PLAYER'S BASIC RULES VERSION 1.4
BASED ON DUNGEONS & DRAGONS
FIFTH EDITION
CREDITS Unofficial Elder Scrolls Tabletop Roleplaying Game
Dungeons & Dragons Lead Designer/Writer: Michael Bonar
Copyright © 2014 Wizards of the Coast LLC, Dungeons &
Dragons, D&D, Player's Handbook, Dungeon Master's Special Thanks
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D&D Lead Designers: Mike Mearls, Jeremy Crawford constant changes, and everyone who has supported this
Design Team: Christopher Perkins, James Wyatt, project.
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Townshend, Bruce R. Cordell Intellectual Property
The conversion contained in this booklet is an unofficial
The Elder Scrolls fan made project. This work is not for profit and its
Copyright © 2014 Bethesda Softworks LLC, a ZeniMax commercial distribution to anyone under any
Media company. The Elder Scrolls, Bethesda Softworks, circumstances is strictly prohibited.
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otherwise. Please correct any inaccuracies to the author
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Release: December 2018
CONTENTS
INTRODUCTION........................................3
Luck...........................................................125
Playing The Game...........................................3 Constellations.............................................126
Backgrounds...............................................129
Places For Adventure......................................3 CHAPTER 5: EQUIPMENT.............................155
Starting Equipment.....................................155
Using These Rules...........................................4 Wealth........................................................155
How To Play....................................................4 Armor And Shields............................................156
Weapons.............................................................157
PART 1: CREATING A CHARACTER.........5
CHAPTER 1: STEP-BY-STEP CHARACTERS......5
CHAPTER 2: RACES.........................................10 Adventuring Gear..............................................161
Tools...................................................................161
Altmer (High Elf).................................................11 Mounts And Vehicles.........................................162
Argonian...............................................................12
Bosmer (Wood Elf)..............................................14 Trade Goods.......................................................163
Expenses............................................................163
Breton...................................................................16 Trinkets..............................................................165
Dunmer (Dark Elf)...............................................18
Imperial................................................................19 CHAPTER 6: CUSTOMIZATION OPTIONS.....166
Khajiit...................................................................20
Nord......................................................................23 Multiclassing......................................................166
Feats...................................................................168
Orsimer (Orc)......................................................24 Racial Feats........................................................169
Redguard..............................................................26
PART 2: PLAYING THE GAME................173
CHAPTER 3: CLASSES.....................................27
CHAPTER 7: USING ATTRIBUTE SCORES.....173
Barbarian.............................................................28
Bard......................................................................35 Ability Scores And Modifiers............................173
Crusader...............................................................40 Advantage And Disadvantage..........................173
Mage.....................................................................50 Proficiency Bonus.............................................174
Monk.....................................................................60 Attribute Checks................................................174
Nightblade............................................................68 Using Each Attribute.........................................176
Ranger..................................................................77
CHAPTER 8: ADVENTURING.........................179
Rogue....................................................................86 CHAPTER 9: COMBAT...................................179
Sorcerer................................................................92 PART 3: THE RULES OF MAGIC............180
Spellsword...........................................................98
Thief...................................................................107 CHAPTER 10: SPELLCASTING.......................180
Warden...............................................................114 Casting A Spell............................................180
Warrior...............................................................115
CHAPTER 11: SPELL LISTS...........................183
CHAPTER 4: PERSONALITY AND Spell List By School Of Magic........................189
BACKGROUND...............................................122 APPENDIX A:
Character Details........................................122 BEASTIARY................................................192
UESTRPG BASIC RULES 2
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INTRODUCTION Volkihar, and the players decide what they want their
adventurers to do. Will they walk across the
Tamriel is a world filled with exciting stories. Many dangerously weathered bridge? Tie themselves
tales have been experienced and shared, but there are together with rope to minimize the chance that
many more waiting to be told. someone will fall if the bridge gives way? Or cast a
spell to carry them over the chasm?
The Elder Scrolls series was initially influenced by
pen-and-paper role playing games. Arena's success Then the DM determines the results of the
came from its innovative RPG elements, and adventurers’ actions and narrates what they
Daggerfall's character creation was completely experience. Because the DM can improvise to react to
reminiscent of popular pen-and-paper games. It is anything the players attempt, D&D is infinitely
surprising that this immersive world was never flexible, and each adventure can be exciting and
officially released as a table top game. unexpected.
This book contains many customizations to the The game has no real end; when one story or quest
Dungeons & Dragons rule sets to let you create wraps up, another one can begin, creating an ongoing
intricate characters that are well suited for story called a campaign. Many people who play the
adventuring in Tamriel. This conversion project game keep their campaigns going for months or years,
maintains many elements from D&D Fifth Edition, and meeting with their friends every week or so to pick up
assumes that the players and the Dungeon Master the story where they left off. The adventurers grow in
have a basic understanding of the game. Although it is might as the campaign continues. Each monster
a very similar conversion, there are some differences. defeated, each adventure completed, and each
Each of the classes, races, and backgrounds have been treasure recovered not only adds to the continuing
tailored to suit Tamriel, including some attributes, story, but also earns the adventurers new capabilities.
and birthsigns have been added to character creation. This increase in power is reflected by an adventurer’s
level.
Birthsigns include powerful features that characters
gain access to, which makes them slightly more There’s no winning and losing in the game—at least,
capable at 1st level than with characters built from the not the way those terms are usually understood.
standard Player's Handbook. These strengths help Together, the DM and the players create an exciting
reduce the untimely deaths that can surprise low level story of bold adventurers who confront deadly perils.
parties, but this should be considered when creating Sometimes an adventurer might come to a grisly end,
appropriate challenges for the player characters. torn apart by ferocious monsters or done in by a
nefarious villain. Even so, the other adventurers can
Each of the revisions in this book should be search for powerful magic to revive their fallen
reviewed before playing, but many of these changes comrade, or the player might choose to create a new
can be easily converted to or from standard D&D character to carry on. The group might fail to
features. Take as many changes as you feel complete an adventure successfully, but if everyone
comfortable with into your game. Remember, the only had a good time and created a memorable story, they
right way to play is by having fun. all win.
PLAYING THE GAME PLACES FOR ADVENTURE
In the game, each player creates an adventurer (also Nirn is a world filled with magic and monsters, brave
called a character) and teams up with other warriors and spectacular adventures. The universe is
adventurers (played by friends). Working together, built upon medieval fantasy with unique creatures,
the group might explore a dark dungeon, a ruined city, places, and magic that truly sets this world apart.
a haunted castle, a lost temple deep in a jungle, or a
lava-filled cavern beneath a mysterious mountain. The Tamriel exists within a vast cosmos called the
adventurers can solve puzzles, talk with other Aurbis. This universe encompasses the Void and all
characters, battle fantastic monsters, and discover the Planes of Existence, such as Coldharbour, the
fabulous magic items and other treasure. realm of Molag Bal, and the plane of Akatosh. Within
this universe are many planes that have yet to be
One player, however, takes on the role of the explored, and of course, Nirn, the world where each of
Dungeon Master (DM), the game’s lead storyteller and the Elder Scrolls stories have taken place.
referee. The DM creates adventures for the characters,
who navigate its hazards and decide which paths to
explore. The DM might describe the entrance to Castle
UESTRPG BASIC RULES 3
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On Nirn itself, Tamriel has been the only continent HOW TO PLAY
ever explored in the main series, with several
provinces still to be seen, along with many other The play of the game unfolds according to this basic
continents to create new epic stories. Each of these pattern.
provinces and continents share characteristics, but
each is set apart by its own histories and cultures, 1. The DM describes the environment. The DM
distinctive monsters and races, fantastic geography, tells the players where their adventurers are and
ancient dungeons, and scheming villains. Each of the what’s around them, presenting the basic scope of
races have unusual traits in their different settings. options that present themselves (how many doors
The ancient tribal Bosmer of Valenwood, for example, lead out of a room, what’s on a table, who’s in the
are jungle dwelling cannibals, while many Redguards tavern, and so on).
of Hammerfell are desert nomads. Some of the worlds
feature more obscure races, such as the golden-clad 2. The players describe what they want to do.
Auroran's of Meridia's realm, or the Tsaesci, vampiric Sometimes one player speaks for the whole party,
serpent-folk of Akavir. saying, “We’ll take the east door,” for example. Other
times, different adventurers do different things: one
Your DM might set the campaign on one or more of adventurer might search a treasure chest while a
these provinces, continents, and worlds. Because second examines an esoteric symbol engraved on a
there is so much diversity among these places, you wall and a third keeps watch for monsters. The
should check with your DM about any house rules players don’t need to take turns, but the DM listens to
that will affect your play of the game. Ultimately, the every player and decides how to resolve those actions.
Dungeon Master is the authority on the campaign and
its setting, no matter where or when they choose. Sometimes, resolving a task is easy. If an adventurer
wants to walk across a room and open a door, the DM
USING THESE RULES might just say that the door opens and describe what
lies beyond. But the door might be locked, the floor
The UESTRPG Basic Rules document is divided into might hide a deadly trap, or some other circumstance
three parts. might make it challenging for an adventurer to
complete a task. In those cases, the DM decides what
Part 1 is about creating a character, providing the happens, often relying on the roll of a die to
rules and guidance you need to make the character determine the results of an action.
you’ll play in the game. It includes information on the
various races, classes, backgrounds, equipment, and 3. The DM narrates the results of the
other customization options that you can choose adventurers’ actions. Describing the results often
from. Many of the rules in part 1 rely on material in leads to another decision point, which brings the flow
parts 2 and 3. of the game right back to step 1.
Part 2 details the rules of how to play the game, This pattern holds whether the adventurers are
beyond the basics described in this introduction. That cautiously exploring a ruin, talking to a devious
part covers the kinds of die rolls you make to prince, or locked in mortal combat against a mighty
determine success or failure at the tasks your dragon. In certain situations, particularly combat, the
character attempts, and describes the three broad action is more structured and the players (and DM)
categories of activity in the game: exploration, do take turns choosing and resolving actions. But
interaction, and combat. most of the time, play is fluid and flexible, adapting to
the circumstances of the adventure.
Part 3 is all about magic. It covers the nature of
magic in the world of the Elder Scrolls, the rules for Often the action of an adventure takes place in the
spellcasting, and a selection of typical spells available imagination of the players and DM, relying on the
to magic-using characters (and monsters) in the DM’s verbal descriptions to set the scene. Some DMs
game. like to use music, art, or recorded sound effects to
help set the mood, and many players and DMs alike
adopt different voices for the various adventurers,
monsters, and other characters they play in the game.
Sometimes, a DM might lay out a map and use tokens
or miniature figures to represent each creature
involved in a scene to help the players keep track of
where everyone is.
UESTRPG BASIC RULES 4
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PART 1: CREATING A CHARACTER
CHAPTER 1: STEP-BY-STEP CHARACTERS
Your first step in playing an adventurer in an Elder these races. You can also read more about the races
Scrolls game is to imagine and create a character of on many Elder Scrolls fan sites, in game books, and
your own. Your character is a combination of game collections of these books that can be purchased from
statistics, roleplaying hooks, and your imagination. Bethesda or your favorite book supplier.
You choose a race (such as Nord or Dunmer) and a
class (such as warrior or mage). You also invent the The race you choose contributes to your character's
personality, appearance, and backstory of your identity in an important way, by establishing a general
character. Once completed, your character serves as appearance and the natural talents gained from
your representative in the game, your avatar in the culture and ancestry. Your character's race grants
world. particular racial traits, such as special senses,
proficiency with certain weapons or tools, proficiency
Before you dive into step 1 below, think about the in one or more skills, or the ability to use minor spells.
kind of adventurer you want to play. You might be a These traits sometimes dovetail with the capabilities
courageous warrior, a skulking rogue, a fervent of certain classes (see step 2). For example, the racial
crusader, or a flamboyant sorcerer. Or you might be traits of khajiit make them exceptional rogues, and
more interested in an unconventional character, such high elves tend to be powerful mages. Sometimes
as a brawny rogue who likes hand-to-hand combat, or playing against type can be fun, too. Orc sorcerers and
a sharpshooter who picks off enemies from afar. Do Argonian crusaders, for example, can be unusual but
you like fantasy fiction featuring beasts or elves? Try memorable characters.
building a character of one of those races. Do you
want your character to be the toughest adventurer at Your race also increases one ore more of your ability
the table? Consider the warrior class. If you don’t scores, which you determine in step 3. Note these
know where else to begin, take a look at the increases and remember to apply them later.
illustrations in this book to see what catches your
interest. Record the traits granted by your race on your
character sheet. Be sure to note your starting
Once you have a character in mind, follow these languages and your base speed as well.
steps in order, making decisions that reflect the
character you want. Your conception of your character BUILDING MALLIUS MERCIUS, STEP 1
might evolve with each choice you make. What’s James is sitting down to create his character. He
important is that you come to the table with a decides that a confident Imperial fits the character he
character you’re excited to play. wants to play. He notes all the racial traits of Imperials
on his character sheet, including his speed of 30 feet
Throughout this chapter, we use the term character and the languages he knows: Tamrielic, Altmeris, and
sheet to mean whatever you use to track your Nordic.
character, whether it’s a formal character sheet, some
form of digital record, or a piece of notebook paper. 2. CHOOSE A CLASS
An official UESTRPG character sheet is a fine place to
start until you know what information you need and Every adventurer is a member of a class. Class broadly
how you use it during the game. describes the character's vocation, what special
talents they possess, and the tactics they are most
BUILDING MALLIUS MERCIUS likely to employ when exploring a dungeon, fighting
Each step of character creation includes an example of monsters, or engaging in a tense negotiation. The
that step, with a player named James building his character classes are described in chapter 3.
Imperial character, Mallius Mercius.
Your character receives a number of benefits from
1. CHOOSE A RACE your choice of class. Many of these benefits are class
features—capabilities (including spellcasting) that set
Each character has a race that it belongs to, one of the your character apart from members of other classes.
many intelligent humanoid species in the Elder You also gain a number of proficiencies: armor,
Scrolls world. Some races, such as Khajiit, also have weapons, skills, saving throws, and sometimes tools.
subraces. Chapter 2 provides more information about Your proficiencies define many of the things your
character can do particularly well, from using certain
UESTRPG BASIC RULES 5
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weapons to telling a convincing lie. • Attack rolls using weapons you’re proficient with
On your character sheet, record all the features that • Attack rolls with spells you cast
• Attribute checks using skills you’re proficient in
your class gives you at 1st level. • Attribute checks using tools you’re proficient with
Many of the classes in the UESTRPG game take their • Saving throws you’re proficient in
• Saving throw DCs for spells you cast (explained in
inspiration from the traditional classes of early Elder
Scrolls games, such as Daggerfall and Morrowind. each spellcasting class)
LEVEL Your class determines your weapon proficiencies,
Typically, a character starts at 1st level and advances your saving throw proficiencies, and some of your
in level by adventuring and gaining experience points skill and tool proficiencies. (Skills are described in
(XP). A 1st-level character is inexperienced in the chapter 7, tools in chapter 5.) Your background gives
adventuring world, although they might have been a you additional skill and tool proficiencies, and some
soldier or a pirate and done dangerous things before. races give you more proficiencies. Be sure to note all
of these proficiencies, as well as your proficiency
Starting off at 1st level marks your character’s entry bonus, on your character sheet.
into the adventuring life. If you’re already familiar Your proficiency bonus can’t be added to a single die
with the game, or if you are joining an existing roll or other number more than once. Occasionally,
campaign, your DM might decide to have you begin at your proficiency bonus might be modified (doubled
a higher level, on the assumption that your character or halved, for example) before you apply it. If a
has already survived a few harrowing adventures. circumstance suggests that your proficiency bonus
applies more than once to the same roll or that it
Record your level on your character sheet. If you’re should be multiplied more than once, you
starting at a higher level, record the additional nevertheless add it only once, multiply it only once,
elements your class gives you for your levels past 1st. and halve it only once.
Also record your experience points. A 1st-level
character has 0 XP. A higher-level character typically BUILDING MALLIUS MERCIUS, STEP 2
begins with the minimum amount of XP required to James imagines Mallius as a spellcaster in the
reach that level (see “Beyond 1st Level” in the Player's Imperial Legion. He makes Mallius a spellsword and
Handbook). notes the spellsword's proficiencies and 1st-level
HIT POINTS AND HIT DICE class features on his character sheet.
Your character’s hit points define how tough your
character is in combat and other dangerous As a 1st-level spellsword, Mallius has 1 Hit Die – a
situations. Your hit points are determined by your Hit d8 – and starts with hit points equal to 8 + his
Dice (short for Hit Point Dice). Endurance modifier. James notes this, and will record
the final number after he determines Mallius'
At 1st level, your character has 1 Hit Die, and the die Endurance score (see step 3). James also notes the
type is determined by your class. You start with hit proficiency bonus for a 1st-level character, which is
points equal to the highest roll of that die, as indicated +2.
in your class description. (You also add your
Endurance modifier, which you’ll determine in step 3. DETERMINE ATTRIBUTE SCORES
3.) This is also your hit point maximum.
Much of what your character does in the game
Record your character’s hit points on your character depends on his or her six attributes: Strength,
sheet. Also record the type of Hit Die your character Agility, Endurance, Intelligence, Willpower, and
uses and the number of Hit Dice you have. After you Personality. Each attribute has a score, which is a
rest, you can spend Hit Dice to regain hit points (see number you record on your character sheet.
“Resting” in chapter 8 of the Player's Handbook).
PROFICIENCY BONUS The six attributes and their use in the game are
The table that appears in your class description described in chapter 7. The Attribute Score Summary
shows your proficiency bonus, which is +2 for a 1st- table provides a quick reference for what qualities are
level character. Your proficiency bonus applies to measured by each attribute, what races increases
many of the numbers you’ll be recording on your which attributes, and what classes consider each
character sheet: ability particularly important.
You generate your character’s six attribute scores
randomly. Roll four 6-sided dice and record the total
UESTRPG BASIC RULES 6
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of the highest three dice on a piece of scratch paper. ATTRIBUTE SCORE SUMMARY
Do this five more times, so that you have six numbers. Strength
If you want to save time or don’t like the idea of Measures: Natural athleticism, bodily power
randomly determining attribute scores, you can use Important for: Barbarian, Spellsword, Warrior
the following scores instead: 15, 14, 13, 12, 10, 8. Racial Increases:
Now take your six numbers and write each number Dunmer (+1)
beside one of your character’s six attributes to assign Colovian Imperial (+1)
scores to Strength, Agility, Endurance, Intelligence, Cathay Khajiit (+1)
Willpower, and Personality. Afterward, make any Nord (+1)
changes to your attribute scores as a result of your Wild Orc (+1)
race choice. Redguard (+1)
After assigning your attribute scores, determine Agility
your attribute modifiers using the Attribute Scores Measures: Physical agility, reflexes, balance, poise
and Modifiers table. To determine an attribute Important for: Monk, Ranger, Thief
modifier without consulting the table, subtract 10 Racial Increases:
from the attribute score and then divide the result by
2 (round down). Write the modifier next to each of Argonian (+2)
your scores. Bosmer (+2)
Dunmer (+1)
QUICK BUILD Khajiit (+2)
Each class description in chapter 3 includes a section Wood Orc (+1)
offering suggestions to quickly build a character of that class, Redguard (+1)
including how to assign your highest ability scores, a
background suitable to the class, and starting spells. Endurance
Measures: Health, stamina, vital force
BUILDING MALLIUS MERCIUS, STEP 3 Important for: Everyone
James decides to use the standard set of scores (15, Racial Increases:
14, 13, 12, 10, 8) for Mallius' attributes. Since he’s a
spellsword, he puts his highest score, 15, in Strength. Suthay Khajiit (+1)
His next highest, 14, goes into Intelligence. Mallius Nord (+2)
might be a defensive battlemage, but James decides he Orsimer (+1)
wants the Imperial to be older, hardy, and a good Redguard (+1)
leader, so he puts decent scores in Endurance and
Personality. After applying his racial benefits Intelligence
(increasing Mallius' Personality by 2 and his Strength Measures: Mental acuity, information recall, analytical skill
by 1), Mallius' attribute scores and modifiers look like Important for: Mage, Rogue
this: Strength 16 (+2), Agility 10 (+0), Endurance 13 Racial Increases:
(+1), Intelligence 14 (+2), Willpower 8 (-1),
Personality 14 (+2). Altmer (+2)
Argonian (+1)
Breton (+2)
Dunmer (+1)
Nibenese Imperial (+1)
Dagi Khajiit (+1)
City Orc (+1)
Willpower
Measures: Mental strength, Awareness, intuition, insight
Important for: Crusader, Sorcerer, Warden
Racial Increases:
Altmer (+1)
Bosmer (+1)
Orsimer (+1)
Personality
Measures: Confidence, eloquence, leadership
Important for: Bard, Nightblade
Racial Increases:
Breton (+1)
Imperial (+2)
Ohmes Khajiit (+1)
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4. CHOOSE A BACKGROUND intimidating presence. A character with a low
Personality might come across as abrasive,
Once you know the basic game aspects of your inarticulate, or timid.
character, it’s time to flesh them out as a person. Your YOUR CHARACTER'S BIRTHSIGN
character needs a name. Spend a few minutes Each character on Nirn is born under a certain
thinking about what they look like and how they astrological birthsign. There are groups of stars that
behave in general terms. have been divided into thirteen constellations, twelve
of which coincide with the months of the Tamrielic
Using the information in chapter 4, you can flesh out year. The thirteenth constellation, the Serpent, travels
your character’s physical appearance and personality around the sky, threatening the other signs.
traits. Choose your character’s alignment (the moral
compass that guides his or her decisions) and ideals. Three of these constellations are known as Major
Chapter 4 also helps you identify the things your Constellations, or Guardians. These Guardians, the
character holds most dear, called bonds, and the Mage, the Warrior, and the Thief, protect the other
flaws that could one day undermine them. constellations, known as charges, from the Serpent.
Your character’s background describes where they A character's birthsign provides a powerful feature,
came from, their original occupation, and the such as a daily power or a constant benefit, but
character’s place in the world. Your DM might offer sometimes they can also bestow a curse.
additional backgrounds beyond the ones included in
chapter 4, and might be willing to work with you to There are several ways for a player to choose their
craft a background that’s a more precise fit for your Birthsign, which can help build on their character
character concept. concept or can help kick start ideas.
BUILDING MALLIUS MERCIUS, STEP 4
A background gives your character a background James fills in some of Mallius' basic details: his name,
feature (a general benefit) and proficiency in two his sex (male), his height and weight, and his
skills, and it might also give you additional languages alignment (lawful good). His high Strength and
or proficiency with certain kinds of tools. Record this Intelligence suggest a healthy, athletic body, and his
information, along with the personality information low Willpower suggests a degree of forgetfulness.
you develop, on your character sheet.
James decides that Mallius comes from a military
YOUR CHARACTER’S ABILITIES family, never having a chance to know his father, who
Take your character’s attribute scores and race into was killed at a young age. He grew up in the Imperial
account as you flesh out their appearance and City, training to become a soldier of the Imperial
personality. A very strong character with low Legion – so James chooses the soldier background. He
Intelligence might think and behave very differently notes the proficiencies and special feature this
from a very smart character with low Strength. background gives him.
For example, high Strength usually corresponds James has a pretty clear picture of Mallius'
with a burly or athletic body, while a character with personality in mind, so he skips the personality traits
low Strength might be scrawny or plump. suggested in the soldier background, noting instead
that Mallius is an overconfident man who loves to tell
A character with high Agility is probably lithe and stories about his past victories, but he hides the fact
slim, while a character with low Agility might be that his history of war has made him cautious to grow
either gangly and awkward or heavy and thick- close to anyone. He chooses the ideal of greater good
fingered. from the list in his background, noting that Mallius
believes that it is his responsibility to protect others
A character with high Endurance usually looks at all costs.
healthy, with bright eyes and abundant energy. A
character with low Endurance might be sickly or frail. Even though he his distant to his friends, Mallius'
bond is to keep his allies safe and always fight by their
A character with high Intelligence might be highly side. His flaw is tied to his cautious nature – he is slow
inquisitive and studious, while a character with low to trust others and can be dismissive of others who
Intelligence might speak simply or easily forget only want to help.
details.
For his Birthsign, James chose The Lady, one of the
A character with high Willpower has good Warrior's Charges, which increases his Willpower to
judgment, empathy, and a general awareness of 15 and Endurance to 14.
what’s going on. A character with low Willpower
might be absentminded, foolhardy, or oblivious.
A character with high Personality exudes
confidence, which is usually mixed with a graceful or
UESTRPG BASIC RULES 8
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5. CHOOSE EQUIPMENT WEAPONS
For each weapon your character wields, calculate the
Your class and background determine your modifier you use when you attack with the weapon
character’s starting equipment, including weapons, and the damage you deal when you hit.
armor, and other adventuring gear. Record this
equipment on your character sheet. All such items are When you make an attack with a weapon, you roll a
detailed in chapter 5, “Equipment.“ d20 and add your proficiency bonus (but only if you
are proficient with the weapon) and the appropriate
Instead of taking the gear given to you by your class ability modifier.
and background, you can purchase your starting • For attacks with melee weapons, use your Strength
equipment. You have a number of septims (s),
Tamriel's favored currency, to spend based on your modifier for attack and damage rolls. A weapon that
class, as shown in chapter 5. Extensive lists of has the finesse property, such as a rapier, can use
equipment, with prices, also appear in that chapter. If your Agility modifier instead.
you wish, you can also have one trinket at no cost (see • For attacks with ranged weapons, use your Agility
the Trinkets table at the end of chapter 5 in the modifier for attack and damage rolls. A melee
Player's Handbook). weapon that has the thrown property, such as a
handaxe, can use your Strength modifier instead.
Your Strength score limits the amount of gear you
can carry. Try not to purchase equipment with a total BUILDING MALLIUS MERCIUS, STEP 5
weight (in pounds) exceeding your Strength score James writes down the starting equipment from the
times 15. Chapter 7 has more information on carrying spellsword class and the soldier background. His
capacity. starting equipment includes scale mail, which give
Mallius an Armor Class of 14.
SEPTIMS, DRAKES, & GOLD
The main currency in Tamriel is the Septim, named after For Mallius' weapons, James chooses a longsword
Emperor Tiber Septim. This term is also interchangeable and a hand crossbow. His longsword is a melee
with gold, and drakes. Each of these terms represent weapon, so Mallius uses his Strength modifier for his
the same value. attacks and damage. His attack bonus is his Strength
modifier (+2) plus his proficiency bonus (+2), for a
ARMOR CLASS total of +4. The longsword deals 1d8 slashing damage,
Your Armor Class (AC) represents how well your and Mallius adds his Strength modifier to the damage
character avoids being wounded in battle. Things that when he hits, for a total of 1d8 + 2 slashing damage.
contribute to your AC include the armor you wear, the When firing his hand crossbow, Mallius uses his
shield you carry, and your Agility modifier. Not all Agility modifier for his attacks and damage. His attack
characters wear armor or carry shields, however. bonus is his Agility modifier (0) plus his proficiency
bonus (+2), for a total of +2. The hand crossbow deals
Without armor or a shield, your character’s AC 1d6 piercing damage, and adds Mallius' Agility
equals 10 + their Agility modifier. If your character modifier, which is 0.
wears armor, carries a shield, or both, calculate your
AC using the rules in chapter 5. Record your AC on 6. COME TOGETHER
your character sheet.
Most heroic characters don’t work alone. Each
Your character needs to be proficient with armor character plays a role within a party, a group of
and shields to wear and use them effectively, and your adventurers working together for a common purpose.
armor and shield proficiencies are determined by Teamwork and cooperation greatly improve your
your class. There are drawbacks to wearing armor or party’s chances to survive the many perils in the
carrying a shield if you lack the required proficiency, world of Tamriel. Talk to your fellow players and your
as explained in chapter 5. DM to decide whether your characters know one
another, how they met,
Some spells and class features give you a different
way to calculate your AC. If you have multiple features
that give you different ways to calculate your AC, you
choose which one to use.
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CHAPTER 2: RACES
A visit to one of the great cities in Tamriel – Imperial suggestions to help you think about your character;
City, Solitude, or Alinor – overwhelms the senses. adventurers can deviate widely from the norm for
Voices chatter in countless different languages. The their race. It’s worthwhile to consider why your
smells of cooking in dozens of different cuisines character is different, as a helpful way to think about
mingle with the odors of crowded streets and poor your character’s background and personality.
sanitation. Buildings in a myriad of architectural
styles display the diverse origins of their inhabitants. RACIAL TRAITS
And the people themselves – people of varying size, The description of each race includes racial traits that
shape, and color, dressed in a dazzling spectrum of are common to members of that race. The following
styles and hues – represent many different races, from entries appear among the traits of most races.
the diminutive Bosmer, to the majestic Altmer, ABILITY SCORE INCREASE
mingling among a group of Imperial nobles. Every race increases one or more of a character’s
ability scores.
Scattered among the elves and humans are some of AGE
the less common races; a hulking Orc here, pushing The age entry notes the age when a member of the
his way through the crowd, and a sly Khajiit there, race is considered an adult, as well as the race’s
lurking in the shadows with mischief in her eyes. A expected lifespan. This information can help you
group of Argonians gather around a strange tree in decide how old your character is at the start of the
silence. game. You can choose any age for your character,
which could provide an explanation for some of your
CHOOSING A RACE attribute scores. For example, if you play a young or
very old character, your age could explain a
Each of the provinces are a home to one of the particularly low Strength or Endurance score, while
common races of Tamriel. Humans make up the advanced age could account for a high Intelligence or
majority of Cyrodiil, Hammerfell, High Rock, and Willpower.
Skyrim, while the elves populate Morrowind, the ALIGNMENT
Summerset Isles, and Valenwood. Khajiit call Elsweyr Most races have tendencies toward certain
home, and the argonians are comfortable in the Black alignments, described in this entry. These are not
Marsh. Your character belongs to one of these binding for player characters, but considering why
peoples. Although each race has an ancestral heritage your khajiit is chaotic, for example, in defiance of
to a specific province, it is very common for the races lawful khajiit society can help you better define your
to intermingle and travel abroad. character.
SIZE
Not every intelligent race of Tamriel is appropriate Characters of most races are Medium, a size category
for a player-controlled adventurer. humans, elves, including creatures that are roughly 4 to 8 feet tall.
khajiit, and argonians are the most common races to Members of a few races are Small (between 2 and 4
produce the sort of adventurers who make up typical feet tall), which means that certain rules of the game
parties. Other races and subraces are less common as affect them differently. The most important of these
adventurers. rules is that Small characters have trouble wielding
heavy weapons, as explained in chapter 5.
Your choice of race affects many different aspects of SPEED
your character. It establishes fundamental qualities Your speed determines how far you can move when
that exist throughout your character’s adventuring traveling (chapter 8) and fighting (chapter 9).
career. When making this decision, keep in mind the
kind of character you want to play. For example, a
khajiit could be a good choice for a sneaky rogue, a
nord makes a tough warrior, and an altmer can be a
master of arcane magic.
Your character race not only affects your attribute
scores and traits but also provides the cues for
building your character’s story. Each race’s
description in this chapter includes information to
help you roleplay a character of that race, including
personality, physical appearance, features of society,
and racial alignment tendencies. These details are
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LANGUAGES Their extended lifespan allows altmer to consider
By virtue of your race, your character can speak, read, time as a luxury, mastering skills over long periods of
and write certain languages. Chapter 4 lists the most research that their human counterparts would never
common languages of Tamriel. be able to fathom. Societies of altmer have been
known to avoid war and violence, choosing to study
SUBRACES their enemies, confident that they can easily wait for
Some races have subraces. Members of a subrace have the most opportune time to strike quickly, or simply
the traits of the parent race in addition to the traits just outlive their nuisance.
specified for their subrace. Relationships among
subraces vary significantly from race to race. DIVINE DESCENDANTS
ALTMER (HIGH ELF) Altmer consider themselves to be the most direct
descendants of the original Aldmer elves, the first
Altmer are proud and graceful people who consider elves of the Merethic Era. The altmer believe that they
themselves to be the highest echelon of society. Their resemble their aldmer ancestors and take great pride
cities celebrate an enlightened culture filled with a in keeping a pure lineage, striving to emulate their
love for art, magic, music, and beauty. They are known ways with great reverence.
as High Elves to the human races, which altmer
consider an adage to their culture, while humans Most altmer live in beautifully appointed cities and
understand it to mean proud or snobbish. towns that are populated mostly with other altmer.
Their architecture is strong and graceful, with pointed
SLENDER AND GRACEFUL steeples to emphasize height, proudly reaching
upwards towards the heavens. Truly, an visual echo to
With their elegant stature and beauty, high elves the High Elves themselves. Altmer are talented
typically have healthy gaunt features. They are the artisans, utilizing their long lifespans and mythic
tallest of all the races, usually well over 6 feet tall and ancestry to hone their sophisticated crafts.
sometimes above 7 feet. They are more slender than
humans, weighing between 140 and 180 pounds. Their societies are strongly regimented with deep
Males and females are about the same height, and discipline and are separated by a rigid hierarchy of
males are only marginally heavier than females. classes. Teachers and priests are regarded as the
highest rank, followed by artists, princes, warriors,
Altmer have physical colorations that are very landowners, merchants, workers, and finally their
homogeneous in their nature. Their golden skin slaves.
ranges from pale yellow tones to bronze, while their
hair and eyes comes in similar shades, which Outside of the Summerset Isles, the homeland of the
sometimes makes it difficult to distinguish from long altmer, they are commonly scholars, artists, or sages.
distances. Their hair colour ranges from nearly white Human nobles compete for the services of altmer to
to blonde, to golden brown, while their almond become court wizards, or as instructors of magic.
shaped eyes are like pools of liquid gold. Altmer rarely
have facial hair, either from genetics or from their EXPLORATION AND ADVENTURE
favored cultured aesthetic. They favor elegant
clothing and jewelry, usually in fabrics and materials Altmer that take up a life of adventure usually do so
that compliment their natural appearance. for the sake of discovery and exploration. Always
curious and passionate for a deeper understanding of
A TIMELESS PERSPECTIVE their interests, altmer will commonly seek out careers
that allow them to travel and study at their own pace.
Altmer, much like the other elves, can live for Naturally the most magically-inclined races of
exceptional lengths of time, usually of spans two to Tamriel, they enjoy gaining greater power, which
three times as long as humans. An elf is considered adventuring allows them to do. Some might join with
old at 300 years of age, and typically reaches 400 rebels fighting for social reform, while others might
years. Their natural resistance to disease allows them join militant groups that champion their moral cause.
to live longer than the other races. It is even rumored
that there are elves well over 4,000 year old,
extending their lifespans by avoiding violence or
mastering powerful restorative magic.
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ALTMER NAMES Studious Nature. You gain proficiency with two
skills of your choice from arcana, history, nature, or
The Altmer have only a single given name. They religion.
choose names that have the same elegance and
nobility they see fit for their kind. Tool Proficiency. You gain proficiency with one
artisan's tools of your choice from alchemist's
Male Names: Aesmer, Arondil, Calanor, Cinnar, supplies, calligrapher's supplies, or the jeweler's
Cornor, Dandos, Eanor, Earran, Elikar, Erymil, Falion, tools.
Heldil, Iramo, Lermion, Miratar, Naarwe, Naemon,
Ocando, Pircalmo, Quaranon, Rolancano, Sanyon, Languages. You can speak, read, and write
Tholbor, Valtir, Yancol Tamrielic and two other standard languages of your
choice.
Female Names: Alwaen, Areldur, Astorne, Cariel,
Curwe, Earrona, Elanwe, Erille, Falen, Fistalle, ARGONIAN
Gathewen, Hildara, Inare, Karinnarre, Kirstar,
Lamoline, Linwin, Malanie, Minique, Naire, Quen, Argonians, also known as People of the Root, or
Ruma, Sorcalin, Telandil, Valla, Vilva, Saxhleel in their native tongue of Jel, are the reptilian
natives of the swampland known as the Black Marsh.
ALTMER TRAITS The other races of Tamriel sometimes refer to them as
'lizards' or the 'Lizard Folk', which can be considered
Your Altmer character has a variety of natural derogative. Argonians possess the most alien
abilities, the result of thousands of years of elven personalities in all of Tamriel, perceived by other
refinement. races as to have no personality nor emotions.
Attribute Score Increase. Your Intelligence score Outside of argonia, little is known of their homeland
increases by 2 and Willpower scores increase by 1. or native culture, and their alien physiology and
customs are not well understood by scholars. They
Age. The average Altmer can live for over 400 years, have been perhaps the most misunderstood of all the
although they are known to be able to live for intelligent races.
thousands of years. It is rumored that some Altmer on
the Summerset Isles who are over 4000 years old. Despite their alien outlook, some argonians make an
They reach puberty at 18 years old and are effort to understand and, in their own manner,
considered an adult at 30. They mature similar to befriend people of other races. Such argonians make
humans, but their advanced age means that they are faithful and skilled allies.
still considered young until the age of 60.
ALIEN ANCESTRY
Alignment. Altmer set themselves on a higher
standard and tend to be lawful neutral. They are very The argonian's reptilian nature comes through not
orderly and follow the traditions of their ancestors, only in their appearance, but also in how they think
while having a less generous attitude towards other and act. The other races mistake them to be cold and
races. calculating, but that is mostly because their
physiology lacks the ability to express emotions in a
Size. High Elves are the tallest of the races of noticeable way to non-argonians. They are, however,
Tamriel, sometimes as tall as 7 feet, but they have capable of displaying aggression and fear in an
slender, thin builds. Your size is Medium. obvious manner by narrowing their eyes or showing
their teeth.
Speed. Your base walking speed is 30 feet.
Altmer Blood. You have advantage on saving throws Although their physical appearance is reptilian, they
to resist diseases. are much more amphibious in reality. They have small
Highborn. You have an innate well of magicka gills behind their ears, instinctively swim in a the
within you. You have 2 magicka points that you can same style as an eel, and are capable of growing
use to cast spells. Additionally, you know one cantrip feathers. Their females have mammalian breasts,
and one 1st level spell from the mage spell list. although they lay eggs. Even their genders are
You gain an additional magicka point when you confusing to humans and elves. It is rumored that an
reach 3rd level (3), 6th level, (4), and 10th level (5). argonian can change it's sex in a time of need.
Additionally, when you reach 3rd level, you learn a 2nd
level spell of your choice from the mage spell list. They owe their strange lifestyles to their connection
Intelligence is your spellcasting ability for these to the Hist, a sentient tree that is believed to be one of
spells, you must expend magicka to cast them, and the original lifeforms of Tamriel. Most argonians are
you can only cast them at their base level. You regain born with a connection to the hist, able to feel their
all expended magicka when you finish a long rest.
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presence in their minds at all time. It is said that an ARGONIAN SPEECH
argonian that is connected to the Hist have unique Argonian can master Common, but their mindset results
souls that set them apart from men and mer. in a speech pattern distinct from other humanoids.
Argonians born without this connection are looked at
as disadvantaged by other argonians. Argonians rarely use inflection in their speech, which
can make their meaning difficult to interpret.
CAUTIOUS AND LOYAL
Names confuse them, unless they are descriptive.
Because they are hard to understand, humans and They tend to apply their own naming conventions to
elves treat argonians as cold-blooded in nature. other creatures using Common words.
Although this is physically true, argonians create deep
and long lasting bonds with their own people and Argonians use active verbs to describe the world. An
allies. Part of this misunderstanding is in part argonian in cold weather might say, “This wind brings
attributed to their emotionless demeanor, which cold” rather than “I feel cold.” Argonians tend to define
makes them nearly impossible to get to know. They things in terms of actions, rather than effects.
are also notoriously slow to trust outsiders.
ARGONIAN PERSONALITY
At their core, argonians are fiercely loyal allies,
making the difficulty of learning their ways and You can use the Argonian Quirks table to determine a
getting to know their tribes well worth the effort. personality quirk for an argonian character or to
Allied argonians will fight to the death to protect inspire a unique mannerism.
anyone they deem to be family or friend.
ARGONIAN QUIRKS
A remarkable trait of the argonians is their ability as d8 Quirk
a culture to forgive and forget quickly. The many 1 You hate waste and see no reason not to scavenge
tribes of the Black Marsh believe that hating each fallen enemies. Fingers are tasty and portable!
other in to hate themselves, as they are all People of 2 You sleep best while mostly submerged in water.
the Root. They believe that it is better to forget and 3 Money is meaningless to you.
move on, not dwelling on the past or the future, and 4 You love to sunbathe. If you aren't in the tropics,
simply focus on the present. you wear socks filled with warm rocks on your tail.
5 You have learned how to laugh. You use this talent
DISTRUSTFUL AND ISOLATIONIST in response to all emotional situations, to better fit
in with your comrades.
History has not always been kind to the argonian 6 You still don't understand how metaphors work.
people. The ancient Chimer of Morrowind first That doesn't stop you from using them at every
utilized the Lizard Folk as slaves centuries before opportunity.
their Dunmer ancestors would do the same. Imperial 7 You appreciate the soft humanoids who realize they
forces have made several attempts to break through need chain mail and swords to match the gifts you
the thick swamps and jungles of the Black Marsh and were born with.
had set up bases around the coastlines, essentially 8 You enjoy eating your food while it's still wriggling.
annexing their culture from the rest of Tamriel.
ARGONIAN NAMES
Over time, the argonians fought back, largely
through the use of guerrilla warfare, defending their Argonians take their names either from Jel, their
borders across countless centuries. In recent years, native tongue, or from the common human language.
they have broke free from their slavers and have They use simple descriptive names, usually based on
claimed independence from the Empire. an individual's notable deeds, actions, or appearance.
For example, an argonian traveler may be
called Nhakik, which translates as “wander”, or an
argonian who is a notable swimmer may be called
Swims-with-haste, in Tamrielic. Both their Jel names
and their common names are frequently hyphenated,
but not always.
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Male Jel Names: Ah-Ra, Asheeus, Bar-Neeus, Chanka, Histskin. You can invoke the power of the Hist to
Deeh, Geel, Jee-Tah, Motuu, Nexith, Oosh, Pad-Ei, quickly recover your injuries. When your current hit
Resari, Skeehei, Tanaka, Teeka, Uta-Ra, Vara-Zeen, points are less than half your hit point maximum, you
Wanum-Neeus, Xal-Geh, Yelus can use an action to immediately expend any number
Female Jel Names: Am-Eepa, Asska, Beek-Ja, of your Hit Dice and regain hit points equal to the
Churasu, Dakee, Deel, Ei-Ei, Geeh, Heek-Sa, Jukka, Kal- result.
Mei, Leetu, Meerana, Nam-Ja, Pekai-Vilax, Reesa, Sisar,
Tulut, Wih-Jat, Xula Once you use this trait, you must complete a long
Tamrielic Names (gender neutral): Black-Scale, rest before you are able to use it again.
Cuts-with-Words, Deepswimmer, Dusty-Claws, Eyes-
like-Night, Follows-the-Sun, Juggles-Scorpions, Keen- Protective Scales. Your thick hide provides a natural
Eyes, Purple Plumes, Sings-to-Lions, Walks-in-Ash armor. When you are unarmored, your AC is equal to
12 + your Agility modifier.
ARGONIAN TRAITS
Water-breathing. Argonians are able to breath
Argonians share certain racial traits as a result of underwater indefinitely.
their reptilian decent.
Tool Proficiency. You gain proficiency with artisan's
Attribute Score Increase. Your Agility score tools (alchemist's supplies).
increases by 2, and your Intelligence score increases
by 1. Languages. You can speak, read, and write
Tamrielic and Jel.
Age. An argonians life is usually met with hardship
and because of this, their lifespan is typically shorter BOSMER (WOOD ELF)
than it should be. On average they live to 75 years, but
living to 200 isn't unattainable. Bosmer are the Elven clan-folk from the forests of
Valenwood. Known as Wood Elves among men, the
Alignment. Most argonians are neutral good. They Bosmer spend their days in harmony with nature and
often see themselves as protectors and guardians. appreciate the wild beauty of the lands and it's
creatures. This lifestyle lends themselves to become
Size. Argonians are about the same size as humans, notable archers and scouts.
averaging around 6 feet tall, but their frills and
feathers make them appear larger. Your size is MODEST AND NIMBLE
medium.
Bosmer are one of the smallest races on Tamriel. They
Speed. Your base walking speed is 30 feet. As an average around 5 feet tall and weigh between 100 and
Argonian, you are a naturally gifted swimmer which 130 pounds. This small frame grants the bosmer a
grants you a swimming speed of 40 feet. natural proclivity for moving nimbly and stealthily. As
with the other elves, they live two to three times as
Appearance. Argonians have a wide variety of long as humans. Combined with their increased
cranial features such as fins, feathers, ridges, spines, fertility and long lives, bosmer are known to have
spikes, or horns. Females have been known to pierce large families, and are one of the most populous races
their cranial features. of Tamriel.
Argonian Combat Proficiency. You have proficiency Wood Elves, or Tree-Sap People, have skin tones in
with Short Blades and spears. copper and bronze, and sometimes have traces of
light green. Their hair tends toward browns and
Argonian Resilience. Your Argonian bloodline blacks, but occasionally red and copper colored. Their
grants you advantage against saving throws to resist eyes are golden, brown, and sometimes solid black
disease. with no visible white.
Bite. Argonians have very sharp reptilian teeth
lining their mouths which you can use to make
unarmed strikes. If you hit with this attack, you deal
piercing damage equal to 1d6 + your Strength
modifier.
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TREATY OF FROND AND LEAF Bone, resin, and sinew are also used in building
construction, as well as for their art and weapons.
The ancestor's of the bosmer were some of the first to Totems made from skulls and bones decorate many
leave Old Ehlnofey, rejecting the formal traditions and residences, and hides stretched across frames of bone
high culture of the Aldmeri, instead preferring create partitions for privacy. Bosmer bows, made
romantic ideas and a simple existence. They traveled from horns and sinew, are noted as the best bows in
to Valenwood to settle in the wild and untamed Tamriel. In fact, it is rumored that the bow was
forests. Having to fight against lush jungles and savage invented by the bosmer. These superior weapons,
creatures influenced the evolution of their society to along with hides and bone charms are the main
make them who they are to this day. exports to the neighboring nations.
It is said that the bosmer made a deal with Y'ffre, the Many of the coastal villages, especially those
God of Song and Forest, called the Green Pact. With founded by other races, are built on the forest floor,
this treaty, the Green would aid the bosmer, providing and are typically constructed from traditional
them with shelter and safe passage, and in exchange, construction materials, like timber and stone. The
the bosmer are forbidden from destruction of the Green Pact allows bosmer to import timber to make
forests. This brings great challenges that the bosmer their homes, and doesn't apply to the other races.
of Valenwood have adhered to for centuries. They are
forbidden from eating any of the vegetation, so their SKILLED ADVENTURERS
diet is strictly meat, including some delicacies, such as
beverages made from fermented pigs milk, called As some of the greatest hunters and scouts in all of
jagga, or fermented meat seasoned with insect organs, Tamriel, many Bosmer leave their villages to seek out
called rotmeth. greater challenges. They are born warriors, excelling
at martial combat, and they have a natural connection
The bosmer are also notable pacifists. They have with beasts.
never instigated any of the major wars of Tamriel and
aim to keep peace between their tribes. This may have Those that have ignored the Pact and turned their
something to do with an ancient tradition from the back on Y'ffre are expelled from their tribe. An exiled
Green Pact called the Meat Mandate, which required bosmer usually has no other option than to seek out
the bosmer to eat the bodies of their fallen enemies adventure elsewhere.
within three days. Before a great battle, the wood
elves would prepare themselves by fasting. This BOSMER NAMES
cannibalistic ritual set the bosmer apart from the
other races, but this practice diminished during the Most bosmer have only their given name, but it is not
Second Era and is now only observed in remote tribal unheard of to have a family name, which is typically
villages. descriptive of their skills or ancestry.
Male Names: Aengvir, Athragar, Baenlin, Brenor,
HIDDEN WOODLAND REALMS Calthindor, Deros, Drinlin, Elseer, Faenir, Fangaril,
Filalmoth, Firras, Gelin, Hadran, Inluin, Lenor,
Most Wood Elves of Valenwood live in small villages Malgoth, Niden, Ording, Rollin, Saldir, Thranor, Urunil
hidden among the trees. Although the Green Pact Female Names: Aerin, Althel, Belwen, Candel, Distel,
prevents the bosmer from using lumber or hollowing Elphinia, Erwin, Evelie, Fangil, Ganwen, Glaras,
out trees for shelter, they have been blessed with the Herdor, Indanas, Laen, Miniel, Nara, Pishna, Ralion,
ability to grow their shelter. Trees, branches, and Sednel, Thralin, Uunril, Zifri
vines weave together to suit the needs of the faithful. Family Names: Arrow-Catcher, Blood-Letter,
Bridges of vines and boughs knit as one, sometimes Daintyfoot, Flameheart, Greenwood, Longshot, Many-
right before your eyes, to provide passage between Legs, the bold, Tree-Killer, Woodwalker
homes and villages.
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BOSMER TRAITS BRETON
Your Bosmer character has a variety of natural The manmer, or half elves, of High Rock are known as
abilities common with all other Bosmer. Bretons. They are the descendants of Aldmeri rulers
and Nedic slaves, who eventually came to rule over
Attribute Score Increase. Your Agility score the feudal society.
increases by 2, and your Willpower score increases by
1. COUPLED LINEAGE
Age. Like the Altmer, Bosmer mature the same way Bretons are sometimes referred to as the mongrel
as humans do, but they can live up to 300 years or race of Tamriel, being neither elven, nor truly human.
more. Sometimes, although usually only in a derogative
manner, the Bretons are called Manmeri, literally
Alignment. Wood elves love their freedom from the 'man-elf', due to their history of crossbreeding.
more structured societies, but they also come from a
history of strict tradition. Bosmer are neutral good Their physical appearance is similar to their Nedic
more often than not, but those who ignore the pact ancestors, giving them pale skin tones comparable to
might favor the gentler aspects of chaos. their Nord and Imperial cousins, along with the same
range of hair color. Similar to the high elves, they
Size. Bosmer are smaller and more delicate than maintain a slender form. This elven bloodline ensures
other races, they are rarely over 5 and a half feet in that they are never quite as muscular as the other
height. Your size is Medium. human races. A keen observer can also notice subtle
elven lineaments, especially from their eyebrows,
Speed. Your base walking speed is 35 feet. slightly pointed ears, and high cheekbones. Some
Beast Tongue. You know the spell Speak with bretons even seem to adopt their elven arrogance, but
Animals and can cast it once with this trait. You regain paired with their human emotions, it usually comes
the ability to cast it again when you finish a long rest. off more graceful.
Bosmer Blood. Your Bosmer ancestry grants you
advantage on saving throws against being poisoned or CURIOUS AND INQUISITIVE
diseased, and you are resistant to poison damage.
Bosmer Combat Training. You are proficient in the Although their Aldmeri ancestry is diluted, which
Acrobatics skill and with Marksman weapons. shows in their physical appearance, they remain as
Y'ffre's Gift. You know one cantrip of your choice capable mages with a strong resistance to magic. They
from the warden spell list. You also know the animal are intellectual purists, known for their aptitude in
friendship spell and can cast it once with this trait. You abstract thinking, and are naturally drawn towards
regain the ability to cast it again when you finish a careers that favor logic and ordered complexity.
long rest. Willpower is your spellcasting attribute for
these spells. Bretons are known to be skilled in many fields.
Languages. You can speak, read, and write Their friendly spirits and humorous demeanor lend
Tamrielic and Bosmeri. themselves to writing, acting, and artistry. Their love
of commerce leads them into banking, manufacturing,
and trading, while their desire for order makes them
well suited for the military and sailing.
A STRUGGLE FOR SOVEREIGNTY
Breton society is divided into the the many different
regions of High Rock. The feudal kingdoms compete
for power and enforce the strict hierarchy that splits
its people from peasants and the elite. Despite this
obvious rivalry, the bretons are united in their culture,
accents, customs and language. Their villages are
quaint, and although the architecture may change
between the districts, they are usually functional in
style and free of ornamentation.
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Bretons compete with the orsimer, with their great BRETON TRAITS
city of orsinium and the many small orcish
strongholds, as well as the barbaric reachmen. Your Breton character has certain characteristics in
common with other Bretons.
BORN FOR ADVENTURE
Attribute Score Increase. Your Intelligence score
Performing quests and services is a common way for increases by 2, and your Personality score increases
bretons to rise in the ranks of their society, which has by 1.
created a unique form of enthusiasm. The younger
bretons are raised with a desire to find fortune and Age. Your elven lineage allows you to live slightly
glory all over Tamriel. longer than your human counterparts. Your average
lifespan is 150 years.
EXCELLENT AMBASSADORS
Many Bretons learn at an early age to get along with Alignment. Bretons tend towards neutral good.
everyone, defusing hostility and finding common Their feudal governments lend them a mix of
ground. As a race, they have elven grace without elven freedoms and laws, depending on their station in life.
aloofness and human energy without human
boorishness. They often make excellent ambassadors Size. Bretons take after their elven bloodlines and
and go-betweens. are typically more slender than your average human.
They range from 5 to 6 feet tall. Your size is medium.
BRETON NAMES
Speed. Your base walking speed is 25 feet.
Bretons have both given names and family names. Breton Ancestry. You gain proficiency in Willpower
saving throws and the Arcana skill. You also know one
Males Names: Andre, Barnard, Blaise, Brandon, cantrip of your choice from the mage spell list.
Clinton, Colin, Davide, Delacourt, Emmanual, Francois, Intelligence is your spellcasting attribute for it.
Gregory, Hannibal, Jean, Louis, Marc, Mathieu, Philip, Conjure Familiar. You know the spell find familiar
Roland, Samuel, Timothy, Vincent spell and can cast it once with this trait. You regain
Female Names: Adeline, Alexia, Aren, Belle, Carena, the ability to cast it again when you finish a long rest.
Ciara, Dessire, Elain, Freyda, Gabrielle, Grace, Hester, Dragon Skin. Your skin thickens to become that of a
Lexi, Maelle, Michelle, Nessa, Olivia, Pyn, Rianne, Saly, dragon when harmed. When you are hit by an attack
Sara, Taern, Veronica, Ysabeth, Zeli or targeted by the magic missile spell, you can use
your reaction to cast the shield spell.
Family Names: Ashton, Beaufort, Celata, Dufont, Once you use this trait, you must finish a short or
Edette, Franc, Galien, LaRouche, Merchad, Panoit, long rest before you can use it again.
Ronise, Serene, Talbot, Varin, Zurric Magic Resistance. You have a natural ability to ward
off the hazardous effects of magic. Whenever you are
affected by a spell that deals damage, the total
damage is reduced by an amount equal to your
proficiency modifier.
Tool Proficiency. You have proficiency with artisan's
tools (alchemist supplies).
Languages. You can speak, read, and write
Tamrielic and one other standard language of your
choice.
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DUNMER (DARK ELF) BALANCED WARRIORS
Dunmer, or Dark Elves, are the daedric worshiping Dunmer are exceptionally well rounded warriors.
elves from the alien province of Morrowind. “Dark” is Notable for their powerful intellect, agile physique,
a term used not only for their darkened skin tone, but and natural strength, dunmer are exceptional
also from their ill-fated history and general cultural militants, mercenaries, and warriors.
philosophies.
With the destruction of Vvardenfell and the
SKIN OF TWILIGHT, EYES OF SUNLIGHT argonian invasion, many dunmer have fled their
homeland, trying to make their own way in the world.
The ashen skinned elves are typically the same size Their natural martial gifts and resilient heritage
and shape as the human races, which makes them makes them strong survivors.
shorter than their altmer cousins, but taller than the
bosmer. Their skin tone ranges from green, to varying DUNMER NAMES
shades of grey, to light blue, and their red glowing
eyes make their appearance exceptionally unique. Dunmer typically have given names and family names.
More often than not, their hair is jet black, but it can Those that are the traditional inhabitants of
range in color from white, to grey, shades of dark Vvardenfell, known as Ashlanders, also have unique
brown, and on rare occasions, dark red. tribe names.
A CURSE AS A REMINDER Male Names: Alanil, Aren, Balyn, Boler, Dathus, Evo,
Fevris, Gaelion, Hort, Liero, Meryn, Nels, Orval, Ranor,
Before the dark elves were known as they are today, Sarayn, Tavryn, Tendris, Traven, Uthrel, Varon, Vedam
they were called the Chimer, or People of the North. Female Names: Almsi, Amili, Arara, Badala, Balynu,
They were a dissident tribe of aldmeri who followed Bronosa, Dalyne, Diren, Ethal, Faras, Gadela, Gelaa,
their prophet Veloth and worshiped the three 'good' Hlava, Indrasi, Madrana, Nela, Orea, Rila, Sia, Teranya,
daedra. They traveled to modern day Morrowind, Urila, Valdrana, Wren
where they warred with the Dwemer and Orcs. Family Names: Andrano, Arvel, Belas, Dralas, Darethi,
Drethen, Falen, Galen, Helvi, Hlaalo, Indaren, Marvel,
After the Battle of Red Mountain, the 'Living Gods' of Moren, Nelas, Omoril, Ralas, Romori, Rothandus,
the Tribunal betrayed their oath to Azura, which Sarandas, Selaren, Telas, Uveran, Varyon, Veleth
forever cursed them with skin as black as ash, and Ashlander Names: Addarari, Asserbassalit,
eyes red with fire. They were from then on known as Assunudadnud, Daririnaddunumm, Esatliballit, Gilu,
the Dunmer. Hairshashishi, Kil, Mirshamammu, Nerendus, Rapli,
Serimilk, Timmiririan, Yassabisun, Zabamat
The Dunmer have always had a grim outlook, which
may either be due to their unfortunate past, or DUNMER TRAITS
perhaps a cause for it. They are generally disdainful,
and distrusting of other races and those born outside Your Dunmer character has a variety of natural
of Morrowind, which they refer to as outlanders. abilities common with all other Dunmer.
Nationalistic and proud, the dunmer are also ruthless
and cruel, but they are also exceptionally loyal and Attribute Score Increase. Your Agility, Intelligence,
have strong family values maintained by ancestral and Strength scores increase by 1.
worship. They are not quick to trust anyone who
claims to be a friend, but once a dunmer gives Age. As all elves, Dunmer are long lived, maturing at
someone their loyalty, the dunmer is a firm friend or the same rate as humans, but possibly living longer
ally for life. than 300 years.
Another dark side of dunmer history is their Alignment. Dunmer tend to be neutral with a
extensive use of slavery. Mostly argonian and khajiit propensity for chaos. They have rejected many of the
slaves were used, but so were men and mer in rare traditions that were set before them, while adopting
cases. Their vengeful nature and long history of ill their new customs of their own.
repute prevents them from gaining significant
influence with the other nations. Size. Dark Elves have average builds, and their
height is between 5 and 6 feet tall. Your size is
Medium.
Speed. Your base walking speed is 30 feet.
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Ancestor Guardian. As a reaction, you gain IMPERIAL NAMES
advantage on saving throws against spells that deal
damage until the start of your next turn. You can use Imperials have both given names and family names.
this trait a number of times equal to your Endurance Male Name: Aventus, Baro, Caius, Decentius,
modifier (minimum of 1). You regain all expended Ennodius, Floretius, Gaius, Helvius, Iniel, Janus,
uses at the end of a long rest. Kastav, Luther, Mallus, Nermus, Octavius, Pelagius,
Ashlander. You have a natural resistance to fire Rallus, Sergio, Titus, Valgus, Xander, Zedrick
damage. Female Names: Alexia, Astria, Britta, Cania, Dynari,
Dunmer Combat Training. You are proficient in Ettiene, Faustina, Gemma, Herminia, Isobel, Julitta,
Long Blade, Marksman, and Short Blade. Lyra, Mariana, Nebia, Peregrina, Rona, Selena, Tertia,
Skill Proficiency. You gain proficiency in the Una, Viera, Vitrroia, Ysabel
Athletics skill. Family Names: Aerius, Amatius, Berne, Caro, Deltian,
Languages. You can speak, read, and write Felannus, Gratius, Herennius, Jannus, Loran, Mallius,
Tamrielic and Dunmeri. Nuccius, Rian, Silver, Tunifus, Urgelian, Valga, Wavrick
IMPERIAL IMPERIAL TRAITS
Imperials are the well educated and civilized men of Your Imperial character has certain characteristics in
the cosmopolitan province of Cyrodiil. Although not common with other Imperials.
as physically impressive as some of the other races,
the Imperials have a confident authority about them Attribute Score Increase. Your Personality score
that they have been able to use to their advantage increases by 2.
with the surrounding nations.
Age. As a human race, Imperials live to an average
FROM SLAVE TO MASTER age of 100.
When the Imperial race emerged from the original Alignment. The militant Imperials are often lawful
Nibenese tribesman and the Nedic immigrants, they good, but sometimes lean towards neutral, given their
were subjugated by the Ayleids, or Wild Elves of stringent laws and institutions.
Cyrodiil. They remained as slaves for decades before
creating a rebellion that overthrew their elven Size. Imperials range from 5 to 6 feet tall, and vary
masters, creating the first human empire. Although in build. Your size is medium.
short lived, this early empire was disrupted through
civil war, splitting Cyrodiil into two distinct cultures: Speed. Your base walking speed is 30 feet.
the Eastern Nibenese and the Western Colovians. Diplomat. You gain proficiency in the Persuasion
Since then, the Imperials and their ever changing skill.
Empire have had some part in the birth of each Era. Imperial Cunning. When you make an Intelligence,
Personality, or Wisdom saving throw, you can use
DIPLOMATS AND SOLDIERS your reaction to gain advantage on the roll.
Once you use this trait, you must complete a long
Known for their impressive citizen armies, the rest before you are able to use it again.
Imperials are exceptionally disciplined and treat the Imperial Luck. You gain two Luck Dice, which is a
law with the utmost respect. Banners of the Imperial d6. You can expend one Luck Dice to add it to an
Empire can be found in nearly every province of ability check, attack roll, or saving throw you make.
Tamriel, although recent years have proven to be a You can wait until after you roll the d20 before
struggle to maintain their power. deciding to use the Luck Dice, but must decide before
the DM determines whether the roll succeeds or fails.
As shrewd diplomats and remarkable negotiators, You regain your expended Luck Dice when you
the Imperials have had great success subduing other finish a long rest. You can never have more than two
nations, bringing peace and prosperity to many Luck Dice from this trait at a time.
societies. When their authority is questioned, their Legion Combat Training. You are proficient in
martial prowess and extraordinary organization of Blunt, Hand-to-Hand, and Long Blade
their military usually makes quick work of any Languages. You can speak, read, and write
dissenters. Tamrielic and two standard languages of your choice.
Imperials typically learn the languages of other
peoples they deal with.
Subrace. Two subraces are found within Cyrodiil:
Colovians and Nibenese. Choose one of these
subraces.
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COLOVIAN digitigrade stance. Although typical of most humanoid
The Cyro-Nords that settled in the west created the khajiit, some sub-species, such as the ohmes, appear
Colovian Estates, and in turn call themselves more similar to the bosmer than to their own
Colovians. They are typically more rugged and hardy brothers and sisters. Their physical appearance isn't
than their Nibenese counterparts. They are their only physiological differences. Even the digestive
uncomplicated, self-sufficient, and extremely loyal to systems and metabolisms are different from most
other Colovians. other races, allowing them to have a stronger
resilience to substances like moon sugar,
Attribute Score Increase. Your Strength score
increases by 1. Bright textiles and shiny objects are desired by
khajiit. They dress in cloth shawls of brilliant colors,
Star of the West. Your hardy upbringing lets you known as a budi, which helps defend themselves from
push past the normal boundaries of exhaustion. When the sun. They adorn themselves with sparkling
you are exhausted, you suffer the effects of one level jewelry and trinkets, and are known to wear flowers
less than your current level of exhaustion. For and herbs in their braided fur. The breeds that do not
example, at 1st level, you suffer no adverse effects. grow fur typically tattoo themselves with cultural or
religious symbols to resemble their cousins.
NIBENESE
The Imperials that settled in the East, by the Nibenay, THE HOLY MOONS
became the Nibenese. This area was brought together
by the Alessian order and maintains strong merchant A large part of the khajiit religion is worship of the
guilds. Nibenese are proud cosmopolitan people who two moons of Tamriel. This is an obvious path, given
maintain strong relationships with the other how much the moons affect the lives of every khajiit.
provinces through merchant guilds. They are more Another significant part of the khajiit lifestyle is the
given to the studies of magic, philosophy, and the harvest and ingestion of a powerful and addictive
evolution of ancient tradition. Many outfit themselves substance called moon sugar. This substance is known
in garish clothing, tattoos, and brandings. to be crystallized moonlight, which they believe by
ingesting, they are absorbing a part of the eternal
Attribute Score Increase. Your Intelligence score souls of the moon gods, Jone and Jode.
increases by 1.
When moon sugar is ingested, it causes fits of
Voice of the Emperor. You know the friends cantrip. ecstasy and abandon. Paired with the highly addictive
Additionally, once between long rests, you are able to nature, it is common for khajiit settlements to be
use this cantrip without your target knowing it was littered with cat-men shivering in the grips of sugar
cast on them. fits.
KHAJIIT Nevertheless, moon-sugar is a daily part of khajiit
life, and serves as their chief export. Their affection
Hailing from the tropical province of Elsweyr, khajiit for moon-sugar has developed a sweet tooth, and the
are feline humanoids, known for their grace and khajiit diet is invariably sweet. Candies, cakes,
intellect. Nomadic and inquisitive, the khajiit rarely puddings, and sugared meats are staples in khajiit
stay in one place for long. cuisine. This fare is usually laced with powdered
moon-sugar, and the other races would be wise to
CHILDREN OF THE MOON never accept a sweet roll from a cat.
Bound to the lunar lattice, a mysterious force SOCIETAL DUALITY
understood by the khajiit, the phases of the two
moons at the time of their birth determines the form, The societies of khajiit are lead by a unique breed of
or 'breed', a khajiit will assume. All newborns look khajiit known as the Mane, born under the aligned
alike, much smaller than the other races of Tamriel, moons. Tradition states that only one mane can be
but the early days of their life begin to give way to alive at a time and it is believed that each mane is a
their future form. There are rumored to be more than reincarnation of the previous.
twenty forms of khajiit, but most common are Alfiq,
Cathay, Dagi, Ohmes, Pahmar, Senche, Suthay, and Khajiit civilizations are divided into two specific
Tojay. The humanoid forms are described in further cultures. The jungles of Elsweyr are civil and are
detail in the subrace section. formed around an agrarian aristocracy, whereas the
northern wastes and grasslands tend to be nomadic,
Khajiit differ greatly from all other races, most pride-centric groups that contest for territory.
obviously with their catlike form, tail, fur, and
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GUARDIANS AND CHARLATANS KHAJIIT HONORIFICS
d10 Title Meaning
Khajiit, who are commonly targeted for racial 1 Dar Thief
discrimination, have had to deal with being 2 Do Warrior
kidnapped and sold into slavery. This harsh reality 3 Dra Wise
has made them take self defense very seriously. The 4 Dro Grandparent
majority of khajiit use their claws as weapons, and 5 J / Ja / Ji Youth
many have formed groups that utilize their natural 6 Jo / Ko Wizard
gifts in various forms of martial arts. 7 La / Lo Promiscuous
8 M / Ma Child or Apprentice
Other khajiit welcome the black market with open 9 Ra / Ri Leader
paws, taking to a life of piracy, smuggling moon sugar, 10 S Adult
and the more potent skooma, to the many different
lands. Khajiit's natural abilities make them superb KHAJIIT PERSONALITY
thieves and acrobats, as well as fearsome warriors.
A khajiit might have motivations and quirks much
KHAJIIT NAMES different from an elf or a human with a similar
background. You can use the following table to
Each Khajiit has a single name in their language, customize your character in addition to the trait,
Ta'agra, but it is also common for a Khajiit to go by ideal, bond, and flaw from your background.
their Tamrielic name, usually given to them by men or
mer. These common names are typically descriptive of KHAJIIT QUIRKS
the their personality or quirks. d8 Quirk
1 You miss your tropical home and complain
Male Names: Akrah, Azbishan, Balag, Dazur, Eilun, endlessly about the freezing weather, even in
Fa'alar, Ghadar, Hilan, Jahirr, Khasar, Lansur, Maniz, summer.
Malirzzaka, Nakkhu, Oblan, Pinar, Rakhad, Razur, 2 You never wear the same outfit twice, unless you
Sabra, Tabil, Urjen, Vashpar, Yan, Zaban, Zino absolutely must.
3 You have a minor phobia of water and hate getting
Female Names: Abizah, Azum, Bakkhara, Bindu, wet.
Darali, Elamusa, Fedura, Hani, Inama, Kala, Kiasha, 4 Your tail always betrays your inner thoughts.
Manabi, Mura, Nayya, Pinirai, Samati, Sebazi, Shuzura, 5 You purr loudly when you are happy.
Tahara, Tohiba, Urbani, Vaifa, Yana, Zara, Zurka 6 You keep a small ball of yarn in your hand, which
Tamrielic Names: Ashenfur, Black-Paw, Clevereyes, you constantly fidget with.
Dawnwalker, Dusty-Claw, Elf-Biter, Firebreath, Four- 7 You are always in debt, since you spend your gold
Toes, Iron-Ear, Kink Tail, Silvertongue, Soft-Fur, Sugar- on food and drink made from moon sugar.
Claws, Tender-Paws, Wet-Whiskers 8 When talking about something you're obsessed
with, you speak quickly and never pause and others
KHAJIIT HONORIFICS can't understand you.
Khajiit often, but not always, have either a prefix or a 9 You are a font of random trivia from the lore and
suffix, or sometimes both, as part of their name, stories you have discovered.
usually separated by an apostrophe. The titles are 10 You can't help but pocket interesting objects you
typically meant to represent a part of their come across.
personality or traits. Some Khajiit believe having both
a prefix and a suffix is a sign of arrogance and pride.
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KHAJIIT TRAITS Size. Ohmes Khajiit are similar in size to the Bosmer,
rarely taller than 5 feet tall, whereas Ohmes-raht
Your Khajiit heritage manifests in a variety of traits range from 5 to 6 feet tall. Your size is medium.
you share with other khajiit.
Ambassador. Your elven-like form makes you a
Attribute Score Increase. Your Agility score natural ambassador to the other races. You gain
increases by 2. proficiency in the Deception and Persuasion skills. If
you're already proficient in either skill, your
Age. Different Khajiit born under different cycles proficiency bonus is doubled for any check you make
have significantly different life spans. They can range with that skill.
from 150 to 400 years, if not more.
Ohmes Combat Training. The Ohmes do not have
Alignment. Khajiit tend toward chaotic alignments, natural claws, like their Khajiit brethren, and do not
as they let impulse and fancy guide their decisions. benefit from the Quick Claws trait. Instead, they are
They are rarely evil, except for those driven by greed proficient in Hand-to-Hand and Short Blade weapons
or other dark impulses. to make up for their natural handicap.
SUTHAY & SUTHAY-RAHT
Speed. Your base walking speed is 35 feet. While they are similar in height to the Ohmes, that is
Eye of Fear. You know how to use your cat-like eyes mostly where the similarities end. The Suthay are
to demoralize others. You gain proficiency in the much more cat like in appearance with their high set
Intimidation skill. ears and feline facial features, along with a long tail
Eye of Night. Your khajiit ancestry grants you and digitigrade legs.
superior vision in dark and dim conditions. You can
see in dim light within 60 feet of you as if it were Suthay-raht are nearly the same as the Suthay in all
bright light, and in darkness as if it were dim light. their features except their stature closer resembles
You can't discern color in darkness, only shades of the height of men. The Suthay-raht are the most
gray. common breed of Khajiit outside of Elsweyr.
Quick Claws. Because of your claws, you have a
climbing speed of 20 feet. In addition, your claws are Attribute Score Increase. Your Endurance score
natural weapons, which you can use to make unarmed increases by 1.
strikes. If you hit with them, you deal slashing damage
equal to 1d4 + your Strength modifier, instead of the Size. Suthay Khajiit are similar in size to the Ohmes,
bludgeoning damage normal for an unarmed strike. rarely taller than 5 feet tall. Suthay-raht range from 5
Languages. You can speak, read, and write feet to 6 feet tall. Your size is medium.
Tamrielic and Ta'agra. Ta'agra script combines unique
and fluid motions. Artistic interpretation is praised Natural Bandit. You are able to use your claws as
and varies greatly between authors. thieves' tools. You can add your proficiency modifier
Subrace. There are many subraces of the Khajiit. to any check using your claws in this way, even if you
Many of the subraces are humanoid in shape, but are not proficient in thieves' tools.
there are others, such as the Alfiq, that more resemble
a house cat, or the senche, which are tiger-like battle Feline Agility. Your reflexes and agility allow you to
cats. move with a burst of speed. When you move on your
turn in combat, you can double your speed until the
OHMES & OHMES RAHT end of the turn. Once you use this trait, you can't use it
The Ohmes generally look more similar to the Bosmer, again until you move 0 feet on one of your turns.
although slightly smaller in stature, than they do to CATHAY & CATHAY-RAHT
their feline brothers. Many Ohmes will paint or tattoo Similar to the Suthay-raht in appearance and bi-
their faces to resemble their feline heritage. Unlike pedalism, however they possess greater stature and
other Khajiit, they have no fur, no tail, or any other strength.
distinguishable Khajiit feature.
Cathay-raht are larger and more powerful and are
Ohmes-raht have slightly larger builds than their often described as "jaguar-men".
ohmes cousins, usually similar in size and appearance
of men, other than their short light fur and tails. Also Attribute Score Increase. Your Strength score
similar to men, the Ohmes-raht walk on their heels as increases by 1.
opposed to the balls of their feet like many other
species of Khajiit. Size. Cathay Khajiit are similar in size to most men
and range from 5 feet to 6 ½ feet. Your size is
Attribute Score Increase. Your Personality score medium.
increases by 1.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight
you can push, drag, or lift.
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Savage Attacks. When you score a critical hit with a BORN FOR BATTLE
melee weapon attack, you can roll one of the
weapon's damage dice one additional time and add it Fierce warriors, and enthusiastic soldiers, Nords can
to the extra damage of the critical hit. be found throughout Tamriel offering their talents as
mercenaries and sellswords. Proving oneself in battle
DAGI & DAGI-RAHT is a way for any nord to increase their status. Raised
Dagi live in the trees of the Tenmar forest. Due to their from birth, they are always searching for new ways to
smaller size and light weight, they are able to dwell in increase their martial skills.
the higher branches which even the Bosmer cannot
reach. The Dagi have a natural affinity for magic, and Nords are also talented sailors. They are known to
are known spellcasters, a characteristic often taken have dominated warring nations with their natural
advantage of in Khajiiti battle-tactics. talent at sea, and have been vanguards of nautical
trade.
The Dagi-raht are similar in all respects, while their
size is somewhat larger. NORD NAMES
Size. Dagi and Dagi-raht average about 3 to 4 feet Every Nord has a given name, but only some Nords
tall and weigh around 40 pounds. Your Size is small. have clan names. Sometimes, a Nord will be given a
title, which can be used before or after their given
Attribute Score Increase. Your Intelligence score name. A title is usually a description of a great feat or
increases by 1. a personality trait. Such as Heinrich the Ugly or Lyra
Wolf-Child.
Natural Magic. You know the Thaumaturgy cantrip.
When you reach 3rd level, you can cast the Witch Bolt Male Names: Arnbjorn, Balbus, Carsten, Daglin, Erik,
spell as a 2nd level spell once with this trait and regain Fjol, Gunder, Hans, Iver, Jayred, Keld, Larthjar,
the ability to do so when you finish a long rest. When Manheim, Nels, Olav, Regner, Sten, Torbal, Ulfgar,
you reach 5th level, you can cast the Darkness spell Valdemar, Wilmuth, Yngvar
once with this trait and regain the ability to do so Female Names: Aeta, Bergritte, Dagny, Elda, Fryssa,
when you finish a long rest. Intelligence is your Greidil, Hilde, Igna, Jala, Katria, Lillith, Margret, Nura,
spellcasting ability for these spells. Olga, Ruki, Svenja, Temba, Una, Vori, Ysolda
Clan Names: Blackthorn, Ebonhand, Firebeard,
NORD Hairy-Breeks, Ironhand, Long-Tooth, Ravencrone,
Stonearm, Twice-Killed, War-Bear, Windcaller
Children of the Sky, Nords are the tall and hardy
humans from the northern province of Skyrim. The NORD TRAITS
harsh environments of Skyrim have hardened Nords.
Even those who have been born in easier civilizations Your Nord character has certain characteristics in
have this ingrained toughness. You will most likely common with other Nords.
find Nords working in fields that prove their
robustness. A good nord knows the value of hard Attribute Score Increase. Your Endurance score
work. The second most likely place to find a nord is increases by 2 and your Strength scores increase by 1.
inside the local watering hole. Mead and music go
hand in hand with nordic culture. Age. Nords, like most men are not particularly long
lived, and they mature at a normal rate, and almost
STONG WILLED AND STRONG ARMED never live longer than a century.
Nords are the tallest of the human races and have fair Alignment. Most nords are hardworking and good-
skin and fair colored hair. They are known for their hearted. They take comfort in their traditions and are
powerful physique and modest intellect. distrusting of outsiders. They tend toward the good
alingments.
Nords are fierce competitors and strongly believe in
fighting for status and for sport. Favoring brute Size. Nords are the largest of men, ranging from 6 to
strength over wit, the nords are suspicious of mages 6 ½ feet tall.
and don't believe in using social status or wealth to
garner favor. It is very common for nords to have Speed. Your base walking speed is 30 feet.
scars and bruises, or be seen walking out of a tavern Atmoran Ancestry. Your ancestral history of living
with a bloody nose and a flagon of ale. in harsh, northern climates has given you resistance
to cold damage.
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Battlecry. As an action, you shout a battle cry that STRENGTH AND STEEL
strikes fear into an enemy. Choose one creature that is
within 60 feet of you than can see and hear you. That Orcish armorers are prized for their craftsmanship,
target must succeed on a Willpower saving throw or and Orc warriors in heavy armor are among the finest
become frightened of you. The difficulty check of this front-line troops in the Empire. Most Imperial citizens
save is equal to 8 + your Endurance modifier + your regard Orc society as rough and cruel, but there is
proficiency modifier. The frightened target can repeat much to admire in their fierce tribal loyalties and
the saving throw at the end of each of it's turns, generous equality of rank and respect among the
ending the effect on itself on a success. sexes.
Once you use this trait, you can't use it again until THE MOVING CITY
you finish a short or long rest.
Orsinium, which literally translates to "Orc-Town" in
Equipment Proficiency. You are proficient with Aldmeris, is the city of the Orsimer and the provincial
Axes and Spears. seat of what was called Wrothgar, or in the late Third
Era, the Orsinium Area. It has a history of being
Toughness. Your hit point maximum is increased by sacked and rebuilt, as Orcs are often at odds with
1, and it increases by 1 every time you level. their neighbors. In the Second Era, it was located in
the eastern part of the Wrothgar region of High Rock.
Languages. You can speak, read, and write In the late Third Era, it was located between Wayrest,
Tamrielic. Menevia, and the Wrothgarian Mountains, but it was
sacked in the early Fourth Era. It reemerged in
ORSIMER (ORC) between Hammerfell and Skyrim later on in the era.
It is said that the Orcs came to be when the Aldmeri A CULTURE OF CONFLICT
god, Trinimac, was devoured by the Daedric Prince
Boethiah. As the myth goes, Boethiah excreted Most people consider their society as rough and cruel,
Trinimac's remains, and those Aldmer who followed but it's been a lifestyle of necessity. With their cities
Trinimac rubbed that excrement on themselves to and strongholds being under constant attack
become Orcs. Perhaps it's just a myth, but the imagery throughout their history, every tribe member is
is appropriate: repugnant, ridiculous, and a little trained at birth for battle and war.
comical, like the Orcs themselves.
The strongest of warriors becomes chief of their
-Coristir, Sage Sojourner, Civility and Etiquette stronghold. The women are either wives of the chief,
or his daughters, with the only exception of the
Orcs, also called Orsimer, or "Pariah Folk" in ancient shaman, who takes care of spiritual matters. Only the
times, are considered sophisticated barbarian beast strongest males are allowed to mate to keep the tribe
peoples, despite being a type of Mer. They are from strong.
the Wrothgarian and Dragontail Mountains and are
noted for their unshakable courage in war and their The Orcs do not follow the laws of man, but they
unflinching endurance of hardships. In the past, Orcs follow the code of Malacath, which states: Do not
have been widely feared and hated by the other steal, do not kill your kin, do not attack without cause.
nations and races of Tamriel, but they have slowly Those who break these rules must pay the Blood
won acceptance in the Empire, in particular for their Price.
distinguished service in the Emperor's Legions.
ORSIMER NAMES
ORIGINS OF THE PARIAH FOLK
An orc has a given name and a family name. Orc family
Orcs were born during the latter days of the Dawn names are always prefixed depending on gender.
Era. History has mislabeled them beastfolk, related to “Gro-” for males and “Gra-” for females. A child will
the goblin races, but the Orcs are actually the children take the fathers name if male, or the mothers name if
of Trinimac, strongest of the Aldmeri ancestor spirits. female. Some orcs take the family name of their
When Trinimac was eaten by the Daedric Prince stronghold where they are born.
Boethiah, and transformed in that foul god's insides,
the Orcs were transformed as well. The ancient name
for the 'Orsimer,' which means 'The Pariah Folk.' They
now follow Malauch, better known as Malacath, the
remains of Trinimac.
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Male Names: Agronak, Bazur, Bogrum, Dubok, Dul, CITY ORCS
Gaturn, Ghorub, Gogron, Grommok, Hanz, Krognak, Not all orcs choose to live in the strongholds. Those
Kurz, Lumdum, Luronk, Magra, Magub, Maknok, Orok, that choose to live in the cities live a much more
Rugdumph, Shagol, Ulmug, Urbul, Ushnar, cosmopolitan life, but they are derided by other orcs
Female Names: Batul, Borba, Bumph, Homraz, for doing so.
Mazoga, Mog, Mor, Oghash, Orag, Rogbut, Rogmesh,
Snak, Ugak, Umar, Umog Attribute Score Increase. Your Intelligence score
Family Names: Agamph, Barak, Buglump, Bura, increases by 1.
Cromgog, Dragol, Galash, Gharz, Glurzog, Hubrag,
Khash, Murgak, Muzgol, Naybek, Orkul, Orkulg, Orcish Resilience. Your tough mind and body grants
Rugdush, Shadborgob, Shura, Ugdub, Uzgash, Yarug you resistance to force damage.
WILD ORCS
ORSIMER TRAITS Traditional orc society is centered around living in
stronghold settlements. These independent villages
Your orc character has certain traits deriving from follow the Code of Malacath, and the strength of each
your orc ancestry. tribe depends on their strongest warrior.
Attribute Score Increase. Your Endurance and Attribute Score Increase. Your Strength score
Willpower scores increase by 1. increases by 1.
Age. While they are Mer, Orcs do not live as long as Powerful Build. You count as one size larger when
their distant cousins. They could live up to 80 years determining your carrying capacity and the weight
old, but the Code of Malacath demands that an old Orc you can push, drag, or lift.
should end his life before he becomes weak and a WOOD ORCS
burden to his clan. They rarely live longer than 50 Valenwood is typically home to the Bosmer, but many
years. They reach adulthood at age 16. tribes of orcs have made this forested province their
home. Like other orcs, they prize strength and honor,
Alignment. The orsimer are mostly lawful neutral. but to the wood orcs this means having agility and
Orcs follow a code and are often extremely beholden mobility as much as it does muscular power and
to their traditions. They are dedicated to the strength endurance.
of their clan over individuals.
Attribute Score Increase. Your Agility score
Size. Orcs are broad and hardy, they are usually increases by 1.
around 6 feet tall and weigh around 200 pounds. Your
size in medium. Keen Hearing and Smell. You have advantage on
Willpower (Perception) checks that rely on hearing or
Speed. Your base walking speed is 25 feet. smell.
Aggressive. As a bonus action, you can move up to
your speed toward an enemy of your choice that you
can see or hear. You must end this move closer to the
enemy than you started.
Berserk. As an action, for the next minute you gain
temporary hit points equal to twice your character
level. Additionally, you gain advantage on one attack
on each of your turns. Once you use this trait, you
can't use it again until you finish a long rest.
Blood-Kin. You share kindred blood with all of your
orc brothers and sisters. Using Honor or Strength, you
may be able to avoid conflict with other orcs.
Menacing. You have proficiency in the Intimidation
skill.
Tool Proficiency. You gain proficiency with artisan's
tools (smith's tools).
Languages. You can speak, read, and write
Tamrielic and Orcish. Orcish is a harsh, grating
language with had consonants.
Subraces. Three main subraces of orcs populate the
continent of Tamriel: City Orcs, Wild Orcs, and Wood
Orcs.
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REDGUARD Bretons and Colovians hastened their assimilation
into Tamrielic culture.
Standing broad-shouldered and tall, with dark skin and
wiry hair, they are seemingly born with a sword in REDGUARD NAMES
their hand. I spoke with a few of them and found them
formal, obsessed with personal honor, and quite aloof. Redguards have only their given name. Through
The redguards were people from another continent, marriage, they sometimes will take the family name.
and it seemed they'd brought as much of Yokuda to
Tamriel as they could manage. Male Names: Amir, Azzada, Baurus, Cyrus, Daron,
-Flaccus Terentius, The Improved Emperor's Guide to Ennis, Falion, Garry, Hillod, Ian, Jawana, Kayd, Lesley,
Tamriel Nazir, Neville, Pyke, Roderick, Shamar, Talib, Wayn
Female Names: Anora, Braith, Caminda, Dahlia,
PARAGONS OF WAR Eriana, Gwen, Hussonia, Iman, Jamie, Kerah, Kiara,
Lette, Minerva, Niyya, Oleta, Rona, Shelley, Tavia,
The most naturally talented warriors in Tamriel, the Umana, Zaria
dark-skinned, wiry-haired Redguards of Hammerfell
seem born to battle, though their pride and fierce REDGUARD TRAITS
independence of spirit makes them more suitable as
scouts or skirmishers, or as free-ranging heroes and Your Redguard character has certain characteristics in
adventurers, than as rank-and-file soldiers. In common with other Redguards.
addition to their cultural affinities for many weapon
and armor styles, Redguards are also physically Attribute Score Increase. Your Agility, Endurance,
blessed with hardy constitutions and quickness of and Strength scores increase by 1.
foot.
Age. Redguards age as the rest of the the human
Custom and dress differ by district; the Redguards of races, rarely living over a century
Elinhir are Colovian in fashion and taste, while some
in Rihad go naked in the streets. In demeanor, they Alignment. Redguards mostly follow the good
are haughty and easily provoked, and, obsessed with alignments. Many of the people of Hammerfell strictly
personal honor. follow their laws, while nearly an equal amount
disregard them entirely.
There is no standing army in Hammerfell, only paid
militias of the oft-contested border-states and along Size. Redguards are strong and tall, often over 6 feet
its coastline. Ancient tradition has predisposed the tall. Your size is Medium.
Redguards to knightly order, though, customarily in
the service of royal families. Initiates of these orders Speed. Your base walking speed is 30 feet.
must prove themselves in dangerous, even deadly, Adrenaline Rush. When you use this trait, your
tests of skill. combat awareness increases for the next minute. You
gain a +10 bonus to your initiative, your speed is
THE LOST CONTINENT increased by 10 feet, and you can add a d4 to all of
your attack and damage rolls. Additionally, at the start
More than three thousand years ago, the continent of of combat, when you roll initiative, you can use your
Yokuda suffered a cataclysm that sunk most of it into reaction to immediately use this trait.
the sea, driving its people towards Tamriel. A large
group of the Yokudans, called the Ra Gada, forged You can't use this trait again until you finish a long
forward in a bloody wave, quickly slaughtering the rest.
beastfolk and Nedic villagers, paving safe travel for
the Yokudans that stayed behind. The fierce Ra Gada Redguard Combat Training. You are proficient in
became, phonetically, the Redguards, a name that has Long Blade and Short Blade.
since spread to designate the Tamrielic-Yokudan race
in general. Skill Proficiency. You gain proficiency in the
Athletics skill.
They ultimately displaced the Nedic peoples, as
their agriculture and society quickly adapted to Yokudan Lineage. Thanks to your Yokudan heritage,
Hammerfell's harsh environment. They took much you have advantage on saving throws against being
from Nedic customs, religion, and language for diseased.
themselves and their contact with the surrounding
Languages. You can speak, read, and write
Tamrielic and Yoku. Yoku is a direct language which is
incredibly reliant on context. Similar to Redguards
themselves, their language is straightforward and
doesn't concern itself with unnecessary things.
UESTRPG BASIC RULES 26
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CHAPTER 3: CLASSES
Adventurers are extraordinary people, driven by a Your class gives you a variety of special features,
thirst for excitement into a life that others would such as a warrior’s mastery of weapons, and a mages’
never dare lead. They are heroes, compelled to spells. At low levels, your class gives you only two or
explore the dark places of the world and take on the three features, but as you advance in level you gain
challenges that lesser women and men can’t stand more and your existing features often improve. Each
against. class entry in this chapter includes a table
summarizing the benefits you gain at every level, and
Class is the primary definition of what your a detailed explanation of each one.
character can do. It’s more than a profession; it’s your
character’s calling. Class shapes the way you think Adventurers sometimes advance in more than one
about the world and interact with it and your class. A rogue might switch direction in life and follow
relationship with other people and powers in the the mystical path of the spellsword. A barbarian might
universe. A warrior might view the world in terms of discover latent magical ability and dabble in the
strategy and maneuvers, seeing herself as just a pawn warden class while continuing to advance as a
in a much larger game. A crusader, by contrast, might barbarian. Optional rules for combining classes in this
see himself as a willing servant in a god’s unfolding way, called multiclassing, appear in chapter 6.
plan. While the warrior has contacts in a mercenary
company or army, the crusader might know a number Thirteen classes – listed in the classes table – are
of priests, knights, and devotees who share his faith. found in almost every Elder Scrolls game and define
the spectrum of typical adventurers.
CLASSES
Hit Primary Saving Throw
Class Description Die Ability Proficiencies Armor and Weapon Proficiencies
Barbarian A fierce fighter of primitive background who d12 Strength Strength & Light and medium armor, shields,
can deflect attacks and deal brutal strikes Endurance all weapons
Bard An inspiring magician whose power echos d8
Personality Agility & Light armor, long blade, marksman,
the music of creation Personality and short blade
Crusader A holy warrior devoted to one of the gods d10 Strength & Personality & Light and medium armor, shield,
Willpower Willpower blunt, hand-to-hand, marksman,
short blade
Mage A scholarly magic user capable of d6 Intelligence Intelligence & Light crossbows, short blade and
manipulating the structures of reality Willpower staves
Monk A master of martial arts, harnessing the d8 Agility Strength & Hand-to-hand, short blade, and
power of the body in pursuit of physical and Agility staves
spiritual perfection
Nightblade A spellcaster that uses their magics to d8 Agility & Agility & Light armor, marksman, short
enhance mobility, concealment, and stealthy Personality Intelligence blade, and long blade
close combat
Ranger An explorer who uses martial prowess to d10 Agility Agility & Light and medium armor, shields,
all weapons
combat threats on the edges of civilization Endurance Light armor, axe, hand-to-hand,
marksman, short blade
Rogue A scoundrel who uses stealth and expertise d8 Agility & Agility & Shield, blunt, light crossbows, short
blade
to overcome obstacles and enemies Intelligence Intelligence
Sorcerer A spellcaster who is naturally talented and d6 Willpower Endurance &
takes advantage of their ability to control the Willpower
arcane
Spellsword A spellcasting specialist trained in martial d8 Strength & Endurance & Light and medium armor,
combat and destructive magic Willpower Willpower marksman, short blade, and long
blade
Thief A pickpocket and pilferer who chooses d8 Agility Agility & Light armor, blunt weapon, hand-
Warden stealth and subterfuge over violence d8
Defenders of the Green, these storytellers Endurance to-hand, marksman, short blade
Warrior wield the powers of nature, guide the d10
elements, and have a bond with animals Willpower Intelligence & Light and medium armor, shields,
A master of martial combat, skilled with a
variety of weapons and armor Willpower blunt, short blade, long blade, and
marksman.
Strength Strength & All armor and weapons
Endurance
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BARBARIAN terrifying monsters. Barbarians charge headlong into
that danger so that their people don’t have to.
A tall nord tribesman strides through a blizzard,
draped in fur and hefting his axe. He laughs as he Their courage in the face of danger makes
charges toward the giant who dared poach his barbarians perfectly suited for adventuring.
people’s elk herd. Wandering is often a way of life for their native tribes,
and the rootless life of the adventurer is little
An orc snarls at the latest challenger to her hardship for a barbarian. Some barbarians miss the
authority over their savage tribe, ready to break his close-knit family structures of the tribe, but
neck with her bare hands as she did to the last six eventually find them replaced by the bonds formed
rivals. among the members of their adventuring parties.
Frothing at the mouth, a redguard slams his helmet CREATING A BARBARIAN
into the face of his dunmer foe, then turns to drive his
armored elbow into the gut of another. When creating a barbarian character, think about
where your character comes from and their place in
These barbarians, different as they might be, are the world. Talk with your DM about an appropriate
defined by their rage: unbridled, unquenchable, and origin for your barbarian. Did you come from a
unthinking fury. More than a mere emotion, their distant land, making you a stranger in the area of the
anger is the ferocity of a cornered predator, the campaign? Or is the campaign set in a rough-and-
unrelenting assault of a storm, the churning turmoil tumble frontier where barbarians are common?
of the sea.
What led you to take up the adventuring life? Were
For some, their rage springs from a connection with you lured to settled lands by the promise of riches?
ancient traditions. Others draw from a roiling Did you join forces with soldiers of those lands to face
reservoir of anger from memories of past battles. For a shared threat? Did monsters or an invading horde
every barbarian, rage is a power that fuels not just a drive you out of your homeland, making you a
battle frenzy but also uncanny reflexes, resilience, and rootless refugee? Perhaps you were a prisoner of war,
feats of strength. brought in chains to “civilized” lands and only now
able to win your freedom. Or you might have been
PRIMAL INSTINCT cast out from your people because of a crime you
committed, a taboo you violated, or a coup that
People of towns and cities take pride in how their removed you from a position of authority.
civilized ways set them apart from animals, as if
denying one’s own nature was a mark of superiority. QUICK BUILD
To a barbarian, though, civilization is no virtue, but a You can make a barbarian quickly be following these
sign of weakness. The strong embrace their animal suggestions. First, put your highest attribute score in
nature-keen instincts, primal physicality, and Strength, followed by Endurance. Second, choose the
ferocious rage. Barbarians are uncomfortable when outlander background.
hedged in by walls and crowds. They thrive in the
wilds of their homelands: the desert, tundra, jungle, CLASS FEATURES
or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They As a Barbarian, you gain the following class features:
can enter a berserk state where rage takes over, giving
them superhuman strength and resilience. A HIT POINTS
barbarian can draw on this reservoir of fury only a Hit Dice: 1d12 per barbarian level
few times without resting, but those few rages are Hit Points at 1st Level: 12 + your Endurance modifier
usually sufficient to defeat whatever threats arise. Hit Points at Higher Levels: 1d12 (or 7) + your
Endurance modifier per barbarian level after 1st.
A LIFE OF DANGER
PROFICIENCIES
Not every member of the tribes deemed “barbarians” Armor: Light armor, medium armor, shields
by scions of civilized society has the barbarian class. A Weapons: Axe, blunt, hand to hand, long blade,
true barbarian among these people is as uncommon marksman, polearms, short blade
as a skilled fighter in a town, and he or she plays a Tools: None
similar role as a protector of the people and a leader
in times of war. Life in the wild places of the world is
fraught with peril: rival tribes, deadly weather, and
UESTRPG BASIC RULES 28
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Saving Throws: Strength, Endurance RAGE
Skills: Choose two from Animal Handling, Athletics,
Intimidation, Nature, Perception, and Survival In battle, you fight with primal ferocity. On your turn,
you can enter a rage as a bonus action.
EQUIPMENT
You start with the following equipment, in addition to While raging, you gain the following benefits if you
the equipment granted by your background: aren’t wearing heavy armor:
• You have advantage on Strength checks and
• (a) any polearm or (b) any long blade
• (a) two handaxes or (b) any short blade Strength saving throws.
• An explorer's pack and four javelins • When you make a melee weapon attack using
THE BARBARIAN Strength, you gain a bonus to the damage roll that
increases as you gain levels as a barbarian, as
Proficiency Rage shown in the Rage Damage column of the Barbarian
Level Bonus Features Rages Damage table.
• You have resistance to bludgeoning, piercing, and
1st +2 Rage, Unarmored 2 +2 slashing damage.
Defense If you are able to cast spells, you can’t cast them or
concentrate on them while raging.
2nd +2 Reckless Attack, 2 +2 Your rage lasts for 1 minute. It ends early if you are
Danger Sense knocked unconscious or if your turn ends and you
haven’t attacked a hostile creature since your last turn
3rd +2 Primal Path 3 +2 or taken damage since then. You can also end your
rage on your turn as a bonus action.
4th +2 Attribute Score 3 +2 Once you have raged the number of times shown for
Improvement your barbarian level in the Rages column of the
Barbarian table, you must finish a long rest before you
5th +3 Extra Attack, 3 +2 can rage again.
Fast Movement
UNARMORED DEFENSE
6th +3 Path Feature 4 +2
While you are not wearing any armor, your Armor
7th +3 Feral Instinct 4 +2 Class equals 10 + your Agility modifier + your
Endurance modifier. You can use a shield and still gain
8th +3 Attribute Score 4 +2 this benefit.
Improvement
RECKLESS ATTACK
9th +4 Brutal Critical 4 +3
(1 die) Starting at 2nd level, you can throw aside all concern
for defense to attack with fierce desperation. When
10th +4 Path Feature 4 +3 you make an attack, you can decide to attack
recklessly. Doing so gives you advantage on melee
11th +4 Relentless Rage 4 +3 weapon attack rolls using Strength during this turn,
but attack rolls against you have advantage until your
12th +4 Attribute Score 5 +3 next turn.
Improvement
DANGER SENSE
13th +5 Brutal Critical 5 +3
(2 dice) At 2nd level, you gain an uncanny sense of when things
nearby aren’t as they should be, giving you an edge
14th +5 Path Feature 5 +3 when you dodge away from danger.
15th +5 Persistent Rage 5 +3 You have advantage on Agility saving throws against
effects that you can see, such as traps and spells. To
16th +5 Attribute Score 5 +4 gain this benefit, you can’t be blinded, deafened, or
Improvement incapacitated.
17th +6 Brutal Critical 6 +4
(3 dice)
18th +6 Indomitable Might 6 +4
19th +6 Attribute Score 6 +4
Improvement
20th +6 Primal Champion Unlimited +4
UESTRPG BASIC RULES 29
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PRIMAL PATH RELENTLESS RAGE
At 3rd level, you choose a path that shapes the nature Starting at 11th level, your rage can keep you fighting
of your rage. Choose the Path of the Battleworn, the despite grievous wounds. If you drop to 0 hit points
Path of the Reaver, the Path of the Savage, or the Path while you’re raging and don’t die outright, you can
of the War Crier, all detailed at the end of the class make a DC 10 Endurance saving throw. If you succeed,
description. Additionally, you can choose any you drop to 1 hit point instead.
Barbarian's Primal Path outlined in the Player's
Handbook. Your choice grants you features at 3rd Each time you use this feature after the first, the DC
level and again at 6th, 10th, and 14th levels. increases by 5. When you finish a short or long rest,
the DC resets to 10.
ATTRIBUTE SCORE IMPROVEMENT PERSISTENT RAGE
When you reach 4th level, and again at 8th, 12th, 16th, Beginning at 15th level, your rage is so fierce that it
and 19th level, you can increase one attribute score of ends early only if you fall unconscious or if you choose
your choice by 2, or you can increase two attribute to end it.
scores of your choice by 1. As normal, you can't
increase an ability score above 20 using this feature. INDOMITABLE MIGHT
EXTRA ATTACK Beginning at 18th level, if your total for a Strength
check is less than your Strength score, you can use
Beginning at 5th level, you can attack twice, instead of that score in place of the total.
once, whenever you use the Attack Action on your
turn. PRIMAL CHAMPION
FAST MOVEMENT At 20th level, you embody the power of the wilds. Your
Strength and Endurance scores increase by 4. Your
Starting at 5th level, your speed increases by 10 feet maximum for those scores is now 24.
while you aren't wearing heavy armor.
PRIMAL PATHS
FERAL INSTINCT
Rage burns in every barbarian's heart, a furnace that
By 7th level, your instincts are so honed that you have drives them towards greatness. Different barbarians
advantage on initiative rolls. attribute their rage to different sources, however. For
some, their scars become symbols of victories won,
Additionally, if you are surprised at the beginning of while others look within to their unyielding spirits.
combat and aren’t incapacitated, you can act normally
on your first turn, but only if you enter your rage PATH OF THE BATTLEWORN
before doing anything else on that turn.
For some barbarians, they are measured through
BRUTAL CRITICAL battles won and they wear their scars with pride. The
Path of the Battleworn is path paved with patience,
Starting at 9th level, you can roll one additional pain, and perseverance.
weapon damage die when determining the extra
damage for a critical hit with a melee attack. Whether an veteran legion soldier or the dedicated
kin of orsimer clan, a battleworn channels their
This increases to two additional dice at 13th level, experience into their rage.
and three additional dice at 17th level.
PATH OF THE BATTEWORN FEATURES
Barbarian
Level Feature
3rd Thick Skin
6th Reckless Abandon
10th Battle Scars
14th Boiling Point
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THICK SKIN REAVER'S CHARGE
Your body is scarred and calloused from years of Beginning at 3rd level, when you enter into a rage,
battle. When you choose this path at 3rd level, your your speed doubles for the rest of your turn. You can
unarmored AC is equal to 12 + your Agility modifier + only use this additional speed to move towards an
your Endurance modifier. enemy. Additionally, you can take the Dash action as a
bonus action on your subsequent turns while you are
RECKLESS ABANDON raging.
Beginning at 6th level, when you use Reckless Attack
while raging, you also gain temporary hit points equal PACT TACTICS
to your Endurance modifier (minimum of 1). They At 6th level, while raging, you have advantage on
vanish if any of them are left when your rage ends. attack rolls against a creature if at least one of your
allies are within 5 feet of you and the ally isn't
BATTLE SCARS unconscious.
At 10th level, your scarred body and strong presence is
readily noticeable. You have advantage on all DREAD WARRIOR
Intimidation checks. Beginning at 10th level, your physique is so
intimidating that you inspire dread in your enemies.
BOILING POINT You can use a bonus action to make yourself appear
Starting at 14th level, while raging, you push your exceptionally fearful. Every creature within 10 feet of
attacks beyond their natural limits. When you hit a you suffers from one of the following effects of your
creature with a melee weapon attack, you can expend choice:
one hit die and a d12 to your damage roll. • Disadvantage on Strength and Agility checks
• Disadvantage on Willpower and Personality checks
PATH OF THE REAVER • All intimidation checks by you and your allies have
Barbarians that follow the Path of the Reaver are advantage.
brutal hunters that strike in well orchestrated packs, This effect lasts up to 1 minute, as though you were
leaving behind nothing but corpses and destruction. concentrating on a spell. Once you use this feature,
you cannot use it again until you finish a short or long
Despite their primitive behavior, reavers often make rest.
up the important front lines of tactical combat. The
forsworn of the reach and the aggressive wood orc REAVER'S VERDICT
clans commonly use these maneuvers to intimidate Beginning at 14th level, while raging, you can attack
their foes and catch them off guard. three times, instead of twice, whenever you take the
Attack action on your turn.
PATH OF THE REAVER FEATURES
Barbarian PATH OF THE SAVAGE
Level Feature
3rd Accelerated Regeneration Some barbarians only know destruction and violence.
6th Reaver's Charge, Pact Tactics The Path of the Savage is a path of fury and death,
10th Dread Warrior learned from years of war. These tribes pass down
14th Reaver's Verdict their techniques and strategies to their cubs and kin,
further honing their skills with every new generation.
ACCELERATED REGENERATION
When you choose this path at 3rd level, your wounds Myths and tales of warnings spread throughout
naturally stitch together at a faster rate. When you use nearby towns and villages where these barbarian
hit dice to recover hit points during a short rest, you tribes exist.
gain additional hit points equal to 1d12 + your
Endurance modifier. PATH OF THE SAVAGE FEATURES
Barbarian
Level Feature
3rd Frenzied Armsman
6th Uppercut
10th Heavy Lifting
14th Relentless Storm
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FRENZIED ARMSMAN PATH OF THE WAR CRIER
Starting at 3rd level, while you are raging, you are able
to exploit your weapons to become even more The Path of the War Crier is a spiritual journey, as the
devastating. You gain the following benefits when barbarian learns to channel their life essence through
wielding a weapon type listed below: their voice and breath. War Criers are rare in
barbarian tribes, but those who have the gift are
AXES usually put into positions of power, either as shaman,
Once on each of your turns, when you hit a creature spiritual leaders, or chieftains.
with an axe weapon, make a second attack roll. If
your second roll would also hit the creature, you Most nords have some innate capacity for the power
rend the target, causing them to bleed extensively. of the voice, believing that their breath holds their
Your attack deals an additional 1d6 necrotic vital essence. The other races can learn how to wield
damage. such power, but may require greater study, perhaps
BLUNT spending time with powerful Tongues.
Your attacks are exceptionally forceful and can
penetrate even the most tempered armors. You gain PATH OF THE WAR CRIER FEATURES
a +2 bonus to attack rolls made with blunt Barbarian
weapons. Level Feature
LONG BLADES 3rd Battle Thu'um
When you attack with a long blade weapon, you 6th Draconic Tongue
gain a +2 bonus to damage rolls with that weapon. 10th Frenzied Shouts
UPPERCUT 14th --
At 6th level, when you take the Attack action on your
turn, you can forgo your movement and a possible BATTLE THU'UM
bonus action to use one of your attacks to make a When you choose this path at 3rd level, you learn how
powerful upward blow. to harness the power of the dragon tongue to form
Make a melee weapon attack. If the attack hits a powerful shouts. A shout requires you to spend shout
creature, you deal damage as normal and it must points each time you use it.
make a Strength saving throw with a DC of 8 + your
proficiency bonus + your Strength modifier. On a Shouts. You know the Unrelenting Force shout and
failed save, the target is knocked back 10 feet and left one other shout of your choice, which are detailed in
prone. On a successful save, the creature has the “Dragon Shouts” section below. You learn two
disadvantage on attacks until the start of your next additional shouts of your choice at 6th, 10th, and 14th
turn. This ability can only affect large or smaller level.
creatures.
HEAVY LIFTING Whenever you learn a new shout, you can also
Beginning at 10th level, while you are raging and not replace one shout that you already know with a
wearing heavy armor, you are able to engage in two- different shout.
weapon fighting with all weapons except for those
with the heavy or two handed properties. Shout Points. You have 2 shout points and you
Additionally, weapons with the heavy or two handed regain any expended shout points when you finish a
properties can be held in one hand. short or long rest.
RELENTLESS STORM
At 14th level, you can use your action to whirl around, You gain two additional shout points at 6th level (4),
attacking all enemies within range of your melee and again at 10th level (6), and 14th level (8).
weapon. Roll a separate attack roll for each creature
you attack. While whirling, you can move up to half Using Words of Power. The Thu'um is a form of
your movement speed. Any opportunity attacks magic which uses words from the draconic language
against you have disadvantage while moving. to form powerful shouts to cast spells. See chapter 10
for the general rules of spellcasting. To cast one of
these spells, you use its casting time and other rules,
but you don't need to use any magicka to cast it.
Once you reach 5th level in this class, you can spend
additional shout points to increase the level of a
Battle Shout spell that you cast, provided that the
spell has an enhanced effect at a higher level, as
unrelenting force does. The spell's level increases by 1
for each additional shout point you spend.
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The maximum number of shout points you can Unrelenting Force (Fus Ro Dah)
spend to cast a spell in this way (including its base You can spend 1 shout point to cast the alteration
shout cost and any additional shout points you spend spell Thunder Wave. The spells level increases for
to increase its level) is determined by your barbarian each additional shout point you spend.
level, as shown in the Spells and Shout Points table. Whirlwind Sprint (Wuld Nah Kest)
You can use a bonus action and spend 1 shout
SPELLS AND SHOUT POINTS point to double your speed for one turn. While you
are under these effects, any opportunity attacks
Barbarian Level Maximum Shout Points for a Spell against you are made with disadvantage.
Starting at 6th level, you can choose to learn two of the
5th-8th 3 shouts listed below or from the previous list.
9th-12th 4 Animal Allegiance (Raan Mir Tah)
You can spend 1 shout point to cast the spell
13th-16th 5 Animal Friendship.
17th-20th 6 Aura Whisper (Laas Yah Nir)
You can spend 1 shout point to whisper a detection
Some of your Battle Thum features require your spell that allows you you sense the presence of life
target to make a saving throw to resist the feature's within 30 feet of you. The spell lasts up to 10
effects. The saving throw DC is calculated as follows: minutes, as though you are concentrating on it.
Battle Thu'um save DC = 8 + your proficiency bonus
If you sense life in this way, you can use your
+ your Endurance modifier action to see a faint aura around any visible
creature in the area that bears life.
DRACONIC TONGUE
Starting at 6th level, you gain a mastery with draconic The spell can penetrate most barriers, but it is
words. You are now proficient in the dovahzul blocked by 1 foot of stone, 1 inch of common
language. metal, a thin sheet of lead, or 3 feet of wood or dirt.
Disarm (Zun Haal Viik)
FRENZIED SHOUTS You can use 2 shout points to use your voice to
When you reach 10th level, you have balanced your focus vibrations on a weapon currently being
voice with your rage. You can now use the spells wielded by a creature within 30 feet. The creature
granted by your Dragon Shouts feature while raging. must make a Strength saving throw. On a failed
save, the creature drops their weapon. On a
If you are able to cast other spells, you can’t cast successful save, the creature has disadvantage on
them or concentrate on them while raging. any attacks made with that weapon until the start
of your next turn.
DRAGON SHOUTS
The dragon shouts are presented at the level you must If a creature tries to pick up a dropped weapon,
be to learn them. they must use half their speed and make a
Strength saving throw. On a failed save, the
At 3rd level, you learn Unrelenting Force and one other creature is incapable of picking up the weapon. On
shout of your choice listed below. a successful save, the creature is able to pick up
the weapon and the effect ends.
Clear Skies (Lok Vah Koor) Gale Winds (Ven Mul Riik)
You can spend 1 shout point to use your voice to You can spend 1 shout point to cast the alteration
clear out all thick clouds, overcast sky, poisonous spell Gust of Wind.
fog, or impeding haze, that is within 1 mile of you. Marked for Death (Krii Lun Aus)
You can spend 1 shout point to cast the
Blinding Winds (Ven Fus Vokun) conjuration spell Hunter's Mark.
You can spend 1 shout point to create a powerful
wind storm in a 60 foot-radius, centered on you.
The wind blows in all directions, causing dust and
refuse to heavily obscure the area.
Additionally, the area is considered difficult
terrain, and any projectile that is within or enters
the area, has disadvantage on hitting its target.
The winds lasts up to 1 minute, as though ou
were concentrating on a spell. You can use a bonus
action on your turn to disperse the winds.
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Starting at 10th level, you can choose to learn two of Starting at 14th level, you can choose to learn two of
the shouts listed below or from the previous lists. the shouts listed below or from the previous lists.
Battle Fury (Mid Vur Shaan) Breath
You can spend 3 shout points to cast the illusion You can spend 3 shout points to exhale an element
spell Haste on yourself. of your choice. Choose either fire, cold, lightning,
Call of Valor (Hun Kaal Zoor) or poison. Each creature in a 60-foot cone must
You can spend 1 shout point to cast the illusion make an Endurance saving throw. A creature takes
spell Heroism. 6d8 elemental damage on a failed save, and half as
Cyclone (Ven Gar Nos) much on a successful one. Example shouts are Fire
You can spend 2 shout points to cast the alteration Breath (Yol Toor Shul, and Frost Breath (Fo Krah
spell Dust Devil. Diin).
Ice Form (Iiz Slen Nus) Dismay (Faas Ru Maar)
You can spend 2 shout points to attempt to freeze a You can spend 3 shout points to cast the illusion
target that you can see that is within 60 feet of you. spell Fear.
Dragon Aspect (Mul Qah Diiv)
The target must make a Strength saving throw to You can spend 6 shout points to take on the aspect
resist the spell. On a failed save, the target takes of a dragon for 1 minute. While in this form, your
4d8 cold damage and they are encased in a shell of AC can't be less than 20. Additionally, each of your
frost. The encased creature is immobilized and melee weapon attack and damage rolls increase by
can't speak, hear, move, or make any actions. The +2.
creature takes this damage again on each Storm Call (Strun Bah Qo)
subsequent turn while the spell persists. You can spend 3 shout points to cast the
destruction spell Call Lighting.
The creature restrained by this spell must make
another Strength saving throw at the start of each
of their turns to try and break free. If it
successfully saves against this spell three times,
the spell ends. If it fails its save three times, the
frost hardens and the creature is subjected to the
petrified condition for the duration. The successes
and failures don’t need to be consecutive; keep
track of both until the target collects three of a
kind.
On a successful save, the creature takes half of
much damage and isn't immobilized.
While the spell is active, the frost shell has an AC
of 5 and has 60 hit points. When the frost shell
reaches 0 hit points, the shell breaks, ending the
spell effect. A dispel magic spell can also reverse
the effects.
UESTRPG BASIC RULES 34
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BARD these performers and true bards, though. A bard’s life
is spent wandering across the land gathering lore,
Humming as she traces her fingers over an ancient telling stories, and living on the gratitude of
monument in a long-forgotten ruin, a bosmer in audiences, much like any other entertainer. But a
rugged leathers finds knowledge springing into her depth of knowledge, a level of musical skill, and a
mind, conjured forth by the magic of her song— touch of magic set bards apart from their fellows.
knowledge of the people who constructed the
monument and the mythic saga it depicts. Only rarely do bards settle in one place for long, and
their natural desire to travel—to find new tales to tell,
A stern imperial soldier bangs his sword new skills to learn, and new discoveries beyond the
rhythmically against his scale mail, setting the tempo horizon—makes an adventuring career a natural
for his war chant and exhorting his companions to calling. Every adventure is an opportunity to learn,
bravery and heroism. The magic of his song fortifies practice a variety of skills, enter long-forgotten tombs,
and emboldens them. discover lost works of magic, decipher old tomes,
travel to strange places, or encounter exotic creatures.
Laughing as she tunes her cittern, a nord weaves her Bards love to accompany heroes to witness their
subtle magic over the assembled nobles, ensuring that deeds firsthand. A bard who can tell an awe-inspiring
her companions’ words will be well received. story from personal experience earns renown among
other bards. Indeed, after telling so many stories
Whether scholar, skald, or scoundrel, a bard weaves about heroes accomplishing mighty deeds, many
magic through words and music to inspire allies, bards take these themes to heart and assume heroic
demoralize foes, manipulate minds, create illusions, roles themselves.
and even heal wounds.
CREATING A BARD
MUSIC AND MAGIC
Bards thrive on stories, whether those stories are true
On Nirn, words and music are not just vibrations of or not. Your character’s background and motivations
air, but vocalizations with power all their own. The are not as important as the stories that he or she tells
bard is a master of song, speech, and the magic they about them. Perhaps you had a secure and mundane
contain. Bards say that the mundas was spoken into childhood. There’s no good story to be told about that,
existence, that the words of the gods gave it shape, so you might paint yourself as an orphan raised by a
and that echoes of these primordial Words of Creation hag in a dismal swamp. Or your childhood might be
still resound throughout the cosmos. The music of worthy of a story. Some bards acquire their magical
bards is an attempt to snatch and harness those music through extraordinary means, including the
echoes, subtly woven into their spells and powers. inspiration of fey or other supernatural creatures.
The greatest strength of bards is their sheer Did you serve an apprenticeship, studying under a
versatility. Many bards prefer to stick to the sidelines master, following the more experienced bard until you
in combat, using their magic to inspire their allies and were ready to strike out on your own? Or did you
hinder their foes from a distance. But bards are attend a college where you studied bardic lore and
capable of defending themselves in melee if necessary, practiced your musical magic? Perhaps you were a
using their magic to bolster their swords and armor. young runaway or orphan, befriended by a wandering
Their spells lean toward charms and illusions rather bard who became your mentor. Or you might have
than blatantly destructive spells. They have a wide- been a spoiled noble child tutored by a master.
ranging knowledge of many subjects and a natural Perhaps you stumbled into the clutches of a hag,
aptitude that lets them do almost anything well. Bards making a bargain for a musical gift in addition to your
become masters of the talents they set their minds to life and freedom, but at what cost?
perfecting, from musical performance to esoteric
knowledge.
LEARNING FROM EXPERIENCE QUICK BUILD
You can make a bard quickly by following these
True bards are not common in the world. Not every suggestions. First, Personality should be your highest
minstrel singing in a tavern or jester cavorting in a attribute score, followed by Agility. Second, choose
royal court is a bard. Discovering the magic hidden in the entertainer background. Third, choose the
music requires hard study and some measure of dancing lights and vicious mockery cantrips, along
natural talent that most troubadours and jongleurs with the following 1st level spells: charm person,
lack. It can be hard to spot the difference between detect magic, healing word, and thunderwave.
UESTRPG BASIC RULES 35
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THE BARD Cantrips Spells Magicka Spell
Proficiency Known Known 4 Level
6
Level Bonus Features 2 4 14 1st
1st +2 Spellcasting, Bardic Inspiration (d6) 2 5 17 1st
2nd +2 Jack of all Trades, Song of Rest (d6) 2 6 27 2nd
3rd +2 Bard College, Expertise 3 7 32 2nd
4th +2 Attribute Score Improvement 3 8 38 3rd
5th +3 Bardic Inspiration (d8), Font of Inspiration 3 9 44 3rd
6th +3 Countercharm, Bard College feature 3 10 57 4th
7th +3 -- 3 11 64 4th
8th +3 Attribute Score Improvement 3 12 73 5th
9th +4 Song of Rest (d8) 4 14 73 5th
10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 15 83 6th
11th +4 -- 4 15 83 6th
12th +4 Attribute Score Improvement 4 16 94 7th
13th +5 Song of Rest (d10) 4 18 94 7th
14th +5 Magical Secrets, Bard College Feature 4 19 107 8th
15th +5 Bardic Inspiration (d12) 4 19 114 8th
16th +5 Attribute Score Improvement 4 20 123 9th
17th +6 Song of Rest (d12) 4 22 133 9th
18th +6 Magical Secrets 4 22 9th
19th +6 Attribute Score Improvement 4 22 9th
20th +6 Superior Inspiration
CLASS FEATURES EQUIPMENT
You start with the following equipment, in addition to
As a Bard, you gain the following class features: the equipment granted by your background:
HIT POINTS
Hit Dice: 1d8 per bard level • (a) a rapier or (b) a longsword
Hit Points at 1st Level: 8 + your Endurance modifier • (a) a diplomat's pack or (b) an entertainer's pack
Hit Points At higher levels: 1d8 (or 5) + your • (a) a lute or (b) any other musical instrument
Endurance modifier per bard level after 1st • Leather armor and a dagger
PROFICIENCIES
Armor: Light armor, SPELLCASTING
Weapons: Long Blade, marksman, and short blade.
Tools: Three musical instruments of your choice You have learned to untangle and reshape the fabric
Saving Throws: Agility, Personality of reality in harmony with your wishes and music.
Skills: Choose any three Your spells are part of your vast repertoire, magic that
you can tune to different situations. See chapter 10 of
the Player's Handbook for the general rules of
spellcasting and chapter 11 for the bard spell list.
CANTRIPS
You know two cantrips of your choice from the bard
spell list. You learn additional bard cantrips of your
choice at higher levels, as shown in the Cantrips
Known column of the Bard table.
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MAGICKA check, attack roll, or saving throw it makes. The
The Bard table shows how much magicka you have to creature can wait until after it rolls the d20 before
cast your bard spells of 1st level and higher. To cast deciding to use the Bardic Inspiration die, but must
one of these spells, you must expend magicka, as decide before the DM says whether the roll succeeds
noted in the spell's description and the Magicka Cost or fails. Once the Bardic Inspiration die is rolled, it is
table found in chapter 10. You regain all expended lost. A creature can have only one Bardic Inspiration
magicka when you finish a long rest. die at a time.
For example, if you know the 1st-level spell cure You can use this feature a number of times equal to
wounds and have a Spell Level of 2nd, you can cast your Personality modifier (a minimum of once). You
cure wounds using magicka to cast it at either level. regain any expended uses when you finish a long rest.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER Your Bardic Inspiration die changes when you reach
You know four 1st-level spells of your choice from the certain levels in the class. The die becomes a d8 at 5th
bard spell list. level, a d10 at 10th level, and a d12 at 15th level.
The Spells Known column of the Bard table shows JACK OF ALL TRADES
when you learn more bard spells of your choice. Each
of these spells must be of a level for which you can Starting at 2nd level, you can add half your proficiency
cast, as shown on the table's Spell Level column for bonus, rounded down, to any ability check you make
your level. For instance, when you reach 3rd level in that doesn't already include your proficiency bonus.
this class, you can learn one new spell of 1st or 2nd
level. SONG OF REST
Additionally, when you gain a level in this class, you Beginning at 2nd level, you can use soothing music or
can choose one of the bard spells you know and oration to help revitalize your wounded allies during
replace it with another spell from the bard spell list, a short rest. If you or any friendly creatures who can
which also must be of a level that you can cast. hear your performance regain hit points at the end of
the short rest by spending one more more Hit Dice,
SPELLCASTING ATTRIBUTE each of those creatures regains an extra 1d6 hit
Personality is your spellcasting attribute for your points.
bard spells. Your magic comes from the heart and soul
you pour into the performance of your music or The extra hit points increase when you reach certain
oration. You use your Personality whenever a spell levels in the class to 1d8 at 9th level, to 1d10 at 13th
refers to your spellcasting attribute. In addition, you level, and to 1d12 at 17th level.
use your Personality modifier when setting the saving
throw DC for a bard spell you cast and when making BARD COLLEGE
an attack roll with one.
At 3rd level, you delve into the advanced techniques of
Spell save DC = 8 + your proficiency bonus + a bard college of your choice: the College of Revelries,
your Personality modifier or the College of Solitude, both detailed at the end of
the class description. Additionally, you can choose any
Spell attack modifier = your proficiency bonus + Bard's Bard College outlined in the Player's
your Personality modifier Handbook. Your choice grants you features at 3rd level
and again at 6th and 14th level.
RITUAL CASTING
You can cast any bard spell you know as a ritual if that EXPERTISE
spell has the ritual tag.
At 3rd level, choose two of your skill proficiencies.
BARDIC INSPIRATION Your proficiency bonus is doubled for any ability
check you make that uses either of the chosen
You can inspire others through your stirring words or proficiencies.
music. To do so, you use a bonus action on your turn
to choose one creature, other than yourself, within 60 At 10th level, you can choose another two skill
feet of you who can hear you. That creature gains one proficiencies to gain this benefit.
Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can
roll the die and add the number rolled to one ability
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ATTRIBUTE SCORE IMPROVEMENT COLLEGE OF REVERIES
When you reach 4th level, and again at 8th, 12th, 16th, Bards of the College of Reveries are renowned
and 19th level, you can increase one attribute score of performers and artists. All members of the college are
your choice by 2, or you can increase two attribute handpicked for their passion and are taught to live for
scores of your choice by 1. As normal, you can't the love of their craft, and for the thrill of the
increase an ability score above 20 using this feature. performance.
FONT OF INSPIRATION Unlike many other colleges, those who study under
the Grand Maestro are encouraged to discard their
Beginning when you reach 5th level, you regain all of identities and take on a new persona. All of the
your expended uses of Bardic Inspiration when you players in the College of Reveries wear anonymous
finish a short or long rest. painted masks and take up new names, often
associated with their act.
COUNTERCHARM
Any bard willing to remove the shackles of
At 6th level, you gain the ability to use musical notes or selfishness to live solely for the art will find a place in
words of power to disrupt mind-influencing effects. the college. They use their anonymity to gain a
As an action, you can start a performance that lasts thousand faces, though they never show their own.
until the end of your next turn. During that time, you
and any friendly creatures within 30 feet of you have COLLEGE OF REVERIES FEATURES
advantage on saving throws against being frightened Bard Level Feature
or charmed. A creature must be able to hear you to 3rd Bonus Proficiencies, Performer's Vainglory,
gain the benefit, The performance ends early if you Player's Muse
are incapacitated or silenced or if you voluntarily end 6th Flexible Performance
it (no action required). 14th Compelling Inspiration
MAGICAL SECRETS BONUS PROFICIENCIES
When you join the College of Reveries at 3rd level, you
By 10th level, you have plundered magical knowledge gain proficiency in disguise kits, forgery kits, and an
from a wide spectrum of disciplines. Choose two artisan tool of your choice. You also learn one
spells from any classes, including this one. A spell you language of your choice.
choose must be a level you can cast, as shown on the
Bard table, or a cantrip. PERFORMER'S VAINGLORY
At 3rd level, you become invigorated when you witness
The chosen spells count as bard spells for you and someone being inspired by your own performances.
are included in the number in the Spells Known When at least one creature you have inspired with
column of the Bard table. your Bardic Inspiration is within 30 feet of you and
they still have their Bardic Inspiration die, you gain a
You learn two additional spells from any classes at bonus to your attacks. When your attack hits a target,
14th level and again at 18th level. roll a die equal to your Bardic Inspiration die and add
that number to the attacks damage roll.
SUPERIOR INSPIRATION
PLAYER'S MUSE
At 20th level, when you roll initiative and have no uses Additionally at 3rd level, adventurer's of the College of
of Bardic Inspiration left, you regain one use. Reveries gain a persona that represents their
performing act. This persona is a disguise that
BARD COLLEGES includes a mask and garb that hides the wearer's
original identity. While wearing this disguise, other
The way of a bard is gregarious. Bards seek each other bards and patrons recognize you as your persona. You
out to swap songs and stories, boast of their have advantage on Personality (Persuasion) and
accomplishments, and share their knowledge. Bards Personality (Performance) checks when speaking
form loose associations, which they call colleges, to with fans of your work.
facilitate their gatherings and preserve their
traditions.
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FLEXIBLE PERFORMANCE GREAT WEAPON FIGHTING
When you reach 6th level, you weave in the pageantry When you roll a 1 or a 2 on a damage die for an
and pomposity of your performances into your attack you make with a melee weapon that you are
everyday conversations. You can use your wielding with two hands, you can reroll the die
Performance skill instead of Deception when trying to and must use the new roll, even if it is a 1 or a 2.
impersonate someone, and instead of Intimidation The weapon must have the two-handed or
when trying to demoralize someone. You can also use versatile property for you to gain this benefit.
Performance instead of Persuasion when trying to TWO-WEAPON FIGHTING
flatter someone. When you engage in two-weapon fighting, you can
add your ability modifier to the damage of the
COMPELLING INSPIRATION second attack.
At 14th level, your inspiring performances can compel DISARMING CHARISMA
even your harshest critics. You can use your Bardic When you reach 6th level, you gain the ability to use
Inspiration on a creature within 60 feet of you and your charisma to cause your enemies to falter. As a
force it to make a Willpower saving throw. On a failed reaction, when a creature attacks you with a melee
save, the creature is compelled by you until the start strike, you gain a +2 bonus to your AC until the start
of your next turn. The compelled creature has of your next turn.
disadvantage on all attack rolls, and all attacks made You can use this feature an amount of times equal to
against the compelled creature have advantage. your personality modifier. You regain any expended
uses when you finish a long rest.
COLLEGE OF SOLITUDE Beginning at 17th level, you gain a +4 bonus to your
AC when you use this feature.
High in the frigid north, the College of Solitude is BATTLE ANTHEM
found in the city of the same name, the capital of At 14th level, you gain the ability to use your
Skyrim. Living and studying in the north comes with instruments or voice to inspire your allies in the heat
its own challenges, and the bards that attend this of battle. As an action, all allies or enemies within 60
college are taught how to endure the harsh conditions feet of you that can see and hear you, gain one effect
while rallying their allies to keep pushing through. of your choice for the duration of the anthem. The
effect lasts up to 1 minute, as though you are
COLLEGE OF SOLITUDE FEATURES concentrating on a spell. As an action on your
Bard Level Feature following turns you can change the effect of your
3rd Bonus Proficiencies, Fighting Style Battle Anthem.
6th Disarming Charisma Anthem of War. Each ally that can see and hear you
14th Battle Anthem gains advantage on attack rolls for the duration.
Anthem of Protection. Each ally that can see and
BONUS PROFICIENCIES hear you gains a +2 bonus to their AC for the duration.
When you join the College of Solitude at 3rd level, you Anthem of Intimidation. Each enemy that can see
gain proficiency with medium armor, as well as axe and hear you has disadvantage on saving throws for
and blunt weapons. the duration.
Once you use this feature, you must finish a long rest
FIGHTING STYLE to be able to use it again.
At 3rd level, you adopt a style of fighting as your
specialty. Choose one of the following options. You
can't take a Fighting Style option more than once,
even if something in the game lets you choose again.
ARCHERY
You gain a +2 bonus to your attack rolls you make
with ranged weapons.
DUELING
When you are wielding a melee weapon in one
hand and no other weapons, you gain +2 bonus to
damage rolls with that weapon.
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CRUSADER BEYOND THE MUNDANE LIFE
Clad in plate armor that gleams in the sunlight despite Almost by definition, the life of a crusader is an
the dust and grime of long travel, a breton lays down adventuring life. Unless a lasting injury has taken him
her sword and shield and places her hands on a or her away from adventuring for a time, every
mortally wounded man. Divine radiance shines from crusader lives on the front lines of the cosmic struggle
her hands, the man’s wounds knit closed, and his eyes against evil. Warriors are rare enough among the
open wide with amazement. ranks of the militias and armies of the world, but even
fewer people can claim the true calling of a crusader.
A dunmer crouches behind an outcrop, his black When they do receive the call, these champions turn
cloak making him nearly invisible in the night, and from their former occupations and take up arms to
watches an orc war band celebrating its recent fight evil. Sometimes their devotions lead them into
victory. Silently, he stalks into their midst and the service of the crown as leaders of elite groups of
whispers an oath, and two orcs are dead before they knights, but even then their loyalty is first to the cause
even realize he is there. of righteousness, not to crown and country.
Silver hair shining in a shaft of light that seems to Adventuring crusaders take their work seriously. A
illuminate only him, an altmer laughs with exultation. delve into an ancient ruin or dusty crypt can be a
His spear flashes like his eyes as he jabs again and quest driven by a higher purpose than the acquisition
again at a twisted giant, until at last his light of treasure. Evil lurks in dungeons and primeval
overcomes its hideous darkness. forests, and even the smallest victory against it can tilt
the cosmic balance away from oblivion.
Whatever their origin and their mission, crusaders
are united by their oaths to stand against the forces of CREATING A CRUSADER
evil. Whether sworn before a god’s altar and the
witness of a priest, in a sacred glade before nature The most important aspect of a crusader character is
spirits and fey beings, or in a moment of desperation the nature of his or her holy quest. Although the class
and grief with the dead as the only witness, a features related to your devotion don't appear until
crusader's devotion is a powerful bond. It is a source you reach 3rd level, plan ahead for that choice by
of power that turns a devout warrior into a blessed reading the devotion descriptions at the end of the
champion. class. Are you a devoted servant of good, loyal to the
gods of justice and honor, a holy knight in shining
THE CAUSE OF RIGHTEOUSNESS armor venturing forth to smite evil? Are you a
glorious champion of the light, cherishing everything
A crusader swears to uphold justice and beautiful that stands against the shadow, a knight
righteousness, to stand with the good things of the whose oath descends from traditions older than many
world against the encroaching darkness, and to hunt of the gods? Or are you an embittered loner sworn to
the forces of evil wherever they lurk. Different take vengeance on those who have done great evil,
crusaders focus on various aspects of the cause of sent as an angel of death by the gods or driven by
righteousness, but all are bound by the devotions that your need for revenge?
grant them power to do their sacred work. Although
many crusaders are devoted to gods of good, a How did you experience your call to serve as a
crusader’s power comes as much from a commitment crusader? Did you hear a whisper from an unseen god
to justice itself as it does from a god. while you were at prayer? Did another crusader sense
the potential within you and decide to train you as a
Crusaders train for years to learn the skills of squire? Or did some terrible event—the destruction
combat, mastering a variety of weapons and armor. of your home, perhaps— drive you to your quests?
Even so, their martial skills are secondary to the Perhaps you stumbled into a sacred grove or a hidden
magical power they wield: power to heal the sick and elven enclave and found yourself called to protect all
injured, to smite the wicked and the undead, and to such refuges of goodness and beauty. Or you might
protect the innocent and those who join them in the have known from your earliest memories that the
fight for justice. crusader’s life was your calling, almost as if you had
been sent into the world with that purpose stamped
on your soul.
UESTRPG BASIC RULES 40
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As guardians against the forces of wickedness, Hit Points At higher levels: 1d10 (or 6) + your
crusaders are rarely of any evil alignment. Most of Endurance modifier per crusader level after 1st.
them walk the paths of charity and justice. Consider
how your alignment colors the way you pursue your PROFICIENCIES
holy quest and the manner in which you conduct Armor: Light armor, Medium Armor, Shield
yourself before gods and mortals. Your devotion and Weapons: Blunt, Hand-to-Hand, Marksman, Short
alignment might be in harmony, or your oath might Blade
represent standards of behavior you have not yet Tools: None
attained.
Saving Throws: Personality, Willpower
QUICK BUILD Skills: Pick two from: Athletics, Insight, Intimidation,
You can make a crusader quickly by following these Medicine, Persuasion, Religion
suggestions. First Willpower should be your highest
attribute score, followed by Strength. Second, choose EQUIPMENT
the noble background. You start with the following equipment, in addition to
the equipment granted by your background:
CLASS FEATURES • (a) a blunt weapon and a shield or (b) any two
As a crusader, you gain the following class features. short blade weapons
• (a) scale mail or (b) leather armor
HIT POINTS • (a) a light crossbow and 20 bolts or (b) any
Hit Dice: 1d10 per crusader level
Hit Points at 1st Level: 10 + your Endurance modifier weapon you are proficient in
• (a) a priest's pack or (b) an explorer's pack
THE CRUSADER Cantrips Magicka Spell
Proficiency Known -- Level
4
Level Bonus Features -- 5 --
1st +2 Divine Sense, Fighting Style 3 6 1st
2nd +2 Spellcasting, Channel Divinity, Divine Smite 3 10 1st
3rd +2 Divine Health, Devotion 4 14 1st
4th +2 Attribute Score Improvement 4 15 2nd
5th +3 Extra Attack 4 17 2nd
6th +3 Aura of Protection 4 22 2nd
7th +3 Devotion Feature 4 27 2nd
8th +3 Attribute Score Improvement 4 29 3rd
9th +4 -- 5 32 3rd
10th +4 Aura of Courage 5 35 3rd
11th +4 Improved Divine Strike 5 38 3rd
12th +4 Attribute Score Improvement 5 41 4th
13th +5 Bane of Evil 5 44 4th
14th +5 Cleansing Touch 5 50 4th
15th +5 Devotion Feature 5 57 4th
16th +5 Attribute Score Improvement 5 60 5th
17th +6 -- 5 64 5th
18th +6 Aura Improvements 5 5th
19th +6 Attribute Score Improvement 5 5th
20th +6 Devotion Feature
UESTRPG BASIC RULES 41
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DIVINE SENSE SPELLCASTING
The presence of strong evil registers on your senses At 2nd level, you have learned to draw magic through
like a noxious odor, and powerful good rings like meditation and prayer to cast spells. See chapter 10 of
heavenly music in your ears. As an action, you can the Player's Handbook for the general rules of
open your awareness to detect such forces. Until the spellcasting and chapter 11 for the crusader spell list.
end of your next turn, you know the location of any
celestial (aedra), fiend (daedra), or undead within 60 CANTRIPS
feet of you that is not behind total cover. You know the You know three cantrips of your choice from the
type of any being whose presence you sense, but not crusader spell list. You learn additional crusader
its identity. Within the same radius, you also detect cantrips of your choice at higher levels, as shown in
the presence of any place or object that has been the Cantrips Known column of the Crusader table.
consecrated or desecrated, as with the hallow spell.
PREPARING AND CASTING SPELLS
You can use this feature a number of times equal to The Crusader table shows how much magicka you
1 + your Personality modifier. When you finish a long have to cast your crusader spells of 1st level and
rest, you regain all expended uses. higher. To cast one of these spells, you must expend
magicka, as noted in the spell's description and the
FIGHTING STYLE Magicka Cost table found in chapter 10. You regain all
expended magicka when you finish a long rest.
You adopt a style of fighting as your specialty. Choose
one of the following options. You can't take a Fighting You prepare the list of crusader spells that are
Style option more than once, even if you later get to available for you to cast, choosing from the crusader
choose again. spell list. When you do so, choose a number of
crusader spells equal to your Willpower modifier +
ARCHERY your crusader level (minimum of one spell). The
You gain a +2 bonus to your attack rolls you make spells must be of a level for which you can cast.
with ranged weapons.
For example, if you are a 3rd-level crusader, you can
DEFENSE cast a prepared spell at either 1st or 2nd level. With a
While wearing armor, you gain +1 bonus to AC. Willpower of 16, your list of prepared spells can
DUELING include six spells of 1st or 2nd level, in any
When you are wielding a melee weapon in one combination. If you prepare the 1st-level spell cure
hand and no other weapons, you gain +2 bonus to wounds, you can cast it at either 1st or 2nd level.
damage rolls with that weapon. Casting the spell doesn’t remove it from your list of
GREAT WEAPON FIGHTING prepared spells.
When you roll a 1 or a 2 on a damage die for an
attack you make with a melee weapon that you are You can change your list of prepared spells when
wielding with two hands, you can reroll the die you finish a long rest. Preparing a new list of crusader
and must use the new roll, even if it is a 1 or a 2. spells requires time spent in prayer and meditation:
The weapon must have the two-handed or at least 1 minute per spell level for each spell on your
versatile property for you to gain this benefit. list.
PROTECTION
When a creature you can see attacks a target other SPELLCASTING ATTRIBUTE
than you that is withing 5 feet of you, you can use Willpower is your spellcasting ability for your
your reaction to impose disadvantage on the crusader spells. You use your Willpower whenever a
attack roll. You must be wielding a shield. crusader spell refers to your spellcasting ability. In
addition, you use your Willpower modifier when
setting the saving throw DC for a crusader spell you
cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Willpower modifier
Spell attack modifier = your proficiency bonus +
your Willpower modifier
UESTRPG BASIC RULES 42
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RITUAL CASTING DEVOTION
You can cast a crusader spell as a ritual if that spell
has the ritual tag and you have the spell prepared. When you reach 3rd level, you devote yourself by
following a way of life that defines you as a Crusader.
CHANNEL DIVINITY Now you choose how you are sworn to your deity by
becoming either a Healer, Knight, Pilgrim, Templar, or
At 2nd level, you gain the ability to channel divine Witch Hunter, all detailed at the end of the class
energy directly from your deity, using that energy to description.
fuel magical effects. As you gain levels in the Crusader
class, you may learn additional effects determined by Your choice grants you features at 3rd level and again
your Devotion. at 7th, 15th, and 20th level. Those features include
devotion spells and a Channel Divinity feature.
When you use your Channel Divinity, you choose
which effect to create. You must then finish a short or DEVOTION SPELLS
long rest to use your Channel Divinity again. Each devotion has a list of associated spells. You gain
access to these spells at the levels specified in the
Some Channel Divinity effects require saving devotion description. Once you gain access to a
throws. When you use such an effect from this class, devotion spell, you always have it prepared. Devotion
the DC equals your crusader spell save DC. spells don't count against the number of spells you
can prepare each day.
Beginning at 6th level, you can use your Channel
Divinity twice between rests, and beginning at 18th If you gain a devotion spell that doesn't appear on
level. you can use it three times between rests. When the crusader spell list, the spell is nonetheless a
you finish a short or long rest, you regain your crusader spell for your.
expended uses.
Channel Divinity: Turn Undead ATTRIBUTE SCORE IMPROVEMENT
As an action, you speak a prayer censuring the
undead. Each undead that can see or hear you within When you reach 4th level, and again at 8th, 12th, 16th,
30 feet of you must make a Willpower saving throw. If and 19th level, you can increase one attribute score of
the creature fails its saving throw, it is turned for 1 your choice by 2, or you can increase two attribute
minute or until it takes any damage. scores of your choice by 1. As normal, you can't
increase an ability score above 20 using this feature.
A turned creature must spend its turns trying to
move as far away from you as it can, and it can’t EXTRA ATTACK
willingly move to a space within 30 feet of you. It also
can’t take reactions. For its action, it can use only the Beginning at 5th level, you can attack twice, instead of
Dash action or try to escape from an effect that once, whenever you take the Attack action on your
prevents it from moving. If there’s nowhere to move, turn.
the creature can use the Dodge action.
AURA OF PROTECTION
DIVINE SMITE
Starting at 6th level, whenever you or a friendly
Starting at 2nd level, when you hit a creature with a creature within 10 feet of you must make a saving
melee weapon attack, you can expend magicka to deal throw, the creature gains a bonus to the saving throw
lightning damage to the target, in addition to the equal to your Willpower modifier (with a minimum
weapon’s damage. bonus of +1). You must be conscious to grant this
bonus.
The extra damage is 2d8 for a 1st level spell, plus 1d8
for each spell level higher than 1st. to a maximum of At 18th level, the range of this aura increases to 30
5d8. The damage increases by 1d8 if the target is an feet.
undead or a daedra, to a maximum of 6d8.
AURA OF COURAGE
DIVINE HEALTH
Starting at 10th level, you and friendly creatures
By 3rd level, the divine magic flowing through you within 10 feet of you can’t be frightened while you are
makes you immune to disease. conscious.
At 18th level, the range of this aura increases to 30
feet.
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IMPROVED DIVINE SMITE HEALER FEATURES
Crusader Feature
By 11th level, you are so suffused with righteous Level
might that all your melee weapon strikes carry divine 3rd Devotion Spells, Superior Restoration,
power with them. Whenever you hit a creature with a Channel Divinity
melee weapon, the creature takes an extra 1d8 7th Aura of Warding, Divine Smite
lightning damage. 15th Blessed Healer
20th Elder Champion
BANE OF EVIL
DEVOTION SPELLS
Starting at 13th level, when an undead fails its saving You gain devotion spells at the crusader levels listed.
throw against your Turn Undead feature, the creature
is instantly destroyed if its challenge rating is 3 or HEALER DEVOTION SPELLS
lower. Crusader Level Spells
The challenge rating threshold increases to 4 when 3rd Create or Destroy Water, Healing Word
you reach 17th level. 5th Enhance Ability, Prayer of Healing
9th Beacon of Hope, Mass Healing Word
If you are able to repel fiends as well as undead with 13th Freedom of Movement, Stoneskin
your Channel Divinity feature, any fiends that fail 17th Mass Cure Wounds, Greater Restoration
their saving throw, and meet the challenge rating
threshold mentioned above, are instantly banished SUPERIOR RESTORATION
back to their plane of Oblivion. At 3rd level, your superior knowledge in the healing
arts allows you to cast powerful spells above your
CLEANSING TOUCH skill level. Choose one 2nd-level spell from your
Crusader Spell list or Healer Devotion Spells. You can
Beginning at 14th level, you can use your action to cast this unique spell once without expending any
end one spell on yourself or on one willing creature magicka. You must finish a long rest before you can do
that you touch. so again.
You can use this feature a number of times equal This spell does not count against your number of
to your Willpower modifier (a minimum of once). You prepared spell and you can't cast this spell using
regain expended uses when you finish a long rest. magicka unless you have it prepared and it is of a spell
level you can cast. When you reach 11th level, you can
DEVOTIONS choose a spell from the Superior Restoration Spells
list.
Becoming a crusader involves taking vows that
commit the crusader to the cause of righteousness, an At higher levels, you gain more spells of your choice
active path of fighting wickedness. Their final that can be cast in this way: you learn one 3rd-level
devotion is the culmination of all the crusader's spell at 5th level, one 4th-level spell at 7th level, one
training. 5th-level spell at 9th level, one 6th-level spell at 11th
level, one 7th-level spell at 13th level, one 8th-level
HEALER spell at 15th level, and one 9th-level spell at 17th
level.
Healers are spellcasters who swear solemn oaths to
heal the afflicted and cure the diseased. When You regain all uses of your Superior Restoration
threatened, they defend themselves with reason and spells when you finish a long rest.
disabling attacks and magic, relying on deadly force
only in extremity. SUPERIOR RESTORATION SPELLS
Spell Level Spells
Harnessing powerful magic, healers control a form 6th Find the Path, Forbiddance, Harm, Heal,
of restorative potential far beyond the scope of most Planar Ally, True Seeing, Word of Recall
clerics and priests. This intense effectiveness comes 7th Conjure Celestial, Divine Word, Plane
from years of study, a passion for benevolence, and Shift, Regenerate, Resurrection
perhaps blessed by the divines, healers 8th Antimagic Field, Control Weather,
Earthquake, Holy Aura
9th Foresight, Mass Heal, Gate, True
Resurrection
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CHANNEL DIVINITY ELDER CHAMPION
When you choose this devotion at 3rd level, you gain At 20th level, you can assume the form of your deity,
the following Channel Divinity options. taking on their appearance, as you choose.
Using your action, you undergo a transformation. For
Preserve Life. You can use your Channel Divinity to 1 minute, you gain the following benefits:
heal the badly injured. As an action, you evoke healing • At the start of each of your turns, you regain 10 hit
energy that can restore a number of hit points equal
to five times your Crusader level. Choose any points.
creatures within 30 feet of you, and divide those hit • Whenever you cast a spell that has a casting time
points among them. This feature can restore a
creature to no more than half of its hit point of 1 action, you can cast it using a bonus action
maximum. You can’t use this feature on the undead or instead.
a construct. • Enemy creatures within 10 feet of you have
disadvantage on saving throws against your spells
Protection from Harm. You can use your Channel and Channel Divinity options.
Divinity to protect yourself form harm. When you are Once you use this feature, you can’t use it again until
directly attacked with a weapon or a harmful spell, you finish a long rest.
you can use a reaction to create a magical ward that
gives you resistance to all types of damage until the KNIGHT
start of your next turn.
AURA OF WARDING Of noble birth, or distinguished in battle or tourney,
Beginning at 7th level, ancient magic lies so heavily knights are civilized warriors, schooled in letters and
upon you that it forms an eldritch ward. You and courtesy, governed by the codes of chivalry. In
friendly creatures within 10 feet of you have addition to the arts of war, knights study the lore of
resistance to damage from spells. healing and enchantment.
At 18th level, the range of this aura increases to 30 Knights are warriors who pledge service to rulers,
feet. religious orders, and noble causes. They are known
DIVINE SMITE: FIRE for their moralistic nature and principled behavior,
At 7th level, whenever you use the Divine Smite pledging their honor to those who share their
feature, you can choose to infuse your weapon strikes righteous endeavors.
with fire damage instead of lightning.
BLESSED HEALER KNIGHT FEATURES
At 15th level, your life essence is imbued with healing Crusader Feature
energy that you can use to heal yourself and other Level
creatures. As a bonus action, you can touch a creature 3rd Devotion Spells, Knight Training, Channel
and heal it. With each touch, a creature regains from Divinity
1d6 to 5d6 hit points (your choice). You have a total 7th Divine Allegiance, Divine Smite
pool of 15d6 you can expend. Subtract the dice you 15th Unyielding Spirit
use with each touch from that total. 20th Exalted Champion
You regain all expended dice from your pool when DEVOTION SPELLS
you finish a long rest. You gain devotion spells at the crusader levels listed.
KNIGHT DEVOTION SPELLS
Crusader Level Spells
3rd Sanctuary, Shield of Faith
5th Calm Emotions, Warding Bond
9th Glyph of Warding, Spirit Guardians
13th Guardian of Faith, Divination
17th Flame Strike, Hallow
UESTRPG BASIC RULES 45
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KNIGHT TRAINING EXALTED CHAMPION
When you choose this devotion at 3rd level, you gain At 20th level, your presence on the field of battle is an
the following proficiencies: inspiration to those dedicated to your cause. You can
Armor: Heavy Armor use your action to gain the following benefits for 1
Weapons: Axe and Long Blade hour:
Skills: Athletics and Persuasion • You have resistance to bludgeoning, piercing, and
Tools: Smith's Tools
CHANNEL DIVINITY slashing damage from non-magical weapons.
When you choose this devotion at 3rd level, you gain • Your allies have advantage on death saving throws
the following Channel Divinity options.
while within 30 feet of you.
Champion Challenge. You issue a challenge that • You have advantage on Willpower saving throws,
compels other creatures to do battle with you. Each
creature of your choice that you can see within 30 feet as do your allies within 30 feet of you.
of you must make a Willpower saving throw. On a This affect ends early if you are incapacitated or die.
failed save, a creature can't willingly move more than Once you use this feature, you can't use it again until
30 feet from you. This effect ends on the creature if you finish a long rest.
you are incapacitated or die or if the creature is
moved more than 30 feet away from you. PILGRIM
War God's Blessing. You can use your Channel Pilgrims are travelers and wayfarers who are
Divinity to guide your allies attacks with supernatural constantly on the move, seeking out truth and
accuracy. When a creature within 30 feet of you enlightenment. Being immersed in new cultures and
makes an attack roll, you can use your reaction to always surrounding themselves with new ideas keeps
grant that creature a +10 bonus to the roll. You make their minds and hearts open.
this choice after you see the roll, but before the DM
says whether the attack hits or misses. They are well-versed in tomes of old, and get
DIVINE ALLEGIANCE through life by bartering in the market or persuading
At 7th level, when a creature within 5 feet of you takes the weak-minded. Pilgrims are naturally charismatic
damage, you can use your reaction to magically and their travels bring fascinating stories to tell. Their
substitute your own health for that of the target journeys can also bring out a nefarious side. The
creature, causing that creature not to take the inability to lay down roots and build long lasting
damage. Instead, you take the damage. This damage relationships can cause a person to grow cold and
to you can't be reduced or prevented in any way. self-indulgent. Some pilgrims find themselves akin to
DIVINE SMITE: FORCE snake-oil salesmen, profiting off of shams or deceit
Also at 7th level, whenever you use the Divine Smite before moving on to the next mark.
feature, you can choose to infuse your weapon strikes
with force damage instead of lightning. PILGRIM FEATURES
UNYIELDING SPIRIT Crusader Feature
Starting at 15th level, you have advantage on saving Level
throws to avoid becoming paralyzed or stunned. 3rd Devotion Spells, Bonus Proficiencies,
Channel Divinity
7th Channel Divinity, Divine Smite
15th Aura of Valor
20th Dilettante Champion
DEVOTION SPELLS
You gain devotion spells at the crusader levels listed.
PILGRIM DEVOTION SPELLS
Crusader Level Spells
3rd Inflict Wounds, Charm Person
5th Augury, Blindness/Deafness
9th Clairvoyance, Tongues
13th Dimension Door, Greater Invisibility
17th Commune, Dominate Person
UESTRPG BASIC RULES 46
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BONUS PROFICIENCIES DILETTANTE CHAMPION
When you choose this devotion at 3rd level, you gain At 20th level, you draw on your diverse experience to
proficiency in History, Stealth, Thieves' Tools, and amplify your expertise. You can use your action to
either a Musical Instrument or an Artisan's Tools of gain the following benefits for 1 hour.
your choice. • You add your Willpower modifier to your weapon
CHANNEL DIVINITY
When you choose this devotion at 3rd level, you gain damage rolls.
the following Channel Divinity options. • Your AC increases by an amount equal to your
Guided Strike. You can use your Channel Divinity to Willpower modifier.
strike with supernatural accuracy. When you make an • As a bonus action on your turn, you may apply the
attack roll, you can use your Channel Divinity to gain a
+10 bonus to the roll. You make this choice after you benefits of the Help action to a number of friendly
see the roll, but before the DM says whether the creatures equal to half of your Willpower modifier,
attack hits or misses. rounded up (minimum of 1) within 30 feet of you
that can see or hear you.
Knowledge of the Ages. You can use your Channel This affect ends early if you are incapacitated or die.
Divinity to tap into a divine well of knowledge. As an Once you use this feature, you can't use it again until
action, you choose one skill or tool. For 10 minutes, you finish a long rest.
you have proficiency with the chosen skill or tool.
CHANNEL DIVINITY: READ THOUGHTS TEMPLAR
At 7th level, you can use your Channel Divinity to read
a creature’s thoughts. You can then use your access to Templars are resolute devotees of the light who have
the creature’s mind to command it. sworn to help the sick and protect the weak. These
traveling knights call upon the powers of light and the
As an action, choose one creature that you can see burning sun to smite their enemies, defend their
within 60 feet of you. That creature must make a allies, and heal the sick.
Willpower saving throw. If the creature succeeds on
the saving throw, you can’t use this feature on it again Those that follow Stendarr are priests that clothe
until you finish a long rest. themselves in his righteous aura of blessed light. They
are worshipers who renounce all forms of violence
If the creature fails its save, you can read its surface and freely spread knowledge of cleansing and healing
thoughts (those foremost in its mind, reflecting its rituals. Following the word of Stendarr, they seek out
current emotions and what it is actively thinking abominations and unnatural profanities that are
about) when it is within 60 feet of you. This effect abhorrent in their eyes. Purging daedra, undead,
lasts for 1 minute. Hircines man-beasts, and Molag Bal's vampires from
the Mundus.
During that time, you can use your action to end this
effect and cast the suggestion spell on the creature Templars in accord with Meridia have similar goals.
without expending any magicka. The target They relentlessly pursue the undead, cleansing risen
automatically fails its saving throw against the spell. corpses whose rotting bodies persist with a
DIVINE SMITE: POISON loathsome and unnatural vigor, and the vampires that
Also at 7th level, whenever you use the Divine Smite feast upon honest citizens.
feature, you can choose to infuse your weapon strikes
with poison damage instead of lightning. TEMPLAR FEATURES
AURA OF VALOR Crusader Feature
Starting at 15th level, you and friendly creatures Level
within 10 feet of you add your Willpower modifier to 3rd Devotion Spells, Bonus Proficiencies,
their attack rolls. Sunlight Mastery, Channel Divinity
7th Warding Flare, Divine Smite
At 18th level, the range of this aura increases to 30 15th Radiant Resilience
feet. 20th Sun Shield
UESTRPG BASIC RULES 47
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DEVOTION SPELLS You can use this feature a number of times equal to
You gain devotion spells at the crusader levels listed. your Willpower modifier (a minimum of once). You
regain all expended uses when you finish a long rest.
TEMPLAR DEVOTION SPELLS
Crusader Level Spells DIVINE SMITE: RADIANT
Also at 7th level, whenever you use the Divine Smite
3rd Guiding Bolt, Hellish Rebuke feature, you can choose to infuse your weapon strikes
5th Gentle Repose, Spiritual Weapon with radiant damage instead of lightning.
9th Haste, Glyph of Warding
13th Fire Shield, Otiluke's Resilient Sphere RADIANT RESILIENCE
17th Antilife Shell, Destructive Wave Starting at 15th level, you gain temporary hit points
whenever you finish a long or short rest. These
BONUS PROFICIENCIES temporary hit points equal your Crusader level + your
At 3rd level, you become proficient in heavy armor and Willpower modifier. Additionally, choose up to five
land vehicles. creatures you can see at the end of your rest. Those
creatures gain temporary hit points equal to half your
SUNLIGHT MASTERY Crusader level + your Willpower modifier.
When you choose this devotion at 3rd level, you gain
mastery with the effects of sunlight. Whenever you SUN SHIELD
cast a spell that deals radiant damage, you can add At 20th level, you become wreathed in a luminous
your Willpower modifier to the damage. This amount aura. You shed bright light in a 30-foot radius and dim
is doubled against undead creatures. light for an additional 30 feet. You can extinguish or
restore the light as a bonus action.
CHANNEL DIVINITY
When you choose this devotion at 3rd level, you gain If a creature hits you with a melee attack while this
the following Channel Divinity options. light shines, you can use your reaction to deal radiant
damage to the creature. The radiant damage equals 5
Radiance of Dawn. You can use your Channel + your Willpower modifier.
Divinity to harness sunlight, banishing darkness and
dealing radiant damage to your foes. WITCH HUNTER
As an action, you conjure a burst of light and any Witch hunters are dedicated to rooting out and
magical darkness within 30 feet of you is dispelled. destroying the perverted practices of dark cults and
Additionally, each hostile creature within 30 feet of profane sorcery. They train for martial, magical, and
you must make an Endurance saving throw. A stealthy war against vampires, witches, warlocks, and
creature takes radiant damage equal to 2d10 + your necromancers.
Crusader level on a failed saving throw, and half as
much damage on a successful one. A creature that has WITCH HUNTER FEATURES
total cover from you is not affected. Crusader Feature
Level
Turn the Tide. As a bonus action, you can bolster 3rd Devotion Spells, Witch Hunter Training,
injured creatures with your Channel Divinity. Each Favored Enemy, Channel Divinity
creature of your choice that can hear you within 30 7th Potent Spellcasting, Divine Smite
feet of you regains hit points equal to 1d6 + your 15th Purity of Spirit
Willpower modifier (minimum of 1) if it has no more 20th Circle of Protection
than half of its hit points.
WARDING FLARE
Starting at 7th level, you can interpose divine light
between your allies and an attacking enemy. When
you or an ally are attacked by a creature within 30
feet of you that you can see, you can use your reaction
to impose disadvantage on the attack roll, causing
light to flare before the attacker before it hits or
misses. An attacker that can’t be blinded is immune to
this feature.
UESTRPG BASIC RULES 48
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DEVOTION SPELLS Dash action or try to escape from an effect that
You gain devotion spells at the crusader levels listed. prevents it from moving. If there’s nowhere to move,
the creature can use the Dodge action.
WITCH HUNTER DEVOTION SPELLS
Crusader Level Spells Additionally, all fiends and undead within 30 feet of
you immediately take fire damage equal to half your
3rd Bane, Hunter's Mark Crusader level + your Willpower Modifier on a failed
5th Hold Person, Spiritual Weapon save, and half as much on a successful one.
9th Bestow Curse, Speak with Dead POTENT SPELLCASTING
13th Banishment, Elemental Bane Starting at 7th level, you add your Willpower modifier
17th Hold Monster, Scrying to the damage you deal with any cantrip.
DIVINE SMITE: NECROTIC
WITCH HUNTER TRAINING Also at 7th level, whenever you use the Divine Smite
When you choose this devotion at 3rd level, you gain feature, you can choose to infuse your weapon strikes
proficiency in Survival and with the Tinker's Tools. with necrotic damage instead of lightning.
PURITY OF SPIRIT
FAVORED ENEMY Beginning at 15th level, you are always under the
Beginning at 3rd level, you have significant experience effects of a protection from evil and good spell.
studying, tracking, and hunting evil creatures. CIRCLE OF PROTECTION
Starting at 20th level, you can use an action to brand
Choose a type of favored enemy: fiends, shape- the earth with a 15-foot radius rune of protection,
shifters, or undead. You gain a +2 bonus to damage imposing disadvantage to all attacks made against you
rolls with weapon attacks against creatures of the and any of your allies within the circle. The circle lasts
chosen type. Additionally, you have advantage on until a new Circle of Protection is created.
Willpower (Survival) checks to track your favored
enemies, as well as on Intelligence checks to recall Additionally, the first time any fiend or undead
information about them. creatures enters the circle or starts its turn there
during a battle, the creature must succeed a
When you gain this feature, you also learn one Willpower saving throw or become frightened for 1
language of your choice, typically one spoken by your minute or until it takes any damage. Attack rolls
favored enemy or creatures associated with it. against a frightened creature have advantage.
However, you are free to pick any language you wish
to learn. Once you use this feature, you can't use it again until
you finish a long rest.
The additional damage increases to +4 against your
chosen favored enemy when you reach 11th level.
CHANNEL DIVINITY
When you choose this devotion at 3rd level, you gain
the following Channel Divinity options.
Destructive Wrath. You can use your Channel
Divinity to wield the power of destruction with
unchecked ferocity.
When you cast a Destruction spell, you can use your
Channel Divinity to deal maximum damage, instead of
rolling. You must choose to use this feature prior to
rolling the damage dealt.
Turn Evil. When you use your Channel Divinity to
Turn Undead, you also attempt to turn any fiends that
are within range.
All fiends and undead that can see or hear you
within 30 feet of you must make a Willpower saving
throw. If the creature fails its saving throw, it is turned
for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to
move as far away from you as it can, and it can’t
willingly move to a space within 30 feet of you. It also
can’t take reactions. For its action, it can use only the
UESTRPG BASIC RULES 49
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MAGE subtle weave of magic that permeates the cosmos,
mages cast spells of explosive fire, arcing lightning,
Clad in the silver robes that denote her station, a subtle deception, and brute-force mind control. Their
breton closes her eyes to shut out the distractions of magic conjures monsters from other planes of
the battlefield and begins her quiet chant. Fingers existence, glimpses the future, or knit the wounds of
weaving in front of her, she completes her spell and their allies. Their mightiest spells change one
launches a tiny bead of fire toward the enemy ranks, substance into another, call meteors down from the
where it erupts into a conflagration that engulfs the sky, or open portals to other worlds.
soldiers.
SCHOLARS OF THE ARCANE
Checking and rechecking his work, a dunmer scribes
an intricate magic circle in chalk on the bare stone Wild and enigmatic, varied in form and function, the
floor, then sprinkles powdered iron along every line power of magic draws students who seek to master
and graceful curve. When the circle is complete, he its mysteries. Some aspire to become like the gods,
drones a long incantation. A hole opens in space shaping reality itself. Though the casting of a typical
inside the circle, bringing a whiff of brimstone from spell requires merely the utterance of a few strange
the otherworldly plane beyond. words, fleeting gestures, and sometimes a pinch or
clump of exotic materials, these surface components
Crouching on the floor in a dungeon intersection, an barely hint at the expertise attained after years of
argonian tosses a handful of small bones inscribed apprenticeship and countless hours of study.
with mystic symbols, muttering a few words of power
over them. Closing his eyes to see the visions more Mages live and die by their spells. Everything else is
clearly, he nods slowly, then opens his eyes and points secondary. They learn new spells as they experiment
down the passage to his left. and grow in experience. They can also learn them
from other mages, from ancient tomes or inscriptions,
Mages are supreme magic-users, defined and united and from ancient creatures that are steeped in magic.
as a class by the spells they cast. Drawing on the
THE MAGE Cantrips Focus Magicka Spell
Proficiency Known Points 4 Level
6
Level Bonus Feature 3 2 14 1st
1st +2 Spellcasting, Magical Focus 3 2 17 1st
2nd +2 Arcane Tradition 3 3 27 2nd
3rd +2 Metamagic 4 3 32 2nd
4th +2 Attribute Skill Improvement 4 4 38 3rd
5th +3 -- 4 4 44 3rd
6th +3 Arcane Tradition Feature 4 5 57 4th
7th +3 -- 4 5 64 4th
8th +3 Attribute Skill Improvement 4 6 73 5th
9th +4 -- 5 6 73 5th
10th +4 Arcane Tradition Feature 5 7 83 6th
11th +4 -- 5 7 83 6th
12th +4 Attribute Skill Improvement 5 8 94 7th
13th +5 -- 5 8 94 7th
14th +5 Arcane Tradition Feature 5 9 107 8th
15th +5 -- 5 9 114 8th
16th +5 Attribute Skill Improvement 5 10 123 9th
17th +6 -- 5 10 133 9th
18th +6 Spell Mastery 5 11 9th
19th +6 Attribute Skill Improvement 5 12 9th
20th +6 Signature Spells
UESTRPG BASIC RULES 50
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