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

Delvebound Basic Rules

Delvebound_Basic Rules V1.4

FEATURE: SHIP'S PASSAGE When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. SUGGESTED CHARACTERISTICS Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments. d8 Personality Trait 1 My friends know they can rely on me, no matter what. 2 I work hard so that I can play hard when the work is done. 3 I enjoy sailing into new ports and making new friends over a flagon of ale. 4 I stretch the truth for the sake of a good story. 5 To me, a tavern brawl is a nice way to get to know a new city. 6 I never pass up a friendly wager. 7 My language is as foul as an cliffracer nest. 8 I like a job well done, especially if I can convince someone else to do it. d6 Ideal 1 Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good) 2 Fairness. We all do the work, so we all share in the rewards. (Lawful) 3 Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic) 4 Mastery. I’m a predator, and the other ships on the sea are my prey. (Evil) 5 People. I’m committed to my crewmates, not to ideals. (Neutral) 6 Aspiration. Someday I’ll own my own ship and chart my own destiny. (Any) d6 Bond 1 I’m loyal to my captain first, everything else second. 2 The ship is most important—crewmates and captains come and go. 3 I’ll always remember my first ship. 4 In a harbor town, I have a paramour whose eyes nearly stole me from the sea. 5 I was cheated out of my fair share of the profits, and I want to get my due. 6 Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. d6 Flaw 1 I follow orders, even if I think they’re wrong. 2 I’ll say anything to avoid having to do extra work. 3 Once someone questions my courage, I never back down no matter how dangerous the situation. 4 Once I start drinking, it’s hard for me to stop. 5 I can’t help but pocket loose coins and other trinkets I come across. 6 My pride will probably lead to my destruction. VARIANT SAILOR: PIRATE You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You’ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town. If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature instead of the Ship’s Passage feature. VARIANT FEATURE: BAD REPUTATION If your character has a sailor background, you may select this background feature instead of Ship’s Passage. No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities. UESTRPG BASIC RULES 151 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


SOLDIER Refer to the Player's Handbook page 140 for more information. War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company. Skill Proficiencies: Athletics, Intimidation Tool Proficiencies: One type of gaming set, land vehicles Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 40 septims. SPECIALITY During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role: d8 Specialty 1 Officer 2 Scout 3 Infantry 4 Cavalry 5 Healer 6 Quartermaster 7 Standard bearer 8 Support staff (cook, blacksmith, or the like) FEATURE: MILITARY RANK You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. SUGGESTED CHARACTERISTICS The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred. d8 Personality Trait 1 I'm always polite and respectful. 2 I’m haunted by memories of war. I can’t get the images of violence out of my mind. 3 I’ve lost too many friends, and I’m slow to make new ones. 4 I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. 5 I can stare down a hell hound without flinching. 6 I enjoy being strong and like breaking things. 7 I have a crude sense of humor. 8 I face problems head-on. A simple, direct solution is the best path to success. d6 Ideal 1 Greater Good. Our lot is to lay down our lives in defense of others. (Good) 2 Responsibility. I do what I must and obey just authority. (Lawful) 3 Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) 4 Might. In life as in war, the stronger force wins. (Evil) 5 Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral) 6 Nation. My city, nation, or people are all that matter. (Any) UESTRPG BASIC RULES 152 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


d6 Bond 1 I would still lay down my life for the people I served with. 2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind. 3 My honor is my life. 4 I’ll never forget the crushing defeat my company suffered or the enemies who dealt it. 5 Those who fight beside me are those worth dying for. 6 I fight for those who cannot fight for themselves. d6 Flaw 1 The monstrous enemy we faced in battle still leaves me quivering with fear. 2 I have little respect for anyone who is not a proven warrior. 3 I made a terrible mistake in battle cost many lives— and I would do anything to keep that mistake secret. 4 My hatred of my enemies is blind and unreasoning. 5 I obey the law, even if the law causes misery. 6 I’d rather eat my armor than admit when I’m wrong. URBAN BOUNTY HUNTER Refer to the Sword Coast Adventurer's Guide page 153 for more information. Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed. You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Tamriels's great metropolises, such as the Imperial City, Daggerfall, or a less populous location, perhaps Stros M'kai or Whiterun – any place that's large enough to have a steady supply of potential quarries. As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives- but on the other hand, you can take down much more formidable targets with the help of your companions. Skill Proficiencies: Choose two from among Deception, Insight, Persuasion, and Stealth Tool Proficiencies: Choose two from among one type of gaming set, one musical instrument, and thieves' tools Equipment: A set of clothes appropriate to your duties and a pouch containing 80 septims FEATURE: EAR TO THE GROUND You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. SUGGESTED CHARACTERISTICS Use the tables for the criminal 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 bounty hunter. For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain our reputation for being dependable. UESTRPG BASIC RULES 153 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


URCHIN Refer to the Player's Handbook page 141 for more information. You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through cunning, strength, speed, or some combination of each. You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life? Skill Proficiencies: Sleight of Hand, Stealth Tool Proficiencies: Disguise Kit, Thieves' Tools Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 40 septims. FEATURE: CITY SECRETS You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. SUGGESTED CHARACTERISTICS Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life—and maybe get some payback on all the rich people who treated them badly. d8 Personality Trait 1 I hide scraps of food and trinkets away in my pockets. 2 I ask a lot of questions. 3 I like to squeeze into small places where no one else can get to me. 4 I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms. 5 I eat like a pig and have bad manners. 6 I think anyone who’s nice to me is hiding evil intent. 7 I don’t like to bathe. 8 I bluntly say what other people are hinting at or hiding. d6 Ideal 1 Respect. All people, rich or poor, deserve respect. (Good) 2 Community. We have to take care of each other, because no one else is going to do it. (Lawful) 3 Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic) 4 Retribution. The rich need to be shown what life and death are like in the gutters. (Evil) 5 People. I help the people who help me—that’s what keeps us alive. (Neutral) 6 Aspiration. I'm going to prove that I'm worthy of a better life. d6 Bond 1 My town or city is my home, and I’ll fight to defend it. 2 I sponsor an orphanage to keep others from enduring what I was forced to endure. 3 I owe my survival to another urchin who taught me to live on the streets. 4 I owe a debt I can never repay to the person who took pity on me. 5 I escaped my life of poverty by robbing an important person, and I’m wanted for it. 6 No one else should have to endure the hardships I’ve been through. d6 Flaw 1 If I'm outnumbered, I will run away from a fight. 2 Gold seems like a lot of money to me, and I’ll do just about anything for more of it. 3 I will never fully trust anyone other than myself. 4 I’d rather kill someone in their sleep then fight fair. 5 It’s not stealing if I need it more than someone else. 6 People who can't take care of themselves get what they deserve. UESTRPG BASIC RULES 154 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


CHAPTER 5: EQUIPMENT The marketplace of a large city teems with buyers and sellers of many sorts: orc smiths and altmer woodcarvers, nord farmers and breton jewelers. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets and practical swords. For an adventurer, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death in a dungeon or the untamed wilds. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the world of Tamriel presents. STARTING EQUIPMENT When you create your character, you will usually start an adventure in typical Elder Scrolls style, with nothing but rags. If you are joining an adventure that starts in another way or is already in progress, your DM can determine your starting gold based on your allies or by a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend. You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during their upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor's adventurous footsteps. Starting Wealth by Class Class Funds Barbarian 2d12 + 40 Septims Bard 5d12 + 40 Septims Crusader 5d12 + 40 Septims Mage 4d12 + 40 Septims Monk 5d4 Septims Nightblade 4d12 + 40 Septims Ranger 5d12 + 40 Septims Rogue 4d12 + 40 Septims Sorceror 3d12 + 40 Septims Spellsword 5d12 + 40 Septims Thief 4d12 + 40 Septims Warrior 5d12 + 40 Septims WEALTH The economy of Tamriel is based mainly on bartering. Although many merchants deal in coin, many will trade for goods and jewels. Larger cities may refuse to barter for goods and wish to deal strictly in Septims. CURRENCY The main currency in Tamriel is the Septim. It is named that way from the Septim Empire that ruled Tamriel from the end of the 2nd era until the end of the 3 rd era. It's called this due to the bust of Tiber Septim on the face of the coin. It is also sometimes referred to as Drakes, due to the seal of Akatosh on the back side. SELLING TREASURE Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot. Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell. Magic Items. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such. Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first. Trade Goods. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency. UESTRPG BASIC RULES 155 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


ARMOR AND SHIELDS Tamriel is a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield. The Armor table shows the cost, weight, and other properties of the common types of armor worn in the worlds of Tamriel. Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Agility, and you can’t cast spells. Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. Heavy Armor. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. Stealth. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Agility (Stealth) checks. Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 1 or 2, depending on the type. You can benefit from only one shield at a time. VARIANT: EQUIPMENT SIZES In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly orc won’t fit in a goblin's leather armor, and a bosmer would be swallowed up in a giant’s elegant robe. The DM can impose more realism. For example, a suit of plate armor made for one human might not fit another one without significant alterations, and a guard’s uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise. LIGHT ARMOR Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Agility modifier to the base number from your armor type to determine your Armor Class. Padded. Padded armor consists of quilted layers of cloth and batting. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. MEDIUM ARMOR Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Agility modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class. Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with. overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps. UESTRPG BASIC RULES 156 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


HEAVY ARMOR Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn’t let you add your Agility modifier to your Armor Class, but it also doesn’t penalize you if your Agility modifier is negative. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can’t afford better armor. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Armor Armor Cost Armor Class (AC) Strength Stealth Weight Light Armor Padded 20 s 11 + Agi modifier – Disadvantage 8 lb. Leather 40 s 11 + Agi modifier – – 10 lb. Studded Leather 180 s 12 + Agi modifier – – 13 lb. Medium Armor Hide 40 s 12 + Agi modifier (max 2) – – 12 lb. Chain Shirt 200 s 13 + Agi modifier (max 2) – – 20 lb. Scale Mail 200 s 14 + Agi modifier (max 2) – Disadvantage 45 lb. Breast Plate 1,600 s 14 + Agi modifier (max 2) – – 20 lb. Half Plate 3,000 s 15 + Agi modifier (max 2) – Disadvantage 40 lb. Heavy Armor Ring Mail 120 s 14 – Disadvantage 40 lb. Chain Mail 300 s 16 Str 13 Disadvantage 55 lb. Splint 800 s 17 Str 15 Disadvantage 60 lb. Plate 6,000 s 18 Str 15 Disadvantage 65 lb. Shield Buckler 20 s +1 – – 4 lb. Kite 40 s +2 Str 13 – 6 lb. GETTING INTO AND OUT OF ARMOR The time it takes to don or doff armor depends on the armor’s category. Don. This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor. Doff. This is the time it takes to take off armor. If you have help, reduce this time by half. Donning and Doffing Armor Category Don Doff Light Armor 1 minute 1 minute Medium Armor 5 minutes 1 minute Heavy Armor 10 minutes 5 minutes Shield 1 action 1 action WEAPONS Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. The Common Weapons table shows the most common weapons used in the world of Tamriel, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance. UESTRPG BASIC RULES 157 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


WEAPON PROFICIENCY Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The categories are separated by they type of weapon: Blunt, Short Blade, Long Blade, Marksman, Axe, Polearms, and Hand-to-Hand. Being proficient with a type of weapon means you can use any weapon in that category with proficiency. Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll. WEAPON PROPERTIES Many weapons have special properties related to their use, as shown in the Weapons table. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Agility modifier for the attack and damage rolls. You must use the same modifier for both rolls. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9 of the Player's Handbook. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it (see chapter 9). Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section). Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Agility, since the dagger has the finesse property. Two-Handed. This weapon requires two hands when you attack with it. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. IMPROVISED WEAPONS Sometimes characters don’t have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus. An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet. UESTRPG BASIC RULES 158 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


COMMON WEAPONS Name Cost Damage Weight Properties Blunt Weapons Club 2 s 1d4 bludgeoning 2 lb. Light Flail 40 s 1d8 bludgeoning 2 lb. -- Greatclub 10 s 1d8 bludgeoning 10 lb. Two-handed Light Hammer 8 s 1d4 bludgeoning 2 lb. Light, thrown (range 20/60) Mace 20 s 1d6 bludgeoning 4 lb. -- Maul 40 s 2d6 bludgeoning 10 lb. Heavy, two-handed Morning Star 60 s 1d8 piercing 4 lb. -- Quarterstaff 4 s 1d6 bludgeoning 4 lb. Versatile (1d8) Warhammer 60 s 1d8 bludgeoning 2 lb. Versatile (1d10) Short Blade Weapons Dagger 8 s 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) Rapier 100 s 1d8 piercing 2 lb. Finesse Scimitar 100 s 1d6 slashing 3 lb. Finesse, light Shortsword 40 s 1d6 piercing 2 lb. Finesse, light Long Blade Weapons Greatsword 200 s 2d6 slashing 6 lb. Heavy, two-handed Longsword 60 s 1d8 slashing 3 lb. Versatile (1d10) Marksman Weapons Blowgun 40 s 1 piercing 1 lb. Ammunition (range 25/100), loading Crossbow, hand 300 s 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading Crossbow, heavy 200 s 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed Crossbow, light 100 s 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed Dart 1 s 1d4 piercing ¼ lb. Finesse, thrown (range 20/60) Long Bow 200 s 1d8 piercing 6 lb. Ammunition (range 150/600), heavy, two-handed Net 2 s -- 3 lb. Special, thrown (range 5/15) Short Bow 100 s 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed Sling 2 s 1d4 bludgeoning 1 lb. Ammunition (range 30/120) Axe Weapons Battleaxe 40 s 1d8 slashing 4 lb. Versatile (1d10) Greataxe 120 s 1d12 slashing 7 lb. Heavy, two-handed Handaxe 20 s 1d6 slashing 2 lb. Light, thrown (range 20/60) Sickle 3 s 1d4 slashing 2 lb. Light War Pick 20 s 1d8 piercing 2 lb. -- Polearm Weapons Glaive 100 s 1d10 slashing 6 lb. Heavy, reach, two-handed Halberd 100 s 1d10 slashing 6 lb. Heavy, reach, two-handed Javelin 1 s 1d6 piercing 2 lb. Thrown (range 30/120) Lance 40 s 1d12 piercing 6 lb. Reach, special Pike 20 s 1d10 piercing 18 lb. Heavy, reach, two-handed Spear 5 s 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8) Trident 20 s 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8) Hand-to-Hand Weapons Whip 8 s 1d4 slashing 3 lb. Finesse, reach UESTRPG BASIC RULES 159 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


COMMON WEAPONS There are many types of weapons that are common throughout Tamriel. These weapons can be simple clubs or daggers, complicated mechanical crossbows, and or skillful rapiers. The Common Weapons table can be used as a starting point, but other types of weapons can enhance the flavor of your campaign or character. When creating new weapons, consider a which common weapon would be the most similar to the one you are creating and use those properties, as described. ADDITIONAL WEAPONS Some weapons, while not necessarily rare, are less common in the provinces of Tamriel. Akaviri style weapons and standard issue Legion arms might not be found in every town or sold by every merchant. The weapons found in the Additional Weapons table are inspired by many of these styles. ADDITIONAL WEAPONS Name Cost Damage Weight Properties Blunt Weapons Bo Staff 40 s 2d4 bludgeoning 4 lb. Two-handed Kanabo 50 s 1d6 bludgeoning 5 lb. -- Nunchaku 40 s 1d8 bludgeoning 2 lb. -- Tetsubo 80 s 1d8 bludgeoning 10 lb. Two-handed Warmace 50 s 1d8 bludgeoning 5 lb. -- Short Blade Weapons Cutlass 30 s 1d6 slashing 3 lb. Finesse, light Tanto 20 s 1d4 slashing 2 lb. Finesse, light Wakizashi 120 s 1d6 slashing 3 lb. Finesse, light Long Blade Weapons Broadsword 60 s 1d8 slashing 3 lb. Versatile (1d10) Claymore 200 s 2d6 slashing 6 lb. Heavy, two-handed Dai-Katana 300 s 2d6 slashing 4 lb. Two-handed Katana 100 s 2d4 slashing 3 lb. Versatile (1d10) Sabre 60 s 1d8 slashing 3 lb. Versatile (1d10) Marksman Weapons Bola 4 s 1d4 bludgeoning 3 lb. Special, thrown (range 20/60) Chakram 80 s 1d6 slashing 2 lb. Thrown (range 30/120) Throwing Star 2 s 1d4 slashing ¼ lb. Finesse, light, thrown (range 20/60) Axe Weapons Pick Axe 2 s 1d4 piercing 2 lb. Light War Axe 50 s 1d8 slashing 5 lb. -- Polearm Weapons Naginata 120 s 1d10 slashing 6 lb. Heavy, reach, two-handed Poleaxe 20 s 1d10 slashing 18 lb. Heavy, reach, two-handed Hand-to-Hand Weapons Awl 4 s 1d4 piercing 2 lb. Finesse, light Claws 50 s 1d6 slashing 2 lb. Finesse, light Katar 150 s 1d6 slashing 3 lb. Finesse, light Knuckles 10 s 1d4 bludgeoning 1 lb. Finesse, light UESTRPG BASIC RULES 160 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


SILVERED WEAPONS Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 400 septims. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective. SPECIAL WEAPONS Weapons with special rules are described here. Bola. A Large or smaller creature hit by a bola is restrained until it is freed. A bola has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bola (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. ADVENTURING GEAR Many items you come across have special rules or require further explanation. You can find detailed descriptions in Chapter 5 of the Player's Handbook. EQUIPMENT PACKS The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually. Burglar’s Pack (64 septims). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. Diplomat’s Pack (156 septims). Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap. Dungeoneer’s Pack (48 septims). Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. Entertainer’s Pack (160 septims). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. Explorer’s Pack (40 septims). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. Monster Hunter's Pack (520 septims). Includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches. Priest’s Pack (76 septims). Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin. Scholar’s Pack (160 septims). Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife. TOOLS A tool helps you to do something you couldn’t otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using UESTRPG BASIC RULES 161 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make an Agility check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out of particularly hard wood. You can find detailed descriptions in Chapter 5 of the Player's Handbook. TOOLS Item Cost Weight Artisan's Tools Alchemist's supplies 200 septims 8 lb. Brewer's supplies 80 septims 9 lb. Calligrapher's supplies 40 septims 5 lb. Carpenter's tools 32 septims 6 lb. Cartographer's tools 60 septims 6 lb. Cobbler's tools 20 septims 5 lb. Cook's utensils 4 septims 8 lb. Glassblower's tools 120 septims 5 lb. Jeweler's tools 100 septims 2 lb. Leatherworker's tools 20 septims 5 lb. Mason's tools 40 septims 8 lb. Painter's supplies 40 septims 5 lb. Potter's tools 40 septims 3 lb. Smith's tools 80 septims 8 lb. Tinker's tools 200 septims 10 lb. Weaver's tools 4 septims 5 lb. Woodcarver's tools 4 septims 5 lb. Disguise Kit 100 septims 3 lb. Forgery Kit 60 septims 5 lb. Gaming Set Dice Set 1 septim -- Playing card set 1 septim -- Shenanigans card game 2 septims -- Traitor's Tor Chess 4 septims 1/2 lb. Herbalism kit 20 septims 3 lb. Musical Instruments Bagpipes 120 septims 6 lb. Drum 24 septims 3 lb. Flute 8 septims 1 lb. Lute 140 septims 2 lb. Lyre 120 septims 2 lb. Horn 12 septims 2 lb. Pan flute 48 septims 2 lb. Shawm 8 septims 1 lb. Viol 120 septims 1 lb. Navigator's tools 100 septims 2 lb. Poisoner's kit 200 septims 2 lb. Thieves' tools 100 septims 1 lb. Vehicles (land or water) * * *See the “Mounts and Vehicles” section MOUNTS AND VEHICLES A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity. An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together. Mounts other than those listed here are available in the world of Tamriel, but they are rare and not normally available for purchase. These include guar and senche, as wells as flying mounts, and even aquatic mounts. Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself. You can find detailed descriptions in Chapter 5 of the Player's Handbook. MOUNTS AND OTHER ANIMALS Item Cost Speed Carrying Capacity Camel 200 septims 50 ft. 480 lb. Donkey or Mule 34 septims 40 ft. 420 lb. Elephant 1,000 septims 40 ft. 1,320 lb. Horse, draft 200 septims 40 ft. 540 lb. Horse, riding 300 septims 60 ft. 480 lb. Mastiff 100 septims 40 ft. 195 lb. Pony 120 septims 40 ft. 225 lb. Warhorse 1,600 septims 60 ft. 540 lb. TACK, HARNESS, AND DRAWN VEHICLES Item Cost Weight Barding x4 x2 Bit and bridle 8 septims 1 lb. Carriage 400 septims 600 lb. Cart 60 septims 200 lb. Chariot 1,000 septims 100 lb. Feed (per day) 1 septim 10 lb. Saddle Exotic 240 septims 40 lb. Military 80 septims 30 lb. Pack 20 septims 15 lb. Riding 40 septims 25 lb. Saddlebags 16 septims 8 lb. Sled 80 septims 300 lb. Stabling 20 septims -- Wagon 140 septims 400 lb. UESTRPG BASIC RULES 162 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


WATERBORNE VEHICLES Item Cost Speed Galley 120,000 septims 4 mph Keelboat 12,000 septims 1 mph Longship 40,000 septims 3 mph Rowboat 200 septims 1½ mph Sailing Ship 40,000 septims 2 mph Warship 100,000 septims 2½ mph TRADE GOODS Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods. TRADE GOODS Cost Goods 1 septim 1 lb. of wheat 2 septims 1 lb. of flour or one chicken 2 septims 1 lb. of salt 5 septims 1 lb. of iron or 1 sq. yd. of canvas 20 septims 1 lb. of copper or 1 sq. yd. of cotton cloth 60 septims 1 lb. of ginger or one goat 80 septims 1 lb. of cinnamon or pepper, or one sheep 100 septims 1 lb. of cloves or one pig 125 septims 1 lb. of silver or 1 sq. yd. of linen 200 septims 1 sq. yd. of silk or one cow 300 septims 1 lb. of saffron or one ox 500 septims 1 lb. of gold 2,000 septims 1 lb. of ebony EXPENSES When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others. LIFESTYLE EXPENSES Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career. Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections. LIFESTYLE EXPENSES Lifestyle Price/Day Wretched -- Squalid 1 septim Poor 2 septims Modest 4 septims Comfortable 8 septims Wealthy 16 septims Aristocratic 40 septims minimum Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. Squalid. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. UESTRPG BASIC RULES 163 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types. Modest. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. Comfortable. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middleclass neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers. Wealthy. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. Aristocratic. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant. FOOD, DRINK, AND LODGING The Food, Drink, and Lodging table gives prices for individual food items and a single night’s lodging. These prices are included in your total lifestyle expenses. FOOD AND DRINK Item Cost Food Sweet Roll 1 septim Bread 2 septims Butter 1 septim Leg of Goat 3 septims Venison Stew 8 septims Mudcrab Legs 9 septims Goat Cheese 8 septims Eidar Cheese 10 septims Drink Ale 5 septims Spiced Wine 7 septims Alto Wine 12 septims Colovian Brandy 100 septims ACCOMMODATION Lodging Cost Time Squalid 2 septims day Poor 5 septims day Modest 10 septims day Comfortable 25 septims day Wealthy 50 septims day Aristocratic 100 septims day Hovel 150 septims week Cabin 400 septims week House 1,500 septims week Villa 5,000 septims week SERVICES Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills. Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a mage might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the Leomund’s secret chest spell. A warrior might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance UESTRPG BASIC RULES 164 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


in front of the duke. Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a goblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation. Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers. TRANSPORTATION Service Pay Cart 1 septim per mile Rowboat 10 septims per mile Ship 40 septims per mile HIRELING Sell Sword 10 septims per day Fighter's Guild 15 septims per day Messenger 1 septims per mile SPELLCASTING SERVICES People who are able to cast spells don’t fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs. Hiring someone to cast a relatively common spell of 1st or 2nd level, such as cure wounds or identify, is easy enough in a city or town, and might cost 40 to 100 septims (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment—the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement. SPELL CASTING SERVICES Spell Cost Cure wounds (1st level) 40 septims Identify 80 septims Lesser restoration 160 septims Prayer of healing (2nd level) 160 septims Remove curse 360 septims Speak with dead 360 septims Divination 840 septims Greater restoration 1,800 septims Raise dead 5000 SOUL GEMS Type Max. Soul Energy Price (Empty) Price (Full) Petty 100 10 septims 40 septims Lesser 250 25 septims 80 septims Common 500 50 septims 150 septims Greater 1000 100 septims 350 septims Grand 1500 200 septims 500 septims Black 1500 500 septims 1,200 septims TRINKETS When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creature’s pockets. You can find the Trinkets table in Chapter 5 of the Player's Handbook. UESTRPG BASIC RULES 165 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


CHAPTER 6: CUSTOMIZATION OPTIONS The combination of ability scores, race, class, and background defines your character’s capabilities in the game, and the personal details you create set your character apart from every other character. Even within your class and race, you have options to finetune what your character can do. But a few players – with the DM’s permission – want to go a step further. This chapter defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can choose instead of increasing your ability scores as you gain levels. Your DM decides whether these options are available in a campaign. MULTICLASSING Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in mage and two in warrior, you’re a 5th-level character. As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus in exchange for versatility. MULTICLASSING EXAMPLE Carlos is playing a 4th-level mage. When his character earns enough experience points to reach 5th level, Carlos decides that his character will multiclass instead of continuing to progress as a mage. Carlos' mage has been spending a lot of time with Luanne’s rogue, and has even been doing some jobs on the side for the local thieves’ guild as a transmuter. Carlos decides that his character will multiclass into the rogue class, and thus his character becomes a 4th-level mage and 1stlevel rogue (written as mage 4/rogue 1). When Carlos' character earns enough experience to reach 6th level, he can decide whether to add another mage level (becoming a mage 5/rogue 1), another rogue level (becoming a mage 4/rogue 2), or a level in a third class, perhaps dabbling in warrior thanks to the tome of war he acquired (becoming a mage 4/rogue 1/ warrior 1). PREREQUISITES To qualify for a new class, you must meet the attribute score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the spellsword class must have both Strength and Willpower scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than- average attribute scores. MULTICLASS PREREQUISITES Class Attribute Score Minimum Barbarian Strength 13 Bard Personality 13 Crusader Strength 13 and Willpower 13 Mage Intelligence 13 Monk Agility 13 and Willpower 13 Nightblade Agility 13 and Personality 13 Ranger Agility 13 Rogue Agility 13 and Intelligence 13 Sorcerer Willpower 13 Spellsword Strength or Agility 13, Intelligence 13 Thief Agility 13 Warden Willpower 13 Warrior Strength 13 or Agility 13 UESTRPG BASIC RULES 166 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


EXPERIENCE POINTS The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. So, if you are a crusader 6/warrior 1, you must gain enough XP to reach 8th level before you can take your second level as a warrior or your seventh level as a crusader. HIT POINTS AND HIT DICE You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the warrior and the crusader have a d10, so if you are a crusader 5/warrior 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a crusader 5/bard 5, for example, you have five d10 Hit Dice and five d8 Hit Dice. PROFICIENCY BONUS Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. PROFICIENCIES When you gain a level in a class other than your initial class, you gain only some of that class’s starting proficiencies, as shown in the Multiclass Proficiencies table. MULTICLASS PROFICIENCIES Class Proficiencies Gained Barbarian Shields, all weapons Bard Light armor, one skill of your choice, one musical instrument of your choice Crusader Light armor, medium armor, shields, blunt weapons, marksman, short blade Mage -- Monk Hand-to-hand, staves Nightblade Light armor, short blade, one skill from the class's skill list, one tool from the class's tool list Ranger Light armor, medium armor, all weapons, one skill from the class's skill list Rogue Light armor, one skill from the class's skill list, one tool from the class's tool list Sorcerer -- Spellsword Light armor, short blade, long blade, one skill from the class's skill list Thief Light armor, one skill from the class's skill list, thieves' tools Warden Light armor, medium armor, shields Warrior Light armor, medium armor, shields, all weapons CLASS FEATURES When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few feature have additional rules when you're multiclassing: Extra Attack, Unarmed Defense, and Spellcasting. EXTRA ATTACK If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the warrior’s version of Extra Attack does). UNARMORED DEFENSE If you already have the Unarmored Defense feature, you can’t gain it again from another class. UESTRPG BASIC RULES 167 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


SPELLCASTING Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a spellsword 4/mage 3, for example, you know three cantrips and five 1st-level spellsword spells based on your levels in the spellsword class. As 3rd-level mage, you know three mage cantrips, and your spellbook contains ten mage spells, two of which (the two you gained when you reached 3rd level as a mage) can be 2nd-level spells. If your Intelligence is 16, you can prepare six mage spells from your spellbook. Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Magicka. You determine your available magicka by adding together all your levels in the bard, mage, and classes, half your levels (rounded down) in the crusader and spellsword classes, Use this total to determine your magicka by consulting the Multiclass Spellcaster table. Night Magic. If you have both the Spellcasting class feature and the Night Magic class feature from the nightblade class, you can use the unique spells you gain from the Night Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use magicka you gain from the Spellcasting class feature to cast nightblade spells you know. MULTICLASS SPELLCASTER: MAGICKA PER LEVEL Level Magicka Spell Level 1st 4 1st 2nd 6 1st 3rd 14 2nd 4th 17 2nd 5th 27 3rd 6th 32 3rd 7th 38 4th 8th 44 4th 9th 57 5th 10th 64 5th 11th 73 6th 12th 73 6th 13th 83 7th 14th 83 7th 15th 94 8th 16th 94 8th 17th 107 9th 18th 114 9th 19th 123 9th 20th 133 9th FEATS A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. See chapter 6 of the Player’s Handbook for more information. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. UESTRPG BASIC RULES 168 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


RACIAL FEATS Leveling up in a class is the main way a character evolves during a campaign. Some DM's also allow the use of feats to customize a character. Feats are an optional rule in Chapter 6, “Customization Options,” of the Player's Handbook. The DM decides whether they're used and may also decide that some feats are available in a campaign and others aren't. This section introduces a collection of special feats that allow you to explore your character's race further. These feats are each associated with a race as summarized in the Racial Feats table. A racial feat represents either a deepening connection to your race's culture or a physical transformation that brings you closer to an aspect of your race's lineage. The cause of a particular transformation is up to you and your DM. A transformational feat can symbolize a latent quality that has emerged as you age, or a transformation might be the result of an event in the campaign, such as exposure to powerful magic or visiting a place of ancient significance to your race. Transformations are a fundamental motif of fantasy literature and folklore. Figuring out why your character has changed can be a rich addition to your campaign's story. RACIAL FEATS Race Feat Altmer Elven Accuracy Altmer High Elven Magic Argonian Potion Master Argonian Saxhleel Resilience Bosmer Elven Accuracy Bosmer Wood Elf Magic Breton Arcane Protection Breton Prodigy Breton Nimbleness Dunmer Ancestor's Wrath Dunmer Elven Accuracy Imperial Bountiful Luck Imperial Imperious Tenacity Khajiit Carnage of Jone Khajiit Feline Reflexes Nord Fearful Cry Nord Heroic Fortitude Orsimer Nimbleness Orsimer Orsimer Constitution Orsimer Pride of Malacath Redguard Vigilance of the Alik'r Redguard Heroic Fortitude ANCESTOR'S WRATH Prerequisite: Dunmer Your connection with your dunmer and chimer ancestors heightens and you can call on them to wreathe you in flame. As a bonus action, you emanate an aura of flame which extends 10 feet from you in every direction, but not through cover. For the next minute, you can use a bonus action to activate the aura's effects again. All creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels, increasing to 3 damage at 5th level, 4 at 10th, 5 at 15th , and 6 at 20th . Once you use this trait, you must complete a long rest before you are able to use it again. ARCANE PROTECTION Prerequisite: Breton Your resistance against magic heightens. You gain the following benefits: • Increase your Intelligence, Willpower, or Personality score by 1, to a maximum of 20 • You gain advantage on saving throws against spells and other magical effects. BOUNTIFUL LUCK Prerequisite: Imperial Your bloodline is extraordinarily lucky, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor! When an ally you can see within 30 feet of you rolls a for an attack, an ability check, or a saving throw, you can use your reaction and expend one of your Luck Dice to let the ally roll the die and add it to their total. UESTRPG BASIC RULES 169 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


CARNAGE OF JONE Prerequisite: Khajiit The light of Jone shines favor upon you, giving you the upper hand when hidden from your foes. You gain the following benefits: • Increase your Strength, Agility, or Endurance, or score by 1, to a maximum of 20. • You gain proficiency in the Acrobatics or Stealth skill (your choice). • If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an additional 2d6 damage to it. You can use this feat only once per combat. ELVEN ACCURACY Prerequisite: Altmer, Bosmer, Dunmer The accuracy of elves is legendary, especially that of altmer spellcastsers, bosmer archers, and dunmer duelists. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits: • Increase your Agility, Intelligence, Willpower, or Personality score by 1, to a maximum of 20. • Whenever you have advantage on an attack roll using Agility, Intelligence, Willpower, or Personality, you can reroll one of the dice once. FEARFUL CRY Prerequisite: Nord When angered, you can radiate menace. You gain the following benefits: • Increase your Strength, Endurance, or Personality score by 1, to a maximum of 20. • When you use your Battlecry trait, you can choose to make a fearful display forcing all creatures within 30 feet of you to make a Willpower saving throw (DC 8 + your proficiency modifier + your Endurance modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. FELINE REFLEXES Prerequisite: Khajiit You have a keen eye for danger, especially when someone tries to strike you. You gain the following benefits: • Increase your Agility, Endurance, or Personality score by 1, to a maximum of 20. • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest. HEROIC FORTITUDE Prerequisite: Nord or Redguard You have the blood of heroes flowing through your veins. You gain the following benefits: • Increase your Endurance score by 1, to a maximum of 20. • Whenever you take the Dodge action in combat, you can spend one Hit Dice to heal yourself. Roll the die, and your Endurance modifier, and regain a number of hit points equal to the total (minimum of 1). HIGH ELVEN MAGIC Prerequisite: Altmer You learn more of the magic typical of high elves. You learn the detect magic spell and can cast it at will, without expending magicka points. You also learn a 2 nd level spell and a 3rd level spell of your choice from the mage spell list, each you can cast once without expending magicka points. You regain the ability to cast those two spells in this way when you finish a long rest. Intelligence is your spellcasting ability for all three spells. UESTRPG BASIC RULES 170 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


IMPERIOUS TENACITY Prerequisite: Imperial Your ego, fostered by a proud lineage, is a force in and of itself. You have attained a stubbornness so strong that it is hard for you to be ordered around. You gain the following benefits: • Increase your Personality score by 1, to a maximum of 20 • You gain proficiency in the Intimidate skill. • You gain advantage on spells and other effects that attempt to read your thoughts, charm you, or otherwise control your actions. NIMBLENESS Prerequisite: any race with a speed of 25 feet. You are uncommonly nimble for your race. You gain the following benefits: • Increase your Strength or Agility score by 1, to a maximum of 20. • Increase your walking speed by 5 feet. • You gain proficiency in the Acrobatics or Athletics skill (your choice). • You have advantage on any Strength (Athletics) or Agility (Acrobatics) check you make to escape from being grappled. ORSIMER CONSTITUTION Prerequisite: Orsimer The blood of your ancestors runs through you, unlocking a resilience rarely seen. You gain the following benefits: • Increase your Endurance score by 1, to a maximum of 20. • You have resistance to cold damage and poison damage. • You have advantage on saving throws against becoming poisoned. POTION MASTER Prerequisite: Argonian As with many argonians, you have a natural talent for alchemical arts. You gain the following benefits: • Increase your Intelligence or Willpower score by 1, to a maximum of 20. • You gain expertise with artisan's tools (alchemist's supplies), which means your proficiency bonus is doubled for any ability check you make with them. You can't benefit twice from a feature, such as Expertise, that doubles your proficiency. • When you drink a healing potion to restore hit points, you always restore the maximum amount, rather than rolling. PRIDE OF MALACATH Prerequisite: Orsimer Your are proud of your combat mastery, to the point that you are careful not to show weakness in front of your allies, for fear of losing status. You gain the following benefits: • Increase your Strength, Agility, or Endurance score by 1, to a maximum of 20. • You gain proficiency with two weapon types of your choice. • If you miss with an attack roll or fail an ability check or a saving throw, you can give a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this feat, you can't use it again until you finish a short or long rest. PRODIGY Prerequisite: Breton You take a scholarly interest in many subjects and have a knack for learning new things. You gain the following benefits: • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency. UESTRPG BASIC RULES 171 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


SAXHLEEL RESILIENCE Prerequisite: Argonian Your hide thickens and you become more resistant to the harms of nature. You gain the following benefits: • Increase your Strength or Endurance score by 1, to a maximum of 20. • Your hide thickens or your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Agility modifier. You can use a shield and still gain this benefit. • You gain immunity to disease, poison damage, and the poisoned condition. VIGILANCE OF THE ALIK'R Prerequisite: Redguard You have a deep suspicion of spellcasters and you have honed your reflexes to fend off the effects of those who would stoop to using magic. • Increase your Endurance or Willpower score by 1, to a maximum of 20. • You gain advantage on saving throws against spells and other magical effects. WOOD ELF MAGIC Prerequisite: Bosmer You learn the magic of the primeval woods, which are revered and protected by your people. You learn one warden cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending magicka points. You regain the ability to cast these two spells in this way when you finish a long rest. Willpower is your spellcasting ability for all three spells. UESTRPG BASIC RULES 172 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


PART 2: PLAYING THE GAME CHAPTER 7: USING ATTRIBUTE SCORES Six attributes provide a quick description of every creature's physical and mental characteristics. • Strength – measuring physical power • Agility – measuring dexterity • Endurance – measuring constitution • Intelligence – measuring reasoning and memory • Willpower – measuring perception and insight • Personality – measuring charisma Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Attribute scores define these qualities – a creature’s assets as well as weaknesses. The three main rolls of the game – the attribute check, the saving throw, and the attack roll – rely on the six attribute scores. The book’s introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six attribute scores, and compare the total to a target number. This chapter focuses on how to use attribute checks and saving throws, covering the fundamental activities that creatures attempt in the game. Rules for attack rolls appear in chapter 9 of the Player's Handbook. ABILITY SCORES AND MODIFIERS Each of a creature’s attributes has a score, a number that defines the magnitude of that attribute. An attribute score is not just a measure of innate capabilities, but also encompasses a creature’s training and competence in activities related to that attribute. A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most attributes. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. Each attribute also has a modifier, derived from the score and ranging from −5 (for an attribute score of 1) to +10 (for a score of 30). The Attribute Scores and Modifiers table notes the attribute modifiers for the range of possible ability scores, from 1 to 30. To determine an attribute modifier without consulting the table, subtract 10 from the attribute score and then divide the total by 2 (round down). Because attribute modifiers affect almost every attack roll, attribute check, and saving throw, attribute modifiers come up in play more often than their associated scores. ABILITY SCORES AND MODIFIER Score Modifier Score Modifier 1 -5 16-17 +3 2-3 -4 18-19 +4 4-5 -3 20-21 +5 6-7 -2 22-23 +6 8-9 -1 24-25 +7 10-11 +0 26-27 +8 12-13 +1 28-29 +9 14-15 +2 30 +10 ADVANTAGE AND DISADVANTAGE Sometimes a special ability or spell tells you that you have advantage or disadvantage on an attribute check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17. If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don’t roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20. If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage. When you have advantage or disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if you have advantage or disadvantage on an attribute check and roll a 1 and a 13, the character could use the Lucky trait to reroll the 1. You usually gain advantage or disadvantage through UESTRPG BASIC RULES 173 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


the use of special abilities, actions, or spells. Luck can also give a character advantage (as explained in chapter 4, “Personality and Background”). The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result. PROFICIENCY BONUS Characters have a proficiency bonus determined by level, as detailed in chapter 1. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on attribute checks, saving throws, and attack rolls. Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Willpower saving throw, you nevertheless add the bonus only once when you make the save. Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue’s Expertise feature doubles the proficiency bonus for certain attribute checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once. By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an attribute check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks. In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply. ATTRIBUTE CHECKS An attribute check tests a character’s or monster’s innate talent and training in an effort to overcome a challenge. The DM calls for an attribute check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results. For every attribute check, the DM decides which of the six attributes is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs. TYPICAL DIFFICULTY CLASSES Task Difficulty DC Very Easy 5 Easy 10 Medium 15 Hard 20 Very Hard 25 Nearly Impossible 30 To make an attribute check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the attribute check is a success—the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM. CONTESTS Sometimes one character’s or monster’s efforts are directly opposed to another’s. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal—for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of attribute check, called a contest. Both participants in a contest make attribute checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding. If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut. UESTRPG BASIC RULES 174 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


SKILLS Each attribute covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an attribute score, and an individual’s proficiency in a skill demonstrates a focus on that aspect. (A character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in the monster’s stat block.) For example, an Agility check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Agility has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Agility checks related to sneaking and hiding. The skills related to each ability score are shown in the following list. (No skills are related to Endurance.) See an ability’s description in the later sections of this chapter for examples of how to use a skill associated with an attribute. Strength Willpower Athletics Animal Handling Insight Agility Medicine Acrobatics Perception Sleight of Hand Survival Stealth Personality Intelligence Deception Arcana Intimidation History Performance Investigation Persuasion Nature Religion Sometimes, the DM might ask for an attribute check using a specific skill—for example, “Make a Willpower (Perception) check.” At other times, a player might ask the DM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to attribute checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check. For example, if a character attempts to climb up a dangerous cliff, the Dungeon Master might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character’s proficiency bonus is added to the Strength check. If the character lacks that proficiency, they just makes a Strength check. VARIANT: SKILLS WITH DIFFERENT ABILITIES Normally, your proficiency in a skill applies only to a specific kind of attribute check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for an Endurance check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in Athletics and ask for an Endurance (Athletics) check. So if you’re proficient in Athletics, you apply your proficiency bonus to the Endurance check just as you would normally do for a Strength (Athletics) check. Similarly, when your orc warrior uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Personality. PASSIVE CHECKS A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster. Here’s how to determine a character’s total for a passive check: 10 + all modifiers that normally apply to the check If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score. For example, if a 1st-level character has a Willpower of 15 and proficiency in Perception, he or she has a passive Willpower (Perception) score of 14. The rules on hiding in the “Agility” section below rely on passive checks, as do the exploration rules in chapter 8 of the Player's Handbook. WORKING TOGETHER Sometimes two or more characters team up to attempt a task. The character who’s leading the effort – or the one with the highest ability modifier – an make an attribute check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action (see chapter 9 of the UESTRPG BASIC RULES 175 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Player's Handbook). A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help. GROUP CHECKS When a number of individuals are trying to accomplish something as a group, the DM might ask for a group attribute check. In such a situation, the characters who are skilled at a particular task help cover those who aren’t. To make a group attribute check, everyone in the group makes the attribute check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails. Group checks don’t come up very often, and they’re most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the DM might call for a group Intelligence (Nature) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards. USING EACH ATTRIBUTE Every task that a character or monster might attempt in the game is covered by one of the six attributes. This section explains in more detail what those abilities mean and the ways they are used in the game. STRENGTH Strength measures bodily power, athletic training, and the extent to which you can exert raw physical power. STRENGTH CHECKS A strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation Athletics. Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: • You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off. • You try to jump an unusually long distance or pull of a stunt mid-jump. • You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks. The DM might also call for a Strength check when you try to accomplish tasks like the following: • Force open a stuck, locked, or barred door • Break free of bonds • Push through a tunnel that is too small • Hang on to a wagon while being dragged behind it • Tip over a statue • Keep a boulder from rolling ATTACK ROLLS AND DAMAGE You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-tohand combat, and some of them can be thrown to make a ranged attack. LIFTING AND CARRYING Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. Carrying Capacity. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it. Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. Size and Strength. Larger creature's can bear more weight, whereas Tiny creatures can carry less. For each category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve those weights. VARIANT: ENCUMBERENCE If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet. If you carry weight in excess of 10 times your UESTRPG BASIC RULES 176 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on attribute checks, attack rolls, and saving throws that use Strength, Agility, or Endurance. AGILITY Agility measures your dexterity, reflexes, and balance. AGILITY CHECKS An Agility check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect this aptitude in certain kinds of Agility checks. Acrobatics. Your Agility (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for an Agility (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips. Sleight of Hand. Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make an Agility (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another's pocket. Stealth. Make an Agility (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard. Other Agility Checks. The DM might call for an Agility check when you try to accomplish tasks like the following: • Control a heavily laden cart on a steep descent • Steer a chariot around a tight turn • Securely tie up a prisoner • Wriggle free of bonds • Play a stringed instrument • Craft a small or detailed object ATTACK ROLLS AND DAMAGE You add your Agility modifier to your attack roll and your damage roll when attacking with a ranged weapon such as a sling or a longbow. You can also add your Agility modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier, of if you throw a melee weapon, like a dagger or a hatchet. ARMOR CLASS Depending on the armor you wear, you might add some or all of your Agility modifier to your Armor Class, as described in Chapter 6, “Equipment.” INITIATIVE At the beginning of every combat, you roll initiative by making an Agility check. Initiative determines the order of a creature's turns in combat, as described in Chapter 9, “Combat” in the Player's Handbook. ENDURANCE Endurance measures health, stamina and vital force. ENDURANCE CHECKS Endurance checks are uncommon, and no skills apply to Endurance checks, because it is largely passive rather than involving a specific effort on the part of a character or monster. An Endurance check can model your attempt to push beyond the normal limits. A DM might call for an Endurance check when you try to accomplish tasks like the following: • Hold your breath • March or labor for hours without rest • Go without sleep • Survive without food or water • Quaff and entire stein of ale in one go HIT POINTS Your Endurance modifier contributes to your hit points. Typically, you add your Endurance modifier to each Hit Die you roll for your hit points. If your Endurance modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Endurance modifier when you reach 4th level and you Endurance modifier increases form a +1 to a +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for the 4th level using your new modifier. Or if you're 7 th level and some effect lowers your Endurance score so as to reduce your Endurance modifier by 1, your hit points maximum is reduced by 7. INTELLIGENCE Intelligence measures mental acuity, accuracy of recall, and the ability to reason. UESTRPG BASIC RULES 177 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


INTELLIGENCE CHECKS An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. Arcana. Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes. History. Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. Investigation. When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel chat could cause it so collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check. Nature. Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. Religion. Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. Other Intelligence Checks. The DM might call for an Intelligence check when you try to accomplish tasks like the following: • Communicate with a creature without using words • Estimate the value of a precious item • Pull together a disguise to pass as a city guard • Forge a document • Recall lore about a craft or trade • Win a game of skill SPELLCASTING ABILITY Mages and Spellswords use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. WILLPOWER Willpower measures your mental toughness and how attuned you are to the magic of the world. WILLPOWER CHECKS A willpower check might reflect an effort to understand a magical source or to care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Willpower checks. Animal Handling. When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the DM might call for a Willpower (Animal Handling) check. You also make a Willpower (Animal Handling) check to control your mount when you attempt a risky maneuver. Insight. Your Willpower (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms. Medicine. A Willpower (Medicine) check lets you try to stabilize a dying companion or diagnose an illness. Perception. Your Willpower (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door. Survival. The DM might ask you to make a Willpower (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that kagouti live nearby, predict the weather, or avoid quicksand and other natural hazards. Other Willpower Checks. The DM might call for a Willpower check when you try to accomplish tasks like the following: • Get a gut feeling about what course of action to follow • Discern whether a seemingly dead or living creature is undead SPELLCASTING ABILITY Crusaders, Sorcerers, and Wardens use Willpower as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. RESISTING SPELLS Willpower is typically the attribute required for saving throws against magical damage. This will be listed in the spell block. UESTRPG BASIC RULES 178 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


PERSONALITY Personality measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality. PERSONALITY CHECKS A Personality check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Personality checks. Deception. Your Personality (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions or maintain a straight face while telling a blatant lie. Intimidation. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Personality (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a conformation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision. Performance. Your Personality (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. Persuasion. When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Personality (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk. Other Personality Checks. The DM might call for a Personality check when you try to accomplish tasks like the following: • Find the best person to talk to for news, rumors, and gossip. • Blend into a crowd to get the sense of key topics of conversation. SPELLCASTING ABILITY Bards and Nightblades use Personality as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. OTHER ATTRIBUTES There are two other attributes that have unique functions and are not directly tied to a specific skill, LUCK Adventurers can get Luck points in a variety of ways. Your birthsign or class could contribute to your Luck, as well as praying to the right deity. You can use a Luck point when you make an attack roll, saving throw, or ability check, to increase the roll by 1d6. SPEED Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening. Refer to the Player's Handbook for more detailed information on speed. CHAPTER 8: ADVENTURING CHAPTER 9: COMBAT Refer to the Player's Handbook for detailed descriptions of the rules for Adventuring and Combat. UESTRPG BASIC RULES 179 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


PART 3: THE RULES OF MAGIC CHAPTER 10: SPELLCASTING Magicka is within every spirit and is the energy within all living things. Magnus, an et'Ada known as the god of magic, was said to be the architect of the mortal plane. As this plane, known as Mundus, was formed, he realized that the et'Ada were sacrificing much of their power in its creation. Many of the lesser et'Ada were vanishing, as their entire aspects were being absorbed into Mundus. Magnus immediately ordered the project be terminated, and left to Aetherius at a great cost. In doing so, he tore a hole in the veil of Oblivion through which the magicka of Aetherius flows into world. The great rift left behind, the sun, is itself known as Magnus. Soon after, other et'Ada, who would become known as the Magna Ge, fled with Magnus, leaving behind similar holes which became the stars. This is why the star under which a person is born has such great influence on that persons fortunes and fate. CASTING A SPELL Refer to the Player's Handbook, chapter 10 for more information regarding spells, cantrips, and rituals. This section will only cover the parts of spellcasting that have been revised or follows different rule sets. VARIANT: MAGICKA POINTS Instead of gaining spell slots to cast your spells, you gain spell points referred to as magicka points. Each spell has a point cost based on its level. The Magicka Cost table summarizes the cost in magicka points from 1st to 9th level. Cantrips don't require spell slots and therefore don't require magicka points. You expend a number of magicka points to cast a spell of a given level. You can't reduce your magicka point total to less than 0, and you regain magicka points when you rest, as described in the class description. Spells of 6th level and higher are particularly taxing to cast. You use magicka to cast one spell of 6th level or higher, but you can't cast a spell of the same level again until you finish a long rest. The number of magicka points you have to spend is based on your class level as a spellcaster, as shown in the Magicka Points column of your class table. Your class level also determines the maximum-level spell you can cast. Even though you might have enough points to cast a spell above this maximum, you can't do so. Although this system can be applied to monsters that cast spells using magicka, it isn't recommended that you do so. Tracking spell point expenditures for a monster can be cumbersome, so it is best to find what works best for your method. MAGICKA COST Spell Level Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 6th 9 7th 10 8th 11 9th 13 COMPONENTS To harness the power of magicka, one must have at least one hand free, and be able to speak or, at least, be able to create a resonating sound. Therefore, all spells require Verbal (V) and Somatic (S) components, as described on page 203 of the Player's Handbook. In rare circumstances, a magic user will require Material components (M), but this is usually reserved for exceptionally powerful spells, such as a resurrection spell. It is possible that unique and powerful rituals that mark pivotal moments of a campaign will require special materials. These events could include summoning a powerful Daedric Prince, opening a gateway to another realm, or channeling an aedric blessing to eradicate a harmful disease plaguing Tamriel, It is up to the DM's discretion to make these requirements clear. SPELLCASTING FOCUS All mortals of Nirn are born with magicka within themselves. Magicka comprises every spirit, it is the energy of all living things and can be harnessed by anyone who devotes themselves to learning its secrets. This innate ability allows all men and mer to cast spells without the need of a spellcasting focus, as they themselves are the spellcasting focus. UESTRPG BASIC RULES 180 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


THE SCHOOLS OF MAGIC All spells are categorized into one of six schools of magic. Alteration spells distort the local reality through direct imposition of the mage's will. This School concerns itself with magicka's ability to change, often radically, the structure and composition of any object. Unlike the School of illusion, alteration deals with actual change, not the appearance of it. This includes spells of paralysis, water breathing, water walking, lock opening, and personal elemental shields such as flame cloaks. Conjuration spells summon and bind the spirits from Oblivion and Aetherius. Some spells are used to trap souls, conjure or banish Daedra or other creatures, as well as summon bound weapons and armor. Destruction spells splinter material bonds by the direct application of force, typically elemental in nature. This includes damaging spells of flame, frost, shock, and disintegration, as well as magic that drains essence or personal attributes. Illusion spells alter the perception in oneself and in others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusion plant an image directly in the mind of a creature. Mysticism spells are used to alter the nature of magic itself. These effects are as extravagantly disparate as the creation of magical cells to hold a victim's spirit after death, to the manipulation of objects at a distance. The sorcery behind them is veiled in a mystery that goes back to the oldest civilizations. Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the energy from another creature, or create the undead. Restoration spells resist damage and restores wholeness by reknitting the damage material. The opposite of destruction, this magic is used to heal, create wards, cure disease and poison, and for physical fortification. VARIANT: REGAINING MAGICKA If you enjoy games that are fast paced and combat heavy, the characters can regain magicka during short rests, allowing them to cast more spells each day. You regain magicka when you complete a short rest equal to twice your spellcasting attribute modifier (intelligence, willpower, or personality) while resting. Sorcerer's, due their stunted magicka feature, are unable to regain magicka during a short rest. VARIANT: LEARNING SPELLS Instead of learning spells as you level, you can make the world more immersive by requiring to learn spells through study and focus. This creates a lot of downtime activities, which can slow down play, as learning new spells is time consuming. It also makes character's who rely on spells feel weaker early on, as collecting an arsenal of spells will take considerable time. Magic is learned and mastered through studying and practice. For some races, like the Altmer, magicka flows through their bloodlines and they live in a culture that embraces the study of magic. Others, like the Nords, are typically cautious to magic's destructive side. Regardless, they all have magicka within, even if they choose not to learn how to use it. Classes that use magic, and some races, begin with a set number of known spells. Each time a character reaches a new level in spellcasting, they learn an additional spell, as noted in their class description. Any additional spells must be studied from trainers, usually found colleges and guild halls, or by studying spell books. Spells can be learned much faster from spell trainers than from studying spell books, but trainers can be costly. A spell learned from a trainer requires 4 hours of study and 50 septims per spell level, beginning with Cantrips. For example, a 1st level spell requires 8 hours and 100 septims, and a 7th level spell requires 32 hours of training and 400 septims. You can study from a trainer up to 8 hours a day. To determine how much knowledge has been retained, roll a die equal to the hours studied (1d8) and add the character's Intelligence modifier. Studying from a book requires twice as much time, but spell books can be found while adventuring, but they can sometimes be purchased from guild halls for half the cost of training. UESTRPG BASIC RULES 181 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


SPELLCRAFTING Talented mages are capable of crafting spells, either through trial and error, or with the aid of a master. Spellcrafting Altars can be found in most universities and colleges where the imagination and innate talent is the only restriction. The creation of a spell has the same cost as training in a spell of equal skill level, usually spent on rare inks and component, but the process takes twice as long since constant practice is required to create something unique. The spellcrafter must know the effects from another spell to create a spell that uses a similar effect. To create a spell, work with your Dungeon Master and use the guidelines presented in the Dungeon Master's Guide. REDUCING SPELLCRAFTING TIME Once each day, when a spellcaster spends time researching a spell they are crafting, they are required to make a Spellcrafting Check. This check is treated as though you are casting a spell with your spell attack modifier. The DC of this check is equal to 10 + the level of the spell being created. On a successful check, the crafter can roll an additional die, equal to the time spent researching, to reduce the total remaining time. No time is reduced on an unsuccessful check, however, a critical failure and a critical success both reduce the time by twice the normal amount. We often learn more from our mistakes than from minor successes, and this is reflected in spell creation. UESTRPG BASIC RULES 182 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


CHAPTER 11: SPELL LISTS This chapter describes the most common spells in the worlds of Tamriel. The chapter begins with the spell lists of the spellcasting classes, followed by a spell list which is sorted by School of Magic. Refer to the Player's Handbook for spell descriptions. Spells marked with an asterisk * can be found in Xanathar's Guide to Everything and are optional. BARD SPELLS CANTRIPS (0 LEVEL) Blade Ward Dancing Lights Friends Light Mage Hand Mending Message Minor Illusion Prestidigitation Thunderclap* True Strike Vicious Mockery 1ST LEVEL Animal Friendship Bane Charm Person Comprehend Languages Cure Wounds Detect Magic Disguise Self Dissonant Whispers Earth Tremor* Faerie Fire Feather Fall Healing Word Heroism Identify Illusory Script Longstrider Silent Image Sleep Speak with Animals Tasha’s Hideous Laughter Thunderwave Unseen Servant 2ND LEVEL Animal Messenger Blindness/Deafness Calm Emotions Cloud of Daggers Crown of Madness Detect Thoughts Enhance Ability Enthrall Heat Metal Hold Person Invisibility Knock Lesser Restoration Locate Animals or Plants Locate Object Magic Mouth Phantasmal Force Pyrotechnics* See Invisibility Shatter Silence Skywrite* Suggestion Warding Wind* Zone of Truth 3RD LEVEL Bestow Curse Catnap* Clairvoyance Dispel Magic Enemies Abound* Fear Feign Death Glyph of Warding Hypnotic Pattern Leomund’s Tiny Hut Major Image Nondetection Plant Growth Sending Speak with Dead Speak with Plants Stinking Cloud Tongues 4TH LEVEL Charm Monster* Compulsion Confusion Dimension Door Freedom of Movement Greater Invisibility Hallucinatory Terrain Locate Creature Polymorph 5TH LEVEL Animate Objects Awaken Dominate Person Dream Geas Greater Restoration Hold Monster Legend Lore Mass Cure Wounds Mislead Modify Memory Planar Binding Raise Dead Scrying Seeming Skill Empowerment* Synaptic Static* Teleportation Circle 6TH LEVEL Eyebite Find the Path Guards and Wards Mass Suggestion Otto’s Irresistible Dance Programmed Illusion True Seeing 7TH LEVEL Etherealness Forcecage Mirage Arcane Mordenkainen’s Magnificent Mansion Mordenkainen’s Sword Project Image Regenerate Resurrection Symbol Teleport 8TH LEVEL Dominate Monster Feeblemind Glibness Mind Blank Power Word Stun 9TH LEVEL Foresight Mass Polymorph* Power Word Heal Power Word Kill Psychic Scream* True Polymorph CRUSADER SPELLS CANTRIPS (0 LEVEL) Guidance Light Mending Resistance Sacred Flame Spare the Dying Thaumaturgy Toll the Dead* Word of Radiance* UESTRPG BASIC RULES 183 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


1ST LEVEL Bless Ceremony* Command Compelled Duel Cure Wounds Detect Evil and Good Detect Magic Detect Poison and Disease Divine Favor Guiding Bolt Heroism Protection from Evil and Good Purify Food and Drink Sanctuary Searing Smite Shield of Faith Thunderous Smite Wrathful Smite 2ND LEVEL Aid Augury Branding Smite Find Steed Lesser Restoration Locate Object Magic Weapon Protection from Poison Spiritual Weapon Zone of Truth 3RD LEVEL Aura of Vitality Beacon of Hope Blinding Smite Create Food and Water Crusader's Mantle Daylight Dispel Magic Elemental Weapon Life Transference* Magic Circle Remove Curse Revivify Spirit Guardians 4TH LEVEL Aura of Life Aura of Purity Banishment Death Ward Find Greater Steed* Guardian of Faith Locate Creature Staggering Smite 5TH LEVEL Banishing Smite Circle of Power Dawn* Destructive Wave Geas Hallow Holy Weapon* Raise Dead MAGE SPELLS CANTRIPS (0 LEVEL) Acid Splash Blade Ward Booming Blade Control Flames* Create Bonfire* Dancing Lights Fire Bolt Friends Frostbite* Green Flame Blade Gust* Infestation* Light Lightning Lure Mage Hand Mending Message Minor Illusion Mold Earth* Poison Spray Prestidigitation Ray of Frost Shape Water* Shocking Grasp Spare the Dying Sword Burst Thunderclap* True Strike Word of Radiance* 1ST LEVEL Absorb Elements* Alarm Burning Hands Catapult* Charm Person Chromatic Orb Color Spray Comprehend Languages Cure Wounds Detect Magic Disguise Self Earth Tremor* Expeditious Retreat Feather Fall Find Familiar Fog Cloud Grease Healing Word Ice Knife* Identify Illusory Script Jump Longstrider Mage Armor Magic Missile Protection from Evil and Good Shield Silent Image Sleep Snare* Tasha’s Hideous Laughter Tenser’s Floating Disk Thunderwave Unseen Servant Witch Bolt 2ND LEVEL Aganazzar's Scorcher* Alter Self Arcane Lock Blindness/Deafness Blur Cloud of Daggers Continual Flame Crown of Madness Darkness Darkvision Detect Thoughts Dragon's Breath* Dust Devil* Earthbind* Enlarge/Reduce Flaming Sphere Gentle Repose Gust of Wind Hold Person Invisibility Knock Lesser Restoration Levitate Locate Object Magic Mouth Magic Weapon Maximilian's Earthen Grasp* Melf’s Acid Arrow Mirror Image Misty Step Nystul’s Magic Aura Phantasmal Force Prayer of Healing Pyrotechnics* Ray of Enfeeblement Rope Trick Scorching Ray See Invisibility Shatter Skywrite* Snilloc's Snowball Swarm* Spider Climb Suggestion Warding Wind* Web 3RD LEVEL Bestow Curse Blink Catnap* Clairvoyance Counterspell Dispel Magic Enemies Abound* Erupting Earth* Fear Fireball Flame Arrows* Fly Gaseous Form Glyph o f Warding Haste Hypnotic Pattern Leomund’s Tiny Hut Lightning Bolt Magic Circle Major Image Mass Healing Word Melf's Minute Meteors* Nondetection Phantom Steed Protection from Energy Remove Curse Sending Sleet Storm Slow UESTRPG BASIC RULES 184 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Stinking Cloud Thunder Step* Tidal Wave* Tiny Servant* Tongues Water Breathing Wall of Sand* Wall of Water* 4TH LEVEL Arcane Eye Banishment Charm Monster* Confusion Conjure Minor Elementals Control Water Death Ward Dimension Door Elemental Bane* Evard's Black Tentacles Fabricate Fire Shield Greater Invisibility Hallucinatory Terrain Ice Storm Leomund’s Secret Chest Mordenkainen’s Faithful Hound Mordenkainen’s Private Sanctum Otiluke’s Resilient Sphere Phantasmal Killer Polymorph Stone Shape Stoneskin Storm Sphere* Vitriolic Sphere* Wall of Fire Watery Sphere* 5TH LEVEL Animate Objects Bigby’s Hand CloudkilI Cone of Cold Conjure Elemental Contact Other Plane Control Winds* Creation Dawn* Dominate Person Dream Far Step* Geas Greater Restoration Hold Monster Immolation* Legend Lore Mass Cure Wounds Mislead Modify Memory Passwall Planar Binding Raise Dead Rary’s Telepathic Bond Scrying Seeming Skill Empowerment* Steel Wind Strike* Synaptic Static* Telekinesis Teleportation Circle Transmute Rock* Wall of Force Wall of Light* Wall of Stone 6TH LEVEL Arcane Gate Chain Lightning Create Homunculus* Contingency Disintegrate Drawmij’s Instant Summons Flesh to Stone Globe of Invulnerability Guards and Wards Heal Investiture of Flame* Investiture of Ice* Investiture of Stone* Investiture of Wind* Mass Suggestion Mental Prison* Move Earth Otiluke’s Freezing Sphere Otto’s Irresistible Dance Programmed Illusion Scatter* Sunbeam Tenser's Transformation* True Seeing Wall of Ice 7TH LEVEL Crown of Stars* Delayed Blast Fireball Etherealness Forcecage Mirage Arcane Mordenkainen's Magnificent Mansion Mordenkainen’s Sword Plane Shift Prismatic Spray Project Image Regenerate Resurrection Reverse Gravity Sequester Simulacrum Symbol Teleport Temple of the Gods* Whirlwind* 8TH LEVEL Abi-Dalzim's Horrid Wilting* Antimagic Field Antipathy/Sympathy Control Weather Demiplane Dominate Monster Feeblemind Illusory Dragon* Incendiary Cloud Maddening Darkness* Maze Mighty Fortress* Mind Blank Power Word Stun Sunburst Telepathy 9TH LEVEL Astral Projection Foresight Gate Imprisonment Invulnerability* Mass Heal Mass Polymorph* Meteor Swarm Prismatic Wall Psychic Scream* Shapechange Time Stop True Polymorph True Resurrection Weird Wish NIGHTBLADE SPELLS CANTRIPS (0 LEVEL) Blade Ward Booming Blade Chill Touch Create Bonfire* Eldritch Blast Friends Frostbite* Green Flame Blade Infestation* Lightning Lure Mage Hand Magic Stone* Minor Illusion Poison Spray Prestidigitation Sword Burst Thunderclap* Toll the Dead* True Strike 1ST LEVEL Armor of Agathys Arms of Hadar Cause Fear* Charm Person Comprehend Languages Expeditious Retreat Hellish Rebuke Hex Illusory Script Inflict Wounds Protection from Evil and Good Unseen Servant Witch Bolt Wrathful Smite 2ND LEVEL Cloud of Daggers Crown of Madness Darkness Earthbind* Enthrall Hold Person Invisibility Mind Spike* Mirror Image Misty Step Pass without Trace Ray of Enfeeblement Shadow Blade* UESTRPG BASIC RULES 185 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Shatter Spider Climb Suggestion 3RD LEVEL Counterspell Dispel Magic Enemies Abound* Fear Fly Gaseous Form Hunger of Hadar Hypnotic Pattern Magic Circle Major Image Remove Curse Tongues Thunder Step* Summon Lesser Demons* Vampiric Touch 4TH LEVEL Banishment Blight Charm Monster* Dimension Door Elemental Bane* Hallucinatory Terrain Phantasmal Killer Shadow of Moil* Staggering Smite Summon Greater Demon* Vitriolic Sphere* 5TH LEVEL Contact Other Plane Danse Macabre* Dream Enervation* Far Step* Hold Monster Infernal Calling* Negative Energy Flood* Scrying Staggering Smite Synaptic Static* 6TH LEVEL Arcane Gate Circle of Death Eyebite Flesh to Stone Investiture of Flame* Investiture of Ice* Investiture of Stone* Investiture of Wind* Mass Suggestion Mental Prison* Scatter* Soul Cage* True Seeing 7TH LEVEL Etherealness Finger of Death Forcecage Plane Shift Power Word Pain* 8TH LEVEL Demiplane Dominate Monster Feeblemind Glibness Maddening Darkness* Power Word Stun 9TH LEVEL Astral Projection Foresight Imprisonment Power Word Kill Psychic Scream* True Polymorph SORCERER SPELLS CANTRIPS (0 LEVEL) Acid Splash Blade Ward Booming Blade Chill Touch Control Flames* Create Bonfire* Dancing Lights Fire Bolt Friends Frostbite* Green Flame Blade Gust* Infestation* Light Lightning Lure Mage Hand Mending Message Minor Illusion Mold Earth* Poison Spray Prestidigitation Ray of Frost Shape Water* Shocking Grasp Sword Burst Thunderclap* Toll the Dead* True Strike 1ST LEVEL Absorb Elements* Armor of Agathys Arms of Hadar Burning Hands Catapult* Cause Fear* Chaos Bolt* Charm Person Chromatic Orb Color Spray Comprehend Languages Detect Magic Disguise Self Dissonant Whispers Earth Tremor* Expeditious Retreat False Life Feather Fall Fog Cloud Ice Knife* Inflict Wounds Jump Mage Armor Magic Missile Ray of Sickness Shield Silent Image Sleep Tasha's Hideous Laughter Thunderwave Unseen Servant Witch Bolt 2ND LEVEL Alter Self Aganazzar's Scorcher* Blindness/Deafness Blur Cloud of Daggers Crown of Madness Darkness Darkvision Detect Thoughts Dragon's Breath* Dust Devil* Earthbind* Enhance Ability Enlarge/Reduce Gust of Wind Hold Person Invisibility Knock Levitate Maximilian's Earthen Grasp* Mind Spike* Mirror Image Misty Step Phantasmal Force Pyrotechnics* Ray of Enfeeblement Scorching Ray See Invisibility Shadow Blade* Shatter Snilloc's Snowball Swarm* Spider Climb Suggestion Warding Wind* Web 3RD LEVEL Animate Dead Blink Catnap* Clairvoyance Counterspell Daylight Dispel Magic Enemies Abound* Erupting Earth* Fear Feign Death Fireball Flame Arrows* Fly Gaseous Form Haste Hunger of Hadar Hypnotic Pattern Life Transference* Lightning Bolt Major Image Melf's Minute Meteors* Protection from Energy Sleet Storm Slow UESTRPG BASIC RULES 186 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Speak with Dead Stinking Cloud Summon Lesser Demons* Tongues Thunderstep* Tidal Wave* Water Breathing Wall of Water* Water Walk Vampiric Touch 4TH LEVEL Arcane Eye Banishment Blight Charm Monster* Confusion Contagion Death Ward Dimension Door Dominate Beast Elemental Bane* Evard's Black Tentacles Greater Invisibility Ice Storm Phantasmal Killer Polymorph Sickening Radiance* Stoneskin Storm Sphere* Summon Greater Demon* Vitriolic Sphere* Wall of Fire Watery Sphere* 5TH LEVEL Animate Objects Cloudkill Cone of Cold Contact Other Plane Contagion Control Winds* Creation Danse Macabre* Dominate Person Enervation* Far Step* Hold Monster Immolation* Infernal Calling* Insect Plague Negative Energy Flood* Seeming Skill Empowerment* Synaptic Static* Telekinesis Teleportation Circle Wall of Stone 6TH LEVEL Arcane Gate Chain Lightning Circle of Death Conjure Fey Create Undead Disintegrate Eyebite Globe of Invulnerability Harm Investiture of Flame* Investiture of Ice* Investiture of Stone* Investiture of Wind* Magic Jar Mass Suggestion Mental Prison* Move Earth Scatter* Soul Cage* Sunbeam True Seeing 7TH LEVEL Crown of Stars* Delayed Blast Fireball Etherealness Finger of Death Fire Storm Plane Shift Power Word Pain* Prismatic Spray Reverse Gravity Teleport Whirlwind* 8TH LEVEL Abi-Dalzim's Horrid Wilting* Clone Dominate Monster Earthquake Feeblemind Incendiary Cloud Power Word Stun Sunburst 9TH LEVEL Gate Mass Polymorph* Meteor Swarm Imprisonment Power Word Kill Psychic Scream* Time Stop Wish SPELLSWORD SPELLS CANTRIPS (0 LEVEL) Blade Ward Booming Blade Create Bonfire* Eldritch Blast Frostbite* Green Flame Blade Minor Illusion Prestidigitation Sword Burst True Strike 1ST LEVEL Absorb Elements* Compelled Duel Charm Person Cure Wounds Detect Magic Detect Poison and Disease Expeditious Retreat Heroism Hex Ice Knife* Protection from Evil and Good Searing Smite Shield Thunderous Smite Witch Bolt Zephyr Strike* 2ND LEVEL Aid Branding Smite Cloud of Daggers Enhance Ability Invisibility Lesser Restoration Magic Weapon Protection from Poison Scorching Ray Shadow Blade* Shatter Suggestion Warding Bond 3RD LEVEL Blinding Smite Counterspell Dispel Magic Elemental Weapon Flame Arrows* Haste Hypnotic Pattern Jump Magic Circle Protection from Energy Remove Curse 4TH LEVEL Banishment Charm Monster* Death Ward Dimension Door Elemental Bane* Staggering Smite 5TH LEVEL Antilife Shell Banishing Smite Far Step* Flame Strike Legend Lore Scrying Skill Empowerment* Steel Wind Strike* WARDEN SPELLS CANTRIPS (0 LEVEL) Control Flames* Create Bonfire* Druidcraft Frostbite* Guidance Gust* Infestation* Magic Stone* Mending Mold Earth* Poison Spray Primal Savagery* Produce Flame Resistance Shape Water* Shillelagh Thorn Whip Thunderclap* UESTRPG BASIC RULES 187 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


1ST LEVEL Absorb Elements* Animal Friendship Beast Bond* Charm Person Create or Destroy Water Cure Wounds Detect Magic Detect Poison and Disease Earth Tremor* Entangle Faerie Fire Fog Cloud Goodberry Healing Word Ice Knife* Jump Longstrider Purify Food and Drink Snare* Speak with Animals Thunderwave 2ND LEVEL Animal Messenger Barkskin Beast Sense Darkvision Dust Devil* Earthbind* Enhance Ability Find Traps Flame Blade Flaming Sphere Gust of Wind Healing Spirit* Heat Metal Hold Person Lesser Restoration Locate Animals or Plants Locate Objects Moonbeam Pass without Trace Protection from Poison Skywrite* Spike Growth Warding Wind* 3RD LEVEL Call Lightning Conjure Animals Daylight Dispel Magic Erupting Earth* Feign Death Flame Arrows* Meld into Stone Plant Growth Protection from Energy Sleet Storm Speak with Plants Tidal Wave* Wall of Water* Water Breathing Water Walk Wind Wall 4TH LEVEL Blight Charm Monster* Confusion Conjure Minor Elementals Conjure Woodland Beings Control Water Dominate Beast Elemental Bane* Freedom of Movement Giant Insect Grasping Vine Guardian of Nature* Hallucinatory Terrain Ice Storm Locate Creature Polymorph Stone Shape Stoneskin Wall of Fire Watery Sphere* 5TH LEVEL Antilife Shell Awaken Commune with Nature Conjure Elemental Contagion Control Winds* Geas Greater Restoration Insect Plague Maelstrom* Mass Cure Wounds Planar Binding Reincarnate Scrying Transmute Rock* Tree Stride Wall of Stone Wrath of Nature* 6TH LEVEL Bones of the Earth* Conjure Fey Druid Grove* Find the Path Heal Heroes' Feast Investiture of Flame* Investiture of Ice* Investiture of Stone* Investiture of Wind* Move Earth Primordial Ward* Sunbeam Transport via Plants Wall of Thorns Wind Walk 7TH LEVEL Fire Storm Mirage Arcane Plane Shift Regenerate Reverse Gravity Whirlwind* 8TH LEVEL Animal Shapes Antipathy/Sympathy Control Weather Earthquake Feeblemind Sunburst Tsunami 9TH LEVEL Foresight Shapechange Storm of Vengeance True Resurrection UESTRPG BASIC RULES 188 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


SPELL LIST BY SCHOOL OF MAGIC Spells marked with an asterisk * can be found in Xanathar's Guide to Everything and are optional. ALTERATION CANTRIPS (0 LEVEL) Blade Ward* Control Flames* Create Bonfire* Gust* Magic Stone* Mending Mold Earth* Primal Savagery* Shape Water* Shillelagh Thorn Whip Thunderclap* 1ST LEVEL Catapult* Create or Destroy Water Earth Tremor* Entangle Expeditious Retreat Feather Fall Fog Cloud Longstrider Mage Armor Shield Zephyr Strike* 2ND LEVEL Arcane Lock Barkskin Cloud of Daggers Cordon of Arrows Dust Devil* Enlarge/Reduce Gust of Wind Heat Metal Knock Maximilian's Earthen Grasp* Pyrotechnics* Shatter Skywrite* Spider Climb Spike Growth Warding Bond Warding Wind* 3RD LEVEL Erupting Earth* Fly Jump Meld Into Stone Plant Growth Rope Trick Sleet Storm Slow Tidal Wave* Wall of Sand* Wall of Water* Water Breathing Water Walk Wind Wall 4TH LEVEL Control Water Fabricate Freedom of Movement Guardian of Nature* Stone Shape Stoneskin Watery Sphere* 5TH LEVEL Control Winds* Maelstrom* Telekinesis Transmute Rock* Wall of Force Wall of Stone 6TH LEVEL Bones of the Earth* Flesh to Stone Globe of Invulnerability Investiture of Flame* Investiture of Ice* Investiture of Stone* Investiture of Wind* Move Earth Primordial Ward* Wall of Ice 7TH LEVEL Reverse Gravity Whirlwind* 8TH LEVEL Abi-Dalzim's Horrid Wilting* Control Weather Earthquake Tsunami 9TH LEVEL Time Stop CONJURATION CANTRIPS (0 LEVEL) Infestation* Mage Hand Produce Flame Sword Burst 1ST LEVEL Armor of Agathys Arms of Hadar Find Familiar Grease Hail of Thorns Tenser's Floating Disk Unseen Servant 2ND LEVEL Continual Flame Find Steed Flame Blade Spiritual Weapon Web 3RD LEVEL Conjure Animals Conjure Barrage Hunger of Hadar Phantom Steed Spirit Guardians Tiny Servant* 4TH LEVEL Arcane Eye Banishment Conjure Minor Elementals Conjure Woodland Beings Evard's Black Tentacles Find Greater Steed* Grasping Vine Guardian of Faith Mordenkainen's Faithful Hound Summon Greater Demon* 5TH LEVEL Commune Conjure Elemental Conjure Volley Infernal Calling* Insect Plague Planar Binding Teleportation Circle Wrath of Nature* 6TH LEVEL Arcane Gate Conjure Fey Create Homunculus* Planar Ally 7TH LEVEL Conjure Celestial Mordenkainen's Sword 8TH LEVEL Maze 9TH LEVEL Gate DESTRUCTION CANTRIPS (0 LEVEL) Acid Splash Booming Blade Fire Bolt Frostbite* Green Flame Blade Lightning Lure Poison Spray Ray of Frost Shocking Grasp 1st Level Burning Hands Chaos Bolt* Hellish Rebuke Hex Hunter's Mark Ice Knife* UESTRPG BASIC RULES 189 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


Searing Smite Thunderous Strike Thunderwave 2ND LEVEL Aganazzar's Scorcher* Flaming Sphere Scorching Ray Snillioc's Snowball Swarm* 3RD LEVEL Call Lightning Elemental Weapon Fireball Flame Arrows* Lightning Arrow Lightning Bolt Melf's Acid Arrow Melf's Minute Meteors* Stinking Cloud 4TH LEVEL Elemental Bane* Fire Shield Ice Storm Sickening Radiance* Storm Sphere* Vitriolic Sphere* Wall of Fire 5TH LEVEL Cloudkill Cone of Cold Destructive Wave Flame Strike Immolation* 6TH LEVEL Chain Lightning Otiluke's Freezing Sphere Wall of Thorns 7TH LEVEL Delayed Blast Fireball Fire Storm 8TH LEVEL Incendiary Cloud 9TH LEVEL Meteor Swarm Storm of Vengeance ILLUSION CANTRIPS (0 LEVEL) Dancing Lights Friends Light Message Minor Illusion Vicious Mockery 1ST LEVEL Animal Friendship Bane Beast Bond* Cause Fear* Charm Person Command Compelled Duel Disguise Self Dissonant Whispers Faerie Fire Heroism Illusory Script Sanctuary Silent Image Sleep Speak with Animals Tasha's Hideous Laughter Wrathful Smite 2ND LEVEL Animal Messenger Beast Sense Blindness / Deafness Blur Calm Emotions Crown of Madness Darkness Darkvision Detect Thoughts Enthrall Hold Person Invisibility Mind Spike* Mirror Image Nystul's Magic Aura Pass without Trace Phantasmal Force Shadow Blade* Silence Suggestion Zone of Truth 3RD LEVEL Catnap* Daylight Enemies Abound* Fear Haste Hypnotic Pattern Major Image Sending 4TH LEVEL Charm Monster* Compulsion Confusion Dominate Beast Greater Invisibility Hallucinatory Terrain Phantasmal Killer 5TH LEVEL Dominate Person Dream Geas Hold Monster Mislead Modify Memory Rary's Telepathic Bond Seeming Synaptic Static 6TH LEVEL Mass Suggestion Mental Prison* Otto's Irresistible Dance Programmed Illusion 7TH LEVEL Mirage Arcane Power Word Pain* Project Image 8TH LEVEL Antipathy / Sympathy Dominate Monster Feeblemind Glibness Illusory Dragon* Maddening Darkness* Power Word Stun Telepathy 9TH LEVEL Psychic Scream* Weird MYSTICISM CANTRIPS (0 LEVEL) Druidcraft Eldritch Blast Prestidigitation Thaumaturgy 1ST LEVEL Absorb Elements* Alarm Chromatic Orb Color Spray Comprehend Languages Detect Evil and Good Detect Magic Detect Poison and Disease Ensnaring Strike Goodberry Identify Magic Missile Snare* Witch Bolt 2ND LEVEL Alter Self Augury Earthbind* Find Traps Levitate Locate Animals or Plants Locate Object Magic Mouth Magic Weapon Misty Step Moonbeam See Invisibility 3RD LEVEL Blink Clairvoyance Counterspell Create Food and Water Dispel Magic Gaseous Form Glyph of Warding Leomund's Tiny Hut Magic Circle Nondetection Speak with Plants Tongues Thunder Step* UESTRPG BASIC RULES 190 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


4TH LEVEL Dimension Door Divination Giant Insect Leomund's Secret Chest Locate Creature Mordenkainen's Private Sanctum Otiluke's Resilient Sphere Polymorph Staggering Smite 5TH LEVEL Animate Objects Awaken Bigby's Hand Commune with Nature Contact Other Plane Creation Far Step* Legend Lore Passwall Srcying Steel Wind Strike* Swift Quiver Tree Stride 6TH LEVEL Blade-Barrier Contingency Disintegrate Drawmij's Instant Summons Druid Grove* Find the Path Forbiddance Guards and Wards Heroes' Feast Scatter* Soul Cage* Tenser's Transformation* Transport via Plants True Seeing Wind Walk Word of Recall 7TH LEVEL Divine Word Etherealness Forcecage Mordenkainen's Magnificent Mansion Plane Shift Prismatic Spray Sequester Simulacrum Symbol Teleport 8TH LEVEL Animal Shapes Antimagic Field Demiplane Mighty Fortress* Mind Blank 9TH LEVEL Astral Projection Foresight Imprisonment Invulnerability* Mass Polymorph* Prismatic Wall Shapechange True Polymorph Wish NECROMANCY CANTRIPS (0 LEVEL) Chill Touch Toll the Dead* 1st Level False Life Inflict Wounds Ray of Sickeness 2ND LEVEL Ray of Enfeeblement 3RD LEVEL Animate Dead Bestow Curse Feign Death Life Transference* Speak with Dead Vampiric Touch 4TH LEVEL Blight Shadow of Moil* 5TH LEVEL Contagion Danse Macabre* Enervation* Negative Energy Flood* 6TH LEVEL Circle of Death Create Undead Eyebite Harm Magic Jar 7TH LEVEL Finger of Death 8TH LEVEL Clone 9TH LEVEL Power Word Kill RESTORATION CANTRIPS (0 LEVEL) Guidance Resistance Sacred Flame Spare the Dying True Strike Word of Radiance* 1st Level Bless Ceremony* Cure Wounds Divine Favor Guiding Bolt Healing Word Protection from Evil and Good Purify Food and Drink Shield of Faith 2ND LEVEL Aid Branding Smite Enhance Ability Gentle Repose Healing Spirit* Lesser Restoration Prayer of Healing Protection from Poison 3RD LEVEL Aura of Vitality Beacon of Hope Blinding Smite Crusader's Mantle Mass Healing Word Protection from Energy Remove Curse Revivify 4TH LEVEL Aura of Life Aura of Purity Death Ward 5TH LEVEL Antilife Shell Banishing Strike Circle of Power Dawn* Greater Restoration Hallow Holy Weapon* Mass Cure Wounds Raise Dead Reincarnate Skill Empowerment* Wall of Light* 6TH LEVEL Heal Sunbeam 7TH LEVEL Crown of Stars* Regenerate Resurrection Temple of the Gods* 8TH LEVEL Holy Aura Sunburst 9TH LEVEL Mass Heal Power Word Heal True Resurrection UESTRPG BASIC RULES 191 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


APPENDIX A: BEASTIARY Some class features allow characters to summon creatures to serve as familiars, and companions. Statistics for such creatures are grouped in this appendix by class for your convenience. For information on to read a stat block, see the Monster Manual. UESTRPG BASIC RULES 192 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


UESTRPG BASIC RULES 193 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.


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