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Published by Leandra Arias, 2023-12-24 05:46:38

Legionnaire's Guide to Cyrodiil

Legionnaire's Guide to Cyrodiil_v1.0

2 L E G IONNA IR E ’ S GU ID E TO CYROD I IL


1


2 L E G IONNA IR E ’ S GU ID E TO CYROD I IL CREDITS Lead Designer: Michael Bonar (Teluusa) Designers & Writers: Abraham_UK, Andrew Raleigh (Crimson), Darion Nutter (Whistlehunter), George Potter, Juanchoclo, Marco A. Medina V. (Gugu), Miniman_C, TheVileClavicus, WanderingSwampBeast Editors: Andrew Raleigh, Marco A. Medina V., Michael Bonar, The White Guar, WanderingSwampBeast Layout: Michael Bonar Art Much of the art seen throughout this book is the property of Bethesda Softworks LLC. This art is used without permission, but credit to the known artists is given. Additional art has been provided by the Skyblivion Project and IskelIlona. Known Artists Include: Anastasia Ovchinnikova, Artur Gurin, David Kaye, Lemon Sky Studio, Marius Bota, Nuare Studios, Opus Artz, Raymond Chen, Ray Lederer, Tom Zhao, zeander Chong Fei Kang Skyblivion Artists: Ali Youssef, André De, Anna Khudorenko, Aric Salyer, BunnyLoveSo, Cosmo PorterWitt, Eric He, Fury_on, Gabriel Eekenulv, Gees, Ghost Hinimoto, Guilherme Valle, Hưng Trần Duy, Johanna Rupprecht, Ka—Z, Kettlewitch, Lyraina, Marco Antonio Meireles Carvalho, Roberto Gatto, Roman Dubina, Simon Eliasson, Spyros Frigas, Vitaly CONNECT To find out more or to reach out to us, you can find us in the following places: Twitter: @UESTRPG Email: [email protected] Discord: https://discord.gg/XWCESZy Special Thanks Alexandrite, Ashardis, Ben Allen, Captain Volkow, ChojiBoy, IceFireWarden, JasonHunter, Kungfu_Dragon, Marian, Meri W, Pylawn, Sam Bertolli, Scarlet Moth, the Skyblivion Project, SolarBalrog, The Elder Memes, The Lesser Prophecies, Tutorialtuna, UESP, UnVanced, Valtion, Vira, everyone on discord, and everyone who has ever supported this project. ON THE COVER The Forgotten Hero looking onto the Imperial City at the Battle of the Red Ring. Taking the guise of Emperor Titus Mede II, the Forgotten Hero led the charge to break the Dominion’s hold on the city. This battle would lead to the signing of the White-Gold Concordat peace treaty between the two nations. The Elder Scrolls Copyright © 2014 Bethesda Softworks LLC, a ZeniMax Media company. The Elder Scrolls, Bethesda Softworks, ZeniMax and their respective logos are registered trademarks of ZeniMax Media Inc. All Rights Reserved. Intellectual Property The information contained in this booklet is an unofficial fan made project. This work is not for profit and its commercial distribution to anyone under any circumstances is strictly prohibited. System Reference Document 5.1 Copyright © 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. First Release: September 2021 PDF Version: 1.0 (This is the first release)


3 CONTENTS Introduction ...............................4 About this Book........................... 4 Welcome to the Gold Coast ........ 6 The Gateway to an Empire.......... 6 Merethic Era ............................ 6 First Era.................................... 7 Second Era ............................... 7 Third Era .................................. 8 Fourth Era ................................ 9 Life in Cyrodiil............................. 9 Currency: Septims.................... 9 Cosmopolitan Comforts .......... 9 Ch. 1: Player Options................. 11 Barbarian.................................... 12 Primal Paths............................ 12 Path of the Vanguard.............. 12 Path of the Wilds .................... 13 Path of the Weal ..................... 14 Bard ............................................ 16 Bard colleges........................... 16 College of Courtesy ................ 16 College of Divines ................... 17 Crusader..................................... 19 Devotions................................ 19 Herald .................................... 19 Zealot......................................20 Mage...........................................22 Arcane Traditions....................22 Alchemist ................................22 Enchanter................................23 Scholar ....................................25 Monk ..........................................27 Monastic Tradition .................27 Way of the Contender ............27 Way of Hidden Motives ..........28 Way of the Spirit Sword..........29 Necromancer ............................. 31 Necromantic Art..................... 31 Corpse Whisperer ................... 31 Sanguine Puppetry..................32 Voidkeeper .............................33 Nightblade..................................35 Path of Darkness.....................35 Night Mother's Shadow .........35 Phantomblade.........................36 Priest ..........................................39 Divine Calling..........................39 Doomsayer..............................39 Reveler ....................................40 Ranger ........................................42 Ranger Archetypes..................42 Green Pact Keeper .................42 Sellsword ................................44 Rogue .........................................45 Roguish Archetypes ................45 Chosen of Sithis......................45 Infiltrator ................................46 Sorcerer......................................47 Sorcery Focus..........................47 Aetherial Herald......................47 Daedric Ancestry.....................48 Dunewalker.............................50 Spellsword..................................52 Mystic Paths ...........................52 Blademaster ............................52 Elemental Adept......................52 Twilight Dualist ......................55 Thief ...........................................56 Thievish Archetypes................56 Fixer ........................................56 Twilight Shroud ......................56 Warden.......................................59 Conclaves................................59 Conclave of the Elements.......59 Conclave of Spinners .............. 61 Conclave of Vermin ................62 Warrior.......................................64 Martial Archetypes .................64 Legionnaire .............................64 Mercenary...............................66 Gladiator ................................67 Ch. 2: GUILDS OF CYRODIIL ......69 Guild Membership .....................69 Guild Spells .............................69 Renown...................................70 Arena ..........................................72 Arena Characters ....................72 Background.............................73 Arena Guild Spells...................75 Dark Brotherhood ......................77 Dark Brotherhood Characters 77 Background.............................77 Brotherhood Guild Spells........79 Fighters Guild.............................82 Fighters Guild Characters.......83 Background.............................83 Fighters Guild Spells ...............85 Gold Coast Trading Company ....87 Company Characters ..............88 Background: Company Clerk ..88 Company Spells ......................90 Imperial Legion ..........................92 Imperial Legion Characters ....93 Background.............................93 Legion Guild Spells..................95 Imperial Temple .........................98 Imperial Temple Characters ...99 Background........................... 100 Temple Guild Spells............... 102 Mages Guild ............................ 104 Mages Guild Characters ....... 106 Background........................... 106 Mages Guild Spells................ 108 Thieves Guild.............................110 Thieves Guild Characters....... 111 Background............................112 Thieves Guild Spells ...............113 Guild Services............................116 CHAPTER 3: Spells....................121 Spells by Class ...........................121 Spells by School........................ 124 Spell Descriptions..................... 126 CHAPTER 4: Treasures............. 167 Magic Item Descriptions.......... 167 Artifacts....................................200 Appendix A: Conditions ..........206 Rationalizing Conditions..........206 Condition Considerations ........206


4 L E G IONNA IR E ’ S GU ID E TO CYROD I IL Cyrodiil. Along with giving characters the opportunity to advance within their guild, the chapter also provides new backgrounds that can be used to create even stronger connections to the setting, and ideas on what benefits the guilds can give every citizen of the Gold Coast. Another way to customize your characters can be found in Chapter 3, which adds many new spells that are familiar to Tamriel. These new spells could be included in character creation, or existing characters could find them in spellbooks or through mystical rewards. Chapter 4 is all about the fantastic magic items, treasures, and artifacts that can be used as rewards in a Cyrodiil campaign. Many of the items are interpretations of game mechanics that have been translated into something new for 5e, often inspired by the lore and flavor found in the video games. But this is only the beginning. There has been so much more already written for Legionnaire’s Guide to Cyrodiil. This is only the first part to the series. The second section will be coming in the near future and will include world building tools for Game Masters. Location guides, quest hooks, one-shot adventures, and a mini-campaign will help guide GMs through a Tamriel based game, or even set up new GMs with everything they need to start an adventure. A full bestiary, regional lore, and mechanics driven by the world will help create a rich setting in Cryodiil. All in all, this book is meant to inspire Game Masters and players alike in the world's greatest roleplaying setting using the world's greatest roleplaying game. USING THIS BOOK Inside these pages you will find many references to various mechanics. Color and style is used to differentiate, as shown of the following key: Italics: Spell found in the 5e Core Rules Red Italics: New spell found in Chapter 3 Bold: Monster or NPC found in the 5e Core Rules Red Bold: New Monster or NPC coming in Part 2 Blue Bold: Monster or NPC found in UESTRPG books Bold Italics: Magic item found in the 5e Core Rules Red Bold Italics: New Magic item found in Chapter 4 Red Text: New conditions found Appendix A. ABOUT THIS BOOK C yrodiil, the heart of the Empire is a land rife with history, wars, conflict, assassinations, coupes, and political intrigue. Back in 1994 when The Elder Scrolls: Arena was first released, this land was only known as the Imperial Province. It wasn’t until the adventure game, Redguard, that the province was given the name we know today, hidden in NPC dialogue. It wouldn’t be until Oblivion, the award winning fourth game in the main series, that we would truly see the beauty of Cyrodiil, which solidified its place in people's hearts. For Legionnaire’s Guide to Cyrodiil, the community surrounding UESTRPG came together in an epic way to create this massive tome. Filled with lore, mechanics, and goodies for Game Masters and players alike, this impressive project turned into far more than ever expected. The vast majority of this book was written by members of the community, rather than the project’s creator. This entire book is a reflection of everyone that has followed the project over the years and I can’t be happier with the passion and excitement that came forward. I have so much gratitude for everything that has happened this year and wanted to share a heartfelt thank you to everyone involved, from writers to readers. Thank you. This book provides everything a dungeon master needs to run games that are suitable to play within any portion of Cyrodiil, but with a focus on the Gold Coast. It guides you through the process of creating characters and adventures set there. The information in the book will be outlined in two parts. The first part contains many new options that are more player focused, while the second part will be more focused on information for the GM. Chapter 1 introduces many new Elder Scrolls themed subclass choices, with every class getting something new to add to the existing options found in the Basic Rules and other UESTRPG books. These options can be used in any 5e game setting, even outside of Tamriel. Chapter 2 adds even more customization to your characters by introducing some of the most popular guilds of Cyrodiil. Each of the eight guilds included provides new ways for characters to interact with the world around them and shape the very future of INTRODUCTION


6 L E G IONNA IR E ’ S GU ID E TO CYROD I IL WELCOME TO THE GOLD COAST "It's our natural barriers that keep us safe, mostly. Mountain borders north and east, open sea to the west, and bogs and rainforest to south." ―Adamus Phillida T he Gold Coast has always served as the Empire of Cyrodiil's gateway to the Abecean Sea. The picturesque area is a wonderful destination for travelers that seek the most interesting sights in Cyrodiil and enjoy the fine weather and sandy yellow beaches of Anvil. With bright sun and clear waves, the Gold Coast enjoys a pleasant climate fueled by warmer currents from the Abecean Sea. It offers a verdant paradise perfect for a hearty sort looking for true adventure. The chapters of this book will detail many of the creatures, items, and magic that can be found throughout all of Cyrodiil, but the details of particular locales are focused on the Gold Coast. THE GATEWAY TO AN EMPIRE The seat of power to many empires, Cyrodiil has been considered a gem since its discovery by the Aldmeri of Summerset. When the Ayleids fled their homeland to the then jungled wilds of Cyrodiil, much of the land was primal, raw, and untouched by mer or man. This new land would be the crowning jewel for eras to come. A sign of power and the foundation of Empires for the future of all of Tamriel. Nestled within the center of Tamriel, Cyrodiil has always been a highly sought after region since the settlement of the Ayleids during the Merethic Era. The region is lush, temperate, and considerably mild. Cyrodiil is made up of several smaller environments. To the west, the Great Forest cradles and protects the Imperial City, the Colovian Highlands border Hammerfell, and the glimmering Gold Coast connects the western shorelines. The Nibenay Basin dominates much of the central province, while the expansive countryside of the West Weald leads into the swampy Blackwood to the south. The Jerall Mountains of the north separates the heartland from Skyrim, and the Valus Mountains to the east borders Morrowind. This province's vast wealth is laid in its fertile fields, it’s numerous waterways, and its centralized positioning within Tamriel. Unlike much of its neighboring regions, Cyrodiil is quite hospitable for all people. While not as paradisaical as the Summerset Isles, Cyrodiil offers a vast array of landscapes from the oaks of the Great Forest to the vast vineyards of the West Weald. MERETHIC ERA With its discovery, the Ayleids began building the undeveloped wilds of what would later become the Heartlands of the province of Cyrodiil. The migrating mer discovered a singular race of birdfolk. This strange race of beastfolk is said to have not lasted long after their discovery. Whether this is due to being ERIC HE


7 slaughtered at the hands of the mer, or by some other natural extinction, the land that would be known as Cyrodiil was now available to the Wild Elves for the taking. Building on a lone isle, they formed what would be known as the White-Gold Tower. This marked the beginning of what would later be a constant struggle for political entities who would seek to sit upon the Ruby Throne. Spreading across the face of the land, the Wild Elves filled nearly every corner of Tamriel. This period of time was marked by the domination and tyrannical rule of the Ayleids. Under foot, men and beastfolk were subjected to slavery. Known for their decadence as much as their cruelty, these mer thought their rule would be unquestioned and unending. Seeing themselves as the very descendants of the Divines, the Ayleids of the merethic period held themselves as superior to all other races. While wars raged all around them, the elves of central Tamriel held strong as new races of man began their journey into the borders of their kingdom. Yokudan refugees began their settlement of the deserts of Hammerfell, and the proto-Nords of Atmora settled in northern Tamriel. As humanity furthered its reach, the Ayleid’s rule began to wither. Eventually, civil war would break out among the Ayleids. This was known as the Narfinsel Schism. These centuries-long wars raged between the Aedra worshiping Barsaebics and their Daedra worshiping brethren. This constant struggle and bloodshed would undoubtedly lead to their own demise. FIRST ERA The First Era, the Era of Man, found a shift in power in Cyrodiil when the Nedic slave Alessia rose up and declared her rebellion against her Ayleid masters in the mid-second century. Building an army from the ground up, the humans of Tamriel sought to break the binds of Mer supremacy. Demigods, such as Pelinal, whose gifts for battle were so legendary that he alone slaughtered vast scores of elves, joined the uprising. Soon, the Ayleids rule of Cyrodiil began to be shaken and they lost much of their empire. Short-lived and bloodied, in under three years, the fall of elven rule brought about the first empire of man as Empress Alessia took the Ruby Throne. Building an empire from the remnants of the elves, Alessia would carve a future of human dominance for Cyrodiil that would span eras. In time, the newly established humans of Cyrodiil would be known as the Imperials. Though, this empire would also crumble. Nearly two millennia after its inception, divisions began to break among the once loyal vassals. High Rock would first secede from the Empire, which would lead to numerous wars among men. After the conclusion of the War of Righteousness, the Alessian Order would dissolve, and with it, the first empire of man. Then came the invading Tsaesci of Akavir. Cutting through much of Cyrodiil and Skyrim, this unstoppable army would bring about the reunification of Colovia and the Nibenay. Led under Reman Cyrodiil, they drove back the Akaviri at the Battle of Pale Pass. In doing so, Reman set himself up to establish his own destiny. This second empire would see a vast expansion of power, even invading into Valenwood and later into Black Marsh. This era, along with the Reman Dynasty would both end with the assassination of Emperor Reman III at the hands of the Dunmeri Morag Tong. The Akaviri Potentate Versidue-Shaie assumed the throne and declared the Second Era had begun. SECOND ERA The Second Era would be marked with nearly unending wars, assassinations, and Daedric involvement in Nirn. It begins with the fall of the Second Empire, where Potentate Versidue-Shaie’s rule would end like Emperor Reman III before him. The Morag Tong would once more leave their mark on the world by assassinating the emperor and their heirs. As the last of his bloodline died, so did the last remnant of the Second Empire; and with it, plunged the whole of Tamriel into war known as the Interregnum. With no empire to quell the land and maintain order, three factions rose to take the Ruby Throne for their own: the Aldmeri Dominion, the Daggerfall Covenant, and the Ebonheart Pact. An age of constant war would rage within Cyrodiil itself as the three factions would rise to power and struggle to maintain control. Behind the backdrop of constant battling, machinations were of Daedric betryal were in the works. Mannimarco, the King of Worms, used his silver tongue and worked his magic with the agreeable Colovian lord, Varen Aquilarios. Convinced he would be emperor, Varen led his Five Companions on numerous quests that concluded with their recovery of the Amulet of Kings, which was brought back to the Temple of the One within the Imperial City. In an attempt to bless Varen with the same dragon’s blood as Alessia before him, Varen prayed to Akatosh to grant him this boon. As he beseeched the Dragon God, Mannimarco betrayed his companions. The ritual failed to relight the Dragonfires, and instead initiated the Planemeld with Molag Bal’s realm of Coldharbour. This event would later be recorded as the Soulburst. As the fates would have it, Mannimarco’s undoing would be from the same Five Companions that he once


8 L E G IONNA IR E ’ S GU ID E TO CYROD I IL betrayed, now joined by a being known only as the Vestige: a legendary hero of the Second Era whose soul was snatched by Molag Bal. Though history has lost who this individual was, they were instrumental in gathering the combined forces of both the Mages Guild and Fighters Guild to bring the fight to Molag Bal in his own realm in Coldharbour. There, the allies were aided by numerous lost souls within the realm of Oblivion, such as the Last of the Ayleid Kings, Laloriaran Dynar. With the combined forces, and the blessing of the Daedric Prince Meridia, the mortals of Nirn stood against the God of Schemes and struck him down, and with that, ending the Planemeld. With this cataclysmic event averted, the Three Banners War continued. Peace could not be found between the factions, even after a temporary truce to quell the invading Daedric forces. The war would be waged for nearly three hundred years, until the time of the Tiber Wars would begin.The legendary hero, General Talos, began a series of conflicts that would lead to the first unification of Tamriel. Establishing himself as the ruler of the Third Empire, Tiber Septim ushered in a new era as a relatively unheard of time of peace fell upon the lands. THIRD ERA The reign of the Septim Dynasty began in the opening year of the Third Era. With Tamriel unified under a single banner, kingdoms now took their place as vassals and provinces to a foreign Emperor. Mankind had proven itself as a conqueror, not unlike their former elven masters from eras past. While unification marked this era, peace was not an absolute, and not all Imperial Emperors were the most even headed, such was the case of Pelagius the Mad. The War of the Red Diamond was among the first of many conflicts that threatened to dissolve the Third Empire of man. A war over succession after the death of Emperor Antiochus, Queen Potema of Solitude wished for her children to take the Ruby Throne over her niece, the newly crowned Empress Kintyra II. While the empress’ reign was short lived, the War of the Red Diamond was likewise short, though many casualties would come as a result, including the dissolution of the Knights of the Nine. The following century would herald in more wars, leading up to Jagar Tharn’s pact with the Daedric Prince Mehrunes Dagon. The fifth century would mark new rising threats due to increasing Daedric involvement with mortals. Beginning with the Imperial Simulacrum, the then Imperial Battlemage, Jagar Tharn took the guise of the imprisoned Emperor Uriel Septim VII, masquerading as the Emperor for a decade. This time was wrought with war and carnage across the whole of Tamriel. The War of Betony washed over High Rock and Hammerfell. This war would eventually end with the death of Lysandus, King of Daggerfall. But a hero known as the Eternal Champion would rise to overthrow the usurper and help restore order across the Empire. As the Sixth House’s influence spread across Vvardenfell, so did a mysterious weather-like phenomenon knows as the Blight. As the plague continued, Azura’s prophecy of the return of the Nerevarine became fulfilled. Dagoth Ur, the would-be Dunmer god of the Sixth House, sought to use the Heart of Lorkhan to empower the dwemer construct Akulakhan. In the bowels of Red Mountain, the Nerevarine confronted Dagoth Ur in single combat, besting him and stopping his plot of destruction. The events leading up to this conflict stripped the Dunmer Tribunal of their divine powers. As a result, Almalexia fell into madness as she strove for a means to regain her power. In her vain attempt, she betrayed Sotha Sil, killing him to try to garnish some measure of power. But, in the throws of her frenzy, the Nerevarine struck down the now mortal Almalexia. With the deaths of two of the Tribunal, and the disappearance of Vivec, the Dunmer people were left without the influence of the false gods. Some returned to their traditions of Daedric worship, while others sought to find faith in the Imperial Divines. As the waning years of the Third Era closed, so did the Third Empire. A sect of secretive Daedric worshipers known as the Mythic Dawn, followers of Mehrunes Dagon, began a plot of assassinations against the Septim Dynasty. With his three legitimate sons slain, Emperor Uriel Septim VII, led by his personal bodyguards, the Blades, sought his escape from the Imperial City. But as fate would have it, the Emperor would cross paths with a prisoner that was destined to end the oncoming Oblivion Crisis. Just before his death, Uriel gifted the Amulet of Kings to the prisoner, and commanded them to give the artifact to the leader of the Blades, find his illegitimate son, Martin, and to close shut the jaws of Oblivion. Following through with his dying decree, the prisoner, the one that would come to be known as the Champion of Cyrodiil, found Martin the priest within the ruins of the recently destroyed city of Kvatch. Over the course of the year, the pair would make a journey northward to the hidden Blades fortress of Sky Ruler Temple, bring about the undoing of the conspiracies of the Mythic Dawn cult, and cease Mehrunes’ invasion. As Oblivion gates that led to the Deadlands began to dot the land, the champion brought relics to Martin to perform a ritual to retrieve the stolen Amulet of Kings from the leader of the Mythic Dawn, Mankar Camoran. With the cultist leader defeated, and the amulet in hand, the champion led Martin to the Temple of the One in the Imperial City to relight the Dragonfires and


9 rebuke the invading Daedra. But as they entered the city, Mehrunes Dagon brought forth the full might of his armies, even manifesting himself in a physical form on Tamriel. Entering the Temple of the One, Martin lit the Dragonfires as Mehrunes Dagon burst through the domed room. In a flash, Martin became the flaming avatar of Akatosh. Dueling against the Daedric Prince, the avatar of Akatosh banished the Prince of Destruction, sealing off Oblivion once more from Nirn. But in doing so, the avatar turned to stone, leaving a testament for all to know that Martin Septim gave his life to protect Tamriel. With his sacrifice, the Septim Dynasty came to an end, and with it, the Third Empire and the Third Era. FOURTH ERA As the Fourth Era began, Tamriel changed with the shifting eras. The Red Year brought about the eruption of the Red Mountain that devastated Vvardenfell. Black Marsh would secede from the waning empire. High Chancellor Ocato was assassinated by the returning Thalmor, causing war to erupt once more. Titus Mede, a Colovian warlord, would rise to take control of the Imperial City and establish his own empire. Following this new empire, the Aldmeri Dominion, under the control of the Thalmor, was reestablished in Alinor. In doing so, both Summerset and Valenwood departed from the empire. The empire’s grasp on Tamriel continued to weaken as more and more lands would depart from the once unified continent. The Aldmeri would capitalize on this, beginning the Great War in 4E 171. Attacking both Cyrodiil and Hammerfell, the elves sought to lay claim to the Ruby Throne and establish their own empire. Attacking from both the south and the west, the Thalmor invaded with swiftness, striking quickly to reach the Imperial City. In the ensuing years, the Imperial City would be besieged by the Aldmeri, Titus Mede II would flee north in order to gather his forces, and a new hero, whose name had been forgotten by history, took up the guise of Titus II. The Forgotten Hero led an army to what would be known as the Battle of Red Ring. Defeating Lord Naarifin, his Daedric allies, and the main Aldmeri forces. The Empire once more took the Imperial City. With the end of the Great War, the Aldmeri entered into a peace treaty that would be known as the WhiteGold Concordat. This event brought upon the outlawing of Talos worship throughout Tamriel, angering the empire’s most loyal allies, the Nords of Skyrim and the Redguards of Hammerfell. Both of which would separate themselves from the Mede Dynasty and continue to war with the Thalmor. These events incurred a prophecy of the Elder Scrolls that spoke of the civil war between the Nords of Skyrim and the Imperials of Cyrodiil. Alduin the WorldEater reemerged and began to bring back the dragons of old. Though, the prophecy also spoke of the Last Dragonborn who would rise to defeat the dragon. In the course of a year, both Alduin and the civil war would come to a conclusion. LIFE IN CYRODIIL Cyrodiil is a far-reaching region that shares a border with most of the other provinces of Tamriel. Its central location on the continent has made it the pivotal province for political power, but it also offers itself as a home to all walks of life. Separated into 10 regions, each with their own unique landscapes, Cyrodiil has the ability to remind many outsiders of their home province. Seven main roads connect the twelve counties and the nine major cities. At the heart of it all is the Imperial City, the largest and most cosmopolitan city in all of Tamriel. CURRENCY: SEPTIMS The main currency of Cyrodiil, and all of Tamriel, is named after the Septim Empire. The coin has an image on Tiber Septim engraved on one side with the words “The Empire is Law. The Law is Sacred. On the opposite side is an image of Akatosh with “Praise be Akatosh and all the divines” along the edges. The coin is often referred to as a septim, a drake (due to the image of the dragon god), or simple as a gold piece. In UESTRPG, 4 septims is equal to 1 gp from the standard 5e rules. COSMOPOLITAN COMFORTS A melting pot of peoples and cultures, Cyrodiil attracts many inside its borders. Likely because of this, and the central location, there is ample access to goods from all cultures. Beautiful breads from across Tamriel and otherwise foreign delicacies are often available, especially within the Imperial City. Within the borders, the citizens of Cyrodiil enjoy a relatively protected life, especially those living inside the safety of the walled cites. Here the greatest comforts of Tamrielic life can be enjoyed. Common Cyrodiil Commodities Item Cost Black Horse Courier Newspaper 1 septim Colovian Ginger Beer 2 septims Cyrodilic Brandy 80 septims Shepherd’s Pie 3 septims Surilie Brothers Wine 5 septims


10 L E G IONNA IR E ’ S GU ID E TO CYROD I IL A DUNMER NIGHTBLADE CAPTURES HER TARGET WITH MAGIC


11 CHAPTER 1: PLAYER OPTIONS W ithout an adventurer, there is no story and no campaign. The characters created by the players are the heroes (and sometimes the villains) of the tale about to be told around the table, whether it’s a physical table or virtual. This chapter provides a plethora of new options for subclasses for all of the classes found in the Basic Rules. The table below gives a brief overview of the 38 new subclasses, with each class gaining at least two new options in addition to those found in the Basic Rules. Each option is shown with the class, the level the option becomes available, and a short description. Subclasses Class Subclass Level Available Description Barbarian Path of the Vanguard 3rd Relies on martial training to overwhelm foes on the battlefield Barbarian Path of the Wild 3rd Mystical connection to nature empowers the ability to ambush enemies Barbarian Path of the Weal 3rd Boons in the form of magical markings fuel their abilities and rage Bard College of Courtesy 3rd Diplomats that use speechcraft and etiquette as a weapon of peace Bard College of the Divines 3rd Religious scholars and orators gifted by the Divines Crusader Herald 3rd Devout protectors of the meek and merciful servants of the faithful Crusader Zealot 3rd Ardent followers that spread their faith through force and fury Mage Alchemist 2nd Experts in the arcane art of alchemy Mage Enchanter 2nd Enchanters that use runes to infuse objects with incredible magic Mage Scholar 2nd Masters of knowledge that use advanced learnings to overcome obstacles Monk Way of the Contender 3rd Always seeking to improve their training to conquer their goals Monk Way of Hidden Motives 3rd A master of espionage and disguise that hides in plain sight Monk Way of the Spirit Sword 3rd Calls upon their spiritual energies to manifest a weapon of pure light Necromancer Corpse Whisperer 2nd Manipulators of both life and death that unlock the mysteries of magic Necromancer Sanguine Puppetry 2nd Uses the essence of blood to gain control over others Necromancer Voidkeeper 2nd Reaches into the void to harness the dark energies of destruction Nightblade Night Mother’s Shadow 1st An assassin blessed by the Night Mother herself Nightblade Phantomblade 1st Empowered by an entity beyond the veil to wield ethereal power Priest Doomsayer 1st Prophets of fortune that can change the fates of the doomed Priest Reveler 1st Merrymakers of the Divines that spread cheer and good will Ranger Green Pact Keeper 3rd Blessed followers of Y’ffre that draws on magic to protect the natural world Ranger Sellsword 3rd Combines offensive and defensive training to tackle any task Rogue Chosen of Sithis 3rd Harbingers of Sithis that bring chaos from the void Rogue Infiltrator 3rd Uses guile and deception to get in and out of trouble Sorcerer Aetherial Herald 1st Draws arcane powers from Aetherius through the constellations Sorcerer Daedric Ancestry 1st Daedric ancestry manifests through your physical form Sorcerer Dunewalker 1st Channels the devastating power of sandstorms Spellsword Blademaster 3rd Combat masters that turn might and magic into powerful blows Spellsword Elemental Adept 3rd Weaves destructive elemental enchantments into their weapons Spellsword Twilight Dualist 3rd Dances between the dusk and dawn for protection and destruction Thief Fixer 3rd Reliable thieves that excel at anything that needs to be done Thief Twilight Shroud 3rd Walks a path of shadow, blessed with night magic Warden Conclave of the Elements 2nd Harnesses the primal forces of the elements and embodies their essence Warden Conclave of Spinners 2nd Spinners of tales that divine the future and remembers the past Warden Conclave of Vermin 2nd Surrounds themselves with verminous creatures and swarm their foes Warrior Legionnaire 3rd Stalwart defenders that use tactics of teamwork Warrior Mercenary 3rd Hardened battlers with great resolve and ferocity Warrior Gladiator 3rd Competitive performers that see battle as a work of art


12 L E G IONNA IR E ’ S GU ID E TO CYROD I IL BARBARIAN Everywhere across Tamriel, from the serene coasts of Alinor to the unforgiving fjords of Skyrim, barbarians call upon the rage inside them. Some mark themselves with magical inks to draw on their raw emotional power. Others redirect their unrelenting furor into focused training, and there are those that extract strength from their natural surroundings. The barbarian class receives new subclasses in this section. PRIMAL PATHS At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Path of the Fearless, Path of the Vanguard, and Path of the Wilds. PATH OF THE VANGUARD Drawn to a life of adventure, combat, and rabble rousing, a barbarian of the Path of the Vanguard seeks out the challenge of honing their skills, seeking new ways to overcome any obstacles. A barbarian of this path uses their rage to focus on their combat training. Spending countless hours in grueling training, and just as many out in the wilds to learn the finer points of tracking, Path of the Vanguard barbarians prove their merit and worth both on and off the battlefield where others would fail. BONUS PROFICIENCIES 3rd-level Path of the Vanguard feature You gain proficiency in the Athletics and Survival skills if you don't already have it. FIGHTING STYLE 3rd-level Path of the Vanguard feature You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. DEFENSIVE While you are wearing armor, you gain a +1 bonus to AC. DUELING When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. GREAT WEAPON FIGHTING When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. PROTECTION When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. TWO-WEAPON FIGHTING When you engage in two-weapon fighting, you can add your attribute modifier to the damage of the second attack. EXPERT HUNTER 6th-level Path of the Vanguard feature You gain insight and knowledge on those you’re contracted to defeat. When you finish a long rest, choose one creature type to focus your hunt on. The first time you attack a creature of this chosen type on your turn, you add your Willpower attribute modifier (minimum 1) to the attack roll. When you reach 10th level, your weapon attacks score a critical hit on a roll of 19 or 20 against your chosen creature type from this feature. UNYIELDING MIGHT 10th-level Path of the Vanguard feature You can harness your superior might to remain in the heat of the battle. While raging, when you take damage, you can use your reaction to expend one of your hit dice and heal yourself. Roll the die, add your Endurance attribute modifier, and regain a number of hit points equal to the total (minimum of 1). WEAPONMASTER 14th-level Path of the Vanguard feature You draw back to the intense training and focus your swings. While raging, you can make a melee weapon attack as a bonus action on each of your turns.


CHA PT ER 1: PLAY ER O PT ION S 13 PATH OF THE WILDS Using a combination of teamwork and stealth, barbarians of the Path of the Wilds are ambushers who use their knowledge of the land to overwhelm their foes. Their connection to the old gods and nature spirits grants them the protection of the wild, a manifestation that cloaks them from their enemies and fortifies their resolve. The Reachfolk of Skyrim and the Orsimer tribes that live in the wilds throughout Tamriel are looked over by these spirits. All pariahs gain their favor, including the hulkynds of Summerset and others who have been rejected by the people of Nirn. PRIMAL CUNNING 3rd-level Path of the Wilds feature You have an unmatched connection to the natural environment. You become proficient in one skill of your choice from Animal Handling, Nature, Medicine, Perception, Stealth, or Survival. While in a natural environment, your proficiency bonus is doubled for any attribute check you make that uses this chosen skill. CLOAK OF THE WILD 3rd-level Path of the Wilds feature When you enter your rage, your physical form changes, manifesting a cloak of the wild, adjusting to fit into your surroundings. Until the rage ends, you gain the camouflaged condition. While camouflaged, you can use a bonus action to take the Hide action on each of your turns, and your rage does not end early as long as you are hiding from a creature that you can see or hear. Additionally, you can use an action to gain the camouflaged condition while not raging. This effect lasts for 10 minutes or until you use an action to make an attack. Once you use this feature in this way, you can’t use it again until you finish a short rest. HUNT-FATHER’S ADVANCE 6th-level Path of the Wilds feature When you or an ally within 10 feet of you attacks and hits a creature that is surprised, the target takes an additional 1d4 damage. This damage increases when you reach certain levels: to 2d4 at 11th level, 3d4 at 16th level, and 4d4 at 20th level. The bonus damage depends on the damage type of the weapon or spell being used. CAMOUFLAGED HUNTER 10th-level Path of the Wilds feature While camouflaged, you can use a bonus action to mark a creature as your prey, which lasts as long as you are camouflaged. Once on each of your turns, you deal an extra 1d6 damage when you hit the marked target with a weapon attack. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. SILENT STRIDER 10th-level Path of the Wilds feature Your walking speed increases by 5 feet and you gain your choice of either a climbing speed or a swimming speed, which equals your walking speed. Additionally, you have advantage on an Agility (Stealth) check if you move no more than half your speed on the same turn. RESILIENT RAGE 14th-level Path of the Wilds feature While raging, you are immune to the charmed and frightened condition and you have advantage on saving throws against being blinded, deafened, paralyzed, petrified, poisoned, or stunned. BARBARIAN REACHFOLK BARBARIAN OF THE WILDS


14 L E G IONNA IR E ’ S GU ID E TO CYROD I IL PATH OF THE WEAL Focusing on intimidating their opponents with their raw display of strength and mettle, barbarians of the Path of the Fearless use a variety of magical markings that push their capabilities or harm their enemies. While legends of these warriors are sparse, they are most commonly seen as gladiators in the arena, where they can show off their peculiar gifts for the spectacle. There are also rumors of mercenaries and bandit kings who use these techniques in the wilds of Tamriel. A barbarian of this path can gain these markings in a variety of ways. Perhaps you were tattooed with magical inks, or your flesh or fur was decorated with infused paints. Consider if the marks are deep scars with mystical powers, or if the markings suddenly appeared as though a greater power approved of your methods. WEAL MARKINGS 3rd-level Path of the Weal feature Choose a marking from the list of weal marks listed below, which covers a large part of your body, such as your entire torso. The mark resembles an animal or other entity which represents the chosen effect. For example, if you choose Mark of Resilience, it can bear the image of a mammoth, troll, or roots. While you are raging, the markings glow with magical energy and you gain the effects as described. Mark of Strength. You are considered one size larger for the purposes of shoving and grappling, and when determining your carrying capacity and the weight you can push, drag, or lift. Mark of Speed. Your movement speed is increased by 10 feet. Mark of Resilience. You gain a +1 bonus to AC. POWERFUL MARKINGS 6th-level Path of the Weal feature Your marks grow larger, and shine brightly while raging, giving you an additional magical effect of your choice. You can choose the same mark you chose at 3rd level, or an entirely new one. Mark of Strength. After attacking a creature, you can shove or grapple it as a bonus action. Mark of Speed. You gain advantage on Agility (Acrobatics) skill checks and Agility saving throws. Mark of Resilience. You gain advantage on Endurance saving throws. MINOR MARKS 6th-level Path of the Weal feature Choose a marking from the list of minor marks detailed at the end of the subclass description, which covers a small part of your body, such as a limb, or your neck. While you are raging, the marking glows with magical energy, and you gain the effects as described. You can choose a second minor mark when you reach 10th level, and a third at 14th level. You can’t gain the benefits of the same minor mark twice, unless noted otherwise. BARBARIAN ORSIMER BARBARIAN OF WEAL NORD BARBARIAN OF THE VANGUARD


CHA PT ER 1: PLAY ER O PT ION S 15 BARBARIAN REMARKABLE MARKINGS 10th-level Path of the Weal feature Your marks cover more of your body, allowing you to control another magical effect of your choice. You can choose the same marks you have chosen previously, or an entirely new one. Mark of Strength. You gain a +1 bonus to your rage damage. Mark of Speed. If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can add one additional weapon damage die to one of your attacks. Mark of Resilience. You gain an additional +1 bonus to AC, and you can go one extra round without attacking or taking damage before your rage ends. MARKS OF THE COVENANT 10th-level Path of the Weal feature You gain the ability to share your minor marks with others. During a short rest, you can choose one minor mark you possess and share it with an ally, giving them the effects of the chosen mark while you are raging. The ally’s mark fades when you finish a short or long rest. EXTRAORDINARY MARKINGS 14th-level Path of the Weal feature Your marks have become one with you, applying their effects even while you are not raging. Additionally, your marks fuse you with an additional magical ability of your choice. You can choose the same marks you have chosen previously, or an entirely new one. Mark of Strength. Your attack rolls score a critical hit on a roll of 19 or 20. Mark of Speed. Your speed increases by an additional 5 feet, and opportunity attacks made against you are made at a disadvantage. Mark of Resilience. Whenever you take any damage, you can use your reaction and expend one hit die to reduce the total by 1d12 + your Endurance modifier. MINOR MARKS The marks are listed in alphabetical order. Mark of Death. When you kill a small or larger creature that is hostile to you on your turn, you regain hit points equal to your Endurance modifier. Mark of Elementals. When you enter your rage, choose one of fire, lightning, cold or poison. As a bonus action on your turn, you can change the damage type of your rage damage to your chosen elemental damage type, which lasts until your rage ends or you use a bonus action to change it again. Mark of Fear. You can use a bonus action to strike fear into an enemy. Choose one creature that is within 60 feet of you that can see and hear you. That target must succeed on a Willpower saving throw (DC equal to 8 + your Endurance modifier + your proficiency modifier) or become frightened of you. The frightened target can repeat the saving throw at the end of each of it's turns, ending the effect on itself on a success, and becoming immune to being frightened in this way for 1 hour. Mark of Intimidation. You gain proficiency in Intimidation. Additionally, you can use either your Strength or Endurance attribute when making an Intimidation skill check instead of Personality. Mark of Ruin. When you hit a creature with a melee weapon attack, you can attempt to inflict one of the following conditions of your choice: blinded, deafened, or staggered. The target must succeed on an Endurance saving throw (DC equal to 8 + your Endurance modifier + your proficiency modifier) or be affected by the chosen condition until the end of your next turn. You can only use this ability only once per rage. Mark of Perseverance. When you enter your rage, choose one saving throw. You gain a +2 bonus to that saving throw while raging. Mark of Perception. You gain a +2 bonus to your Willpower (Perception) skill, and you can sense invisible creatures within 10 feet of you as though you have blindsense. Mark of Shielding. When you enter your rage, you gain temporary health points equal to 1d8 + your Endurance modifier. These temporary hit points vanish when your rage ends. Mark of Water. You gain a swimming speed equal to your walking speed.


16 L E G IONNA IR E ’ S GU ID E TO CYROD I IL BARD Music fills the air and flows through the very essence of the Mundus. Skilled bards entertain people across the continent with their songs, but few master the tonal techniques to unlock the true beauty and power of the Aurbic forces hidden within the notes. Using song and verse, bards can easily become skilled diplomats or use their talent to spread the worship of the Divines. The bard class receives new subclasses in this section. BARD COLLEGES At 3rd level, a bard gains the Bardic College feature, which offers you the choice of subclass. The following options are available to you when making that choice: College of Courtesy and College of Divines. COLLEGE OF COURTESY Diplomats, ambassadors, and negotiators understand the importance of appearances and when words can be more powerful than a sword. Bards of the College of Courtesy use their talents in speechcraft to make connections with virtually anyone. They can speak to royalty with confidence while also blending in with the common rabble, allowing them to gain favor with all manners of people. COURTLY MANNERS 3rd-level College of Courtesy feature You have been trained in the ways of court to understand the world around you and have an undeniable understanding of etiquette. You gain proficiency in the Insight or Persuasion skill (your choice), and you have advantage on Willpower (Insight) or Intelligence (History) checks to understand or recall cultures or social norms, and to gain insight in people’s agendas. BATTLEFIELD ETIQUETTE 3rd-level College of Courtesy feature You learn how to manipulate the battlefield through the use of militaristic traditions and polite suggestions. As a bonus action, you can expend one of your Bardic Inspiration dice in order to produce one of the following options: Parley. You cast calm emotions without expending magicka. Duel. You force a number of hostile creatures up to your Personality attribute modifier (minimum of 1) that can hear and understand you to duel an ally of your choice. Each target must make a Willpower saving throw equal to your spell save DC. On a failed save, the target has disadvantage on attacks made against any creature that isn’t that ally for the next minute. Discipline. You bestow your allies with temporary hit points equal to your bard level + your Personality modifier for the next minute.


CHA PT ER 1: PLAY ER O PT ION S 17 6TH LEVEL FEATURE 6th-level College of Courtesy feature When you or an ally that you can see and hear fails a Deception, Intimidation, or Persuasion skill check, you can use your reaction to expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to the skill check, using the new result in place of the failed one, possibly changing the result. Additionally, you when you make any Personality skill check, you can add a Bardic Inspiration die to the roll without expending a use. Once you use this feature in this way, you can’t use it again until you finish a short or long rest. DIPLOMATIC IMMUNITY 14th-level College of Courtesy feature Your reputation will keep hostile humanoids reluctant from attacking you and your allies. If you or one of your allies hasn’t attacked yet, an enemy must succeed on a Personality saving throw equal to your spellcasting save DC to be able to attack you or your allies on that turn. COLLEGE OF DIVINES Gifted in the art of oratory, a Speaker of the Divines devotes themselves to spreading the worship of the Imperial Temple through song, dance, and art. They are given gifts from the patron that smiles upon them the most, who demands little more than respect and praise. Unlike priests and crusaders, these individuals do not necessarily drive their life by every wish, whim, and tenet set by the divines but they accomplish little deeds across Tamriel. BONUS PROFICIENCIES 3rd-level College of Divines feature You gain proficiency with the Religion skill. Your proficiency bonus is doubled for any attribute check you make that uses that skill. SPEAKER OF THE DIVINE 3rd-level College of Divines feature You proclaim yourself under a divine, learning a Speaker Prayer for the deity and gaining its benefits, as listed below. You can choose an additional prayer from another deity at 11th level, and again at 17th. BLESSING OF MUSIC 6th-level College of Divines feature When a creature you can see uses your Bardic Inspiration, you can use your reaction to have them gain the effects of your choice of the divine favor or heroism spell. These effects use your spellcasting modifier and they do not require concentration to maintain them. Once you use this feature, you can’t do so again until you finish a short or long rest. SONG OF THE DIVINE 14th-level College of Divines feature You can spend 1 minute to recite a holy ritual. Any creature of your choice that is within 30 feet that can hear you becomes proficient in all saving throws for the next hour or until they take a short or long rest. In addition, a creature who is under this effect can choose to spend 10 minutes meditating on your ritual, ending the effect early to gain the benefits as though they had finished a short rest. Once you use this feature, you can’t use it again until you finish a long rest. SPEAKER PRAYERS OPTIONS The following speaker prayers are listed in alphabetical order. Akatosh. When you use your Bardic Inspiration, you can also gain magicka points equal to your Personality modifier. Once you use this feature, you can't use it again until you finish a long rest. Arkay. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest. Dibella. You gain proficiency in either the Deception, Intimidation, Performance, or Persuasion skill. Your proficiency bonus is doubled for any attribute check you make that uses that skill. Julianos. When you make an attribute check that would normally use Intelligence or Willpower, you can add your Personality modifier instead. Once you use this feature, you can't use it again until you finish a short or long rest. Kynareth. You can communicate with beasts and plants as if they shared a language with you. Mara. When you use a spell that restores hit points, target receives additional hit points equal to a roll of your Bardic Inspiration die, and it can cure one disease currently afflicting the target. Once you use this feature, you can't use it again until you finish a short or long rest. Stendarr. As an action, you expend one Bardic Inspiration die and speak a prayer censuring the BARD


18 L E G IONNA IR E ’ S GU ID E TO CYROD I IL undead. Each undead that can see or hear you within 30 feet of you must make a Willpower saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Once you use this feature, you can’t use it again until you finish a short rest. Talos. When you hit a creature with a weapon attack, you can force that creature to make a Strength saving throw against your spell save DC. On a failed save, the creature is pushed back 15 feet and takes an additional 2d6 bludgeoning damage. Once you successfully use this feature, you can’t use it again until finishing a short or long rest. Zenithar. You gain proficiency with two artisan’s tools of your choice. BARD AN IMPERIAL BARD OF THE COLLEGE OF DIVINES PREACHES THE WORD OF AKATOSH


CHA PT ER 1: PLAY ER O PT ION S 19 CRUSADER Adherents of strict codes, crusaders seek out adversaries that oppose their worldview. They pledge themselves to certain tenets that guide their beliefs. Dedicated to spreading their beliefs, some crusaders are devoted to helping the needy, but others seek to share their faith by any means necessary. The crusader class receives new subclasses in this section. DEVOTIONS At 3rd level, a crusader gains the Devotion feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Herald and Zealot. HERALD Declarers of the word, crusaders of the Herald devotion are symbols of righteousness and of the pronouncement of the glad tiding of good news. Heralds are often seen as the pinnacle of a religious order or faith and their presence is often one of inspiration. Sent forth to uplift and ease the burdens of others, heralds often see themselves as servants to the common folk and are highly regarded for their selfless acts of kindness and mercy. Even the most hopeless soul is not beyond the reach of a Herald. TENETS OF HERALDRY The Devotion of Heraldry is a singular pledge of one's life to the service of their fellow man and mer alike without a thought for themselves. Crusaders of this devotion share these core tenets: Beacon of Light. I will be the shining example of hope in a dark world. My actions will light the way for others. Hope with a Smile. I seek to show my faith as an action and not as merely a prayer. When I serve, I do so with a smile to light up all who see me. Ever Forward. I will strive to inspire others to never waver and to be a constant in the lives of those I touch. DEVOTION SPELLS 3rd-level Herald feature You gain devotion spells at the crusader levels listed in the Herald’s Devotion Spells table. See the Sacred Oath class feature for how oath spells work. CHANNEL DIVINITY 3rd-level Herald feature You gain the following two Channel Divinity options. See the Devotion class feature for how Channel Divinity works. Shield the Faithful. You can use your Channel Divinity to utter divine words that uplift your allies. As an action, you present your holy symbol, and each friendly creature within 30 feet of you that can hear you gains renewed power. Until the start of your next turn, the creature gains a 1d4 to all of their attack rolls, attribute checks, and saving throws. Blessing of Peace. You can use your Channel Divinity to infuse yourself with unwavering serenity and expel foul magic. As an action, you present your holy symbol, and end any one magical effect that is afflicting you. AURA OF FAITH 7th-level Herald feature Friendly creatures within 10 feet of you cannot be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet. DIVINE SMITE: PSYCHIC 7th-level Herald feature Whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with psychic damage instead of radiant. DIVINE WARD 15th-level Herald feature Whenever you succeed a saving throw against a magical effect, you gain temporary hit points equal to 2d6 + your Willpower attribute modifier. Herald’s Devotion Spells Crusader Level Spells 3rd bless, shield of faith 5th aid, calm emotions 9th beacon of hope, tongues 13th guardian of faith, freedom of movement 17th greater restoration, hallow


20 L E G IONNA IR E ’ S GU ID E TO CYROD I IL DIVINE EMISSARY 20th-level Herald feature Your devotion to the gods instills divinity into your being for a moment in order to transform you into their champion. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: ◈ You have resistance to all damage. ◈ You shed bright light out to a range of 60 feet, and dim light out an additional 60 feet. ◈ Allies within 30 feet of you gain 2d10 temporary hit points at the start of each of your turns. ◈ As a bonus action on each of your turns, a creature of your choosing (other than yourself) within 30 feet of you gains a d8. The target can use this d8 to add to any roll of their choosing before the start of your next turn. The creature loses this d8 at the start of your next turn if it was not used. Once you use this feature, you can’t use it again until you finish a long rest. ZEALOT Whether a radical or a true believer, a Zealot is an ardent follower of their faith. Inspired by the actions and life of saints, demi-gods, or inspiring leaders, a Zealot devotes their life in the service of their temple or shrine under the direction of their deity. Missionaries of the Imperial Cult seek to spread the word of the Divines throughout all corners of Nirn, adherents of the Tribunal Temple serve as guardians and Ordinators, and supplicants of the Daedric Princes embody the sphere their lord represents. A Zealot will follow without thought of themselves, whatever their cause may be. TENETS OF ZEALOTRY The Devotion of Zealotry is a singular pledge of one's life to the service of their deity. Crusaders of this devotion share these tenets. Fear No Evil. No foe will shake my resolve. I am an instrument for my god, and I will not yield. Death Before Betrayal. I will never forsake my faith, nor dishonor my deity. I am the embodiment of my god. Greater Purpose. My path drives me to my cause, a mission set forth that I am bound to carry out. If this cause requires my life to see it fulfilled, then I will give it gladly. DEVOTION SPELLS 3rd-level Zealot feature You gain devotion spells at the crusader levels listed in the Zealot’s Devotion Spells table. See the Sacred Oath class feature for how oath spells work. Zealot’s Devotion Spells Crusader Level Spells 3rd bane, divine favor 5th hold person, spiritual weapon 9th beacon of hope, bestow curse 13th compulsion, dark flare 17th commune, dominate person A DUNMER HERALD ON THE CANTONS OF VIVEC


CHA PT ER 1: PLAY ER O PT ION S 21 UNWAVERING DEVOTION 15th-level Zealot feature Your unwavering resolve cannot be shaken even when you are at your weakest. You can make a single melee weapon attack as a bonus action on each of your turns if you have no more than half of your hit points left. ZEALOUS FURY 20th-level Zealot feature Your devotion to the gods instills divinity into your being for a moment in order to transform you into their champion. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: ◈ You have resistance to radiant, necrotic, psychic, and force damage. As a reaction on your turn, when a creature within 30 feet of you is harmed by radiant, necrotic, psychic, or force damage, you can grant that target resistance to that damage roll. ◈ When an ally within 30 feet of you misses a target with a weapon attack, they can reroll the attack but must they use the new roll. A creature can only make this roll once per round. ◈ As a bonus action on each of your turns, a creature of your choosing within 30 feet of you regains 2d4 hit points. Once you use this feature, you can’t use it again until you finish a long rest. CHANNEL DIVINITY 3rd-level Zealot feature You gain the following two Channel Divinity options. See the Devotion class feature for how Channel Divinity works. Turn the Faithless. You can use your Channel Divinity to utter divine words that are painful for aberrations, fey, and fiends to hear. As an action, you present your holy symbol, and each fey, fiend, or aberration within 30 feet of you that can hear you must make a Willpower saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. Aetherial Blessing. You can use your Channel Divinity to infuse your attacks with supernatural might. As a bonus action, you present your holy symbol, whenever you make a damage roll, you can add your Willpower attribute modifier to weapon attacks (minimum of 1) for the next minute. AURA OF FURY 7th-level Zealot feature Friendly creatures within 10 feet of you add your Willpower attribute modifier to a damage roll (minimum of 1) once per turn. At 18th level, the range of this aura increases to 30 feet. DIVINE SMITE: THUNDER 7th-level Zealot feature Whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with thunder damage instead of radiant. CRUSADER IMPERIAL ZEALOT


22 L E G IONNA IR E ’ S GU ID E TO CYROD I IL MAGE Studying in great houses of knowledge and magical colleges, mages take a scholarly approach to understanding the magic they wield. This intense study is often what influences their greatest arcane strengths and molds the way they practice their craft. The mage class receives new subclasses in this section. ARCANE TRADITIONS At 2nd level, a mage gains the Arcane Tradition, which offers you the choice of a subclass. The following options are available to you when making that choice: Alchemist, Enchanter, and Scholar. ALCHEMIST An Alchemist is an expert at mixing mystical ingredients with potent solvents to create powerful elixirs. They scour the fields of Tamriel in search of mushrooms, flowers, and rare additives that have hidden properties that only they can understand and magically exploit. ALCHEMICAL SAVANT 2nd-level Alchemist feature You gain proficiency with alchemist’s supplies and the herbalism kit. If you are already proficient in one of these tools, you gain proficiency with another type of artisan’s tools of your choice. You can use these tools as an arcane focus for casting your spells. Additionally, the amount of septims and time you must spend to craft acid, alchemist’s fire, antitoxin, oil, perfume, potions, soap, or other concoctions is halved when using alchemist supplies or an herbalism kit. When making an attack with a vial or flask, you are considered proficient in the attack and you can use your Agility or Intelligence modifier for the attack roll. ALCHEMICAL EXPERIMENTS 2nd-level Alchemist feature Whenever you finish a long rest, you can magically produce an alchemical experiment in an empty flask you touch, choosing from the list below. As an action, a creature can drink the alchemical experiment, administer it to an incapacitated creature, or throw the flask at a creature within range. Creating an alchemical experiment requires you to have alchemist's supplies on your person, and any experiment you create with this feature lasts until it is used or until the end of your next long rest. When you reach certain levels in this class, you can make more experiments at the end of a long rest: two at 6th level and three at 15th level. Each experiment requires its own flask. Alchemical Acid. This vial of caustic liquid can be splashed on a creature within 5 feet of you, or be thrown with a range of 20/60, shattering on impact. On a hit, the creature takes 3d6 acid damage. An object automatically takes that damage, and the damage is maximized. This experiment's damage increases by 3d6 when you reach certain levels: 5th level (6d6), 11th level (9d6), and 17th level (12d6). Alchemical Fire. This vial of volatile liquid can be hurled at a creature, object, or surface within 30 feet of you. On impact, the vial detonates in a 5-foot-radius sphere. Any creature in that area must succeed on an Agility saving throw against your spell save DC or take 2d6 fire damage. This experiment's damage increases by 2d6 when you reach certain levels: 5th level (4d6), 11th level (6d6), and 17th level (8d6). Elixir of Alacrity. A creature that drinks this swirling yellow liquid has their speed increased by 10 feet for 1 hour. Healing Draught. A creature that drinks this healing liquid regains 1d8 hit points. This experiment's healing increases by 1d8 when you reach certain levels in this class: 5th level (2d8), 11th level (3d8), and 17th level (4d8). ADVANCED CHEMISTRY 6th-level Alchemist feature The creations you make using your alchemist’s supplies or herbalism kit, or from your Alchemical Experiments or Spell Infused Potions features become more potent. Whenever an item you’ve created from these tools or features restores hit points or deals damage, you can add your Intelligence modifier to the total rolled. Additionally, you have learned how to quickly analyze potions you find. If you spend 1 minute studying a potion, you can expend 1 focus point to learn its properties as though you had cast the identify spell.


CHA PT ER 1: PLAY ER O PT ION S 23 MAGE SPELL INFUSED POTIONS 6th-level Alchemist feature Whenever you finish a long rest, you can magically produce a spell infused potion in an empty flask you touch. You create a potion that is infused with a spell that is in your spellbook, has a casting time of 1 action, a duration of instantaneous, and that is of a level that you can cast to a maximum of 3rd level, without expending magicka points, without preparing the spell, and without material components. As a bonus action, a creature can drink the potion and then use their action on the same turn to cast the spell that has been infused in the potion, using your spell save DC and spell attack bonus. Creating a spell infused potion requires you to have alchemist's supplies on your person, and any potion you create with this feature lasts until it is drunk or until the end of your next long rest. You can create additional spell infused potions by expending magicka points as though you cast the spell and a number of focus points equal to the spell’s level for each one. When you do so, you use your action to create the potion in an empty flask you touch. To create a potion in this way, you must have the spell prepared and provide the material components required by the spell. ADROIT ALCHEMY 10th-level Alchemist feature Once on each of your turns, you can use a bonus action to drink a potion or administer one to an incapacitated creature. A creature that drinks a potion this way can’t use their action to drink a second potion. Additionally, the distance you can throw a vial or flask as part of an attack is doubled. ALKAHEST MASTERY 14th-level Alchemist feature You have mastered your alchemical formulas and can manipulate their very essence. When you create an alchemical experiment or spell infused potion, you can expend focus points to alter their effects. ◈ When you create an alchemical experiment or spell infused potion that deals acid, fire, or poison damage, you can expend 1 focus point to change the damage type to your choice of acid, fire, or poison. ◈ When you create an alchemical experiment or spell infused potion, you can expend 2 focus points to also infuse it with the greater restoration spell without material components. Once you infuse a creation in this way, you can’t do so again until you finish a long rest. ENCHANTER Enchantment is as much an art as is it is a science when it comes to practitioners of the magical arts. As runestones can be found throughout all of Tamriel, knowledge of these runes seems to come from a mage’s connection to Mundus. While sleeping, an Enchanter’s mind is opened to the unending nature of the stars above and the magic that one can gain from inscribing these signs into mundane objects. ESSENCE RUNE 2nd-level Enchanter feature You gain proficiency with artisan’s tools (enchanter's tools) and you learn how to use runes to enhance nonmagical items. When you gain this feature, you learn one rune of your choice from the options shown in the Essence Rune table. Essence runes are further detailed at the end of the subclass description. Whenever you finish a long rest, you can touch one nonmagical weapon, arcane focus, armor, robe, or shield and inscribe a rune onto it. The item becomes magical and the wielder of the object becomes immediately attuned to it. While attuned, each rune grants the following bonuses: ◈ Armor, robes, and shields inscribed with this rune grant the wearer resistance to the rune’s damage type, as shown on the Essence Rune table. ◈ Attacks made with a weapon or arcane focus that are inscribed with this rune deal an additional 1d4 damage once on each of the wielder's turns. The essence rune determines the damage type. Your rune remains on an object until you finish a long rest. An object can bear only one rune at a time, and a creature can only be attuned to one item enchanted with a rune. Each time you gain a level in this class, you can replace one rune you know with a different one. Some of your essence rune features require a target to make a saving throw to resist the feature’s effects. The saving throw DC is equal to your spell save DC.


24 L E G IONNA IR E ’ S GU ID E TO CYROD I IL JORA RUNE 6th-level Enchanter feature When you inscribe an essence rune on a nonmagical item, you also mark it with an additional potency rune, known as a jora rune, gaining the jora benefits from the essence rune features. Additionally, armor, robes, or shields inscribed with a jora rune gain a +1 bonus to AC. Weapons or arcane foci gain a +1 bonus to attack and damage rolls made with it, and the extra damage dealt increases to 1d6. You also learn one new essence rune of your choice from the Essence Rune feature, and can inscribe these runes on one additional item as part of a long rest. DENATA RUNE 10th-level Enchanter feature When you inscribe runes onto nonmagical items, you can choose to infuse one item with a denata aspect rune, gaining its benefits from the essence rune features in addition to the jora rune. Additionally, armor, robes, or shields infused with a denata rune gain a +2 bonus to AC. Weapons or arcane foci gain a +2 bonus to attack and damage rolls made with it, and the extra damage dealt increases to 1d8. You learn one new rune of your choice from the Essence Rune feature, and can inscribe runes on one additional item as part of a long rest. You can also attune to one additional item you have inscribed with runes, and this item doesn’t count against the total number of magic items you can attune to. KUTA RUNE 14th-level Enchanter feature You gain mastery over enchanting, producing potent runic magic. When you inscribe runes onto nonmagical items, you can infuse one item with a kuta rune, gaining its benefits from the essence rune features in addition to the jora and denata runes. Additionally, armor, robes, or shields infused with a kuta rune gain a +3 bonus to AC. Weapons or arcane foci gain a +3 bonus to attack and damage rolls made with it, and the extra damage dealt increases to 1d10. You also learn one new rune of your choice from the Essence Rune feature, and can inscribe runes on one additional item as part of a long rest. ESSENCE RUNES The Essence Runes are presented in alphabetical order. The effects created by an essence rune are magical. DEKEIPA (FROST RUNE) This rune’s magic evokes the elements of the blistering cold of Skyrim. Jora. You become acclimatized to elevations above 20,000 feet, and are unharmed by temperatures as low as -50 degrees Fahrenheit. Denata. You gain a chilling aura. All invisible creatures ALMTER SCHOLAR DUNMER ALCHEMIST Essence Rune Rune Damage Type Dekeipa cold Kuoko poison Meip lightning Rakeipa fire


CHA PT ER 1: PLAY ER O PT ION S 25 MAGE within 15 feet of you leave behind an icy trail, allowing you to track their movements within the area. Kuta. Armor, robes, or shields infused with a kuta rune grants the wearer immunity to cold damage. When you roll a 20 on the die for an attack made with a weapon or arcane focus infused with a kuta rune, the target must make an Endurance saving throw or become chilled for the next minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. KUOKO (POISON RUNE) This rune’s magic evokes the toxic wetlands of Black Marsh. Jora. You gain immunity to the poisoned condition. Denata. You emit an aura of poison. Each creature of your choice that starts its turn within 5 feet of you must succeed on an Endurance saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the aura for 24 hours. Kuta. Armor, robes, or shields infused with a kuta rune grants the wearer immunity to poison damage. When you roll a 20 on the die for an attack made with a weapon or arcane focus infused with a kuta rune, the target must succeed on an Endurance saving throw or become poisoned for the next minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. MEIP (SHOCK RUNE) This rune’s magic evokes the elements of the volatile storms of Tempest Island. Jora. You gain immunity to the dazed condition, and your walking speed increases by 5 feet. Denata. You emit an aura of lightning. When a creature within 5 feet of you hits you with a melee attack, it must succeed on an Endurance saving throw or take 1d6 lightning damage, One additional hostile creature of your choice that is within 5 feet of the attacker also takes this damage. Kuta. Armor, robes, or shields infused with a kuta rune grants the wearer immunity to lightning damage. When you roll a 20 on the die for an attack made with a weapon or arcane focus infused with a kuta rune, the target must succeed on an Endurance saving throw or be dazed (see the condition) for the next minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. RAKEIPA (FIRE RUNE) This rune’s magic evokes the elements of the burning volcanic Ashlands of Morrowind. Jora. You gain immunity to the burning condition, and are unharmed by temperatures as high as 120 degrees Fahrenheit. Denata. You emit an aura of fire. When a creature within 5 feet of you hits you with a melee attack, it must succeed on an Endurance saving throw or take 1d10 fire damage. Kuta. Armor, robes, or shields infused with a kuta rune grants the wearer immunity to fire damage. When you roll a 20 on the die for an attack made with a weapon or arcane focus infused with a kuta rune, the target must succeed on an Endurance saving throw or it starts burning (see the condition) for the next minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. SCHOLAR Court wizards, college tutors, investigators, and keepers of lore, mages of this arcane tradition are masters of knowledge and collectors of information. By using their wealth of knowledge they can quickly assess their targets and exploit their weaknesses while protecting themselves from their enemies failures. KEEPER OF LORE 2nd-level Scholar feature You focus your studies on the accumulation of knowledge. You gain proficiency with two of the following skills of your choice: Arcana, History, Insight, Investigation, Medicine, Nature, Religion, and Survival. When you reach 6th level, you learn another skill proficiency from this list. PREPARED MIND 2nd-level Scholar feature You intensely study your spells and can easily recognize when others use these spells against you. If a creature that you can see targets you with a spell of 1st level or higher that you currently have prepared, the creature has disadvantage on attack rolls against you and you have advantage on saving throws against that spell. STUDIOUS INSIGHT 6th-level Scholar feature You are able to quickly learn your enemies tactics. As a bonus action on your turn, you can expend 1 focus point to assess a target. You learn the creature’s


26 L E G IONNA IR E ’ S GU ID E TO CYROD I IL MAGE vulnerabilities, resistances, and immunities to types of damage, as well as any immunities to conditions. UNPREPARED CASTING 10th-level Scholar feature On your turn, you can expend 1 focus point in order to attempt to cast a mage spell you haven’t prepared from your spellbook. Each time you attempt to cast a mage spell in this way, you must make an Intelligence check. The DC for this check is equal to 12 + the level of the spell you are trying to cast. If you fail the check you do not cast the spell, but you do not expend any magicka points and material components that would have been required. You cannot use your metamagic options on spells you do not have prepared. When you successfully cast a mage spell in this manner, you cannot use this feature again until you finish a long rest. Additionally, once per day when you finish a short rest, you can choose to replace one prepared spell with another spell in your spellbook. ASSESSMENT RECOLLECTION 14th-level Scholar feature You learn how to take advantage of your enemies failings. As an action you can expend 3 focus points to evaluate the strategy of a creature that you can see. The target must make an Intelligence saving throw equal to your spell save DC. If the target fails, you gain the following benefits for 1 minute: ◈ You gain a +2 bonus to attack and damage rolls made against the target. ◈ The target suffers a –2 penalty to attack and damage rolls made against you. ◈ You gain +2 bonus to all saving throws made against the target’s actions. ◈ The target suffers a –2 penalty to all saving throws made against your actions. Once you use this feature, you can’t do so again until you finish a long rest. A BRETON ENCHANTER WORKS AT HIS TABLE


CHA PT ER 1: PLAY ER O PT ION S 27 MONK Monasteries and adeptoriums across Tamriel keep traditions that are studied by devoted monks over many years and decades. Some monks learn to strengthen the body and mind, while others master the ability to deceive and hide in plain sight. There are some who have unlocked the ability to summon a weapon made out of their own soul. The monk class receives new subclasses in this section. MONASTIC TRADITION At 3rd level, a monk gains the Monastic Tradition feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Way of the Contender, Way of Hidden Motives, and Way of the Spirit Sword. WAY OF THE CONTENDER Trained in the ways of combat, monks of the Way of the Contender seek for constant improvement, both in body and mind. Sharpening their body to act as a weapon in of itself, those who take to this tradition will find themselves in a constant struggle to overcome their own weaknesses. True victory comes not from on the battlefield, but from within. ‘Conquer yourself, conquer all’ is your mantra. Learning best through trial and error; blood, sweat, and tears, a Way of the Contender monk will find that contending with others is merely the first step to true conquest. BONUS PROFICIENCIES 3rd-level Way of the Contender feature You gain proficiency with two weapons of your choice that do not have the heavy or two-handed properties. Weapons of the chosen types are considered monk weapons for you. BRAWLER'S TECHNIQUE 3rd-level Way of the Contender feature You learn how to combine both offense and restraint into a single, fluid move. When you hit a creature with an unarmed strike, you can spend 1 stamina point to attempt to grapple the target as part of the attack. DEFLECT BLOWS 6th-level Way of the Contender feature You can use your reaction to deflect incoming melee attacks. When you do so, the damage you take from the attack is reduced by 1d10 + your Agility modifier + your monk level. If you reduce the damage to 0, you deflect the attack entirely and you can spend 1 stamina point to make a melee attack with either a monk weapon or an unarmed strike as part of the same reaction. REDGUARD MONK OF THE CONTENDER


28 L E G IONNA IR E ’ S GU ID E TO CYROD I IL MONK INSPIRING PERFORMANCE 11th-level Way of the Contender feature You learn how to turn the tide of battle in yours and your allies favor. As a bonus action, choose an ally within 30 feet of you. You can expend a number of stamina points up to the number of attacks the target can make in a single round, allowing the target to gain advantage on each attack made before the start of your next turn. GREATER FLURRY OF BLOWS 17th-level Way of the Contender feature You break free of the physical limitations of your mortal frame. When you spend 1 stamina point to use your Flurry of Blows feature, you make three unarmed strikes instead of two. WAY OF HIDDEN MOTIVES Monks of the Way of Hidden Motives are masters of espionage and disguise. A cloak and dagger are for those who hide in the shadows, whereas monks of this path are experts at hiding in plain sight, learning secrets to sell to those they work for. They learn spy techniques, means of extracting information, and covering their trail in ways that others are not capable of. METHODS OF THE DECEIVER 3rd-level Hidden Motives feature You gain proficiency in the Deception skill and with the disguise kit. In addition, you can mimic the speech of another person provided that you speak the same language and have heard the person speaking for at least 1 minute. A successful Willpower (Insight) check contested by your Personality (Deception) check allows a suspicious listener to determine that the effect is faked. Additionally, you gain advantage on Personality (Deception) checks when talking to members of a faction, guild, or organization while you are disguised as a member of that same group. LOCK BREAKER 3rd-level Hidden Motives feature You are familiar with the mechanisms of locks and can open them by delivering a pinpoint strike. You can make an unarmed attack against a lock and if your attack roll meets or exceeds the DC required to pick the lock, it silently breaks. UNCOVERING MOTIVES 6th-level Hidden Motives feature Your training down this path has led you to uncovering the best ways to learn the motives, secrets, and abilities of your quarries. You can use a bonus action and expend 1 stamina point to gain advantage on Willpower (Insight) checks, and attribute checks made to accomplish any of the following challenges: ◈ Intimidate a target into giving you information ◈ Pick a pocket ◈ Investigate an area DUNMER MONK OF HIDDEN MOTIVES


CHA PT ER 1: PLAY ER O PT ION S 29 MONK METHOD OF AID 6th-level Hidden Motives feature You can spend 1 stamina point to use the Help action as a reaction when a creature that you can see within 15 feet of you makes an attribute check, attack roll, or saving throw. If the creature succeeds on their roll, you gain temporary hit points equal to your Willpower modifier for the next hour. SLIPPERY FOE 11th-level Hidden Motives feature Breaking a hold and slipping out of your enemies grasp comes as second nature to you. By learning how to break these means you have also learned how to prevent them from being broken, gaining advantage on attempts to grapple a creature. Grapple Breaker. You can spend 1 stamina point to gain advantage on a roll to break a grapple. If you succeed on breaking this grapple, you can immediately use Flurry of Blows against the creature as a reaction. Escapism. When you take damage from a melee attack, you can use your reaction and spend 1 stamina point to move up to half your movement instantly. While moving in this way, opportunity attacks made against you have disadvantage. MENTAL EXTRACTION 17th-level Hidden Motives feature You master the ability to extract information. You can spend 2 stamina point while making an unarmed strike against a humanoid creature. On a hit, the attack deals no damage but the target must make a Willpower saving throw. On a failed save, the humanoid's memories of the last 1 minute are forgotten, including the strike. This can only be done against a humanoid that does not consider you a hostile threat. On a success, the target is immune to this ability for 24 hours. You can increase the time the creature forgets by another minute for every additional stamina point expended. WAY OF THE SPIRIT SWORD Trained in the ancient Yokudan arts of sword-singing, some Redguard youth are taught to become Ansei. As both a warrior and a philosopher, monks of this monastic tradition have developed their spiritual energies into a single thought for combat. This thought of pure light takes the form of a greatsword that can surpass any physical weapon crafted by the hands of mortals. From their religious upbringing and study of the blade, monks of the Way of the Spirit Sword are considered among the greatest warriors Nirn has ever known. RESTRICTION: REDGUARDS ONLY Only redguards can follow the Way of the Spirit Sword. In the world of Nirn, Redguards closely guard the secrets of sword-singing. Your GM can lift this restriction to better suit the campaign. The restriction might not apply to your GM's setting or their version of the Elder Scrolls. BONUS PROFICIENCIES 3rd-level Spirit Sword feature You gain proficiency with long blades if you don't already have it. Long blades are monk weapons for you. Additionally, you gain proficiency in the Religion skill. SHEHAI 3rd-level Spirit Sword feature You gain the ability to project a weapon of pure light. You can use your action to expend 1 stamina point to summon a spectral greatsword in your empty hand, known as a shehai. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The weapon appears as a greatsword that must be held by you, and uses only the greatsword's two-handed property, as it is weightless. The greatsword sheds bright light in a 20- foot radius and dim light for an additional 20 feet. When you attack with this weapon, you can use your Willpower modifier, instead of Strength or Agility, for the attack and damage rolls. Whenever you hit a target with your shehai, it deals force damage instead of slashing damage. Your shehai disappears if you let go of it. It also disappears if you use this feature again, if you dismiss your shehai (no action required), or if you fall unconscious. Additionally, your shehai cannot be disarmed from you by nonmagical means. You can then dismiss the weapon, returning it to Aetherius, and it appears whenever you summon your shehai again. At 7th level, you can expend 2 stamina points to summon your shehai, granting it a +1 bonus to its attack and damage rolls. When you reach 11th level, you can expend 3 stamina points to summon your shehai, granting it a a +2 bonus to its attack and


30 L E G IONNA IR E ’ S GU ID E TO CYROD I IL damage rolls. When you reach 17th level, you can expend 4 stamina points to summon your shehai, granting it a +3 bonus to its attack and damage rolls. MAXIMS OF THE MASTER 6th, 11th, and 17th-level Spirit Sword feature You learn to master the art of the way of the blade with your shehai. You learn two sword techniques that you can use in combat. When you finish a long rest, you can exchange either of these techniques with another. You learn one additional sword technique of your choice at 11th, and again at 17th level. If a technique has prerequisites, you must meet them to learn it. You can learn the technique at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Break the Stone. No force nor object can withstand your shehai. When you hit a target with your shehai, you can expend 1 stamina point to sunder a nonmagical item or object. Instead of causing damage to a target, you can instead decrease either a target's AC, if the target is wearing armor or has a carapace, or a weapon's damage, by 1 until the start of your next turn. Dragon Stance. (Prerequisite: 17th level) When you use your bonus action to use your Patient Defense feature, and a creature within 5 feet of you misses you with a melee attack, you can use your reaction and spend 1 stamina point to make an attack with your shehai against that creature. Ephemeral Feint. As a reaction to being hit by an attack, you can expend 1 stamina point to instead phase into the Far Shores (the ethereal plane). You become resistant to all damage dealt by the attack. You immediately return back to Nirn after the attack. Furious Blows. (Prerequisite: 17th level) When you use your Flurry of Blows feature, you can make two melee weapon attacks with your shehai instead of unarmed strikes. Lengthen the Blade. When you make an attack with your shehai on your turn, you can expend 1 stamina point to increase your reach for that attack by 10 feet. A target you attack with this option does not gain the benefits of cover, as your blade phases through objects. Sever the Wind. When you use your Step of the Wind feature, if you move at least 20 feet straight toward a target, you can make one melee attack with your shehai as part of that same bonus action. This attack deals an additional 1d6 force damage upon hit. At 11th level, this attack deals an additional 2d6 force damage. Touch the Sky. You learn to expel a blast from your shehai. You can expend 1 stamina point to make a ranged spell attack (range 100/200 ft) using your melee weapon attack modifier for the attack roll. You use your shehai's attack damage for this ranged attack. Thousand Cuts. (Prerequisite: 11th level) When you hit a creature with your shehai, you can expend a number of stamina points to attempt to damage other creatures with the same attack. Choose a number of other creatures per stamina point expended within your reach. After-image echoes of your blade strike out at each creature that you choose. If the original attack roll would hit the other targets, they take damage equal to the damage roll. SAI SAHAN, MONK OF THE SPIRIT SWORD, MEDITATES WITH HIS SWORD IN PREPARTION


CHA PT ER 1: PLAY ER O PT ION S 31 NECROMANCER Practiced in private, away from the prying eyes of the narrow-minded, necromancers perfect their dark arts. Some speak with the dead to gain their secrets, while others master the ability to manipulate the essence of life. There are even those who reach outside the Aurbis for their power, calling out to the void to harness the darkest energies. The necromancer class receives new subclasses in this section. NECROMANTIC ART At 2nd level, a necromancer gains the Necromantic Art feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Corpse Whisperer, Sanguine Puppetry, and Voidkeeper. CORPSE WHISPERER In the pursuit of lost and ancient arcane secrets, necromancers of the Corpse Whisper arts have excelled at manipulating both the living and the dead in order to unlock the mysteries of the Aetherius. As a Corpse Whisperer, you might have learned your gift through ancestral worship practices, a deep desire to tell the stories of the past, or through simple morbid curiosity. You might find your skills welcomed in the Dark Brotherhood or College of Whispers, as your inclinations of the necromantic arts are encouraged to flourish in these places. ART SPELLS 2nd-level Corpse Whisper feature Your necromantic art grants you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to arts spells. See the Art Spells class feature in Enemies of Elsweyr for how art spells work. MEMENTO MORI 2nd-level Corpse Whisper feature When you touch a humanoid corpse, you gain one skill or tool proficiency that the creature knew in life until you finish a long rest. If the creature’s stat block doesn’t list one, your GM assigns you this skill or tool proficiency until you finish a long rest. At 6th level, when you use this feature, you gain any languages that the targeted corpse knew in life until you finish a long rest. SPEAKER OF THE DEAD 6th-level Corpse Whisper feature You learn the speak with dead spell. It doesn’t count against the number of necromancer spells you know, and you can cast it a number of times without expending magicka points equal to your Intelligence modifier (minimum 1). You regain any expended uses when you finish a long rest. Additionally, when you cast this spell in this manner, no undead spirit can willingly lie to you. An undead spirit that refuses to answer one of your questions can be compelled to do so by making an Intelligence (Arcana) check with a DC that equals 8 + the creature’s CR that it had in life (minimum of 1). SECRETS OF THE GRAVE 14th-level Corpse Whisper feature Your understanding of death has heightened your necromantic spells. When you cast a spell from the school of necromancy, you can expend one Soul Point and make an Intelligence (Arcana) check (DC 10 + the spell’s level that it’s being cast at). On a success, roll a d8. The magicka points required to produce the spell is reduced by a number equal to the number rolled, but this number can’t be reduced below 1 magicka point. MYSTERIES UNFOLDED 18th-level Corpse Whisper feature The secrets of the arcane are yours to harness. Choose four spells from any class, including this one. A spell can be of any level you can cast, as shown on the Necromancer table, or a cantrip. The chosen spells count as a necromancer spell for you and don’t count against your spells known. Corpse Whisperer Art Spells Necromancer Level Spells 3rd see invisibility, zone of truth 5th clairvoyance, tongues 7th divination, locate creature 9th hallow, scrying


32 L E G IONNA IR E ’ S GU ID E TO CYROD I IL SANGUINE PUPPETRY The ancient practice of bloodletting and exsanguination has led to an esoteric art of necromancy known as Sanguine Puppetry, which grants powers over the very essence of life itself. Within blood, comes control over those who would defy the very whims of these necromancers. Practitioners of this art lean either towards a vampiric sadomasochism, or in rare cases, towards the healing arts of expunging blood of sickness. ART SPELLS 2nd-level Sanguine Puppetry feature Your mystical connection to blood infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to arts spells. See the Art Spells class feature in Enemies of Elsweyr for how art spells work. memory that resides within the blood the moment it was shed. You learn of the preceding seconds just before the blood was shed, the emotions that the creature was experiencing, and how wounded the creature was from this harm. BLOOD MAGIC 2nd-level Sanguine Puppetry feature When you deal necrotic damage to a living creature, you can choose to place a magical mark on the target. This mark allows you to know the distance and direction that the creature is from you at all times, as long as they are on the same plane of existence as you. This mark lasts for one week, until the creature dies, or until you mark another creature in the same manner. A creature marked in this manner takes extra necrotic damage whenever it takes bludgeoning, piercing, or slashing damage. Roll a number of d4’s equal to half of your proficiency bonus (rounded down) and add this total to the damage dealt. BLOODLETTER 6th-level Sanguine Puppetry feature When a creature within 30 feet of you is harmed by bludgeoning, piercing, or slashing damage, and the target isn't a construct, plant, or an undead, you can use your reaction to magically siphon a portion of their blood in order to empower yourself until the end of your next turn. While empowered this way, the first time you hit a target with an attack, you deal an extra 1d8 necrotic damage to that attack. When you reach 14th level, the extra damage increases to 2d8. NECROMANCER Sanguine Puppetry Art Spells Necromancer Level Spells 3rd blindness/deafness, hold person 5th bestow curse, vampiric touch 7th death ward, locate creature 9th dominate person, legend lore BLOOD INSIGHT 2nd-level Sanguine Puppetry feature You gain supernatural powers over blood. When you touch a puddle or a drop of blood from a creature that has died within the last year, you can use an action to gain insight into the creature's race, and a fragment of KHAJIIT CORPSE WHISPERER REDGUARD SANGUINE PUPPETRY


CHA PT ER 1: PLAY ER O PT ION S 33 NECROMANCER SANGUINATING MARIONETTE 6th-level Sanguine Puppetry feature You can use a bonus action to expend a Soul Point to control the movement of one living creature that you can see within 30 feet of you, provided that the creature has blood and it’s below its hit point maximum. The creature must succeed on a Personality saving throw against your spell save DC or use its reaction to move up to 30 feet in a direction of your choice. The creature can then make a melee attack against a creature of your choice as part of this reaction. You can’t use this feature again until after you finish a short or long rest. MAGICKA TRANSFUSION 14th-level Sanguine Puppetry feature You learn to draw on the innate magical potential within your own blood in order to fuel your spells. When you cast a necromancer spell of 1st-level or higher, you can expend a number of hit dice equal to the spell’s level to cast the spell without expending magicka. HEMOPHILIC RESURGENCE 18th-level Sanguine Puppetry feature Your mastery of blood magic allows you to better harm your foes. When you roll a 1 on a damage die that deals necrotic damage, you can expend 1 Soul Point to add your Intelligence modifier to that die. You can add this extra damage to a number of damage dice equal to your Intelligence modifier (minimum of 1) for that spell. VOIDKEEPER By reaching into the realms outside of the Aurbis, Voidkeepers use this esoteric magic to straddle between the planes. This art breaches the world that most inhabitants of Tamriel are familiar with, through calling upon the dark energies to bring the destruction of the void through, or by crossing between the two to hide in the shadows. These necromancers are often worshipers of the Dread Father, Sithis, but they could also be followers of the Old Gods, as those of Reach. ART SPELLS 2nd-level Voidkeeper feature Your necromantic art grants you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to arts spells. See the Art Spells class feature in Enemies of Elsweyr for how art spells work. BONUS PROFICIENCIES 2nd-level Voidkeeper feature You gain proficiency in medium armor. You also gain proficiency in the Stealth or Survival skill (your choice). CHANNEL DARKNESS 2nd-level Voidkeeper feature You gain the ability to channel dark energy directly from the Void, using that energy to fuel magical effects. You can use an unholy symbol as a spellcasting focus for your necromancer spells and your Channel Darkness effects. You start with two such effects: Bind Undead and Marked for Death. When you use your Channel Darkness, you choose which effect to create. You must then finish a short or long rest to use your Channel Darkness again. Some Channel Darkness effects require saving throws. When you use such an effect from this class, the DC equals your necromancer spell save DC. Beginning at 6th level, you can use your Channel Darkness twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. CHANNEL DARKNESS: BIND UNDEAD As an action, you present your unholy focus and speak a command that binds undead. Each undead that can see or hear you within 30 feet and has a CR equal to or lower than your proficiency bonus must make a Willpower saving throw. If the creature fails its saving throw, it is charmed by you for 10 minutes and will follow your spoken commands to the best of its abilities. CHANNEL DARKNESS: MARKED FOR DEATH As an action, you present your unholy symbol and speak a damning word at a humanoid of your choosing within 30 feet of you that can see or hear you. The target must make a Willpower saving throw. If the creature fails its saving throw, its AC is reduced by a number equal to half your proficiency bonus (rounded down), and the creature takes 1d4 necrotic damage at the start of each of its turns for the next minute. When you reach 6th level, the damage increases to 2d4, and it Voidkeeper Art Spells Necromancer Level Spells 3rd darkness, silence 5th nondetection, phantom steed 7th arcane eye, confusion 9th antilife shell, dispel evil and good


34 L E G IONNA IR E ’ S GU ID E TO CYROD I IL NECROMANCER the dark energies of the Void, dropping to 1 hit point instead. You then gain immunity to all damage until the start of your next turn. Once you use this feature, you cannot use it again until you finish a long rest. DARK GUARDIAN 18th-level Voidkeeper feature Whenever a living creature hits you with a melee attack, you can use your reaction to expend a Soul Point to summon a skeletal dark guardian to interpose on your behalf. The dark guardian's AC is 12 + your Proficiency bonus + your Intelligence modifier. If the attack roll would still hit, the damage dealt to you is reduced by half. If the attack roll is lower than the dark guardian’s AC, the attack deals no damage and the dark guardian can immediately make a melee attack against that creature. The dark guardian’s attack roll bonus is equal to your spell attack modifier and deals bludgeoning damage equal to 3d6 + your Intelligence modifier. Regardless if the initial attack hits or misses, the dark guardian then disappears. increases again at 18th level to 3d4. Only one creature can be marked for death in this manner at a time. Using this feature again ends the previous mark. A creature can repeat this save at the end of each of its turns, ending the effect upon a success. QUIET CASTING 6th-level Voidkeeper feature You learn to infuse silence into your spellcasting. When you cast a spell, you can spend 1 Soul Point to cast it without a verbal component. When you cast a spell that deals damage in this manner, and target a single creature that is unaware or surprised, instead of rolling for damage, you deal the maximum amount of the dice. CLOAK OF THE VOID 14th-level Voidkeeper feature When you are reduced to 0 hit points, but not killed outright, you can use your reaction to be cloaked in DUNMER VOIDKEEPER


CHA PT ER 1: PLAY ER O PT ION S 35 NIGHTBLADE Lurking in the shadows of alleyways, beneath dense overgrowth in forests, or the dark corners of a tavern, nightblades are ever watchful of the denizens of Tamriel. Combining magic and stealth, they use concealment to get close to their enemies. Many follow sinister paths of murder, or call out to the souls of the dead to enhance their power. Nightblades are seldom seen, though their hand is certainly felt. The nightblade class receives new subclasses in this section. PATH OF DARKNESS At 1st level, a nightblade gains the Path of Darkness feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Night Mother’s Shadow and Phantom Blade. NIGHT MOTHER'S SHADOW A lifetime of murder and death has been left in your wake. Upon the night after your first murder, you were greeted by a hooded figure, known as a speaker, who offered you a chance at a new life and a new family among the Brotherhood. Taking to the path of the Night Mother's Shadow, Nightblades of this order fully embrace the darkness that they stalk in. PATH SPELLS 1st-level Night Mother’s Shadow feature You gain path spells at the nightblade levels listed in the Night Mother’s Shadow Path Spells table. See the Path Spells class feature for how path spells work A KISS, SWEET MOTHER 1st-level Night Mother’s Shadow feature Your life has become the will of the Brotherhood. From the moment you joined the Dark Brotherhood, you gained a supernatural ability to sense life forces around you. As an action, you can cast the detect life spell (see chapter 3) on yourself without expending any magicka points. You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses once you have finished a long rest. ASSASSIN’S BLADE 1st-level Night Mother’s Shadow feature You have received a boon to deliver swift death to your prey. You are granted the use of a magical short sword or dagger (your choice) known as the assassin’s blade. You are bonded to this weapon and it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can summon your assassin’s blade as a bonus action, which appears in your free hand. As a bonus action, you can dismiss the weapon, shunting it into an extradimensional space. Your assassin’s blade disappears if it is more than 5 feet away from you for 1 minute, if you dismiss the weapon (no action required), if you use a bonus action to summon it again, or if you fall unconscious. When you attack and hit a creature that is surprised with the assassin’s blade, the target takes an extra 2d6 damage from the attack. As your nightblade level increases, so does your assassin’s blade’s power. At certain levels your assassin’s blade gains new properties that increases its attack and damage rolls. At 6th level, you have a +1 bonus to attack and damage rolls made with this weapon. This increases by +1 at 10th level (to +2), and again at 14th level (+3). SURPRISE ATTACK 6th-level Night Mother’s Shadow feature When you use your Shadow Step feature, and hit a target before the start of your next turn, the target is silenced and it is incapable of uttering a sound until the start of your next turn. While silenced, casting a spell including a verbal component is impossible. SPECTRAL ASSASSIN 10th-level Night Mother’s Shadow feature When you reduce a creature to 0 hit points, you become shrouded with darkness as a gift from Sithis. Until the end of your next turn, you are invisible, and you can move up to half your movement speed as part of this action Night Mother’s Shadow Path Spells Nightblade Level Spells 1st bane, disguise self 3rd darkness, silence 5th bestow curse, spirit guardians 7th freedom of movement, greater invisibility 9th dominate person, hold monster


36 L E G IONNA IR E ’ S GU ID E TO CYROD I IL Phantomblade Path Spells Nightblade Level Spells 1st unseen servant, death scythe 3rd enthrall, grim focus 5th fear, spirit guardians 7th death ward, phantasmal killer 9th detonating siphon, reincarnate SPIRITUAL OFFERINGS 1st-level Phantomblade feature You are given special abilities by the spirit that granted you power. You gain 2 spiritual offerings of your choice. Your spiritual offerings options are detailed at the end of this subclass description. You learn additional spiritual offerings when you gain certain nightblade levels. You gain one additional spiritual offering of your choice at 6th level, at 10th, and again at 14th level. As an action, if the Spiritual Offering has no duration listed, you can touch any willing creature to grant them the power for 8 hours. When you do this, you do not benefit from the ability. You can revoke the ability at any time to regain the power. VOIDCASTER 14th-level Night Mother’s Shadow feature You are recognized for your mastery over ending another’s life, allowing you to siphon a portion of their life force. You gain a special black soul gem that only you can possess. If the soul gem is ever further than 100 feet from your person, it magically transports back into your ownership, in a packet, bag, pouch, or next to you after finishing a rest. As a reaction to a humanoid dying within 30 feet of you, you can claim its soul in the name of Sithis, trapping its essence in the soul gem. The soul gem can only contain the essence of one creature at a time and you can use a bonus action to expend the essence to gain one of the following effects: ◈ You can expend the essence to gain 2d10 temporary hit points. ◈ You can infuse your next weapon attack and deal an additional 3d8 damage the next time you hit a creature within the next minute. ◈ You can regain a number of expended magicka points equal to your proficiency bonus. Once you use a black soul gem in this manner, you can’t do so again until you finish a short or long rest. PHANTOMBLADE A powerful being reached out to you from beyond the veil—a ghost of a powerful person, a dead relative, a shade from the void, or something far worse—which has granted you powers similar to those they possess. The being could have an ancestral relation to you or they might seek something that only you can provide. NIGHTBLADE Nonetheless, those who wield such ethereal power are forever changed. PATH SPELLS 1st-level Phantomblade feature You gain path spells at the nightblade levels listed in the Phantomblade Path Spells table. See the Path Spells class feature for how path spells work. ARGONIAN NIGHT MOTHER’S SHADOW


CHA PT ER 1: PLAY ER O PT ION S 37 SPIRIT WOUND 6th-level Phantomblade feature As a bonus action, your weapon attacks deal necrotic damage until the start of your next turn, instead of the damage type they would normally deal. Alternatively, you can use a reaction when you see an ally make a weapon attack to turn the damage they deal from the attack into necrotic damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. AID FROM BEYOND 10th-level Phantomblade feature As an action, you can summon a spirit from beyond the veil. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Phantasmal Spirit stat block, which uses your proficiency bonus (PB) in several places. The spirit takes a vaguely humanoid form, which is determined by the GM. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys any verbal commands that you issue to it (no action required). Its actions are listed on its stat block, or it can take some other action. If you don't issue any commands to the spirit, it takes the Dodge action and uses its move to avoid danger. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. While the spirit is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through the spirit's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the spirit has. During this time, you are deaf and blind with regard to your own senses. Once you use this feature, you cannot do so again until you finish a long rest. SPECTRAL MOVEMENT 14th-level Phantomblade feature You have the ability to phase through walls or objects up to 2 feet thick. You can’t move through creatures using this ability. In addition, difficult terrain no longer affects you and you can use a bonus action to gain a flying speed equal to half your movement speed until the end of your turn. When your turn ends, you fall if still aloft, unless you can stop the fall. If you end your turn in an object or creature, you are shunted to the nearest unoccupied space, taking 1d6 force damage for every 5 feet you are moved. At 18th level, you can move through walls or objects that are up to 5 feet thick. SPIRITUAL OFFERINGS The spiritual offerings are listed below in alphabetical order. If a spiritual offering has prerequisites, you must meet them to learn it. You can’t take a Spiritual Offering more than once. ASSASSIN’S WILL Prerequisite: 6th level As a bonus action, you summon a phantom weapon in your free hand, which takes the form of your choice. While you wield this weapon, you are considered proficient with it. If you summon a ranged weapon it also creates a bundle of ammunition alongside it. All ammunition disappears once the weapon vanishes. You use your spell attack bonus to make attacks with this weapon and it deals necrotic damage equal 1d8 + your Personality modifier. The weapon’s damage increases by 1d8 when you reach 10th level (2d8), 15th level (3d8), and 18th level (4d8). The weapon lasts for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest. CORRUPTION BARRIER As a reaction to being hit by an attack that deals necrotic damage, you become resistant to necrotic damage until the start of your next turn. Phantasmal Spirit Medium undead Armor Class 16 (natural armor) Hit Points 5 + five times your nightblade level Speed 40 ft. STR 18 (+4) AGI 14 (+2) END 16 (+3) INT 10 (+0) WIL 10 (+0) PER 8 (–1) Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Challenge — Proficiency Bonus (PB) equals your bonus Immutable Form. The spirit is immune to any spell or effect that would alter its form. Actions Force-empowered Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + PB) force damage.


38 L E G IONNA IR E ’ S GU ID E TO CYROD I IL NIGHTBLADE ETHEREAL SIGHT Prerequisite: 10th level Your passive Perception increases by +5. You are able to see invisible creatures within 30 feet of you and you can not be surprised while conscious. GHOST ARMOR Prerequisite: 6th level When obscured by dim light or darkness, the shadows cling to your form, providing a +2 bonus to your AC. MALEFIC OFFERING Whenever you deal necrotic or psychic damage with a spell or weapon attack, the damage ignores enemy resistances. Targets that are normally immune to necrotic or psychic damage are instead considered resistant this damage. PHANTASMAL RESTORATION Prerequisite: 6th level As an action, you restore either 4d6 hit points or 2d4 magicka points, or you can gain half as much to each. Once you use this feature, you can not use it again until finishing a short or long rest. PHANTOM SENSES You gain proficiency in the Perception, Investigation, or Insight skill (your choice). If you are already proficient in the chosen skill, your proficiency bonus is doubled for any attribute check you make with it. POSSESSION Prerequisite: 6th Level You can cast charm person without expending magicka. You can do this a number of times equal to your Personality modifier (minimum of 1), and you regain all expended uses of it when you finish a long rest. SILENT WHISPERS When you cast a spell, you can cast it without somatic or verbal components. If the spell would normally make a sound, it is now silent. Once you use this feature, you can’t use it again until you finish a short or long rest. SPECTRAL SHIELD Prerequisite: 10th level When a weapon attack hits you, you can use your reaction to reduce the damage by 1d10 + your Personality modifier. If you reduce the damage to 0, the attack phases through your body as if you were ethereal. SPIRITUAL GUIDANCE As a bonus action, you and up to three other willing creatures within 30 feet of you gain a +2 bonus to all saving throws for the next minute. Once you use this feature, you can’t use it again until you finish a short or long rest. SPIRITUAL HEALING Whenever you cast a spell granted by your Phantom Path Spells, your spirit restores itself. You regain 1 hit point for each level the spell is cast at. VOID STEP Prerequisite: 6th level You no longer set off traps that trigger due to weight, such as pressure plates, unless you wish to. In addition, whenever you use the Disengage action, you can also take the Dash action as part of this action. BRETON PHANTOMBLADE


CHA PT ER 1: PLAY ER O PT ION S 39 PRIEST Many pantheons exist across Tamriel, and though some deities appear across these lines, different cultures view these entities differently. Priests are frequently known for proclaiming the words of their deities and proselytizing on their behalf. Some call out warnings and cautionary prophecies of doom, while others use their voice to spread joy and and merriment. The priest class receives new subclasses in this section. DIVINE CALLING At 1st level, a priest gains the Divine Calling feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Doomsayer and Reveler. DOOMSAYER Speakers of misfortune and of fate, Doomsayers are gifted—or cursed—with the divine blessing of foresight and foretelling of destiny. Seen as mad at first, those who do not believe their words are often felled by the grim prophecies of a Doomsayer. Their warnings should be heeded. Those of this calling are often gifted with a superior connection to mysticism. These prophets of destruction and destiny are typically considered gloom to be around. Their talents guide them toward deities of fate and prophecy (Azura), knowledge (Julianos, Xarxes), or even time and destruction (Akatosh, Auriel, Mehrunes Dagon). CALLING SPELLS 1st-level Doomsayer Feature You gain calling spells at the priest levels listed in the Doomsayer Calling Spells table. See the Divine Calling class feature for how calling spells work. Doomsayer Calling Spells Priest Level Spells 1st bane, detect evil and good 3rd augury, magic mouth 5th clairvoyance, tongues 7th arcane eye, divination 9th commune, scrying BONUS CANTRIP 1st-level Doomsayer Feature You learn the vicious mockery cantrip. It counts as a priest cantrip for you, but it doesn't count against your number of cantrips known. FOREBODING PREMONITION 1st-level Doomsayer Feature During a long rest, you gain premonitions of future events yet to occur. You glimpse into the future and gain a number of premonition dice equal to your Willpower modifier (minimum 1). These dice are d6s. As a reaction, you can grant one of these dice to a creature that you can see that is subjected to a saving throw as a result of a harmful effect from a trap, an ability, or a spell. The creature rolls your premonition die and adds the number rolled to their total. The die must be expended before the result of the roll is determined. You regain all expended uses of this feature when you finish a long rest. CHANNEL DIVINITY: FRIGHTFUL OMEN 2nd-level Doomsayer Feature You can use your Channel Divinity to strike fear into the hearts of your enemies. As an action, you present your holy symbol and you utter a word that strikes fear in the hearts of those who stand against you or your allies. Choose one humanoid within 60 feet of you. The target must make a Willpower saving throw or become frightened of another humanoid of your choosing. On a failed save, for the next minute, the target is frightened of the chosen humanoid. At the start of each of their turns, the target repeats this save. On a success, this effect ends. At 10th level, you can target two creatures instead of one with this feature, and you can target three creatures when you reach 18th level. Each creature can be frightened of a different humanoid of your choice, or the same one.


40 L E G IONNA IR E ’ S GU ID E TO CYROD I IL Reveler Calling Spells Priest Level Spells 1st color spray, disguise self 3rd mirror image, suggestion 5th beacon of hope, hypnotic pattern 7th compulsion, confusion 9th animate objects, awaken DREADED PROPHECY FORETOLD 6th-level Doomsayer Feature Your foresight into horrors yet to come has allowed you a moment to help those in need. When a creature rolls one of your premonition dice and fails their saving throw, any damage the creature received as part of the failed save is reduced by a number equal to the number rolled on the die + your proficiency bonus + your Willpower modifier (minimum 1). If you reduce the damage to 0, the number remaining is granted as temporary hit points to the creature. DIVINE STRIKE 8th-level Doomsayer Feature You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. DOOMED SOUL 17th-level Doomsayer Feature Your sight into death protrudes into reality, allowing you a brief moment to change the fate of a doomed soul. When a creature fails a death saving throw within 60 feet of you, as a reaction, you can grant the target an additional 1d6 to the death saving throw by expending one of your premonition dice, possibly changing their doomed fate and making the attempt a success instead. Once you use this feature, you must finish a short or long rest before you can use it again. REVELER Always the life of the party, a Reveler shines in the presence of others, and uses their good sense of merriment and cheer to embolden those around them. Priests of this calling make it their life's work to always provide something to celebrate and will push themselves to their physical limits if needed to keep up. Whether followers of Dibella, goddess of love, art, and music, or Sanguine, the Daedric Prince of hedonism, a Reveler ensures that there is never a dull moment. CALLING SPELLS 1st-level Reveler Feature You gain calling spells at the priest levels listed in the Reveler Calling Spells table. See the Divine Calling class feature for how calling spells work. PRIEST AN IMPERIAL DOOMSAYER LECTRURES FROM HIS PULPIT


CHA PT ER 2: GU ILD S O F CYROD I IL 41 FESTIVE VITALITY 1st-level Reveler Feature You gain advantage on Endurance saving throws to resist poison and becoming intoxicated (see the condition), and you gain resistance to poison damage. Additionally, you always have the protection from poison spell prepared and it doesn’t count against the total number of spells you have prepared. CHANNEL DIVINITY: MERRYMAKER 2nd-level Reveler Feature You can use your Channel Divinity to invigorate all who see you. A number of creatures equal to your Willpower attribute modifier (minimum 1) within 60 feet of you, that can both see and hear your prayer, gains 2d10 temporary hit points. ROUSING JUBILATION 6th-level Reveler Feature Whenever you roll for initiative, you can immediately use your reaction to encourage your allies. You and any number of creatures of your choice that can see and hear you have advantage on all saving throws and attribute checks during the first round of combat. POTENT SPELLCASTING 8th-level Reveler Feature You add your Willpower modifier to the damage you deal with any priest cantrip. SPIRIT OF INVIGORATION 17th-level Reveler Feature When a creature within 15 feet of you fails a death saving throw, you can use your reaction to force the creature to reroll the saving throw. The target must use the result of the second roll. Alternatively, whenever an ally within 15 feet of you becomes stable, you can use your reaction to restore 1 hit point and grant 2d10 temporary hit points to the target. Once a creature gains the benefits of this feature, it must finish a long rest before it can do so again. AN IMPERIAL REVELER PERFORMS FOR A CROWD


42 L E G IONNA IR E ’ S GU ID E TO CYROD I IL RANGER Traveling from the farthest reaches of Tamriel, rangers are often wanderers and survivalists that have learned how to make the best out of whatever environment they find themselves in. From the forests of Valenwood telling histories and legends of the Bosmer culture, or spending time in cities and taverns looking for the next job, rangers are content in nearly any habitat. The ranger class receives new subclasses in this section. RANGER ARCHETYPES At 3rd level, a ranger gains the Ranger Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Green Pact Keeper and Sellsword. GREEN PACT KEEPER To those who follow the Green Pact, there is nothing more important than to uphold their promise to Y’ffre. Bosmer of the Treaty of Frond and Leaf allow this code to dictate their everyday lives. It binds them to the trees, the rivers, and the creatures of the great forests of Tamriel. Green Pact Keepers draw upon powers granted by Y’ffre to maintain their vow. RESTRICTION: BOSMER ONLY Only Bosmer can become Green Pact Keepers as the Green Pact only affects them. Your GM can lift this restriction to better suit the campaign or your character. BONUS PROFICIENCIES 3rd-level Keeper feature You gain proficiency with cook’s utensils and brewer’s supplies. SPELLCASTING 3rd-level Keeper feature As a reward for following the strict rules of the Green Pact, Y’ffre has granted you the ability to use the magical essence of nature to cast spells. See the Chapter 10 of the Basic Rules for the general rules of spellcasting and Chapter 11 for the warden spell list. Cantrips. You learn two cantrips of your choice from the warden spell list. You learn an additional cantrip of your choice at 10th level. Magicka. The Green Pact Spellcasting table shows how much magicka you have to cast your warden spells of 1st level and higher. The table also shows what the level spells you can cast. To cast one of your warden 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 of the Basic Rules. You regain all expended magicka when you finish a long rest. For example, if you know the 1st-level spell hail of thorns and have a Spell Level of 2nd, you can cast hail of thorns using magicka to cast it at either level. Spells known of 1st level and higher. You know three 1st-level warden spells of your choice from the warden spell list. The Spells Known column of the Green Pact Spellcasting table shows when you learn more warden spells of 1st level or higher. Each of these spells must be of a level for which you can cast, as shown on the table's Spell Level column for your level. When you reach 7th level, for example, you learn a new warden spell, which can be 1st or 2nd level. Green Pact Spellcasting Ranger Level Cantrips Known Spells Known Magicka Points Spell Level 3rd 2 3 4 1st 4th 2 4 6 1st 5th 2 4 6 1st 6th 2 4 6 1st 7th 2 5 14 2nd 8th 2 6 14 2nd 9th 2 6 17 2nd 10th 3 7 17 2nd 11th 3 8 17 2nd 12th 3 8 17 2nd 13th 3 9 27 3rd 14th 3 10 27 3rd 15th 3 10 27 3rd 16th 3 11 32 3rd 17th 3 11 32 3rd 18th 3 11 32 3rd 19th 3 12 38 4th 20th 3 12 38 4th


CHA PT ER 2: GU ILD S O F CYROD I IL CHA PT ER 1: PLAY ER O PT ION S 43 Additionally, when you gain a level in this class, you can choose one of the warden spells you know and replace it with another spell from the warden spell list, which also must be of a level for which you can cast. Spellcasting Attribute. Willpower is your spellcasting attribute for your warden spells, so you use your Willpower whenever a spell refers to your spellcasting attribute. In addition, you use your Willpower modifier when setting the saving throw DC for a warden spell you cast and when making an attack roll with one. Spell save DC = 8 + your Proficiency bonus + your Willpower modifier Spell attack modifier = your Proficiency bonus + your Willpower modifier EXPANDED SPELL LIST 3rd-level Keeper feature As a Green Pact Keeper, you can choose from an expanded list of spells when you learn a warden spell. The following spells are added to the warden spell list for you. Jagga. When a creature uses an action to drink this magically infused jagga, it can add your Willpower modifier to every Intelligence and Personality attribute check it makes for the next hour. Rotmeth. When a creature uses its action to drink this magically infused rotmeth, it can add your Willpower modifier to any Strength and Endurance attribute checks that it makes for the next hour. GREEN SHAPING 11th-level Keeper feature You can use an action to chant a song of nature, allowing you to shape a natural area to meet your needs. The area can be up to a 10-foot cube. Buildings and other structures are excluded from the affected area. This feature creates up to two of the following effects within this area, which lasts for the next minute. When you create the effects, you can specify creatures as friends who are immune to these effects. A dispel magic cast on the area removes only one of the effects, and the spellcaster chooses which effect to end. Only when all of the effects are ended is the area fully dispelled. ◈ The area thickens with plant growth and is considered difficult terrain. ◈ Natural difficult terrain magically transforms and no longer affects you and the creatures you choose. ◈ Bramble covered in thorns grows over the area, dealing 1d4 piercing damage to any creature that enters the area for the first time or starts their turn there. ◈ Vines grab at Large or smaller creatures that enter the area for the first time or start their turn there. The creature must succeed on a Strength saving throw against your spell save DC or become grappled by the vines. A grappled creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. Once you use this feature, you can’t use it again until you finish a long rest. FEAST OF THE ANIMALS 15th-level Keeper feature You spend 1 hour preparing and eating a feast prepared in adherence to the green pact. This task can be completed during a short or long rest. The beneficial effects don’t set in until this hour is over. Up to six creatures can partake in the feast. A creature that partakes of the feast gains temporary hit points equal to your ranger level until the end of their next short rest. NATURE’S BREW 7th-level Keeper feature Once each day, you can spend 1 hour gathering materials and creating magically infused brews. This task can be completed as part of a short or long rest. You can expend 2 or more magicka to create a brew from the list below, and you can create an amount of brews equal to your Willpower modifier (minimum of 1). These brews remain magically infused for 24 hours before losing their magical properties. In addition, you can craft healing potions using brewer’s supplies as though you were using a herbalism kit. Healing Brew. When a creature uses an action to drink this healing brew, it regains hit points equal to 3d4 + your Willpower modifier. If you expend 3 magicka to create the brew, the amount of hit points gained increases by 2d4 (for a total of 5d4). At 13th level, you can expend 5 magicka to create the brew and increase the hit points gained by 4d4 (7d4 total). And at 19th level, you can expend 6 magicka to create the brew and increase the hit points gained by 6d4 (9d4 total). Green Pact Expanded Spells Spell Level Spells 1st alarm, hunter’s mark 2nd magic weapon, silence 3rd warding bond, nondetection 4th divination, banishment


44 L E G IONNA IR E ’ S GU ID E TO CYROD I IL NORD SELLSWORD BOSMER GREEN PACT KEEPER SELLSWORD Having learned how to take care of themselves, a Sellsword is just as quick to the punch as they are to ask for payment upfront. Ranging from all walks of life, a cheap hireling can be found at any local tavern selling their trade as a half-rate protector, but not a Sellsword. Trained and honed to a point, a Sellsword draws in a wealth of knowledge in combat to be used to their advantage. EXCEPTIONAL TRAINING 3rd-level Sellsword feature Your training has surpassed all rivals and peers. Choose one of your skill proficiencies, or one of your tool proficiencies. Your proficiency bonus is doubled for any attribute check you make that uses this chosen proficiency. IMPROVED PRIMAL MARK 3rd-level Sellsword feature When you use your Primal Mark feature as a bonus action to mark a creature as your quarry, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack. When you reach 11th level, the extra damage increases to 1d8, and when you reach 17th level, the extra damage increases to 1d10. FAVORED DEFENSE 7th-level Sellsword feature You’ve learned not only how to harm your favored foes, but also how best to defend yourself from them. When a creature that is one of your favored foes makes an attack roll against you, or subjects you to a saving throw, you add up to half of your Willpower modifier (rounded up, minimum of 1) to either your AC for that attack or to your saving throw to resist that effect. ADDITIONAL FIGHTING STYLE 11th-level Sellsword feature You can choose a second option from the Fighting Style class feature. You can't choose the same Fighting Style twice. INDISCRIMINATE FOE 15th-level Sellsword feature A creature that is marked by your Primal Mark feature is considered to be a Favored Foe for you, regardless of its creature type.


CHA PT ER 1: PLAY ER O PT ION S 45 ROGUE Excellently trained as duelists and operatives, rogues use quick thinking and agile movements to avoid danger while claiming their targets with uncanny precision. Sometimes, rogues seek a greater supernatural power through the Void, while others embrace their natural talents to get what they want. The rogue class receives new subclasses in this section. ROGUISH ARCHETYPES At 3rd level, a rogue gains the Roguish Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Chosen of Sithis and Infiltrator. CHOSEN OF SITHIS As with their god, the Chosen of Sithis are harbingers of chaos, who bring the presence of the Void wherever they are found. Attempting to embody the change desired by Sithis, these rogues have motives that are often misunderstood, except by their associates. The Chosen are most often assassins with the Dark Brotherhood, but could also be members of the Dunmeri Morag Tong. Other worshipers of Sithis are the Argonians, especially the Shadowscales, of the Black Marsh, who accept and bring the greatest change: death. SEED OF SITHIS 3rd-level Chosen of Sithis feature You gain powers that are fueled by special dice called Sithis dice. At 3rd level this die is a d6. This die increases in size at 6th level (1d8), 11th level (1d10), and 17th (1d12). Your affiliation with the Dread Lord allows you to use a bonus action to imbue a target with the power of Sithis, marking them for death. This mark gives you alone power over your foe. ◈ While marked, once on each of your turns, when you miss an attack against the target, it takes necrotic damage equal to the number you roll on your sithis die. ◈ All your attacks of opportunity against that target have advantage. ◈ When you reduce the target to 0 hit points you gain hit points equal to your Intelligence modifier (minimum of 1). ◈ The marked target has disadvantage on all saving throws prompted by you. This benefit lasts until you finish a short rest. When the marked creature is reduced to 0 hp you can use a bonus action to mark a new creature hostile to you. If you do not mark another creature by the end of your next turn, the power fades. Once you use this feature, you can't use it again until you finish a short or long rest VOID CLOUD 9th-level Chosen of Sithis feature As an action, you can cast the darkness spell without expending magicka points. When you cast the spell in this manner, the spell functions with the following changes: ◈ It is centered on yourself and moves with you. ◈ The radius is reduced to 10 feet. ◈ You and up to 5 willing creatures of your choice can see through it. ◈ It does not require concentration to maintain, and you can end the effect early as a bonus action. Once you use this feature, you can not use it again until finishing a long rest. THE CULLING 13th-level Chosen of Sithis feature Whenever you kill a creature marked by the Seed of Sithis, you can use a reaction to draw part of its soul out and form it into an invisible barrier around you. Roll your Sithis die and add the number rolled to your AC until the start of your next turn. CALL OF SITHIS 17th-level Chosen of Sithis feature As an action, you draw dread from the souls of those you have killed in the past and discharge the energy, forcing all creatures you choose within 30 feet of you to make a Willpower saving throw (DC 8 + your Intelligence modifier + you proficiency bonus). On a failed save, the creature takes 5d10 necrotic damage, or half as much on a successful one. If this damage reduces one or more Small or larger hostile creatures to 0 hit points, you can make one additional weapon attack as part of the Attack action on your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.


46 L E G IONNA IR E ’ S GU ID E TO CYROD I IL INFILTRATOR Gifted in deception and disguises, rogues of this nature may find themselves bridging between a world of lies, robbery, and guile. While sneaking has its merits, an infiltrator knows there is more than one way to complete a job. Walking in the front door and robbing a mark blind can be just as profitable as breaking in through a second story window, with far less chance of breaking one's neck. Similar in many ways to con-artists or thieves, these gab-gifted rogues use their suave ways in an attempt to mislead wealthy widows, naive entrepreneurs, and trusting simpletons. TOOLS OF THE TRADE 3rd-level Infiltrator feature You've learned how to excel at the finer points of deception. You gain proficiency with the disguise kit and the Deception skill. SMILE OF FORTUNE 3rd-level Infiltrator feature You've learned how to turn failure into success. When you roll a 1 on your precision dice, you can reroll the die and you must use the new roll, even if the new roll is a 1. CONVINCING CON 6th-level Infiltrator feature You've learned how to get your way, whether it’s getting out of trouble with the guards or getting someone to turn a blind eye to your deeds. If caught in the act of thievery, trespassing, or generally being somewhere or doing something you shouldn't be, you have advantage on Personality checks made to attempt to bribe, seek clemency, or otherwise talk your way out of the situation. ESCAPE ARTIST 9th-level Infiltrator feature Your deft movements and training of getting yourself out of sticky situations allows you a greater ability to avoid being pinned down. You have advantage on all checks to escape a grapple. Additionally, you can use the Dash action as a bonus action on each of your turns. When you take your bonus action to Dash, opportunity attacks against you have disadvantage. SWIFTLY FORGOTTEN 13th-level Infiltrator feature You've learned how to quickly change your appearance in order to slip away from a scene. Spending 1 minute using your disguise kit, you attempt to craft a disguise that involves moderate changes to your appearance to pass yourself off as that of another person. While in this disguise, you can roll your precision dice and add the total to any Personality (Deception) checks made to convince others of your new identity. DECEPTIVE FIGHTING 17th-level Infiltrator feature Your knack for deception extends to your fighting. As a bonus action on each of your turns, you can attempt to mislead attackers with sly and deft movements. A target of your choosing within 60 feet of you must make an opposed Willpower (Insight) check against your Personality (Deception) check. On a failure, the target makes its attacks against you with disadvantage until the start of your next turn. If the target is within 5 feet of you, the creature also has disadvantage on all attacks made against any of your allies that are within 5 feet of the target. IMPERIAL CHOSEN OF SITHIS DUNMER INFILTRATOR


CHA PT ER 1: PLAY ER O PT ION S 47 SORCERER Drawing from power within themselves, sorcerers are some of the mightiest spellcasters found on Tamriel. Strengthened by the magical energies of Aetherius or an unexpected ancestry permeated with vestiges of an immortal being, sorcerers can tap into a wellspring of power unavailable to others. Some sorcerers can even innately access the knowledge of their ancestors and the training they gained over the generations. The sorcerer class receives new subclasses in this section. SORCERY FOCUS At 1st level, a sorcerer gains the Sorcery Focus feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Aetherial Herald, Daedric Ancestry, and the Dunewalker. AETHERIAL HERALD When Magnus and his followers fled from the creation of the Mundus, their departure left the sky riddled with rifts to Aetherius, the sun and stars. Those who feel an increased connection to the constellations are gifted with increased magical powers as the essence from Aetherius flows within their soul. Aetherial Herald sorcerers draw their arcane powers from the stars and are known for their magical aptitude. STAR-TOUCHED 1st-level Aetherial Herald feature You are sometimes given energy from the Aetherial magic that flows through the stars, allowing you to cast spells without effort. Whenever you cast a spell of 1st level or higher, you can choose to make a spellcasting attribute check with a DC equal to 15 + the level of the spell that is cast. On a successful check, you cast the spell without expending any magicka. Once you successfully gain the benefits of this feature, you can’t do so again until you finish a long rest. POWER SHIFT 6th-level Aetherial Herald feature You are able to channel the constellations to infuse your spells with magic from Aetherius. Your damaging cantrips and 1st-level spells deal additional force or radiant damage (your choice) equal to your Willpower modifier (minimum of 1). The damage bonus applies to one damage roll of a spell. ONE WITH THE CONSTELLATIONS 14th-level Aetherial Herald feature Every bit of energy you use finds its way back to the incredible fonts of magic that reside within the constellations, causing them to shine brightly upon you. Every time you absorb magicka through your Capacitor feature, you roll on the Aetherial Constellations table. Roll a d12 twice and choose either of the numbers rolled to determine which constellation shines upon you, gaining that benefit. If you roll the same number on both dice, you must take the Serpent’s boon. TWICE BORN STAR 18th-level Aetherial Herald feature Your celestial connection grants you the blessing of the stars. Choose an additional birthsign from the Constellation Table as part of character creation. You gain the benefits the of both of your birthsigns, and can't choose the same birthsign twice. BRETON AETHERIAL HERALD


48 L E G IONNA IR E ’ S GU ID E TO CYROD I IL DAEDRIC ANCESTRY Your innate power comes from Daedric magic that was mingled with your blood or with that of your ancestors. Most often, sorcerers with this focus trace their descent back to a mighty sorcerer of ancient times who made a bargain with a Daedric Prince or who might even have claimed a Daedroth parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. DAEDRIC ANCESTOR 1st-level Daedric Ancestry feature You choose one realm of Oblivion that your ancestor hails from. The damage type associated with each realm of Oblivion is used by features you gain later. You can speak, read, and write Daedric. Additionally, you gain advantage on Personality checks whenever interacting with Daedra. SORCERER Aetherial Constellations d12 Constellation Effect 1 Ritual The creature that cast the spell is frightened of you until the end of its next turn. 2 Lover You can choose one creature that you can see and instantly break their concentration. 3 Lord You regain hit points equal to your sorcerer level. 4 Mage You gain advantage on your next Intelligence or Willpower saving throw. 5 Shadow You turn invisible for 1 minute as though you cast the invisibility spell on yourself. 6 Steed Your speed increases by 10 feet for 1 minute and opportunity attacks made against you have disadvantage. 7 Apprentice You immediately regain 3d4 magicka points. 8 Warrior You gain advantage on your next Strength or Endurance saving throw. 9 Lady You gain 2d10 temporary hit points. 10 Tower The next time you are hit by an attack, within the next minute, you can use your reaction to reflect up to 3d6 damage back to your attacker. 11 Atronach You gain resistance to the damage type of the triggering spell. If the spell deals multiple damage types, the GM chooses one at random, and if the spell doesn’t deal any damage, the GM chooses one damage type between acid, cold, fire, lightning, or poison. 12 Thief You gain luck (inspiration). — Serpent All negative magical effects that are afflicting you are removed. Daedric Ancestry Realm of Oblivion Daedric Prince Damage Type Apocrypha Hermaeus Mora Necrotic Ashpit Malacath Fire Attribution’s Share Boethiah Fire Coldharbour Molag Bal Cold Colored Rooms Meridia Radiant Deadlands Mehrunes Dagon Fire Evergloam Nocturnal Necrotic Fields of Regret Clavicus Vile Acid Hunting Grounds Hircine Poison Moonshadow Azura Force Myriad Realms of Revelry Sanguine Thunder The Pits Peryite Poison Quagmire Vaermina Psychic The Scuttling Void Namira Force The Shivering Isles Sheogorath Psychic The Spiral Skein Mephala Acid DAEDRIC RESILIENCE 1st-level Daedric Ancestry feature As magic flows through your body, it causes physical traits of your Daedric ancestors to emerge. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your body appear to reflect that of the creatures that inhabit your chosen Daedric heritage. This may appear as body-markings,


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