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Published by Leandra Arias, 2023-12-24 05:42:45

Delvebound Basic Rules

Delvebound_Basic Rules V1.4

PLAYER'S BASIC RULES VERSION 1.4 BASED ON DUNGEONS & DRAGONS FIFTH EDITION CREDITS Dungeons & Dragons Copyright © 2014 Wizards of the Coast LLC, Dungeons & Dragons, D&D, Player's Handbook, Dungeon Master's Guide, and all other Wizards of the Coast product names and their respective logos are trademarks of Wizards of the Coast. D&D Lead Designers: Mike Mearls, Jeremy Crawford Design Team: Christopher Perkins, James Wyatt, Rodney Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, Bruce R. Cordell 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. Art All art is used without permission. Art is expected to be property of Bethesda Softworks LLC, unless noted otherwise. Please correct any inaccuracies to the author of this website and credit will be given as appropriate. Unofficial Elder Scrolls Tabletop Roleplaying Game Lead Designer/Writer: Michael Bonar Special Thanks Ben Allen, ChojiBoy, Emilio HF, Hans Raider, Muatra, Myrrdin, The Thieving Mick, Timothy Hyche, Tjelvar Lidegran Wes Wisdom, everyone on the discord server, my gaming group who have had to deal with my constant changes, and everyone who has supported this project. Intellectual Property The conversion 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. Release: December 2018


CONTENTS INTRODUCTION........................................3 Playing The Game...........................................3 Places For Adventure......................................3 Using These Rules...........................................4 How To Play....................................................4 PART 1: CREATING A CHARACTER.........5 CHAPTER 1: STEP-BY-STEP CHARACTERS......5 CHAPTER 2: RACES.........................................10 Altmer (High Elf).................................................11 Argonian...............................................................12 Bosmer (Wood Elf)..............................................14 Breton...................................................................16 Dunmer (Dark Elf)...............................................18 Imperial................................................................19 Khajiit...................................................................20 Nord......................................................................23 Orsimer (Orc)......................................................24 Redguard..............................................................26 CHAPTER 3: CLASSES.....................................27 Barbarian.............................................................28 Bard......................................................................35 Crusader...............................................................40 Mage.....................................................................50 Monk.....................................................................60 Nightblade............................................................68 Ranger..................................................................77 Rogue....................................................................86 Sorcerer................................................................92 Spellsword...........................................................98 Thief...................................................................107 Warden...............................................................114 Warrior...............................................................115 CHAPTER 4: PERSONALITY AND BACKGROUND...............................................122 Character Details........................................122 Luck...........................................................125 Constellations.............................................126 Backgrounds...............................................129 CHAPTER 5: EQUIPMENT.............................155 Starting Equipment.....................................155 Wealth........................................................155 Armor And Shields............................................156 Weapons.............................................................157 Adventuring Gear..............................................161 Tools...................................................................161 Mounts And Vehicles.........................................162 Trade Goods.......................................................163 Expenses............................................................163 Trinkets..............................................................165 CHAPTER 6: CUSTOMIZATION OPTIONS.....166 Multiclassing......................................................166 Feats...................................................................168 Racial Feats........................................................169 PART 2: PLAYING THE GAME................173 CHAPTER 7: USING ATTRIBUTE SCORES.....173 Ability Scores And Modifiers............................173 Advantage And Disadvantage..........................173 Proficiency Bonus.............................................174 Attribute Checks................................................174 Using Each Attribute.........................................176 CHAPTER 8: ADVENTURING.........................179 CHAPTER 9: COMBAT...................................179 PART 3: THE RULES OF MAGIC............180 CHAPTER 10: SPELLCASTING.......................180 Casting A Spell............................................180 CHAPTER 11: SPELL LISTS...........................183 Spell List By School Of Magic........................189 APPENDIX A: BEASTIARY................................................192 UESTRPG BASIC RULES 2 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


INTRODUCTION Tamriel is a world filled with exciting stories. Many tales have been experienced and shared, but there are many more waiting to be told. The Elder Scrolls series was initially influenced by pen-and-paper role playing games. Arena's success came from its innovative RPG elements, and Daggerfall's character creation was completely reminiscent of popular pen-and-paper games. It is surprising that this immersive world was never officially released as a table top game. This book contains many customizations to the Dungeons & Dragons rule sets to let you create intricate characters that are well suited for adventuring in Tamriel. This conversion project maintains many elements from D&D Fifth Edition, and assumes that the players and the Dungeon Master have a basic understanding of the game. Although it is a very similar conversion, there are some differences. Each of the classes, races, and backgrounds have been tailored to suit Tamriel, including some attributes, and birthsigns have been added to character creation. Birthsigns include powerful features that characters gain access to, which makes them slightly more capable at 1st level than with characters built from the standard Player's Handbook. These strengths help reduce the untimely deaths that can surprise low level parties, but this should be considered when creating appropriate challenges for the player characters. Each of the revisions in this book should be reviewed before playing, but many of these changes can be easily converted to or from standard D&D features. Take as many changes as you feel comfortable with into your game. Remember, the only right way to play is by having fun. PLAYING THE GAME In the game, each player creates an adventurer (also called a character) and teams up with other adventurers (played by friends). Working together, the group might explore a dark dungeon, a ruined city, a haunted castle, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers can solve puzzles, talk with other characters, battle fantastic monsters, and discover fabulous magic items and other treasure. One player, however, takes on the role of the Dungeon Master (DM), the game’s lead storyteller and referee. The DM creates adventures for the characters, who navigate its hazards and decide which paths to explore. The DM might describe the entrance to Castle Volkihar, and the players decide what they want their adventurers to do. Will they walk across the dangerously weathered bridge? Tie themselves together with rope to minimize the chance that someone will fall if the bridge gives way? Or cast a spell to carry them over the chasm? Then the DM determines the results of the adventurers’ actions and narrates what they experience. Because the DM can improvise to react to anything the players attempt, D&D is infinitely flexible, and each adventure can be exciting and unexpected. The game has no real end; when one story or quest wraps up, another one can begin, creating an ongoing story called a campaign. Many people who play the game keep their campaigns going for months or years, meeting with their friends every week or so to pick up the story where they left off. The adventurers grow in might as the campaign continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers new capabilities. This increase in power is reflected by an adventurer’s level. There’s no winning and losing in the game—at least, not the way those terms are usually understood. Together, the DM and the players create an exciting story of bold adventurers who confront deadly perils. Sometimes an adventurer might come to a grisly end, torn apart by ferocious monsters or done in by a nefarious villain. Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the player might choose to create a new character to carry on. The group might fail to complete an adventure successfully, but if everyone had a good time and created a memorable story, they all win. PLACES FOR ADVENTURE Nirn is a world filled with magic and monsters, brave warriors and spectacular adventures. The universe is built upon medieval fantasy with unique creatures, places, and magic that truly sets this world apart. Tamriel exists within a vast cosmos called the Aurbis. This universe encompasses the Void and all the Planes of Existence, such as Coldharbour, the realm of Molag Bal, and the plane of Akatosh. Within this universe are many planes that have yet to be explored, and of course, Nirn, the world where each of the Elder Scrolls stories have taken place. UESTRPG BASIC RULES 3 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


On Nirn itself, Tamriel has been the only continent ever explored in the main series, with several provinces still to be seen, along with many other continents to create new epic stories. Each of these provinces and continents share characteristics, but each is set apart by its own histories and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming villains. Each of the races have unusual traits in their different settings. The ancient tribal Bosmer of Valenwood, for example, are jungle dwelling cannibals, while many Redguards of Hammerfell are desert nomads. Some of the worlds feature more obscure races, such as the golden-clad Auroran's of Meridia's realm, or the Tsaesci, vampiric serpent-folk of Akavir. Your DM might set the campaign on one or more of these provinces, continents, and worlds. Because there is so much diversity among these places, you should check with your DM about any house rules that will affect your play of the game. Ultimately, the Dungeon Master is the authority on the campaign and its setting, no matter where or when they choose. USING THESE RULES The UESTRPG Basic Rules document is divided into three parts. Part 1 is about creating a character, providing the rules and guidance you need to make the character you’ll play in the game. It includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Many of the rules in part 1 rely on material in parts 2 and 3. Part 2 details the rules of how to play the game, beyond the basics described in this introduction. That part covers the kinds of die rolls you make to determine success or failure at the tasks your character attempts, and describes the three broad categories of activity in the game: exploration, interaction, and combat. Part 3 is all about magic. It covers the nature of magic in the world of the Elder Scrolls, the rules for spellcasting, and a selection of typical spells available to magic-using characters (and monsters) in the game. HOW TO PLAY The play of the game unfolds according to this basic pattern. 1. The DM describes the environment. The DM tells the players where their adventurers are and what’s around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what’s on a table, who’s in the tavern, and so on). 2. The players describe what they want to do. Sometimes one player speaks for the whole party, saying, “We’ll take the east door,” for example. Other times, different adventurers do different things: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to resolve those actions. Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often relying on the roll of a die to determine the results of an action. 3. The DM narrates the results of the adventurers’ actions. Describing the results often leads to another decision point, which brings the flow of the game right back to step 1. This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon. In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure. Often the action of an adventure takes place in the imagination of the players and DM, relying on the DM’s verbal descriptions to set the scene. Some DMs like to use music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they play in the game. Sometimes, a DM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is. UESTRPG BASIC RULES 4 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


PART 1: CREATING A CHARACTER CHAPTER 1: STEP-BY-STEP CHARACTERS Your first step in playing an adventurer in an Elder Scrolls game is to imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a race (such as Nord or Dunmer) and a class (such as warrior or mage). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the world. Before you dive into step 1 below, think about the kind of adventurer you want to play. You might be a courageous warrior, a skulking rogue, a fervent crusader, or a flamboyant sorcerer. Or you might be more interested in an unconventional character, such as a brawny rogue who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar. Do you like fantasy fiction featuring beasts or elves? Try building a character of one of those races. Do you want your character to be the toughest adventurer at the table? Consider the warrior class. If you don’t know where else to begin, take a look at the illustrations in this book to see what catches your interest. Once you have a character in mind, follow these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What’s important is that you come to the table with a character you’re excited to play. Throughout this chapter, we use the term character sheet to mean whatever you use to track your character, whether it’s a formal character sheet, some form of digital record, or a piece of notebook paper. An official UESTRPG character sheet is a fine place to start until you know what information you need and how you use it during the game. BUILDING MALLIUS MERCIUS Each step of character creation includes an example of that step, with a player named James building his Imperial character, Mallius Mercius. 1. CHOOSE A RACE Each character has a race that it belongs to, one of the many intelligent humanoid species in the Elder Scrolls world. Some races, such as Khajiit, also have subraces. Chapter 2 provides more information about these races. You can also read more about the races on many Elder Scrolls fan sites, in game books, and collections of these books that can be purchased from Bethesda or your favorite book supplier. The race you choose contributes to your character's identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character's race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of khajiit make them exceptional rogues, and high elves tend to be powerful mages. Sometimes playing against type can be fun, too. Orc sorcerers and Argonian crusaders, for example, can be unusual but memorable characters. Your race also increases one ore more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later. Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well. BUILDING MALLIUS MERCIUS, STEP 1 James is sitting down to create his character. He decides that a confident Imperial fits the character he wants to play. He notes all the racial traits of Imperials on his character sheet, including his speed of 30 feet and the languages he knows: Tamrielic, Altmeris, and Nordic. 2. CHOOSE A CLASS Every adventurer is a member of a class. Class broadly describes the character's vocation, what special talents they possess, and the tactics they are most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in chapter 3. Your character receives a number of benefits from your choice of class. Many of these benefits are class features—capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of proficiencies: armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain UESTRPG BASIC RULES 5 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


weapons to telling a convincing lie. On your character sheet, record all the features that your class gives you at 1st level. Many of the classes in the UESTRPG game take their inspiration from the traditional classes of early Elder Scrolls games, such as Daggerfall and Morrowind. LEVEL Typically, a character starts at 1st level and advances in level by adventuring and gaining experience points (XP). A 1st-level character is inexperienced in the adventuring world, although they might have been a soldier or a pirate and done dangerous things before. Starting off at 1st level marks your character’s entry into the adventuring life. If you’re already familiar with the game, or if you are joining an existing campaign, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures. Record your level on your character sheet. If you’re starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see “Beyond 1st Level” in the Player's Handbook). HIT POINTS AND HIT DICE Your character’s hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice). At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Endurance modifier, which you’ll determine in step 3.) This is also your hit point maximum. Record your character’s hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see “Resting” in chapter 8 of the Player's Handbook). PROFICIENCY BONUS The table that appears in your class description shows your proficiency bonus, which is +2 for a 1stlevel character. Your proficiency bonus applies to many of the numbers you’ll be recording on your character sheet: • Attack rolls using weapons you’re proficient with • Attack rolls with spells you cast • Attribute checks using skills you’re proficient in • Attribute checks using tools you’re proficient with • Saving throws you’re proficient in • Saving throw DCs for spells you cast (explained in each spellcasting class) Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. (Skills are described in chapter 7, tools in chapter 5.) Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet. Your proficiency bonus can’t be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once. BUILDING MALLIUS MERCIUS, STEP 2 James imagines Mallius as a spellcaster in the Imperial Legion. He makes Mallius a spellsword and notes the spellsword's proficiencies and 1st-level class features on his character sheet. As a 1st-level spellsword, Mallius has 1 Hit Die – a d8 – and starts with hit points equal to 8 + his Endurance modifier. James notes this, and will record the final number after he determines Mallius' Endurance score (see step 3). James also notes the proficiency bonus for a 1st-level character, which is +2. 3. DETERMINE ATTRIBUTE SCORES Much of what your character does in the game depends on his or her six attributes: Strength, Agility, Endurance, Intelligence, Willpower, and Personality. Each attribute has a score, which is a number you record on your character sheet. The six attributes and their use in the game are described in chapter 7. The Attribute Score Summary table provides a quick reference for what qualities are measured by each attribute, what races increases which attributes, and what classes consider each ability particularly important. You generate your character’s six attribute scores randomly. Roll four 6-sided dice and record the total UESTRPG BASIC RULES 6 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don’t like the idea of randomly determining attribute scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8. Now take your six numbers and write each number beside one of your character’s six attributes to assign scores to Strength, Agility, Endurance, Intelligence, Willpower, and Personality. Afterward, make any changes to your attribute scores as a result of your race choice. After assigning your attribute scores, determine your attribute modifiers using the Attribute Scores and Modifiers table. To determine an attribute modifier without consulting the table, subtract 10 from the attribute score and then divide the result by 2 (round down). Write the modifier next to each of your scores. QUICK BUILD Each class description in chapter 3 includes a section offering suggestions to quickly build a character of that class, including how to assign your highest ability scores, a background suitable to the class, and starting spells. BUILDING MALLIUS MERCIUS, STEP 3 James decides to use the standard set of scores (15, 14, 13, 12, 10, 8) for Mallius' attributes. Since he’s a spellsword, he puts his highest score, 15, in Strength. His next highest, 14, goes into Intelligence. Mallius might be a defensive battlemage, but James decides he wants the Imperial to be older, hardy, and a good leader, so he puts decent scores in Endurance and Personality. After applying his racial benefits (increasing Mallius' Personality by 2 and his Strength by 1), Mallius' attribute scores and modifiers look like this: Strength 16 (+2), Agility 10 (+0), Endurance 13 (+1), Intelligence 14 (+2), Willpower 8 (-1), Personality 14 (+2). ATTRIBUTE SCORE SUMMARY Strength Measures: Natural athleticism, bodily power Important for: Barbarian, Spellsword, Warrior Racial Increases: Dunmer (+1) Colovian Imperial (+1) Cathay Khajiit (+1) Nord (+1) Wild Orc (+1) Redguard (+1) Agility Measures: Physical agility, reflexes, balance, poise Important for: Monk, Ranger, Thief Racial Increases: Argonian (+2) Bosmer (+2) Dunmer (+1) Khajiit (+2) Wood Orc (+1) Redguard (+1) Endurance Measures: Health, stamina, vital force Important for: Everyone Racial Increases: Suthay Khajiit (+1) Nord (+2) Orsimer (+1) Redguard (+1) Intelligence Measures: Mental acuity, information recall, analytical skill Important for: Mage, Rogue Racial Increases: Altmer (+2) Argonian (+1) Breton (+2) Dunmer (+1) Nibenese Imperial (+1) Dagi Khajiit (+1) City Orc (+1) Willpower Measures: Mental strength, Awareness, intuition, insight Important for: Crusader, Sorcerer, Warden Racial Increases: Altmer (+1) Bosmer (+1) Orsimer (+1) Personality Measures: Confidence, eloquence, leadership Important for: Bard, Nightblade Racial Increases: Breton (+1) Imperial (+2) Ohmes Khajiit (+1) UESTRPG BASIC RULES 7 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


4. CHOOSE A BACKGROUND Once you know the basic game aspects of your character, it’s time to flesh them out as a person. Your character needs a name. Spend a few minutes thinking about what they look like and how they behave in general terms. Using the information in chapter 4, you can flesh out your character’s physical appearance and personality traits. Choose your character’s alignment (the moral compass that guides his or her decisions) and ideals. Chapter 4 also helps you identify the things your character holds most dear, called bonds, and the flaws that could one day undermine them. Your character’s background describes where they came from, their original occupation, and the character’s place in the world. Your DM might offer additional backgrounds beyond the ones included in chapter 4, and might be willing to work with you to craft a background that’s a more precise fit for your character concept. A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet. YOUR CHARACTER’S ABILITIES Take your character’s attribute scores and race into account as you flesh out their appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength. For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump. A character with high Agility is probably lithe and slim, while a character with low Agility might be either gangly and awkward or heavy and thickfingered. A character with high Endurance usually looks healthy, with bright eyes and abundant energy. A character with low Endurance might be sickly or frail. A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details. A character with high Willpower has good judgment, empathy, and a general awareness of what’s going on. A character with low Willpower might be absentminded, foolhardy, or oblivious. A character with high Personality exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Personality might come across as abrasive, inarticulate, or timid. YOUR CHARACTER'S BIRTHSIGN Each character on Nirn is born under a certain astrological birthsign. There are groups of stars that have been divided into thirteen constellations, twelve of which coincide with the months of the Tamrielic year. The thirteenth constellation, the Serpent, travels around the sky, threatening the other signs. Three of these constellations are known as Major Constellations, or Guardians. These Guardians, the Mage, the Warrior, and the Thief, protect the other constellations, known as charges, from the Serpent. A character's birthsign provides a powerful feature, such as a daily power or a constant benefit, but sometimes they can also bestow a curse. There are several ways for a player to choose their Birthsign, which can help build on their character concept or can help kick start ideas. BUILDING MALLIUS MERCIUS, STEP 4 James fills in some of Mallius' basic details: his name, his sex (male), his height and weight, and his alignment (lawful good). His high Strength and Intelligence suggest a healthy, athletic body, and his low Willpower suggests a degree of forgetfulness. James decides that Mallius comes from a military family, never having a chance to know his father, who was killed at a young age. He grew up in the Imperial City, training to become a soldier of the Imperial Legion – so James chooses the soldier background. He notes the proficiencies and special feature this background gives him. James has a pretty clear picture of Mallius' personality in mind, so he skips the personality traits suggested in the soldier background, noting instead that Mallius is an overconfident man who loves to tell stories about his past victories, but he hides the fact that his history of war has made him cautious to grow close to anyone. He chooses the ideal of greater good from the list in his background, noting that Mallius believes that it is his responsibility to protect others at all costs. Even though he his distant to his friends, Mallius' bond is to keep his allies safe and always fight by their side. His flaw is tied to his cautious nature – he is slow to trust others and can be dismissive of others who only want to help. For his Birthsign, James chose The Lady, one of the Warrior's Charges, which increases his Willpower to 15 and Endurance to 14. UESTRPG BASIC RULES 8 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


5. CHOOSE EQUIPMENT Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in chapter 5, “Equipment.“ Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of septims (s), Tamriel's favored currency, to spend based on your class, as shown in chapter 5. Extensive lists of equipment, with prices, also appear in that chapter. If you wish, you can also have one trinket at no cost (see the Trinkets table at the end of chapter 5 in the Player's Handbook). Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. Chapter 7 has more information on carrying capacity. SEPTIMS, DRAKES, & GOLD The main currency in Tamriel is the Septim, named after Emperor Tiber Septim. This term is also interchangeable with gold, and drakes. Each of these terms represent the same value. ARMOR CLASS Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Agility modifier. Not all characters wear armor or carry shields, however. Without armor or a shield, your character’s AC equals 10 + their Agility modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in chapter 5. Record your AC on your character sheet. Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class. There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in chapter 5. Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use. WEAPONS For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit. When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier. • For attacks with melee weapons, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a rapier, can use your Agility modifier instead. • For attacks with ranged weapons, use your Agility modifier for attack and damage rolls. A melee weapon that has the thrown property, such as a handaxe, can use your Strength modifier instead. BUILDING MALLIUS MERCIUS, STEP 5 James writes down the starting equipment from the spellsword class and the soldier background. His starting equipment includes scale mail, which give Mallius an Armor Class of 14. For Mallius' weapons, James chooses a longsword and a hand crossbow. His longsword is a melee weapon, so Mallius uses his Strength modifier for his attacks and damage. His attack bonus is his Strength modifier (+2) plus his proficiency bonus (+2), for a total of +4. The longsword deals 1d8 slashing damage, and Mallius adds his Strength modifier to the damage when he hits, for a total of 1d8 + 2 slashing damage. When firing his hand crossbow, Mallius uses his Agility modifier for his attacks and damage. His attack bonus is his Agility modifier (0) plus his proficiency bonus (+2), for a total of +2. The hand crossbow deals 1d6 piercing damage, and adds Mallius' Agility modifier, which is 0. 6. COME TOGETHER Most heroic characters don’t work alone. Each character plays a role within a party, a group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party’s chances to survive the many perils in the world of Tamriel. Talk to your fellow players and your DM to decide whether your characters know one another, how they met, UESTRPG BASIC RULES 9 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


CHAPTER 2: RACES A visit to one of the great cities in Tamriel – Imperial City, Solitude, or Alinor – overwhelms the senses. Voices chatter in countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in a myriad of architectural styles display the diverse origins of their inhabitants. And the people themselves – people of varying size, shape, and color, dressed in a dazzling spectrum of styles and hues – represent many different races, from the diminutive Bosmer, to the majestic Altmer, mingling among a group of Imperial nobles. Scattered among the elves and humans are some of the less common races; a hulking Orc here, pushing his way through the crowd, and a sly Khajiit there, lurking in the shadows with mischief in her eyes. A group of Argonians gather around a strange tree in silence. CHOOSING A RACE Each of the provinces are a home to one of the common races of Tamriel. Humans make up the majority of Cyrodiil, Hammerfell, High Rock, and Skyrim, while the elves populate Morrowind, the Summerset Isles, and Valenwood. Khajiit call Elsweyr home, and the argonians are comfortable in the Black Marsh. Your character belongs to one of these peoples. Although each race has an ancestral heritage to a specific province, it is very common for the races to intermingle and travel abroad. Not every intelligent race of Tamriel is appropriate for a player-controlled adventurer. humans, elves, khajiit, and argonians are the most common races to produce the sort of adventurers who make up typical parties. Other races and subraces are less common as adventurers. Your choice of race affects many different aspects of your character. It establishes fundamental qualities that exist throughout your character’s adventuring career. When making this decision, keep in mind the kind of character you want to play. For example, a khajiit could be a good choice for a sneaky rogue, a nord makes a tough warrior, and an altmer can be a master of arcane magic. Your character race not only affects your attribute scores and traits but also provides the cues for building your character’s story. Each race’s description in this chapter includes information to help you roleplay a character of that race, including personality, physical appearance, features of society, and racial alignment tendencies. These details are suggestions to help you think about your character; adventurers can deviate widely from the norm for their race. It’s worthwhile to consider why your character is different, as a helpful way to think about your character’s background and personality. RACIAL TRAITS The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races. ABILITY SCORE INCREASE Every race increases one or more of a character’s ability scores. AGE The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your attribute scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Endurance score, while advanced age could account for a high Intelligence or Willpower. ALIGNMENT Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your khajiit is chaotic, for example, in defiance of lawful khajiit society can help you better define your character. SIZE Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in chapter 5. SPEED Your speed determines how far you can move when traveling (chapter 8) and fighting (chapter 9). UESTRPG BASIC RULES 10 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


LANGUAGES By virtue of your race, your character can speak, read, and write certain languages. Chapter 4 lists the most common languages of Tamriel. SUBRACES Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race. ALTMER (HIGH ELF) Altmer are proud and graceful people who consider themselves to be the highest echelon of society. Their cities celebrate an enlightened culture filled with a love for art, magic, music, and beauty. They are known as High Elves to the human races, which altmer consider an adage to their culture, while humans understand it to mean proud or snobbish. SLENDER AND GRACEFUL With their elegant stature and beauty, high elves typically have healthy gaunt features. They are the tallest of all the races, usually well over 6 feet tall and sometimes above 7 feet. They are more slender than humans, weighing between 140 and 180 pounds. Males and females are about the same height, and males are only marginally heavier than females. Altmer have physical colorations that are very homogeneous in their nature. Their golden skin ranges from pale yellow tones to bronze, while their hair and eyes comes in similar shades, which sometimes makes it difficult to distinguish from long distances. Their hair colour ranges from nearly white to blonde, to golden brown, while their almond shaped eyes are like pools of liquid gold. Altmer rarely have facial hair, either from genetics or from their favored cultured aesthetic. They favor elegant clothing and jewelry, usually in fabrics and materials that compliment their natural appearance. A TIMELESS PERSPECTIVE Altmer, much like the other elves, can live for exceptional lengths of time, usually of spans two to three times as long as humans. An elf is considered old at 300 years of age, and typically reaches 400 years. Their natural resistance to disease allows them to live longer than the other races. It is even rumored that there are elves well over 4,000 year old, extending their lifespans by avoiding violence or mastering powerful restorative magic. Their extended lifespan allows altmer to consider time as a luxury, mastering skills over long periods of research that their human counterparts would never be able to fathom. Societies of altmer have been known to avoid war and violence, choosing to study their enemies, confident that they can easily wait for the most opportune time to strike quickly, or simply just outlive their nuisance. DIVINE DESCENDANTS Altmer consider themselves to be the most direct descendants of the original Aldmer elves, the first elves of the Merethic Era. The altmer believe that they resemble their aldmer ancestors and take great pride in keeping a pure lineage, striving to emulate their ways with great reverence. Most altmer live in beautifully appointed cities and towns that are populated mostly with other altmer. Their architecture is strong and graceful, with pointed steeples to emphasize height, proudly reaching upwards towards the heavens. Truly, an visual echo to the High Elves themselves. Altmer are talented artisans, utilizing their long lifespans and mythic ancestry to hone their sophisticated crafts. Their societies are strongly regimented with deep discipline and are separated by a rigid hierarchy of classes. Teachers and priests are regarded as the highest rank, followed by artists, princes, warriors, landowners, merchants, workers, and finally their slaves. Outside of the Summerset Isles, the homeland of the altmer, they are commonly scholars, artists, or sages. Human nobles compete for the services of altmer to become court wizards, or as instructors of magic. EXPLORATION AND ADVENTURE Altmer that take up a life of adventure usually do so for the sake of discovery and exploration. Always curious and passionate for a deeper understanding of their interests, altmer will commonly seek out careers that allow them to travel and study at their own pace. Naturally the most magically-inclined races of Tamriel, they enjoy gaining greater power, which adventuring allows them to do. Some might join with rebels fighting for social reform, while others might join militant groups that champion their moral cause. UESTRPG BASIC RULES 11 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


ALTMER NAMES The Altmer have only a single given name. They choose names that have the same elegance and nobility they see fit for their kind. Male Names: Aesmer, Arondil, Calanor, Cinnar, Cornor, Dandos, Eanor, Earran, Elikar, Erymil, Falion, Heldil, Iramo, Lermion, Miratar, Naarwe, Naemon, Ocando, Pircalmo, Quaranon, Rolancano, Sanyon, Tholbor, Valtir, Yancol Female Names: Alwaen, Areldur, Astorne, Cariel, Curwe, Earrona, Elanwe, Erille, Falen, Fistalle, Gathewen, Hildara, Inare, Karinnarre, Kirstar, Lamoline, Linwin, Malanie, Minique, Naire, Quen, Ruma, Sorcalin, Telandil, Valla, Vilva, ALTMER TRAITS Your Altmer character has a variety of natural abilities, the result of thousands of years of elven refinement. Attribute Score Increase. Your Intelligence score increases by 2 and Willpower scores increase by 1. Age. The average Altmer can live for over 400 years, although they are known to be able to live for thousands of years. It is rumored that some Altmer on the Summerset Isles who are over 4000 years old. They reach puberty at 18 years old and are considered an adult at 30. They mature similar to humans, but their advanced age means that they are still considered young until the age of 60. Alignment. Altmer set themselves on a higher standard and tend to be lawful neutral. They are very orderly and follow the traditions of their ancestors, while having a less generous attitude towards other races. Size. High Elves are the tallest of the races of Tamriel, sometimes as tall as 7 feet, but they have slender, thin builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Altmer Blood. You have advantage on saving throws to resist diseases. Highborn. You have an innate well of magicka within you. You have 2 magicka points that you can use to cast spells. Additionally, you know one cantrip and one 1st level spell from the mage spell list. You gain an additional magicka point when you reach 3rd level (3), 6th level, (4), and 10th level (5). Additionally, when you reach 3rd level, you learn a 2nd level spell of your choice from the mage spell list. Intelligence is your spellcasting ability for these spells, you must expend magicka to cast them, and you can only cast them at their base level. You regain all expended magicka when you finish a long rest. Studious Nature. You gain proficiency with two skills of your choice from arcana, history, nature, or religion. Tool Proficiency. You gain proficiency with one artisan's tools of your choice from alchemist's supplies, calligrapher's supplies, or the jeweler's tools. Languages. You can speak, read, and write Tamrielic and two other standard languages of your choice. ARGONIAN Argonians, also known as People of the Root, or Saxhleel in their native tongue of Jel, are the reptilian natives of the swampland known as the Black Marsh. The other races of Tamriel sometimes refer to them as 'lizards' or the 'Lizard Folk', which can be considered derogative. Argonians possess the most alien personalities in all of Tamriel, perceived by other races as to have no personality nor emotions. Outside of argonia, little is known of their homeland or native culture, and their alien physiology and customs are not well understood by scholars. They have been perhaps the most misunderstood of all the intelligent races. Despite their alien outlook, some argonians make an effort to understand and, in their own manner, befriend people of other races. Such argonians make faithful and skilled allies. ALIEN ANCESTRY The argonian's reptilian nature comes through not only in their appearance, but also in how they think and act. The other races mistake them to be cold and calculating, but that is mostly because their physiology lacks the ability to express emotions in a noticeable way to non-argonians. They are, however, capable of displaying aggression and fear in an obvious manner by narrowing their eyes or showing their teeth. Although their physical appearance is reptilian, they are much more amphibious in reality. They have small gills behind their ears, instinctively swim in a the same style as an eel, and are capable of growing feathers. Their females have mammalian breasts, although they lay eggs. Even their genders are confusing to humans and elves. It is rumored that an argonian can change it's sex in a time of need. They owe their strange lifestyles to their connection to the Hist, a sentient tree that is believed to be one of the original lifeforms of Tamriel. Most argonians are born with a connection to the hist, able to feel their UESTRPG BASIC RULES 12 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


presence in their minds at all time. It is said that an argonian that is connected to the Hist have unique souls that set them apart from men and mer. Argonians born without this connection are looked at as disadvantaged by other argonians. CAUTIOUS AND LOYAL Because they are hard to understand, humans and elves treat argonians as cold-blooded in nature. Although this is physically true, argonians create deep and long lasting bonds with their own people and allies. Part of this misunderstanding is in part attributed to their emotionless demeanor, which makes them nearly impossible to get to know. They are also notoriously slow to trust outsiders. At their core, argonians are fiercely loyal allies, making the difficulty of learning their ways and getting to know their tribes well worth the effort. Allied argonians will fight to the death to protect anyone they deem to be family or friend. A remarkable trait of the argonians is their ability as a culture to forgive and forget quickly. The many tribes of the Black Marsh believe that hating each other in to hate themselves, as they are all People of the Root. They believe that it is better to forget and move on, not dwelling on the past or the future, and simply focus on the present. DISTRUSTFUL AND ISOLATIONIST History has not always been kind to the argonian people. The ancient Chimer of Morrowind first utilized the Lizard Folk as slaves centuries before their Dunmer ancestors would do the same. Imperial forces have made several attempts to break through the thick swamps and jungles of the Black Marsh and had set up bases around the coastlines, essentially annexing their culture from the rest of Tamriel. Over time, the argonians fought back, largely through the use of guerrilla warfare, defending their borders across countless centuries. In recent years, they have broke free from their slavers and have claimed independence from the Empire. ARGONIAN SPEECH Argonian can master Common, but their mindset results in a speech pattern distinct from other humanoids. Argonians rarely use inflection in their speech, which can make their meaning difficult to interpret. Names confuse them, unless they are descriptive. They tend to apply their own naming conventions to other creatures using Common words. Argonians use active verbs to describe the world. An argonian in cold weather might say, “This wind brings cold” rather than “I feel cold.” Argonians tend to define things in terms of actions, rather than effects. ARGONIAN PERSONALITY You can use the Argonian Quirks table to determine a personality quirk for an argonian character or to inspire a unique mannerism. ARGONIAN QUIRKS d8 Quirk 1 You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable! 2 You sleep best while mostly submerged in water. 3 Money is meaningless to you. 4 You love to sunbathe. If you aren't in the tropics, you wear socks filled with warm rocks on your tail. 5 You have learned how to laugh. You use this talent in response to all emotional situations, to better fit in with your comrades. 6 You still don't understand how metaphors work. That doesn't stop you from using them at every opportunity. 7 You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with. 8 You enjoy eating your food while it's still wriggling. ARGONIAN NAMES Argonians take their names either from Jel, their native tongue, or from the common human language. They use simple descriptive names, usually based on an individual's notable deeds, actions, or appearance. For example, an argonian traveler may be called Nhakik, which translates as “wander”, or an argonian who is a notable swimmer may be called Swims-with-haste, in Tamrielic. Both their Jel names and their common names are frequently hyphenated, but not always. UESTRPG BASIC RULES 13 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Male Jel Names: Ah-Ra, Asheeus, Bar-Neeus, Chanka, Deeh, Geel, Jee-Tah, Motuu, Nexith, Oosh, Pad-Ei, Resari, Skeehei, Tanaka, Teeka, Uta-Ra, Vara-Zeen, Wanum-Neeus, Xal-Geh, Yelus Female Jel Names: Am-Eepa, Asska, Beek-Ja, Churasu, Dakee, Deel, Ei-Ei, Geeh, Heek-Sa, Jukka, KalMei, Leetu, Meerana, Nam-Ja, Pekai-Vilax, Reesa, Sisar, Tulut, Wih-Jat, Xula Tamrielic Names (gender neutral): Black-Scale, Cuts-with-Words, Deepswimmer, Dusty-Claws, Eyeslike-Night, Follows-the-Sun, Juggles-Scorpions, KeenEyes, Purple Plumes, Sings-to-Lions, Walks-in-Ash ARGONIAN TRAITS Argonians share certain racial traits as a result of their reptilian decent. Attribute Score Increase. Your Agility score increases by 2, and your Intelligence score increases by 1. Age. An argonians life is usually met with hardship and because of this, their lifespan is typically shorter than it should be. On average they live to 75 years, but living to 200 isn't unattainable. Alignment. Most argonians are neutral good. They often see themselves as protectors and guardians. Size. Argonians are about the same size as humans, averaging around 6 feet tall, but their frills and feathers make them appear larger. Your size is medium. Speed. Your base walking speed is 30 feet. As an Argonian, you are a naturally gifted swimmer which grants you a swimming speed of 40 feet. Appearance. Argonians have a wide variety of cranial features such as fins, feathers, ridges, spines, spikes, or horns. Females have been known to pierce their cranial features. Argonian Combat Proficiency. You have proficiency with Short Blades and spears. Argonian Resilience. Your Argonian bloodline grants you advantage against saving throws to resist disease. Bite. Argonians have very sharp reptilian teeth lining their mouths which you can use to make unarmed strikes. If you hit with this attack, you deal piercing damage equal to 1d6 + your Strength modifier. Histskin. You can invoke the power of the Hist to quickly recover your injuries. When your current hit points are less than half your hit point maximum, you can use an action to immediately expend any number of your Hit Dice and regain hit points equal to the result. Once you use this trait, you must complete a long rest before you are able to use it again. Protective Scales. Your thick hide provides a natural armor. When you are unarmored, your AC is equal to 12 + your Agility modifier. Water-breathing. Argonians are able to breath underwater indefinitely. Tool Proficiency. You gain proficiency with artisan's tools (alchemist's supplies). Languages. You can speak, read, and write Tamrielic and Jel. BOSMER (WOOD ELF) Bosmer are the Elven clan-folk from the forests of Valenwood. Known as Wood Elves among men, the Bosmer spend their days in harmony with nature and appreciate the wild beauty of the lands and it's creatures. This lifestyle lends themselves to become notable archers and scouts. MODEST AND NIMBLE Bosmer are one of the smallest races on Tamriel. They average around 5 feet tall and weigh between 100 and 130 pounds. This small frame grants the bosmer a natural proclivity for moving nimbly and stealthily. As with the other elves, they live two to three times as long as humans. Combined with their increased fertility and long lives, bosmer are known to have large families, and are one of the most populous races of Tamriel. Wood Elves, or Tree-Sap People, have skin tones in copper and bronze, and sometimes have traces of light green. Their hair tends toward browns and blacks, but occasionally red and copper colored. Their eyes are golden, brown, and sometimes solid black with no visible white. UESTRPG BASIC RULES 14 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


TREATY OF FROND AND LEAF The ancestor's of the bosmer were some of the first to leave Old Ehlnofey, rejecting the formal traditions and high culture of the Aldmeri, instead preferring romantic ideas and a simple existence. They traveled to Valenwood to settle in the wild and untamed forests. Having to fight against lush jungles and savage creatures influenced the evolution of their society to make them who they are to this day. It is said that the bosmer made a deal with Y'ffre, the God of Song and Forest, called the Green Pact. With this treaty, the Green would aid the bosmer, providing them with shelter and safe passage, and in exchange, the bosmer are forbidden from destruction of the forests. This brings great challenges that the bosmer of Valenwood have adhered to for centuries. They are forbidden from eating any of the vegetation, so their diet is strictly meat, including some delicacies, such as beverages made from fermented pigs milk, called jagga, or fermented meat seasoned with insect organs, called rotmeth. The bosmer are also notable pacifists. They have never instigated any of the major wars of Tamriel and aim to keep peace between their tribes. This may have something to do with an ancient tradition from the Green Pact called the Meat Mandate, which required the bosmer to eat the bodies of their fallen enemies within three days. Before a great battle, the wood elves would prepare themselves by fasting. This cannibalistic ritual set the bosmer apart from the other races, but this practice diminished during the Second Era and is now only observed in remote tribal villages. HIDDEN WOODLAND REALMS Most Wood Elves of Valenwood live in small villages hidden among the trees. Although the Green Pact prevents the bosmer from using lumber or hollowing out trees for shelter, they have been blessed with the ability to grow their shelter. Trees, branches, and vines weave together to suit the needs of the faithful. Bridges of vines and boughs knit as one, sometimes right before your eyes, to provide passage between homes and villages. Bone, resin, and sinew are also used in building construction, as well as for their art and weapons. Totems made from skulls and bones decorate many residences, and hides stretched across frames of bone create partitions for privacy. Bosmer bows, made from horns and sinew, are noted as the best bows in Tamriel. In fact, it is rumored that the bow was invented by the bosmer. These superior weapons, along with hides and bone charms are the main exports to the neighboring nations. Many of the coastal villages, especially those founded by other races, are built on the forest floor, and are typically constructed from traditional construction materials, like timber and stone. The Green Pact allows bosmer to import timber to make their homes, and doesn't apply to the other races. SKILLED ADVENTURERS As some of the greatest hunters and scouts in all of Tamriel, many Bosmer leave their villages to seek out greater challenges. They are born warriors, excelling at martial combat, and they have a natural connection with beasts. Those that have ignored the Pact and turned their back on Y'ffre are expelled from their tribe. An exiled bosmer usually has no other option than to seek out adventure elsewhere. BOSMER NAMES Most bosmer have only their given name, but it is not unheard of to have a family name, which is typically descriptive of their skills or ancestry. Male Names: Aengvir, Athragar, Baenlin, Brenor, Calthindor, Deros, Drinlin, Elseer, Faenir, Fangaril, Filalmoth, Firras, Gelin, Hadran, Inluin, Lenor, Malgoth, Niden, Ording, Rollin, Saldir, Thranor, Urunil Female Names: Aerin, Althel, Belwen, Candel, Distel, Elphinia, Erwin, Evelie, Fangil, Ganwen, Glaras, Herdor, Indanas, Laen, Miniel, Nara, Pishna, Ralion, Sednel, Thralin, Uunril, Zifri Family Names: Arrow-Catcher, Blood-Letter, Daintyfoot, Flameheart, Greenwood, Longshot, ManyLegs, the bold, Tree-Killer, Woodwalker UESTRPG BASIC RULES 15 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


BOSMER TRAITS Your Bosmer character has a variety of natural abilities common with all other Bosmer. Attribute Score Increase. Your Agility score increases by 2, and your Willpower score increases by 1. Age. Like the Altmer, Bosmer mature the same way as humans do, but they can live up to 300 years or more. Alignment. Wood elves love their freedom from the more structured societies, but they also come from a history of strict tradition. Bosmer are neutral good more often than not, but those who ignore the pact might favor the gentler aspects of chaos. Size. Bosmer are smaller and more delicate than other races, they are rarely over 5 and a half feet in height. Your size is Medium. Speed. Your base walking speed is 35 feet. Beast Tongue. You know the spell Speak with Animals and can cast it once with this trait. You regain the ability to cast it again when you finish a long rest. Bosmer Blood. Your Bosmer ancestry grants you advantage on saving throws against being poisoned or diseased, and you are resistant to poison damage. Bosmer Combat Training. You are proficient in the Acrobatics skill and with Marksman weapons. Y'ffre's Gift. You know one cantrip of your choice from the warden spell list. You also know the animal friendship spell and can cast it once with this trait. You regain the ability to cast it again when you finish a long rest. Willpower is your spellcasting attribute for these spells. Languages. You can speak, read, and write Tamrielic and Bosmeri. BRETON The manmer, or half elves, of High Rock are known as Bretons. They are the descendants of Aldmeri rulers and Nedic slaves, who eventually came to rule over the feudal society. COUPLED LINEAGE Bretons are sometimes referred to as the mongrel race of Tamriel, being neither elven, nor truly human. Sometimes, although usually only in a derogative manner, the Bretons are called Manmeri, literally 'man-elf', due to their history of crossbreeding. Their physical appearance is similar to their Nedic ancestors, giving them pale skin tones comparable to their Nord and Imperial cousins, along with the same range of hair color. Similar to the high elves, they maintain a slender form. This elven bloodline ensures that they are never quite as muscular as the other human races. A keen observer can also notice subtle elven lineaments, especially from their eyebrows, slightly pointed ears, and high cheekbones. Some bretons even seem to adopt their elven arrogance, but paired with their human emotions, it usually comes off more graceful. CURIOUS AND INQUISITIVE Although their Aldmeri ancestry is diluted, which shows in their physical appearance, they remain as capable mages with a strong resistance to magic. They are intellectual purists, known for their aptitude in abstract thinking, and are naturally drawn towards careers that favor logic and ordered complexity. Bretons are known to be skilled in many fields. Their friendly spirits and humorous demeanor lend themselves to writing, acting, and artistry. Their love of commerce leads them into banking, manufacturing, and trading, while their desire for order makes them well suited for the military and sailing. A STRUGGLE FOR SOVEREIGNTY Breton society is divided into the the many different regions of High Rock. The feudal kingdoms compete for power and enforce the strict hierarchy that splits its people from peasants and the elite. Despite this obvious rivalry, the bretons are united in their culture, accents, customs and language. Their villages are quaint, and although the architecture may change between the districts, they are usually functional in style and free of ornamentation. UESTRPG BASIC RULES 16 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Bretons compete with the orsimer, with their great city of orsinium and the many small orcish strongholds, as well as the barbaric reachmen. BORN FOR ADVENTURE Performing quests and services is a common way for bretons to rise in the ranks of their society, which has created a unique form of enthusiasm. The younger bretons are raised with a desire to find fortune and glory all over Tamriel. EXCELLENT AMBASSADORS Many Bretons learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens. BRETON NAMES Bretons have both given names and family names. Males Names: Andre, Barnard, Blaise, Brandon, Clinton, Colin, Davide, Delacourt, Emmanual, Francois, Gregory, Hannibal, Jean, Louis, Marc, Mathieu, Philip, Roland, Samuel, Timothy, Vincent Female Names: Adeline, Alexia, Aren, Belle, Carena, Ciara, Dessire, Elain, Freyda, Gabrielle, Grace, Hester, Lexi, Maelle, Michelle, Nessa, Olivia, Pyn, Rianne, Saly, Sara, Taern, Veronica, Ysabeth, Zeli Family Names: Ashton, Beaufort, Celata, Dufont, Edette, Franc, Galien, LaRouche, Merchad, Panoit, Ronise, Serene, Talbot, Varin, Zurric BRETON TRAITS Your Breton character has certain characteristics in common with other Bretons. Attribute Score Increase. Your Intelligence score increases by 2, and your Personality score increases by 1. Age. Your elven lineage allows you to live slightly longer than your human counterparts. Your average lifespan is 150 years. Alignment. Bretons tend towards neutral good. Their feudal governments lend them a mix of freedoms and laws, depending on their station in life. Size. Bretons take after their elven bloodlines and are typically more slender than your average human. They range from 5 to 6 feet tall. Your size is medium. Speed. Your base walking speed is 25 feet. Breton Ancestry. You gain proficiency in Willpower saving throws and the Arcana skill. You also know one cantrip of your choice from the mage spell list. Intelligence is your spellcasting attribute for it. Conjure Familiar. You know the spell find familiar spell and can cast it once with this trait. You regain the ability to cast it again when you finish a long rest. Dragon Skin. Your skin thickens to become that of a dragon when harmed. When you are hit by an attack or targeted by the magic missile spell, you can use your reaction to cast the shield spell. Once you use this trait, you must finish a short or long rest before you can use it again. Magic Resistance. You have a natural ability to ward off the hazardous effects of magic. Whenever you are affected by a spell that deals damage, the total damage is reduced by an amount equal to your proficiency modifier. Tool Proficiency. You have proficiency with artisan's tools (alchemist supplies). Languages. You can speak, read, and write Tamrielic and one other standard language of your choice. UESTRPG BASIC RULES 17 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


DUNMER (DARK ELF) Dunmer, or Dark Elves, are the daedric worshiping elves from the alien province of Morrowind. “Dark” is a term used not only for their darkened skin tone, but also from their ill-fated history and general cultural philosophies. SKIN OF TWILIGHT, EYES OF SUNLIGHT The ashen skinned elves are typically the same size and shape as the human races, which makes them shorter than their altmer cousins, but taller than the bosmer. Their skin tone ranges from green, to varying shades of grey, to light blue, and their red glowing eyes make their appearance exceptionally unique. More often than not, their hair is jet black, but it can range in color from white, to grey, shades of dark brown, and on rare occasions, dark red. A CURSE AS A REMINDER Before the dark elves were known as they are today, they were called the Chimer, or People of the North. They were a dissident tribe of aldmeri who followed their prophet Veloth and worshiped the three 'good' daedra. They traveled to modern day Morrowind, where they warred with the Dwemer and Orcs. After the Battle of Red Mountain, the 'Living Gods' of the Tribunal betrayed their oath to Azura, which forever cursed them with skin as black as ash, and eyes red with fire. They were from then on known as the Dunmer. The Dunmer have always had a grim outlook, which may either be due to their unfortunate past, or perhaps a cause for it. They are generally disdainful, and distrusting of other races and those born outside of Morrowind, which they refer to as outlanders. Nationalistic and proud, the dunmer are also ruthless and cruel, but they are also exceptionally loyal and have strong family values maintained by ancestral worship. They are not quick to trust anyone who claims to be a friend, but once a dunmer gives someone their loyalty, the dunmer is a firm friend or ally for life. Another dark side of dunmer history is their extensive use of slavery. Mostly argonian and khajiit slaves were used, but so were men and mer in rare cases. Their vengeful nature and long history of ill repute prevents them from gaining significant influence with the other nations. BALANCED WARRIORS Dunmer are exceptionally well rounded warriors. Notable for their powerful intellect, agile physique, and natural strength, dunmer are exceptional militants, mercenaries, and warriors. With the destruction of Vvardenfell and the argonian invasion, many dunmer have fled their homeland, trying to make their own way in the world. Their natural martial gifts and resilient heritage makes them strong survivors. DUNMER NAMES Dunmer typically have given names and family names. Those that are the traditional inhabitants of Vvardenfell, known as Ashlanders, also have unique tribe names. Male Names: Alanil, Aren, Balyn, Boler, Dathus, Evo, Fevris, Gaelion, Hort, Liero, Meryn, Nels, Orval, Ranor, Sarayn, Tavryn, Tendris, Traven, Uthrel, Varon, Vedam Female Names: Almsi, Amili, Arara, Badala, Balynu, Bronosa, Dalyne, Diren, Ethal, Faras, Gadela, Gelaa, Hlava, Indrasi, Madrana, Nela, Orea, Rila, Sia, Teranya, Urila, Valdrana, Wren Family Names: Andrano, Arvel, Belas, Dralas, Darethi, Drethen, Falen, Galen, Helvi, Hlaalo, Indaren, Marvel, Moren, Nelas, Omoril, Ralas, Romori, Rothandus, Sarandas, Selaren, Telas, Uveran, Varyon, Veleth Ashlander Names: Addarari, Asserbassalit, Assunudadnud, Daririnaddunumm, Esatliballit, Gilu, Hairshashishi, Kil, Mirshamammu, Nerendus, Rapli, Serimilk, Timmiririan, Yassabisun, Zabamat DUNMER TRAITS Your Dunmer character has a variety of natural abilities common with all other Dunmer. Attribute Score Increase. Your Agility, Intelligence, and Strength scores increase by 1. Age. As all elves, Dunmer are long lived, maturing at the same rate as humans, but possibly living longer than 300 years. Alignment. Dunmer tend to be neutral with a propensity for chaos. They have rejected many of the traditions that were set before them, while adopting their new customs of their own. Size. Dark Elves have average builds, and their height is between 5 and 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. UESTRPG BASIC RULES 18 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Ancestor Guardian. As a reaction, you gain advantage on saving throws against spells that deal damage until the start of your next turn. You can use this trait a number of times equal to your Endurance modifier (minimum of 1). You regain all expended uses at the end of a long rest. Ashlander. You have a natural resistance to fire damage. Dunmer Combat Training. You are proficient in Long Blade, Marksman, and Short Blade. Skill Proficiency. You gain proficiency in the Athletics skill. Languages. You can speak, read, and write Tamrielic and Dunmeri. IMPERIAL Imperials are the well educated and civilized men of the cosmopolitan province of Cyrodiil. Although not as physically impressive as some of the other races, the Imperials have a confident authority about them that they have been able to use to their advantage with the surrounding nations. FROM SLAVE TO MASTER When the Imperial race emerged from the original Nibenese tribesman and the Nedic immigrants, they were subjugated by the Ayleids, or Wild Elves of Cyrodiil. They remained as slaves for decades before creating a rebellion that overthrew their elven masters, creating the first human empire. Although short lived, this early empire was disrupted through civil war, splitting Cyrodiil into two distinct cultures: the Eastern Nibenese and the Western Colovians. Since then, the Imperials and their ever changing Empire have had some part in the birth of each Era. DIPLOMATS AND SOLDIERS Known for their impressive citizen armies, the Imperials are exceptionally disciplined and treat the law with the utmost respect. Banners of the Imperial Empire can be found in nearly every province of Tamriel, although recent years have proven to be a struggle to maintain their power. As shrewd diplomats and remarkable negotiators, the Imperials have had great success subduing other nations, bringing peace and prosperity to many societies. When their authority is questioned, their martial prowess and extraordinary organization of their military usually makes quick work of any dissenters. IMPERIAL NAMES Imperials have both given names and family names. Male Name: Aventus, Baro, Caius, Decentius, Ennodius, Floretius, Gaius, Helvius, Iniel, Janus, Kastav, Luther, Mallus, Nermus, Octavius, Pelagius, Rallus, Sergio, Titus, Valgus, Xander, Zedrick Female Names: Alexia, Astria, Britta, Cania, Dynari, Ettiene, Faustina, Gemma, Herminia, Isobel, Julitta, Lyra, Mariana, Nebia, Peregrina, Rona, Selena, Tertia, Una, Viera, Vitrroia, Ysabel Family Names: Aerius, Amatius, Berne, Caro, Deltian, Felannus, Gratius, Herennius, Jannus, Loran, Mallius, Nuccius, Rian, Silver, Tunifus, Urgelian, Valga, Wavrick IMPERIAL TRAITS Your Imperial character has certain characteristics in common with other Imperials. Attribute Score Increase. Your Personality score increases by 2. Age. As a human race, Imperials live to an average age of 100. Alignment. The militant Imperials are often lawful good, but sometimes lean towards neutral, given their stringent laws and institutions. Size. Imperials range from 5 to 6 feet tall, and vary in build. Your size is medium. Speed. Your base walking speed is 30 feet. Diplomat. You gain proficiency in the Persuasion skill. Imperial Cunning. When you make an Intelligence, Personality, or Wisdom saving throw, you can use your reaction to gain advantage on the roll. Once you use this trait, you must complete a long rest before you are able to use it again. Imperial Luck. You gain two Luck Dice, which is a d6. You can expend one Luck Dice to add it to an ability check, attack roll, or saving throw you make. You can wait until after you roll the d20 before deciding to use the Luck Dice, but must decide before the DM determines whether the roll succeeds or fails. You regain your expended Luck Dice when you finish a long rest. You can never have more than two Luck Dice from this trait at a time. Legion Combat Training. You are proficient in Blunt, Hand-to-Hand, and Long Blade Languages. You can speak, read, and write Tamrielic and two standard languages of your choice. Imperials typically learn the languages of other peoples they deal with. Subrace. Two subraces are found within Cyrodiil: Colovians and Nibenese. Choose one of these subraces. UESTRPG BASIC RULES 19 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


COLOVIAN The Cyro-Nords that settled in the west created the Colovian Estates, and in turn call themselves Colovians. They are typically more rugged and hardy than their Nibenese counterparts. They are uncomplicated, self-sufficient, and extremely loyal to other Colovians. Attribute Score Increase. Your Strength score increases by 1. Star of the West. Your hardy upbringing lets you push past the normal boundaries of exhaustion. When you are exhausted, you suffer the effects of one level less than your current level of exhaustion. For example, at 1st level, you suffer no adverse effects. NIBENESE The Imperials that settled in the East, by the Nibenay, became the Nibenese. This area was brought together by the Alessian order and maintains strong merchant guilds. Nibenese are proud cosmopolitan people who maintain strong relationships with the other provinces through merchant guilds. They are more given to the studies of magic, philosophy, and the evolution of ancient tradition. Many outfit themselves in garish clothing, tattoos, and brandings. Attribute Score Increase. Your Intelligence score increases by 1. Voice of the Emperor. You know the friends cantrip. Additionally, once between long rests, you are able to use this cantrip without your target knowing it was cast on them. KHAJIIT Hailing from the tropical province of Elsweyr, khajiit are feline humanoids, known for their grace and intellect. Nomadic and inquisitive, the khajiit rarely stay in one place for long. CHILDREN OF THE MOON Bound to the lunar lattice, a mysterious force understood by the khajiit, the phases of the two moons at the time of their birth determines the form, or 'breed', a khajiit will assume. All newborns look alike, much smaller than the other races of Tamriel, but the early days of their life begin to give way to their future form. There are rumored to be more than twenty forms of khajiit, but most common are Alfiq, Cathay, Dagi, Ohmes, Pahmar, Senche, Suthay, and Tojay. The humanoid forms are described in further detail in the subrace section. Khajiit differ greatly from all other races, most obviously with their catlike form, tail, fur, and digitigrade stance. Although typical of most humanoid khajiit, some sub-species, such as the ohmes, appear more similar to the bosmer than to their own brothers and sisters. Their physical appearance isn't their only physiological differences. Even the digestive systems and metabolisms are different from most other races, allowing them to have a stronger resilience to substances like moon sugar, Bright textiles and shiny objects are desired by khajiit. They dress in cloth shawls of brilliant colors, known as a budi, which helps defend themselves from the sun. They adorn themselves with sparkling jewelry and trinkets, and are known to wear flowers and herbs in their braided fur. The breeds that do not grow fur typically tattoo themselves with cultural or religious symbols to resemble their cousins. THE HOLY MOONS A large part of the khajiit religion is worship of the two moons of Tamriel. This is an obvious path, given how much the moons affect the lives of every khajiit. Another significant part of the khajiit lifestyle is the harvest and ingestion of a powerful and addictive substance called moon sugar. This substance is known to be crystallized moonlight, which they believe by ingesting, they are absorbing a part of the eternal souls of the moon gods, Jone and Jode. When moon sugar is ingested, it causes fits of ecstasy and abandon. Paired with the highly addictive nature, it is common for khajiit settlements to be littered with cat-men shivering in the grips of sugar fits. Nevertheless, moon-sugar is a daily part of khajiit life, and serves as their chief export. Their affection for moon-sugar has developed a sweet tooth, and the khajiit diet is invariably sweet. Candies, cakes, puddings, and sugared meats are staples in khajiit cuisine. This fare is usually laced with powdered moon-sugar, and the other races would be wise to never accept a sweet roll from a cat. SOCIETAL DUALITY The societies of khajiit are lead by a unique breed of khajiit known as the Mane, born under the aligned moons. Tradition states that only one mane can be alive at a time and it is believed that each mane is a reincarnation of the previous. Khajiit civilizations are divided into two specific cultures. The jungles of Elsweyr are civil and are formed around an agrarian aristocracy, whereas the northern wastes and grasslands tend to be nomadic, pride-centric groups that contest for territory. UESTRPG BASIC RULES 20 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


GUARDIANS AND CHARLATANS Khajiit, who are commonly targeted for racial discrimination, have had to deal with being kidnapped and sold into slavery. This harsh reality has made them take self defense very seriously. The majority of khajiit use their claws as weapons, and many have formed groups that utilize their natural gifts in various forms of martial arts. Other khajiit welcome the black market with open paws, taking to a life of piracy, smuggling moon sugar, and the more potent skooma, to the many different lands. Khajiit's natural abilities make them superb thieves and acrobats, as well as fearsome warriors. KHAJIIT NAMES Each Khajiit has a single name in their language, Ta'agra, but it is also common for a Khajiit to go by their Tamrielic name, usually given to them by men or mer. These common names are typically descriptive of the their personality or quirks. Male Names: Akrah, Azbishan, Balag, Dazur, Eilun, Fa'alar, Ghadar, Hilan, Jahirr, Khasar, Lansur, Maniz, Malirzzaka, Nakkhu, Oblan, Pinar, Rakhad, Razur, Sabra, Tabil, Urjen, Vashpar, Yan, Zaban, Zino Female Names: Abizah, Azum, Bakkhara, Bindu, Darali, Elamusa, Fedura, Hani, Inama, Kala, Kiasha, Manabi, Mura, Nayya, Pinirai, Samati, Sebazi, Shuzura, Tahara, Tohiba, Urbani, Vaifa, Yana, Zara, Zurka Tamrielic Names: Ashenfur, Black-Paw, Clevereyes, Dawnwalker, Dusty-Claw, Elf-Biter, Firebreath, FourToes, Iron-Ear, Kink Tail, Silvertongue, Soft-Fur, SugarClaws, Tender-Paws, Wet-Whiskers KHAJIIT HONORIFICS Khajiit often, but not always, have either a prefix or a suffix, or sometimes both, as part of their name, usually separated by an apostrophe. The titles are typically meant to represent a part of their personality or traits. Some Khajiit believe having both a prefix and a suffix is a sign of arrogance and pride. KHAJIIT HONORIFICS d10 Title Meaning 1 Dar Thief 2 Do Warrior 3 Dra Wise 4 Dro Grandparent 5 J / Ja / Ji Youth 6 Jo / Ko Wizard 7 La / Lo Promiscuous 8 M / Ma Child or Apprentice 9 Ra / Ri Leader 10 S Adult KHAJIIT PERSONALITY A khajiit might have motivations and quirks much different from an elf or a human with a similar background. You can use the following table to customize your character in addition to the trait, ideal, bond, and flaw from your background. KHAJIIT QUIRKS d8 Quirk 1 You miss your tropical home and complain endlessly about the freezing weather, even in summer. 2 You never wear the same outfit twice, unless you absolutely must. 3 You have a minor phobia of water and hate getting wet. 4 Your tail always betrays your inner thoughts. 5 You purr loudly when you are happy. 6 You keep a small ball of yarn in your hand, which you constantly fidget with. 7 You are always in debt, since you spend your gold on food and drink made from moon sugar. 8 When talking about something you're obsessed with, you speak quickly and never pause and others can't understand you. 9 You are a font of random trivia from the lore and stories you have discovered. 10 You can't help but pocket interesting objects you come across. UESTRPG BASIC RULES 21 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


KHAJIIT TRAITS Your Khajiit heritage manifests in a variety of traits you share with other khajiit. Attribute Score Increase. Your Agility score increases by 2. Age. Different Khajiit born under different cycles have significantly different life spans. They can range from 150 to 400 years, if not more. Alignment. Khajiit tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, except for those driven by greed or other dark impulses. Speed. Your base walking speed is 35 feet. Eye of Fear. You know how to use your cat-like eyes to demoralize others. You gain proficiency in the Intimidation skill. Eye of Night. Your khajiit ancestry grants you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Quick Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Languages. You can speak, read, and write Tamrielic and Ta'agra. Ta'agra script combines unique and fluid motions. Artistic interpretation is praised and varies greatly between authors. Subrace. There are many subraces of the Khajiit. Many of the subraces are humanoid in shape, but there are others, such as the Alfiq, that more resemble a house cat, or the senche, which are tiger-like battle cats. OHMES & OHMES RAHT The Ohmes generally look more similar to the Bosmer, although slightly smaller in stature, than they do to their feline brothers. Many Ohmes will paint or tattoo their faces to resemble their feline heritage. Unlike other Khajiit, they have no fur, no tail, or any other distinguishable Khajiit feature. Ohmes-raht have slightly larger builds than their ohmes cousins, usually similar in size and appearance of men, other than their short light fur and tails. Also similar to men, the Ohmes-raht walk on their heels as opposed to the balls of their feet like many other species of Khajiit. Attribute Score Increase. Your Personality score increases by 1. Size. Ohmes Khajiit are similar in size to the Bosmer, rarely taller than 5 feet tall, whereas Ohmes-raht range from 5 to 6 feet tall. Your size is medium. Ambassador. Your elven-like form makes you a natural ambassador to the other races. You gain proficiency in the Deception and Persuasion skills. If you're already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill. Ohmes Combat Training. The Ohmes do not have natural claws, like their Khajiit brethren, and do not benefit from the Quick Claws trait. Instead, they are proficient in Hand-to-Hand and Short Blade weapons to make up for their natural handicap. SUTHAY & SUTHAY-RAHT While they are similar in height to the Ohmes, that is mostly where the similarities end. The Suthay are much more cat like in appearance with their high set ears and feline facial features, along with a long tail and digitigrade legs. Suthay-raht are nearly the same as the Suthay in all their features except their stature closer resembles the height of men. The Suthay-raht are the most common breed of Khajiit outside of Elsweyr. Attribute Score Increase. Your Endurance score increases by 1. Size. Suthay Khajiit are similar in size to the Ohmes, rarely taller than 5 feet tall. Suthay-raht range from 5 feet to 6 feet tall. Your size is medium. Natural Bandit. You are able to use your claws as thieves' tools. You can add your proficiency modifier to any check using your claws in this way, even if you are not proficient in thieves' tools. Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. CATHAY & CATHAY-RAHT Similar to the Suthay-raht in appearance and bipedalism, however they possess greater stature and strength. Cathay-raht are larger and more powerful and are often described as "jaguar-men". Attribute Score Increase. Your Strength score increases by 1. Size. Cathay Khajiit are similar in size to most men and range from 5 feet to 6 ½ feet. Your size is medium. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. UESTRPG BASIC RULES 22 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. DAGI & DAGI-RAHT Dagi live in the trees of the Tenmar forest. Due to their smaller size and light weight, they are able to dwell in the higher branches which even the Bosmer cannot reach. The Dagi have a natural affinity for magic, and are known spellcasters, a characteristic often taken advantage of in Khajiiti battle-tactics. The Dagi-raht are similar in all respects, while their size is somewhat larger. Size. Dagi and Dagi-raht average about 3 to 4 feet tall and weigh around 40 pounds. Your Size is small. Attribute Score Increase. Your Intelligence score increases by 1. Natural Magic. You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Witch Bolt spell as a 2nd level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. NORD Children of the Sky, Nords are the tall and hardy humans from the northern province of Skyrim. The harsh environments of Skyrim have hardened Nords. Even those who have been born in easier civilizations have this ingrained toughness. You will most likely find Nords working in fields that prove their robustness. A good nord knows the value of hard work. The second most likely place to find a nord is inside the local watering hole. Mead and music go hand in hand with nordic culture. STONG WILLED AND STRONG ARMED Nords are the tallest of the human races and have fair skin and fair colored hair. They are known for their powerful physique and modest intellect. Nords are fierce competitors and strongly believe in fighting for status and for sport. Favoring brute strength over wit, the nords are suspicious of mages and don't believe in using social status or wealth to garner favor. It is very common for nords to have scars and bruises, or be seen walking out of a tavern with a bloody nose and a flagon of ale. BORN FOR BATTLE Fierce warriors, and enthusiastic soldiers, Nords can be found throughout Tamriel offering their talents as mercenaries and sellswords. Proving oneself in battle is a way for any nord to increase their status. Raised from birth, they are always searching for new ways to increase their martial skills. Nords are also talented sailors. They are known to have dominated warring nations with their natural talent at sea, and have been vanguards of nautical trade. NORD NAMES Every Nord has a given name, but only some Nords have clan names. Sometimes, a Nord will be given a title, which can be used before or after their given name. A title is usually a description of a great feat or a personality trait. Such as Heinrich the Ugly or Lyra Wolf-Child. Male Names: Arnbjorn, Balbus, Carsten, Daglin, Erik, Fjol, Gunder, Hans, Iver, Jayred, Keld, Larthjar, Manheim, Nels, Olav, Regner, Sten, Torbal, Ulfgar, Valdemar, Wilmuth, Yngvar Female Names: Aeta, Bergritte, Dagny, Elda, Fryssa, Greidil, Hilde, Igna, Jala, Katria, Lillith, Margret, Nura, Olga, Ruki, Svenja, Temba, Una, Vori, Ysolda Clan Names: Blackthorn, Ebonhand, Firebeard, Hairy-Breeks, Ironhand, Long-Tooth, Ravencrone, Stonearm, Twice-Killed, War-Bear, Windcaller NORD TRAITS Your Nord character has certain characteristics in common with other Nords. Attribute Score Increase. Your Endurance score increases by 2 and your Strength scores increase by 1. Age. Nords, like most men are not particularly long lived, and they mature at a normal rate, and almost never live longer than a century. Alignment. Most nords are hardworking and goodhearted. They take comfort in their traditions and are distrusting of outsiders. They tend toward the good alingments. Size. Nords are the largest of men, ranging from 6 to 6 ½ feet tall. Speed. Your base walking speed is 30 feet. Atmoran Ancestry. Your ancestral history of living in harsh, northern climates has given you resistance to cold damage. UESTRPG BASIC RULES 23 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Battlecry. As an action, you shout a battle cry that strikes fear into an enemy. Choose one creature that is within 60 feet of you than can see and hear you. That target must succeed on a Willpower saving throw or become frightened of you. The difficulty check of this save is equal to 8 + your Endurance modifier + your proficiency modifier. 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. Once you use this trait, you can't use it again until you finish a short or long rest. Equipment Proficiency. You are proficient with Axes and Spears. Toughness. Your hit point maximum is increased by 1, and it increases by 1 every time you level. Languages. You can speak, read, and write Tamrielic. ORSIMER (ORC) It is said that the Orcs came to be when the Aldmeri god, Trinimac, was devoured by the Daedric Prince Boethiah. As the myth goes, Boethiah excreted Trinimac's remains, and those Aldmer who followed Trinimac rubbed that excrement on themselves to become Orcs. Perhaps it's just a myth, but the imagery is appropriate: repugnant, ridiculous, and a little comical, like the Orcs themselves. -Coristir, Sage Sojourner, Civility and Etiquette Orcs, also called Orsimer, or "Pariah Folk" in ancient times, are considered sophisticated barbarian beast peoples, despite being a type of Mer. They are from the Wrothgarian and Dragontail Mountains and are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, but they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. ORIGINS OF THE PARIAH FOLK Orcs were born during the latter days of the Dawn Era. History has mislabeled them beastfolk, related to the goblin races, but the Orcs are actually the children of Trinimac, strongest of the Aldmeri ancestor spirits. When Trinimac was eaten by the Daedric Prince Boethiah, and transformed in that foul god's insides, the Orcs were transformed as well. The ancient name for the 'Orsimer,' which means 'The Pariah Folk.' They now follow Malauch, better known as Malacath, the remains of Trinimac. STRENGTH AND STEEL Orcish armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire. Most Imperial citizens regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes. THE MOVING CITY Orsinium, which literally translates to "Orc-Town" in Aldmeris, is the city of the Orsimer and the provincial seat of what was called Wrothgar, or in the late Third Era, the Orsinium Area. It has a history of being sacked and rebuilt, as Orcs are often at odds with their neighbors. In the Second Era, it was located in the eastern part of the Wrothgar region of High Rock. In the late Third Era, it was located between Wayrest, Menevia, and the Wrothgarian Mountains, but it was sacked in the early Fourth Era. It reemerged in between Hammerfell and Skyrim later on in the era. A CULTURE OF CONFLICT Most people consider their society as rough and cruel, but it's been a lifestyle of necessity. With their cities and strongholds being under constant attack throughout their history, every tribe member is trained at birth for battle and war. The strongest of warriors becomes chief of their stronghold. The women are either wives of the chief, or his daughters, with the only exception of the shaman, who takes care of spiritual matters. Only the strongest males are allowed to mate to keep the tribe strong. The Orcs do not follow the laws of man, but they follow the code of Malacath, which states: Do not steal, do not kill your kin, do not attack without cause. Those who break these rules must pay the Blood Price. ORSIMER NAMES An orc has a given name and a family name. Orc family names are always prefixed depending on gender. “Gro-” for males and “Gra-” for females. A child will take the fathers name if male, or the mothers name if female. Some orcs take the family name of their stronghold where they are born. UESTRPG BASIC RULES 24 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Male Names: Agronak, Bazur, Bogrum, Dubok, Dul, Gaturn, Ghorub, Gogron, Grommok, Hanz, Krognak, Kurz, Lumdum, Luronk, Magra, Magub, Maknok, Orok, Rugdumph, Shagol, Ulmug, Urbul, Ushnar, Female Names: Batul, Borba, Bumph, Homraz, Mazoga, Mog, Mor, Oghash, Orag, Rogbut, Rogmesh, Snak, Ugak, Umar, Umog Family Names: Agamph, Barak, Buglump, Bura, Cromgog, Dragol, Galash, Gharz, Glurzog, Hubrag, Khash, Murgak, Muzgol, Naybek, Orkul, Orkulg, Rugdush, Shadborgob, Shura, Ugdub, Uzgash, Yarug ORSIMER TRAITS Your orc character has certain traits deriving from your orc ancestry. Attribute Score Increase. Your Endurance and Willpower scores increase by 1. Age. While they are Mer, Orcs do not live as long as their distant cousins. They could live up to 80 years old, but the Code of Malacath demands that an old Orc should end his life before he becomes weak and a burden to his clan. They rarely live longer than 50 years. They reach adulthood at age 16. Alignment. The orsimer are mostly lawful neutral. Orcs follow a code and are often extremely beholden to their traditions. They are dedicated to the strength of their clan over individuals. Size. Orcs are broad and hardy, they are usually around 6 feet tall and weigh around 200 pounds. Your size in medium. Speed. Your base walking speed is 25 feet. Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. Berserk. As an action, for the next minute you gain temporary hit points equal to twice your character level. Additionally, you gain advantage on one attack on each of your turns. Once you use this trait, you can't use it again until you finish a long rest. Blood-Kin. You share kindred blood with all of your orc brothers and sisters. Using Honor or Strength, you may be able to avoid conflict with other orcs. Menacing. You have proficiency in the Intimidation skill. Tool Proficiency. You gain proficiency with artisan's tools (smith's tools). Languages. You can speak, read, and write Tamrielic and Orcish. Orcish is a harsh, grating language with had consonants. Subraces. Three main subraces of orcs populate the continent of Tamriel: City Orcs, Wild Orcs, and Wood Orcs. CITY ORCS Not all orcs choose to live in the strongholds. Those that choose to live in the cities live a much more cosmopolitan life, but they are derided by other orcs for doing so. Attribute Score Increase. Your Intelligence score increases by 1. Orcish Resilience. Your tough mind and body grants you resistance to force damage. WILD ORCS Traditional orc society is centered around living in stronghold settlements. These independent villages follow the Code of Malacath, and the strength of each tribe depends on their strongest warrior. Attribute Score Increase. Your Strength score increases by 1. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. WOOD ORCS Valenwood is typically home to the Bosmer, but many tribes of orcs have made this forested province their home. Like other orcs, they prize strength and honor, but to the wood orcs this means having agility and mobility as much as it does muscular power and endurance. Attribute Score Increase. Your Agility score increases by 1. Keen Hearing and Smell. You have advantage on Willpower (Perception) checks that rely on hearing or smell. UESTRPG BASIC RULES 25 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


REDGUARD Standing broad-shouldered and tall, with dark skin and wiry hair, they are seemingly born with a sword in their hand. I spoke with a few of them and found them formal, obsessed with personal honor, and quite aloof. The redguards were people from another continent, and it seemed they'd brought as much of Yokuda to Tamriel as they could manage. -Flaccus Terentius, The Improved Emperor's Guide to Tamriel PARAGONS OF WAR The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions and quickness of foot. Custom and dress differ by district; the Redguards of Elinhir are Colovian in fashion and taste, while some in Rihad go naked in the streets. In demeanor, they are haughty and easily provoked, and, obsessed with personal honor. There is no standing army in Hammerfell, only paid militias of the oft-contested border-states and along its coastline. Ancient tradition has predisposed the Redguards to knightly order, though, customarily in the service of royal families. Initiates of these orders must prove themselves in dangerous, even deadly, tests of skill. THE LOST CONTINENT More than three thousand years ago, the continent of Yokuda suffered a cataclysm that sunk most of it into the sea, driving its people towards Tamriel. A large group of the Yokudans, called the Ra Gada, forged forward in a bloody wave, quickly slaughtering the beastfolk and Nedic villagers, paving safe travel for the Yokudans that stayed behind. The fierce Ra Gada became, phonetically, the Redguards, a name that has since spread to designate the Tamrielic-Yokudan race in general. They ultimately displaced the Nedic peoples, as their agriculture and society quickly adapted to Hammerfell's harsh environment. They took much from Nedic customs, religion, and language for themselves and their contact with the surrounding Bretons and Colovians hastened their assimilation into Tamrielic culture. REDGUARD NAMES Redguards have only their given name. Through marriage, they sometimes will take the family name. Male Names: Amir, Azzada, Baurus, Cyrus, Daron, Ennis, Falion, Garry, Hillod, Ian, Jawana, Kayd, Lesley, Nazir, Neville, Pyke, Roderick, Shamar, Talib, Wayn Female Names: Anora, Braith, Caminda, Dahlia, Eriana, Gwen, Hussonia, Iman, Jamie, Kerah, Kiara, Lette, Minerva, Niyya, Oleta, Rona, Shelley, Tavia, Umana, Zaria REDGUARD TRAITS Your Redguard character has certain characteristics in common with other Redguards. Attribute Score Increase. Your Agility, Endurance, and Strength scores increase by 1. Age. Redguards age as the rest of the the human races, rarely living over a century Alignment. Redguards mostly follow the good alignments. Many of the people of Hammerfell strictly follow their laws, while nearly an equal amount disregard them entirely. Size. Redguards are strong and tall, often over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Adrenaline Rush. When you use this trait, your combat awareness increases for the next minute. You gain a +10 bonus to your initiative, your speed is increased by 10 feet, and you can add a d4 to all of your attack and damage rolls. Additionally, at the start of combat, when you roll initiative, you can use your reaction to immediately use this trait. You can't use this trait again until you finish a long rest. Redguard Combat Training. You are proficient in Long Blade and Short Blade. Skill Proficiency. You gain proficiency in the Athletics skill. Yokudan Lineage. Thanks to your Yokudan heritage, you have advantage on saving throws against being diseased. Languages. You can speak, read, and write Tamrielic and Yoku. Yoku is a direct language which is incredibly reliant on context. Similar to Redguards themselves, their language is straightforward and doesn't concern itself with unnecessary things. UESTRPG BASIC RULES 26 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


CHAPTER 3: CLASSES Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the world and take on the challenges that lesser women and men can’t stand against. Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the universe. A warrior might view the world in terms of strategy and maneuvers, seeing herself as just a pawn in a much larger game. A crusader, by contrast, might see himself as a willing servant in a god’s unfolding plan. While the warrior has contacts in a mercenary company or army, the crusader might know a number of priests, knights, and devotees who share his faith. Your class gives you a variety of special features, such as a warrior’s mastery of weapons, and a mages’ spells. At low levels, your class gives you only two or three features, but as you advance in level you gain more and your existing features often improve. Each class entry in this chapter includes a table summarizing the benefits you gain at every level, and a detailed explanation of each one. Adventurers sometimes advance in more than one class. A rogue might switch direction in life and follow the mystical path of the spellsword. A barbarian might discover latent magical ability and dabble in the warden class while continuing to advance as a barbarian. Optional rules for combining classes in this way, called multiclassing, appear in chapter 6. Thirteen classes – listed in the classes table – are found in almost every Elder Scrolls game and define the spectrum of typical adventurers. CLASSES Class Description Hit Die Primary Ability Saving Throw Proficiencies Armor and Weapon Proficiencies Barbarian A fierce fighter of primitive background who can deflect attacks and deal brutal strikes d12 Strength Strength & Endurance Light and medium armor, shields, all weapons Bard An inspiring magician whose power echos the music of creation d8 Personality Agility & Personality Light armor, long blade, marksman, and short blade Crusader A holy warrior devoted to one of the gods d10 Strength & Willpower Personality & Willpower Light and medium armor, shield, blunt, hand-to-hand, marksman, short blade Mage A scholarly magic user capable of manipulating the structures of reality d6 Intelligence Intelligence & Willpower Light crossbows, short blade and staves Monk A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection d8 Agility Strength & Agility Hand-to-hand, short blade, and staves Nightblade A spellcaster that uses their magics to enhance mobility, concealment, and stealthy close combat d8 Agility & Personality Agility & Intelligence Light armor, marksman, short blade, and long blade Ranger An explorer who uses martial prowess to combat threats on the edges of civilization d10 Agility Agility & Endurance Light and medium armor, shields, all weapons Rogue A scoundrel who uses stealth and expertise to overcome obstacles and enemies d8 Agility & Intelligence Agility & Intelligence Light armor, axe, hand-to-hand, marksman, short blade Sorcerer A spellcaster who is naturally talented and takes advantage of their ability to control the arcane d6 Willpower Endurance & Willpower Shield, blunt, light crossbows, short blade Spellsword A spellcasting specialist trained in martial combat and destructive magic d8 Strength & Willpower Endurance & Willpower Light and medium armor, marksman, short blade, and long blade Thief A pickpocket and pilferer who chooses stealth and subterfuge over violence d8 Agility Agility & Endurance Light armor, blunt weapon, handto-hand, marksman, short blade Warden Defenders of the Green, these storytellers wield the powers of nature, guide the elements, and have a bond with animals d8 Willpower Intelligence & Willpower Light and medium armor, shields, blunt, short blade, long blade, and marksman. Warrior A master of martial combat, skilled with a variety of weapons and armor d10 Strength Strength & Endurance All armor and weapons UESTRPG BASIC RULES 27 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


BARBARIAN A tall nord tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the giant who dared poach his people’s elk herd. An orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals. Frothing at the mouth, a redguard slams his helmet into the face of his dunmer foe, then turns to drive his armored elbow into the gut of another. These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For some, their rage springs from a connection with ancient traditions. Others draw from a roiling reservoir of anger from memories of past battles. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength. PRIMAL INSTINCT People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature-keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the desert, tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise. A LIFE OF DANGER Not every member of the tribes deemed “barbarians” by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to. Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties. CREATING A BARBARIAN When creating a barbarian character, think about where your character comes from and their place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-andtumble frontier where barbarians are common? What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to “civilized” lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority. QUICK BUILD You can make a barbarian quickly be following these suggestions. First, put your highest attribute score in Strength, followed by Endurance. Second, choose the outlander background. CLASS FEATURES As a Barbarian, you gain the following class features: HIT POINTS Hit Dice: 1d12 per barbarian level Hit Points at 1st Level: 12 + your Endurance modifier Hit Points at Higher Levels: 1d12 (or 7) + your Endurance modifier per barbarian level after 1st . PROFICIENCIES Armor: Light armor, medium armor, shields Weapons: Axe, blunt, hand to hand, long blade, marksman, polearms, short blade Tools: None UESTRPG BASIC RULES 28 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Saving Throws: Strength, Endurance Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) any polearm or (b) any long blade • (a) two handaxes or (b) any short blade • An explorer's pack and four javelins THE BARBARIAN Level Proficiency Bonus Features Rages Rage Damage 1st +2 Rage, Unarmored Defense 2 +2 2nd +2 Reckless Attack, Danger Sense 2 +2 3rd +2 Primal Path 3 +2 4th +2 Attribute Score Improvement 3 +2 5th +3 Extra Attack, Fast Movement 3 +2 6th +3 Path Feature 4 +2 7th +3 Feral Instinct 4 +2 8th +3 Attribute Score Improvement 4 +2 9th +4 Brutal Critical (1 die) 4 +3 10th +4 Path Feature 4 +3 11th +4 Relentless Rage 4 +3 12th +4 Attribute Score Improvement 5 +3 13th +5 Brutal Critical (2 dice) 5 +3 14th +5 Path Feature 5 +3 15th +5 Persistent Rage 5 +3 16th +5 Attribute Score Improvement 5 +4 17th +6 Brutal Critical (3 dice) 6 +4 18th +6 Indomitable Might 6 +4 19th +6 Attribute Score Improvement 6 +4 20th +6 Primal Champion Unlimited +4 RAGE In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: • You have advantage on Strength checks and Strength saving throws. • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. • You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. UNARMORED DEFENSE While you are not wearing any armor, your Armor Class equals 10 + your Agility modifier + your Endurance modifier. You can use a shield and still gain this benefit. RECKLESS ATTACK Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make an attack, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. DANGER SENSE At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Agility saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. UESTRPG BASIC RULES 29 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


PRIMAL PATH At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Battleworn, the Path of the Reaver, the Path of the Savage, or the Path of the War Crier, all detailed at the end of the class description. Additionally, you can choose any Barbarian's Primal Path outlined in the Player's Handbook. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. ATTRIBUTE SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th , and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you use the Attack Action on your turn. FAST MOVEMENT Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. FERAL INSTINCT By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. BRUTAL CRITICAL Starting at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level, and three additional dice at 17th level. RELENTLESS RAGE Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Endurance saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. PERSISTENT RAGE Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. INDOMITABLE MIGHT Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. PRIMAL CHAMPION At 20th level, you embody the power of the wilds. Your Strength and Endurance scores increase by 4. Your maximum for those scores is now 24. PRIMAL PATHS Rage burns in every barbarian's heart, a furnace that drives them towards greatness. Different barbarians attribute their rage to different sources, however. For some, their scars become symbols of victories won, while others look within to their unyielding spirits. PATH OF THE BATTLEWORN For some barbarians, they are measured through battles won and they wear their scars with pride. The Path of the Battleworn is path paved with patience, pain, and perseverance. Whether an veteran legion soldier or the dedicated kin of orsimer clan, a battleworn channels their experience into their rage. PATH OF THE BATTEWORN FEATURES Barbarian Level Feature 3rd Thick Skin 6th Reckless Abandon 10th Battle Scars 14th Boiling Point UESTRPG BASIC RULES 30 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


THICK SKIN Your body is scarred and calloused from years of battle. When you choose this path at 3rd level, your unarmored AC is equal to 12 + your Agility modifier + your Endurance modifier. RECKLESS ABANDON Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Endurance modifier (minimum of 1). They vanish if any of them are left when your rage ends. BATTLE SCARS At 10th level, your scarred body and strong presence is readily noticeable. You have advantage on all Intimidation checks. BOILING POINT Starting at 14th level, while raging, you push your attacks beyond their natural limits. When you hit a creature with a melee weapon attack, you can expend one hit die and a d12 to your damage roll. PATH OF THE REAVER Barbarians that follow the Path of the Reaver are brutal hunters that strike in well orchestrated packs, leaving behind nothing but corpses and destruction. Despite their primitive behavior, reavers often make up the important front lines of tactical combat. The forsworn of the reach and the aggressive wood orc clans commonly use these maneuvers to intimidate their foes and catch them off guard. PATH OF THE REAVER FEATURES Barbarian Level Feature 3rd Accelerated Regeneration 6th Reaver's Charge, Pact Tactics 10th Dread Warrior 14th Reaver's Verdict ACCELERATED REGENERATION When you choose this path at 3rd level, your wounds naturally stitch together at a faster rate. When you use hit dice to recover hit points during a short rest, you gain additional hit points equal to 1d12 + your Endurance modifier. REAVER'S CHARGE Beginning at 3rd level, when you enter into a rage, your speed doubles for the rest of your turn. You can only use this additional speed to move towards an enemy. Additionally, you can take the Dash action as a bonus action on your subsequent turns while you are raging. PACT TACTICS At 6th level, while raging, you have advantage on attack rolls against a creature if at least one of your allies are within 5 feet of you and the ally isn't unconscious. DREAD WARRIOR Beginning at 10th level, your physique is so intimidating that you inspire dread in your enemies. You can use a bonus action to make yourself appear exceptionally fearful. Every creature within 10 feet of you suffers from one of the following effects of your choice: • Disadvantage on Strength and Agility checks • Disadvantage on Willpower and Personality checks • All intimidation checks by you and your allies have advantage. This effect lasts up to 1 minute, as though you were concentrating on a spell. Once you use this feature, you cannot use it again until you finish a short or long rest. REAVER'S VERDICT Beginning at 14th level, while raging, you can attack three times, instead of twice, whenever you take the Attack action on your turn. PATH OF THE SAVAGE Some barbarians only know destruction and violence. The Path of the Savage is a path of fury and death, learned from years of war. These tribes pass down their techniques and strategies to their cubs and kin, further honing their skills with every new generation. Myths and tales of warnings spread throughout nearby towns and villages where these barbarian tribes exist. PATH OF THE SAVAGE FEATURES Barbarian Level Feature 3rd Frenzied Armsman 6th Uppercut 10th Heavy Lifting 14th Relentless Storm UESTRPG BASIC RULES 31 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


FRENZIED ARMSMAN Starting at 3rd level, while you are raging, you are able to exploit your weapons to become even more devastating. You gain the following benefits when wielding a weapon type listed below: AXES Once on each of your turns, when you hit a creature with an axe weapon, make a second attack roll. If your second roll would also hit the creature, you rend the target, causing them to bleed extensively. Your attack deals an additional 1d6 necrotic damage. BLUNT Your attacks are exceptionally forceful and can penetrate even the most tempered armors. You gain a +2 bonus to attack rolls made with blunt weapons. LONG BLADES When you attack with a long blade weapon, you gain a +2 bonus to damage rolls with that weapon. UPPERCUT At 6th level, when you take the Attack action on your turn, you can forgo your movement and a possible bonus action to use one of your attacks to make a powerful upward blow. Make a melee weapon attack. If the attack hits a creature, you deal damage as normal and it must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, the target is knocked back 10 feet and left prone. On a successful save, the creature has disadvantage on attacks until the start of your next turn. This ability can only affect large or smaller creatures. HEAVY LIFTING Beginning at 10th level, while you are raging and not wearing heavy armor, you are able to engage in twoweapon fighting with all weapons except for those with the heavy or two handed properties. Additionally, weapons with the heavy or two handed properties can be held in one hand. RELENTLESS STORM At 14th level, you can use your action to whirl around, attacking all enemies within range of your melee weapon. Roll a separate attack roll for each creature you attack. While whirling, you can move up to half your movement speed. Any opportunity attacks against you have disadvantage while moving. PATH OF THE WAR CRIER The Path of the War Crier is a spiritual journey, as the barbarian learns to channel their life essence through their voice and breath. War Criers are rare in barbarian tribes, but those who have the gift are usually put into positions of power, either as shaman, spiritual leaders, or chieftains. Most nords have some innate capacity for the power of the voice, believing that their breath holds their vital essence. The other races can learn how to wield such power, but may require greater study, perhaps spending time with powerful Tongues. PATH OF THE WAR CRIER FEATURES Barbarian Level Feature 3rd Battle Thu'um 6th Draconic Tongue 10th Frenzied Shouts 14th -- BATTLE THU'UM When you choose this path at 3rd level, you learn how to harness the power of the dragon tongue to form powerful shouts. A shout requires you to spend shout points each time you use it. Shouts. You know the Unrelenting Force shout and one other shout of your choice, which are detailed in the “Dragon Shouts” section below. You learn two additional shouts of your choice at 6th, 10th, and 14th level. Whenever you learn a new shout, you can also replace one shout that you already know with a different shout. Shout Points. You have 2 shout points and you regain any expended shout points when you finish a short or long rest. You gain two additional shout points at 6th level (4), and again at 10th level (6), and 14th level (8). Using Words of Power. The Thu'um is a form of magic which uses words from the draconic language to form powerful shouts to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to use any magicka to cast it. Once you reach 5th level in this class, you can spend additional shout points to increase the level of a Battle Shout spell that you cast, provided that the spell has an enhanced effect at a higher level, as unrelenting force does. The spell's level increases by 1 for each additional shout point you spend. UESTRPG BASIC RULES 32 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


The maximum number of shout points you can spend to cast a spell in this way (including its base shout cost and any additional shout points you spend to increase its level) is determined by your barbarian level, as shown in the Spells and Shout Points table. SPELLS AND SHOUT POINTS Barbarian Level Maximum Shout Points for a Spell 5th-8th 3 9th-12th 4 13th-16th 5 17th-20th 6 Some of your Battle Thum features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Battle Thu'um save DC = 8 + your proficiency bonus + your Endurance modifier DRACONIC TONGUE Starting at 6th level, you gain a mastery with draconic words. You are now proficient in the dovahzul language. FRENZIED SHOUTS When you reach 10th level, you have balanced your voice with your rage. You can now use the spells granted by your Dragon Shouts feature while raging. If you are able to cast other spells, you can’t cast them or concentrate on them while raging. DRAGON SHOUTS The dragon shouts are presented at the level you must be to learn them. At 3rd level, you learn Unrelenting Force and one other shout of your choice listed below. Clear Skies (Lok Vah Koor) You can spend 1 shout point to use your voice to clear out all thick clouds, overcast sky, poisonous fog, or impeding haze, that is within 1 mile of you. Blinding Winds (Ven Fus Vokun) You can spend 1 shout point to create a powerful wind storm in a 60 foot-radius, centered on you. The wind blows in all directions, causing dust and refuse to heavily obscure the area. Additionally, the area is considered difficult terrain, and any projectile that is within or enters the area, has disadvantage on hitting its target. The winds lasts up to 1 minute, as though ou were concentrating on a spell. You can use a bonus action on your turn to disperse the winds. Unrelenting Force (Fus Ro Dah) You can spend 1 shout point to cast the alteration spell Thunder Wave. The spells level increases for each additional shout point you spend. Whirlwind Sprint (Wuld Nah Kest) You can use a bonus action and spend 1 shout point to double your speed for one turn. While you are under these effects, any opportunity attacks against you are made with disadvantage. Starting at 6th level, you can choose to learn two of the shouts listed below or from the previous list. Animal Allegiance (Raan Mir Tah) You can spend 1 shout point to cast the spell Animal Friendship. Aura Whisper (Laas Yah Nir) You can spend 1 shout point to whisper a detection spell that allows you you sense the presence of life within 30 feet of you. The spell lasts up to 10 minutes, as though you are concentrating on it. If you sense life in this way, you can use your action to see a faint aura around any visible creature in the area that bears life. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Disarm (Zun Haal Viik) You can use 2 shout points to use your voice to focus vibrations on a weapon currently being wielded by a creature within 30 feet. The creature must make a Strength saving throw. On a failed save, the creature drops their weapon. On a successful save, the creature has disadvantage on any attacks made with that weapon until the start of your next turn. If a creature tries to pick up a dropped weapon, they must use half their speed and make a Strength saving throw. On a failed save, the creature is incapable of picking up the weapon. On a successful save, the creature is able to pick up the weapon and the effect ends. Gale Winds (Ven Mul Riik) You can spend 1 shout point to cast the alteration spell Gust of Wind. Marked for Death (Krii Lun Aus) You can spend 1 shout point to cast the conjuration spell Hunter's Mark. UESTRPG BASIC RULES 33 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Starting at 10th level, you can choose to learn two of the shouts listed below or from the previous lists. Battle Fury (Mid Vur Shaan) You can spend 3 shout points to cast the illusion spell Haste on yourself. Call of Valor (Hun Kaal Zoor) You can spend 1 shout point to cast the illusion spell Heroism. Cyclone (Ven Gar Nos) You can spend 2 shout points to cast the alteration spell Dust Devil. Ice Form (Iiz Slen Nus) You can spend 2 shout points to attempt to freeze a target that you can see that is within 60 feet of you. The target must make a Strength saving throw to resist the spell. On a failed save, the target takes 4d8 cold damage and they are encased in a shell of frost. The encased creature is immobilized and can't speak, hear, move, or make any actions. The creature takes this damage again on each subsequent turn while the spell persists. The creature restrained by this spell must make another Strength saving throw at the start of each of their turns to try and break free. If it successfully saves against this spell three times, the spell ends. If it fails its save three times, the frost hardens and the creature is subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. On a successful save, the creature takes half of much damage and isn't immobilized. While the spell is active, the frost shell has an AC of 5 and has 60 hit points. When the frost shell reaches 0 hit points, the shell breaks, ending the spell effect. A dispel magic spell can also reverse the effects. Starting at 14th level, you can choose to learn two of the shouts listed below or from the previous lists. Breath You can spend 3 shout points to exhale an element of your choice. Choose either fire, cold, lightning, or poison. Each creature in a 60-foot cone must make an Endurance saving throw. A creature takes 6d8 elemental damage on a failed save, and half as much on a successful one. Example shouts are Fire Breath (Yol Toor Shul, and Frost Breath (Fo Krah Diin). Dismay (Faas Ru Maar) You can spend 3 shout points to cast the illusion spell Fear. Dragon Aspect (Mul Qah Diiv) You can spend 6 shout points to take on the aspect of a dragon for 1 minute. While in this form, your AC can't be less than 20. Additionally, each of your melee weapon attack and damage rolls increase by +2. Storm Call (Strun Bah Qo) You can spend 3 shout points to cast the destruction spell Call Lighting. UESTRPG BASIC RULES 34 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


BARD Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a bosmer in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song— knowledge of the people who constructed the monument and the mythic saga it depicts. A stern imperial soldier bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic of his song fortifies and emboldens them. Laughing as she tunes her cittern, a nord weaves her subtle magic over the assembled nobles, ensuring that her companions’ words will be well received. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. MUSIC AND MAGIC On Nirn, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the mundas was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers. The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wideranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge. LEARNING FROM EXPERIENCE True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard’s life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows. Only rarely do bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal experience earns renown among other bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves. CREATING A BARD Bards thrive on stories, whether those stories are true or not. Your character’s background and motivations are not as important as the stories that he or she tells about them. Perhaps you had a secure and mundane childhood. There’s no good story to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp. Or your childhood might be worthy of a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures. Did you serve an apprenticeship, studying under a master, following the more experienced bard until you were ready to strike out on your own? Or did you attend a college where you studied bardic lore and practiced your musical magic? Perhaps you were a young runaway or orphan, befriended by a wandering bard who became your mentor. Or you might have been a spoiled noble child tutored by a master. Perhaps you stumbled into the clutches of a hag, making a bargain for a musical gift in addition to your life and freedom, but at what cost? QUICK BUILD You can make a bard quickly by following these suggestions. First, Personality should be your highest attribute score, followed by Agility. Second, choose the entertainer background. Third, choose the dancing lights and vicious mockery cantrips, along with the following 1st level spells: charm person, detect magic, healing word, and thunderwave. UESTRPG BASIC RULES 35 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


THE BARD Level Proficiency Bonus Features Cantrips Known Spells Known Magicka Spell Level 1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 4 1st 2nd +2 Jack of all Trades, Song of Rest (d6) 2 5 6 1st 3rd +2 Bard College, Expertise 2 6 14 2nd 4th +2 Attribute Score Improvement 3 7 17 2nd 5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 27 3rd 6th +3 Countercharm, Bard College feature 3 9 32 3rd 7th +3 -- 3 10 38 4th 8th +3 Attribute Score Improvement 3 11 44 4th 9th +4 Song of Rest (d8) 3 12 57 5th 10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 14 64 5th 11th +4 -- 4 15 73 6th 12th +4 Attribute Score Improvement 4 15 73 6th 13th +5 Song of Rest (d10) 4 16 83 7th 14th +5 Magical Secrets, Bard College Feature 4 18 83 7th 15th +5 Bardic Inspiration (d12) 4 19 94 8th 16th +5 Attribute Score Improvement 4 19 94 8th 17th +6 Song of Rest (d12) 4 20 107 9th 18th +6 Magical Secrets 4 22 114 9th 19th +6 Attribute Score Improvement 4 22 123 9th 20th +6 Superior Inspiration 4 22 133 9th CLASS FEATURES As a Bard, you gain the following class features: HIT POINTS Hit Dice: 1d8 per bard level Hit Points at 1st Level: 8 + your Endurance modifier Hit Points At higher levels: 1d8 (or 5) + your Endurance modifier per bard level after 1st PROFICIENCIES Armor: Light armor, Weapons: Long Blade, marksman, and short blade. Tools: Three musical instruments of your choice Saving Throws: Agility, Personality Skills: Choose any three EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) a rapier or (b) a longsword • (a) a diplomat's pack or (b) an entertainer's pack • (a) a lute or (b) any other musical instrument • Leather armor and a dagger SPELLCASTING You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the bard spell list. CANTRIPS You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. UESTRPG BASIC RULES 36 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


MAGICKA The Bard table shows how much magicka you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend magicka, as noted in the spell's description and the Magicka Cost table found in chapter 10. You regain all expended magicka when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a Spell Level of 2nd, you can cast cure wounds using magicka to cast it at either level. SPELLS KNOWN OF 1ST LEVEL AND HIGHER You know four 1st-level spells of your choice from the bard spell list. The Spells Known column of the Bard table shows when you learn more bard spells of your choice. 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. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level that you can cast. SPELLCASTING ATTRIBUTE Personality is your spellcasting attribute for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Personality whenever a spell refers to your spellcasting attribute. In addition, you use your Personality modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Personality modifier Spell attack modifier = your proficiency bonus + your Personality modifier RITUAL CASTING You can cast any bard spell you know as a ritual if that spell has the ritual tag. BARDIC INSPIRATION You can inspire others through your stirring words or music. To do so, you use a bonus action on your turn to choose one creature, other than yourself, within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Personality modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in the class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. JACK OF ALL TRADES Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. SONG OF REST Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one more more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in the class to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. BARD COLLEGE At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Revelries, or the College of Solitude, both detailed at the end of the class description. Additionally, you can choose any Bard's Bard College outlined in the Player's Handbook. Your choice grants you features at 3rd level and again at 6th and 14th level. EXPERTISE At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit. UESTRPG BASIC RULES 37 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


ATTRIBUTE SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th , and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. FONT OF INSPIRATION Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. COUNTERCHARM At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain the benefit, The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). MAGICAL SECRETS By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any classes at 14th level and again at 18th level. SUPERIOR INSPIRATION At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use. BARD COLLEGES The way of a bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions. COLLEGE OF REVERIES Bards of the College of Reveries are renowned performers and artists. All members of the college are handpicked for their passion and are taught to live for the love of their craft, and for the thrill of the performance. Unlike many other colleges, those who study under the Grand Maestro are encouraged to discard their identities and take on a new persona. All of the players in the College of Reveries wear anonymous painted masks and take up new names, often associated with their act. Any bard willing to remove the shackles of selfishness to live solely for the art will find a place in the college. They use their anonymity to gain a thousand faces, though they never show their own. COLLEGE OF REVERIES FEATURES Bard Level Feature 3rd Bonus Proficiencies, Performer's Vainglory, Player's Muse 6th Flexible Performance 14th Compelling Inspiration BONUS PROFICIENCIES When you join the College of Reveries at 3rd level, you gain proficiency in disguise kits, forgery kits, and an artisan tool of your choice. You also learn one language of your choice. PERFORMER'S VAINGLORY At 3rd level, you become invigorated when you witness someone being inspired by your own performances. When at least one creature you have inspired with your Bardic Inspiration is within 30 feet of you and they still have their Bardic Inspiration die, you gain a bonus to your attacks. When your attack hits a target, roll a die equal to your Bardic Inspiration die and add that number to the attacks damage roll. PLAYER'S MUSE Additionally at 3rd level, adventurer's of the College of Reveries gain a persona that represents their performing act. This persona is a disguise that includes a mask and garb that hides the wearer's original identity. While wearing this disguise, other bards and patrons recognize you as your persona. You have advantage on Personality (Persuasion) and Personality (Performance) checks when speaking with fans of your work. UESTRPG BASIC RULES 38 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


FLEXIBLE PERFORMANCE When you reach 6th level, you weave in the pageantry and pomposity of your performances into your everyday conversations. You can use your Performance skill instead of Deception when trying to impersonate someone, and instead of Intimidation when trying to demoralize someone. You can also use Performance instead of Persuasion when trying to flatter someone. COMPELLING INSPIRATION At 14th level, your inspiring performances can compel even your harshest critics. You can use your Bardic Inspiration on a creature within 60 feet of you and force it to make a Willpower saving throw. On a failed save, the creature is compelled by you until the start of your next turn. The compelled creature has disadvantage on all attack rolls, and all attacks made against the compelled creature have advantage. COLLEGE OF SOLITUDE High in the frigid north, the College of Solitude is found in the city of the same name, the capital of Skyrim. Living and studying in the north comes with its own challenges, and the bards that attend this college are taught how to endure the harsh conditions while rallying their allies to keep pushing through. COLLEGE OF SOLITUDE FEATURES Bard Level Feature 3rd Bonus Proficiencies, Fighting Style 6th Disarming Charisma 14th Battle Anthem BONUS PROFICIENCIES When you join the College of Solitude at 3rd level, you gain proficiency with medium armor, as well as axe and blunt weapons. FIGHTING STYLE At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again. ARCHERY You gain a +2 bonus to your attack rolls you make with ranged weapons. DUELING When you are wielding a melee weapon in one hand and no other weapons, you gain +2 bonus to damage rolls with that weapon. GREAT WEAPON FIGHTING When you roll a 1 or a 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 it is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. TWO-WEAPON FIGHTING When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. DISARMING CHARISMA When you reach 6th level, you gain the ability to use your charisma to cause your enemies to falter. As a reaction, when a creature attacks you with a melee strike, you gain a +2 bonus to your AC until the start of your next turn. You can use this feature an amount of times equal to your personality modifier. You regain any expended uses when you finish a long rest. Beginning at 17th level, you gain a +4 bonus to your AC when you use this feature. BATTLE ANTHEM At 14th level, you gain the ability to use your instruments or voice to inspire your allies in the heat of battle. As an action, all allies or enemies within 60 feet of you that can see and hear you, gain one effect of your choice for the duration of the anthem. The effect lasts up to 1 minute, as though you are concentrating on a spell. As an action on your following turns you can change the effect of your Battle Anthem. Anthem of War. Each ally that can see and hear you gains advantage on attack rolls for the duration. Anthem of Protection. Each ally that can see and hear you gains a +2 bonus to their AC for the duration. Anthem of Intimidation. Each enemy that can see and hear you has disadvantage on saving throws for the duration. Once you use this feature, you must finish a long rest to be able to use it again. UESTRPG BASIC RULES 39 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


CRUSADER Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a breton lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement. A dunmer crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there. Silver hair shining in a shaft of light that seems to illuminate only him, an altmer laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness. Whatever their origin and their mission, crusaders are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a crusader's devotion is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion. THE CAUSE OF RIGHTEOUSNESS A crusader swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different crusaders focus on various aspects of the cause of righteousness, but all are bound by the devotions that grant them power to do their sacred work. Although many crusaders are devoted to gods of good, a crusader’s power comes as much from a commitment to justice itself as it does from a god. Crusaders train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice. BEYOND THE MUNDANE LIFE Almost by definition, the life of a crusader is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every crusader lives on the front lines of the cosmic struggle against evil. Warriors are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a crusader. When they do receive the call, these champions turn from their former occupations and take up arms to fight evil. Sometimes their devotions lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country. Adventuring crusaders take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion. CREATING A CRUSADER The most important aspect of a crusader character is the nature of his or her holy quest. Although the class features related to your devotion don't appear until you reach 3rd level, plan ahead for that choice by reading the devotion descriptions at the end of the class. Are you a devoted servant of good, loyal to the gods of justice and honor, a holy knight in shining armor venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge? How did you experience your call to serve as a crusader? Did you hear a whisper from an unseen god while you were at prayer? Did another crusader sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps— drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your earliest memories that the crusader’s life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul. UESTRPG BASIC RULES 40 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


As guardians against the forces of wickedness, crusaders are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your devotion and alignment might be in harmony, or your oath might represent standards of behavior you have not yet attained. QUICK BUILD You can make a crusader quickly by following these suggestions. First Willpower should be your highest attribute score, followed by Strength. Second, choose the noble background. CLASS FEATURES As a crusader, you gain the following class features. HIT POINTS Hit Dice: 1d10 per crusader level Hit Points at 1st Level: 10 + your Endurance modifier Hit Points At higher levels: 1d10 (or 6) + your Endurance modifier per crusader level after 1st . PROFICIENCIES Armor: Light armor, Medium Armor, Shield Weapons: Blunt, Hand-to-Hand, Marksman, Short Blade Tools: None Saving Throws: Personality, Willpower Skills: Pick two from: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) a blunt weapon and a shield or (b) any two short blade weapons • (a) scale mail or (b) leather armor • (a) a light crossbow and 20 bolts or (b) any weapon you are proficient in • (a) a priest's pack or (b) an explorer's pack THE CRUSADER Level Proficiency Bonus Features Cantrips Known Magicka Spell Level 1st +2 Divine Sense, Fighting Style -- -- -- 2nd +2 Spellcasting, Channel Divinity, Divine Smite 3 4 1st 3rd +2 Divine Health, Devotion 3 5 1st 4th +2 Attribute Score Improvement 4 6 1st 5th +3 Extra Attack 4 10 2nd 6th +3 Aura of Protection 4 14 2nd 7th +3 Devotion Feature 4 15 2nd 8th +3 Attribute Score Improvement 4 17 2nd 9th +4 -- 4 22 3rd 10th +4 Aura of Courage 5 27 3rd 11th +4 Improved Divine Strike 5 29 3rd 12th +4 Attribute Score Improvement 5 32 3rd 13th +5 Bane of Evil 5 35 4th 14th +5 Cleansing Touch 5 38 4th 15th +5 Devotion Feature 5 41 4th 16th +5 Attribute Score Improvement 5 44 4th 17th +6 -- 5 50 5th 18th +6 Aura Improvements 5 57 5th 19th +6 Attribute Score Improvement 5 60 5th 20th +6 Devotion Feature 5 64 5th UESTRPG BASIC RULES 41 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


DIVINE SENSE The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial (aedra), fiend (daedra), or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Personality modifier. When you finish a long rest, you regain all expended uses. FIGHTING STYLE You adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. ARCHERY You gain a +2 bonus to your attack rolls you make with ranged weapons. DEFENSE While wearing armor, you gain +1 bonus to AC. DUELING When you are wielding a melee weapon in one hand and no other weapons, you gain +2 bonus to damage rolls with that weapon. GREAT WEAPON FIGHTING When you roll a 1 or a 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 it 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 withing 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. SPELLCASTING At 2nd level, you have learned to draw magic through meditation and prayer to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the crusader spell list. CANTRIPS You know three cantrips of your choice from the crusader spell list. You learn additional crusader cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Crusader table. PREPARING AND CASTING SPELLS The Crusader table shows how much magicka you have to cast your crusader spells of 1st level and higher. To cast one of these spells, you must expend magicka, as noted in the spell's description and the Magicka Cost table found in chapter 10. You regain all expended magicka when you finish a long rest. You prepare the list of crusader spells that are available for you to cast, choosing from the crusader spell list. When you do so, choose a number of crusader spells equal to your Willpower modifier + your crusader level (minimum of one spell). The spells must be of a level for which you can cast. For example, if you are a 3rd-level crusader, you can cast a prepared spell at either 1st or 2nd level. With a Willpower of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it at either 1st or 2nd level. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of crusader spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. SPELLCASTING ATTRIBUTE Willpower is your spellcasting ability for your crusader spells. You use your Willpower whenever a crusader spell refers to your spellcasting ability. In addition, you use your Willpower modifier when setting the saving throw DC for a crusader 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 UESTRPG BASIC RULES 42 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


RITUAL CASTING You can cast a crusader spell as a ritual if that spell has the ritual tag and you have the spell prepared. CHANNEL DIVINITY At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. As you gain levels in the Crusader class, you may learn additional effects determined by your Devotion. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your crusader spell save DC. Beginning at 6th level, you can use your Channel Divinity 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 Divinity: Turn Undead As an action, you speak a prayer censuring the 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. DIVINE SMITE Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend magicka to deal lightning damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st level spell, plus 1d8 for each spell level higher than 1st. to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a daedra, to a maximum of 6d8. DIVINE HEALTH By 3rd level, the divine magic flowing through you makes you immune to disease. DEVOTION When you reach 3rd level, you devote yourself by following a way of life that defines you as a Crusader. Now you choose how you are sworn to your deity by becoming either a Healer, Knight, Pilgrim, Templar, or Witch Hunter, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include devotion spells and a Channel Divinity feature. DEVOTION SPELLS Each devotion has a list of associated spells. You gain access to these spells at the levels specified in the devotion description. Once you gain access to a devotion spell, you always have it prepared. Devotion spells don't count against the number of spells you can prepare each day. If you gain a devotion spell that doesn't appear on the crusader spell list, the spell is nonetheless a crusader spell for your. ATTRIBUTE SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th , and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. AURA OF PROTECTION Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Willpower modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. AURA OF COURAGE Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet. UESTRPG BASIC RULES 43 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


IMPROVED DIVINE SMITE By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 lightning damage. BANE OF EVIL Starting at 13th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is 3 or lower. The challenge rating threshold increases to 4 when you reach 17th level. If you are able to repel fiends as well as undead with your Channel Divinity feature, any fiends that fail their saving throw, and meet the challenge rating threshold mentioned above, are instantly banished back to their plane of Oblivion. CLEANSING TOUCH Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Willpower modifier (a minimum of once). You regain expended uses when you finish a long rest. DEVOTIONS Becoming a crusader involves taking vows that commit the crusader to the cause of righteousness, an active path of fighting wickedness. Their final devotion is the culmination of all the crusader's training. HEALER Healers are spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason and disabling attacks and magic, relying on deadly force only in extremity. Harnessing powerful magic, healers control a form of restorative potential far beyond the scope of most clerics and priests. This intense effectiveness comes from years of study, a passion for benevolence, and perhaps blessed by the divines, healers HEALER FEATURES Crusader Level Feature 3rd Devotion Spells, Superior Restoration, Channel Divinity 7th Aura of Warding, Divine Smite 15th Blessed Healer 20th Elder Champion DEVOTION SPELLS You gain devotion spells at the crusader levels listed. HEALER DEVOTION SPELLS Crusader Level Spells 3rd Create or Destroy Water, Healing Word 5th Enhance Ability, Prayer of Healing 9th Beacon of Hope, Mass Healing Word 13th Freedom of Movement, Stoneskin 17th Mass Cure Wounds, Greater Restoration SUPERIOR RESTORATION At 3rd level, your superior knowledge in the healing arts allows you to cast powerful spells above your skill level. Choose one 2nd-level spell from your Crusader Spell list or Healer Devotion Spells. You can cast this unique spell once without expending any magicka. You must finish a long rest before you can do so again. This spell does not count against your number of prepared spell and you can't cast this spell using magicka unless you have it prepared and it is of a spell level you can cast. When you reach 11th level, you can choose a spell from the Superior Restoration Spells list. At higher levels, you gain more spells of your choice that can be cast in this way: you learn one 3rd-level spell at 5th level, one 4th-level spell at 7th level, one 5th-level spell at 9th level, one 6th-level spell at 11th level, one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Superior Restoration spells when you finish a long rest. SUPERIOR RESTORATION SPELLS Spell Level Spells 6th Find the Path, Forbiddance, Harm, Heal, Planar Ally, True Seeing, Word of Recall 7th Conjure Celestial, Divine Word, Plane Shift, Regenerate, Resurrection 8th Antimagic Field, Control Weather, Earthquake, Holy Aura 9th Foresight, Mass Heal, Gate, True Resurrection UESTRPG BASIC RULES 44 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


CHANNEL DIVINITY When you choose this devotion at 3rd level, you gain the following Channel Divinity options. Preserve Life. You can use your Channel Divinity to heal the badly injured. As an action, you evoke healing energy that can restore a number of hit points equal to five times your Crusader level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on the undead or a construct. Protection from Harm. You can use your Channel Divinity to protect yourself form harm. When you are directly attacked with a weapon or a harmful spell, you can use a reaction to create a magical ward that gives you resistance to all types of damage until the start of your next turn. AURA OF WARDING Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet. DIVINE SMITE: FIRE At 7th level, whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with fire damage instead of lightning. BLESSED HEALER At 15th level, your life essence is imbued with healing energy that you can use to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total. You regain all expended dice from your pool when you finish a long rest. ELDER CHAMPION At 20th level, you can assume the form of your deity, taking on their appearance, as you choose. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: • At the start of each of your turns, you regain 10 hit points. • Whenever you cast a spell that has a casting time of 1 action, you can cast it using a bonus action instead. • Enemy creatures within 10 feet of you have disadvantage on saving throws against your spells and Channel Divinity options. Once you use this feature, you can’t use it again until you finish a long rest. KNIGHT Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, governed by the codes of chivalry. In addition to the arts of war, knights study the lore of healing and enchantment. Knights are warriors who pledge service to rulers, religious orders, and noble causes. They are known for their moralistic nature and principled behavior, pledging their honor to those who share their righteous endeavors. KNIGHT FEATURES Crusader Level Feature 3rd Devotion Spells, Knight Training, Channel Divinity 7th Divine Allegiance, Divine Smite 15th Unyielding Spirit 20th Exalted Champion DEVOTION SPELLS You gain devotion spells at the crusader levels listed. KNIGHT DEVOTION SPELLS Crusader Level Spells 3rd Sanctuary, Shield of Faith 5th Calm Emotions, Warding Bond 9th Glyph of Warding, Spirit Guardians 13th Guardian of Faith, Divination 17th Flame Strike, Hallow UESTRPG BASIC RULES 45 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


KNIGHT TRAINING When you choose this devotion at 3rd level, you gain the following proficiencies: Armor: Heavy Armor Weapons: Axe and Long Blade Skills: Athletics and Persuasion Tools: Smith's Tools CHANNEL DIVINITY When you choose this devotion at 3rd level, you gain the following Channel Divinity options. Champion Challenge. You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Willpower saving throw. On a failed save, a creature can't willingly move more than 30 feet from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you. War God's Blessing. You can use your Channel Divinity to guide your allies attacks with supernatural accuracy. When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. DIVINE ALLEGIANCE At 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way. DIVINE SMITE: FORCE Also at 7th level, whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with force damage instead of lightning. UNYIELDING SPIRIT Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned. EXALTED CHAMPION At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour: • You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. • Your allies have advantage on death saving throws while within 30 feet of you. • You have advantage on Willpower saving throws, as do your allies within 30 feet of you. This affect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest. PILGRIM Pilgrims are travelers and wayfarers who are constantly on the move, seeking out truth and enlightenment. Being immersed in new cultures and always surrounding themselves with new ideas keeps their minds and hearts open. They are well-versed in tomes of old, and get through life by bartering in the market or persuading the weak-minded. Pilgrims are naturally charismatic and their travels bring fascinating stories to tell. Their journeys can also bring out a nefarious side. The inability to lay down roots and build long lasting relationships can cause a person to grow cold and self-indulgent. Some pilgrims find themselves akin to snake-oil salesmen, profiting off of shams or deceit before moving on to the next mark. PILGRIM FEATURES Crusader Level Feature 3rd Devotion Spells, Bonus Proficiencies, Channel Divinity 7th Channel Divinity, Divine Smite 15th Aura of Valor 20th Dilettante Champion DEVOTION SPELLS You gain devotion spells at the crusader levels listed. PILGRIM DEVOTION SPELLS Crusader Level Spells 3rd Inflict Wounds, Charm Person 5th Augury, Blindness/Deafness 9th Clairvoyance, Tongues 13th Dimension Door, Greater Invisibility 17th Commune, Dominate Person UESTRPG BASIC RULES 46 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


BONUS PROFICIENCIES When you choose this devotion at 3rd level, you gain proficiency in History, Stealth, Thieves' Tools, and either a Musical Instrument or an Artisan's Tools of your choice. CHANNEL DIVINITY When you choose this devotion at 3rd level, you gain the following Channel Divinity options. Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. Knowledge of the Ages. You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool. CHANNEL DIVINITY: READ THOUGHTS At 7th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Willpower saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending any magicka. The target automatically fails its saving throw against the spell. DIVINE SMITE: POISON Also at 7th level, whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with poison damage instead of lightning. AURA OF VALOR Starting at 15th level, you and friendly creatures within 10 feet of you add your Willpower modifier to their attack rolls. At 18th level, the range of this aura increases to 30 feet. DILETTANTE CHAMPION At 20th level, you draw on your diverse experience to amplify your expertise. You can use your action to gain the following benefits for 1 hour. • You add your Willpower modifier to your weapon damage rolls. • Your AC increases by an amount equal to your Willpower modifier. • As a bonus action on your turn, you may apply the benefits of the Help action to a number of friendly creatures equal to half of your Willpower modifier, rounded up (minimum of 1) within 30 feet of you that can see or hear you. This affect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest. TEMPLAR Templars are resolute devotees of the light who have sworn to help the sick and protect the weak. These traveling knights call upon the powers of light and the burning sun to smite their enemies, defend their allies, and heal the sick. Those that follow Stendarr are priests that clothe themselves in his righteous aura of blessed light. They are worshipers who renounce all forms of violence and freely spread knowledge of cleansing and healing rituals. Following the word of Stendarr, they seek out abominations and unnatural profanities that are abhorrent in their eyes. Purging daedra, undead, Hircines man-beasts, and Molag Bal's vampires from the Mundus. Templars in accord with Meridia have similar goals. They relentlessly pursue the undead, cleansing risen corpses whose rotting bodies persist with a loathsome and unnatural vigor, and the vampires that feast upon honest citizens. TEMPLAR FEATURES Crusader Level Feature 3rd Devotion Spells, Bonus Proficiencies, Sunlight Mastery, Channel Divinity 7th Warding Flare, Divine Smite 15th Radiant Resilience 20th Sun Shield UESTRPG BASIC RULES 47 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


DEVOTION SPELLS You gain devotion spells at the crusader levels listed. TEMPLAR DEVOTION SPELLS Crusader Level Spells 3rd Guiding Bolt, Hellish Rebuke 5th Gentle Repose, Spiritual Weapon 9th Haste, Glyph of Warding 13th Fire Shield, Otiluke's Resilient Sphere 17th Antilife Shell, Destructive Wave BONUS PROFICIENCIES At 3rd level, you become proficient in heavy armor and land vehicles. SUNLIGHT MASTERY When you choose this devotion at 3rd level, you gain mastery with the effects of sunlight. Whenever you cast a spell that deals radiant damage, you can add your Willpower modifier to the damage. This amount is doubled against undead creatures. CHANNEL DIVINITY When you choose this devotion at 3rd level, you gain the following Channel Divinity options. Radiance of Dawn. You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you conjure a burst of light and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make an Endurance saving throw. A creature takes radiant damage equal to 2d10 + your Crusader level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Willpower modifier (minimum of 1) if it has no more than half of its hit points. WARDING FLARE Starting at 7th level, you can interpose divine light between your allies and an attacking enemy. When you or an ally are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. You can use this feature a number of times equal to your Willpower modifier (a minimum of once). You regain all expended uses when you finish a long rest. DIVINE SMITE: RADIANT Also at 7th level, whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with radiant damage instead of lightning. RADIANT RESILIENCE Starting at 15th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your Crusader level + your Willpower modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your Crusader level + your Willpower modifier. SUN SHIELD At 20th level, you become wreathed in a luminous aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Willpower modifier. WITCH HUNTER Witch hunters are dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for martial, magical, and stealthy war against vampires, witches, warlocks, and necromancers. WITCH HUNTER FEATURES Crusader Level Feature 3rd Devotion Spells, Witch Hunter Training, Favored Enemy, Channel Divinity 7th Potent Spellcasting, Divine Smite 15th Purity of Spirit 20th Circle of Protection UESTRPG BASIC RULES 48 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


DEVOTION SPELLS You gain devotion spells at the crusader levels listed. WITCH HUNTER DEVOTION SPELLS Crusader Level Spells 3rd Bane, Hunter's Mark 5th Hold Person, Spiritual Weapon 9th Bestow Curse, Speak with Dead 13th Banishment, Elemental Bane 17th Hold Monster, Scrying WITCH HUNTER TRAINING When you choose this devotion at 3rd level, you gain proficiency in Survival and with the Tinker's Tools. FAVORED ENEMY Beginning at 3rd level, you have significant experience studying, tracking, and hunting evil creatures. Choose a type of favored enemy: fiends, shapeshifters, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Willpower (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. The additional damage increases to +4 against your chosen favored enemy when you reach 11th level. CHANNEL DIVINITY When you choose this devotion at 3rd level, you gain the following Channel Divinity options. Destructive Wrath. You can use your Channel Divinity to wield the power of destruction with unchecked ferocity. When you cast a Destruction spell, you can use your Channel Divinity to deal maximum damage, instead of rolling. You must choose to use this feature prior to rolling the damage dealt. Turn Evil. When you use your Channel Divinity to Turn Undead, you also attempt to turn any fiends that are within range. All fiends and 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. Additionally, all fiends and undead within 30 feet of you immediately take fire damage equal to half your Crusader level + your Willpower Modifier on a failed save, and half as much on a successful one. POTENT SPELLCASTING Starting at 7th level, you add your Willpower modifier to the damage you deal with any cantrip. DIVINE SMITE: NECROTIC Also at 7th level, whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with necrotic damage instead of lightning. PURITY OF SPIRIT Beginning at 15th level, you are always under the effects of a protection from evil and good spell. CIRCLE OF PROTECTION Starting at 20th level, you can use an action to brand the earth with a 15-foot radius rune of protection, imposing disadvantage to all attacks made against you and any of your allies within the circle. The circle lasts until a new Circle of Protection is created. Additionally, the first time any fiend or undead creatures enters the circle or starts its turn there during a battle, the creature must succeed a Willpower saving throw or become frightened for 1 minute or until it takes any damage. Attack rolls against a frightened creature have advantage. Once you use this feature, you can't use it again until you finish a long rest. UESTRPG BASIC RULES 49 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


MAGE Clad in the silver robes that denote her station, a breton closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers. Checking and rechecking his work, a dunmer scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, an argonian tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left. Mages are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, mages cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or knit the wounds of their allies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds. SCHOLARS OF THE ARCANE Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study. Mages live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other mages, from ancient tomes or inscriptions, and from ancient creatures that are steeped in magic. THE MAGE Level Proficiency Bonus Feature Cantrips Known Focus Points Magicka Spell Level 1st +2 Spellcasting, Magical Focus 3 2 4 1st 2nd +2 Arcane Tradition 3 2 6 1st 3rd +2 Metamagic 3 3 14 2nd 4th +2 Attribute Skill Improvement 4 3 17 2nd 5th +3 -- 4 4 27 3rd 6th +3 Arcane Tradition Feature 4 4 32 3rd 7th +3 -- 4 5 38 4th 8th +3 Attribute Skill Improvement 4 5 44 4th 9th +4 -- 4 6 57 5th 10th +4 Arcane Tradition Feature 5 6 64 5th 11th +4 -- 5 7 73 6th 12th +4 Attribute Skill Improvement 5 7 73 6th 13th +5 -- 5 8 83 7th 14th +5 Arcane Tradition Feature 5 8 83 7th 15th +5 -- 5 9 94 8th 16th +5 Attribute Skill Improvement 5 9 94 8th 17th +6 -- 5 10 107 9th 18th +6 Spell Mastery 5 10 114 9th 19th +6 Attribute Skill Improvement 5 11 123 9th 20th +6 Signature Spells 5 12 133 9th UESTRPG BASIC RULES 50 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


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