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Legionnaire's Guide to Cyrodiil_v1.0

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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

CHA PT ER 4: TR EA SUR E S 199 You gain a +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no defense against the maul, which passes through that spell’s barrier of magical force. Malacath’s Vengeance. If you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra 3d6 necrotic damage, and it must make a DC 17 Endurance save. On a failed save, a living target gains 1 level of exhaustion. Pariah’s Honor. While Volendrung is in your possession, you have advantage on Personality checks that you make when interacting with an Orsimer or any goblin-ken that you share a language with. Additionally, as an action, you can present this Daedric artifact and utter a warcry of Malacath, censuring or invigorating his chosen servants. Choose one of the following effects: fear or rally. Fear. Each Orc or any goblin-ken 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. Rally. Each non-hostile Orc or any goblin-ken that can see or hear you within 30 feet of you is rallied (see the condition) for 1 minute or until it no longer can see you. Once you use this property of Volendrung, you can’t do so again until the next dawn. WEAPON OF EMBERS Weapon (any), rare (requires attunement) You can use a bonus action to speak this magic weapon’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40- foot radius and dim light for an additional 40 feet. While the weapon is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. WEATHERWARD CIRCLET Ring, rare (requires attunement) While wearing the ring, you gain resistance to cold and fire damage. WELKYND STONE Wondrous Item, rare This glowing blue stone is filled with magical energies. As an action, you can drain the stone of its magic and you regain 2d4 + 2 magicka points. Once used, the stone loses its potency until it is recharged by soul gems, filling it with 40 charges. WITSPLINTER Weapon (dagger), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target’s Intelligence attribute score decreases by 2 for the next minute, and if the target is concentrating on a spell, it has disadvantage on the saving throw it makes to maintain concentration. This dagger also has 5 charges. While attuned to it, you can expend 1 charge when you hit with an attack you make with it, reducing the target's magicka points by 1d6. The dagger regains 1d4 + 1 expended charges daily at dawn. ARIC SALYER WITSPLINTER


200 L E G IONNA IR E ’ S GU ID E TO CYROD I IL ARTIFACTS This section presents some of the most powerful artifacts in Tamriel, some of which were created by the Divines or Daedric Princes. See the 5e Core Rules for the rules on artifacts and the relevant Artifact Properties tables to determine the random properties. AMULET OF KINGS Wondrous item, artifact (Akatosh) (requires attunement by a Dragonborn) The Amulet of Kings, the blessed symbol of the Emperor of Tamriel, is a pendant adorned with a large ruby-like soul gem that is attributed with the divine right to rule. The soul gem, Chim-el Adabal, also known as the Red Diamond, which is set within a gold clasp and surrounded by smaller jewels that represent each of the Eight Divines. This ornate piece of jewelry has been sought after since the ushering of the Alessian Empire when it was blessed by Akatosh. This promise has warded Tamriel from the Daedric Princes who seek to control all of Mundus. This amulet cannot be worn by any that is not blessed with the Blood of Akatosh. Commonly known as Dragonborn, these are individuals who have the ability to both wear and rule with this ancient piece of authority. Heirs to a Dragonborn, while not gifted with the Thu’um, can still wear the Amulet of Kings and exercise their right to rule. The Amulet of Kings endured the First Era with the founding of the Alessian Empire, to the very end of the Third Era when Martin Septim destroyed it in the Temple of the One as he relit the Dragonfires. In doing so, Martin sealed shut the gates of Oblivion, and saved Tamriel from Mehrunes Dagon’s Invasion. While wearing this amulet, you gain the following benefits: Random Properties. The amulet has the following randomly determined properties: ◈ 2 minor beneficial properties ◈ 1 major beneficial property Blessing of the Eight. You have advantage on saving throws against spells and other magical effects. Additionally, you have resistance to fire damage. Blood of Lorkhan. Your hit point maximum increases to an amount as though you had rolled the maximum on your hit die each time you gained a level. Dragonfire Promise. By touching the Red Diamond gemstone on the amulet, you can cast the banishment spell (save DC 19) from it as an action at will. Avatar of Akatosh. You can touch the Red Diamond gemstone on the amulet and utter a prayer to the Father of Dragons to beseech him to aid you against your foes. If your GM deems it so, you transform into the Avatar of Akatosh, as though you had cast the shapechange spell on yourself. Once this property of the amulet has been used, it can't be used again until 30 days have passed. Destroying the Amulet. The amulet can only be destroyed by lighting the Dragonfires in the Temple of the One by a Dragonborn, and only if Akatosh deems it so. As part of the ritual to light the Dragonfires, an attuned Dragonborn can cast the amulet into the flames, sparking the essence of Akatosh from within. The Avatar of Akatosh property is automatically used on the attuned Dragonborn, but once the effect ends, the avatar becomes petrified, and the Dragonborn’s body and soul is lost. EBONY BLADE Weapon (dai-katana), artifact (Mephala) (requires attunement) The Ebony Blade, also known as the Vampire or the Leech, is a Daedric artifact created by the Daedric Prince Mephala. The blade resembles an ebony daikatana, and is known to corrupt whoever wields it. The blade is considered to be evil and it is questioned if whoever chooses to wield the blade is naturally evil or if the weapon itself perverts its owner. Those who do take up this malevolent weapon end up with crazed eyes and their minds twist from the deeds the blade forces upon them. Mephala takes great interest in following whoever holds it, whispering her dark suggestions of betrayal and destruction. The strength of the blade comes from a nearly unquenchable lust for blood and deceit. Every time the Ebony Blade strikes an opponent, part of the damage inflicted flows into the wielder as raw power. The blade also has a supernatural ability to know who AMULET OF KINGS DORIAN PILLARI


CHA PT ER 4: TR EA SUR E S 201 has gained the trust of its owner, and Mephala bids them to strike down their closest friends, unlocking the blade’s true potential. In the Second Era, the Ebony Blade was discovered by an Altmer named Nerien'eth. Mephala corrupted him absolutely and he murdered his students and fellow researchers, along with his wife, Alanwe. With the help of a group of adventurers from the Undaunted guild, Alanwe sacrificed her soul to place a charm on the blade which prevents the blade from staying with one owner for long. Magic Weapon. The Ebony Blade is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The weapon is also supernaturally light and has the Finesse property. Random Properties. The Ebony Blade has the following random properties: ◈ 2 minor beneficial properties ◈ 1 major beneficial property ◈ 2 minor detrimental properties ◈ 1 major detrimental property Spells. The blade has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: charm person (1 charge), confusion (2 charges), glibness (4 charges), mind blank (4 charges), modify memory (3 charges), and silence (2 charges). The blade regains 1d4 + 1 expended charges daily at dawn. Life Drain. When you hit a creature with a melee attack using the Ebony Blade, the target must make a DC 18 Endurance saving throw. On a failure, the target takes an extra 1d4 necrotic damage, and you regain a number of hit points equal to half the necrotic damage dealt. This property can only be used once each turn. The amount of necrotic damage increases as the weapon gains more power, as shown on the Life Drain Damage column of the Ebony Blade Absorb Essence table. Absorb Essence. Each time the blade is used to kill one of your allies, such as a friendly townsperson or a member of your adventuring party, the blade increases in power, as shown on the Ebony Blade Absorb Essence table. The wielder can hear Mephala whisper instructions to murder their friends and congratulates you when you bend to the Princes' wishes. Sentience. The Ebony Blade is a sentient chaotic evil weapon with an Intelligence of 15, a Willpower of 13, and a Personality of 16. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Tamrielic. Personality. The sword's purpose is to bring chaos, discord, death, and murder upon the land. It acts as a physical representation of the Daedric Prince Mephala. The blade is a seductive influence in the life of the wielder. It offers promises that it knows it will not keep, or help its wielder achieve the promised goal, only to reveal the terrible cost of making pacts with Daedric Princes. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one. The blade constantly whispers in your mind, telling you to commit heinous acts of violence against the innocent. The first time the blade increases in power through the absorb essence property, you begin to spiral into madness. The next time you finish a long rest, you must succeed a DC 18 Willpower saving throw or gain a form of short-term madness. After the second time the blade increases in power, the next time you finish a long rest, you must succeed a DC 18 Willpower saving throw or you gain a form of long-term madness. After the third time the blade increases in power, you gain a form of indefinite madness. After each additional increase in power from the absorb essence property, you gain an additional indefinite madness, rerolling for any repeating madnesses. Ebony Blade Absorb Essence Kills Life Drain Damage 0 1d4 1 1d6 2 1d8 3 1d10 4 2d6 5+ 2d8 EBONY BLADE RAY LEDERER


202 L E G IONNA IR E ’ S GU ID E TO CYROD I IL ELDER SCROLL Wondrous item, artifact (requires attunement) As long as time has existed, so have the Elder Scrolls. Held within these indestructible texts are the mysteries of the past, present, and all possible futures. No one knows how many Elder Scrolls exist, for it is said that they do not exist in countable form. In ages past, many have attempted to unravel the secrets contained in these scrolls. The Dwemer devised large, complex machines that used a device called a lexicon in an attempt to extract the information in the scrolls. Whether this method of indirect viewing of the scroll is any more or less effective than manual reading is something that none but the Dwemer may know. In more contemporary times, those who were gifted with the ability to see the events unfold within the scrolls were taken as members of the fabled Order of the Ancestor Moth. This cult of priests takes the role of transcribing and recording the prophecies contained within. But, like others who have attempted this feat of mental fortitude, their minds and bodies wane with each reading. Eventually, all priests who read from the scrolls go blind. Those untrained in the Ritual of the Ancestor Moth will often gain nothing from viewing the scrolls. Many experience flashing visions of runes and constellations before temporarily going blind for a time. While this blindness is not permanent, it can still have lingering issues on the psyche of the individual. Unknowing Possibilities. While attuned to an Elder Scroll, you can attempt to read it by making a DC 19 Willpower saving throw. On a successful save, you gain supernatural knowledge of past, present, or future events. Prophecies are visually depicted, but are sometimes hard to comprehend, or it can be hard to understand where or when the events shown take place. The GM gives truthful information of a scene or event that might be vague or cryptic, as they deem fit. If you succeed the saving throw by 5 or more, the vision becomes clearer and less vague. In addition, for the next 24 hours, you can add a d8 to all saving throws. On a failed save, the scroll reveals nothing but flashing images of arcane symbols. You are partially blinded for the next hour, reducing your vision to 30 feet, including darkvision, and any Willpower (Perception) checks that rely on sight are made with disadvantage. Failing this save by 5 or more causes you to gain a form of short-term madness. Failing this save by 10 or more causes you to gain a form of long-term madness. Multiple attempts to read Elder Scrolls can lead to blindness, along with any additional effects that may occur from the failed save. The second time you fail a saving throw to read any Elder Scroll, you are instead blinded for 1 hour and you are partially blinded, as described above, for 24 hours. On a third failed saving throw, you are blinded for the next 24 hours and remain partially blinded for the next week. After a fourth failed saving throw, you are permanently blinded. Once you use this property, the scroll becomes inert and can’t be used again until the next dawn. Aedric Foresight. After you succeed on a saving throw to read an Elder Scroll, your Willpower score increases by 2, to a maximum of 24. You can’t gain this benefit from Elder Scrolls more than once. Additionally, you gain advantage on initiative rolls and you cannot be surprised. Temporal Dissonance. Unless the GM deems it otherwise, after a failed save with the Elder Scroll, there is a 10% chance that the scroll vanishes from the creature’s grasp and is lost to them. Destroying an Elder Scroll. It is considered impossible to physically harm or destroy an Elder Scroll. No spell can target an Elder Scroll, as if the spell that is cast is immediately targeted by a 9th level counterspell. Striking the scrolling with an attack causes all damage dealt to it to be instead reflected back at the attacker but as psychic damage. ELDER SCROLL RAY LEDERER


CHA PT ER 4: TR EA SUR E S 203 NECROMANCER'S AMULET Wondrous item, artifact (Mannimcarco) (requires attunement) The legendary Necromancer's Amulet is the last surviving relic of the mad sorcerer Mannimarco, also known as the King of Worms. The amulet is an exquisitely crafted sterling silver pendant with an eerie glowing skull emblazoned upon it. Popular among mages, the amulet instantly bestows the wearer with wisdom far beyond their years, and is mystically fortified to provide the same protection as heavy armor without the restriction of movement. One of the greatest flaws of the amulet is it's instability. It is forever doomed to fade in and out of existence, reappearing at locations distant from that of its disappearance. Random Properties. The Necromancer's Amulet has the following random properties: ◈ 2 minor beneficial properties ◈ 1 major beneficial property ◈ 2 minor detrimental properties ◈ 1 major detrimental property Protection. Your AC can't be less than 17 while wearing the amulet, regardless of what kind of armor you are wearing. Increased Intelligence. While wearing the amulet, your Intelligence score increases by 2, to a maximum of 24. Additionally, your magicka point maximum increases by half your character level, rounding down. Enlightened Necromancy. While wearing the amulet, any necromancy spell you cast counts as one level higher, to a maximum of 9th level. Bane of Undeath. After 1d20 days of wearing the amulet, you begin to acquire the physical traits of undeath. You may become unnaturally gaunt, or appear to have a grotesque disease that marks your skin. Your skin, fur, or scales might lose all natural coloring and become pale, or your body temperature is always cold to the touch. Or perhaps your eyes have glossed over in pure black, you've lost all facial features, or some other unholy feature the GM chooses. The bane grants you advantage on Personality (Persuasion) checks made to interact with evil creatures and Personality (Intimidation) checks made to interact with non-evil creatures. Curse. This amulet is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the amulet fails to end the curse on you. While attuned to the amulet, your walking speed is reduced by 5 feet. Additionally, when you finish a long rest, you regain 2 fewer hit dice than you normally would. Destroying the Amulet. The Necromancer's Amulet is incredibly unstable and is known to fall in and out of existence at its own unpredictable impulse. The only way to temporarily destroy the amulet is by bringing it to a temple of Arkay and participating in a ritual which banishes the amulet for 1d100 years. It then reappears in a random location on Nirn. STAFF OF MAGNUS Staff, artifact (Magnus) (requires attunement by a spellcaster) The Staff of Magnus is perhaps one of oldest, if not the oldest, artifacts of Tamrielic lore. Legend speaks of it as being the physical embodiment of its metaphysical creator, Magnus. Often considered too powerful to be wielded by mortals, the staff is never kept by one for long. Some say the staff itself abandons wielders who have become too powerful, so that it can’t be used to upset the balance of reality. Random Properties. The Staff of Magnus has the following random properties: ◈ 2 minor beneficial properties ◈ 1 minor detrimental property ◈ 1 major detrimental property Magical Staff. You gain a +3 bonus to attack and damage rolls made with this magic quarterstaff. While you hold it, you gain a +3 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff NECROMANCER’S AMULET


204 L E G IONNA IR E ’ S GU ID E TO CYROD I IL disappears from your possession and is randomly placed at another location within Mundus. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 3d10 force damage to the target. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting attribute: animate objects (5 charges), dispel magic (3 charges), hold person (2 charges), levitate (2 charges), magicka drain (7th-level version, 7 charges), protection from energy (3 charges), shield (1 charge), spell absorption (5th-level version, 5 charges). You can also use an action to cast one of the following spells from the staff without using any charges: comprehend languages, detect magic, detect evil and good. Wrath of Magnus. While holding the staff, you can use your action and expend up to 10 charges from it to drain the magicka from a creature. The target must succeed on a Willpower saving throw, using your spell save DC, or have their magicka points reduced by 1d8 for each charge expended. You regain an amount of magicka points equal to the number of charges expended. If the creature does not have magicka points, or if their magicka points are reduced to 0, they take an amount of force damage equal to the number rolled. Destroying the Staff. Destroying the staff is considered a near insurmountable effort. It would require one to plunge the staff into the tear left by Magnus when he fled Mundus to Aetherius. This tear, known as the sun, is near impossible to be reached by conventional methods. Nothing short of a wish spell can transport the staff to the tear left by Magnus. The staff will make every attempt to counterspell (7th-level verison, +5 spellcasting attribute modifier) any wish spell that affects it. So long as Magnus exists, the staff will reform in 1d100 years somewhere on Mundus. UMBRA Weapon (greatsword), artifact (Clavicus Vile) (requires attunement) With a blade black as night, this cursed greatsword appears to house elements of a black soul gem throughout its framework. Known as a Daedric artifact of Clavicus Vile, this black blade’s history is shrouded in myth and legend. Enchanted by the ancient witch Narenra Waerr, its sole purpose is to entrap souls. A tool for mischief and amusement for the Daedric Prince of Trickery and Bargains, the sword itself is said to house a portion of Vile’s soul within, which has borne it sentience. It’s said that the sword is constantly seeking a means of distancing itself from the Daedric Prince, as it does not wish to be controlled by him. Once a worthy wielder is discovered, Umbra begins to slowly take control until the victim succumbs to its influence. Those who have been fully corrupted by this dark weapon forsake all bonds of their past life, don the name Umbra, and do as the blade commands. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Soul Trap. Whenever you use this weapon to reduce a creature to 0 hit points, Umbra grants you temporary hit points equal to the slain creature’s CR times 5 (minimum of 1, to a maximum of 25), the creature’s soul is imprisoned inside the sword, and that creature can be restored to life only by a wish spell. Umbra can hold a maximum of five souls. Once on each of your turns when you hit a creature with a weapon attack, your attack deals an additional 1d6 necrotic damage to the target for each soul imprisoned in the sword. Soul Strike. When you hit a target with this weapon, you can expend 1 of its stored souls to deal an extra 3d6 necrotic damage. Consume Soul. As a bonus action, you can expend one soul to regain 2d6 hit points. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell (cast at 6th level or higher) or similar magic, you are unwilling to part with the weapon. Whenever you absorb a soul with the soul trap property of this weapon, you lose a portion of yourself. You must succeed a DC 17 Willpower saving throw or you gain 1 level of corruption. For each point of corruption you gain, you feel as though memories of your life are lost, your alignment begins to shift towards chaotic evil, and you feel as if you are losing yourself in darkness. This level of corruption cannot be reduced by any means sort of a wish spell while you are STAFF OF MAGUS


CHA PT ER 4: TR EA SUR E S 205 attuned to Umbra. ◈ When you gain your 1st point of corruption, you become indefinitely charmed by Umbra while the curse lasts. Additionally, Umbra gains 1 minor detrimental property. ◈ When you gain your 2nd point of corruption, you are immune to any charm effects other than by Umbra. Additionally, Umbra gains 1 minor beneficial property. ◈ When you gain your 3rd point of corruption, you gain a special indefinite madness while this curse remains: "I only trust Umbra and no one else". Additionally, Umbra gains 1 major detrimental property. ◈ When you gain your 4th point of corruption, you gain a special indefinite madness while this curse remains: “I no longer care about what happens around me. Only Umbra matters now”. Additionally, Umbra gains 1 major beneficial property. ◈ When you gain your 5th point of corruption, you gain a special indefinite madness while this curse remains: “I must feed Umbra souls and I enjoy doing it”. Additionally, you no longer need to eat, drink, or sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity. Your alignment becomes chaotic evil, if it isn’t already. ◈ When you gain your 6th point of corruption, you lose all control of your body and Umbra instead takes control of you. The character is placed under GM control until the curse is removed. Sentience. Umbra is a sentient chaotic evil weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Tamrielic and Daedric, and can communicate with its wielder telepathically. Its voice is shallow and wispy, as if heard from afar. While you are attuned to it, Umbra also understands every language you know. Personality. Umbra speaks with an insidious tone, and does not reveal its true intentions, but instead says what it believes it needs to say to win over its wielder. The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The eventual desire of the sword is to replace the independence of the wielder with its own mind, taking it as a host. Umbra sees its wielder as merely a vessel in which it can inhabit until one more worthy of possession is found. Umbra will not willingly part with a chosen wielder and will impose its will upon their actions as best as it can. Flaw. Umbra slowly devours the independent thought and personality of the wielder until it becomes little more than a husk to serve it. Umbra will cause the wielder to take actions that they may not normally take, such as actions of violence and isolation. Additionally, if you are attuned to Umbra for 24 consecutive hours, you will begin to shun the light of day and want to find darkness. Destroying Umbra. This sword can only be destroyed while in a realm of Oblivion with the use of highly destructive Daedric magic. Thrusting the sword into a magical orb of destruction or a colossal machine could permanently destroy the sword, but Daedric artifacts are also known to disappear and reappear in later eras. UMBRA ROBERTO GATTO


206 L E G IONNA IR E ’ S GU ID E TO CYROD I IL APPENDIX A: CONDITIONS Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as chilled, are impairments, but a few, like rallied, can be advantageous. Some conditions, such as bleeding, can be deadly to a creature if left untreated. A condition lasts for a specified duration or until it is countered (for example, the burning condition is countered by dousing any flames as an action, as described in the condition’s description) or for a duration specified by the effect that imposed the condition. If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or it doesn't. RATIONALIZING CONDITIONS These conditions, as they are presented below, can be incorporated into any game at the GM’s discretion. Perhaps a dangerous foe rolls a 20 on an attack roll; imposing the bleeding, dazed, or staggered conditions as an effect instead of the extra damage normally rolled on a critical hit can make combat more dynamic. A creature that is subjected to a dragon’s fire or frost breath weapon and fails their save might start burning or be chilled as a result. Or, if they roll a 1 on their save, perhaps they become temporarily frozen. Environmental hazards could play a role in burning, such as being trapped in a house that is set ablaze, or falling into lava. While traveling in arctic landscapes, failing Endurance saves may result in becoming chilled before gaining levels of exhaustion. Some effects can be produced by spells, such as rallied, hysteria, or frenzied. These effects, much like charmed or frightened, can quickly change the flow of combat. From turning a fleeing militia into stalwart defenders, or causing enemies to become hostile to their own allies, these conditions can heavily impact how a battle may play out. Other conditions may come into play as part of the natural course of life. A creature who barely escapes death might become weakened as a result. CONDITION CONSIDERATIONS While creatures do not list an immunity to any of the following variant conditions, descriptions have been included to help determine when a creature might be immune. A GM can also decide if a condition is applicable to a creature or not at their discretion. For example, creatures that are used to arctic and freezing temperatures would likely be immune to the chilled condition even if they may lack resistance to cold damage, such as a mammoth. The following definitions specify what happens to a creature while it is subjected to a condition. BURNING CAMOUFLAGED CHILLED


A P P END IX A: COND IT ION S 207 BLEEDING ◈ A bleeding creature takes 6 (1d10) necrotic damage at the start of each of its turns. ◈ When the bleeding creature restores hit points, they receive half the amount of hit points they would normally receive. ◈ The effect ends if a creature receives magical healing, uses a healer’s kit, or if a creature uses an action to make a Willpower (Medicine) check made to staunch the wound (DC equal 10 + the number of rounds that the creature has bled, to a maximum of 15). ◈ Creatures that are immune to necrotic damage are immune to this condition. The bleeding condition doesn’t always necessitate the actual act of bleeding, but represents a form of persistent damage. Constructs begin leaking other forms of vital fluid, like oil, and undead creatures, like zombies, are wounded in vulnerable areas that quickly fall apart. Constructs can be patched with tinker’s tools instead of healer’s kits. BURNING ◈ A burning creature starts on fire, taking 6 (1d10) fire damage at the start of each of its turns. ◈ A burning creature has disadvantage on attack rolls and attribute checks. ◈ A burning creature sheds bright light in a 10-foot radius and dim light in an additional 10 feet. ◈ The effect ends when a creature takes an action to douse the fire. ◈ Creatures that are immune to fire damage are immune to this condition. CAMOUFLAGED ◈ A camouflaged creature is difficult to see without the aid of magic or a special sense. For the purpose of Hiding, the creature is lightly obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves behind. ◈ A camouflaged creature gains a +5 bonus on Agility (Stealth) checks it makes to hide. ◈ While a camouflaged creature is in dim light or darkness, attack rolls against the creature have disadvantage. CHILLED ◈ A chilled creature’s speed is reduced by half. ◈ The creature has disadvantage on attack rolls and attribute checks. ◈ If the creature’s AC is reduced by one. ◈ The creature can’t take reactions. ◈ Creatures that are immune to cold damage are immune to this condition. DAZED ◈ If a dazed creature moves more than 15 feet on their turn, they must succeed on a DC 10 Agility saving throw or fall prone. ◈ The creature has disadvantage on attack rolls and attribute checks. ◈ The creature has disadvantage on Endurance saving throws to concentrate on a spell while dazed. ◈ Creatures that are immune to the stunned condition are immune to this condition. DAZED FRENZIED FROZEN


208 L E G IONNA IR E ’ S GU ID E TO CYROD I IL FRENZIED ◈ A frenzied creature cannot distinguish friend from foe, is hostile to all creatures, and attacks the nearest creature that it can see. If there are two creatures within equal distance, the GM chooses which creature it attacks at random. ◈ While frenzied, the creature makes all attack rolls with advantage, but attack rolls against it also have advantage. ◈ A frenzied creature can’t be charmed, frightened, or rallied. ◈ A frenzied creature has disadvantage on any attribute check to interact socially with another creature that does not rely on Personality (Intimidation), and can speak only falteringly. ◈ The creature can’t concentrate on a spell while frenzied. ◈ A creature that is immune to the charmed condition is immune to this condition. FROZEN ◈ A frozen creature is frozen into solid ice, along with any objects it's wearing or carrying. Its weight increases by a factor of 3 and no longer ages. ◈ The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings. ◈ Attack rolls against the creature have advantage. ◈ The creature automatically fails Strength and Agility saving throws. ◈ The creature has vulnerability to bludgeoning damage, and has resistance to all other damage except psychic. ◈ The creature is immune to poison and disease. If the creature is already poisoned or diseased, the effects are suspended until the condition ends. ◈ A creature that is immune to the restrained condition is immune to this condition. HYSTERICAL ◈ A hysterical creature can’t concentrate on spells or form coherent thoughts. ◈ All Personality checks to speak to or console the creature automatically fail. ◈ The creature can speak only falteringly, scream, or laugh uncontrollably. ◈ A creature that is immune to the frightened condition is immune to this condition. ◈ A hysterical creature’s actions are determined by rolling a d10 at the beginning of its turns: d10 Action 1 The creature drops all held items and uses its action to take the Dash action to flee from all other creatures. 2 The creature cowers and is unable to move or take actions this turn. 3–5 The creature uses its action to take the Dodge action and doesn’t move. 6–8 Until the start of its next turn, the creature has disadvantage on saving throws and is frightened of all other creatures. 9 The creature uses its reaction to make a melee attack against a creature that enters into its reach before the start of its next turn. 10 The creature acts as normal. HYSTERICAL INTOXICATED


A P P END IX A: COND IT ION S 209 INTOXICATED ◈ An intoxicated creature is poisoned (see the condition). ◈ The creature has disadvantage on Endurance, Agility, and Intelligence saving throws. ◈ The creature automatically fails Willpower (Insight) checks. ◈ Personality checks are made with advantage against an intoxicated creature. ◈ A creature that is immune to the poisoned condition is immune to this condition. RALLIED ◈ A rallied creature can’t be charmed, frenzied, or frightened while the source of its inspiration is within line of sight. ◈ A rallied creature can take a bonus action to move up to half of its speed towards a hostile creature. ◈ The creature can use its reaction to re-roll a failed saving throw, and must use the result of the new roll. ◈ A creature that is immune to the charmed condition is immune to the rallied condition. STAGGERED ◈ A staggered creature has disadvantage on Strength and Agility saving throws. ◈ On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. ◈ A creature that is immune to the prone condition is immune to this condition. WEAKENED ◈ The amount of damage dealt from attacks and spells by the weakened creature is reduced by half. ◈ The creature has disadvantage on Strength and Endurance saving throws and attribute checks. ◈ The amount of weight the creature can carry, push, drag, or lift is halved. ◈ A creature that is immune to the exhausted condition is immune to this condition. RALLIED WEAKENED STAGGERED


210 L E G IONNA IR E ’ S GU ID E TO CYROD I IL The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document 5.0 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.


A P P END IX A: COND IT ION S 211 Stand with the Legion The world’s most popular roleplaying game meets the world’s most popular video game series in this continuation to the Unofficial Elder Scrolls Tabletop Roleplaying Game. Delve further into Cryodiil than ever before. With detailed locations of the Gold Coast, and many new subclasses, items, spells, and more, you can begin your adventures on Tamriel.


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