FEATURE: SHIP'S PASSAGE d6 Bond
When you need to, you can secure free passage on a
sailing ship for yourself and your adventuring 1 I’m loyal to my captain first, everything else second.
companions. You might sail on the ship you served on,
or another ship you have good relations with 2 The ship is most important—crewmates and captains
(perhaps one captained by a former crewmate). come and go.
Because you’re calling in a favor, you can’t be certain
of a schedule or route that will meet your every need. 3 I’ll always remember my first ship.
Your Dungeon Master will determine how long it In a harbor town, I have a paramour whose eyes
takes to get where you need to go. In return for your 4 nearly stole me from the sea.
free passage, you and your companions are expected
to assist the crew during the voyage. 5 I was cheated out of my fair share of the profits, and I
want to get my due.
Ruthless pirates murdered my captain and
6 crewmates, plundered our ship, and left me to die.
Vengeance will be mine.
SUGGESTED CHARACTERISTICS d6 Flaw
Sailors can be a rough lot, but the responsibilities of
life on a ship make them generally reliable as well. 1 I follow orders, even if I think they’re wrong.
Life aboard a ship shapes their outlook and forms 2 I’ll say anything to avoid having to do extra work.
their most important attachments.
3 Once someone questions my courage, I never back
down no matter how dangerous the situation.
4 Once I start drinking, it’s hard for me to stop.
I can’t help but pocket loose coins and other trinkets I
d8 Personality Trait 5 come across.
1 My friends know they can rely on me, no matter what.
6 My pride will probably lead to my destruction.
2 I work hard so that I can play hard when the work is
done.
I enjoy sailing into new ports and making new friends VARIANT SAILOR: PIRATE
3 over a flagon of ale. You spent your youth under the sway of a dread
pirate, a ruthless cutthroat who taught you how to
4 I stretch the truth for the sake of a good story. survive in a world of sharks and savages. You’ve
indulged in larceny on the high seas and sent more
5 To me, a tavern brawl is a nice way to get to know a than one deserving soul to a briny grave. Fear and
new city. bloodshed are no strangers to you, and you’ve
6 I never pass up a friendly wager. garnered a somewhat unsavory reputation in many a
7 My language is as foul as an cliffracer nest. port town.
I like a job well done, especially if I can convince
8 someone else to do it. If you decide that your sailing career involved piracy,
you can choose the Bad Reputation feature instead of
d6 Ideal the Ship’s Passage feature.
Respect. The thing that keeps a ship together is
1 mutual respect between captain and crew. (Good)
2 Fairness. We all do the work, so we all share in the VARIANT FEATURE: BAD REPUTATION
rewards. (Lawful) If your character has a sailor background, you may
select this background feature instead of Ship’s
3 Freedom. The sea is freedom—the freedom to go Passage.
anywhere and do anything. (Chaotic)
No matter where you go, people are afraid of you
4 Mastery. I’m a predator, and the other ships on the due to your reputation. When you are in a civilized
sea are my prey. (Evil) settlement, you can get away with minor criminal
People. I’m committed to my crewmates, not to offenses, such as refusing to pay for food at a tavern
5 ideals. (Neutral) or breaking down doors at a local shop, since most
people will not report your activity to the authorities.
6 Aspiration. Someday I’ll own my own ship and chart
my own destiny. (Any)
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SOLDIER FEATURE: MILITARY RANK
You have a military rank from your career as a soldier.
Refer to the Player's Handbook page 140 for more Soldiers loyal to your former military organization
information. still recognize your authority and influence, and they
War has been your life for as long as you care to defer to you if they are of a lower rank. You can invoke
remember. You trained as a youth, studied the use of your rank to exert influence over other soldiers and
weapons and armor, learned basic survival requisition simple equipment or horses for temporary
techniques, including how to stay alive on the use. You can also usually gain access to friendly
battlefield. You might have been part of a standing military encampments and fortresses where your
national army or a mercenary company, or perhaps a rank is recognized.
member of a local militia who rose to prominence
during a recent war. SUGGESTED CHARACTERISTICS
The horrors of war combined with the rigid discipline
When you choose this background, work with your of military service leave their mark on all soldiers,
DM to determine which military organization you shaping their ideals, creating strong bonds, and often
were a part of, how far through its ranks you leaving them scarred and vulnerable to fear, shame,
progressed, and what kind of experiences you had and hatred.
during your military career. Was it a standing army, a
town guard, or a village militia? Or it might have been d8 Personality Trait
a noble’s or merchant’s private army, or a mercenary
company. 1 I'm always polite and respectful.
I’m haunted by memories of war. I can’t get the
Skill Proficiencies: Athletics, Intimidation 2 images of violence out of my mind.
Tool Proficiencies: One type of gaming set, land
vehicles 3 I’ve lost too many friends, and I’m slow to make new
Equipment: An insignia of rank, a trophy taken from ones.
a fallen enemy (a dagger, broken blade, or piece of a
banner), a set of bone dice or deck of cards, a set of I’m full of inspiring and cautionary tales from my
common clothes, and a belt pouch containing 40 4 military experience relevant to almost every combat
septims. situation.
5 I can stare down a hell hound without flinching.
SPECIALITY 6 I enjoy being strong and like breaking things.
During your time as a soldier, you had a specific role
to play in your unit or army. 7 I have a crude sense of humor.
Roll a d8 or choose from the options in the table I face problems head-on. A simple, direct solution is
below to determine your role: 8 the best path to success.
d8 Specialty d6 Ideal
1 Officer Greater Good. Our lot is to lay down our lives in
2 Scout 1 defense of others. (Good)
3 Infantry
4 Cavalry 2 Responsibility. I do what I must and obey just
5 Healer authority. (Lawful)
6 Quartermaster
7 Standard bearer 3 Independence. When people follow orders blindly,
8 Support staff (cook, blacksmith, or the like) they embrace a kind of tyranny. (Chaotic)
4 Might. In life as in war, the stronger force wins. (Evil)
5 Live and Let Live. Ideals aren’t worth killing over or
going to war for. (Neutral)
6 Nation. My city, nation, or people are all that matter.
(Any)
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d6 Bond As a member of an adventuring party, you might find
it more difficult to pursue a personal agenda that
1 I would still lay down my life for the people I served doesn't fit with the group's objectives- but on the
with. other hand, you can take down much more formidable
Someone saved my life on the battlefield. To this day, targets with the help of your companions.
2 I will never leave a friend behind. Skill Proficiencies: Choose two from among
Deception, Insight, Persuasion, and Stealth
3 My honor is my life. Tool Proficiencies: Choose two from among one type
of gaming set, one musical instrument, and thieves'
4 I’ll never forget the crushing defeat my company tools
suffered or the enemies who dealt it. Equipment: A set of clothes appropriate to your
5 Those who fight beside me are those worth dying for. duties and a pouch containing 80 septims
FEATURE: EAR TO THE GROUND
6 I fight for those who cannot fight for themselves. You are in frequent contact with people in the
segment of society that your chosen quarries move
d6 Flaw through. These people might be associated with the
The monstrous enemy we faced in battle still leaves criminal underworld, the rough-and-tumble folk of
1 me quivering with fear. the streets, or members of high society. This
connection comes in the form of a contact in any city
2 I have little respect for anyone who is not a proven you visit, a person who provides information about
warrior. the people and places of the local area.
SUGGESTED CHARACTERISTICS
3 I made a terrible mistake in battle cost many lives— Use the tables for the criminal background in the
and I would do anything to keep that mistake secret. Player's Handbook as the basis for your traits and
motivations, modifying the entries when appropriate
4 My hatred of my enemies is blind and unreasoning. to suit your identity as a bounty hunter.
5 I obey the law, even if the law causes misery.
6 I’d rather eat my armor than admit when I’m wrong. For instance, your bond might involve other bounty
hunters or the organizations or individuals that
URBAN BOUNTY HUNTER employ you. Your ideal could be associated with your
determination always to catch your quarry or your
Refer to the Sword Coast Adventurer's Guide page 153 desire to maintain our reputation for being
for more information. dependable.
Before you became an adventurer, your life was
already full of conflict and excitement, because you
made a living tracking down people for pay. Unlike
some people who collect bounties, though, you aren't
a savage who follows quarry into or through the
wilderness. You're involved in a lucrative trade, in the
place where you live, that routinely tests your skills
and survival instincts. What's more, you aren't alone,
as a bounty hunter in the wild would be: you
routinely interact with both the criminal subculture
and other bounty hunters, maintaining contacts in
both areas to help you succeed.
You might be a cunning thief-catcher, prowling the
rooftops to catch one of the myriad burglars of the
city. Perhaps you are someone who has your ear to
the street, aware of the doings of thieves' guilds and
street gangs. You might be a "velvet mask" bounty
hunter, one who blends in with high society and noble
circles in order to catch the criminals that prey on the
rich, whether pickpockets or con artists. The
community where you plied your trade might have
been one of Tamriels's great metropolises, such as the
Imperial City, Daggerfall, or a less populous location,
perhaps Stros M'kai or Whiterun – any place that's
large enough to have a steady supply of potential
quarries.
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URCHIN d8 Personality Trait
Refer to the Player's Handbook page 141 for more 1 I hide scraps of food and trinkets away in my pockets.
information.
You grew up on the streets alone, orphaned, and poor. 2 I ask a lot of questions.
You had no one to watch over you or to provide for I like to squeeze into small places where no one else
you, so you learned to provide for yourself. You fought 3 can get to me.
fiercely over food and kept a constant watch out for
other desperate souls who might steal from you. 4 I sleep with my back to a wall or tree, with everything I
You slept on rooftops and in alleyways, exposed to the own wrapped in a bundle in my arms.
elements, and endured sickness without the
advantage of medicine or a place to recuperate. You’ve 5 I eat like a pig and have bad manners.
survived despite all odds, and did so through cunning, 6 I think anyone who’s nice to me is hiding evil intent.
strength, speed, or some combination of each.
7 I don’t like to bathe.
You begin your adventuring career with enough I bluntly say what other people are hinting at or
money to live modestly but securely for at least ten 8 hiding.
days. How did you come by that money? What
allowed you to break free of your desperate d6 Ideal
circumstances and embark on a better life?
Skill Proficiencies: Sleight of Hand, Stealth 1 Respect. All people, rich or poor, deserve respect.
Tool Proficiencies: Disguise Kit, Thieves' Tools (Good)
Equipment: A small knife, a map of the city you grew
up in, a pet mouse, a token to remember your parents 2 Community. We have to take care of each other,
by, a set of common clothes, and a belt pouch because no one else is going to do it. (Lawful)
containing 40 septims.
FEATURE: CITY SECRETS Change. The low are lifted up, and the high and
You know the secret patterns and flow to cities and 3 mighty are brought down. Change is the nature of
can find passages through the urban sprawl that things. (Chaotic)
others would miss. When you are not in combat, you
(and companions you lead) can travel between any 4 Retribution. The rich need to be shown what life and
two locations in the city twice as fast as your speed death are like in the gutters. (Evil)
would normally allow. People. I help the people who help me—that’s what
SUGGESTED CHARACTERISTICS 5 keeps us alive. (Neutral)
Urchins are shaped by lives of desperate poverty, for
good and for ill. They tend to be driven either by a 6 Aspiration. I'm going to prove that I'm worthy of a
commitment to the people with whom they shared better life.
life on the street or by a burning desire to find a
better life—and maybe get some payback on all the d6 Bond
rich people who treated them badly. 1 My town or city is my home, and I’ll fight to defend it.
I sponsor an orphanage to keep others from enduring
2 what I was forced to endure.
3 I owe my survival to another urchin who taught me to
live on the streets.
I owe a debt I can never repay to the person who took
4 pity on me.
5 I escaped my life of poverty by robbing an important
person, and I’m wanted for it.
6 No one else should have to endure the hardships I’ve
been through.
d6 Flaw
1 If I'm outnumbered, I will run away from a fight.
2 Gold seems like a lot of money to me, and I’ll do just
about anything for more of it.
3 I will never fully trust anyone other than myself.
4 I’d rather kill someone in their sleep then fight fair.
5 It’s not stealing if I need it more than someone else.
6 People who can't take care of themselves get what
they deserve.
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CHAPTER 5: EQUIPMENT
The marketplace of a large city teems with buyers and WEALTH
sellers of many sorts: orc smiths and altmer
woodcarvers, nord farmers and breton jewelers. In The economy of Tamriel is based mainly on bartering.
the largest cities, almost anything imaginable is Although many merchants deal in coin, many will
offered for sale, from exotic spices and luxurious trade for goods and jewels. Larger cities may refuse to
clothing to wicker baskets and practical swords. barter for goods and wish to deal strictly in Septims.
For an adventurer, the availability of armor, CURRENCY
weapons, backpacks, rope, and similar goods is of
paramount importance, since proper equipment can The main currency in Tamriel is the Septim. It is
mean the difference between life and death in a named that way from the Septim Empire that ruled
dungeon or the untamed wilds. This chapter details Tamriel from the end of the 2nd era until the end of the
the mundane and exotic merchandise that 3rd era. It's called this due to the bust of Tiber Septim
adventurers commonly find useful in the face of the on the face of the coin. It is also sometimes referred to
threats that the world of Tamriel presents. as Drakes, due to the seal of Akatosh on the back side.
STARTING EQUIPMENT SELLING TREASURE
When you create your character, you will usually start Opportunities abound to find treasure, equipment,
an adventure in typical Elder Scrolls style, with weapons, armor, and more in the dungeons you
nothing but rags. If you are joining an adventure that explore. Normally, you can sell your treasures and
starts in another way or is already in progress, your trinkets when you return to a town or other
DM can determine your starting gold based on your settlement, provided that you can find buyers and
allies or by a combination of your class and merchants interested in your loot.
background. Alternatively, you can start with a
number of gold pieces based on your class and spend Arms, Armor, and Other Equipment. As a general
them on items from the lists in this chapter. See the rule, undamaged weapons, armor, and other
Starting Wealth by Class table to determine how much equipment fetch half their cost when sold in a market.
gold you have to spend. You decide how your Weapons and armor used by monsters are rarely in
character came by this starting equipment. It might good enough condition to sell.
have been an inheritance, or goods that the character
purchased during their upbringing. You might have Magic Items. Selling magic items is problematic.
been equipped with a weapon, armor, and a backpack Finding someone to buy a potion or a scroll isn’t too
as part of military service. You might even have stolen hard, but other items are out of the realm of most but
your gear. A weapon could be a family heirloom, the wealthiest nobles. Likewise, aside from a few
passed down from generation to generation until your common magic items, you won’t normally come
character finally took up the mantle and followed in across magic items or spells to purchase. The value of
an ancestor's adventurous footsteps. magic is far beyond simple gold and should always be
treated as such.
Starting Wealth by Class Funds
2d12 + 40 Septims Gems, Jewelry, and Art Objects. These items retain
Class 5d12 + 40 Septims their full value in the marketplace, and you can either
Barbarian 5d12 + 40 Septims trade them in for coin or use them as currency for
Bard 4d12 + 40 Septims other transactions. For exceptionally valuable
Crusader treasures, the DM might require you to find a buyer in
Mage 5d4 Septims a large town or larger community first.
Monk 4d12 + 40 Septims
Nightblade 5d12 + 40 Septims Trade Goods. On the borderlands, many people
Ranger 4d12 + 40 Septims conduct transactions through barter. Like gems and
Rogue 3d12 + 40 Septims art objects, trade goods—bars of iron, bags of salt,
Sorceror 5d12 + 40 Septims livestock, and so on—retain their full value in the
Spellsword 4d12 + 40 Septims market and can be used as currency.
Thief 5d12 + 40 Septims
Warrior
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ARMOR AND SHIELDS LIGHT ARMOR
Tamriel is a vast tapestry made up of many different Made from supple and thin materials, light armor
cultures, each with its own technology level. For this favors agile adventurers since it offers some
reason, adventurers have access to a variety of armor protection without sacrificing mobility. If you wear
types, ranging from leather armor to chain mail to light armor, you add your Agility modifier to the base
costly plate armor, with several other kinds of armor number from your armor type to determine your
in between. The Armor table collects the most Armor Class.
commonly available types of armor found in the game
and separates them into three categories: light armor, Padded. Padded armor consists of quilted layers of
medium armor, and heavy armor. Many warriors cloth and batting.
supplement their armor with a shield.
Leather. The breastplate and shoulder protectors of
The Armor table shows the cost, weight, and other this armor are made of leather that has been stiffened
properties of the common types of armor worn in the by being boiled in oil. The rest of the armor is made of
worlds of Tamriel. softer and more flexible materials.
Armor Proficiency. Anyone can put on a suit of Studded Leather. Made from tough but flexible
armor or strap a shield to an arm. Only those leather, studded leather is reinforced with close-set
proficient in the armor’s use know how to wear it rivets or spikes.
effectively, however. Your class gives you proficiency
with certain types of armor. If you wear armor that MEDIUM ARMOR
you lack proficiency with, you have disadvantage on
any ability check, saving throw, or attack roll that Medium armor offers more protection than light
involves Strength or Agility, and you can’t cast spells. armor, but it also impairs movement more. If you
wear medium armor, you add your Agility modifier, to
Armor Class (AC). Armor protects its wearer from a maximum of +2, to the base number from your
attacks. The armor (and shield) you wear determines armor type to determine your Armor Class.
your base Armor Class.
Hide. This crude armor consists of thick furs and
Heavy Armor. Heavier armor interferes with the pelts. It is commonly worn by barbarian tribes, evil
wearer’s ability to move quickly, stealthily, and freely. humanoids, and other folk who lack access to the
If the Armor table shows “Str 13” or “Str 15” in the tools and materials needed to create better armor.
Strength column for an armor type, the armor
reduces the wearer’s speed by 10 feet unless the Chain Shirt. Made of interlocking metal rings, a
wearer has a Strength score equal to or higher than chain shirt is worn between layers of clothing or
the listed score. leather. This armor offers modest protection to the
wearer’s upper body and allows the sound of the
Stealth. If the Armor table shows “Disadvantage” in rings rubbing against one another to be muffled by
the Stealth column, the wearer has disadvantage on outer layers.
Agility (Stealth) checks.
Scale Mail. This armor consists of a coat and
Shields. A shield is made from wood or metal and is leggings (and perhaps a separate skirt) of leather
carried in one hand. Wielding a shield increases your covered with. overlapping pieces of metal, much like
Armor Class by 1 or 2, depending on the type. You can the scales of a fish. The suit includes gauntlets.
benefit from only one shield at a time.
Breastplate. This armor consists of a fitted metal
VARIANT: EQUIPMENT SIZES chest piece worn with supple leather. Although it
leaves the legs and arms relatively unprotected, this
In most campaigns, you can use or wear any equipment armor provides good protection for the wearer’s vital
that you find on your adventures, within the bounds of organs while leaving the wearer relatively
common sense. For example, a burly orc won’t fit in a unencumbered.
goblin's leather armor, and a bosmer would be
swallowed up in a giant’s elegant robe. Half Plate. Half plate consists of shaped metal
plates that cover most of the wearer’s body. It does
The DM can impose more realism. For example, a suit not include leg protection beyond simple greaves that
of plate armor made for one human might not fit another are attached with leather straps.
one without significant alterations, and a guard’s uniform
might be visibly ill-fitting when an adventurer tries to
wear it as a disguise.
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HEAVY ARMOR Chain Mail. Made of interlocking metal rings, chain
mail includes a layer of quilted fabric worn
Of all the armor categories, heavy armor offers the underneath the mail to prevent chafing and to
best protection. These suits of armor cover the entire cushion the impact of blows. The suit includes
body and are designed to stop a wide range of attacks. gauntlets.
Only proficient warriors can manage their weight and
bulk. Heavy armor doesn’t let you add your Agility Splint. This armor is made of narrow vertical strips
modifier to your Armor Class, but it also doesn’t of metal riveted to a backing of leather that is worn
penalize you if your Agility modifier is negative. over cloth padding. Flexible chain mail protects the
joints.
Ring Mail. This armor is leather armor with heavy
rings sewn into it. The rings help reinforce the armor Plate. Plate consists of shaped, interlocking metal
against blows from swords and axes. Ring mail is plates to cover the entire body. A suit of plate includes
inferior to chain mail, and it's usually worn only by gauntlets, heavy leather boots, a visored helmet, and
those who can’t afford better armor. thick layers of padding underneath the armor. Buckles
and straps distribute the weight over the body.
Armor Cost Armor Class (AC) Strength Stealth Weight
Armor 20 s 11 + Agi modifier – Disadvantage 8 lb.
Light Armor 40 s 11 + Agi modifier – – 10 lb.
180 s 12 + Agi modifier – – 13 lb.
Padded
Leather 40 s 12 + Agi modifier (max 2) – – 12 lb.
Studded Leather 200 s 13 + Agi modifier (max 2) – – 20 lb.
Medium Armor 200 s 14 + Agi modifier (max 2) – Disadvantage 45 lb.
Hide 1,600 s 14 + Agi modifier (max 2) – – 20 lb.
Chain Shirt 3,000 s 15 + Agi modifier (max 2) – Disadvantage 40 lb.
Scale Mail
Breast Plate 120 s 14 – Disadvantage 40 lb.
Half Plate 300 s 16 Str 13 Disadvantage 55 lb.
Heavy Armor 800 s 17 Str 15 Disadvantage 60 lb.
Ring Mail 6,000 s 18 Str 15 Disadvantage 65 lb.
Chain Mail
Splint 20 s +1 – – 4 lb.
Plate 40 s +2 Str 13 – 6 lb.
Shield
Buckler
Kite
GETTING INTO AND OUT OF ARMOR WEAPONS
The time it takes to don or doff armor depends on the Your class grants proficiency in certain weapons,
armor’s category. reflecting both the class’s focus and the tools you are
most likely to use. Whether you favor a longsword or
Don. This is the time it takes to put on armor. You a longbow, your weapon and your ability to wield it
benefit from the armor’s AC only if you take the full effectively can mean the difference between life and
time to don the suit of armor. death while adventuring.
Doff. This is the time it takes to take off armor. If you The Common Weapons table shows the most
have help, reduce this time by half. common weapons used in the world of Tamriel, their
price and weight, the damage they deal when they hit,
Donning and Doffing Armor and any special properties they possess. Every
weapon is classified as either melee or ranged. A
Category Don Doff melee weapon is used to attack a target within 5 feet
Light Armor 1 minute 1 minute of you, whereas a ranged weapon is used to attack a
1 minute target at a distance.
Medium Armor 5 minutes 5 minutes
1 action
Heavy Armor 10 minutes
Shield 1 action
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WEAPON PROFICIENCY ammunition or thrown property. The range lists two
numbers. The first is the weapon’s normal range in
Your race, class, and feats can grant you proficiency feet, and the second indicates the weapon’s long
with certain weapons or categories of weapons. The range. When attacking a target beyond normal range,
categories are separated by they type of weapon: you have disadvantage on the attack roll. You can’t
Blunt, Short Blade, Long Blade, Marksman, Axe, attack a target beyond the weapon’s long range.
Polearms, and Hand-to-Hand. Being proficient with a
type of weapon means you can use any weapon in Reach. This weapon adds 5 feet to your reach when
that category with proficiency. Proficiency with a you attack with it, as well as when determining your
weapon allows you to add your proficiency bonus to reach for opportunity attacks with it (see chapter 9).
the attack roll for any attack you make with that
weapon. If you make an attack roll using a weapon Special. A weapon with the special property has
with which you lack proficiency, you do not add your unusual rules governing its use, explained in the
proficiency bonus to the attack roll. weapon’s description (see “Special Weapons” later in
this section).
WEAPON PROPERTIES
Thrown. If a weapon has the thrown property, you
Many weapons have special properties related to can throw the weapon to make a ranged attack. If the
their use, as shown in the Weapons table. weapon is a melee weapon, you use the same ability
modifier for that attack roll and damage roll that you
Ammunition. You can use a weapon that has the would use for a melee attack with the weapon. For
ammunition property to make a ranged attack only if example, if you throw a handaxe, you use your
you have ammunition to fire from the weapon. Each Strength, but if you throw a dagger, you can use either
time you attack with the weapon, you expend one your Strength or your Agility, since the dagger has the
piece of ammunition. Drawing the ammunition from a finesse property.
quiver, case, or other container is part of the attack
(you need a free hand to load a one-handed weapon). Two-Handed. This weapon requires two hands
At the end of the battle, you can recover half your when you attack with it.
expended ammunition by taking a minute to search
the battlefield. Versatile. This weapon can be used with one or two
hands. A damage value in parentheses appears with
If you use a weapon that has the ammunition the property—the damage when the weapon is used
property to make a melee attack, you treat the with two hands to make a melee attack.
weapon as an improvised weapon (see “Improvised IMPROVISED WEAPONS
Weapons” later in the section). A sling must be loaded Sometimes characters don’t have their weapons and
to deal any damage when used in this way. have to attack with whatever is close at hand. An
improvised weapon includes any object you can wield
Finesse. When making an attack with a finesse in one or two hands, such as broken glass, a table leg,
weapon, you use your choice of your Strength or a frying pan, a wagon wheel, or a dead goblin.
Agility modifier for the attack and damage rolls. You
must use the same modifier for both rolls. In many cases, an improvised weapon is similar to
an actual weapon and can be treated as such. For
Heavy. Small creatures have disadvantage on attack example, a table leg is akin to a club. At the DM’s
rolls with heavy weapons. A heavy weapon’s size and option, a character proficient with a weapon can use a
bulk make it too large for a Small creature to use similar object as if it were that weapon and use his or
effectively. her proficiency bonus.
Light. A light weapon is small and easy to handle, An object that bears no resemblance to a weapon
making it ideal for use when fighting with two deals 1d4 damage (the DM assigns a damage type
weapons. See the rules for two-weapon fighting in appropriate to the object). If a character uses a ranged
chapter 9 of the Player's Handbook. weapon to make a melee attack, or throws a melee
weapon that does not have the thrown property, it
Loading. Because of the time required to load this also deals 1d4 damage. An improvised thrown
weapon, you can fire only one piece of ammunition weapon has a normal range of 20 feet and a long
from it when you use an action, bonus action, or range of 60 feet.
reaction to fire it, regardless of the number of attacks
you can normally make.
Range. A weapon that can be used to make a ranged
attack has a range shown in parentheses after the
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COMMON WEAPONS
Name Cost Damage Weight Properties
Blunt Weapons 1d4 bludgeoning Light
Club 2 s 1d8 bludgeoning 2 lb. --
1d8 bludgeoning 2 lb. Two-handed
Flail 40 s 1d4 bludgeoning 10 lb. Light, thrown (range 20/60)
1d6 bludgeoning 2 lb. --
Greatclub 10 s 2d6 bludgeoning 4 lb. Heavy, two-handed
Light Hammer 8s 1d8 piercing 10 lb. --
1d6 bludgeoning 4 lb. Versatile (1d8)
Mace 20 s 1d8 bludgeoning 4 lb. Versatile (1d10)
Maul 40 s 2 lb.
Finesse, light, thrown (range 20/60)
Morning Star 60 s Finesse
Finesse, light
Quarterstaff 4s Finesse, light
Warhammer 60 s
Heavy, two-handed
Short Blade Weapons Versatile (1d10)
Dagger 8s 1d4 piercing 1 lb.
1d8 piercing 2 lb. Ammunition (range 25/100), loading
Rapier 100 s 1d6 slashing 3 lb. Ammunition (range 30/120), light, loading
Scimitar 100 s 1d6 piercing 2 lb. Ammunition (range 100/400), heavy, loading, two-handed
Shortsword 40 s Ammunition (range 80/320), loading, two-handed
Finesse, thrown (range 20/60)
Long Blade Weapons Ammunition (range 150/600), heavy, two-handed
Greatsword 200 s 2d6 slashing 6 lb. Special, thrown (range 5/15)
Longsword 60 s 1d8 slashing 3 lb. Ammunition (range 80/320), two-handed
Marksman Weapons Ammunition (range 30/120)
Blowgun 40 s 1 piercing 1 lb.
1d6 piercing 3 lb. Versatile (1d10)
Crossbow, hand 300 s 1d10 piercing 18 lb. Heavy, two-handed
Crossbow, heavy 200 s 1d8 piercing 5 lb. Light, thrown (range 20/60)
Crossbow, light 100 s 1d4 piercing ¼ lb. Light
Dart 1 s 1d8 piercing 6 lb. --
Long Bow 200 s -- 3 lb.
1d6 piercing 2 lb. Heavy, reach, two-handed
Net 2 s 1d4 bludgeoning 1 lb. Heavy, reach, two-handed
Short Bow 100 s Thrown (range 30/120)
Sling 2 s Reach, special
Axe Weapons Heavy, reach, two-handed
Battleaxe 40 s 1d8 slashing 4 lb. Thrown (range 20/60), versatile (1d8)
1d12 slashing 7 lb. Thrown (range 20/60), versatile (1d8)
Greataxe 120 s 1d6 slashing 2 lb.
Handaxe 20 s 1d4 slashing 2 lb. Finesse, reach
Sickle 3s
1d8 piercing 2 lb.
War Pick 20 s
Polearm Weapons
Glaive 100 s 1d10 slashing 6 lb.
Halberd 100 s 1d10 slashing 6 lb.
1d6 piercing 2 lb.
Javelin 1s 1d12 piercing 6 lb.
1d10 piercing 18 lb.
Lance 40 s 1d6 piercing 3 lb.
Pike 20 s 1d6 piercing 4 lb.
Spear 5s
Trident 20 s
Hand-to-Hand Weapons
Whip 8s 1d4 slashing 3 lb.
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COMMON WEAPONS ADDITIONAL WEAPONS
There are many types of weapons that are common Some weapons, while not necessarily rare, are less
throughout Tamriel. These weapons can be simple common in the provinces of Tamriel. Akaviri style
clubs or daggers, complicated mechanical crossbows, weapons and standard issue Legion arms might not be
and or skillful rapiers. The Common Weapons table found in every town or sold by every merchant. The
can be used as a starting point, but other types of weapons found in the Additional Weapons table are
weapons can enhance the flavor of your campaign or inspired by many of these styles.
character. When creating new weapons, consider a
which common weapon would be the most similar to
the one you are creating and use those properties, as
described.
ADDITIONAL WEAPONS
Name Cost Damage Weight Properties
Blunt Weapons
Two-handed
Bo Staff 40 s 2d4 bludgeoning 4 lb. --
Kanabo 50 s 1d6 bludgeoning 5 lb. --
Nunchaku 40 s 1d8 bludgeoning 2 lb. Two-handed
Tetsubo 80 s 1d8 bludgeoning 10 lb. --
Warmace 50 s 1d8 bludgeoning 5 lb.
Finesse, light
Short Blade Weapons 30 s 1d6 slashing 3 lb. Finesse, light
Cutlass 1d4 slashing 2 lb. Finesse, light
Tanto 20 s 1d6 slashing 3 lb.
Wakizashi 120 s Versatile (1d10)
Long Blade Weapons Heavy, two-handed
Two-handed
Broadsword 60 s 1d8 slashing 3 lb. Versatile (1d10)
Claymore 200 s 2d6 slashing 6 lb. Versatile (1d10)
Dai-Katana 300 s 2d6 slashing 4 lb.
Katana 100 s 2d4 slashing 3 lb. Special, thrown (range 20/60)
Sabre 60 s 1d8 slashing 3 lb. Thrown (range 30/120)
Finesse, light, thrown (range 20/60)
Marksman Weapons 3 lb.
Bola 4 s 1d4 bludgeoning 2 lb. Light
Chakram 80 s 1d6 slashing ¼ lb. --
Throwing Star 2s 1d4 slashing
Axe Weapons Heavy, reach, two-handed
Heavy, reach, two-handed
Pick Axe 2s 1d4 piercing 2 lb.
War Axe 50 s 1d8 slashing 5 lb. Finesse, light
Finesse, light
Polearm Weapons Finesse, light
Finesse, light
Naginata 120 s 1d10 slashing 6 lb.
Poleaxe 20 s 1d10 slashing 18 lb.
Hand-to-Hand Weapons 1d4 piercing 2 lb.
Awl 4 s 1d6 slashing 2 lb.
1d6 slashing 3 lb.
Claws 50 s 1d4 bludgeoning 1 lb.
Katar 150 s
Knuckles 10 s
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SILVERED WEAPONS ADVENTURING GEAR
Some monsters that have immunity or resistance to
nonmagical weapons are susceptible to silver Many items you come across have special rules or
weapons, so cautious adventurers invest extra coin to require further explanation. You can find detailed
plate their weapons with silver. You can silver a single descriptions in Chapter 5 of the Player's Handbook.
weapon or ten pieces of ammunition for 400 septims.
This cost represents not only the price of the silver, EQUIPMENT PACKS
but the time and expertise needed to add silver to the
weapon without making it less effective. The starting equipment you get from your class includes
SPECIAL WEAPONS a collection of useful adventuring gear, put together in a
Weapons with special rules are described here. pack. The contents of these packs are listed here. If you
are buying your starting equipment, you can purchase a
Bola. A Large or smaller creature hit by a bola is pack for the price shown, which might be cheaper than
restrained until it is freed. A bola has no effect on buying the items individually.
creatures that are formless, or creatures that are Huge
or larger. A creature can use its action to make a DC Burglar’s Pack (64 septims). Includes a backpack, a bag
10 Strength check, freeing itself or another creature of 1,000 ball bearings, 10 feet of string, a bell, 5 candles,
within its reach on a success. Dealing 5 slashing a crowbar, a hammer, 10 pitons, a hooded lantern, 2
damage to the bola (AC 10) also frees the creature flasks of oil, 5 days rations, a tinderbox, and a waterskin.
without harming it, ending the effect and destroying The pack also has 50 feet of hempen rope strapped to
the net. the side of it.
Lance. You have disadvantage when you use a lance Diplomat’s Pack (156 septims). Includes a chest, 2
to attack a target within 5 feet of you. Also, a lance cases for maps and scrolls, a set of fine clothes, a bottle
requires two hands to wield when you aren’t of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of
mounted. paper, a vial of perfume, sealing wax, and soap.
Net. A Large or smaller creature hit by a net is Dungeoneer’s Pack (48 septims). Includes a backpack,
restrained until it is freed. A net has no effect on a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox,
creatures that are formless, or creatures that are Huge 10 days of rations, and a waterskin. The pack also has 50
or larger. A creature can use its action to make a DC feet of hempen rope strapped to the side of it.
10 Strength check, freeing itself or another creature
within its reach on a success. Dealing 5 slashing Entertainer’s Pack (160 septims). Includes a backpack,
damage to the net (AC 10) also frees the creature a bedroll, 2 costumes, 5 candles, 5 days of rations, a
without harming it, ending the effect and destroying waterskin, and a disguise kit.
the net.
Explorer’s Pack (40 septims). Includes a backpack, a
When you use an action, bonus action, or reaction to bedroll, a mess kit, a tinderbox, 10 torches, 10 days of
attack with a net, you can make only one attack rations, and a waterskin. The pack also has 50 feet of
regardless of the number of attacks you can normally hempen rope strapped to the side of it.
make.
Monster Hunter's Pack (520 septims). Includes a chest,
a crowbar, a hammer, three wooden stakes, a holy
symbol, a flask of holy water, a set of manacles, a steel
mirror, a flask of oil, a tinderbox, and 3 torches.
Priest’s Pack (76 septims). Includes a backpack, a
blanket, 10 candles, a tinderbox, an alms box, 2 blocks of
incense, a censer, vestments, 2 days of rations, and a
waterskin.
Scholar’s Pack (160 septims). Includes a backpack, a
book of lore, a bottle of ink, an ink pen, 10 sheets of
parchment, a little bag of sand, and a small knife.
TOOLS
A tool helps you to do something you couldn’t
otherwise do, such as craft or repair an item, forge a
document, or pick a lock. Your race, class, background,
or feats give you proficiency with certain tools.
Proficiency with a tool allows you to add your
proficiency bonus to any ability check you make using
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that tool. Tool use is not tied to a single ability, since MOUNTS AND VEHICLES
proficiency with a tool represents broader knowledge
of its use. For example, the DM might ask you to make A good mount can help you move more quickly
an Agility check to carve a fine detail with your through the wilderness, but its primary purpose is to
woodcarver’s tools, or a Strength check to make carry the gear that would otherwise slow you down.
something out of particularly hard wood. You can find The Mounts and Other Animals table shows each
detailed descriptions in Chapter 5 of the Player's animal’s speed and base carrying capacity.
Handbook.
An animal pulling a carriage, cart, chariot, sled, or
TOOLS wagon can move weight up to five times its base
carrying capacity, including the weight of the vehicle.
Item Cost Weight If multiple animals pull the same vehicle, they can add
Artisan's Tools their carrying capacity together.
8 lb.
Alchemist's supplies 200 septims 9 lb. Mounts other than those listed here are available in
Brewer's supplies 80 septims 5 lb. the world of Tamriel, but they are rare and not
6 lb. normally available for purchase. These include guar
Calligrapher's supplies 40 septims 6 lb. and senche, as wells as flying mounts, and even
5 lb. aquatic mounts.
Carpenter's tools 32 septims 8 lb.
Cartographer's tools 60 septims 5 lb. Acquiring such a mount often means securing an
2 lb. egg and raising the creature yourself, making a
Cobbler's tools 20 septims 5 lb. bargain with a powerful entity, or negotiating with the
Cook's utensils 4 septims 8 lb. mount itself.
Glassblower's tools 120 septims 5 lb.
Jeweler's tools 100 septims 3 lb. You can find detailed descriptions in Chapter 5 of
Leatherworker's tools 20 septims 8 lb. the Player's Handbook.
10 lb.
Mason's tools 40 septims 5 lb.
Painter's supplies 40 septims 5 lb.
Potter's tools 40 septims 3 lb. MOUNTS AND OTHER ANIMALS
5 lb. Carrying
Smith's tools 80 septims Item Cost Speed Capacity
Tinker's tools 200 septims -- Camel 200 septims 50 ft.
-- Donkey or Mule 40 ft. 480 lb.
Weaver's tools 4 septims -- Elephant 34 septims 40 ft. 420 lb.
Woodcarver's tools 4 septims 1/2 lb. Horse, draft 1,000 septims 40 ft. 1,320 lb.
Disguise Kit 100 septims 3 lb. Horse, riding 60 ft. 540 lb.
Forgery Kit 60 septims Mastiff 200 septims 40 ft. 480 lb.
Gaming Set 6 lb. Pony 300 septims 40 ft. 195 lb.
3 lb. Warhorse 100 septims 60 ft. 225 lb.
Dice Set 1 septim 1 lb. 120 septims 540 lb.
Playing card set 1 septim 2 lb. 1,600 septims
Shenanigans card game 2 septims 2 lb.
Traitor's Tor Chess 4 septims 2 lb.
Herbalism kit 20 septims 2 lb. TACK, HARNESS, AND DRAWN VEHICLES
1 lb. Item Cost Weight
Musical Instruments 1 lb. x2
Bagpipes 120 septims 2 lb. Barding x4
2 lb. 1 lb.
Drum 24 septims 1 lb. Bit and bridle 8 septims 600 lb.
Carriage 400 septims 200 lb.
Flute 8 septims * 100 lb.
Lute 140 septims Cart 60 septims
Chariot 1,000 septims 10 lb.
Lyre 120 septims
Horn 12 septims Feed (per day) 1 septim 40 lb.
30 lb.
Pan flute 48 septims Saddle 240 septims 15 lb.
Exotic 25 lb.
Shawm 8 septims 8 lb.
Viol 120 septims Military 80 septims 300 lb.
Pack 20 septims
Navigator's tools 100 septims --
Poisoner's kit 200 septims Riding 40 septims 400 lb.
Thieves' tools 100 septims Saddlebags 16 septims
Sled 80 septims
Vehicles (land or water) *
*See the “Mounts and Vehicles” section Stabling 20 septims
Wagon 140 septims
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WATERBORNE VEHICLES Cost Speed LIFESTYLE EXPENSES
Item 120,000 septims 4 mph
Galley 1 mph Lifestyle expenses provide you with a simple way to
Keelboat 12,000 septims 3 mph account for the cost of living in a fantasy world. They
Longship 40,000 septims 1½ mph cover your accommodations, food and drink, and all
Rowboat 2 mph your other necessities. Furthermore, expenses cover
Sailing Ship 200 septims 2½ mph the cost of maintaining your equipment so you can be
Warship 40,000 septims ready when adventure next calls.
100,000 septims
At the start of each week or month (your choice),
TRADE GOODS choose a lifestyle from the Expenses table and pay the
price to sustain that lifestyle. The prices listed are per
Most wealth is not in coins. It is measured in livestock, day, so if you wish to calculate the cost of your chosen
grain, land, rights to collect taxes, or rights to lifestyle over a thirty-day period, multiply the listed
resources (such as a mine or a forest). price by 30. Your lifestyle might change from one
period to the next, based on the funds you have at
Guilds, nobles, and royalty regulate trade. Chartered your disposal, or you might maintain the same
companies are granted rights to conduct trade along lifestyle throughout your character’s career.
certain routes, to send merchant ships to various
ports, or to buy or sell specific goods. Guilds set prices Your lifestyle choice can have consequences.
for the goods or services that they control, and Maintaining a wealthy lifestyle might help you make
determine who may or may not offer those goods and contacts with the rich and powerful, though you run
services. Merchants commonly exchange trade goods the risk of attracting thieves. Likewise, living frugally
without using currency. The Trade Goods table shows might help you avoid criminals, but you are unlikely
the value of commonly exchanged goods. to make powerful connections.
TRADE GOODS Goods LIFESTYLE EXPENSES Price/Day
Cost 1 lb. of wheat Lifestyle --
1 lb. of flour or one chicken Wretched
1 septim 1 lb. of salt Squalid 1 septim
2 septims 1 lb. of iron or 1 sq. yd. of canvas Poor 2 septims
2 septims 1 lb. of copper or 1 sq. yd. of cotton Modest 4 septims
5 septims cloth Comfortable 8 septims
20 septims 1 lb. of ginger or one goat Wealthy 16 septims
1 lb. of cinnamon or pepper, or one Aristocratic 40 septims minimum
60 septims sheep
80 septims 1 lb. of cloves or one pig Wretched. You live in inhumane conditions. With no
1 lb. of silver or 1 sq. yd. of linen place to call home, you shelter wherever you can,
100 septims 1 sq. yd. of silk or one cow sneaking into barns, huddling in old crates, and
125 septims 1 lb. of saffron or one ox relying on the good graces of people better off than
200 septims you. A wretched lifestyle presents abundant dangers.
300 septims 1 lb. of gold Violence, disease, and hunger follow you wherever
500 septims you go. Other wretched people covet your armor,
2,000 septims 1 lb. of ebony weapons, and adventuring gear, which represent a
fortune by their standards. You are beneath the notice
EXPENSES of most people.
When not descending into the depths of the earth, Squalid. You live in a leaky stable, a mud-floored hut
exploring ruins for lost treasures, or waging war just outside town, or a vermin-infested boarding
against the encroaching darkness, adventurers face house in the worst part of town. You have shelter from
more mundane realities. Even in a fantastical world, the elements, but you live in a desperate and often
people require basic necessities such as shelter, violent environment, in places rife with disease,
sustenance, and clothing. These things cost money, hunger, and misfortune. You are beneath the notice of
although some lifestyles cost more than others. most people, and you have few legal protections. Most
people at this lifestyle level have suffered some
terrible setback. They might be disturbed, marked as
exiles, or suffer from disease.
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Poor. A poor lifestyle means going without the FOOD, DRINK, AND LODGING
comforts available in a stable community. Simple food
and lodgings, threadbare clothing, and unpredictable The Food, Drink, and Lodging table gives prices for
conditions result in a sufficient, though probably individual food items and a single night’s lodging.
unpleasant, experience. Your accommodations might These prices are included in your total lifestyle
be a room in a flophouse or in the common room expenses.
above a tavern. You benefit from some legal
protections, but you still have to contend with FOOD AND DRINK Cost
violence, crime, and disease. People at this lifestyle Item
level tend to be unskilled laborers, costermongers, Food 1 septim
peddlers, thieves, mercenaries, and other 2 septims
disreputable types. Sweet Roll 1 septim
Bread 3 septims
Modest. A modest lifestyle keeps you out of the Butter 8 septims
slums and ensures that you can maintain your Leg of Goat 9 septims
equipment. You live in an older part of town, renting a Venison Stew 8 septims
room in a boarding house, inn, or temple. You don’t go Mudcrab Legs 10 septims
hungry or thirsty, and your living conditions are clean, Goat Cheese
if simple. Ordinary people living modest lifestyles Eidar Cheese 5 septims
include soldiers with families, laborers, students, 7 septims
priests, hedge wizards, and the like. Drink 12 septims
Ale 100 septims
Comfortable. Choosing a comfortable lifestyle Spiced Wine
means that you can afford nicer clothing and can
easily maintain your equipment. You live in a small Alto Wine
cottage in a middleclass neighborhood or in a private Colovian Brandy
room at a fine inn. You associate with merchants,
skilled tradespeople, and military officers. ACCOMMODATION Cost Time
Lodging day
Wealthy. Choosing a wealthy lifestyle means living a Squalid 2 septims day
life of luxury, though you might not have achieved the Poor 5 septims day
social status associated with the old money of nobility day
or royalty. You live a lifestyle comparable to that of a Modest 10 septims day
highly successful merchant, a favored servant of the Comfortable 25 septims day
royalty, or the owner of a few small businesses. You Wealthy 50 septims
have respectable lodgings, usually a spacious home in Aristocratic 100 septims week
a good part of town or a comfortable suite at a fine Hovel 150 septims week
inn. You likely have a small staff of servants. week
Cabin 400 septims week
Aristocratic. You live a life of plenty and comfort. House 1,500 septims
You move in circles populated by the most powerful Villa 5,000 septims
people in the community. You have excellent lodgings,
perhaps a townhouse in the nicest part of town or SERVICES
rooms in the finest inn. You dine at the best
restaurants, retain the most skilled and fashionable Adventurers can pay nonplayer characters to assist
tailor, and have servants attending to your every need. them or act on their behalf in a variety of
You receive invitations to the social gatherings of the circumstances. Most such hirelings have fairly
rich and powerful, and spend evenings in the ordinary skills, while others are masters of a craft or
company of politicians, guild leaders, high priests, and art, and a few are experts with specialized
nobility. You must also contend with the highest levels adventuring skills.
of deceit and treachery. The wealthier you are, the
greater the chance you will be drawn into political Some of the most basic types of hirelings appear on
intrigue as a pawn or participant. the Services table. Other common hirelings include
any of the wide variety of people who inhabit a typical
town or city, when the adventurers pay them to
perform a specific task. For example, a mage might
pay a carpenter to construct an elaborate chest (and
its miniature replica) for use in the Leomund’s secret
chest spell. A warrior might commission a blacksmith
to forge a special sword. A bard might pay a tailor to
make exquisite clothing for an upcoming performance
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in front of the duke. SPELL CASTING SERVICES Cost
Other hirelings provide more expert or dangerous 40 septims
Spell
services. Mercenary soldiers paid to help the Cure wounds (1st level) 80 septims
adventurers take on a goblin army are hirelings, as Identify 160 septims
are sages hired to research ancient or esoteric lore. If Lesser restoration
a high-level adventurer establishes a stronghold of Prayer of healing (2nd level) 160 septims
some kind, he or she might hire a whole staff of Remove curse 360 septims
servants and agents to run the place, from a castellan Speak with dead 360 septims
or steward to menial laborers to keep the stables Divination 840 septims
clean. These hirelings often enjoy a long-term Greater restoration 1,800 septims
contract that includes a place to live within the Raise dead 5000
stronghold as part of the offered compensation.
Skilled hirelings include anyone hired to perform a SOUL GEMS
service that involves a proficiency (including weapon,
tool, or skill): a mercenary, artisan, scribe, and so on. Type Max. Soul Energy Price (Empty) Price (Full)
The pay shown is a minimum; some expert hirelings 10 septims 40 septims
require more pay. Untrained hirelings are hired for Petty 100 25 septims 80 septims
menial work that requires no particular skill and can Lesser 250 50 septims 150 septims
include laborers, porters, maids, and similar workers. 100 septims 350 septims
Common 500
Greater 1000 200 septims 500 septims
500 septims 1,200 septims
Grand 1500
Black 1500
TRANSPORTATION
Service Pay TRINKETS
Cart 1 septim per mile
Rowboat 10 septims per mile When you make your character, you can roll once on
Ship 40 septims per mile the Trinkets table to gain a trinket, a simple item
lightly touched by mystery. The DM might also use
HIRELING 10 septims per day this table. It can help stock a room in a dungeon or fill
Sell Sword 15 septims per day a creature’s pockets. You can find the Trinkets table in
Fighter's Guild 1 septims per mile Chapter 5 of the Player's Handbook.
Messenger
SPELLCASTING SERVICES
People who are able to cast spells don’t fall into the
category of ordinary hirelings. It might be possible to
find someone willing to cast a spell in exchange for
coin or favors, but it is rarely easy and no established
pay rates exist. As a rule, the higher the level of the
desired spell, the harder it is to find someone who can
cast it and the more it costs.
Hiring someone to cast a relatively common spell of
1st or 2nd level, such as cure wounds or identify, is
easy enough in a city or town, and might cost 40 to
100 septims (plus the cost of any expensive material
components). Finding someone able and willing to
cast a higher-level spell might involve traveling to a
large city, perhaps one with a university or prominent
temple. Once found, the spellcaster might ask for a
service instead of payment—the kind of service that
only adventurers can provide, such as retrieving a
rare item from a dangerous locale or traversing a
monster-infested wilderness to deliver something
important to a distant settlement.
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CHAPTER 6: CUSTOMIZATION OPTIONS
The combination of ability scores, race, class, and MULTICLASSING EXAMPLE
background defines your character’s capabilities in
the game, and the personal details you create set your Carlos is playing a 4th-level mage. When his character
character apart from every other character. Even earns enough experience points to reach 5th level, Carlos
within your class and race, you have options to fine- decides that his character will multiclass instead of
tune what your character can do. But a few players – continuing to progress as a mage. Carlos' mage has been
with the DM’s permission – want to go a step further. spending a lot of time with Luanne’s rogue, and has even
been doing some jobs on the side for the local thieves’
This chapter defines two optional sets of rules for guild as a transmuter. Carlos decides that his character
customizing your character: multiclassing and feats. will multiclass into the rogue class, and thus his character
Multiclassing lets you combine classes together, and becomes a 4th-level mage and 1stlevel rogue (written as
feats are special options you can choose instead of mage 4/rogue 1).
increasing your ability scores as you gain levels. Your
DM decides whether these options are available in a When Carlos' character earns enough experience to
campaign. reach 6th level, he can decide whether to add another
mage level (becoming a mage 5/rogue 1), another rogue
MULTICLASSING level (becoming a mage 4/rogue 2), or a level in a third
class, perhaps dabbling in warrior thanks to the tome of
Multiclassing allows you to gain levels in multiple war he acquired (becoming a mage 4/rogue 1/ warrior 1).
classes. Doing so lets you mix the abilities of those
classes to realize a character concept that might not PREREQUISITES
be reflected in one of the standard class options.
To qualify for a new class, you must meet the attribute
With this rule, you have the option of gaining a level score prerequisites for both your current class and
in a new class whenever you advance in level, instead your new one, as shown in the Multiclassing
of gaining a level in your current class. Your levels in Prerequisites table. For example, a barbarian who
all your classes are added together to determine your decides to multiclass into the spellsword class must
character level. For example, if you have three levels have both Strength and Willpower scores of 13 or
in mage and two in warrior, you’re a 5th-level higher. Without the full training that a beginning
character. character receives, you must be a quick study in your
new class, having a natural aptitude that is reflected
As you advance in levels, you might primarily by higher-than- average attribute scores.
remain a member of your original class with just a
few levels in another class, or you might change MULTICLASS PREREQUISITES
course entirely, never looking back at the class you
left behind. You might even start progressing in a Class Attribute Score Minimum
third or fourth class. Compared to a single-class Barbarian Strength 13
character of the same level, you’ll sacrifice some focus Bard Personality 13
in exchange for versatility. Crusader Strength 13 and Willpower 13
Mage Intelligence 13
Monk Agility 13 and Willpower 13
Nightblade Agility 13 and Personality 13
Ranger Agility 13
Rogue Agility 13 and Intelligence 13
Sorcerer Willpower 13
Spellsword Strength or Agility 13, Intelligence 13
Thief Agility 13
Warden Willpower 13
Warrior Strength 13 or Agility 13
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EXPERIENCE POINTS MULTICLASS PROFICIENCIES
The experience point cost to gain a level is always Class Proficiencies Gained
based on your total character level, as shown in the Barbarian Shields, all weapons
Character Advancement table in chapter 1, not your Bard Light armor, one skill of your choice, one
level in a particular class. So, if you are a crusader musical instrument of your choice
6/warrior 1, you must gain enough XP to reach 8th Crusader Light armor, medium armor, shields, blunt
level before you can take your second level as a weapons, marksman, short blade
warrior or your seventh level as a crusader. Mage --
Monk Hand-to-hand, staves
HIT POINTS AND HIT DICE Nightblade Light armor, short blade, one skill from the
class's skill list, one tool from the class's
You gain the hit points from your new class as Ranger tool list
described for levels after 1st. You gain the 1st-level hit Light armor, medium armor, all weapons,
points for a class only when you are a 1st-level Rogue one skill from the class's skill list
character. Light armor, one skill from the class's skill
Sorcerer list, one tool from the class's tool list
You add together the Hit Dice granted by all your Spellsword --
classes to form your pool of Hit Dice. If the Hit Dice
are the same die type, you can simply pool them Thief Light armor, short blade, long blade, one
together. For example, both the warrior and the skill from the class's skill list
crusader have a d10, so if you are a crusader Warden Light armor, one skill from the class's skill
5/warrior 5, you have ten d10 Hit Dice. If your classes Warrior
give you Hit Dice of different types, keep track of them list, thieves' tools
separately. If you are a crusader 5/bard 5, for Light armor, medium armor, shields
example, you have five d10 Hit Dice and five d8 Hit Light armor, medium armor, shields, all
Dice. weapons
PROFICIENCY BONUS CLASS FEATURES
Your proficiency bonus is always based on your total When you gain a new level in a class, you get its
character level, as shown in the Character features for that level. You don't, however, receive the
Advancement table in chapter 1, not your level in a class's starting equipment, and a few feature have
particular class. additional rules when you're multiclassing: Extra
Attack, Unarmed Defense, and Spellcasting.
PROFICIENCIES
EXTRA ATTACK
When you gain a level in a class other than your initial If you gain the Extra Attack class feature from more
class, you gain only some of that class’s starting than one class, the features don’t add together. You
proficiencies, as shown in the Multiclass Proficiencies can’t make more than two attacks with this feature
table. unless it says you do (as the warrior’s version of Extra
Attack does).
UNARMORED DEFENSE
If you already have the Unarmored Defense feature,
you can’t gain it again from another class.
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SPELLCASTING MULTICLASS SPELLCASTER:
Your capacity for spellcasting depends partly on your
combined levels in all your spellcasting classes and MAGICKA PER LEVEL
partly on your individual levels in those classes. Once
you have the Spellcasting feature from more than one Level Magicka Spell Level
class, use the rules below. If you multiclass but have
the Spellcasting feature from only one class, you 1st 4 1st
follow the rules as described in that class. 2nd 6 1st
Spells Known and Prepared. You determine what 3rd 14 2nd
spells you know and can prepare for each class 4th 17 2nd
individually, as if you were a single-classed member of 5th 27 3rd
that class. If you are a spellsword 4/mage 3, for
example, you know three cantrips and five 1st-level 6th 32 3rd
spellsword spells based on your levels in the 7th 38 4th
spellsword class. As 3rd-level mage, you know three
mage cantrips, and your spellbook contains ten mage 8th 44 4th
spells, two of which (the two you gained when you 9th 57 5th
reached 3rd level as a mage) can be 2nd-level spells. If 10th 64 5th
your Intelligence is 16, you can prepare six mage
spells from your spellbook. 11th 73 6th
12th 73 6th
Each spell you know and prepare is associated with
one of your classes, and you use the spellcasting 13th 83 7th
ability of that class when you cast the spell. 14th 83 7th
15th 94 8th
Magicka. You determine your available magicka by 16th 94 8th
adding together all your levels in the bard, mage, and 17th 107 9th
classes, half your levels (rounded down) in the
crusader and spellsword classes, Use this total to 18th 114 9th
determine your magicka by consulting the Multiclass 19th 123 9th
Spellcaster table. 20th 133 9th
Night Magic. If you have both the Spellcasting class FEATS
feature and the Night Magic class feature from the
nightblade class, you can use the unique spells you A feat represents a talent or an area of expertise that
gain from the Night Magic feature to cast spells you gives a character special capabilities. It embodies
know or have prepared from classes with the training, experience, and abilities beyond what a class
Spellcasting class feature, and you can use magicka provides. See chapter 6 of the Player’s Handbook for
you gain from the Spellcasting class feature to cast more information.
nightblade spells you know.
At certain levels, your class gives you the Ability
Score Improvement feature. Using the optional feats
rule, you can forgo taking that feature to take a feat of
your choice instead. You can take each feat only once,
unless the feat’s description says otherwise.
You must meet any prerequisite specified in a feat to
take that feat. If you ever lose a feat’s prerequisite,
you can’t use that feat until you regain the
prerequisite.
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RACIAL FEATS ANCESTOR'S WRATH
Leveling up in a class is the main way a character Prerequisite: Dunmer
evolves during a campaign. Some DM's also allow the Your connection with your dunmer and chimer
use of feats to customize a character. Feats are an ancestors heightens and you can call on them to
optional rule in Chapter 6, “Customization Options,” of wreathe you in flame.
the Player's Handbook. The DM decides whether
they're used and may also decide that some feats are As a bonus action, you emanate an aura of flame
available in a campaign and others aren't. which extends 10 feet from you in every direction, but
not through cover. For the next minute, you can use a
This section introduces a collection of special feats bonus action to activate the aura's effects again.
that allow you to explore your character's race
further. These feats are each associated with a race as All creatures in your aura take 2 fire damage each.
summarized in the Racial Feats table. A racial feat The damage increases when you reach certain levels,
represents either a deepening connection to your increasing to 3 damage at 5th level, 4 at 10th, 5 at 15th,
race's culture or a physical transformation that brings and 6 at 20th.
you closer to an aspect of your race's lineage.
Once you use this trait, you must complete a long
The cause of a particular transformation is up to you rest before you are able to use it again.
and your DM. A transformational feat can symbolize a
latent quality that has emerged as you age, or a ARCANE PROTECTION
transformation might be the result of an event in the
campaign, such as exposure to powerful magic or Prerequisite: Breton
visiting a place of ancient significance to your race. Your resistance against magic heightens. You gain the
Transformations are a fundamental motif of fantasy following benefits:
literature and folklore. Figuring out why your • Increase your Intelligence, Willpower, or Personality
character has changed can be a rich addition to your
campaign's story. score by 1, to a maximum of 20
• You gain advantage on saving throws against spells
RACIAL FEATS Feat
Race Elven Accuracy and other magical effects.
Altmer High Elven Magic
Altmer Potion Master BOUNTIFUL LUCK
Argonian Saxhleel Resilience
Argonian Elven Accuracy Prerequisite: Imperial
Bosmer Wood Elf Magic Your bloodline is extraordinarily lucky, which you
Bosmer Arcane Protection have learned to mystically lend to your companions
Breton Prodigy when you see them falter. You're not sure how you do
Breton Nimbleness it; you just wish it, and it happens. Surely a sign of
Breton Ancestor's Wrath fortune's favor!
Dunmer Elven Accuracy
Dunmer Bountiful Luck When an ally you can see within 30 feet of you rolls
Imperial Imperious Tenacity a for an attack, an ability check, or a saving throw, you
Imperial Carnage of Jone can use your reaction and expend one of your Luck
Khajiit Feline Reflexes Dice to let the ally roll the die and add it to their total.
Khajiit Fearful Cry
Nord Heroic Fortitude
Nord Nimbleness
Orsimer Orsimer Constitution
Orsimer Pride of Malacath
Orsimer Vigilance of the Alik'r
Redguard Heroic Fortitude
Redguard
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CARNAGE OF JONE FELINE REFLEXES
Prerequisite: Khajiit Prerequisite: Khajiit
The light of Jone shines favor upon you, giving you the You have a keen eye for danger, especially when
upper hand when hidden from your foes. You gain the someone tries to strike you. You gain the following
following benefits: benefits:
• Increase your Agility, Endurance, or Personality
• Increase your Strength, Agility, or Endurance, or
score by 1, to a maximum of 20. score by 1, to a maximum of 20.
• When a creature you can see hits you with an attack
• You gain proficiency in the Acrobatics or Stealth skill
(your choice). roll, you can use your reaction to force that creature
to reroll. Once you use this ability, you can't use it
• If you surprise a creature and hit it with an attack on again until you roll initiative at the start of combat
your first turn in combat, the attack deals an or until you finish a short or long rest.
additional 2d6 damage to it. You can use this feat
only once per combat. HEROIC FORTITUDE
ELVEN ACCURACY Prerequisite: Nord or Redguard
You have the blood of heroes flowing through your
Prerequisite: Altmer, Bosmer, Dunmer veins. You gain the following benefits:
The accuracy of elves is legendary, especially that of • Increase your Endurance score by 1, to a maximum
altmer spellcastsers, bosmer archers, and dunmer
duelists. You have uncanny aim with attacks that rely of 20.
on precision rather than brute force. You gain the • Whenever you take the Dodge action in combat, you
following benefits:
can spend one Hit Dice to heal yourself. Roll the die,
• Increase your Agility, Intelligence, Willpower, or and your Endurance modifier, and regain a number
Personality score by 1, to a maximum of 20. of hit points equal to the total (minimum of 1).
• Whenever you have advantage on an attack roll HIGH ELVEN MAGIC
using Agility, Intelligence, Willpower, or Personality,
you can reroll one of the dice once. Prerequisite: Altmer
You learn more of the magic typical of high elves. You
FEARFUL CRY learn the detect magic spell and can cast it at will,
without expending magicka points. You also learn a
Prerequisite: Nord 2nd level spell and a 3rd level spell of your choice from
When angered, you can radiate menace. You gain the the mage spell list, each you can cast once without
following benefits: expending magicka points. You regain the ability to
cast those two spells in this way when you finish a
• Increase your Strength, Endurance, or Personality long rest. Intelligence is your spellcasting ability for
score by 1, to a maximum of 20. all three spells.
• When you use your Battlecry trait, you can choose to
make a fearful display forcing all creatures within 30
feet of you to make a Willpower saving throw (DC 8
+ your proficiency modifier + your Endurance
modifier). A target automatically succeeds on the
save if it can't hear or see you. On a failed save, a
target becomes frightened of you for 1 minute. If the
frightened target takes any damage, it can repeat the
saving throw, ending the effect on itself on a success.
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IMPERIOUS TENACITY POTION MASTER
Prerequisite: Imperial Prerequisite: Argonian
Your ego, fostered by a proud lineage, is a force in and As with many argonians, you have a natural talent for
of itself. You have attained a stubbornness so strong alchemical arts. You gain the following benefits:
that it is hard for you to be ordered around. You gain
the following benefits: • Increase your Intelligence or Willpower score by 1,
to a maximum of 20.
• Increase your Personality score by 1, to a maximum
of 20 • You gain expertise with artisan's tools (alchemist's
supplies), which means your proficiency bonus is
• You gain proficiency in the Intimidate skill. doubled for any ability check you make with them.
• You gain advantage on spells and other effects that You can't benefit twice from a feature, such as
Expertise, that doubles your proficiency.
attempt to read your thoughts, charm you, or
otherwise control your actions. • When you drink a healing potion to restore hit
points, you always restore the maximum amount,
NIMBLENESS rather than rolling.
Prerequisite: any race with a speed of 25 feet. PRIDE OF MALACATH
You are uncommonly nimble for your race. You gain Prerequisite: Orsimer
the following benefits:
Your are proud of your combat mastery, to the point
• Increase your Strength or Agility score by 1, to a that you are careful not to show weakness in front of
maximum of 20. your allies, for fear of losing status. You gain the
following benefits:
• Increase your walking speed by 5 feet.
• You gain proficiency in the Acrobatics or Athletics • Increase your Strength, Agility, or Endurance score
by 1, to a maximum of 20.
skill (your choice).
• You have advantage on any Strength (Athletics) or • You gain proficiency with two weapon types of your
choice.
Agility (Acrobatics) check you make to escape from
being grappled. • If you miss with an attack roll or fail an ability check
or a saving throw, you can give a bonus to the roll
ORSIMER CONSTITUTION equal to the number of allies you can see within 30
feet of you (maximum bonus of +5). Once you use
Prerequisite: Orsimer this feat, you can't use it again until you finish a
short or long rest.
The blood of your ancestors runs through you,
unlocking a resilience rarely seen. You gain the PRODIGY
following benefits:
Prerequisite: Breton
• Increase your Endurance score by 1, to a maximum
of 20. You take a scholarly interest in many subjects and
have a knack for learning new things. You gain the
• You have resistance to cold damage and poison following benefits:
damage.
• You gain one skill proficiency of your choice, one
• You have advantage on saving throws against tool proficiency of your choice, and fluency in one
becoming poisoned. language of your choice.
• Choose one skill in which you have proficiency. You
gain expertise with that skill, which means your
proficiency bonus is doubled for any ability check
you make with it. The skill you choose must be one
that isn't already benefiting from a feature, such as
Expertise, that doubles your proficiency.
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SAXHLEEL RESILIENCE
Prerequisite: Argonian
Your hide thickens and you become more resistant to
the harms of nature. You gain the following benefits:
• Increase your Strength or Endurance score by 1, to a
maximum of 20.
• Your hide thickens or your scales harden. While you
aren't wearing armor, you can calculate your AC as
13 + your Agility modifier. You can use a shield and
still gain this benefit.
• You gain immunity to disease, poison damage, and
the poisoned condition.
VIGILANCE OF THE ALIK'R
Prerequisite: Redguard
You have a deep suspicion of spellcasters and you
have honed your reflexes to fend off the effects of
those who would stoop to using magic.
• Increase your Endurance or Willpower score by 1, to
a maximum of 20.
• You gain advantage on saving throws against spells
and other magical effects.
WOOD ELF MAGIC
Prerequisite: Bosmer
You learn the magic of the primeval woods, which are
revered and protected by your people. You learn one
warden cantrip of your choice. You also learn the
longstrider and pass without trace spells, each of
which you can cast once without expending magicka
points. You regain the ability to cast these two spells
in this way when you finish a long rest. Willpower is
your spellcasting ability for all three spells.
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PART 2: PLAYING THE GAME
CHAPTER 7: USING ATTRIBUTE SCORES
Six attributes provide a quick description of every score and then divide the total by 2 (round down).
creature's physical and mental characteristics. Because attribute modifiers affect almost every
• Strength – measuring physical power
• Agility – measuring dexterity attack roll, attribute check, and saving throw,
• Endurance – measuring constitution attribute modifiers come up in play more often than
• Intelligence – measuring reasoning and memory their associated scores.
• Willpower – measuring perception and insight
• Personality – measuring charisma ABILITY SCORES AND MODIFIER Modifier
Score Modifier Score +3
Is a character muscle-bound and insightful? Brilliant 16-17 +4
and charming? Nimble and hardy? Attribute scores 1 -5 18-19 +5
define these qualities – a creature’s assets as well as 2-3 -4 20-21 +6
weaknesses. 22-23 +7
4-5 -3 24-25
The three main rolls of the game – the attribute +8
check, the saving throw, and the attack roll – rely on 6-7 -2 26-27 +9
the six attribute scores. The book’s introduction 8-9 -1 28-29 +10
describes the basic rule behind these rolls: roll a d20,
add an ability modifier derived from one of the six 10-11 +0 30
attribute scores, and compare the total to a target 12-13 +1
number. 14-15 +2
This chapter focuses on how to use attribute checks ADVANTAGE AND
and saving throws, covering the fundamental DISADVANTAGE
activities that creatures attempt in the game. Rules for
attack rolls appear in chapter 9 of the Player's Sometimes a special ability or spell tells you that you
Handbook. have advantage or disadvantage on an attribute check,
a saving throw, or an attack roll. When that happens,
ABILITY SCORES AND you roll a second d20 when you make the roll. Use the
MODIFIERS higher of the two rolls if you have advantage, and use
the lower roll if you have disadvantage. For example,
Each of a creature’s attributes has a score, a number if you have disadvantage and roll a 17 and a 5, you use
that defines the magnitude of that attribute. An the 5. If you instead have advantage and roll those
attribute score is not just a measure of innate numbers, you use the 17.
capabilities, but also encompasses a creature’s
training and competence in activities related to that If multiple situations affect a roll and each one
attribute. grants advantage or imposes disadvantage on it, you
don’t roll more than one additional d20. If two
A score of 10 or 11 is the normal human average, favorable situations grant advantage, for example, you
but adventurers and many monsters are a cut above still roll only one additional d20.
average in most attributes. A score of 18 is the highest
that a person usually reaches. Adventurers can have If circumstances cause a roll to have both advantage
scores as high as 20, and monsters and divine beings and disadvantage, you are considered to have neither
can have scores as high as 30. of them, and you roll one d20. This is true even if
multiple circumstances impose disadvantage and only
Each attribute also has a modifier, derived from the one grants advantage or vice versa. In such a
score and ranging from −5 (for an attribute score of 1) situation, you have neither advantage nor
to +10 (for a score of 30). The Attribute Scores and disadvantage.
Modifiers table notes the attribute modifiers for the
range of possible ability scores, from 1 to 30. When you have advantage or disadvantage and
something in the game lets you reroll or replace the
To determine an attribute modifier without d20, you can reroll or replace only one of the dice. You
consulting the table, subtract 10 from the attribute choose which one. For example, if you have advantage
or disadvantage on an attribute check and roll a 1 and
a 13, the character could use the Lucky trait to reroll
the 1.
You usually gain advantage or disadvantage through
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the use of special abilities, actions, or spells. Luck can TYPICAL DIFFICULTY CLASSES
also give a character advantage (as explained in
chapter 4, “Personality and Background”). The DM Task Difficulty DC
can also decide that circumstances influence a roll in
one direction or the other and grant advantage or Very Easy 5
impose disadvantage as a result. Easy 10
PROFICIENCY BONUS Medium 15
Hard 20
Characters have a proficiency bonus determined by
level, as detailed in chapter 1. Monsters also have this Very Hard 25
bonus, which is incorporated in their stat blocks. The
bonus is used in the rules on attribute checks, saving Nearly Impossible 30
throws, and attack rolls.
To make an attribute check, roll a d20 and add the
Your proficiency bonus can’t be added to a single die relevant ability modifier. As with other d20 rolls,
roll or other number more than once. For example, if apply bonuses and penalties, and compare the total to
two different rules say you can add your proficiency the DC. If the total equals or exceeds the DC, the
bonus to a Willpower saving throw, you nevertheless attribute check is a success—the creature overcomes
add the bonus only once when you make the save. the challenge at hand. Otherwise, it’s a failure, which
means the character or monster makes no progress
Occasionally, your proficiency bonus might be toward the objective or makes progress combined
multiplied or divided (doubled or halved, for with a setback determined by the DM.
example) before you apply it. For example, the rogue’s
Expertise feature doubles the proficiency bonus for CONTESTS
certain attribute checks. If a circumstance suggests
that your proficiency bonus applies more than once to Sometimes one character’s or monster’s efforts are
the same roll, you still add it only once and multiply directly opposed to another’s. This can occur when
or divide it only once. both of them are trying to do the same thing and only
one can succeed, such as attempting to snatch up a
By the same token, if a feature or effect allows you to magic ring that has fallen on the floor. This situation
multiply your proficiency bonus when making an also applies when one of them is trying to prevent the
attribute check that wouldn’t normally benefit from other one from accomplishing a goal—for example,
your proficiency bonus, you still don’t add the bonus when a monster tries to force open a door that an
to the check. For that check your proficiency bonus is adventurer is holding closed. In situations like these,
0, given the fact that multiplying 0 by any number is the outcome is determined by a special form of
still 0. For instance, if you lack proficiency in the attribute check, called a contest.
History skill, you gain no benefit from a feature that
lets you double your proficiency bonus when you Both participants in a contest make attribute checks
make Intelligence (History) checks. appropriate to their efforts. They apply all
appropriate bonuses and penalties, but instead of
In general, you don’t multiply your proficiency comparing the total to a DC, they compare the totals
bonus for attack rolls or saving throws. If a feature or of their two checks. The participant with the higher
effect allows you to do so, these same rules apply. check total wins the contest. That character or
monster either succeeds at the action or prevents the
ATTRIBUTE CHECKS other one from succeeding.
An attribute check tests a character’s or monster’s If the contest results in a tie, the situation remains
innate talent and training in an effort to overcome a the same as it was before the contest. Thus, one
challenge. The DM calls for an attribute check when a contestant might win the contest by default. If two
character or monster attempts an action (other than characters tie in a contest to snatch a ring off the floor,
an attack) that has a chance of failure. When the neither character grabs it. In a contest between a
outcome is uncertain, the dice determine the results. monster trying to open a door and an adventurer
trying to keep the door closed, a tie means that the
For every attribute check, the DM decides which of door remains shut.
the six attributes is relevant to the task at hand and
the difficulty of the task, represented by a Difficulty
Class. The more difficult a task, the higher its DC. The
Typical Difficulty Classes table shows the most
common DCs.
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SKILLS VARIANT: SKILLS WITH DIFFERENT ABILITIES
Normally, your proficiency in a skill applies only to a
Each attribute covers a broad range of capabilities, specific kind of attribute check. Proficiency in
including skills that a character or a monster can be Athletics, for example, usually applies to Strength
proficient in. A skill represents a specific aspect of an checks. In some situations, though, your proficiency
attribute score, and an individual’s proficiency in a might reasonably apply to a different kind of check. In
skill demonstrates a focus on that aspect. (A such cases, the DM might ask for a check using an
character’s starting skill proficiencies are determined unusual combination of ability and skill, or you might
at character creation, and a monster’s skill ask your DM if you can apply a proficiency to a
proficiencies appear in the monster’s stat block.) different check. For example, if you have to swim from
an offshore island to the mainland, your DM might call
For example, an Agility check might reflect a for an Endurance check to see if you have the stamina
character’s attempt to pull off an acrobatic stunt, to to make it that far. In this case, your DM might allow
palm an object, or to stay hidden. Each of these you to apply your proficiency in Athletics and ask for
aspects of Agility has an associated skill: Acrobatics, an Endurance (Athletics) check. So if you’re proficient
Sleight of Hand, and Stealth, respectively. So a in Athletics, you apply your proficiency bonus to the
character who has proficiency in the Stealth skill is Endurance check just as you would normally do for a
particularly good at Agility checks related to sneaking Strength (Athletics) check. Similarly, when your orc
and hiding. warrior uses a display of raw strength to intimidate
an enemy, your DM might ask for a Strength
The skills related to each ability score are shown in (Intimidation) check, even though Intimidation is
the following list. (No skills are related to Endurance.) normally associated with Personality.
See an ability’s description in the later sections of this
chapter for examples of how to use a skill associated PASSIVE CHECKS
with an attribute.
A passive check is a special kind of ability check that
Strength Willpower doesn’t involve any die rolls. Such a check can
Athletics Animal Handling represent the average result for a task done
Agility Insight repeatedly, such as searching for secret doors over
Acrobatics Medicine and over again, or can be used when the DM wants to
Sleight of Hand Perception secretly determine whether the characters succeed at
Stealth Survival something without rolling dice, such as noticing a
Intelligence Personality hidden monster.
Arcana Deception
History Intimidation Here’s how to determine a character’s total for a
Investigation Performance passive check:
Nature Persuasion
Religion 10 + all modifiers that normally apply to the check
If the character has advantage on the check, add 5. For
Sometimes, the DM might ask for an attribute check disadvantage, subtract 5. The game refers to a passive
using a specific skill—for example, “Make a Willpower check total as a score.
(Perception) check.” At other times, a player might ask
the DM if proficiency in a particular skill applies to a For example, if a 1st-level character has a Willpower
check. In either case, proficiency in a skill means an of 15 and proficiency in Perception, he or she has a
individual can add his or her proficiency bonus to passive Willpower (Perception) score of 14.
attribute checks that involve that skill. Without
proficiency in the skill, the individual makes a normal The rules on hiding in the “Agility” section below
ability check. rely on passive checks, as do the exploration rules in
chapter 8 of the Player's Handbook.
For example, if a character attempts to climb up a
dangerous cliff, the Dungeon Master might ask for a WORKING TOGETHER
Strength (Athletics) check. If the character is
proficient in Athletics, the character’s proficiency Sometimes two or more characters team up to
bonus is added to the Strength check. If the character attempt a task. The character who’s leading the effort
lacks that proficiency, they just makes a Strength – or the one with the highest ability modifier – an
check. make an attribute check with advantage, reflecting
the help provided by the other characters. In combat,
this requires the Help action (see chapter 9 of the
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Player's Handbook). • You attempt to climb a sheer or slippery cliff, avoid
A character can only provide help if the task is one hazards while scaling a wall, or cling to a surface
while something is trying to knock you off.
that he or she could attempt alone. For example,
trying to open a lock requires proficiency with • You try to jump an unusually long distance or pull
thieves’ tools, so a character who lacks that of a stunt mid-jump.
proficiency can’t help another character in that task.
Moreover, a character can help only when two or • You struggle to swim or stay afloat in treacherous
more individuals working together would actually be currents, storm-tossed waves, or areas of thick
productive. Some tasks, such as threading a needle, seaweed. Or another creature tries to push or pull
are no easier with help. you underwater or otherwise interfere with your
swimming.
GROUP CHECKS Other Strength Checks. The DM might also call for a
When a number of individuals are trying to Strength check when you try to accomplish tasks like
accomplish something as a group, the DM might ask the following:
for a group attribute check. In such a situation, the • Force open a stuck, locked, or barred door
characters who are skilled at a particular task help • Break free of bonds
cover those who aren’t. • Push through a tunnel that is too small
• Hang on to a wagon while being dragged behind it
To make a group attribute check, everyone in the • Tip over a statue
group makes the attribute check. If at least half the • Keep a boulder from rolling
group succeeds, the whole group succeeds. Otherwise,
the group fails. ATTACK ROLLS AND DAMAGE
You add your Strength modifier to your attack roll and
Group checks don’t come up very often, and they’re your damage roll when attacking with a melee
most useful when all the characters succeed or fail as weapon such as a mace, a battleaxe, or a javelin. You
a group. For example, when adventurers are use melee weapons to make melee attacks in hand-to-
navigating a swamp, the DM might call for a group hand combat, and some of them can be thrown to
Intelligence (Nature) check to see if the characters make a ranged attack.
can avoid the quicksand, sinkholes, and other natural
hazards of the environment. If at least half the group LIFTING AND CARRYING
succeeds, the successful characters are able to guide Your Strength score determines the amount of weight
their companions out of danger. Otherwise, the group you can bear. The following terms define what you
stumbles into one of these hazards. can lift or carry.
USING EACH ATTRIBUTE Carrying Capacity. Your carrying capacity is your
Strength score multiplied by 15. This is the weight (in
Every task that a character or monster might attempt pounds) that you can carry, which is high enough that
in the game is covered by one of the six attributes. most characters don't usually have to worry about it.
This section explains in more detail what those
abilities mean and the ways they are used in the Push, Drag, or Lift. You can push, drag, or lift a
game. weight in pounds up to twice your carrying capacity
(or 30 times your Strength score). While pushing or
STRENGTH dragging weight in excess of your carrying capacity,
your speed drops to 5 feet.
Strength measures bodily power, athletic training, and
the extent to which you can exert raw physical power. Size and Strength. Larger creature's can bear more
weight, whereas Tiny creatures can carry less. For
STRENGTH CHECKS each category above Medium, double the creature's
A strength check can model any attempt to lift, push, carrying capacity and the amount it can push, drag, or
pull, or break something, to force your body through a lift. For a Tiny creature, halve those weights.
space, or to otherwise apply brute force to a situation
VARIANT: ENCUMBERENCE
Athletics. Your Strength (Athletics) check covers If you carry weight in excess of 5 times your Strength
difficult situations you encounter while climbing, score, you are encumbered, which means your speed
jumping, or swimming. Examples include the drops by 10 feet.
following activities:
If you carry weight in excess of 10 times your
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Strength score, up to your maximum carrying ARMOR CLASS
capacity, you are instead heavily encumbered, which Depending on the armor you wear, you might add
means your speed drops by 20 feet and you have some or all of your Agility modifier to your Armor
disadvantage on attribute checks, attack rolls, and Class, as described in Chapter 6, “Equipment.”
saving throws that use Strength, Agility, or Endurance.
INITIATIVE
AGILITY At the beginning of every combat, you roll initiative by
making an Agility check. Initiative determines the
Agility measures your dexterity, reflexes, and balance. order of a creature's turns in combat, as described in
Chapter 9, “Combat” in the Player's Handbook.
AGILITY CHECKS
An Agility check can model any attempt to move ENDURANCE
nimbly, quickly, or quietly, or to keep from falling on
tricky footing. The Acrobatics, Sleight of Hand, and Endurance measures health, stamina and vital force.
Stealth skills reflect this aptitude in certain kinds of
Agility checks. ENDURANCE CHECKS
Endurance checks are uncommon, and no skills apply
Acrobatics. Your Agility (Acrobatics) check covers to Endurance checks, because it is largely passive
your attempt to stay on your feet in a tricky situation, rather than involving a specific effort on the part of a
such as when you're trying to run across a sheet of character or monster. An Endurance check can model
ice, balance on a tightrope, or stay upright on a your attempt to push beyond the normal limits. A DM
rocking ship's deck. The DM might also call for an might call for an Endurance check when you try to
Agility (Acrobatics) check to see if you can perform accomplish tasks like the following:
acrobatic stunts, including dives, rolls, somersaults, • Hold your breath
and flips. • March or labor for hours without rest
• Go without sleep
Sleight of Hand. Whenever you attempt an act of • Survive without food or water
legerdemain or manual trickery, such as planting • Quaff and entire stein of ale in one go
something on someone else or concealing an object
on your person, make an Agility (Sleight of Hand) HIT POINTS
check to determine whether you can lift a coin purse Your Endurance modifier contributes to your hit
off another person or slip something out of another's points. Typically, you add your Endurance modifier to
pocket. each Hit Die you roll for your hit points.
Stealth. Make an Agility (Stealth) check when you If your Endurance modifier changes, your hit point
attempt to conceal yourself from enemies, slink past maximum changes as well, as though you had the new
guards, slip away without being noticed, or sneak up modifier from 1st level. For example, if you raise your
on someone without being seen or heard. Endurance modifier when you reach 4th level and you
Endurance modifier increases form a +1 to a +2, you
Other Agility Checks. The DM might call for an adjust your hit point maximum as though the
Agility check when you try to accomplish tasks like modifier had always been +2. So you add 3 hit points
the following: for your first three levels, and then roll your hit points
• Control a heavily laden cart on a steep descent for the 4th level using your new modifier. Or if you're
• Steer a chariot around a tight turn 7th level and some effect lowers your Endurance score
• Securely tie up a prisoner so as to reduce your Endurance modifier by 1, your
• Wriggle free of bonds hit points maximum is reduced by 7.
• Play a stringed instrument
• Craft a small or detailed object INTELLIGENCE
ATTACK ROLLS AND DAMAGE Intelligence measures mental acuity, accuracy of
You add your Agility modifier to your attack roll and recall, and the ability to reason.
your damage roll when attacking with a ranged
weapon such as a sling or a longbow. You can also add
your Agility modifier to your attack roll and your
damage roll when attacking with a melee weapon that
has the finesse property, such as a dagger or a rapier,
of if you throw a melee weapon, like a dagger or a
hatchet.
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INTELLIGENCE CHECKS person. The Animal Handling, Insight, Medicine,
An Intelligence check comes into play when you need Perception, and Survival skills reflect aptitude in
to draw on logic, education, memory, or deductive certain kinds of Willpower checks.
reasoning. The Arcana, History, Investigation, Nature,
and Religion skills reflect aptitude in certain kinds of Animal Handling. When there is any question
Intelligence checks. whether you can calm down a domesticated animal,
keep a mount from getting spooked, or intuit an
Arcana. Your Intelligence (Arcana) check measures animal’s intentions, the DM might call for a Willpower
your ability to recall lore about spells, magic items, (Animal Handling) check. You also make a Willpower
eldritch symbols, magical traditions, the planes of (Animal Handling) check to control your mount when
existence, and the inhabitants of those planes. you attempt a risky maneuver.
History. Your Intelligence (History) check measures Insight. Your Willpower (Insight) check decides
your ability to recall lore about historical events, whether you can determine the true intentions of a
legendary people, ancient kingdoms, past disputes, creature, such as when searching out a lie or
recent wars, and lost civilizations. predicting someone’s next move. Doing so involves
gleaning clues from body language, speech habits, and
Investigation. When you look around for clues and changes in mannerisms.
make deductions based on those clues, you make an
Intelligence (Investigation) check. You might deduce Medicine. A Willpower (Medicine) check lets you try
the location of a hidden object, discern from the to stabilize a dying companion or diagnose an illness.
appearance of a wound what kind of weapon dealt it,
or determine the weakest point in a tunnel chat could Perception. Your Willpower (Perception) check lets
cause it so collapse. Poring through ancient scrolls in you spot, hear, or otherwise detect the presence of
search of a hidden fragment of knowledge might also something. It measures your general awareness of
call for an Intelligence (Investigation) check. your surroundings and the keenness of your senses.
For example, you might try to hear a conversation
Nature. Your Intelligence (Nature) check measures through a closed door, eavesdrop under an open
your ability to recall lore about terrain, plants and window, or hear monsters moving stealthily in the
animals, the weather, and natural cycles. forest. Or you might try to spot things that are
obscured or easy to miss, whether they are orcs lying
Religion. Your Intelligence (Religion) check in ambush on a road, thugs hiding in the shadows of
measures your ability to recall lore about deities, rites an alley, or candlelight under a closed secret door.
and prayers, religious hierarchies, holy symbols, and
the practices of secret cults. Survival. The DM might ask you to make a
Willpower (Survival) check to follow tracks, hunt wild
Other Intelligence Checks. The DM might call for game, guide your group through frozen wastelands,
an Intelligence check when you try to accomplish identify signs that kagouti live nearby, predict the
tasks like the following: weather, or avoid quicksand and other natural
• Communicate with a creature without using words hazards.
• Estimate the value of a precious item
• Pull together a disguise to pass as a city guard Other Willpower Checks. The DM might call for a
• Forge a document Willpower check when you try to accomplish tasks
• Recall lore about a craft or trade like the following:
• Win a game of skill • Get a gut feeling about what course of action to
SPELLCASTING ABILITY follow
Mages and Spellswords use Intelligence as their • Discern whether a seemingly dead or living
spellcasting ability, which helps determine the saving
throw DCs of spells they cast. creature is undead
WILLPOWER SPELLCASTING ABILITY
Crusaders, Sorcerers, and Wardens use Willpower as
Willpower measures your mental toughness and how their spellcasting ability, which helps determine the
attuned you are to the magic of the world. saving throw DCs of spells they cast.
WILLPOWER CHECKS RESISTING SPELLS
A willpower check might reflect an effort to Willpower is typically the attribute required for
understand a magical source or to care for an injured saving throws against magical damage. This will be
listed in the spell block.
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PERSONALITY Other Personality Checks. The DM might call for a
Personality check when you try to accomplish tasks
Personality measures your ability to interact like the following:
effectively with others. It includes such factors as • Find the best person to talk to for news, rumors,
confidence and eloquence, and it can represent a
charming or commanding personality. and gossip.
• Blend into a crowd to get the sense of key topics of
PERSONALITY CHECKS
A Personality check might arise when you try to conversation.
influence or entertain others, when you try to make
an impression or tell a convincing lie, or when you are SPELLCASTING ABILITY
navigating a tricky social situation. The Deception, Bards and Nightblades use Personality as their
Intimidation, Performance, and Persuasion skills spellcasting ability, which helps determine the saving
reflect aptitude in certain kinds of Personality checks. throw DCs of spells they cast.
Deception. Your Personality (Deception) check OTHER ATTRIBUTES
determines whether you can convincingly hide the
truth, either verbally or through your actions. This There are two other attributes that have unique
deception can encompass everything from misleading functions and are not directly tied to a specific skill,
others through ambiguity to telling outright lies.
Typical situations include trying to fast-talk a guard, LUCK
con a merchant, earn money through gambling, pass Adventurers can get Luck points in a variety of ways.
yourself off in a disguise, dull someone's suspicions or Your birthsign or class could contribute to your Luck,
maintain a straight face while telling a blatant lie. as well as praying to the right deity. You can use a
Luck point when you make an attack roll, saving
Intimidation. When you attempt to influence throw, or ability check, to increase the roll by 1d6.
someone through overt threats, hostile actions, and
physical violence, the DM might ask you to make a SPEED
Personality (Intimidation) check. Examples include Every character and monster has a speed, which is the
trying to pry information out of a prisoner, convincing distance in feet that the character or monster can
street thugs to back down from a conformation, or walk in 1 round. This number assumes short bursts of
using the edge of a broken bottle to convince a energetic movement in the midst of a life-threatening.
sneering vizier to reconsider a decision. Refer to the Player's Handbook for more detailed
information on speed.
Performance. Your Personality (Performance)
check determines how well you can delight an CHAPTER 8: ADVENTURING
audience with music, dance, acting, storytelling, or CHAPTER 9: COMBAT
some other form of entertainment.
Refer to the Player's Handbook for detailed
Persuasion. When you attempt to influence descriptions of the rules for Adventuring and Combat.
someone or a group of people with tact, social graces,
or good nature, the DM might ask you to make a
Personality (Persuasion) check. Typically, you use
persuasion when acting in good faith, to foster
friendships, make cordial requests, or exhibit proper
etiquette. Examples of persuading others include
convincing a chamberlain to let your party see the
king, negotiating peace between warring tribes, or
inspiring a crowd of townsfolk.
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PART 3: THE RULES OF MAGIC
CHAPTER 10: SPELLCASTING
Magicka is within every spirit and is the energy within Although this system can be applied to monsters
all living things. Magnus, an et'Ada known as the god that cast spells using magicka, it isn't recommended
of magic, was said to be the architect of the mortal that you do so. Tracking spell point expenditures for a
plane. As this plane, known as Mundus, was formed, monster can be cumbersome, so it is best to find what
he realized that the et'Ada were sacrificing much of works best for your method.
their power in its creation. Many of the lesser et'Ada
were vanishing, as their entire aspects were being MAGICKA COST
absorbed into Mundus. Magnus immediately ordered Spell Level Point Cost
the project be terminated, and left to Aetherius at a 1st 2
great cost. In doing so, he tore a hole in the veil of 2nd 3
Oblivion through which the magicka of Aetherius 3rd 5
flows into world. The great rift left behind, the sun, is 4th 6
itself known as Magnus. 5th 7
6th 9
Soon after, other et'Ada, who would become known 7th 10
as the Magna Ge, fled with Magnus, leaving behind 8th 11
similar holes which became the stars. This is why the 9th 13
star under which a person is born has such great
influence on that persons fortunes and fate. COMPONENTS
CASTING A SPELL To harness the power of magicka, one must have at
least one hand free, and be able to speak or, at least,
Refer to the Player's Handbook, chapter 10 for more be able to create a resonating sound. Therefore, all
information regarding spells, cantrips, and rituals. spells require Verbal (V) and Somatic (S) components,
This section will only cover the parts of spellcasting as described on page 203 of the Player's Handbook.
that have been revised or follows different rule sets.
In rare circumstances, a magic user will require
VARIANT: MAGICKA POINTS Material components (M), but this is usually reserved
for exceptionally powerful spells, such as a
Instead of gaining spell slots to cast your spells, you resurrection spell. It is possible that unique and
gain spell points referred to as magicka points. Each powerful rituals that mark pivotal moments of a
spell has a point cost based on its level. The Magicka campaign will require special materials. These events
Cost table summarizes the cost in magicka points could include summoning a powerful Daedric Prince,
from 1st to 9th level. Cantrips don't require spell slots opening a gateway to another realm, or channeling an
and therefore don't require magicka points. aedric blessing to eradicate a harmful disease
plaguing Tamriel, It is up to the DM's discretion to
You expend a number of magicka points to cast a make these requirements clear.
spell of a given level. You can't reduce your magicka
point total to less than 0, and you regain magicka SPELLCASTING FOCUS
points when you rest, as described in the class
description. All mortals of Nirn are born with magicka within
themselves. Magicka comprises every spirit, it is the
Spells of 6th level and higher are particularly taxing energy of all living things and can be harnessed by
to cast. You use magicka to cast one spell of 6th level or anyone who devotes themselves to learning its
higher, but you can't cast a spell of the same level secrets.
again until you finish a long rest.
This innate ability allows all men and mer to cast
The number of magicka points you have to spend is spells without the need of a spellcasting focus, as they
based on your class level as a spellcaster, as shown in themselves are the spellcasting focus.
the Magicka Points column of your class table. Your
class level also determines the maximum-level spell
you can cast. Even though you might have enough
points to cast a spell above this maximum, you can't
do so.
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THE SCHOOLS OF MAGIC VARIANT: REGAINING MAGICKA
If you enjoy games that are fast paced and combat
All spells are categorized into one of six schools of magic. heavy, the characters can regain magicka during short
Alteration spells distort the local reality through direct rests, allowing them to cast more spells each day.
imposition of the mage's will. This School concerns itself You regain magicka when you complete a short rest
with magicka's ability to change, often radically, the equal to twice your spellcasting attribute modifier
structure and composition of any object. Unlike the (intelligence, willpower, or personality) while resting.
School of illusion, alteration deals with actual change, Sorcerer's, due their stunted magicka feature, are
not the appearance of it. This includes spells of paralysis, unable to regain magicka during a short rest.
water breathing, water walking, lock opening, and VARIANT: LEARNING SPELLS
personal elemental shields such as flame cloaks. Instead of learning spells as you level, you can make
the world more immersive by requiring to learn spells
Conjuration spells summon and bind the spirits from through study and focus. This creates a lot of
Oblivion and Aetherius. Some spells are used to trap downtime activities, which can slow down play, as
souls, conjure or banish Daedra or other creatures, as learning new spells is time consuming. It also makes
well as summon bound weapons and armor. character's who rely on spells feel weaker early on, as
collecting an arsenal of spells will take considerable
Destruction spells splinter material bonds by the direct time.
application of force, typically elemental in nature. This
includes damaging spells of flame, frost, shock, and Magic is learned and mastered through studying and
disintegration, as well as magic that drains essence or practice. For some races, like the Altmer, magicka
personal attributes. flows through their bloodlines and they live in a
culture that embraces the study of magic. Others, like
Illusion spells alter the perception in oneself and in the Nords, are typically cautious to magic's
others. They cause people to see things that are not destructive side. Regardless, they all have magicka
there, to miss things that are there, to hear phantom within, even if they choose not to learn how to use it.
noises, or to remember things that never happened.
Some illusions create phantom images that any creature Classes that use magic, and some races, begin with a
can see, but the most insidious illusion plant an image set number of known spells. Each time a character
directly in the mind of a creature. reaches a new level in spellcasting, they learn an
additional spell, as noted in their class description.
Mysticism spells are used to alter the nature of magic Any additional spells must be studied from trainers,
itself. These effects are as extravagantly disparate as the usually found colleges and guild halls, or by studying
creation of magical cells to hold a victim's spirit after spell books.
death, to the manipulation of objects at a distance. The
sorcery behind them is veiled in a mystery that goes back Spells can be learned much faster from spell trainers
to the oldest civilizations. than from studying spell books, but trainers can be
costly. A spell learned from a trainer requires 4 hours
Necromancy spells manipulate the energies of life and of study and 50 septims per spell level, beginning
death. Such spells can grant an extra reserve of life force, with Cantrips. For example, a 1st level spell requires 8
drain the energy from another creature, or create the hours and 100 septims, and a 7th level spell requires
undead. 32 hours of training and 400 septims.
Restoration spells resist damage and restores You can study from a trainer up to 8 hours a day. To
wholeness by reknitting the damage material. The determine how much knowledge has been retained,
opposite of destruction, this magic is used to heal, create roll a die equal to the hours studied (1d8) and add the
wards, cure disease and poison, and for physical character's Intelligence modifier. Studying from a
fortification. book requires twice as much time, but spell books can
be found while adventuring, but they can sometimes
be purchased from guild halls for half the cost of
training.
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SPELLCRAFTING REDUCING SPELLCRAFTING TIME
Once each day, when a spellcaster spends time
Talented mages are capable of crafting spells, either researching a spell they are crafting, they are required
through trial and error, or with the aid of a master. to make a Spellcrafting Check. This check is treated as
Spellcrafting Altars can be found in most universities though you are casting a spell with your spell attack
and colleges where the imagination and innate talent modifier. The DC of this check is equal to 10 + the
is the only restriction. level of the spell being created.
The creation of a spell has the same cost as training On a successful check, the crafter can roll an
in a spell of equal skill level, usually spent on rare inks additional die, equal to the time spent researching, to
and component, but the process takes twice as long reduce the total remaining time. No time is reduced
since constant practice is required to create on an unsuccessful check, however, a critical failure
something unique. The spellcrafter must know the and a critical success both reduce the time by twice
effects from another spell to create a spell that uses a the normal amount. We often learn more from our
similar effect. To create a spell, work with your mistakes than from minor successes, and this is
Dungeon Master and use the guidelines presented in reflected in spell creation.
the Dungeon Master's Guide.
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CHAPTER 11: SPELL LISTS
This chapter describes the most common spells in the
worlds of Tamriel. The chapter begins with the spell
lists of the spellcasting classes, followed by a spell list
which is sorted by School of Magic. Refer to the
Player's Handbook for spell descriptions.
Spells marked with an asterisk * can be found in
Xanathar's Guide to Everything and are optional.
BARD SPELLS Calm Emotions 4TH LEVEL 7TH LEVEL
Cloud of Daggers Charm Monster* Etherealness
CANTRIPS (0 LEVEL) Crown of Madness Compulsion Forcecage
Blade Ward Detect Thoughts Confusion Mirage Arcane
Dancing Lights Enhance Ability Dimension Door Mordenkainen’s
Friends Enthrall Freedom of Movement Magnificent Mansion
Light Heat Metal Greater Invisibility Mordenkainen’s Sword
Mage Hand Hold Person Hallucinatory Terrain Project Image
Mending Invisibility Locate Creature Regenerate
Message Knock Polymorph Resurrection
Minor Illusion Lesser Restoration Symbol
Prestidigitation Locate Animals or Plants 5TH LEVEL Teleport
Thunderclap* Locate Object Animate Objects
True Strike Magic Mouth Awaken 8TH LEVEL
Vicious Mockery Phantasmal Force Dominate Person Dominate Monster
Pyrotechnics* Dream Feeblemind
1ST LEVEL See Invisibility Geas Glibness
Animal Friendship Shatter Greater Restoration Mind Blank
Bane Silence Hold Monster Power Word Stun
Charm Person Skywrite* Legend Lore
Comprehend Languages Suggestion Mass Cure Wounds 9TH LEVEL
Cure Wounds Warding Wind* Mislead Foresight
Detect Magic Zone of Truth Modify Memory Mass Polymorph*
Disguise Self Planar Binding Power Word Heal
Dissonant Whispers 3RD LEVEL Raise Dead Power Word Kill
Earth Tremor* Bestow Curse Scrying Psychic Scream*
Faerie Fire Catnap* Seeming True Polymorph
Feather Fall Clairvoyance Skill Empowerment*
Healing Word Dispel Magic Synaptic Static* CRUSADER SPELLS
Heroism Enemies Abound* Teleportation Circle
Identify Fear CANTRIPS (0 LEVEL)
Illusory Script Feign Death 6TH LEVEL Guidance
Longstrider Glyph of Warding Eyebite Light
Silent Image Hypnotic Pattern Find the Path Mending
Sleep Leomund’s Tiny Hut Guards and Wards Resistance
Speak with Animals Major Image Mass Suggestion Sacred Flame
Tasha’s Hideous Laughter Nondetection Otto’s Irresistible Dance Spare the Dying
Thunderwave Plant Growth Programmed Illusion Thaumaturgy
Unseen Servant Sending True Seeing Toll the Dead*
Speak with Dead Word of Radiance*
2ND LEVEL Speak with Plants
Animal Messenger Stinking Cloud
Blindness/Deafness Tongues
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1ST LEVEL Guardian of Faith Color Spray Levitate
Bless Locate Creature Comprehend Languages Locate Object
Ceremony* Staggering Smite Cure Wounds Magic Mouth
Command Detect Magic Magic Weapon
Compelled Duel 5TH LEVEL Disguise Self Maximilian's Earthen Grasp*
Cure Wounds Banishing Smite Earth Tremor* Melf’s Acid Arrow
Detect Evil and Good Circle of Power Expeditious Retreat Mirror Image
Detect Magic Dawn* Feather Fall Misty Step
Detect Poison and Disease Destructive Wave Find Familiar Nystul’s Magic Aura
Divine Favor Geas Fog Cloud Phantasmal Force
Guiding Bolt Hallow Grease Prayer of Healing
Heroism Holy Weapon* Healing Word Pyrotechnics*
Protection from Raise Dead Ice Knife* Ray of Enfeeblement
Evil and Good Identify Rope Trick
Purify Food and Drink MAGE SPELLS Illusory Script Scorching Ray
Sanctuary Jump See Invisibility
Searing Smite CANTRIPS (0 LEVEL) Longstrider Shatter
Shield of Faith Acid Splash Mage Armor Skywrite*
Thunderous Smite Blade Ward Magic Missile Snilloc's Snowball Swarm*
Wrathful Smite Booming Blade Protection from Spider Climb
Control Flames* Evil and Good Suggestion
2ND LEVEL Create Bonfire* Shield Warding Wind*
Aid Dancing Lights Silent Image Web
Augury Fire Bolt Sleep
Branding Smite Friends Snare* 3RD LEVEL
Find Steed Frostbite* Tasha’s Hideous Laughter Bestow Curse
Lesser Restoration Green Flame Blade Tenser’s Floating Disk Blink
Locate Object Gust* Thunderwave Catnap*
Magic Weapon Infestation* Unseen Servant Clairvoyance
Protection from Poison Light Witch Bolt Counterspell
Spiritual Weapon Lightning Lure Dispel Magic
Zone of Truth Mage Hand 2ND LEVEL Enemies Abound*
Mending Aganazzar's Scorcher* Erupting Earth*
3RD LEVEL Message Alter Self Fear
Aura of Vitality Minor Illusion Arcane Lock Fireball
Beacon of Hope Mold Earth* Blindness/Deafness Flame Arrows*
Blinding Smite Poison Spray Blur Fly
Create Food and Water Prestidigitation Cloud of Daggers Gaseous Form
Crusader's Mantle Ray of Frost Continual Flame Glyph o f Warding
Daylight Shape Water* Crown of Madness Haste
Dispel Magic Shocking Grasp Darkness Hypnotic Pattern
Elemental Weapon Spare the Dying Darkvision Leomund’s Tiny Hut
Life Transference* Sword Burst Detect Thoughts Lightning Bolt
Magic Circle Thunderclap* Dragon's Breath* Magic Circle
Remove Curse True Strike Dust Devil* Major Image
Revivify Word of Radiance* Earthbind* Mass Healing Word
Spirit Guardians Enlarge/Reduce Melf's Minute Meteors*
1ST LEVEL Flaming Sphere Nondetection
4TH LEVEL Absorb Elements* Gentle Repose Phantom Steed
Aura of Life Alarm Gust of Wind Protection from Energy
Aura of Purity Burning Hands Hold Person Remove Curse
Banishment Catapult* Invisibility Sending
Death Ward Charm Person Knock Sleet Storm
Find Greater Steed* Chromatic Orb Lesser Restoration Slow
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Stinking Cloud Greater Restoration Etherealness NIGHTBLADE SPELLS
Thunder Step* Hold Monster Forcecage
Tidal Wave* Immolation* Mirage Arcane CANTRIPS (0 LEVEL)
Tiny Servant* Legend Lore Mordenkainen's Blade Ward
Tongues Mass Cure Wounds Magnificent Mansion Booming Blade
Water Breathing Mislead Mordenkainen’s Sword Chill Touch
Wall of Sand* Modify Memory Plane Shift Create Bonfire*
Wall of Water* Passwall Prismatic Spray Eldritch Blast
Planar Binding Project Image Friends
4TH LEVEL Raise Dead Regenerate Frostbite*
Arcane Eye Rary’s Telepathic Bond Resurrection Green Flame Blade
Banishment Scrying Reverse Gravity Infestation*
Charm Monster* Seeming Sequester Lightning Lure
Confusion Skill Empowerment* Simulacrum Mage Hand
Conjure Minor Elementals Steel Wind Strike* Symbol Magic Stone*
Control Water Synaptic Static* Teleport Minor Illusion
Death Ward Telekinesis Temple of the Gods* Poison Spray
Dimension Door Teleportation Circle Whirlwind* Prestidigitation
Elemental Bane* Transmute Rock* Sword Burst
Evard's Black Tentacles Wall of Force 8TH LEVEL Thunderclap*
Fabricate Wall of Light* Abi-Dalzim's Horrid Wilting* Toll the Dead*
Fire Shield Wall of Stone Antimagic Field True Strike
Greater Invisibility Antipathy/Sympathy
Hallucinatory Terrain 6TH LEVEL Control Weather 1ST LEVEL
Ice Storm Arcane Gate Demiplane Armor of Agathys
Leomund’s Secret Chest Chain Lightning Dominate Monster Arms of Hadar
Mordenkainen’s Create Homunculus* Feeblemind Cause Fear*
Faithful Hound Contingency Illusory Dragon* Charm Person
Mordenkainen’s Disintegrate Incendiary Cloud Comprehend Languages
Private Sanctum Drawmij’s Instant Maddening Darkness* Expeditious Retreat
Otiluke’s Resilient Sphere Summons Maze Hellish Rebuke
Phantasmal Killer Flesh to Stone Mighty Fortress* Hex
Polymorph Globe of Invulnerability Mind Blank Illusory Script
Stone Shape Guards and Wards Power Word Stun Inflict Wounds
Stoneskin Heal Sunburst Protection from Evil and
Storm Sphere* Investiture of Flame* Telepathy Good
Vitriolic Sphere* Investiture of Ice* Unseen Servant
Wall of Fire Investiture of Stone* 9TH LEVEL Witch Bolt
Watery Sphere* Investiture of Wind* Astral Projection Wrathful Smite
Mass Suggestion Foresight
5TH LEVEL Mental Prison* Gate 2ND LEVEL
Animate Objects Move Earth Imprisonment Cloud of Daggers
Bigby’s Hand Otiluke’s Freezing Sphere Invulnerability* Crown of Madness
CloudkilI Otto’s Irresistible Dance Mass Heal Darkness
Cone of Cold Programmed Illusion Mass Polymorph* Earthbind*
Conjure Elemental Scatter* Meteor Swarm Enthrall
Contact Other Plane Sunbeam Prismatic Wall Hold Person
Control Winds* Tenser's Transformation* Psychic Scream* Invisibility
Creation True Seeing Shapechange Mind Spike*
Dawn* Wall of Ice Time Stop Mirror Image
Dominate Person True Polymorph Misty Step
Dream 7TH LEVEL True Resurrection Pass without Trace
Far Step* Crown of Stars* Weird Ray of Enfeeblement
Geas Delayed Blast Fireball Wish Shadow Blade*
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Shatter Investiture of Stone* Mold Earth* Detect Thoughts
Spider Climb Investiture of Wind* Poison Spray Dragon's Breath*
Suggestion Mass Suggestion Prestidigitation Dust Devil*
Mental Prison* Ray of Frost Earthbind*
3RD LEVEL Scatter* Shape Water* Enhance Ability
Counterspell Soul Cage* Shocking Grasp Enlarge/Reduce
Dispel Magic True Seeing Sword Burst Gust of Wind
Enemies Abound* Thunderclap* Hold Person
Fear 7TH LEVEL Toll the Dead* Invisibility
Fly Etherealness True Strike Knock
Gaseous Form Finger of Death Levitate
Hunger of Hadar Forcecage 1ST LEVEL Maximilian's Earthen Grasp*
Hypnotic Pattern Plane Shift Absorb Elements* Mind Spike*
Magic Circle Power Word Pain* Armor of Agathys Mirror Image
Major Image Arms of Hadar Misty Step
Remove Curse 8TH LEVEL Burning Hands Phantasmal Force
Tongues Demiplane Catapult* Pyrotechnics*
Thunder Step* Dominate Monster Cause Fear* Ray of Enfeeblement
Summon Lesser Demons* Feeblemind Chaos Bolt* Scorching Ray
Vampiric Touch Glibness Charm Person See Invisibility
Maddening Darkness* Chromatic Orb Shadow Blade*
4TH LEVEL Power Word Stun Color Spray Shatter
Banishment Comprehend Languages Snilloc's Snowball Swarm*
Blight 9TH LEVEL Detect Magic Spider Climb
Charm Monster* Astral Projection Disguise Self Suggestion
Dimension Door Foresight Dissonant Whispers Warding Wind*
Elemental Bane* Imprisonment Earth Tremor* Web
Hallucinatory Terrain Power Word Kill Expeditious Retreat
Phantasmal Killer Psychic Scream* False Life 3RD LEVEL
Shadow of Moil* True Polymorph Feather Fall Animate Dead
Staggering Smite Fog Cloud Blink
Summon Greater Demon* SORCERER SPELLS Ice Knife* Catnap*
Vitriolic Sphere* Inflict Wounds Clairvoyance
CANTRIPS (0 LEVEL) Jump Counterspell
5TH LEVEL Acid Splash Mage Armor Daylight
Contact Other Plane Blade Ward Magic Missile Dispel Magic
Danse Macabre* Booming Blade Ray of Sickness Enemies Abound*
Dream Chill Touch Shield Erupting Earth*
Enervation* Control Flames* Silent Image Fear
Far Step* Create Bonfire* Sleep Feign Death
Hold Monster Dancing Lights Tasha's Hideous Laughter Fireball
Infernal Calling* Fire Bolt Thunderwave Flame Arrows*
Negative Energy Flood* Friends Unseen Servant Fly
Scrying Frostbite* Witch Bolt Gaseous Form
Staggering Smite Green Flame Blade Haste
Synaptic Static* Gust* 2ND LEVEL Hunger of Hadar
Infestation* Alter Self Hypnotic Pattern
6TH LEVEL Light Aganazzar's Scorcher* Life Transference*
Arcane Gate Lightning Lure Blindness/Deafness Lightning Bolt
Circle of Death Mage Hand Blur Major Image
Eyebite Mending Cloud of Daggers Melf's Minute Meteors*
Flesh to Stone Message Crown of Madness Protection from Energy
Investiture of Flame* Minor Illusion Darkness Sleet Storm
Investiture of Ice* Darkvision Slow
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Speak with Dead Synaptic Static* Meteor Swarm 3RD LEVEL
Stinking Cloud Telekinesis
Summon Lesser Demons* Teleportation Circle Imprisonment Blinding Smite
Tongues Wall of Stone
Thunderstep* Power Word Kill Counterspell
Tidal Wave* 6TH LEVEL Psychic Scream*
Water Breathing Arcane Gate Dispel Magic
Wall of Water* Chain Lightning Time Stop Elemental Weapon
Water Walk Circle of Death Wish
Vampiric Touch Conjure Fey Flame Arrows*
Create Undead
4TH LEVEL Disintegrate Haste
Arcane Eye Eyebite SPELLSWORD SPELLS Hypnotic Pattern
Banishment Globe of Invulnerability Jump
Blight Harm Magic Circle
Charm Monster* Investiture of Flame* CANTRIPS (0 LEVEL) Protection from Energy
Confusion Investiture of Ice* Blade Ward Remove Curse
Contagion Investiture of Stone* Booming Blade
Death Ward Investiture of Wind*
Dimension Door Magic Jar Create Bonfire* 4TH LEVEL
Dominate Beast Mass Suggestion Eldritch Blast
Elemental Bane* Mental Prison* Frostbite* Banishment
Evard's Black Tentacles Move Earth Charm Monster*
Greater Invisibility Scatter* Green Flame Blade Death Ward
Ice Storm Soul Cage* Minor Illusion
Phantasmal Killer Sunbeam Dimension Door
Polymorph True Seeing Prestidigitation Elemental Bane*
Sickening Radiance* Sword Burst
Stoneskin 7TH LEVEL True Strike Staggering Smite
Storm Sphere* Crown of Stars*
Summon Greater Demon* Delayed Blast Fireball 1ST LEVEL 5TH LEVEL
Vitriolic Sphere* Etherealness Absorb Elements* Antilife Shell
Wall of Fire Finger of Death Compelled Duel Banishing Smite
Watery Sphere* Fire Storm Charm Person Far Step*
Plane Shift Cure Wounds Flame Strike
5TH LEVEL Power Word Pain* Detect Magic Legend Lore
Animate Objects Prismatic Spray Detect Poison and Disease Scrying
Cloudkill Reverse Gravity Expeditious Retreat Skill Empowerment*
Cone of Cold Teleport Heroism Steel Wind Strike*
Contact Other Plane Whirlwind* Hex
Contagion Ice Knife* WARDEN SPELLS
Control Winds* 8TH LEVEL Protection from Evil and
Creation Abi-Dalzim's Horrid Wilting* Good CANTRIPS (0 LEVEL)
Danse Macabre* Clone Searing Smite Control Flames*
Dominate Person Dominate Monster Shield Create Bonfire*
Enervation* Earthquake Thunderous Smite Druidcraft
Far Step* Feeblemind Witch Bolt Frostbite*
Hold Monster Incendiary Cloud Zephyr Strike* Guidance
Immolation* Power Word Stun Gust*
Infernal Calling* Sunburst 2ND LEVEL Infestation*
Insect Plague Aid Magic Stone*
Negative Energy Flood* 9TH LEVEL Branding Smite Mending
Seeming Gate Cloud of Daggers Mold Earth*
Skill Empowerment* Mass Polymorph* Enhance Ability Poison Spray
Invisibility Primal Savagery*
Lesser Restoration Produce Flame
Magic Weapon Resistance
Protection from Poison Shape Water*
Scorching Ray Shillelagh
Shadow Blade* Thorn Whip
Shatter Thunderclap*
Suggestion
Warding Bond
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1ST LEVEL Feign Death 6TH LEVEL
Absorb Elements* Flame Arrows* Bones of the Earth*
Animal Friendship Meld into Stone Conjure Fey
Beast Bond* Plant Growth Druid Grove*
Charm Person Protection from Energy Find the Path
Create or Destroy Water Sleet Storm Heal
Cure Wounds Speak with Plants Heroes' Feast
Detect Magic Tidal Wave* Investiture of Flame*
Detect Poison and Disease Wall of Water* Investiture of Ice*
Earth Tremor* Water Breathing Investiture of Stone*
Entangle Water Walk Investiture of Wind*
Faerie Fire Wind Wall Move Earth
Fog Cloud Primordial Ward*
Goodberry 4TH LEVEL Sunbeam
Healing Word Blight Transport via Plants
Ice Knife* Charm Monster* Wall of Thorns
Jump Confusion Wind Walk
Longstrider Conjure Minor Elementals
Purify Food and Drink Conjure Woodland Beings 7TH LEVEL
Snare* Control Water Fire Storm
Speak with Animals Dominate Beast Mirage Arcane
Thunderwave Elemental Bane* Plane Shift
Freedom of Movement Regenerate
2ND LEVEL Giant Insect Reverse Gravity
Animal Messenger Grasping Vine Whirlwind*
Barkskin Guardian of Nature*
Beast Sense Hallucinatory Terrain 8TH LEVEL
Darkvision Ice Storm Animal Shapes
Dust Devil* Locate Creature Antipathy/Sympathy
Earthbind* Polymorph Control Weather
Enhance Ability Stone Shape Earthquake
Find Traps Stoneskin Feeblemind
Flame Blade Wall of Fire Sunburst
Flaming Sphere Watery Sphere* Tsunami
Gust of Wind
Healing Spirit* 5TH LEVEL 9TH LEVEL
Heat Metal Antilife Shell Foresight
Hold Person Awaken Shapechange
Lesser Restoration Commune with Nature Storm of Vengeance
Locate Animals or Plants Conjure Elemental True Resurrection
Locate Objects Contagion
Moonbeam Control Winds*
Pass without Trace Geas
Protection from Poison Greater Restoration
Skywrite* Insect Plague
Spike Growth Maelstrom*
Warding Wind* Mass Cure Wounds
Planar Binding
3RD LEVEL Reincarnate
Call Lightning Scrying
Conjure Animals Transmute Rock*
Daylight Tree Stride
Dispel Magic Wall of Stone
Erupting Earth* Wrath of Nature*
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SPELL LIST BY SCHOOL OF MAGIC
Spells marked with an asterisk * can be found in Xanathar's Guide to Everything and are optional.
ALTERATION 3RD LEVEL 8TH LEVEL Mordenkainen's Faithful
Abi-Dalzim's Horrid Wilting* Hound
CANTRIPS (0 LEVEL) Erupting Earth* Control Weather Summon Greater Demon*
Blade Ward* Fly Earthquake
Control Flames* Jump Tsunami 5TH LEVEL
Create Bonfire* Meld Into Stone Commune
Gust* Plant Growth 9TH LEVEL Conjure Elemental
Magic Stone* Rope Trick Time Stop Conjure Volley
Mending Sleet Storm Infernal Calling*
Mold Earth* Slow CONJURATION Insect Plague
Primal Savagery* Tidal Wave* Planar Binding
Shape Water* Wall of Sand* CANTRIPS (0 LEVEL) Teleportation Circle
Shillelagh Wall of Water* Infestation* Wrath of Nature*
Thorn Whip Water Breathing Mage Hand
Thunderclap* Water Walk Produce Flame 6TH LEVEL
Wind Wall Sword Burst Arcane Gate
Conjure Fey
1ST LEVEL 4TH LEVEL 1ST LEVEL Create Homunculus*
Catapult* Control Water Armor of Agathys Planar Ally
Create or Destroy Water Fabricate Arms of Hadar
Earth Tremor* Freedom of Movement Find Familiar 7TH LEVEL
Entangle Guardian of Nature* Grease Conjure Celestial
Expeditious Retreat Stone Shape Hail of Thorns Mordenkainen's Sword
Feather Fall Stoneskin Tenser's Floating Disk
Fog Cloud Watery Sphere* Unseen Servant 8TH LEVEL
Longstrider Maze
Mage Armor 5TH LEVEL 2ND LEVEL
Shield Control Winds* Continual Flame 9TH LEVEL
Zephyr Strike* Maelstrom* Find Steed Gate
Telekinesis Flame Blade
2ND LEVEL Transmute Rock* Spiritual Weapon DESTRUCTION
Arcane Lock Wall of Force Web
Barkskin Wall of Stone CANTRIPS (0 LEVEL)
Cloud of Daggers 3RD LEVEL Acid Splash
Cordon of Arrows 6TH LEVEL Conjure Animals Booming Blade
Dust Devil* Bones of the Earth* Conjure Barrage Fire Bolt
Enlarge/Reduce Flesh to Stone Hunger of Hadar Frostbite*
Gust of Wind Globe of Invulnerability Phantom Steed Green Flame Blade
Heat Metal Investiture of Flame* Spirit Guardians Lightning Lure
Knock Investiture of Ice* Tiny Servant* Poison Spray
Maximilian's Earthen Grasp* Investiture of Stone* Ray of Frost
Pyrotechnics* Investiture of Wind* 4TH LEVEL Shocking Grasp
Shatter Move Earth Arcane Eye
Skywrite* Primordial Ward* Banishment 1st Level
Spider Climb Wall of Ice Conjure Minor Elementals Burning Hands
Spike Growth Conjure Woodland Beings Chaos Bolt*
Warding Bond 7TH LEVEL Evard's Black Tentacles Hellish Rebuke
Warding Wind* Reverse Gravity Find Greater Steed* Hex
Whirlwind* Grasping Vine Hunter's Mark
Guardian of Faith Ice Knife*
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Searing Smite ILLUSION 3RD LEVEL MYSTICISM
Thunderous Strike Catnap*
Thunderwave CANTRIPS (0 LEVEL) Daylight CANTRIPS (0 LEVEL)
Dancing Lights Enemies Abound* Druidcraft
2ND LEVEL Friends Fear Eldritch Blast
Aganazzar's Scorcher* Light Haste Prestidigitation
Flaming Sphere Message Hypnotic Pattern Thaumaturgy
Scorching Ray Minor Illusion Major Image
Snillioc's Snowball Swarm* Vicious Mockery Sending 1ST LEVEL
Absorb Elements*
3RD LEVEL 1ST LEVEL 4TH LEVEL Alarm
Call Lightning Animal Friendship Charm Monster* Chromatic Orb
Elemental Weapon Bane Compulsion Color Spray
Fireball Beast Bond* Confusion Comprehend Languages
Flame Arrows* Cause Fear* Dominate Beast Detect Evil and Good
Lightning Arrow Charm Person Greater Invisibility Detect Magic
Lightning Bolt Command Hallucinatory Terrain Detect Poison and Disease
Melf's Acid Arrow Compelled Duel Phantasmal Killer Ensnaring Strike
Melf's Minute Meteors* Disguise Self Goodberry
Stinking Cloud Dissonant Whispers 5TH LEVEL Identify
Faerie Fire Dominate Person Magic Missile
4TH LEVEL Heroism Dream Snare*
Elemental Bane* Illusory Script Geas Witch Bolt
Fire Shield Sanctuary Hold Monster
Ice Storm Silent Image Mislead 2ND LEVEL
Sickening Radiance* Sleep Modify Memory Alter Self
Storm Sphere* Speak with Animals Rary's Telepathic Bond Augury
Vitriolic Sphere* Tasha's Hideous Laughter Seeming Earthbind*
Wall of Fire Wrathful Smite Synaptic Static Find Traps
Levitate
5TH LEVEL 2ND LEVEL 6TH LEVEL Locate Animals or Plants
Cloudkill Animal Messenger Mass Suggestion Locate Object
Cone of Cold Beast Sense Mental Prison* Magic Mouth
Destructive Wave Blindness / Deafness Otto's Irresistible Dance Magic Weapon
Flame Strike Blur Programmed Illusion Misty Step
Immolation* Calm Emotions Moonbeam
Crown of Madness 7TH LEVEL See Invisibility
6TH LEVEL Darkness Mirage Arcane
Chain Lightning Darkvision Power Word Pain* 3RD LEVEL
Otiluke's Freezing Sphere Detect Thoughts Project Image Blink
Wall of Thorns Enthrall Clairvoyance
Hold Person 8TH LEVEL Counterspell
7TH LEVEL Invisibility Antipathy / Sympathy Create Food and Water
Delayed Blast Fireball Mind Spike* Dominate Monster Dispel Magic
Fire Storm Mirror Image Feeblemind Gaseous Form
Nystul's Magic Aura Glibness Glyph of Warding
8TH LEVEL Pass without Trace Illusory Dragon* Leomund's Tiny Hut
Incendiary Cloud Phantasmal Force Maddening Darkness* Magic Circle
Shadow Blade* Power Word Stun Nondetection
9TH LEVEL Silence Telepathy Speak with Plants
Meteor Swarm Suggestion Tongues
Storm of Vengeance Zone of Truth 9TH LEVEL Thunder Step*
Psychic Scream*
Weird
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4TH LEVEL Simulacrum Negative Energy Flood* Blinding Smite
Symbol Crusader's Mantle
Dimension Door Teleport 6TH LEVEL Mass Healing Word
Divination Circle of Death Protection from Energy
Giant Insect 8TH LEVEL Create Undead Remove Curse
Leomund's Secret Chest Animal Shapes Eyebite Revivify
Locate Creature Antimagic Field Harm
Mordenkainen's Private Demiplane Magic Jar 4TH LEVEL
Sanctum Mighty Fortress* Aura of Life
Otiluke's Resilient Sphere Mind Blank 7TH LEVEL Aura of Purity
Polymorph Finger of Death Death Ward
Staggering Smite
8TH LEVEL 5TH LEVEL
5TH LEVEL 9TH LEVEL Clone Antilife Shell
Animate Objects Astral Projection Banishing Strike
Awaken Foresight 9TH LEVEL Circle of Power
Bigby's Hand Imprisonment Power Word Kill Dawn*
Commune with Nature Invulnerability* Greater Restoration
Contact Other Plane Mass Polymorph* RESTORATION Hallow
Creation Prismatic Wall Holy Weapon*
Far Step* Shapechange CANTRIPS (0 LEVEL) Mass Cure Wounds
Legend Lore True Polymorph Guidance Raise Dead
Passwall Wish Resistance Reincarnate
Srcying Sacred Flame Skill Empowerment*
Steel Wind Strike* NECROMANCY Spare the Dying Wall of Light*
Swift Quiver True Strike
Tree Stride CANTRIPS (0 LEVEL) Word of Radiance* 6TH LEVEL
Chill Touch Heal
6TH LEVEL Toll the Dead* 1st Level Sunbeam
Blade-Barrier Bless
Contingency 1st Level Ceremony* 7TH LEVEL
Disintegrate False Life Cure Wounds Crown of Stars*
Drawmij's Instant Summons Inflict Wounds Divine Favor Regenerate
Druid Grove* Ray of Sickeness Guiding Bolt Resurrection
Find the Path Healing Word Temple of the Gods*
Forbiddance 2ND LEVEL Protection from Evil and
Guards and Wards Ray of Enfeeblement Good 8TH LEVEL
Heroes' Feast Purify Food and Drink Holy Aura
Scatter* 3RD LEVEL Shield of Faith Sunburst
Soul Cage* Animate Dead
Tenser's Transformation* Bestow Curse 2ND LEVEL 9TH LEVEL
Transport via Plants Feign Death Aid Mass Heal
True Seeing Life Transference* Branding Smite Power Word Heal
Wind Walk Speak with Dead Enhance Ability True Resurrection
Word of Recall Vampiric Touch Gentle Repose
Healing Spirit*
7TH LEVEL 4TH LEVEL Lesser Restoration
Blight Prayer of Healing
Divine Word Shadow of Moil* Protection from Poison
Etherealness
Forcecage 5TH LEVEL 3RD LEVEL
Mordenkainen's Magnificent Contagion Aura of Vitality
Mansion Danse Macabre* Beacon of Hope
Plane Shift Enervation*
Prismatic Spray
Sequester
UESTRPG BASIC RULES 191
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APPENDIX A: BEASTIARY
Some class features allow characters to summon
creatures to serve as familiars, and companions.
Statistics for such creatures are grouped in this
appendix by class for your convenience. For
information on to read a stat block, see the Monster
Manual.
UESTRPG BASIC RULES 192
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UESTRPG BASIC RULES 193
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UESTRPG BASIC RULES 194
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UESTRPG BASIC RULES 196
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UESTRPG BASIC RULES 197
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UESTRPG BASIC RULES 198
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UESTRPG BASIC RULES 199
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