Tales from Tamriel

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

Page layout done on The Homebrewery.

Tamriel, and all other Elder Scrolls references are property of Bethesda Softworks.

Rules written by Alan Jackson. Edited by Cody Walker.

Special thanks to playtesters Ian Horner and Ryan Leach!

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TABLE OF CONTENTS

Table Of Contents

Chapter 1- Character Creation
  • Creation Walkthrough......1
  • Character Advancement...1
Chapter 2- Races
  • Argonians.............................3
  • Bretons.................................3
  • Dark Elves............................3
  • High Elves............................4
  • Imperials...............................4
  • Khajiit....................................4
  • Nord........................................4
  • Orcs........................................5
  • Redguards.............................5
  • Wood Elves...........................5
Chapter 3- Birthsigns
  • The Apprentice.....................7
  • The Atronach........................7
  • The Lady................................7
  • The Lord................................7
  • The Lover...............................7
  • The Mage...............................7
  • The Ritual..............................7
  • The Serpent..........................8
  • The Shadow..........................8
  • The Steed..............................8
  • The Thief...............................8
  • The Tower..............................8
  • The Warrior...........................8
Chapter 4- Feats
  • Abjuration..............................9
  • Alchemy..................................9
  • Archery.................................10
  • Block.....................................10
  • Conjuration..........................11
  • Divination.............................11
  • Enchantment.......................11
  • Evocation.............................12
  • Heavy Armor........................12
  • Illusion..................................13
  • Light Armor..........................13
  • Martial Weapons.................13
  • Medium Armor....................14
  • Necromancer.......................14
  • Simple Weapons.................15
  • Smithing...............................15
  • Sneak....................................15
  • Speech..................................16
  • Thief......................................17
  • Transmutation.....................17
  • Woodworking......................18
Chapter 5- Magicka
  • Casting Spells.....................19
  • Enchanting..........................19
  • New Spell.............................20
  • New Items............................20
Chapter 6- Crafting
  • Smithing.......................................21
  • Alchemy.........................................21
  • Alchemical Reagents Table.......22
  • Alchemy Keywords.....................24
Chapter 7- World Factions
  • Dark Brotherhood.......................25
  • Fighters Guild..............................25
  • Mages Guild..................................25
  • Thieves Guild................................25
Chapter 8- Introductory Adventure
  • A Brand New World....................27

1

CHAPTER 1 | CHARACTER CREATION

Chapter 1: Character Creation

The following section is designed to alter or supplement the rules of 5th edition Dungeons and Dragons in order to better represent the setting of Tamriel, as seen in The Elder Scrolls series.

1. Choose a Race

The first step to creating a character is to choose a race from the races listed on page 2. These races are adapted from races in the base game, but are re-skinned to better suit the setting of Tamriel.

The race you choose will determine modifiers to your starting ability scores, your base walking speed, and your hit dice, saving throws, proficient skills, and other natural traits.

2. Choose a Birthsign

Next, you will choose from one of 13 birthsigns, representing the stars your character was born under. This choice will grant your character additional starting abilities.

3. Level

Characters starting a campaign in Tamriel will typically be 1st-level. However, at your DM's discretion, you may start at a higher level. In this case, gain your first level skill point, as well as one skill per point per level gained. Your proficiency bonus is determined by your character level, as noted on page 15 of the Player's Handbook.

4. Starting Ability Scores

Your character starts with seven ability scores. Six ability scores (Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma) are found in base 5e D&D. Tales from Tamriel does have one additional ability score, Luck.

Luck has no overt effect on the game, but nonetheless affects everything your character does. The Luck ability score functions as the Luck feat in the Player's Handbook, and replaces it. However, the number of luck points a character has per day is equivalent to their Luck ability modifier. These points reset after a long rest. It is important to note that there is no Luck feat in Tales from Tamriel.

To determine your starting ability scores, you may do one of the following. To roll your ability scores, roll 4d6, and drop the lowest die Do this eight times, and drop the lowest score.

The second method of selecting ability scores is using the point-buy system. You start with 27 points to spend on ability scores, referring to the chart on page 13 of the Player's Handbook. Alternatively, you can use the standard set of scores described on page 13: 15, 14, 13, 12, 10, 8.

After you've selected your ability scores, modify them based on your race's specifications, then determine your ability modifiers based on page 13 of the Player's Handbook.


5. Feat Points

Character advancement in Tales from Tamriel are not based on levels. Rather, every level, characters gain one feat point which they can use to spend on abilities that are detailed in chapter 3. Players begin with two feat points.

6. Starting Health

Players should begin with health equal to the maximum value of their hit dice + their Constitution modifier.

At higher levels, characters gain health equal to 1/2 their hit dice value + 1 + their Constitution modifier. Alternatively, players may roll one of their hit dice, and add their Constitution modifier to the result.

7. Starting Magicka

Tamriel is a world flush with magic. The magical ability of hereos is represented in part by the powers some races can channel, as well as birthsign abilities. All heroes have the latent capacity to cast magical spells. This is represented by a character's magicka points.

Spellcasting in Tamriel works as the Spell Point Variant on pages 288 and 289 of the Dungeon Master's Guide. All characters start with maximum MP equal to 10 + their Intelligence modifier, and are capable of casting any spells from the Spellcasting chapter of the Player's Handbook, although they are limited in what level of spell they can cast by the chart on page 289 of the Dungeon Master's Guide.

Spell points are regained after a short rest. However, at the DM's discretion this can be extended to after long rests, depending on the level of magic the players and dungeon master want in their campaign.

Spellcasting uses Intelligence in Tamriel. Your spell save DC is equal to 8 + your proficiency modifier + your Intelligence modifier. Your spell attack bonus is equal to your proficiency modifier + your Intelligence modifier. Some racial abilities use other attributes for spellcasting. In that case, substitute the appropriate ability modifier for Intelligence.

More details on magicka can be found in chapter 5.

Character Advancement

From level 2 and onward, when a character levels up, follow the below steps:

  • Increase your hit points by your hit dice + your Constitution modifier, or the average + your Constitution modifier.
  • Increase your Magicka point maximum by 1d10 + your Intelligence modifier, or 6 + your Intelligence modifier.
  • Gain 1 feat point.
  • Every four levels starting at level 5 (level 5, 9, 13, etc.), increase your proficiency bonus by 1.
  • Every four levels (level 4, 8, 12, etc.), increase one ability score by 1, or two ability scores by 1. You may choose instead to gain an additional skill point.

3

CHAPTER 2 | RACES

Chapter 2: Races

This section details the races of Tamriel, as well as special traits unique to the race. There are ten races to choose from, the Argonians, Bretons, Dark Elves, High Elves, Imperials, Khajiit, Nord, Orcs, Redguards, and Wood Elves.

Argonians

The reptilian race of the Argonians, aka the Saxhleel, hail from the swampy country of Black Marsh. Known as excellent guerilla figters, the Argonians are perhaps the most discriminated-against race in Tamriel's history, due in large part to their alien appearance.

Ability Score Increase. Your Constitution score increases by 2, and your Dexterity increases by 1.

Age. Argonians reach maturity around age 14 and rarely live longer than 60 years.

Alignment. Most Argonians are neutral. Discriminated against by a large portion of Tamriel, most Argonians tend to be isolationists, preferring to stay in Black Marsh and leave the other races to their own devices.

Size. Most Argonians are about the same size as humans, although their often colorful frills on their heads may make them appear larger. Your size is medium.

Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Hit Dice. Your hit dice is a d8.

Saving Throws. You are proficient in Constitution and Dexterity saving throws.

Skills. Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.

Bite. Argonians are omnivores, and their sharp teeth can be used as natural weapons to make unarmed strikes. If you hit with it, deal piercing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage.

Amphibious. You can breathe underwater.

Natural Armor. Argonians' scaly skin provides a measure of defense. When you're not wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Histskin. You can call upon the Hist to regain strength. Once per long rest, you may regain two hit dice of health as a bonus action.

Bretons

Although largely human in appearance, the Bretons, or Manmer, are descendent of a half-elven race from an ancient time. At present, the Bretons reside in the country of High Rock. Known for their intelligence, Bretons are capable mages. Their elven bloodline grants them an innate resistance to magicka.

Ability Score Increase. Your Intelligence increases by 2, and your Wisdom by 1.

Age. Bretons have lifespans similar to ordinary humans. They reach maturity around 18 and usually live to be around 100.

Alignment. Although many Bretons are considered haughty, most tend towards good alignments.

Size. Bretons are on average five feet, seven inches. Your size is medium.

Speed. Your base walking speed is 30 feet.

Hit Dice. Your hit dice is a d6.

Saving Throws. You are proficient in Intelligence and Wisdom saving throws.

Skills. Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.

Elven Lineage. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magical effects.

Dragonskin. Your elven heritage allows you to temporarily absorb incoming magic. As a reaction, you may absorb an incoming spell's energy, converting it to magicka, and taking no damage from the attack. The amount of magicka gained is equal to the magicka expended by the caster. You may use this feature once per long rest.

Dark Elves

The Dark Elves, or Dunmer, are the dark-grey skinned elves from Morrowind, and its volcanic island of Vvardenfell. They are often characterized as grim, reserved, and aloof, and are mutually distrusted by other races. Within their own culture though, the Dunmer place a high value on family ties. The Dunmer are renowned for their integration of destructive magic with swordmanship.

Ability Score Increase. Your Dexterity increases by 2, and your Intelligence by 1.

Age. Dunmer typically reach adulthood around 100 and can live to be 750.

Alignment. The Dunmer typically lean toward neutral alignments.

Size. Elves are slender, and can range from under 5 feet to over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Hit Dice. Your hit dice is a d8.

Saving Throws. You are proficient in Dexterity and Intelligence saving throws.

Skills. Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.

Volcanic Homeland. Dunmer have resistance to fire damage.

Ancestor's Wrath. As a reaction when you are attacked, you may sheath yourself in a wreath of flame. For 1 minute, any creature who enters within 5 feet of you, or ends their turn there, takes 1d10 fire damage. You must concentrate on this ability for the duration. You may use this feature once per short rest.

Dunmer Magic. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

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CHAPTER 2 | RACES

High Elves

The High Elves, or Altmer, are the tall, golden-skinned race of elves hailing from the Summerset Isles. As the most direct descendents of the original elves, the Aldmer, the Altmer generally have a haughty demeanor toward other races. The Altmer have a natural affinity for magic, but also have a general weakness to magical attacks.

Ability Score Increase. Your Intelligence increases by 3.

Age. Altmer typically reach adulthood by age 100 and live to be 1000.

Alignment. Altmer tend to be lawful alignments, as they are fiercly patriotic toward the Aldmeri Dominion.

Size. Altmer tend to be tall, between 6 and 7 feet tall, with slender builds. Your size is medium.

Speed. Your base walking speed is 30 feet.

Hit Dice. Your hit dice is a d6.

Saving Throws. You are proficient in Intelligence and Wisdom saving throws.

Skills. Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion.

Cantrip. You know one cantrip of your choice. Intelligence is your spellcasting ability for it.

Magicka Weakness. Although Altmer have a close relationship to magic, this also makes them particularly susceptible to it. You have disadvantage on Constitution saving throws to resist the effects of magic.

Highborn. Altmer start with 10 extra magicka points (MP), and gain an extra 2 MP per level up. As a bonus action, you can regain 2d4 MP. You may use this feature once per long rest.

Imperials

The Imperials, also called Cyrodiils, are of the cosmopolitan country of Cyrodiil, in the heart of Tamriel. The Imperial City lies witin the center of the Cyrodilic Empire. Imperials are very charismatic, making them natural merchants and diplomats.

Ability Score Increase. Your Charisma increases by 2, and you may increase one ability score of your choice by 1.

Age. Imperials reach adulthood by age 18 and live to be around 70.

Alignment. Imperials are loyal to their emperor, and tend to be lawful alignments.

Size. Humans tend to be 5 to 6 feet tall. Your size is medium.

Speed. Your base walking speed is 30 feet.

Hit Dice. Your hit dice is a d8.

Saving Throws. You are proficient in Charisma and Constitution saving throws.

Skills. Choose two skill proficiencies of your choice.

Versatility. You start with one skill perk point.

Voice of the Emperor. Your voice rings out with the authority of the emperor of Cyrodiil. Once per long rest, you may cast Charm Person at its lowest level. At the 3rd level, you may also cast Calm Emotions once per long rest. Charisma is your spellcasting ability for these spells.


Khajiit

The feline Khajiit originate from the country of Elsewyr. Khajiit are known for their incredible agility and sharp intellect, although very few khajiit are known as mages. However, Khajiit are often discriminated against due to their appearance and demeanor, and are often accused of various crimes. No records of crossbreeding with other races exist, although there have been rumors.

Ability Score Increase. Your Dexterity increases by 2, and your Wisdom by 1.

Age. Khajiit have lifespans equivalent to Humans.

Alignment. As a result of constant discrimination, most Khajiit tend toward chaotic alignments, as they do what they need to to get by.

Size. Khajiit are usually more slender than humans, but roughly the same height. Your size is medium.

Speed. Your base walking speed is 35 feet.

Hit Dice. Your hit dice is a d8.

Saving Throws. You have proficiency in Dexterity and Wisdom saving throws.

Skills. Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Persuasion, and Sleight of Hand.

Nighteye. Khajiit have keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of gray.

Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. You may use this feature once per short or long rest.

Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are a natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cat's Talent. You have proficiency in Perception and Stealth skills.

Nord

The Nord are the yellow-haired, fair skinned race of humans native to the country of Skyrim. Known as fierce warriors, the Nord are largely a product of the difficult terrain they call home.

Ability Score Increase. Your Strength increases by 2, and your Constitution by 1.

Age. Nords, like other humans, reach adulthood around 18 and live to be about 80 years old.

Alignment. Nords don't tend to any particular alignment.

Size. Nords are slightly larger and bulkier than most humans, typically towering between 6 to 7 feet in height. Your size is medium.

Speed. Your base walking speed is 30 feet.

Hit Dice. Your hit dice is a d10.

Saving Throws. You have proficiency in Strength and Constitution saving throws.

Skills. Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

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CHAPTER 2 | RACES

Relentless Endurance. When you are reduced to 0 hit points, but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Winds of Winter. Due to their frosty homeland, Nords have resistance to cold damage.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Orcs

The green-skinned Orcs, or Orsimer, are a tall, beast-like race of elven descendents living in the country of Orsinium. Seen by some as goblin-kin, Orcs are feared and hated by other races of Tamriel. Fortunately, they have begun to turn their reputation around. Orc craftsmanship is renowned throughout the Empire, and heavily armored Orcs have provided a reliable front-line defense to the Empire's armies.

Ability Score Increase. Your Strength increases by 3, and your Constitution by 1. Your Intelligence decreases by 1.

Age. Orcs reach adulthood by age 12 and live up to 50 years.

Alignment. Their intense, war-based culture results in most Orcs gravitating toward chaotic alignments.

Size. Orcs tower over 6 feet tall, and can be almost 8 feet tall, with bulky builds. Your size is medium.

Speed. Your base walking speed is 30 feet.

Hit Dice. Your hit dice is a d12.

Saving Throws. You have proficiency in Strength and Constitution saving throws.

Skills. Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Berserker Rage. On your turn, you can use a bonus action to enter a battle rage. While ragin, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using your Strength, you gain a bonus to the damage roll that increases every four levels (+2 levels 1-4, +3 levels 5-8, +4 levels 9-12, +5 levels 13-16, and +6 levels 17-20).
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action. When your rage ends you gain one level of exhaustion.

You can use this feature once per short rest.


Redguards

The dark-skinned Redguards, also known as the Yokudan, hail from the predominantly desert region known as Hammerfell. Known as renowned swordsmen, as well as fiercly independent, Redguards make excellent scouts and skirmishers. The Redguards are blessed with hardy constitutions, and are resistant to most poisons.

Ability Score Increase. Your Strength increases by 2, and your Dexterity by 1.

Age. Redguards have lifespans typical of humans, reaching adulthood around 18 and living to be around 70.

Alignment. Their independent nature cause most Redguards to be chaotic alignments.

Size. Redguards are typically between 5 and 6 feet tall. Your size is medium.

Speed. Your base walking speed is 30 feet.

Hit Dice. Your hit dice is a d10.

Saving Throws. You have proficiency in Strength and Dexterity saving throws.

Skills. Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth.

Redguard Resilience. Redguards have advantage on saving throws to resist the effects of poison, and are resistant to poison damage.

Redguard Toughness. Your hit point maximum increases by 1, and increases by 1 every time you gain a level.

Adrenaline Rush. Redguards have finely-tuned reflexes during battle. On your turn, you may take an additional action on top of your normal action and bonus action. You may use this feature once per short rest.

Wood Elves

The wood elves, or Bosmer, are a diminutive elven fold originating from the country of Valenwood. Bosmer have a romantic relationship with nature, as reflected in their cities, which are built among the tree branches. Physically, Bosmer are short, agile people, who are rumored to have invented the bow.

Ability Score Increase. Your Dexterity increases by 2, and your Wisdom increases by 1.

Age. Bosmer reach adulthood around the age of 100, and typically live to be 750.

Alignment. Bosmer tend to be neutral alignments.

Size. Wood elves tend to be shorter than the other races, being under 5 feet in height. Your size is small.

Speed. Your base walking speed is 25 feet.

Hit Dice. Your hit dice is a d8.

Saving Throws. You have proficiency in Dexterity and Wisdom saving throws.

Skills. Choose two from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomenon.

Beast Tongue. You may cast the Speak with Animals spell once per long rest. At level 3, you may cast Conjure Animals at its lowest level once per long rest. Charisma is your spellcasting ability for these spells.

7

CHAPTER 3 | BIRTHSIGNS

Chapter 3: Birthsigns

Your birthsign is representative of the stars your character was born under. These stars bestow a celestial perk on your character. Birthsign descriptions are from the in-game book The Firmament.

The Apprentice

"The Apprentice's Season is Sun's Height. Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well."

Apprentice Birthsign. You start with an extra 1 magicka, and gain 1 additional magicka per level up. You have disadvantage on saving throws against magic.

The Atronach

"The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are natural sorcerers with deep reserves of magicka, but they cannot generate magicka of their own."

Atronach Birthsign. You do not regain magicka after rests. Instead, you regenerate magicka when hit by spell attacks, equal to the amount of magicka spent by the spellcaster (you still take damage from the spell, however).

The Lady

"The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant."

Lady's Blessing. Your Constitution and Charisma increase by 1.


The Lord

"The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs."

Blood of the North. On your turn, you may use a bonus action to regain hit points equal to one of your hit dice + your level. You must finish a short rest before you use this power again.

Trollkin. You are vulnerable to fire damage.

The Lover

"The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate."

Lover's Kiss. You may cast the Hold Person spell at 2nd-level once per long rest with this feature, requiring no material components. If cast this way, you do not need to maintain concentration on this spell. Charisma is your spellcasting ability for this spell.

The Mage

"The Mage is a Guardian Constellation whose Season is Rain's Hand when magicka was first used by men. His Charges are the Apprentice, the Golem, and the Ritual. Those born under the Mage have more magicka and talent for all kinds of spellcasting, but are often arrogant and absent-minded."

Mage Birthsign. You start with 10 extra magicka.

The Ritual

"The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a variety of abilities depending on the aspects of the moons and the Divines."

Blessed Word. As an action, at a word all undead within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute, or until it takes any damage.

Turned undead must spend their turn trying to move as far away from you as possible, and cannot willingly move to a space within 30 feet of you. They also may not take reactions. On their turn, turned undead must take the Dash action or try to escape an effect that is causing them to be unable to move. If there is nowhere the undead can move, they may take the Dodge action.

Mara's Gift. As an action, you may cast Cure Wounds at first level, requiring no material components. Wisdom is your spellcasting ability for this spell. You must finish a short rest before you use this ability again.

The Serpent

"The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed."

Serpent Spell. As an action, you may cast the Inflict Wounds spell at 1st-level, requiring no material components. This spell deals poison damage instead of necrotic damage. Simultaneously, you may end one condition on yourself, or heal one disease or poison.

Constitution is your spellcasting ability for this spell. You must finish a long rest before using this ability again.

The Shadow

"The Shadow's Season is Second Seed. The Shadow grants those born under her sign the ability to hide in shadows."

Moonshadow. You may cast the Invisibility spell at 2nd-level, requiring no material components. You must finish a long rest before using this ability again.

8

CHAPTER 3 | BIRTHSIGNS

The Steed

"The Steed is one of the Warrior's Charges, and her Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another."

Steed Birthsign. Your starting speed is increased by 15 feet.

The Thief

"The Thief is the last Guardian Constellation, and her Season is the darkest month of Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs."

Thief Birthsign. Your Dexterity and Luck increase by 1. Your starting speed increases by 5 feet.

The Tower

"The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds."

Tower Key. You may cast the Knock spell at 2nd-level, with the following modifications. The range of the spell becomes Touch, and the spell does not produce sound. You must complete a long rest before using this ability again.

Tower Warden. You may use your reaction when you take damage from any attack to cause the individual attacking you to take half of the damage, instead of you. You must complete a long rest before using this ability again.


The Warrior

"The Warrior is the first Guardian Constellation and he protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers."

Warrior Birthsign. Your Strength and Constitution increase by 1.

9

CHAPTER 4 | FEATS

Chapter 4: Feats

Heroes in Tamriel are capable of anything. As such, players do not select classes when they create their characters. Instead, players begin with one skill point, and gain a new one when they gain a level. As such, it is possible for characters in Tamriel to continue on past level 20. In such a case, every four levels, increase the player's proficiency bonus by 1.

When a player may spend one skill point, they may pick any skill they wish, so long as they meet any prerequisites that may be listed in the skill. The skills are listed below in alphabetical order.

Abjuration

The magical school of abjuration focuses on magic that protects. This magic includes spells such as Counterspell and Lesser Restoration.

Abjuration Initiate

You begin learning the ways of Abjuration. Learn two Abjuration spells of your choice. You must be capable of casting these spells when you choose them.

Arcane Ward

Prerequisite: Abjuration Initiate

You learn to weave magic around yourself for protection. When you cast an abjuration 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 a hit point maximum equal to twice your 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 abjuration 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

Prerequisite: Arcane Ward

You master the application of your summoned ward. When a creature that you can see within 30 feet 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.

Improved Abjuration

Prerequisite: Abjuration Initiate

You have studied the school of Abjuration extensively. When you cast an abjuration spell that requires you to make an ability check as a part of casting the spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

Spell Resistance

Prerequisite: Three feat points in Abjuration

Your mastery of abjuration has made it second nature to avoid the harmful effects of spells. You have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.

Turn Undead

Prerequisite: Abjuration Initiate

You learn to magically influence reanimated undead creatures. As an action, you can force each undead creature within 30 feet of you to make a Wisdom saving throw against your spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Alchemy

The school of Alchemy focuses on the more tangible practices of combining ingredients to create both wonderful boons as well as devastating poisons.

Alchemist

You begin to experiment in the practice of alchemy. Gain proficiency with Alchemist's Tools.

Physician

Prerequisite: Alchemist

You become more skilled in distilling ingredients of healing potions. You may select this tier three times. Each time you do so, the effect of your crafted healing or magicka potions increase by 1d4 + 1.

Benefactor

Prerequisite: Alchemist

Your beneficial potions become more potent. Beneficial effects from potions you craft gain a +2 bonus.

Experimentor

Prerequisite: Alchemist

You become a connoisseur of potential ingredients.You may select this skill three times. Each time you do so, you may learn an extra effect from ingredients when ingesting them.

Poisoner

Prerequisite: Alchemist

You turn your study of alchemy torward more nefarious purposes.

You may select this skill three times. Each time you do so, yoour poison save DCs increase by 2.

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Green Thumb

Prerequisite: Alchemist

Your skill at alchemy has improved considerably. When crafting potions, you may add a third ingredient to the potion. When doing so, you may increase the bonus of beneficial effects by +2. Healing and Magicka potions have their effects by 1d4. Poison save DC's are increased by +2.

Snakeblood

Prerequisite: Alchemist

Your work with dangerous ingredients has instilled in you a tolerance of their effects. You have advantage on tests to resist poison, and resistance to poison damage.

Purity

Prerequisite: Three feat points in Alchemy

Your skill in alchemy has become profound. When crafting potions, all incidental negative effects are removed. When crafting poisons, all incidental beneficial effects are removed.

Archery

You find you prefer to fight your enemies from a distance, picking them off with a calm precision.

Ranged Fighter

You begin using bows and crossbows. You gain proficiency with ranged weapons.

Archery

Prerequisite: Ranged Fighter

You become used to aiming at targets who are farther away. You gain a +2 bonus to attack rolls you make with ranged weapons.

Volley

Prerequisite: Two feat points in Archery

Your speed with ranged weapons increases. 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 weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. You must also be able to reload your weapon quickly.

Crossbow Expert

Prerequisite: Ranged Fighter

Thanks to your extensive practice with the crossbow, you may ignore the loading property of crossbows. In addition, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. If you use the Attack action with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.


Sharpshooter

Prerequisite: Two feat points in Archery

You have mastered ranged weapons and can make shots that others find impossible. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover and three-quarters cover.

Finally, before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Block

You use a shield as an extension of yourself, learning to protect both yourself and your allies from assault.

Shield Wall

You begin learning how to protect yourself with shields. Gain proficiency with shields.

Protection

Prerequisite: Shield Wall

You begin learning to protect your allies with your shield. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Sentinel

Prerequisite: Two feat points in Block

You have mastered techniques to take advantage of every drop in any enemy's guard. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. In addition, creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

Finally, when a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Shield Master

Prerequisite: Two feat points in Block

You use shields not just for protection but also for offense. While wearing a shield, if you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only have damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

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Conjuration

Your study of magic has taken you to Conjuration, the ability to summon objects and creature out of thin air.

Conjuration Initiate

You begin experimenting with conjuration magic. You may learn two conjuration spells of your choice, provided you have the ability to cast them.

Minor Conjuration

Prerequisite: Conjuration Initiate

You become more proficient with conjuration magicks. 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 wigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

Benign Transposition

Prerequisite: Conjuration Initiate

Your study of conjuration grants you knowledge of how things appear and disappear. You can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

Focused Conjuration

Prerequisite: Conjuration Initiate

The use of conjuration magic becomes second nature to you. While you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

Durable Summons

Prerequisite: Conjuration Initiate

Your conjured creatures come more ready to take damage. Any creature that you summon or create with a conjuration spell has 30 temporary hit points.

Divination

The school of Divination seeks to understand the mysteries of the universe, and discover paths that may lay ahead.

Divination Initiate

You begin your practice of divination magic. You may learn two divination spells of your choice, provided you have the capability to cast them.


Expert Divination

Prerequisite: Divination Initiate

Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain five magicka points.

The Third Eye

Prerequisite: Divination Initiate

Your skills in divination have increased your powers of perception. You may use your action to choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.

Darkvision. You gain darkvision out to a range of 60 feet.

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.

Enchantment

The magical school of Enchantment focuses on magics that influence others, either to charm or inflame them. Use of this magic can be extremely useful in a bind, but always carries the risk of alienating the individual under the effect, once the effect wears off.

Enchantment Initiate

You begin the practice of magically influencing others. Learn two enchantment spells of your choice, that you have the ability to cast.

Hypnotic Gaze

Prerequisite: Enchantment Initiate

Your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, they must succeed on a Wisdom saving throw against your spell save DC, or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

Instinctive Charm

Prerequisite: Enchantment Initiate

When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided another creature is within the attack's range. The attacker must make a Wisdom saving throw against your spell save DC. On a failed save, the attacker must target the creature that is closest to you, not including

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you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.

Split Enchantment

Prerequisite: Enchantment Initiate

When you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

Alter Memories

Prerequisite: Two feat points in Enchantment

You gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent being charmed. The creature must succeed an Intelligence saving throw against your spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.

Countercharm

Prerequisite: Enchantment Initiate

Your work with beguiling spells has given you the ability to disrupt mind-influencing effects. As a reaction when someone uses an effect that frightens or charms you or friendly creatures, you may grant yourself and all friendly creatures within 30 feet of you advantage on the saving throw against being frightened or charmed. Creatures must be able to hear you to gain this benefit.

Evocation

The school of Evocation studies magic that conjures powerful elemental effects. These effects range from devastating offensive capabilities to useful defensive spells.

Evocation Initiate

Your beginning work with evocation primes you to study elemental magic. Learn two evocation spells of your choice, provided you have the capability to cast them.

Sculpt Spells

Prerequisite: Evocation Initiate

You learn to create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spells, and they take no damage if they normally take half on a successful save.

Potent Cantrip

Prerequisite: Evocation Initiate

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Empowered Evocation

Prerequisite: Evocation Initiate

Your work with evocation spells has taught you to make the most of your spells. You can add your Intelligence modifier to one damage roll of any evocation spell you cast.

Overchannel

Prerequisite: Three feat points in Evocation

You can increase the power of your simpler spells. When you cast an evocation spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Elemental Adept

Prerequisite: Two feat points in Evocation

When you gain this skill, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this skill multiple times. Each time you do so, you must choose a different damage type.

Heavy Armor

You train relentlessly in the use of heavy armor, until it becomes as a second skin for you, ignoring its encumbering properties.

Heavily Armored

You train in the use of heavy armor. Gain proficiency in heavy armor.

Indomitable Might

Your training in heavy armor has made you a force to be reckoned with. If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Huntsman

You spend a great deal of time in the woods, hunting for survival or for game. You learn to apply this time as a trade, learning to make the most of it.

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Trapper

You start to use all of your kills, not just the meat. Gain proficiency with Leatherworker's tools, and the ability to craft with fur.

Tanner

Prerequisite: Trapper

You have refined your technique, learning to turn the hide from your kills into a hardened leather. You gain the ability to craft with leather.

Illusion

You learn magic to create illusions to dazzle or decieve. Most of your spells can be passable as real to all but the most keen observer.

Illusion Initiate

You begin working on creating believable illusions. Learn two illusion spells of your choice, provided you have the capability to cast them.

Improved Minor Illusion

Prerequisite: Illusion Initiate

You learn the minor illusion cantrip. If you already know this cantrip, you may learn another illusion cantrip of your choice.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

Malleable Illusions

Prerequisite: Illusion Initiate

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 you can see the illusion.

Illusory Self

Prerequisite: Illusion Initiate

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

Prerequisite: Two feat points in Illusion

You have learned the secret of weaving shadow magic into your illusions to give thema semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical 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.

Light Armor

You prefer to choose armor that is comfortable, flexible, and light, allowing you to move quickly and quietly through the battlefield.

Lightly armored

You begin working with light armor, getting used to how it flexes compared to your normal clothing. You gain proficiency in light armor.

Fast Movement

Prerequisite: Lightly Armored

You become used to how fast you can move in light armor. While you aren't wearing heavy armor, your speed increases by 10 feet.

Step of the Wind

Prerequisite: Lightly Armored

You make the most of not being encumbered by your armor. While you aren't wearing heavy armor, on your turn you may use a bonus action to take the Disengage or Dash action. In addition, your jump distance is doubled for the turn.

Martial Weapons

You begin working with weapons that require more skill to use. Either due to the weight of the weapon, or the skill needed to use them, not everyone has the training to use these weapons.

Martial Weapon Proficiency

You begin your training with martial weapons. Gain proficiency in martial weapons.

Extra Attack

Prerequisite: Martial Weapon Proficiency

You become quicker when striking. You may attack twice, instead of once, whenever you take the Attack action on your turn.

You may take this skill three times. Each time you do so, increase the number of attacks you may have with one Attack action by one.

Brutal Critical

Prerequisite: Martial Weapon Proficiency

You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

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Great Weapon Fighting

Prerequisite: Martial Weapon Proficiency

When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Great Weapon Master

Prerequisite: Great Weapon Fighting

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points withone, you can make one melee attack as a bonus action. In addition, before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 damage to the attack's damage.

Two-Weapon Fighting

Prerequisite: Martial Weapon Proficiency

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Dual Wielder

Prerequisite: Two-Weapon Fighting

You master fighting with two weapons, gaining the following benefits. While you are wielding a weapon in both hands, you gain a +1 bonus to AC. You may also use two-weapon fighting even when the one-handed weapons you are wielding aren't light. Finally, you can draw or stow two one-handed weapons when you would normally only be able to draw or stow one.

Savage Attacker

Prerequisite: Martial Weapon Proficiency

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.

Medium Armor

Your armor of choice is light metal armor that allows for freedom of movement while still giving you some protection.

Moderately Armored

You learn to move quickly in flexible metal armors, while still functioning efficiently. You gain proficiency in medium armor.

Medium Armor Master

Prerequisite: Moderately Armored

Your time in medium armors has taught you to make the most of your movements. When wearing medium armor, you can add a maximum of 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.


Stealthy Armor

Prerequisite: Moderately Armored

You have practiced moving quietly in medium armor. Wearing medium armor no longer imposes disadvantage on your Dexterity (Stealth) checks.

Necromancy

The school of necromancy is the school of magic that focuses on manipulating the forces that control death. Mostly looked down upon, necromancers often perform their experiments away from most civilized areas. However, some necromancy spells can be used for good, such as keeping those on the brink of death in the world of the living.

Please note that resurrection magic does not exist in Tamriel. As such, the spells Raise Dead, Resurrection, Revivify, and True Resurrection do not exist and cannot be chosen by the player.

Necromancy Initiate

You begin experimenting with the forces of life and death. You may learn two Necromancy spells of your choice, provided you have the capability to cast them.

Grim Harvest

Prerequisite: Necromancy Initiate

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 if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

Undead Thralls

Prerequisite: Necromancy Initiate

You learn the animate dead spell, if you do not already know it. When you cast animate dead, you may 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 point maximum is increased by an amount equal to your wizard level.
  • The creature adds your proficiency bonus to its weapon damage rolls.

Inured to Undeath

Prerequisite: Necromancy Initiate

Your work with the forces of life and death has protected you against some of the worst effects of necromancy. You gain resistance to necrotic damage, and your hit point maximum cannot be reduced.

Command Undead

Prerequisite: Two feat points in Necromancy

You can use magic to bring undead under your control, even those created by other spellcasters. As an action, you can choose one undead that you can see within 60 feet of you.

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That creature must make a Charisma 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 and breaks free.

Simple Weapons

Your preferred weapons are those that require little training to use, and can be found most anywhere.

Simple Weapon Proficiency

You learn to use simple weapons in combat. Gain proficiency with simple weapons.

Dueling

Prerequisite: Simple Weapon Proficiency

You practice fighting with just one hand. While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Defensive Duelist

Prerequisite: Dueling

Your work with one-handed fighting has taught you to defend yourself as much as you attack. When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Smithing

Smithing uses the resources on hand to create armor and weapons out of metal ore.

Smith

You begin training in the art of smithing. You gain proficiency with Smith's Tools, and the ability to work with Iron.

Steel Smithing

Prerequisite: Smith

You gain the skill to work with Steel.

Advanced Medium Smithing

Prerequisite: Steel Smithing

You gain the skill to work with Quicksilver.

Elven Smithing

Prerequisite: Advanced Medium Smithing

You gain the skill to work with Refined Moonstone.

Glass Smithing

Prerequisite: Elven Smithing

You gain the skill to work with Refined Malachite.

Dwarven Smithing

Prerequisite: Steel Smithing

You gain the skill to work with Dwarven Metals.

Orcish Smithing

Prerequisite: Dwarven Smithing

You gain the skill to work with Orichalcum.

Ebony Smithing

Prerequisite: Orcish Smithing

You gain the skill to work with Ebony.

Dragon Smithing

Prerequisite: Ebony Smithing or Glass Smithing

You gain the skill to work with Dragon scales and bones.

Sneak

Your skill lies in moving silently through dungeons as well as through crowds, remaining undetected by those who would wish you harm, and maneuvering yourself into an advantageous position.

Quiet Movements

You learn to mask your movements by moving quietly. You gain proficiency in the Stealth skill.

Hide in Plain Sight

Prerequisite: Quiet Movements

You learn to camouflage yourself to move more easily in the open undetected. You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Vanish

Prerequisite: Quiet Movements

You leave no trace of your movements. You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Sneak Attack

Prerequisite: Quiet Movements

You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon.

You don't need advantage on the 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.

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The amount of extra damage you do is dependent on your character level. At level 1, the extra damage is 1d6. The extra damage increases by 1d6 every odd level, at levels 3, 5, 7, etc.

Supreme Sneak

Prerequisite: Quiet Movements

You learn to measure your movements in order to hide more reliably. If you move no more than half of your speed on your turn, you may make a Dexterity (Stealth) check that turn with advantage, provided you meet the requirements to hide.

Assassinate

Prerequisite: Quiet Movements

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. Additionally, if you surprise your foe, any hit you score against that creature is a critical hit.

Death Strike

Prerequisite: Assassinate and one other Sneak feat

You become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw, where the DC is 8 + your Dexterity modifier + your proficiency bonus. On a failed save, double the damage of your attack against the creature.

Speech

The way one interacts with the world says a lot about them. You have learned to present yourself in a way that gives you advantages in situations, and can inspire your allies to greatness.

Gilded Tongue

You choose how to present yourself in social situations. Gain proficiency in one Charisma skill of your choice.

Bardic Inspiration

Prerequisite: Gilded Tongue

You can inspire others through your words. On your turn, use a bonus action to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability roll, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

The Bardic Inspiration die you can bestow upon others is dependent on your character level. At level 1, your Bardic Inspiration die is a d6. This die increases at level 5, 10, 15, and 20, becoming a d8, d10, d12, and d20 respectively.

Font of Inspiration

Prerequisite: Bardic Inspiration

You are a paragon of inspiration. You regain all expended uses of Bardic Inspiration when you finish a short or a long rest.

Superior Inspiration

Prerequisite: Bardic Inspiration

You know how to inspire your allies when all seems the most dark. When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Cutting Words

Prerequisite: Bardic Inspiration

You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

Combat Inspiration

Prerequisite: Bardic Inspiration

You learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll, but before knowing whether it hits or misses.

Actor

Prerequisite: Gilded Tongue

You are skilled at mimicry and dramatics. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Inspiring Leader

Prerequisite: Gilded Tongue

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your character level + your Charisma modifier. A creature can't gain temporary hit points from this ability again until it has finished a short or long rest.

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Linguist

Prerequisite: Gilded Tongue

You have studied languages and codes. You may learn three languages of your choice. In addition, you can ably create written ciphers. Others can't decipher a code you create unless you teach them, they use magic to decipher it, or they succeed on an Intelligence check, where the DC is equal to your Intelligence score + your proficiency bonus.

Thief

You have an eye for treasures, and seek to acquire them. Sometimes the acquisition of these treasures is less than legal. As such, you have learned some tricks of the trade to help you in your endeavors.

Unscrupulous

You learn the skills needed to liberate items you desire from their current owners. You gain proficiency in the Sleight of Hand skill, and with Thieves' Tools.

Fast Hands

Prerequisite: Unscrupulous

Your illegal activities have forced your fingers to become incredibly nimble. On your turn, you may use a bonus action to make a Dexterity (Sleight of Hand) check, use your Thieves' Tools to disarm a trap or pick a lock, or take the Use an Object action.

Jack of all Trades

Prerequisite: Unscrupulous

Your activities have prepared you to deal with a variety of situations. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Expertise

Prerequisite: Unscrupulous

You may choose any combination of skills you are proficient in, or tools you are proficient with, up to two. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Thief's Reflexes

Prerequisite: Two feats in Thief

Your illegal activities have you primed to act at the slightest provocation. During the first round of a combat in which you are not surprised, you may take two turns. The first turn is at your normal initiative, and your second turn is at your initiative minus 10. You return to one turn per round for subsequent rounds.

Transmutation

The school of Transmutation focuses on magic that can convert energy from one form to another. This allows you to transform matter into different shapes.

Please note the Reincarnate spell does not exist in Tamriel.

Transmutation Initiate

You begin learning how to bend reality to your will. You may learn two Transmutation spells of your choice, provided you have the capability to cast them.

Minor Alchemy

Prerequisite: Transmutation Initiate

You learn to temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

Transmuter's Stone

Prerequisite: Transmutation Initiate

You can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choosethe benefit from the following options:

  • Darkvision out to a range of 60 feet.
  • An increase to speed of 10 feet while the creature is unencumbered.
  • Proficiency in Constitution saving throws.
  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice when you choose this benefit).

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of the stone if it is on your person.

If you create a new transmuter's stone, the previous one ceases to function.

Shapechanger

Prerequisite: Transmutation Initiate

You learn to change yourself. You may add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.

Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Master Transmuter

Prerequisite: Transmuter's Stone

You improve the formula for your transmuter's stone. You can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.

Major Transformation You can transmute one nonmagical object- no larger than a 5-foot cube- into another nonmagical

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CHAPTER 4 | FEATS

object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.

Panacea You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.

Restore Youth You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.

Woodworking

You use carpentry to create items for decoration or utility.

Carpenter

You gain the skill to work with wood. You gain proficiency with Carpenter's Tools.

19

CHAPTER 5 | MAGICKA

Chapter 5: Magicka

Tamriel is a world with magic around every corner. Heroes and villains traverse the world casting spells. Lucky individuals born under the right stars may have magical abilities. On occasion, the gods or daedra themselves deem it necessary to intervene, or exert their will through champions with magical artifacts.

Casting Spells

All characters can cast any spell from the Spellcasting chapter of the Player's Handbook. Spells of different levels cost a number of spell points determined by the chart on page 288 of the Dungeon Master's Guide. The level of the spell that characters can cast is limited by their character level, as seen on the chart on page 289 of the Dungeon Master's Guide. Unless otherwise stated, Intelligence is the spellcasting ability modifier.

Magicka Points (MP)

Characters cast spells using magicka points, or MP. All characters start with 10 + their Intelligence modifier MP. These points increase as characters level up. In addition, some abilities can increase how many points the character has at their disposal. As noted in Chapter 1, characters regain spent spell points after a short rest, unless otherwise directed by the Dungeon Master.

Gaining New Spells

Characters do not begin the game with any spells. Characters can learn new spells by finding spellbooks in the world, or at vendors. These spellbooks are not destroyed after learning the spell.

Enchanting

Some players with magical ability may wish to enchant a mundane item, binding a magical effect to the object. The requires spending a mass of magical energy, which can be stored in an item called soul gems.

Soul Gems

Soul gems are crystals that can be found throughout Tamriel. They come in five varieties: petty, lesser, common, greater, and grand. These gems are used to trap the soul of a dying creature, which can then be utilized as an energy source for charging magical items, or enchanting new ones.

Soul Gem Capacity
Rarity Creature Challenge Rating (CR)
Petty 1/8 - 6
Lesser 7 - 12
Common 13 - 18
Greater 19 - 24
Grand 25 - 30

All living creatures in Tamriel have souls. As creatures get more intelligent, their souls become larger, and more powerful, and require a larger soul gem to contain it. However, the souls of sentient humanoid races (for mechanical purposes- the playable races, and others at the DM's discretion) cannot be contained within these soul gems. Some necromancers use Black Soul Gems to trap the souls of sentient victims for their twisted experiments.

Upon using a soul gem, the gem is destroyed. However, there are rumors of an artifact that can store an unlimited number of souls without becoming destroyed...

Creating Magical Items

To enchant a mundane item, the character must expend the energy from an appropriate soul gem (see below), be capable of casting the spell with the desired effect, and expend the appropriate spell slot. The rarity of the item created, as well as the item's power, is decided by the power of the spell.

Enchantment Materials by Rarity
Rarity Soul Gem Max Spell Slot Level
Common Petty 1st
Uncommon Lesser 3rd
Rare Common 6th
Very Rare Greater 8th
Legendary Grand 9th

Soul Gem. This column details the soul gem rarity needed to create an item of the corresponding rarity. Gems influence how many charges items have (if any), as well as any static bonuses, like attack bonus and AC.

Items have a standard of three charges. Using a higher level soul gem increases the number of charges by two per tier. For instance, since Cure Wounds is a 1st level spell, using a petty soul gem to create a 1st level Wand of Cure Wounds would create a common item with three charges. However, making a 1st level Wand of Cure Wounds with a Lesser soul gem would create an uncommon magical item with five charges. Using a Common soul gem would create a Rare wand with seven charges. Creating items with the effect of a cantrip does not require charges to use, and can be used at will.

Items with static bonuses also increase based upon the soul gem used. Common items do not have a bonus. Weapons or armor made with a Lesser gem has a +1 bonus, Common +2, etc.

Maximum Spell Slot Level. The maximum spell level for a magical item determines how strong of an effect can be placed on an item. It should be noted this does not preclude the use of a higher level spell slot to create the item, however this has no effect on the power of the completed item.

Maximum Bonus. Items with a passive, static enchantment, such as attack bonus or AC bonus, are assigned their bonus based upon the rarity of the item.

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CHAPTER 5 | MAGICKA

Item Charges

Some magical items have limited uses that are activated, expending charges to use its effect. Each charge of the item can be used to use the effect at it's base level. For instance, in a common Wand of Cure Wounds, expending one charge casts the Cure Wounds spell at 1st level. However, in a single use, each extra charge increases the level of the effect by one. In the same example, expending two charges from a Wand of Cure Wounds casts the Cure Wounds spell at 2nd level.

Once all of the charges have been expended from the item, the magical effect can no longer be used, until the item is recharged with another soul gem, as detailed below. Items with passive effects, such as a +1 attack bonus on a weapon, do not lose their passive abilities when charges are expended.

Recharging Magical Items

Some magical items have limited number of uses, which are determined by the number of charges the item is imbued with during creation. After their charges are used up, the item loses its magical capabilities until recharged. To recharge a magical item, the player must use a full soul gem to regain charges. The number of charges regained is based on the rarity of the soul gem, as listed in the table below.

Soul Gem Recharging
Gem Rarity Charges Restored
Petty 2
Lesser 4
Common 6
Greater 8
Grand 10

New Spell

Soul Trap

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S, V
  • Duration: 1 minute

You attune the soul of one target within range to a soul gem in your inventory. As a bonus action choose one target within range. Should the target die before the duration ends, their soul is drawn to the smallest appropriate gem in your inventory. Should your inventory not contain a gem of the appropriate size, the spell fails.

New Items

Soul Gems

Soul gems are naturally-occurring magical crystals that can trap the souls of living creatures upon their expiration. These gems come in several sizes that can be used to create and charge magical items. Soul gems can be purchased from merchants, or found in dungeons and elsewhere. Some enterprising magicka-using merchants even sell filled soul gems, at a slightly higher price. However, no legal merchant will engage in the buying or selling of black soul gems.

Soul Gems
Rarity Cost
Petty 50 gp
Petty (full) 100 gp
Lesser 250 gp
Lesser (full) 500 gp
Common 2,500 gp
Common (full) 5,000 gp
Greater 25,000 gp
Greater (full) 50,000 gp
Grand 250,000 gp
Grand (full) 500,000 gp
Black 2,500,000 gp
Black (full) 5,000,000 gp

Azura's Star

Wondrous item, artifact (requires attunement)

Legend tells of a soul gem created by Azura herself. Tales say that this magical crystal can contain any number of souls, without being destroyed.

Blessing of Azura. This soul gem is not destroyed when used to create or charge a magical item. The star acts as a Grand soul gem.

Corrupting the Star. It is rumored that a mage once attempted to become immortal by corrupting the star into a black soul gem, thus storing his soul inside. Although the star cannot be destroyed, it can be corrupted by perfoming a Blight ritual on the gem at 7th-level or higher. This is not permanent, however, and the star cleanses itself in 1d100 years.

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CHAPTER 6 | CRAFTING

Chapter 6: Crafting

In their downtime, players may wish to spend their downtime practicing a profession or crafting items. In general, activities such as practicing a profession or performing follow the downtime rules established on page 187 of the Player's Handbook. Other crafting rules are listed here.

Crafting

In general, any player with proficiency in tools may spend time crafting the corresponding nonmagical item. In addition to being proficient in the appropriate tools, you may also need access to special facilities, such as a smith's forge, or alchemical lab.

When crafting items, you must also have the raw materials needed to create the item. For every day of downtime spent on the item, you must use materials in 5 gp increments, up to the total market value of the item. Items that have a market value of over 5 gp may require multiple days to complete.

For each day spent crafting the item, you must make a DC 10 Tool check with the appropriate skill. Failure may result in a complication with the crafting process, such as a setback, or ruining the item being created. Some of the skills needed are listed below, although the DM may choose a different skill, as appropriate.

Crafting Skills
Artisan's Tools Skill Challenge
Alchemist's Supplies Intelligence
Brewer's Supplies Intelligence
Calligrapher's Tools Dexterity
Carpenter's Tools Dexterity
Cartographer's Tools Wisdom
Cobbler's Tools Dexterity
Cook's Utensils Dexterity
Glassblower's Tools Dexterity
Jeweler's Tools Dexterity
Leatherworker's Tools Wisdom
Mason's Tools Strength
Painter's Supplies Dexterity
Potter's Tools Dexterity
Smith's Tools Strength
Tinker's Tools Dexterity
Weaver's Tools Dexterity
Woodcarver's Tools Dexterity

Smithing Raw Materials

As materials become higher level, the cost associated with the raw materials increases, which in turn lowers the time necessary to craft items. Therefore, although there is no mechanical benefit to using glass armor or weapons over

iron, if you can craft with glass, the time it takes to complete the object is reduced. Below are the raw materials for smithing.

Heavy Armor Materials
Material Cost
Iron 5 gp
Steel 10 gp
Dwarven 15 gp
Orichalchum 20 gp
Ebony 50 gp
Dragon Bone 100 gp
Medium Armor Materials
Material Cost
Iron 5 gp
Steel 10 gp
Quicksilver 15 gp
Refined Moonstone 20 gp
Refined Malachite 35 gp
Dragon Scales 50 gp
Light Armor Materials
Material Cost
Fur 5 sp (0.5 gp)
Leather 1 gp
Other Materials
Material Cost
Wood 1 gp
Silver Ingot 25 gp
Gold Ingot 50 gp

Alchemy

Making alchemical potions requires the crafter to have several items. To make a potion, you must have an empty flask, water for a solvent, and two alchemical ingredients.

When making potions, the effect is determined by the effects shared by the alchemical ingredients. If the ingredients don't share an effect, the potion creation fails.

Potions begin with base effects, but can be improved through the alchemy skill tree. When making potions with character buffs, the bonus starts at a +1. Healing potions characters craft begin at 2d4 + 2. Poisons start with a DC of 10, and deal 1d4 poison damage, or have another effect. Poison debuffs start at a -1 modifier. Ingredients and their effects are listed in the table below.

All effects that do not have an immediate effect, such as invisibility or waterbreathing, last 1 hour. Skill buffs last until the next roll for that skill. Any armor or weapon bonuses increase your AC or attack roll, respectively.

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CHAPTER 6 | CRAFTING

Alchemical Ingredients
Ingredient Effect 1 Effect 2 Effect 3 Effect 4
Abecean Longfin Weakness to Frost Fortify Sneak Weakness to Poison Fortify Evocation
Ancestor Moth Wing Fatigue Fortify Conjuration Damage Magicka Fortify Enchanting
Bear Claws Adrenaline Fortify Health Fortify Simple Weapons Damage Magicka
Bee Adrenaline Fatigue Damage Strength Weakness to Lightning
Beehive Husk Resist Poison Fortify Light Armor Fortify Sneak Fortify Evocation
Bleeding Crown Weakness to Fire Fortify Block Weakness to Poison Resist Magic
Blisterwort Fatigue Frenzy Restore Health Fortify Smithing
Blue Butterfly Wing Fatigue Fortify Conjuration Damage Magicka Fortify Enchanting
Blue Dartwing Resist Lightning Fortify Thief Restore Health Fear
Blue Mountain Flower Restore Health Fortify Conjuration Fortify Health Damage Magicka
Bone Meal Fatigue Resist Fire Fortify Conjuration Ravage Stamina
Briar Heart Restore Magicka Fortify Block Paralysis Fortify Magicka
Butterfly Wing Restore Health Fortify Speech Lingering Fatigue Damage Magicka
Canis Root Fatigue Fortify Simple Weapons Fortify Archery Paralysis
Charred Skeever Hide Adrenaline Cure Disease Resist Poison Restore Health
Chaurus Eggs Weakness to Poison Adrenaline Damage Magicka Invisibility
Chicken's Egg Resist Magic Damage Magicka Waterbreathing Lingering Fatigue
Creep Cluster Restore Magicka Fatigue Reduce Exhaustion Weakness to Magic
Crimson Nirnroot Damage Health Fatigue Invisibility Resist Magic
Cyrodilic Spadetail Fatigue Fortify Evocation Fear Damage Constitution
Daedra Heart Restore Health Fatigue Damage Magicka Fear
Deathbell Damage Health Damage Strength Slow Weakness to Poison
Dragon's Tongue Resist Fire Fortify Speech Fortify Illusion Fortify Martial Weapons
Dwarven Oil Weakness to Magic Fortify Illusion Restore Magicka Restore Intelligence
Ectoplasm Restore Magicka Fortify Evocation Fortify Magicka Damage Health
Elves Ear Restore Magicka Fortify Archery Weakness to Frost Resist Fire
Eye of Sabre Cat Adrenaline Damage Constitution Damage Magicka Restore Health
Falmer Ear Damage Health Frenzy Resist Poison Fortify Thief
Fire Salts Weakness to Frost Resist Fire Restore Magicka Restore Intelligence
Fly Amanita Resist Fire Fortify Martial Weapons Frenzy Adrenaline
Frost Mirriam Resist Frost Fortify Sneak Damage Intelligence Damage Strength
Frost Salts Weakness to Fire Resist Frost Restore Magicka Fortify Conjuration
Garlic Resist Poison Adrenaline Restore Intelligence Restore Constitution
Giant Lichen Weakness to Lightning Damage Constitution Weakness to Poison Restore Magicka
Giant's Toe Adrenaline Fortify Health Reduce Exhaustion Damage Strength
Gleamblossom Resist Magic Fear Restore Health Paralysis
Glow Dust Damage Magicka Damage Intelligence Fortify Evocation Resist Lightning
Glowing Mushroom Resist Lightning Fortify Evocation Fortify Smithing Fortify Health
Grass Pod Resist Poison Damage Intelligence Fortify Transmutation Restore Magicka
Hagraven Claw Resist Magic Damage Intelligence Fortify Enchanting Fortify Speech
Hagraven Feathers Damage Magicka Fortify Conjuration Frenzy Weakness to Lightning
Hanging Moss Damage Magicka Fortify Health Damage Intelligence Fortify Simple Weapons

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CHAPTER 6 | CRAFTING

Alchemical Ingredients
Ingredient Effect 1 Effect 2 Effect 3 Effect 4
Hawk Beak Adrenaline Resist Frost Reduce Resist Lightning
Hawk Feathers Cure Disease Fortify Light Armor Fortify Simple Weapons Fortify Sneak
Hawk's Egg Resist Magic Damage Intelligence Waterbreathing Damage Strength
Histcarp Restore Stamina Fortify Magicka Damage Strength Waterbreathing
Honeycomb Adrenaline Fortify Block Fortify Light Armor Damage Strength
Human Flesh Damage Health Paralysis Restore Magicka Fortify Sneak
Human Heart Damage Health Damage Magicka Damage Intelligence Frenzy
Ice Wraith Teeth Weakness to Frost Fortify Heavy Armor Invisibility Weakness to Fire
Imp Stool Damage Health Damage Constitution Paralysis Restore Health
Jazbay Grapes Weakness to Magic Fortify Magicka Restore Intelligence Damage Constitution
Juniper Berries Weakness to Fire Fortify Marksman Restore Constitution Damage Strength
Large Antlers Restore Strength Reduce Exhaustion Slow Damage Strength
Lavender Resist Magic Reduce Exhaustion Damage Intelligence Fortify Conjuration
Luna Moth Wing Damage Magicka Fortify Light Armor Restore Constitution Invisibility
Moon Sugar Weakness to Fire Resist Frost Restore Magicka Restore Intelligence
Mora Tapinella Restore Magicka Damage Constitution Restore Strength Fortify Illusion
Mudcrab Chitin Adrenaline Cure Disease Resist Poison Resist Fire
Namira's Rot Damage Magicka Fortify Thief Fear Restore Constitution
Nightshade Damage Health Damage Intelligence Damage Strength Fortify Destruction
Nirnroot Damage Health Fatigue Invisibility Resist Magic
Nordic Barnacle Damage Magicka Waterbreathing Restore Constitution Fortify Thief
Orange Dartwing Reduce Exhaustion Damage Intelligence Fortify Thief Damage Constitution
Pearl Reduce Exhaustion Fortify Block Restore Magicka Resist Lightning
Pine Thrush Egg Adrenaline Fortify Thief Weakness to Poison Resist Lightning
Poison Bloom Damage Health Slow Reduce Exhaustion Fear
Powdered Mammoth Tusk Adrenaline Fortify Sneak Weakness to Fire Fear
Purple Mountain Flower Adrenaline Fortify Sneak Damage Intelligence Resist Frost
Red Mountain Flower Restore Magicka Damage Intelligence Fortify Magicka Damage Health
River Betty Damage Health Fortify Transmutation Slow Reduce Exhaustion
Rock Warbler Egg Restore Health Fortify Simple Weapons Fatigue Weakness to Magic
Sabre Cat Tooth Adrenaline Fortify Heavy Armor Fortify Smithing Weakness to Poison
Salmon Roe Adrenaline Waterbreathing Fortify Magicka Restore Intelligence
Salt Pile Weakness to Magic Fortify Evocation Slow Restore Intelligence
Scaly Pholiota Weakness to Magic Fortify Illusion Restore Strength Reduce Exhaustion
Silverside Perch Adrenaline Damage Strength Damage Constitution Resist Frost
Skeever Tail Damage Strength Damage Constitution Damage Health Fortify Light Armor
Slaughterfish Egg Resist Poison Fortify Thief Damage Constitution Reduce Exhaustion
Slaughterfish Scales Resist Frost Damage Constitution Fortify Heavy Armor Fortify Block
Small Antlers Weakness to Poison Fortify Evocation Damage Strength Damage Health
Small Pearl Restore Strength Fortify Simple Weapons Fortify Evocation Resist Frost
Snowberries Resist Fire Fortify Enchanting Resist Frost Resist Lightning
Spider Egg Fatigue Damage Intelligence Fortify Thief Fortify Archery

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CHAPTER 6 | CRAFTING

Alchemical Ingredients
Ingredient Effect 1 Effect 2 Effect 3 Effect 4
Spriggan Sap Damage Intelligence Fortify Enchanting Fortify Smithing Fortify Transmutation
Swamp Fungal Pod Resist Lightning Damage Intelligence Paralysis Restore Health
Taproot Weakness to Magic Fortify Illusion Restore Intelligence Restore Magicka
Thistle Branch Resist Frost Damage Strength Resist Poison Fortify Heavy Armor
Torchbug Thorax Adrenaline Damage Intelligence Weakness to Magic Reduce Exhaustion
Troll Fat Resist Poison Fortify Martial Weapons Frenzy Damage Health
Tundra Cotton Resist Magic Fortify Magicka Fortify Block Fortify Barter
Vampire Dust Invisibility Restore Magicka Restore Constitution Cure Disease
Void Salts Weakness to Lightning Resist Magic Damage Health Fortify Magicka
Wheat Restore Health Fortify Health Damage Strength Damage Intelligence
White Cap Weakness to Frost Fortify Heavy Armor Restore Magicka Damage Intelligence
Wisp Wrappings Adrenaline Fortify Evocation Reduce Exhaustion Resist Magic
Yellow Mountain Flower Resist Poison Fortify Evocation Fortify Health Damage Strength

Alchemy Keywords

The following are the keywords for alchemical effects, with potions listed first, followed by poisons. It is important to note that alchemical products have no effect on constructs or undead.

Potions

Adrenaline. You gain advantage on your next attack roll, ability check, or saving throw.

Cure Disease. End one disease affecting your character.

Fortify [Armor]. Gain +1 AC if using the appropriate armor for the next hour.

Fortify [Resource]. Temporarily increases magicka or stamina pools by a base of 2d4+2 for one hour. Note that fortify potions do not restore health or magicka.

Fortify [Skill]. Grants a base +1 bonus to the next appropriate skill check for the next hour.

Fortify [Weapon Group]. Gain +1 to attack rolls with the appropriate weapon group for the next hour.

Invisibility. Gain the effect of the Invisibility spell for the next hour, or until the effect ends per the spell.

Reduce Exhaustion. Lower your exhaustion level by one.

Resist [Damage]. Gain resistance to the specified damage type for the next hour. In the case of Resist Magic, you have resistance to all magical damage.

Restore [Attribute]. Restore a damaged attribute to its appropriate score.

Restore [Resource]. Restore your health or magicka by a base 2d4+2.

Waterbreathing. You gain the effects of the Water Breathing spell for one hour.

Poisons

Damage [Attribute]. Your target must make a saving throw with the corresponding attribute against your poison DC, or lose a base of 1 point from the corresponding attribute.

Damage [Resource]. Your target must make a Constitution saving throw, for a Damage Health poison, or an Intelligence saving throw, for a Damage Magicka poison, against your poison save DC, or lose a base of 2d4+2 of the corresponding resource.

Fatigue. The target must succeed a Strength saving throw against your poison DC or gain disadvantage on your next attack roll, skill check, or saving throw.

Fear. The target must succeed on a Wisdom saving throw against your poison save DC, or they become affected by the Fear spell for one minute. They may attempt their saving throw again at the end of each of their turns, ending the effect on themselves on a success.

Frenzy. The target must succeed on a Wisdom saving throw against your poison save DC, or they become enraged for one minute. While enraged, they must spend each turn attacking the closest creature indiscriminately with any weapon on hand. The target may attempt their saving throw again at the end of each of their turns, ending the effect on themselves on a success.

Paralysis. Your target must succeed on a Constitution saving throw against your poison save DC, or become paralyzed for one minute. The affected creature may attempt their saving throw again at the end of each of their turns, ending the effect on a success.

Slow. Your target must succeed on a Strength saving throw against your poison save DC, or be affected by the Slow spell for one minute. They may attempt their saving throw again at the end of each of their turns, ending the effect on themselves on a success.

Weakness to [Damage]. Your target must succeed on a Constitution saving throw against your poison save DC, or become vulnerable to the corresponding damage type for one minute. In the case of the Weakness to Magic poison, the target is vulnerable to all magical damage. The target may attempt their saving throw again at the end of each of their turns, ending the effect on themselves on a success.

25

CHAPTER 7 | WORLD FACTIONS

Chapter 7: World Factions

Across the world of Tamriel, some like-minded individuals band together to form guilds. These guilds typically form around professions that can be dangerous, and sometimes not entirely legal. The players may join some of these factions, if they wish.

Joining a Faction

The following sections detail some of the information regarding common factions in Tamriel. Other factions exist that the players may be able to join, and the DM should feel free to make their own gear and prerequisites for any not listed here. Each faction bestows upon their members some equipment, typically a uniform of sorts, or other gear which would help the player in that guild.

When the players set out to join the guild, each guild has a stat prerequisite that corresponds to the guild's domain. However, the DM is encouraged to also have the players undertake a quest to prove themselves before they are allowed to join.

Dark Brotherhood

Prerequisites: Dexterity 15, Two skills in Sneak

The Dark Brotherhood is a guild of professional assassins scattered in cells throughout Tamriel. Whenever anyone performs the Black Sacrament, praying to the Night Mother for the death of another, the Dark Brotherhood is listening.

When a player first joins the Dark Brotherhood, they are given a set of black, +1 Studded Leather armor, and two +1 daggers.

Fighters Guild

Prerequisites: Strength or Dexterity 15, and one skill in a weapon group and armor group

The Fighter's Guild is a collection of martially inclined mercenaries who are often chartered by the Empire, or by private citizens, for a variety of contracts. These contracts range from clearing monster dens, to hunting demons, to guarding caravans.

When a player first joins the Fighter's Guild, they are given one set of +1 armor emblazoned with the Fighter's Guild emblem (a shield with two crossed swords behind it), and one +1 weapon of their choice. Their armor options are Leather armor, Steel Breastplate, or Steel Chainmail.

Mages Guild

Prerequisites: Intelligence 15, and two magic initiate skills

The Mages Guild is a collection of arcane users throughout Tamriel, crossing any borders of nationality. Sworn to an oath of neutrality, the Mages Guild focuses their efforts on the research of magic, and the ruins of the forgotten secrets of the Dwemer and Ayleid races. Due to the common folks' distrust of magic, the Mages Guild also polices their members to a degree, discouraging experiments that might draw the public's ire.


When a player first joins the Mages Guild, they recieve a set of robes enchanted with Mage Armor, and a spell of their choice that they are capable of casting.

Thieves Guild

Prerequisites: Dexterity 15, Two skills in Thief

The Theives Guild is a trade organization of professional thieves. The main tenets of the Theives Guild prevents them from stealing from other members, robbing the poor, or killing anyone while performing their heists.

When first joining the Thieves Guild, the player is given a set of +1 studded leather armor, and a set of enchanted unbreakable Thieves' Tools.

27

CHAPTER 8 | A BRAND NEW WORLD

A Brand New World

This is an introductory adventure to Tamriel for a party of 1 to 5 adventurers, and take them to level 3. It is designed to be fairly open-ended, so that the characters need not know each other prior to the beginning of the adventure. In addition, a majority of the adventure takes place in a single dungeon, which can be located anywhere the DM chooses, allowing for any starting region of Tamriel.

In this adventure, the player characters awaken in an Imperial prison complex to an earthquake, freeing them. They must then make their way out of the dungeon, avoiding the perils of their surroundings, to their freedom.

Norray Stronghold

The adventure takes place within Norray Stronghold, an Imperial fortress and prison. The reason the player characters are imprisoned within the keep is intentionally left open-ended, and the characters are encouraged to create their own backstories, or leave it mysterious.

The fortress was a single-storied keep, however it sits overtop a cavernous tunnel system, which may lead to the PC's freedom. Within the fortress and cave system, they must contend with the guards, other prisoners, and dangers that lurk below, whether natural or otherwise...

Unless otherwise stated, the fortress has the following features:

Walls. The keep is built of stone, with recent events causing some of the flooring to be uneven. Should characters attempt to take the Dash action, ask them to make a DC 12 Dexterity saving throw to maintain balance, falling prone on a failure.

Lighting. Some natural light filters in through windows and cracks in the masonry. Everywhere indoors has dim light.

Temperature. This is left up to the DM, depending on what time of the year the campaign is to start, as well as the adventure's location. Assume most indoor places are considered room temperature.

1. The Cells

You awaken from your sleep. It may have been your imagination, but you could have almost sworn the cells were shaking. Glancing about your dingy cells, you take in the surroundings. Across from the small cot you are laying on, a putrid-smelling bucket sits against the wall. Looking out through the bars, you see the prisoner in the cell across from you stirring as well. Their bucket smells too. This whole place smells.

A raspy voice from down the hall calls out, "Woo-ooo! Did you feel that? Merrunz himself is shaking the ground, warning those Imperial bastards to let us out before he shakes this fortress down upon all of us!" Straining to look down the hallway, you can just make out a Khajiit up against the bars. Another voice calls out, "Shut up Jobava. It was nothing, go back to sleep."

There are ten cells. Three prisoners are in the cells closest to the door. The player characters are taking up the cells closest to the back wall. Jobava, the khajiit, was arrested for killing a man in a tavern brawl, although he'lllie and say he was arrested for no reason. This is an obvious lie, only requiring a DC 10 Wisdom (Insight) check to discover his deception.

The other prisoners are a female Bosmer named Fibril, and a Breton male named Astalius. Fibril was arrested for theft, and Astalius for poaching local chickens. The remaining cells teh party are not in are empty.

Allow the party to interact some with each other and with the other prisoners, and when appropriate, read the following.

The cells begin to tremble once more. Then, with a resounding crack, the back six cells sink, tilting back away from the door. Dust billows up from the crumbling mortar, filling the air and making you cough. When it clears, you see the tilted floors sundered the walls from the iron bars, leaving your cells open.

Stepping out, you see some of your fellow prisoners doing the same. The hallway now slants up towards the door. The four cells closest to the door remain closed securely.

As the characters leave, the remaining prisoners will call out to them, trying everything they can to convince the players to free them as well. Should the characters decide to come back and free them, the prisoners will scatter. If a fight happens to break out, each of them have the stats of a Chaotic Neutral Bandit, and each fights for themselves only.

2. Dining Hall

Beyond the door, you see a long wooden table surrounded by chairs. The table is mostly empty but for a couple dishes with sweet rolls and bacon on them, with two guards sitting talking amongst themselves.

Depending on how stealthy the characters are, the guards will try to re-apprehend the characters.

3. Armory

The heavy iron-banded door swings open, revealing weapon racks with a variety of steel swords, axes, daggers, and hammers. One rack has a row of bows, with three quivers of arrows. There are four wooden mannequins outfitted with simple leather armor.

Towards the back of the room, a chest sits closed, with a gnarled wooden staff resting in the corner behind it. The table along the back wall has a pile of golden septims spilling out of a leather pouch.

The weapons along the walls the characters can pick up are any of the swords, axes, daggers, or hammers from Chapter 5: Equipment in the Player's Handbook. The rack of bows

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contain shortbows and longbows.

The staff in the back of the room is a common Staff of Burning Hands. Using a charge from the staff casts the Burning Hands spell, according to the enchanting section of Chapter 5: Magicka.

Other items of note in the room are the chest, which contain two Potions of Magicka, six Potions of Healing, a spellbook with the Ray of Frost cantrip, and another with the Cure Wounds spell. The pouch on the table contains 80 septims.

4. Hallway

Soft light filters into the hallway through cracks in the ceiling, and through the arrow slits in the opposite wall which peer outside. The hallway goes forward slightly, past a wooden door on either side, and wraps around to the left. Two guards are working to clear rubble from the main door, which has collapsed, and don't seem to see you.

The first time the characters pass through this area, there are two guards at the collapsed main doorway, working to clear the rubble. Peering out through the arrow slits shows the keep's courtyard, where it appears most of the garrisoned soldiers and the guard captain were training before the door to the keep collapsed. They are now working to clear the rubble to get back inside.

5. Barracks

This long room is lined on both sides by a row of bunk beds, two beds high. At the foot of each bed is a small wooden chest. Miraculously, one guard is laying snoring on the bed, somehow oblivious to the chaos in the rest of the area.

A DC 15 Intelligence (Investigation) check of the chest yields two more potions of healing and ten sets of clean common clothes. The door at the end of the room leads to the bathroom, which has a simple latrine and washbasin within it.

6. Kitchen

A half-butchered chicken sits on a cutting board in the middle of the room. Along the back wall, a large cast iron oven sits in the corner, with a large wooden washbasin in the other corner, filled with dishes. The walls on the sides are lined with shelves containing spices, herbs, and vegetables. An open barrel sits with a pile of cabbages.

7. Captain's Quarters

This room, while slightly better decorated than the rest of the keep, is still fairly sparsely furnished. A simple four post bed sits in the far corner, and a wardrobe sits in the left-most corner. The most striking feature of this room, however, is the yawning chasm that leads at a slant down beneath the keep into darkness.

Should the players choose to look through the wardrobe, they can find a common Amulet of Mage Armor. It's features aren't readily apparent, but its magical nature can be determined with a DC 15 Intelligence (Arcana) check. Otherwise, its properties can be realized by the Identify spell.

Exterior Features

Although it is unlikely the players will get outside, the exterior courtyard of the keep has a stable, 10 guards and one knight, a closed portcullis, and a door which leads up to the ramparts.

Development

Upon reaching the underground tunnel, player characters should have reached level 2, and should have found some simple equipment.

The Underground

Unbeknownst to the Imperial soldiers, beneath Norray Stronghold is a network of caverns. To escape, players must navigate the tunnels, confronting the true source of the mysterious quakes.

Unless otherwise stated, the caverns have the following features:

Walls. The cavern walls are natural, and cannot be scaled without a climbing gear and a successful DC 25 Strength (Athletics) check.

Lighting. There is bioluminescent fungi throughout most of the cavern, bathing everything in a dim blue light.

Temperature. The caverns underground are cold, but not cold enough to create adverse effects on the players.

Fungus. The fungus is Glowing Mushroom (see the alchemy ingredients table in Chapter 6: Crafting).

8. Cavern Entrance

The uneven rocky ground slopes down into the dark. The floor evens out into a completely dark cavern. The echoing sound of dripping water meets your ears. As you take the first tentative steps into the dark, the ground beneath you shakes again. Is it just your imagination, or are the quakes getting stronger?

In the dark ahead, you can just make out the slightest movement silhouetted against the dim blue light from bioluminescent fungi. A skittering sound approaches, as four skeevers hop out of the darkness towards you.

The skeevers have the statistis of Giant Rats. The blue glow is from bioluminescent fungi that permeates the cave.

9. Crossroads

Ahead in the darkness, the tunnel seems to split into two paths. To the left, you can make out some scuffling sounds. The right-hand path seems to go around a bend. As you make your decision, your foot brushes against something sticky on the floor.

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The sticky substance on the floor is a spider web, which is difficult to see in the dim blue light. Without darkvision, a DC 17 Wisdom (Perception) check is required to make out the web in the dark. A Giant Spider is in this chamber, and makes a Dexterity (Stealth) check against the player's passive perception scores (or against a Perception check, if the players decide they would like to look for one). If unspotted, the spider attacks, gaining a surprise round.

Looking about the room more closely following the combat encounter reveals three cocooned bodies. One has five septims, one has a steel dagger, and another has a spellbook of Maximilian's Earthen Grasp.

10. Nest

Following the path, the tunnel widens into a larger chamber with two smaller chambers branching out of the back. A large mass sits in the center of the room. In the blue glow, it is difficult to make out the shape of the strange mass. A large shape stirs within, and you see a large beaked head rise out of what you now see is a nest.

The large bird in this chamber is a Roc. As a CR 7 creature, the characters are not intended to win this fight. They may try to sneak past it to the sides if they wish, but the Roc will not follow them back into area 8.

The tunnel to the back left has a small pile of bones from the dead bodies of adventures the Roc has claimed. A character searching the bodies can make a DC 10 Intelligence (Investigation) check to find a charged petty soul gem, and 50 septims. A success of 15 or more yields a lesser Ring of Mage Hand. The rest of the gear is too rusted or rotted to be useful.

The path to the right is a dead end, with no important features.

11. Geyser

Moving through the tunnel, you feel the air around you becoming warmer and more humid. Coincidentally, the bioluminscent fungus seems to be becoming more sparse, making it more difficult to see. Eventually, the light fades completely, plunging you into the darkness.

For the rest of this chamber, only characters with Darkvision or some other source of light can see.

The tunnel widens once again into a larger chamber. You can barely make out steam curling up from large cracks in the ground. As you enter the chamber, the ground quakes again, three times in quick succession. After it fades, you hear a rumbling beneath your feet, and a large geyser springs up ahead of you.

At this point, roll for initiative, and track the players' movements through the caverns. There are eight geysers listed on the map. At the end of each turn, roll a d8. If a player is standing within five feet of the geyser that erupts, they must make a DC 13 Dexterity saving throw. On a failure, the character takes 1d10 fire damage, or half as much on a successful save.

After making it through the chamber, the characters should advance to level 3.

12. Ritual Chamber

Continuing through the tunnel, the bioluminescent fungi begins to come back, filling the tunnel again with a dim blue glow. Ahead, however, you begin to see a flickering yellow light dancing on the rocky walls, and can make out the faint sound of chanting from up ahead.

Regardless of whether the party sneaks from here on, the following scene takes no notice of them, at first.

Ahead, you see four figures in black cloaks standing in a circle surrounded by torches. In the center, a large bowl sits atop a pedestal, the scent of burning hair and sulfur wafting from it. Suddenly, there is a flash, and a fiery portal tears open in the center of the circle, with one last massive quake. Stepping through the portal, a dremora takes in its surroundings.

There is a sudden blur of motion and sharp screams. Within seconds, the robed figures lay dead on the ground, and the dremora stands over them, crimson blood dripping from its claws.

The players must get past the dremora (Incubus, without wings or a flying speed). Whether by combat or by roleplaying is up to the players and the DM.

13. Escape

The tunnel slants up slightly, a bright light suppressing the blue glow of the fungus. Finally, you see it- the exit!

The description of the exit should be prepared by the DM, depending on where they wish to begin the campaign.

Development

Finally having escaped the Imperial prison, the player characters should be level 3 with some basic equipment to get them by, and some money.