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Published by hgirlawsome2, 2022-04-03 16:37:33

Legionnaire's Guide to Cyrodiil_v1.0

Legionnaire's Guide to Cyrodiil_v1.0

You gain a +3 bonus to attack and damage rolls made WEATHERWARD CIRCLET
with this magic weapon. The shield spell provides no
defense against the maul, which passes through that Ring, rare (requires attunement)
spell’s barrier of magical force.
While wearing the ring, you gain resistance to cold and
Malacath’s Vengeance. If you attack a creature with fire damage.
this weapon and roll a 20 on the attack roll, the
creature takes an extra 3d6 necrotic damage, and it WELKYND STONE
must make a DC 17 Endurance save. On a failed save, a
living target gains 1 level of exhaustion. Wondrous Item, rare

Pariah’s Honor. While Volendrung is in your This glowing blue stone is filled with magical energies.
possession, you have advantage on Personality checks As an action, you can drain the stone of its magic and
that you make when interacting with an Orsimer or you regain 2d4 + 2 magicka points. Once used, the
any goblin-ken that you share a language with. stone loses its potency until it is recharged by soul
Additionally, as an action, you can present this Daedric gems, filling it with 40 charges.
artifact and utter a warcry of Malacath, censuring or
invigorating his chosen servants. Choose one of the WITSPLINTER
following effects: fear or rally.
Weapon (dagger), rare (requires attunement)
Fear. Each Orc or any goblin-ken that can see or hear
you within 30 feet of you must make a Willpower You gain a +1 bonus to attack and damage rolls made
saving throw. If the creature fails its saving throw, it with this magic weapon. When you attack a creature
is turned for 1 minute or until it takes any damage. A with this magic weapon and roll a 20 on the attack
turned creature must spend its turns trying to move roll, that target’s Intelligence attribute score decreases
as far away from you as it can, and it can’t willingly by 2 for the next minute, and if the target is
move to a space within 30 feet of you. It also can’t concentrating on a spell, it has disadvantage on the
take reactions. For its action, it can use only the Dash saving throw it makes to maintain concentration.
action or try to escape from an effect that prevents it
from moving. If there’s nowhere to move, the This dagger also has 5 charges. While attuned to it,
creature can use the Dodge action. you can expend 1 charge when you hit with an attack
you make with it, reducing the target's magicka points
Rally. Each non-hostile Orc or any goblin-ken that can by 1d6. The dagger regains 1d4 + 1 expended charges
see or hear you within 30 feet of you is rallied (see daily at dawn.
the condition) for 1 minute or until it no longer can
see you.

Once you use this property of Volendrung, you can’t
do so again until the next dawn.

WEAPON OF EMBERS

Weapon (any), rare (requires attunement)

You can use a bonus action to speak this magic
weapon’s command word, causing flames to erupt
from the blade. These flames shed bright light in a 40-
foot radius and dim light for an additional 40 feet.
While the weapon is ablaze, it deals an extra 1d6 fire
damage to any target it hits. The flames last until you
use a bonus action to speak the command word again
or until you drop or stow the weapon.

ARIC SALYER WITSPLINTER

CHAPTER 4: TREASURES 199

ARTIFACTS

This section presents some of the most powerful
artifacts in Tamriel, some of which were created by the
Divines or Daedric Princes. See the 5e Core Rules for
the rules on artifacts and the relevant Artifact
Properties tables to determine the random properties.

AMULET OF KINGS AMULET DORIAN PILLARI
OF KINGS
Wondrous item, artifact (Akatosh) (requires attunement
by a Dragonborn) Father of Dragons to beseech him to aid you against
your foes. If your GM deems it so, you transform into
The Amulet of Kings, the blessed symbol of the Emperor the Avatar of Akatosh, as though you had cast the
of Tamriel, is a pendant adorned with a large ruby-like shapechange spell on yourself. Once this property of the
soul gem that is attributed with the divine right to amulet has been used, it can't be used again until 30
rule. The soul gem, Chim-el Adabal, also known as the days have passed.
Red Diamond, which is set within a gold clasp and
surrounded by smaller jewels that represent each of Destroying the Amulet. The amulet can only be
the Eight Divines. This ornate piece of jewelry has been destroyed by lighting the Dragonfires in the Temple of
sought after since the ushering of the Alessian Empire the One by a Dragonborn, and only if Akatosh deems it
when it was blessed by Akatosh. This promise has so. As part of the ritual to light the Dragonfires, an
warded Tamriel from the Daedric Princes who seek to attuned Dragonborn can cast the amulet into the
control all of Mundus. flames, sparking the essence of Akatosh from within.
The Avatar of Akatosh property is automatically used
This amulet cannot be worn by any that is not on the attuned Dragonborn, but once the effect ends,
blessed with the Blood of Akatosh. Commonly known the avatar becomes petrified, and the Dragonborn’s
as Dragonborn, these are individuals who have the body and soul is lost.
ability to both wear and rule with this ancient piece of
authority. Heirs to a Dragonborn, while not gifted with EBONY BLADE
the Thu’um, can still wear the Amulet of Kings and
exercise their right to rule. Weapon (dai-katana), artifact (Mephala) (requires
attunement)
The Amulet of Kings endured the First Era with the
founding of the Alessian Empire, to the very end of the The Ebony Blade, also known as the Vampire or the
Third Era when Martin Septim destroyed it in the Leech, is a Daedric artifact created by the Daedric
Temple of the One as he relit the Dragonfires. In doing Prince Mephala. The blade resembles an ebony dai-
so, Martin sealed shut the gates of Oblivion, and saved katana, and is known to corrupt whoever wields it.
Tamriel from Mehrunes Dagon’s Invasion.
The blade is considered to be evil and it is questioned
While wearing this amulet, you gain the following if whoever chooses to wield the blade is naturally evil
benefits: or if the weapon itself perverts its owner. Those who
do take up this malevolent weapon end up with crazed
Random Properties. The amulet has the following eyes and their minds twist from the deeds the blade
randomly determined properties: forces upon them.

◈ 2 minor beneficial properties Mephala takes great interest in following whoever
◈ 1 major beneficial property holds it, whispering her dark suggestions of betrayal
and destruction. The strength of the blade comes from
Blessing of the Eight. You have advantage on saving a nearly unquenchable lust for blood and deceit. Every
throws against spells and other magical effects. time the Ebony Blade strikes an opponent, part of the
Additionally, you have resistance to fire damage. damage inflicted flows into the wielder as raw power.
The blade also has a supernatural ability to know who
Blood of Lorkhan. Your hit point maximum increases
to an amount as though you had rolled the maximum
on your hit die each time you gained a level.

Dragonfire Promise. By touching the Red Diamond
gemstone on the amulet, you can cast the banishment
spell (save DC 19) from it as an action at will.

Avatar of Akatosh. You can touch the Red Diamond
gemstone on the amulet and utter a prayer to the

200 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

EBONY BLADE

RAY LEDERER has gained the trust of its owner, and Mephala bids Ebony Blade Absorb Essence
them to strike down their closest friends, unlocking
the blade’s true potential. Kills Life Drain Damage

In the Second Era, the Ebony Blade was discovered by 0 1d4
an Altmer named Nerien'eth. Mephala corrupted him
absolutely and he murdered his students and fellow 1 1d6
researchers, along with his wife, Alanwe. With the help
of a group of adventurers from the Undaunted guild, 2 1d8
Alanwe sacrificed her soul to place a charm on the
blade which prevents the blade from staying with one 3 1d10
owner for long.
4 2d6
Magic Weapon. The Ebony Blade is a magic weapon
that grants a +3 bonus to attack and damage rolls 5+ 2d8
made with it. The weapon is also supernaturally light
and has the Finesse property. Sentience. The Ebony Blade is a sentient chaotic evil
weapon with an Intelligence of 15, a Willpower of 13,
Random Properties. The Ebony Blade has the following and a Personality of 16. It has hearing and darkvision
random properties: out to a range of 120 feet.

◈ 2 minor beneficial properties The weapon communicates telepathically with its
◈ 1 major beneficial property wielder and can speak, read, and understand Tamrielic.
◈ 2 minor detrimental properties
◈ 1 major detrimental property Personality. The sword's purpose is to bring chaos,
discord, death, and murder upon the land. It acts as a
Spells. The blade has 5 charges. While holding it, you physical representation of the Daedric Prince Mephala.
can use an action to expend 1 or more of its charges to The blade is a seductive influence in the life of the
cast one of the following spells (save DC 18) from it: wielder. It offers promises that it knows it will not
charm person (1 charge), confusion (2 charges), glibness keep, or help its wielder achieve the promised goal,
(4 charges), mind blank (4 charges), modify memory (3 only to reveal the terrible cost of making pacts with
charges), and silence (2 charges). The blade regains 1d4 Daedric Princes.
+ 1 expended charges daily at dawn.
Curse. This weapon is cursed, and becoming attuned
Life Drain. When you hit a creature with a melee to it extends the curse to you. As long as you remain
attack using the Ebony Blade, the target must make a cursed, you are unwilling to part with the weapon,
DC 18 Endurance saving throw. On a failure, the target keeping it within reach at all times. You also have
takes an extra 1d4 necrotic damage, and you regain a disadvantage on attack rolls with weapons other than
number of hit points equal to half the necrotic damage this one.
dealt. This property can only be used once each turn.
The blade constantly whispers in your mind, telling
The amount of necrotic damage increases as the you to commit heinous acts of violence against the
weapon gains more power, as shown on the Life Drain innocent. The first time the blade increases in power
Damage column of the Ebony Blade Absorb Essence through the absorb essence property, you begin to
table. spiral into madness. The next time you finish a long
rest, you must succeed a DC 18 Willpower saving throw
Absorb Essence. Each time the blade is used to kill one or gain a form of short-term madness. After the second
of your allies, such as a friendly townsperson or a time the blade increases in power, the next time you
member of your adventuring party, the blade increases finish a long rest, you must succeed a DC 18 Willpower
in power, as shown on the Ebony Blade Absorb Essence saving throw or you gain a form of long-term madness.
table. The wielder can hear Mephala whisper After the third time the blade increases in power, you
instructions to murder their friends and congratulates gain a form of indefinite madness. After each
you when you bend to the Princes' wishes. additional increase in power from the absorb essence
property, you gain an additional indefinite madness,
rerolling for any repeating madnesses.

CHAPTER 4: TREASURES 201

ELDER SCROLL

ELDER SCROLL blinded for the next hour, reducing your vision to 30
feet, including darkvision, and any Willpower
Wondrous item, artifact (requires attunement) (Perception) checks that rely on sight are made with
disadvantage. Failing this save by 5 or more causes you
As long as time has existed, so have the Elder Scrolls. to gain a form of short-term madness. Failing this save
Held within these indestructible texts are the mysteries by 10 or more causes you to gain a form of long-term
of the past, present, and all possible futures. No one madness.
knows how many Elder Scrolls exist, for it is said that
they do not exist in countable form. Multiple attempts to read Elder Scrolls can lead to
blindness, along with any additional effects that may
In ages past, many have attempted to unravel the occur from the failed save. The second time you fail a
secrets contained in these scrolls. The Dwemer devised saving throw to read any Elder Scroll, you are instead
large, complex machines that used a device called a blinded for 1 hour and you are partially blinded, as
lexicon in an attempt to extract the information in the described above, for 24 hours. On a third failed saving
scrolls. Whether this method of indirect viewing of the throw, you are blinded for the next 24 hours and
scroll is any more or less effective than manual reading remain partially blinded for the next week. After a
is something that none but the Dwemer may know. fourth failed saving throw, you are permanently
blinded.
In more contemporary times, those who were gifted
with the ability to see the events unfold within the Once you use this property, the scroll becomes inert
scrolls were taken as members of the fabled Order of and can’t be used again until the next dawn.
the Ancestor Moth. This cult of priests takes the role of
transcribing and recording the prophecies contained Aedric Foresight. After you succeed on a saving throw
within. But, like others who have attempted this feat to read an Elder Scroll, your Willpower score increases
of mental fortitude, their minds and bodies wane with by 2, to a maximum of 24. You can’t gain this benefit
each reading. Eventually, all priests who read from the from Elder Scrolls more than once. Additionally, you
scrolls go blind. gain advantage on initiative rolls and you cannot be
surprised.
Those untrained in the Ritual of the Ancestor Moth
will often gain nothing from viewing the scrolls. Many Temporal Dissonance. Unless the GM deems it
experience flashing visions of runes and constellations otherwise, after a failed save with the Elder Scroll, there
before temporarily going blind for a time. While this is a 10% chance that the scroll vanishes from the
blindness is not permanent, it can still have lingering creature’s grasp and is lost to them.
issues on the psyche of the individual.
Destroying an Elder Scroll. It is considered impossible
Unknowing Possibilities. While attuned to an Elder to physically harm or destroy an Elder Scroll. No spell
Scroll, you can attempt to read it by making a DC 19 can target an Elder Scroll, as if the spell that is cast is
Willpower saving throw. On a successful save, you gain immediately targeted by a 9th level counterspell.
supernatural knowledge of past, present, or future Striking the scrolling with an attack causes all damage
events. Prophecies are visually depicted, but are dealt to it to be instead reflected back at the attacker
sometimes hard to comprehend, or it can be hard to but as psychic damage.
understand where or when the events shown take
place. The GM gives truthful information of a scene or RAY LEDERER
event that might be vague or cryptic, as they deem fit.
If you succeed the saving throw by 5 or more, the
vision becomes clearer and less vague. In addition, for
the next 24 hours, you can add a d8 to all saving
throws.

On a failed save, the scroll reveals nothing but
flashing images of arcane symbols. You are partially

202 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’S Enlightened Necromancy. While wearing the amulet,
AMULET any necromancy spell you cast counts as one level
higher, to a maximum of 9th level.
NECROMANCER'S AMULET
Bane of Undeath. After 1d20 days of wearing the
Wondrous item, artifact (Mannimcarco) (requires amulet, you begin to acquire the physical traits of
attunement) undeath. You may become unnaturally gaunt, or
appear to have a grotesque disease that marks your
The legendary Necromancer's Amulet is the last skin. Your skin, fur, or scales might lose all natural
surviving relic of the mad sorcerer Mannimarco, also coloring and become pale, or your body temperature is
known as the King of Worms. The amulet is an always cold to the touch. Or perhaps your eyes have
exquisitely crafted sterling silver pendant with an eerie glossed over in pure black, you've lost all facial
glowing skull emblazoned upon it. features, or some other unholy feature the GM
chooses. The bane grants you advantage on Personality
Popular among mages, the amulet instantly bestows (Persuasion) checks made to interact with evil
the wearer with wisdom far beyond their years, and is creatures and Personality (Intimidation) checks made
mystically fortified to provide the same protection as to interact with non-evil creatures.
heavy armor without the restriction of movement.
Curse. This amulet is cursed. Attuning to it curses you
One of the greatest flaws of the amulet is it's until you are targeted by the remove curse spell or
instability. It is forever doomed to fade in and out of similar magic. Removing the amulet fails to end the
existence, reappearing at locations distant from that of curse on you. While attuned to the amulet, your
its disappearance. walking speed is reduced by 5 feet. Additionally, when
you finish a long rest, you regain 2 fewer hit dice than
Random Properties. The Necromancer's Amulet has the you normally would.
following random properties:
Destroying the Amulet. The Necromancer's Amulet is
◈ 2 minor beneficial properties incredibly unstable and is known to fall in and out of
◈ 1 major beneficial property existence at its own unpredictable impulse. The only
◈ 2 minor detrimental properties way to temporarily destroy the amulet is by bringing it
◈ 1 major detrimental property to a temple of Arkay and participating in a ritual which
banishes the amulet for 1d100 years. It then reappears
Protection. Your AC can't be less than 17 while in a random location on Nirn.
wearing the amulet, regardless of what kind of armor
you are wearing. STAFF OF MAGNUS

Increased Intelligence. While wearing the amulet, Staff, artifact (Magnus) (requires attunement by a
your Intelligence score increases by 2, to a maximum spellcaster)
of 24. Additionally, your magicka point maximum
increases by half your character level, rounding down. The Staff of Magnus is perhaps one of oldest, if not the
oldest, artifacts of Tamrielic lore. Legend speaks of it as
being the physical embodiment of its metaphysical
creator, Magnus. Often considered too powerful to be
wielded by mortals, the staff is never kept by one for
long. Some say the staff itself abandons wielders who
have become too powerful, so that it can’t be used to
upset the balance of reality.

Random Properties. The Staff of Magnus has the
following random properties:

◈ 2 minor beneficial properties
◈ 1 minor detrimental property
◈ 1 major detrimental property

Magical Staff. You gain a +3 bonus to attack and
damage rolls made with this magic quarterstaff. While
you hold it, you gain a +3 bonus to spell attack rolls.

The staff has 50 charges for the following properties.
It regains 4d6 + 2 expended charges daily at dawn. If
you expend the last charge, roll a d20. On a 1, the staff

CHAPTER 4: TREASURES 203

disappears from your possession and is randomly UMBRA
placed at another location within Mundus.
Weapon (greatsword), artifact (Clavicus Vile) (requires
Power Strike. When you hit with a melee attack using attunement)
the staff, you can expend 1 charge to deal an extra 3d10
force damage to the target. With a blade black as night, this cursed greatsword
appears to house elements of a black soul gem
Spells. While holding the staff, you can use an action throughout its framework. Known as a Daedric artifact
to expend some of its charges to cast one of the of Clavicus Vile, this black blade’s history is shrouded
following spells from it, using your spell save DC and in myth and legend. Enchanted by the ancient witch
spellcasting attribute: animate objects (5 charges), Narenra Waerr, its sole purpose is to entrap souls. A
dispel magic (3 charges), hold person (2 charges), levitate tool for mischief and amusement for the Daedric
(2 charges), magicka drain (7th-level version, 7 Prince of Trickery and Bargains, the sword itself is said
charges), protection from energy (3 charges), shield (1 to house a portion of Vile’s soul within, which has
charge), spell absorption (5th-level version, 5 charges). borne it sentience. It’s said that the sword is constantly
seeking a means of distancing itself from the Daedric
You can also use an action to cast one of the Prince, as it does not wish to be controlled by him.
following spells from the staff without using any Once a worthy wielder is discovered, Umbra begins to
charges: comprehend languages, detect magic, detect evil slowly take control until the victim succumbs to its
and good. influence. Those who have been fully corrupted by this
dark weapon forsake all bonds of their past life, don
Wrath of Magnus. While holding the name Umbra, and do as the blade commands.
the staff, you can use your action
and expend up to 10 charges from it You gain a +3 bonus to attack and damage rolls made
to drain the magicka from a with this magic weapon. It has the following
creature. The target must succeed on additional properties.
a Willpower saving throw, using your
spell save DC, or have their magicka Soul Trap. Whenever you use this weapon to reduce a
points reduced by 1d8 for each charge creature to 0 hit points, Umbra grants you temporary
expended. You regain an amount of hit points equal to the slain creature’s CR times 5
magicka points equal to the number of (minimum of 1, to a maximum of 25), the creature’s
charges expended. If the creature does soul is imprisoned inside the sword, and that creature
not have magicka points, or if their can be restored to life only by a wish spell. Umbra can
magicka points are reduced to 0, they hold a maximum of five souls.
take an amount of force damage equal to
the number rolled. Once on each of your turns when you hit a creature
with a weapon attack, your attack deals an additional
Destroying the Staff. Destroying the staff 1d6 necrotic damage to the target for each soul
is considered a near insurmountable effort. imprisoned in the sword.
It would require one to plunge the staff
into the tear left by Magnus when he fled Soul Strike. When you hit a target with this weapon,
Mundus to Aetherius. This tear, known as you can expend 1 of its stored souls to deal an extra
the sun, is near impossible to be reached 3d6 necrotic damage.
by conventional methods. Nothing short of
a wish spell can transport the staff to the Consume Soul. As a bonus action, you can expend one
tear left by Magnus. The staff will make soul to regain 2d6 hit points.
every attempt to counterspell (7th-level
verison, +5 spellcasting attribute modifier) Curse. This weapon is cursed, and becoming attuned
any wish spell that affects it. to it extends the curse to you. Until the curse is broken
with a remove curse spell (cast at 6th level or higher) or
So long as Magnus exists, the staff similar magic, you are unwilling to part with the
will reform in 1d100 years weapon.
somewhere on Mundus.
Whenever you absorb a soul with the soul trap
property of this weapon, you lose a portion of
yourself. You must succeed a DC 17 Willpower saving
throw or you gain 1 level of corruption. For each point
of corruption you gain, you feel as though memories of
your life are lost, your alignment begins to shift
towards chaotic evil, and you feel as if you are losing
yourself in darkness. This level of corruption cannot be
reduced by any means sort of a wish spell while you are

STAFF OF
MAGUS

204 LEGIONNAIRE’S GUIDE TO CYRODIIL

ROBERTO GATTO attuned to Umbra. wielder to take actions that they may not normally
take, such as actions of violence and isolation.
◈ When you gain your 1st point of corruption, you Additionally, if you are attuned to Umbra for 24
become indefinitely charmed by Umbra while the consecutive hours, you will begin to shun the light of
curse lasts. Additionally, Umbra gains 1 minor day and want to find darkness.
detrimental property.
Destroying Umbra. This sword can only be destroyed
◈ When you gain your 2nd point of corruption, you while in a realm of Oblivion with the use of highly
are immune to any charm effects other than by destructive Daedric magic. Thrusting the sword into a
Umbra. Additionally, Umbra gains 1 minor magical orb of destruction or a colossal machine could
beneficial property. permanently destroy the sword, but Daedric artifacts
are also known to disappear and reappear in later
◈ When you gain your 3rd point of corruption, you eras.
gain a special indefinite madness while this curse
remains: "I only trust Umbra and no one else". UMBRA
Additionally, Umbra gains 1 major detrimental
property.

◈ When you gain your 4th point of corruption, you
gain a special indefinite madness while this curse
remains: “I no longer care about what happens
around me. Only Umbra matters now”.
Additionally, Umbra gains 1 major beneficial
property.

◈ When you gain your 5th point of corruption, you
gain a special indefinite madness while this curse
remains: “I must feed Umbra souls and I enjoy
doing it”. Additionally, you no longer need to eat,
drink, or sleep. To gain the benefits of a long rest,
you can spend all 8 hours doing light activity. Your
alignment becomes chaotic evil, if it isn’t already.

◈ When you gain your 6th point of corruption, you
lose all control of your body and Umbra instead
takes control of you. The character is placed under
GM control until the curse is removed.

Sentience. Umbra is a sentient chaotic evil weapon
with an Intelligence of 17, a Wisdom of 10, and a
Charisma of 19. It has hearing and darkvision out to a
range of 120 feet.

The weapon can speak, read, and understand
Tamrielic and Daedric, and can communicate with its
wielder telepathically. Its voice is shallow and wispy, as
if heard from afar. While you are attuned to it, Umbra
also understands every language you know.

Personality. Umbra speaks with an insidious tone, and
does not reveal its true intentions, but instead says
what it believes it needs to say to win over its wielder.

The sword’s purpose is to consume souls. It doesn’t
care whose souls it eats, including the wielder’s. The
eventual desire of the sword is to replace the
independence of the wielder with its own mind, taking
it as a host. Umbra sees its wielder as merely a vessel
in which it can inhabit until one more worthy of
possession is found. Umbra will not willingly part with
a chosen wielder and will impose its will upon their
actions as best as it can.

Flaw. Umbra slowly devours the independent thought
and personality of the wielder until it becomes little
more than a husk to serve it. Umbra will cause the

CHAPTER 4: TREASURES 205

APPENDIX A: CONDITIONS

Conditions alter a creature's capabilities in a variety of Environmental hazards could play a role in burning,
ways and can arise as a result of a spell, a class feature, such as being trapped in a house that is set ablaze, or
a monster's attack, or other effect. Most conditions, falling into lava. While traveling in arctic landscapes,
such as chilled, are impairments, but a few, like rallied, failing Endurance saves may result in becoming chilled
can be advantageous. Some conditions, such as before gaining levels of exhaustion.
bleeding, can be deadly to a creature if left untreated.
Some effects can be produced by spells, such as
A condition lasts for a specified duration or until it is rallied, hysteria, or frenzied. These effects, much like
countered (for example, the burning condition is charmed or frightened, can quickly change the flow of
countered by dousing any flames as an action, as combat. From turning a fleeing militia into stalwart
described in the condition’s description) or for a defenders, or causing enemies to become hostile to
duration specified by the effect that imposed the their own allies, these conditions can heavily impact
condition. how a battle may play out.

If multiple effects impose the same condition on a Other conditions may come into play as part of the
creature, each instance of the condition has its own natural course of life. A creature who barely escapes
duration, but the condition's effects don't get worse. A death might become weakened as a result.
creature either has a condition or it doesn't.
CONDITION CONSIDERATIONS
RATIONALIZING CONDITIONS
While creatures do not list an immunity to any of the
These conditions, as they are presented below, can be following variant conditions, descriptions have been
incorporated into any game at the GM’s discretion. included to help determine when a creature might be
Perhaps a dangerous foe rolls a 20 on an attack roll; immune. A GM can also decide if a condition is
imposing the bleeding, dazed, or staggered conditions applicable to a creature or not at their discretion.
as an effect instead of the extra damage normally
rolled on a critical hit can make combat more For example, creatures that are used to arctic and
dynamic. A creature that is subjected to a dragon’s fire freezing temperatures would likely be immune to the
or frost breath weapon and fails their save might start chilled condition even if they may lack resistance to
burning or be chilled as a result. Or, if they roll a 1 on cold damage, such as a mammoth.
their save, perhaps they become temporarily frozen.
The following definitions specify what happens to a
creature while it is subjected to a condition.

CAMOUFLAGED

206 BURNINLG 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 CHILLED

BLEEDING CAMOUFLAGED

◈ A bleeding creature takes 6 (1d10) necrotic damage ◈ A camouflaged creature is difficult to see without
at the start of each of its turns. the aid of magic or a special sense. For the purpose
of Hiding, the creature is lightly obscured. The
◈ When the bleeding creature restores hit points, creature’s location can be detected by any noise it
they receive half the amount of hit points they makes or any tracks it leaves behind.
would normally receive.
◈ A camouflaged creature gains a +5 bonus on Agility
◈ The effect ends if a creature receives magical (Stealth) checks it makes to hide.
healing, uses a healer’s kit, or if a creature uses an
action to make a Willpower (Medicine) check ◈ While a camouflaged creature is in dim light or
made to staunch the wound (DC equal 10 + the darkness, attack rolls against the creature have
number of rounds that the creature has bled, to a disadvantage.
maximum of 15).
CHILLED
◈ Creatures that are immune to necrotic damage are
immune to this condition. ◈ A chilled creature’s speed is reduced by half.
◈ The creature has disadvantage on attack rolls and
The bleeding condition doesn’t always necessitate
the actual act of bleeding, but represents a form of attribute checks.
persistent damage. Constructs begin leaking other ◈ If the creature’s AC is reduced by one.
forms of vital fluid, like oil, and undead creatures, ◈ The creature can’t take reactions.
like zombies, are wounded in vulnerable areas that ◈ Creatures that are immune to cold damage are
quickly fall apart. Constructs can be patched with
tinker’s tools instead of healer’s kits. immune to this condition.

BURNING DAZED

◈ A burning creature starts on fire, taking 6 (1d10) ◈ If a dazed creature moves more than 15 feet on
fire damage at the start of each of its turns. their turn, they must succeed on a DC 10 Agility
saving throw or fall prone.
◈ A burning creature has disadvantage on attack rolls
and attribute checks. ◈ The creature has disadvantage on attack rolls and
attribute checks.
◈ A burning creature sheds bright light in a 10-foot
radius and dim light in an additional 10 feet. ◈ The creature has disadvantage on Endurance
saving throws to concentrate on a spell while
◈ The effect ends when a creature takes an action to dazed.
douse the fire.
◈ Creatures that are immune to the stunned
◈ Creatures that are immune to fire damage are condition are immune to this condition.
immune to this condition.

DAZED

FROZEN

FAREPNZPIEDE N D I X A : C O N D I T I O N S 207

FRENZIED HYSTERICAL

◈ A frenzied creature cannot distinguish friend from ◈ A hysterical creature can’t concentrate on spells or
foe, is hostile to all creatures, and attacks the form coherent thoughts.
nearest creature that it can see. If there are two
creatures within equal distance, the GM chooses ◈ All Personality checks to speak to or console the
which creature it attacks at random. creature automatically fail.

◈ While frenzied, the creature makes all attack rolls ◈ The creature can speak only falteringly, scream, or
with advantage, but attack rolls against it also laugh uncontrollably.
have advantage.
◈ A creature that is immune to the frightened
◈ A frenzied creature can’t be charmed, frightened, condition is immune to this condition.
or rallied.
◈ A hysterical creature’s actions are determined by
◈ A frenzied creature has disadvantage on any rolling a d10 at the beginning of its turns:
attribute check to interact socially with another
creature that does not rely on Personality d10 Action
(Intimidation), and can speak only falteringly. 1 The creature drops all held items and uses
its action to take the Dash action to flee
◈ The creature can’t concentrate on a spell while from all other creatures.
frenzied.
2 The creature cowers and is unable to move
◈ A creature that is immune to the charmed or take actions this turn.
condition is immune to this condition.
3–5 The creature uses its action to take the
FROZEN Dodge action and doesn’t move.

◈ A frozen creature is frozen into solid ice, along 6–8 Until the start of its next turn, the creature
with any objects it's wearing or carrying. Its has disadvantage on saving throws and is
weight increases by a factor of 3 and no longer frightened of all other creatures.
ages.
9 The creature uses its reaction to make a
◈ The creature is incapacitated (see the condition), melee attack against a creature that enters
can't move or speak, and is unaware of its into its reach before the start of its next
surroundings. turn.

◈ Attack rolls against the creature have advantage. 10 The creature acts as normal.
◈ The creature automatically fails Strength and
INTOXICATED
Agility saving throws.
◈ The creature has vulnerability to bludgeoning

damage, and has resistance to all other damage
except psychic.
◈ The creature is immune to poison and disease. If
the creature is already poisoned or diseased, the
effects are suspended until the condition ends.
◈ A creature that is immune to the restrained
condition is immune to this condition.

HYSTERICAL

208 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

INTOXICATED STAGGERED

◈ An intoxicated creature is poisoned (see the ◈ A staggered creature has disadvantage on Strength
condition). and Agility saving throws.

◈ The creature has disadvantage on Endurance, ◈ On its turn, it can use either an action or a bonus
Agility, and Intelligence saving throws. action, not both. Regardless of the creature’s
abilities or magic items, it can’t make more than
◈ The creature automatically fails Willpower one melee or ranged attack during its turn.
(Insight) checks.
◈ A creature that is immune to the prone condition
◈ Personality checks are made with advantage is immune to this condition.
against an intoxicated creature.
WEAKENED
◈ A creature that is immune to the poisoned
condition is immune to this condition. ◈ The amount of damage dealt from attacks and
spells by the weakened creature is reduced by half.
RALLIED
◈ The creature has disadvantage on Strength and
◈ A rallied creature can’t be charmed, frenzied, or Endurance saving throws and attribute checks.
frightened while the source of its inspiration is
within line of sight. ◈ The amount of weight the creature can carry,
push, drag, or lift is halved.
◈ A rallied creature can take a bonus action to move
up to half of its speed towards a hostile creature. ◈ A creature that is immune to the exhausted
condition is immune to this condition.
◈ The creature can use its reaction to re-roll a failed
saving throw, and must use the result of the new
roll.

◈ A creature that is immune to the charmed
condition is immune to the rallied condition.

STAGGERED

RALLIED

WEAKENED 209

APPENDIX A: CONDITIONS

OPEN GAME LICENSE VERSION 1.0A

The following text is the property of Wizards of the Coast, 6. Notice of License Copyright: You must update the
Inc. and is Copyright 2000 Wizards of the Coast, Inc COPYRIGHT NOTICE portion of this License to include the
(“Wizards”). All Rights Reserved. exact text of the COPYRIGHT NOTICE of any Open Game
1. Definitions: (a)”Contributors” means the copyright and/or Content You are copying, modifying or distributing, and You
trademark owners who have contributed Open Game must add the title, the copyright date, and the copyright
Content; (b)”Derivative Material” means copyrighted holder’s name to the COPYRIGHT NOTICE of any original
material including derivative works and translations Open Game Content you Distribute.
(including into other computer languages), potation, 7. Use of Product Identity: You agree not to Use any Product
modification, correction, addition, extension, upgrade, Identity, including as an indication as to compatibility, except
improvement, compilation, abridgment or other form in as expressly licensed in another, independent Agreement
which an existing work may be recast, transformed or with the owner of each element of that Product Identity. You
adapted; (c) “Distribute” means to reproduce, license, rent, agree not to indicate compatibility or co-adaptability with
lease, sell, broadcast, publicly display, transmit or otherwise any Trademark or Registered Trademark in conjunction with
distribute; (d)”Open Game Content” means the game a work containing Open Game Content except as expressly
mechanic and includes the methods, procedures, processes licensed in another, independent Agreement with the owner
and routines to the extent such content does not embody the of such Trademark or Registered Trademark. The use of any
Product Identity and is an enhancement over the prior art Product Identity in Open Game Content does not constitute a
and any additional content clearly identified as Open Game challenge to the ownership of that Product Identity. The
Content by the Contributor, and means any work covered by owner of any Product Identity used in Open Game Content
this License, including translations and derivative works shall retain all rights, title and interest in and to that Product
under copyright law, but specifically excludes Product Identity.
Identity. (e) “Product Identity” means product and product 8. Identification: If you distribute Open Game Content You
line names, logos and identifying marks including trade must clearly indicate which portions of the work that you
dress; artifacts; creatures characters; stories, storylines, are distributing are Open Game Content.
plots, thematic elements, dialogue, incidents, language, 9. Updating the License: Wizards or its designated Agents
artwork, symbols, designs, depictions, likenesses, formats, may publish updated versions of this License. You may use
poses, concepts, themes and graphic, photographic and any authorized version of this License to copy, modify and
other visual or audio representations; names and distribute any Open Game Content originally distributed
descriptions of characters, spells, enchantments, under any version of this License.
personalities, teams, personas, likenesses and special 10. Copy of this License: You MUST include a copy of this
abilities; places, locations, environments, creatures, License with every copy of the Open Game Content You
equipment, magical or supernatural abilities or effects, logos, Distribute.
symbols, or graphic designs; and any other trademark or 11. Use of Contributor Credits: You may not market or
registered trademark clearly identified as Product identity by advertise the Open Game Content using the name of any
the owner of the Product Identity, and which specifically Contributor unless You have written permission from the
excludes the Open Game Content; (f) “Trademark” means the Contributor to do so.
logos, names, mark, sign, motto, designs that are used by a 12. Inability to Comply: If it is impossible for You to comply
Contributor to identify itself or its products or the associated with any of the terms of this License with respect to some or
products contributed to the Open Game License by the all of the Open Game Content due to statute, judicial order,
Contributor (g) “Use”, “Used” or “Using” means to use, or governmental regulation then You may not Use any Open
Distribute, copy, edit, format, modify, translate and Game Material so affected.
otherwise create Derivative Material of Open Game Content. 13. Termination: This License will terminate automatically if
(h) “You” or “Your” means the licensee in terms of this You fail to comply with all terms herein and fail to cure such
agreement. breach within 30 days of becoming aware of the breach. All
2. The License: This License applies to any Open Game sublicenses shall survive the termination of this License.
Content that contains a notice indicating that the Open 14. Reformation: If any provision of this License is held to be
Game Content may only be Used under and in terms of this unenforceable, such provision shall be reformed only to the
License. You must affix such a notice to any Open Game extent necessary to make it enforceable.
Content that you Use. No terms may be added to or 15. COPYRIGHT NOTICE
subtracted from this License except as described by the Open Game License v 1.0a Copyright 2000, Wizards of the
License itself. No other terms or conditions may be applied Coast, Inc. System Reference Document 5.0 Copyright 2016,
to any Open Game Content distributed using this License. Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy
3. Offer and Acceptance: By Using the Open Game Content Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James
You indicate Your acceptance of the terms of this License. Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and
4. Grant and Consideration: In consideration for agreeing to Steve Townshend, based on original material by E. Gary
use this License, the Contributors grant You a perpetual, Gygax and Dave Arneson.
worldwide, royalty-free, nonexclusive license with the exact
terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed
by this License.

210 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

Stand with
the Legion

The world’s most popular roleplaying game meets the
world’s most popular video game series in this
continuation to the Unofficial Elder Scrolls Tabletop
Roleplaying Game.

Delve further into Cryodiil than ever before. With
detailed locations of the Gold Coast, and many new
subclasses, items, spells, and more, you can begin your
adventures on Tamriel.

APPENDIX A: CONDITIONS 211


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