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

Delvebound Basic Rules

Delvebound_Basic Rules V1.4

SPELL WEAVING Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. RELIABLE KNOWLEDGE When you reach 10th level, you gain a specific talent for understanding the world around you. Whenever you make an Intelligence ability check, you can treat a d20 roll of a 9 or lower as a 10. ELDRITCH STRIKE By 11th level, you learn how to make your weapon strikes undercut a creature's ability to resist your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. ARCANE MIGHT At 15th level, you can draw upon the arcane to heighten your physical capabilities. When you make a Strength, Agility, or Endurance ability check, you can add your Intelligence modifier to the roll. Once you use this feature, you can't use it again until you finish a short or long rest. IMPROVED SPELL WEAVING Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. MYSTIC PATH Spellswords specialize in different forms of protection and offense, which is reflected by their chosen mystic path. BATTLEMAGE Battlemages are wizard-warriors, trained in both lethal spellcasting and heavily armored combat. They sacrifice the ability to supplement their offensive capabilities to better protect themselves and their allies from the devastation of war. Commonly found throughout Tamriel's armies, especially in the wide spread Imperial Legion and the Summerset military, battlemages are soldiers trained in warfare, utilizing both magic and more traditional means. Many battlemages find themselves as natural leaders. Using their keen intellect and knack for tactical thought alongside their physical strength, these war-wizards are a force on the battlefield. BATTLEMAGE FEATURES Spellsword Level Feature 3rd Battlemage Mastery, Imbue Defense, Battle Ward 6th Battle Aura 14th Spell Reflect 20th Draining Aura BATTLEMAGE MASTERY When you choose this focus at 3rd level, you gain proficiency in Heavy Armor IMBUE DEFENSE Starting at 3rd level, you can use your Imbue Magic feature to invoke powerful magic within your armor instead of your weapon. You learn the Battle Imbuement listed below. As a bonus action, you can imbue a set of armor with the energy of a known Arcane Imbuement, Battle Imbuement, or Elemental Imbument for up to 8 hours. While active, you gain resistance to all attacks made against you with this type of damage. Your enchantment ends if you remove your armor or if you fall unconscious. If you use this ability to imbue the same armor again, your current enchantment leaves and is replaced by the new enchantment. BATTLE IMBUEMENT Defense. You gain a +1 bonus to your AC. When you reach 13th level, you gain a +2 bonus to your AC. BATTLE WARD Also at 3rd level, as a reaction you can create a magical ward on a number of friendly creatures of your choice within 30 feet of you, including yourself. A creature gains a ward from 1d6 to 3d6 hit points (your choice). You have a total pool of 3d6 that you can expend. Subtract the dice given with each use from that total. The wards last until the end of your next turn. When a warded creature is targeted with an attack that deals damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, any excess damage carries over to the creature being attacked. The ward does not benefit from any resistances from you or the warded creature. This pool increases to 6d6 at 11th level, 9d6 at 14th level, and 12d6 at 18th level. You regain all expended dice from your pool when you finish a long rest. UESTRPG BASIC RULES 101 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


BATTLE AURA At 6th level, 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. SPELL REFLECT Starting at 14th level, while wearing heavy armor, your arcane expertise allows you to redirect harmful spells back at your enemies. When you are required to make a Willpower saving throw against a magical spell, you can use your reaction to attempt to reflect the spell back to the caster. On a successful save you reflect the harmful effect back to the caster. On a failed save, you are unable to reflect the spell. Once you use this feature, you can't use it again until you finish a short or long rest. DRAINING AURA At 20th level, you can drain the life force of others around you to heal yourself. As an action, you create a 30-foot-radius sphere of draining aura, centered on yourself. Any number of creatures of your choice within the aura must make a Willpower saving throw. On a failed save, the aura drains 1d6 hit points from each creature. A creature can choose to fail the saving throw. You are healed for the total amount of hit points drained. Once you use this feature, you can't use it again until you finish a long rest. WITCH BLADE Witch Blades create unique bonds with their weapons, allowing themselves to be able to conjure them at will. This allows the witch blade to be armed at the slightest thought, never having to be worried about being caught off guard and making them the perfect assassin. WITCH BLADE FEATURES Spellsword Level Feature 3rd Mystic Binding 6th Ethereal Step 14th Distant Strike 20th Supernatural Revisal MYSTIC BINDING When you choose this path at 3rd level, you have discovered an esoteric arcane art that allows you to master an ethereal weapon called the witch blade. As a bonus action you can summon this weapon in your empty hand. You can chose the form that this melee weapon takes each time you create it (Choose any weapon from the long blade or short blade weapon list in Chapter 5). You are proficient with it while you wield it. Your witch blade disappears if it is more than 5 feet from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your witch blade by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into a realm of oblivion, and it appears whenever you summon your witch blade thereafter. You can't affect an artifact or sentient weapon in this way. The weapon ceases being your witch blade if you die, if you perform the 1 hour ritual on a different weapon, or if you use a 1 hour ritual to break your bond to it. The weapon appears at your feet if it is in its realm of oblivion when the bond breaks. Additionally, you gain the following benefits. • You learn the Mystic Arcane Imbuement • When the witch blade is formed, it gains the benefits of your Weapon Bond feature. • If you can throw your witch blade, you can choose to teleport to wherever the blade impacts. • Attacks with your witch blade count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. ETHEREAL STEP At 6th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest. UESTRPG BASIC RULES 102 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


DISTANT STRIKE At 14th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. SUPERNATURAL REVISAL At 20th level, your witch blade has the ability to turn failure into success. If an attack made with your witch blade misses a target within range, you can turn this miss into a hit. Once you use this feature, you can't use it again until you finish a short or long rest. WARLOCK Experts in arcane secrets, Warlocks have unlocked esoteric knowledge that gives them the upper hand by augmenting common spells to create powerful and unexpected effects. Similar in some ways to mages, warlocks are effective students of the arcane that have learned how to inscribe some spells into a spell book, while committing others to memory. Warlocks have also learned how to unravel mystical secrets that heighten or alter common magic. Their magical expertise combined with their martial prowess make them exceptional adversaries. WARLOCK FEATURES Spellsword Level Feature 3rd Book of Shadows 6th Eldritch Invocations 14th Fiendish Resilience 20th Eldritch Master BOOK OF SHADOWS When you choose this path at 3rd level, you learn how to weave magic into a grimoire of spells, known as a Book of Shadows. Choose three cantrips from any class's spell list (the three needn't be from the same list). While this book is on your person, you can cast those cantrips at will. If they don't appear on your Spellsword list, they are nonetheless Spellsword spells for you. At 6th level, you learn how to inscribe magical rituals into your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a Spellsword spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your Spellsword level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 200 septims for the rare inks needed to inscribe it. If you lose your Book of Shadows, you can perform a 1-hour ceremony to create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. ELDRITCH INVOCATIONS Starting at 6th level, your study of occult lore has unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. You gain 3 eldritch invocations of your choice. Your invocation options are detailed below. You learn 2 additional invocations at 11th level, and again at 17th level. Additionally, when you gain a Spellsword level, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. FIENDISH RESILIENCE Starting at 14th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. ELDRITCH MASTER At 20th level, you can draw on your inner reserve of mystical power. You can spend 1 minute meditating to regain magicka equal to your 4 times your Intelligence modifier. Once you use this feature, you must finish a long rest before you can do so again. UESTRPG BASIC RULES 103 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


ELDRITCH INVOCATIONS If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in the class. Agonizing Blast Prerequisite: eldritch blast cantrip When you cast eldritch blast, add your Willpower modifier to the damage it deals on a hit. Armor of Shadows You can cast mage armor on yourself at will, without expending magicka. Ascendant Step Prerequisite: 9th level You can cast levitate on yourself at will, without expending magicka. Aspect of the Dreamstride You have gained Vaermina's favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch. Azura's Embrace Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value. Beast Speech You can cast speak with animals at will, without expending magicka. Beguiling Influence You gain proficiency in the Deception and Persuasion skills. Bewitching Whispers Prerequisite: 7th level You can cast compulsion once using magicka as normal. You can’t do so again until you finish a long rest. Boethia’s Deception You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures. Claws of Apocrypha Your melee weapon infused with your Imbue Magic feature spawns a pair of grasping tentacles. The weapon gains the reach property, if it did not already have it. When you hit a creature with it, you can expend magicka to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn. Cloak of Peryite As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm lasts until you're incapacitated or you miss it as a bonus action. The swarm grants you advantage on Personality (Intimidation) checks but disadvantage on all other Personality checks. In addition, any other creature that starts its turn within 5 feet of you takes poison damage equal to your Willpower modifier (minimum 0 damage). Once you use this invocation, you can't use it again until you finish a short or long rest. Destruction of Dagon Prerequisite: 5th level, eldritch blast cantrip You can channel the fires of the Deadlands through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using magicka as normal. However, the spell must be centered on a creature you hit with eldritch blast. Devil's Sight You can see normally in darkness, both magical and non-magical, to a distance of 120 feet. Dreadful Word Prerequisite: 7th level You can cast confusion once using magicka as normal. You can’t do so again until you finish a long rest. Eldritch Sight You can cast detect magic at will, without expending magicka. Eldritch Spear Prerequisite: eldritch blast cantrip When you cast eldritch blast, its range is 300 feet. Eyes of the Rune Keeper You can read all writing. UESTRPG BASIC RULES 104 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Fiendish Vigor You can cast false life on yourself at will as a 1st-level spell, without expending magicka. Gaze of the Hunter Prerequisite: 7th level As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images. Gaze of Two Minds You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. Grasp of Molag Bal Prerequisite: eldritch blast cantrip Once during your turn when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to yourself. Hand of Namira You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner. Lifedrinker Prerequisite: 12th level When you hit a creature with a melee weapon, the creature takes extra necrotic damage equal to your Willpower modifier (minimum 1). Mask of Many Faces You can cast disguise self at will, without expending magicka. Master of Myriad Forms Prerequisite: 15th level You can cast alter self at will, without expending magicka. Meridia's Light You have advantage on attack rolls made against lycanthropes, when using a weapon infused with your Imbue Magic feature. Additionally, when you hit a creature with it, you can expend magicka to deal an additional 2d8 radiant damage to the target per spell level. Minions of Chaos Prerequisite: 9th level You can cast conjure elemental once using magicka as normal. You can’t do so again until you finish a long rest. Mire the Mind Prerequisite: 5th level You can cast slow once using using magicka as normal. You can’t do so again until you finish a long rest. Misty Visions You can cast silent image at will, without expending magicka or material components. One with Shadows Prerequisite: 5th level When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. Otherworldly Leap Prerequisite: 9th level You can cast jump on yourself at will, without expending magicka. Repelling Blast Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. Sculptor of Flesh Prerequisite: 7th level You can cast polymorph once using magicka as normal. You can’t do so again until you finish a long rest. UESTRPG BASIC RULES 105 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Seeker’s Speech Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest. Shroud of Nocturnal Prerequisite: 17th level As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn. Sign of Ill Omen Prerequisite: 5th level You can cast bestow curse once using magicka as normal. You can’t do so again until you finish a long rest. Thief of Five Fates You can cast bane once using magicka as normal. You can’t do so again until you finish a long rest. Vile's Gamble Prerequisite: eldritch blast cantrip When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Endurance modifier (minimum of 1 hit point). Visions of Distant Realms Prerequisite: 15th level You can cast arcane eye at will, without expending magicka. Webspinner's Gift You can breathe underwater, and you gain a climbing speed equal to your walking speed. You can also cast spider climb using magicka as normal. Once you cast it using this invocation, you can’t do so again until you finish a long rest. Whisper of the Grave Prerequisite: 9th level You can cast speak with dead at will, without expending magicka. Witch Sight Prerequisite: 15th level You can see the true form of any shapechanger or creature concealed by illusion magic while the creature is within 30 feet o f you and within line of sight. UESTRPG BASIC RULES 106 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


THIEF Signaling for her companions to wait, a khajiit creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her warrior friend moves forward to kick the door open. Holding his breath, a bosmer carefully tugs at a hempen rope, releasing a leather coin purse attached to the merchants belt. He then uses his newly found coin to purchase the silver dagger and quickly leaves the store, leaving a generous tip. Using his charm and wit, the nord tells the bar maiden a tale from his most recent voyage. Giving a clever smile, the light of the fire glinting off a gold capped tooth, he convinces the waitress to put this round on the house. Thieves choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and cleverness in their acquisitive activities. SILVER TONGUE AND DAGGER Thieves rely on many different skills and can usually find a solution to any situation they find themselves in. Preferring to use their charisma to diffuse confrontations, they can also rely on their quick thinking to avoid harm, and are not afraid to engage in hand-to-hand combat. They excel at picking locks and avoiding traps, which makes them a valuable asset to any adventuring party. When a thief is forced into combat, they excel in one-on-one battles, or strike and retreat tactics. Thieves have an almost supernatural knack for avoiding danger, and choose patience to slowly wear their opponent down, rather than beat them into submission. A LIVELIHOOD OF INFAMY Thieves are a common in any settlement. Some thieves work on their own, but the most successful join thieves' guilds for the extra opportunities and protection. They can find themselves making a living as simple cutpurses, acting as simple beggars and acrobats, or as dangerous burglars and enforcers. Those that find solace on the seas dedicate their lives to piracy and romantic flings in various port cities, or become deadly marauders, pillaging the less protected villages on the outskirts of society. Although not necessarily on the side of the law, many thieves and guilds team up with local law enforcement, creating an unspoken allegiance to regulate crime. Other thieves might prefer to use their particular skills to become locksmiths, or like to think of themselves as professional treasure hunters, explorers, or investigators. CREATING A THIEF As you create your thief character, consider what you did in the past that allowed you to hone your skills. Do you have a criminal past – or present? Are you on the run from the law or from an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal? What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend another member of your adventuring party – who showed you new possibilities for earning a living and employing your particular talents. QUICK BUILD You can make a thief quickly by following these suggestions. First, Agility should be your highest attribute score, followed by Personality if you plan to emphasize deception and social interaction. Second, choose the urchin background. UESTRPG BASIC RULES 107 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


THE THIEF Level Proficiency Bonus Sneak Attack Features Exceptional Speed 1st +2 1d6 Exceptional Speed. Legerdemain, Sneak Attack 5 2nd +2 1d6 Cunning Action 5 3rd +2 2d6 Archetype 5 4th +2 2d6 Attribute Score Improvement 5 5th +3 3d6 Uncanny Dodge 5 6th +3 3d6 Treasure Hunter 10 7th +3 4d6 Evasion 10 8th +3 4d6 Attribute Score Improvement 10 9th +4 5d6 Archetype Feature 10 10th +4 5d6 Muffled Movement 10 11th +4 6d6 Distraction 15 12th +4 6d6 Attribute Score Improvement 15 13th +5 7d6 Archetype Feature 15 14th +5 7d6 Cunning Manipulator 15 15th +5 8d6 Blindsense 15 16th +5 8d6 Attribute Score Improvement 20 17th +6 9d6 Archetype Feature 20 18th +6 9d6 Elusive 20 19th +6 10d6 Attribute Score Improvement 20 20th +6 10d6 Thieves Reflexes 20 CLASS FEATURES As a Thief, you gain the following class features: HIT POINTS Hit Dice: 1d8 per thief level Hit Points at 1st Level: 8 + your Endurance modifier Hit Points At higher levels: 1d8 (or 5) + your Endurance modifier per thief level after 1st PROFICIENCIES Armor: Light armor Weapons: Blunt Weapon, Hand-to-Hand, Marksman, Short Blade Tools: Thieves' tools Saving Throws: Agility, Endurance Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Perception, Performance, Sleight of Hand, and Stealth EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) a rapier or (b) 4 throwing stars • (a) a light crossbow and 20 bolts or (b) a mace • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack • Leather armor, two daggers, and thieves' tools. EXCEPTIONAL SPEED Starting at 1st level, your agile nature increases your speed by 5 feet while unarmored or while wearing light armor. This amount increases as you level. Refer to the Exceptional Speed column of the Thief table. LEGERDEMAIN At 1st level, you have honed your skills in the larcenous arts. You gain advantage when making Sleight of Hand skill checks. UESTRPG BASIC RULES 108 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


SNEAK ATTACK Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on an attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels, as shown on the Sneak Attack column of the Thief table. CUNNING ACTION At level 2, your quick thinking and dexterity allow you to move quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. You are also able to use the bonus action to make an Agility (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action. THIEVISH ARCHETYPE When you reach level 3 you are able to choose one of 3 thievish archetypes: Acrobat, Burglar, Pirate, or Ruffian, each detailed at the end of the class description. Your archetype grants you features at 3rd level and then again 9th, 13th, and 17th level. 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 attribute score above 20 using this feature. UNCANNY DODGE At 5th level, when an attacker you see hits you with an attack, you can use your reaction to halve the damage against you. TREASURE HUNTER Starting at 6th level, you have a keen eye for hidden treasures, noticing subtle clues, such as worn surfaces or conspicuous items, that others might miss. Whether it's a cache of relics in an ancient ruin or the prized possession of a humble merchant, you're familiar with where and how things might be hidden. You gain advantage whenever you make a Willpower (Perception) check to search for hidden items or secret doors. EVASION Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make an Agility saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. MUFFLED MOVEMENT Starting at 10th level, you have advantage on an Agility (Stealth) check if you move no more than half your speed on the same turn. DISTRACTION At 11th level, you can use the bonus action granted by your Cunning Action to distract one enemy that is within 30 feet of you that can see and hear you, granting advantage on the next attack made by a creature other than you against that target until the start of the targets next turn. CUNNING MANIPULATOR Starting at 14th level, you can talk your way out of virtually anything. You gain advantage on Personality (Deception) and Personality (Persuasion) skill checks. BLINDSENSE At 15th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. UESTRPG BASIC RULES 109 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


ELUSIVE At 18th level, no enemy is able to to gain the upper hand on you. No attack roll has advantage on you while you are conscious. THIEVES REFLEXES When you reach 20th level, you become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can not use this ability if surprised. THIEVISH ARCHETYPE Different thieves choose different approaches to their smuggling and deception. A thief might focus their talents on being an expert escapist or treasure hunter, while others hone their skills to become professional explorers or duelists. The thievish archetype you choose to emulate reflects your approach. ACROBAT Acrobat is a polite euphemism for agile thieves and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture. They have honed their skills to such a degree that they are almost supernaturally adept at scaling walls, running, jumping, and tumbling. ACROBAT FEATURES Thief Level Feature 3rd Tracing the Path, Cat's Fall 9th Dodge Roll 13th Nimble Escape 17th Higher Ground TRACING THE PATH When you choose this archetype at 3rd level, you are able to traverse your environment with ease and efficiency. You gain the following benefits: • Climbing no longer costs you extra movement. • When you make a High Jump or Long jump, the distance you cover increases by a number of feet equal to your Agility modifier. • You can move along a flat vertical surface as long as you break your movement speed in two short movements. Each movement is half your speed, and you must end each on a creature, solid object, or ground. If not, you fall, taking damage as normal. • You can use a bonus action on your turn to gain advantage on the next Agility (Acrobatics) check you make during the same turn. CAT'S FALL Also at 3rd level, your catlike reflexes allows you to cushion your fall. When you fall, you can treat it as though you fell 10 feet fewer, possibly preventing taking any damage. You can fall from greater heights without taking damage as you gain levels in this class. You can treat a fall as though you fell 20 feet fewer at 9th level, 30 feet fewer at 13th level, and 40 feet fewer at 17th level. DODGE ROLL Starting at 9th level, when you use the Uncanny Dodge feature, you can move half your movement speed without provoking opportunity attacks as part of the reaction. NIMBLE ESCAPE At 13th level, your flexibility and speed prevents you from being held down. You gain advantage on saving throws against being grappled or restrained. Additionally, you ignore difficult terrain and moving through another creatures space no longer incurs a penalty to your movement. HIGHER GROUND At 17th level, you gain advantage when you make a ranged weapon attack against a target that is at least 10 feet below you and when you make a melee weapon attack as part of an acrobatic stunt, such as jumping off a balcony or swinging from a chandelier. UESTRPG BASIC RULES 110 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


BURGLAR Burglars are well versed in the arts of picking locks. They are able to find their way into areas that others would believe to be inaccessible. They can even sneak into even the most secure of noble houses and escape detection. Adventuring burglars are usually sought out by mercenary companies for their resourcefulness in exploring dungeons, palaces, and places where others might be stopped by locked doors or secret passageways. These agile, silent, and curious prowlers find the challenge of a tricky lock or an open window irresistible and always find a way to slink away with pouches full of treasure. BURGLAR FEATURES Thief Level Feature 3rd Trap Finder 9th Lightfoot 13th Delay Trap, Mislead 17th Redirection TRAP FINDER When you choose this archetype at 3rd level, you have gained an intuitive sense to understanding the presence and dangers of traps. You gain advantage on Willpower (Perception) checks to find traps and secret doors. You also gain advantage on Agility (Sleight of Hand) checks or when using Thieves' Tools to disable a trap. Additionally, you become vigilant to the effects of traps. You gain advantage whenever a trap forces you to make an Agility saving throw. You also gain a +1 bonus to AC when a trap makes an attack roll against you. This bonus increases to +2 when you reach 9th level, +3 at 13th level, and +4 at 17th level. LIGHTFOOT Beginning at 9th level, you instinctively move softly and quietly. You gain a passive Agility (Stealth) score equal to 10 plus your Agility (Stealth) modifier and can no longer trigger alarms or traps that rely on weight, such as pressure plates or trip lines. DELAY TRAP Starting at 13th level, if you are within 10 feet of a trap that has been triggered you can use your reaction to make a Thieves' Tools check against the trap's DC to attempt to delay the trap. On a successful check, you delay the trap until the end of your next turn. If you critically succeed the check, you successfully disable the trap, preventing it from activating. MISLEAD Also at 13th level, when a creature you are aware of fails a Willpower (Perception) check to detect you, you can use a bonus action to use sounds, mirrors, decoys or other clever tactics to mislead them. A creature that has been misled might move their investigation to another area or abandon their search altogether. A misled creature has disadvantage on additional Willpower (Perception) checks to find you again while you remain hidden. MISDIRECTION At 17th level, when a melee attack that targets you misses, you can use your reaction to force the attack to strike another creature within range of the attack. The creature rerolls the attack against the new target. PIRATE You focus your training on the art of the the art of the blade, relying on speed, elegance, and charm in equal parts. While some fighter are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and swashbucklers typically belong to this archetype. A pirate excels in single combat, and can fight with two weapon while safely darting away from an opponent. PIRATE FEATURES Thief Level Feature 3rd Fancy Footwork, Rakish Audacity 9th Panache 13th Elegant Maneuver 17th Master Duelist FANCY FOOTWORK When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, iff you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. RAKISH AUDACITY Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Personality modifier. You also gain an additional way to use your Sneak Attack; you don't need advantage against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All other rules for Sneak Attack still apply to you. UESTRPG BASIC RULES 111 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


PANACHE At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Personality (Persuasion) check contested by a creature's Willpower (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. ELEGANT MANEUVER Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Agility (Acrobatics) or Strength (Athletics) check you make during the same turn. MASTER DUELIST Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage, Once you do so, you can't use this feature again until you finish a short or long rest. RUFFIAN While most thieves spend their time practicing being unheard and unseen, ruffians take a different approach. Relying on brute strength and browbeating, rather than finesse and speed, these brash thieves pummel and intimidate their foes into submission. RUFFIAN FEATURES Thief Level Feature 3rd Badger, Bludgeoner 9th Silent Warmonger 13th Dominating Gesture 17th Suckerpunch BADGER When you choose this archetype at 3rd level, you gain proficiency with the Intimidation skill if you don't already have proficiency with it. You also gain advantage on all attempts to bribe someone. BLUDGEONER Also at 3rd level, you can now use your Sneak Attack feature with unarmed strikes or with blunt weapons that do not have the heavy, two-handed, or versatile trait. You can roll a d4 in place of the normal damage of your unarmed strike. Debilitating Strike. Your critical hits with blunt weapons are particularly devastating. When you score a critical hit against a creature when using a blunt weapon or with an unarmed strike, you can apply a debilitating strike to the target. You know the Hamstring debilitating strike at 3rd level and learn one additional debilitating strike at 9th, 13th, and 17th level. Saving Throws. Some of your debilitating strikes require your target to make a saving throw to resist the strikes effects. The saving throw DC is calculated as follows: Debilitating Strike DC = 8 + your proficiency bonus + your Agility modifier SILENT WARMONGER At 9th level, your chance to score a critical hit with any attack that meets the conditions of a Sneak Attack increases. You can now critically hit with a roll of 19 or 20. DOMINATING GESTURE At 13th level, after you kill a foe, or knock one unconscious, you can use a reaction to make a Personality (Intimidation) check with advantage against another enemy that can see and hear you. On a failed save, the creature has disadvantage on attacks until the end of your next turn. SUCKER PUNCH Beginning at 17th level, when you use the Attack action to make a weapon attack on your turn, you can make an unarmed strike as part of that action. UESTRPG BASIC RULES 112 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


DEBILITATING STRIKES The debilitating strikes are presented in alphabetical order. If a debilitating strike has prerequisites, you must meet them to learn it. You can learn the strike at the same time that you meet its prerequisites. A level prerequisite refers to your level in the class. Blackjack Prerequisite: 17th level, Stunning Strike The target is knocked unconscious. The creature can make an Endurance saving throw at the end of each of it's turns to end the effect. Dazing Strike The target has disadvantage on concentration saving throws for the next minute. The creature can make an Endurance saving throw at the end of each of it's turns to end the effect. Enfeebling Strike The target has disadvantage on attacks for the next minute. The creature can make an Endurance saving throw at the end of each of it's turns to end the effect. Hamstring The target becomes hamstrung and can only move 5 feet for the next minute. The hamstrung creature can make an Agility saving throw at the end of each of it's turns to end the effect. Paralyzing Strike Prerequisite: 17th level, Stunning Strike The target is paralyzed for the next minute. The creature can make an Endurance saving throw at the end of each of it's turns to end the effect. Reeling Blow The target must make a Strength saving throw. On a successful save, the creature is pushed away 10 feet. On a failed save, the creature is also knocked prone. Stunning Strike Prerequisite: 13th level The target is stunned for the next minute. The creature can make an Endurance saving throw at the end of each of it's turns to end the effect. Unbalancing Blow The next attack made against the target before the end of your next turn has advantage. Vulnerable Strike Prerequisite: 13th level, Unbalancing Blow The target is vulnerable to next attack that deals bludgeoning, piercing, or slashing damage to it. UESTRPG BASIC RULES 113 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


WARDEN Coming soon in version 1.4.1! UESTRPG BASIC RULES 114 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


WARRIOR Warriors are the professional men-at-arms, soldiers, mercenaries, and adventurers of the Empire, trained with various weapons and armor styles, conditioned by long marches, and hardened by ambush, skirmish, and battle. An Imperial in clanging plate armor holds her shield before her as she runs toward the massed goblins. A bosmer behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage. A nord in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a dunmer in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses. A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight – and his own tactical advantage. His opponent’s sword flares with red light an instant before she sends flames flashing forth to smite him. All of these heroes are warriors, perhaps the most diverse class of characters in the world of Tamriel. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings – as warriors, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face. WELL-ROUNDED SPECIALISTS Warriors learn the basics of all combat styles. Every warrior can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a warrior is adept with shields and every form of armor. Beyond that basic degree of familiarity, each warrior specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes warriors superior combatants on battlefields and in dungeons alike. TRAINED FOR DANGER Not every member of the city watch, the village militia, or the queen’s army is a warrior. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are warriors. Some warriors feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a warrior, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards – few warriors in the city watch have the opportunity to discover a magic flame tongue sword, for example. CREATING A WARRIOR As you build your warrior, think about two related elements of your character's background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors. You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught – unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace. QUICK BUILD You can make a warrior quickly by following these suggestions. First, make Strength or Agility your highest attribute score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next highest score should be Endurance. Second, choose the soldier background. UESTRPG BASIC RULES 115 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


CLASS FEATURES As a warrior, you gain the following class features. HIT POINTS Hit Dice: 1d10 per warrior level Hit Points at 1st Level: 10+ your Endurance modifier Hit Points At higher levels: 1d10 (or 6) + your endurance modifier per warrior level after 1st . PROFICIENCIES Armor: Light Armor, Medium Armor, Heavy Armor, Shields Weapons: Axe, Blunt, Long Blade, Marksman, Polearm, Short Blade, Tools: None Saving Throws: Strength, Endurance Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion, and Survival THE WARRIOR Level Proficiency Bonus Features 1st +2 Warrior Style, Second Wind 2nd +2 Action Surge 3rd +2 Warrior Archetype 4th +2 Attribute Score Improvement 5th +3 Extra Attack 6th +3 Attribute Score Improvement 7th +3 Archetype Feature 8th +3 Attribute Score Improvement 9th +4 Indomitable 10th +4 Archetype Feature 11th +4 Extra Attack (2) 12th +4 Attribute Score Improvement 13th +5 Indomitable (two uses) 14th +5 Attribute Score Improvement 15th +5 Archetype Feature 16th +5 Attribute Score Improvement 17th +6 Indomitable (three uses) 18th +6 Archetype Feature 19th +6 Attribute Score Improvement 20th +6 Extra Attack (3) EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) chain mail or (b) leather armor, longbow, and 20 arrows • (a) a melee weapon and a shield or (b) two melee weapons • (a) a light crossbow and 20 bolts or (b) two handaxes • (a) a dungeoneer's pack, or (b) an explorer's pack WARRIOR STYLE As a warrior, you have trained in either offensive and defensive fighting styles, realizing that not all battles are won with the blade alone. You learn either one defensive style or one fighting style. DEFENSIVE STYLE You adopt a particular style of defense as your specialty. Choose one of the following options. You can't take a Defensive Style option more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Stalwart When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this feature, you can't use this again until you finish a long rest. Titan While you are wearing armor, you are immune to being frightened or stunned. Also, when you gain a level of exhaustion, you suffer the effects of the previous level of exhaustion. For example, at exhaustion level 1, you suffer no effects, but at exhaustion level 3, you would suffer from the effects of exhaustion level 2. If you gain 7 levels of exhaustion, you die. UESTRPG BASIC RULES 116 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


FIGHTING STYLE You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to 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 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. SECOND WIND You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your warrior level. Once you use this feature, you must finish a short or long rest before you can use it again. ACTION SURGE Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. WARRIOR ARCHETYPE At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose either Assault, Defense, or Dragon Knight, each detailed at the end of the class description. Additionally, you can choose any Fighter's Martial Archetype outlined in the Player's Handbook. The archetype you choose also grants you features at 3rd level, and again at 7th, 10th, 15th, and 18th level. ATTRIBUTE SCORE IMPROVEMENT When you reach 4th level, and again at 6th, 8th, 12th , 14th, 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 attribute 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. The number of attacks increases to three when you reach 11th level, and to four when you reach 20th level. INDOMITABLE Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between longs rests beginning at 17th level. ARCHETYPES Different warriors choose different approaches to perfecting their fighting prowess. The archetype you choose to emulate reflects your approach. ASSAULT The Assault archetype focuses on a nearly academic approach to combat. The warrior absorbs lessons of history, theory, and artistry that combines to create a well rounded fighter of great skill and knowledge. ASSAULT FEATURES Warrior Level Feature 3rd War Tactics 7th Combat Sense 10th Additional Fighting Style 15th Improved Critical 18th Warrior's Heart UESTRPG BASIC RULES 117 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


WAR TACTICS When you chose this archetype at 3rd level, you learn tactics that are fueled by special dice called Tactical Dice. Tactics. You learn three tactics of your choice, which are detailed under “War Tactics” below. Many tactics enhance an attack in some way. You can use only one tactic per attack. You learn two additional tactics of your choice at 7th , 10th, and 15th level. Each time you learn new tactics, you can also replace one tactic you know with a different one. Tactical Dice. You have four tactical dice, which are d8s. A tactical die is expended when you use it. You regain all of your expended tactical dice when you finish a short or long rest. You gain another tactical die at 7th level and one more at 15th level. Saving Throws. Some of your tactics require your target to make a saving throw to resist the tactic’s effects. The saving throw DC is calculated as follows: Tactic save DC = 8 + your proficiency bonus + your Strength or Agility modifier (your choice) COMBAT SENSE Starting at 7th level, your keen sense allows you to react faster during combat. You add your tactical dice to your initiative roll, and all enemies have disadvantage against attacking you on the first round of combat. ADDITIONAL FIGHTING STYLE At 10th level, you can choose a second option from the Fighting Style class feature. IMPROVED CRITICAL Beginning at 15th level, your weapon attacks score a critical hit on a roll of 19 or 20. WARRIOR'S HEART At 18th level, you learn how to exploit weakened targets. You can choose to heighten your combat focus, allowing you to deal more damage inverse proportionately to the enemies health. Enemies Health Additional Damage 100% 1d6 99-50% 2d6 49-0% 3d6 You maintain your focus as long as you are in combat. You must complete a long rest before being able to use this feature again. WAR TACTICS The tactics are presented in alphabetical order. Cleave. When you hit a creature with a weapon attack on your turn, you can expend one tactical die to cleave your weapon, striking each creature in a 90 degree cone. If the original attack roll would hit any additional creatures, they take damage equal to the number you roll on your tactical die, divided equally between the additional creatures hit. The main target only takes the damage from your original attack. Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one tactical die. That creature can immediately use its reaction to make one weapon attack, adding a tactical die to the attack's damage roll. Feinting Attack. You can expend one tactical die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the tactical die to the attack's damage roll. Lunging Attack. When you make a melee weapon attack on your turn, you can expend one tactical die to increase your reach for the attack by 5 feet. If you hit, you add the tactical die to the attack's damage roll. Menacing Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to frighten the target. You add your tactical die to the attacks damage roll, and the target must make a Personality saving throw. On a failed save, it is frightened until it's next turn. Pierce Armor. When you hit a creature that is wearing armor with a melee weapon attack, you can expend one tactical die to weaken their armor, reducing the targets AC by 1. If you hit, you add the tactical die to the attack's damage roll. You can not weaken the same armor more than once. Precision Attack. When you make a weapon attack roll against a creature, you can expend one tactical die to add it to the roll. You can use this tactic before or after making the attack roll, but before any effects of the attack are applied. Riposte. When an enemy misses you with a melee attack, you can use your reaction and expend one tactical die to make a melee weapon attack against the same enemy. If you hit, add a tactical die to the attack's damage roll. Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one tactical die to attempt to damage another creature within 5 feet of the original target and within your reach. If the UESTRPG BASIC RULES 118 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


original attack roll would hit the second creature, it takes damage equal to the number you roll on your tactical die. The damage is of the same type dealt for the original attack. Uppercut. When you hit a creature with weapon attack, you can expend one tactical die to attempt to slam the target with an upward blow, knocking the target down. You add the tactical die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, it is knocked back 5 feet and falls prone. DEFENSE Those who emulate this archetype employ defensive techniques passed down through the generations. Through rigorous training, your armor and shield become a like a second skin that you can use to protect yourself and your allies. DEFENSE FEATURES Warrior Level Feature 3rd Defensive Tactics 7th Defender's Sacrifice 10th Additional Defensive Style 15th Bulwark 18th Survivor DEFENSIVE TACTICS When you chose this archetype at 3rd level, you learn tactics that are fueled by special dice called Tactical Dice. Tactics. You learn three tactics of your choice, which are detailed under “Defensive Tactics” below. Many tactics enhance an attack in some way. You can use only one tactic per attack. You learn two additional tactics of your choice at 7th , 10th, and 15th level. Each time you learn new tactics, you can also replace one tactic you know with a different one. Tactical Dice. You have four tactical dice, which are d8s. A tactical die is expended when you use it. You regain all of your expended tactical dice when you finish a short or long rest. You gain another tactical die at 7th level and one more at 15th level. Saving Throws. Some of your tactics require your target to make a saving throw to resist the tactic’s effects. The saving throw DC is calculated as follows: Tactic save DC = 8 + your proficiency bonus + your Strength or Agility modifier (your choice) DEFENDER'S SACRIFICE Starting at 7th level, when a creature you can see damages a target other than you that is withing 5 feet of you, you can use your reaction to take the blow instead. This damage to you can't be reduced or prevented in any way. ADDITIONAL DEFENSIVE STYLE At 10th level, you choose an additional option from the Defensive Style class feature. BULWARK Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When use your Indomitable feature to reroll a saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll. SURVIVOR At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Endurance modifier if you have no more than half your hit points left. You don't gain this benefit if you have 0 hit points. DEFENSIVE TACTICS The tactics are presented in alphabetical order. Disarming Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the tactical die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Evasive footwork. When you move, you can expend one tactical die, rolling a tactical die and adding the number rolled to your AC until you stop moving. Goading Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to goad the target into attacking you. You add the tactical die to the attack's damage roll, and the target must make a Willpower saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. UESTRPG BASIC RULES 119 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one tactical die to maneuver one of your allies into a more advantageous position. You add the tactical die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use it's reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Parry. When another creature damages you with a melee attack, you can use your reaction and expend one tactical die to reduce the damage by the number you roll on your tactical die + your Agility modifier. Power Bash. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to throw the attacker off balance. You add the tactical die roll to the attack's damage roll, and it must make a Strength saving throw. On a failed save, it is staggered and has disadvantage on their next attack. Pushing Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to drive the target back. You add the tactical die roll to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. Rally. On your turn, you can use a bonus action and expend one tactical die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the tactical die roll + your Personality modifier. Shield Wall. When another creature attacks you, you can use your reaction and expend one tactical die to increase your AC by the number you roll on your tactical die, until the start of your next turn. Trip Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to knock the target down. You add the tactical die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. DRAGON KNIGHT These skillful masters-at-arms use the ancient Akaviri martial tradition of battle-spirit, which bears all of the hallmarks of a coherent magical discipline. Their abilities are said to be descended from the powers of legendary dragons and the mortals who fought them. They wield fearsome magic that pounds, shatters and physically alters the world around them. DRAGON KNIGHT FEATURES Warrior Level Feature 3rd Draconic Tactics 7th Spiked Armor 10th Draconic Haste 15th Dragon Blood 18th Improved Draconic Haste DRACONIC TACTICS When you chose this archetype at 3rd level, you learn tactics that are fueled by special dice called Tactical Dice. Tactics. You learn three tactics of your choice, which are detailed under “Draconic Tactics” below. Many tactics enhance an attack in some way. You can use only one tactic per attack. You learn two additional tactics of your choice at 7th , 10th, and 15th level. Each time you learn new tactics, you can also replace one tactic you know with a different one. Tactical Dice. You have four tactical dice, which are d8s. A tactical die is expended when you use it. You regain all of your expended tactical dice when you finish a short or long rest. You gain another tactical die at 7th level and one more at 15th level. Saving Throws. Some of your tactics require your target to make a saving throw to resist the tactic’s effects. The saving throw DC is calculated as follows: Tactic save DC = 8 + your proficiency bonus + your Strength or Agility modifier (your choice) SPIKED ARMOR At 7th level, you gain the ability to summon draconic spikes from your armor, which you can use as a weapon. While wearing armor, as a bonus action, you summon draconic spikes, which sprout from your armor, and last until you use a bonus action to dismiss them. While your spikes are active, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls. Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapples succeeds. UESTRPG BASIC RULES 120 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


DRACONIC HASTE Beginning at 10th level, when you use your action to make a Draconic Tactic, you can make one weapon attack as a bonus action. DRAGON BLOOD At 15th level, when you use your Second Wind feature, your draconic blood radiates with ancient healing energy, allowing your allies to fight past their injuries. Three creatures of your choice within 60 feet of you that are allied with you regain hit points equal to half your Warrior level. IMPROVED DRACONIC HASTE Starting at 18th level, when you use your action to make a Draconic Tactic, you can make two weapon attacks as a bonus action. DRACONIC TACTICS The tactics are presented in alphabetical order. Ash Cloud. On your turn, you can use your action and expend one tactical die to create a 20 foot radius sphere of ash and dust centered on a point within 60 feet of you. The cloud spreads around corners, and its area is heavily obscured. The cloud lasts for up to 1 minute, as though you cast a spell using concentration. Each creature that is completely within the cloud at the start of its turn must make an Endurance saving throw. On a failed save, the creature spends its action choking on the soot and ash. Creatures that don't require to breath automatically succeed on this saving throw. Combustion. When you take damage from a melee attack, you can use a reaction and expend one tactical die to create a burst of flame causing every creature within 5 feet of you to take a pulse of fire damage equal to your tactical die. Dark Talons. On your turn, you can use your action and expend one tactical die to call forth draconic talons from the ground underneath a creature that you can see within 60 feet. The creature takes 1d6 piercing damage and additional piercing damage determined by your tactical die, and must make a Strength saving throw, or be grappled by the talons. Fire Breath. On your turn, you can use your action and expend one tactical die to exhale a breath of fire. Each creature in a 30-foot cone must make an Agility saving throw. A creature takes 1d6 fire damage and additional fire damage equal to your tactical die on a failed save, and half as much on a successful one. Inferno. On your turn, you can use your action and expend one tactical die to create flames that race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the next minute, as though you cast a spell using concentration. The flames don’t harm you. While the aura is active, you are resistant to fire damage, and any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes fire damage determined by your tactical die. Lava Whip. On your turn, you can use your action and expend one tactical die to create a long whip of flames that lashes out at your command toward a creature within 30 feet. Make a melee attack against the target. If the attack hits, the creature takes 1d6 fire damage and additional fire damage determined by your tactical die, and if the creature is Large or smaller, you pull the creature up to 10 feet towards you. Magma Armor. When another creature attacks you, you can use a reaction and expend one tactical die to harden the molten lava in your veins. You become resistant to bludgeoning, piercing, and slashing damage until the beginning of your next turn. Petrify. On your turn, you can use your action and expend one tactical die to attempt to envelop a creature that you can see within 60 feet completely in stone. The target must make a Willpower saving throw or become immobilized and unable to speak, hear, move, or make any actions. The restrained creature takes necrotic damage determined by your tactical die and must make a Strength saving throw at the start of each of their turns to try and break free. If it successfully saves three times, the condition ends. If it fails saves three times, the stone permanently hardens and the creature is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. While encased, the stone shell has an AC of 5 and has 60 hit points. When the stone reaches 0 hit points the stone breaks, ending the effect. Reflective Scales. When targeted by a ranged attack, you can use a reaction and expend one tactical die to harden your skin to become similar to a dragons scales. You reduce the damage by the number you roll on your tactical die + your Endurance modifier. Searing Strike. When you make a melee weapon attack, you can expend one tactical die to envelop your weapon in bright white flame, dealing additional fire damage, determined by your tactical die. UESTRPG BASIC RULES 121 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


CHAPTER 4: PERSONALITY AND BACKGROUND Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those that class and race define. This chapter expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment. CHARACTER DETAILS Your character’s name and physical description might be the first things that the other players at the table learn about you. It’s worth thinking about how these characteristics reflect the character you have in mind. NAME Your character’s race description includes sample names for members of that race. Put some thought into your name even if you’re just picking one from a list. SEX You can play a male or female character without gaining any special benefits or hindrances. Think about how your character does or does not conform to the broader culture’s expectations of sex, gender, and sexual behavior. For example, a male orc healer defies the traditional gender divisions of orc society, which could be a reason for your character to leave the clan and travel to a city. You don’t need to be confined to binary notions of sex and gender. The daedric lords are often seen as androgynous, for example. You could also play a female character who presents herself as a man, a man who feels trapped in a female body, or a beautiful male elf who hates being mistaken for as a woman. Likewise, your character’s sexual orientation is for you to decide. HEIGHT AND WEIGHT You can decide your character’s height and weight, using the information provided in your race description or on the Random Height and Weight table. Think about what your character’s ability scores might say about his or her height and weight. A weak but agile character might be thin. A strong and tough character might be tall or just heavy. If you want to, you can roll randomly for your character’s height and weight using the Random Height and Weight table. The dice roll given in the Height Modifier column determines the character’s extra height (in inches) beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight (in pounds) beyond the base weight. RANDOM HEIGHT AND WEIGHT Race Base Height Height Modifier Base Weight Weight Modifier Altmer 5'-10” +2d8 110 lb. x (1d4) lb. Argonian 4'-10” +2d10 120 lb. x (2d6) lb. Bosmer 4'-4” +2d6 80 lb. x (1d4) lb. Breton 4'-8” +2d8 90 lb. x (2d4) lb. Dunmer 4'-8” +2d10 100 lb. x (1d6) lb. Imperial, Colovian 4'-8” +2d10 115 lb. x (2d4) lb. Imperial, Nibenese 4'-6” +2d8 110 lb. x (1d6) lb. Khajiit, Cathay 4'-9” +2d8 115 lb. x (1d6) lb. Khajiit, Dagi 2'-11” +2d4 35 lb. x 1 lb. Khajiit, Ohmes 4'-4” +2d6 95 lb. x (1d4) lb. Khajiit, Suthay 4'-6” +2d6 100 lb. x (1d6) lb. Khajiit, Raht -- +2d4 -- x (2d4) lb. Nord 4'-10” +2d10 120 lb. x (2d4) lb. Orsimer 4'-10” +2d10 120 lb. x (2d6) lb. Redguard 4'-9” +2d8 110 lb. x (2d4) lb. For example, as a nord, Svana has a height of 4 feet 10 inches plus 2d10 inches. Her player rolls 2d10 and gets a total of 12, so Svana stands 5 feet 10 inches tall. Then the player uses that same roll of 12 and multiplies it by 2d4 pounds. Her 2d4 roll is 3, so Svana weighs an extra 36 pounds (12 × 3) on top of her base 110 pounds, for a total of 146 pounds. OTHER PHYSICAL CHARACTERISTICS You choose your character’s age and the color of his or her hair, eyes, and skin. To add a touch of distinctiveness, you might want to give your character an unusual or memorable physical characteristic, such as a scar, a limp, or a tattoo. UESTRPG BASIC RULES 122 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


ALIGNMENT A typical creature in the world Tamriel has an alignment, which broadly describes its moral and personal attitudes, although these are usually complex and ambiguous. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations. These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment. Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Neutral good (NG) folk do the best they can to help others according to their needs. Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. ALIGNMENT IN TAMRIEL For many thinking creatures, alignment is a moral choice. Mer, Mer, Betmer, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the goodaligned aedra who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery. The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most creatures that lack the capacity for rational thought do not have alignments—they are unaligned. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment. Svana and Jorg: Contrasting Characters The details in this chapter make a big difference in setting your character apart from every other character. Consider the following two Nord warriors. Hailing from Skyrim, Svana was a brash teenager who had a rough childhood. The daughter of a thief, she ran away from home and practiced her father’s trade on the streets of Helgen. When she tried to rob the proprietor of the Helgen Homestead Inn, he caught her and took her under his wing, giving her a job as a barmaid. But when the dragon Alduin laid waste to the town of Helgen and destroyed the inn, necessity forced Svana into adventure alongside the friends she’d known from her childhood. Her skill as a warrior (a frying pan remains one of her favorite weapons) combined with her history on the streets gave her skills invaluable in her adventuring career. Jorg grew up on the streets of Riften. He used his wits, strength, and agility to carve out his own territory in one of the city’s hundreds of poor shanty towns. After several years, he attracted the notice of one of the most powerful thieves’ guilds in the city, and he ascended the ranks of the guild quickly despite his youth. Jorg became the favored assassin of one of the city’s Shadowfoots, who sent him to far-off Solitude to recover some stolen gems. He’s a professional killer, constantly challenging himself to improve his skills. Svana and Jorg are both Nords and both warriors (with some experience as rogues), possessing similarly high Strength and Agility scores, but there the similarity ends. LANGUAGES Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet. Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your DM’s permission, you can instead choose a language from the Rare Languages table or a secret language, such as thieves’ cant. UESTRPG BASIC RULES 123 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Common Languages Language Typical Speakers Script Altmeris Altmer Aldmeri Bosmeri Bosmer Aldmeri Dunmeri Dunmer Daedric Jel Argonians Jel Nordic Nords Common Orcish Orcs Orcish Ta'agra Khajiit Ta'agra Tamrielic / Cyrodiilic Man and Mer Tamrielic Yoku Redguard Yokudan Rare Languages Language Typical Speakers Script Akaviri Akavir Akaviri Aldmeris Original Elven Language Aldmeri Ayleidoon Ayleid (Wild Elves) Aldmeri Chimeris Old Dunmer Aldmeri Daedric Daedra Daedric Dovahzul Dragon Dragonish Dugutach Reach-Tongue -- Dwemeris Dwemer Aldmeri Ehlnofex Original Et'Ada Aldmeri Falmeris Falmer (Snow Elves) Aldmeri Hist Hist -- Kothir Kothringi (Extinct) Kothir Nedic Old Nordic Language Nedic Bretic Old Breton Language Bretic Colovian Dead language Colovian Nibenean Dead language Nibenean Pyandonean Maormer (Sea Elves) Pyandonean Sload Sload Slaod Tsaesci Tsaesci Akaviri Beast Languages Centurian Faerie Giantish Goblin Harpy Impish Nymph Spriggan PERSONAL CHARACTERISTICS Fleshing out your character’s personality—the array of traits, mannerisms, habits, beliefs, and flaws that give a person a unique identity—will help you bring him or her to life as you play the game. Four categories of characteristics are presented here: personality traits, ideals, bonds, and flaws. Beyond those categories, think about your character’s favorite words or phrases, tics and habitual gestures, vices and pet peeves, and whatever else you can imagine. Each background presented later in this chapter includes suggested characteristics that you can use to spark your imagination. You’re not bound to those options, but they’re a good starting point. PERSONALITY TRAITS Give your character two personality traits. Personality traits are small, simple ways to help you set your character apart from every other character. Your personality traits should tell you something interesting and fun about your character. They should be self descriptions that are specific about what makes your character stand out. “I’m smart” is not a good trait, because it describes a lot of characters. “I’ve read every book in the Imperial Palace” tells you something specific about your character’s interests and disposition. Personality traits might describe the things your character likes, his or her past accomplishments, things your character dislikes or fears, your character’s self-attitude or mannerisms, or the influence of his or her ability scores. A useful place to start thinking about personality traits is to look at your highest and lowest ability scores and define one trait related to each. Either one could be positive or negative: you might work hard to overcome a low score, for example, or be cocky about your high score. IDEALS Describe one ideal that drives your character. Your ideals are the things that you believe in most strongly, the fundamental moral and ethical principles that compel you to act as you do. Ideals encompass everything from your life goals to your core belief system. Ideals might answer any of these questions: What are the principles that you will never betray? What would prompt you to make sacrifices? What drives you to act and guides your goals and ambitions? What is the single most important thing you strive for? UESTRPG BASIC RULES 124 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


You can choose any ideals you like, but your character’s alignment is a good place to start defining them. Each background in this chapter includes six suggested ideals. Five of them are linked to aspects of alignment: law, chaos, good, evil, and neutrality. The last one has more to do with the particular background than with moral or ethical perspectives. BONDS Create one bond for your character. Bonds represent a character’s connections to people, places, and events in the world. They tie you to things from your background. They might inspire you to heights of heroism, or lead you to act against your own best interests if they are threatened. They can work very much like ideals, driving a character’s motivations and goals. Bonds might answer any of these questions: Whom do you care most about? To what place do you feel a special connection? What is your most treasured possession? Your bonds might be tied to your class, your background, your race, or some other aspect of your character’s history or personality. You might also gain new bonds over the course of your adventures. FLAWS Finally, choose a flaw for your character. Your character’s flaw represents some vice, compulsion, fear, or weakness—in particular, anything that someone else could exploit to bring you to ruin or cause you to act against your best interests. More significant than negative personality traits, a flaw might answer any of these questions: What enrages you? What’s the one person, concept, or event that you are terrified of? What are your vices? LUCK Luck is a rule the Dungeon Master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using luck, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or luck can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you. GAINING LUCK Your DM can choose to give you luck for a variety of reasons. Typically, DMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your DM will tell you how you can earn luck in the game. You either have luck or you don’t—you can’t stockpile multiple “lucks” for later use. USING LUCK If you have luck, you can expend it when you make an attack roll, saving throw, or ability check. Spending your luck gives you advantage on that roll. Additionally, if you have luck, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your luck to give that character luck. UESTRPG BASIC RULES 125 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


CONSTELLATIONS There are thirteen named constellations in the sky. There are three Guardian signs; The Warrior, The Mage, and The Thief, each of which protects three charges. Each of these twelve signs corresponds to one of the twelve months in the Tamrielic year. The thirteenth sign, The Serpent, has no guardian or month and moves around the sky, usually threatening the other signs. You can decide your character's birthsign, using your class and intended playstyle to determine what sign best suits your character. If you want to randomly choose what birthsign you were born under, you can use the table to the side to determine the month of your birth. Roll a d12 to determine what month you were born in, and then a second d12. If your second roll matches your first roll, the Serpent intervenes and becomes your birthsign. For example, if you roll a 6 on your first die, indicating you were born in Mid Year. On your second roll, if you roll another 6, your birthsign is The Serpent. If you roll any other number, your birthsign is The Steed. THE CONSTELLATIONS Roll Constellation Month 1 The Ritual Morning Star 2 The Lover Sun's Dawn 3 The Lord First Seed 4 The Mage Rain's Hand 5 The Shadow Second Seed 6 The Steed Mid Year 7 The Apprentice Sun's Height 8 The Warrior Last Seed 9 The Lady Hearthfire 10 The Tower Frostfall 11 The Atronach Sun's Dusk 12 The Thief Evening Star Doubles The Serpent -- THE SERPENT You were born under the Birthsign of the Serpent and gain the Serpent power. Serpent. The power of the serpent can protect yourself from destruction or allow you to bring destruction to others. Once each day, you can use the power to create one of the following effects: • As an action, you cure yourself from one nonmagical disease and dispel one magical effect from yourself. • As an action, you touch a creature and infect them with a slow but potent poison, You instantly deal 1d4 poison damage, and an additional 1d4 poison damage at the start of each turn of your turns for the next minute. This damage ignores resistance. This damage increases by 1d4 when you reach 5th level (2d4). 11th level (3d4), and 17th level (4d4). Once you use this ability, you can't use it again until the next dawn. THE RITUAL Morning Star You were born under the Birthsign of the Ritual and gain the Mara's Gift power and the Blessed Word power. Mara's Gift. As an action, you regain hit points equal to 1d8 + your Endurance modifier. This power's healing increases by 1d8 when you reach 5th level (2d8). 11th level (3d8), and 17th level (4d8). Once you use this ability, you can't use it again until the next dawn. Blessed Word. As an action, you speak a prayer censuring the undead. Choose one undead creature within 30 feet of you to make a Willpower saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Willpower or Personality modifier (your choice). 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 turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Once you use this ability, you can't use it again until the next dawn. UESTRPG BASIC RULES 126 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


THE LOVER Sun's Dawn You were born under the Birthsign of the Lover and gain the Lover's Kiss power. Lover's Kiss. As an action, you touch a humanoid in an attempt to paralyze them. The target must make a Willpower saving throw or be paralyzed for 1 minute. The DC is determined by 8 + your proficiency bonus + your Endurance or Willpower modifier (your choice). The paralysis ends early if the target takes damage. At the end of each of its turns, the target can make another Willpower saving throw. On a success, the spell ends on the target. Once you use this ability, you can't use it again until the next dawn. THE LORD First Seed You were born under the Birthsign of the Lord and gain the Blood of the North power and the Trollkin curse. Blood of the North. As an action, you regain hit points equal to twice your level + your Endurance modifier. If the amount of hit points you gain exceeds your hit point maximum, you gain the remainder as temporary hit points which last for up to 1 hour. Once you use this ability, you can't use it again until the next dawn. Trollkin. You are cursed with a natural weakness to fire. Whenever you take fire damage, the damage is increased by an amount equal to half your level. THE MAGE Rain's Hand You were born under the Birthsign of The Mage and gain the following benefits: • Your Intelligence or Willpower score increases by 1, to a maximum of 20. • You gain advantage on Endurance saving throws to maintain concentration on a spell. Additionally, you learn one cantrip and one 1st level spell of your choice from the mage spell list. Intelligence is your spellcasting ability for these spells. If you can cast spells, they are added to your spell list for you. You can cast the 1st level spell once without expending magicka points each day, regaining the ability to do so again at the next dawn. THE SHADOW Second Seed You were born under the Birthsign of the Shadow and gain the following benefits: • Your Intelligence, Personality, or Willpower score increases by 1, to a maximum of 20. • You gain the Moonshadow power. Moonshadow. As an action, you can cast the spell Invisibility on yourself without expending magicka. Once you use this ability, you can't use it again until the next dawn. THE STEED Mid Year You were born under the Birthsign of the Steed and gain the following benefits: • Your Endurance score increases by 1. • Your speed increases by 10 feet. THE APPRENTICE Sun's Height You were born under the Birthsign of the Apprentice and gain the following benefits: •Your magicka point maximum increases by 1, and it increases by 1 every time you gain a level. •You are weakened to one type of magical damage determined by rolling on the Apprentice Magic Weakness table below. Whenever you take damage from your weakened damage type, the damage is increased by an amount equal to half your level. THE APPRENTICE MAGIC WEAKNESS d4 Weakness 1 Cold 2 Fire 3 Poison 4 Lightning THE WARRIOR Last Seed You were born under the Birthsign of the Warrior and gain the following benefits: Your Strength and Endurance attributes are increased by 1, to a maximum of 20. UESTRPG BASIC RULES 127 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


THE LADY Hearthfire You were born under the Birthsign of the Lady and gain the following benefits: Your Willpower and Endurance attributes are increased by 1, to a maximum of 20. THE TOWER Frostfall You were born under the Birthsign of the Tower and gain the Tower Key power and the Tower Warden power. Tower Key. As an action you can cast the knock spell without expending magicka. Once you use this ability, you can't use it again until the next dawn. Tower Warden. As a reaction, when you take damage from an attack, you can reflect some or all of the damage back to the attacker. The damage you can reflect is equal to 1d6. This power's reflected damage increases by 1d6 when you reach 5th level (2d6). 11th level (3d6), and 17th level (4d6). Once you use this ability, you can't use it again until the next dawn. THE ATRONACH Sun's Dusk You were born under the Birthsign of the Atronach and gain the following benefits: •Your magicka point maximum increases by 2, and it increases by 2 every time you gain a level. • You gain the Stunted Magicka feature, described below. Stunted Magicka. The Atronach birthsign has gifted you with a large pool of magicka, but your natural gift is stunted by reduced regeneration. Unlike other spellcasters, you do not regain all of your magicka at the end of a long rest, instead, you only regain half of your expended magicka, rounding up (minimum of 1). Additionally, whenever you are targeted by a spell that requires you to make a saving throw, you have a chance to absorb magicka, replenishing your magicka points. On a successful save you also absorb magicka equal to the level of the spell. On a failed save, you do not absorb any magicka and are effected by the spell as normal. You cannot increase your magicka points beyond your maximum magicka point total through this feature. Sorcerer's Born Under the Atronach Sorcerer's who are born under the Atronach birthsign innately have access to an extraordinary amount of magicka that truly sets them apart from others on Tamriel. These exceptional gifts, however, come with an exceptional cost. The natural magicka regeneration by a sorcerer born under any other sign is already significantly reduced from other spellcasters. Those born under the Atronach see that regeneration reduced even further. Like other sorcerer's, they do not regain all of their magicka at the end of a long rest. Instead, you only regain a quarter of your expended magicka, rounding up (minimum of 1). Whenever the sorcerer is targeted by a spell that requires a saving throw, the sorcerer absorbs magicka equal to the cost of the spell. THE THIEF Evening Star You were born under the Birthsign of the Thief and gain the following benefits: • Your Agility score increases by 1, to a maximum of 20. • Your speed increases by 5 feet. • You gain one Luck Point. Your Luck Point is a d6. You can add your Luck Point to one ability check, attack roll, or saving throw you make. You can wait until after you roll the d20 before deciding to use the Luck Point, but must decided before the DM says whether the roll succeeds or fails. You regain your expended Luck Point at the next dawn, and you can never have more that one Luck Point from this feature at a time. UESTRPG BASIC RULES 128 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


BACKGROUNDS Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your warrior might have been a courageous knight or a grizzled soldier. Your mage could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester. Choosing a background provides you with important story cues about your character’s identity. The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background? The sample backgrounds in this section provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions. PROFICIENCIES Each background gives a character proficiency in two skills. Skills are described in chapter 7. In addition, most backgrounds give a character proficiency with one or more tools. Tools and tool proficiencies are detailed in chapter 5 of the Player's Handbook. If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead. LANGUAGES Some backgrounds also allow characters to learn additional languages beyond those given by race. See “Languages” earlier in this chapter. EQUIPMENT Each background provides a package of starting equipment. If you use the optional rule from chapter 5 of the Player's Handbook to spend coin on gear, you do not receive the starting equipment from your background. SUGGESTED CHARACTERISTICS A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation. CUSTOMIZING A BACKGROUND You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in chapter 5 of the Player's Handbook. (If you spend coin, you can’t also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t find a feature that matches your desired background, work with your DM to create one. ACOLYTE Refer to the Player's Handbook page 127 for more information. You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the gods and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. Choose a god, a pantheon of gods, or some other quasi-divine being from the world of the Elder Scrolls or those specified by your DM, and work with your DM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. Skill Proficiencies: Insight, Religion Languages: Two of your choice Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 60 septims. UESTRPG BASIC RULES 129 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


FEATURE: SHELTER OF THE FAITHFUL As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells, if any. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. SUGGESTED CHARACTERISTICS Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. d8 Personality Trait 1 I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example. 2 I can find common ground between the fiercest enemies, empathizing with them and always working towards peace. 3 I see omens in every event and action. The gods try to speak to us, we just need to listen 4 Nothing can shake my optimistic attitude. 5 I quote (or misquote) sacred texts and proverbs in almost every situation. 6 I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. 7 I've enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me. 8 I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world. d6 Ideals 1 Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) 2 Charity. I always try to help those in need, no matter what the personal cost. (Good) 3 Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) 4 Power. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful) 5 Faith. I trust that my deity will guide my actions, I have faith that if I work hard, things will go well. (Lawful) 6 Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any) d6 Bond 1 I would die to recover an ancient relic of my faith that was lost long ago. 2 I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. 3 I owe my life to the priest who took me in when my parents died. 4 Everything I do is for the common people. 5 I will do anything to protect the temple where I served. 6 I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. d6 Flaw 1 I judge others harshly, and myself even more severely. 2 I put too much trust in those who wield power within my temple’s hierarchy. 3 My piety sometimes leads me to blindly trust those that profess faith in my god. 4 I am inflexible in my thinking. 5 I am suspicious of strangers and expect the worst of them. 6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. UESTRPG BASIC RULES 130 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


CHARLATAN Refer to the Player's Handbook page 128 for more information. You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It’s a useful talent, and one that you’re perfectly willing to use for your advantage. You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pinkcolored liquid will surely cure that unseemly rash, this ointment—nothing more than a bit of fat with a sprinkle of silver dust—can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal. Skill Proficiencies: Deception, Sleight of Hand Tool Proficiencies: Disguise Kit, Forgery kit Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 60 septims. FAVORITE SCHEMES Every charlatan has an angle she or he uses in preference to other schemes. Choose a favorite scam or roll on the table below. d6 Scam 1 I cheat at games involving chance. 2 I shave coins or forge documents. 3 I insinuate myself into people’s lives to prey on their weakness and secure their fortunes. 4 I put on new identities like clothes. 5 I run sleight-of-hand cons on street corners. 6 I convince people that worthless junk is worth their hard-earned money. FEATURE: FALSE IDENTITY You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. SUGGESTED CHARACTERISTICS Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues. d8 Personality Trait 1 I fall in and out of love easily, and am always pursuing someone. 2 I have a joke for every occasion, especially occasions where humor is inappropriate. 3 Flattery is my preferred trick for getting what I want. 4 I’m a born gambler who can't resist taking a risk for a potential payoff. 5 I lie about almost everything, even when there’s no good reason to. 6 Sarcasm and insults are my weapons of choice. 7 I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment. 8 I pocket anything I see that might have some value. d6 Ideals 1 Independence. I am a free spirit— no one tells me what to do. (Chaotic) 2 Fairness. I never target people who can’t afford to lose a few coins. (Lawful) 3 Charity. I distribute the money I acquire to the people who really need it. (Good) 4 Creativity. I never run the same con twice. (Chaotic) 5 Friendship. Material goods come and go. Bonds of friendship last forever. (Good) 6 Aspiration. I’m determined to make something of myself. (Any) d6 Bond 1 I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about. 2 I owe everything to my mentor—a horrible person who’s probably rotting in jail somewhere. 3 Somewhere out there, I have a child who doesn’t know me. I’m making the world better for him or her. 4 I come from a noble family, and one day I’ll reclaim my lands and title from those who stole them from me. 5 A powerful person killed someone I love. Some day soon, I’ll have my revenge. 6 I swindled and ruined a person who didn’t deserve it. I seek to atone for my misdeeds but might never be able to forgive myself. UESTRPG BASIC RULES 131 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


d6 Flaw 1 I can’t resist a pretty face. 2 I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in. 3 I’m convinced that no one could ever fool me the way I fool others. 4 I’m too greedy for my own good. I can’t resist taking a risk if there’s money involved. 5 I can’t resist swindling people who are more powerful than me. 6 I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough. CITY WATCH Refer to the Sword Coast Adventurer's Guide page 145 for more information. You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe. You might have been part of the City Watch of Daggerfall, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of the Imperial City, or even one of the magic-wielding spell guards. Perhaps you hail from Sentinel and have served as an Alik'r Warrior. Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community. Skill Proficiencies: Athletics, Insight Languages: Two of your choice Equipment: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 40 septims. FEATURE: WATCHER'S EYE Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. VARIANT: INVESTIGATOR Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk a re seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals. If your prior experience is as an investigator, you have proficiency in Investigation rather than Athletics. SUGGESTED CHARACTERISTICS Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch. Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes. UESTRPG BASIC RULES 132 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


CLAN CRAFTER Refer to the Sword Coast Adventurer's Guide page 145 for more information. The Pariah Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in their ancient tradition. For years you labored under an orc master of the craft, enduring long hours and dismissive, sour-tempered treatment in order to gain the fine skills you possess today. You are most likely an orc, but not necessarily – particularly in the North, where the harsh environments create a mutual respect between those who choose to live there. If you aren't an orc, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for non-orcs to pass on the skills of Malacath's favored children. You would have no difficulty, however, finding an orc master who was willing to receive potential apprentices who came with your recommendation. Skill Proficiencies: History, Insight Tool Proficiencies: One type of artisan's tools Languages: Orcish or one other of your choice if you already speak Orcish. Equipment: A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 20 septims and a gem worth 40 septims. FEATURE: RESPECT OF THE PARIAH FOLK As well respected as clan crafters are among outsiders, no one esteems them quite so highly as orcs do. You always have free room and board in any place where orcs dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance. SUGGESTED CHARACTERISTICS Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a clan crafter. (For example, consider the words “guild” and “clan” to be interchangeable.) Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the orc traditions of craftmanship. CLOISTERED SCHOLAR Refer to the Sword Coast Adventurer's Guide page 146 for more information. As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Tamriel's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home – not to abandon it, but to quest for new lore to add to its storehouse of knowledge. The most well known of Tamriel's fonts of knowledge is the Elder Library within White-Gold Tower. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of the Elder Library's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world. Perhaps instead you were taken in by the scholars of the Crystal Tower, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, or Religion Languages: Two of your choice Equipment: The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 40 septims. FEATURE: LIBRARY ACCESS Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical,or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the provinces, as professional courtesy shown to a fellow scholar. UESTRPG BASIC RULES 133 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


SUGGESTED CHARACTERISTICS Use the tables for the sage background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a cloistered scholar. Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth – perhaps as a worthy goal in itself, or maybe as a means to a desirable end. COURTIER Refer to the Sword Coast Adventurer's Guide page 146 for more information. In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position. You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Wayrest, or perhaps you traveled in the Imperial City's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Sentinel or Mournhold, or you might have grown up in and around the castle of Daggerfall. Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer. Skill Proficiencies: Insight, Persuasion Languages: Two of your choice Equipment: A set of fine clothes and a pouch containing 20 septims. FEATURE: COURT FUNCTIONARY Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are. SUGGESTED CHARACTERISTICS Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a courtier. The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideals might be concerned with the prevailing philosophy of your court or organization. CRIMINAL Refer to the Player's Handbook page 129 for more information. You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society. Skill Proficiencies: Deception, Stealth Tool Proficiencies: One type of gaming set, thieves' tools Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 60 septims. CRIMINAL SPECIALITY There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below. d8 Specialty 1 Blackmailer 2 Burglar 3 Enforcer 4 Fence 5 Highway Robber 6 Hired Killer 7 Pickpocket 8 Smuggler UESTRPG BASIC RULES 134 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


FEATURE: CRIMINAL CONTACT You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. SUGGESTED CHARACTERISTICS Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority. d8 Personality Trait 1 I always have a plan for what to do when things go wrong. 2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. 3 The first thing I do in a new place is note the locations of everything valuable-or where such things could be hidden. 4 I would rather make a new friend than a new enemy. 5 I am incredibly slow to trust. Those who seem the fairest often have the most to hide. 6 I don't pay attention to the risks in a situation. Never tell me the odds. 7 The best way to get me to do something is to tell me I can't do it. 8 I blow up at the slightest insult. d6 Ideals 1 Honor. I don’t steal from others in the trade. (Lawful) 2 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) 3 Charity. I steal from the wealthy so that I can help people in need. (Good) 4 Greed. I will do whatever it takes to become wealthy. (Evil) 5 People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip through oblivion for all I care. (Neutral) 6 Redemption. There’s a spark of good in everyone. (Good) d6 Bond 1 I’m trying to pay off an old debt I owe to a generous benefactor. 2 My ill-gotten gains go to support my family. 3 Something important was taken from me, and I aim to steal it back. 4 I will become the greatest thief that ever lived. 5 I’m guilty of a terrible crime. I hope I can redeem myself for it. 6 Someone I loved died because of a mistake I made. That will never happen again. d6 Flaw 1 When I see something valuable, I can’t think about anything but how to steal it. 2 When faced with a choice between money and my friends, I usually choose the money. 3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. 4 I have a “tell” that reveals when I'm lying. 5 I turn tail and run when things look bad. 6 An innocent person is in prison for a crime that I committed. I’m okay with that. VARIANT CRIMINAL: SPY Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder. ENTERTAINER Refer to the Player's Handbook page 130 for more information. You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life. Skill Proficiencies: Acrobatics, Performance Tool Proficiencies: Disguise kit, musical instrument of your choice Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 60 septims. UESTRPG BASIC RULES 135 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


ENTERTAINER ROUTINES A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer. d10 Entertainer Routines 1 Actor 2 Dancer 3 Fire-eater 4 Jester 5 Juggler 6 Instrumentalist 7 Poet 8 Singer 9 Storyteller 10 Tumbler FEATURE: BY POPULAR DEMAND You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. SUGGESTED CHARACTERISTICS Successful entertainers have to be able to capture and hold an audience’s attention, so they tend to have flamboyant or forceful personalities. They’re inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty. d8 Personality Trait 1 I know a story relevant to almost every situation. 2 Whenever I come to a new place, I collect local rumors and spread gossip. 3 I’m a hopeless romantic, always searching for that “special someone.” 4 Nobody stays angry at me or around me for long, since I can defuse any amount of tension. 5 I love a good insult, even one directed at me. 6 I get bitter if I’m not the center of attention. 7 I’ll settle for nothing less than perfection. 8 I change my mood or my mind as quickly as I change key in a song. d6 Ideal 1 Beauty. When I perform, I make the world better than it was. (Good) 2 Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful) 3 Creativity. The world is in need of new ideas and bold action. (Chaotic) 4 Greed. I’m only in it for the money and fame. (Evil) 5 People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. (Neutral) 6 Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any) d6 Bond 1 My instrument is my most treasured possession, and it reminds me of someone I love. 2 Someone stole my precious instrument, and someday I’ll get it back. 3 I want to be famous, whatever it takes. 4 I idolize a hero of the old tales and measure my deeds against that person’s. 5 I will do anything to prove myself superior to my hated rival. 6 I would do anything for the other members of my old troupe. d6 Flaw 1 I’ll do anything to win fame and renown. 2 I’m a sucker for a pretty face. 3 A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. 4 I once satirized a noble who still wants my head. It was a mistake that I will likely repeat. 5 I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. 6 Despite my best efforts, I am unreliable to my friends. VARIANT: GLADIATOR A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net. UESTRPG BASIC RULES 136 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


FACTION AGENT Refer to the Sword Coast Adventurer's Guide page 147 for more information. Many organizations active in Tamriel aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for use by the faction's operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart. As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Tamriel. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction. Skill Proficiencies: Insight and one Intelligence, Willpower, or Personality skill of your choice, as appropriate to your faction. Languages: Two of your choice Equipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 60 septims. FACTIONS OF TAMRIEL Tamriel is home to many factions, however, there are a handful of groups that have made a large impression on society. If your background is as an agent of one of the main factions of Tamriel, here are some possibilities. The Fighters Guild. Found throughout most of Tamriel, The Fighter's Guild was founded in the 2nd era as an Akaviri-only organization, but has since opened up to all the races. The guild is a professional group, chartered by the Emperor, that regulates the hiring of mercenaries, protectors, and guards. Agents of the guild are often proficient in Athletics, and seek aid from other guild members, local guards, and members of the Imperial Legion. Operatives may find themselves ensuring other mercenary groups adhere to the law, or try to uncover corruption within the guild. The Mages Guild. Although the traditional guild was dissolved in the 4th era, other groups of mages, such as the Synod and the College of Whispers have continued on the tradition of studying the mysteries and applications of magicka. Those who serve the Mages Guild are masters of Arcana, and seek assistance from scholars and sages. Operatives for the guild may be in search of powerful magical artifacts, or be watchful of wizards practicing forbidden magic. The Thieves Guild. Although thieves are criminals by definition, the guild is tolerated by local authorities for its role as a crime regulator. The guild prevents unregulated competition and does not allow egregious activities by its own members. Members are typically skilled at deception and other thieving skills. They seek aid from other mercenaries, wizards, and merchants allied with the Thieves Guild, and sometimes even the shadowy Dark Brotherhood. The Imperial Legion. Also known as the Imperial Army and the Ruby Ranks, the Legion is the main force of the Empire. Considered to be one of the best armies assembled in history, the Legion preserves peace and rule of law throughout the Empire. Members are required to be knowledgeable in Lore, and can always rely on the aid of governments that are part of the Empire, plus other leaders and groups who uphold the legions ideals. The Imperial Cult. Worshipers of the Eight divines, they provide missionary work of their faith and bring divine inspiration and consolation across the Empire. Agents of the cult search out necromancers and daedra worshipers, and are usually skilled in Lore or Arcana. They seek aid from law enforcement friendly to the Empire, and clergy faithful to the Eight. FEATURE: SAFE HAVEN As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. SUGGESTED CHARACTERISTICS Use the tables for the acolyte background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words “faith” and “faction” to be interchangeable.) UESTRPG BASIC RULES 137 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature. FOLK HERO Refer to the Player's Handbook page 131 for more information. You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. Skill Proficiencies: Animal Handling, Survival Tool Proficiencies: One type of artisan's tools, land vehicles Equipment: A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 40 septims. DEFINING EVENT You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people. d10 Defining Event 1 I stood up to a tyrant’s agents. 2 I saved people during a natural disaster. 3 I stood alone against a terrible monster. 4 I stole from a corrupt merchant to help the poor. 5 I led a militia to fight off an invading army. 6 I broke into a tyrant’s castle and stole weapons to arm the people. 7 I trained the peasantry to use farm implements as weapons against a tyrant’s soldiers. 8 A lord rescinded an unpopular decree after I led a symbolic act of protect against it. 9 A celestial, fey, or similar creature gave me a blessing or revealed my secret origin. 10 Recruited into a lord’s army, I rose to leadership and was commended for my heroism. FEATURE: RUSTIC HOSPITALITY Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. SUGGESTED CHARACTERISTICS A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them. d8 Personality Trait 1 I judge people by their actions, not their words. 2 If someone is in trouble, I’m always ready to lend help. 3 When I set my mind to something, I follow through no matter what gets in my way. 4 I have a strong sense of fair play and always try to find the most equitable solution to arguments. 5 I’m confident in my own abilities and do what I can to instill confidence in others. 6 Thinking is for other people. I prefer action. 7 I misuse long words in an attempt to sound smarter. 8 I get bored easily. When am I going to get on with my destiny? d6 Ideal 1 Respect. People deserve to be treated with dignity and respect. (Good) 2 Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful) 3 Freedom. Tyrants must not be allowed to oppress the people. (Chaotic) 4 Might. If I become strong, I can take what I want— what I deserve. (Evil) 5 Sincerity. There’s no good in pretending to be something I’m not. (Neutral) 6 Destiny. Nothing and no one can steer me away from my higher calling. (Any) UESTRPG BASIC RULES 138 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


d6 Bond 1 I have a family, but I have no idea where they are. One day, I hope to see them again. 2 I worked the land, I love the land, and I will protect the land. 3 A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter. 4 My tools are symbols of my past life, and I carry them so that I will never forget my roots. 5 I protect those who cannot protect themselves. 6 I wish my childhood sweetheart had come with me to pursue my destiny. d6 Flaw 1 The tyrant who rules my land will stop at nothing to see me killed. 2 I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. 3 The people who knew me when I was young know my shameful secret, so I can never go home again. 4 I have a weakness for the vices of the city, especially hard drink. 5 Secretly, I believe that things would be better if I were a tyrant lording over the land. 6 I have trouble trusting in my allies. GUILD ARTISAN Refer to the Player's Handbook page 132 for more information. You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right. Skill Proficiencies: Insight, Persuasion Tool Proficiencies: One type of artisan's tools Languages: One of your choice Equipment: A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 60 septims. GUILD BUSINESS Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly. d20 Guild Business 1 Alchemists and apothecaries 2 Armorers, locksmiths, and finesmiths 3 Brewers, distillers, and vintners 4 Calligraphers, scribes, and scriveners 5 Carpenters, roofers, and plasterers 6 Cartographers, surveyors, and chart-makers 7 Cobblers and shoemakers 8 Cooks and bakers 9 Glassblowers and glaziers 10 Jewelers and gemcutters 11 Leatherworkers, skinners, and tanners 12 Masons and stonecutters 13 Painters, limners, and sign-makers 14 Potters and tile-makers 15 Shipwrights and sailmakers 16 Smiths and metal-forgers 17 Tinkers, pewterers, and casters 18 Wagon-makers and wheelwrights 19 Weavers and dyers 20 Woodcarvers, coopers, and bowyers As a member of your guild, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of artisan’s tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or take on the extra effort to weave adventuring and trade together. FEATURE: GUILD MEMBERSHIP As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are UESTRPG BASIC RULES 139 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers. You must pay dues of 20 septims per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces. SUGGESTED CHARACTERISTICS Guild artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they’re vulnerable to sins of greed and covetousness. d8 Personality Trait 1 I believe that anything worth doing is worth doing right. I can’t help it— I’m a perfectionist. 2 I’m a snob who looks down on those who can’t appreciate fine art. 3 I always want to know how things work and what makes people tick. 4 I’m full of witty aphorisms and have a proverb for every occasion. 5 I’m rude to people who lack my commitment to hard work and fair play. 6 I like to talk at length about my profession. 7 I don’t part with my money easily and will haggle tirelessly to get the best deal possible. 8 I’m well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven’t heard of me. d6 Ideal 1 Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) 2 Generosity. My talents were given to me so that I could use them to benefit the world. (Good) 3 Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic) 4 Greed. I’m only in it for the money. (Evil) 5 People. I’m committed to the people I care about, not to ideals. (Neutral) 6 Aspiration. I work hard to be the best there is at my craft. d6 Bond 1 The workshop where I learned my trade is the most important place in the world to me. 2 I created a great work for someone, and then found them unworthy to receive it. I’m still looking for someone worthy. 3 I owe my guild a great debt for forging me into the person I am today. 4 I pursue wealth to secure someone’s love. 5 One day I will return to my guild and prove that I am the greatest artisan of them all. 6 I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. d6 Flaw 1 I’ll do anything to get my hands on something rare or priceless. 2 I’m quick to assume that someone is trying to cheat me. 3 No one must ever learn that I once stole money from guild coffers. 4 I’m never satisfied with what I have— I always want more. 5 I would kill to acquire a noble title. 6 I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals. VARIANT GUILD ARTISAN: GUILD MERCHANT Instead of an artisans’ guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don’t craft items yourself but earn a living by buying and selling the works of others (or the raw materials artisans need to practice their craft). Your guild might be a large merchant consortium (or family) with interests across the region. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant’s life lends itself to adventure far more than the life of an artisan. Rather than proficiency with artisan’s tools, you might be proficient with navigator’s tools or an additional language. And instead of artisan’s tools, you can start with a mule and a cart. UESTRPG BASIC RULES 140 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


HAUNTED ONE Refer to the Curse of Strahd page 209 for more information. You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and flee from it, to no avail. This thing that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from others and making you question your sanity. You must find a way to overcome it before it destroys you. Skill Proficiencies: Choose one of Arcana, Investigation, Religion, or Survival Languages: Choose one exotic language Equipment: A monster hunter’s pack, a set of common clothes, and one trinket of special significance FEATURE: HEART OF DARKNESS Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. HARROWING EVENT Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll one on the Harrowing Events table. HARROWING EVENT d10 Event 1 A monster that slaughtered dozens of innocent people spared your life, and you don’t know why. 2 You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night. 3 An apparition that has haunted your family for generations now haunts you. You don’t know what it wants, and it won’t leave you alone. 4 Your family has a history of practicing the dark arts. You dabbled once and felt something horrible clutch at your soul, whereupon you fled in terror. 5 An oni took your sibling one cold, dark night, and you were unable to stop it. 6 You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered. 7 A hag kidnapped and raised you. You escaped, but the hag still has a magical hold over you and fills your mind with evil thoughts. 8 You opened an eldritch tome and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche. 9 A fiend possessed you as a child. You were locked away but escaped. The fiend is still inside you, but now you try to keep it locked away. 10 You did terrible things to avenge the murder of someone you loved. You became a monster, and it haunts your waking dreams. SUGGESTED CHARACTERISTICS You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life. d8 Personality Trait 1 I don’t run from evil. Evil runs from me. 2 I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness. 3 I spend money freely and live life to the fullest, knowing that tomorrow I might die. 4 I live for the thrill of the hunt. 5 I don’t talk about the thing that torments me. I’d rather not burden others with my curse. 6 I expect danger around every corner. 7 I refuse to become a victim, and I will not allow others to be victimized. 8 I put no trust in divine beings. UESTRPG BASIC RULES 141 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


d6 Ideal 1 I try to help those in need, no matter what the personal cost. (Good) 2 I’ll stop the spirits that haunt me or die trying. (Any) 3 I kill monsters to make the world a safer place, and to exorcise my own demons. (Good) 4 I have a dark calling that puts me above the law. (Chaotic) 5 I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful) 6 I’m a monster that destroys other monsters, and anything else that gets in my way. (Evil) d6 Bond 1 I keep my thoughts and discoveries in a journal. My journal is my legacy. 2 I would sacrifice my life and my soul to protect the innocent. 3 My torment drove away the person I love. I strive to win back the love I’ve lost. 4 A terrible guilt consumes me. I hope that I can find redemption through my actions. 5 There’s evil in me, I can feel it. It must never be set free. 6 I have a child to protect. I must make the world a safer place for him (or her). d6 Flaw 1 I have certain rituals that I must follow every day. I can never break them. 2 I assume the worst in people. 3 I feel no compassion for the dead. They’re the lucky ones. 4 I have an addiction. 5 I am a purveyor of doom and gloom who lives in a world without hope. 6 I talk to spirits that no one else can see. HERMIT Refer to the Player's Handbook page 134 for more information. You lived in seclusion—either in a sheltered community such as a monastery, or entirely alone— for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for. Skill Proficiencies: Medicine, Religion Tool Proficiencies: Herbalism Kit Languages: One of your choice Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 20 septims. LIFE OF SECLUSION What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion. d8 Life of Seclusion 1 I was searching for spiritual enlightenment. 2 I was partaking of communal living in accordance with the dictates of a religious order. 3 I was exiled for a crime I didn’t commit. 4 I retreated from society after a life-altering event. 5 I needed a quiet place to work on my art, literature, music, or manifesto. 6 I needed to commune with nature, far from civilization. 7 I was the caretaker of an ancient ruin or relic. 8 I was a pilgrim in search of a person, place, or relic of spiritual significance. FEATURE: DISCOVERY The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign. UESTRPG BASIC RULES 142 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


SUGGESTED CHARACTERISTICS Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society. d8 Personality Trait 1 I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt. 2 I am utterly serene, even in the face of disaster. 3 The leader of my community had something wise to say on every topic, and I am eager to share that wisdom. 4 I feel tremendous empathy for all who suffer. 5 I’m oblivious to etiquette and social expectations. 6 I connect everything that happens to me to a grand, cosmic plan. 7 I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. 8 I am working on a grand philosophical theory and love sharing my ideas. d6 Ideal 1 Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good) 2 Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful) 3 Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic) 4 Power. Solitude and contemplation are paths toward mystical or magical power. (Evil) 5 Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral) 6 Self-Knowledge. If you know yourself, there’s nothing left to know. (Any) d6 Bond 1 Nothing is more important than the other members of my hermitage, order, or association. 2 I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them. 3 I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me. 4 I entered seclusion because I loved someone I could not have. 5 Should my discovery come to light, it could bring ruin to the world. 6 My isolation gave me great insight into a great evil that only I can destroy. d6 Flaw 1 Now that I've returned to the world, I enjoy its delights a little too much. 2 I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell. 3 I am dogmatic in my thoughts and philosophy. 4 I let my need to win arguments overshadow friendships and harmony. 5 I’d risk too much to uncover a lost bit of knowledge. 6 I like keeping secrets and won’t share them with anyone. OTHER HERMITS This hermit background assumes a contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the outlander background. On the other hand, if you want to go in a more religious direction, the acolyte might be what you’re looking for. Or you could even be a charlatan, posing as a wise and holy person and letting pious fools support you. IMPERIAL CITY NOBLE Refer to the Sword Coast Adventurer's Guide page 154 for more information. You are a scion of one of the great noble families of the Imperial City. Human families who jealously guard their privilege and place in the City of Splendors, Imperial City nobles have a reputation across Tamriel for being eccentric, spoiled, venal, and, above all else, rich. Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping brandy at a ball? Or have you taken up sword or spell on your family's behalf, ensuring that they have someone of renown to see to their legacy? Work with your DM to come up with the family you are part of, with its own financial interests, specialties, and schemes. You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less responsibility. UESTRPG BASIC RULES 143 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Skill Proficiencies: History, Persuasion Tool Proficiencies: One type of gaming set or one musical instrument Languages: One of your choice Equipment: A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine brandy or wine, and a purse containing 80 septims FEATURE: KEPT IN STYLE While you are in the Imperial City or elsewhere in Cyrodiil your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and feast halls you frequent are glad to record your debt and send an accounting to your family's estate in the Imperial City to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward. SUGGESTED CHARACTERISTICS Use the tables for the noble background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of an Imperial City family. Like other nobles, you were born and raised in a different world from the one that most folk know – one that grants you privilege but also calls you to fulfill a duty befitting your station, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of your house. INHERITOR Refer to the Sword Coast Adventurer's Guide page 150 for more information. You are the heir to something of great value–not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you–by force, if need be. Skill Proficiencies: Survival, plus one from among Arcana, History, or Religion Tool Proficiencies: You choice of a gaming set or a musical instrument. Languages: Any one of your choice Equipment: Your inheritance, a set of traveler's clothes, any times with which you are proficient, and a pouch containing 60 septims. FEATURE: INHERITANCE Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does. The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met. When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you. UESTRPG BASIC RULES 144 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


INHERITANCE d8 Bond 1 Object or Item A document such as a map, a letter, or a journal 2 A trinket (see "Trinkets" in chapter 5 of the Player's Handbook) 3 A trinket (see "Trinkets" in chapter 5 of the Player's Handbook) 4 An article of clothing 5 A piece of jewelry 6 An arcane book or formulary 7 A written story, song, poem, or secret 8 A tattoo or other body marking SUGGESTED CHARACTERISTICS Use the tables for the folk hero background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an inheritor. Your bond might be directly related to your inheritance, or to the person from who you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of. KNIGHT OF THE ORDER Refer to the Sword Coast Adventurer's Guide page 151 for more information. You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Tamriel has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities. Though the term "knight" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Tamriel don't restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order's cause. The "Knightly Orders of Tamriel" below details several of the orders that are active at present and is designed to help inform your decision about which group you owe allegiance to. Skill Proficiencies: Persuasion, plus one from among Arcana, History, Nature, or Religion, as appropriate for your order. Tool Proficiencies: One type of gaming set or musical instrument Languages: One of your choice Equipment: One set of traveler's clothes, a signet, banner, or seal representing your place or rank in the order, and a pouch containing 40 septims. FEATURE: KNIGHTLY REGARD You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community – whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when they are being hunted unjustly. KNIGHTLY ORDERS OF TAMRIEL Many who rightfully call themselves "knight" earn that title as part of an order in service to a deity, such as the Vigil of Stendarr, or the Order of Arkay with their Knights of the Circle. Other knightly orders serve a government, royal family, or are the elite military of a feudal state, such as the Order of the Raven. Other knighthoods are secular and non governmental organizations of warriors who follow a particular philosophy, or consider themselves a kind of extended family, similar to an order of monks. Although there are organizations, such as the Order of the Lily, that use the trappings of knighthood without necessarily being warriors, most folk of Tamriel who hear the word "knight" think of a mounted warrior in armor beholden to a code. Below are a few knightly organizations. Knights of the Dragon. The Knights of the Dragon are the elite soldiers who are the official protectors of the city and royal family of Daggerfall. Sometimes they are confused as members of the Dragonguard, but they were not created to slay dragons. Their service is to His Majesty the Dragon, or rather, the current King or Queen of Daggerfall. Many knights are stationed in and around Daggerfall for protection of UESTRPG BASIC RULES 145 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


the crown, but many find themselves outside of High Rock, escorting nobles, or gathering information from their allies and enemies. These knights follow their oath: I vow to serve the Dragon. I lay down my life, my gold, and my sacred honor for my King. His word is my order, my sword is his arm. Our lives are one. Knights of the Flame. Centuries ago, noble warriors of the Lorddom of Anticlere held back the invading armies of the Reach when Sir Byric set the fields surrounding the Alcaire Castle on fire. This bold action led to the Alcaire Knights to be known as the Knights of the Flame. Those who devote themselves to Anticlere and their blessed patrons are judged as worthy to join the order, and in return, the knights are treated as gods by the locals. Knights of the Thorn. The Knights of the Thorn are a chivalrous order dedicated to the protection of Cheydinhal, in Cyrodiil. Founded by Farwil Indarys, the group began as a glorified club, which spent more time drinking ale than they did doing anything else. However, shortly after their inception, tragedy came to the region and the Knights proved their worth, fending off several daedric invasions. The order's crest is a sword enveloped in thorns, a symbol of the Indarys family. Every member of the order wears a special medallion, or is outfitted in armor and weapons emblazoned with their coat-of-arms. SUGGESTED CHARACTERISTICS Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of your order. Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight's ideal not to reflect the agenda, sentiment, or philosophy of one's order. MERCENARY VETERAN Refer to the Sword Coast Adventurer's Guide page 152 for more information. As a sellsword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit such as the Fighter's Guild or the Companions, or a smaller band of sellswords, maybe even more than one. Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way. Skill Proficiencies: Athletics, Persuasion Tool Proficiencies: One type of gaming set, vehicles (land) Equipment: A uniform of your company (traveler's clothes in quality, an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (40 septims) FEATURE: MERCENARY LIFE You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and feast halls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook). SUGGESTED CHARACTERISTICS Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a mercenary. Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace largely depends on your worldview and your motivation for fighting. UESTRPG BASIC RULES 146 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


NOBLE Refer to the Player's Handbook page 135 for more information. You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you. Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them? What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family? Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family? These details help establish your family and your title as features of the world of the campaign. Skill Proficiencies: History, Persuasion Tool Proficiencies: One type of gaming set Languages: One of your choice Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 100 septims. FEATURE: POSITION OF PRIVILEGE Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. SUGGESTED CHARACTERISTICS Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble. d8 Personality Trait 1 My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. 2 The common folk love me for my kindness and generosity. 3 No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. 4 I take great pains to always look my best and follow the latest fashions. 5 I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations. 6 Despite my noble birth, I do not place myself above other folk. We all have the same blood. 7 My favor, once lost, is lost forever. 8 If you do me an injury, I will crush you, ruin your name, and salt your fields. d6 Ideal 1 Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) 2 Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) 3 Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic) 4 Power. If I can attain more power, no one will tell me what to do. (Evil) 5 Family. Blood runs thicker than water. (Any) 6 Noble Obligation. It is my duty to protect and care for the people beneath me. (Good) UESTRPG BASIC RULES 147 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


d6 Bond 1 I will face any challenge to win the approval of my family. 2 My house’s alliance with another noble family must be sustained at all costs. 3 Nothing is more important than the other members of my family. 4 I am in love with the heir of a family that my family despises. 5 My loyalty to my sovereign is unwavering. 6 The common folk must see me as a hero of the people. d6 Flaw 1 I secretly believe that everyone is beneath me. 2 I hide a truly scandalous secret that could ruin my family forever. 3 I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger. 4 I have an insatiable desire for carnal pleasures. 5 In fact, the world does revolve around me. 6 By my words and actions, I often bring shame to my family. VARIANT NOBLE: KNIGHT A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on). As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart—in a chaste sort of devotion. (This person could be your bond.) VARIANT FEATURE: RETAINER If your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. OUTLANDER Refer to the Player's Handbook page 136 for more information. You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild. Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of musical Instrument Languages: One of your choice Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 40 septims. ORIGIN You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character. d10 Origin 1 Forester 2 Trapper 3 Homesteader 4 Guide 5 Bounty hunter 6 Exile or outcast 7 Pilgrim 8 Tribal nomad 9 Hunter-gatherer 10 Tribal marauder FEATURE: WANDERER You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. UESTRPG BASIC RULES 148 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


SUGGESTED CHARACTERISTICS Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders. d8 Personality Trait 1 I’m driven by a wanderlust that led me away from home. 2 I watch over my friends as if they were a litter of newborn pups. 3 I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I’d do it again if I had to. 4 I have a lesson for every situation, drawn from observing nature. 5 I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry gryphon. 6 I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. 7 I feel far more comfortable around animals than people. 8 I was, in fact, raised by wolves. d6 Ideal 1 Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) 2 Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) 3 Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) 4 Might. The strongest are meant to rule. (Evil) 5 Nature. The natural world is more important than all the constructs of civilization. (Neutral) 6 Glory. I must earn glory in battle, for myself and my clan. (Any) d6 Bond 1 My family, clan, or tribe is the most important thing in my life, even when they are far from me. 2 An injury to the unspoiled wilderness of my home is an injury to me. 3 I will bring terrible wrath down on the evildoers who destroyed my homeland. 4 I am the last of my tribe, and it is up to me to ensure their names enter legend. 5 I suffer awful visions of a coming disaster and will do anything to prevent it. 6 It is my duty to provide children to sustain my tribe. d6 Flaw 1 I am too enamored of ale, wine, and other intoxicants. 2 There’s no room for caution in a life lived to the fullest. 3 I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. 4 I am slow to trust members of other races, tribes, and societies. 5 Violence is my answer to almost any challenge. 6 Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. SAGE Refer to the Player's Handbook page 137 for more information. You spent years learning the lore of Tamriel. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study. Skill Proficiencies: Arcana, History Languages: Two of your choice Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to able to answer, a set of common clothes, and a belt pouch containing 40 septims. SPECIALTY To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below. d8 Specialty 1 Alchemist 2 Astronomer 3 Discredited academic 4 Librarian 5 Professor 6 Researcher 7 Mage’s apprentice 8 Scribe UESTRPG BASIC RULES 149 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


FEATURE: RESEARCHER When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of Tamriel can require an adventure or even a whole campaign. SUGGESTED CHARACTERISTICS Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly— sometimes in its own right, sometimes as a means toward other ideals. d8 Personality Trait 1 I use polysyllabic words that convey the impression of great erudition. 2 I've read every book in the world’s greatest libraries— or I like to boast that I have. 3 I'm used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others. 4 There’s nothing I like more than a good mystery. 5 I’m willing to listen to every side of an argument before I make my own judgment. 6 I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which . . . almost . . . everyone . . . is . . . compared . . . to me. 7 I am horribly, horribly awkward in social situations. 8 I’m convinced that people are always trying to steal my secrets. d6 Ideal 1 Knowledge. The path to power and self-improvement is through knowledge. (Neutral) 2 Beauty. What is beautiful points us beyond itself toward what is true. (Good) 3 Logic. Emotions must not cloud our logical thinking. (Lawful) 4 No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) 5 Power. Knowledge is the path to power and domination. (Evil) 6 Self-Improvement. The goal of a life of study is the betterment of oneself. (Any) d6 Bond 1 It is my duty to protect my students. 2 I have an ancient text that holds terrible secrets that must not fall into the wrong hands. 3 I work to preserve a library, university, scriptorium, or monastery. 4 My life’s work is a series of tomes related to a specific field of lore. 5 I've been searching my whole life for the answer to a certain question. 6 I sold my soul for knowledge. I hope to do great deeds and win it back. d6 Flaw 1 I am easily distracted by the promise of information. 2 Most people scream and run when they see a demon. I stop and take notes on its anatomy. 3 Unlocking an ancient mystery is worth the price of a civilization. 4 I overlook obvious solutions in favor of complicated ones. 5 I speak without really thinking through my words, invariably insulting others. 6 I can’t keep a secret to save my life, or anyone else’s. SAILOR Refer to the Player's Handbook page 139 for more information. You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new. Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands? What were your duties on board—boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run? Skill Proficiencies: Athletics, Perception Tool Proficiencies: Navigator's tools, water vehicles Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5 of the Player's Handbook), a set of common clothes, and a belt pouch containing 40 septims. UESTRPG BASIC RULES 150 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


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