THE LURES OF KNOWLEDGE CLASS FEATURES
Mages’ lives are seldom mundane. The closest a mage As a Mage, you gain the following class features:
is likely to come to an ordinary life is working as a
sage or lecturer in a library or university, teaching HIT POINTS
others the secrets of the mundas. Other mages sell Hit Die: 1d6 per mage level
their services as diviners, serve in military forces, or Hit points at 1st Level: 6+ your Endurance modifier
pursue lives of crime or domination. Hit points at Higher Levels: 1d6 (or 4) + your
Endurance modifier per mage level after 1st
But the lure of knowledge and power calls even the
most unadventurous mages out of the safety of their PROFICIENCIES
libraries and laboratories and into crumbling ruins Armor: None
and lost cities. Most mages believe that their Weapons: light crossbows, Short Blade and Staves
counterparts in ancient civilizations knew secrets of Tools: none
magic that have been lost to the ages, and discovering
those secrets could unlock the path to a power Saving Throws: Intelligence, Willpower
greater than any magic available in the present age. Skills: Pick two from: Arcana, History, Insight,
Investigation, Medicine, and Religion
CREATING A MAGE
EQUIPMENT
Creating a mage character demands a backstory You start with the following equipment, in addition to
dominated by at least one extraordinary event. How the equipment granted by your background:
did your character first come into contact with magic? • (a) a quarterstaff or (b) a dagger
How did you discover you had an aptitude for it? Do • (a) a scholar's pack or (b) an explorer's pack
you have a natural talent, or did you simply study • a spellbook
hard and practice incessantly? Did you encounter a
magical creature or an ancient tome that taught you SPELLCASTING
the basics of magic?
As a student of arcane magic, you have a spellbook
What drew you forth from your life of study? Did containing spells that show the first glimmerings of
your first taste of magical knowledge leave you your true power. See chapter 10 for the general rules
hungry for more? Have you received word of a secret of spellcasting and chapter 11 for the mage spell list.
repository of knowledge not yet plundered by any
other mage? Perhaps you’re simply eager to put your CANTRIPS
new-found magical skills to the test in the face of At 1st level, you know three cantrips of your choice
danger. from the mage spell list. You learn additional mage
cantrips of your choice at higher levels, as shown in
QUICK BUILD the Cantrips Known column of the Mage table.
You can make a mage quickly by following these
suggestions. First, Intelligence should be your highest SPELLBOOK
attribute score, followed by Endurance or Agility. If At 1st level, you have a spellbook containing six 1st-
you choose to join the school of Illusion, make level mage spells of your choice. Your spellbook is the
Personality your next best score. Second, choose the repository of the mage spells you know, except your
sage background. Third, choose the mage hand, light, cantrips, which are fixed in your mind.
and ray of frost cantrips, along with the following 1st
level spells for your spellbook: burning hands, charm
person, feather fall, mage armor, and magic missile,
and sleep.
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PREPARING AND CASTING SPELLS LEARNING SPELLS OF 1ST LEVEL AND HIGHER
The Mage table shows how much magicka you have to Each time you gain a mage level, you can add two
cast your mage spells of 1st level and higher. To cast mage spells of your choice to your spellbook. Each of
one of these spells, you must expend magicka, as these spells must be of a level for which you can cast,
noted in the spell's description and the Magicka Cost as shown on the Mage table. On your adventures, you
table found in chapter 10. You regain all expended might find other spells that you can add to your
magicka when you finish a long rest. spellbook (see the “Your Spellbook” sidebar).
You prepare the list of mage spells that are available YOUR SPELLBOOK
for you to cast. To do so, choose a number of mage The spells that you add to your spellbook as you gain levels
spells from your spellbook equal to your Intelligence reflect the arcane research you conduct on your own, as
modifier + your mage level (minimum of one spell). well as intellectual breakthroughs you have had about the
The spells must be of a level for which you can cast. nature of the mundas. You might find other spells during
your adventures. You could discover a spell recorded on a
For example, if you're a 3rd-level mage, you can cast scroll in an evil wizard's chest, for example or in a dusty
a prepared spell at either 1st or 2nd level. With an tome in an ancient library.
Intelligence of 16, your list of prepared spells can
include six spells of 1st or 2nd level, in any Copying a Spell into the Book. When you find a mage
combination, chosen from your spellbook. If you spell of 1st level or higher, you can add it to your spellbook
prepare the 1st-level spell magic missile, you can cast if it is of a spell level you can prepare and if you can spare
it at either 1st or 2nd level. Casting the spell doesn’t the time to decipher and copy it.
remove it from your list of prepared spells.
Copying that spell into your spellbook involves
You can change your list of prepared spells when reproducing the basic form of the spell, then deciphering
you finish a long rest. Preparing a new list of mage the unique system of notation used by the mage who
spells requires time spent studying your spellbook wrote it. You must practice the spell until you understand
and memorizing the incantations and gestures you the sounds or gestures required, then transcribe it into
must make to cast the spell: at least 1 minute per spell your spellbook using your own notation.
level for each spell on your list.
For each level of the spell, the process takes 2 hours and
SPELLCASTING ATTRIBUTE costs 50 gp. The cost represents material components you
Intelligence is your spellcasting attribute for your expend as you experiment with the spell to master it, as
mage spells, since you learn your spells through well as the fine inks you need to record it. Once you have
dedicated study and memorization. You use your spent this time and money, you can prepare the spell just
Intelligence whenever a spell refers to your like your other spells.
spellcasting attribute. In addition, you use your
Intelligence modifier when setting the saving throw Replacing the Book. You can copy a spell from your own
DC for a mage spell you cast and when making an spellbook into another book – for example, if you want to
attack roll with one. make a backup copy of your spellbook. This is just like
copying a new spell into your spellbook, but faster and
Spell save DC = 8 + your proficiency bonus + easier, since you understand your own notation and
your Intelligence modifier already know how to cast the spell. You need spend only 1
hour and 10 gp for each level of the copied spell.
Spell attack modifier = your proficiency bonus +
your Intelligence modifier If you lose your spellbook, you can use the same
procedure to transcribe the spells that you have prepared
RITUAL CASTING into a new spellbook. Filling out the remainder of your
You can cast a mage spell as a ritual if that spell has spellbook requires you to find new spells to do so, as
the ritual tag and you have the spell in your spellbook. normal. For this reason, many mages keep backup
You don't need to have the spell prepared. spellbooks in a safe place.
The Book's Appearance. Your spellbook is a unique
compilation of spells, with its own decorative flourishes
and margin notes. It might be a plain, functional leather
volume that you received as a gift from your master, a
finely bound glit-edged tome you found in an ancient
library, or even a loose collection of notes scrounged
together after you lost your previous spellbook in a
mishap.
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MAGICAL FOCUS METAMAGIC
At 1st level, you tap into a deep wellspring of magic At 3rd level, you gain the ability to focus your magic to
within yourself. This wellspring is represented by suit your needs. You gain two of the following
Focus Points, which allow you to create a variety of Metamagic options of your choice. You gain another
magical effects. one at 10th and 17th level.
FOCUS POINTS You can use only one Metamagic option on a spell
You have 2 focus points, and you gain more as you when you cast it, unless noted otherwise.
reach higher levels, as shown in the Focus Points CAREFUL SPELL
column of the Mage table. You can never have more When you cast a spell that forces other creatures to
focus points than shown on the table for your level. make a saving throw, you can protect some of those
You regain all spent focus points when finish a long creatures from the spell's full force. You spend 1 focus
rest. point and choose a number of creatures up to your
Intelligence modifier (minimum of one creature). A
FLEXIBLE CASTING chosen creature automatically succeeds on its saving
You can use your focus points to gain additional throw.
magicka, or sacrifice magicka to gain additional focus DISTANT SPELL
points. You learn other ways to use your focus points When you cast a spell that has a range of 5 feet or
as you reach higher levels. greater, you can spend 1 focus point to double the
range of the spell.
Creating Magicka. You can transform unexpended
focus points into one spell level worth of magicka as a When you cast a spell that has a range of touch, you
bonus action on you turn. The Creating Magicka table can spend 1 focus point to make the range of the spell
shown the cost of creating magicka of a given spell 30 feet.
level. You can create magicka no greater in spell level EMPOWERED SPELL
than 5th. When you roll damage for a spell, you can spend 1
focus point to reroll a number of the damage dice up
Any magicka you create with this feature vanishes to your Intelligence modifier (minimum of one). You
when you finish a long rest. must use the new rolls.
CREATING MAGICKA You can use the Empowered Spell even if you have
already used a different metamagic option during the
Spell Focus Point Magicka Point casting of the spell.
Cost EXTENDED SPELL
Level Cost 2 When you cast a spell that has a duration of 1 minute
1st 2 3 or longer, you can spend 1 focus point to double its
2nd 3 5 duration, to a maximum duration of 24 hours.
3rd 5 6 HEIGHTENED SPELL
4th 6 7 When you cast a spell that forces a creature to make a
saving throw to resist its effects, you can spend 3
5th 7 focus points to give one target of the spell
disadvantage on its first saving throw made against
Converting Magicka to Focus Points. As a bonus the spell.
action on your turn, you can expend magicka of spell QUICKENED SPELL
level to gain a number of focus points equal to the When you cast a spell that has a casting time of 1
same level. action, you can spend 2 focus points to change the
casting time to 1 bonus action for this casting.
ARCANE TRADITION
When you reach 2nd level, you choose an arcane
tradition, shaping your practice of magic through one
of the six schools of magic: Alteration, Conjuration,
Destruction, Illusion, Mysticism, or Restoration, all
detailed at the end of the class description.
Your choice grants you features at 2nd level and again
at 6th, 10th and 14th level.
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SUBTLE SPELL The most common arcane traditions in Tamriel
When you cast a spell, you can spend 1 focus point to revolve around the schools of magic. Mages through
cast it without any somatic or verbal components. the ages have cataloged thousands of spells, grouping
TWINNED SPELL them into six categories, called schools, as described
When you cast a spell that targets only one creature in chapter 10. In some places, these traditions are
and doesn't have a range of self, you can spend a literally schools; a mage might study at the School of
number of focus points equal to the spell's level to Illusion while another studies across town at the
target a second creature in range with the same spell School of Restoration. In other institutions, the
(1 focus point if the spell is a cantrip). schools are more like academic departments, with
rival faculties competing for students and funding.
To be eligible, a spell must be incapable of targeting Even mages who train apprentices in the solitude of
more than one creature at the spell's current level. For their own towers use the division of magic into
example, magic missile and scorching ray aren't schools as a learning device, since the spells of each
eligible, but ray of frost and chromatic orb are. school require mastery of different techniques.
ATTRIBUTE SCORE IMPROVEMENT SCHOOL OF ALTERATION
When you reach 4th level, and again at 8th, 12th, 16th, The School of Alteration involves the manipulation of
and 19th level, you can increase one attribute score of the physical world and its natural properties.
your choice by 2, or you can increase two attribute Mastering alteration magicks requires an
scores of your choice by 1. As normal, you can't understanding of the fundamentals of nature, as the
increase an ability score above 20 using this feature. spells within are bound by nature's rules.
SPELL MASTERY Casting alteration spells is akin to convincing a
greater power that it is easier to change reality than it
At 18th level, you have achieved such mastery over is to leave it alone. Those that are familiar with this
certain spells that you can cast them at will. Choose a magick understand that expressing a spell as a subtle
1st level mage spell and a 2nd level mage spell that you change, a diversion of nature's elements, is easier
know. You can cast those two spells at their lowest than creating it anew.
level without expending magicka. If you want to cast
either spell at a higher level, you must expend SCHOOL OF ALTERATION FEATURES
magicka as normal. Mage Level Feature
2nd Alteration Prodigy, Arcane Ward
By spending 8 hours in study, you can exchange one 6th Projected Ward
or both of the spells you chose for a different spell of 10th Dampen Elements
the same level. 14th Spell Resistance
SIGNATURE SPELLS ALTERATION PRODIGY
Beginning when you select this school at 2nd level, the
When you reach 20th level, you gain mastery over two gold and time you must spend to copy an alteration
powerful spells and can cast them with little effort. spell into your spellbook is halved.
Choose two 3rd level spells that you know as your
signature spells. You always have these spells ARCANE WARD
prepared, and you can cast each of them once at 3rd Starting at 2nd level, you can weave magic around
level without expending any magicka. When you do yourself for protection. When you cast an alteration
so, you can't do so again until you finish a short or spell of 1st level or higher, you can simultaneously use
long rest. a strand of the spell’s magic to create a magical ward
on yourself that lasts until you finish a long rest. The
If you want to cast either spell at a higher spell level, ward has hit points equal to twice your mage level +
you must expend magicka as normal. your Intelligence modifier. Whenever you take
damage, the ward takes the damage instead. If this
ARCANE TRADITIONS damage reduces the ward to 0 hit points, you take any
remaining damage.
The study of magic is ancient, stretching back to the
dawn of time. It is firmly established in the world of While the ward has 0 hit points, it can’t absorb
Nirn, with various traditions dedicated to its complex damage, but its magic remains. Whenever you cast an
study.
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alteration spell of 1st level or higher, the ward regains SCHOOL OF CONJURATION FEATURES
a number of hit points equal to twice the level of the Mage Level Feature
spell. 2nd Conjuration Prodigy, Minor Conjuration,
Atromancer
Once you create the ward, you can't create it again 6th Elemental Bond
until you finish a long rest. 10th Focused Conjuration
PROJECTED WARD 14th Elemental Soul
Starting at 6th level, when a creature that you can see
within 30 feet of you takes damage, you can use your CONJURATION PRODIGY
reaction to cause your Arcane Ward to absorb that Beginning when you select this school at 2nd level, the
damage. If this damage reduces the ward to 0 hit gold and time you must spend to copy a conjuration
points, the warded creature takes any remaining spell into your spellbook is halved.
damage.
DAMPEN ELEMENTS MINOR CONJURATION
Beginning at 10th level, when you or a creature within Starting at 2nd level when you select this school, you
30 feet of you takes acid, cold, fire, force, lightning, or can use your action to conjure up an inanimate object
poison, radiant, or thunder damage, you can use your in your hand or on the ground in an unoccupied space
reaction to grant resistance to the creature against that you can see within 10 feet of you. This object can
that instance of the damage. be no larger than 3 feet on a side and weigh no more
SPELL RESISTANCE than 10 pounds, and its form must be that of a non-
Starting at 14th level, you have advantage on saving magical object that you have seen. The object is
throws against spells. visibly magical, radiating dim light out to 5 feet.
Furthermore, you have resistance against the The object disappears after 1 hour, when you use
damage of spells. this feature again, or if it takes any damage.
SCHOOL OF CONJURATION ATROMANCER
Starting at 2nd level, you learn the exclusive
Conjurers use their magical knowledge to open a conjuration spell Conjure Atronach.
connection to Oblivion. Centuries ago, the Direnni
mages and sorcerers formalized many of the rituals, Conjure Atronach
chants, and incantations that are still used today. Cast Time: 1 action
Range: 5 feet
When a mage uses conjuration magic, they create a Duration: Concentration, up to 1 hour
connection from their mind to the summoned entity.
It is a tenuous link, meant to lure, hold, and dismiss, You summon a powerful daedric atronach that
but in the hand of a master, it becomes much stronger. appears in an occupied space within range. The
atronach disappears when it drops to 0 hit points, or
Detractors of conjuration believe that the pursuit of when the spell ends.
summoning and control is desperate and dangerous,
however, conjurers understand the risks of their Roll initiative for the atronach, which has its own
power. As a mage of the School of Conjuration, you turns. It obeys any verbal commands that you issue to
have learned how to summon powerful elemental it (no action required by you). If you don't issue any
daedra to serve as guardians and protectors, and commands to the atronach, it defends itself from
sometimes as servants and familiars. Unlike the hostile creatures, but to otherwise takes no actions.
unpredictable dremora, the nonbelligerent atronachs
are much more reliable servants, as they are not As you gain mage levels you can summon more
aligned with any daedric prince. powerful companions. See the table below for the
challenge rating of the type of creature you can
summon. The spell level of the conjure atronach spell
is determined by the challenge rating of the atronach
summoned, as shown on the Mage Conjure Atronach
table.
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MAGE CONJURE ATRONACH Frost Atronach
Mage Level Spell Level Challenge Rating While you have a frost atronach companion, you
gain the ability to walk on water.
2nd 1st ¼
3rd 2nd ½ Additionally, you leave a 60-foot long trail of ice on
5th 3rd 1 the ground behind you. This trail is considered
7th 4th 2 difficult terrain and any creature that tries to cross
9th 5th 3 the path must succeed a DC 10 Agility saving throw
11th 6th 4 or fall prone.
13th 7th 5 Water Atronach
15th 8th 6 While you have a water atronach companion, you
17th 9th 7 gain the ability to breathe under water, and you have
a swim speed equal to your walking speed.
ELEMENTAL BOND FOCUSED CONJURATION
At 6th level, you share a bond with your conjured Beginning at 10th level, while you are concentrating on
Atronach. While you summon an Atronach with your a conjuration spell, your concentration can’t be
conjure atronach spell, you gain unique benefits based broken as a result of taking damage.
on the atronachs element. A cold-flame atronach can ELEMENTAL SOUL
benefit from your choice of either the flame atronach Starting at 14th Level, your elemental bond with your
or frost atronach feature, but not both. Atronach improves. While you have a conjured
Atronach active, you also gain the following benefits:
Air & Storm Atronach Flame Atronach
While you have an air or storm atronach companion, While you have a flame atronach companion, you
your speed increases by 10 feet. gain resistance to fire damage.
Frost & Water Atronach
Additionally, you can fly in short bursts. You gain a While you have a frost or water atronach
fly speed equal to your walking speed. If your turn companion, you gain resistance to cold damage.
ends and you are not on a creature, solid object, or Earth, Stone, & Iron Atronach
ground, you fall. While you have an earth, stone, or iron atronach
companion, you gain resistance to bludgeoning,
Earth, Stone, & Iron Atronach piercing, and slashing damage.
While you have an earth, stone, or iron atronach Air & Storm Atronach
companion, your skin assumes a stony appearance. While you have an air or storm atronach companion,
If you aren't wearing armor, you gain a base AC of 13 you gain resistance to lightning and thunder
+ your Endurance modifier. damage.
Flesh Atronach
Flame Atronach While you have a flesh atronach companion, you
While you have a flame atronach companion, a gain resistance to poison damage, and are immune
magical warmth surrounds you, keeping you warm to disease and the poisoned condition.
as though you are near a campfire. As a bonus
action, you can shed bright light in a 20-foot radius
and dim light for an additional 20-feet.
Additionally, as an action, you can magically ignite
a flammable object you touch with your hand – an
object such as a torch, a piece of tinder, or the hem
of drapes.
Flesh Atronach
When you summon a flesh atronach companion, you
gain 1d6 temporary hit points per challenge rating
of the atronach summoned. These hit points vanish
once the spell ends.
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SCHOOL OF DESTRUCTION Venomancer
You are most comfortable around deadly poisons,
Mages of the School of Destruction express their and can use it to disintegrate your enemies armor.
magical power in a form that involves the harnessing The first time you deal acid or poison damage to a
of the natural elemental energies. target, you reduce their AC by 1.
Critics see destruction magic as crude and When you reach 11th level, the first time you deal
simplistic, whereas those who embrace the study of acid or poison damage to a target, you reduce their
harnessing the destructive potential of magicka see AC by 2.
their work as practical.
This benefit has no effect on magical or natural
SCHOOL OF DESTRUCTION FEATURES armor.
Mage Level Feature
2nd Destruction Prodigy, Elemental Mastery INESCAPABLE DESTRUCTION
6th Inescapable Destruction Starting at 6th level, the mage's ability to channel
10th Empowered Destruction elemental energy becomes more potent. Any damage
14th Elemental Mastery Improvement dealt by your Elemental Mastery ignores any
resistance to that same elemental damage.
DESTRUCTION PRODIGY
Beginning when you select this school at 2nd level, the EMPOWERED DESTRUCTION
gold and time you must spend to copy a destruction Beginning at 10th level, you can add your Intelligence
spell into your spellbook is halved. modifier to the damage roll of any destruction spell
you cast.
ELEMENTAL MASTERY
At 2nd level, you choose one type of element to have IMPROVED ELEMENTAL MASTERY
exceptional power over. At 14th level, you choose an additional Elemental
Mastery. You can't choose the same mastery twice.
Cryomancer
You prefer the cold of elemental frost, freezing your SCHOOL OF ILLUSION
enemies in their tracks. Whenever a creature takes
cold damage from a spell that you cast, the target's Illusion is a surprisingly useful school that is
speed is also reduced by 15 feet until the end of concerned with magicka's ability to alter the
your next turn. If the spell already reduces the perception of objects without changing their physical
target's speed, use whichever reduction is greater. compositions. By warping imperceptible energies, or
removing sensual data, you can create darkness,
When you reach 11th level, you reduce the target's extinguish light, and suppress sounds.
speed by 20 feet.
While it might not be as flashy as the schools of
Electromancer destruction or alteration, illusion magic is not bound
You are a natural with electricity, blasting your by the laws of nature as they are. Even if it is limited
enemies with lightning. Each time you attack a to only affecting the target and the caster, many are
creature with a spell that deals lightning or thunder drawn to illusion for its ability to take ordinary
damage, the target's magicka points are also objects and make them seem like something other
reduced by 1d4. than what they are.
When you reach 11th level, you reduce the target's SCHOOL OF ILLUSION FEATURES
magicka by 1d6. Mage Level Feature
2nd Illusion Prodigy, Improved Minor Illusion
Pyromancer 6th Malleable Illusions
You have a gift for wielding fire, and you use it to 10th Illusory Self
burn your enemies to cinders. When you cast a spell 14th Illusory Reality
that deals fire damage, you can reroll the lowest
damage die. If the new roll is higher than the ILLUSION PRODIGY
original, use it when calculating the damage. Beginning when you select this school at 2nd level, the
gold and time you must spend to copy a illusion spell
When you reach 11th level, you can reroll the into your spellbook is halved.
lowest 2 damage rolls.
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IMPROVED MINOR ILLUSION SCHOOL OF MYSTICISM
When you choose this school at 2nd level, you learn the
minor illusion cantrip. If you already know this One of the oldest and yet least understood schools of
cantrip, you learn a different mage cantrip of your magic is the school of Mysticism. These experiments
choice. The cantrip doesn't count against your with the most arcane aspects of magicka allows a
number of cantrips known. mage to alter the nature of magic itself.
When you cast minor illusion, you can create both a The practice of mystical arts is considered to be
sound and an image with a single casting of the spell. chaotic in comparison to the far more predictable and
MALLEABLE ILLUSIONS ascertainable schools. Mysticism seems to derive
Starting at 6th level, when you cast an illusion spell power from its conundrums and paradoxes. The act of
that has a duration of 1 minute or longer, you can use experimentation can influence magicka by its very
your action to change the nature of that illusion existence.
(using the spell’s normal parameters for the illusion),
provided that you can see the illusion. Students and philosophers of mysticism must be
ILLUSORY SELF patient and dedicated to their art. The complicated
Beginning at 10th level, you can create an illusory and irrational aspects of this field of study make the
duplicate of yourself as an instant, almost instinctual development of new innovations much more gradual
reaction to danger. When a creature makes an attack than other pursuits. It is said that mysticism requires
roll against you, you can use your reaction to the practitioner to divorce their mind from logic and
interpose the illusory duplicate between the attacker embrace a temporary sort of insanity.
and yourself. The attack automatically misses you,
then the illusion dissipates. SCHOOL OF MYSTICISM FEATURES
Mage Level Feature
Once you use this feature, you can’t use it again until 2nd Mysticism Prodigy, Seer
you finish a short or long rest. 6th Mysticism Expert
ILLUSORY REALITY 10th Sixth Sense
By 14th level, you have learned the secret of weaving 14th Oracle
shadow magic into your illusions to give them a semi-
reality. When you cast an illusion spell of 1st level or MYSTICISM PRODIGY
higher, you can choose one inanimate, non-magical Beginning when you select this school at 2nd level, the
object that is part of the illusion and make that object gold and time you must spend to copy a mysticism
real. You can do this on your turn as a bonus action spell into your spellbook is halved.
while the spell is ongoing. The object remains real for
1 minute. For example, you can create an illusion of a SEER
bridge over a chasm and then make it real long Starting at 2nd level when you choose this school,
enough for your allies to cross. glimpses of the future begin to press in on your
awareness. When you finish a long rest, roll two d20s
The object can’t deal damage or otherwise directly and record the numbers you rolled. You can replace
harm anyone. any attack roll, saving throw, or ability check made by
you or a creature that you can see with one of these
foretelling rolls. You choose to do so before your roll,
and you can only replace a roll in this way only once
per turn.
Each foretelling roll can only be used once. When
you finish a long rest, you lose any unused rolls.
MYSTICISM EXPERT
Beginning at 6th level, casting mysticism spells comes
so easily to you that it expends only a fraction of your
spellcasting efforts. When you cast a mysticism spell
of 2nd level or higher, you regain an amount of magicka
points equal to the cost of a spell that is a lower level
than the spell cast but can't be higher than 7 magicka
points.
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SIXTH SENSE VIGOROUS HEALING
Starting at 10th level, you can use your action to Starting at 2nd level, your healing spells are more
increase your powers of perception. When you do so, effective. Whenever you use a spell of 1st level or
choose one of the following benefits, which lasts until higher to restore hit points to a creature, the creature
you use this feature again, are incapacitated, or finish regains additional hit points equal to 2 + the spell's
a short or long rest. level.
HEALING MIRROR
Darkvision. You gain darkvision to a range of 60 Beginning at 6th level, the healing spells you cast on
feet, as described in chapter 8 in the Player's others heal you as well. When you cast a spell of 1st
Handbook. level or higher that restores hit points to a creature
other than you, you regain hit points equal to 2 + the
Ethereal Sight. You can see into the Ethereal Plane spells level.
within 60 feet of you. SPELL BREAKER
Beginning at 10th level, when you restore hit points to
Greater Comprehension. You can read any an ally with a spell of 1st level or higher, you can also
language. end one spell of your choice on that creature. The
level of the spell you end must be equal to or lower
See Invisibility. You can see invisible creatures and than the level of the spell you cast for the healing
objects within 10 feet of you that are within line of spell.
sight. GRAND HEALING
Starting at 14th level, when you would normally roll
ORACLE one or more dice to restore hit points with a spell, you
Starting at 14th level, the visions in your dreams instead use the highest number possible for each die.
intensify and paint a more accurate picture in your For example instead of restoring 2d6 hit points to a
mind of what is to come. You roll three d20s for your creature, you restore 12.
Seer feature, rather than two.
SCHOOL OF RESTORATION
The direct opposite of destruction, restoration magic
focuses on resisting damage or restoring wholeness
by reknitting the damaged material. Healers, priests,
and clerics are usually well versed in the School of
Restoration to aid the sick and weak.
Restoration, as a school, goes beyond the singular
curing of wounds and re-building of bones, but also
includes preventing injury through powerful wards
and bodily fortifications. Arguably, the greatest
accomplishment of the restorative arts is the ability to
cure curses, poisons, and disease, as entire
civilizations were lost before the sages were able to
discover a cure to such devastating plagues.
SCHOOL OF RESTORATION FEATURES
Mage Level Feature
2nd Restoration Prodigy, Vigorous Healing
6th Healing Mirror
10th Spell Breaker
14th Grand Healing
RESTORATION PRODIGY
Beginning when you select this school at 2nd level, the
gold and time you must spend to copy a restoration
spell into your spellbook is halved.
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MONK Some monks live entirely apart from the
surrounding population, secluded from anything that
Her fists a blur as they deflect an incoming hail of might impede their spiritual progress. Others are
arrows, a bosmer springs over a barricade and throws sworn to isolation, emerging only to serve as spies or
herself into the massed ranks of goblins on the other assassins at the command of their leader, a noble
side. She whirls among them, knocking their blows patron, or some other mortal or divine power.
aside and sending them reeling, until at last she
stands alone. The majority of monks don’t shun their neighbors,
making frequent visits to nearby towns or villages
Taking a deep breath, a nord covered in tattoos and exchanging their service for food and other
settles into a battle stance. As the first charging orcs goods. As versatile warriors, monks often end up
reach him, he exhales and a blast of fire roars from his protecting their neighbors from monsters or tyrants.
mouth, engulfing his foes.
For a monk, becoming an adventurer means leaving
Moving with the silence of the night, a black-clad a structured, communal lifestyle to become a
khajiit steps into a shadow beneath an arch and wanderer. This can be a harsh transition, and monks
emerges from another inky shadow on a balcony a don’t undertake it lightly. Those who leave their
stone’s throw away. She slides her blade free of its cloisters take their work seriously, approaching their
cloth-wrapped scabbard and peers through the open adventures as personal tests of their physical and
window at the tyrant prince, so vulnerable in the grip spiritual growth. As a rule, monks care little for
of sleep. material wealth and are driven by a desire to
accomplish a greater mission than merely slaying
Whatever their discipline, monks are united in their monsters and plundering their treasure.
ability to magically harness the energy that flows in
their bodies. Whether channeled as a striking display CREATING A MONK
of combat prowess or a subtler focus of defensive
ability and speed, this energy infuses all that a monk As you make your monk character, think about your
does. connection to the monastery where you learned your
skills and spent your formative years. Were you an
THE MAGIC OF STAMINA orphan or a child left on the monastery’s threshold?
Did your parents promise you to the monastery in
Monks make careful study of a magical energy that gratitude for a service performed by the monks? Did
most monastic traditions call stamina. This energy is you enter this secluded life to hide from a crime you
an element of the magic that suffuses the mundas – committed? Or did you choose the monastic life for
specifically, the element that flows through living yourself ?
bodies. Monks harness this power within themselves
to create magical effects and exceed their bodies' Consider why you left. Did the head of your
physical capabilities, and some of their special attacks monastery choose you for a particularly important
can hinder the flow of stamina in their opponents. mission beyond the cloister? Perhaps you were cast
Using this energy, monks channel uncanny speed and out because of some violation of the community’s
strength into their unarmed strikes. As they gain rules. Did you dread leaving, or were you happy to go?
experience, their martial training and their mastery of Is there something you hope to accomplish outside
stamina gives them more power over their bodies and the monastery? Are you eager to return to your
the bodies of their foes. home?
TRAINING AND ASCETICISM As a result of the structured life of a monastic
community and the discipline required to harness
Small walled cloisters dot the landscapes of Tamriel, stamina, monks are almost always lawful in
tiny refuges from the flow of ordinary life, where time alignment.
seems to stand still. The monks who live there seek
personal perfection through contemplation and QUICK BUILD
rigorous training. Many entered the monastery as You can make a monk quickly by following these
children, sent to live there when their parents died, suggestions. First, make Agility your highest attribute
when food couldn’t be found to support them, or in score, followed by Willpower. Second, choose the
return for some kindness that the monks had hermit background.
performed for their families.
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THE MONK Martial Stamina Unarmored
Proficiency Arts Points Movement
1d4
Level Bonus Features 1d4 - -
1st +2 Unarmored Defense, Martial Arts 1d4 2 +10 ft.
2nd +2 Stamina, Unarmored Movement 1d4 3 +10 ft.
3rd +2 Monastic Path, Deflect Missiles 1d6 4 +10 ft.
4th +2 Attribute Score Improvement, Slowfall 1d6 5 +10 ft.
5th +3 Extra Attack, Stunning Strike 1d6 6 +15 ft.
6th +3 Empowered Strikes, Monastic Path Feature 1d6 7 +15 ft.
7th +3 Evasion, Stillness of Mind 1d6 8 +15 ft.
8th +3 Attribute Score Improvement 1d6 9 +15 ft.
9th +4 Unarmored Movement Improvement 1d8 10 +20 ft.
10th +4 Purity of Body 1d8 11 +20 ft.
11th +4 Monastic Path Feature 1d8 12 +20 ft.
12th +4 Attribute Score Improvement 1d8 13 +20 ft.
13th +5 Tongues of the Soul 1d8 14 +25 ft.
14th +5 Diamond Soul 1d8 15 +25 ft.
15th +5 Timeless Body 1d10 16 +25 ft.
16th +5 Attribute Score Improvement 1d10 17 +25 ft.
17th +6 Monastic Path Feature 1d10 18 +30 ft.
18th +6 Empty Body 1d10 19 +30 ft.
19th +6 Attribute Score Improvement 20 +30 ft.
20th +6 Perfect Self
CLASS FEATURES EQUIPMENT
You start with the following equipment, in addition to
As a monk, you gain the following class features: the equipment granted by your background:
HIT POINTS • (a) a quarterstaff or (b) a hand-to-hand weapon
Hit Dice: 1d8 per monk level • (a) a dungeoneer's pack or (b) an explorer's pack
Hit Points at 1st Level: 8+ your Endurance modifier • 10 darts
Hit Points At higher levels: 1d8 (or 5) + your
Endurance modifier per monk level after 1st UNARMORED DEFENSE
PROFICIENCIES
Armor: none Beginning at 1st level, while you are wearing no armor
Weapons: hand-to-hand, short blade, and staves and not wielding a shield, your AC equals 10+ your
Tools: Choose one type of artisan's tools or one Agility modifier + your Willpower modifier.
musical instrument.
Saving Throws: Agility, Strength
Skills: Pick two from Acrobatics, Athletics, History,
Insight, Religion, and Stealth
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MARTIAL ARTS Some of your stamina features require your target to
make a saving throw to resist the feature's effects. The
At 1st level, your practice of martial arts gives you saving throw DC is calculated as follows:
mastery of combat styles that use unarmed strikes
and monk weapons, which are hand-to-hand Stamina Save DC = 8 + your proficiency bonus +
weapons, short blades, and staves that don't have the your Willpower modifier
two-handed or heavy property.
Flurry of Blows
You gain the following benefits while you are Immediately after you take the Attack action on
unarmed or wielding monk weapons and you aren't your turn, you can spend 1 stamina point to make
wearing armor or wearing a shield: two unarmed strikes as a bonus action.
• You can use Agility instead of Strength for the Patient Defense
attack and damage rolls of your unarmed strikes You can spend 1 stamina point to take the Dodge
and monk weapons. action as a bonus action on your turn.
• you can roll a d4 in place of the normal damage of Step of the Wind
your unarmed strike or monk weapon. This die You can spend 1 stamina point to take the
changes as you gain monk levels, as shown in the Disengage or Dash action as a bonus action on
Martial Arts column of the Monk table. your turn, and your jump distance is doubled for
the turn.
• When you use the Attack action with an unarmed
strike or a monk weapon on your turn, you can UNARMORED MOVEMENT
make one unarmed strike as a bonus action. For
example, if you take the Attack action and attack Starting at 2nd level, your speed increases by 10 feet
with a quarterstaff, you can also make an unarmed while you are not wearing armor or wielding a shield.
strike as a bonus action, assuming you haven't This bonus increases when you reach certain monk
already taken a bonus action this turn. levels, as shown in the Monk table.
Certain monstaries use specialized forms of the monk At 9th level, you gain the ability to move along
weapons. For example, you might use a club that is vertical surfaces and across liquids on your turn
two lengths of wood connected by a short chain without falling during the move.
(called a nunchaku) or a sickle with a shorter,
straighter blade (called a kana). Whatever name you MONASTIC PATH
use for a monk weapon, you can use the game
statistics provided for the weapon in chapter 5, When you reach 3rd level, you commit yourself to a
“Equipment.” Monastic Path: the Way of the Exposed Palm, the Way
of the Whispering Fang, or the Way of the Voice, all
STAMINA detailed at the end of the class description. Your path
grants you features at 3rd level, and again at 6th, 11th ,
Starting at 2nd level, your training allows you to and 17th level.
harness the energy of stamina. Your access to this
energy is represented by a number of stamina points.
Your monk level determines the number of points you
have, as shown in the Stamina Points column of the
Monk table.
You can spend these points to fuel various stamina
features. You start knowing three such features:
Flurry of blows, Patient Defense, and Step of the
Wind. You learn more stamina features as you gain
levels in this class.
When you spend a stamina point, it is unavailable
until you finish a short or long rest, at the end of
which you draw all your expended stamina back into
yourself. You must spend at least 30 minutes of the
rest meditating to regain your stamina points.
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DEFLECT MISSILES EVASION
Starting at 3rd level, you can use your reaction to At 7th level, your instinctive agility lets you dodge out
deflect or catch the missile when you are hit by a of the way of certain area effects, such as a fireball
ranged weapon attack. When you do so, the damage spell. When you are subjected to an effect that allows
you take from the attack is reduced by 1d10 + your you to make an Agility saving throw to take only half
Agility modifier + your monk level. damage, you instead take no damage if you succeed
on the saving throw, and only half damage if you fail.
If you reduce the damage to 0, you can catch the
missile if it is small enough for you to hold in one STILLNESS OF MIND
hand and you have at least one hand free. If you catch
a missile in this way, you can spend 1 stamina point to At 7th level, you can use your action to end one effect
make a ranged attack with the weapon or piece of on yourself that is causing you to be charmed or
ammunition you just caught, as part of the same frightened.
reaction. You make this attack with proficiency,
regardless of your weapon proficiencies, and the PURITY OF BODY
missile deals damage equal to your unarmed strike,
which has a normal range of 20 feet and a long range At 10th level, your stamina mastery makes you
of 60 feet. immune to disease and poison.
ATTRIBUTE SCORE IMPROVEMENT TONGUES OF THE SOUL
When you reach 4th level, and again at 8th, 12th, 16th, Starting at the 13th level, you learn how to touch the
and 19th level, you can increase one attribute score of minds of others so that you can understand all spoken
your choice by 2, or you can increase two attribute languages. Moreover, any creature that can
scores of your choice by 1. As normal, you can't understand a language can understand what you say.
increase an ability score above 20 using this feature.
SLOW FALL DIAMOND SOUL
Beginning at 4th level, you can use your reaction when Beginning at 14th level, your mastery of stamina
you fall to reduce any falling damage you take by an grants you proficiency in all saving throws.
amount equal to five times your monk level.
Additionally, whenever you make a saving throw
EXTRA ATTACK and fail, you can spend 1 stamina point to reroll it and
take the second result.
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your TIMELESS BODY
turn.
At 15th level, your stamina sustains you so that you
STUNNING STRIKE suffer none of the frailty of old age, and can't be aged
magically. You can still die of old age, however. In
Starting at 5th level, you can interfere with the flow of addition, you no longer need food or water.
stamina in an opponent's body. When you hit another
creature with a melee weapon attack, you can spend EMPTY BODY
1 stamina point to attempt a stunning strike. The
target must succeed on an Endurance saving throw or Beginning at 18th level, you can use your action to
be stunned until the end of your next turn. spend 4 stamina points to become invisible for 1
minute. During that time, you also have resistance to
EMPOWERED STRIKES all damage.
Starting at 6th level, your unarmed strikes count as Additionally, you can spend 8 stamina points to cast
magical for the purpose of overcoming resistance and the astral projection spell, without needing material
immunity to nonmagical attacks and damage. components. When you do so, you can't take any
other creatures with you.
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PERFECT SELF EXPOSED PALM TECHNIQUE
Starting when you choose this tradition at 3rd level,
At 20th level, when you roll for initiative and have no you can manipulate your enemy's stamina when you
stamina points remaining, you regain 4 stamina harness your own. Whenever you hit a creature with
points. one of the attacks granted by your Flurry of Blows,
you can impose one of the following effects on that
MONASTIC PATH target:
• It must succeed on an Agility saving throw or be
The traditions of monastic pursuit are common in the
monasteries scattered across Nirn. Most monasteries knocked prone.
practice one path exclusively, but a few honor • It must make a Strength saving throw. If it fails,
multiple traditions and instruct each monk according
to their aptitude and interest. Every monastery relies you can push it up to 15 feet away from you.
on the same basic techniques, diverging as the • It can't take reactions until the end of your next
student grows more adept.
turn.
WAY OF THE EXPOSED PALM
COUNTERBALANCE
Monks of the Way of the Exposed Palm understand A 6th level, you gain the ability to use stamina to
how small objects can create more harm than larger absorb direct damage against you. As a reaction, when
ones. They tell of the parable of a person struck with you are struck with an attack that only strikes you,
the blunt side of a plate. The person is left with a and deals bludgeoning, piercing, or slashing damage,
small bruise, but is otherwise left unharmed. you can reduce the damage by ten times the amount
However, if the plate is broken, and the person is of stamina spent. Once you use this ability, you must
struck with one of the shards, the person may be finish a long rest to use it again.
grievously wounded. This is the first essential point of
the Way of the Exposed Palm. EXTRA ATTACK
Beginning at 11th level, you can attack three times,
Each finger on the hand represents a fundamental instead of twice whenever you take the Attack action
belief: concentration, reaction, equilibrium, speed, on your turn.
and breath control. To truly become a master of the
Exposed Palm, one must perfect all five digits. QUIVERING PALM
At 17th level, you gain the ability to set up lethal
In the parable of the plate, it tells the story of the vibrations in someone's body. When you hit a creature
first aspect of concentration. A blow that is with an unarmed strike, you can spend 3 stamina
concentrated into a small point becomes more potent. points to start these imperceptible vibrations, which
A highly trained fighter can be more deadly with just last for a number of days equal to your monk level.
the thumb than to strike with the whole fist. The vibrations are harmless unless you use your
action to end them. To do so, you and the target must
The second aspect of concentration notes that with be on the same plane of existence. When you use this
enough mental discipline, distraction can be ignored action, the creature must make an Endurance saving
as the will maintains the ultimate goal. A truly deadly throw. If it fails, it is reduced to 0 hit points. If it
fighter can even block out their own pain. succeeds, it takes 10d10 bludgeoning damage.
WAY OF THE EXPOSED PALM FEATURES You can have only one creature under the effect of
Monk Level Feature this feature at a time. You can choose to end the
3rd Exposed Palm Technique vibrations harmlessly without using an action.
6th Counterbalance
11th Extra Attack
17th Quivering Palm
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WAY OF THE WHISPERING FANG WAY OF THE VOICE
Monks of the Way of the Whispering Fang follow an The monks of High Hrothgar are the most famous
order shrouded in mystery. This monastic tradition practitioners of the Way of the Voice. These
has its origins deep in the jungles and deserts of philosophical monks, known as the Greybeards, spend
Elsweyr. Here, the Khajiit perfected the deadly art of most of their time in silent meditation, isolated atop
fang and claw. Skyrim's largest mountain.
While the Khajiit make up the majority of the order, The Greybeards believe in using the Voice to attain
they are not racially exclusive. Races without the enlightenment, rather than as a tool of war. This
natural weapons of a khajiit, including the elven doesn't mean that they teach pacifism, only that the
appearing Ohmes, learn the whispering fang's Voice can be used more more than just simple
superior combat methods with the use of awls, katars, violence. They believe that those who can wield the
and daggers. Voice should only do so in times of True Need.
WAY OF THE WHISPERING FANG FEATURES WAY OF THE VOICE FEATURES
Monk Level Feature Monk Level Feature
3rd Monk Weapon Mastery 3rd Disciple of the Voice, Dragon Shouts
6th Wholeness of Body 6th Dragon Shouts Improvement
11th Cloak of Shadows 11th Dragon Shouts Improvement
17th Opportunist 17th Dragon Shouts Improvement
MONK WEAPON MASTERY DISCIPLE OF THE VOICE
Starting at 3rd level, when you use monk weapons, you When you choose this path at 3rd level, you learn how
can choose to deal damage equal to the weapon's to harness the power of the dragon tongue to form
description, or by an amount equal to 1 size of dice powerful shouts. A shout requires you to spend
larger than the your current martial arts die listed in stamina points each time you use it.
the Martial Arts column of the Monk table. For
example, at 3rd level instead of 1d4, your hand-to- Shouts. You know the Unrelenting Force shout and
hand weapon attacks deal 1d6 damage. At 17th level, one other shout of your choice, which are detailed in
your weapon attacks deal 1d12 damage. the “Dragon Shouts” section below. You learn two
additional shout of your choice at 6th, 11th, and 17th
Special. If your race has natural weapons, they are level.
considered monk weapons for you.
Whenever you learn a new shout, you can also
WHOLENESS OF BODY replace one shout that you already know with a
At 6th level, you gain the ability to heal yourself. As an different shout.
action, you can regain hit points equal to three times
your monk level. You must finish a long rest before Using Dragon Shouts. The Thu'um is a form of
you can use this feature again. magic which uses words from the draconic language
to form powerful shouts. See chapter 10 of the
CLOAK OF SHADOWS Player's Handbook for the general rules of
By 11th level, you have learned to become one with the spellcasting. To cast one of these spells, you use its
shadows. When you are in an area of dim light or casting time and other rules, but you don't need to
darkness, you can use your action to become invisible. use any magicka to cast it.
You remain invisible until you make an attack, cast a
spell, or are in an area of bright light. Once you reach 5th level in this class, you can spend
additional stamina points to increase the level of a
OPPORTUNIST Dragon Shout spell that you cast, provided that the
At 17th level, you can exploit a creatures momentary spell has an enhanced effect at a higher level, as
distraction when it is hit by an attack. Whenever a unrelenting force does. The spell's level increases by 1
creature within 5 feet of you is hit by an attack made for each additional stamina point you spend.
by a creature other than you, you can use your
reaction to make a melee attack against that creature. The maximum number of stamina points you can
spend to cast a spell in this way (including its base
stamina point cost and any additional stamina points
you spend to increase its level) is determined by your
monk level, as shown in the Spells and Shouts table.
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SPELLS AND SHOUTS Starting at 6th level, you can choose to learn two of the
shouts listed below or from the previous list.
Monk Level Maximum Stamina Points for a Spell
5th-8th 3 Animal Allegiance (Raan Mir Tah)
You can spend 1 stamina point to cast the spell
9th-12th 4 Animal Friendship.
13th-16th 5
17th-20th 6
Some of your Dragon Shout features require your Aura Whisper (Laas Yah Nir)
target to make a saving throw to resist the feature's You can spend 1 stamina point to whisper a
effects. The saving throw DC is calculated as follows: detection spell that allows you you sense the
presence of life within 30 feet of you. The spell
Dragon Shout save DC = 8 + your proficiency bonus + lasts up to 10 minutes, as though you are
your Willpower modifier concentrating on it.
DRAGON SHOUTS If you sense life in this way, you can use your
The dragon shouts are presented at the level you must action to see a faint aura around any visible
be to learn them. creature in the area that bears life.
At 3rd level, you learn Unrelenting Force and one other The spell can penetrate most barriers, but it is
shout of your choice listed below. blocked by 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of wood or dirt.
Clear Skies (Lok Vah Koor) Disarm (Zun Haal Viik)
You can spend 1 stamina point to use your voice to You can use 2 stamina points to use your voice to
clear out all thick clouds, overcast sky, poisonous focus vibrations on a weapon currently being
fog, or impeding haze, that is within 1 mile of you. wielded by a creature within 30 feet. The creature
must make a Strength saving throw. On a failed
Throw Voice (Zul Mey Gut) save, the creature drops their weapon. On a
You can spend 1 stamina point to throw your voice successful save, the creature has disadvantage on
anywhere within 60 feet of you. You can use your any attacks made with that weapon until the start
voice to distract or confuse others. Each creature of your next turn.
must make a Intelligence saving throw. On a failed
save, the creature is fooled by this trick, and is not If a creature tries to pick up a dropped weapon,
fooled on a successful save. they must use half their speed and make a
Strength saving throw. On a failed save, the
You can also use your voice to make an ally creature is incapable of picking up the weapon. On
appear to insult a target, if the target is capable of a successful save, the creature is able to pick up
understanding your language. On a failed save, the the weapon and the effect ends.
creature has disadvantage on any attacks against Gale Winds (Ven Mul Riik)
targets other than the suspected taunter. The effect You can spend 1 stamina point to cast the
lasts for 1 minute or until a creature other than the alteration spell Gust of Wind.
suspected taunter attacks the target. Kyne's Peace (Kaan Drem Ov)
You can spend 2 stamina points to cast the illusion
Unrelenting Force (Fus Ro Dah) spell Calm Emotions.
You can spend 1 stamina point to cast the Marked for Death (Krii Lun Aus)
alteration spell Thunder Wave. The spell's level You can spend 1 stamina point to cast the
increases for each additional shout you spend. conjuration spell Hunter's Mark.
Spectral Clone (Fiik Loh Sah)
Whirlwind Sprint (Wuld Nah Kest) You can spend 2 stamina points to cast the illusion
You can use a bonus action to spend 1 stamina spell Mirror Image.
point to double your speed for one turn. While you
are under these effects, any opportunity attacks
against you are made with disadvantage.
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Starting at 11th level, you can choose to learn two of Starting at 17th level, you learn the dragon shout
the shouts listed below or from the previous lists. Return to Nirn, and you can choose to learn two of the
shouts listed below or from the previous lists.
Battle Fury (Mid Vur Shaan)
You can spend 3 stamina points to cast the illusion Breath
spell Haste on yourself. You can spend 6 stamina points to exhale an
Become Ethereal (Feim Zii Gron) element of your choice. Choose either cold, fire,
You can spend 7 stamina points to cast the lightning, or poison. Each creature in a 60-foot
mysticism spell Etherealness. cone must make an Endurance saving throw. A
Call of Valor (Hun Kaal Zoor) creature takes 8d8 elemental damage on a failed
You can spend 1 stamina point to cast the illusion save, and half as much on a successful one.
spell Heroism. Example shouts are: Fire Breath (Yol Toor Shul,
Cyclone (Ven Gar Nos) Frost Breath (Fo Krah Diin).
You can spend 2 stamina points to cast the Dismay (Faas Ru Maar)
alteration spell Dust Devil. You can spend 3 stamina points to cast the illusion
Ice Form (Iiz Slen Nus) spell Fear.
You can spend 2 stamina points to attempt to Dragon Aspect (Mul Qah Diiv)
freeze a target that you can see that is within 60 You can spend 6 stamina points to take on the
feet of you. aspect of a dragon for 1 minute. While in this form,
your AC can't be less than 20. Additionally, each of
The target must make a Strength saving throw to your melee weapon attack and damage rolls
resist the spell. On a failed save, the target takes increase by +2.
4d8 cold damage and they are encased in a shell of Return to Nirn (Nahl Dal Vus)
frost. The encased creature is immobilized and You can spend 9 stamina points to travel instantly
can't speak, hear, move, or make any actions. The from any plane that you are currently on and
creature takes this damage again on each return to Nirn. You and up to 10 willing creatures
subsequent turn while the spell persists. can choose to return to a specific location that you
have seen before. If you are currently on Nirn, this
The creature restrained by this spell must make spell automatically fails.
another Strength saving throw at the start of each Slow Time (Tiid Klo Ul)
of their turns to try and break free. If it You can spend 6 stamina points to temporarily
successfully saves against this spell three times, slow time around you for everyone else but
the spell ends. If it fails its save three times, the yourself. For the next 1d4+1 turns, you are able to
frost hardens and the creature is subjected to the take 2 turns each round. One turn at your regular
petrified condition for the duration. The successes initiative, and another at your initiative +10.
and failures don’t need to be consecutive; keep
track of both until the target collects three of a When the spell ends, you can't move or take any
kind. actions, and you suffer 1 level of exhaustion until
after your next turn.
On a successful save, the creature takes half of Storm Call (Strun Bah Qo)
much damage and isn't immobilized. You can spend 3 stamina points to cast the
destruction spell Call Lighting.
While the spell is active, the frost shell has an AC
of 5 and has 60 hit points. When the frost shell
reaches 0 hit points, the shell breaks, ending the
spell effect. A dispel magic spell can also reverse
the effects.
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NIGHTBLADE CREATING A NIGHTBLADE
Unexpectedly, the viscount blurts out the location of As you create your nightblade character, consider it's
the missing dauphin, when moments earlier he relationship with the shadow. Have you completely
seemed disinterested in helping. With a wave of her given in to the darkness are do you skirt around the
hand, an altmer smiles slyly, thanks the aid, and edges, taking only what you need? Do you struggle
confidently leaves the castle. with the harmful magic, or have you learned to
balance the dangerous power? Perhaps you believe
Suppressing a giggle, a breton waggles her fingers that light shines brightest in the darkness and use this
and magically lifts the key ring from the guard’s belt. gift to fend off the forces of evil.
In a moment, the keys are in her hand, the cell door is
open, and she and her companions are free to make What was your life like before you started your
their escape. adventure? Were you a lowly thief or an esteemed
agent of the Empire? Or maybe you started out as a
Navigating the dark alleys in near silence, an illusionist and realized you can use your magic
argonian dressed in black dyed leather heads towards prowess to take what you want. How did you learn
the back side of the mayor's villa. Noticing an open about the obscure shadow magic? Were you selected
window on the second-story, he fades into the by a mentor who noticed your talents or did you
shadows and with a puff of black smoke reappears in happen across a mystic tome during a heist?
the unlit room.
Consider why you've joined a group of adventurers.
Every nightblade has given themselves to the Are you in search of more powerful knowledge that
shadow, exploiting the ancient magic found within the you can't manage on your own? Does your greed drive
darkness. They use the arcane arts to enhance their you, are you interested in honing your skills, or are
skills of stealth and to manipulate the minds of others. you investigating nefarious villains.
MISCHIEVOUS OPPORTUNISTS QUICK BUILD
You can make a nightblade quickly by following these
Whichever path they choose, nightblades have a suggestions. First, Personality should be your highest
sinister reputation that follows. They are known to be attribute score, followed by Endurance. Second, use
clever pickpockets and burglars, but also pranksters the charlatan background. Third, choose the chill
and mischief-makers. Not all nightblades are touch and eldritch blast cantrips, along with with 1st
scoundrels, however. Many use their talents to level spells charm person and witch bolt.
become incredibly successful investigators,
undercover operatives, or royal inquisitors. CLASS FEATURES
When it comes to getting in and out unnoticed, As a nightblade, you gain the following class features.
nightblades are unrivaled. They're natural talent with
stealth, combined with magical concealment means a HIT POINTS
capable nightblade is hardly ever seen. Unlike Hit Dice: 1d8 per nightblade level
studious mages, nightblades supplement their magic Hit Points at 1st Level: 8 + your Endurance modifier
with their skillful blade and light armor. Hit Points At higher levels: 1d8 (or 5) + your
Endurance modifier per nightblade level after 1st
CONFLICT AND MISFORTUNE
PROFICIENCIES
The life of a nightblade is a dangerous one. Whatever Armor: Light armor
their motivations, slinking through alleyways, spying Weapons: Marksman, Short Blade, and Long Blade
on suspects, and liberating goods is a risky business. Tools: Choose one from disguise kit, forgery kit,
Sometimes considered agents of misery, most poisoner's kit or thieves' tools.
nightblades have become inured to the woe's of
others, but that doesn't necessarily mean that they Saving Throws: Agility, Intelligence
are unaffected by their actions. Skills: Choose three from Acrobatics, Arcana,
Athletics, Deception, Insight, Investigation, History,
Typically driven by the need to learn more about the Perception, Sleight of Hand, and Stealth
dark arts of shadow magic, or to discover the inner
workings of black markets, nightblades often find
themselves flirting on the edge of morality to get what
they want.
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THE NIGHTBLADE Cantrips Spells Magicka Spell Level
Known Known 4 1st
Proficiency 6 1st
Level Bonus Features 2 2 14 2nd
2 3 17 2nd
1st +2 Spellcasting, Path of Darkness 2 4 27 3rd
2nd +2 Cunning Action, Shadowhand 3 5 32 3rd
3rd +2 Night Eye 3 6 38 4th
4th +2 Attribute Skill Improvement 3 7 44 4th
5th +3 Shadow Step 3 8 57 5th
6th +3 Path of Darkness Feature 3 9 64 5th
7th +3 -- 3 10 64 5th
8th +3 Attribute Skill Improvement 4 10 64 5th
9th +4 Magical Ambush 4 11 64 5th
10th +4 Path of Darkness Feature 4 11 64 5th
11th +4 Night Magic (6th level) 4 12 64 5th
12th +4 Attribute Skill Improvement 4 12 64 5th
13th +5 Night Magic (7th level) 4 13 64 5th
14th +5 Path of Darkness Feature 4 13 64 5th
15th +5 Night Magic (8th level) 4 14 64 5th
16th +5 Attribute Skill Improvement 4 14 64 5th
17th +6 Night Magic (9th level) 4 15
18th +6 Spell Thief 4 15
19th +6 Attribute Skill Improvement
20th +6 Shade
SPELLCASTING SPELLS KNOWN OF 1ST LEVEL AND HIGHER
At 1st level, you know two 1st-level spells of your
Your arcane research grants you the ability to cast choice from the nightblade spell list.
spells. See chapter 10 for the general rules of
spellcasting and chapter 11 for the nightblade spell The Spells Known column of the Nightblade table
list. shows when you learn more nightblade spells of your
choice of 1st level and higher. A spell you choose must
CANTRIPS be of a level no higher than what’s shown in the
You know two cantrips of your choice from the table's Spell Level column for your level. When you
nightblade spell list. You learn additional nightblade reach 6th level, for example, you learn a new
cantrips of your choice at higher levels, as shown in nightblade spell, which can be 1st, 2nd, or 3rd level.
the Cantrips Known column of the Nightblade table.
Additionally, when you gain a level in this class, you
MAGICKA can choose one of the nightblade spells you know and
The Nightblade table shows how much magicka you replace it with another spell from the nightblade spell
have to cast your nightblade spells of 1st level and list, which also must be of a level for which you have
higher. The table also shows what the level spells you spell slots.
can cast. To cast one of your nightblade spells of 1st
level or higher, must expend magicka, as noted in the
spell's description and the Magicka Cost table found
in chapter 10. You regain all expended magicka when
you finish a short or long rest.
For example, if you know the 1st-level spell witch
bolt and have a Spell Level of 2nd, you can cast witch
bolt using magicka to cast it at either level.
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SPELLCASTING ATTRIBUTE NIGHTEYE
Personality is your spellcasting attribute for your
nightblade spells, so you use your Personality At 3rd level, you have naturally adjusted to being in
whenever a spell refers to your spellcasting attribute. darkness. You gain darkvision and can see in dim light
In addition, you use your Personality modifier when within 120 feet of you as if it were bright light, and in
setting the saving throw DC for a nightblade spell you darkness as if it were dim light. You can't discern
cast and when making an attack roll with one. color in darkness, only shades of gray.
Spell save DC = 8 + your proficiency bonus + ATTRIBUTE SCORE IMPROVEMENT
your Personality modifier
When you reach 4th level, and again at 8th, 12th, 16th
Spell attack modifier = your proficiency bonus + and 19th level, you can increase one attribute score of
your Personality modifier your choice by 2, or you can increase two attribute
scores by 1. As normal, you can't increase an ability
PATH OF DARKNESS score above 20 using this feature.
At 1st level, choose a path of darkness, which SHADOW STEP
describes your devotion as a nightblade. Choose
either Betrayer, Deathless, Seeker, Shadowmage, or At 5th level, you gain the ability to step from one
Trickster, which are detailed at the end of the class shadow into another. When you are in dim light or
description. Your path grants you features at 1st level, darkness, as a bonus action you can teleport up to 60
and then again at 6th, 10th, and 14th level. feet to an unoccupied space you can see that is also in
dim light or darkness. Additionally, you can teleport
CUNNING ACTION into a shadow cast by another creature within range
when you are not in dim light or darkness. You then
Starting at 2nd level, your quick thinking and agility have advantage on the first melee attack you make
allows you to move and act quickly. You can take a before the end of your turn.
bonus action on each of your turns in combat. This
action can be used only to take the Dash, Disengage, MAGICAL AMBUSH
or Hide action.
At 9th level, if you are hidden from a creature when
SHADOWHAND you cast a spell on it, the creature has disadvantage on
any saving throw it makes against the spell this turn.
Starting at 2nd level, you learn the mage hand cantrip.
If you already know this cantrip, you learn a different NIGHT MAGIC
cantrip of your choice from the nightblade spell list.
This cantrip doesn't count against your number of At 11th level, your continued research in the esoteric
cantrips known. studies of shadow magic has unlocked an arcane
secret known as night magic. Choose one 6th-level
When you cast mage hand, you can make the spell from the nightblade spell list. You can cast this
spectral hand invisible, and you can perform the unique spell once without expending any magicka.
following additional tasks with it: You must finish a long rest before you can do so again.
• You can stow one object the hand is holding in a
At higher levels, you gain more nightblade spells of
container worn or carried by another creature. your choice that can be cast in this way: one 7th-level
• You can retrieve an object in a container worn or spell at 13th level, one 8th-level spell at 15th level,
and one 9th-level spell at 17th level. You regain all
carried by another creature. uses of your Night Magic spells when you finish a long
• You can use thieves’ tools to pick locks and disarm rest.
traps at range.
You can perform one of these tasks without being
noticed by a creature if you succeed on an Agility
(Sleight of Hand) check contested by the creature’s
Willpower (Perception) check.
In addition, you can use the bonus action granted by
your Cunning Action to control the hand.
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VERSATILE TRICKSTER PATH OF DARKNESS
At 13th level, you gain the ability to distract targets Nightblades devote themselves to ancient and
with your mage hand. As a bonus action on your turn, obscure magic which blurs the lines of morality. The
you can designate a creature within 5 feet of the path they choose determines how much of the
spectral hand created by the spell. Doing so gives you darkness is embraced.
advantage on attack rolls against that creature until
the end of the turn. DEATHLESS
SPELL THIEF Those that are considered Deathless have uncovered
mystical secrets to weave shadow magic into their
At 18th level, you gain the ability to magically steal the illusions, blurring the lines between life and death.
knowledge of how to cast a spell from another
spellcaster. With goals of reaching immortality, the Deathless
attempt to fend off death, both for themselves and
Immediately after a creature casts a spell that others. Those that master the shadow see generations
targets you or includes you in its area of effect, you pass in a single lifetime.
can use your reaction to force the creature to make a
saving throw with it's spellcasting attribute modifier. DEATHLESS FEATURES
The DC equals your spell save DC. On a failed save, Nightblade
you negate the spell effect against you, and you steal Level Feature
the knowledge of the spell if it is at least 1st level and 1st Expanded Spell List, Among the Dead
of a level that you can cast (it doesn't need to be a 6th Defy Death
nightblade spell). For the next 8 hours, you know the 10th Undying Nature
spell and can cast it, using magicka as normal. The 14th Indestructible Life
creature can't cast that spell until 8 hours have
passed. EXPANDED SPELL LIST
The Deathless path lets you choose from an expanded
Once you use this feature, you can't use it again until list of spells when you learn a nightblade spell. The
you finish a long rest. following spells are added to the nightblade spell list
for you.
SHADE
DEATHLESS EXPANDED SPELLS
When you reach 20th level, you have mastered the Spell Level Spells
dark arts of shadow magic, allowing you to call into 1st false life, ray of sickness
the shadow realms and bring forth your own shadow. 2nd blindness/deafness, silence
As a bonus action on your turn, you can summon a 3rd feign death, speak with dead
shadowy version of yourself which appears from your 4th aura of life, death ward
shadow. This creature shares all of your statistics, 5th contagion, legend lore
including your current hit points, and is wearing the
same equipment as you. The shade can communicate
with you telepathically, knows everything that you
know, and shares your alignment, background, and
motivations. The shade disappears when it drops to 0
hit points, or you use a bonus action to dismiss it back
to the shadow realm.
As a part of your turn, you can direct the shade to
move a distance equal to your speed. You can also
direct the shade to make one weapon attack.
Additionally, as a bonus action on your turn, you can
swap places with your shade, as long as you are
within 60 feet of each other.
Once you use this feature, you must finish a long rest
before you can use it again.
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AMONG THE DEAD SHADOWMAGE
Starting at 1st level, you learn the spare the dying
cantrip, which counts as a nightblade cantrip for you. With skill and patience, Shadowmages can read the
You also have advantage on saving throws against shadows, manipulating them and the object or force
disease. that cast it. Students of the shadow have learned how
to “peer sidewise” to perceive the shadows cast by
Additionally, undead have difficulty harming you. If each entity and object in the Aurbis. Of course, these
an undead targets you directly with an attack or a are not literal shadows, but the emanation of the
harmful spell, that creature must make a Willpower limen each object possesses.
saving throw against your spell save DC (an undead
needn't make the save when it includes you in an area Through their learning and focus on the
effect, such as the explosion of fireball). On a failed hyperagonal sense, the shadowmage becomes skilled
save, the creature must choose a new target or forfeit at instant translocation. They can step through the
targeting someone instead of you, potentially wasting shdaows, almost as a matter of reflex.
the attack or spell. On a successful save, the creature
is immune to this effect for 24 hours. An undead is Another use for the shadowmage' s prowess in
also immune to this effect for 24 hours if you target it magical translocation is ability to create a trasliminal
with an attack or a harmful spell. flow of essence from their adversaries. This malicious
DEFY DEATH shadow draining allows the mage to absorb the life
Starting at 6th level, you can give yourself vitality essence of others.
when you cheat death or when you help someone else
cheat it. You regain hit points equal to 1d8 + your SHADOWMAGE FEATURES
Endurance modifier (minimum of 1 hit point) when Nightblade
you succeed on a death saving throw or when you Level Feature
stabilize a creature with spare the dying. 1st Expanded Spell List, Drain Essence, Child of
Darkness
Once you use this feature, you can't use it again 6th Shadowy Escape
until you finish a long rest. 10th Cloak of Shadows
UNDYING NATURE 14th Delerium
Beginning at 10th level, you can hold your breath
indefinitely, and you don't require food, water, or EXPANDED SPELL LIST
sleep, although you still require rest to reduce The Shadowmage path lets you choose from an
exhaustion and still benefit from finishing short and expanded list of spells when you learn a nightblade
long rests. spell. The following spells are added to the nightblade
spell list for you.
In addition, you age at a slower rate. For every 10
years that pass, you body only ages 1 year, and you are SHADOWMAGE EXPANDED SPELLS
immune to being magically aged. Spell Level Spells
INDESTRUCTIBE LIFE 1st burning hands, sleep
When you reach 14th level, you partake of some of the 2nd calm emotions, phantasmal force
true secrets of the deathless. On your turn, you can 3rd blink, stinking cloud
use a bonus action to regain hit points equal to 1d8 + 4th dominate beast, greater invisibility
your nightblade level. Additionally, if you put a 5th dominate person, seeming
severed body part of yours back in place when you
use this feature, the part reattaches. DRAIN ESSENCE
Starting at 1st level, your study of the dark arts allows
Once you use this feature, you can't use it again until you to extract vitality from another creature as it
you finish a short or long rest. nears its demise. When you reduce a creature within
5 feet of you to 0 hit points, you gain temporary hit
points equal to your Personality modifier + your
nightblade level (minimum of 1 temporary hit point).
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CHILD OF DARKNESS TRICKSTER
Also at 1st level, you find yourself being the most
comfortable while surrounded in darkness. While you Tricksters use illusion to magically entrance and
are in dim light, darkness, or magical darkness, you beguile other creatures. Whether they use their skills
gain the following benefits: to become peacemakers who bewitch the violent to
• You ignore difficult terrain. lay down their arms, or become tyrants who
• You have advantage on initiative rolls. magically bind the unwilling into their service,
• On your first turn during combat, you have Tricksters rely on manipulating the minds of others.
advantage on attack rolls against creatures that TRICKSTER FEATURES
have not yet acted. Nightblade
Level Feature
SHADOWY ESCAPE 1st Expanded Spell List, Dark Presence
Starting at 6th level, you can vanish in a puff of smoke 6th Entropic Ward
in response to harm. When you take damage, you can 10th Shadowy Defenses
use your reaction to turn invisible and teleport up to 14th Mind Taking
60 feet to an unoccupied space you can see. You
remain invisible until the start of your next turn or EXPANDED SPELL LIST
until you attack or cast a spell. The Trickster path lets you choose from an expanded
list of spells when you learn a nightblade spell. The
Once you use this feature, you can't use it again until following spells are added to the nightblade spell list
you finish a short or long rest. for you.
CLOAK OF SHADOWS TRICKSTER EXPANDED SPELLS
By 10th level, you have learned to become one with the Spell Level Spells
shadows. When you are in an area of dim light or 1st dissonant whispers, tasha's hideous
darkness, you can use your action to become invisible. laughter
You remain invisible until you make an attack, cast a 2nd detect thoughts, phantasmal force
spell, or are in an area of bright light. 3rd clairvoyance, sending
4th dominate beast, evard's black tentacles
DELERIUM 5th dominate person, telekinesis
Starting at 14th level, you can plunge a creature into
an illusory shadow realm. As an action, choose a DARK PRESENCE
creature that you can see within 60 feet of you. It Starting at 1st level, you have the ability to project the
must make a Willpower saving throw against your beguiling and fearsome presence of the darkness. As
nightblade spell save DC. On a failed save, it is an action, you can cause each creature in a 10-foot
charmed or frightened by you (your choice) for 1 cube originating from you to make a Willpower saving
minute or until your concentration is broken (as if throw against your nightblade spell save DC. The
you are concentrating on a spell). This effect ends creatures that fail their saving throws are all charmed
early if the creature takes any damage. or frightened by you (your choice) until the end of
your next turn.
Until this illusion ends, the creature thinks it is lost
in a shadow realm, the appearance of which you Once you use this feature, you can’t use it again until
choose. The creature can see and hear only itself, you, you finish a short or long rest.
and the illusion.
You must finish a short or long rest before you can
use this feature again.
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ENTROPIC WARD SEEKER
At 6th level, you learn to magically ward yourself
against attack and to turn an enemy’s failed strike Seekers search for knowledge, traveling through the
into good luck for yourself. When a creature makes an world, collecting lore, and unlocking ancient magic
attack roll against you, you can use your reaction to lost to the ages. They use enshrouding darkness and
impose disadvantage on that roll. If the attack misses gain access to shadowy pocket realms to protect
you, your next attack roll against the creature has themselves and their allies from the harms of the
advantage if you make it before the end of your next Mundas.
turn.
While most seekers uncover the secrets of the gloam
Once you use this feature, you can’t use it again until through study and discovery of the arcane, these
you finish a short or long rest. powers can be fast-tracked with the aid of more
SHADOWY DEFENSES powerful beings. Seekers may be worshipers of the
Beginning at 10th level, your learn how to turn the Daedra Princes whose spheres are of knowledge and
mind-affecting magic of your enemies against them. shadow. Hermaeus Mora and Nocturnal are
You are immune to being charmed, and when another sometimes willing to sponsor acolytes and students
creature attempts to charm you, you can use your who can prove their potential.
reaction to attempt to turn the charm back on that
creature. The creature must succeed on a Willpower SEEKER FEATURES
saving throw against your nightblade spell save DC or Nightblade
be charmed by you for 1 minute or until the creature Level Feature
takes any damage. 1st Expanded Spell List, Shielding Aura
MIND TAKING 6th Shadow Refuge
At 14th level, you gain the ability to make a creature 10th Far Wanderer
unaware of your magical influence on it. When you 14th Umbral Sequestration
cast a spell or use an ability to charm one or more
creatures, you can alter one creature's understanding EXPANDED SPELL LIST
so that it remains unaware that it is being charmed. The Seeker path lets you choose from an expanded
list of spells when you learn a nightblade spell. The
Additionally, once before the spell or effect expires, following spells are added to the nightblade spell list
you can use your action to try to modify the chosen for you.
creature's memory of some of the time it spent while
charmed. The creature must succeed on an SEEKER EXPANDED SPELLS
Intelligence saving throw against your nightblade Spell Level Spells
spell save DC. On a failed save, you can modify a 1st feather fall, jump
number of hours of its memories equal to 1 + your 2nd levitate, locate object
Personality modifier (minimum 1). You can choose to 3rd clairvoyance, sending
modify less time if desired, and the amount of time 4th arcane eye, locate creature
can't exceed the duration of your illusion spell. 5th legend lore, passwall
A modified memory doesn’t necessarily affect how a SHIELDING AURA
creature behaves, particularly if the memory Starting at 1st level, you can invoke shadow magic to
contradicts the creature’s natural inclinations, protect you from harm. As a bonus action, you create
alignment, or beliefs. An illogical modified memory, a whirling aura of dark energy that swirls around you.
such as implanting a memory of how much the Until the end of your next turn, you gain resistance to
creature enjoyed dousing itself in acid, is dismissed, all damage, and if a hostile creature ends its turn
perhaps as a bad dream. The DM might deem a within 10 feet of you, it takes necrotic damage equal
modified memory too nonsensical to affect a creature to your nightblade level + your Personality modifier.
in a significant manner.
Once you use this feature, you can’t use it again until
you finish a short or long rest.
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SHADOW REFUGE BETRAYER FEATURES
At 6th level, you gain the ability to step into a shadow Nightblade
refuge. As an action, you disappear from the world for Level Feature
a brief moment and enter the Shadow Realm, taking 1st Expanded Spell List, Venomous Blades
advantage of its timeless nature. While in your 6th Venomous Words
shadow refuge, you can take two actions to cast spells 10th Mantle of Whispers
that target only you. After using those two actions, 14th Shadow Lore
you return to the space you occupied and your turn
ends. EXPANDED SPELL LIST
The Betrayer path lets you choose from an expanded
Once you use this feature, you can’t use it again until list of spells when you learn a nightblade spell. The
you finish a long rest. following spells are added to the nightblade spell list
FAR WANDERER for you.
At 10th level, you no longer need to breathe, and you
gain resistance to fire damage and cold damage. BETRAYER EXPANDED SPELLS
UMBRAL SEQUESTRATION Spell Level Spells
Starting at 14th level, you gain the ability to sequester 1st disguise self, ice knife
yourself and your allies in the Shadow Realm 2nd detect thoughts, knock
3rd clairvoyance, nondetection
By performing a special ritual over the course of 5 4th greater invisibility, vitriolic sphere
minutes, you shift yourself and up to ten willing 5th cloud kill, dominate person
creatures you can see to the Shadow Realm. You and
those creatures gain the benefits of a short rest while VENOMOUS BLADES
sequestered on the Shadow Realm. You then return to Starting at 1st level when you choose this path, you
the spaces you all occupied when you used this ability, gain the ability to magically make your weapon
with no time having passed in the world. attacks toxic for a moment.
During this short rest, you and the creatures you Once per turn, when you hit a creature with a
sequester can make use of any options available weapon attack, you can deal an extra 1d6 poison
during a rest that affect only you and the creatures damage to one creature you hit with an attack if you
you sequester. have advantage on the attack roll.
Once you use this ability, you cannot use it again You don't need advantage on an attack roll if another
until you complete a long rest. enemy of the target is within 5 feet of it, that enemy
isn't incapacitated, and you don't have disadvantage
BETRAYER on the attack roll.
Betrayers use their knowledge and magic to uncover The additional damage increases when you reach
secrets and turn them against others through certain levels in this class, increasing to 2d6 at 5th
extortion and threats. Nightblades are often looked level, 3d6 at 10th level, and 4d6 at 15th level.
upon with suspicion and distrust, usually with ample
justification. This, of course, isn't true of all
Nightblades.
Nightblades who follow the path of the Betrayer,
however, often hide their true nature. They typically
claim to have developed their magic through more
palatable means, as shadow magic is generally seen as
nefarious, especially when it involves bending ones
will. They might also keep their actual calling secret in
order to infiltrate and exploit royal courts and other
settings of power.
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VENOMOUS WORDS SHADOW LORE
At 6th level, you learn to infuse innocent seeming At 14th level, you gain the ability to weave dark magic
words with an insidious magic. A creature that hears into your words and tap into a creature’s deepest
you speak can become plunged into fear and fears.
paranoia.
As an action, you magically whisper a phrase that
If you speak to a humanoid alone for at least 10 only one creature of your choice within 30 feet of you
minutes, you can attempt to seed paranoia and fear can hear. The target must make a Willpower saving
into its mind. At the end of the conversation, the throw against your spell save DC. It automatically
target must succeed on a Willpower saving throw succeeds if it doesn’t share a language with you or if it
against your spell save DC or be frightened for the can’t hear you. On a successful saving throw, your
next hour, until it is attacked or damaged, or until it whisper sounds like unintelligible mumbling and has
witnesses its allies being attacked or damaged. While no effect.
frightened in this way, the target is paranoid and tries
to avoid the company of others, including its allies. If the target fails its saving throw, it is charmed by
The target seeks out what it considers the safest, most you for the next 8 hours or until you or your allies
secret place available to it and hides there. attack or damage it. It interprets the whispers as a
description of its most mortifying secret. While you
If the target succeeds on its save, the target has no gain no knowledge of this secret, the target is
hint that you tried to frighten it. convinced you know it.
Once you use this feature, you can’t use it again until While charmed in this way, the creature obeys your
you finish a short rest or long rest. commands for fear that you will reveal its secret. It
MANTLE OF WHISPERS won’t risk its life for you or fight for you, unless it was
At 10th level, you gain the ability to adopt a creature’s already inclined to do so. It grants you favors and gifts
persona. When you slay a creature with an attack or a it would offer to a close friend.
spell or a creature dies within 5 feet of you, you can
magically capture its shadow using your reaction. You When the effect ends, the creature has no
can capture only the shadow of a creature that is your understanding of why it held you in such fear. Once
creature type, such as humanoid, and your size (you you use this feature, you can’t use it again until you
can capture a Small or Medium shadow if you’re finish a long rest.
Small), and you can have only one shadow captured at
a time.
After you capture a creature’s shadow, you can use
your magic to weave it into a disguise that allows you
to take on its appearance and gain access to its
surface memories. As an action, you take on the
creature’s appearance for 1 hour or until you end this
effect as a bonus action.
During that hour, you gain access to all information
that the creature would freely share with a casual
acquaintance. Information includes general details on
its background and personal life, but does not include
secrets. The information is enough that you can pass
yourself off as the creature by drawing on its
memories.
Another creature can see through this disguise by
making a Willpower (Insight) check opposed by your
Personality (Deception) check, though you gain a +5
bonus to your check.
The disguise and the knowledge it grants disappears
when this ability’s duration ends.
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RANGER from the comforts of a dry bed and a hot bath. Faced
with city-bred adventurers who grouse and whine
Rough and wild looking, a breton stalks alone through about the hardships of the wild, rangers respond with
the shadows of trees, hunting the orcs he knows are some mixture of amusement, frustration, and
planning a raid on a nearby farm. Clutching a short compassion. But they quickly learn that other
sword in each hand, he becomes a whirlwind of steel, adventurers who can carry their own weight in a fight
cutting down one enemy after another. against civilization’s foes are worth any extra burden.
Coddled city folk might not know how to feed
After tumbling away from a cone of freezing air, a themselves or find fresh water in the wild, but they
bosmer finds her feet and draws back her bow to make up for it in other ways.
loose an arrow at the white dragon. Shrugging off the
wave of fear that emanates from the dragon like the CREATING A RANGER
cold of its breath, she sends one arrow after another
to find the gaps between the dragon’s thick scales. As you create your ranger character, consider the
nature of the training that gave you your particular
Holding his hand high, a redguard whistles to the capabilities. Did you train with a single mentor,
hawk that circles high above him, calling the bird back wandering the wilds together until you mastered the
to his side. Whispering instructions in Yoku, he points ranger’s ways? Did you leave your apprenticeship, or
to the bear he’s been tracking and sends the hawk to was your mentor slain – perhaps by the same kind of
distract the creature while he readies his bow. monster that became your favored enemy? Or
perhaps you learned your skills as part of a band of
Far from the bustle of cities and towns, past the rangers affiliated with a warden conclave, trained in
hedges that shelter the most distant farms from the mystic paths as well as wilderness lore. You might be
terrors of the wild, amid the dense-packed trees of self-taught, a recluse who learned combat skills,
trackless forests and across wide and empty plains, tracking, and have a connection to nature through the
rangers keep their unending watch. necessity of surviving in the wilds.
DEADLY HUNTERS What’s the source of your particular hatred of a
certain kind of enemy? Did a monster kill someone
Warriors of the wilderness, rangers specialize in you loved or destroy your home village? Or did you
hunting the monsters that threaten the edges of see too much of the destruction these monsters cause
civilization – humanoid raiders, rampaging beasts and and commit yourself to reining in their depredations?
monstrosities, terrible giants, and deadly dragons. Is your adventuring career a continuation of your
They learn to track their quarry as a predator does, work in protecting the borderlands, or a significant
moving stealthily through the wilds and hiding change? What made you join up with a band of
themselves in brush and rubble. Rangers focus their adventurers? Do you find it challenging to teach new
combat training on techniques that are particularly allies the ways of the wild, or do you welcome the
useful against their specific favored foes. A ranger’s relief from solitude that they offer?
talents and abilities are honed with deadly focus on
the grim task of protecting the borderlands.
INDEPENDENT ADVENTURERS QUICK BUILD
You can make a ranger quickly by following these
Though a ranger might make a living as a hunter, a suggestions. First, make Agility your highest attribute
guide, or a tracker, a ranger’s true calling is to defend score, followed by Endurance. (Some rangers who
the outskirts of civilization from the ravages of choose two-weapon fighting may prefer Strength over
monsters and humanoid hordes that press in from the Agility.) Second, choose the outlander background.
wild. In some places, rangers gather in secretive
orders or join forces with warden conclaves. Many CLASS FEATURES
rangers, though, are independent almost to a fault,
knowing that, when a dragon or a band of orcs As a Ranger, you gain the following class features
attacks, a ranger might be the first – and possibly the
last line of defense. HIT POINTS
Hit Dice: 1d10 per ranger level
This fierce independence makes rangers well suited Hit Points at 1st Level: 10 + your Endurance modifier
to adventuring, since they are accustomed to life far Hit Points At higher levels: 1d10 (or 6) + your
Endurance modifier per ranger level after 1st
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THE RANGER FAVORED ENEMY
Proficiency
Beginning at 1st level, you have significant experience
Level Bonus Features studying, tracking, hunting, and even talking to a
1st +2 Favored Enemy, Natural Explorer certain type of enemy commonly encountered in the
2nd +2 Fighting Style, Skirmisher's Stealth wilds.
3rd +2 Poultices, Primal Instincts, Ranger
Archetype Choose a type of favored enemy: beasts, humanoids,
4th +2 Attribute Score Improvement monstrosities, or undead. You gain a +2 bonus to
5th +3 Extra Attack damage rolls with weapon attacks against creatures
6th +3 Greater Favored Enemy of the chosen type. Additionally, you have advantage
7th +3 Archetype Feature on Willpower (Survival) checks to track your favored
8th +3 Attribute Score Improvement, Fleet enemies, as well as on Intelligence checks to recall
of Foot information about them.
9th +4 Natural Antivenom
10th +4 Hides in Plain Sight When you gain this feature, you also learn one
11th +4 Archetype Feature language of your choice, typically one spoken by your
12th +4 Attribute Score Improvement favored enemy or creatures associated with it.
13th +5 Call Natural Allies However, you are free to pick any language you wish
14th +5 Vanish to learn.
15th +5 Archetype Feature
16th +5 Attribute Score Improvement NATURAL EXPLORER
17th +6 Primal Connection
18th +6 Feral Senses You are a master of navigating the natural world, and
19th +6 Attribute Score Improvement you react with swift and decisive action when
20th +6 Foe Slayer attacked. This grants you the following benefits:
PROFICIENCIES • You ignore difficult terrain.
Armor: Light Armor, Medium Armor, Shields • You have advantage on initiative rolls.
Weapons: Axe, Blunt, Hand-to-Hand, Long Blade, • On your first turn during combat, you have
Marksman, Polearm, and Short Blade
Tools: Herbalism kit advantage on attack rolls against creatures that
have not yet acted.
Saving Throws: Agility, Endurance In addition, you are skilled at navigating the
Skills: Choose three from Animal Handling, Athletics, wilderness. You gain the following benefits when
Insight, Investigation, Nature, Perception, Stealth, and traveling for an hour or more:
Survival
• Difficult terrain doesn’t slow your group’s travel.
EQUIPMENT • Your group can’t become lost except by magical
You start with the following equipment, in addition to
the equipment granted by your background: means.
• (a) scale mail or (b) leather armor • Even when you are engaged in another activity
• (a) two short blades or (b) a long blade
• (a) a dungeoneer's pack or (b) an explorer's pack while traveling (such as foraging, navigating, or
• A longbow and a quiver of 20 arrows tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily
at a normal pace.
• When you forage, you find twice as much food as
you normally would.
• While tracking other creatures, you also learn
their exact number, their sizes, and how long ago
they passed through the area.
FIGHTING STYLE
At 2nd level, you adopt a particular style of fighting as
your specialty. Choose one of the following options.
You can't take a Fighting Style option more than once,
even if you later get to choose again.
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ARCHERY gain the following benefits:
You gain a +2 bonus to your attack rolls you make PRIMAL CONTACT
with ranged weapons. You have an innate ability to communicate with
beasts, and they recognize you as a kindred spirit.
DEFENSE Through sounds and gestures, you can communicate
While wearing armor, you gain +1 bonus to AC. simple ideas to a beast as an action, and can read its
basic mood and intent. You learn its emotional state,
DUELING whether it is affected by magic of any sort, its short-
When you are wielding a melee weapon in one term needs (such as food or safety), and actions you
hand and no other weapons, you gain +2 bonus to can take (if any) to persuade it to not attack.
damage rolls with that weapon.
You cannot use this ability against a creature that
TWO-WEAPON FIGHTING you have attacked within the past 10 minutes.
When you engage in two-weapon fighting, you can PRIMEVAL AWARENESS
add your ability modifier to the damage of the You can attune your senses to determine if any of your
second attack. favored enemies lurk nearby. By spending 1
uninterrupted minute in concentration (as if you were
SKIRMISHER'S STEALTH concentrating on a spell), you can sense whether any
of your favored enemies are present within 5 miles of
Beginning at 2nd level, you combine speed and stealth you. This feature reveals which of your favored
in combat to make yourself hard to pin down. You are enemies are present, their numbers, and the
difficult to detect even if you attack or otherwise take creatures’ general direction and distance (in miles)
actions that would normally reveal your presence. from you.
At the start of your turn, pick a creature you are If there are multiple groups of your favored enemies
hidden from. You remain hidden from that creature within range, you learn this information for each
during your turn, regardless of your actions or the group.
actions of other creatures. As a bonus action at the PRIMAL MARK
end of your turn, you can make an Agility (Stealth) As a bonus action, you can choose a creature you can
check to hide from that creature again if you fulfill the see within 90 feet of you and mark it as your quarry
conditions needed to hide. Otherwise, creatures are for up to 1 hour, as though you are concentrating on a
aware of you at the end of your turn. spell. You have advantage on any Willpower
(Perception) or Willpower (Survival) check you make
POULTICES to find it.
At 3rd level, you can create special herbal poultices RANGER ARCHETYPE
that have healing power comparable to some potions.
You can spend 1 hour gathering herbs and preparing At 3rd level, you choose an archetype that you strive to
herbal poultices using treated bandages to create a emulate: Archer, Hunter, or Scout, all detailed at the
number of such poultices equal to your Willpower end of the class description. Your choice grants you
modifier (minimum 1). You can carry a number of features at 3rd level, and again at 7th, 11th, and 15th
poultices at one time equal to your Willpower level.
modifier (minimum 1). The poultices you create
cannot be applied by anyone but you. After 24 hours, ATTRIBUTE SCORE IMPROVEMENT
any poultices that you have not used lose their
potency. When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one attribute score of
If you spend 1 minute applying one of your poultices your choice by 2, or you can increase two attribute
to a wounded humanoid creature, thereby expending scores by 1. You can't increase an ability score above
its use, that creature regains 1d6 hit points for every 20 using this feature.
two ranger levels you have (rounded up).
PRIMAL INSTINCTS
Beginning at 3rd level, your mastery of ranger lore
allows you to establish a powerful link to beasts
and to the land around you. With this feature you
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EXTRA ATTACK among those that could hear you and that are within 1
mile of you, in one of the following groups:
At 5th level, you can attack twice, instead of once,
when you take the Attack action on your turn. •One beast of challenge rating 2 or lower
•Two beasts of challenge rating 1 or lower
GREATER FAVORED ENEMY •Four beasts of challenge rating 1/2 or lower
•Eight beasts of challenge rating 1/4 or lower
At 6th level, you are ready to hunt even deadlier game.
Choose a type of greater favored enemy: Fiends, These beasts approach you from their current
Constructs, Dragons, Elementals, or Giants. You gain location, and will fight alongside you, attacking any
all the benefits against this chosen enemy that you creatures that are hostile to you. They are friendly to
normally gain against your favored enemy, including you and your allies, and you roll initiative for the
an additional language. Your bonus to damage rolls called creatures as a group, which takes its own turns.
against all your favored enemies increases to +4. The DM has the creatures’ statistics.
Additionally, you have advantage on saving throws After 1 hour, these beasts return to their previous
against the spells and abilities used by a greater location. Once you use this feature, you cannot use it
favored enemy. again in the same general area for 24 hours, since the
same animals will not repeatedly heed your call.
FLEET OF FOOT
VANISH
Beginning at 8th level, you can use the Dash action as a
bonus action on your turn. At 14th level you can use the Hide action as a bonus
action on your turn. Also, you can never be tracked by
NATURAL ANTIVENOM non-magical means, unless you intended to leave a
trail.
Starting at 9th level, you have advantage on saving
throws against poison and have resistance to poison PRIMAL CONNECTION
damage. Additionally, you can use one of your
poultices each day to cure one poison effect on the At 17th level, you become one with nature and gain a
creature you are applying it to, in addition to nearly supernatural connection to it, unlocking it's
restoring hit points. knowledge and secrets.
HIDE IN PLAIN SIGHT If you spend 1 minute in uninterrupted meditation
while outdoors, you gain knowledge of the land
Starting at 10th level, you can remain perfectly still for within 3 miles of you. In caves and other natural
long periods of time to set up ambushes. underground settings, the radius is limited to 300
feet. You don't gain this knowledge in areas where
When you attempt to hide on your turn, you can opt nature has been replaced by construction, such as
to not move on that turn. If you avoid moving, dungeons and towns.
creatures that attempt to detect you take a −10
penalty to their Willpower (Perception) checks until You instantly gain knowledge of up to three facts of
the start of your next turn. You lose this benefit if you your choice about any of the following subjects as
move or fall prone, either voluntarily or because of they relate to the area:
some external effect. You are still automatically
detected if any effect or action causes you to no longer • terrain and bodies of water
be hidden. • prevalent plants, minerals, animals, or peoples
• powerful celestials, fey, fiends, elementals, or
If you are still hidden on your next turn, you can
continue to remain motionless and gain this benefit undead
until you are detected. • influence from other planes of existence
• buildings
CALL NATURAL ALLIES
For example, you could determine the location of
Starting at 13th level, you can call natural creatures powerful undead in the area, the location of major
from your current terrain to fight on your behalf, sources of safe drinking water, and the location of any
using your attunement to the natural world to nearby towns.
convince them to aid you. The DM chooses beasts
appropriate to the terrain to come to your aid from Once you use this feature, you can’t use it again until
you finish a long rest.
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FERAL SENSES You learn one additional tactic of your choice at 7th,
11th, and 15th levels. Each time you learn a new tactic,
At 18th level, you gain preternatural senses that help you can also replace one tactic you know with a
you fight creatures you can't see. When you attack a different one.
creature you can't see, your inability to see it doesn't
impose disadvantage on your attack rolls against it. Tactical Dice. You have four tactical dice, which are
d8s. A tactical die is expended when you use it. You
You are also aware of the location of any invisible regain all of your expended tactical dice when you
creature within 30 feet of you, provided the creature finish a short or long rest.
isn't hidden from you and you aren't blinded or
deafened. You gain another tactical die at 7th level and one
more at 15th level.
FOE SLAYER
Saving Throws. Some of your tactics require your
At 20th level, you become an unparalleled hunter of target to make a saving throw to resist the tactic’s
your enemies. Once on each of your turns, you add effects. The saving throw DC is calculated as follows:
your willpower modifier to the attack roll or the
damage roll of an attack you make against a favored Tactic save DC = 8 + your proficiency bonus +
enemy. You can choose to use the feature before or your Strength or Agility modifier (your choice)
after the roll, but before any effects of the roll are
applied. IRON MIND
By 7th level, your time studying beasts and the focus
RANGER ARCHETYPE required by archery has stilled your mind. You gain
proficiency in Willpower saving throws and have
The ideal ranger has three classic expressions, the advantage on saving throws against being frightened.
Archer, the Hunter, and the Scout.
ARCHER'S MASTERY
ARCHER At 11th level, you gain one of the following features of
your choice:
Archers are fighters who have focused their training
to specialize in long-range combat. While any warrior Critical Shot. Your keen eye can find your foes' most
with a bow can be considered an archer, rangers vulnerable weaknesses. Your ranged weapon attacks
develop a form of unmatched discipline and prowess score a critical hit on a roll of 18-20.
with all forms of projectiles. Archers perform the best
when they can keep their opponents at a distance, Flurry. If you miss with an attack during your
using ranged weapons and swift maneuvers. Once turn, you can immediately make an additional
engaged in melee, they strike deftly, using swords and attack. You can gain one additional attack during
axes to bring down the wounded and weary. your turn with this ability.
ARCHER FEATURES Quick Shot. During the first round of combat, you
Ranger Level Feature can use your reaction to make a weapon attack. This
attack occurs at your initiative plus 10.
3rd Combat Tactics
7th Iron Mind Scatter Shot. When another creature damages you
11th Archer's Mastery with a melee weapon attack, you use your reaction to
15th Relentless move up to half your movement speed without
provoking opportunity attacks from the creature. You
COMBAT TACTICS can then make a quick weapon attack against that
At 3rd level, you learn combat tactics that are fueled by same creature with the same reaction.
special dice called tactical dice.
Steady Hand. You gain advantage on one attack roll
Tactics. You learn two tactics of your choice, which you make with a ranged weapon each turn.
are detailed under “Combat Tactics” below. Many
tactics enhance an attack in some way. You can use RELENTLESS
only one tactic per attack. Starting at 15th level, when you roll initiative and have
no tactical dice remaining, you regain 1 tactical die.
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COMBAT TACTICS Overdraw. When you make a ranged attack, you can
The tactics are presented in alphabetical order. expend one tactical die to double the range of the
weapon without causing disadvantage. If you hit, you
Counter. When another creature attacks you, you add the tactical die to the attack's damage roll.
can use your reaction and expend one tactical die to
increase your AC by the number you roll on your Pierce Armor. When you hit a creature that is
tactical die, until the start of your next turn. The wearing armor with a weapon attack, you can expend
attack misses if it fails to hit with your new AC value. one tactical die to weaken their armor, reducing the
targets AC by 1. If you hit, you add the tactical die to
Disarming Attack. When you hit a creature with a the attack's damage roll. You can not weaken the same
weapon attack, you can expend one tactical die to armor more than once.
attempt to disarm the target, forcing it to drop one
item of your choice that it's holding. You add the Power Shot. When you hit a creature with a weapon
tactical die to the attack's damage roll, and the target attack, you can expend one tactical die to attempt to
must make a Strength saving throw. On a failed save, it throw the attacker off balance. You add the tactical die
drops the object you choose. The object lands at its roll to the attack's damage roll, and it must make a
feet. Strength saving throw. On a failed save, it is staggered
and has disadvantage on their next attack.
Distracting Strike. When you hit a creature with a
weapon attack, you can expend one tactical die to Precision Attack. When you make a weapon attack
distract the creature, giving your allies an opening. roll against a creature, you can expend one tactical die
You add the tactical die to the attack's damage roll. to add a tactical die to the roll. You can use this tactic
The next attack roll against the target by an attacker before or after making the attack roll, but before any
other than you has advantage if the attack is made effects of the attack are applied.
before the start of your next turn.
Pushing Attack. When you hit a creature with a
Dodge Roll. When a creature damages you with a weapon attack, you can expend one tactical die to
melee attack, you can use your reaction and expend attempt to drive the target back. You add the tactical
one tactical die to reduce the damage by the number die roll to the attack's damage roll, and if the target is
you roll on your tactical die + your Agility modifier. Large or smaller, it must make a Strength saving
throw. On a failed save, it is pushed back 15 feet.
Evasive footwork. When you move, you can expend
one tactical die, rolling the die and adding the number Split Shot. When you make a ranged weapon attack,
rolled to your AC until you stop moving. you can expend one tactical die to attempt to damage
another creature within 5 feet of the original target
Knockdown. When you hit a creature with a weapon and within your reach. If the original attack roll would
attack, you can expend one tactical die to attempt to hit the second creature, it takes damage equal to the
knock the target down. You add the tactical die to the number you roll on your tactical die. The damage is of
attack's damage roll, and if the target is Large or the same type dealt for the original attack.
smaller, it must make a Strength saving throw. On a
failed save, you knock the target prone. HUNTER
Maneuvering Attack. When you hit a creature with The life of a hunter is spent tracking prey and training
a weapon attack, you can expend one tactical die to to become the best predator of all. Emulating the
maneuver one of your allies into a more advantageous Hunter archetype means that they have reached the
position. You add the tactical die to the attack's upper echelon of their pursuits. Using daedric magic,
damage roll, and you choose a friendly creature who the hunter tries to earn Hircine's favour and achieve a
can see or hear you. That creature can use it's place in the Great Hunt.
reaction to move up to half its speed without
provoking opportunity attacks from the target of your HUNTER FEATURES
attack. Ranger Level Feature
3rd Companion of Hircine, Companion's Bond
7th Ambuscade
11th Hunter's Mastery
15th Hircine's Gift
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COMPANION OF HIRCINE For each level you gain after 3rd, your animal
At 3rd level, you learn how to conjure a powerful beast companion gains an additional hit die and increases
from The Hunting Grounds, Hircine's plane of its hit points accordingly.
Oblivion.
Whenever you gain the Attribute Score
With 8 hours of work and the expenditure of 200 Improvement class feature, your companion’s
septims worth of magical components, you call forth a attributes also improve. Your companion can increase
daedric beast from the Hunting Grounds to serve as one attribute score of your choice by 2, or it can
your faithful companion. You normally select your increase two attribute scores of your choice by 1. As
companion from among the following animals: an normal, your companion can’t increase an attribute
ape, a black bear, a boar, a giant badger, a giant score above 20 using this feature unless its
weasel, a panther, or a wolf. However, your DM description specifies otherwise.
might pick one of these animals for you, or an animal
based on a creature appropriate for the campaign Your companion shares your alignment, and has a
setting. The creature looks identical to the beast it personality trait and a flaw that you can roll for or
takes the form of, but it's creature type is considered select from the tables below. Your companion shares
to be a fiend (daedra). your ideal, and its bond is always, “The ranger who
travels with me is a beloved companion for whom I
At the end of the 8 hours, your daedric companion would gladly give my life.”
appears and gains all the benefits of your
Companion’s Bond ability. You can have only one Your animal companion gains the benefits of your
daedric companion at a time. Favored Enemy feature, and of your Greater Favored
Enemy feature when you gain that feature at 6th level.
If your daedric companion is ever slain, the magical It uses the favored enemies you selected for those
bond you share allows you to return it to life. With 8 features.
hours of work and the expenditure of 100 septims
worth of rare components, you call forth your d6 Trait
companion’s spirit from the depth's of oblivion and 1 I'm dauntless in the face of adversity.
use your magic to conjure a new body for it. 2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
If you use this ability to return a former daedric 4 People see an animal and underestimate me. I use
companion to life while you have a current
companion, your current companion leaves you and is that to my advantage.
replaced by the restored companion. 5 I have a knack for showing up in the nick of time.
COMPANION’S BOND 6 I put my friends’ needs before my own in all things.
Your animal companion gains a variety of benefits
while it is linked to you. d6 Flaw
1 If there’s food left unattended, I’ll eat it.
The animal companion loses its Multiattack action, if 2 I growl at strangers, and all people except my ranger
it has one.
are strangers to me.
The companion obeys your commands as best it can. 3 Any time is a good time for a belly rub.
It rolls for initiative like any other creature, but you 4 I’m deathly afraid of water.
determine its actions, decisions, attitudes, and so on. 5 My idea of hello is a flurry of licks to the face.
If you are incapacitated or absent, your companion 6 I jump on creatures to tell them how much I love
acts on its own.
them.
When using your Natural Explorer feature, you and
your animal companion can both move stealthily at a EXPANDING COMPANION OPTIONS
normal pace. Depending on the nature of your campaign, the DM
might choose to expand the options for your animal
Your animal companion has abilities and game companion. As a rule of thumb, a beast can serve as an
statistics determined in part by your level. Your animal companion if it is Medium or smaller, has 15 or
companion uses your proficiency bonus rather than fewer hit points, and cannot deal more than 8 damage
its own. In addition to the areas where it normally with a single attack. In general, that applies to creatures
uses its proficiency bonus, an animal companion also with a challenge rating of 1/4 or less, but there are
adds its proficiency bonus to its AC and to its damage exceptions.
rolls.
Your animal companion gains proficiency in two
skills of your choice. It also becomes proficient with
all saving throws.
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AMBUSCADE form to 0 hit points, you aren’t knocked
At 7th level, Hunters strike first and strike hard. When unconscious.
you roll initiative, you gain a special turn that takes • You assume the lycanthropes hybrid form and you
place before other creatures can act. On this turn, you can’t cast spells or use the were-creature's
can use your action to take either the Attack or Hide Shapechanger ability. Transforming doesn’t break
action. If more than one creature in an encounter has your concentration on a spell you’ve already cast,
this feature, they all act first in order of initiative, then however, or prevent you from taking actions that are
the regular initiative order begins. If you would part of a spell.
normally be surprised at the start of an encounter, • You retain the benefit of any features from your
you are not surprised but you do not gain this extra class, race, or other source and can use them if the
turn. new form is physically capable of doing so. However,
you can’t use any of your special senses, such as
HUNTER'S MASTERY darkvision, unless your new form also has that
Starting at 11th level, you can choose one additional sense.
Favored Enemy. • You choose whether your equipment falls to the
ground in your space, merges into your new form, or
HIRCINE'S GIFT is worn by it. Worn equipment functions as normal,
Starting at 15th level, Hircine recognizes your aptitude but the DM decides whether it is practical for the
for the hunt and blesses you with his gift. Once per new form to wear a piece of equipment, based on
long rest, you are able to transform into a were- the creature’s shape and size. Your equipment
creature of your choice for 1 hour. You normally doesn’t change size or shape to match the new form,
choose your form from the following lycanthropes: a and any equipment that the new form can’t wear
werebat, a werebear, a wereboar, a werecrocodile, must either fall to the ground or merge with it.
a werelion, a wererat, a wereraven, a wereshark, a Equipment that merges with the form has no effect
weretiger, a werevulture, or a werewolf. However, until you leave the form.
your DM might pick one of these animals for you, or
an animal based on a creature appropriate for the SCOUT
campaign setting. You can find the statistics for these
creatures in the Blessings and Curses supplement, or Scouts rely on stealth and rapid movement to survey
in the Monster Manual. routes and opponents, using skirmish tactics when
forced to fight. They are skilled in surviving far from
You can revert to your normal form earlier by using the streets of a city, allowing them to scout ahead of
a bonus action on your turn. You automatically revert their companions during expeditions. By contrast
if you fall unconscious, drop to 0 hit points, or die. with barbarians, in combat scouts tend to be cautious
While you are transformed, the following rules apply: and methodical, rather than impulsive. Many scouts
• Your game statistics are replaced by the statistics of serve as the eyes and ears of war bands. Ambusher,
spy, bounty hunter – these are just a few of the roles
the were-creature, but you retain your alignment, that Scouts assume as they range the world.
Personality, Intelligence, and Willpower scores. You
also retain all of your skill and saving throw SCOUT FEATURES
proficiencies, in addition to gaining those of the Ranger Level Feature
creature. If the creature has the same proficiency as
you and the bonus in its stat block is higher than 3rd Bonus Proficiencies, Swiftness, Scout's
yours, use the creature’s bonus instead of yours. If Tactics
the creature has any legendary or lair actions, you
can't use them. 7th Remarkable Athlete
• When you transform, you assume the beast’s hit 11th Multiattack, Improved Scout's Tactics
points and Hit Dice. When you revert to your normal 15th Relentless
form, you return to the number of hit points you had
before you transformed. However, if you revert as a BONUS PROFICIENCIES
result of dropping to 0 hit points, any excess damage When you choose this archetype at 3rd level, you gain
carries over to your normal form. For example, if proficiency in three of the following skills of your
you take 10 damage in animal form and have only 1 choice: Acrobatics, Animal Handling, Athletics,
hit point left, you revert and take 9 damage. As long Investigation, Medicine, Nature, Perception, Stealth or
as the excess damage doesn’t reduce your normal Survival. You can choose to gain proficiency with
thieves’ tools in place of one skill choice.
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SWIFTNESS MULTIATTACK
Also at 3rd level, your speed increases by 5 feet. This At 11th level, you gain one of the following features of
bonus increases as you reach certain levels. Your your choice.
speed increases by 10 feet by 7th level, 15 feet by 11th
level, and 20 feet by 15th level. Volley. You can use your action to make a ranged
attack against any number of creatures within 10 feet
SCOUT'S TACTICS of a point you can see within your weapons range. You
At 3rd level, you gain a set of abilities that are fueled must have ammunition for each target, and make a
by special dice called tactical dice. separate attack roll for each target.
Tactical Dice. You have four tactical dice, which are Whirlwind. You use your action to make a melee
d8s. A tactical die is expended when you use it. You attack against any number of creatures within 5 feet
regain all of your expended tactical dice when you of you, with a separate attack roll for each target.
finish a long or short rest. You gain another tactical IMPROVED SCOUT'S TACTICS
die at 7th level and one more at 15th level. At 11th level, your tactical dice turn into d10s. At 17th
level, they turn into d12s.
Using Tactical Dice. You can expend tactical dice to RELENTLESS
gain a number of different benefits: Starting at 15th level, when you roll initiative and have
no tactical dice remaining, you regain 1 tactical die.
• When you make a check that allows you to apply
your proficiency in Athletics, Nature, Perception,
Stealth, or Survival, you can expend one tactical
die to bolster the check. Add half the number
rolled on the tactical die (rounding up) to your
check. You apply this bonus after making the check
but before learning if it was successful.
• When you make a weapon attack against a
creature, you can expend one tactical die to add it
to the attack roll. You can use this ability before or
after making the attack roll, but before any of the
effects of the attack are applied.
• If you are hit by an attack while wearing light or
medium armor, you can expend one tactical die as
a reaction, adding the number rolled to your AC. If
the attack still hits, you take half damage from it.
REMARKABLE ATHLETE
Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Agility, or
Endurance check you make that doesn't already use
your proficiency bonus.
In addition, when you make a running long jump,
the distance you cover increases by a number of feet
equal to your Strength modifier.
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ROGUE world where skeevers – and wererats – haunt the
sewers.
After successfully striking the stone golem in a weak
spot, a khajiit calls out to his partner, quickly relaying As adventurers, rogues fall on both sides of the law.
the pivotal information. Her companion attacks and Some are vagabonds that live for the thrill of
within seconds, the formidable construct is laid to uncovering lost secrets, while others take up a life of
waste. adventure after being sponsored by noble families.
Some have learned and perfected their skills with the
An imperial lurks in the shadows of an alley while explicit purpose of infiltrating ancient ruins and
his accomplice prepares for her part in the ambush. hidden crypts in search of treasure.
When their target – a notorious slaver – passes the
alleyway, the accomplice cries out, the slaver comes to CREATING A ROGUE
investigate, and the assassin’s blade cuts his throat
before he can make a sound. As you create your rogue character, consider the
character’s relationship to the law. Did you work
Shifting her gaze between the bandit's hands and his alongside inspectors and the guard or did you find
stance, a dunmer realizes that negotiations have yourself working as an operative in the thieves guild?
broken down. Darting out of the way from the Have you changed your stance on your profession,
bandit's sudden movement, she is able to avoid the possibly angering local law makers or guild masters?
blow while simultaneously disarming him with a few Did you leave to find independent work on your own,
quick jabs to the kidneys. in search of bigger risks and bigger rewards? Is it
greed that drives you in your adventures, or some
Rogues rely on skill, stealth, and finding their foes other desire or ideal?
weak points to get the upper hand in any situation.
They have a knack for finding the solution to just What was the trigger that led you away from your
about any problem, demonstrating a resourcefulness previous life? Did you learn undisclosed information
and versatility that is the cornerstone of any than you weren't expected to? Maybe you were able to
successful adventuring party. break a secret code that led you to a stash of riches to
help you start a new life. Did wanderlust finally call
SKILL AND PRECISION you away from your home? Perhaps you suddenly
found yourself cut off from your family or your
Rogues devote as much effort to mastering the use of mentor, and you had to find a new means of support.
a variety of skills as they do to perfecting their combat Or maybe you made a new friend another member of
abilities, giving them a broad expertise that few other your adventuring party – who showed you new
characters can match. Many rogues focus on stealth possibilities for earning a living and employing your
and deception, while others refine the skills that help particular talents.
them in a dungeon environment, such as climbing,
finding and disarming traps, and opening locks. QUICK BUILD
You can make a rogue quickly by following these
When it comes to combat, rogues prioritize cunning suggestions. First, Agility should be your highest
over brute strength. A rogue would rather make one attribute score, followed by Intelligence. Personality
precise strike, placing it exactly where the attack will should be your next highest if you plan to emphasize
hurt the target most, than wear an opponent down deception and social interaction. Second, choose the
with a barrage of attacks. charlatan background.
A COVERT LIVING CLASS FEATURES
Every town and city has its share of rogues. Many of As a Rogue, you gain the following class features.
them live up to the worst stereotypes of the class,
making a living as blackguards, operatives, spies, and HIT POINTS
assassins, Often, these scoundrels team up with Hit Dice: 1d8 per rogue level
thieves guilds or noble families. Plenty of rogues Hit Points at 1st Level: 8 + your Endurance modifier
operate independently, but even they sometimes Hit Points At higher levels: 1d8 (or 5) + your
recruit apprentices to help them in their Endurance modifier
investigations and interrogations. A few rogues make
an honest living as locksmiths, investigators, or
exterminators, which can be a dangerous job in a
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THE ROGUE
Proficiency Precise Precision
Level Bonus Attacks Dice Features
1st +2 3 1d4 Expertise, Precise Attacks
2nd +2 3 1d4 Strategic Aid
3rd +2 3 1d6 Roguish Archetype
4th +2 4 1d6 Attribute Score Improvement
5th +3 4 1d8 Extra Attack
6th +3 4 1d8 Expertise Improvement
7th +3 5 1d10 Quick Thinking
8th +3 5 1d10 Attribute Score Improvement
9th +4 5 2d6 Roguish Archetype Feature
10th +4 6 2d6 Attribute Score Improvement
11th +4 6 2d8 Advanced Maneuvers
12th +4 6 2d8 Attribute Score Improvement
13th +5 6 2d10 Roguish Archetype Feature
14th +5 7 2d10 Mental Agility
15th +5 7 3d8 Slippery Mind
16th +5 7 3d8 Attribute Score Improvement
17th +6 7 3d10 Roguish Archetype Feature
18th +6 8 3d10 Solo Artist
19th +6 8 3d10 Attribute Score Improvement
20th +6 Unlimited 3d10 Stroke of Luck
PROFICIENCIES EXPERTISE
Armor: Light armor
Weapons: Axe, Hand-to-Hand, Marksman, Short At 1st level, choose two of your skill proficiencies, or
Blade one of your skill proficiencies and one of your tool
Tools: Pick 2 from poisoner's kit, forgery kit, disguise proficiencies. Your proficiency bonus is doubled for
kit, thieves' tools, one gaming set of your choice, and any ability check you make that uses either of the
one musical instrument of your choice. chosen proficiency.
Saving Throws: Agility, Intelligence At 6th level, you can choose two more of your
Skills: Choose four from Acrobatics, Athletics, proficiencies (in skills or in tools) to gain this benefit.
Deception, Insight, Intimidation, Investigation,
Perception, Performance, Persuasion, Sleight of Hand, PRECISE ATTACKS
and Stealth.
Beginning at 1st level, you know how to use your
EQUIPMENT superior agility to outwit and devastate your enemies
You start with the following equipment, in addition to with tactical precision.
the equipment granted by your background:
You gain the ability to make an amount of Precise
• (a) a rapier or (b) a shortsword Attacks. You can make additional Precise Attacks as
• (a) a short bow and a quiver of 20 arrows or (b) a your level increases, as shown on the Precise Attacks
column of the Rogue table. You regain all expended
shortsword uses when you complete a long rest.
• (a) a burglar's pack, (b) a dungeoneer's pack, or (c)
Once per turn, when you make a weapon attack
an explorer's pack using a ranged or finesse weapon, you can choose to
•Leather armor, two daggers, and thieves' tools. use a Precise Attack to add your Precision Dice, a d4,
to the attack roll. If the attack hits, you apply any of
the unused Precision Dice roll to your weapon
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damage roll. SLIPPERY MIND
Your Precision Dice increases as you gain levels, as
When you reach 15th level, you acquire greater mental
shown in the Precision Dice column of the Rogue strength and gain proficiency on Willpower saving
table. throws.
STRATEGIC AID SOLO ARTIST
Starting at 2nd level, you can use the Help action as a Starting at 18th level, when no allies are within 30 feet
bonus action. Additionally, when you use the Help of you, you gain advantage on all attack rolls.
action to aid an ally in attacking a creature, the target
of that attack can be within 30 feet of you, rather than STROKE OF LUCK
5 feet of you, if the target can see or hear you.
At 20th level, you have an uncanny knack for
ROGUISH ARCHETYPE succeeding when you need to. If your attack misses a
target within range, you can turn the miss into a hit.
At 3rd level you are able to choose one of 3 archetypes Alternatively, if you fail an ability check, you can treat
that you emulate in the exercise on your rogue the d20 roll as a 20.
abilities: Agent, Assassin, or Inquisitor, all detailed at
the end of the class description. Your archetype choice Once you use this feature, you can't use it again until
grants you features at 3rd level and then again at 9th, you finish a short or long rest.
13th, and 17th level.
ROUGISH ARCHETYPE
ATTRIBUTE SCORE IMPROVEMENT
Rouges have many features in common, including
When you reach 4th level, and again at 8th, 10th, 12th, their emphasis on perfecting their skills, their precise
16th, and 19th level, you can increase one ability score and deadly approach to combat, and their
of your choice by 2, or you can increase two ability increasingly quick reflexes. But different rogues steer
scores of your choice by 1. As normal, you can't those talents in varying directions, embodied by the
increase an ability score above 20 using this feature. rogue archetypes. Your choice or archetype is a
reflection of your focus – not necessarily an indication
EXTRA ATTACK of your chosen profession, but a description of your
preferred techniques.
Starting at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your AGENT
turn.
Agents are operatives and spies that are effectively
QUICK THINKING skilled in deception and disguise, but have trained in
the use of deadly force. Self-reliant and independent,
At 7th level, your quick thinking in the heat of action agents devote themselves to personal goals, or work
allows you to also add your Intelligence modifier to for nobles, guild-masters, sovereigns, and anyone else
your initiative roll. who can afford them.
ADVANCED MANEUVERS MASTER OF DISGUISE
When you choose this archetype at 3rd level, you gain
Beginning at 11th level, your nimble mind allows you proficiency with the disguise kit, and one gaming set
to better place your attacks for maximum devastation. of your choice. You also learn two languages of your
When you make a weapon attack with a weapon you choice. If you are already proficient with the disguise
are proficient with, you can add your Intelligence kit, choose a different tool from those listed in the
modifier to your damage roll (minimum 0). rogue's proficiencies.
MENTAL AGILITY Additionally, you can unerringly mimic the speech
patterns and accent of a creature that you hear speak
Starting at the 14th level, you are always aware of your for at least 1 minute, allowing you to pass yourself off
surrounding and are no longer able to be surprised. as a native speaker of a particular land, provided that
you know the language.
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AMBUSH ASSASSIN
At 3rd level, your Precise Attacks are more effective.
When you use a Precise Attack, you roll 1 additional Trained in the art of death, assassins rely on stealth,
Precision Die of the same dice type. poison, and speed to eliminate their foes with deadly
efficiency. Diverse in their practice, assassins include
When you reach 9th level in this class, you roll 2 ruthless murderers, hired killers, bounty hunters,
additional Precision dice, and you roll 3 additional principled agents of noble causes, and even priests
Precision dice at 15th level. trained to exterminate the enemies of their deity.
INFILTRATION EXPERT
Starting at 9th level, you can unfailingly create false ASSASSIN FEATURES
identities for yourself. You must spend seven days and Rogue Level Feature
100 septims to establish the history, profession, and 3rd Poison Master
affiliations for an identity. You can't establish an 9th Nimble Attacks
identity that belongs to someone else. For example, 13th Assassinate
you might acquire appropriate clothing, letters of 17th Death Strike
introduction, and official looking certification to
establish yourself as a member of a trading house POISON MASTER
from a remote city so you can insinuate yourself into When you choose this archetype at 3rd level, you learn
the company of other wealthy merchants. how to make unique poisons designed to coat your
weapon of choice.
Other characters believe you to be that person until
given an obvious reason not to. You gain proficiency with the poisoner's kit and
IMPOSTOR learn two assassin's poisons of your choice. Your
At 13th level, you gain the ability to unerringly mimic poison options are detailed at the end of the
another person's speech, writing and behavior. You Assassin's description. You learn one additional
must spend at least 3 hours studying these three assassin's poison of your choice at 9th level, and again
components of the person's behavior, listening to at 13th, and 17th level. Each time you learn a new
speech, examining handwriting, and observing assassin's poison, you can also replace one poison you
mannerisms. know with a different one.
Your ruse is indiscernible to the casual observer. If a Poisons. Once each day, when you spend 1 hour
wary creature suspects something is amiss, you have gathering materials and creating poison, you create a
advantage on any Personality (Deception) check you series of vials with the various assassin's poisons you
make to avoid detection. know. You can use any combination of these poisons
ETERNAL DECEIT an amount of times equal to your Intelligence
Starting at 17th level, your thoughts can't be read by modifier.
telepathy or other means, unless you allow it. You can
present false thoughts by succeeding on a Personality On your turn, you can use a bonus action to apply
(Deception) check contested by the mind reader's the poison to a weapon, a piece of ammunition, trap
Willpower (Insight) check. components, or other objects that deal piercing or
slashing damage. The object remains potent until the
Additionally, no matter what you say, magic that poison is delivered through a wound or is washed off.
would determine if you are telling the truth indicates The potency of all unused poisons is lost after 24
you are being truthful, if you so choose, and you can't hours.
be compelled to tell the truth by magic.
MASTER STRATEGIST Saving Throws. Your poisons require your target to
Also at 17th level, you can use a bonus action to direct make an Endurance saving throw to resist the poisons
one of your willing companions to strike. Choose a effects. On a failed save, the target is effected by the
friendly creature that is within 60 feet of you that can poison as noted in its description. On a successful
see or hear you. That creature can make a melee or save, the target takes half the amount of damage and
ranged attack with its reaction suffers no other effects. An affected creature can make
another saving throw at the start of each of their
turns. The saving throw DC is calculated as follows:
Assassin's Poison save DC = 8 + your proficiency bonus
+ your Intelligence modifier
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NIMBLE ATTACKS This poison's damage increases by 1d6 when you
Starting at 9th level, whenever you roll initiative, roll reach 11th level (2d6), and 17th level (3d6).
an additional 1d8 and add the result to the total.
Delayed Poison
ASSASSINATE Prerequisite: 13th level
Starting at 13th level, you are at your deadliest when A creature hit by an item with Delayed Poison applied
you get the drop on your enemies. You have advantage to it takes 8d6 poison damage at the start of your next
on attack rolls against any creature that hasn't taken a turn on a failed save, or half as much on a successful
turn in the combat yet. In addition, any hit you score save.
against a creature that is surprised is a critical hit.
This poison's damage increases by 2d6 when you
DEATH STRIKE reach 17th level (10d6).
Starting at 17th level, you become a master of instant
death. When you attack and hit a creature that is Hallucinating Poison
surprised, it must make an Endurance saving throw Prerequisite: 9th level
(DC 8 + your Agility modifier + your proficiency A creature hit by an item with Hallucinating Poison
bonus). On a failed save, double the damage of your applied to it takes an additional 1d6 poison damage
attack against the creature. and the creature hallucinates wildly for 1 minute.
ASSASSIN'S POISONS The affected creature attacks the nearest creature to
it, but has disadvantage on all of it's attacks. Any
If an assassin's poison has prerequisites, you must attacks made against the affected creature has
meet them to learn it. You can learn the poison at the advantage.
same time that you meet its prerequisites. A level
prerequisite refers to your level in the class. This poison's damage increases by 1d6 when you
reach 11th level (2d6), and 17th level (3d6).
Basic Poison
A creature hit by an item with Basic Poison applied to Hindering Poison
it takes an additional 1d6 poison damage and is A creature hit by an item with Hindering Poison
poisoned for 1 minute. applied to it takes an additional 1d4 poison damage
and their movement speed is reduced to 5 for 1
This poison's damage increases by 1d6 when you minute.
reach 11th level (2d6), and 17th level (3d6).
This poison's damage increases by 1d4 when you
Blinding Poison reach 11th level (2d4), and 17th level (3d4).
A creature hit by an item with Blinding Poison applied
to it takes an additional 1d4 poison damage and is Luminescent Poison
blinded for 1 minute. A creature hit by an item with Luminescent Poison
applied to it takes an additional 1d4 poison damage
This poison's damage increases by 1d4 when you and emits a dim light in a 10-foot radius for the next
reach 11th level (2d4), and 17th level (3d4). minute.
Crippling Poison Any attack roll against an affected creature has
Prerequisite: 9th level advantage if the attacker can see it, and the affected
A creature hit by an item with Crippling Poison creature can't benefit from being invisible.
applied to it takes an additional 1d6 poison damage
and has disadvantage on all saving throws for 1 This poison's damage increases by 1d4 when you
minute. reach 11th level (2d4), and 17th level (3d4).
This poison's damage increases by 1d6 when you Magicka Draining Poison
reach 11th level (2d6), and 17th level (3d6). A creature hit by an item with Magicka Draining
Poison applied to it takes an additional 1d4 poison
Defiling Poison damage and their magicka is reduced by 1d4.
A creature hit by an item with Defiling Poison applied
to it takes an additional 1d6 poison damage and any This poison's damage and magicka reduction
healing the creature receives is nullified for 1 minute. increases by 1d4 when you reach 11th level (2d4), and
17th level (3d4).
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Mind-clouding Poison EYE FOR DETAIL
Prerequisite: 9th level Starting at 3rd level, you can use a bonus action to
A creature hit by an item with Mind-clouding Poison make a Willpower (Perception) check to spot a
applied to it takes an additional 1d6 poison damage hidden creature or object or to make an Intelligence
and has disadvantage on concentration saves for 1 (Investigation) check to uncover and decipher clues.
minute. INSIGHTFUL FIGHTING
At 3rd level, you gain the ability to decipher an
This poison's damage increases by 1d6 when you opponent’s tactics and develop a counter to them. As
reach 11th level (2d6), and 17th level (3d6). a bonus action, you can make a Willpower (Insight)
check against a creature you can see that isn’t
Silencing Poison incapacitated, contested by the target’s Personality
Prerequisite: 13th level (Deception) check. If you succeed, when you attack a
A creature hit by an item with Silencing Poison creature and no ally is within 5 feet of you or the
applied to it takes an additional 2d4 poison damage target, you can use a precision dice without
and are unable to speak or cast spells that require expending a use.
verbal components.
This benefit lasts for 1 minute or until you
This poison's damage increases by 1d4 when you successfully use this feature against a different target.
reach 17th level (3d4). STEADY EYE
At 9th level, you gain advantage on any Willpower
Vulnerability Poison (Perception) or Intelligence (Investigation) check if
Prerequisite: 13th level you do move no more than half your speed on the
A creature hit by an item with Vulnerability Poison same turn.
applied to it takes an additional 2d4 poison damage UNERRING EYE
and the creature is vulnerable to the next attack made At 13th level, your senses are almost impossible to foil.
against it. As an action, you sense the presence of illusions,
shapechangers not in their original form, and other
This poison's damage increases by 1d4 when you magic designed to deceive the senses within 30 feet of
reach 17th level (3d4). you, provided you aren't blinded or deafened. You
sense that an effect is attempting to trick you, but gain
INQUISITOR no insight into what is hidden or its true nature.
Inquisitors excel at rooting out secrets and unraveling You can use this feature a number of times equal to
mysteries. You rely on your sharp eye for details, but your Intelligence modifier (minimum of once), and
also on your finely honed ability to read the words you regain all expended uses when you finish a long
and deeds of other creatures to determine their true rest.
intent. You excel at defeating creatures that hide EYE FOR WEAKNESS
among and prey upon ordinary folk, and your mastery At 17th level, you learn to exploit a creature’s
of lore and your sharp eye make you well equipped to weaknesses by carefully studying its tactics and
expose and end hidden evils. movement. While your Insightful Fighting feature
applies to a creature, you double your Precision Dice
INQUISITOR FEATURES roll on attacks against that creature.
Rogue Level Feature
3rd Ear for Deceit, Eye for Detail, Insightful
Fighting
9th Steady Eye
13th Unerring Eye
17th Eye for Weakness
EAR FOR DECEIT
When you choose this archetype at 3rd level, you
develop a keen ear for picking out lies. Whenever you
make a Willpower (Insight) check to determine
whether a creature is lying, treat a roll of 7 or lower
on the d20 as an 8.
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SORCERER like to stay quiet. A sorcerer’s magic wants to be
wielded.
Golden eyes flashing, an altmer stretches out her hand
and unleashes the fire that burns in her veins. As an Sorcerers often have obscure or quixotic
inferno rages around her foes, her eyes turn black motivations driving them to adventure. Some seek a
from the daedric influence powering her magic. greater understanding of the magical force that
infuses them, or the answer to the mystery of its
Long hair whipped by a conjured wind, a breton origin. Others hope to find a way to get rid of it, or to
spreads his arms wide and throws his head back. unleash its full potential. Whatever their goals,
Lifting him momentarily off the ground, a wave of sorcerers are every bit as useful to an adventuring
magic surges up in him, through him, and out from party as mages, making up for a comparative lack of
him in a mighty blast of lightning. breadth in their magical knowledge with enormous
capacity and power in using the spells they know.
Crouching behind a stalagmite, an argonian points a
finger at a charging falmer. A blast of fire springs from CREATING A SORCERER
her finger to strike the creature. She ducks back
behind the rock formation with a grin. The most important question to consider when
creating your sorcerer is the focus of your power. As a
Sorcerers carry a magical birthright conferred upon starting character, you'll choose a focus that ties to
them by an exotic bloodline, some otherworldly either your ancestry, your birthright, an unexpected
influence, or exposure to unknown cosmic forces. One event, or to daedric influence, but the exact source of
can’t study sorcery as one learns a language, any more your power is up to you to decide. Is it a family curse,
than one can learn to live a legendary life. No one passed down to you from distant ancestors? Or did
chooses sorcery; the power chooses the sorcerer. some extraordinary event leave you blessed with
inherent magic but perhaps scarred as well?
RAW MAGIC
How do you feel about the magical power coursing
Magic is a part of every sorcerer, suffusing body, mind, through you? Do you embrace it, try to master it, or
and spirit with a latent power that waits to be tapped. revel in its nature? Is it a blessing or a curse? Did you
Some sorcerers wield magic that springs from an seek it out, or did it find you? Did you have the option
ancient bloodline, while others have made a to refuse it, and do you wish you had? What do you
dangerous pact with powerful beings to grant them intend to do with it? Perhaps you feel like you’ve been
unimaginable power. given this power for some lofty purpose. Or you might
decide that the power gives you the right to do what
The appearance of sorcerous powers is wildly you want, to take what you want from those who lack
unpredictable. Some ancestries produce exactly one such power. Perhaps your power links you to a
sorcerer in every generation, but in other lines of powerful individual in the world – the deity that
descent every individual is a sorcerer. Most of the blessed you at birth or the daedra who chose you to
time, the talents of sorcery appear from the alignment carry this power.
of the stars. Some sorcerers can’t name the origin of
their power, while others trace it to strange events in QUICK BUILD
their own lives. The touch of a daedra or a taste of the You can make a sorcerer quickly by following these
water from a mysterious spring might spark the gift of suggestions. First, Willpower should be your highest
sorcery. So too might the gift of a deity, exposure to attribute score, followed by Endurance. Second,
the elemental forces of the Mundus or the maddening choose the hermit background. Third, choose the
chaos of Oblivion. light, prestidigitation, ray of frost, and shocking grasp
cantrips, along with the 1st level spells shield and
Sorcerers don't rely on spellbooks and ancient magic missile.
tomes of magic lore the way that mages do. By
learning to harness and channel their own inborn
magic, they can discover new and staggering ways to
unleash that power.
UNEXPLAINED POWERS
Sorcerers are rare in the world, and it’s unusual to
find a sorcerer who is not involved in the adventuring
life in some way. People with magical power seething
in their veins soon discover that the power doesn’t
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THE SORCERER Cantrips Known Magicka Spell
Proficiency Known Spells 5 Level
8
Level Bonus Features 4 2 17 1st
1st +2 Spell Casting, Sorcery Focus 4 3 21 1st
2nd +2 Capacitor 4 4 32 2nd
3rd +2 Power Overwhelming 5 5 40 2nd
4th +2 Attribute Skill Improvement 5 6 47 3rd
5th +3 -- 5 7 55 3rd
6th +3 Sorcery Focus feature 5 8 71 4th
7th +3 -- 5 9 80 4th
8th +3 Attribute Skill Improvement 5 10 91 5th
9th +4 -- 6 11 91 5th
10th +4 Equilibrium 6 12 103 6th
11th +4 -- 6 12 103 6th
12th +4 Attribute Skill Improvement 6 13 117 7th
13th +5 -- 6 13 117 7th
14th +5 Sorcery Focus feature 6 14 133 8th
15th +5 -- 6 14 142 8th
16th +5 Attribute Skill Improvement 6 15 153 9th
17th +6 -- 6 15 166 9th
18th +6 Sorcery Focus feature 6 15 9th
19th +6 Attribute Skill Improvement 6 15 9th
20th +6 Sorcerous Restoration
EQUIPMENT
CLASS FEATURES You start with the following equipment, in addition to
the equipment granted by your background:
As a sorcerer, you gain the following class features.
• (a) a light crossbow and 20 bolts or (b) any short
HIT POINTS blade
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6+ your Endurance modifier • (a) a dungeoneer's pack, or (b) an explorer's pack
Hit Points At higher levels: 1d6 (or 4) + your • Two daggers
Endurance modifier per sorcerer level after 1st
SPELLCASTING
PROFICIENCIES
Armor: Shield You were born with innate magical potential, drawing
Weapons: Blunt, light crossbows, Short Blade on a nearly endless font of magicka. This natural gift
Tools: None allows you cast spells. See chapter 10 of the Player's
Handbook for the general rules of spellcasting, and
Saving Throws: Endurance, Willpower chapter 11 for the Sorcerer spell list.
Skills: Choose two from Arcana, Deception, Insight,
Intimidation, Persuasion, and Religion CANTRIPS
At 1st level, you know four cantrips of your choice
from the sorcerer spell list. You learn additional
sorcerer cantrips of your choice at higher levels, as
shown in the Cantrips Known column of the Sorcerer
table.
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MAGICKA SORCERY FOCUS
The Sorcerer table shows how much magicka you
have to cast your sorcerer spells of 1st level and At 1st level, choose a sorcery focus which describes
higher. To cast one of these sorcerer spells, you must the field you've devoted yourself to. Choose either the
expend magicka, as noted in the spell's description Necromancer, Storm Caller, or Supplicant which are
and the Magicka Cost table found in chapter 10. detailed at the end of the class description.
For example, if you know the 1st-level spell burning Your choice grants you features when you choose it
hands and are able to cast 2nd-level spells, you can at 1st level, and again at 6th, 14th, and 18th level.
cast burning hands at either level.
STUNTED MAGICKA CAPACITOR
Sorcerer's have access to a large pool of magicka, but
their natural gift is stunted by reduced regeneration. Starting at 2nd level, you have the ability to absorb
magical energy from harmful spells. Sorcerer's are
Unlike other spellcasters, sorcerer's do not regain all unique to any other magic users in Tamriel. Although
of their magicka at the end of a long rest. Instead, you they restore magicka at a much slower rate, they have
only regain half of your expended magicka, rounding a natural ability to absorb magicka from spells that
up (minimum of 1). have been cast at them, essentially becoming a
SPELLS KNOWN OF 1ST LEVEL AND HIGHER magical battery.
You know two 1st-level spells of your choice from the
sorcerer spell list. Whenever you are targeted by a spell that requires
you to make a saving throw, you have a chance to
The Spells Known column of the Sorcerer table absorb magicka, replenishing your magicka. On a
shows when you learn more sorcerer spells of your successful save you also absorb magicka points equal
choice. Each of these spells must be of a level for to the level of the spell cast. You cannot increase your
which you can cast, as shown on the table's Spell magicka points beyond your maximum magicka point
Level column for your level. For instance, when you total through this feature. On a failed save, you do not
reach 3rd level in this class, you can learn one new absorb any magicka and are effected by the spell as
spell of 1st or 2nd level. normal.
Additionally, when you gain a level in this class, you POWER OVERWHELMING
can choose one of the sorcerer spells you know and
replace it with another spell from the sorcerer spell Beginning at 3rd level, you can push beyond your
list, which also must be of a level for which you can natural boundaries to cast extraordinary magic. When
cast. you cast a spell that you know, you can choose to cast
it at a spell level one higher than your current
SPELLCASTING ATTRIBUTE maximum, using magicka as normal (maximum of 9th
Willpower is your spellcasting ability for your level). Once you cast a spell in this way, you must
sorcerer spells. You use your Willpower whenever a finish a long rest before you can do so again.
spell refers to your spellcasting ability. In addition,
you use your Willpower modifier when setting the When you reach 17th level, you can cast 1 additional
saving throw DC for a sorcerer spell you cast and 6th level spell, and at 19th level, you can cast 1
when making an attack roll with one. additional 7th level spell, using magicka as normal,
Spell save DC = 8 + your proficiency bonus + ATTRIBUTE SCORE IMPROVEMENT
your Willpower modifier
When you reach 4th level, and again at 8th, 12th, 16th
Spell attack modifier = your proficiency bonus + and 19th level, you can increase one attribute score of
your Willpower modifier your choice by 2, or you can increase two attribute
scores of your choice by 1. As normal, you can't
increase an attribute score above 20 using this
feature.
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EQUILIBRIUM NECROMANCER FEATURES
Sorcerer
When you reach 10th level, you gain further control Level Feature
over your magically infused bloodline, allowing you to 1st Grim Harvest
transfer your life force into magicka. You can choose 6th Dark Souls
to impose one of the following effects: 14th Inured to Undeath, Command Undead
• As a bonus action, you can expend up to half of your 18th Reaper
available hit dice. You restore magicka points equal GRIM HARVEST
to half of the total rolled on the hit dice. At 1st level, you gain the ability to reap life energy
• During a short rest, you can spend magicka points, from creatures you kill with your spells. Once per turn
as though you were casting a spell, to restore an when you kill one or more creatures with a spell of 1st
amount of hit dice equal to the spell level cast. level or higher, you regain hit points equal to twice the
Once you use this feature, you must complete a long spell's level, or three times its level if the spell belongs
rest before you can do so again. to the School of Necromancy. You don't gain this
benefit for killing constructs or undead.
SORCEROUS RESTORATION
DARK SOULS
At 20th level, you can draw on your reserve of mystical At 6th level, you add the animate dead spell to list of
power to regain expended magicka points. You can known spells if you do not already know it. When you
spend 1 minute meditating to regain half of your cast animate dead, you can target one additional
expended magicka, rounding up (minimum of 1). corpse or pile of bones, creating another zombie or
Once you regain magicka with this feature, you must skeleton, as appropriate.
finish a long rest before you can do so again.
Whenever you create an undead using a
SORCERY FOCUS necromancy spell, it has additional benefits.
Sorcerer's have devoted themselves to the study of • The creature's hit points maximum is increased by
powerful magic. Although their devotion is usually an amount equal to your sorcerer level.
highly debated, sorcerer's typically find themselves
with the following dedications: Necromancer, • The creature adds your proficiency bonus to its
Supplicant, or Storm Caller. weapon damage rolls.
NECROMANCER INURED TO UNDEATH
Beginning at 14th level, you have resistance to necrotic
Necromancers are sorcerers who have dedicated damage, and your hit point maximum can't be
themselves to The Black Arts. They utilize the reduced. You have spent so much time dealing with
enslavement of involuntary souls and their bodies. undead and the forces that animate them that you
have become inured to some of their worst effects.
These dark sorcerers focus on the ability to
manipulate the energies that animate all living things. COMMAND UNDEAD
Through an understanding of the thin lines between Also at 14th level, you can use magic to bring undead
life, death, and undeath, they sap the life force from under your control, even those created by other
creatures, distorting the vital energy, and Necromancers. As an action, you can choose one
transforming it into magical power that they can undead that you can see within 60 feet of you. The
manipulate. creature must make a Willpower saving throw against
your spell save DC. If it succeeds, you can't use this
Necromancy has been banned in some provinces feature on it again. If it fails, it becomes friendly to you
and the practice is widely debated throughout Nirn. and obeys your commands until you use this feature
Most people see necromancers as menacing, or even again.
villainous, due to the close association with death. Not
all necromancers are evil, but the forces they Intelligent undead are harder to control in this way.
manipulate are considered taboo by many. If the target has an Intelligence of 8 or higher, it has
advantage on the saving throw. If it fails the saving
throw and has an Intelligence of 12 or higher, it can
repeat the saving throw at the end of every hour until
it succeeds or breaks free.
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REAPER STORM GUIDE
Starting at 18th level, when you cast a necromancy At 6th level, you gain the ability to subtly control the
cantrip or spell of 1st through 5th level that targets weather around you.
only one creature, the spell can instead target two
creatures within range and within 5 feet of each other. If it is raining, you can use an action to cause the
rain to stop falling in a 20-foot-radius sphere centered
STORM CALLER on you. You can end this effect as a bonus action.
Storm Callers take pride in their control over shock If it is windy, you can use a bonus action each round
spells. They see the Mundas as a great tapestry of to choose the direction the wind blows in a 100-foot-
woven strands of matter and magicka. Their spells radius sphere centered on you. The wind blows in
channel and manipulate the magicka through the local that direction until the end of your next turn. This
warp and weft of the tapestry, agitating its fibers. This feature doesn't alter the speed of the wind.
generates sparking, which coalesces into magical STORM'S FURY
lighting. Starting at 14th level, when you are hit by a melee
attack, you can use your reaction to deal lightning
These sorcerers summon and control weather; damage to the attacker. The damage equals your
hurling lightning-bolts and creating electric fields, sorcerer level. The attacker must also make a Strength
and summoning tornadoes and impenetrable fog. saving throw against your spell save DC. On a failed
They cloak themselves in electric auras and “ride the save, the attacker is pushed in a straight line up to 20
lightning” as the hurtle around the battlefield. feet away from you.
WIND SOUL
STORM CALLER FEATURES At 18th level, you gain immunity to lightning and
Sorcerer thunder damage.
Level Feature
1st Boundless Storm You also gain a magical flying speed of 60 feet. As an
6th Overload, Storm Guide action, you can reduce your flying speed to 30 for 1
14th Storm's Fury hour and choose a number of creatures within 30 feet
18th Wind Soul of you equal to 3 + your Willpower modifier. The
chosen creatures gain a magical flying speed of 30 feet
BOUNDLESS STORM for 1 hour. Once you reduce your flying speed in this
Starting at 1st level, you can use your bonus action on way, you can't do so again until you finish a short or
your turn to cause whirling gusts of elemental air to long rest.
briefly surround you, immediately before or after you
cast a spell of 1st level or higher. Doing so allows you SUPPLICANT
to fly up to 10 feet without provoking opportunity
attacks. Sorcerers that devout themselves to the Daedric
Princes are able to gain access to great power not
OVERLOAD intended for mere mortals. This precarious power
At 6th level, you gain resistance to lightning and comes with a considerable cost that may lead to the
thunder damage. In addition, whenever you start supplicants own demise.
casting a spell of 1st level or higher that deals lightning
or thunder damage, stormy magic erupts from you. Through a mastery of an arcane discipline known
This eruption causes creatures of your choice that you pejoratively as Dark Magic, the sorcerer can alter
can see within 10 feet of you take lightning or thunder events in their favor or create immense suffering on
damage (choose each time this ability activates) equal others. Though many supplicants are viewed as evil,
to half your Sorcerer level. the use of Dark Magic has many practical uses. Those
that can access such power can use it as a necessary
safeguard to reign in rogue wizards, and while they
can replicate the destructive effects of the daedra,
supplicants can also use it to counter similar effects.
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SUPPLICANT FEATURES SPELL BOMBARDMENT
Beginning at 18th level, the harmful energy of your
Sorcerer spells intensifies. When you roll damage for a spell
Level Feature and roll the highest number possible on any of the
1st Daedric Blessing dice, choose one of those dice, roll it again and add
6th Bend Luck that roll to the damage. You can use this feature only
14th Hurl into Oblivion once per turn.
18th Spell Bombardment
DAEDRIC BLESSING SUPPLICANT WILD MAGICKA VARIANT
Starting at 1st level, when you reduce a hostile For players and DM's that enjoy the Wild Magic
creature to 0 hit points, you gain temporary hit points sorcerer, this is a great place to thematically tie this
equal to your Willpower modifier + your Sorcerer mechanic in. The supplicant's devotion to the daedra
level (minimum of 1). comes with the cost of the inability to control this
powerful magic. At 1st level, replace the Daedric
BEND LUCK Blessing feature with the Wild Magic Surge feature and
Starting at 6th level, you have the ability to twist fate add the Tides of Chaos feature. At 14th level, replace
using magic. When another creature you can see
within 30 feet of you makes an attack roll, an ability Hurl Through Oblivion with the Controlled Chaos
check, or a saving throw, you can use your reaction feature.
and spend magicka points to add an additional roll to
the total, as shown on the Bend Luck table. You can
apply the roll as a bonus or a penalty (your choice) to
the creature's roll. You can do so after the creature
rolls but before any effects of the roll occur.
You can use this feature a number of times equal to
your Willpower modifier (minimum of once). You
regain any expended uses when you finish a long rest.
BEND LUCK
Magicka Additional
Points Roll
2 1d4
3 1d6
5 1d8
6 1d10
7 1d12
HURL INTO OBLIVION
Starting at 14th level, when you hit a creature with an
attack, you can spend 10 magicka to use this feature
to instantly transport the target through a plane of
oblivion. The creature disappears and hurtles through
a nightmare landscape.
At the end of your next turn, the target returns to
the space it previously occupied, or the nearest
occupied space. If the target is not a daedra, it takes
10d10 psychic damage as it reels from its horrific
experience.
Once you use this feature, you can't use it again until
you finish a long rest.
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SPELLSWORD CREATING A SPELLSWORD
Throwing her short sword, a nord aims for the single As you build your spellsword, consider a couple of
rope holding up the rickety draw bridge that connects elements of your character's training: where did you
the dark chasm. Her blade strikes true and both the receive your combat training? Were you evenly
bridge and sword fall. With a smirk and a twitch of focused on martial and magical skills, or did you favor
her wrist, the sword reappears in her hand. one over the other. Did you dedicate your skills on
destruction or on the protection of others? Did you
Placing his hands together, an imperial concentrates get extra help from a mentor? Did your training come
as blue light forms a magical aegis around him and his from joining the military or were you self taught to
allies. The lumbering wamasu's lightning breath no protect your homeland
longer seems so threatening.
Where did you learn your magical skill? Was it
Holding his long sword up high, a wild-eyed dunmer passed down from a family tradition or did you learn
chants the mystic ritual that engulfs his blade in through vigorous study in college? Did you learn
flame. In a single motion, he carves through the frost magic before you learned how to fight? Or did you
atronach standing in his way. pick up magic as a way to set you apart from the other
troops.
Spellswords are specialists trained to support
troops and skirmish in battle. With a weapon in one QUICK BUILD
hand and a spell in the other, spellswords should You can make a spellsword quickly by following these
never be underestimated. suggestions. First, make Strength or Agility your
highest attribute score, depending on whether you
PRIZED FIGHTERS AND MERCENARIES want to focus on melee weapons or on archery (or
finesse weapons). Your next highest score should be
Nimbler and more athletic than a mage, with spell- Intelligence. Second, choose the soldier background.
casting more versatile than a warrior, spellswords are Third, choose the eldritch blast and green flame blade
powerful and unpredictable fighters. Many cantrips, along with the 1st level spells hex and shield.
spellswords start their careers as mercenaries or join
militias or the Imperial Legion. CLASS FEATURES
Through vigorous training, spellswords learn how to As a spellsword, you gain the following class features.
wield any blade and create a unique bond with their
favored weapons. Beyond their martial prowess, HIT POINTS
spellswords rely on magic to augment their skills and Hit Dice: 1d8 per spellsword level
become superior combatants on the battlefield. Hit Points at 1st Level: 8 + your Endurance modifier
Hit Points At higher levels: 1d8 (or 5) + your
DISCIPLINED AND VERSATILE Endurance modifier per spellsword level after 1st
Not everyone trained in combat and magic can be PROFICIENCIES
considered a spellsword. Only those who have Armor: Light armor, medium armor
mastered how to weave magic into their weapons and Weapons: Marksman, Short Blade, and Long Blade
dedicate themselves to their craft can truly be Tools: None
considered a spellsword. Likewise, not all spellswords
are equal. Some devote themselves to protecting Saving Throws: Endurance, Willpower
others, some favor magic, while others prefer the Skills: Choose two from Acrobatics, Arcana, Athletics,
blade. History, Insight and Medicine
As adventurers, many spellswords start out as EQUIPMENT
treasure hunters, soldiers of fortune, and You start with the following equipment, in addition to
mercenaries. Many spellswords take up a life of the equipment granted by your background:
adventuring to continue their training or search for a • (a) scale mail or (b) leather armor
greater fortune. • (a) a short blade or (b) a long blade
• (a) a dungeoneer's pack or (b) an explorer's pack
• A hand crossbow and 20 bolts
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THE SPELLSWORD Imbue Cantrips Spells Magicka Spell
Magic Die Known Known -- Level
Proficiency 4
Level Bonus Features 1d4 -- -- 5 --
1d4 2 3 6 1st
1st +2 Imbue Elements, Weapon Bond 1d4 2 4 10 1st
2nd +2 Spellcasting 1d4 3 5 14 1st
3rd +2 Mystic Path 1d6 3 6 15 2nd
4th +2 Attribute Skill Improvement 1d6 3 7 17 2nd
5th +3 Extra Attack 1d6 3 8 22 2nd
6th +3 Mystic Path Feature 1d6 3 9 27 2nd
7th +3 Spell Weaving 1d8 3 10 29 3rd
8th +3 Attribute Skill Improvement 1d8 4 10 32 3rd
9th +4 -- 1d8 4 11 35 3rd
10th +4 Reliable Knowledge 1d8 4 11 38 3rd
11th +4 Eldritch Strike 1d10 4 12 41 4th
12th +4 Attribute Skill Improvement 1d10 4 12 44 4th
13th +5 -- 1d10 4 13 50 4th
14th +5 Mystic Path Feature 1d10 4 13 57 4th
15th +5 Arcane Might 1d12 4 14 60 5th
16th +5 Attribute Skill Improvement 1d12 4 14 64 5th
17th +6 -- 1d12 4 15 5th
18th +6 Improved Spell Weaving 1d12 4 15 5th
19th +6 Attribute Skill Improvement
20th +6 Mystic Path Feature
WEAPON BOND IMBUE MAGIC
At 1st level, you can perform a ritual that creates a Also at 1st level, you learn to invoke powerful magic
magical bond between yourself and one weapon. You within your weapon. You choose to learn one
perform the ritual over the course of 1 hour, which Elemental Imbuement listed below.
can been done during a short rest. The weapon must
be within your reach throughout the ritual, at the As a bonus action, you infuse a single weapon with
conclusion of which you touch the weapon and forge the magical energy of a known Elemental Imbuement
the bond. for up to 8 hours. While active, attacks with this
weapon deal an additional 1d4 damage of the chosen
Once you have bonded a weapon to yourself, you damage type. This damage is considered magical for
can't be disarmed of that weapon unless you are the purpose of overcoming resistance and immunity
incapacitated. If it is on the same plane of existence, to non-magical attacks and damage.
you can summon that weapon as a bonus action on
your turn, causing it to teleport instantly to your The damage dealt by your Imbue Magic feature
hand. increases as you gain Spellsword levels, as shown in
the Imbue Magic column of the Spellsword table. Your
You can have up to two bonded weapons, but can enchantment lasts until the spell ends, but it can end
summon only one at a time with your bonus action. If early if the weapon is wielded by another creature, or
you attempt to bond with a third weapon, you must if you fall unconscious.
break the bond with one of the other two.
If you use this ability to imbue the same weapon
again, your current enchantment leaves and is
replaced by the new enchantment.
You learn an additional Elemental Imbuement at 6th
level and again at 11th level, and you can choose 1
Arcane Imbuement at 14th level.
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ELEMENTAL IMBUEMENTS SPELLS KNOWN OF 1ST LEVEL AND HIGHER
Choose from the following: At 2nd level, you know three 1st-level spells of your
choice from the spellsword spell list.
Flame. You enchant your weapon with the
elemental damage of fire. The Spells Known column of the spellsword table
shows when you learn more spellsword spells of your
Glacier. You enchant your weapon with the choice. Each of these spells must be of a level for
elemental damage of cold. which you can cast, as shown on the table's Spell
Level column for your level. When you reach 6th level,
Storm. You enchant your weapon with the for example, you learn a new spellsword spell, which
elemental damage of lightning. can be 1st or 2nd level.
Venom. You enchant your weapon with the Additionally, when you gain a level in this class, you
elemental damage of poison. can choose one of the spellsword spells you know and
ARCANE IMBUEMENTS replace it with another spell from the spellsword spell
Choose from the following: list, which also must be of a level for which you can
cast.
Decay. You enchant your weapon with the magical
damage of necrotic. SPELLCASTING ATTRIBUTE
Intelligence is your spellcasting attribute for your
Gloom. You enchant your weapon with the magical spellsword spells, so you use your Intelligence
damage of psychic. whenever a spell refers to your spellcasting attribute.
In addition, you use your Intelligence modifier when
Light. You enchant your weapon with the magical setting the saving throw DC for a spellsword spell you
damage of radiant. cast and when making an attack roll with one.
Mystic. You enchant your weapon with the magical Spell save DC = 8 + your proficiency bonus +
damage of force. your Intelligence modifier
SPELLCASTING Spell attack modifier = your proficiency bonus +
your Intelligence modifier
By 2nd level, your arcane research grants you the
ability to cast spells. See chapter 10 of the Player's MYSTIC PATH
Handbook for the general rules of spellcasting and
chapter 11 for the spellsword spell list. At 3rd level, you choose a mystic path. Choose either
CANTRIPS Battlemage, Warlock, or Witch Blade, which are
You know two cantrips of your choice from the detailed at the end of the class description. Your path
spellsword spell list. You learn additional spellsword grants you features at 3rd level, and then again at 6th,
cantrips of your choice at higher levels, as shown in 14th, and 20th level.
the Cantrips Known column of the Spellsword table.
MAGICKA ATTRIBUTE SCORE IMPROVEMENT
The Spellsword table shows how much magicka you
have to cast your spellsword spells of 1st level and When you reach 4th level, and again at 8th, 12th, 16th
higher. The table also shows what the level spells you and 19th level, you can increase one attribute score of
can cast. To cast one of your spellsword spells of 1st your choice by 2, or you can increase two attribute
level or higher, must expend magicka, as noted in the scores of your choice by 1. As normal, you can't
spell's description and the Magicka Cost table found increase an ability score above 20 using this feature.
in chapter 10. You regain all expended magicka when
you finish a long rest. EXTRA ATTACK
For example, if you know the 1st-level spell witch Beginning at 5th level, you can attack twice, instead of
bolt and have a Spell Level of 2nd, you can cast witch once, whenever you take the Attack action on your
bolt using magicka to cast it at either level. turn.
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