
bonus action on your turn, you can expend 1 focus
point to assess a target. You learn the creature’s
CHAPTER 1: PLAYER OPTIONS 25
MAGE
vulnerabilities, resistances, and immunities to types of ASSESSMENT RECOLLECTION
damage, as well as any immunities to conditions.
14th-level Scholar feature
UNPREPARED CASTING
You learn how to take advantage of your enemies
10th-level Scholar feature failings. As an action you can expend 3 focus points to
evaluate the strategy of a creature that you can see.
On your turn, you can expend 1 focus point in order to The target must make an Intelligence saving throw
attempt to cast a mage spell you haven’t prepared equal to your spell save DC. If the target fails, you gain
from your spellbook. Each time you attempt to cast a the following benefits for 1 minute:
mage spell in this way, you must make an Intelligence
check. The DC for this check is equal to 12 + the level of ◈ You gain a +2 bonus to attack and damage rolls
the spell you are trying to cast. If you fail the check made against the target.
you do not cast the spell, but you do not expend any
magicka points and material components that would ◈ The target suffers a –2 penalty to attack and
have been required. You cannot use your metamagic damage rolls made against you.
options on spells you do not have prepared. When you
successfully cast a mage spell in this manner, you ◈ You gain +2 bonus to all saving throws made
cannot use this feature again until you finish a long against the target’s actions.
rest.
◈ The target suffers a –2 penalty to all saving throws
Additionally, once per day when you finish a short made against your actions.
rest, you can choose to replace one prepared spell with
another spell in your spellbook. Once you use this feature, you can’t do so again until
you finish a long rest.
26 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L A BRETON ENCHANTER WORKS AT HIS TABLE
BRAWLER'S TECHNIQUE
3rd-level Way of the Contender feature
You learn how to combine both offense and restraint
into a single, fluid move. When you hit a creature with
an unarmed strike, you can spend 1 stamina point to
attempt to grapple the target as part of the attack.
MONK DEFLECT BLOWS
Monasteries and adeptoriums across Tamriel keep 6th-level Way of the Contender feature
traditions that are studied by devoted monks over
many years and decades. Some monks learn to You can use your reaction to deflect incoming melee
strengthen the body and mind, while others master the attacks. When you do so, the damage you take from
ability to deceive and hide in plain sight. There are the attack is reduced by 1d10 + your Agility modifier +
some who have unlocked the ability to summon a your monk level.
weapon made out of their own soul.
If you reduce the damage to 0, you deflect the attack
The monk class receives new subclasses in this entirely and you can spend 1 stamina point to make a
section. melee attack with either a monk weapon or an
unarmed strike as part of the same reaction.
MONASTIC TRADITION
At 3rd level, a monk gains the Monastic Tradition
feature, which offers you the choice of a subclass. The
following options are available to you when making
that choice: Way of the Contender, Way of Hidden
Motives, and Way of the Spirit Sword.
WAY OF THE CONTENDER
Trained in the ways of combat, monks of the Way of
the Contender seek for constant improvement,
both in body and mind. Sharpening their body to
act as a weapon in of itself, those who take to
this tradition will find themselves in a constant
struggle to overcome their own weaknesses.
True victory comes not from on the battlefield,
but from within. ‘Conquer yourself, conquer all’
is your mantra.
Learning best through trial and error; blood,
sweat, and tears, a Way of the Contender monk
will find that contending with others is merely
the first step to true conquest.
BONUS PROFICIENCIES
3rd-level Way of the Contender feature
You gain proficiency with two weapons of
your choice that do not have the heavy or
two-handed properties. Weapons of the
chosen types are considered monk weapons
for you.
REDGUARD MONK 27
OF THE CONTENDER
CHAPTER 1: PLAYER OPTIONS
MONK
INSPIRING PERFORMANCE UNCOVERING MOTIVES
11th-level Way of the Contender feature 6th-level Hidden Motives feature
You learn how to turn the tide of battle in yours and Your training down this path has led you to uncovering
your allies favor. As a bonus action, choose an ally the best ways to learn the motives, secrets, and
within 30 feet of you. You can expend a number of abilities of your quarries. You can use a bonus action
stamina points up to the number of attacks the target and expend 1 stamina point to gain advantage on
can make in a single round, allowing the target to gain Willpower (Insight) checks, and attribute checks made
advantage on each attack made before the start of to accomplish any of the following challenges:
your next turn.
◈ Intimidate a target into giving you information
GREATER FLURRY OF BLOWS ◈ Pick a pocket
◈ Investigate an area
17th-level Way of the Contender feature
You break free of the physical limitations of your
mortal frame. When you spend 1 stamina point to use
your Flurry of Blows feature, you make three unarmed
strikes instead of two.
WAY OF HIDDEN MOTIVES
Monks of the Way of Hidden Motives are masters of
espionage and disguise. A cloak and dagger are for
those who hide in the shadows, whereas monks of this
path are experts at hiding in plain sight, learning
secrets to sell to those they work for. They learn spy
techniques, means of extracting information, and
covering their trail in ways that others are not capable
of.
METHODS OF THE DECEIVER
3rd-level Hidden Motives feature
You gain proficiency in the Deception skill and with the
disguise kit. In addition, you can mimic the speech of
another person provided that you speak the same
language and have heard the person speaking for at
least 1 minute. A successful Willpower (Insight) check
contested by your Personality (Deception) check allows
a suspicious listener to determine that the effect is
faked.
Additionally, you gain advantage on Personality
(Deception) checks when talking to members of a
faction, guild, or organization while you are disguised
as a member of that same group.
LOCK BREAKER
3rd-level Hidden Motives feature
You are familiar with the mechanisms of locks and can
open them by delivering a pinpoint strike. You can
make an unarmed attack against a lock and if your
attack roll meets or exceeds the DC required to pick
the lock, it silently breaks.
DUNMER MONK OF
HIDDEN MOTIVES
28 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L
MONK
METHOD OF AID From their religious upbringing and study of the
blade, monks of the Way of the Spirit Sword are
6th-level Hidden Motives feature considered among the greatest warriors Nirn has ever
known.
You can spend 1 stamina point to use the Help action
as a reaction when a creature that you can see within RESTRICTION: REDGUARDS ONLY
15 feet of you makes an attribute check, attack roll, or
saving throw. If the creature succeeds on their roll, you Only redguards can follow the Way of the Spirit Sword.
gain temporary hit points equal to your Willpower In the world of Nirn, Redguards closely guard the
modifier for the next hour. secrets of sword-singing.
SLIPPERY FOE Your GM can lift this restriction to better suit the
campaign. The restriction might not apply to your
11th-level Hidden Motives feature GM's setting or their version of the Elder Scrolls.
Breaking a hold and slipping out of your enemies grasp BONUS PROFICIENCIES
comes as second nature to you. By learning how to
break these means you have also learned how to 3rd-level Spirit Sword feature
prevent them from being broken, gaining advantage on
attempts to grapple a creature. You gain proficiency with long blades if you don't
already have it. Long blades are monk weapons for
Grapple Breaker. You can spend 1 stamina point to you. Additionally, you gain proficiency in the Religion
gain advantage on a roll to break a grapple. If you skill.
succeed on breaking this grapple, you can immediately
use Flurry of Blows against the creature as a reaction. SHEHAI
Escapism. When you take damage from a melee 3rd-level Spirit Sword feature
attack, you can use your reaction and spend 1 stamina
point to move up to half your movement instantly. You gain the ability to project a weapon of pure light.
While moving in this way, opportunity attacks made You can use your action to expend 1 stamina point to
against you have disadvantage. summon a spectral greatsword in your empty hand,
known as a shehai. You are proficient with it while you
MENTAL EXTRACTION wield it. This weapon counts as magical for the
purpose of overcoming resistance and immunity to
17th-level Hidden Motives feature nonmagical attacks and damage. The weapon appears
as a greatsword that must be held by you, and uses
You master the ability to extract information. You can only the greatsword's two-handed property, as it is
spend 2 stamina point while making an unarmed strike weightless. The greatsword sheds bright light in a 20-
against a humanoid creature. On a hit, the attack deals foot radius and dim light for an additional 20 feet.
no damage but the target must make a Willpower
saving throw. On a failed save, the humanoid's When you attack with this weapon, you can use your
memories of the last 1 minute are forgotten, including Willpower modifier, instead of Strength or Agility, for
the strike. This can only be done against a humanoid the attack and damage rolls. Whenever you hit a target
that does not consider you a hostile threat. On a with your shehai, it deals force damage instead of
success, the target is immune to this ability for 24 slashing damage.
hours. You can increase the time the creature forgets
by another minute for every additional stamina point Your shehai disappears if you let go of it. It also
expended. disappears if you use this feature again, if you dismiss
your shehai (no action required), or if you fall
WAY OF THE SPIRIT SWORD unconscious. Additionally, your shehai cannot be
disarmed from you by nonmagical means.
Trained in the ancient Yokudan arts of sword-singing,
some Redguard youth are taught to become Ansei. As You can then dismiss the weapon, returning it to
both a warrior and a philosopher, monks of this Aetherius, and it appears whenever you summon your
monastic tradition have developed their spiritual shehai again.
energies into a single thought for combat. This thought
of pure light takes the form of a greatsword that can At 7th level, you can expend 2 stamina points to
surpass any physical weapon crafted by the hands of summon your shehai, granting it a +1 bonus to its
mortals. attack and damage rolls. When you reach 11th level,
you can expend 3 stamina points to summon your
shehai, granting it a a +2 bonus to its attack and
CHAPTER 1: PLAYER OPTIONS 29
SAI SAHAN, MONK OF THE
SPIRIT SWORD, MEDITATES WITH
HIS SWORD IN PREPARTION
damage rolls. When you reach 17th level, you can become resistant to all damage dealt by the attack. You
expend 4 stamina points to summon your shehai, immediately return back to Nirn after the attack.
granting it a +3 bonus to its attack and damage rolls.
Furious Blows. (Prerequisite: 17th level) When you use
MAXIMS OF THE MASTER your Flurry of Blows feature, you can make two melee
weapon attacks with your shehai instead of unarmed
6th, 11th, and 17th-level Spirit Sword feature strikes.
You learn to master the art of the way of the blade Lengthen the Blade. When you make an attack with
with your shehai. You learn two sword techniques that your shehai on your turn, you can expend 1 stamina
you can use in combat. When you finish a long rest, point to increase your reach for that attack by 10 feet.
you can exchange either of these techniques with A target you attack with this option does not gain the
another. You learn one additional sword technique of benefits of cover, as your blade phases through objects.
your choice at 11th, and again at 17th level.
Sever the Wind. When you use your Step of the Wind
If a technique has prerequisites, you must meet them feature, if you move at least 20 feet straight toward a
to learn it. You can learn the technique at the same target, you can make one melee attack with your
time that you meet its prerequisites. A level shehai as part of that same bonus action. This attack
prerequisite refers to your level in this class. deals an additional 1d6 force damage upon hit.
Break the Stone. No force nor object can withstand At 11th level, this attack deals an additional 2d6 force
your shehai. When you hit a target with your shehai, damage.
you can expend 1 stamina point to sunder a
nonmagical item or object. Instead of causing damage Touch the Sky. You learn to expel a blast from your
to a target, you can instead decrease either a target's shehai. You can expend 1 stamina point to make a
AC, if the target is wearing armor or has a carapace, or ranged spell attack (range 100/200 ft) using your melee
a weapon's damage, by 1 until the start of your next weapon attack modifier for the attack roll. You use
turn. your shehai's attack damage for this ranged attack.
Dragon Stance. (Prerequisite: 17th level) When you use Thousand Cuts. (Prerequisite: 11th level) When you hit
your bonus action to use your Patient Defense feature, a creature with your shehai, you can expend a number
and a creature within 5 feet of you misses you with a of stamina points to attempt to damage other
melee attack, you can use your reaction and spend 1 creatures with the same attack. Choose a number of
stamina point to make an attack with your shehai other creatures per stamina point expended within
against that creature. your reach. After-image echoes of your blade strike out
at each creature that you choose. If the original attack
Ephemeral Feint. As a reaction to being hit by an roll would hit the other targets, they take damage
attack, you can expend 1 stamina point to instead equal to the damage roll.
phase into the Far Shores (the ethereal plane). You
30 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L
Corpse Whisperer Art Spells
Necromancer
Level Spells
3rd see invisibility, zone of truth
5th clairvoyance, tongues
7th divination, locate creature
9th hallow, scrying
NECROMANCER MEMENTO MORI
Practiced in private, away from the prying eyes of the 2nd-level Corpse Whisper feature
narrow-minded, necromancers perfect their dark arts.
Some speak with the dead to gain their secrets, while When you touch a humanoid corpse, you gain one skill
others master the ability to manipulate the essence of or tool proficiency that the creature knew in life until
life. There are even those who reach outside the Aurbis you finish a long rest. If the creature’s stat block
for their power, calling out to the void to harness the doesn’t list one, your GM assigns you this skill or tool
darkest energies. proficiency until you finish a long rest.
The necromancer class receives new subclasses in At 6th level, when you use this feature, you gain any
this section. languages that the targeted corpse knew in life until
you finish a long rest.
NECROMANTIC ART
SPEAKER OF THE DEAD
At 2nd level, a necromancer gains the Necromantic Art
feature, which offers you the choice of a subclass. The 6th-level Corpse Whisper feature
following options are available to you when making
that choice: Corpse Whisperer, Sanguine Puppetry, and You learn the speak with dead spell. It doesn’t count
Voidkeeper. against the number of necromancer spells you know,
and you can cast it a number of times without
CORPSE WHISPERER expending magicka points equal to your Intelligence
modifier (minimum 1). You regain any expended uses
In the pursuit of lost and ancient arcane secrets, when you finish a long rest.
necromancers of the Corpse Whisper arts have excelled
at manipulating both the living and the dead in order Additionally, when you cast this spell in this manner,
to unlock the mysteries of the Aetherius. As a Corpse no undead spirit can willingly lie to you. An undead
Whisperer, you might have learned your gift through spirit that refuses to answer one of your questions can
ancestral worship practices, a deep desire to tell the be compelled to do so by making an Intelligence
stories of the past, or through simple morbid curiosity. (Arcana) check with a DC that equals 8 + the creature’s
You might find your skills welcomed in the Dark CR that it had in life (minimum of 1).
Brotherhood or College of Whispers, as your
inclinations of the necromantic arts are encouraged to SECRETS OF THE GRAVE
flourish in these places.
14th-level Corpse Whisper feature
ART SPELLS
Your understanding of death has heightened your
2nd-level Corpse Whisper feature necromantic spells. When you cast a spell from the
school of necromancy, you can expend one Soul Point
Your necromantic art grants you the ability to cast and make an Intelligence (Arcana) check (DC 10 + the
certain spells. At 3rd, 5th, 7th, and 9th level you gain spell’s level that it’s being cast at). On a success, roll a
access to arts spells. See the Art Spells class feature in d8. The magicka points required to produce the spell is
Enemies of Elsweyr for how art spells work. reduced by a number equal to the number rolled, but
this number can’t be reduced below 1 magicka point.
MYSTERIES UNFOLDED
18th-level Corpse Whisper feature
The secrets of the arcane are yours to harness. Choose
four spells from any class, including this one. A spell
can be of any level you can cast, as shown on the
Necromancer table, or a cantrip.
The chosen spells count as a necromancer spell for
you and don’t count against your spells known.
CHAPTER 1: PLAYER OPTIONS 31
KHAJIIT NECROMANCER
CORPSE WHISPERER
REDGUARD
SANGUINE PUPPETRY
SANGUINE PUPPETRY memory that resides within the blood the moment it
was shed. You learn of the preceding seconds just
The ancient practice of bloodletting and before the blood was shed, the emotions that the
exsanguination has led to an esoteric art of creature was experiencing, and how wounded the
necromancy known as Sanguine Puppetry, which creature was from this harm.
grants powers over the very essence of life itself.
Within blood, comes control over those who would BLOOD MAGIC
defy the very whims of these necromancers.
Practitioners of this art lean either towards a vampiric 2nd-level Sanguine Puppetry feature
sadomasochism, or in rare cases, towards the healing
arts of expunging blood of sickness. When you deal necrotic damage to a living creature,
you can choose to place a magical mark on the target.
ART SPELLS This mark allows you to know the distance and
direction that the creature is from you at all times, as
2nd-level Sanguine Puppetry feature long as they are on the same plane of existence as you.
This mark lasts for one week, until the creature dies, or
Your mystical connection to blood infuses you with the until you mark another creature in the same manner.
ability to cast certain spells. At 3rd, 5th, 7th, and 9th
level you gain access to arts spells. See the Art Spells A creature marked in this manner takes extra
class feature in Enemies of Elsweyr for how art spells necrotic damage whenever it takes bludgeoning,
work. piercing, or slashing damage. Roll a number of d4’s
equal to half of your proficiency bonus (rounded down)
Sanguine Puppetry Art Spells and add this total to the damage dealt.
Necromancer BLOODLETTER
Level Spells
6th-level Sanguine Puppetry feature
3rd blindness/deafness, hold person
5th bestow curse, vampiric touch When a creature within 30 feet of you is harmed by
7th death ward, locate creature bludgeoning, piercing, or slashing damage, and the
9th dominate person, legend lore target isn't a construct, plant, or an undead, you can
use your reaction to magically siphon a portion of their
BLOOD INSIGHT blood in order to empower yourself until the end of
your next turn. While empowered this way, the first
2nd-level Sanguine Puppetry feature time you hit a target with an attack, you deal an extra
1d8 necrotic damage to that attack. When you reach
You gain supernatural powers over blood. When you 14th level, the extra damage increases to 2d8.
touch a puddle or a drop of blood from a creature that
has died within the last year, you can use an action to
gain insight into the creature's race, and a fragment of
32 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L
NECROMANCER
SANGUINATING MARIONETTE Voidkeeper Art Spells
6th-level Sanguine Puppetry feature Necromancer
Level Spells
You can use a bonus action to expend a Soul Point to 3rd darkness, silence
control the movement of one living creature that you 5th nondetection, phantom steed
can see within 30 feet of you, provided that the 7th arcane eye, confusion
creature has blood and it’s below its hit point 9th antilife shell, dispel evil and good
maximum. The creature must succeed on a Personality
saving throw against your spell save DC or use its BONUS PROFICIENCIES
reaction to move up to 30 feet in a direction of your
choice. The creature can then make a melee attack 2nd-level Voidkeeper feature
against a creature of your choice as part of this
reaction. You can’t use this feature again until after You gain proficiency in medium armor. You also gain
you finish a short or long rest. proficiency in the Stealth or Survival skill (your choice).
MAGICKA TRANSFUSION CHANNEL DARKNESS
14th-level Sanguine Puppetry feature 2nd-level Voidkeeper feature
You learn to draw on the innate magical potential You gain the ability to channel dark energy directly
within your own blood in order to fuel your spells. from the Void, using that energy to fuel magical
effects. You can use an unholy symbol as a spellcasting
When you cast a necromancer spell of 1st-level or focus for your necromancer spells and your Channel
higher, you can expend a number of hit dice equal to Darkness effects. You start with two such effects: Bind
the spell’s level to cast the spell without expending Undead and Marked for Death.
magicka.
When you use your Channel Darkness, you choose
HEMOPHILIC RESURGENCE which effect to create. You must then finish a short or
long rest to use your Channel Darkness again. Some
18th-level Sanguine Puppetry feature Channel Darkness effects require saving throws. When
you use such an effect from this class, the DC equals
Your mastery of blood magic allows you to better harm your necromancer spell save DC.
your foes. When you roll a 1 on a damage die that deals
necrotic damage, you can expend 1 Soul Point to add Beginning at 6th level, you can use your Channel
your Intelligence modifier to that die. You can add this Darkness twice between rests, and beginning at 18th
extra damage to a number of damage dice equal to level, you can use it three times between rests. When
your Intelligence modifier (minimum of 1) for that you finish a short or long rest, you regain your
spell. expended uses.
VOIDKEEPER CHANNEL DARKNESS: BIND UNDEAD
As an action, you present your unholy focus and speak
By reaching into the realms outside of the Aurbis, a command that binds undead. Each undead that can
Voidkeepers use this esoteric magic to straddle see or hear you within 30 feet and has a CR equal to or
between the planes. This art breaches the world that lower than your proficiency bonus must make a
most inhabitants of Tamriel are familiar with, through Willpower saving throw. If the creature fails its saving
calling upon the dark energies to bring the destruction throw, it is charmed by you for 10 minutes and will
of the void through, or by crossing between the two to follow your spoken commands to the best of its
hide in the shadows. These necromancers are often abilities.
worshipers of the Dread Father, Sithis, but they could
also be followers of the Old Gods, as those of Reach. CHANNEL DARKNESS: MARKED FOR DEATH
As an action, you present your unholy symbol and
ART SPELLS speak a damning word at a humanoid of your choosing
within 30 feet of you that can see or hear you. The
2nd-level Voidkeeper feature target must make a Willpower saving throw. If the
creature fails its saving throw, its AC is reduced by a
Your necromantic art grants you the ability to cast number equal to half your proficiency bonus (rounded
certain spells. At 3rd, 5th, 7th, and 9th level you gain down), and the creature takes 1d4 necrotic damage at
access to arts spells. See the Art Spells class feature in the start of each of its turns for the next minute. When
Enemies of Elsweyr for how art spells work. you reach 6th level, the damage increases to 2d4, and it
CHAPTER 1: PLAYER OPTIONS 33
NECROMANCER
increases again at 18th level to 3d4. the dark energies of the Void, dropping to 1 hit point
instead. You then gain immunity to all damage until
Only one creature can be marked for death in this the start of your next turn.
manner at a time. Using this feature again ends the
previous mark. A creature can repeat this save at the Once you use this feature, you cannot use it again
end of each of its turns, ending the effect upon a until you finish a long rest.
success.
DARK GUARDIAN
QUIET CASTING
18th-level Voidkeeper feature
6th-level Voidkeeper feature
Whenever a living creature hits you with a melee
You learn to infuse silence into your spellcasting. When attack, you can use your reaction to expend a Soul
you cast a spell, you can spend 1 Soul Point to cast it Point to summon a skeletal dark guardian to interpose
without a verbal component. on your behalf. The dark guardian's AC is 12 + your
Proficiency bonus + your Intelligence modifier. If the
When you cast a spell that deals damage in this attack roll would still hit, the damage dealt to you is
manner, and target a single creature that is unaware or reduced by half. If the attack roll is lower than the dark
surprised, instead of rolling for damage, you deal the guardian’s AC, the attack deals no damage and the dark
maximum amount of the dice. guardian can immediately make a melee attack against
that creature. The dark guardian’s attack roll bonus is
CLOAK OF THE VOID equal to your spell attack modifier and deals
bludgeoning damage equal to 3d6 + your Intelligence
14th-level Voidkeeper feature modifier.
When you are reduced to 0 hit points, but not killed Regardless if the initial attack hits or misses, the dark
outright, you can use your reaction to be cloaked in guardian then disappears.
34 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L DUNMER VOIDKEEPER
NIGHTBLADE A KISS, SWEET MOTHER
Lurking in the shadows of alleyways, beneath dense 1st-level Night Mother’s Shadow feature
overgrowth in forests, or the dark corners of a tavern,
nightblades are ever watchful of the denizens of Your life has become the will of the Brotherhood. From
Tamriel. Combining magic and stealth, they use the moment you joined the Dark Brotherhood, you
concealment to get close to their enemies. Many gained a supernatural ability to sense life forces
follow sinister paths of murder, or call out to the souls around you.
of the dead to enhance their power. Nightblades are
seldom seen, though their hand is certainly felt. As an action, you can cast the detect life spell (see
chapter 3) on yourself without expending any magicka
The nightblade class receives new subclasses in this points.
section.
You can use this feature a number of times equal to
PATH OF DARKNESS your proficiency bonus and you regain all expended
uses once you have finished a long rest.
At 1st level, a nightblade gains the Path of Darkness
feature, which offers you the choice of a subclass. The ASSASSIN’S BLADE
following options are available to you when making
that choice: Night Mother’s Shadow and Phantom 1st-level Night Mother’s Shadow feature
Blade.
You have received a boon to deliver swift death to your
NIGHT MOTHER'S SHADOW prey. You are granted the use of a magical short sword
or dagger (your choice) known as the assassin’s blade.
A lifetime of murder and death has been left in your You are bonded to this weapon and it counts as
wake. Upon the night after your first murder, you were magical for the purpose of overcoming resistance and
greeted by a hooded figure, known as a speaker, who immunity to nonmagical attacks and damage.
offered you a chance at a new life and a new family
among the Brotherhood. Taking to the path of the You can summon your assassin’s blade as a bonus
Night Mother's Shadow, Nightblades of this order fully action, which appears in your free hand. As a bonus
embrace the darkness that they stalk in. action, you can dismiss the weapon, shunting it into
an extradimensional space. Your assassin’s blade
PATH SPELLS disappears if it is more than 5 feet away from you for 1
minute, if you dismiss the weapon (no action
1st-level Night Mother’s Shadow feature required), if you use a bonus action to summon it
again, or if you fall unconscious.
You gain path spells at the nightblade levels listed in
the Night Mother’s Shadow Path Spells table. See the When you attack and hit a creature that is surprised
Path Spells class feature for how path spells work with the assassin’s blade, the target takes an extra 2d6
damage from the attack. As your nightblade level
Night Mother’s Shadow Path Spells increases, so does your assassin’s blade’s power. At
certain levels your assassin’s blade gains new
Nightblade properties that increases its attack and damage rolls.
Level Spells At 6th level, you have a +1 bonus to attack and damage
1st bane, disguise self rolls made with this weapon. This increases by +1 at
3rd darkness, silence 10th level (to +2), and again at 14th level (+3).
5th bestow curse, spirit guardians
7th freedom of movement, greater invisibility SURPRISE ATTACK
9th dominate person, hold monster
6th-level Night Mother’s Shadow feature
When you use your Shadow Step feature, and hit a
target before the start of your next turn, the target is
silenced and it is incapable of uttering a sound until
the start of your next turn. While silenced, casting a
spell including a verbal component is impossible.
SPECTRAL ASSASSIN
10th-level Night Mother’s Shadow feature
When you reduce a creature to 0 hit points, you
become shrouded with darkness as a gift from Sithis.
Until the end of your next turn, you are invisible, and
you can move up to half your movement speed as part
of this action
CHAPTER 1: PLAYER OPTIONS 35
NIGHTBLADE
ARGONIAN NIGHT
MOTHER’S SHADOW
VOIDCASTER Nonetheless, those who wield such ethereal power are
forever changed.
14th-level Night Mother’s Shadow feature
PATH SPELLS
You are recognized for your mastery over ending
another’s life, allowing you to siphon a portion of their 1st-level Phantomblade feature
life force. You gain a special black soul gem that only
you can possess. If the soul gem is ever further than You gain path spells at the nightblade levels listed in
100 feet from your person, it magically transports back the Phantomblade Path Spells table. See the Path Spells
into your ownership, in a packet, bag, pouch, or next class feature for how path spells work.
to you after finishing a rest.
Phantomblade Path Spells
As a reaction to a humanoid dying within 30 feet of
you, you can claim its soul in the name of Sithis, Nightblade
trapping its essence in the soul gem. The soul gem can Level Spells
only contain the essence of one creature at a time and 1st unseen servant, death scythe
you can use a bonus action to expend the essence to 3rd enthrall, grim focus
gain one of the following effects: 5th fear, spirit guardians
7th death ward, phantasmal killer
◈ You can expend the essence to gain 2d10 temporary 9th detonating siphon, reincarnate
hit points.
SPIRITUAL OFFERINGS
◈ You can infuse your next weapon attack and deal
an additional 3d8 damage the next time you hit a 1st-level Phantomblade feature
creature within the next minute.
You are given special abilities by the spirit that granted
◈ You can regain a number of expended magicka you power. You gain 2 spiritual offerings of your
points equal to your proficiency bonus. choice. Your spiritual offerings options are detailed at
the end of this subclass description. You learn
Once you use a black soul gem in this manner, you additional spiritual offerings when you gain certain
can’t do so again until you finish a short or long rest. nightblade levels. You gain one additional spiritual
offering of your choice at 6th level, at 10th, and again
PHANTOMBLADE at 14th level.
A powerful being reached out to you from beyond the As an action, if the Spiritual Offering has no duration
veil—a ghost of a powerful person, a dead relative, a listed, you can touch any willing creature to grant
shade from the void, or something far worse—which them the power for 8 hours. When you do this, you do
has granted you powers similar to those they possess. not benefit from the ability. You can revoke the ability
The being could have an ancestral relation to you or at any time to regain the power.
they might seek something that only you can provide.
36 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L
SPIRIT WOUND While the spirit is within 100 feet of you, you can
communicate with it telepathically. Additionally, as an
6th-level Phantomblade feature action, you can see through the spirit's eyes and hear
what it hears until the start of your next turn, gaining
As a bonus action, your weapon attacks deal necrotic the benefits of any special senses that the spirit has.
damage until the start of your next turn, instead of the During this time, you are deaf and blind with regard to
damage type they would normally deal. Alternatively, your own senses.
you can use a reaction when you see an ally make a
weapon attack to turn the damage they deal from the Once you use this feature, you cannot do so again
attack into necrotic damage. until you finish a long rest.
You can use this feature a number of times equal to SPECTRAL MOVEMENT
your proficiency bonus, and you regain all expended
uses when you finish a long rest. 14th-level Phantomblade feature
AID FROM BEYOND You have the ability to phase through walls or objects
up to 2 feet thick. You can’t move through creatures
10th-level Phantomblade feature using this ability. In addition, difficult terrain no longer
affects you and you can use a bonus action to gain a
As an action, you can summon a spirit from beyond flying speed equal to half your movement speed until
the veil. The spirit appears in an unoccupied space of the end of your turn. When your turn ends, you fall if
your choice that you can see within 30 feet of you. The still aloft, unless you can stop the fall. If you end your
spirit is friendly to you and your companions and turn in an object or creature, you are shunted to the
obeys your commands. See this creature’s game nearest unoccupied space, taking 1d6 force damage for
statistics in the Phantasmal Spirit stat block, which every 5 feet you are moved.
uses your proficiency bonus (PB) in several places. The
spirit takes a vaguely humanoid form, which is At 18th level, you can move through walls or objects
determined by the GM. that are up to 5 feet thick.
In combat, it shares your initiative count, but it takes SPIRITUAL OFFERINGS
its turn immediately after yours. It obeys any verbal
commands that you issue to it (no action required). Its The spiritual offerings are listed below in alphabetical
actions are listed on its stat block, or it can take some order. If a spiritual offering has prerequisites, you must
other action. If you don't issue any commands to the meet them to learn it. You can’t take a Spiritual
spirit, it takes the Dodge action and uses its move to Offering more than once.
avoid danger. If you are incapacitated, the spirit can
take any action of its choice, not just Dodge. ASSASSIN’S WILL
Prerequisite: 6th level
Phantasmal Spirit
As a bonus action, you summon a phantom weapon in
Medium undead your free hand, which takes the form of your choice.
While you wield this weapon, you are considered
Armor Class 16 (natural armor) proficient with it. If you summon a ranged weapon it
Hit Points 5 + five times your nightblade level also creates a bundle of ammunition alongside it. All
Speed 40 ft. ammunition disappears once the weapon vanishes.
STR AGI END INT WIL PER You use your spell attack bonus to make attacks with
18 (+4) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 8 (–1) this weapon and it deals necrotic damage equal 1d8 +
your Personality modifier. The weapon’s damage
Damage Immunities poison increases by 1d8 when you reach 10th level (2d8), 15th
Condition Immunities charmed, exhaustion, frightened, level (3d8), and 18th level (4d8).
poisoned The weapon lasts for 1 minute. Once you use this
Senses darkvision 60 ft., passive Perception 10 feature, you can’t use it again until you finish a long
Languages understands the languages you speak rest.
Challenge — Proficiency Bonus (PB) equals your bonus
CORRUPTION BARRIER
Immutable Form. The spirit is immune to any spell or As a reaction to being hit by an attack that deals
effect that would alter its form. necrotic damage, you become resistant to necrotic
damage until the start of your next turn.
Actions
Force-empowered Slam. Melee Weapon Attack: your spell
attack modifier to hit, reach 5 ft., one target. Hit: 1d10 +
PB) force damage.
CHAPTER 1: PLAYER OPTIONS 37
NIGHTBLADE
BRETON PHANTOMBLADE
ETHEREAL SIGHT Personality modifier (minimum of 1), and you regain all
Prerequisite: 10th level expended uses of it when you finish a long rest.
Your passive Perception increases by +5. You are able to SILENT WHISPERS
see invisible creatures within 30 feet of you and you When you cast a spell, you can cast it without somatic
can not be surprised while conscious. or verbal components. If the spell would normally
make a sound, it is now silent. Once you use this
GHOST ARMOR feature, you can’t use it again until you finish a short
Prerequisite: 6th level or long rest.
When obscured by dim light or darkness, the shadows SPECTRAL SHIELD
cling to your form, providing a +2 bonus to your AC. Prerequisite: 10th level
MALEFIC OFFERING When a weapon attack hits you, you can use your
Whenever you deal necrotic or psychic damage with a reaction to reduce the damage by 1d10 + your
spell or weapon attack, the damage ignores enemy Personality modifier. If you reduce the damage to 0,
resistances. Targets that are normally immune to the attack phases through your body as if you were
necrotic or psychic damage are instead considered ethereal.
resistant this damage.
SPIRITUAL GUIDANCE
PHANTASMAL RESTORATION As a bonus action, you and up to three other willing
Prerequisite: 6th level creatures within 30 feet of you gain a +2 bonus to all
saving throws for the next minute. Once you use this
As an action, you restore either 4d6 hit points or 2d4 feature, you can’t use it again until you finish a short
magicka points, or you can gain half as much to each. or long rest.
Once you use this feature, you can not use it again
until finishing a short or long rest. SPIRITUAL HEALING
Whenever you cast a spell granted by your Phantom
PHANTOM SENSES Path Spells, your spirit restores itself. You regain 1 hit
You gain proficiency in the Perception, Investigation, point for each level the spell is cast at.
or Insight skill (your choice). If you are already
proficient in the chosen skill, your proficiency bonus is VOID STEP
doubled for any attribute check you make with it. Prerequisite: 6th level
POSSESSION You no longer set off traps that trigger due to weight,
Prerequisite: 6th Level such as pressure plates, unless you wish to. In
addition, whenever you use the Disengage action, you
You can cast charm person without expending magicka. can also take the Dash action as part of this action.
You can do this a number of times equal to your
38 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L
PRIEST Doomsayer Calling Spells
Many pantheons exist across Tamriel, and though Priest Level Spells
some deities appear across these lines, different 1st bane, detect evil and good
cultures view these entities differently. Priests are 3rd augury, magic mouth
frequently known for proclaiming the words of their 5th clairvoyance, tongues
deities and proselytizing on their behalf. Some call out 7th arcane eye, divination
warnings and cautionary prophecies of doom, while 9th commune, scrying
others use their voice to spread joy and and
merriment. BONUS CANTRIP
The priest class receives new subclasses in this 1st-level Doomsayer Feature
section.
You learn the vicious mockery cantrip. It counts as a
DIVINE CALLING priest cantrip for you, but it doesn't count against your
number of cantrips known.
At 1st level, a priest gains the Divine Calling feature,
which offers you the choice of a subclass. The FOREBODING PREMONITION
following options are available to you when making
that choice: Doomsayer and Reveler. 1st-level Doomsayer Feature
DOOMSAYER During a long rest, you gain premonitions of future
events yet to occur. You glimpse into the future and
Speakers of misfortune and of fate, Doomsayers are gain a number of premonition dice equal to your
gifted—or cursed—with the divine blessing of foresight Willpower modifier (minimum 1). These dice are d6s.
and foretelling of destiny. Seen as mad at first, those
who do not believe their words are often felled by the As a reaction, you can grant one of these dice to a
grim prophecies of a Doomsayer. Their warnings creature that you can see that is subjected to a saving
should be heeded. throw as a result of a harmful effect from a trap, an
ability, or a spell. The creature rolls your premonition
Those of this calling are often gifted with a superior die and adds the number rolled to their total. The die
connection to mysticism. These prophets of must be expended before the result of the roll is
destruction and destiny are typically considered gloom determined.
to be around. Their talents guide them toward deities
of fate and prophecy (Azura), knowledge (Julianos, You regain all expended uses of this feature when you
Xarxes), or even time and destruction (Akatosh, Auriel, finish a long rest.
Mehrunes Dagon).
CHANNEL DIVINITY: FRIGHTFUL OMEN
CALLING SPELLS
2nd-level Doomsayer Feature
1st-level Doomsayer Feature
You can use your Channel Divinity to strike fear into
You gain calling spells at the priest levels listed in the the hearts of your enemies.
Doomsayer Calling Spells table. See the Divine Calling
class feature for how calling spells work. As an action, you present your holy symbol and you
utter a word that strikes fear in the hearts of those
who stand against you or your allies. Choose one
humanoid within 60 feet of you. The target must make
a Willpower saving throw or become frightened of
another humanoid of your choosing. On a failed save,
for the next minute, the target is frightened of the
chosen humanoid. At the start of each of their turns,
the target repeats this save. On a success, this effect
ends.
At 10th level, you can target two creatures instead of
one with this feature, and you can target three
creatures when you reach 18th level. Each creature can
be frightened of a different humanoid of your choice,
or the same one.
CHAPTER 1: PLAYER OPTIONS 39
PRIEST
AN IMPERIAL DOOMSAYER
LECTRURES FROM HIS PULPIT
DREADED PROPHECY FORETOLD Once you use this feature, you must finish a short or
long rest before you can use it again.
6th-level Doomsayer Feature
REVELER
Your foresight into horrors yet to come has allowed
you a moment to help those in need. When a creature Always the life of the party, a Reveler shines in the
rolls one of your premonition dice and fails their presence of others, and uses their good sense of
saving throw, any damage the creature received as part merriment and cheer to embolden those around them.
of the failed save is reduced by a number equal to the Priests of this calling make it their life's work to always
number rolled on the die + your proficiency bonus + provide something to celebrate and will push
your Willpower modifier (minimum 1). themselves to their physical limits if needed to keep
up. Whether followers of Dibella, goddess of love, art,
If you reduce the damage to 0, the number remaining and music, or Sanguine, the Daedric Prince of
is granted as temporary hit points to the creature. hedonism, a Reveler ensures that there is never a dull
moment.
DIVINE STRIKE
CALLING SPELLS
8th-level Doomsayer Feature
1st-level Reveler Feature
You gain the ability to infuse your weapon strikes with
divine energy. Once on each of your turns when you hit You gain calling spells at the priest levels listed in the
a creature with a weapon attack, you can cause the Reveler Calling Spells table. See the Divine Calling class
attack to deal an extra 1d8 radiant damage to the feature for how calling spells work.
target. When you reach 14th level, the extra damage
increases to 2d8. Reveler Calling Spells
DOOMED SOUL Priest Level Spells
1st color spray, disguise self
17th-level Doomsayer Feature 3rd mirror image, suggestion
5th beacon of hope, hypnotic pattern
Your sight into death protrudes into reality, allowing 7th compulsion, confusion
you a brief moment to change the fate of a doomed 9th animate objects, awaken
soul. When a creature fails a death saving throw within
60 feet of you, as a reaction, you can grant the target
an additional 1d6 to the death saving throw by
expending one of your premonition dice, possibly
changing their doomed fate and making the attempt a
success instead.
40 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L
FESTIVE VITALITY POTENT SPELLCASTING
1st-level Reveler Feature 8th-level Reveler Feature
You gain advantage on Endurance saving throws to You add your Willpower modifier to the damage you
resist poison and becoming intoxicated (see the deal with any priest cantrip.
condition), and you gain resistance to poison damage.
Additionally, you always have the protection from SPIRIT OF INVIGORATION
poison spell prepared and it doesn’t count against the
total number of spells you have prepared. 17th-level Reveler Feature
CHANNEL DIVINITY: MERRYMAKER When a creature within 15 feet of you fails a death
saving throw, you can use your reaction to force the
2nd-level Reveler Feature creature to reroll the saving throw. The target must
use the result of the second roll. Alternatively,
You can use your Channel Divinity to invigorate all whenever an ally within 15 feet of you becomes stable,
who see you. A number of creatures equal to your you can use your reaction to restore 1 hit point and
Willpower attribute modifier (minimum 1) within 60 grant 2d10 temporary hit points to the target.
feet of you, that can both see and hear your prayer,
gains 2d10 temporary hit points. Once a creature gains the benefits of this feature, it
must finish a long rest before it can do so again.
ROUSING JUBILATION
6th-level Reveler Feature
Whenever you roll for initiative,
you can immediately use your
reaction to encourage your
allies. You and any
number of creatures of
your choice that can
see and hear you
have advantage on all
saving throws and
attribute checks
during the first round
of combat.
CANHIMAPEPRITALERERVEL2ER: G U I L D S O F C Y R O D I I L 41
PERFORMS FOR A CROWD
RANGER Chapter 10 of the Basic Rules for the general rules of
spellcasting and Chapter 11 for the warden spell list.
Traveling from the farthest reaches of Tamriel, rangers
are often wanderers and survivalists that have learned Cantrips. You learn two cantrips of your choice from
how to make the best out of whatever environment the warden spell list. You learn an additional cantrip of
they find themselves in. From the forests of Valenwood your choice at 10th level.
telling histories and legends of the Bosmer culture, or
spending time in cities and taverns looking for the next Magicka. The Green Pact Spellcasting table shows
job, rangers are content in nearly any habitat. how much magicka you have to cast your warden
spells of 1st level and higher. The table also shows
The ranger class receives new subclasses in this what the level spells you can cast. To cast one of your
section. warden spells of 1st level or higher, must expend
magicka, as noted in the spell's description and the
RANGER ARCHETYPES Magicka Cost table found in chapter 10 of the Basic
Rules. You regain all expended magicka when you finish
At 3rd level, a ranger gains the Ranger Archetype a long rest.
feature, which offers you the choice of a subclass. The
following options are available to you when making For example, if you know the 1st-level spell hail of
that choice: Green Pact Keeper and Sellsword. thorns and have a Spell Level of 2nd, you can cast hail
of thorns using magicka to cast it at either level.
GREEN PACT KEEPER
Spells known of 1st level and higher. You know three
To those who follow the Green Pact, there is nothing 1st-level warden spells of your choice from the warden
more important than to uphold their promise to Y’ffre. spell list.
Bosmer of the Treaty of Frond and Leaf allow this code
to dictate their everyday lives. It binds them to the The Spells Known column of the Green Pact
trees, the rivers, and the creatures of the great forests Spellcasting table shows when you learn more warden
of Tamriel. Green Pact Keepers draw upon powers spells of 1st level or higher. Each of these spells must
granted by Y’ffre to maintain their vow. be of a level for which you can cast, as shown on the
table's Spell Level column for your level. When you
RESTRICTION: BOSMER ONLY reach 7th level, for example, you learn a new warden
spell, which can be 1st or 2nd level.
Only Bosmer can become Green Pact Keepers as the
Green Pact only affects them. Your GM can lift this Ranger Green Pact Spellcasting Spell
restriction to better suit the campaign or your Level Level
character. 3rd Cantrips Spells Magicka
4th Known Known Points 1st
BONUS PROFICIENCIES 5th 1st
6th 234 1st
3rd-level Keeper feature 7th 246 1st
8th 246 2nd
You gain proficiency with cook’s utensils and brewer’s 9th 246 2nd
supplies. 10th 2 5 14 2nd
11th 2 6 14 2nd
SPELLCASTING 12th 2 6 17 2nd
13th 3 7 17 2nd
3rd-level Keeper feature 14th 3 8 17 3rd
15th 3 8 17 3rd
As a reward for following the strict rules of the Green 16th 3 9 27 3rd
Pact, Y’ffre has granted you the ability to use the 17th 3 10 27 3rd
magical essence of nature to cast spells. See the 18th 3 10 27 3rd
19th 3 11 32 3rd
20th 3 11 32 4th
3 11 32 4th
3 12 38
3 12 38
42 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L
Additionally, when you gain a level in this class, you Jagga. When a creature uses an action to drink this
can choose one of the warden spells you know and magically infused jagga, it can add your Willpower
replace it with another spell from the warden spell list, modifier to every Intelligence and Personality attribute
which also must be of a level for which you can cast. check it makes for the next hour.
Spellcasting Attribute. Willpower is your spellcasting Rotmeth. When a creature uses its action to drink
attribute for your warden spells, so you use your this magically infused rotmeth, it can add your
Willpower whenever a spell refers to your spellcasting Willpower modifier to any Strength and Endurance
attribute. In addition, you use your Willpower modifier attribute checks that it makes for the next hour.
when setting the saving throw DC for a warden spell
you cast and when making an attack roll with one. GREEN SHAPING
Spell save DC = 8 + your Proficiency bonus + your 11th-level Keeper feature
Willpower modifier
You can use an action to chant a song of nature,
Spell attack modifier = your Proficiency bonus + your allowing you to shape a natural area to meet your
Willpower modifier needs. The area can be up to a 10-foot cube. Buildings
and other structures are excluded from the affected
EXPANDED SPELL LIST area. This feature creates up to two of the following
effects within this area, which lasts for the next
3rd-level Keeper feature minute. When you create the effects, you can specify
creatures as friends who are immune to these effects.
As a Green Pact Keeper, you can choose from an A dispel magic cast on the area removes only one of
expanded list of spells when you learn a warden spell. the effects, and the spellcaster chooses which effect to
The following spells are added to the warden spell list end. Only when all of the effects are ended is the area
for you. fully dispelled.
Green Pact Expanded Spells ◈ The area thickens with plant growth and is
considered difficult terrain.
Spell Level Spells
◈ Natural difficult terrain magically transforms and
1st alarm, hunter’s mark no longer affects you and the creatures you
2nd magic weapon, silence choose.
3rd warding bond, nondetection
4th divination, banishment ◈ Bramble covered in thorns grows over the area,
dealing 1d4 piercing damage to any creature that
NATURE’S BREW enters the area for the first time or starts their
turn there.
7th-level Keeper feature
◈ Vines grab at Large or smaller creatures that enter
Once each day, you can spend 1 hour gathering the area for the first time or start their turn there.
materials and creating magically infused brews. This The creature must succeed on a Strength saving
task can be completed as part of a short or long rest. throw against your spell save DC or become
You can expend 2 or more magicka to create a brew grappled by the vines. A grappled creature can
from the list below, and you can create an amount of escape by making a successful Strength (Athletics)
brews equal to your Willpower modifier (minimum of or Dexterity (Acrobatics) check against your spell
1). These brews remain magically infused for 24 hours save DC.
before losing their magical properties.
Once you use this feature, you can’t use it again until
In addition, you can craft healing potions using you finish a long rest.
brewer’s supplies as though you were using a
herbalism kit. FEAST OF THE ANIMALS
Healing Brew. When a creature uses an action to 15th-level Keeper feature
drink this healing brew, it regains hit points equal to
3d4 + your Willpower modifier. If you expend 3 magicka You spend 1 hour preparing and eating a feast prepared
to create the brew, the amount of hit points gained in adherence to the green pact. This task can be
increases by 2d4 (for a total of 5d4). At 13th level, you completed during a short or long rest. The beneficial
can expend 5 magicka to create the brew and increase effects don’t set in until this hour is over. Up to six
the hit points gained by 4d4 (7d4 total). And at 19th creatures can partake in the feast. A creature that
level, you can expend 6 magicka to create the brew and partakes of the feast gains temporary hit points equal
increase the hit points gained by 6d4 (9d4 total). to your ranger level until the end of their next short
rest.
C H ACPHT EA PRT2E: GR U1 :I LP LDASYOEFRCOYPRTOIDOINI LS 43
BOSMER GREEN NORD
PACT KEEPER SELLSWORD
SELLSWORD FAVORED DEFENSE
Having learned how to take care of themselves, a 7th-level Sellsword feature
Sellsword is just as quick to the punch as they are to
ask for payment upfront. Ranging from all walks of life, You’ve learned not only how to harm your favored
a cheap hireling can be found at any local tavern foes, but also how best to defend yourself from them.
selling their trade as a half-rate protector, but not a When a creature that is one of your favored foes makes
Sellsword. Trained and honed to a point, a Sellsword an attack roll against you, or subjects you to a saving
draws in a wealth of knowledge in combat to be used throw, you add up to half of your Willpower modifier
to their advantage. (rounded up, minimum of 1) to either your AC for that
attack or to your saving throw to resist that effect.
EXCEPTIONAL TRAINING ADDITIONAL FIGHTING STYLE
3rd-level Sellsword feature 11th-level Sellsword feature
Your training has surpassed all rivals and peers. Choose You can choose a second option from the Fighting Style
one of your skill proficiencies, or one of your tool class feature. You can't choose the same Fighting Style
proficiencies. Your proficiency bonus is doubled for any twice.
attribute check you make that uses this chosen
proficiency. INDISCRIMINATE FOE
IMPROVED PRIMAL MARK 15th-level Sellsword feature
3rd-level Sellsword feature A creature that is marked by your Primal Mark feature
is considered to be a Favored Foe for you, regardless of
When you use your Primal Mark feature as a bonus its creature type.
action to mark a creature as your quarry, you deal an
extra 1d6 damage to the target whenever you hit it
with a weapon attack. When you reach 11th level, the
extra damage increases to 1d8, and when you reach
17th level, the extra damage increases to 1d10.
44 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L
ROGUE necrotic damage equal to the number you roll on
your sithis die.
Excellently trained as duelists and operatives, rogues ◈ All your attacks of opportunity against that target
use quick thinking and agile movements to avoid have advantage.
danger while claiming their targets with uncanny ◈ When you reduce the target to 0 hit points you
precision. Sometimes, rogues seek a greater gain hit points equal to your Intelligence modifier
supernatural power through the Void, while others (minimum of 1).
embrace their natural talents to get what they want. ◈ The marked target has disadvantage on all saving
throws prompted by you.
The rogue class receives new subclasses in this
section. This benefit lasts until you finish a short rest. When
the marked creature is reduced to 0 hp you can use a
ROGUISH ARCHETYPES bonus action to mark a new creature hostile to you. If
you do not mark another creature by the end of your
At 3rd level, a rogue gains the Roguish Archetype next turn, the power fades.
feature, which offers you the choice of a subclass. The
following options are available to you when making Once you use this feature, you can't use it again until
that choice: Chosen of Sithis and Infiltrator. you finish a short or long rest
CHOSEN OF SITHIS VOID CLOUD
As with their god, the Chosen of Sithis are harbingers 9th-level Chosen of Sithis feature
of chaos, who bring the presence of the Void wherever
they are found. Attempting to embody the change As an action, you can cast the darkness spell without
desired by Sithis, these rogues have motives that are expending magicka points. When you cast the spell in
often misunderstood, except by their associates. The this manner, the spell functions with the following
Chosen are most often assassins with the Dark changes:
Brotherhood, but could also be members of the
Dunmeri Morag Tong. Other worshipers of Sithis are ◈ It is centered on yourself and moves with you.
the Argonians, especially the Shadowscales, of the ◈ The radius is reduced to 10 feet.
Black Marsh, who accept and bring the greatest ◈ You and up to 5 willing creatures of your choice
change: death.
can see through it.
SEED OF SITHIS ◈ It does not require concentration to maintain, and
3rd-level Chosen of Sithis feature you can end the effect early as a bonus action.
You gain powers that are fueled by special dice called Once you use this feature, you can not use it again
Sithis dice. At 3rd level this die is a d6. This die until finishing a long rest.
increases in size at 6th level (1d8), 11th level (1d10), and
17th (1d12). THE CULLING
Your affiliation with the Dread Lord allows you to use 13th-level Chosen of Sithis feature
a bonus action to imbue a target with the power of
Sithis, marking them for death. This mark gives you Whenever you kill a creature marked by the Seed of
alone power over your foe. Sithis, you can use a reaction to draw part of its soul
out and form it into an invisible barrier around you.
◈ While marked, once on each of your turns, when Roll your Sithis die and add the number rolled to your
you miss an attack against the target, it takes AC until the start of your next turn.
CALL OF SITHIS
17th-level Chosen of Sithis feature
As an action, you draw dread from the souls of those
you have killed in the past and discharge the energy,
forcing all creatures you choose within 30 feet of you
to make a Willpower saving throw (DC 8 + your
Intelligence modifier + you proficiency bonus). On a
failed save, the creature takes 5d10 necrotic damage, or
half as much on a successful one. If this damage
reduces one or more Small or larger hostile creatures
to 0 hit points, you can make one additional weapon
attack as part of the Attack action on your next turn.
Once you use this feature, you can't use it again until
you finish a short or long rest.
CHAPTER 1: PLAYER OPTIONS 45
IMPERIAL CHOSEN DUNMER
OF SITHIS INFILTRATOR
INFILTRATOR to bribe, seek clemency, or otherwise talk your way out
of the situation.
Gifted in deception and disguises, rogues of this nature
may find themselves bridging between a world of lies, ESCAPE ARTIST
robbery, and guile. While sneaking has its merits, an
infiltrator knows there is more than one way to 9th-level Infiltrator feature
complete a job. Walking in the front door and robbing
a mark blind can be just as profitable as breaking in Your deft movements and training of getting yourself
through a second story window, with far less chance of out of sticky situations allows you a greater ability to
breaking one's neck. avoid being pinned down. You have advantage on all
checks to escape a grapple. Additionally, you can use
Similar in many ways to con-artists or thieves, these the Dash action as a bonus action on each of your
gab-gifted rogues use their suave ways in an attempt turns. When you take your bonus action to Dash,
to mislead wealthy widows, naive entrepreneurs, and opportunity attacks against you have disadvantage.
trusting simpletons.
SWIFTLY FORGOTTEN
TOOLS OF THE TRADE
13th-level Infiltrator feature
3rd-level Infiltrator feature
You've learned how to quickly change your appearance
You've learned how to excel at the finer points of in order to slip away from a scene. Spending 1 minute
deception. You gain proficiency with the disguise kit using your disguise kit, you attempt to craft a disguise
and the Deception skill. that involves moderate changes to your appearance to
pass yourself off as that of another person. While in
SMILE OF FORTUNE this disguise, you can roll your precision dice and add
the total to any Personality (Deception) checks made
3rd-level Infiltrator feature to convince others of your new identity.
You've learned how to turn failure into success. When DECEPTIVE FIGHTING
you roll a 1 on your precision dice, you can reroll the
die and you must use the new roll, even if the new roll 17th-level Infiltrator feature
is a 1.
Your knack for deception extends to your fighting. As a
CONVINCING CON bonus action on each of your turns, you can attempt
to mislead attackers with sly and deft movements. A
6th-level Infiltrator feature target of your choosing within 60 feet of you must
make an opposed Willpower (Insight) check against
You've learned how to get your way, whether it’s your Personality (Deception) check. On a failure, the
getting out of trouble with the guards or getting target makes its attacks against you with disadvantage
someone to turn a blind eye to your deeds. If caught in until the start of your next turn. If the target is within
the act of thievery, trespassing, or generally being 5 feet of you, the creature also has disadvantage on all
somewhere or doing something you shouldn't be, you attacks made against any of your allies that are within
have advantage on Personality checks made to attempt 5 feet of the target.
46 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L
POWER SHIFT
6th-level Aetherial Herald feature
You are able to channel the constellations to infuse
your spells with magic from Aetherius. Your damaging
cantrips and 1st-level spells deal additional force or
radiant damage (your choice) equal to your Willpower
modifier (minimum of 1). The damage bonus applies to
one damage roll of a spell.
SORCERER ONE WITH THE CONSTELLATIONS
Drawing from power within themselves, sorcerers are 14th-level Aetherial Herald feature
some of the mightiest spellcasters found on Tamriel.
Strengthened by the magical energies of Aetherius or Every bit of energy you use finds its way back to the
an unexpected ancestry permeated with vestiges of an incredible fonts of magic that reside within the con-
immortal being, sorcerers can tap into a wellspring of stellations, causing them to shine brightly upon you.
power unavailable to others. Some sorcerers can even Every time you absorb magicka through your Capacitor
innately access the knowledge of their ancestors and feature, you roll on the Aetherial Constellations table.
the training they gained over the generations. Roll a d12 twice and choose either of the numbers
rolled to determine which constellation shines upon
The sorcerer class receives new subclasses in this you, gaining that benefit. If you roll the same number
section. on both dice, you must take the Serpent’s boon.
SORCERY FOCUS TWICE BORN STAR
At 1st level, a sorcerer gains the Sorcery Focus feature, 18th-level Aetherial Herald feature
which offers you the choice of a subclass. The
following options are available to you when making Your celestial connection grants you the blessing of the
that choice: Aetherial Herald, Daedric Ancestry, and the stars. Choose an additional birthsign from the
Dunewalker. Constellation Table as part of character creation. You
gain the benefits the of both of your birthsigns, and
can't choose the same birthsign twice.
AETHERIAL HERALD
When Magnus and his followers fled from the creation
of the Mundus, their departure left the sky riddled with
rifts to Aetherius, the sun and stars. Those who feel an
increased connection to the constellations are gifted
with increased magical powers as the essence from
Aetherius flows within their soul. Aetherial Herald
sorcerers draw their arcane powers from the stars and
are known for their magical aptitude.
STAR-TOUCHED
1st-level Aetherial Herald feature
You are sometimes given energy from the Aetherial
magic that flows through the stars, allowing you to
cast spells without effort. Whenever you cast a spell of
1st level or higher, you can choose to make a
spellcasting attribute check with a DC equal to 15 + the
level of the spell that is cast. On a successful check,
you cast the spell without expending any magicka.
Once you successfully gain the benefits of this feature,
you can’t do so again until you finish a long rest.
BRETON AETHERIAL 47
C H A P T E R 1 : P L A Y E R O P THIEORALND S
SORCERER
Aetherial Constellations DAEDRIC ANCESTRY
d12 Constellation Effect Your innate power comes from Daedric magic that was
mingled with your blood or with that of your
1 Ritual The creature that cast the spell is ancestors. Most often, sorcerers with this focus trace
frightened of you until the end of their descent back to a mighty sorcerer of ancient
its next turn. times who made a bargain with a Daedric Prince or
who might even have claimed a Daedroth parent. Some
2 Lover You can choose one creature that of these bloodlines are well established in the world,
you can see and instantly break but most are obscure. Any given sorcerer could be the
their concentration. first of a new bloodline, as a result of a pact or some
other exceptional circumstance.
3 Lord You regain hit points equal to
your sorcerer level.
4 Mage You gain advantage on your next
Intelligence or Willpower saving
throw. DAEDRIC ANCESTOR
5 Shadow You turn invisible for 1 minute as 1st-level Daedric Ancestry feature
though you cast the invisibility
spell on yourself. You choose one realm of Oblivion that your ancestor
hails from. The damage type associated with each
6 Steed Your speed increases by 10 feet realm of Oblivion is used by features you gain later.
for 1 minute and opportunity
attacks made against you have You can speak, read, and write Daedric. Additionally,
disadvantage. you gain advantage on Personality checks whenever
interacting with Daedra.
7 Apprentice You immediately regain 3d4 Daedric Ancestry
magicka points.
Realm of Oblivion Daedric Prince Damage Type
8 Warrior You gain advantage on your next
Strength or Endurance saving Apocrypha Hermaeus Mora Necrotic
throw.
Ashpit Malacath Fire
9 Lady You gain 2d10 temporary hit Attribution’s Share Boethiah Fire
points.
Coldharbour Molag Bal Cold
10 Tower The next time you are hit by an Colored Rooms Meridia Radiant
attack, within the next minute,
you can use your reaction to Deadlands Mehrunes Dagon Fire
reflect up to 3d6 damage back to
your attacker. Evergloam Nocturnal Necrotic
Fields of Regret Clavicus Vile Acid
Hunting Grounds Hircine Poison
11 Atronach You gain resistance to the Moonshadow Azura Force
damage type of the triggering
spell. If the spell deals multiple Myriad Realms of Sanguine Thunder
damage types, the GM chooses Revelry
one at random, and if the spell
doesn’t deal any damage, the GM The Pits Peryite Poison
chooses one damage type
between acid, cold, fire, Quagmire Vaermina Psychic
lightning, or poison.
The Scuttling Void Namira Force
The Shivering Isles Sheogorath Psychic
12 Thief You gain luck (inspiration). The Spiral Skein Mephala Acid
— Serpent
All negative magical effects that DAEDRIC RESILIENCE
are afflicting you are removed.
1st-level Daedric Ancestry feature
As magic flows through your body, it causes physical
traits of your Daedric ancestors to emerge. Your hit
point maximum increases by 1 and increases by 1 again
whenever you gain a level in this class.
Additionally, parts of your body appear to reflect that
of the creatures that inhabit your chosen Daedric
heritage. This may appear as body-markings,
48 L E G I O N N A I R E ’ S G U I D E T O C Y R O D I I L