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Published by hgirlawsome2, 2022-04-03 16:19:16

Basic Rules V1.4

Basic Rules V1.4

SPELL WEAVING tactical thought alongside their physical strength,
these war-wizards are a force on the battlefield.
Beginning at 7th level, when you use your action to
cast a cantrip, you can make one weapon attack as a BATTLEMAGE FEATURES
bonus action. Spellsword
Level Feature
RELIABLE KNOWLEDGE 3rd Battlemage Mastery, Imbue Defense, Battle
Ward
When you reach 10th level, you gain a specific talent 6th Battle Aura
for understanding the world around you. Whenever 14th Spell Reflect
you make an Intelligence ability check, you can treat 20th Draining Aura
a d20 roll of a 9 or lower as a 10.
BATTLEMAGE MASTERY
ELDRITCH STRIKE When you choose this focus at 3rd level, you gain
proficiency in Heavy Armor
By 11th level, you learn how to make your weapon
strikes undercut a creature's ability to resist your IMBUE DEFENSE
spells. When you hit a creature with a weapon attack, Starting at 3rd level, you can use your Imbue Magic
that creature has disadvantage on the next saving feature to invoke powerful magic within your armor
throw it makes against a spell you cast before the end instead of your weapon. You learn the Battle
of your next turn. Imbuement listed below.

ARCANE MIGHT As a bonus action, you can imbue a set of armor with
the energy of a known Arcane Imbuement, Battle
At 15th level, you can draw upon the arcane to Imbuement, or Elemental Imbument for up to 8
heighten your physical capabilities. When you make a hours. While active, you gain resistance to all attacks
Strength, Agility, or Endurance ability check, you can made against you with this type of damage. Your
add your Intelligence modifier to the roll. enchantment ends if you remove your armor or if you
fall unconscious.
Once you use this feature, you can't use it again until
you finish a short or long rest. If you use this ability to imbue the same armor
again, your current enchantment leaves and is
IMPROVED SPELL WEAVING replaced by the new enchantment.

Starting at 18th level, when you use your action to cast BATTLE IMBUEMENT
a spell, you can make one weapon attack as a bonus Defense. You gain a +1 bonus to your AC. When you
action. reach 13th level, you gain a +2 bonus to your AC.

MYSTIC PATH BATTLE WARD
Also at 3rd level, as a reaction you can create a magical
Spellswords specialize in different forms of protection ward on a number of friendly creatures of your choice
and offense, which is reflected by their chosen mystic within 30 feet of you, including yourself. A creature
path. gains a ward from 1d6 to 3d6 hit points (your choice).
You have a total pool of 3d6 that you can expend.
BATTLEMAGE Subtract the dice given with each use from that total.

Battlemages are wizard-warriors, trained in both The wards last until the end of your next turn. When
lethal spellcasting and heavily armored combat. They a warded creature is targeted with an attack that
sacrifice the ability to supplement their offensive deals damage, the ward takes the damage instead. If
capabilities to better protect themselves and their the ward is reduced to 0 hit points, any excess damage
allies from the devastation of war. carries over to the creature being attacked. The ward
does not benefit from any resistances from you or the
Commonly found throughout Tamriel's armies, warded creature.
especially in the wide spread Imperial Legion and the
Summerset military, battlemages are soldiers trained This pool increases to 6d6 at 11th level, 9d6 at 14th
in warfare, utilizing both magic and more traditional level, and 12d6 at 18th level.
means. Many battlemages find themselves as natural
leaders. Using their keen intellect and knack for You regain all expended dice from your pool when
you finish a long rest.

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BATTLE AURA MYSTIC BINDING
At 6th level, you and friendly creatures within 10 feet When you choose this path at 3rd level, you have
of you have resistance to damage from spells. discovered an esoteric arcane art that allows you to
master an ethereal weapon called the witch blade. As
At 18th level, the range of this aura increases to 30 a bonus action you can summon this weapon in your
feet. empty hand. You can chose the form that this melee
weapon takes each time you create it (Choose any
SPELL REFLECT weapon from the long blade or short blade weapon
Starting at 14th level, while wearing heavy armor, your list in Chapter 5). You are proficient with it while you
arcane expertise allows you to redirect harmful spells wield it.
back at your enemies.
Your witch blade disappears if it is more than 5 feet
When you are required to make a Willpower saving from you for 1 minute or more. It also disappears if
throw against a magical spell, you can use your you use this feature again, if you dismiss the weapon
reaction to attempt to reflect the spell back to the (no action required), or if you die.
caster. On a successful save you reflect the harmful
effect back to the caster. On a failed save, you are You can transform one magic weapon into your
unable to reflect the spell. witch blade by performing a special ritual while you
hold the weapon. You perform the ritual over the
Once you use this feature, you can't use it again until course of 1 hour, which can be done during a short
you finish a short or long rest. rest. You can then dismiss the weapon, shunting it
into a realm of oblivion, and it appears whenever you
DRAINING AURA summon your witch blade thereafter. You can't affect
At 20th level, you can drain the life force of others an artifact or sentient weapon in this way. The
around you to heal yourself. As an action, you create a weapon ceases being your witch blade if you die, if
30-foot-radius sphere of draining aura, centered on you perform the 1 hour ritual on a different weapon,
yourself. Any number of creatures of your choice or if you use a 1 hour ritual to break your bond to it.
within the aura must make a Willpower saving throw. The weapon appears at your feet if it is in its realm of
On a failed save, the aura drains 1d6 hit points from oblivion when the bond breaks.
each creature. A creature can choose to fail the saving
throw. You are healed for the total amount of hit Additionally, you gain the following benefits.
points drained.
• You learn the Mystic Arcane Imbuement
Once you use this feature, you can't use it again until • When the witch blade is formed, it gains the
you finish a long rest.
benefits of your Weapon Bond feature.
WITCH BLADE • If you can throw your witch blade, you can choose

Witch Blades create unique bonds with their to teleport to wherever the blade impacts.
weapons, allowing themselves to be able to conjure • Attacks with your witch blade count as magical for
them at will. This allows the witch blade to be armed
at the slightest thought, never having to be worried the purpose of overcoming resistance and
about being caught off guard and making them the immunity to non-magical attacks and damage.
perfect assassin.
ETHEREAL STEP
WITCH BLADE FEATURES At 6th level, you learn to step through the Ethereal
Spellsword Plane. As a bonus action on your turn, you can cast the
Level Feature etherealness spell with this feature, but the spell ends
3rd Mystic Binding at the end of the current turn.
6th Ethereal Step
14th Distant Strike Once you use this feature, you can't use it again until
20th Supernatural Revisal you finish a short or long rest.

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DISTANT STRIKE At 6th level, you learn how to inscribe magical rituals
At 14th level, you gain the ability to step between the into your Book of Shadows. Choose two 1st-level
planes in a blink of an eye. When you use the Attack spells that have the ritual tag from any class's spell list
action, you can teleport up to 10 feet before each (the two needn't be from the same list). With your
attack. You must be able to see the destination of the Book of Shadows in hand, you can cast the chosen
teleportation. spells as rituals. You can't cast the spells except as
rituals, unless you've learned them by some other
If you attack at least two different creatures with the means. You can also cast a Spellsword spell you know
action, you can make one additional attack with it as a ritual if it has the ritual tag.
against a third creature.
On your adventures, you can add other ritual spells
SUPERNATURAL REVISAL to your Book of Shadows. When you find such a spell,
At 20th level, your witch blade has the ability to turn you can add it to the book if the spell's level is equal to
failure into success. If an attack made with your witch or less than half your Spellsword level (rounded up)
blade misses a target within range, you can turn this and if you can spare the time to transcribe the spell.
miss into a hit. For each level of the spell, the transcription process
takes 2 hours and costs 200 septims for the rare inks
Once you use this feature, you can't use it again until needed to inscribe it.
you finish a short or long rest.
If you lose your Book of Shadows, you can perform a
WARLOCK 1-hour ceremony to create a replacement. This
ceremony can be performed during a short or long
Experts in arcane secrets, Warlocks have unlocked rest, and it destroys the previous book. The book
esoteric knowledge that gives them the upper hand by turns to ash when you die.
augmenting common spells to create powerful and ELDRITCH INVOCATIONS
unexpected effects. Similar in some ways to mages, Starting at 6th level, your study of occult lore has
warlocks are effective students of the arcane that have unearthed eldritch invocations, fragments of
learned how to inscribe some spells into a spell book, forbidden knowledge that imbue you with an abiding
while committing others to memory. magical ability.

Warlocks have also learned how to unravel mystical You gain 3 eldritch invocations of your choice. Your
secrets that heighten or alter common magic. Their invocation options are detailed below. You learn 2
magical expertise combined with their martial additional invocations at 11th level, and again at 17th
prowess make them exceptional adversaries. level.

WARLOCK FEATURES Additionally, when you gain a Spellsword level, you
Spellsword can choose one of the invocations you know and
Level Feature replace it with another invocation that you could
3rd Book of Shadows learn at that level.
6th Eldritch Invocations FIENDISH RESILIENCE
14th Fiendish Resilience Starting at 14th level, you can choose one damage type
20th Eldritch Master when you finish a short or long rest. You gain
resistance to that damage type until you choose a
BOOK OF SHADOWS different one with this feature. Damage from magical
When you choose this path at 3rd level, you learn how weapons or silver weapons ignores this resistance.
to weave magic into a grimoire of spells, known as a ELDRITCH MASTER
Book of Shadows. Choose three cantrips from any At 20th level, you can draw on your inner reserve of
class's spell list (the three needn't be from the same mystical power. You can spend 1 minute meditating to
list). While this book is on your person, you can cast regain magicka equal to your 4 times your
those cantrips at will. If they don't appear on your Intelligence modifier. Once you use this feature, you
Spellsword list, they are nonetheless Spellsword must finish a long rest before you can do so again.
spells for you.

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ELDRITCH INVOCATIONS Claws of Apocrypha
Your melee weapon infused with your Imbue Magic
If an eldritch invocation has prerequisites, you must feature spawns a pair of grasping tentacles. The
meet them to learn it. You can learn the invocation at weapon gains the reach property, if it did not already
the same time that you meet its prerequisites. A level have it. When you hit a creature with it, you can
prerequisite refers to your level in the class. expend magicka to deal an additional 2d8 necrotic
damage to the target per spell level, and you can
Agonizing Blast reduce the creature’s speed to 0 feet until the end of
Prerequisite: eldritch blast cantrip your next turn.
When you cast eldritch blast, add your Willpower
modifier to the damage it deals on a hit. Cloak of Peryite
As a bonus action, you can conjure a swarm of
Armor of Shadows buzzing flies around you. The swarm lasts until you're
You can cast mage armor on yourself at will, without incapacitated or you miss it as a bonus action.
expending magicka.
The swarm grants you advantage on Personality
Ascendant Step (Intimidation) checks but disadvantage on all other
Prerequisite: 9th level Personality checks. In addition, any other creature
You can cast levitate on yourself at will, without that starts its turn within 5 feet of you takes poison
expending magicka. damage equal to your Willpower modifier (minimum
0 damage).
Aspect of the Dreamstride
You have gained Vaermina's favor. You no longer need Once you use this invocation, you can't use it again
to sleep and can’t be forced to sleep by any means. To until you finish a short or long rest.
gain the benefits of a long rest, you can spend all 8
hours doing light activity, such as reading and keeping Destruction of Dagon
watch. Prerequisite: 5th level, eldritch blast cantrip
You can channel the fires of the Deadlands through
Azura's Embrace your eldritch blast. When you hit a creature with that
Whenever you regain hit points, you treat any dice cantrip, you can cast fireball as a bonus action using
rolled to determine the hit points you regain as having magicka as normal. However, the spell must be
rolled their maximum value. centered on a creature you hit with eldritch blast.

Beast Speech Devil's Sight
You can cast speak with animals at will, without You can see normally in darkness, both magical and
expending magicka. non-magical, to a distance of 120 feet.

Beguiling Influence Dreadful Word
You gain proficiency in the Deception and Prerequisite: 7th level
Persuasion skills. You can cast confusion once using magicka as normal.
You can’t do so again until you finish a long rest.
Bewitching Whispers
Prerequisite: 7th level Eldritch Sight
You can cast compulsion once using magicka as You can cast detect magic at will, without expending
normal. You can’t do so again until you finish a long magicka.
rest.
Eldritch Spear
Boethia’s Deception Prerequisite: eldritch blast cantrip
You gain proficiency in the Deception and Stealth When you cast eldritch blast, its range is 300 feet.
skills, and you have advantage on attack rolls against
charmed creatures. Eyes of the Rune Keeper
You can read all writing.

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Fiendish Vigor Master of Myriad Forms
You can cast false life on yourself at will as a Prerequisite: 15th level
1st-level spell, without expending magicka. You can cast alter self at will, without expending
magicka.
Gaze of the Hunter
Prerequisite: 7th level Meridia's Light
As an action, you can see through solid objects to a You have advantage on attack rolls made against
range of 30 feet until the end of the current turn. lycanthropes, when using a weapon infused with your
During that time, you perceive objects as ghostly, Imbue Magic feature. Additionally, when you hit a
transparent images. creature with it, you can expend magicka to deal an
additional 2d8 radiant damage to the target per spell
Gaze of Two Minds level.
You can use your action to touch a willing humanoid
and perceive through its senses until the end of your Minions of Chaos
next turn. As long as the creature is on the same Prerequisite: 9th level
plane of existence as you, you can use your action You can cast conjure elemental once using magicka as
on subsequent turns to maintain this connection, normal. You can’t do so again until you
extending the duration until the end of your next turn. finish a long rest.
While perceiving through the other creature’s senses,
you benefit from any special senses possessed by that Mire the Mind
creature, and you are blinded and deafened to your Prerequisite: 5th level
own surroundings. You can cast slow once using using magicka as normal.
You can’t do so again until you finish a long rest.
Grasp of Molag Bal
Prerequisite: eldritch blast cantrip Misty Visions
Once during your turn when you hit a creature with You can cast silent image at will, without expending
your eldritch blast cantrip, you can move that creature magicka or material components.
in a straight line 10 feet closer to yourself.
One with Shadows
Hand of Namira Prerequisite: 5th level
You can place a corpse’s hand or similar appendage When you are in an area of dim light or darkness, you
on your Book of Shadows and ask one question aloud. can use your action to become invisible until you
After 1 minute, the answer appears written in blood move or take an action or a reaction.
in your book. The answer is provided by the dead
creature’s spirit to the best of its knowledge and is Otherworldly Leap
translated into a language of your choice. You must Prerequisite: 9th level
use this ability within 1 minute of a creature’s death, You can cast jump on yourself at will, without
and a given creature can only be asked one question expending magicka.
in this manner.

Lifedrinker Repelling Blast
Prerequisite: 12th level Prerequisite: eldritch blast cantrip
When you hit a creature with a melee weapon, the When you hit a creature with eldritch blast, you can
creature takes extra necrotic damage equal to your push the creature up to 10 feet away from you in a
Willpower modifier (minimum 1). straight line.

Mask of Many Faces Sculptor of Flesh
You can cast disguise self at will, without expending Prerequisite: 7th level
magicka. You can cast polymorph once using magicka as
normal. You can’t do so again until you finish a long
rest.

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Seeker’s Speech Visions of Distant Realms
Your quest for knowledge allows you to master any Prerequisite: 15th level
spoken language. When you complete a long rest, you You can cast arcane eye at will, without expending
can pick two languages. You gain the ability to speak, magicka.
read, and write the chosen languages until you finish
your next long rest. Webspinner's Gift
You can breathe underwater, and you gain a climbing
Shroud of Nocturnal speed equal to your walking speed. You can also cast
Prerequisite: 17th level spider climb using magicka as normal.
As an action, you can turn invisible for 1 minute. If
you attack, deal damage, or force a creature to make a Once you cast it using this invocation, you can’t do
saving throw, you become visible at the end of the so again until you finish a long rest.
current turn.
Whisper of the Grave
Sign of Ill Omen Prerequisite: 9th level
Prerequisite: 5th level You can cast speak with dead at will, without
You can cast bestow curse once using magicka as expending magicka.
normal. You can’t do so again until you finish a long
rest. Witch Sight
Prerequisite: 15th level
Thief of Five Fates You can see the true form of any shapechanger or
You can cast bane once using magicka as normal. You creature concealed by illusion magic while the
can’t do so again until you finish a long rest. creature is within 30 feet o f you and within line of
sight.
Vile's Gamble
Prerequisite: eldritch blast cantrip
When you score a critical hit with your eldritch blast
cantrip, pick yourself or an ally you can see within 30
feet of you. The chosen creature can immediately
expend a Hit Die to regain hit points equal to the roll +
the creature’s Endurance modifier (minimum of 1 hit
point).

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THIEF Although not necessarily on the side of the law,
many thieves and guilds team up with local law
Signaling for her companions to wait, a khajiit creeps enforcement, creating an unspoken allegiance to
forward through the dungeon hall. She presses an ear regulate crime. Other thieves might prefer to use their
to the door, then pulls out a set of tools and picks the particular skills to become locksmiths, or like to think
lock in the blink of an eye. Then she disappears into of themselves as professional treasure hunters,
the shadows as her warrior friend moves forward to explorers, or investigators.
kick the door open.
CREATING A THIEF
Holding his breath, a bosmer carefully tugs at a
hempen rope, releasing a leather coin purse attached As you create your thief character, consider what you
to the merchants belt. He then uses his newly found did in the past that allowed you to hone your skills. Do
coin to purchase the silver dagger and quickly leaves you have a criminal past – or present? Are you on the
the store, leaving a generous tip. run from the law or from an angry thieves’ guild
master? Or did you leave your guild in search of
Using his charm and wit, the nord tells the bar bigger risks and bigger rewards? Is it greed that
maiden a tale from his most recent voyage. Giving a drives you in your adventures, or some other desire
clever smile, the light of the fire glinting off a gold or ideal?
capped tooth, he convinces the waitress to put this
round on the house. What was the trigger that led you away from your
previous life? Did a great con or heist gone terribly
Thieves choose stealth and subterfuge over violence, wrong cause you to reevaluate your career? Maybe
and often entertain romantic notions of their charm you were lucky and a successful robbery gave you the
and cleverness in their acquisitive activities. coin you needed to escape the squalor of your life. Did
wanderlust finally call you away from your home?
SILVER TONGUE AND DAGGER Perhaps you suddenly found yourself cut off from
your family or your mentor, and you had to find a new
Thieves rely on many different skills and can usually means of support. Or maybe you made a new friend
find a solution to any situation they find themselves another member of your adventuring party – who
in. Preferring to use their charisma to diffuse showed you new possibilities for earning a living and
confrontations, they can also rely on their quick employing your particular talents.
thinking to avoid harm, and are not afraid to engage in
hand-to-hand combat. They excel at picking locks and QUICK BUILD
avoiding traps, which makes them a valuable asset to You can make a thief quickly by following these
any adventuring party. suggestions. First, Agility should be your highest
attribute score, followed by Personality if you plan to
When a thief is forced into combat, they excel in emphasize deception and social interaction. Second,
one-on-one battles, or strike and retreat tactics. choose the urchin background.
Thieves have an almost supernatural knack for
avoiding danger, and choose patience to slowly wear
their opponent down, rather than beat them into
submission.

A LIVELIHOOD OF INFAMY

Thieves are a common in any settlement. Some
thieves work on their own, but the most successful
join thieves' guilds for the extra opportunities and
protection. They can find themselves making a living
as simple cutpurses, acting as simple beggars and
acrobats, or as dangerous burglars and enforcers.
Those that find solace on the seas dedicate their lives
to piracy and romantic flings in various port cities, or
become deadly marauders, pillaging the less
protected villages on the outskirts of society.

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THE THIEF Sneak Features Exceptional
Proficiency Attack Exceptional Speed. Legerdemain, Sneak Attack Speed
Cunning Action 5
Level Bonus 1d6 Archetype 5
1st +2 1d6 Attribute Score Improvement 5
2nd +2 2d6 Uncanny Dodge 5
3rd +2 2d6 Treasure Hunter 5
4th +2 3d6 Evasion 10
5th +3 3d6 Attribute Score Improvement 10
6th +3 4d6 Archetype Feature 10
7th +3 4d6 Muffled Movement 10
8th +3 5d6 Distraction 10
9th +4 5d6 Attribute Score Improvement 15
10th +4 6d6 Archetype Feature 15
11th +4 6d6 Cunning Manipulator 15
12th +4 7d6 Blindsense 15
13th +5 7d6 Attribute Score Improvement 15
14th +5 8d6 Archetype Feature 20
15th +5 8d6 Elusive 20
16th +5 9d6 Attribute Score Improvement 20
17th +6 9d6 Thieves Reflexes 20
18th +6 10d6 20
19th +6 10d6
20th +6

CLASS FEATURES EQUIPMENT
You start with the following equipment, in addition to
As a Thief, you gain the following class features: the equipment granted by your background:
HIT POINTS
Hit Dice: 1d8 per thief level • (a) a rapier or (b) 4 throwing stars
Hit Points at 1st Level: 8 + your Endurance modifier
Hit Points At higher levels: 1d8 (or 5) + your • (a) a light crossbow and 20 bolts or (b) a mace
Endurance modifier per thief level after 1st
• (a) a burglar's pack, (b) a dungeoneer's pack, or (c)
an explorer's pack

• Leather armor, two daggers, and thieves' tools.

PROFICIENCIES EXCEPTIONAL SPEED
Armor: Light armor
Weapons: Blunt Weapon, Hand-to-Hand, Marksman, Starting at 1st level, your agile nature increases your
Short Blade speed by 5 feet while unarmored or while wearing
Tools: Thieves' tools light armor. This amount increases as you level. Refer
to the Exceptional Speed column of the Thief table.

Saving Throws: Agility, Endurance LEGERDEMAIN
Skills: Choose three from Acrobatics, Athletics,
Deception, Insight, Perception, Performance, Sleight of At 1st level, you have honed your skills in the larcenous
Hand, and Stealth arts. You gain advantage when making Sleight of Hand
skill checks.

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SNEAK ATTACK TREASURE HUNTER

Beginning at 1st level, you know how to strike subtly Starting at 6th level, you have a keen eye for hidden
and exploit a foe's distraction. Once per turn, you can treasures, noticing subtle clues, such as worn surfaces
deal an extra 1d6 damage to one creature you hit with or conspicuous items, that others might miss. Whether
an attack if you have advantage on the attack roll. The it's a cache of relics in an ancient ruin or the prized
attack must use a finesse or a ranged weapon. possession of a humble merchant, you're familiar with
You don't need advantage on an attack roll if another where and how things might be hidden. You gain
enemy of the target is within 5 feet of it, that enemy advantage whenever you make a Willpower
isn't incapacitated, and you don't have disadvantage on (Perception) check to search for hidden items or secret
the attack roll. doors.
The amount of the extra damage increases as you
gain levels, as shown on the Sneak Attack column of
the Thief table. EVASION

Beginning at 7th level, you can nimbly dodge out of the
way of certain area effects, such as a red dragon's fiery
CUNNING ACTION breath or an ice storm spell. When you are subjected to

At level 2, your quick thinking and dexterity allow you an effect that allows you to make an Agility saving
to move quickly. You can take a bonus action on each of throw to take only half damage, you instead take no
your turns in combat. This action can be used only to damage if you succeed on the saving throw, and only
take the Dash, Disengage, or Hide action. half damage if you fail.
You are also able to use the bonus action to make an
Agility (Sleight of Hand) check, use your thieves' tools
to disarm a trap or open a lock, or take the Use an MUFFLED MOVEMENT
Object action.
Starting at 10th level, you have advantage on an Agility
(Stealth) check if you move no more than half your
speed on the same turn.
THIEVISH ARCHETYPE

When you reach level 3 you are able to choose one of 3 DISTRACTION
thievish archetypes: Acrobat, Burglar, Pirate, or
Ruffian, each detailed at the end of the class At 11th level, you can use the bonus action granted by
description. Your archetype grants you features at 3rd your Cunning Action to distract one enemy that is
level and then again 9th, 13th, and 17th level. within 30 feet of you that can see and hear you,
granting advantage on the next attack made by a
ATTRIBUTE SCORE IMPROVEMENT creature other than you against that target until the
start of the targets next turn.
When you reach 4th level, and again at 8th, 12th, 16th and
19th level, you can increase one attribute score of your CUNNING MANIPULATOR
choice by 2, or you can increase two attribute scores of
your choice by 1. As normal, you can't increase an Starting at 14th level, you can talk your way out of
attribute score above 20 using this feature. virtually anything. You gain advantage on Personality
(Deception) and Personality (Persuasion) skill checks.
UNCANNY DODGE
BLINDSENSE
At 5th level, when an attacker you see hits you with an
attack, you can use your reaction to halve the damage At 15th level, if you are able to hear, you are aware of
against you. the location of any hidden or invisible creature within
10 feet of you.

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ELUSIVE • You can move along a flat vertical surface as long as
you break your movement speed in two short
At 18th level, no enemy is able to to gain the upper movements. Each movement is half your speed, and
hand on you. No attack roll has advantage on you while you must end each on a creature, solid object, or
you are conscious. ground. If not, you fall, taking damage as normal.

THIEVES REFLEXES • You can use a bonus action on your turn to gain
advantage on the next Agility (Acrobatics) check
you make during the same turn.
When you reach 20th level, you become adept at laying
ambushes and quickly escaping danger. You can take
two turns during the first round of any combat. You CAT'S FALL
take your first turn at your normal initiative and your Also at 3rd level, your catlike reflexes allows you to
second turn at your initiative minus 10. You can not cushion your fall. When you fall, you can treat it as
use this ability if surprised. though you fell 10 feet fewer, possibly preventing
taking any damage.
You can fall from greater heights without taking
THIEVISH ARCHETYPE damage as you gain levels in this class. You can treat a
fall as though you fell 20 feet fewer at 9th level, 30 feet
Different thieves choose different approaches to their fewer at 13th level, and 40 feet fewer at 17th level.
smuggling and deception. A thief might focus their
talents on being an expert escapist or treasure hunter,
while others hone their skills to become professional
explorers or duelists. The thievish archetype you DODGE ROLL
choose to emulate reflects your approach. Starting at 9th level, when you use the Uncanny Dodge
feature, you can move half your movement speed
without provoking opportunity attacks as part of the
ACROBAT reaction.

Acrobat is a polite euphemism for agile thieves and NIMBLE ESCAPE
second-story men. These thieves avoid detection by At 13th level, your flexibility and speed prevents you
stealth, and rely on mobility and cunning to avoid from being held down. You gain advantage on saving
capture. They have honed their skills to such a degree throws against being grappled or restrained.
that they are almost supernaturally adept at scaling
walls, running, jumping, and tumbling. Additionally, you ignore difficult terrain and moving
through another creatures space no longer incurs a
ACROBAT FEATURES penalty to your movement.
Thief Level Feature HIGHER GROUND
3rd Tracing the Path, Cat's Fall At 17th level, you gain advantage when you make a
9th Dodge Roll ranged weapon attack against a target that is at least
13th Nimble Escape 10 feet below you and when you make a melee weapon
17th Higher Ground attack as part of an acrobatic stunt, such as jumping off
a balcony or swinging from a chandelier.
TRACING THE PATH
When you choose this archetype at 3rd level, you are
able to traverse your environment with ease and
efficiency. You gain the following benefits:
• Climbing no longer costs you extra movement.
• When you make a High Jump or Long jump, the

distance you cover increases by a number of feet
equal to your Agility modifier.

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BURGLAR MISLEAD
Also at 13th level, when a creature you are aware of
Burglars are well versed in the arts of picking locks. fails a Willpower (Perception) check to detect you, you
They are able to find their way into areas that others can use a bonus action to use sounds, mirrors, decoys
would believe to be inaccessible. They can even sneak or other clever tactics to mislead them. A creature that
into even the most secure of noble houses and escape has been misled might move their investigation to
detection. another area or abandon their search altogether. A
misled creature has disadvantage on additional
Adventuring burglars are usually sought out by Willpower (Perception) checks to find you again while
mercenary companies for their resourcefulness in you remain hidden.
exploring dungeons, palaces, and places where others
might be stopped by locked doors or secret
passageways. These agile, silent, and curious prowlers
find the challenge of a tricky lock or an open window MISDIRECTION
irresistible and always find a way to slink away with At 17th level, when a melee attack that targets you
pouches full of treasure. misses, you can use your reaction to force the attack to
strike another creature within range of the attack. The
creature rerolls the attack against the new target.
BURGLAR FEATURES

Thief Level Feature PIRATE
3rd Trap Finder
9th Lightfoot
13th Delay Trap, Mislead You focus your training on the art of the the art of the
blade, relying on speed, elegance, and charm in equal
17th Redirection parts. While some fighter are brutes clad in heavy

TRAP FINDER armor, your method of fighting looks almost like a
performance. Duelists and swashbucklers typically
When you choose this archetype at 3rd level, you have belong to this archetype.
gained an intuitive sense to understanding the A pirate excels in single combat, and can fight with
presence and dangers of traps. You gain advantage on two weapon while safely darting away from an
Willpower (Perception) checks to find traps and secret opponent.
doors. You also gain advantage on Agility (Sleight of
Hand) checks or when using Thieves' Tools to disable a PIRATE FEATURES
trap.
Additionally, you become vigilant to the effects of Thief Level Feature
3rd Fancy Footwork, Rakish Audacity
traps. You gain advantage whenever a trap forces you 9th Panache
to make an Agility saving throw. You also gain a +1
bonus to AC when a trap makes an attack roll against 13th Elegant Maneuver
17th Master Duelist
you. This bonus increases to +2 when you reach 9th
level, +3 at 13th level, and +4 at 17th level.
FANCY FOOTWORK

LIGHTFOOT When you choose this archetype at 3rd level, you learn
how to land a strike and then slip away without
Beginning at 9th level, you instinctively move softly and reprisal. During your turn, iff you make a melee attack
quietly. You gain a passive Agility (Stealth) score equal against a creature, that creature can't make
to 10 plus your Agility (Stealth) modifier and can no opportunity attacks against you for the rest of your
longer trigger alarms or traps that rely on weight, such turn.
as pressure plates or trip lines.

DELAY TRAP RAKISH AUDACITY

Starting at 3rd level, your confidence propels you into
Starting at 13th level, if you are within 10 feet of a trap battle. You can give yourself a bonus to your initiative
that has been triggered you can use your reaction to rolls equal to your Personality modifier.
make a Thieves' Tools check against the trap's DC to You also gain an additional way to use your Sneak
attempt to delay the trap. On a successful check, you Attack; you don't need advantage against a creature if
delay the trap until the end of your next turn. If you you are within 5 feet of it, no other creatures are
critically succeed the check, you successfully disable within 5 feet of you, and you don't have disadvantage
the trap, preventing it from activating. on the attack roll. All other rules for Sneak Attack still

apply to you.

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PANACHE BADGER
At 9th level, your charm becomes extraordinarily When you choose this archetype at 3rd level, you gain
beguiling. As an action, you can make a Personality proficiency with the Intimidation skill if you don't
(Persuasion) check contested by a creature's already have proficiency with it. You also gain
Willpower (Insight) check. The creature must be able advantage on all attempts to bribe someone.
to hear you, and the two of you must share a language. BLUDGEONER
Also at 3rd level, you can now use your Sneak Attack
If you succeed on the check and the creature is feature with unarmed strikes or with blunt weapons
hostile to you, it has disadvantage on attack rolls that do not have the heavy, two-handed, or versatile
against targets other than you and can't make trait. You can roll a d4 in place of the normal damage of
opportunity attacks against targets other than you. your unarmed strike.
This effect lasts for 1 minute, until one of your
companions attacks the target or affects it with a spell, Debilitating Strike. Your critical hits with blunt
or until you and the target are more than 60 feet apart. weapons are particularly devastating. When you score
a critical hit against a creature when using a blunt
If you succeed on the check and the creature isn't weapon or with an unarmed strike, you can apply a
hostile to you, it is charmed by you for 1 minute. While debilitating strike to the target. You know the
charmed, it regards you as a friendly acquaintance. Hamstring debilitating strike at 3rd level and learn one
This effect ends immediately if you or your additional debilitating strike at 9th, 13th, and 17th level.
companions do anything harmful to it.
Saving Throws. Some of your debilitating strikes
ELEGANT MANEUVER require your target to make a saving throw to resist
Starting at 13th level, you can use a bonus action on the strikes effects. The saving throw DC is calculated as
your turn to gain advantage on the next Agility follows:
(Acrobatics) or Strength (Athletics) check you make
during the same turn. Debilitating Strike DC = 8 + your proficiency bonus +
your Agility modifier
MASTER DUELIST
Beginning at 17th level, your mastery of the blade lets SILENT WARMONGER
you turn failure into success in combat. If you miss At 9th level, your chance to score a critical hit with any
with an attack roll, you can roll it again with attack that meets the conditions of a Sneak Attack
advantage, Once you do so, you can't use this feature increases. You can now critically hit with a roll of 19 or
again until you finish a short or long rest. 20.
DOMINATING GESTURE
RUFFIAN At 13th level, after you kill a foe, or knock one
unconscious, you can use a reaction to make a
While most thieves spend their time practicing being Personality (Intimidation) check with advantage
unheard and unseen, ruffians take a different against another enemy that can see and hear you. On a
approach. Relying on brute strength and browbeating, failed save, the creature has disadvantage on attacks
rather than finesse and speed, these brash thieves until the end of your next turn.
pummel and intimidate their foes into submission. SUCKER PUNCH
Beginning at 17th level, when you use the Attack action
RUFFIAN FEATURES to make a weapon attack on your turn, you can make
Thief Level Feature an unarmed strike as part of that action.
3rd Badger, Bludgeoner
9th Silent Warmonger
13th Dominating Gesture
17th Suckerpunch

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DEBILITATING STRIKES Paralyzing Strike
Prerequisite: 17th level, Stunning Strike
The debilitating strikes are presented in alphabetical The target is paralyzed for the next minute. The
order. If a debilitating strike has prerequisites, you creature can make an Endurance saving throw at the
must meet them to learn it. You can learn the strike at end of each of it's turns to end the effect.
the same time that you meet its prerequisites. A level
prerequisite refers to your level in the class. Reeling Blow
The target must make a Strength saving throw. On a
Blackjack successful save, the creature is pushed away 10 feet.
Prerequisite: 17th level, Stunning Strike On a failed save, the creature is also knocked prone.
The target is knocked unconscious. The creature can
make an Endurance saving throw at the end of each of Stunning Strike
it's turns to end the effect. Prerequisite: 13th level
Dazing Strike The target is stunned for the next minute. The creature
The target has disadvantage on concentration saving can make an Endurance saving throw at the end of
throws for the next minute. The creature can make an each of it's turns to end the effect.
Endurance saving throw at the end of each of it's turns
to end the effect. Unbalancing Blow
The next attack made against the target before the end
Enfeebling Strike of your next turn has advantage.
The target has disadvantage on attacks for the next
minute. The creature can make an Endurance saving Vulnerable Strike
throw at the end of each of it's turns to end the effect. Prerequisite: 13th level, Unbalancing Blow
The target is vulnerable to next attack that deals
Hamstring bludgeoning, piercing, or slashing damage to it.
The target becomes hamstrung and can only move 5
feet for the next minute. The hamstrung creature can
make an Agility saving throw at the end of each of it's
turns to end the effect.

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WARDEN

Coming soon in version 1.4.1!

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WARRIOR TRAINED FOR DANGER

Warriors are the professional men-at-arms, soldiers, Not every member of the city watch, the village
mercenaries, and adventurers of the Empire, trained militia, or the queen’s army is a warrior. Most of these
with various weapons and armor styles, conditioned by troops are relatively untrained soldiers with only the
long marches, and hardened by ambush, skirmish, and most basic combat knowledge. Veteran soldiers,
battle. military officers, trained bodyguards, dedicated
knights, and similar figures are warriors.
An Imperial in clanging plate armor holds her shield
before her as she runs toward the massed goblins. A Some warriors feel drawn to use their training as
bosmer behind her, clad in studded leather armor, adventurers. The dungeon delving, monster slaying,
peppers the goblins with arrows loosed from his and other dangerous work common among
exquisite bow. The orc nearby shouts orders, helping adventurers is second nature for a warrior, not all that
the two combatants coordinate their assault to the different from the life he or she left behind. There are
best advantage. greater risks, perhaps, but also much greater rewards
– few warriors in the city watch have the opportunity
A nord in chain mail interposes his shield between to discover a magic flame tongue sword, for example.
the ogre’s club and his companion, knocking the
deadly blow aside. His companion, a dunmer in scale CREATING A WARRIOR
armor, swings two scimitars in a blinding whirl as she
circles the ogre, looking for a blind spot in its As you build your warrior, think about two related
defenses. elements of your character's background: Where did
you get your combat training, and what set you apart
A gladiator fights for sport in an arena, a master from the mundane warriors around you? Were you
with his trident and net, skilled at toppling foes and particularly ruthless? Did you get extra help from a
moving them around for the crowd’s delight – and his mentor, perhaps because of your exceptional
own tactical advantage. His opponent’s sword flares dedication? What drove you to this training in the first
with red light an instant before she sends flames place? A threat to your homeland, a thirst for revenge,
flashing forth to smite him. or a need to prove yourself might all have been
factors.
All of these heroes are warriors, perhaps the most
diverse class of characters in the world of Tamriel. You might have enjoyed formal training in a noble’s
Questing knights, conquering overlords, royal army or in a local militia. Perhaps you trained in a war
champions, elite foot soldiers, hardened mercenaries, academy, learning strategy, tactics, and military
and bandit kings – as warriors, they all share an history. Or you might be self-taught – unpolished but
unparalleled mastery with weapons and armor, and a well tested. Did you take up the sword as a way to
thorough knowledge of the skills of combat. And they escape the limits of life on a farm, or are you following
are well acquainted with death, both meting it out and a proud family tradition? Where did you acquire your
staring it defiantly in the face. weapons and armor? They might have been military
issue or family heirlooms, or perhaps you scrimped
WELL-ROUNDED SPECIALISTS and saved for years to buy them. Your armaments are
now among your most important possessions—the
Warriors learn the basics of all combat styles. Every only things that stand between you and death’s
warrior can swing an axe, fence with a rapier, wield a embrace.
longsword or a greatsword, use a bow, and even trap
foes in a net with some degree of skill. Likewise, a QUICK BUILD
warrior is adept with shields and every form of armor. You can make a warrior quickly by following these
Beyond that basic degree of familiarity, each warrior suggestions. First, make Strength or Agility your
specializes in a certain style of combat. Some highest attribute score, depending on whether you
concentrate on archery, some on fighting with two want to focus on melee weapons or on archery (or
weapons at once, and some on augmenting their finesse weapons). Your next highest score should be
martial skills with magic. This combination of broad Endurance. Second, choose the soldier background.
general ability and extensive specialization makes
warriors superior combatants on battlefields and in
dungeons alike.

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CLASS FEATURES EQUIPMENT
You start with the following equipment, in addition to
As a warrior, you gain the following class features. the equipment granted by your background:
• (a) chain mail or (b) leather armor, longbow, and 20
HIT POINTS
Hit Dice: 1d10 per warrior level arrows
Hit Points at 1st Level: 10+ your Endurance modifier • (a) a melee weapon and a shield or (b) two melee
Hit Points At higher levels: 1d10 (or 6) + your
endurance modifier per warrior level after 1st. weapons
• (a) a light crossbow and 20 bolts or (b) two
PROFICIENCIES
Armor: Light Armor, Medium Armor, Heavy Armor, handaxes
Shields • (a) a dungeoneer's pack, or (b) an explorer's pack
Weapons: Axe, Blunt, Long Blade, Marksman, Pole-
arm, Short Blade, WARRIOR STYLE
Tools: None
As a warrior, you have trained in either offensive and
Saving Throws: Strength, Endurance defensive fighting styles, realizing that not all battles
Skills: Choose two from Acrobatics, Animal Handling, are won with the blade alone. You learn either one
Athletics, History, Insight, Intimidation, Perception, defensive style or one fighting style.
Persuasion, and Survival
DEFENSIVE STYLE
THE WARRIOR You adopt a particular style of defense as your
Proficiency specialty. Choose one of the following options. You
can't take a Defensive Style option more than once,
Level Bonus Features even if you later get to choose again.
1st +2 Warrior Style, Second Wind
2nd +2 Action Surge Defense
3rd +2 Warrior Archetype While you are wearing armor, you gain a +1
4th +2 Attribute Score Improvement bonus to AC.
5th +3 Extra Attack
6th +3 Attribute Score Improvement Protection
7th +3 Archetype Feature When a creature you can see attacks a target
8th +3 Attribute Score Improvement other than you that is within 5 feet of you, you
9th +4 Indomitable can use your reaction to impose disadvantage on
10th +4 Archetype Feature the attack roll. You must be wielding a shield.
11th +4 Extra Attack (2)
12th +4 Attribute Score Improvement Stalwart
13th +5 Indomitable (two uses) When you are reduced to 0 hit points and are not
14th +5 Attribute Score Improvement killed outright, you can choose to drop to 1 hit
15th +5 Archetype Feature point instead. Once you use this feature, you can't
16th +5 Attribute Score Improvement use this again until you finish a long rest.
17th +6 Indomitable (three uses)
18th +6 Archetype Feature Titan
19th +6 Attribute Score Improvement While you are wearing armor, you are immune to
20th +6 Extra Attack (3) being frightened or stunned. Also, when you gain
a level of exhaustion, you suffer the effects of the
previous level of exhaustion. For example, at
exhaustion level 1, you suffer no effects, but at
exhaustion level 3, you would suffer from the
effects of exhaustion level 2. If you gain 7 levels
of exhaustion, you die.

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FIGHTING STYLE Additionally, you can choose any Fighter's Martial
You adopt a particular style of fighting as your Archetype outlined in the Player's Handbook. The
specialty. Choose one of the following options. You archetype you choose also grants you features at 3rd
can't take a Fighting Style option more than once, level, and again at 7th, 10th, 15th, and 18th level.
even if you later get to choose again.
ATTRIBUTE SCORE IMPROVEMENT
Archery
You gain a +2 bonus to attack rolls you make with When you reach 4th level, and again at 6th, 8th, 12th,
ranged weapons. 14th, 16th, and 19th level, you can increase one attribute
Dueling score of your choice by 2, or you can increase two
When you are wielding a melee weapon in one attribute scores of your choice by 1. As normal, you
hand and no other weapons, you gain +2 to can't increase an attribute score above 20 using this
damage rolls with that weapon. feature.
Great Weapon Fighting
When you roll a 1 or a 2 on a damage die for an EXTRA ATTACK
attack you make with a melee weapon that you
are wielding with two hands, you can reroll the Beginning at 5th level, you can attack twice, instead of
die and must use the new roll, even if it is a 1 or a once, whenever you take the Attack action on your
2. The weapon must have the two-handed or turn. The number of attacks increases to three when
versatile property for you to gain this benefit. you reach 11th level, and to four when you reach 20th
Two-Weapon Fighting level.
When you engage in two-weapon fighting, you
can add your ability modifier to the damage of INDOMITABLE
the second attack.
Beginning at 9th level, you can reroll a saving throw
SECOND WIND that you fail. If you do so, you must use the new roll,
and you can't use this feature again until you finish a
You have a limited well of stamina that you can draw long rest.
on to protect yourself from harm. On your turn, you
can use a bonus action to regain hit points equal to You can use this feature twice between long rests
1d10 + your warrior level. Once you use this feature, starting at 13th level and three times between longs
you must finish a short or long rest before you can use rests beginning at 17th level.
it again.
ARCHETYPES
ACTION SURGE
Different warriors choose different approaches to
Starting at 2nd level, you can push yourself beyond perfecting their fighting prowess. The archetype you
your normal limits for a moment. On your turn, you choose to emulate reflects your approach.
can take one additional action on top of your regular
action and a possible bonus action. ASSAULT

Once you use this feature you must finish a short or The Assault archetype focuses on a nearly academic
long rest before you can use it again. Starting at 17th approach to combat. The warrior absorbs lessons of
level, you can use it twice before a rest, but only once history, theory, and artistry that combines to create a
on the same turn. well rounded fighter of great skill and knowledge.

WARRIOR ARCHETYPE ASSAULT FEATURES
Warrior
At 3rd level, you choose an archetype that you strive to Level Feature
emulate in your combat styles and techniques. Choose 3rd War Tactics
either Assault, Defense, or Dragon Knight, each 7th Combat Sense
detailed at the end of the class description. 10th Additional Fighting Style
15th Improved Critical
18th Warrior's Heart

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WAR TACTICS WAR TACTICS
When you chose this archetype at 3rd level, you learn The tactics are presented in alphabetical order.
tactics that are fueled by special dice called Tactical
Dice. Cleave. When you hit a creature with a weapon
attack on your turn, you can expend one tactical die to
Tactics. You learn three tactics of your choice, which cleave your weapon, striking each creature in a 90
are detailed under “War Tactics” below. Many tactics degree cone. If the original attack roll would hit any
enhance an attack in some way. You can use only one additional creatures, they take damage equal to the
tactic per attack. number you roll on your tactical die, divided equally
between the additional creatures hit. The main target
You learn two additional tactics of your choice at 7th, only takes the damage from your original attack.
10th, and 15th level. Each time you learn new tactics,
you can also replace one tactic you know with a Commander's Strike. When you take the Attack
different one. action on your turn, you can forgo one of your attacks
and use a bonus action to direct one of your
Tactical Dice. You have four tactical dice, which are companions to strike. When you do so, choose a
d8s. A tactical die is expended when you use it. You friendly creature who can see or hear you and expend
regain all of your expended tactical dice when you one tactical die. That creature can immediately use its
finish a short or long rest. reaction to make one weapon attack, adding a tactical
die to the attack's damage roll.
You gain another tactical die at 7th level and one
more at 15th level. Feinting Attack. You can expend one tactical die and
use a bonus action on your turn to feint, choosing one
Saving Throws. Some of your tactics require your creature within 5 feet of you as your target. You have
target to make a saving throw to resist the tactic’s advantage on your next attack roll against that
effects. The saving throw DC is calculated as follows: creature this turn. If that attack hits, add the tactical
die to the attack's damage roll.
Tactic save DC = 8 + your proficiency bonus +
your Strength or Agility modifier (your choice) Lunging Attack. When you make a melee weapon
attack on your turn, you can expend one tactical die to
COMBAT SENSE increase your reach for the attack by 5 feet. If you hit,
Starting at 7th level, your keen sense allows you to you add the tactical die to the attack's damage roll.
react faster during combat. You add your tactical dice
to your initiative roll, and all enemies have Menacing Attack. When you hit a creature with a
disadvantage against attacking you on the first round weapon attack, you can expend one tactical die to
of combat. attempt to frighten the target. You add your tactical
die to the attacks damage roll, and the target must
ADDITIONAL FIGHTING STYLE make a Personality saving throw. On a failed save, it is
At 10th level, you can choose a second option from the frightened until it's next turn.
Fighting Style class feature.
Pierce Armor. When you hit a creature that is
IMPROVED CRITICAL wearing armor with a melee weapon attack, you can
Beginning at 15th level, your weapon attacks score a expend one tactical die to weaken their armor,
critical hit on a roll of 19 or 20. reducing the targets AC by 1. If you hit, you add the
tactical die to the attack's damage roll. You can not
WARRIOR'S HEART weaken the same armor more than once.
At 18th level, you learn how to exploit weakened
targets. You can choose to heighten your combat Precision Attack. When you make a weapon attack
focus, allowing you to deal more damage inverse roll against a creature, you can expend one tactical die
proportionately to the enemies health. to add it to the roll. You can use this tactic before or
after making the attack roll, but before any effects of
Enemies Health Additional Damage the attack are applied.
100% 1d6
99-50% 2d6 Riposte. When an enemy misses you with a melee
49-0% 3d6 attack, you can use your reaction and expend one
tactical die to make a melee weapon attack against
You maintain your focus as long as you are in combat. the same enemy. If you hit, add a tactical die to the
You must complete a long rest before being able to attack's damage roll.
use this feature again.
Sweeping Attack. When you hit a creature with a
melee weapon attack, you can expend one tactical die
to attempt to damage another creature within 5 feet
of the original target and within your reach. If the

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original attack roll would hit the second creature, it DEFENDER'S SACRIFICE
takes damage equal to the number you roll on your Starting at 7th level, when a creature you can see
tactical die. The damage is of the same type dealt for damages a target other than you that is withing 5 feet
the original attack. of you, you can use your reaction to take the blow
instead. This damage to you can't be reduced or
Uppercut. When you hit a creature with weapon prevented in any way.
attack, you can expend one tactical die to attempt to ADDITIONAL DEFENSIVE STYLE
slam the target with an upward blow, knocking the At 10th level, you choose an additional option from the
target down. You add the tactical die to the attack's Defensive Style class feature.
damage roll, and if the target is Large or smaller, it BULWARK
must make a Strength saving throw. On a failed save, it Beginning at 15th level, you can extend the benefit of
is knocked back 5 feet and falls prone. your Indomitable feature to an ally. When use your
Indomitable feature to reroll a saving throw and you
DEFENSE aren't incapacitated, you can choose one ally within
60 feet of you that also failed its saving throw against
Those who emulate this archetype employ defensive the same effect. If that creature can see or hear you, it
techniques passed down through the generations. can reroll its saving throw and must use the new roll.
Through rigorous training, your armor and shield SURVIVOR
become a like a second skin that you can use to At 18th level, you attain the pinnacle of resilience in
protect yourself and your allies. battle. At the start of each of your turns, you regain hit
points equal to 5 + your Endurance modifier if you
DEFENSE FEATURES have no more than half your hit points left. You don't
Warrior gain this benefit if you have 0 hit points.
Level Feature DEFENSIVE TACTICS
3rd Defensive Tactics The tactics are presented in alphabetical order.
7th Defender's Sacrifice
10th Additional Defensive Style Disarming Attack. When you hit a creature with a
15th Bulwark weapon attack, you can expend one tactical die to
18th Survivor attempt to disarm the target, forcing it to drop one
item of your choice that it's holding. You add the
DEFENSIVE TACTICS tactical die to the attack's damage roll, and the target
When you chose this archetype at 3rd level, you learn must make a Strength saving throw. On a failed save, it
tactics that are fueled by special dice called Tactical drops the object you choose. The object lands at its
Dice. feet.

Tactics. You learn three tactics of your choice, which Evasive footwork. When you move, you can expend
are detailed under “Defensive Tactics” below. Many one tactical die, rolling a tactical die and adding the
tactics enhance an attack in some way. You can use number rolled to your AC until you stop moving.
only one tactic per attack.
Goading Attack. When you hit a creature with a
You learn two additional tactics of your choice at 7th, weapon attack, you can expend one tactical die to
10th, and 15th level. Each time you learn new tactics, attempt to goad the target into attacking you. You add
you can also replace one tactic you know with a the tactical die to the attack's damage roll, and the
different one. target must make a Willpower saving throw. On a
failed save, the target has disadvantage on all attack
Tactical Dice. You have four tactical dice, which are rolls against targets other than you until the end of
d8s. A tactical die is expended when you use it. You your next turn.
regain all of your expended tactical dice when you
finish a short or long rest.

You gain another tactical die at 7th level and one
more at 15th level.

Saving Throws. Some of your tactics require your
target to make a saving throw to resist the tactic’s
effects. The saving throw DC is calculated as follows:

Tactic save DC = 8 + your proficiency bonus +
your Strength or Agility modifier (your choice)

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Maneuvering Attack. When you hit a creature with DRAGON KNIGHT FEATURES
a weapon attack, you can expend one tactical die to Warrior
maneuver one of your allies into a more advantageous Level Feature
position. You add the tactical die to the attack's 3rd Draconic Tactics
damage roll, and you choose a friendly creature who 7th Spiked Armor
can see or hear you. That creature can use it's 10th Draconic Haste
reaction to move up to half its speed without 15th Dragon Blood
provoking opportunity attacks from the target of your 18th Improved Draconic Haste
attack.
DRACONIC TACTICS
Parry. When another creature damages you with a When you chose this archetype at 3rd level, you learn
melee attack, you can use your reaction and expend tactics that are fueled by special dice called Tactical
one tactical die to reduce the damage by the number Dice.
you roll on your tactical die + your Agility modifier.
Tactics. You learn three tactics of your choice, which
Power Bash. When you hit a creature with a are detailed under “Draconic Tactics” below. Many
weapon attack, you can expend one tactical die to tactics enhance an attack in some way. You can use
attempt to throw the attacker off balance. You add the only one tactic per attack.
tactical die roll to the attack's damage roll, and it must
make a Strength saving throw. On a failed save, it is You learn two additional tactics of your choice at 7th,
staggered and has disadvantage on their next attack. 10th, and 15th level. Each time you learn new tactics,
you can also replace one tactic you know with a
Pushing Attack. When you hit a creature with a different one.
weapon attack, you can expend one tactical die to
attempt to drive the target back. You add the tactical Tactical Dice. You have four tactical dice, which are
die roll to the attack's damage roll, and if the target is d8s. A tactical die is expended when you use it. You
Large or smaller, it must make a Strength saving regain all of your expended tactical dice when you
throw. On a failed save, you push the target up to 15 finish a short or long rest.
feet away from you.
You gain another tactical die at 7th level and one
Rally. On your turn, you can use a bonus action and more at 15th level.
expend one tactical die to bolster the resolve of one of
your companions. When you do so, choose a friendly Saving Throws. Some of your tactics require your
creature who can see or hear you. That creature gains target to make a saving throw to resist the tactic’s
temporary hit points equal to the tactical die roll + effects. The saving throw DC is calculated as follows:
your Personality modifier.
Tactic save DC = 8 + your proficiency bonus +
Shield Wall. When another creature attacks you, your Strength or Agility modifier (your choice)
you can use your reaction and expend one tactical die
to increase your AC by the number you roll on your SPIKED ARMOR
tactical die, until the start of your next turn. At 7th level, you gain the ability to summon draconic
spikes from your armor, which you can use as a
Trip Attack. When you hit a creature with a weapon weapon.
attack, you can expend one tactical die to attempt to
knock the target down. You add the tactical die to the While wearing armor, as a bonus action, you
attack's damage roll, and if the target is Large or summon draconic spikes, which sprout from your
smaller, it must make a Strength saving throw. On a armor, and last until you use a bonus action to dismiss
failed save, you knock the target prone. them. While your spikes are active, you can use a
bonus action to make one melee weapon attack with
DRAGON KNIGHT your armor spikes against a target within 5 feet of
you. If the attack hits, the spikes deal 1d4 piercing
These skillful masters-at-arms use the ancient Akaviri damage. You use your Strength modifier for the attack
martial tradition of battle-spirit, which bears all of the and damage rolls.
hallmarks of a coherent magical discipline. Their
abilities are said to be descended from the powers of Additionally, when you use the Attack action to
legendary dragons and the mortals who fought them. grapple a creature, the target takes 3 piercing damage
They wield fearsome magic that pounds, shatters and if your grapples succeeds.
physically alters the world around them.

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DRACONIC HASTE radius and dim light for an additional 30 feet for the
Beginning at 10th level, when you use your action to next minute, as though you cast a spell using
make a Draconic Tactic, you can make one weapon concentration. The flames don’t harm you.
attack as a bonus action.
DRAGON BLOOD While the aura is active, you are resistant to fire
At 15th level, when you use your Second Wind feature, damage, and any creature that moves within 5 feet of
your draconic blood radiates with ancient healing you for the first time on a turn or ends its turn there
energy, allowing your allies to fight past their injuries. takes fire damage determined by your tactical die.
Three creatures of your choice within 60 feet of you
that are allied with you regain hit points equal to half Lava Whip. On your turn, you can use your action
your Warrior level. and expend one tactical die to create a long whip of
IMPROVED DRACONIC HASTE flames that lashes out at your command toward a
Starting at 18th level, when you use your action to creature within 30 feet. Make a melee attack against
make a Draconic Tactic, you can make two weapon the target. If the attack hits, the creature takes 1d6
attacks as a bonus action. fire damage and additional fire damage determined
DRACONIC TACTICS by your tactical die, and if the creature is Large or
The tactics are presented in alphabetical order. smaller, you pull the creature up to 10 feet towards
you.
Ash Cloud. On your turn, you can use your action
and expend one tactical die to create a 20 foot radius Magma Armor. When another creature attacks you,
sphere of ash and dust centered on a point within 60 you can use a reaction and expend one tactical die to
feet of you. The cloud spreads around corners, and its harden the molten lava in your veins. You become
area is heavily obscured. The cloud lasts for up to 1 resistant to bludgeoning, piercing, and slashing
minute, as though you cast a spell using damage until the beginning of your next turn.
concentration.
Petrify. On your turn, you can use your action and
Each creature that is completely within the cloud at expend one tactical die to attempt to envelop a
the start of its turn must make an Endurance saving creature that you can see within 60 feet completely in
throw. On a failed save, the creature spends its action stone. The target must make a Willpower saving
choking on the soot and ash. Creatures that don't throw or become immobilized and unable to speak,
require to breath automatically succeed on this saving hear, move, or make any actions. The restrained
throw. creature takes necrotic damage determined by your
tactical die and must make a Strength saving throw at
Combustion. When you take damage from a melee the start of each of their turns to try and break free.
attack, you can use a reaction and expend one tactical
die to create a burst of flame causing every creature If it successfully saves three times, the condition
within 5 feet of you to take a pulse of fire damage ends. If it fails saves three times, the stone
equal to your tactical die. permanently hardens and the creature is subjected to
the petrified condition. The successes and failures
Dark Talons. On your turn, you can use your action don’t need to be consecutive; keep track of both until
and expend one tactical die to call forth draconic the target collects three of a kind.
talons from the ground underneath a creature that
you can see within 60 feet. The creature takes 1d6 While encased, the stone shell has an AC of 5 and
piercing damage and additional piercing damage has 60 hit points. When the stone reaches 0 hit points
determined by your tactical die, and must make a the stone breaks, ending the effect.
Strength saving throw, or be grappled by the talons.
Reflective Scales. When targeted by a ranged attack,
Fire Breath. On your turn, you can use your action you can use a reaction and expend one tactical die to
and expend one tactical die to exhale a breath of fire. harden your skin to become similar to a dragons
Each creature in a 30-foot cone must make an Agility scales. You reduce the damage by the number you roll
saving throw. A creature takes 1d6 fire damage and on your tactical die + your Endurance modifier.
additional fire damage equal to your tactical die on a
failed save, and half as much on a successful one. Searing Strike. When you make a melee weapon
attack, you can expend one tactical die to envelop
Inferno. On your turn, you can use your action and your weapon in bright white flame, dealing additional
expend one tactical die to create flames that race fire damage, determined by your tactical die.
across your body, shedding bright light in a 30-foot

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CHAPTER 4: PERSONALITY AND BACKGROUND

Characters are defined by much more than their character’s height and weight using the Random
race and class. They’re individuals with their own Height and Weight table. The dice roll given in the
stories, interests, connections, and capabilities Height Modifier column determines the character’s
beyond those that class and race define. This chapter extra height (in inches) beyond the base height. That
expounds on the details that distinguish characters same number multiplied by the dice roll or quantity
from one another, including the basics of name and given in the Weight Modifier column determines the
physical description, the rules of backgrounds and character’s extra weight (in pounds) beyond the base
languages, and the finer points of personality and weight.
alignment.
RANDOM HEIGHT AND WEIGHT
CHARACTER DETAILS
Race Base Height Base Weight
Your character’s name and physical description might Height Modifier Weight Modifier
be the first things that the other players at the table
learn about you. It’s worth thinking about how these Altmer 5'-10” +2d8 110 lb. x (1d4) lb.
characteristics reflect the character you have in mind.
Argonian 4'-10” +2d10 120 lb. x (2d6) lb.
NAME
Bosmer 4'-4” +2d6 80 lb. x (1d4) lb.
Your character’s race description includes sample
names for members of that race. Put some thought Breton 4'-8” +2d8 90 lb. x (2d4) lb.
into your name even if you’re just picking one from a
list. Dunmer 4'-8” +2d10 100 lb. x (1d6) lb.

SEX Imperial, Colovian 4'-8” +2d10 115 lb. x (2d4) lb.

You can play a male or female character without Imperial, Nibenese 4'-6” +2d8 110 lb. x (1d6) lb.
gaining any special benefits or hindrances. Think
about how your character does or does not conform Khajiit, Cathay 4'-9” +2d8 115 lb. x (1d6) lb.
to the broader culture’s expectations of sex, gender,
and sexual behavior. For example, a male orc healer Khajiit, Dagi 2'-11” +2d4 35 lb. x 1 lb.
defies the traditional gender divisions of orc society,
which could be a reason for your character to leave Khajiit, Ohmes 4'-4” +2d6 95 lb. x (1d4) lb.
the clan and travel to a city.
Khajiit, Suthay 4'-6” +2d6 100 lb. x (1d6) lb.
You don’t need to be confined to binary notions of
sex and gender. The daedric lords are often seen as Khajiit, Raht -- +2d4 -- x (2d4) lb.
androgynous, for example. You could also play a
female character who presents herself as a man, a Nord 4'-10” +2d10 120 lb. x (2d4) lb.
man who feels trapped in a female body, or a beautiful
male elf who hates being mistaken for as a woman. Orsimer 4'-10” +2d10 120 lb. x (2d6) lb.
Likewise, your character’s sexual orientation is for
you to decide. Redguard 4'-9” +2d8 110 lb. x (2d4) lb.

HEIGHT AND WEIGHT For example, as a nord, Svana has a height of 4 feet 10
inches plus 2d10 inches. Her player rolls 2d10 and
You can decide your character’s height and weight, gets a total of 12, so Svana stands 5 feet 10 inches tall.
using the information provided in your race Then the player uses that same roll of 12 and
description or on the Random Height and Weight multiplies it by 2d4 pounds. Her 2d4 roll is 3, so
table. Think about what your character’s ability Svana weighs an extra 36 pounds (12 × 3) on top of
scores might say about his or her height and weight. A her base 110 pounds, for a total of 146 pounds.
weak but agile character might be thin. A strong and
tough character might be tall or just heavy. OTHER PHYSICAL CHARACTERISTICS
If you want to, you can roll randomly for your
You choose your character’s age and the color of his
or her hair, eyes, and skin. To add a touch of
distinctiveness, you might want to give your character
an unusual or memorable physical characteristic,
such as a scar, a limp, or a tattoo.

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ALIGNMENT ethical choice and acts according to its bestial nature.
Sharks are savage predators, for example, but they are
A typical creature in the world Tamriel has an not evil; they have no alignment.
alignment, which broadly describes its moral and
personal attitudes, although these are usually Svana and Jorg: Contrasting Characters
complex and ambiguous. Alignment is a combination The details in this chapter make a big difference in setting
of two factors: one identifies morality (good, evil, or your character apart from every other character.
neutral), and the other describes attitudes toward Consider the following two Nord warriors.
society and order (lawful, chaotic, or neutral). Thus,
nine distinct alignments define the possible Hailing from Skyrim, Svana was a brash teenager who
combinations. had a rough childhood. The daughter of a thief, she ran
away from home and practiced her father’s trade on the
These brief summaries of the nine alignments streets of Helgen. When she tried to rob the proprietor of
describe the typical behavior of a creature with that the Helgen Homestead Inn, he caught her and took her
alignment. Individuals might vary significantly from under his wing, giving her a job as a barmaid. But when
that typical behavior, and few people are perfectly and the dragon Alduin laid waste to the town of Helgen and
consistently faithful to the precepts of their destroyed the inn, necessity forced Svana into adventure
alignment. alongside the friends she’d known from her childhood.
Her skill as a warrior (a frying pan remains one of her
Lawful good (LG) creatures can be counted on to do favorite weapons) combined with her history on the
the right thing as expected by society. streets gave her skills invaluable in her adventuring
career.
Neutral good (NG) folk do the best they can to help
others according to their needs. Jorg grew up on the streets of Riften. He used his wits,
strength, and agility to carve out his own territory in one
Chaotic good (CG) creatures act as their conscience of the city’s hundreds of poor shanty towns. After several
directs, with little regard for what others expect. years, he attracted the notice of one of the most
powerful thieves’ guilds in the city, and he ascended the
Lawful neutral (LN) individuals act in accordance ranks of the guild quickly despite his youth. Jorg became
with law, tradition, or personal codes. the favored assassin of one of the city’s Shadowfoots,
who sent him to far-off Solitude to recover some stolen
Neutral (N) is the alignment of those who prefer to gems. He’s a professional killer, constantly challenging
steer clear of moral questions and don’t take sides, himself to improve his skills.
doing what seems best at the time.
Svana and Jorg are both Nords and both warriors (with
Chaotic neutral (CN) creatures follow their whims, some experience as rogues), possessing similarly high
holding their personal freedom above all else. Strength and Agility scores, but there the similarity ends.

Lawful evil (LE) creatures methodically take what LANGUAGES
they want, within the limits of a code of tradition,
loyalty, or order. Your race indicates the languages your character can
speak by default, and your background might give you
Neutral evil (NE) is the alignment of those who do access to one or more additional languages of your
whatever they can get away with, without compassion choice. Note these languages on your character sheet.
or qualms.
Choose your languages from the Standard
Chaotic evil (CE) creatures act with arbitrary Languages table, or choose one that is common in
violence, spurred by their greed, hatred, or bloodlust. your campaign. With your DM’s permission, you can
instead choose a language from the Rare Languages
ALIGNMENT IN TAMRIEL table or a secret language, such as thieves’ cant.
For many thinking creatures, alignment is a moral
choice. Mer, Mer, Betmer, and other humanoid races
can choose whether to follow the paths of good or
evil, law or chaos. According to myth, the good-
aligned aedra who created these races gave them free
will to choose their moral paths, knowing that good
without free will is slavery.

The evil deities who created other races, though,
made those races to serve them. Those races have
strong inborn tendencies that match the nature of
their gods.

Most creatures that lack the capacity for rational
thought do not have alignments—they are unaligned.
Such a creature is incapable of making a moral or

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Common Languages PERSONAL CHARACTERISTICS

Language Typical Speakers Script Fleshing out your character’s personality—the array
Altmeris Altmer Aldmeri of traits, mannerisms, habits, beliefs, and flaws that
Aldmeri give a person a unique identity—will help you bring
Bosmeri Bosmer Daedric him or her to life as you play the game. Four
Dunmeri Dunmer Jel categories of characteristics are presented here:
Common personality traits, ideals, bonds, and flaws. Beyond
Jel Argonians Orcish those categories, think about your character’s favorite
Ta'agra words or phrases, tics and habitual gestures, vices
Nordic Nords Tamrielic and pet peeves, and whatever else you can imagine.
Orcish Orcs Each background presented later in this chapter
Yokudan includes suggested characteristics that you can use to
Ta'agra Khajiit spark your imagination. You’re not bound to those
Tamrielic / Man and Mer options, but they’re a good starting point.

Cyrodiilic PERSONALITY TRAITS
Give your character two personality traits. Personality
Yoku Redguard traits are small, simple ways to help you set your
character apart from every other character. Your
Rare Languages personality traits should tell you something
interesting and fun about your character. They should
Language Typical Speakers Script be self descriptions that are specific about what
Akaviri Akavir Akaviri makes your character stand out. “I’m smart” is not a
Aldmeri good trait, because it describes a lot of characters.
Aldmeris Original Elven “I’ve read every book in the Imperial Palace” tells you
Language Aldmeri something specific about your character’s interests
Aldmeri and disposition.
Ayleidoon Ayleid (Wild Elves) Daedric
Chimeris Old Dunmer Dragonish Personality traits might describe the things your
Daedric Daedra -- character likes, his or her past accomplishments,
Aldmeri things your character dislikes or fears, your
Dovahzul Dragon Aldmeri character’s self-attitude or mannerisms, or the
Dugutach Reach-Tongue Aldmeri influence of his or her ability scores.
Dwemeris Dwemer --
Ehlnofex Original Et'Ada Kothir A useful place to start thinking about personality
Falmeris Falmer (Snow Elves) Nedic traits is to look at your highest and lowest ability
Bretic scores and define one trait related to each. Either one
Hist Hist Colovian could be positive or negative: you might work hard to
Kothir Kothringi (Extinct) Nibenean overcome a low score, for example, or be cocky about
Nedic Old Nordic Language Pyandonean your high score.
Bretic Old Breton Language Slaod
Colovian Dead language Akaviri IDEALS
Describe one ideal that drives your character. Your
Nibenean Dead language ideals are the things that you believe in most strongly,
Pyandonean Maormer (Sea Elves) the fundamental moral and ethical principles that
Sload Sload compel you to act as you do. Ideals encompass
Tsaesci Tsaesci everything from your life goals to your core belief
system.
Beast Languages
Ideals might answer any of these questions: What
Centurian are the principles that you will never betray? What
Faerie would prompt you to make sacrifices? What drives
Giantish you to act and guides your goals and ambitions? What
Goblin is the single most important thing you strive for?
Harpy
Impish
Nymph
Spriggan

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You can choose any ideals you like, but your LUCK
character’s alignment is a good place to start defining
them. Each background in this chapter includes six Luck is a rule the Dungeon Master can use to reward
suggested ideals. Five of them are linked to aspects of you for playing your character in a way that’s true to
alignment: law, chaos, good, evil, and neutrality. The his or her personality traits, ideal, bond, and flaw. By
last one has more to do with the particular using luck, you can draw on your personality trait of
background than with moral or ethical perspectives. compassion for the downtrodden to give you an edge
BONDS in negotiating with the Beggar Prince. Or luck can let
Create one bond for your character. Bonds represent a you call on your bond to the defense of your home
character’s connections to people, places, and events village to push past the effect of a spell that has been
in the world. They tie you to things from your laid on you.
background. They might inspire you to heights of
heroism, or lead you to act against your own best GAINING LUCK
interests if they are threatened. They can work very
much like ideals, driving a character’s motivations Your DM can choose to give you luck for a variety of
and goals. reasons. Typically, DMs award it when you play out
your personality traits, give in to the drawbacks
Bonds might answer any of these questions: Whom presented by a flaw or bond, and otherwise portray
do you care most about? To what place do you feel a your character in a compelling way. Your DM will tell
special connection? What is your most treasured you how you can earn luck in the game. You either
possession? have luck or you don’t—you can’t stockpile multiple
“lucks” for later use.
Your bonds might be tied to your class, your
background, your race, or some other aspect of your USING LUCK
character’s history or personality. You might also gain
new bonds over the course of your adventures. If you have luck, you can expend it when you make an
FLAWS attack roll, saving throw, or ability check. Spending
Finally, choose a flaw for your character. Your your luck gives you advantage on that roll.
character’s flaw represents some vice, compulsion, Additionally, if you have luck, you can reward another
fear, or weakness—in particular, anything that player for good roleplaying, clever thinking, or simply
someone else could exploit to bring you to ruin or doing something exciting in the game. When another
cause you to act against your best interests. More player character does something that really
significant than negative personality traits, a flaw contributes to the story in a fun and interesting way,
might answer any of these questions: What enrages you can give up your luck to give that character luck.
you? What’s the one person, concept, or event that
you are terrified of? What are your vices?

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CONSTELLATIONS THE SERPENT

There are thirteen named constellations in the sky. You were born under the Birthsign of the Serpent and
There are three Guardian signs; The Warrior, The gain the Serpent power.
Mage, and The Thief, each of which protects three
charges. Each of these twelve signs corresponds to Serpent. The power of the serpent can protect
one of the twelve months in the Tamrielic year. The yourself from destruction or allow you to bring
thirteenth sign, The Serpent, has no guardian or destruction to others. Once each day, you can use the
month and moves around the sky, usually threatening power to create one of the following effects:
the other signs.
• As an action, you cure yourself from one non-
You can decide your character's birthsign, using magical disease and dispel one magical effect from
your class and intended playstyle to determine what yourself.
sign best suits your character.
• As an action, you touch a creature and infect them
If you want to randomly choose what birthsign you with a slow but potent poison, You instantly deal
were born under, you can use the table to the side to 1d4 poison damage, and an additional 1d4 poison
determine the month of your birth. Roll a d12 to damage at the start of each turn of your turns for the
determine what month you were born in, and then a next minute. This damage ignores resistance. This
second d12. If your second roll matches your first roll, damage increases by 1d4 when you reach 5th level
the Serpent intervenes and becomes your birthsign. (2d4). 11th level (3d4), and 17th level (4d4).
For example, if you roll a 6 on your first die, indicating Once you use this ability, you can't use it again until
you were born in Mid Year. On your second roll, if you
roll another 6, your birthsign is The Serpent. If you the next dawn.
roll any other number, your birthsign is The Steed.
THE RITUAL
THE CONSTELLATIONS
Morning Star
Roll Constellation Month You were born under the Birthsign of the Ritual and
Morning Star gain the Mara's Gift power and the Blessed Word
1 The Ritual Sun's Dawn power.

2 The Lover First Seed Mara's Gift. As an action, you regain hit points equal
Rain's Hand to 1d8 + your Endurance modifier.
3 The Lord Second Seed
This power's healing increases by 1d8 when you
4 The Mage Mid Year reach 5th level (2d8). 11th level (3d8), and 17th level
Sun's Height (4d8).
5 The Shadow
Last Seed Once you use this ability, you can't use it again until
6 The Steed Hearthfire the next dawn.
Frostfall
7 The Apprentice Sun's Dusk Blessed Word. As an action, you speak a prayer
Evening Star censuring the undead. Choose one undead creature
8 The Warrior within 30 feet of you to make a Willpower saving
-- throw. The DC for this saving throw equals 8 + your
9 The Lady proficiency bonus + your Willpower or Personality
modifier (your choice). If the creature fails its saving
10 The Tower throw, it is turned for 1 minute or until it takes any
damage.
11 The Atronach
A turned creature must spend its turn trying to
12 The Thief 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
Doubles The Serpent can't take reactions. For its action, it can use only the
Dash action or try to escape from an effect that
prevents it from moving. If there's nowhere to move,
the creature can use the Dodge action.

Once you use this ability, you can't use it again until
the next dawn.

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THE LOVER THE SHADOW

Sun's Dawn Second Seed
You were born under the Birthsign of the Lover and You were born under the Birthsign of the Shadow and
gain the Lover's Kiss power. gain the following benefits:

Lover's Kiss. As an action, you touch a humanoid in • Your Intelligence, Personality, or Willpower score
an attempt to paralyze them. The target must make a increases by 1, to a maximum of 20.
Willpower saving throw or be paralyzed for 1 minute.
The DC is determined by 8 + your proficiency bonus + • You gain the Moonshadow power.
your Endurance or Willpower modifier (your choice).
The paralysis ends early if the target takes damage. At Moonshadow. As an action, you can cast the spell
the end of each of its turns, the target can make Invisibility on yourself without expending magicka.
another Willpower saving throw. On a success, the
spell ends on the target. Once you use this ability, you can't use it again until
the next dawn.
Once you use this ability, you can't use it again until
the next dawn. THE STEED

THE LORD Mid Year
You were born under the Birthsign of the Steed and
First Seed gain the following benefits:
You were born under the Birthsign of the Lord and
gain the Blood of the North power and the Trollkin • Your Endurance score increases by 1.
curse. • Your speed increases by 10 feet.

Blood of the North. As an action, you regain hit THE APPRENTICE
points equal to twice your level + your Endurance
modifier. If the amount of hit points you gain exceeds Sun's Height
your hit point maximum, you gain the remainder as You were born under the Birthsign of the Apprentice
temporary hit points which last for up to 1 hour. and gain the following benefits:

Once you use this ability, you can't use it again until •Your magicka point maximum increases by 1, and it
the next dawn. increases by 1 every time you gain a level.
•You are weakened to one type of magical damage
Trollkin. You are cursed with a natural weakness to determined by rolling on the Apprentice Magic
fire. Whenever you take fire damage, the damage is Weakness table below. Whenever you take damage
increased by an amount equal to half your level. from your weakened damage type, the damage is
increased by an amount equal to half your level.
THE MAGE
THE APPRENTICE MAGIC WEAKNESS
Rain's Hand d4 Weakness
You were born under the Birthsign of The Mage and 1 Cold
gain the following benefits: 2 Fire
• Your Intelligence or Willpower score increases by 1, 3 Poison
4 Lightning
to a maximum of 20.
• You gain advantage on Endurance saving throws to THE WARRIOR

maintain concentration on a spell. Last Seed
Additionally, you learn one cantrip and one 1st level You were born under the Birthsign of the Warrior and
spell of your choice from the mage spell list. gain the following benefits:
Intelligence is your spellcasting ability for these
spells. If you can cast spells, they are added to your Your Strength and Endurance attributes are increased
spell list for you. by 1, to a maximum of 20.
You can cast the 1st level spell once without
expending magicka points each day, regaining the
ability to do so again at the next dawn.

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THE LADY You cannot increase your magicka points beyond
your maximum magicka point total through this
Hearthfire feature.
You were born under the Birthsign of the Lady and
gain the following benefits: Sorcerer's Born Under the Atronach
Your Willpower and Endurance attributes are Sorcerer's who are born under the Atronach birthsign
increased by 1, to a maximum of 20. innately have access to an extraordinary amount of
magicka that truly sets them apart from others on
THE TOWER Tamriel. These exceptional gifts, however, come with an
exceptional cost.
Frostfall
You were born under the Birthsign of the Tower and The natural magicka regeneration by a sorcerer born
gain the Tower Key power and the Tower Warden under any other sign is already significantly reduced from
power. other spellcasters. Those born under the Atronach see
that regeneration reduced even further.
Tower Key. As an action you can cast the knock spell
without expending magicka. Like other sorcerer's, they do not regain all of their
magicka at the end of a long rest. Instead, you only
Once you use this ability, you can't use it again until regain a quarter of your expended magicka, rounding up
the next dawn. (minimum of 1).

Tower Warden. As a reaction, when you take Whenever the sorcerer is targeted by a spell that
damage from an attack, you can reflect some or all of requires a saving throw, the sorcerer absorbs magicka
the damage back to the attacker. The damage you can equal to the cost of the spell.
reflect is equal to 1d6.
THE THIEF
This power's reflected damage increases by 1d6
when you reach 5th level (2d6). 11th level (3d6), and Evening Star
17th level (4d6). You were born under the Birthsign of the Thief and
gain the following benefits:
Once you use this ability, you can't use it again until
the next dawn. • Your Agility score increases by 1, to a maximum of
20.
THE ATRONACH
• Your speed increases by 5 feet.
Sun's Dusk • You gain one Luck Point. Your Luck Point is a d6. You
You were born under the Birthsign of the Atronach
and gain the following benefits: can add your Luck Point to one ability check, attack
•Your magicka point maximum increases by 2, and it roll, or saving throw you make. You can wait until
after you roll the d20 before deciding to use the
increases by 2 every time you gain a level. Luck Point, but must decided before the DM says
• You gain the Stunted Magicka feature, described whether the roll succeeds or fails. You regain your
below. expended Luck Point at the next dawn, and you can
never have more that one Luck Point from this
Stunted Magicka. The Atronach birthsign has gifted feature at a time.
you with a large pool of magicka, but your natural gift
is stunted by reduced regeneration.

Unlike other spellcasters, you do not regain all of
your magicka at the end of a long rest, instead, you
only regain half of your expended magicka, rounding
up (minimum of 1).

Additionally, whenever you are targeted by a spell
that requires you to make a saving throw, you have a
chance to absorb magicka, replenishing your magicka
points. On a successful save you also absorb magicka
equal to the level of the spell. On a failed save, you do
not absorb any magicka and are effected by the spell
as normal.

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BACKGROUNDS CUSTOMIZING A BACKGROUND
You might want to tweak some of the features of a
Every story has a beginning. Your character’s background so it better fits your character or the
background reveals where you came from, how you campaign setting. To customize a background, you can
became an adventurer, and your place in the world. replace one feature with any other one, choose any
Your warrior might have been a courageous knight or two skills, and choose a total of two tool proficiencies
a grizzled soldier. Your mage could have been a sage or languages from the sample backgrounds. You can
or an artisan. Your rogue might have gotten by as a either use the equipment package from your
guild thief or commanded audiences as a jester. background or spend coin on gear as described in
chapter 5 of the Player's Handbook. (If you spend coin,
Choosing a background provides you with you can’t also take the equipment package suggested
important story cues about your character’s identity. for your class.) Finally, choose two personality traits,
The most important question to ask about your one ideal, one bond, and one flaw. If you can’t find a
background is what changed? Why did you stop doing feature that matches your desired background, work
whatever your background describes and start with your DM to create one.
adventuring? Where did you get the money to
purchase your starting gear, or, if you come from a ACOLYTE
wealthy background, why don't you have more
money? How did you learn the skills of your class? Refer to the Player's Handbook page 127 for more
What sets you apart from ordinary people who share information.
your background? You have spent your life in the service of a temple to a
specific god or pantheon of gods. You act as an
The sample backgrounds in this section provide intermediary between the realm of the gods and the
both concrete benefits (features, proficiencies, and mortal world, performing sacred rites and offering
languages) and roleplaying suggestions. sacrifices in order to conduct worshipers into the
presence of the divine.
PROFICIENCIES
Each background gives a character proficiency in two Choose a god, a pantheon of gods, or some other
skills. Skills are described in chapter 7. quasi-divine being from the world of the Elder Scrolls
or those specified by your DM, and work with your
In addition, most backgrounds give a character DM to detail the nature of your religious service. Were
proficiency with one or more tools. Tools and tool you a lesser functionary in a temple, raised from
proficiencies are detailed in chapter 5 of the Player's childhood to assist the priests in the sacred rites? Or
Handbook. were you a high priest who suddenly experienced a
call to serve your god in a different way? Perhaps you
If a character would gain the same proficiency from were the leader of a small cult outside of any
two different sources, he or she can choose a different established temple structure, or even an occult group
proficiency of the same kind (skill or tool) instead. that served a fiendish master that you now deny.

LANGUAGES Skill Proficiencies: Insight, Religion
Some backgrounds also allow characters to learn Languages: Two of your choice
additional languages beyond those given by race. See Equipment: A holy symbol (a gift to you when you
“Languages” earlier in this chapter. entered the priesthood), a prayer book or prayer
wheel, 5 sticks of incense, vestments, a set of common
EQUIPMENT clothes, and a belt pouch containing 60 septims.
Each background provides a package of starting
equipment. If you use the optional rule from chapter 5
of the Player's Handbook to spend coin on gear, you
do not receive the starting equipment from your
background.

SUGGESTED CHARACTERISTICS
A background contains suggested personal
characteristics based on your background. You can
pick characteristics, roll dice to determine them
randomly, or use the suggestions as inspiration for
characteristics of your own creation.

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FEATURE: SHELTER OF THE FAITHFUL d6 Ideals
As an acolyte, you command the respect of those who
share your faith, and you can perform the religious 1 Tradition. The ancient traditions of worship and
ceremonies of your deity. You and your adventuring
companions can expect to receive free healing and sacrifice must be preserved and upheld. (Lawful)
care at a temple, shrine, or other established presence 2 Charity. I always try to help those in need, no matter
of your faith, though you must provide any material
components needed for spells, if any. Those who what the personal cost. (Good)
share your religion will support you (but only you) at 3 Change. We must help bring about the changes the
a modest lifestyle.
gods are constantly working in the world. (Chaotic)
You might also have ties to a specific temple 4 Power. I hope to one day rise to the top of my faith’s
dedicated to your chosen deity or pantheon, and you
have a residence there. This could be the temple religious hierarchy. (Lawful)
where you used to serve, if you remain on good terms 5 Faith. I trust that my deity will guide my actions, I have
with it, or a temple where you have found a new
home. While near your temple, you can call upon the faith that if I work hard, things will go well. (Lawful)
priests for assistance, provided the assistance you ask 6 Aspiration. I seek to prove myself worthy of my god’s
for is not hazardous and you remain in good standing
with your temple. favor by matching my actions against his or her
teachings. (Any)
SUGGESTED CHARACTERISTICS
Acolytes are shaped by their experience in temples d6 Bond

or other religious communities. 1 I would die to recover an ancient relic of my faith that
Their study of the history and tenets of their faith and was lost long ago.
their relationships to temples, shrines, or hierarchies
affect their mannerisms and ideals. Their flaws might 2 I will someday get revenge on the corrupt temple
be some hidden hypocrisy or heretical idea, or an hierarchy who branded me a heretic.
ideal or bond taken to an extreme. I owe my life to the priest who took me in when my
3 parents died.
d8 Personality Trait
1 I idolize a particular hero of my faith, and constantly 4 Everything I do is for the common people.
5 I will do anything to protect the temple where I served.
refer to that person’s deeds and example. I seek to preserve a sacred text that my enemies
2 I can find common ground between the fiercest 6 consider heretical and seek to destroy.

enemies, empathizing with them and always working d6 Flaw
towards peace.
3 I see omens in every event and action. The gods try to 1 I judge others harshly, and myself even more severely.
speak to us, we just need to listen I put too much trust in those who wield power within
4 Nothing can shake my optimistic attitude. 2 my temple’s hierarchy.
5 I quote (or misquote) sacred texts and proverbs in
almost every situation. 3 My piety sometimes leads me to blindly trust those
6 I am tolerant (or intolerant) of other faiths and respect that profess faith in my god.
(or condemn) the worship of other gods.
7 I've enjoyed fine food, drink, and high society among 4 I am inflexible in my thinking.
my temple’s elite. Rough living grates on me. I am suspicious of strangers and expect the worst of
8 I’ve spent so long in the temple that I have little 5 them.
practical experience dealing with people in the outside
world. 6 Once I pick a goal, I become obsessed with it to the
detriment of everything else in my life.

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CHARLATAN SUGGESTED CHARACTERISTICS
Charlatans are colorful characters who conceal their
Refer to the Player's Handbook page 128 for more true selves behind the masks they construct. They
information. reflect what people want to see, what they want to
You have always had a way with people. You know believe, and how they see the world. But their true
what makes them tick, you can tease out their hearts' selves are sometimes plagued by an uneasy
desires after a few minutes of conversation, and with conscience, an old enemy, or deep-seated trust issues.
a few leading questions you can read them like they
were children's books. It’s a useful talent, and one that d8 Personality Trait
you’re perfectly willing to use for your advantage.
1 I fall in and out of love easily, and am always pursuing
You know what people want and you deliver, or someone.
rather, you promise to deliver. Common sense should I have a joke for every occasion, especially occasions
steer people away from things that sound too good to 2 where humor is inappropriate.
be true, but common sense seems to be in short
supply when you’re around. The bottle of pink- 3 Flattery is my preferred trick for getting what I want.
colored liquid will surely cure that unseemly rash, this
ointment—nothing more than a bit of fat with a 4 I’m a born gambler who can't resist taking a risk for a
sprinkle of silver dust—can restore youth and vigor, potential payoff.
and there’s a bridge in the city that just happens to be I lie about almost everything, even when there’s no
for sale. These marvels sound implausible, but you 5 good reason to.
make them sound like the real deal.
Skill Proficiencies: Deception, Sleight of Hand 6 Sarcasm and insults are my weapons of choice.
Tool Proficiencies: Disguise Kit, Forgery kit I keep multiple holy symbols on me and invoke
Equipment: A set of fine clothes, a disguise kit, tools 7 whatever deity might come in useful at any given
of the con of your choice (ten stoppered bottles filled moment.
with colored liquid, a set of weighted dice, a deck of
marked cards, or a signet ring of an imaginary duke), 8 I pocket anything I see that might have some value.
and a belt pouch containing 60 septims.
d6 Ideals
Independence. I am a free spirit— no one tells me
1 what to do. (Chaotic)

2 Fairness. I never target people who can’t afford to lose
a few coins. (Lawful)

FAVORITE SCHEMES 3 Charity. I distribute the money I acquire to the people
Every charlatan has an angle she or he uses in who really need it. (Good)
preference to other schemes. Choose a favorite scam 4 Creativity. I never run the same con twice. (Chaotic)
or roll on the table below. Friendship. Material goods come and go. Bonds of
5 friendship last forever. (Good)

d6 Scam 6 Aspiration. I’m determined to make something of
myself. (Any)

1 I cheat at games involving chance. d6 Bond
2 I shave coins or forge documents.
I fleeced the wrong person and must work to ensure
3 I insinuate myself into people’s lives to prey on their
weakness and secure their fortunes. 1 that this individual never crosses paths with me or
those I care about.
4 I put on new identities like clothes.
I owe everything to my mentor—a horrible person
5 I run sleight-of-hand cons on street corners. 2 who’s probably rotting in jail somewhere.
I convince people that worthless junk is worth their
6 hard-earned money. 3 Somewhere out there, I have a child who doesn’t know
me. I’m making the world better for him or her.
I come from a noble family, and one day I’ll reclaim my
FEATURE: FALSE IDENTITY 4 lands and title from those who stole them from me.
You have created a second identity that includes
documentation, established acquaintances, and 5 A powerful person killed someone I love.
disguises that allow you to assume that persona. Some day soon, I’ll have my revenge.
Additionally, you can forge documents including
official papers and personal letters, as long as you I swindled and ruined a person who didn’t deserve it.
have seen an example of the kind of document or the 6 I seek to atone for my misdeeds but might never be
handwriting you are trying to copy.
able to forgive myself.

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d6 Flaw FEATURE: WATCHER'S EYE
Your experience in enforcing the law, and dealing with
1 I can’t resist a pretty face. lawbreakers, gives you a feel for local laws and
criminals. You can easily find the local outpost of the
2 I'm always in debt. I spend my ill-gotten gains on watch or a similar organization, and just as easily pick
decadent luxuries faster than I bring them in. out the dens of criminal activity in a community,
although you're more likely to be welcome in the
3 I’m convinced that no one could ever fool me the way I former locations rather than the latter.
fool others. VARIANT: INVESTIGATOR
Rarer than watch or patrol members are a
4 I’m too greedy for my own good. community's investigators, who are responsible for
I can’t resist taking a risk if there’s money involved. solving crimes after the fact. Though such folk a re
I can’t resist swindling people who are more powerful seldom found in rural areas, nearly every settlement
5 than me. of decent size has at least one or two watch members
who have the skill to investigate crime scenes and
6 I hate to admit it and will hate myself for it, but I'll run track down criminals. If your prior experience is as an
and preserve my own hide if the going gets tough. investigator, you have proficiency in Investigation
rather than Athletics.
CITY WATCH SUGGESTED CHARACTERISTICS
Use the tables for the soldier background in the
Refer to the Sword Coast Adventurer's Guide page 145 Player's Handbook as the basis for your traits and
for more information. motivations, modifying the entries when appropriate
You have served the community where you grew up, to suit your identity as a member of the city watch.
standing as its first line of defense against crime. You
aren't a soldier, directing your gaze outward at Your bond is likely associated with your fellow
possible enemies. Instead, your service to your watch members or the watch organization itself and
hometown was to help police its populace, protecting almost certainly concerns your community. Your ideal
the citizenry from lawbreakers and malefactors of probably involves the fostering of peace and safety. An
every stripe. investigator is likely to have an ideal connected to
achieving justice by successfully solving crimes.
You might have been part of the City Watch of
Daggerfall, protecting the common folk from thieves
and rowdy nobility alike. Or you might have been one
of the valiant defenders of the Imperial City, or even
one of the magic-wielding spell guards. Perhaps you
hail from Sentinel and have served as an Alik'r
Warrior.

Even if you're not city-born or city-bred, this
background can describe your early years as a
member of law enforcement. Most settlements of any
size have their own constables and police forces, and
even smaller communities have sheriffs and bailiffs
who stand ready to protect their community.

Skill Proficiencies: Athletics, Insight
Languages: Two of your choice
Equipment: A uniform in the style of your unit and
indicative of your rank, a horn with which to summon
help, a set of manacles, and a pouch containing 40
septims.

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CLAN CRAFTER CLOISTERED SCHOLAR

Refer to the Sword Coast Adventurer's Guide page 145 Refer to the Sword Coast Adventurer's Guide page 146
for more information. for more information.
The Pariah Folk are well known for their artisanship As a child, you were inquisitive when your playmates
and the worth of their handiworks, and you have been were possessive or raucous. In your formative years,
trained in their ancient tradition. For years you you found your way to one of Tamriel's great
labored under an orc master of the craft, enduring institutes of learning, where you were apprenticed
long hours and dismissive, sour-tempered treatment and taught that knowledge is a more valuable
in order to gain the fine skills you possess today. treasure than gold or gems. Now you are ready to
leave your home – not to abandon it, but to quest for
You are most likely an orc, but not necessarily – new lore to add to its storehouse of knowledge.
particularly in the North, where the harsh
environments create a mutual respect between those The most well known of Tamriel's fonts of
who choose to live there. If you aren't an orc, however, knowledge is the Elder Library within White-Gold
you have taken a solemn oath never to take on an Tower. The great library is always in need of workers
apprentice in the craft: it is not for non-orcs to pass and attendants, some of whom rise through the ranks
on the skills of Malacath's favored children. You would to assume roles of greater responsibility and
have no difficulty, however, finding an orc master who prominence. You might be one of the Elder Library's
was willing to receive potential apprentices who came own, dedicated to the curatorship of what is likely the
with your recommendation. most complete body of lore and history in all the
world.
Skill Proficiencies: History, Insight
Tool Proficiencies: One type of artisan's tools Perhaps instead you were taken in by the scholars of
Languages: Orcish or one other of your choice if you the Crystal Tower, and now you have struck out to
already speak Orcish. increase your knowledge and to make yourself
Equipment: A set of artisan's tools with which you available to help those in other places who seek your
are proficient, a maker's mark chisel used to mark expertise.
your handiwork with the symbol of the clan of
crafters you learned your skill from, a set of traveler's Skill Proficiencies: History, plus your choice of one
clothes, and a pouch containing 20 septims and a gem from among Arcana, Nature, or Religion
worth 40 septims. Languages: Two of your choice
Equipment: The scholar's robes of your cloister, a
FEATURE: RESPECT OF THE PARIAH FOLK writing kit (small pouch with a quill, ink, folded
As well respected as clan crafters are among parchment, and a small penknife), a borrowed book
outsiders, no one esteems them quite so highly as orcs on the subject of your current study, and a pouch
do. You always have free room and board in any place containing 40 septims.
where orcs dwell, and the individuals in such a
settlement might vie among themselves to determine FEATURE: LIBRARY ACCESS
who can offer you (and possibly your compatriots) Though others must often endure extensive
the finest accommodations and assistance. interviews and significant fees to gain access to even
the most common archives in your library, you have
SUGGESTED CHARACTERISTICS free and easy access to the majority of the library,
Use the tables for the guild artisan background in the though it might also have repositories of lore that are
Player's Handbook as the basis for your traits and too valuable, magical,or secret to permit anyone
motivations, modifying the entries when appropriate immediate access.
to suit your identity as a clan crafter. (For example,
consider the words “guild” and “clan” to be You have a working knowledge of your cloister's
interchangeable.) personnel and bureaucracy, and you know how to
navigate those connections with some ease.
Your bond is almost certainly related to the master
or the clan that taught you, or else to the work that Additionally, you are likely to gain preferential
you produce. Your ideal might have to do with treatment at other libraries across the provinces, as
maintaining the high quality of your work or professional courtesy shown to a fellow scholar.
preserving the orc traditions of craftmanship.

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SUGGESTED CHARACTERISTICS SUGGESTED CHARACTERISTICS
Use the tables for the sage background in the Player's Use the tables for the guild artisan background in the
Handbook as the basis for your traits and motivations, Player's Handbook as the basis for your traits and
modifying the entries when appropriate to suit your motivations, modifying the entries when appropriate
identity as a cloistered scholar. to suit your identity as a courtier.

Your bond is almost certainly associated either with The noble court or bureaucratic organization where
the place where you grew up or with the knowledge you got your start is directly or indirectly associated
you hope to acquire through adventuring. Your ideal with your bond (which could pertain to certain
is no doubt related to how you view the quest for individuals in the group, such as your sponsor or
knowledge and truth – perhaps as a worthy goal in mentor). Your ideals might be concerned with the
itself, or maybe as a means to a desirable end. prevailing philosophy of your court or organization.

COURTIER CRIMINAL

Refer to the Sword Coast Adventurer's Guide page 146 Refer to the Player's Handbook page 129 for more
for more information. information.
In your earlier days, you were a personage of some
significance in a noble court or a bureaucratic You are an experienced criminal with a history of
organization. You might or might not come from an breaking the law. You have spent a lot of time among
upper-class family; your talents, rather than the other criminals and still have contacts within the
circumstances of your birth, could have secured you criminal underworld.
this position. You’re far closer than most people to the world of
murder, theft, and violence that pervades the
You might have been one of the many functionaries, underbelly of civilization, and you have survived up to
attendants, and other hangers-on in the Court of this point by flouting the rules and regulations of
Wayrest, or perhaps you traveled in the Imperial society.
City's baroque and sometimes cutthroat
conglomeration of guilds, nobles, adventurers, and Skill Proficiencies: Deception, Stealth
secret societies. You might have been one of the Tool Proficiencies: One type of gaming set, thieves'
behind-the-scenes law-keepers or functionaries in tools
Sentinel or Mournhold, or you might have grown up Equipment: A crowbar, a set of dark common clothes
in and around the castle of Daggerfall. including a hood, and a belt pouch containing 60
septims.
Even if you are no longer a full-fledged member of
the group that gave you your start in life, your CRIMINAL SPECIALITY
relationships with your former fellows can be an There are many kinds of criminals, and within a
advantage for you and your adventuring comrades. thieves' guild or similar criminal organization,
You might undertake missions with your new individual members have particular specialties. Even
companions that further the interest of the criminals who operate outside of such organizations
organization that gave you your start in life. In any have strong preferences for certain kinds of crimes
event, the abilities that you honed while serving as a over others. Choose the role you played in your
courtier will stand you in good stead as an adventurer. criminal life, or roll on the table below.

Skill Proficiencies: Insight, Persuasion d8 Specialty
Languages: Two of your choice 1 Blackmailer
Equipment: A set of fine clothes and a pouch 2 Burglar
containing 20 septims. 3 Enforcer
4 Fence
FEATURE: COURT FUNCTIONARY 5 Highway Robber
Your knowledge of how bureaucracies function lets 6 Hired Killer
you gain access to the records and inner workings of 7 Pickpocket
any noble court or government you encounter. You 8 Smuggler
know who the movers and shakers are, whom to go to
for the favors you seek, and what the current intrigues
of interest in the group are.

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FEATURE: CRIMINAL CONTACT d6 Bond
You have a reliable and trustworthy contact who acts
as your liaison to a network of other criminals. You 1 I’m trying to pay off an old debt I owe to a generous
know how to get messages to and from your contact, benefactor.
even over great distances; specifically, you know the 2 My ill-gotten gains go to support my family.
local messengers, corrupt caravan masters, and seedy
sailors who can deliver messages for you. 3 Something important was taken from me, and I aim to
steal it back.

4 I will become the greatest thief that ever lived.

SUGGESTED CHARACTERISTICS 5 I’m guilty of a terrible crime. I hope I can redeem
Criminals might seem like villains on the surface, and myself for it.
many of them are villainous to the core. But some
have an abundance of endearing, if not redeeming, 6 Someone I loved died because of a mistake I made.
characteristics. That will never happen again.

There might be honor among thieves, but criminals d6 Flaw
rarely show any respect for law or authority.
1 When I see something valuable, I can’t think about
anything but how to steal it.
When faced with a choice between money and my
d8 Personality Trait 2 friends, I usually choose the money.

1 I always have a plan for what to do when things go 3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll
wrong. ignore it.
4 I have a “tell” that reveals when I'm lying.
2 I am always calm, no matter what the situation. 5 I turn tail and run when things look bad.
I never raise my voice or let my emotions control me.
The first thing I do in a new place is note the locations An innocent person is in prison for a crime that I
3 of everything valuable-or where such things could be 6 committed. I’m okay with that.

hidden. VARIANT CRIMINAL: SPY
4 I would rather make a new friend than a new enemy. Although your capabilities are not much different

5 I am incredibly slow to trust. Those who seem the from those of a burglar or smuggler, you learned and
fairest often have the most to hide. practiced them in a very different context: as an
I don't pay attention to the risks in a situation. espionage agent.
6 Never tell me the odds. You might have been an officially sanctioned agent of
the crown, or perhaps you sold the secrets you
7 The best way to get me to do something is to tell me I uncovered to the highest bidder.
can't do it.
8 I blow up at the slightest insult.

d6 Ideals ENTERTAINER
1 Honor. I don’t steal from others in the trade. (Lawful)
Freedom. Chains are meant to be broken, as are those Refer to the Player's Handbook page 130 for more
2 who would forge them. (Chaotic) information.
You thrive in front of an audience. You know how to
3 Charity. I steal from the wealthy so that I can help entrance them, entertain them, and even inspire
people in need. (Good) them. Your poetics can stir the hearts of those who
hear you, awakening grief or joy, laughter or anger.
4 Greed. I will do whatever it takes to become wealthy. Your music raises their spirits or captures their
(Evil) sorrow. Your dance steps captivate, your humor cuts
People. I’m loyal to my friends, not to any ideals, and to the quick. Whatever techniques you use, your art is
your life.
5 everyone else can take a trip through oblivion for all I
care. (Neutral)

6 Redemption. There’s a spark of good in everyone.
(Good)

Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise kit, musical instrument
of your choice
Equipment: A musical instrument (one of your
choice), the favor of an admirer (love letter, lock of
hair, or trinket), a costume, and a belt pouch
containing 60 septims.

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ENTERTAINER ROUTINES d6 Ideal
A good entertainer is versatile, spicing up every
performance with a variety of different routines. 1 Beauty. When I perform, I make the world better than
Choose one to three routines or roll on the table it was. (Good)
below to define your expertise as an entertainer. Tradition. The stories, legends, and songs of the past

2 must never be forgotten, for they teach us who we are.
(Lawful)

d10 Entertainer Routines 3 Creativity. The world is in need of new ideas and bold
1 Actor action. (Chaotic)
2 Dancer 4 Greed. I’m only in it for the money and fame. (Evil)
3 Fire-eater
4 Jester 5 People. I like seeing the smiles on people’s faces when
5 Juggler I perform. That’s all that matters. (Neutral)
6 Instrumentalist
7 Poet 6 Honesty. Art should reflect the soul; it should come
8 Singer from within and reveal who we really are. (Any)
9 Storyteller
10 Tumbler d6 Bond
My instrument is my most treasured possession, and it
1 reminds me of someone I love.

FEATURE: BY POPULAR DEMAND 2 Someone stole my precious instrument, and someday
You can always find a place to perform, usually in an I’ll get it back.
inn or tavern but possibly with a circus, at a theater, 3 I want to be famous, whatever it takes.
or even in a noble’s court. I idolize a hero of the old tales and measure my deeds
4 against that person’s.
At such a place, you receive free lodging and food of
a modest or comfortable standard (depending on the 5 I will do anything to prove myself superior to my hated
quality of the establishment), as long as you perform rival.
each night. In addition, your performance makes you I would do anything for the other members of my old
something of a local figure. When strangers recognize 6 troupe.
you in a town where you have performed, they
typically take a liking to you. d6 Flaw

1 I’ll do anything to win fame and renown.
2 I’m a sucker for a pretty face.
A scandal prevents me from ever going home again.
SUGGESTED CHARACTERISTICS 3 That kind of trouble seems to follow me around.
Successful entertainers have to be able to capture and
hold an audience’s attention, so they tend to have 4 I once satirized a noble who still wants my head. It was
flamboyant or forceful personalities. They’re inclined a mistake that I will likely repeat.
toward the romantic and often cling to high-minded I have trouble keeping my true feelings hidden. My
ideals about the practice of art and the appreciation of 5 sharp tongue lands me in trouble.
beauty.
6 Despite my best efforts, I am unreliable to my friends.

d8 Personality Trait VARIANT: GLADIATOR
A gladiator is as much an entertainer as any minstrel
1 I know a story relevant to almost every situation. or circus performer, trained to make the arts of
Whenever I come to a new place, I collect local combat into a spectacle the crowd can enjoy. This kind
2 rumors and spread gossip. of flashy combat is your entertainer routine, though
you might also have some skills as a tumbler or actor.
3 I’m a hopeless romantic, always searching for that Using your By Popular Demand feature, you can find a
“special someone.” place to perform in any place that features combat for
entertainment—perhaps a gladiatorial arena or secret
4 Nobody stays angry at me or around me for long, pit fighting club.
since I can defuse any amount of tension.
You can replace the musical instrument in your
5 I love a good insult, even one directed at me. equipment package with an inexpensive but unusual
weapon, such as a trident or net.
6 I get bitter if I’m not the center of attention.
7 I’ll settle for nothing less than perfection.

8 I change my mood or my mind as quickly as I change
key in a song.

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FACTION AGENT The Mages Guild. Although the traditional guild was
dissolved in the 4th era, other groups of mages, such as
Refer to the Sword Coast Adventurer's Guide page 147 the Synod and the College of Whispers have continued
for more information. on the tradition of studying the mysteries and
Many organizations active in Tamriel aren't bound by applications of magicka. Those who serve the Mages
strictures of geography. These factions pursue their Guild are masters of Arcana, and seek assistance from
agendas without regard for political boundaries, and scholars and sages. Operatives for the guild may be in
their members operate anywhere the organization search of powerful magical artifacts, or be watchful of
deems necessary. These groups employ listeners, wizards practicing forbidden magic.
rumormongers, smugglers, sellswords, cache-holders
(people who guard caches of wealth or magic for use The Thieves Guild. Although thieves are criminals
by the faction's operatives), haven keepers, and by definition, the guild is tolerated by local authorities
message drop minders, to name a few. At the core of for its role as a crime regulator. The guild prevents
every faction are those who don't merely fulfill a small unregulated competition and does not allow
function for that organization, but who serve as its egregious activities by its own members. Members
hands, head, and heart. are typically skilled at deception and other thieving
skills. They seek aid from other mercenaries, wizards,
As a prelude to your adventuring career (and in and merchants allied with the Thieves Guild, and
preparation for it), you served as an agent of a sometimes even the shadowy Dark Brotherhood.
particular faction in Tamriel. You might have operated
openly or secretly, depending on the faction and its The Imperial Legion. Also known as the Imperial
goals, as well as how those goals mesh with your own. Army and the Ruby Ranks, the Legion is the main
Becoming an adventurer doesn't necessarily require force of the Empire. Considered to be one of the best
you to relinquish membership in your faction (though armies assembled in history, the Legion preserves
you can choose to do so), and it might enhance your peace and rule of law throughout the Empire.
status in the faction. Members are required to be knowledgeable in Lore,
and can always rely on the aid of governments that
Skill Proficiencies: Insight and one Intelligence, are part of the Empire, plus other leaders and groups
Willpower, or Personality skill of your choice, as who uphold the legions ideals.
appropriate to your faction.
Languages: Two of your choice The Imperial Cult. Worshipers of the Eight divines,
Equipment: Badge or emblem of your faction, a copy they provide missionary work of their faith and bring
of a seminal faction text (or a code-book for a covert divine inspiration and consolation across the Empire.
faction), a set of common clothes, and a pouch Agents of the cult search out necromancers and
containing 60 septims. daedra worshipers, and are usually skilled in Lore or
Arcana. They seek aid from law enforcement friendly
FACTIONS OF TAMRIEL to the Empire, and clergy faithful to the Eight.
Tamriel is home to many factions, however, there are FEATURE: SAFE HAVEN
a handful of groups that have made a large impression As a faction agent, you have access to a secret
on society. If your background is as an agent of one of network of supporters and operatives who can
the main factions of Tamriel, here are some provide assistance on your adventures. You know a
possibilities. set of secret signs and passwords you can use to
identify such operatives, who can provide you with
The Fighters Guild. Found throughout most of access to a hidden safe house, free room and board, or
Tamriel, The Fighter's Guild was founded in the 2nd assistance in finding information. These agents never
era as an Akaviri-only organization, but has since risk their lives for you or risk revealing their true
opened up to all the races. The guild is a professional identities.
group, chartered by the Emperor, that regulates the SUGGESTED CHARACTERISTICS
hiring of mercenaries, protectors, and guards. Agents Use the tables for the acolyte background in the
of the guild are often proficient in Athletics, and seek Player's Handbook as the basis for your traits and
aid from other guild members, local guards, and motivations, modifying the entries when appropriate
members of the Imperial Legion. Operatives may find to suit your identity as a faction agent. (For instance,
themselves ensuring other mercenary groups adhere consider the words “faith” and “faction” to be
to the law, or try to uncover corruption within the interchangeable.)
guild.

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Your bond might be associated with other members FEATURE: RUSTIC HOSPITALITY
of your faction, or a location or an object that is Since you come from the ranks of the common folk,
important to your faction. The ideal you strive for is you fit in among them with ease. You can find a place
probably in keeping with the tenets and principles of to hide, rest, or recuperate among other commoners,
your faction, but might be more personal in nature. unless you have shown yourself to be a danger to
them. They will shield you from the law or anyone
FOLK HERO else searching for you, though they will not risk their
lives for you.
Refer to the Player's Handbook page 131 for more
information. SUGGESTED CHARACTERISTICS
You come from a humble social rank, but you are A folk hero is one of the common people, for better or
destined for so much more. Already the people of for worse. Most folk heroes look on their humble
your home village regard you as their champion, and origins as a virtue, not a shortcoming, and their home
your destiny calls you to stand against the tyrants and communities remain very important to them.
monsters that threaten the common folk everywhere.
d8 Personality Trait

Skill Proficiencies: Animal Handling, Survival 1 I judge people by their actions, not their words.
Tool Proficiencies: One type of artisan's tools, land If someone is in trouble, I’m always ready to lend
vehicles 2 help.
Equipment: A set of artisan's tools (one of your
choice), a shovel, an iron pot, a set of common clothes, 3 When I set my mind to something, I follow through
and a belt pouch containing 40 septims. no matter what gets in my way.
I have a strong sense of fair play and always try to
4 find the most equitable solution to arguments.

DEFINING EVENT 5 I’m confident in my own abilities and do what I can
You previously pursued a simple profession among to instill confidence in others.
the peasantry, perhaps as a farmer, miner, servant, 6 Thinking is for other people. I prefer action.
shepherd, woodcutter, or gravedigger. But something 7 I misuse long words in an attempt to sound smarter.
happened that set you on a different path and marked I get bored easily. When am I going to get on with my
you for greater things. Choose or randomly determine 8 destiny?
a defining event that marked you as a hero of the
people. d6 Ideal
Respect. People deserve to be treated with dignity
1 and respect. (Good)

d10 Defining Event 2 Fairness. No one should get preferential treatment
1 I stood up to a tyrant’s agents. before the law, and no one is above the law. (Lawful)

2 I saved people during a natural disaster. 3 Freedom. Tyrants must not be allowed to oppress the
3 I stood alone against a terrible monster. people. (Chaotic)
Might. If I become strong, I can take what I want—
4 I stole from a corrupt merchant to help the poor. 4 what I deserve. (Evil)
5 I led a militia to fight off an invading army.
Sincerity. There’s no good in pretending to be
6 I broke into a tyrant’s castle and stole weapons to arm 5 something I’m not. (Neutral)
the people.
I trained the peasantry to use farm implements as Destiny. Nothing and no one can steer me away from
7 weapons against a tyrant’s soldiers. 6 my higher calling. (Any)

8 A lord rescinded an unpopular decree after I led a
symbolic act of protect against it.

9 A celestial, fey, or similar creature gave me a blessing
or revealed my secret origin.

10 Recruited into a lord’s army, I rose to leadership and
was commended for my heroism.

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d6 Bond GUILD BUSINESS
Guilds are generally found in cities large enough to
1 I have a family, but I have no idea where they are. One support several artisans practicing the same trade.
day, I hope to see them again. However, your guild might instead be a loose network
I worked the land, I love the land, and I will protect the of artisans who each work in a different village within
2 land. a larger realm. Work with your DM to determine the
nature of your guild. You can select your guild
3 A proud noble once gave me a horrible beating, and I business from the Guild Business table or roll
will take my revenge on any bully I encounter. randomly.

4 My tools are symbols of my past life, and I carry them d20 Guild Business
so that I will never forget my roots. 1 Alchemists and apothecaries
2 Armorers, locksmiths, and finesmiths
5 I protect those who cannot protect themselves. 3 Brewers, distillers, and vintners
I wish my childhood sweetheart had come with me to 4 Calligraphers, scribes, and scriveners
6 pursue my destiny. 5 Carpenters, roofers, and plasterers
6 Cartographers, surveyors, and chart-makers
d6 Flaw 7 Cobblers and shoemakers
8 Cooks and bakers
1 The tyrant who rules my land will stop at nothing to 9 Glassblowers and glaziers
see me killed. 10 Jewelers and gemcutters
11 Leatherworkers, skinners, and tanners
2 I’m convinced of the significance of my destiny, and 12 Masons and stonecutters
blind to my shortcomings and the risk of failure. 13 Painters, limners, and sign-makers
14 Potters and tile-makers
3 The people who knew me when I was young know my 15 Shipwrights and sailmakers
shameful secret, so I can never go home again. 16 Smiths and metal-forgers
I have a weakness for the vices of the city, especially 17 Tinkers, pewterers, and casters
4 hard drink. 18 Wagon-makers and wheelwrights
19 Weavers and dyers
5 Secretly, I believe that things would be better if I were 20 Woodcarvers, coopers, and bowyers
a tyrant lording over the land.
6 I have trouble trusting in my allies. As a member of your guild, you know the skills
needed to create finished items from raw materials
GUILD ARTISAN (reflected in your proficiency with a certain kind of
artisan’s tools), as well as the principles of trade and
Refer to the Player's Handbook page 132 for more good business practices. The question now is whether
information. you abandon your trade for adventure, or take on the
You are a member of an artisan’s guild, skilled in a extra effort to weave adventuring and trade together.
particular field and closely associated with other
artisans. You are a well-established part of the
mercantile world, freed by talent and wealth from the
constraints of a feudal social order. You learned your
skills as an apprentice to a master artisan, under the
sponsorship of your guild, until you became a master
in your own right.

Skill Proficiencies: Insight, Persuasion FEATURE: GUILD MEMBERSHIP
Tool Proficiencies: One type of artisan's tools As an established and respected member of a guild,
Languages: One of your choice you can rely on certain benefits that membership
Equipment: A set of artisan's tools (one of your provides. Your fellow guild members will provide you
choice), a letter of introduction from your guild, a set with lodging and food if necessary, and pay for your
of traveler's clothes, and a belt pouch containing 60 funeral if needed. In some cities and towns, a guildhall
septims. offers a central place to meet other members of your
profession, which can be a good place to meet
potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If
you are accused of a crime, your guild will support
you if a good case can be made for your innocence or
the crime is justifiable. You can also gain access to
powerful political figures through the guild, if you are

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a member in good standing. Such connections might d6 Bond
require the donation of money or magic items to the
guild’s coffers. 1 The workshop where I learned my trade is the most
important place in the world to me.
You must pay dues of 20 septims per month to the I created a great work for someone, and then found
guild. If you miss payments, you must make up back
dues to remain in the guild’s good graces. 2 them unworthy to receive it. I’m still looking for
SUGGESTED CHARACTERISTICS someone worthy.
Guild artisans are among the most ordinary people in
the world—until they set down their tools and take 3 I owe my guild a great debt for forging me into the
up an adventuring career. They understand the value person I am today.
of hard work and the importance of community, but 4 I pursue wealth to secure someone’s love.
they’re vulnerable to sins of greed and covetousness.
5 One day I will return to my guild and prove that I am
the greatest artisan of them all.

6 I will get revenge on the evil forces that destroyed my
place of business and ruined my livelihood.

d8 Personality Trait d6 Flaw
I’ll do anything to get my hands on something rare or
1 I believe that anything worth doing is worth doing 1 priceless.
right. I can’t help it— I’m a perfectionist.
I’m quick to assume that someone is trying to cheat
2 I’m a snob who looks down on those who can’t 2 me.
appreciate fine art.
No one must ever learn that I once stole money from
3 I always want to know how things work and what 3 guild coffers.
makes people tick.
I’m full of witty aphorisms and have a proverb for I’m never satisfied with what I have— I always want
4 every occasion. 4 more.

5 I’m rude to people who lack my commitment to hard 5 I would kill to acquire a noble title.
work and fair play. I’m horribly jealous of anyone who can outshine my
6 I like to talk at length about my profession. 6 handiwork. Everywhere I go, I’m surrounded by rivals.

7 I don’t part with my money easily and will haggle VARIANT GUILD ARTISAN: GUILD MERCHANT
tirelessly to get the best deal possible. Instead of an artisans’ guild, you might belong to a
I’m well known for my work, and I want to make sure guild of traders, caravan masters, or shopkeepers. You
don’t craft items yourself but earn a living by buying
8 everyone appreciates it. I'm always taken aback when and selling the works of others (or the raw materials
people haven’t heard of me. artisans need to practice their craft). Your guild might
be a large merchant consortium (or family) with
d6 Ideal interests across the region. Perhaps you transported
Community. It is the duty of all civilized people to goods from one place to another, by ship, wagon, or
1 strengthen the bonds of community and the security caravan, or bought them from traveling traders and
of civilization. (Lawful) sold them in your own little shop. In some ways, the
traveling merchant’s life lends itself to adventure far
2 Generosity. My talents were given to me so that I more than the life of an artisan.
could use them to benefit the world. (Good)
Rather than proficiency with artisan’s tools, you
3 Freedom. Everyone should be free to pursue his or her might be proficient with navigator’s tools or an
own livelihood. (Chaotic) additional language. And instead of artisan’s tools,
4 Greed. I’m only in it for the money. (Evil) you can start with a mule and a cart.

5 People. I’m committed to the people I care about, not
to ideals. (Neutral)

6 Aspiration. I work hard to be the best there is at my
craft.

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HAUNTED ONE HARROWING EVENT
d10 Event
Refer to the Curse of Strahd page 209 for more 1 A monster that slaughtered dozens of innocent
information. people spared your life, and you don’t know why.
You are haunted by something so terrible that you 2 You were born under a dark star. You can feel it
dare not speak of it. You’ve tried to bury it and flee watching you, coldly and distantly. Sometimes it
from it, to no avail. This thing that haunts you can’t be beckons you in the dead of night.
slain with a sword or banished with a spell. It might 3 An apparition that has haunted your family for
come to you as a shadow on the wall, a bloodcurdling generations now haunts you. You don’t know what it
nightmare, a memory that refuses to die, or a demonic wants, and it won’t leave you alone.
whisper in the dark. The burden has taken its toll, 4 Your family has a history of practicing the dark arts.
isolating you from others and making you question You dabbled once and felt something horrible clutch
your sanity. You must find a way to overcome it before at your soul, whereupon you fled in terror.
it destroys you. 5 An oni took your sibling one cold, dark night, and
Skill Proficiencies: Choose one of Arcana, you were unable to stop it.
Investigation, Religion, or Survival 6 You were cursed with lycanthropy and later cured.
Languages: Choose one exotic language You are now haunted by the innocents you
Equipment: A monster hunter’s pack, a set of slaughtered.
common clothes, and one trinket of special 7 A hag kidnapped and raised you. You escaped, but
significance the hag still has a magical hold over you and fills
FEATURE: HEART OF DARKNESS your mind with evil thoughts.
Those who look into your eyes can see that you have 8 You opened an eldritch tome and saw things unfit
faced unimaginable horror and that you are no for a sane mind. You burned the book, but its words
stranger to darkness. Though they might fear you, and images are burned into your psyche.
commoners will extend you every courtesy and do 9 A fiend possessed you as a child. You were locked
their utmost to help you. Unless you have shown away but escaped. The fiend is still inside you, but
yourself to be a danger to them, they will even take up now you try to keep it locked away.
arms to fight alongside you, should you find yourself 10 You did terrible things to avenge the murder of
facing an enemy alone. someone you loved. You became a monster, and it
HARROWING EVENT haunts your waking dreams.
Prior to becoming an adventurer, your path in life was
defined by one dark moment, one fateful decision, or SUGGESTED CHARACTERISTICS
one tragedy. Now you feel a darkness threatening to You have learned to live with the terror that haunts
consume you, and you fear there may be no hope of you. You are a survivor, who can be very protective of
escape. Choose a harrowing event that haunts you, or those who bring light into your darkened life.
roll one on the Harrowing Events table.
d8 Personality Trait
1 I don’t run from evil. Evil runs from me.
2 I like to read and memorize poetry. It keeps me calm

and brings me fleeting moments of happiness.
3 I spend money freely and live life to the fullest,

knowing that tomorrow I might die.
4 I live for the thrill of the hunt.
5 I don’t talk about the thing that torments me. I’d

rather not burden others with my curse.
6 I expect danger around every corner.
7 I refuse to become a victim, and I will not allow

others to be victimized.
8 I put no trust in divine beings.

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d6 Ideal HERMIT
1 I try to help those in need, no matter what the
Refer to the Player's Handbook page 134 for more
personal cost. (Good) information.
2 I’ll stop the spirits that haunt me or die trying. (Any) You lived in seclusion—either in a sheltered
3 I kill monsters to make the world a safer place, and community such as a monastery, or entirely alone—
for a formative part of your life. In your time apart
to exorcise my own demons. (Good) from the clamor of society, you found quiet, solitude,
4 I have a dark calling that puts me above the law. and perhaps some of the answers you were looking
for.
(Chaotic)
5 I like to know my enemy’s capabilities and Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism Kit
weaknesses before rushing into battle. (Lawful) Languages: One of your choice
6 I’m a monster that destroys other monsters, and Equipment: A scroll case stuffed full of notes from
your studies or prayers, a winter blanket, a set of
anything else that gets in my way. (Evil) common clothes, an herbalism kit, and 20 septims.

d6 Bond LIFE OF SECLUSION
1 I keep my thoughts and discoveries in a journal. My What was the reason for your isolation, and what
changed to allow you to end your solitude? You can
journal is my legacy. work with your DM to determine the exact nature of
2 I would sacrifice my life and my soul to protect the your seclusion, or you can choose or roll on the table
below to determine the reason behind your seclusion.
innocent.
3 My torment drove away the person I love. I strive to d8 Life of Seclusion
1 I was searching for spiritual enlightenment.
win back the love I’ve lost.
4 A terrible guilt consumes me. I hope that I can find 2 I was partaking of communal living in accordance with
the dictates of a religious order.
redemption through my actions. 3 I was exiled for a crime I didn’t commit.
5 There’s evil in me, I can feel it. It must never be set 4 I retreated from society after a life-altering event.
I needed a quiet place to work on my art, literature,
free. 5 music, or manifesto.
6 I have a child to protect. I must make the world a
6 I needed to commune with nature, far from civilization.
safer place for him (or her). 7 I was the caretaker of an ancient ruin or relic.
I was a pilgrim in search of a person, place, or relic of
d6 Flaw 8 spiritual significance.
1 I have certain rituals that I must follow every day. I

can never break them.
2 I assume the worst in people.
3 I feel no compassion for the dead. They’re the lucky

ones.
4 I have an addiction.
5 I am a purveyor of doom and gloom who lives in a

world without hope.
6 I talk to spirits that no one else can see.

FEATURE: DISCOVERY
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature.
It could be a site that no one else has ever seen. You
might have uncovered a fact that has long been
forgotten, or unearthed some relic of the past that
could rewrite history. It might be information that
would be damaging to the people who or consigned
you to exile, and hence the reason for your return to
society.

Work with your DM to determine the details of your
discovery and its impact on the campaign.

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SUGGESTED CHARACTERISTICS d6 Flaw
Some hermits are well suited to a life of seclusion, Now that I've returned to the world, I enjoy its
whereas others chafe against it and long for company. 1 delights a little too much.
Whether they embrace solitude or long to escape it,
the solitary life shapes their attitudes and ideals. A 2 I harbor dark, bloodthirsty thoughts that my isolation
few are driven slightly mad by their years apart from and meditation failed to quell.
society.
3 I am dogmatic in my thoughts and philosophy.
I let my need to win arguments overshadow
d8 Personality Trait 4 friendships and harmony.

1 I’ve been isolated for so long that I rarely speak, 5 I’d risk too much to uncover a lost bit of knowledge.
preferring gestures and the occasional grunt. I like keeping secrets and won’t share them with
2 I am utterly serene, even in the face of disaster. 6 anyone.

The leader of my community had something wise to OTHER HERMITS
3 say on every topic, and I am eager to share that This hermit background assumes a contemplative
sort of seclusion that allows room for study and
wisdom. prayer. If you want to play a rugged wilderness
recluse who lives off the land while shunning the
4 I feel tremendous empathy for all who suffer. company of other people, look at the outlander
5 I’m oblivious to etiquette and social expectations. background. On the other hand, if you want to go in a
more religious direction, the acolyte might be what
6 I connect everything that happens to me to a grand, you’re looking for. Or you could even be a charlatan,
cosmic plan. posing as a wise and holy person and letting pious
I often get lost in my own thoughts and fools support you.
7 contemplation, becoming oblivious to my
surroundings.

8 I am working on a grand philosophical theory and love
sharing my ideas.

d6 Ideal IMPERIAL CITY NOBLE

1 Greater Good. My gifts are meant to be shared with Refer to the Sword Coast Adventurer's Guide page 154
all, not used for my own benefit. (Good) for more information.
Logic. Emotions must not cloud our sense of what is You are a scion of one of the great noble families of
2 right and true, or our logical thinking. (Lawful) the Imperial City. Human families who jealously guard
their privilege and place in the City of Splendors,
3 Free Thinking. Inquiry and curiosity are the pillars of Imperial City nobles have a reputation across Tamriel
progress. (Chaotic) for being eccentric, spoiled, venal, and, above all else,
Power. Solitude and contemplation are paths toward rich.
4 mystical or magical power. (Evil)
Whether you are a shining example of the reason for
5 Live and Let Live. Meddling in the affairs of others this reputation or one who proves the rule by being
only causes trouble. (Neutral) an exception, people expect things of you when they
Self-Knowledge. If you know yourself, there’s nothing know your surname and what it means. Your reasons
6 left to know. (Any) for taking up adventuring likely involve your family in
some way: Are you the family rebel, who prefers
d6 Bond delving in filthy dungeons to sipping brandy at a ball?
Nothing is more important than the other members of Or have you taken up sword or spell on your family's
1 my hermitage, order, or association. behalf, ensuring that they have someone of renown to
see to their legacy?
2 I entered seclusion to hide from the ones who might
still be hunting me. I must someday confront them. Work with your DM to come up with the family you
are part of, with its own financial interests,
3 I’m still seeking the enlightenment I pursued in my specialties, and schemes. You might be part of the
seclusion, and it still eludes me. main line of your family, possibly in line to become its
leader one day. Or you might be one of any number of
4 I entered seclusion because I loved someone I could cousins, with less prestige but also less responsibility.
not have.

5 Should my discovery come to light, it could bring ruin
to the world.
My isolation gave me great insight into a great evil
6 that only I can destroy.

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Skill Proficiencies: History, Persuasion INHERITOR
Tool Proficiencies: One type of gaming set or one
musical instrument Refer to the Sword Coast Adventurer's Guide page 150
Languages: One of your choice for more information.
Equipment: A set of fine clothes, a signet ring or You are the heir to something of great value–not mere
brooch, a scroll of pedigree, a skin of fine brandy or coin or wealth, but an object that has been entrusted
wine, and a purse containing 80 septims to you and you alone. Your inheritance might have
FEATURE: KEPT IN STYLE come directly to you from a member of your family, by
While you are in the Imperial City or elsewhere in right of birth, or it could have been left to you by a
Cyrodiil your house sees to your everyday needs. Your friend, a mentor, a teacher, or someone else important
name and signet are sufficient to cover most of your in your life. The revelation of your inheritance
expenses; the inns, taverns, and feast halls you changed your life, and might have set you on the path
frequent are glad to record your debt and send an to adventure, but it could also come with many
accounting to your family's estate in the Imperial City dangers, including those who covet your gift and want
to settle what you owe. to take it from you–by force, if need be.

This advantage enables you to live a comfortable Skill Proficiencies: Survival, plus one from among
lifestyle without having to pay 2 gp a day for it, or Arcana, History, or Religion
reduces the cost of a wealthy or aristocratic lifestyle Tool Proficiencies: You choice of a gaming set or a
by that amount. You may not maintain a less affluent musical instrument.
lifestyle and use the difference as income-the benefit Languages: Any one of your choice
is a line of credit, not an actual monetary reward. Equipment: Your inheritance, a set of traveler's
SUGGESTED CHARACTERISTICS clothes, any times with which you are proficient, and
Use the tables for the noble background in the a pouch containing 60 septims.
Player's Handbook as the basis for your traits and
motivations, modifying the entries when appropriate FEATURE: INHERITANCE
to suit your identity as a member of an Imperial City Choose or randomly determine your inheritance from
family. among the possibilities in the table below. Work with
your Dungeon Master to come up with details: Why is
Like other nobles, you were born and raised in a your inheritance so important, and what is its full
different world from the one that most folk know – story? You might prefer for the DM to invent these
one that grants you privilege but also calls you to details as part of the game, allowing you to learn more
fulfill a duty befitting your station, or it could be about your inheritance as your character does.
concerned with another noble house that sides with
or opposes your own. Your ideal depends to some The Dungeon Master is free to use your inheritance
extent on how you view your role in the family, and as a story hook, sending you on quests to learn more
how you intend to conduct yourself in the world at about its history or true nature, or confronting you
large as a representative of your house. with foes who want to claim it for themselves or
prevent you from learning what you seek. The DM
also determines the properties of your inheritance
and how they figure into the item's history and
importance. For instance, the object might be a minor
magic item, or one that begins with a modest ability
and increases in potency with the passage of time. Or,
the true nature of your inheritance might not be
apparent at first and is revealed only when certain
conditions are met.

When you begin your adventuring career, you can
decide whether to tell your companions about your
inheritance right away. Rather than attracting
attention to yourself, you might want to keep your
inheritance a secret until you learn more about what
it means to you and what it can do for you.

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INHERITANCE Skill Proficiencies: Persuasion, plus one from among
d8 Bond Arcana, History, Nature, or Religion, as appropriate
1 Object or Item A document such as a map, a letter, for your order.
or a journal Tool Proficiencies: One type of gaming set or musical
2 A trinket (see "Trinkets" in chapter 5 of the Player's instrument
Handbook) Languages: One of your choice
3 A trinket (see "Trinkets" in chapter 5 of the Player's Equipment: One set of traveler's clothes, a signet,
Handbook) banner, or seal representing your place or rank in the
4 An article of clothing order, and a pouch containing 40 septims.
5 A piece of jewelry FEATURE: KNIGHTLY REGARD
6 An arcane book or formulary You receive shelter and succor from members of your
7 A written story, song, poem, or secret knightly order and those who are sympathetic to its
8 A tattoo or other body marking aims. If your order is a religious one, you can gain aid
from temples and other religious communities of your
SUGGESTED CHARACTERISTICS deity. Knights of civic orders can get help from the
Use the tables for the folk hero background in the community – whether a lone settlement or a great
Player's Handbook as the basis for your traits and nation that they serve, and knights of philosophical
motivations, modifying the entries when appropriate orders can find help from those they have aided in
to suit your identity as an inheritor. pursuit of their ideals, and those who share those
ideals.
Your bond might be directly related to your
inheritance, or to the person from who you received This help comes in the form of shelter and meals,
it. Your ideal might be influenced by what you know and healing when appropriate, as well as occasionally
about your inheritance, or by what you intend to do risky assistance, such as a band of local citizens
with your gift once you realize what it is capable of. rallying to aid a sorely pressed knight in a fight, or
those who support the order helping to smuggle a
KNIGHT OF THE ORDER knight out of town when they are being hunted
unjustly.
Refer to the Sword Coast Adventurer's Guide page 151 KNIGHTLY ORDERS OF TAMRIEL
for more information. Many who rightfully call themselves "knight" earn
You belong to an order of knights who have sworn that title as part of an order in service to a deity, such
oaths to achieve a certain goal. The nature of this goal as the Vigil of Stendarr, or the Order of Arkay with
depends on the order you serve, but in your eyes it is their Knights of the Circle. Other knightly orders serve
without question a vital and honorable endeavor. a government, royal family, or are the elite military of
Tamriel has a wide variety of knightly orders, all of a feudal state, such as the Order of the Raven. Other
which have a similar outlook concerning their actions knighthoods are secular and non governmental
and responsibilities. organizations of warriors who follow a particular
philosophy, or consider themselves a kind of extended
Though the term "knight" conjures ideas of family, similar to an order of monks. Although there
mounted, heavily armored warriors of noble blood, are organizations, such as the Order of the Lily, that
most knightly orders in Tamriel don't restrict their use the trappings of knighthood without necessarily
membership to such individuals. The goals and being warriors, most folk of Tamriel who hear the
philosophies of the order are more important than word "knight" think of a mounted warrior in armor
the gear and fighting style of its members, and so beholden to a code. Below are a few knightly
most of these orders aren't limited to fighting types, organizations.
but are open to all sorts of folk who are willing to
battle and die for the order's cause. Knights of the Dragon. The Knights of the Dragon
are the elite soldiers who are the official protectors of
The "Knightly Orders of Tamriel" below details the city and royal family of Daggerfall. Sometimes
several of the orders that are active at present and is they are confused as members of the Dragonguard,
designed to help inform your decision about which but they were not created to slay dragons. Their
group you owe allegiance to. service is to His Majesty the Dragon, or rather, the
current King or Queen of Daggerfall. Many knights are
stationed in and around Daggerfall for protection of

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the crown, but many find themselves outside of High MERCENARY VETERAN
Rock, escorting nobles, or gathering information from
their allies and enemies. These knights follow their Refer to the Sword Coast Adventurer's Guide page 152
oath: I vow to serve the Dragon. I lay down my life, my for more information.
gold, and my sacred honor for my King. His word is As a sellsword who fought battles for coin, you're well
my order, my sword is his arm. Our lives are one. acquainted with risking life and limb for a chance at a
share of treasure. Now, you look forward to fighting
Knights of the Flame. Centuries ago, noble warriors foes and reaping even greater rewards as an
of the Lorddom of Anticlere held back the invading adventurer. Your experience makes you familiar with
armies of the Reach when Sir Byric set the fields the ins and outs of mercenary life, and you likely have
surrounding the Alcaire Castle on fire. This bold harrowing stories of events on the battlefield. You
action led to the Alcaire Knights to be known as the might have served with a large outfit such as the
Knights of the Flame. Those who devote themselves to Fighter's Guild or the Companions, or a smaller band
Anticlere and their blessed patrons are judged as of sellswords, maybe even more than one.
worthy to join the order, and in return, the knights are
treated as gods by the locals. Now you're looking for something else, perhaps
greater reward for the risks you take, or the freedom
Knights of the Thorn. The Knights of the Thorn are to choose your own activities. For whatever reason,
a chivalrous order dedicated to the protection of you're leaving behind the life of a soldier for hire, but
Cheydinhal, in Cyrodiil. Founded by Farwil Indarys, your skills are undeniably suited for battle, so now
the group began as a glorified club, which spent more you fight on in a different way.
time drinking ale than they did doing anything else.
However, shortly after their inception, tragedy came Skill Proficiencies: Athletics, Persuasion
to the region and the Knights proved their worth, Tool Proficiencies: One type of gaming set, vehicles
fending off several daedric invasions. The order's (land)
crest is a sword enveloped in thorns, a symbol of the Equipment: A uniform of your company (traveler's
Indarys family. Every member of the order wears a clothes in quality, an insignia of your rank, a gaming
special medallion, or is outfitted in armor and set of your choice, and a pouch containing the
weapons emblazoned with their coat-of-arms. remainder of your last wages (40 septims)
SUGGESTED CHARACTERISTICS
Use the tables for the soldier background in the FEATURE: MERCENARY LIFE
Player's Handbook as the basis for your traits and You know the mercenary life as only someone who
motivations, modifying the entries when appropriate has experienced it can. You are able to identify
to suit your identity as a knight of your order. mercenary companies by their emblems, and you
know a little about any such company, including the
Your bond almost always involves the order to names and reputations of its commanders and
which you belong (or at least key members of it), and leaders, and who has hired them recently. You can find
it is highly unusual for a knight's ideal not to reflect the taverns and feast halls where mercenaries abide
the agenda, sentiment, or philosophy of one's order. in any area, as long as you speak the language. You
can find mercenary work between adventures
sufficient to maintain a comfortable lifestyle (see
"Practicing a Profession" under "Downtime Activities"
in chapter 8 of the Player's Handbook).

SUGGESTED CHARACTERISTICS
Use the tables for the soldier background in the
Player's Handbook as the basis for your traits and
motivations, modifying the entries when appropriate
to suit your identity as a mercenary.

Your bond could be associated with the company
you traveled with previously, or with some of the
comrades you served with. The ideal you embrace
largely depends on your worldview and your
motivation for fighting.

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NOBLE FEATURE: POSITION OF PRIVILEGE
Thanks to your noble birth, people are inclined to
Refer to the Player's Handbook page 135 for more think the best of you. You are welcome in high society,
information. and people assume you have the right to be wherever
You understand wealth, power, and privilege. You you are. The common folk make every effort to
carry a noble title, and your family owns land, collects accommodate you and avoid your displeasure, and
taxes, and wields significant political influence. You other people of high birth treat you as a member of
might be a pampered aristocrat unfamiliar with work the same social sphere. You can secure an audience
or discomfort, a former merchant just elevated to the with a local noble if you need to.
nobility, or a disinherited scoundrel with a
disproportionate sense of entitlement. Or you could SUGGESTED CHARACTERISTICS
be an honest, hard-working landowner who cares Nobles are born and raised to a very different lifestyle
deeply about the people who live and work on your than most people ever experience, and their
land, keenly aware of your responsibility to them. personalities reflect that upbringing. A noble title
comes with a plethora of bonds—responsibilities to
Work with your DM to come up with an appropriate family, to other nobles (including the sovereign), to
title and determine how much authority that title the people entrusted to the family’s care, or even to
carries. A noble title doesn’t stand on its own—it’s the title itself. But this responsibility is often a good
connected to an entire family, and whatever title you way to undermine a noble.
hold, you will pass it down to your own children. Not
only do you need to determine your noble title, but d8 Personality Trait
you should also work with the DM to describe your My eloquent flattery makes everyone I talk to feel like
family and their influence on you. 1 the most wonderful and important person in the

Is your family old and established, or was your title world.
only recently bestowed? How much influence do they The common folk love me for my kindness and
wield, and over what area? What kind of reputation 2 generosity.
does your family have among the other aristocrats of
the region? How do the common people regard them? 3 No one could doubt by looking at my regal bearing
that I am a cut above the unwashed masses.
What’s your position in the family? Are you the heir
to the head of the family? Have you already inherited 4 I take great pains to always look my best and follow
the title? How do you feel about that responsibility? the latest fashions.
Or are you so far down the line of inheritance that no I don’t like to get my hands dirty, and I won’t be
one cares what you do, as long as you don’t embarrass 5 caught dead in unsuitable accommodations.
the family? How does the head of your family feel
about your adventuring career? Are you in your 6 Despite my noble birth, I do not place myself above
family’s good graces, or shunned by the rest of your other folk. We all have the same blood.
family? 7 My favor, once lost, is lost forever.
If you do me an injury, I will crush you, ruin your
Does your family have a coat of arms? An insignia 8 name, and salt your fields.
you might wear on a signet ring? Particular colors you
wear all the time? An animal you regard as a symbol d6 Ideal
of your line or even a spiritual member of the family? Respect. Respect is due to me because of my position,

These details help establish your family and your 1 but all people regardless of station deserve to be
title as features of the world of the campaign. treated with dignity. (Good)

Skill Proficiencies: History, Persuasion Responsibility. It is my duty to respect the authority
Tool Proficiencies: One type of gaming set
Languages: One of your choice 2 of those above me, just as those below me must
Equipment: A set of fine clothes, a signet ring, a scroll respect mine. (Lawful)
of pedigree, and a purse containing 100 septims.
3 Independence. I must prove that I can handle myself
without the coddling of my family. (Chaotic)

4 Power. If I can attain more power, no one will tell me
what to do. (Evil)
5 Family. Blood runs thicker than water. (Any)

6 Noble Obligation. It is my duty to protect and care for
the people beneath me. (Good)

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d6 Bond OUTLANDER

1 I will face any challenge to win the approval of my Refer to the Player's Handbook page 136 for more
family. information.
My house’s alliance with another noble family must You grew up in the wilds, far from civilization and the
2 be sustained at all costs. comforts of town and technology. You’ve witnessed
the migration of herds larger than forests, survived
3 Nothing is more important than the other members of weather more extreme than any city-dweller could
my family. comprehend, and enjoyed the solitude of being the
only thinking creature for miles in any direction. The
4 I am in love with the heir of a family that my family wilds are in your blood, whether you were a nomad,
despises. an explorer, a recluse, a hunter-gatherer, or even a
marauder. Even in places where you don’t know the
5 My loyalty to my sovereign is unwavering. specific features of the terrain, you know the ways of
The common folk must see me as a hero of the the wild.
6 people.
Skill Proficiencies: Athletics, Survival
d6 Flaw Tool Proficiencies: One type of musical Instrument
Languages: One of your choice
1 I secretly believe that everyone is beneath me. Equipment: A staff, a hunting trap, a trophy from an
I hide a truly scandalous secret that could ruin my animal you killed, a set of traveler's clothes, and a belt
2 family forever. pouch containing 40 septims.

3 I too often hear veiled insults and threats in every ORIGIN
word addressed to me, and I’m quick to anger. You've been to strange places and seen things that
4 I have an insatiable desire for carnal pleasures. others cannot begin to fathom. Consider some of the
5 In fact, the world does revolve around me. distant lands you have visited, and how they impacted
you. You can roll on the following table to determine
6 By my words and actions, I often bring shame to my your occupation during your time in the wild, or
family. choose one that best fits your character.

VARIANT NOBLE: KNIGHT d10 Origin
A knighthood is among the lowest noble titles in most 1 Forester
societies, but it can be a path to higher status. If you 2 Trapper
wish to be a knight, choose the Retainers feature 3 Homesteader
instead of the Position of Privilege feature. One of 4 Guide
your commoner retainers is replaced by a noble who 5 Bounty hunter
serves as your squire, aiding you in exchange for 6 Exile or outcast
training on his or her own path to knighthood. Your 7 Pilgrim
two remaining retainers might include a groom to 8 Tribal nomad
care for your horse and a servant who polishes your 9 Hunter-gatherer
armor (and even helps you put it on). 10 Tribal marauder

As an emblem of chivalry and the ideals of courtly FEATURE: WANDERER
love, you might include among your equipment a You have an excellent memory for maps and
banner or other token from a noble lord or lady to geography, and you can always recall the general
whom you have given your heart—in a chaste sort of layout of terrain, settlements, and other features
devotion. (This person could be your bond.) around you. In addition, you can find food and fresh
water for yourself and up to five other people each
VARIANT FEATURE: RETAINER day, provided that the land offers berries, small game,
If your character has a noble background, you may water, and so forth.
select this background feature instead of Position of
Privilege.

You have the service of three retainers loyal to your
family. These retainers can be attendants or
messengers, and one might be a majordomo. Your
retainers are commoners who can perform mundane
tasks for you, but they do not fight for you, will not
follow you into obviously dangerous areas (such as
dungeons), and will leave if they are frequently
endangered or abused.

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SUGGESTED CHARACTERISTICS d6 Flaw
Often considered rude and uncouth among civilized
folk, outlanders have little respect for the niceties of 1 I am too enamored of ale, wine, and other intoxicants.
life in the cities. The ties of tribe, clan, family, and the
natural world of which they are a part are the most 2 There’s no room for caution in a life lived to the
important bonds to most outlanders. fullest.

I remember every insult I’ve received and nurse a
3 silent resentment toward anyone who’s ever wronged

me.

d8 Personality Trait 4 I am slow to trust members of other races, tribes, and
societies.
1 I’m driven by a wanderlust that led me away from
home. 5 Violence is my answer to almost any challenge.
Don’t expect me to save those who can’t save
2 I watch over my friends as if they were a litter of
newborn pups. 6 themselves. It is nature’s way that the strong thrive

I once ran twenty-five miles without stopping to warn and the weak perish.

3 to my clan of an approaching orc horde. I’d do it again SAGE
if I had to.
Refer to the Player's Handbook page 137 for more
4 I have a lesson for every situation, drawn from information.
observing nature. You spent years learning the lore of Tamriel. You
scoured manuscripts, studied scrolls, and listened to
I place no stock in wealthy or well-mannered folk. the greatest experts on the subjects that interest you.
5 Money and manners won’t save you from a hungry Your efforts have made you a master in your fields of
gryphon. study.

6 I’m always picking things up, absently fiddling with
them, and sometimes accidentally breaking them.
I feel far more comfortable around animals than
7 people.

8 I was, in fact, raised by wolves. Skill Proficiencies: Arcana, History
Languages: Two of your choice
d6 Ideal Equipment: A bottle of black ink, a quill, a small
knife, a letter from a dead colleague posing a question
1 Change. Life is like the seasons, in constant change, you have not yet been able to able to answer, a set of
and we must change with it. (Chaotic) common clothes, and a belt pouch containing 40
Greater Good. It is each person’s responsibility to septims.
2 make the most happiness for the whole tribe. (Good)

3 Honor. If I dishonor myself, I dishonor my whole clan. SPECIALTY
(Lawful) To determine the nature of your scholarly training,
4 Might. The strongest are meant to rule. (Evil) roll a d8 or choose from the options in the table
Nature. The natural world is more important than all below.
5 the constructs of civilization. (Neutral)

6 Glory. I must earn glory in battle, for myself and my
clan. (Any)
d8 Specialty
d6 Bond 1 Alchemist
My family, clan, or tribe is the most important thing in 2 Astronomer
1 my life, even when they are far from me. 3 Discredited academic
4 Librarian
2 An injury to the unspoiled wilderness of my home is 5 Professor
an injury to me. 6 Researcher
7 Mage’s apprentice
3 I will bring terrible wrath down on the evildoers who 8 Scribe
destroyed my homeland.

4 I am the last of my tribe, and it is up to me to ensure
their names enter legend.
I suffer awful visions of a coming disaster and will do
5 anything to prevent it.

6 It is my duty to provide children to sustain my tribe.

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FEATURE: RESEARCHER d6 Bond
When you attempt to learn or recall a piece of lore, if
you do not know that information, you often know 1 It is my duty to protect my students.
where and from whom you can obtain it. Usually, this
information comes from a library, scriptorium, 2 I have an ancient text that holds terrible secrets that
university, or a sage or other learned person or must not fall into the wrong hands.
creature. Your DM might rule that the knowledge you
seek is secreted away in an almost inaccessible place, 3 I work to preserve a library, university, scriptorium, or
or that it simply cannot be found. Unearthing the monastery.
deepest secrets of Tamriel can require an adventure
or even a whole campaign. 4 My life’s work is a series of tomes related to a specific
field of lore.
I've been searching my whole life for the answer to a
5 certain question.

6 I sold my soul for knowledge. I hope to do great deeds
and win it back.

SUGGESTED CHARACTERISTICS d6 Flaw
Sages are defined by their extensive studies, and their
characteristics reflect this life of study. Devoted to 1 I am easily distracted by the promise of information.
scholarly pursuits, a sage values knowledge highly— Most people scream and run when they see a demon.
sometimes in its own right, sometimes as a means 2 I stop and take notes on its anatomy.
toward other ideals.
3 Unlocking an ancient mystery is worth the price of a
civilization.
I overlook obvious solutions in favor of complicated
d8 Personality Trait 4 ones.
I use polysyllabic words that convey the impression of
1 great erudition. 5 I speak without really thinking through my words,
invariably insulting others.
2 I've read every book in the world’s greatest libraries— 6 I can’t keep a secret to save my life, or anyone else’s.
or I like to boast that I have.
I'm used to helping out those who aren’t as smart as I
3 am, and I patiently explain anything and everything to SAILOR

others. Refer to the Player's Handbook page 139 for more
4 There’s nothing I like more than a good mystery. information.
I’m willing to listen to every side of an argument You sailed on a seagoing vessel for years. In that time,
5 before I make my own judgment. you faced down mighty storms, monsters of the deep,
and those who wanted to sink your craft to the
I . . . speak . . . slowly . . . when talking . . . to bottomless depths. Your first love is the distant line of
the horizon, but the time has come to try your hand at
6 idiots, . . . which . . . almost . . . everyone . . . is . . . something new.
compared . . . to me.
7 I am horribly, horribly awkward in social situations. Discuss the nature of the ship you previously sailed
I’m convinced that people are always trying to steal with your Dungeon Master. Was it a merchant ship, a
8 my secrets. naval vessel, a ship of discovery, or a pirate ship? How
famous (or infamous) is it? Is it widely traveled? Is it
d6 Ideal still sailing, or is it missing and presumed lost with all
hands?
1 Knowledge. The path to power and self-improvement
is through knowledge. (Neutral) What were your duties on board—boatswain,
captain, navigator, cook, or some other position? Who
2 Beauty. What is beautiful points us beyond itself were the captain and first mate? Did you leave your
toward what is true. (Good) ship on good terms with your fellows, or on the run?
Logic. Emotions must not cloud our logical thinking.
3 (Lawful)

4 No Limits. Nothing should fetter the infinite possibility
inherent in all existence. (Chaotic)

5 Power. Knowledge is the path to power and Skill Proficiencies: Athletics, Perception
domination. (Evil) Tool Proficiencies: Navigator's tools, water vehicles
Equipment: A belaying pin (club), 50 feet of silk rope,
6 Self-Improvement. The goal of a life of study is the a lucky charm such as a rabbit foot or a small stone
betterment of oneself. (Any) with a hole in the center (or you may roll for a
random trinket on the Trinkets table in chapter 5 of
the Player's Handbook), a set of common clothes, and
a belt pouch containing 40 septims.

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