THE LURES OF KNOWLEDGE Mages’ lives are seldom mundane. The closest a mage is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the mundas. Other mages sell their services as diviners, serve in military forces, or pursue lives of crime or domination. But the lure of knowledge and power calls even the most unadventurous mages out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most mages believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age. CREATING A MAGE Creating a mage character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic? What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other mage? Perhaps you’re simply eager to put your new-found magical skills to the test in the face of danger. QUICK BUILD You can make a mage quickly by following these suggestions. First, Intelligence should be your highest attribute score, followed by Endurance or Agility. If you choose to join the school of Illusion, make Personality your next best score. Second, choose the sage background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st level spells for your spellbook: burning hands, charm person, feather fall, mage armor, and magic missile, and sleep. CLASS FEATURES As a Mage, you gain the following class features: HIT POINTS Hit Die: 1d6 per mage level Hit points at 1st Level: 6+ your Endurance modifier Hit points at Higher Levels: 1d6 (or 4) + your Endurance modifier per mage level after 1st PROFICIENCIES Armor: None Weapons: light crossbows, Short Blade and Staves Tools: none Saving Throws: Intelligence, Willpower Skills: Pick two from: Arcana, History, Insight, Investigation, Medicine, and Religion EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) a quarterstaff or (b) a dagger • (a) a scholar's pack or (b) an explorer's pack • a spellbook SPELLCASTING As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the mage spell list. CANTRIPS At 1st level, you know three cantrips of your choice from the mage spell list. You learn additional mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table. SPELLBOOK At 1st level, you have a spellbook containing six 1stlevel mage spells of your choice. Your spellbook is the repository of the mage spells you know, except your cantrips, which are fixed in your mind. UESTRPG BASIC RULES 51 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
PREPARING AND CASTING SPELLS The Mage table shows how much magicka you have to cast your mage spells of 1st level and higher. To cast one of these spells, you must expend magicka, as noted in the spell's description and the Magicka Cost table found in chapter 10. You regain all expended magicka when you finish a long rest. You prepare the list of mage spells that are available for you to cast. To do so, choose a number of mage spells from your spellbook equal to your Intelligence modifier + your mage level (minimum of one spell). The spells must be of a level for which you can cast. For example, if you're a 3rd-level mage, you can cast a prepared spell at either 1st or 2nd level. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it at either 1st or 2nd level. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of mage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. SPELLCASTING ATTRIBUTE Intelligence is your spellcasting attribute for your mage spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting attribute. In addition, you use your Intelligence modifier when setting the saving throw DC for a mage spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier RITUAL CASTING You can cast a mage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. LEARNING SPELLS OF 1ST LEVEL AND HIGHER Each time you gain a mage level, you can add two mage spells of your choice to your spellbook. Each of these spells must be of a level for which you can cast, as shown on the Mage table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). YOUR SPELLBOOK The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the mundas. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example or in a dusty tome in an ancient library. Copying a Spell into the Book. When you find a mage spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. Replacing the Book. You can copy a spell from your own spellbook into another book – for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many mages keep backup spellbooks in a safe place. The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound glit-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. UESTRPG BASIC RULES 52 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
MAGICAL FOCUS At 1st level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by Focus Points, which allow you to create a variety of magical effects. FOCUS POINTS You have 2 focus points, and you gain more as you reach higher levels, as shown in the Focus Points column of the Mage table. You can never have more focus points than shown on the table for your level. You regain all spent focus points when finish a long rest. FLEXIBLE CASTING You can use your focus points to gain additional magicka, or sacrifice magicka to gain additional focus points. You learn other ways to use your focus points as you reach higher levels. Creating Magicka. You can transform unexpended focus points into one spell level worth of magicka as a bonus action on you turn. The Creating Magicka table shown the cost of creating magicka of a given spell level. You can create magicka no greater in spell level than 5th . Any magicka you create with this feature vanishes when you finish a long rest. CREATING MAGICKA Spell Level Focus Point Cost Magicka Point Cost 1st 2 2 2nd 3 3 3rd 5 5 4th 6 6 5th 7 7 Converting Magicka to Focus Points. As a bonus action on your turn, you can expend magicka of spell level to gain a number of focus points equal to the same level. ARCANE TRADITION When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the six schools of magic: Alteration, Conjuration, Destruction, Illusion, Mysticism, or Restoration, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th and 14th level. METAMAGIC At 3rd level, you gain the ability to focus your magic to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless noted otherwise. CAREFUL SPELL When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. You spend 1 focus point and choose a number of creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw. DISTANT SPELL When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 focus point to make the range of the spell 30 feet. EMPOWERED SPELL When you roll damage for a spell, you can spend 1 focus point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. You can use the Empowered Spell even if you have already used a different metamagic option during the casting of the spell. EXTENDED SPELL When you cast a spell that has a duration of 1 minute or longer, you can spend 1 focus point to double its duration, to a maximum duration of 24 hours. HEIGHTENED SPELL When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 focus points to give one target of the spell disadvantage on its first saving throw made against the spell. QUICKENED SPELL When you cast a spell that has a casting time of 1 action, you can spend 2 focus points to change the casting time to 1 bonus action for this casting. UESTRPG BASIC RULES 53 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SUBTLE SPELL When you cast a spell, you can spend 1 focus point to cast it without any somatic or verbal components. TWINNED SPELL When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of focus points equal to the spell's level to target a second creature in range with the same spell (1 focus point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are. ATTRIBUTE SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th , and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. SPELL MASTERY At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1 st level mage spell and a 2nd level mage spell that you know. You can cast those two spells at their lowest level without expending magicka. If you want to cast either spell at a higher level, you must expend magicka as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for a different spell of the same level. SIGNATURE SPELLS When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd level spells that you know as your signature spells. You always have these spells prepared, and you can cast each of them once at 3rd level without expending any magicka. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher spell level, you must expend magicka as normal. ARCANE TRADITIONS The study of magic is ancient, stretching back to the dawn of time. It is firmly established in the world of Nirn, with various traditions dedicated to its complex study. The most common arcane traditions in Tamriel revolve around the schools of magic. Mages through the ages have cataloged thousands of spells, grouping them into six categories, called schools, as described in chapter 10. In some places, these traditions are literally schools; a mage might study at the School of Illusion while another studies across town at the School of Restoration. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even mages who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques. SCHOOL OF ALTERATION The School of Alteration involves the manipulation of the physical world and its natural properties. Mastering alteration magicks requires an understanding of the fundamentals of nature, as the spells within are bound by nature's rules. Casting alteration spells is akin to convincing a greater power that it is easier to change reality than it is to leave it alone. Those that are familiar with this magick understand that expressing a spell as a subtle change, a diversion of nature's elements, is easier than creating it anew. SCHOOL OF ALTERATION FEATURES Mage Level Feature 2nd Alteration Prodigy, Arcane Ward 6th Projected Ward 10th Dampen Elements 14th Spell Resistance ALTERATION PRODIGY Beginning when you select this school at 2nd level, the gold and time you must spend to copy an alteration spell into your spellbook is halved. ARCANE WARD Starting at 2nd level, you can weave magic around yourself for protection. When you cast an alteration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your mage level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an UESTRPG BASIC RULES 54 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
alteration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest. PROJECTED WARD Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage. DAMPEN ELEMENTS Beginning at 10th level, when you or a creature within 30 feet of you takes acid, cold, fire, force, lightning, or poison, radiant, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. SPELL RESISTANCE Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells. SCHOOL OF CONJURATION Conjurers use their magical knowledge to open a connection to Oblivion. Centuries ago, the Direnni mages and sorcerers formalized many of the rituals, chants, and incantations that are still used today. When a mage uses conjuration magic, they create a connection from their mind to the summoned entity. It is a tenuous link, meant to lure, hold, and dismiss, but in the hand of a master, it becomes much stronger. Detractors of conjuration believe that the pursuit of summoning and control is desperate and dangerous, however, conjurers understand the risks of their power. As a mage of the School of Conjuration, you have learned how to summon powerful elemental daedra to serve as guardians and protectors, and sometimes as servants and familiars. Unlike the unpredictable dremora, the nonbelligerent atronachs are much more reliable servants, as they are not aligned with any daedric prince. SCHOOL OF CONJURATION FEATURES Mage Level Feature 2nd Conjuration Prodigy, Minor Conjuration, Atromancer 6th Elemental Bond 10th Focused Conjuration 14th Elemental Soul CONJURATION PRODIGY Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved. MINOR CONJURATION Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage. ATROMANCER Starting at 2nd level, you learn the exclusive conjuration spell Conjure Atronach. Conjure Atronach Cast Time: 1 action Range: 5 feet Duration: Concentration, up to 1 hour You summon a powerful daedric atronach that appears in an occupied space within range. The atronach disappears when it drops to 0 hit points, or when the spell ends. Roll initiative for the atronach, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the atronach, it defends itself from hostile creatures, but to otherwise takes no actions. As you gain mage levels you can summon more powerful companions. See the table below for the challenge rating of the type of creature you can summon. The spell level of the conjure atronach spell is determined by the challenge rating of the atronach summoned, as shown on the Mage Conjure Atronach table. UESTRPG BASIC RULES 55 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
MAGE CONJURE ATRONACH Mage Level Spell Level Challenge Rating 2nd 1st ¼ 3rd 2nd ½ 5th 3rd 1 7th 4th 2 9th 5th 3 11th 6th 4 13th 7th 5 15th 8th 6 17th 9th 7 ELEMENTAL BOND At 6th level, you share a bond with your conjured Atronach. While you summon an Atronach with your conjure atronach spell, you gain unique benefits based on the atronachs element. A cold-flame atronach can benefit from your choice of either the flame atronach or frost atronach feature, but not both. Air & Storm Atronach While you have an air or storm atronach companion, your speed increases by 10 feet. Additionally, you can fly in short bursts. You gain a fly speed equal to your walking speed. If your turn ends and you are not on a creature, solid object, or ground, you fall. Earth, Stone, & Iron Atronach While you have an earth, stone, or iron atronach companion, your skin assumes a stony appearance. If you aren't wearing armor, you gain a base AC of 13 + your Endurance modifier. Flame Atronach While you have a flame atronach companion, a magical warmth surrounds you, keeping you warm as though you are near a campfire. As a bonus action, you can shed bright light in a 20-foot radius and dim light for an additional 20-feet. Additionally, as an action, you can magically ignite a flammable object you touch with your hand – an object such as a torch, a piece of tinder, or the hem of drapes. Flesh Atronach When you summon a flesh atronach companion, you gain 1d6 temporary hit points per challenge rating of the atronach summoned. These hit points vanish once the spell ends. Frost Atronach While you have a frost atronach companion, you gain the ability to walk on water. Additionally, you leave a 60-foot long trail of ice on the ground behind you. This trail is considered difficult terrain and any creature that tries to cross the path must succeed a DC 10 Agility saving throw or fall prone. Water Atronach While you have a water atronach companion, you gain the ability to breathe under water, and you have a swim speed equal to your walking speed. FOCUSED CONJURATION Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage. ELEMENTAL SOUL Starting at 14th Level, your elemental bond with your Atronach improves. While you have a conjured Atronach active, you also gain the following benefits: Flame Atronach While you have a flame atronach companion, you gain resistance to fire damage. Frost & Water Atronach While you have a frost or water atronach companion, you gain resistance to cold damage. Earth, Stone, & Iron Atronach While you have an earth, stone, or iron atronach companion, you gain resistance to bludgeoning, piercing, and slashing damage. Air & Storm Atronach While you have an air or storm atronach companion, you gain resistance to lightning and thunder damage. Flesh Atronach While you have a flesh atronach companion, you gain resistance to poison damage, and are immune to disease and the poisoned condition. UESTRPG BASIC RULES 56 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SCHOOL OF DESTRUCTION Mages of the School of Destruction express their magical power in a form that involves the harnessing of the natural elemental energies. Critics see destruction magic as crude and simplistic, whereas those who embrace the study of harnessing the destructive potential of magicka see their work as practical. SCHOOL OF DESTRUCTION FEATURES Mage Level Feature 2nd Destruction Prodigy, Elemental Mastery 6th Inescapable Destruction 10th Empowered Destruction 14th Elemental Mastery Improvement DESTRUCTION PRODIGY Beginning when you select this school at 2nd level, the gold and time you must spend to copy a destruction spell into your spellbook is halved. ELEMENTAL MASTERY At 2nd level, you choose one type of element to have exceptional power over. Cryomancer You prefer the cold of elemental frost, freezing your enemies in their tracks. Whenever a creature takes cold damage from a spell that you cast, the target's speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target's speed, use whichever reduction is greater. When you reach 11th level, you reduce the target's speed by 20 feet. Electromancer You are a natural with electricity, blasting your enemies with lightning. Each time you attack a creature with a spell that deals lightning or thunder damage, the target's magicka points are also reduced by 1d4. When you reach 11th level, you reduce the target's magicka by 1d6. Pyromancer You have a gift for wielding fire, and you use it to burn your enemies to cinders. When you cast a spell that deals fire damage, you can reroll the lowest damage die. If the new roll is higher than the original, use it when calculating the damage. When you reach 11th level, you can reroll the lowest 2 damage rolls. Venomancer You are most comfortable around deadly poisons, and can use it to disintegrate your enemies armor. The first time you deal acid or poison damage to a target, you reduce their AC by 1. When you reach 11th level, the first time you deal acid or poison damage to a target, you reduce their AC by 2. This benefit has no effect on magical or natural armor. INESCAPABLE DESTRUCTION Starting at 6th level, the mage's ability to channel elemental energy becomes more potent. Any damage dealt by your Elemental Mastery ignores any resistance to that same elemental damage. EMPOWERED DESTRUCTION Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any destruction spell you cast. IMPROVED ELEMENTAL MASTERY At 14th level, you choose an additional Elemental Mastery. You can't choose the same mastery twice. SCHOOL OF ILLUSION Illusion is a surprisingly useful school that is concerned with magicka's ability to alter the perception of objects without changing their physical compositions. By warping imperceptible energies, or removing sensual data, you can create darkness, extinguish light, and suppress sounds. While it might not be as flashy as the schools of destruction or alteration, illusion magic is not bound by the laws of nature as they are. Even if it is limited to only affecting the target and the caster, many are drawn to illusion for its ability to take ordinary objects and make them seem like something other than what they are. SCHOOL OF ILLUSION FEATURES Mage Level Feature 2nd Illusion Prodigy, Improved Minor Illusion 6th Malleable Illusions 10th Illusory Self 14th Illusory Reality ILLUSION PRODIGY Beginning when you select this school at 2nd level, the gold and time you must spend to copy a illusion spell into your spellbook is halved. UESTRPG BASIC RULES 57 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
IMPROVED MINOR ILLUSION When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different mage cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. MALLEABLE ILLUSIONS Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion. ILLUSORY SELF Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can’t use it again until you finish a short or long rest. ILLUSORY REALITY By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, non-magical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone. SCHOOL OF MYSTICISM One of the oldest and yet least understood schools of magic is the school of Mysticism. These experiments with the most arcane aspects of magicka allows a mage to alter the nature of magic itself. The practice of mystical arts is considered to be chaotic in comparison to the far more predictable and ascertainable schools. Mysticism seems to derive power from its conundrums and paradoxes. The act of experimentation can influence magicka by its very existence. Students and philosophers of mysticism must be patient and dedicated to their art. The complicated and irrational aspects of this field of study make the development of new innovations much more gradual than other pursuits. It is said that mysticism requires the practitioner to divorce their mind from logic and embrace a temporary sort of insanity. SCHOOL OF MYSTICISM FEATURES Mage Level Feature 2nd Mysticism Prodigy, Seer 6th Mysticism Expert 10th Sixth Sense 14th Oracle MYSTICISM PRODIGY Beginning when you select this school at 2nd level, the gold and time you must spend to copy a mysticism spell into your spellbook is halved. SEER Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers you rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You choose to do so before your roll, and you can only replace a roll in this way only once per turn. Each foretelling roll can only be used once. When you finish a long rest, you lose any unused rolls. MYSTICISM EXPERT Beginning at 6th level, casting mysticism spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a mysticism spell of 2nd level or higher, you regain an amount of magicka points equal to the cost of a spell that is a lower level than the spell cast but can't be higher than 7 magicka points. UESTRPG BASIC RULES 58 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SIXTH SENSE Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you use this feature again, are incapacitated, or finish a short or long rest. Darkvision. You gain darkvision to a range of 60 feet, as described in chapter 8 in the Player's Handbook. Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you. Greater Comprehension. You can read any language. See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight. ORACLE Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Seer feature, rather than two. SCHOOL OF RESTORATION The direct opposite of destruction, restoration magic focuses on resisting damage or restoring wholeness by reknitting the damaged material. Healers, priests, and clerics are usually well versed in the School of Restoration to aid the sick and weak. Restoration, as a school, goes beyond the singular curing of wounds and re-building of bones, but also includes preventing injury through powerful wards and bodily fortifications. Arguably, the greatest accomplishment of the restorative arts is the ability to cure curses, poisons, and disease, as entire civilizations were lost before the sages were able to discover a cure to such devastating plagues. SCHOOL OF RESTORATION FEATURES Mage Level Feature 2nd Restoration Prodigy, Vigorous Healing 6th Healing Mirror 10th Spell Breaker 14th Grand Healing RESTORATION PRODIGY Beginning when you select this school at 2nd level, the gold and time you must spend to copy a restoration spell into your spellbook is halved. VIGOROUS HEALING Starting at 2nd level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. HEALING MIRROR Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spells level. SPELL BREAKER Beginning at 10th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell you cast for the healing spell. GRAND HEALING Starting at 14th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example instead of restoring 2d6 hit points to a creature, you restore 12. UESTRPG BASIC RULES 59 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
MONK Her fists a blur as they deflect an incoming hail of arrows, a bosmer springs over a barricade and throws herself into the massed ranks of goblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a nord covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes. Moving with the silence of the night, a black-clad khajiit steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep. Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does. THE MAGIC OF STAMINA Monks make careful study of a magical energy that most monastic traditions call stamina. This energy is an element of the magic that suffuses the mundas – specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies' physical capabilities, and some of their special attacks can hinder the flow of stamina in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of stamina gives them more power over their bodies and the bodies of their foes. TRAINING AND ASCETICISM Small walled cloisters dot the landscapes of Tamriel, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for some kindness that the monks had performed for their families. Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power. The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants. For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure. CREATING A MONK As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery’s threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself? Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home? As a result of the structured life of a monastic community and the discipline required to harness stamina, monks are almost always lawful in alignment. QUICK BUILD You can make a monk quickly by following these suggestions. First, make Agility your highest attribute score, followed by Willpower. Second, choose the hermit background. UESTRPG BASIC RULES 60 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
THE MONK Level Proficiency Bonus Features Martial Arts Stamina Points Unarmored Movement 1st +2 Unarmored Defense, Martial Arts 1d4 - - 2nd +2 Stamina, Unarmored Movement 1d4 2 +10 ft. 3rd +2 Monastic Path, Deflect Missiles 1d4 3 +10 ft. 4th +2 Attribute Score Improvement, Slowfall 1d4 4 +10 ft. 5th +3 Extra Attack, Stunning Strike 1d6 5 +10 ft. 6th +3 Empowered Strikes, Monastic Path Feature 1d6 6 +15 ft. 7th +3 Evasion, Stillness of Mind 1d6 7 +15 ft. 8th +3 Attribute Score Improvement 1d6 8 +15 ft. 9th +4 Unarmored Movement Improvement 1d6 9 +15 ft. 10th +4 Purity of Body 1d6 10 +20 ft. 11th +4 Monastic Path Feature 1d8 11 +20 ft. 12th +4 Attribute Score Improvement 1d8 12 +20 ft. 13th +5 Tongues of the Soul 1d8 13 +20 ft. 14th +5 Diamond Soul 1d8 14 +25 ft. 15th +5 Timeless Body 1d8 15 +25 ft. 16th +5 Attribute Score Improvement 1d8 16 +25 ft. 17th +6 Monastic Path Feature 1d10 17 +25 ft. 18th +6 Empty Body 1d10 18 +30 ft. 19th +6 Attribute Score Improvement 1d10 19 +30 ft. 20th +6 Perfect Self 1d10 20 +30 ft. CLASS FEATURES As a monk, you gain the following class features: HIT POINTS Hit Dice: 1d8 per monk level Hit Points at 1st Level: 8+ your Endurance modifier Hit Points At higher levels: 1d8 (or 5) + your Endurance modifier per monk level after 1st PROFICIENCIES Armor: none Weapons: hand-to-hand, short blade, and staves Tools: Choose one type of artisan's tools or one musical instrument. Saving Throws: Agility, Strength Skills: Pick two from Acrobatics, Athletics, History, Insight, Religion, and Stealth EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) a quarterstaff or (b) a hand-to-hand weapon • (a) a dungeoneer's pack or (b) an explorer's pack • 10 darts UNARMORED DEFENSE Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10+ your Agility modifier + your Willpower modifier. UESTRPG BASIC RULES 61 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
MARTIAL ARTS At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are hand-to-hand weapons, short blades, and staves that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding monk weapons and you aren't wearing armor or wearing a shield: • You can use Agility instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. • you can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. Certain monstaries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kana). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in chapter 5, “Equipment.” STAMINA Starting at 2nd level, your training allows you to harness the energy of stamina. Your access to this energy is represented by a number of stamina points. Your monk level determines the number of points you have, as shown in the Stamina Points column of the Monk table. You can spend these points to fuel various stamina features. You start knowing three such features: Flurry of blows, Patient Defense, and Step of the Wind. You learn more stamina features as you gain levels in this class. When you spend a stamina point, it is unavailable until you finish a short or long rest, at the end of which you draw all your expended stamina back into yourself. You must spend at least 30 minutes of the rest meditating to regain your stamina points. Some of your stamina features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Stamina Save DC = 8 + your proficiency bonus + your Willpower modifier Flurry of Blows Immediately after you take the Attack action on your turn, you can spend 1 stamina point to make two unarmed strikes as a bonus action. Patient Defense You can spend 1 stamina point to take the Dodge action as a bonus action on your turn. Step of the Wind You can spend 1 stamina point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. UNARMORED MOVEMENT Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. MONASTIC PATH When you reach 3rd level, you commit yourself to a Monastic Path: the Way of the Exposed Palm, the Way of the Whispering Fang, or the Way of the Voice, all detailed at the end of the class description. Your path grants you features at 3rd level, and again at 6th, 11th , and 17th level. UESTRPG BASIC RULES 62 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
DEFLECT MISSILES Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Agility modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 stamina point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile deals damage equal to your unarmed strike, which has a normal range of 20 feet and a long range of 60 feet. ATTRIBUTE SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th , and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. SLOW FALL Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. STUNNING STRIKE Starting at 5th level, you can interfere with the flow of stamina in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 stamina point to attempt a stunning strike. The target must succeed on an Endurance saving throw or be stunned until the end of your next turn. EMPOWERED STRIKES Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. EVASION At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a fireball spell. When you are subjected to an effect that allows you to make an Agility saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. STILLNESS OF MIND At 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. PURITY OF BODY At 10th level, your stamina mastery makes you immune to disease and poison. TONGUES OF THE SOUL Starting at the 13th level, you learn how to touch the minds of others so that you can understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. DIAMOND SOUL Beginning at 14th level, your mastery of stamina grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 stamina point to reroll it and take the second result. TIMELESS BODY At 15th level, your stamina sustains you so that you suffer none of the frailty of old age, and can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. EMPTY BODY Beginning at 18th level, you can use your action to spend 4 stamina points to become invisible for 1 minute. During that time, you also have resistance to all damage. Additionally, you can spend 8 stamina points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you. UESTRPG BASIC RULES 63 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
PERFECT SELF At 20th level, when you roll for initiative and have no stamina points remaining, you regain 4 stamina points. MONASTIC PATH The traditions of monastic pursuit are common in the monasteries scattered across Nirn. Most monasteries practice one path exclusively, but a few honor multiple traditions and instruct each monk according to their aptitude and interest. Every monastery relies on the same basic techniques, diverging as the student grows more adept. WAY OF THE EXPOSED PALM Monks of the Way of the Exposed Palm understand how small objects can create more harm than larger ones. They tell of the parable of a person struck with the blunt side of a plate. The person is left with a small bruise, but is otherwise left unharmed. However, if the plate is broken, and the person is struck with one of the shards, the person may be grievously wounded. This is the first essential point of the Way of the Exposed Palm. Each finger on the hand represents a fundamental belief: concentration, reaction, equilibrium, speed, and breath control. To truly become a master of the Exposed Palm, one must perfect all five digits. In the parable of the plate, it tells the story of the first aspect of concentration. A blow that is concentrated into a small point becomes more potent. A highly trained fighter can be more deadly with just the thumb than to strike with the whole fist. The second aspect of concentration notes that with enough mental discipline, distraction can be ignored as the will maintains the ultimate goal. A truly deadly fighter can even block out their own pain. WAY OF THE EXPOSED PALM FEATURES Monk Level Feature 3rd Exposed Palm Technique 6th Counterbalance 11th Extra Attack 17th Quivering Palm EXPOSED PALM TECHNIQUE Starting when you choose this tradition at 3rd level, you can manipulate your enemy's stamina when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: • It must succeed on an Agility saving throw or be knocked prone. • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. • It can't take reactions until the end of your next turn. COUNTERBALANCE A 6th level, you gain the ability to use stamina to absorb direct damage against you. As a reaction, when you are struck with an attack that only strikes you, and deals bludgeoning, piercing, or slashing damage, you can reduce the damage by ten times the amount of stamina spent. Once you use this ability, you must finish a long rest to use it again. EXTRA ATTACK Beginning at 11th level, you can attack three times, instead of twice whenever you take the Attack action on your turn. QUIVERING PALM At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 stamina points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make an Endurance saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 bludgeoning damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. UESTRPG BASIC RULES 64 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
WAY OF THE WHISPERING FANG Monks of the Way of the Whispering Fang follow an order shrouded in mystery. This monastic tradition has its origins deep in the jungles and deserts of Elsweyr. Here, the Khajiit perfected the deadly art of fang and claw. While the Khajiit make up the majority of the order, they are not racially exclusive. Races without the natural weapons of a khajiit, including the elven appearing Ohmes, learn the whispering fang's superior combat methods with the use of awls, katars, and daggers. WAY OF THE WHISPERING FANG FEATURES Monk Level Feature 3rd Monk Weapon Mastery 6th Wholeness of Body 11th Cloak of Shadows 17th Opportunist MONK WEAPON MASTERY Starting at 3rd level, when you use monk weapons, you can choose to deal damage equal to the weapon's description, or by an amount equal to 1 size of dice larger than the your current martial arts die listed in the Martial Arts column of the Monk table. For example, at 3rd level instead of 1d4, your hand-tohand weapon attacks deal 1d6 damage. At 17th level, your weapon attacks deal 1d12 damage. Special. If your race has natural weapons, they are considered monk weapons for you. WHOLENESS OF BODY At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. CLOAK OF SHADOWS By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. OPPORTUNIST At 17th level, you can exploit a creatures momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature. WAY OF THE VOICE The monks of High Hrothgar are the most famous practitioners of the Way of the Voice. These philosophical monks, known as the Greybeards, spend most of their time in silent meditation, isolated atop Skyrim's largest mountain. The Greybeards believe in using the Voice to attain enlightenment, rather than as a tool of war. This doesn't mean that they teach pacifism, only that the Voice can be used more more than just simple violence. They believe that those who can wield the Voice should only do so in times of True Need. WAY OF THE VOICE FEATURES Monk Level Feature 3rd Disciple of the Voice, Dragon Shouts 6th Dragon Shouts Improvement 11th Dragon Shouts Improvement 17th Dragon Shouts Improvement DISCIPLE OF THE VOICE When you choose this path at 3rd level, you learn how to harness the power of the dragon tongue to form powerful shouts. A shout requires you to spend stamina points each time you use it. Shouts. You know the Unrelenting Force shout and one other shout of your choice, which are detailed in the “Dragon Shouts” section below. You learn two additional shout of your choice at 6th, 11th, and 17th level. Whenever you learn a new shout, you can also replace one shout that you already know with a different shout. Using Dragon Shouts. The Thu'um is a form of magic which uses words from the draconic language to form powerful shouts. See chapter 10 of the Player's Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to use any magicka to cast it. Once you reach 5th level in this class, you can spend additional stamina points to increase the level of a Dragon Shout spell that you cast, provided that the spell has an enhanced effect at a higher level, as unrelenting force does. The spell's level increases by 1 for each additional stamina point you spend. The maximum number of stamina points you can spend to cast a spell in this way (including its base stamina point cost and any additional stamina points you spend to increase its level) is determined by your monk level, as shown in the Spells and Shouts table. UESTRPG BASIC RULES 65 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SPELLS AND SHOUTS Monk Level Maximum Stamina Points for a Spell 5th-8th 3 9th-12th 4 13th-16th 5 17th-20th 6 Some of your Dragon Shout features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Dragon Shout save DC = 8 + your proficiency bonus + your Willpower modifier DRAGON SHOUTS The dragon shouts are presented at the level you must be to learn them. At 3rd level, you learn Unrelenting Force and one other shout of your choice listed below. Clear Skies (Lok Vah Koor) You can spend 1 stamina point to use your voice to clear out all thick clouds, overcast sky, poisonous fog, or impeding haze, that is within 1 mile of you. Throw Voice (Zul Mey Gut) You can spend 1 stamina point to throw your voice anywhere within 60 feet of you. You can use your voice to distract or confuse others. Each creature must make a Intelligence saving throw. On a failed save, the creature is fooled by this trick, and is not fooled on a successful save. You can also use your voice to make an ally appear to insult a target, if the target is capable of understanding your language. On a failed save, the creature has disadvantage on any attacks against targets other than the suspected taunter. The effect lasts for 1 minute or until a creature other than the suspected taunter attacks the target. Unrelenting Force (Fus Ro Dah) You can spend 1 stamina point to cast the alteration spell Thunder Wave. The spell's level increases for each additional shout you spend. Whirlwind Sprint (Wuld Nah Kest) You can use a bonus action to spend 1 stamina point to double your speed for one turn. While you are under these effects, any opportunity attacks against you are made with disadvantage. Starting at 6th level, you can choose to learn two of the shouts listed below or from the previous list. Animal Allegiance (Raan Mir Tah) You can spend 1 stamina point to cast the spell Animal Friendship. Aura Whisper (Laas Yah Nir) You can spend 1 stamina point to whisper a detection spell that allows you you sense the presence of life within 30 feet of you. The spell lasts up to 10 minutes, as though you are concentrating on it. If you sense life in this way, you can use your action to see a faint aura around any visible creature in the area that bears life. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Disarm (Zun Haal Viik) You can use 2 stamina points to use your voice to focus vibrations on a weapon currently being wielded by a creature within 30 feet. The creature must make a Strength saving throw. On a failed save, the creature drops their weapon. On a successful save, the creature has disadvantage on any attacks made with that weapon until the start of your next turn. If a creature tries to pick up a dropped weapon, they must use half their speed and make a Strength saving throw. On a failed save, the creature is incapable of picking up the weapon. On a successful save, the creature is able to pick up the weapon and the effect ends. Gale Winds (Ven Mul Riik) You can spend 1 stamina point to cast the alteration spell Gust of Wind. Kyne's Peace (Kaan Drem Ov) You can spend 2 stamina points to cast the illusion spell Calm Emotions. Marked for Death (Krii Lun Aus) You can spend 1 stamina point to cast the conjuration spell Hunter's Mark. Spectral Clone (Fiik Loh Sah) You can spend 2 stamina points to cast the illusion spell Mirror Image. UESTRPG BASIC RULES 66 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Starting at 11th level, you can choose to learn two of the shouts listed below or from the previous lists. Battle Fury (Mid Vur Shaan) You can spend 3 stamina points to cast the illusion spell Haste on yourself. Become Ethereal (Feim Zii Gron) You can spend 7 stamina points to cast the mysticism spell Etherealness. Call of Valor (Hun Kaal Zoor) You can spend 1 stamina point to cast the illusion spell Heroism. Cyclone (Ven Gar Nos) You can spend 2 stamina points to cast the alteration spell Dust Devil. Ice Form (Iiz Slen Nus) You can spend 2 stamina points to attempt to freeze a target that you can see that is within 60 feet of you. The target must make a Strength saving throw to resist the spell. On a failed save, the target takes 4d8 cold damage and they are encased in a shell of frost. The encased creature is immobilized and can't speak, hear, move, or make any actions. The creature takes this damage again on each subsequent turn while the spell persists. The creature restrained by this spell must make another Strength saving throw at the start of each of their turns to try and break free. If it successfully saves against this spell three times, the spell ends. If it fails its save three times, the frost hardens and the creature is subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. On a successful save, the creature takes half of much damage and isn't immobilized. While the spell is active, the frost shell has an AC of 5 and has 60 hit points. When the frost shell reaches 0 hit points, the shell breaks, ending the spell effect. A dispel magic spell can also reverse the effects. Starting at 17th level, you learn the dragon shout Return to Nirn, and you can choose to learn two of the shouts listed below or from the previous lists. Breath You can spend 6 stamina points to exhale an element of your choice. Choose either cold, fire, lightning, or poison. Each creature in a 60-foot cone must make an Endurance saving throw. A creature takes 8d8 elemental damage on a failed save, and half as much on a successful one. Example shouts are: Fire Breath (Yol Toor Shul, Frost Breath (Fo Krah Diin). Dismay (Faas Ru Maar) You can spend 3 stamina points to cast the illusion spell Fear. Dragon Aspect (Mul Qah Diiv) You can spend 6 stamina points to take on the aspect of a dragon for 1 minute. While in this form, your AC can't be less than 20. Additionally, each of your melee weapon attack and damage rolls increase by +2. Return to Nirn (Nahl Dal Vus) You can spend 9 stamina points to travel instantly from any plane that you are currently on and return to Nirn. You and up to 10 willing creatures can choose to return to a specific location that you have seen before. If you are currently on Nirn, this spell automatically fails. Slow Time (Tiid Klo Ul) You can spend 6 stamina points to temporarily slow time around you for everyone else but yourself. For the next 1d4+1 turns, you are able to take 2 turns each round. One turn at your regular initiative, and another at your initiative +10. When the spell ends, you can't move or take any actions, and you suffer 1 level of exhaustion until after your next turn. Storm Call (Strun Bah Qo) You can spend 3 stamina points to cast the destruction spell Call Lighting. UESTRPG BASIC RULES 67 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
NIGHTBLADE Unexpectedly, the viscount blurts out the location of the missing dauphin, when moments earlier he seemed disinterested in helping. With a wave of her hand, an altmer smiles slyly, thanks the aid, and confidently leaves the castle. Suppressing a giggle, a breton waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape. Navigating the dark alleys in near silence, an argonian dressed in black dyed leather heads towards the back side of the mayor's villa. Noticing an open window on the second-story, he fades into the shadows and with a puff of black smoke reappears in the unlit room. Every nightblade has given themselves to the shadow, exploiting the ancient magic found within the darkness. They use the arcane arts to enhance their skills of stealth and to manipulate the minds of others. MISCHIEVOUS OPPORTUNISTS Whichever path they choose, nightblades have a sinister reputation that follows. They are known to be clever pickpockets and burglars, but also pranksters and mischief-makers. Not all nightblades are scoundrels, however. Many use their talents to become incredibly successful investigators, undercover operatives, or royal inquisitors. When it comes to getting in and out unnoticed, nightblades are unrivaled. They're natural talent with stealth, combined with magical concealment means a capable nightblade is hardly ever seen. Unlike studious mages, nightblades supplement their magic with their skillful blade and light armor. CONFLICT AND MISFORTUNE The life of a nightblade is a dangerous one. Whatever their motivations, slinking through alleyways, spying on suspects, and liberating goods is a risky business. Sometimes considered agents of misery, most nightblades have become inured to the woe's of others, but that doesn't necessarily mean that they are unaffected by their actions. Typically driven by the need to learn more about the dark arts of shadow magic, or to discover the inner workings of black markets, nightblades often find themselves flirting on the edge of morality to get what they want. CREATING A NIGHTBLADE As you create your nightblade character, consider it's relationship with the shadow. Have you completely given in to the darkness are do you skirt around the edges, taking only what you need? Do you struggle with the harmful magic, or have you learned to balance the dangerous power? Perhaps you believe that light shines brightest in the darkness and use this gift to fend off the forces of evil. What was your life like before you started your adventure? Were you a lowly thief or an esteemed agent of the Empire? Or maybe you started out as a illusionist and realized you can use your magic prowess to take what you want. How did you learn about the obscure shadow magic? Were you selected by a mentor who noticed your talents or did you happen across a mystic tome during a heist? Consider why you've joined a group of adventurers. Are you in search of more powerful knowledge that you can't manage on your own? Does your greed drive you, are you interested in honing your skills, or are you investigating nefarious villains. QUICK BUILD You can make a nightblade quickly by following these suggestions. First, Personality should be your highest attribute score, followed by Endurance. Second, use the charlatan background. Third, choose the chill touch and eldritch blast cantrips, along with with 1st level spells charm person and witch bolt. CLASS FEATURES As a nightblade, you gain the following class features. HIT POINTS Hit Dice: 1d8 per nightblade level Hit Points at 1st Level: 8 + your Endurance modifier Hit Points At higher levels: 1d8 (or 5) + your Endurance modifier per nightblade level after 1st PROFICIENCIES Armor: Light armor Weapons: Marksman, Short Blade, and Long Blade Tools: Choose one from disguise kit, forgery kit, poisoner's kit or thieves' tools. Saving Throws: Agility, Intelligence Skills: Choose three from Acrobatics, Arcana, Athletics, Deception, Insight, Investigation, History, Perception, Sleight of Hand, and Stealth UESTRPG BASIC RULES 68 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
THE NIGHTBLADE Level Proficiency Bonus Features Cantrips Known Spells Known Magicka Spell Level 1st +2 Spellcasting, Path of Darkness 2 2 4 1st 2nd +2 Cunning Action, Shadowhand 2 3 6 1st 3rd +2 Night Eye 2 4 14 2nd 4th +2 Attribute Skill Improvement 3 5 17 2nd 5th +3 Shadow Step 3 6 27 3rd 6th +3 Path of Darkness Feature 3 7 32 3rd 7th +3 -- 3 8 38 4th 8th +3 Attribute Skill Improvement 3 9 44 4th 9th +4 Magical Ambush 3 10 57 5th 10th +4 Path of Darkness Feature 4 10 64 5th 11th +4 Night Magic (6th level) 4 11 64 5th 12th +4 Attribute Skill Improvement 4 11 64 5th 13th +5 Night Magic (7th level) 4 12 64 5th 14th +5 Path of Darkness Feature 4 12 64 5th 15th +5 Night Magic (8th level) 4 13 64 5th 16th +5 Attribute Skill Improvement 4 13 64 5th 17th +6 Night Magic (9th level) 4 14 64 5th 18th +6 Spell Thief 4 14 64 5th 19th +6 Attribute Skill Improvement 4 15 64 5th 20th +6 Shade 4 15 64 5th SPELLCASTING Your arcane research grants you the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the nightblade spell list. CANTRIPS You know two cantrips of your choice from the nightblade spell list. You learn additional nightblade cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Nightblade table. MAGICKA The Nightblade table shows how much magicka you have to cast your nightblade spells of 1st level and higher. The table also shows what the level spells you can cast. To cast one of your nightblade spells of 1st level or higher, must expend magicka, as noted in the spell's description and the Magicka Cost table found in chapter 10. You regain all expended magicka when you finish a short or long rest. For example, if you know the 1st-level spell witch bolt and have a Spell Level of 2nd, you can cast witch bolt using magicka to cast it at either level. SPELLS KNOWN OF 1ST LEVEL AND HIGHER At 1st level, you know two 1st-level spells of your choice from the nightblade spell list. The Spells Known column of the Nightblade table shows when you learn more nightblade spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Spell Level column for your level. When you reach 6th level, for example, you learn a new nightblade spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the nightblade spells you know and replace it with another spell from the nightblade spell list, which also must be of a level for which you have spell slots. UESTRPG BASIC RULES 69 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SPELLCASTING ATTRIBUTE Personality is your spellcasting attribute for your nightblade spells, so you use your Personality whenever a spell refers to your spellcasting attribute. In addition, you use your Personality modifier when setting the saving throw DC for a nightblade spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Personality modifier Spell attack modifier = your proficiency bonus + your Personality modifier PATH OF DARKNESS At 1st level, choose a path of darkness, which describes your devotion as a nightblade. Choose either Betrayer, Deathless, Seeker, Shadowmage, or Trickster, which are detailed at the end of the class description. Your path grants you features at 1st level, and then again at 6th, 10th, and 14th level. CUNNING ACTION Starting at 2nd level, your quick thinking and agility allows you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. SHADOWHAND Starting at 2nd level, you learn the mage hand cantrip. If you already know this cantrip, you learn a different cantrip of your choice from the nightblade spell list. This cantrip doesn't count against your number of cantrips known. When you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: • You can stow one object the hand is holding in a container worn or carried by another creature. • You can retrieve an object in a container worn or carried by another creature. • You can use thieves’ tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on an Agility (Sleight of Hand) check contested by the creature’s Willpower (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand. NIGHTEYE At 3rd level, you have naturally adjusted to being in darkness. You gain darkvision and can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ATTRIBUTE SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores by 1. As normal, you can't increase an ability score above 20 using this feature. SHADOW STEP At 5th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. Additionally, you can teleport into a shadow cast by another creature within range when you are not in dim light or darkness. You then have advantage on the first melee attack you make before the end of your turn. MAGICAL AMBUSH At 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. NIGHT MAGIC At 11th level, your continued research in the esoteric studies of shadow magic has unlocked an arcane secret known as night magic. Choose one 6th-level spell from the nightblade spell list. You can cast this unique spell once without expending any magicka. You must finish a long rest before you can do so again. At higher levels, you gain more nightblade spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Night Magic spells when you finish a long rest. UESTRPG BASIC RULES 70 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
VERSATILE TRICKSTER At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn. SPELL THIEF At 18th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with it's spellcasting attribute modifier. The DC equals your spell save DC. On a failed save, you negate the spell effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level that you can cast (it doesn't need to be a nightblade spell). For the next 8 hours, you know the spell and can cast it, using magicka as normal. The creature can't cast that spell until 8 hours have passed. Once you use this feature, you can't use it again until you finish a long rest. SHADE When you reach 20th level, you have mastered the dark arts of shadow magic, allowing you to call into the shadow realms and bring forth your own shadow. As a bonus action on your turn, you can summon a shadowy version of yourself which appears from your shadow. This creature shares all of your statistics, including your current hit points, and is wearing the same equipment as you. The shade can communicate with you telepathically, knows everything that you know, and shares your alignment, background, and motivations. The shade disappears when it drops to 0 hit points, or you use a bonus action to dismiss it back to the shadow realm. As a part of your turn, you can direct the shade to move a distance equal to your speed. You can also direct the shade to make one weapon attack. Additionally, as a bonus action on your turn, you can swap places with your shade, as long as you are within 60 feet of each other. Once you use this feature, you must finish a long rest before you can use it again. PATH OF DARKNESS Nightblades devote themselves to ancient and obscure magic which blurs the lines of morality. The path they choose determines how much of the darkness is embraced. DEATHLESS Those that are considered Deathless have uncovered mystical secrets to weave shadow magic into their illusions, blurring the lines between life and death. With goals of reaching immortality, the Deathless attempt to fend off death, both for themselves and others. Those that master the shadow see generations pass in a single lifetime. DEATHLESS FEATURES Nightblade Level Feature 1st Expanded Spell List, Among the Dead 6th Defy Death 10th Undying Nature 14th Indestructible Life EXPANDED SPELL LIST The Deathless path lets you choose from an expanded list of spells when you learn a nightblade spell. The following spells are added to the nightblade spell list for you. DEATHLESS EXPANDED SPELLS Spell Level Spells 1st false life, ray of sickness 2nd blindness/deafness, silence 3rd feign death, speak with dead 4th aura of life, death ward 5th contagion, legend lore UESTRPG BASIC RULES 71 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
AMONG THE DEAD Starting at 1st level, you learn the spare the dying cantrip, which counts as a nightblade cantrip for you. You also have advantage on saving throws against disease. Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Willpower saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. DEFY DEATH Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You regain hit points equal to 1d8 + your Endurance modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying. Once you use this feature, you can't use it again until you finish a long rest. UNDYING NATURE Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. In addition, you age at a slower rate. For every 10 years that pass, you body only ages 1 year, and you are immune to being magically aged. INDESTRUCTIBE LIFE When you reach 14th level, you partake of some of the true secrets of the deathless. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your nightblade level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. Once you use this feature, you can't use it again until you finish a short or long rest. SHADOWMAGE With skill and patience, Shadowmages can read the shadows, manipulating them and the object or force that cast it. Students of the shadow have learned how to “peer sidewise” to perceive the shadows cast by each entity and object in the Aurbis. Of course, these are not literal shadows, but the emanation of the limen each object possesses. Through their learning and focus on the hyperagonal sense, the shadowmage becomes skilled at instant translocation. They can step through the shdaows, almost as a matter of reflex. Another use for the shadowmage' s prowess in magical translocation is ability to create a trasliminal flow of essence from their adversaries. This malicious shadow draining allows the mage to absorb the life essence of others. SHADOWMAGE FEATURES Nightblade Level Feature 1st Expanded Spell List, Drain Essence, Child of Darkness 6th Shadowy Escape 10th Cloak of Shadows 14th Delerium EXPANDED SPELL LIST The Shadowmage path lets you choose from an expanded list of spells when you learn a nightblade spell. The following spells are added to the nightblade spell list for you. SHADOWMAGE EXPANDED SPELLS Spell Level Spells 1st burning hands, sleep 2nd calm emotions, phantasmal force 3rd blink, stinking cloud 4th dominate beast, greater invisibility 5th dominate person, seeming DRAIN ESSENCE Starting at 1st level, your study of the dark arts allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Personality modifier + your nightblade level (minimum of 1 temporary hit point). UESTRPG BASIC RULES 72 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
CHILD OF DARKNESS Also at 1st level, you find yourself being the most comfortable while surrounded in darkness. While you are in dim light, darkness, or magical darkness, you gain the following benefits: • You ignore difficult terrain. • You have advantage on initiative rolls. • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. SHADOWY ESCAPE Starting at 6th level, you can vanish in a puff of smoke in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest. CLOAK OF SHADOWS By 10th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. DELERIUM Starting at 14th level, you can plunge a creature into an illusory shadow realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Willpower saving throw against your nightblade spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a shadow realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again. TRICKSTER Tricksters use illusion to magically entrance and beguile other creatures. Whether they use their skills to become peacemakers who bewitch the violent to lay down their arms, or become tyrants who magically bind the unwilling into their service, Tricksters rely on manipulating the minds of others. TRICKSTER FEATURES Nightblade Level Feature 1st Expanded Spell List, Dark Presence 6th Entropic Ward 10th Shadowy Defenses 14th Mind Taking EXPANDED SPELL LIST The Trickster path lets you choose from an expanded list of spells when you learn a nightblade spell. The following spells are added to the nightblade spell list for you. TRICKSTER EXPANDED SPELLS Spell Level Spells 1st dissonant whispers, tasha's hideous laughter 2nd detect thoughts, phantasmal force 3rd clairvoyance, sending 4th dominate beast, evard's black tentacles 5th dominate person, telekinesis DARK PRESENCE Starting at 1st level, you have the ability to project the beguiling and fearsome presence of the darkness. As an action, you can cause each creature in a 10-foot cube originating from you to make a Willpower saving throw against your nightblade spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. UESTRPG BASIC RULES 73 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
ENTROPIC WARD At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. SHADOWY DEFENSES Beginning at 10th level, your learn how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Willpower saving throw against your nightblade spell save DC or be charmed by you for 1 minute or until the creature takes any damage. MIND TAKING At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast a spell or use an ability to charm one or more creatures, you can alter one creature's understanding so that it remains unaware that it is being charmed. Additionally, once before the spell or effect expires, you can use your action to try to modify the chosen creature's memory of some of the time it spent while charmed. The creature must succeed on an Intelligence saving throw against your nightblade spell save DC. On a failed save, you can modify a number of hours of its memories equal to 1 + your Personality modifier (minimum 1). You can choose to modify less time if desired, and the amount of time can't exceed the duration of your illusion spell. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. SEEKER Seekers search for knowledge, traveling through the world, collecting lore, and unlocking ancient magic lost to the ages. They use enshrouding darkness and gain access to shadowy pocket realms to protect themselves and their allies from the harms of the Mundas. While most seekers uncover the secrets of the gloam through study and discovery of the arcane, these powers can be fast-tracked with the aid of more powerful beings. Seekers may be worshipers of the Daedra Princes whose spheres are of knowledge and shadow. Hermaeus Mora and Nocturnal are sometimes willing to sponsor acolytes and students who can prove their potential. SEEKER FEATURES Nightblade Level Feature 1st Expanded Spell List, Shielding Aura 6th Shadow Refuge 10th Far Wanderer 14th Umbral Sequestration EXPANDED SPELL LIST The Seeker path lets you choose from an expanded list of spells when you learn a nightblade spell. The following spells are added to the nightblade spell list for you. SEEKER EXPANDED SPELLS Spell Level Spells 1st feather fall, jump 2nd levitate, locate object 3rd clairvoyance, sending 4th arcane eye, locate creature 5th legend lore, passwall SHIELDING AURA Starting at 1st level, you can invoke shadow magic to protect you from harm. As a bonus action, you create a whirling aura of dark energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes necrotic damage equal to your nightblade level + your Personality modifier. Once you use this feature, you can’t use it again until you finish a short or long rest. UESTRPG BASIC RULES 74 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SHADOW REFUGE At 6th level, you gain the ability to step into a shadow refuge. As an action, you disappear from the world for a brief moment and enter the Shadow Realm, taking advantage of its timeless nature. While in your shadow refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends. Once you use this feature, you can’t use it again until you finish a long rest. FAR WANDERER At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage. UMBRAL SEQUESTRATION Starting at 14th level, you gain the ability to sequester yourself and your allies in the Shadow Realm By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Shadow Realm. You and those creatures gain the benefits of a short rest while sequestered on the Shadow Realm. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest. BETRAYER Betrayers use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. Nightblades are often looked upon with suspicion and distrust, usually with ample justification. This, of course, isn't true of all Nightblades. Nightblades who follow the path of the Betrayer, however, often hide their true nature. They typically claim to have developed their magic through more palatable means, as shadow magic is generally seen as nefarious, especially when it involves bending ones will. They might also keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power. BETRAYER FEATURES Nightblade Level Feature 1st Expanded Spell List, Venomous Blades 6th Venomous Words 10th Mantle of Whispers 14th Shadow Lore EXPANDED SPELL LIST The Betrayer path lets you choose from an expanded list of spells when you learn a nightblade spell. The following spells are added to the nightblade spell list for you. BETRAYER EXPANDED SPELLS Spell Level Spells 1st disguise self, ice knife 2nd detect thoughts, knock 3rd clairvoyance, nondetection 4th greater invisibility, vitriolic sphere 5th cloud kill, dominate person VENOMOUS BLADES Starting at 1st level when you choose this path, you gain the ability to magically make your weapon attacks toxic for a moment. Once per turn, when you hit a creature with a weapon attack, you can deal an extra 1d6 poison damage to one creature you hit with an attack if you have advantage on the attack roll. You don't need advantage on an attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The additional damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 15th level. UESTRPG BASIC RULES 75 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
VENOMOUS WORDS At 6th level, you learn to infuse innocent seeming words with an insidious magic. A creature that hears you speak can become plunged into fear and paranoia. If you speak to a humanoid alone for at least 10 minutes, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Willpower saving throw against your spell save DC or be frightened for the next hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. While frightened in this way, the target is paranoid and tries to avoid the company of others, including its allies. The target seeks out what it considers the safest, most secret place available to it and hides there. If the target succeeds on its save, the target has no hint that you tried to frighten it. Once you use this feature, you can’t use it again until you finish a short rest or long rest. MANTLE OF WHISPERS At 10th level, you gain the ability to adopt a creature’s persona. When you slay a creature with an attack or a spell or a creature dies within 5 feet of you, you can magically capture its shadow using your reaction. You can capture only the shadow of a creature that is your creature type, such as humanoid, and your size (you can capture a Small or Medium shadow if you’re Small), and you can have only one shadow captured at a time. After you capture a creature’s shadow, you can use your magic to weave it into a disguise that allows you to take on its appearance and gain access to its surface memories. As an action, you take on the creature’s appearance for 1 hour or until you end this effect as a bonus action. During that hour, you gain access to all information that the creature would freely share with a casual acquaintance. Information includes general details on its background and personal life, but does not include secrets. The information is enough that you can pass yourself off as the creature by drawing on its memories. Another creature can see through this disguise by making a Willpower (Insight) check opposed by your Personality (Deception) check, though you gain a +5 bonus to your check. The disguise and the knowledge it grants disappears when this ability’s duration ends. SHADOW LORE At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears. As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Willpower saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret. While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a long rest. UESTRPG BASIC RULES 76 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
RANGER Rough and wild looking, a breton stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a short sword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, a bosmer finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales. Holding his hand high, a redguard whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Yoku, he points to the bear he’s been tracking and sends the hawk to distract the creature while he readies his bow. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch. DEADLY HUNTERS Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization – humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. INDEPENDENT ADVENTURERS Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with warden conclaves. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first – and possibly the last line of defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways. CREATING A RANGER As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain – perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a warden conclave, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and have a connection to nature through the necessity of surviving in the wilds. What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer? QUICK BUILD You can make a ranger quickly by following these suggestions. First, make Agility your highest attribute score, followed by Endurance. (Some rangers who choose two-weapon fighting may prefer Strength over Agility.) Second, choose the outlander background. CLASS FEATURES As a Ranger, you gain the following class features HIT POINTS Hit Dice: 1d10 per ranger level Hit Points at 1st Level: 10 + your Endurance modifier Hit Points At higher levels: 1d10 (or 6) + your Endurance modifier per ranger level after 1st UESTRPG BASIC RULES 77 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
THE RANGER Level Proficiency Bonus Features 1st +2 Favored Enemy, Natural Explorer 2nd +2 Fighting Style, Skirmisher's Stealth 3rd +2 Poultices, Primal Instincts, Ranger Archetype 4th +2 Attribute Score Improvement 5th +3 Extra Attack 6th +3 Greater Favored Enemy 7th +3 Archetype Feature 8th +3 Attribute Score Improvement, Fleet of Foot 9th +4 Natural Antivenom 10th +4 Hides in Plain Sight 11th +4 Archetype Feature 12th +4 Attribute Score Improvement 13th +5 Call Natural Allies 14th +5 Vanish 15th +5 Archetype Feature 16th +5 Attribute Score Improvement 17th +6 Primal Connection 18th +6 Feral Senses 19th +6 Attribute Score Improvement 20th +6 Foe Slayer PROFICIENCIES Armor: Light Armor, Medium Armor, Shields Weapons: Axe, Blunt, Hand-to-Hand, Long Blade, Marksman, Polearm, and Short Blade Tools: Herbalism kit Saving Throws: Agility, Endurance Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) scale mail or (b) leather armor • (a) two short blades or (b) a long blade • (a) a dungeoneer's pack or (b) an explorer's pack • A longbow and a quiver of 20 arrows FAVORED ENEMY Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Willpower (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. NATURAL EXPLORER You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: • You ignore difficult terrain. • You have advantage on initiative rolls. • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: • Difficult terrain doesn’t slow your group’s travel. • Your group can’t become lost except by magical means. • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. • If you are traveling alone, you can move stealthily at a normal pace. • When you forage, you find twice as much food as you normally would. • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. FIGHTING STYLE At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. UESTRPG BASIC RULES 78 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
ARCHERY You gain a +2 bonus to your attack rolls you make with ranged weapons. DEFENSE While wearing armor, you gain +1 bonus to AC. DUELING When you are wielding a melee weapon in one hand and no other weapons, you gain +2 bonus to damage rolls with that weapon. TWO-WEAPON FIGHTING When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. SKIRMISHER'S STEALTH Beginning at 2nd level, you combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence. At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make an Agility (Stealth) check to hide from that creature again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn. POULTICES At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Willpower modifier (minimum 1). You can carry a number of poultices at one time equal to your Willpower modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency. If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up). PRIMAL INSTINCTS Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. With this feature you gain the following benefits: PRIMAL CONTACT You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its shortterm needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. PRIMEVAL AWARENESS You can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group. PRIMAL MARK As a bonus action, you can choose a creature you can see within 90 feet of you and mark it as your quarry for up to 1 hour, as though you are concentrating on a spell. You have advantage on any Willpower (Perception) or Willpower (Survival) check you make to find it. RANGER ARCHETYPE At 3rd level, you choose an archetype that you strive to emulate: Archer, Hunter, or Scout, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th level. ATTRIBUTE SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th , and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores by 1. You can't increase an ability score above 20 using this feature. UESTRPG BASIC RULES 79 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
EXTRA ATTACK At 5th level, you can attack twice, instead of once, when you take the Attack action on your turn. GREATER FAVORED ENEMY At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: Fiends, Constructs, Dragons, Elementals, or Giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy. FLEET OF FOOT Beginning at 8th level, you can use the Dash action as a bonus action on your turn. NATURAL ANTIVENOM Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices each day to cure one poison effect on the creature you are applying it to, in addition to restoring hit points. HIDE IN PLAIN SIGHT Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Willpower (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected. CALL NATURAL ALLIES Starting at 13th level, you can call natural creatures from your current terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups: •One beast of challenge rating 2 or lower •Two beasts of challenge rating 1 or lower •Four beasts of challenge rating 1/2 or lower •Eight beasts of challenge rating 1/4 or lower These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your allies, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics. After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call. VANISH At 14th level you can use the Hide action as a bonus action on your turn. Also, you can never be tracked by non-magical means, unless you intended to leave a trail. PRIMAL CONNECTION At 17th level, you become one with nature and gain a nearly supernatural connection to it, unlocking it's knowledge and secrets. If you spend 1 minute in uninterrupted meditation while outdoors, you gain knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. You don't gain this knowledge in areas where nature has been replaced by construction, such as dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: • terrain and bodies of water • prevalent plants, minerals, animals, or peoples • powerful celestials, fey, fiends, elementals, or undead • influence from other planes of existence • buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. Once you use this feature, you can’t use it again until you finish a long rest. UESTRPG BASIC RULES 80 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
FERAL SENSES At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided the creature isn't hidden from you and you aren't blinded or deafened. FOE SLAYER At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you add your willpower modifier to the attack roll or the damage roll of an attack you make against a favored enemy. You can choose to use the feature before or after the roll, but before any effects of the roll are applied. RANGER ARCHETYPE The ideal ranger has three classic expressions, the Archer, the Hunter, and the Scout. ARCHER Archers are fighters who have focused their training to specialize in long-range combat. While any warrior with a bow can be considered an archer, rangers develop a form of unmatched discipline and prowess with all forms of projectiles. Archers perform the best when they can keep their opponents at a distance, using ranged weapons and swift maneuvers. Once engaged in melee, they strike deftly, using swords and axes to bring down the wounded and weary. ARCHER FEATURES Ranger Level Feature 3rd Combat Tactics 7th Iron Mind 11th Archer's Mastery 15th Relentless COMBAT TACTICS At 3rd level, you learn combat tactics that are fueled by special dice called tactical dice. Tactics. You learn two tactics of your choice, which are detailed under “Combat Tactics” below. Many tactics enhance an attack in some way. You can use only one tactic per attack. You learn one additional tactic of your choice at 7th , 11th, and 15th levels. Each time you learn a new tactic, you can also replace one tactic you know with a different one. Tactical Dice. You have four tactical dice, which are d8s. A tactical die is expended when you use it. You regain all of your expended tactical dice when you finish a short or long rest. You gain another tactical die at 7th level and one more at 15th level. Saving Throws. Some of your tactics require your target to make a saving throw to resist the tactic’s effects. The saving throw DC is calculated as follows: Tactic save DC = 8 + your proficiency bonus + your Strength or Agility modifier (your choice) IRON MIND By 7th level, your time studying beasts and the focus required by archery has stilled your mind. You gain proficiency in Willpower saving throws and have advantage on saving throws against being frightened. ARCHER'S MASTERY At 11th level, you gain one of the following features of your choice: Critical Shot. Your keen eye can find your foes' most vulnerable weaknesses. Your ranged weapon attacks score a critical hit on a roll of 18-20. Flurry. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability. Quick Shot. During the first round of combat, you can use your reaction to make a weapon attack. This attack occurs at your initiative plus 10. Scatter Shot. When another creature damages you with a melee weapon attack, you use your reaction to move up to half your movement speed without provoking opportunity attacks from the creature. You can then make a quick weapon attack against that same creature with the same reaction. Steady Hand. You gain advantage on one attack roll you make with a ranged weapon each turn. RELENTLESS Starting at 15th level, when you roll initiative and have no tactical dice remaining, you regain 1 tactical die. UESTRPG BASIC RULES 81 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
COMBAT TACTICS The tactics are presented in alphabetical order. Counter. When another creature attacks you, you can use your reaction and expend one tactical die to increase your AC by the number you roll on your tactical die, until the start of your next turn. The attack misses if it fails to hit with your new AC value. Disarming Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the tactical die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Distracting Strike. When you hit a creature with a weapon attack, you can expend one tactical die to distract the creature, giving your allies an opening. You add the tactical die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Dodge Roll. When a creature damages you with a melee attack, you can use your reaction and expend one tactical die to reduce the damage by the number you roll on your tactical die + your Agility modifier. Evasive footwork. When you move, you can expend one tactical die, rolling the die and adding the number rolled to your AC until you stop moving. Knockdown. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to knock the target down. You add the tactical die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one tactical die to maneuver one of your allies into a more advantageous position. You add the tactical die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use it's reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Overdraw. When you make a ranged attack, you can expend one tactical die to double the range of the weapon without causing disadvantage. If you hit, you add the tactical die to the attack's damage roll. Pierce Armor. When you hit a creature that is wearing armor with a weapon attack, you can expend one tactical die to weaken their armor, reducing the targets AC by 1. If you hit, you add the tactical die to the attack's damage roll. You can not weaken the same armor more than once. Power Shot. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to throw the attacker off balance. You add the tactical die roll to the attack's damage roll, and it must make a Strength saving throw. On a failed save, it is staggered and has disadvantage on their next attack. Precision Attack. When you make a weapon attack roll against a creature, you can expend one tactical die to add a tactical die to the roll. You can use this tactic before or after making the attack roll, but before any effects of the attack are applied. Pushing Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to drive the target back. You add the tactical die roll to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, it is pushed back 15 feet. Split Shot. When you make a ranged weapon attack, you can expend one tactical die to attempt to damage another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your tactical die. The damage is of the same type dealt for the original attack. HUNTER The life of a hunter is spent tracking prey and training to become the best predator of all. Emulating the Hunter archetype means that they have reached the upper echelon of their pursuits. Using daedric magic, the hunter tries to earn Hircine's favour and achieve a place in the Great Hunt. HUNTER FEATURES Ranger Level Feature 3rd Companion of Hircine, Companion's Bond 7th Ambuscade 11th Hunter's Mastery 15th Hircine's Gift UESTRPG BASIC RULES 82 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
COMPANION OF HIRCINE At 3rd level, you learn how to conjure a powerful beast from The Hunting Grounds, Hircine's plane of Oblivion. With 8 hours of work and the expenditure of 200 septims worth of magical components, you call forth a daedric beast from the Hunting Grounds to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a panther, or a wolf. However, your DM might pick one of these animals for you, or an animal based on a creature appropriate for the campaign setting. The creature looks identical to the beast it takes the form of, but it's creature type is considered to be a fiend (daedra). At the end of the 8 hours, your daedric companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one daedric companion at a time. If your daedric companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 100 septims worth of rare components, you call forth your companion’s spirit from the depth's of oblivion and use your magic to conjure a new body for it. If you use this ability to return a former daedric companion to life while you have a current companion, your current companion leaves you and is replaced by the restored companion. COMPANION’S BOND Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace. Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Attribute Score Improvement class feature, your companion’s attributes also improve. Your companion can increase one attribute score of your choice by 2, or it can increase two attribute scores of your choice by 1. As normal, your companion can’t increase an attribute score above 20 using this feature unless its description specifies otherwise. Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.” Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features. d6 Trait 1 I'm dauntless in the face of adversity. 2 Threaten my friends, threaten me. 3 I stay on alert so others can rest. 4 People see an animal and underestimate me. I use that to my advantage. 5 I have a knack for showing up in the nick of time. 6 I put my friends’ needs before my own in all things. d6 Flaw 1 If there’s food left unattended, I’ll eat it. 2 I growl at strangers, and all people except my ranger are strangers to me. 3 Any time is a good time for a belly rub. 4 I’m deathly afraid of water. 5 My idea of hello is a flurry of licks to the face. 6 I jump on creatures to tell them how much I love them. EXPANDING COMPANION OPTIONS Depending on the nature of your campaign, the DM might choose to expand the options for your animal companion. As a rule of thumb, a beast can serve as an animal companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions. UESTRPG BASIC RULES 83 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
AMBUSCADE At 7th level, Hunters strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn. HUNTER'S MASTERY Starting at 11th level, you can choose one additional Favored Enemy. HIRCINE'S GIFT Starting at 15th level, Hircine recognizes your aptitude for the hunt and blesses you with his gift. Once per long rest, you are able to transform into a werecreature of your choice for 1 hour. You normally choose your form from the following lycanthropes: a werebat, a werebear, a wereboar, a werecrocodile, a werelion, a wererat, a wereraven, a wereshark, a weretiger, a werevulture, or a werewolf. However, your DM might pick one of these animals for you, or an animal based on a creature appropriate for the campaign setting. You can find the statistics for these creatures in the Blessings and Curses supplement, or in the Monster Manual. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: • Your game statistics are replaced by the statistics of the were-creature, but you retain your alignment, Personality, Intelligence, and Willpower scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. • You assume the lycanthropes hybrid form and you can’t cast spells or use the were-creature's Shapechanger ability. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell. • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. SCOUT Scouts rely on stealth and rapid movement to survey routes and opponents, using skirmish tactics when forced to fight. They are skilled in surviving far from the streets of a city, allowing them to scout ahead of their companions during expeditions. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive. Many scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter – these are just a few of the roles that Scouts assume as they range the world. SCOUT FEATURES Ranger Level Feature 3rd Bonus Proficiencies, Swiftness, Scout's Tactics 7th Remarkable Athlete 11th Multiattack, Improved Scout's Tactics 15th Relentless BONUS PROFICIENCIES When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Investigation, Medicine, Nature, Perception, Stealth or Survival. You can choose to gain proficiency with thieves’ tools in place of one skill choice. UESTRPG BASIC RULES 84 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SWIFTNESS Also at 3rd level, your speed increases by 5 feet. This bonus increases as you reach certain levels. Your speed increases by 10 feet by 7th level, 15 feet by 11th level, and 20 feet by 15th level. SCOUT'S TACTICS At 3rd level, you gain a set of abilities that are fueled by special dice called tactical dice. Tactical Dice. You have four tactical dice, which are d8s. A tactical die is expended when you use it. You regain all of your expended tactical dice when you finish a long or short rest. You gain another tactical die at 7th level and one more at 15th level. Using Tactical Dice. You can expend tactical dice to gain a number of different benefits: • When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one tactical die to bolster the check. Add half the number rolled on the tactical die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful. • When you make a weapon attack against a creature, you can expend one tactical die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied. • If you are hit by an attack while wearing light or medium armor, you can expend one tactical die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it. REMARKABLE ATHLETE Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Agility, or Endurance check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you cover increases by a number of feet equal to your Strength modifier. MULTIATTACK At 11th level, you gain one of the following features of your choice. Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapons range. You must have ammunition for each target, and make a separate attack roll for each target. Whirlwind. You use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. IMPROVED SCOUT'S TACTICS At 11th level, your tactical dice turn into d10s. At 17th level, they turn into d12s. RELENTLESS Starting at 15th level, when you roll initiative and have no tactical dice remaining, you regain 1 tactical die. UESTRPG BASIC RULES 85 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
ROGUE After successfully striking the stone golem in a weak spot, a khajiit calls out to his partner, quickly relaying the pivotal information. Her companion attacks and within seconds, the formidable construct is laid to waste. An imperial lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target – a notorious slaver – passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound. Shifting her gaze between the bandit's hands and his stance, a dunmer realizes that negotiations have broken down. Darting out of the way from the bandit's sudden movement, she is able to avoid the blow while simultaneously disarming him with a few quick jabs to the kidneys. Rogues rely on skill, stealth, and finding their foes weak points to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party. SKILL AND PRECISION Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. A COVERT LIVING Every town and city has its share of rogues. Many of them live up to the worst stereotypes of the class, making a living as blackguards, operatives, spies, and assassins, Often, these scoundrels team up with thieves guilds or noble families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their investigations and interrogations. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where skeevers – and wererats – haunt the sewers. As adventurers, rogues fall on both sides of the law. Some are vagabonds that live for the thrill of uncovering lost secrets, while others take up a life of adventure after being sponsored by noble families. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure. CREATING A ROGUE As you create your rogue character, consider the character’s relationship to the law. Did you work alongside inspectors and the guard or did you find yourself working as an operative in the thieves guild? Have you changed your stance on your profession, possibly angering local law makers or guild masters? Did you leave to find independent work on your own, in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal? What was the trigger that led you away from your previous life? Did you learn undisclosed information than you weren't expected to? Maybe you were able to break a secret code that led you to a stash of riches to help you start a new life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend another member of your adventuring party – who showed you new possibilities for earning a living and employing your particular talents. QUICK BUILD You can make a rogue quickly by following these suggestions. First, Agility should be your highest attribute score, followed by Intelligence. Personality should be your next highest if you plan to emphasize deception and social interaction. Second, choose the charlatan background. CLASS FEATURES As a Rogue, you gain the following class features. HIT POINTS Hit Dice: 1d8 per rogue level Hit Points at 1st Level: 8 + your Endurance modifier Hit Points At higher levels: 1d8 (or 5) + your Endurance modifier UESTRPG BASIC RULES 86 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
THE ROGUE Level Proficiency Bonus Precise Attacks Precision Dice Features 1st +2 3 1d4 Expertise, Precise Attacks 2nd +2 3 1d4 Strategic Aid 3rd +2 3 1d6 Roguish Archetype 4th +2 4 1d6 Attribute Score Improvement 5th +3 4 1d8 Extra Attack 6th +3 4 1d8 Expertise Improvement 7th +3 5 1d10 Quick Thinking 8th +3 5 1d10 Attribute Score Improvement 9th +4 5 2d6 Roguish Archetype Feature 10th +4 6 2d6 Attribute Score Improvement 11th +4 6 2d8 Advanced Maneuvers 12th +4 6 2d8 Attribute Score Improvement 13th +5 6 2d10 Roguish Archetype Feature 14th +5 7 2d10 Mental Agility 15th +5 7 3d8 Slippery Mind 16th +5 7 3d8 Attribute Score Improvement 17th +6 7 3d10 Roguish Archetype Feature 18th +6 8 3d10 Solo Artist 19th +6 8 3d10 Attribute Score Improvement 20th +6 Unlimited 3d10 Stroke of Luck PROFICIENCIES Armor: Light armor Weapons: Axe, Hand-to-Hand, Marksman, Short Blade Tools: Pick 2 from poisoner's kit, forgery kit, disguise kit, thieves' tools, one gaming set of your choice, and one musical instrument of your choice. Saving Throws: Agility, Intelligence Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth. EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) a rapier or (b) a shortsword • (a) a short bow and a quiver of 20 arrows or (b) a shortsword • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack •Leather armor, two daggers, and thieves' tools. EXPERTISE At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 6th level, you can choose two more of your proficiencies (in skills or in tools) to gain this benefit. PRECISE ATTACKS Beginning at 1st level, you know how to use your superior agility to outwit and devastate your enemies with tactical precision. You gain the ability to make an amount of Precise Attacks. You can make additional Precise Attacks as your level increases, as shown on the Precise Attacks column of the Rogue table. You regain all expended uses when you complete a long rest. Once per turn, when you make a weapon attack using a ranged or finesse weapon, you can choose to use a Precise Attack to add your Precision Dice, a d4, to the attack roll. If the attack hits, you apply any of the unused Precision Dice roll to your weapon UESTRPG BASIC RULES 87 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
damage roll. Your Precision Dice increases as you gain levels, as shown in the Precision Dice column of the Rogue table. STRATEGIC AID Starting at 2nd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you. ROGUISH ARCHETYPE At 3rd level you are able to choose one of 3 archetypes that you emulate in the exercise on your rogue abilities: Agent, Assassin, or Inquisitor, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th , 13th, and 17th level. ATTRIBUTE SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 10th, 12th , 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. EXTRA ATTACK Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. QUICK THINKING At 7th level, your quick thinking in the heat of action allows you to also add your Intelligence modifier to your initiative roll. ADVANCED MANEUVERS Beginning at 11th level, your nimble mind allows you to better place your attacks for maximum devastation. When you make a weapon attack with a weapon you are proficient with, you can add your Intelligence modifier to your damage roll (minimum 0). MENTAL AGILITY Starting at the 14th level, you are always aware of your surrounding and are no longer able to be surprised. SLIPPERY MIND When you reach 15th level, you acquire greater mental strength and gain proficiency on Willpower saving throws. SOLO ARTIST Starting at 18th level, when no allies are within 30 feet of you, you gain advantage on all attack rolls. STROKE OF LUCK At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest. ROUGISH ARCHETYPE Rouges have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice or archetype is a reflection of your focus – not necessarily an indication of your chosen profession, but a description of your preferred techniques. AGENT Agents are operatives and spies that are effectively skilled in deception and disguise, but have trained in the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or work for nobles, guild-masters, sovereigns, and anyone else who can afford them. MASTER OF DISGUISE When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, and one gaming set of your choice. You also learn two languages of your choice. If you are already proficient with the disguise kit, choose a different tool from those listed in the rogue's proficiencies. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language. UESTRPG BASIC RULES 88 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
AMBUSH At 3rd level, your Precise Attacks are more effective. When you use a Precise Attack, you roll 1 additional Precision Die of the same dice type. When you reach 9th level in this class, you roll 2 additional Precision dice, and you roll 3 additional Precision dice at 15th level. INFILTRATION EXPERT Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 100 septims to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Other characters believe you to be that person until given an obvious reason not to. IMPOSTOR At 13th level, you gain the ability to unerringly mimic another person's speech, writing and behavior. You must spend at least 3 hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Personality (Deception) check you make to avoid detection. ETERNAL DECEIT Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Personality (Deception) check contested by the mind reader's Willpower (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can't be compelled to tell the truth by magic. MASTER STRATEGIST Also at 17th level, you can use a bonus action to direct one of your willing companions to strike. Choose a friendly creature that is within 60 feet of you that can see or hear you. That creature can make a melee or ranged attack with its reaction ASSASSIN Trained in the art of death, assassins rely on stealth, poison, and speed to eliminate their foes with deadly efficiency. Diverse in their practice, assassins include ruthless murderers, hired killers, bounty hunters, principled agents of noble causes, and even priests trained to exterminate the enemies of their deity. ASSASSIN FEATURES Rogue Level Feature 3rd Poison Master 9th Nimble Attacks 13th Assassinate 17th Death Strike POISON MASTER When you choose this archetype at 3rd level, you learn how to make unique poisons designed to coat your weapon of choice. You gain proficiency with the poisoner's kit and learn two assassin's poisons of your choice. Your poison options are detailed at the end of the Assassin's description. You learn one additional assassin's poison of your choice at 9th level, and again at 13th, and 17th level. Each time you learn a new assassin's poison, you can also replace one poison you know with a different one. Poisons. Once each day, when you spend 1 hour gathering materials and creating poison, you create a series of vials with the various assassin's poisons you know. You can use any combination of these poisons an amount of times equal to your Intelligence modifier. On your turn, you can use a bonus action to apply the poison to a weapon, a piece of ammunition, trap components, or other objects that deal piercing or slashing damage. The object remains potent until the poison is delivered through a wound or is washed off. The potency of all unused poisons is lost after 24 hours. Saving Throws. Your poisons require your target to make an Endurance saving throw to resist the poisons effects. On a failed save, the target is effected by the poison as noted in its description. On a successful save, the target takes half the amount of damage and suffers no other effects. An affected creature can make another saving throw at the start of each of their turns. The saving throw DC is calculated as follows: Assassin's Poison save DC = 8 + your proficiency bonus + your Intelligence modifier UESTRPG BASIC RULES 89 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
NIMBLE ATTACKS Starting at 9th level, whenever you roll initiative, roll an additional 1d8 and add the result to the total. ASSASSINATE Starting at 13th level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. DEATH STRIKE Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make an Endurance saving throw (DC 8 + your Agility modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. ASSASSIN'S POISONS If an assassin's poison has prerequisites, you must meet them to learn it. You can learn the poison at the same time that you meet its prerequisites. A level prerequisite refers to your level in the class. Basic Poison A creature hit by an item with Basic Poison applied to it takes an additional 1d6 poison damage and is poisoned for 1 minute. This poison's damage increases by 1d6 when you reach 11th level (2d6), and 17th level (3d6). Blinding Poison A creature hit by an item with Blinding Poison applied to it takes an additional 1d4 poison damage and is blinded for 1 minute. This poison's damage increases by 1d4 when you reach 11th level (2d4), and 17th level (3d4). Crippling Poison Prerequisite: 9th level A creature hit by an item with Crippling Poison applied to it takes an additional 1d6 poison damage and has disadvantage on all saving throws for 1 minute. This poison's damage increases by 1d6 when you reach 11th level (2d6), and 17th level (3d6). Defiling Poison A creature hit by an item with Defiling Poison applied to it takes an additional 1d6 poison damage and any healing the creature receives is nullified for 1 minute. This poison's damage increases by 1d6 when you reach 11th level (2d6), and 17th level (3d6). Delayed Poison Prerequisite: 13th level A creature hit by an item with Delayed Poison applied to it takes 8d6 poison damage at the start of your next turn on a failed save, or half as much on a successful save. This poison's damage increases by 2d6 when you reach 17th level (10d6). Hallucinating Poison Prerequisite: 9th level A creature hit by an item with Hallucinating Poison applied to it takes an additional 1d6 poison damage and the creature hallucinates wildly for 1 minute. The affected creature attacks the nearest creature to it, but has disadvantage on all of it's attacks. Any attacks made against the affected creature has advantage. This poison's damage increases by 1d6 when you reach 11th level (2d6), and 17th level (3d6). Hindering Poison A creature hit by an item with Hindering Poison applied to it takes an additional 1d4 poison damage and their movement speed is reduced to 5 for 1 minute. This poison's damage increases by 1d4 when you reach 11th level (2d4), and 17th level (3d4). Luminescent Poison A creature hit by an item with Luminescent Poison applied to it takes an additional 1d4 poison damage and emits a dim light in a 10-foot radius for the next minute. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being invisible. This poison's damage increases by 1d4 when you reach 11th level (2d4), and 17th level (3d4). Magicka Draining Poison A creature hit by an item with Magicka Draining Poison applied to it takes an additional 1d4 poison damage and their magicka is reduced by 1d4. This poison's damage and magicka reduction increases by 1d4 when you reach 11th level (2d4), and 17th level (3d4). UESTRPG BASIC RULES 90 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Mind-clouding Poison Prerequisite: 9th level A creature hit by an item with Mind-clouding Poison applied to it takes an additional 1d6 poison damage and has disadvantage on concentration saves for 1 minute. This poison's damage increases by 1d6 when you reach 11th level (2d6), and 17th level (3d6). Silencing Poison Prerequisite: 13th level A creature hit by an item with Silencing Poison applied to it takes an additional 2d4 poison damage and are unable to speak or cast spells that require verbal components. This poison's damage increases by 1d4 when you reach 17th level (3d4). Vulnerability Poison Prerequisite: 13th level A creature hit by an item with Vulnerability Poison applied to it takes an additional 2d4 poison damage and the creature is vulnerable to the next attack made against it. This poison's damage increases by 1d4 when you reach 17th level (3d4). INQUISITOR Inquisitors excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for details, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils. INQUISITOR FEATURES Rogue Level Feature 3rd Ear for Deceit, Eye for Detail, Insightful Fighting 9th Steady Eye 13th Unerring Eye 17th Eye for Weakness EAR FOR DECEIT When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Willpower (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8. EYE FOR DETAIL Starting at 3rd level, you can use a bonus action to make a Willpower (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover and decipher clues. INSIGHTFUL FIGHTING At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Willpower (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Personality (Deception) check. If you succeed, when you attack a creature and no ally is within 5 feet of you or the target, you can use a precision dice without expending a use. This benefit lasts for 1 minute or until you successfully use this feature against a different target. STEADY EYE At 9th level, you gain advantage on any Willpower (Perception) or Intelligence (Investigation) check if you do move no more than half your speed on the same turn. UNERRING EYE At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but gain no insight into what is hidden or its true nature. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. EYE FOR WEAKNESS At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, you double your Precision Dice roll on attacks against that creature. UESTRPG BASIC RULES 91 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SORCERER Golden eyes flashing, an altmer stretches out her hand and unleashes the fire that burns in her veins. As an inferno rages around her foes, her eyes turn black from the daedric influence powering her magic. Long hair whipped by a conjured wind, a breton spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning. Crouching behind a stalagmite, an argonian points a finger at a charging falmer. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer. RAW MAGIC Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline, while others have made a dangerous pact with powerful beings to grant them unimaginable power. The appearance of sorcerous powers is wildly unpredictable. Some ancestries produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear from the alignment of the stars. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a daedra or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity, exposure to the elemental forces of the Mundus or the maddening chaos of Oblivion. Sorcerers don't rely on spellbooks and ancient tomes of magic lore the way that mages do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power. UNEXPLAINED POWERS Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded. Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as mages, making up for a comparative lack of breadth in their magical knowledge with enormous capacity and power in using the spells they know. CREATING A SORCERER The most important question to consider when creating your sorcerer is the focus of your power. As a starting character, you'll choose a focus that ties to either your ancestry, your birthright, an unexpected event, or to daedric influence, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well? How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world – the deity that blessed you at birth or the daedra who chose you to carry this power. QUICK BUILD You can make a sorcerer quickly by following these suggestions. First, Willpower should be your highest attribute score, followed by Endurance. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st level spells shield and magic missile. UESTRPG BASIC RULES 92 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
THE SORCERER Level Proficiency Bonus Features Cantrips Known Known Spells Magicka Spell Level 1st +2 Spell Casting, Sorcery Focus 4 2 5 1st 2nd +2 Capacitor 4 3 8 1st 3rd +2 Power Overwhelming 4 4 17 2nd 4th +2 Attribute Skill Improvement 5 5 21 2nd 5th +3 -- 5 6 32 3rd 6th +3 Sorcery Focus feature 5 7 40 3rd 7th +3 -- 5 8 47 4th 8th +3 Attribute Skill Improvement 5 9 55 4th 9th +4 -- 5 10 71 5th 10th +4 Equilibrium 6 11 80 5th 11th +4 -- 6 12 91 6th 12th +4 Attribute Skill Improvement 6 12 91 6th 13th +5 -- 6 13 103 7th 14th +5 Sorcery Focus feature 6 13 103 7th 15th +5 -- 6 14 117 8th 16th +5 Attribute Skill Improvement 6 14 117 8th 17th +6 -- 6 15 133 9th 18th +6 Sorcery Focus feature 6 15 142 9th 19th +6 Attribute Skill Improvement 6 15 153 9th 20th +6 Sorcerous Restoration 6 15 166 9th CLASS FEATURES As a sorcerer, you gain the following class features. HIT POINTS Hit Dice: 1d6 per sorcerer level Hit Points at 1st Level: 6+ your Endurance modifier Hit Points At higher levels: 1d6 (or 4) + your Endurance modifier per sorcerer level after 1st PROFICIENCIES Armor: Shield Weapons: Blunt, light crossbows, Short Blade Tools: None Saving Throws: Endurance, Willpower Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) a light crossbow and 20 bolts or (b) any short blade • (a) a dungeoneer's pack, or (b) an explorer's pack • Two daggers SPELLCASTING You were born with innate magical potential, drawing on a nearly endless font of magicka. This natural gift allows you cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 11 for the Sorcerer spell list. CANTRIPS At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. UESTRPG BASIC RULES 93 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
MAGICKA The Sorcerer table shows how much magicka you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend magicka, as noted in the spell's description and the Magicka Cost table found in chapter 10. For example, if you know the 1st-level spell burning hands and are able to cast 2nd-level spells, you can cast burning hands at either level. STUNTED MAGICKA Sorcerer's have access to a large pool of magicka, but their natural gift is stunted by reduced regeneration. Unlike other spellcasters, sorcerer's do not regain all of their magicka at the end of a long rest. Instead, you only regain half of your expended magicka, rounding up (minimum of 1). SPELLS KNOWN OF 1ST LEVEL AND HIGHER You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you can cast, as shown on the table's Spell Level column for your level. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you can cast. SPELLCASTING ATTRIBUTE Willpower is your spellcasting ability for your sorcerer spells. You use your Willpower whenever a spell refers to your spellcasting ability. In addition, you use your Willpower modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Willpower modifier Spell attack modifier = your proficiency bonus + your Willpower modifier SORCERY FOCUS At 1st level, choose a sorcery focus which describes the field you've devoted yourself to. Choose either the Necromancer, Storm Caller, or Supplicant which are detailed at the end of the class description. Your choice grants you features when you choose it at 1st level, and again at 6th, 14th, and 18th level. CAPACITOR Starting at 2nd level, you have the ability to absorb magical energy from harmful spells. Sorcerer's are unique to any other magic users in Tamriel. Although they restore magicka at a much slower rate, they have a natural ability to absorb magicka from spells that have been cast at them, essentially becoming a magical battery. Whenever you are targeted by a spell that requires you to make a saving throw, you have a chance to absorb magicka, replenishing your magicka. On a successful save you also absorb magicka points equal to the level of the spell cast. You cannot increase your magicka points beyond your maximum magicka point total through this feature. On a failed save, you do not absorb any magicka and are effected by the spell as normal. POWER OVERWHELMING Beginning at 3rd level, you can push beyond your natural boundaries to cast extraordinary magic. When you cast a spell that you know, you can choose to cast it at a spell level one higher than your current maximum, using magicka as normal (maximum of 9th level). Once you cast a spell in this way, you must finish a long rest before you can do so again. When you reach 17th level, you can cast 1 additional 6 th level spell, and at 19th level, you can cast 1 additional 7th level spell, using magicka as normal, ATTRIBUTE SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can't increase an attribute score above 20 using this feature. UESTRPG BASIC RULES 94 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
EQUILIBRIUM When you reach 10th level, you gain further control over your magically infused bloodline, allowing you to transfer your life force into magicka. You can choose to impose one of the following effects: • As a bonus action, you can expend up to half of your available hit dice. You restore magicka points equal to half of the total rolled on the hit dice. • During a short rest, you can spend magicka points, as though you were casting a spell, to restore an amount of hit dice equal to the spell level cast. Once you use this feature, you must complete a long rest before you can do so again. SORCEROUS RESTORATION At 20th level, you can draw on your reserve of mystical power to regain expended magicka points. You can spend 1 minute meditating to regain half of your expended magicka, rounding up (minimum of 1). Once you regain magicka with this feature, you must finish a long rest before you can do so again. SORCERY FOCUS Sorcerer's have devoted themselves to the study of powerful magic. Although their devotion is usually highly debated, sorcerer's typically find themselves with the following dedications: Necromancer, Supplicant, or Storm Caller. NECROMANCER Necromancers are sorcerers who have dedicated themselves to The Black Arts. They utilize the enslavement of involuntary souls and their bodies. These dark sorcerers focus on the ability to manipulate the energies that animate all living things. Through an understanding of the thin lines between life, death, and undeath, they sap the life force from creatures, distorting the vital energy, and transforming it into magical power that they can manipulate. Necromancy has been banned in some provinces and the practice is widely debated throughout Nirn. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many. NECROMANCER FEATURES Sorcerer Level Feature 1st Grim Harvest 6th Dark Souls 14th Inured to Undeath, Command Undead 18th Reaper GRIM HARVEST At 1st level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead. DARK SOULS At 6th level, you add the animate dead spell to list of known spells if you do not already know it. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits. • The creature's hit points maximum is increased by an amount equal to your sorcerer level. • The creature adds your proficiency bonus to its weapon damage rolls. INURED TO UNDEATH Beginning at 14th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects. COMMAND UNDEAD Also at 14th level, you can use magic to bring undead under your control, even those created by other Necromancers. As an action, you can choose one undead that you can see within 60 feet of you. The creature must make a Willpower saving throw against your spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds or breaks free. UESTRPG BASIC RULES 95 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
REAPER Starting at 18th level, when you cast a necromancy cantrip or spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. STORM CALLER Storm Callers take pride in their control over shock spells. They see the Mundas as a great tapestry of woven strands of matter and magicka. Their spells channel and manipulate the magicka through the local warp and weft of the tapestry, agitating its fibers. This generates sparking, which coalesces into magical lighting. These sorcerers summon and control weather; hurling lightning-bolts and creating electric fields, and summoning tornadoes and impenetrable fog. They cloak themselves in electric auras and “ride the lightning” as the hurtle around the battlefield. STORM CALLER FEATURES Sorcerer Level Feature 1st Boundless Storm 6th Overload, Storm Guide 14th Storm's Fury 18th Wind Soul BOUNDLESS STORM Starting at 1st level, you can use your bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. OVERLOAD At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you take lightning or thunder damage (choose each time this ability activates) equal to half your Sorcerer level. STORM GUIDE At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction the wind blows in a 100-footradius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind. STORM'S FURY Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. WIND SOUL At 18th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Willpower modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest. SUPPLICANT Sorcerers that devout themselves to the Daedric Princes are able to gain access to great power not intended for mere mortals. This precarious power comes with a considerable cost that may lead to the supplicants own demise. Through a mastery of an arcane discipline known pejoratively as Dark Magic, the sorcerer can alter events in their favor or create immense suffering on others. Though many supplicants are viewed as evil, the use of Dark Magic has many practical uses. Those that can access such power can use it as a necessary safeguard to reign in rogue wizards, and while they can replicate the destructive effects of the daedra, supplicants can also use it to counter similar effects. UESTRPG BASIC RULES 96 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SUPPLICANT FEATURES Sorcerer Level Feature 1st Daedric Blessing 6th Bend Luck 14th Hurl into Oblivion 18th Spell Bombardment DAEDRIC BLESSING Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Willpower modifier + your Sorcerer level (minimum of 1). BEND LUCK Starting at 6th level, you have the ability to twist fate using magic. When another creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend magicka points to add an additional roll to the total, as shown on the Bend Luck table. You can apply the roll as a bonus or a penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur. You can use this feature a number of times equal to your Willpower modifier (minimum of once). You regain any expended uses when you finish a long rest. BEND LUCK Magicka Points Additional Roll 2 1d4 3 1d6 5 1d8 6 1d10 7 1d12 HURL INTO OBLIVION Starting at 14th level, when you hit a creature with an attack, you can spend 10 magicka to use this feature to instantly transport the target through a plane of oblivion. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest occupied space. If the target is not a daedra, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest. SPELL BOMBARDMENT Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use this feature only once per turn. SUPPLICANT WILD MAGICKA VARIANT For players and DM's that enjoy the Wild Magic sorcerer, this is a great place to thematically tie this mechanic in. The supplicant's devotion to the daedra comes with the cost of the inability to control this powerful magic. At 1st level, replace the Daedric Blessing feature with the Wild Magic Surge feature and add the Tides of Chaos feature. At 14th level, replace Hurl Through Oblivion with the Controlled Chaos feature. UESTRPG BASIC RULES 97 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SPELLSWORD Throwing her short sword, a nord aims for the single rope holding up the rickety draw bridge that connects the dark chasm. Her blade strikes true and both the bridge and sword fall. With a smirk and a twitch of her wrist, the sword reappears in her hand. Placing his hands together, an imperial concentrates as blue light forms a magical aegis around him and his allies. The lumbering wamasu's lightning breath no longer seems so threatening. Holding his long sword up high, a wild-eyed dunmer chants the mystic ritual that engulfs his blade in flame. In a single motion, he carves through the frost atronach standing in his way. Spellswords are specialists trained to support troops and skirmish in battle. With a weapon in one hand and a spell in the other, spellswords should never be underestimated. PRIZED FIGHTERS AND MERCENARIES Nimbler and more athletic than a mage, with spellcasting more versatile than a warrior, spellswords are powerful and unpredictable fighters. Many spellswords start their careers as mercenaries or join militias or the Imperial Legion. Through vigorous training, spellswords learn how to wield any blade and create a unique bond with their favored weapons. Beyond their martial prowess, spellswords rely on magic to augment their skills and become superior combatants on the battlefield. DISCIPLINED AND VERSATILE Not everyone trained in combat and magic can be considered a spellsword. Only those who have mastered how to weave magic into their weapons and dedicate themselves to their craft can truly be considered a spellsword. Likewise, not all spellswords are equal. Some devote themselves to protecting others, some favor magic, while others prefer the blade. As adventurers, many spellswords start out as treasure hunters, soldiers of fortune, and mercenaries. Many spellswords take up a life of adventuring to continue their training or search for a greater fortune. CREATING A SPELLSWORD As you build your spellsword, consider a couple of elements of your character's training: where did you receive your combat training? Were you evenly focused on martial and magical skills, or did you favor one over the other. Did you dedicate your skills on destruction or on the protection of others? Did you get extra help from a mentor? Did your training come from joining the military or were you self taught to protect your homeland Where did you learn your magical skill? Was it passed down from a family tradition or did you learn through vigorous study in college? Did you learn magic before you learned how to fight? Or did you pick up magic as a way to set you apart from the other troops. QUICK BUILD You can make a spellsword quickly by following these suggestions. First, make Strength or Agility your highest attribute score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next highest score should be Intelligence. Second, choose the soldier background. Third, choose the eldritch blast and green flame blade cantrips, along with the 1st level spells hex and shield. CLASS FEATURES As a spellsword, you gain the following class features. HIT POINTS Hit Dice: 1d8 per spellsword level Hit Points at 1st Level: 8 + your Endurance modifier Hit Points At higher levels: 1d8 (or 5) + your Endurance modifier per spellsword level after 1st PROFICIENCIES Armor: Light armor, medium armor Weapons: Marksman, Short Blade, and Long Blade Tools: None Saving Throws: Endurance, Willpower Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight and Medicine EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) scale mail or (b) leather armor • (a) a short blade or (b) a long blade • (a) a dungeoneer's pack or (b) an explorer's pack • A hand crossbow and 20 bolts UESTRPG BASIC RULES 98 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
THE SPELLSWORD Level Proficiency Bonus Features Imbue Magic Die Cantrips Known Spells Known Magicka Spell Level 1st +2 Imbue Elements, Weapon Bond 1d4 -- -- -- -- 2nd +2 Spellcasting 1d4 2 3 4 1st 3rd +2 Mystic Path 1d4 2 4 5 1st 4th +2 Attribute Skill Improvement 1d4 3 5 6 1st 5th +3 Extra Attack 1d6 3 6 10 2nd 6th +3 Mystic Path Feature 1d6 3 7 14 2nd 7th +3 Spell Weaving 1d6 3 8 15 2nd 8th +3 Attribute Skill Improvement 1d6 3 9 17 2nd 9th +4 -- 1d8 3 10 22 3rd 10th +4 Reliable Knowledge 1d8 4 10 27 3rd 11th +4 Eldritch Strike 1d8 4 11 29 3rd 12th +4 Attribute Skill Improvement 1d8 4 11 32 3rd 13th +5 -- 1d10 4 12 35 4th 14th +5 Mystic Path Feature 1d10 4 12 38 4th 15th +5 Arcane Might 1d10 4 13 41 4th 16th +5 Attribute Skill Improvement 1d10 4 13 44 4th 17th +6 -- 1d12 4 14 50 5th 18th +6 Improved Spell Weaving 1d12 4 14 57 5th 19th +6 Attribute Skill Improvement 1d12 4 15 60 5th 20th +6 Mystic Path Feature 1d12 4 15 64 5th WEAPON BOND At 1st level, you can perform a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can been done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. IMBUE MAGIC Also at 1st level, you learn to invoke powerful magic within your weapon. You choose to learn one Elemental Imbuement listed below. As a bonus action, you infuse a single weapon with the magical energy of a known Elemental Imbuement for up to 8 hours. While active, attacks with this weapon deal an additional 1d4 damage of the chosen damage type. This damage is considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. The damage dealt by your Imbue Magic feature increases as you gain Spellsword levels, as shown in the Imbue Magic column of the Spellsword table. Your enchantment lasts until the spell ends, but it can end early if the weapon is wielded by another creature, or if you fall unconscious. If you use this ability to imbue the same weapon again, your current enchantment leaves and is replaced by the new enchantment. You learn an additional Elemental Imbuement at 6th level and again at 11th level, and you can choose 1 Arcane Imbuement at 14th level. UESTRPG BASIC RULES 99 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
ELEMENTAL IMBUEMENTS Choose from the following: Flame. You enchant your weapon with the elemental damage of fire. Glacier. You enchant your weapon with the elemental damage of cold. Storm. You enchant your weapon with the elemental damage of lightning. Venom. You enchant your weapon with the elemental damage of poison. ARCANE IMBUEMENTS Choose from the following: Decay. You enchant your weapon with the magical damage of necrotic. Gloom. You enchant your weapon with the magical damage of psychic. Light. You enchant your weapon with the magical damage of radiant. Mystic. You enchant your weapon with the magical damage of force. SPELLCASTING By 2nd level, your arcane research grants you the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the spellsword spell list. CANTRIPS You know two cantrips of your choice from the spellsword spell list. You learn additional spellsword cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellsword table. MAGICKA The Spellsword table shows how much magicka you have to cast your spellsword spells of 1st level and higher. The table also shows what the level spells you can cast. To cast one of your spellsword spells of 1st level or higher, must expend magicka, as noted in the spell's description and the Magicka Cost table found in chapter 10. You regain all expended magicka when you finish a long rest. For example, if you know the 1st-level spell witch bolt and have a Spell Level of 2nd, you can cast witch bolt using magicka to cast it at either level. SPELLS KNOWN OF 1ST LEVEL AND HIGHER At 2nd level, you know three 1st-level spells of your choice from the spellsword spell list. The Spells Known column of the spellsword table shows when you learn more spellsword spells of your choice. Each of these spells must be of a level for which you can cast, as shown on the table's Spell Level column for your level. When you reach 6th level, for example, you learn a new spellsword spell, which can be 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the spellsword spells you know and replace it with another spell from the spellsword spell list, which also must be of a level for which you can cast. SPELLCASTING ATTRIBUTE Intelligence is your spellcasting attribute for your spellsword spells, so you use your Intelligence whenever a spell refers to your spellcasting attribute. In addition, you use your Intelligence modifier when setting the saving throw DC for a spellsword spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier MYSTIC PATH At 3rd level, you choose a mystic path. Choose either Battlemage, Warlock, or Witch Blade, which are detailed at the end of the class description. Your path grants you features at 3rd level, and then again at 6th , 14th, and 20th level. ATTRIBUTE SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. UESTRPG BASIC RULES 100 Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.