The Elder Scrolls

A player's handbook for 5th Edition Dungeons and Dragons

Welcome to Tamriel

A Complete Elder Scrolls Overhaul

This Homebrew acts as a complete reworking of the standard 5th Edition classes, races, and spells. Though the basic mechanics of the game, such as leveling, combat, and spell casting, remain the same, everything else has been carefully recreated from scratch, to hopefully recreate the sense of growth and adventure felt in the Elder Scrolls universe. This overhaul is heavily inspired by Morrowind, but also includes elements from Oblivion and Skyrim.

Races

All of the playable races from The Elder Scrolls series have been recreated in the Dungeons and Dragons 5th Edition format. These replace the standard races, such as Halflings, Drow, and Tieflings. In the cases where races parallel, such as Orcs or Elves, the Elder Scrolls counterparts are completely redone to better fit the in-game experience.

Classes

All of the standard 5th Edition classes have been removed. In their place are completely reworked classes. With the exception of the Monk and Necromancer, each class has two available "Archetypes" which further allow you to make your character your own, while remaining faithful to The Elder Scrolls universe.

Magicka

In trying to recreate the feeling of skill and class freedoms, the original spell list has been replaced with an entirely new system of magic. While casting remains the same as in 5th Edition, the spell list now largely consists of 1st level spells (Spell Effects) that are inteneded to scale and be cast at higher levels as additional spell slots become available to the character. Additionaly, all classes now have a spell slot table, though Warriors and other melee based classes have a much smaller casting pool than a powerful weilder of Magicka.


Vampirism and Lycanthropy

Tamriel is host to legions of undead and packs of werebeasts. These cursed diseases infect many individuals across the empire, and the differing bloodlines and packs add a wide variety of playstyle for those who desire to be a hunter of the night.

Oblivion, Artifacts, and Adventure

Tamriel, and the Elder Scrolls universe is filled to the brim with exciting avenues of adventure. From the fiery lakes of lava found in The Deadlands, the plane of Oblivion controlled by Mehrunes Dagon, arctic and frigid glaciers of Skyrim, to the alien and deadly swamps of Argonia, known in the empire as Black Marsh, Tamriel has a long and colorful history, filled with many Daedric Artifacts, brave and noble heroes, lowly and cunning assassins, and many other interesting plotlines. Take your party on a journey through a wild and imaginative world where anything can happen!

uesp.net

None of this could have come to fruition without the help of the Unofficial Elder Scrolls Pages, or uesp.net. The most complete and thorough wiki for all things Elder Scrolls, it has proven indispensible in the creation of this Homebrew. For Dungeon Masters who need to brush up on their lore, to players who might need some inspiration for the next artifact they want to quest for, uesp.net is the one-stop place for all things Elder Scrolls.

Races of Tamriel

An overview of the Elves, Men, and Beastfolk of Tamriel

Races of Tamriel

From the Aldmer, an ancient precursor to the variety of elves we see today, to the strong and hearty Nords, warriors of the snowy north, and the crafty, agile Khajiit that roam the deserts and jungles of Elsweyr, many races have inhabited Nirn. Across the continent of Tamriel, there are nine known races of humanoids. Though they have often waged war against one another in the past, under the powerful rule of the Septim Empire, these peoples and nations have all been brought together under a single flag. With the ending of the Septim line, however, many citizens worry about the future of the empire, and ancient political and racial tensions have begun to resurface. Discrimination is rampant in many areas, and in some places, slavery is even permitted under emperial law.

Mer

Mer, meaning elf, is used to refer to any of the Elder Races of Mundus, such as the Dunmer (formerly the Chimer), Altmer and Bosmer. A chief distinguishing characteristic of Mer is their lengthy lifespans, with average citizens living over two centuries before being considered old—two or three times the span of Men. Those extraordinarily gifted in magic or alchemy, or favored by the Gods, can endure for millenia with seemingly no ill effects. A few mer races have disappeared or otherwise died out, including the Dwemer and the Ayleids.

Man

Man, meaning human, is used to refer to any of the human races of Mundus, such as the Nords, Imperials, Bretons and Redguards. While the Bretons are the result of interbreeding between Aldmeri and Nedes, they are most commonly considered men, and not mer. Some races of men have disappeared or otherwise died out, such as the Kothringi. Though it typically connotes the races of men, "human" is still often used by various races in reference to the humanoid shape or ability, or to collectively refer to any member of a civilized race.

Beastfolk

Beastfolk (or Betmer) is used to refer to any sentient beast-like humanoid that inhabits Tamriel, such as the Argonians, Imga and Khajiit. A few races have died out or disappeared, such as the Lilmothiit. Though it is often a point of contention, Orcs are also commonly grouped into this category.

Humanoids and Soul Trapping

Unlike animals, Daedra, and monsters, all of the humanoid races have a "Black Soul". This does not imply that their soul is evil or corrupted, but merely that is will only fit inside a Black Soul Gem, which can only be created by those devoted to the arts of Necromancy

Mer

Masters of Magicka, the elves of Tamriel represent the first peoples to spread civilization across Tamriel. Though their Aldmeri ancestors have gone with the passing of the centuries, their decendants, Altmer, Bosmer, and Dunmer, live on, each representing a facet of elvenkind. No matter what their heritage, most elves of Nirn harbor a certian love of aesthetics in architecture, weaponsmithing, and armorcraft. Additionally, the finest spell-casters, enchanters, and archers typically come from this ancient lineage.

Ability Score Increase. All elves, regardless of their lineage, recieve a +1 to their Wisdom score.

Altmer

"The Summerset Isle is a green and pleasant land of fertile farmlands, woodland parks, and ancient towers and manors. Most settlements are small and isolated, and dominated by ruling seats of the local wizard or warlord. The Isle has few good natural ports, and the natives are unwelcoming to foreigners, so the ancient, chivalric high culture of the Aldmer is little affected by modern Imperial mercantilism."

-- Provinces of Tamriel

Children of the Divines

The altmer consider themselves to be the literal children of the Eight Divines that the worship.

Men. "They're a beautiful folk, and right intelligent, but maybe they should try to be a little more understanding."

Other Mer. "The Altmer consider themselves the purist of the Mer, but really they're just the most stubborn."

Beastfolk. "So afraid to share their secrets, the High Elves are. Perhaps they are afraid that we might discover something they haven't."

An Altmer, as seen in Redguard.

Society

The Altmer, or self-titled "Cultured People", are a tall, golden-skinned race, hailing from Summerset Isle. They are also known as High Elves by the denizens of Tamriel. In the Empire, "High" is often understood to mean proud or snobbish, and as the Altmer generally personify these characteristics, the "lesser races" generally resent them. Altmer live two to three times as long as humans; with a 200-year-old Altmer being old and a 300-year-old Altmer being very, very old. Altmer consider themselves to be the most civilized culture of Tamriel; the common tongue of the continent is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions. They usually have golden, green, or amber eyes.

The Altmer are the most strongly gifted in the arcane arts of all the races, and they are very resistant to diseases. However, they are also somewhat vulnerable to magicka, fire, frost, and shock, which makes them very weak against their strongest point - magic. They are among the longest living and most intelligent races of Tamriel, and they often become powerful magic users due to both their magical affinity and the many years they may devote to their studies.

Altmer Names

Most Altmer do not have family names, but there are a few exceptions.


  • Female Names. Anirne, Aryarie, Atraena, Calmaninde, Caminalda, Cindanwe, Ciralinde, Curwe, Elanande, Elenwen, Estirdalin, Minorne, Sirilonwe, Tarerane, Varulae
  • Male Names. Aldaril, Calindil, Duperil, Eraamion, Estormo, Faelian, Glamion, Hecerinde, Ilmiril, Kelurmend, Linwe, Lithnilian, Marbarin, Nadonil, Rellus

Altmer Traits

Altmer, being from a scholarly and erduite society, are granted the following abilities:


  • Ability Score Improvement. Your Intelligence score increases by 2. Your Wisdom score increases by 1. You suffer a -2 penalty to your Constitution.
  • Age. Altmer mature at the same rate as humans, often live to be 300 years old. They are not considered mature until at least 75 years old.
  • Size. Altmer are a tall and willowy people, often exceeding heights of 6 feet tall, regardless of sex.
  • Speed. Your base walking speed is 30 feet.
  • Aldmeri Dominion. You gain an additional spell slot. This spell slot is always equal to half of your character's level, rounded down, to a smallest size of 1st level.
  • Alchemic Affinity. Altmer have advantage when creating potions, due to their natural talent with alchemy.
  • Weakness to Magicka. You are vulnerable to Destruction magicka. This vulnerablity is doubled for fire magicka
  • Enchanting Affinity. When creating an enchantment, Altmer reduce the enchantment level by 2 points per character level, to a minumum of 1.
  • Languages. You speak Imperial and Altmeri.

Summerset Isle, home of the Altmer

A member of the Thalmor, an Elven Superiority movement led by the Altmer during the 4th Era.

Bosmer

"Valenwood is a largely uninhabited forest wilderness. The coasts of Valenwood are dominated by mangrove swamps and tropical rain forests, while heavy rainfalls nurture the temperate inland rain forests. The Bosmer live in timber clanhouses at sites scattered along the coast and through the interior, connected only by undeveloped foot trails. The few Imperial roads traverse vast dense woodlands, studded with tiny, widely separated settlements, and carry little trade or traffic of any kind."

-- Provinces of Tamriel

Finest archers in all the land

The Green Pact, which dictates that Bosmer only consume flesh, not plant life, has turned these elves into a near perfect race of hunters.

Men. "A lot of times the elves look down on us humans, but I've had some truly good Wood Elf companions."

Other Mer. "The Bosmer waste their talents running about in the woods and stealing from honest people."

Beastfolk. "This one likes the tiny elves. They understand nature."

Valenwood, home of the Bosmer


Society

The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land and its wild beauty and creatures. They are relatively nimble and quick in body compared to their more "civilized" Altmeri cousins (who often look down upon the Bosmer as unruly and naive). Their agility makes them well-suited as scouts and thieves. However, they are also a quick-witted folk, and many pursue successful careers in scholarly pursuits or trading. Bosmer live two to three times as long as humans. Though they are considered less influential than some of their Elven brethren, the Bosmer are also relatively prone to producing offspring. As a result, they outnumber all other mer on Tamriel.

The best archers in all of Tamriel, the Bosmer snatch and fire arrows in one continuous motion; they are even rumored to have invented the bow. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas. Many in the forests of Valenwood follow the tenets of the Green Pact. These "Green Pact Bosmer" are religiously carnivorous and cannibalistic, and do not harm the vegetation of Valenwood, though they are not averse to using wooden or plant-derived products created by others.

Bosmer Names

The Bosmer are a fiercely loyal clansfolk, grouped in isolated communities in the vast, sprawling growth of Valenwood.


  • Female Names. Aerwaen, Belane, Celaranith, Dalaneth, Efreghar, Fanayell, Gaireth, Harmolith, Iirwaen, Kirstenreth, Lilaneth, Malfinir Nilara, Orchelith, Thaelril
  • Male Names. Aglion, Draugorin, Elebor, Fangaril, Gelin, Gwarolgor, Indolor, Lorfolas, Malthagros, Marantar, Nendaer, Nerellanvir, Ninglos, Tedryni, Ulwithor
  • Clan Names. Bluedale, Forestrun, Forestsky, Ivydale, Ivyhollow, Mosspool, Mossshade, Mossvale, Nightthorn, Nightwind, Oakrun, Pinedale, Shadydale, Shadywind, Willowpool

Bosmer Traits

The agile and stealthy Bosmer are granted the following abilities:


  • Ability Score Improvement. Your Dexterity and Intelligence scores both increase by 1.
  • Age. Bosmer mature at the same rate as humans, and though they do not live as long as their other elven brethren, most can aspire to a healthy age of 200. They are not considered mature until at least 50 years old.
  • Size. Altmer are a slim and diminunitive, typically shorter than 5 feet tall and very thin.
  • Speed. Your base walking speed is 30 feet.
  • Valenwood Archer. You gain proficiency with short bows. You also have advantage on bow attacks while under cover.
  • Forest Treader. You do not suffer any speed penalties while moving through dense brush. Additionally, you have advantage on skill checks to navigate forests

Fargoth, a Bosmer who lived in Seyda Neen, Morrowind during the 3rd Era.

Bosmer hunting trophies

Dunmer

"Morrowind, homeland of the Dunmer peoples, is the northeastmost province of the Tamrielic Empire. Most of the population is gathered in the high uplands and fertile river valleys of central Morrowind, especially around the Inland Sea. The island Vvardenfel is encircled by the Inner Sea, and is dominated by the titanic volcano Red Mountain and its associated ash wastelands; most of the island's population is confined to the relatively hospitable west and southwest coast."

-- Provinces of Tamriel

The Cursed Elves

The Dunmer were cursed for the betrayal of Azura by three of their leaders. They take this mark against them as a point of pride.

Men. "You know, High Elves can be snobby, but at least they don't hate you like a Dark Elf does."

Other Mer. "The Dunmer are a truly admirable, if often uncouth, people."

Beastfolk. "Disgusting slave owners. They hide behind their gods as they commit these atrocities against our people."

The province of Morrowind, with the island of Vvardenfell nestled in the Inner Sea.


Society

The Dunmer, also known as Dark Elves, are the ash-skinned, typically red-eyed elven peoples of Morrowind. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. Dunmer live two to three times as long as humans. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races.

Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. Young female Dunmer have a reputation for promiscuity in some circles. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those born in their homeland of Morrowind before its devastation were known to be considerably less friendly than those who grew up in the Imperial tradition.

Dunmer Names

The Dunmer align themselves into houses, and are extrememly loyal to those houses, especially the three Great Houses, Hlaalu, Indorill, and Redoran.


  • Female Names. Aamela, Bidsa, Bredami, Dalmi, Donta, Dreyla, Edryn, Felsa, Feyne, Guronii, Hlaren, Maronii, Meva, Niluva, Ravila
  • Male Names. Alarel, Berol, Dohna, Gadris, Garvas, Gural, Llarol, Merlisi, Numyn, Rilaso, Sendust, Suron, Tennus, Urilis, Zahshur
  • House Names. Alas, Aran, Arys, Beran, Dareleth, Dulo, Fadathram, Favel, Gimothran, Helan, Hlervi, Llando, Marvani, Raviro, Redoran, Rethandus, Salothan, Salothran, Salvel, Samarys, Sandas, Telvayn, Tharys, Vandus, Verelnim

Dunmer Traits

The mighty and cunning Dunmer are granted the following abilities:


  • Ability Score Improvement. Your Strength and Intelligence scores both increase by 1.
  • Age. Dunmer mature at the same rate as humans, and live for a very long time, to a rough maximum of 400 years.
  • Size. Dunmer are stocky, for elves. They are of roughly the same build as an average human.
  • Speed. Your base walking speed is 30 feet.
  • Ancestor Ghost. You can summon a number of Ancestor Ghosts, equal to one quarter of your character level. The ghosts are controlled by the Dungeon Master, and will accept basic commands from you. You must take a long rest before this ability can be used again.
  • Destruction Master. Dunmer may add half of their proficiency bonus again to their spell attack modifier when casting Destruction magicka.
  • Ashlander. Dunmer are accustomed to harsh, volcanic environments. You are resistant to fire magicka.

Lord Vivec, one of the last living Chimer, living god of the Tribunal

Men

With the exception of the Redguards, whose origins lay with the Yokudan, all races of men claim Nedic heritage. Originating in Atmora, the Nedes soon invaded Skyrim in mass, lead by Ysgramor, King of Atmora. The ancient men were entranced by the heavens, charted the stars, and were fearless in battle against their Falmer, or Snow Elf, foes. Today, the races of Men include the valiant Nords, the sly Bretons, and the ferocious Redguards.

Ability Score Improvement. All races of Men gain +1 to any ability score.

Breton

"High Rock encompasses the many lands and clans of Greater Bretony, the Dellese Isles, the Bjoulsae River tribes, and, by tradition, the Western Reach. The rugged highland strongholds and isolated valley settlements have encouraged the fierce independence of the various local Breton clans, and this contentious tribal nature has never been completely integrated into a provincial or Imperial identity. Nonetheless, their language, bardic traditions, and heroic legends are a unifying common legacy."

-- Provinces of Tamriel

Magical Conduits

Of all the races of Men, none command the flow of enegery from the Aetherial plane like Breton, and any Breton mage worth his salt can go toe to toe with an Altmeri mage.

Other Men. "They're frail, but I suppose they know about as much as them silly elves."

Mer. "The Bretons are clearly the most civilized of the races of men. They achieve much in spite of their heritage. "

Beastfolk. "Puny men. They dazzle you with tricks, too weak to pick up a blade."

High Rock, home of the Bretons.

Society

Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language, even though they are divided politically, for High Rock is a fractious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs.

Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards. Their Elvish ancestry is usually only detectable upon a closer inspection of their eyebrows, ears, or high cheekbones, though many individual Bretons appear to be more Nordic or Imperial than anything else. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform.

Breton Names

The Bretons, being looked down upon by both their Nordic and Elven ancestors, created their own culture and naming conventions. The surname is passed down a patriarchal line, but the first name is chosen by the parents.


  • Female Names. Arniel ,Christoph, Gaspar, Gregory, Idhdean, Jean-Pierre, Joncis, Krag, Leonce, Lewin, Louis, Mercer, Omluag, Perien
  • Male Names. Adeline, Arielle, Brunna, Claudelle, Denyse, Desyree, Gaelle, Grigitte, Gweneylah, Laurette, Malyna, Monsashana, Quillet, Valeriane, Violette
  • Surnames. Andrese, Bezons, Bordier, Cottret, Darkblood, Detelle, Gaercroft, Garcique, Germarc, Lauzon, Malanie, Mazure, Motierre, Richaut, Vinetier

Breton Traits

The worldly and intelligent Bretons have the following traits:


  • Ability Score Improvement. Your Intelligence and Wisdom scores both increase by 1.
  • Size. The Breton are a slender race of human, but still boast heartier bodies than most elves. Often a little shy of 6 foot, and thin.
  • Speed. Your base walking speed is 30 feet.
  • Bretons' Intuition. Every five character levels, you may pick any spell in your spell list. The spell level cannot exceed one quarter of your character level. This spell can now be cast once per day without spending a spell slot.
  • Magicka Resistance. Bretons have use their proficiency bonus on all saving throws against magicka.

Duke Nathaniel, a High Rock nobleman of the 2nd Era.

A Breton Merchant from Daggerfall

Imperials

"Cyrodiil is the cradle of Human Imperial high culture on Tamriel. It is the largest region of the continent, and most is endless jungle. The Imperial City is in the heartland, the fertile Nibenay Valley. The densely populated central valley is surrounded by wild rain forests drained by great rivers into the swamps of Argonia and Topal Bay. The land rises gradually to the west and sharply to the north. Between its western coast and its central valley are deciduous forests and mangrove swamps."

-- Provinces of Tamriel

The Ninth Divine

The respect and admiration Imperials had for Tiber Septim is nothing compared to the veneration they have for him as a god of the Nine Divines, regardless of the heresies often espoused about him. His accomplishments inspired them to believe they could do anything they set their mind to.

Other Men. "The Imperials seem to come from a little bit of everywhere, and they own everything."

Mer. "The Cyrodiils are quite the diplomats. Shewder tongues can be found no where else."

Beastfolk. "The Imperials do not care for us. But no one cares for us. They outlawed slavery, so they aren't that bad."

Cyrodiil, homeland of the Imperials and seat of the Empire.


Society

Also known as Cyrodiils, Cyrodilics, Cyro-Nordics and Imperial Cyrods, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races and erect the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires, the ends of which each mark a new epoch in Tamrielic history.

Imperial Names

Like other races of men, the Imperials pass on their family names down the patriarcal line. The following are examples of some Imperial names.


  • Female Names. Accalia, Alexia, Caecilia, Farida, Gruiand, Janonia, Lucia, Martina, Moria, Pelena, Pladina, Romana, Severa, Viola, Vitellia
  • Male Names. Agapius, Aquillius, Constantius, Cunius, Fagus, Kantav, Lucretinaus, Marius, Proventus, Quintus, Raxle, Rexus, Septimus, Vantus, Vodunius
  • Surnames. Aerius,Blackwell, Dannus, Desidenius, Gregori, Nanus, Hanotepelus, Hertarian, Jannus, Oholin, Pontanian, Previa, Sialius, Valius, Vassinus

Imperial Traits

The charming and industrius Imperials gain the following features:


  • Ability Score Improvement. Your Charisma score increases by 2.
  • Size. Imperials, while generally larger than Bretons, are still small compared to the Nords. They are of average human size.
  • Speed. Your base walking speed is 30 feet.
  • Star of the West On your turn, you can use a bonus action to regain hit points equal to 1d10 + your level. Once you use this feature, you must finish a long rest before you use it again.
  • Voice of the Emperor. You gain advantage on Persuasion (Charisma) checks.
  • Mercantile Master. When bartering, you gain a discount percentage equal to your Charisma modifier. When selling goods, you apply the same percentage to your profit.

Tiber Septim, progenitor of the Septim line of emperors.


The center of the Empire, Cyrodiil is also known as "The Heartland".

Nord

"Skyrim, also known as the Old Kingdom or the Fatherland, was the first region of Tamriel settled by humans from the continent of Atmora: the hardy, brave, warlike Nords, whose descendants still occupy this rugged land. Though more restrained and civilized than their barbarian ancestors, the Nords of the pure blood still excel in the manly virtues of red war and bold exploration."

-- Provinces of Tamriel

Fierce and Brave

The Nords are the oldest and hardiest of the races of men, and the Imperials of the south owe their existance to this proud and noble line of Men.

Other Men. "They might be a bit rough around the edges, but what would you expect from the children of Ysgramor?"

Mer. "The Nords are little better than Orcs. They care for naught but fighting and drinking."

Beastfolk. "I like a good Nord. Few men can face our axes in battle like the northern folk."

Skyrim, the first province of Tamriel that was conquered by the races of men.

Society

The Nords are the children of the sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are fierce, strong and enthusiastic warriors, and many become renowned warriors, soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare, and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations from Atmora. They captain and crew many merchant fleets, and may be found all along the coasts of Tamriel.

Nordic Names

Most Nords have no family name. However, some Nords have clans, or titles added after or occasionally before their given name. Titles as suffixes are often hyphenated. Note that unlike clan names, titles may be changed over the course of one's lifetime, and there are a few incidents of single individuals with multiple titles at different times.


  • Female Names. Aela, Aumsi, Bryling, Eydis, Fjotra, Gerdur, Hranura, Hyring, Ilfhild, Petrine, Rostlogi, Ruki, Sigrid, Susanna, Thalestris, Vori
  • Male Names. Asbjorn, Balfring, Bersi, Brynjolf, Fjrokvar, Hakar, Hamlof, Kjeld, Kodlak, Lorenz, Ongar, Sorkvild, Toralf, Vekel, Virgerd
  • Titles. Bog-Trotter, God-Hater, Halfhand, Home-Wrecker, Red-tooth, Six Fingers, Whitebeard, Hairy-Breeks, the Cautious, the Flayer, the Halt, the Sufficient, the Sword-Maiden, the Tongue, the Unwavering

Solstheim, an island that is home to both Nords and Dunmer, located in the ocean between Skyrim and Vvardenfel.


Nord Traits

The hearty and strong Nords gain the following abilities:


  • Ability Score Improvement. Your Strength and Constitution scores both increase by 1.
  • Size. The Nords are a large, broad race of Men, often standing over 6 feet tall and broad of shoulder.
  • Speed. Your base walking speed is 30 feet.
  • Ysgramor's Chosen. You are proficient with Great Axes.
  • Frost Resistance. Nords are accustomed to frigid, glacial environments. You are resistant to frost magicka, and are unaffected by snowy weather.
  • Shield Mate. If equipped with a shield, party members within 5 feet of a Nord gain +1 to their AC.

Redguard

"Hammerfell is primarily an urban and maritime province, with most of its population confined to the great cities of Sentinel and Stros M'Kai and to other small ports among the islands and along the coast. The interior is sparsely populated with small poor farms and beastherds. The Redguard love of travel, adventure, and the high seas has dispersed them as sailors, mercenaries, and adventurers in ports of call throughout the Empire."

-- Provinces of Tamriel

The Warriors of Tamriel

The Nords are reknowned for their brutal warfare, but when it comes to total martial domination, no race does it better than the Redguards of Hammerfell.

Other Men. "Wasn't the Imperial City Arena founded by a Redguard? They're a truly capable people."

Mer. "Hmmm, I wonder if the Yokudan feel alone amongst the children of Atmora"

Beastfolk. "The Redguards are kinder to us than the other races. This one wonders if it is because they are not alike."

Hammerfell, the adoptive home of the Redguards.

Society

Redguards are the most naturally talented warriors in Tamriel. The dark-skinned, wiry-haired people of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many armor styles and weapons (particularly swords), Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Redguards do not share the same blood as the other human races, and they have no known connection with the ancestral Nordic homeland of Atmora.

The Ancient Yokudan

Redguards (formerly "Yokudans") hail from the western continent of Yokuda, which sank into the sea in ancient times. The cause of Yokuda's sinking is attributed either to natural factors (earthquakes, tsunamis, or volcanic eruptions) or to the revenge of a defeated band of Ansei called the Hiradirge.

Upon the sinking of their homeland around 1E 792, the Yokudan fleet set sail to the east, eventually arriving in what would later be called Hammerfell. The bulk of the refugees remained on the island of Herne while the Ra Gada, the Warrior Wave, continued on to mainland Hammerfell in 1E 808.

Redguard Names

Much of the original Yokudan culture has been lost to time as the new Redguards were forced to a new life under the Empire of Tamriel. Redguards do not typically have last names.


  • Female Names. Akorithi, Ancola, Ashanta, Dandsa, Dh'emka, Faleen, Krisandra, Iszara, Mariah, Relinda, Senyndie, Seren, Siona, Todwendy, Whitka
  • Male Names. Ahtar, Avik, Coyle, Cyrus, Demetrius, Jaganvir, K'avar, Kotaro, Lakene, Lhotun, Nazeem, Provlith, Razzaq, Siraj, Trithik

An old map showing Yokuda

Mighty Origins

Yokudan society was very advanced for its time. Yokudan navies were superior to those found among Tamrielic kingdoms, and their astronomical knowledge, martial arts, agriculture, politics, and philosophy were all very advanced. It's debated whether the destruction that forced the Yokudans to flee was due to natural causes, acts of the Yokudans, or both.

Yokuda was the scene of frequent warfare, and there are tales blaming the cataclysm on a rebel band of Ansei, magical swordsmen whose secret techniques are reputedly capable of such devastation. In any event, the Redguards themselves seem to be under the impression that the destruction of Yokuda was in some way their fault


Redguard Traits

The skilled and fearsome Redguards have the following abilities:


  • Ability Score Improvement. Your Constitution and Dexterity scores both increase by 1.
  • Size. Redguards are muscular, but not brawny like the Nords. They often between 5 1/2 and 6 feet tall.
  • Speed. Your base walking speed is 35 feet.
  • Warrior's Spirit: You gain an additional attack per round for every 4 character levels. This effect lasts for 1 minute. You must finish a long rest before this ability can be used again.
  • Poison Resistance. Redguards are resistant to poison damage.

Cyrus, a Redguard hero from the Second Era

Beastfolk

No group of races has felt more disdain and discrimination than the Beastfolk. Often considered less intelligent or clean than Men or Mer, the Beastfolk, or Betmer, are frequently abused, mistreated, untrusted, and hated, though they have no actual shortcomings, and indeed, are host to many advantages over the races of men and elves. In Vvardenfel, the central land mass of the Province Morrowind, it is even legal to deal in Khajiit and Argonian slaves.

The Orc, or Orismer, trace their heritage to the Aldmer, but their violent nature, and worship of Malacath lead to the stereotype that they are uncivilized. Members of these races will face racism quite often, especially in areas like Vvardenfel.

Ability Score Improvement. All beast races gain a +1 to their Constitution. They also suffer -1 to their Charisma Score

Argonians

"Most of the native Argonian population of Black Marsh is confined to the great inland waterways and impenetrable swamps of the southern interior. There are few roads here, and most travel is by boat. The coasts and the northwestern upland forests are largely uninhabited. For ages the Dunmer have raided Black Marsh for slaves; though the Empire has made this illegal, the practice persists, and Dunmer and Argonians have a long-standing and bitter hatred for one another."

-- Provinces of Tamriel

Children of the Hist

Argonians believe that their souls were given to them by the Hist, which are the sacred, sentient trees that guide the Argonians of Black Marsh. Because of this the souls of the Saxhleel contain unique qualities that sets them apart from the souls of men and mer.

Men. "The Argonians. I wish they would blink more. I hear they carry disease."

Mer. "The only good Argonian is one which is serving its master."

Other Beastfolk. "The lizards are scaly and cold. They smell of fish."

Society

Argonians (Or Saxhleel, as they call themselves) are the reptilian natives of Black Marsh, a vast swampland province in southeastern Tamriel. The other races often prefer to refer to them as ‘lizards’ or the ‘Lizard Folk’ instead, especially when meaning to be derogative. They are known as the foremost experts in guerrilla warfare throughout the Starry Heart, a reputation brought upon them by defending their borders from enemies for countless centuries.

Argonians have a lifespan similar to that of humans. According to the First Era Scholar Brendan the Persistent, “the Argonian people have, throughout Tamrielic history, been perhaps the most misunderstood, vilified, and reviled of all the sentient races. Yet, those who have taken the time to experience Argonian culture have gained a greater appreciation for this noble and beautiful people”.

Argonian Names

There are three types of Argonian names.

  • 1-word names
  • Hyphenated Argonian names (sometimes the hyphen(s) are omitted)
  • Tamrielic/Cyrodilic names, with or without hyphens Argonians often refer to their non-Cyrodilic names as their "Black Marsh name."

In some cases, the Cyrodilic names are just translations of their Argonian hyphenated names. In other cases, the Argonians were evidently given Cyrodilic names without any consideration for their Argonian names. The Cyrodilic name may be used preferentially when the person's Argonian name cannot be pronounced by non-Argonians.


  • Female Names. Amber-Eyes, City-Swimmer, Coin-Hoarder, From-Deepest-Fathoms, Ghekuknaza, Gish, Kud-Ei, Numeen, Omeeta, Runs-in-Circles, Shahvee, Tern-Feather, Wide-Eye, Wumeek, Xixuai
  • Male Names. Aojee-Ei, Beem-Kiurz, Chee-Sei, Deep-In-His-Cups, Dunaxith, Gajul-Lei, Green-Venom-Tongue, Hides-His-Heart, Ja-Reet Jeer-Tei, Learns-Through-Pain, Okalg, Sings-Like-Thunder, Tah-Tehat, Wumeek

An Argonian male from Arena.

Black Marsh, also known as "Argonia".

Argonian Traits

The bright and crafty Argonians have the following skills:


  • Ability Score Improvement. Your Dexterity and Wisdom scores both increase by 1.
  • Size. Argonians are usually between five to six feet tall, and lithely built.
  • Speed. Your base walking speed is 35 feet.
  • Amphibious. Argonians can breathe freely underwater, and their swimming speed is 40.
  • Voice of the Hist. You may gain forsight into the problems facing you via your psychic connection to the Hist. You may add a 1d4 to any saving throw or ability check. You must complete a long rest before you use this ability again.
  • Toxic Adaptation. Argonians are immune to poison, and have advantage on saving throws against disease.

Khajiit

"The Khajiit of the southern Elsweyr jungles and river basins are settled city dwellers with ancient mercantile traditions and a stable agrarian aristocracy based on sugarcane and saltrice plantations. The nomadic tribal Khajiit of the dry northern wastes and grasslands are, by contrast, aggressive and territorial tribal raiders periodically united under tribal warlords. While the settled south has been quick to adopt Imperial ways, the northern nomadic tribes cling to their warlike barbarian traditions."

-- Provinces of Tamriel

Moon Kin

The Lunar Lattice determines the form a Khajiit assumes in life, according to the phases of Masser and Secunda at the time of their birth.

Men. "Filthy theives and skooma addicts. They should stay in Elsweyr"

Mer. "A primitave people, though the effects of Masser and Secunda has upon them is most facsinating."

Other Beastfolk. They are covered in fleas and disease."

Elsweyr, home of the Khajiit, features varying climates, from desert dunes to thick, humid jungles.

Society

Khajiit are cat-like people who come from Elsweyr, known for high intelligence and agility. These traits make them very good thieves and acrobats, but Khajiit are also fearsome warriors. However, they are rarely known to be mages. Khajiit mostly stay on land, but piracy and skooma trade does draw some to work as sailors.

Khajiit anatomy differs greatly from both men and elves, not only because of their fur, tail, and sometimes toe-walking stance, but also their digestive system and metabolism. Khajiit and Argonians are the so-called "beast races" of Tamriel because of these large differences. Khajiit have a lifespan similar to that of humans. There are no well-documented cases of cross-breeding between Khajiit and other races, though there are rumors of such a thing. The foreign appearance and behavior of Khajiit make them common targets of racism.

Khajiit Names

Khajiit names, particularly among males, often have a prefix before them, usually though not always separated by an apostrophe. In general, the name following the prefix should be capitalized, though the games are not consistent on this point. Some names also have a hyphenated suffix (e.g.: '-Dar') indicating two titles which, according to Jobasha in Morrowind, is considered foolish.

Feminine Honorifics

  • Dra = Known for wisdom and wit, or of venerable age
  • Daro = Nimble fingered, lithe of tongue
  • Ko = Respected healer, mage, or scholar, sometimes added to the names of learned ancestors
  • La = Promiscuous maiden
Masculine Honorifics

  • Dar = Thief, clever
  • Do = Distinctive warrior
  • Dro = Grandparent
  • J/Ja/Ji = Bachelor, young adult
  • Jo = Respected physician, scholar, or mage
  • Ra = Esteemed leader of soldiers, trade, or governance
  • Ri = Great leader; Speaker, King, Mane
Gender Neutral Honorifics

  • Do = Warrior
  • M/Ma = Child, apprentice, term of endearment, also used to imply virginity
  • S = Adult

Similar to Argonians, some Khajiit have a Tamrielic name or title that they go by in place of, or in addition to, their usual name.

Moon Kin

Khajiit are each subtly bound to the Lunar Lattice, a mysterious force entitled the ja-Kha'jay in their native tongue. The Lunar Lattice determines the form a Khajiit assumes in life, according to the phases of Masser and Secunda at the time of their birth; while Khajiiti newborns appear incredibly similar to one another at birth, their future form becomes clear in a matter of weeks. This is due in part to the fact that, although born smaller than the children of either man or mer, the Khajiiti mature at a significantly faster rate.

It is imperative to note that while the Khajiit derive their natural form from the moons of Nirn, their peculiar tie to such is in no way related to lycanthropy, for, unlike that disease, it is neither contagious nor temporal. A Khajiit will retain its form of birth throughout their life. The moons, although they affect the form in which a Khajiit will be born, do not affect it after that. Furthermore, there are no known shapeshifting Khajiit.

There are rumored to be "more than twenty" forms of Khajiit, though to date, there is only information on those that follow.


Khajiit Traits

The shrewd and cunning Khajiit are granted these skills:


  • Ability Score Improvement. Your Dexterity score increases by 2.
  • Size. The Khajiit can vary from the size of a house cat to a hulking giant Senche-raht, who stand as tall as two Altmer. Most of the Khajiit outside of Elsweyr are approximately human sized.
  • Speed. Your base walking speed is 35 feet.
  • Moon's Fury. For 1 minute, your unarmed attacks deal an addition 1d6 points of bleeding damage. You must finish a long rest before this ability can be used again.
  • Night Eye. Khajiit can see in dim light within 40 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of grey.
  • Stealthy Predator. Khajiit gain +5 to Stealth (Dexterity) checks.

A male and female Khajiit, as seen in Daggerfall.


Orcs

"Orsinium did possess considerable strength during the First Era, when Orcish refugees fleeing the Ra Gada invasion of Hammerfell joined the beastman army already gathering there. This army was determined to take control of the Bjoulsae River and force the kingdom of Wayrest to pay Orsinium regularly for its use. Other powers of the area rose to confront the Orcs, principally the Yokudan Order of Diagna and the chieftan-kings of early Daggerfall. The Siege of Orsinium lasted thirty years and ended in its ruin."

-- Pocket Guide to the Empire, 1st Edition

Might is Right

Traditional Orcish society is centered around stronghold settlements, each one striving for complete independence in all matters. The chieftain is replaced by whichever one of his sons grows strong enough to challenge and kill him.

Men. "The Orcs try to claim part of High Rock as their home, as if there is a place for their kind."

Mer. "The Orismer are little better than a goblin. Aren't they related?"

Other Beastfolk. "They are hated by the pretty races. But not as much as us."

The often contested land of Orsinium, where the Orcs call home.

Society

Orcs, also called Orsimer or "Pariah Folk" in ancient times, are sophisticated, beastlike people of the Wrothgarian Mountains, Dragontail Mountains, and Orsinium (literally translated as "Orc-Town"). They are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, and were often considered to be goblin-ken. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions.

Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Orcs have a lifespan similar to that of humans. Most Imperial citizens regard the Orc society as rough and cruel. The Orcs of the Iliac Bay region have developed their own language, known as Orcish, and have often had their own kingdom, Orsinium.

Orc Names

Orc family names are always prefixed depending on gender: "gro-" for males, and "gra-" for females. The prefix is followed by the father's name if male, or mother's name if female. The child may also receive the name of the parent of the opposite sex if the parent of the same sex is unknown. Other Orcs take their family name from the name of the orc stronghold where they were born.


  • Female Names. Agrob, Atub, Bogdub, Bulfim, Dulug, Gashnakh, Gulara, Kharzug, Mazoga, Mogdurz, Morn, Snak, Thishnaku, Ugor, Uratag
  • Male Names. Azuk, Brugo, Dumburz, Dushnamub, Ghorbash, Glurnt, Gogron, Khagra, Larak, Lurog, Luzmash, Mauhulakh, Ogrumbu, Ushnar, Yargol
  • Clan Names. Aglakh, Badbu, Buglump, Buzga, Dugul, Gortwog, Gurub, Kashug, Khazor, Lazgarn, Nolob, Rushub, Shadbuk, Shatur, Shumba

Orc Traits

The deadly and powerful Orcs share the following traits:


  • Ability Score Improvement. Your Strength score increases by 2. Your Constitution score increases by 1. You suffer a -2 penalty to Charisma.
  • Size. The largest of all the races, Orc tower over the Nords, often reaching heights of more than 6 and a half feet tall, and ripple with muscle.
  • Speed. Your base walking speed is 35 feet.
  • Orcish Offensive. For 1 minute, you gain +5 to your attack modifier. You also gain 2 more attacks per round. You must complete a long rest before you may use this ability again.
  • Natural Armorsmith. Orcs have advantage when rolling to repair or create armor.


Various Orcs from Vvardenfel, Cyrodill, and Skyrim.

The Pig Children

The Orcs were supposedly created when the Daedric Prince Boethiah defeated the Aldmeri god Trinimac, transforming him into Malacath and his faithful, the Orsimer, into Orcs. When the transformation occurred is unclear, but Orcs have been inhabiting the Iliac Bay region since the early years of the First Era. Some reports say Orcs were in Morrowind acting as raiders and mercenaries as early as 1E 700.

It is known that the Aldmer had already colonized the mainland of High Rock during the Merethic Era before Orcs emerged. They were viewed as a constant threat to the other races, especially after the Ra Gada drove many Orcs out of Hammerfell and greatly strengthened Orsinium. Several kingdoms banded together in High Rock and destroyed the first Orc kingdom in 1E 980. Without a home, prejudice against them was even greater.

Character Classes

There are many ways to walk the road of life. Which will you chose?

Classes

Sorcerers fly through the air, casting powerful, destructive magic on their foes. Theives sneak into well guarded homes, claiming gold, jewels, and rare items as their own. Warriors heft their giant steel blade, cleaving their enemies in two. Ther are many ways to face the dangers of Tamriel. What path will you choose?

Archetypes

With the exceptions of the Monk and Necromancer, all classes have two "Archetypes", which let the further tailor their experience in Tamriel.

Proficiencies

Unlike the classes of 5th Edition Dungeon's and Dragons, classes do not start out with predetermined weapon and armor proficiencies. Instead, each class is allotted a certain amount of proficiencies at 1st level, and can assign them to any weapon they desire.

Armor Proficiency

With rare exceptions (at the DM's discretion), characters will not gain additional armor proficiencies. For the most part mages will only be able to use one type of armor of their choice, while Warriors are free to use anything. Most classes can pick one.

While there aren't any specific class restrictions on armor, there are certain penalties and benefits to each style, so choose wisely!

Weapon Proficiency

A warrior, as a weapons specialist, will be able to become proficient in a new weapon type every two levels. A mage, on the other hand, will only do so after every 5th level. This knowledge does not just spring into being, however. A player must return to town and visit a guild or trainer to learn these new weapon skills.

Proficiency Advancement per Level
Class Number of Levels
Warrior 2
Archer 3
Monk 5
Rogue 3
Spell-Sword 3
Necromancer 4
Mage 5

Spell School Proficiency

All classes are allowed to pick any 1 of the 5 schools of Magicka to be proficient in, with the exception of the Mage, who begins with 2. For most classes, this is the only magicka proficiency they can have, though the Spell-Sword and Mage both have the ability to become proficient in multiple schools later on.

Characters who cast a spell from a school they are proficient in may add their proficiency bonus to their spell DC and Spell Attack Modifier, otherwise they use the DC listed in the following table.

Grognak want to SMASH!

Want to forgo magicka all together? No problem! During character creation, and any time you would gain a spell slot from class features or leveling, you may opt to exchange the slots for a feat. Each feat has a cost associated, which requires of spell slot of equal or greater value to be spent on it.

The Elder Scrolls is based around freedom, and building a non-magical character should be just as rewarding as creating a powerful wizard.

Classes in Tamriel
Class Hit Dice Saving Throws Weapon Proficiencies Armor Proficiencies Spell Attack Modifier Spell DC
Warrior d12 STR & CON 5 3 Prof. Bonus + CON modifier 6 + CON modifier
Archer d8 DEX & WIS 2 1 Prof. Bonus + INT modifier 8 + INT modifier
Monk d10 DEX & CON -- -- Prof. Bonus + WIS modifier 8 + WIS modifier
Rogue d8 DEX & CHA 3 1 Prof. Bonus + CHA or INT modifier 8 + CHA or INT modifier
Spell-Sword d10 WIS & CON 4 2 Prof. Bonus + INT or WIS modifier 10 + INT or WIS modifier
Necromancer d6 WIS & CHA 2 1 Prof. Bonus + WIS modifier 10 + WIS modifier
Mage d6 INT & WIS 2 1 Prof. Bonus + INT modifier 12 + INT modifier

Warrior

An Orc Barbarian rushes in, somehow swinging a claymore in each hand. A Redguard weaves through the battle, parrying her opponents and thrusting her sabre in the chinks of her enemy's armor. A savage looking High Elf, wearing only bear skins and weilding a large club, makes a plaything of his prey.

The Warrior class is all about dealing damage with weapons, and lots of it. At high levels passive abilites destroy your opponents, and it's not impossible that you literally chop a person in half. Tamriel's adventuring force is largely made up of these brave, strong individuals, who place their trust in good steel, a strong arm, and maybe a small Feather spell to boost their speed in battle.

Masters at Arms

No class comes close to the sheer amount of weaponry a Warrior can pack. With the highest starting amount of weapon proficiencies, and access to all armor types from the start, Warriors offer a dynamic, versatile class to all players who simply want to make things dead.

Class Features

As a Warrior, you gain the following class features:

Hit Points


  • Hit Dice: 1d12 per warrior level
  • Hit Points at 1st Level: 1d12(or 7) + your Constitution Modifier.
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution Modifier per warrior level after 1st.

Proficies


  • Armor: All Armor, Shields
  • Weapons at 1st Level: 5
  • Tools: Whetstone, Repair Hammer

  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Animal Handling, Athletics, Intimidation, Perception, and Survival.

Spell Casting


  • Spell Attack Modifier. Your Constitution modifier + your Proficiency bonus, if proficient.
  • Spell DC. 6 + your Constitution modifier + your Proficiency bonus, if proficient.
The Warrior
Level Proficiency Bonus Features Spell Effects Known 1st 2nd 3rd 4th
1st +2 Extra Attack (+1) 1 2
2nd +2 Deep Cuts 1 3
3rd +2 Warrior Archetype Feature 1 3
4th +2 Ability Score Improvement, Deep Wound 1 3
5th +3 Weapon Specialist, Extra Attack (+2) 2 4 2
6th +3 Ability Score Improvement, Armor Affiinity 2 4 2
7th +3 Warrior Archetype Feature 2 4 2
8th +3 Ability Score Improvement, Defensive Stance 2 4 2
9th +4 Warrior's Path 3 4 2
10th +4 Warrior's Archetype Feature 3 4 3
11th +4 Extra Attack (+3) 3 4 3
12th +4 Ability Score Improvement, Growing Might 3 4 3
13th +5 Crushing Blow 4 4 3 3
14th +5 Ability Score Improvement, Staggering Shield 4 4 3 3
15th +5 Warrior Archetype Feature 4 4 3 3
16th +5 Ability Score Improvement, Nemesis 4 4 3 3
17th +6 Extra Attack (+4) 5 4 3 3
18th +6 Warrior Archetype Feature 5 4 3 3
19th +6 Ability Score Improvement, Battle Fury 5 4 3 3 1
20th +6 Battle Master 5 4 3 3 1

Fighter's Fury

Beginning at 1st level, you may attack twice, instead of once, whenever you take the Attack action on your turn.

The number of extra attacks increases by one at 5th, 11th, and 17th level.

Deep Cuts

As a 2nd level Warrior, if your attack exceeds the target's AC by five, you deal an additional 1d4 points of bleeding damage.

Warrior Archetype

At 3rd level, you choose an Archetype that you strive to emulate in your combat styles and techniques. Chose either the Knight, or the Barbarian, both of which will be detailed at the end of the class description. These Archetypes gain new features at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you cannot increase an ability score above 20 using this feature

Weapon Specialist

At 5th level, you become even more proficient at dealing death. Pick one weapon type that you are proficient in: you now add your Strength modifier to your proficiency score when using that weapon type.

Armor Affinity

Beginning at 6th level, you may choose an armor type: Heavy, Medium, or Light. While wearing armor of this type, you gain an additional +2 to your AC.

Defensive Stance

At 8th level, you may choose to convert one of your attacks into a +1 bonus to your AC for the remainder of the round. This ability only comes into effect on your initiative.

Warrior's Path

When you reach 9th level as a fighter, you may pick one of two abilities:

  • Gain +3 to you attack rolls.
  • Gain +3 to your AC

Growing Might

At 12th level, your Strength score increases by 2, even past 20.



Crushing Blow

At 13th level, you may use your bonus action to gain an additonal attack this round, at the cost of suffering a -5 to your initiative roll next round. This attack gains +5 to to its attack modifier.

Staggering Shield

As a 14th level Warrior, when an opponent's attack roll is under your AC by more than five points, they take a -2 penalty to their initiave.

Nemesis:

When you reach 16th level as a Warrior, choose a creature type: you gain advantage on all attacks against creatures of that type.

Battle Fury:

At 19th level, you gain the Battle Fury ability. This ability allows you to gain 3 additional attacks this round for 1 minute. You must take a long rest before you use this ability again.

Battle Master:

At 20th level, you gain an additional attack per round. Additionally, whenever you roll a critical strike, you quadruple your damage dice instead of doubling them.

Barbarian


Brute Force:

At 3rd level, Barbarians suffer no penalty for wielding a second weapon in their off-hand.

Warrior’s Might:

Starting at 6th level, Barbarians may wield a two-handed weapon in one hand, providing their STR is 18 or higher.

Vicious Onslaught:

At 9th level, you gain a +5 to all initiative rolls. Additionally, you sever limbs when you roll a natural 20 on your attack, if you’re using two-handed weapons in each hand.

Shattering Blow:

As as 15th level Barbarian, if your attack roll exceeds a humanoid’s AC by 8, you shatter their non-magical shield, if they are wearing one. Otherwise, you deal an additional 1d6 points of damage.

Warrior’s Willpower:

Starting at 18th level, a Barbarian adds half of their Constitution modifier to their Proficiency bonus when making Constitution saves.


Knight

Finesse:

At 3rd level, a Knight's critical attack occurs when they roll 19-20. This extends to 18-20 at level 15.

Duelist:

At 6th level, Knights become gain proficiency in Dexterity. If using a single handed weapon, you now add your Dexterity modifier to your total damage.

Strategic Slice:

Beginning at level 10, any bleeding damage you deal is now 1d8.

Valiant Knight:

Upon reaching 15th level, while using both sword and shield, you gain an additional +2 to your AC and attack rolls.

Parry:

At 18th level, Knights, while wielding one handed weapons, have a percent chance to disarm humanoid opponents. This percentage is equal to 25 plus your fighter level.

Archer

Pausing for moment in the shadows of the forest, the lone marksman sights his prey, waiting until just the right moment to unleash his arrow. On the battlefields, Imperial Bowmen let loose volleys of arrows on their opponents.

Archers are masters of ranged combat, electing to stay out of the heat. Why risk getting stabbed when you can put a few arrows in someone from 50 yards away?

Death from a Distance

When it comes to ranged combat, nothing can best an Archer. With incredible range at high levels, access to hand crafted arrows that deal extra damage, and the ability to stagger, and even paralyze enemies, the Archer class has a lot of stopping power.

Class Features

As an Archer, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 per archer level
  • Hit Points at 1st Level: 1d8(or 6) + your Constitution Modifier.
  • Hit Points at Higher Levels: 1d8 (or 6) + your Constitution Modifier per archer level after 1st.

Proficies


  • Armor: 1
  • Weapons at 1st Level: 2

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose two skills from Acrobatics, Nature, Medicine, Investigation, Insight, Perception, Stealth, and Survival.

Spell Casting


  • Spell Attack Modifier. Your Intelligence modifier + your Proficiency bonus, if proficient.
  • Spell DC. 8 + your Intelligence modifier + your Proficiency bonus, if proficient.
The Archer
Level Proficiency Bonus Features Spell Effects Known 1st 2nd 3rd 4th 5th
1st +2 Marksman 1 1
2nd +2 Fletcher 1 2
3rd +2 Archer Archetype Feature 1 3
4th +2 Ability Score Improvement, Bull's Eye 2 3
5th +3 Stagger Shot 2 4 2
6th +3 Ability Score Improvement, Stun 2 4 2
7th +3 Archer Archetype Feature 3 4 3
8th +3 Ability Score Improvement, Scrounger 3 4 3
9th +4 Damage Increase 3 4 3 2
10th +4 Archer Archetype Feature 4 4 3 2
11th +4 Fletcher II 4 4 3 3
12th +4 Ability Score Improvement, Stun II 4 4 3 3
13th +5 Damage Increase 5 4 3 3 1
14th +5 Ability Score Improvement, Quick Reflexes 5 4 3 3 1
15th +5 Archer Archetype Feature 5 4 3 3 2
16th +5 Ability Score Improvement, Nimble Archer 5 4 3 3 2
17th +6 Serrated Tips 6 4 3 3 3 1
18th +6 Archer Archetype Feature 6 4 4 3 3 1
19th +6 Ability Score Improvement, Damage Increase 7 4 3 3 3 2
20th +6 Trick Shot 7 4 3 3 3 2

Marksman

At 1st level, an Archer’s range with bows increases by 20 yards.

Fletcher

You understand enough about arrows to make your own ammunition. You can make 5 arrows per hour, and must not be in a hostile area. These arrows add a +1 bonus to your damage rolls.

At level 11, your craftsmanship increases, increasing your damage bonus to +2.

Archer Archetype:

At 3rd level, you choose an Archetype that you strive to emulate in your combat styles and techniques. Chose either the Ranger, or the Bowman, both of which will be detailed at the end of the class description. These Archetypes gain new features at 7th, 10th, 15th, and 18th level.

Ability Score Improvement:

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you cannot increase an ability score above 20 using this feature.

Bull’s Eye

At 4th level, if you would have disadvantage on an attack while using a bow, you gain advantage instead.

Stagger

At 5th level, critical strikes with a bow or crossbow against humanoids adds a -1 penalty to their initiative.

Stun

At 6th level, you have a 15% chance to paralyze your target for one round on a successful strike with a bow or crossbow. At level 12, your chance to paralyze increases to 20%.

Scrounger

At 8th level, are able to recover 1d8+(Archer Level) arrows after battle. You cannot recover more arrows than you spent during that battle.

Damage Increase

At 9th level, your damage rolls when using bows or crossbows gain a +1 bonus. This bonus increases by one at levels 13 and 19.

Quick Reflexes

At level 14, as long as you have at least one hand free, you can snatch an incoming arrow and fire it back as a bonus action. This shot has no bonuses, however.


Nimble Archer

As a 16th level Archer, your Dexterity increases by 2, even past 20.

Serrated Tips

17th level Archers deal 1d4 points bleeding damage for 2 rounds when using bows.

Trick Shot

You suffer no penalty while attacking any creature or humanoid who is under any amount of cover. Additionally, you do not suffer penalties or disadvantage on attacks or skill checks if attempting to shoot something of extraordinary difficulty.

"There's something moving behind the tree across the road from the gate!" she roared, pushing me aside, and fumbling with her key in the gold lock.

She was shaking with madness and excitement, and the key did not seem to want to go in. I reached out to help her, but the Duchess was already kneeling, her eye to the keyhole, to be certain that the key went through.

It was precisely in that second that the arrow arrived, but this one never made it as far as the portrait.

--Excerpt from The Black Arrow, Part II

Archetypes

Ranger

Eagle Eye:

At 3rd level, your range with bows and crossbows increases by 1½.

Hold Shot:

Beginning at 7th level, you may hold your attack action. For each round you hold this action, you gain +2 to your attack modifier. To use this feature, you must be concentrated.

Power Shot:

At 10th level, you gain +3 to hit with ranged weapons. If less than 10 yds away, arrows travels through the first humanoid enemy hit.

Stealth Shot:

When you reach 15th level, your critical range extendes to 18-20. Critical hits against surprised humanoids reduce their remaining health points by half.

Sure Shot:

Range with bows/crossbows is doubled at 18th level, and you gain +3 to attack rolls with bows and crossbows.


Bowman

Rapid Shot:

At 3rd level, Bowmen gain an additional attack per round.

Double Shot:

At 7th level, Bowmen may shoot two arrows at once. The second arrow, however, suffers from a -5 penalty to hit.

Lucky Shot:

Beginning at level 10, Bowmen may re-roll missed shots. You must take the new roll.

Cascade Shot:

Upon reaching 15th level, you use your bonus action to attack whenever you land a critical hit.

Volley Shot:

At 18th level, you may fire 2+(your Dexterity Modifier) arrows in a single attack. They have no hit penalty. You must take a long rest before you use this ability again.

Monk

The monk has devoted their lives and bodies to the pursuit of physical and martial perfection. Turning down traditional armor and weapons, the monk instead spends hours honing their arms, feet, and bodies. While they may not be able to weild the cleaving power of an axe, at higher levels, the strike of a monk has the potential to devastate an unprepared foe.

Guardians of the Elder Scrolls

Blind Moth Priests are monks that have read the Elder Scrolls in White Gold Tower. As a result of reading the Scrolls over their lifetimes, they eventually lose their sight.

Extremely keen of hearing, these normally peaceful monks are more than capable of defending the Elder Scrolls entrusted to their care.

Class Features

As a Monk, you gain the following class features:

Hit Points


  • Hit Dice: 1d10 per monk level
  • Hit Points at 1st Level: 1d10(or 8) + your Constitution Modifier.
  • Hit Points at Higher Levels: 1d10 (or 8) + your Constitution Modifier per monk level after 1st.

Proficies


  • Armor: None
  • Weapons at 1st Level: None
  • Tools: None

  • Saving Throws: Dexterity, Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Spell Casting


  • Spell Attack Modifier. Your Wisdom modifier + your Proficiency bonus, if proficient.
  • Spell DC. 8 + your Wisdom modifier + your Proficiency bonus, if proficient.
The Monk
Level Proficiency Bonus Features Spell Effects Known 1st 2nd 3rd 4th 5th
1st +2 Iron Body 1 1
2nd +2 Way of the Open Hand 1 2
3rd +2 Counter Attack 1 3
4th +2 Ability Score Improvement, Defensive Form 2 3
5th +3 Iron Body II, Anatomy 2 4 2
6th +3 Ability Score Improvement, Counter Attack II 2 4 2
7th +3 Iron Fist 3 4 3
8th +3 Ability Score Improvement, Explosive Strike 3 4 3
9th +4 Martial Constitution 3 4 3 2
10th +4 Martial Body 4 4 3 3
11th +4 Iron Body III, Iron Fist II 4 4 3 3
12th +4 Ability Score Improvement, Piercing Strike 4 4 3 3
13th +5 Martial Expert 5 4 3 3 1
14th +5 Ability Score Improvement, Anatomy II 5 4 3 3 1
15th +5 Shattering Strike 5 4 3 3 2
16th +5 Ability Score Improvement, Iron Body IV 5 4 3 3 2
17th +6 Anatomy III 6 4 3 3 3 1
18th +6 Crushing Strike 6 4 3 3 3 1
19th +6 Ability Score Improvement, Martial Mastery, Iron Body V 7 4 3 3 3 2
20th +6 Grandmaster 7 4 3 3 3 2

Iron Body

At 1st level, Monks gain a +2 bonus to their AC as long as they do not equip any armor or shields. This bonus increases to +4, +5, +7, and +10 at levels 5, 11, 16, and 19.

Way of the Open Hand

Your fighting skills with your bare hands improves. Your unarmed strikes now deal 1d6 points of bludgeoning damage. Additionally, your range for critical strikes extends to 18-20.

Counter Attack:

Your reflexes at close combat become extraordinary. At level 3, Monks may immediately attack after a humanoid opponent’s attack, if the enemy’s strike did not exceed your AC by at least 2. You must be within your attack range.

At 6th level, you may counter attack against strikes that beat your AC by less than 4.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you cannot increase an ability score above 20 using this feature


Defensive Form:

At 4th level, you may choose to add your Proficiency Bonus to your AC for 1 minute. You must take a long rest to use this ability again.

Anatomy:

At 5th level, your skill at precision strikes increases. You gain a special “Pressure Point” strike. This attack has a -5 penalty to hit, and deals no damage to the target’s health points. This strike deals 2d4+1 points of damage to the target’s limb. At 8 points of damage, the limb is rendered useless, and cannot be moved.

At 14th level, this ability only suffers a -3 to hit dice, deals 2d6+1 damage to limbs.

At 17th level, this ability no longer suffers a penalty to hit dice. Additionally, the damage from this strike is dealt to both the targeted limb, and the target’s health points.

Iron Fist:

At 7th level, your fists become like stone. While unarmed, your attacks deal 1d8+2 points of bludgeoning damage

Explosive Strike:

8th level Monks can summon their energies into a single explosive strike. Your next blow will be counted as a critical strike. You must take a long rest before this ability is used again.

Martial Constitution:

At 9th level, Monks no longer need full rest. Short rests now count as long rests for you. Additionally, you are resistant to exhaustion. You also gain an additional attack per round at this level.

Martial Body:

As a 10th level Monk, your Constitution increases by 2, even past 20. You may now also purge your body of any toxins or poisons as a bonus action.

Piercing Strike:

At 12th level, learn a new attack, the “Piercing Strike”. This attack suffers a -2 penalty to attack rolls, but deals 1d10+2 points of piercing damage.

Martial Expert:

As a 13th level Monk, you gain proficiency in Charisma. You also exude a battle aura that other humanoids can perceive, forcing enemies of your level or lower to make a wisdom save equal to your level, or become afraid of you.

Shattering Strike:

When you reach 15th level as a Monk, critical strikes break enemy limbs if that limb is not protected by by at least medium weight armor.

Crushing Strike:

Your limbs feel as though they were made of steel. 18th level Monks quadruple their damage dice when they roll a natural 20 on attacks. All other criticals triple the damage dice.

Martial Mastery:

You have gained a sublime level of finesse. You now have critical strikes on 17-20. Additionally, you become completely immune to all poisons. You can use an action to purge the poisons from another humanoid.

Grandmaster:

As a 20th level Monk, you unlock the secrets of your body, allowing yourself to push yourself to the limits. You may now gain attacks equal to your STR or CON modifier for 1 minute. This action also removes one level of exhaustion. You must rest before you can use this ability again.


Helvius Cecia, an Imperial who lives in the Imperial City waterfront, and is a rumored expert at hand to hand combat.

A variety of Styles

'Baranat walked calmly into the camp and began battle with Airen Coribael. The fight lasted seven days, and for six of them, Airen had the upper hand. He rained kicks and punches down using the arrhythmic style the Khajiit call Goutfang; he parried and blocked in all the fashions of the great Nordic warriors; he maintained his balance, coordination, speed, strength, timing, and tactics as the moons rose and fell from the sky.

But on the seventh day, as he was preparing his Killing Blow, he suddenly stopped, eyes wide open. The blood drained from his face, and he realized the trap he had stepped into. A trap with no escape. With three quick flashes of his hand, Baranat completed the Cycle of Blood, the old Redguard fighting style he had begun on day one. Airen Coribael breathed no more.'

--The Prayers of Baranat, folk tale from Vvardenfel

Rogue

Hawking their goods in darkened back rooms, talking down city guards on behalf of their rowdy associates, Rogues are known for silver tongues and shrewd tactics. Rogues can specialize as Bards, who use their talent for entertainment to aid or hinder those around them, or Assassins, who deliver death from the shadows suddenly and silently.

What is the color of night?

The Dark Brotherhood is a guild of assassins shrouded in shadow and mystery which has been active all over Tamriel. While their business is certainly not legal, their existence has typically been tolerated or ignored. Whenever an individual with legal authority takes an interest in their dealings, the Brotherhood relies upon a combination of bribery, blackmail, coercion, and murder to keep their activities hidden. They have been bitter rivals of the Morag Tong since the Second Era.

Class Features

As a Rogue, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 per Monk level
  • Hit Points at 1st Level: 1d8(or 6) + your Constitution Modifier.
  • Hit Points at Higher Levels: 1d8 (or 6) + your Constitution Modifier per Monk Level after 1st.

Proficies


  • Armor: 1
  • Weapons at 1st Level: 3
  • Tools: Lockpicks, Probes

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two skills from [tbd]

Spell Casting


  • Spell Attack Modifier. Your Charisma or Intelligence modifier + your Proficiency bonus, if proficient.
  • Spell DC. 6 + your Charisma or Intelligence modifier + your Proficiency bonus, if proficient.
The Rogue
Level Proficiency Bonus Features Spell Effects Known 1st 2nd 3rd 4th 5th 6th 7th
1st +2 Roguish Charm 1 2
2nd +2 Black Merchant 1 3
3rd +2 Rogue Archetype Feature 2 4 2
4th +2 Ability Score Improvement, Street Smarts 2 4 3
5th +3 Disguise 3 4 3
6th +3 Ability Score Improvement, Silver Tongue 3 4 3 1
7th +3 Rogue Archetype Feature 4 4 3 2 1
8th +3 Ability Score Improvement, Lucky Devil 4 4 3 3 2
9th +4 Padfoot 5 4 3 3 3 1
10th +4 Rogue Archeype Feature 5 4 3 3 3 2
11th +4 Cunning Awareness 6 4 3 3 3 2 1
12th +4 Ability Score Improvement, Forger 6 4 3 3 3 2 1
13th +5 Indifferent 7 4 3 3 3 2 1 1
14th +5 Ability Score Improvement, Incapacitate 7 4 3 3 3 2 1 1
15th +5 Rogue Archeype Feature 8 4 3 3 3 2 1 1
16th +5 Ability Score Improvement, Armored Shadow 8 4 3 3 3 2 1 1
17th +6 Quick Reflexes 9 4 3 3 3 2 1 1
18th +6 Rogue Archetype Feature 9 4 3 3 3 3 1 1
19th +6 Ability Score Improvement, Bribery 10 4 3 3 3 3 2 1
20th +6 Mistfoot 10 4 3 3 3 3 2 2

Roguish Charm

At 1st level, a Rogue has advantage on Deception (Charisma) checks.

Black Merchant

You are able to find scummy black markets in most cities, opening new avenues for items and info. Beggars will offer you a place to sleep away from prying eyes.

Rogue Archetype:

You now choose between two paths: the silent, deadly Assassin, or the silver tongued Bard. You gain new abilities depending on your path at levels 10, 15, 17, and 18.

Ability Score Increase:

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you cannot increase an ability score above 20 using this feature

Street Smarts:

At 4th level, you become proficient in checks involving slight of hand and pick pocketing. You can also craft up to 4 lockpicks or probes per day. Each batch of tools require 5 septims worth of materials from a blacksmith.

Master of Disguise:

At 5th level, you may spend a day scouting a target humanoid, after which you can adopt their likeness and mannerisms. You are undetectable if they are the same race and subrace. If you are not of the same subrace, you must pass Charisma check of DC 10. If you are not of the same race, the DC increases by 5. The DC increases by 5 again if you are a Man/Mer trying to impersonate a member of a Beast race, and vice versa.

Silver Tongue:

As a 6th level Rogue, you gain +2 to Deception (Charisma) checks.

Roguish Luck:

At 8th level, you may re-roll a failed saving throw when triggering a trap. The new roll must be used.

Padfoot:

At 9th level, you gain advantage on Stealth (Dexterity) checks and saving throws.

Cunning Awareness

At level 11, You can detect any hidden or invisible creatures within 10 feet.


Expert Forgery:

As a 12th level Rogue, you may spend a day studying a target's handwriting. After this, you may create flawless forgeries of their handwriting.

Indifference:

At 13th level, you gain a non-magical class feature, 13th level and under, from any class.

Incapacitate:

At 15th level, If you sneak up behind an unexpecting humanoid, you can knock them unconscious with a Dexterity check of DC 15

Armored Shadow:

At level 16, you suffer no penalties while sneaking in armor.

Quick Reflexes:

As a 17th level Rogue, you may take 2 turns on the first round of combat: once on your initiative, and again on your initiative -10. You cannot use this ability if surprised.

Wheel Greaser:

At level 18, you know all the right people to talk to: You can have bounties removed for 1/4 of the gold it would normally take.

Mistfoot:

You no longer trip any traps whatsoever, including magical traps and curses. You can also become completely invisible for up to an hour, once per day.

Archetypes:

Assassin:

Specialization:

You can choose to focus your efforts on mastering one of your assassin weapon types. Choose one of your weapon proficiencies to forget: gain +2 to your attack modifier with the weapon proficiency of your choice.

Hidden Blade:

Attacks against an unaware opponent are rolled at an advantage, and have a +4 bonus to your attack modifier.

Assassinate:

Attacks against surprised humanoids have a chance equal to your rogue level to immediately kill the opponent.

Surprise Attack:

When you attack a surprised opponent, they must make a Dexterity saving throw, DC 10 + Your Rogue Level. On a failed save, they take twice the damage from your attack.

Vampiric Slash:

If you kill a surprised humanoid, you regain hit points equal to half of their remaining hit points.


Bard:

Bardic Focus

You may choose an instrument to be your focus as a Bard. You may cast magicka through this instrument as if your hands were free. Additionally, you may use your instrument to cast a 2nd level charm humanoid spell once per day without using any spell slots.

Crowd Favorite

While playing your instrument in battle, allies within earshot may gain advantage on one roll of their choice per round. This feature does not affect you. While playing, you cannot attack, but you can still cast magic.

Miscommunication

You may add or subtract your Charisma modifier to the last dice roll made. You must finish a long rest before you can use this ability again.

Thrilling Tale

You may use a bonus action to grant a critical strike to any target within earshot. The target still has to successfully roll to hit first. You must finish a long rest before you can use this ability again.

Piper

While playing your instrument, you may attempt to put everyone around you to sleep. All humanoids in earshot have a 10% chance of falling unconcious. This percentage increases by 10% each turn that you continue playing.

Spell-Sword

A Dunmer Battlemage steps onto the battlefield, clad in plate mail and wielding a a sword in one hand, and nothing in the other. Suddenly the air around the elf crackles with energy and she lunges forward, her her blade alight with the orange glow of the fierce flames errupting from her hand.

Spell-Swords are masters of might and magic, striking a balance between arcane offensives and traditional skill with a blade.

Turning the tide

Spellswords are spellcasting specialists trained to support Imperial troops in skirmish and in battle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune.

Class Features

As a Spell-Sword, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 per spell-sword level
  • Hit Points at 1st Level: 1d8(or 6) + your Constitution Modifier.
  • Hit Points at Higher Levels: 1d8 (or 6) + your Constitution Modifier per spell-sword Level after 1st.

Proficies


  • Armor: 2
  • Weapons at 1st Level: 4
  • Tools: [tbd]

  • Saving Throws: Constitution, Wisdom
  • Skills: Choose two skills from [tbd]

Spell Casting


  • Spell Attack Modifier. Your Intelligence modifier + your Proficiency bonus, if proficient.
  • Spell DC. 10 + your Intelligence modifier + your Proficiency bonus if proficient.
The Spell-Sword
Level Proficiency Bonus Features Spell Effects Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Burning Blade 1 2
2nd +2 Sudden Blast 2 3
3rd +2 Spell-Sword Archetype Feature 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Magical Might 5 4 3 2
6th +3 Ability Score Improvement, Elemental Armor 6 4 3 3
7th +3 Spell-Sword Archetype Feature 7 4 3 3 1
8th +3 Ability Score Improvement, Aetherial Armor 8 4 3 3 2
9th +4 Mystic Fury 9 4 3 3 3 1
10th +4 Spell-Sword Archeype Feature 10 4 3 3 3 1
11th +4 Font of Renewal 11 4 3 3 3 2 1
12th +4 Ability Score Improvement, Weapon Familiar 12 4 3 3 3 2 1
13th +5 Extra Attack 13 4 3 3 3 2 1 1
14th +5 Ability Score Improvement, Enchanting 14 4 3 3 3 2 1 1
15th +5 Spell-Sword Archeype Feature 15 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Fierce Flames 16 4 3 3 3 2 1 1 1
17th +6 Aetherius Unbound 17 4 3 3 3 2 1 1 1 1
18th +6 Spell-Sword Archetype Feature 18 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Intense Blast 19 4 3 3 3 3 2 1 1 1
20th +6 Force of Nature 20 4 3 3 3 3 2 2 1 1

Burning Blade

At 1st level, you can cast a 1st level Destruction spell through your weapon for half of the spell’s damage as a bonus action.This does not count against your spell slots

Sudden Blast

At 2nd level, gain an additional action per round in which you must cast a spell. You can only use this ability if you are using a one handed weapon

Spell-sword Archetype:

Upon reaching 3rd level, You now choose between two paths: the blazing Battlemage, or the deadly Night Blade. You gain new abilities depending on your path at levels 10, 15, and 18.

Ability Score Increase:

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you cannot increase an ability score above 20 using this feature

Magical Might:

Beginning at 5th level, you may spend a spell slot to increase an ability score for 1 minute. The boost in your attribute is equal to the level of the spell slot spent in this way. You must finish a long rest before you may use this ability again.


Elemental Armor:

At 6th level, you pick an element type from the school of Destruction. While wearing armor you are proficient in, you become wreathed in your chosen element whenever your health drops below 50 percent of your maximum hit points. Enemies within 3 feet of you take 1d4 points of damage per round while in this area.

Aetherial Armor:

At 8th level, while wearing armor you are proficient in, you have a 5% chance to be resistant to hostile magical effects.

Mystic Fury:

Beginning at 9th level, you gain +3 to damage with melee weapons and Destruction magicka

Font of Renewal:

When you reach 11th level, you regain a 1st level spell slot on critical strikes. If you have all of your 1st level slots intact, then you may cast a 1st level spell for free as a bonus action.

Weapon Familiar:

At 12th level, you learn the special “weapon summon” ability. This ability allows you to choose a single weapon that you can bond with, allowing you to summon it to your grasp as a single action, as long as it’s on the same plane.

Extra Attack:

At 13th level, you gain an additional attack per round.

Enchanting

At 14th level, you become proficient in Enchanting

Fierce Flames:

Starting at level 16, elemental magicka you cast deals an additional damage equal to your Spell-Sword level.

Aetherius Unbound:

At level 17, you may restore all of your spent spell slots as a bonus action. For the next 1d6 days, however, you suffer a -5 penalty to your spell DC and Spell Attack Modifier.

Intense Blast:

At 19th level, you gain double proficiency when casting elemental magicka.

Force of Nature:

You have unlocked the secrets of Destruction Magicka. Your Destruction spells are now pure magicka, appearing as a bright light of your choosing and dealing an additional 1d8 points of damage. You may also add a single secondary effect from one of the three elemental spells.

Archetypes:

Battlemage:

Elemental Specialist:

Pick an elemental type. All strikes with two handed weapons deal an additional 1d6 points of the chosen elemental damage.

Elemental Growth

Elemental damage from your strikes now deals 1d8 damage.

Gleaming Plate:

Starting at 10th level, while wearing heavy armor, you have a chance equal to 5 + your Spell-Sword level to reflect magic. This replaces the Spell Sword 8th level ability.

Extended Criticals:

Beginning at level 15, your critical range extends to 19-20.

Spell Strike

At 18th level, you may strike at an incoming spell as a bonus action. If your attack roll beats the spell DC, you absorb the spell, refilling a spent spell slot equal to half of the target spell's level.


Night Blade:

Magical Finesse:

1st level spells cast through your weapons deal 75% of their full damage. On critical strikes, they deal full damage.

Magicka Blast:

You may cast 2nd level spells through your weapon.

Magicka Focus:

Beginning at 10th level, 1st level spells cast through your weapons deal full damage. 2nd level spells deal 75%

Elemental Armor II:

At 15th level, the damage from your Elemental Armor ability increases to 2d4 per round

Destruction Master:

Upon reaching 18th level, when casting elemental Destruction magic above 1st level, you now add your Constitution modifier to your damage.

Necromancer

Creeping through dank caves and chilly crypts, Necromancers seek to practice their arcane skills far from prying eyes. In the solitude of their hideaways, they practice the art of resurrection, learning to reanimate corpses and capture the souls of those who dare defy them.

The highest achievement a Necromancer can achieve is to become a Lich. No clear records exist on this process, but many adventures have been slain by these undead horrors. Even the weaker Nether Lich is a force to be reckoned with

Accursed Conjuration

Necromancy is an offshoot of Conjuration. However, due to official stance of the Mage's Guild, Necromancy has been largely outlawed, and is not recognized as an official school of Magicka.

Class Features

As a Necromancer, you gain the following class features:

Hit Points


  • Hit Dice: 1d6 per Spell-Sword level
  • Hit Points at 1st Level: 1d6(or 4) + your Constitution Modifier.
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution Modifier per Necromancer Level after 1st.

Proficies


  • Armor: 1
  • Weapons at 1st Level: 2
  • Tools: [tbd]

  • Saving Throws: Charisma, Intelligence
  • School of Necromancy: You gain access to the Necromancy spell list. Additionally, you are proficient at Necromancy.
  • Skills: Choose two skills from [tbd]

    Spell Casting


  • Spell Attack Modifier. Your Wisom modifier + your Proficiency bonus, if proficient
  • Spell DC. 10 + your Wisom modifier + your Proficiency bonus, if proficient.
The Necromancer
Level Proficiency Bonus Features Spell Effects Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Night Caster 1 2
2nd +2 Death Sense 2 3
3rd +2 Turn the Dead 3 4 2
4th +2 Ability Score Improvement, Lingering Necrosis 4 4 3
5th +3 Resurrection I 5 4 3 2
6th +3 Ability Score Improvement, Rot Resistance 6 4 3 3
7th +3 Resurrection II 7 4 3 3 1
8th +3 Ability Score Improvement, Crypt Kin 8 4 3 3 2
9th +4 Well Preserved 9 4 3 3 3 1
10th +4 The Corrupter 10 4 3 3 3 1
11th +4 Resurrection III, Soul Harness 11 4 3 3 3 2 1
12th +4 Ability Score Improvement, Toxic 12 4 3 3 3 2 1
13th +5 Dark Trapper 13 4 3 3 3 2 1 1
14th +5 Ability Score Improvement, Undead Expert 14 4 3 3 3 2 1 1
15th +5 Resurrection IV 15 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Cadaver Scavenger 16 4 3 3 3 2 1 1 1
17th +6 Summon Soul 17 4 3 3 3 2 1 1 1 1
18th +6 Ghostly Visage 18 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Resurrection V 19 4 3 3 3 3 2 1 1 1
20th +6 Eldritch Whispers 20 4 3 3 3 3 2 2 1 1

Night Caster

Starting at 1st level, when casting spells at night you may add half of your proficiency to your spell DC, even if already proficient. You also gain access to the school of Necromancy magicka.

Death Sense

At 2nd level, you can innately detect undead creatures within a 25’ radius.

Turn the Dead

3rd level Necromancers can turn undead with a CR 5 lower than their Necromancer level as a bonus action.

Ability Score Increase:

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you cannot increase an ability score above 20 using this feature

Lingering Necrosis

At 4th level, the effects of Necromancy spells last 1.5x longer.

Resurrection

After much study of Necromantic Lore, you learn the secrets of Reanimation. After an hour long ritual, you can reanimate a freshly killed corpse for 1d4 days. The corpse is not intelligent, cannot remember its previous life, and can only follow simple commands. It is considered an atrocity, and if taken into a town, the party will be considered hostile.


At level 7, your resurrected corpses will persist for 1d6+1 days, and you may have up to 2 bodies resurrected at once


At 11th level, your corpses will remain animated indefinitely.


At 15th level, you may specialize this spell under two paths:


(a) You may raise an additional corpse


OR


(b) Your zombies are much more intelligent, capable of basic speech and reason. They remain your complete tralls.


At 19th level, you have mastered the art of raising and controlling the dead. The effects of this spell are dependent on the path you chose prior:


(a) You may animate up to 5 corpses


OR


(b) You may resurrect a fully intelligent corpse. The zombie has all skills and proficiencies it had in life. It remains your thrall. You can only control one such masterpiece at a time, though you may still raise an imperfect, second zombie.


When the end finally approached, I moved closer and stared directly into Abilar's eyes. I saw the fear within them, and the acceptance. I saw the dawning understanding as his mind finally began to comprehend the mysteries and strangeness of the borderland. I asked him to tell me what he saw, what he knew, what he was experiencing. He started to form the words, started to reveal his secret to me. And then I watched as the light in his eyes dimmed and the breath rattled out of him. He died without so much as uttering a final word.

That was the day. That was when my affair with death and its mysteries began. I have devoted my life to discovering the secrets of death and dying. I have learned to harness the power of necromancy. But still a few vital secrets elude me. I shall never stop searching, even if it means a million slaves must die. After all, what's more important than knowledge? Abilar taught me that, and I shall always honor his lesson.


--Excerpt from An Affair with Death by Mirise Dres

Rot Resistance

Beginning at 6th level, your exposure to rotting flesh and vile poisons has given you an immunity boost. You may reroll failed saves when contracting diseases.

Crypt Kin

At level 8, intelligent undead creatures with a CR no more than 5 levels higher than you will be neutral towards you. These creatures will be friendly if you are 5 levels higher than them.

Well Preserved

At 9th level, you become immune to poisons and show no signs of aging. You gain an additional 1st level spell slot whenever it's night.

The Corrupter

Beginning at 10th level, you can cast Destruction Spells as Necromancy Spells. Their elemental damage becomes Necrotic.

Soul Harness:

At 11th level, you become proficient in enchanting.

Toxic

At 12th level, your experiments with corpses and dark rituals have given you ability to craft poisons. You gain the Alchemist feat, limited to poisons.

Dark Trapper

Upon reaching level 13, you unlock the mystery of Black Soul Gems. Creating a Black Soul Gem requires a Grand Soul Gem, a freshly killed body, and an hour long ritual, which can only be done at night, beneath the moons. Black Soul Gems allow the Soul Trap spell to capture the souls of humanoids.

Undead Expert

At 14th level, your corpses no longer need to be fresh to be reanimated. You can breathe unnatural life even into bare skeletons.

Cadaver Scavenger

Beginning at 16th level, you can now reanimate corpses that were made from different body parts

Summon Soul

Starting at level 17, you are able to summon the spirit of a sentient mortal using by creating an enchanted scroll with the target's blood. The ghost has full memories of its past, and will defend you. It persists for 1 hour, and has all of the abilities and skills it had in life.

Ghostly Visage

When you reach 18th level, you may become incorporeal, transforming into a ghost for 1 minute. While in this form, you regain half of your missing spell slots, 2d6 health points per round, you are immune to normal damage, and can pass through walls. You cannot attack or interact with the world or any of your items, however. You must take a long rest before you use this ability again.

Eldritch Whispers

At level 20, the King of Worms, Mannimarco, speaks to you in your dreams, revealing the secrets to immortality bit by bit while you awake to feverish inspiration. After a month of these revelations, you unlock the secrets to becoming a Lich. (See misc. magic for more information on the Lich transformation.)

N'Gasta, a Second Era Sload Necromancer.

Mannimarco, ancient Lich Necromancer, as seen in Daggerfall.

Mage

No-one commands the powers of Aetherius like the Mage. Though most anyone with the time can learn to harness basica Magicka, Mages are able to cast it at a volume and effectiveness that astounds those who are not devoted to the arcane arts.

Magicka for the masses

The Mages Guild is a professional organization, located throughout Tamriel, which is dedicated to the study and application of magicka and alchemy.

Its charter from the Emperor specified that the guild must provide magic services to the public. Anyone could purchase potions, alchemical ingredients, magical items, and a selection of standard spells from the guild.

Exclusive services such as spellmaking and enchanting, however, are deemed potentially dangerous to the public at large, and are only made available to higher-ranked guild members in good standing.

Class Features

As a Mage, you gain the following class features:

Hit Points


  • Hit Dice: 1d6 per Mage level
  • Hit Points at 1st Level: 1d6(or 4) + your Constitution Modifier.
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Mage level after 1st.

Proficiencies


  • Armor: 1
  • Weapons at 1st Level: 1
  • Tools: [tbd]

  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose two skills from [tbd]

Spell Casting


  • Spell Attack Modifier. Your Intelligence modifier + your Proficiency bonus, if proficient.
  • Spell DC. 12 + your Intelligence or Wisdom modifier + your Proficiency bonus, if proficient.
The Mage
Level Proficiency Bonus Features Spell Effects Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Magicka Initiate 4 2
2nd +2 Dual Casting 5 3
3rd +2 Mage Archetype Feature 6 4 2
4th +2 Ability Score Improvement, Educated 7 9 3
5th +3 Magic Staff 8 4 3 2
6th +3 Ability Score Improvement, Enchanter 9 4 3 3
7th +3 Mage Archetype Feature 10 4 3 3 1
8th +3 Ability Score Improvement, Spell Flux 11 4 3 3 2
9th +4 Sustained Spells 12 4 3 3 3 1
10th +4 Mage Archeype Feature 13 4 3 3 3 1
11th +4 Arcane Apprentice 14 4 3 3 3 2 1
12th +4 Ability Score Improvement 15 4 3 3 3 2 1
13th +5 Magical Resistance 16 4 3 3 3 2 1 1
14th +5 Ability Score Improvement 17 4 3 3 3 2 2 1
15th +5 Mage Archeype Feature 18 4 3 3 3 2 2 1 1
16th +5 Ability Score Improvement, Channel Magicka 19 4 4 3 3 2 2 2 1
17th +6 Magicka Barrier 20 4 4 3 3 2 2 2 1 1
18th +6 Mage Archetype Feature 21 4 4 4 3 3 2 2 2 1
19th +6 Ability Score Improvement, Archmagister 22 4 4 4 3 3 3 2 2 2
20th +6 Bend Reality 24 4 4 4 4 3 3 3 2 2

Magicka Initiate

At 1st level, you can choose an additional school of Magicka to be proficient in.

Dual Casting

At 2nd level, you may cast two spells at a time. You may not apply your proficiency bonus to the DC or attack roll of any spells cast this way. If the spells are the same, however, their effects are doubled.

Mage Archetype

At 3rd level, you now choose between two paths: the powerful Sorcerer, or the benevolent Healer. You gain new abilities depending on your path at levels 10, 15, and 18.

Ability Score Increase

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you cannot increase an ability score above 20 using this feature

Educated

Beginning at 4th level, you may cast a spell from a non-proficient school as if you had proficiency. You must take a long rest before this ability is used again.

At 14th level, this ability increases, allowing you to use it twice before you must take a rest.

Magic Staff

At 5th level, you become proficient with staffs. While using a staff, you may channel your magic through it, granting an additional +2 to your spell DC or spell attack modifier. If you are dual casting while wielding a staff, the spell being cast in your off (non-staff) hand suffers an additional -1 to spell DC.

Enchanter

At 6th level, you gain access to Enchanting.

Spell Flux:

Beginning at 8th level, you may cast any one of your spells for free. You must take a long rest before this ability is used again.

Sustained Spells

Whenever a target resists a spell effect, or you miss with a spell attack, the target must re-roll the save, or you may re-roll the spell attack. The second roll must be used.

Arcane Apprentice:

At 11th level, you become proficient in an additional school of Magicka


Magical Resistance

13th level mages gain advantage on saving throws vs. all schools of Magicka

Channel Magicka:

Beginning at 16th level, you can merge spell slots together as a bonus action. For example, three 1st lvl slots into one 3rd lvl slot. You can also break down a larger slot into smaller slots in the same fashion.

Magicka Barrier:

At 17th level, you gain a +3 to saving throws against all Magicka

Archmagister

At 19th level, you gain a proficiency in an additional school of magic. You also get to craft a single new spell that combines the effects of up to 3 spells from schools you are proficient in.

Bend Reality:

At 20th level, you gain the spell Aetherial Arranger, which allows you to affect dice rolls. Aetherial Arranger is a 1st level Mysticism spell that allows you to manipulate a dice roll by 1 for every spell slot level used to cast the spell.

Archetypes:

Sorcerer

Magicka Specialist:

At 3rd level, you pick a school of magicka that you are proficient in. This is your specialization. When you cast spells from this school, you add your Intelligence AND your Wisdom modifiers to your spell DC or Spell Attack Modifier.

Aetherial Endurance

Starting at 7th level, spells from your specialization can be for free, once per day.

Quick Study:

At 10th level, you gain two 3rd level spell slots. They can only be used for spells from the school you are specialized in.

Inspired Mage:

15th level Sorcerers may cast a spell from your specialization as if it were one level higher for no extra cost. You must take a long rest before you use this ability again.

Thesis:

At 18th level, you may create a new spell for your Specialization. It will combine the affects of a spell from your specialization, and a spell from a school you are proficient in. You do not have to have learned the other spell, but you have to visit the Mage's Guild if you are using an unknown spell.


Healer

Higher Calling

You become proficient in Restoration. If already proficient, you learn a new Restoration Spell. Your proficiency bonus for Restoration spells is equal to half of your Mage Level, rounded up.

Healing Hands

Restoration spells now last twice as long, and you may add your Intelligence modifier to any rolls that restore hit points.

Mass Mending

You gain an additional 5th level spell slot. It can only be used for Restoration magicka.

Reflexive Restoration

Whenever you fall beneath half of your maximum hit points, you automatically cast restore health at a level equal to your Intelligence modifier. This does not cost any spell slots. You must complete a long rest before this ability can be used again.

Master Restoration:

As a bonus action, you may restore the entire party to 3/4 health, and remove any diseases or poisons. You must rest before you use this ability again.

Birthsigns

The celestial contellations mark the fates of the peoples of Tamriel. The following pages outline these effects.

Crossed by the stars

There are thirteen named constellations in the sky. There are three Guardian signs; The Warrior, The Mage, and The Thief, each of which protects three charges. Each of these twelve signs corresponds to one of the twelve months in the Tamrielic year. The thirteenth sign, The Serpent, has no guardian or month and moves around the sky, usually threatening the other signs.

The Apprentice

Those born under the sign of The Apprentice have a special affinity for magicka of all kinds, but are more vulnerable to magick as well

Those born under the sign of the Apprentice gain the following features:

You gain +4 to your spell DC and spell attack modifier, but suffer a -4 to saving throws against magicka.

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.

Those born under the sign of the Atronach gain the following features:

You have two of each spell slot you would normally have. You have a 30+(char lvl)% chance to absorb magicka. You do not regain spell slots from resting.

The Lady

The Lady is one of the Warrior's Charges. Those born under the sign of the Lady are kind and tolerant, and gain the following features:

Gain +2 to your Charisma. You may cast a 1st level Charm Person spell on touch, requiring no spell slot. You must take a long rest before you can use this ability again.


The Warrior

The Warrior is the first Guardian Constellation. 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.

Those born under the sign of the Warrior gain the following features:

You gain proficency with an additional weapon and armor type.

The Mage

The Mage is the second Guardian Constellation. His Charges are the Apprentice, the Atronach, 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.

Those born under the sign of the Mage gain the following features:

You gain an additional +2 to your spell DC, and one additional spell slot of the same level as your highest level spell slot.

The Thief

The Thief is the last Guardian Constellation. Its 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 Those born under the sign of the Apprentice gain the following features:

You gain +2 to your Dexterity, and have advantage when picking locks.

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

Those born under the sign of the Serpent gain the following features:

You can deal 1d6 + your Character level points of damage as a touch based spell attack.

The Steed

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

Those born under the sign of the Steed gain the following features:

You gain +10 to your base walking speed, and gain +1 to all initiative rolls.

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.

Those born under the sign of the Lord gain the following features:

Automatically heal 3d6 health points if dealt a blow that reduced you to half of your remaining health points.

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.

Those born under the sign of the Ritual gain the following features:

The undead suffer a disadvantage when rolling attacks against you, and you are resistant to necrotic 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

Those born under the sign of the Lover gain the following features:


You have +1 AC against humanoids of the opposite sex. +2 if the opponent is of the same race. +3 if the same subrace.


The Shadow

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

Those born under the sign of the Shadow gain the following features:

You may become invisible for 1 minute. You must complete a long rest before this ability can be used again.

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.

Those born under the sign of the Tower gain the following features:

You may unlock a locked chest, door, or container that has a lock DC of 15 or less. You must take a long rest before using this ability again.

Magicka of Tamriel

How to use Aetherius to bend reality to your will

Magicka

Aetherius, the Immortal Plane, is thought to be the origin of all magic and arcane arts. The stars and the sun are thought to be holes into Aetherius left by spirits (notably Magnus) who long ago became dissatisfied with Mundus. It is a common belief that the soul of a dead person, assuming they are not earthbound for some reason, goes to Aetherius, to continue on as a spirit.

Aetherius, much like Oblivion, consists of a multitude of realms which serve different purposes, except they are all "of everlasting imperfection". For Nords, their chosen place in Aetherius is Sovngarde, the Hall of Valor. The Redguards have a different place in Aetherius, called the Far Shores, as do the Khajiit, a realm known as the Sands Behind the Stars. These locations are not necessarily exclusive to those particular races, but may depend on an individual's beliefs and the manner of their death.

The Schools of Magicka

Alteration

Students of the College of Alteration manipulate the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, burdening, opening and locking, and creating shield barriers against physical and elemental damage.

Conjuration

The spell effects of the College of Conjuration include the mental domination of mundane and magical creatures, summoning of otherworldly weapons and armor, and summoning of Daedric or undead servants and powers to serve and protect the caster.


Destruction

The effects from the College of Destruction harm living and unliving things, and include elemental damage, draining, damaging, vulnerability, and disintegration magical effects.

Illusion

The effects of the College of Illusion spells alter the perceptions and thoughts of living beings. Illusion effects include blindness, illumination, paralysis, silence, calmness, enragement, charm, distract, camouflage, and invisibility.

Mysticism

The spells of the College of Mysticism shape and focus otherworldly forces to bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis, or absorb or reflect magical energies, or sense unseen objects at a distance.

Restoration

Adepts of the College of Restoration heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. Restoration spells can also augment strength, endurance, intelligence, agility, and other bodily attributes.

On the following pages are the basic spells for each school. These spells, for the most part, all have higher level variants. As long as the spell effect listed in the spell description is the same, higher level versions of the spell will not count against your "learned spell" limit

Spell Effects by School

Alteration:


  • Burden
  • Feather
  • Jump
  • Levitate
  • Lock/Open
  • Shield
  • Slowfall
  • Swift Swim
  • Transmute Metal
  • Water Breathing
  • Water Walking

Conjuration:


  • Banish
  • Bound Bow
  • Bound Melee Weapon
  • Bound Armor
  • Summon Ghost
  • Summon Deadra
  • Summon Atronach
  • Summon Undead
  • Turn Undead

Destruction:


  • Damage Attribute
  • Damage Health
  • Damage Magicka
  • Drain Attribute
  • Drain Health
  • Drain Magicka
  • Fire
  • Frost
  • Lightning
  • Poison

Illusion:


  • Blind
  • Chameleon
  • Charm
  • Demoralize
  • Invisibility
  • Light
  • Night Eye
  • Paralyze
  • Silence
  • Sound


Mysticism:


  • Absorb Attribute
  • Absorb Health
  • Detect Life
  • Dispel
  • Divine Intervention
  • Mark/Recall
  • Reflect
  • Soul Trap
  • Spell Absorption
  • Telekinesis

Restoration:


  • Cure Disease
  • Cure Paralysis
  • Cure Poison
  • Fortify Attribute
  • Fortify Health
  • Resist Disease
  • Resist Magicka
  • Resist Poison
  • Restore Attribute
  • Restore Health

Basic Spells

Alteration

Burden

Alteration


  • Casting Time: 1 action
  • Range: Target, 100 feet
  • Duration: 1 minute

Increases the target's encumbrance, slowing their movements. For the duration of the spell, the target suffers a -3 to their initiative.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the penalty increases by 1 for each spell slot level above 1st.

Feather

Alteration


  • Casting Time: 1 action
  • Range: Target, 100 feet
  • Duration: 1 minute

Reduces the target's encumbrance, freeing their movements. For the duration of the spell, the target gains a +3 to their initiative.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases by 1 for each spell slot level above 1st.

Jump

Alteration


  • Casting Time: 1 action
  • Range: Self, Touch
  • Duration: 5 minutes

For the duration of the spell, your jumping height increases by 5 feet. While this spell is in effect, falling damage is halved.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your jump height increases an additional 2 feet for spell slot level above 1st.

Levitate

Alteration


  • Casting Time: 1 action
  • Range: Self, or Touch
  • Duration: 1 minute

Allows the caster to glide through the air in any direction at a speed of 15 while the spell is in affect. Aside from your equipment, anything you try to carry through the air must not exceed 1/4 of your weight.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your speed while levitating increases by 5 feet for each spell slot level above 1st.


Lock/Open

Alteration


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous

Allows the caster to open physical or magical locks. When cast, this spell allows the caster to attempt to open a lock without any lockpicks.

If used to magically lock a door or container, the DC for the lock at 1st level is equal to 10.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the DC of the lock decreases by 2 for eacgh spell slot level above 1st.

Magical locks you create at higher levels increase in DC by 2 for each spell slot level above 1st.

Slowfall

Alteration


  • Casting Time: 1 action
  • Range: Self, Touch
  • Duration: 10 minutes

For the duration of the spell, the target's falling speed is reduced to a speed where no falling damage can occur.

Swift Swim

Alteration


  • Casting Time: 1 action
  • Range: Self, Touch
  • Duration: 5 minutes

While the spell is in effect, the target's swimming speed is increased by 5 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target's swimming speed increases by an additional 5 feet for every spell slot level above 1st.

Transmute Metal

Alteration


  • Casting Time: 1 action
  • Range: Touch
  • Duration: 1 hour

This spell allows the caster to transmute 1 cubic foot of metal into any other metal for the duration of the spell. After the effect wears off, the metal will return to its original composistion.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the volume of the spell increases by another cubic foot for every spell slot level above 1st.

At 5th level and higher, the duration of the effect will last for up to one day.

Water Breathing

Alteration


  • Casting Time: 1 action
  • Range: Self, Touch
  • Duration: 1 minute

Allows the caster to breathe beneath water as if it were air for the duration of the spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the effect is extended for an additional minute for every spell slot level above 1st.

Water Walking

Alteration


  • Casting Time: 1 action
  • Range: Self, Touch
  • Duration: 5 minutes

Allows the caster to walk on top of water as if it were solid for the duration of the spell.

At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, the duration of the effect is extended for an additional minute for every spell slot level above 1st.

Conjuration:

Banish

Conjuration


  • Casting Time: 1 action
  • Range: 25 feet
  • Duration: Instantaneous

This spell breaks the bindings that keep a summoned creature tethered to Nirn. Summoned creatures that are hit with this spell must succeed a Wisdome save against your spell DC, or be unsummoned. When making this save, they use their caster's Wisdom score.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your spell DC for this spell increases by 1 for each spell slot level above 1st.

Bound Bow

Conjuration


  • Casting Time: 1 action
  • Range: Self
  • Duration: 1 minute

Allows the caster to summon a spectral bow from oblivion. The bow uses spectral arrows, though the user must still reload the bow as normal. The weapon takes the form preferred by the caster, and deals 1d8 piercing damage. The caster is proficient with the weapon for the duration of the spell.

At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, the weapon deals an additional 1d6 damage for every second spell slot level above 1st.

At 5th level, you may add your Intelligence modifier to your damage rolls.

At 9th level, the damage dealt by this weapon increases to 2d10 piercing damage.

Bound Melee Weapon

Conjuration


  • Casting Time: 1 action
  • Range: Self
  • Duration: 1 minute

Allows the caster to summon a spectral weapon from oblivion. The weapon takes the weapon type preferred by the caster, deals 1d8 damage, and the user becomes proficient with that weapon for the duration of the spell.

At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, the weapon deals an additional 1d6 damage for every second spell slot level above 1st.

At 5th level, you may add your Intelligence modifier to your damage rolls.

At 9th level, the damage dealt by this weapon increases to 2d10 bludgeoning/piercing/slashing damage

Bound Armor

Conjuration


  • Casting Time: 1 action
  • Range:
  • Duration: 1 minute

Allows the caster to summon a set of spectral armor from oblivion. This armor appears as an ethereal version of any set they desire. For the duration of the spell, you gain proficiency in the armor if you aren't already proficient. You cannot cast this spell if you are wearing armor. While wearing the spectral armor, your AC becomes 12.

At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, the weapon deals an additional 1d6 damage for every second spell slot level above 1st.

At 5th level, this armor grants the caster a resistance to the damage type of their choice when cast.

At 9th level, the resistance becomes an immunity.

Summon Ghost

Conjuration


  • Casting Time: 1 action
  • Range: Self
  • Duration: 1d4 rounds
  • Effect: Summon Spirit

You summon a ghost that appears in an unoccupied space that you can see within range. The ghost disappears when it drops to 0 hit points or when the spell ends.

The summoned ghost is friendly to you and your companions. Roll initiative for the summoned creature. It will obey any verbal commands that you issue to it (no action required by you). If you don’t issue any commands, it will defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell using a 5th level spell slot, you summon Faded Wraiths instead of ghosts.

When you cast this spell using a 7th level spell slot, you summon Wraiths instead of ghosts.

Summon Daedra

2nd level Conjuration


  • Casting Time: 1 action
  • Range: 20 feet
  • Duration: 1d6 rounds
  • Effect: Summon Daedra

You summon a scamp that appears in an unoccupied space that you can see within range. The scamp disappears when it drops to 0 hit points or when the spell ends.

The summoned scamp is friendly to you and your companions. Roll initiative for the summoned creature. It will obey any verbal commands that you issue to it (no action required by you). If you don’t issue any commands, it will defend itself from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell using a 5th level spell slot, you summon a Hunger instead of a scamp.

When you cast this spell using a 7th level spell slot, you summon a Clannfear instead of a scamp.


Summon Atronach

Conjuration


  • Casting Time: 1 action
  • Range: 20 feet
  • Duration: 1d6 rounds
  • Effect: Summon Atronach

You summon a skeleton that appears in an unoccupied space that you can see within range. The atronach disappears when it drops to 0 hit points or when the spell ends.

The summoned skeleton is friendly to you and your companions. Roll initiative for the summoned creature. It will obey any verbal commands that you issue to it (no action required by you). If you don’t issue any commands, it will defend itself from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell using a 5th level spell slot, you summon a Atronach instead of a skeleton.

When you cast this spell using a 7th level spell slot, you summon a Atronach instead of a skeleton.

Summon Undead

Conjuration


  • Casting Time: 1 action
  • Range:
  • Duration: 1d6 rounds
  • Effect: Summon Undead

You summon a skeleton that appears in an unoccupied space that you can see within range. The atronach disappears when it drops to 0 hit points or when the spell ends.

The summoned skeleton is friendly to you and your companions. Roll initiative for the summoned creature. It will obey any verbal commands that you issue to it (no action required by you). If you don’t issue any commands, it will defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell using a 5th level spell slot, you summon a zombie instead of a skeleton.

When you cast this spell using a 7th level spell slot, you summon a dire zombie instead of a skeleton.

Turn Undead

Conjuration


  • Casting Time: 1 action
  • Range: 40 feet
  • Duration: 1 minute
  • Effect: Turn Undead

When hit with this spell, the targeted undead must make a wisdom save against your spell DC. On successful save, they resist this effect. On a failed save, they will flee from you for the duration of the spell. This spell has no effect on undead of a CR greater than 2.

At Higher Levels. When cast at higher levels, you may increase the challenge rating range by +2 for each spell slot level above 1st.

Destruction:

Damage Attribute

Destruction


  • Casting Time: 1 action
  • Range: 15 feet
  • Duration: Instantaneous

The caster ravages the magical pathways of the body, permanently damaging a chosen attribute of the target by 1d4 points until they either visit a shrine, or have restore attribute cast on them. Attributes that would be reduced to zero in this way are reduced to 1 instead.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, the damage dealt by this spell increases by 1d4 for each spell slot level above 1st.

Damage Health

Destruction


  • Casting Time: 1 action
  • Range: 50 feet
  • Duration: Instantaneous

The caster attacks the vitality of the target, permanently reducing their maximum hit points by 1d6 points until they visit a shrine, or restore health is cast on them. If the target's maximum hit points would reach zero from this effect, the target dies.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, the damage dealt by this spell increases by 1d6 for each spell slot level above 1st.

Damage Magicka

Destruction


  • Casting Time: 1 action
  • Range: 15 feet
  • Duration: Instantaneous

The caster damages the target's ability to cast magicka, permanently disabling a 1st level spell slot until they visit a shrine or have restore magicka cast on them.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, you disable a spell slot of equal level to the spell slot level used to cast the spell.

Drain Attribute

Destruction


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: 1d6 rounds

The caster ravages the magical pathways of the body, damaging a chosen attribute of the target by 1d6 points until the effects of the spell end. Attributes that would be reduced to zero in this way are reduced to 1 instead.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, the damage dealt by this spell increases by 1d6 for each spell slot level above 1st.


Drain Health

Destruction


  • Casting Time: 1 action
  • Range: 75 feet
  • Duration: 1d6 rounds

The caster attacks the vitality of the target, permanently reducing their maximum hit points by 1d8 points until the effects of the spell end.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, the damage dealt by this spell increases by 1d8 for each spell slot level above 1st.

Drain Magicka

Destruction


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: 1d6 rounds

The caster damages the target's ability to cast magicka, disabling a 2nd level spell slot until the effects of the spell end.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, you disable a spell slot that is 1 level higher than the spell slot level used to cast the spell.

Fire

Destruction


  • Casting Time: 1 action
  • Range: 15-100 feet
  • Duration: 2 rounds

A gout of flame errupts from your hands, reaching up to 15 feet away. Anything that fails a Dexterity saving throw is dealt 3d6 points of fire damage, in addition to be set on fire, which deals 1d6 points of additional fire damage for the next two rounds.

If cast as a ball instead of a cone, the range becomes 100 feet, and the fireball will travel in a straight line until it hits something or reaches the limit of its range, at which point it will explode and deal 1d6 points of fire damage to anything within 10 feet to anything that fails a Dexerity saving throw.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, the damage increases by an additional 1d6 points for each spell slot level above 1st.

Frost

Destruction


  • Casting Time: 1 action
  • Range: 15-100 feet
  • Duration: 2 rounds

A flurry of ice and snow errupts from your hands, reaching up to 15 feet away. Anything that fails a Dexterity saving throw is dealt 3d6 points of cold damage, in addition to being slowed down by the chilling effects of the spell. Affected humanoids and creatures suffer a -2 to their initiative on their next round.

If cast as a shard instead of a cone, the range becomes 100 feet, and the ice shard will travel in a straight line until it hits something or reaches the limit of its range, at which point it will explode and deal 1d6 points of cold damage to anything within 10 feet to anything that fails a Dexerity saving throw.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, the damage increases by an additional 1d6 points, and the initiative penalty increases by 1 for each spell slot level above 1st.


Lightning

Destruction


  • Casting Time: 1 action
  • Range: 15-100 feet
  • Duration: 2 rounds

A crackling energy arcs from your hands, reaching up to 15 feet away. Anything that fails a Dexterity saving throw is dealt 3d6 points of lightning damage. Additionally, this spell disrupts the concentration of the target, causing them to lose a spell slot of a level 1 lower than the spell slot level used to cast the spell. If cast at 1st level, then the target loses a 1st level spell slot.

If cast as a bolt instead of a cone, the range becomes 100 feet, and the lightning bolt will travel in a straight line until it hits something or reaches the limit of its range, at which point it will explode and deal 1d6 points of lightning damage to anything within 10 feet to anything that fails a Dexerity saving throw.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, the damage increases by an additional 1d6 points for each spell slot level above 1st.

Poison

Destruction


  • Casting Time: 1 action
  • Range:
  • Duration:

The caster uses destruction to force the target's body to release bile and toxins into the bloodstream. Anything that fails a Constitution saving thow takes 3d6 points of poison damage, and becomes poisoned for 1 round.

At Higher Levels. When this spell is cast using a 2nd level spell slot or higher, the damage increases by an additional 1d6 points and the duration of the poisoned status extends by 1 round for each spell slot level above 1st.

Illusion

Blind

Illusion


  • Casting Time: 1 action
  • Range: 75 feet
  • Duration: 1 round

The caster obscures the vision of the target, reducing their combat effectiveness. The spell lasts for 1 round. While blinded, the target suffers disadvantage when attacking, and attacks against them have advantage.

At Higher Levels. When this spell is cast using a 2nd level spell slot or higher, the duration is extended by 1d4 rounds for every spell level above 1st.

Chameleon

Illusion


  • Casting Time: 1 action
  • Range: Self
  • Duration: 5 minutes

The caster makes themselves blend in to their surroundings, becoming harder to detect. While the spell is in effect, you are undetectable by anything with a passive perception less than 12.

If you are being actively searched for, taking an action, or moving while the spell is in affect, everything in earshot has advantage on their passive perception to detect your location.

At Higher Levels. When this spell is cast by a 2nd level spell slot or higher, the passive perception requirement increases by 1 for each spell slot level above 1st.

Charm

Illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


Demoralize

Illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: 1 minute

You attempt to instill dread into a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is frightened by you until the spell ends. When the spell ends, the creature knows it was demoralized by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Invisibility

Illusion


  • Casting Time: 1 action
  • Range: Self
  • Duration: 1 minute

The caster makes themselves blend in to their surroundings, becoming harder to detect. While the spell is in effect, you are undetectable by anything with a passive perception less than 20.

If you are moving while the spell is in affect, everything in earshot has advantage on their passive perception to detect your location. If you use any items or perform any actions, the spell ends immediately.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, the duration extends by 1 minute for each spell slot level above 1st.

Light

Illusion


  • Casting Time: 1 action
  • Range: Self
  • Duration: 10 minutes

The caster creates a floating ball of glowing blue light, illuminating up to 15 feet of nearby surroundings in dim light.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, the range of illumination increases by 15 feet for each spell slot level above 1st.

Night Eye

Illusion


  • Casting Time: 1 action
  • Range: 15 feet
  • Duration: 5 minutes

The caster gains night vision, allowing them to see in dim light as if it were bright light, and darkness as if it were dim light. You cannot make out color, only shades of blue.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, the radius of the spell increases by 15 feet.

Paralyze

Illusion


  • Casting Time: 1 action
  • Range: 10 feet
  • Duration: 1 round

The caster seizes the target's mind, causing them to stop moving. While the spell is active, if the target fails a Wisdom saving throw, they are are unable to move, attack, or take any other actions for the remainder of the round.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, the duration of the spell increases by 1 round for each spell slot level above 1st.

Silence

Illusion


  • Casting Time: 1 action
  • Range: 50 feet
  • Duration: 1d4 rounds

The caster scrambles the mind of the target, making it difficult for them to focus on casting magicka. If the target fails a Wisdom saving throw, their spell DC and spell attack modifier suffers a penalty equal to your Wisdom modifier for 1d4 rounds.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, the penalty to their spell DC and spell attack modifier increases by 1 for each spell slot level above 1st.

Sound

Illusion


  • Casting Time: 1 action
  • Range: 50 feet
  • Duration: Instantaneous

The caster creates sounds at any point within range. The sounds can mimic speech, footsteps, or other various sounds. The caster can only mimic specific voices if they are personally familiar with the voice being imitated.


Mysticism:

Absorb Attribute

Mysticism


  • Casting Time: 1 action
  • Range: Touch
  • Duration: 1 minute

To cast this spell, you must reach out and make a melee spell attack against the target. If it succeeds, they lose 1d4 points from any ability score of your choice. You gain 1d4 points to the same ability score. You cannot use this spell to reduce an ability score to 0. When the spell ends, the ability scores return to their original state.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, you absorb 1d6 more points for each spell slot level above 1st.

Absorb Health

Mysticism


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous

This spell requires a melee spell attack. If successful, you absorb 3d8 hit points from the target.

At Higher Levels. When you cast this spell using a 2d level spell slot or higher, you absorb an additional 1d10 hit points for each spell slot level above 1st.

Detect Life

Mysticism


  • Casting Time: 1 action
  • Range: Self
  • Duration: 1 minute

While this spell is in effect, you can detect a faint aura from all living creatures within a 30 foot radius. This has no effect on constructs or the undead. Invisible creatures or humanoids will appear visible to you while this spell is active.

At Higher Levels. When you cast this sell using a 2nd level spell slot or higher, the radius for the effect increases by 10 feet for each spell slot level above 1st.

At 5th level or higher, this spell can detect undead creatures.

At 7th level or higher, this spell can detect constructs.

Dispel

Mysticism


  • Casting Time: 1 action
  • Range: Self
  • Duration: Instantaneous

This spell allow the caster to re-attempt a failed save against any chosen magical effect.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, you reduce the DC for the save by 1 for each spell slot level above 1st.

Divine Intervention

Mysticism


  • Casting Time: 1 action
  • Range: Self
  • Duration: Instantaneous

The caster teleports themselves to the nearest Imperial Cult shrine

At Higher Levels. When cast using a 2nd level spell slot or higher, the caster can teleport 1 additional person or animal for each spell slot level above 1st.

Mark/Recall

Mysticism


  • Casting Time: 1 action
  • Range:
  • Duration:

A two piece spell. Mark allows the caster to set a recall point. Recall teleports them to the point.

At Higher Levels. When cast using a 2nd level spell slot or higher, the caster can teleport 1 additional person or animal for each spell slot level above 1st.

Reflect

Mysticism


  • Casting Time: 1 action
  • Range: Self
  • Duration: 4 rounds

The caster cloaks themselves in an aura of magical protection. While this spell is active, the caster has a 15% chance to reflect magic cast at them.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, your chance to reflect a spell increases by 5%.

Soul Trap

Mysticism


  • Casting Time: 1 action
  • Range: Touch
  • Duration: 1d4 rounds

This spell requires the caster to succeed on a melee spell attack. If successful, the target will be affected by the soul trap effect, which will trap their soul in the smallest soul gem possible in your possesion upon their death.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, the duration of the spell increases by 2 rounds for each spell slot level above 1st.


Spell Absorption

Mysticism


  • Casting Time: 1 action
  • Range:
  • Duration:

The caster cloaks themselves in an aura of magical protection. While this spell is active, the caster has a 5% chance to absorb magic cast at them. If a spell is absorbed in this way you regain a spent spell slot of the same level as the absorbed spell. If you would not naturally have a spell slot of that level, or have no spent spell slots, the spell simply has no effect.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, your chance to absorb a spell increases by 5%.

Telekinesis

Mysticism


  • Casting Time: 1 action
  • Range: 10 feet
  • Duration: 1 minute

Allows the caster to move objects up to 10 feet away. The total amount of pounds you can move in this way is equal to your Intelligence modifier multiplied by your proficiency bonus.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, your range with this spell increases by 5 feet for every spell slot level above 1st.

Restoration

Cure Disease

Restoration


  • Casting Time: 1 action
  • Range: Self
  • Duration: Instantaneous

This spell allows the caster to re-roll a failed save against disease, with advantage.

At Higher Levels. When cast using a 2nd level spell slot or higher, the DC for the disease save is reduced by 1 for every spell slot level above 1st.

Cure Paralysis

Restoration


  • Casting Time: 1 action
  • Range: Self
  • Duration: Instantaneous

This spell allows the caster to re-roll a failed save against paralysis, with advantage.

At Higher Levels. When cast using a 2nd level spell slot or higher, the DC for the paralysis save is reduced by 1 for every spell slot level above 1st.

Cure Poison

Restoration


  • Casting Time: 1 action
  • Range: Self
  • Duration: Instantaneous

This spell allows the caster to re-roll a failed save against poison, with advantage.

At Higher Levels. When cast using a 2nd level spell slot or higher, the DC for the poison save is reduced by 1 for every spell slot level above 1st.

Fortify Attribute

Restoration


  • Casting Time: 1 action
  • Range: Self
  • Duration 1 minute

The caster boosts any one chosen Ability Score by 1d4 points for the duration of the spell.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, the bonus granted by this spell increases by 1 for each spell slot level above 1st.

Fortify Health

Restoration


  • Casting Time: 1 action
  • Range: Self
  • Duration: 1 minute

The caster magically boosts their vitality, creating a pool of 1d10 x proficiency bonus tempory hit points.

At Higher Levels. When cast using a 2nd level spell slot or higher, an additional d10 is rolled for each spell slot level above 1st.

Resist Disease

Restoration


  • Casting Time: 1 action
  • Range: Self
  • Duration: 10 minutes

The caster weaves an aura of protective magicka, adding a barrier against disease, granting advantage to saving throws against disease for the duration of the spell.

At Higher Levels. When cast using a 2nd level spell slot or higher, the DC for the saving throw decreases by 1 for each spell slot level above 1st.

Resist Poison

Restoration


  • Casting Time: 1 action
  • Range: Self
  • Duration: 10 minutes

The caster weaves an aura of protective magicka, adding a barrier against poison, granting advantage to saving throws against disewase for the duration of the spell.

At Higher Levels. When cast using a 2nd level spell slot or higher, the DC for the saving throw decreases by 1 for each spell slot level above 1st.


Restore Attribute

Restoration


  • Casting Time: 1 action
  • Range: Self
  • Duration: Instantaneous

The caster purges the target’s body of magical blockages, restoring 1d4 points to a damaged Ability Score.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, you restore two additional points of damage for each spell slot level above 1st.

Restore Health

Restoration


  • Casting Time: 1 action
  • Range: Self
  • Duration: Instantaneous

The caster infuses the target’s body with healing magicka, restoring the body from cuts, bruises, and other damage, restoring 3d6 hit points.

If the target has had their hit point maxium damaged, this spell will restore the damaged points once their current maximum is reached.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, you heal an additional 1d6 hit points for each spell slot level above 1st.

Miscellaneous Magicka

A compendium of the magicka taught outside of the guidance of the mage's guild. Use at your own risk.

The other schools of magic

While the effects of the six schools of magicka are well documented, and largely available to any citizen with the time, affinity, and gold to master, there exists other colleges of arcane focus. Not all of these are illegal (Enchanting is well regarded, while Necromancy is heavily reviled), but they are almost universally restricted to all but the most devoted to magical study.

Alchemy

Alchemy allows you to identify magical properties in ingredients and create potions to provide temporary or one-use benefits, such as healing, curing disease, water-walking, magical shielding, and fortifying bodily attributes. A higher alchemy skill allows you to see more effects of ingredients when you hover over them with the cursor, and therefore allows you to put these effects to use in potion-making. The higher your skill, the greater the chance of success when creating potions and the higher chance of receiving the first effect when eating an ingredient.

All characters have access to rudimentary alchemy. To preform alchemy, the character must at least have a mortar and pestle in their inventory. Other tools exist to manipulate the effects of the potions as well.

While out in the wilderness, characters may check for wild growing ingredients, or harvest important organs from slain creatures.

Characters will typically only be able to create mild potions unless they take the following Alchemist feat:

Alchemist

Prerequisite: Intelligence of 13 or Higher

You have wore your color-tinged fingers to the bone, risking explosion and poison to hone your skill at crafting magical brews.

  • You have proficiency when crafting potions or poisons.
  • The amount of effects you can learn from ingesting or studying ingredients is equal to 1/5 of your character level, rounded down.

Ingredients

Every magical ingredient has four effects. Non-Alchemist characters are only able to discover the first magical effect by either ingesting the ingredient (if ingestible) or an hour of uninterrupted study (if inedible).

If the character is looking for wild growing ingredients, they must pass a Wisdom ability check, the DC of which is determined by the plant. Characters who are proficient in Nature or Survival may apply their proficiency bonus to this check.

If the ingredient is being harvested from a body, they must pass a Dexterity abilty check, the DC of which is determined by the organ. Characters who are proficient in Medicine or Survival may apply their proficiency bonus to this check.


Equipment

Beyond the basic mortar and pestle which is mandatory to create potions and poisons, Alchemists make use of alembics, retorts, and calcinators to further refine their brews. Each time you run your brew through an apparatus, the overall DC for completing the potion increases by 5, though the effects of the potion or poison are increased greatly.

Alchemic Formula

Raw Brew

A raw brew is the first step to creating a magical potion or poison, created with a mortar and pestle. This potion will only have one effect.

The magnitude of this effect is equal to 1d4 + your Intelligence modifier. For effects that linger and are not instantanous, the duration is equal to 1 round for each point of the Intelligence modifier, plus half of their proficiency bonus, if proficient.

The DC for successfully creating this potion is 5.

Standard Poison

An alchemist can run a raw brew through an alembic to heighten the strength of negative effects. When using the apparatus, the alchemist rolls 1d8 + their Intelligence modifier for the damage of one of the poison's damage effects.

Standard Potion

An alchemist can run a raw brew through an retort to heighten the strength of positive effects. When using the apparatus, the alchemist rolls 1d8 + their Intelligence modifier for the magnitude of one of the potion's positive effect.

Refined Brew

Using a calcinator, the alchemist can remove a single effect from their brew. The magnitude of one of the desired of the effects is equal to 1d10 + your Intelligence modifier

Potion Crafting Failure Chart
1d6 Effect
1 The potion explodes, dealing 1d8 points of poison damage per level of the potion crafter
2 The potion explodes, dealing 3d6 points of poison damage
3 The potion emits a cloud of poisonous gas, blinding anything within 15 feet
4 All effects of the potion are quartered
5 The potion has no effect
6 The potion effect is wild ( a randomly chosen value is replaced with a 1d100 roll. )

Over Consumption

When consuming multiple potions, if a character consumes an amount of potions that excedes their Constitution modifier in a single hour, that character will suffer from overconsumption, and must roll on the following table to determine the result for each potion consumed past their limit:

Overconsumption Table
d10 Effect
1 Character falls to 0 hit points with 1 failure towards their death saving throw
2 Character vomits the potion and takes 6d6 points of poison damage
3 Character has disadvantage on all rolls for 1 hour
4 Character falls unconscious for 1d4 hours
5 Roll 1d20; all character attributes are equal to this number for one hour
6 Potion has no effect
7 Potion effects are quarted
8 Potion effect is halved
9 Potion functions normally
10 Potion effects and duration are doubled

Special Effects

The following effects are only available via alchemy:

  • Affect Fatigue: These effects manipulate the levels of exaustion experienced by the target. Drain is a tempory effect, that is removed after the potion ends. Damage fatigue will permanently add a single level of exhaustion until the target can visit a shrine or cast cure poison on themselves.
  • Vampirism: This effect does nothing on its own. To be effective, it must be mixed with the blood of a vampire and consumed. Doing so will impart the blood donor's vampiric strain onto the drinker of the draught.

Enchanting

Enchanting allows the user to imbue armor, clothing, and weapons with magical properties. The user can only add effects from magical spells they know, and the power and duration of the effect depends on both the quality of the item, the quality of the soul used for enchanting, and the skill of the enchanter.

When creating an enchantment, the enchantment DC is applied to an Intelligence check. You may add your proficiency bonus to this check only if you are proficient in enchanting; even characters with saving throws in Intelligence need this proficiency to gain a benefit.


Soul Gems:


Petty Soul Gem:

The smallest of the soul gems, a filled Petty Soul Gem can only hold a charge large enough to power up to 5th level enchantments, or restore 2 charges.

Lesser Soul Gem:

A basic soul gem, a filled Lesser Soul Gem can hold a charge large enough to power up to 10th level enchantments, or restore 3 charges.

Common Soul Gem:

An intermediate level soul gem, a filled Common Soul Gem can hold a charge large enough to power up to 15th level enchantments, or restore 4 charges.

Effect DC

When affected by offensive magicka from an enchanted item, the "spell" DC is equal to the the enchantment level of the item, plus the user's Wisdom modifier. If the user has proficiency in enchanting, they may add their proficiency to the DC.

Watch your gems!

When capturing souls, if you trap a soul of a lower level creature while only having higher level soul gems in your possession, you will only gain the charge from the lower creature. So soul trapping a giant rat in a Black Soul Gem will still only give you enough juice to power a 5th level enchantment, a huge waste.

Greater Soul Gem:

A soul gem of exquisite quality, these crystals are capable of storing the souls of powerful creatures and Daedra, such as Ogrim, Clannfear, and Hungers

A filled Grand Soul Gem can hold a charge large enough to power up to 20th level enchantments, or restore 6 charges.

Grand Soul Gem:

A gem of flawless construction, these are the only soul gems powerful enough to store the souls of high level, lethal creatures, such as Xivlavi, Dremora Lords, and Vampires.

A filled Grand Soul Gem can hold a charge large enough to power up to 25th level enchantments, or restore 7 charges.

Black Soul Gem:

A corruption of a Grand Soul Gem, these unholy artifacts have been modified to hold the souls of the sentient humanoids of Tamriel.

A filled Black Soul Gem can hold a charge large enough to power up to 30th level enchantments, or restore 9 charges.

Types of Enchantment


Cast when Used

The most common type of enchantment, this allows the enchanter to essentially store a spell in any item. The enchanted item has a number of charges equal to the enchanter's Intelligence and Wisdom modifiers (plus proficiency bonus, if proficient in enchanting) at the time of enchantment. The enchantment can only be activated as a bonus action. Every time you activate the magical effect, you spend a charge. 1d4 charges are restored once per day, or can be manually be recharged with a filled soul gem.

Cast on Strike

A more difficult style of enchantment, this allows the enchanter to imbue a magical effect to be cast whenever something is dealt a blow from the enchanted weapon, targeting the attacked opponent.

The amount of charges available is equal to the Intelligence modifier of the enchanter. 1d6 charges are recharged once per day, or can be manually recharged with a filled soul gem.

Constant Effect

The rarest and most difficult style of enchantment, this allows the enchanter to infuse the item with a powerful matrix of magical energies. It is nearly impossible to stabalize enchantments of this complexity without boosting one's Intelligence through some means.

While the item is equipped, the wearer gains whatever bonus or penalty is weaved into the enchantment; there are no daily charges to worry about. For effects that manipulate hit points, the effect is calculated each round.

Enchanting Items

When enchanting items, the quality of the item determines the capacity for enchantment. For each enchantment level weaved into the item, it must have a value of at least 100 Septims. There is no technical limit to the magnitude or multitude of effects that can be added to an enchantment, but the DC required to pass becomes increasingly challenging as more effects are added.

If creating an enchantment with a level greater than 30 (the maximum amount that can be powered with a single gem), then one may tap into an additional filled gem. Because of the instability inherent in mixing soul energies, however, the overall DC for the enchantment increases by 5 for each additional soul gem used.

Determining Enchantment Level

When adding spell effects, you can use the following guide to determine the overall enchantment level.

It should be noted that if you are using multiple spell effects, the modifiers for each effect are tallied for each effect seperately, then added together for the overall enchantment level.

  • Enchantment Effect: Each spell effect after the first adds 2 to the enchantment level.
  • Dice Level: For any effect that is measured in a dice roll, you use 1d4. For every 1d4 after the first that you add to the effect, the enchantment level is increased by 1.
  • Duration: For any effect that is measured in time, for every minute past the first, the enchantment level is increased by 1.
  • Range: For any effects that can be cast at target, you add 10 feet per enchantment level.
  • Area of Effect: For any effects that would affect an area surrounding the center point of the effect, add 2 feet to the radius per enchantment level.
  • Summoned Creatures. Add 5 to the enchantment level for every 2 CR of creature summoned, per minute.
  • Charges: An enchanted item has a number of charges equal to the enchanter's Intelligence modifier, plus their proficiency bonus if they're proficient. Any additional charges add 2 points to the enchantment level.

Enchantment Formula

The Intelligence check that one needs to beat is determined by the following formula:


  • Enchantment Level: The first level of an effect adds 5 to the DC, with every level above this adding an additional +1 to the DC of the enchantment.
  • Enchantment Type:
    • Cast on Use: This enchantment style adds +1 to the enhantment DC.
    • Cast on Strike: This enchantment style adds +5 to the enhantment DC.
    • Constant Effect: This enchantment style adds +10 to the enhantment DC.

Failing an enchantment

When you fail the Intelligence check while creating an enchantment, you roll on the following table to determine the outcome. Note, regardless of failure or success, a soul gem is always destroyed when it is used in an attempt to enchant an item.

Enchantment Failure Table
1d6+1d4 Result
2 Enchanter is sent to the Soul Cairn.
3 The enchanter has 1d4 points of damage intelligence applied to them. The item is destroyed.
4 An explosion goes off, dealing 10d10 points of damage to everything in a 20 foot radius. The item is destroyed
5 All of the effects that were weaved into the enchantment are cast at the enchanter. The item is destroyed.
6 The enchanter has 1d4 points of drain intelligence applied to them. The item is unharmed.
7 All of the effects weaved into the enchantment are cast at the enchanter for half damage. The item is unharmed.
8 A single effect from the enhantment affects a random target within 30 feet. This effect deals half damage. The item is unharmed.
9 Nothing of note happens, the item is unharmed.
10 Nothing of note happens, and the item is unharmed. Additionally, any soul gems used in the enchantment are also unharmed, but they are now empty.
Enchanting in action

Vaebin is creating an enchanted amulet of epic proportions! Because he is not using a weapon, he is limited to the Cast on Use or Constant Effect enchantment styles. Since he wants to be able to cast the effect on other creatures and people, he chooses the Cast on Use effect.

Next he decides the actual effects he wants to put into the enchantment. He adds 3d4 points of fire damage, in addition to a single minute of weakness to fire. He also wants to avoid getting stabbed, so he gives the effect a range of 20 feet.

Being the cautious type, he also decides to add an area of effect for the enchantment, once it strikes its target. Not much, a mere four feet radius. What will the enchantment DC be for Vaebin? Let's start with the enchantment level:

  • Effects: Vaebin's enchantment has two effects, fire damage amd weakness to fire. That means we have a base DC of 5, with +2 added because of the second effect, bringing us to 7.
  • Damage Dice: The fire damage dealt by this enchantment is equal to 3d4, so increase the enchantment level by 1 for each dice. That puts us at a total DC of 9 so far.
  • Duration: The weakness to fire effect lasts for 1 minute. Because it's at the minimum measurement of time, its enchantment cost is included with the effect cost.
  • Range: By choosing to include a range of 20 feet, Vaebin's enchantment level increases to 11—2 points for every 10 feet.
  • Area of Effect: Adding an area of 4 feet increased the enchantment level by another two points, leaving us with an enchantment level of 13.

This is quite the enhantment. Vaebin is determined to see it through, however. Now that he has the overall enchantment level, he can now plug that in to the DC formula:

  • Enchantment Level: According to the formula, the first level of an enchantment adds 5 to the overall DC. For every level past that, we add another 1 point to the DC, so Vaebin's 13th level enchantment already has a DC of 18.
  • Enchantment Type: Because Vaebin opted for a cast on use spell, he only has to add a single additional point to the enchantment DC. With a total enchantment DC (19), we have to make sure that we have all the right items. Vaebin's amulet is quite expensive, totalling 1,500 septims. Because the item needs to be worth 100 septims per enchantment level, it looks like he has some room to spare.

Lastly we have to use the soul gems. Unfortunately, Vaebin only has eight petty soul gems. He will need to use 3 of these soul gems to fully power the enchantment. In addition to adding 10 to the overall DC (+5 for every soul gem after the first), he is also wasting some charge left over from the third gem.

So, after he's arranged everything, Vaebin needs to beat an Intelligence check of DC 29 to create this enchantment with the materials he has. Hopefully he has a way to fortify his intelligence....


Necromancy

The school of Necromancy is an offshoot of Conjuration. However, because of it’s condemnation by the Mage’s Guild, and its being outlawed in many provinces, these darker Conjuration spells have largely been forgotten by the more civilized institutions of Magicka study. These spells are restricted to only those who have embarked on the path of the Necromancer.

Spells


Reanimate:

1st Level Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Duration: 1 minute
  • Effect: Reanimate Corpse

The caster calls forth a spirit from the other planes, temporarily binding it to a deceased body. This spirit, while on Tamriel, cannot remember its past, nor is it necessarily the spirit of the deceased. After the spell ends, the body is consumed by Aetherial flames, reduced to ashes.

At 1st level, this spell can reanimate a corpse for 1 minute. The corpse cannot speak, and is not intelligent, only able to follow and defend the caster. The zombie is only able to attack with their bare hands and cannot use items or abilities, but otherwise their statistics are unchanged.

If cast at a 4th level spell, you can either extend the duration by one minute, or reanimate an additional corpse.

Summon Insects:

1st Level Necromancy


  • Casting Time: 1 action
  • Range: 50 feet
  • Duration: Instantaneous
  • Effect: Summon Swarm

The caster calls forth a swarm of carnivorous insects from Oblivion. The insects surround the target, chewing on their flesh with razor sharp mandibles. The insects deal 3d6 points of damage. For every spell slot cast above 1st, this deals an additional 1d8 points of damage. For this round, the target it also blinded.

Unbind:

1st Level Necromancy


  • Casting Time: 1 action
  • Range: 5 feet
  • Duration: Intantaneous
  • Effect: Unbind Undead

The caster is able to sever the bond between a reanimated corpse and the soul powering it. At first level, it can only unbind reanimated corpses up challenge rating 2. For every spell slot cast above 1st, this limit is increased by 2 levels.

Summon Boneman:

6th Level Necromancy


  • Casting Time: 1 action
  • Range: Self
  • Duration: 1 minute
  • Effect:

You summon Bonemen that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One Boneman of challenge rating 14 or lower
  • Two Bonemen of challenge rating 7 or lower

Each Boneman disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns.

They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.

When casting this spell, there is a 20% chance that the Bonemen will be hostile to the caster and their party.

Pact of the Masters

8th Level Necromancy


  • Casting Time: 1 action
  • Range: Self
  • Duration: Instantaneous
  • Effect: Contact Ideal Master

This 8th level spell allows a necromancer to contact, and make a pact with an Ideal Master, who are lords of the Soul Cairn. These Ideal Masters can grant great power to the mortals of Nirn, but such power is dangerous.

This spell allows the caster to ask for a limited wish. There is a 10% chance that the caster’s soul will be trapped in the Soul Cairn, however. This chance increases by 10% every time it’s cast.


Become Lich

This dark ritual is forbidden to all but the most advanced, well learned Necromancers. Upon reaching 20th level, a Necromancer will receive a vision from the King of Worms, Mannimarco, who will reveal to them the secret process.

The ritual takes 1 week, plus 3d6 days to complete, during which the character is incredibly vulnerable. While the ritual is underway, the Necromancer’s soul is kept in a phylactery, however, after the ritual is completely, the phylactery becomes irrelevant. It should be noted, however, that there is a 33% chance that the ritual will fail, causing the Necromancer to become a Nether Lich.

While still powerful, the abilities of a Nether Lich are only half as powerful as their fully-fledged counterparts. Additionally, a Nether Lich appears ethereal, though they cannot pass through walls.

After the ritual is complete, the Necromancer gains the following features:


  • Ability Score Improvement. As a Lich, your Constitution, Intelligence, and Wisdom ability scores all increase by 5.
  • Undead. You no longer age, and you do not need to breathe, drink, or eat to survive.
  • Ceased Functions You are immune to poisons and disease.
  • Weapon Immunity. You are immune to non-magical weapons.
  • Undead Master. Once per round, you may use a bonus action to summon a zombie thrall with a challenge rating equal to your Wisdom modifier. The maximum amount of thralls you may possess in this way is equal to your Intelligence modifier.
  • Essense Drain Once per round, your attack may absorb 3d6 hit points from the target.
  • Undead Dread You can cast silence at a range of 30 feet. The effect lasts for 5 minutes. This does not count against your spell slots. You can only use this once per day.
  • Enchanted Body You innately reflect 30% of magic cast at you.

Thu'um

Dragon shouts (a.k.a. The Voice or Thu'um) are phrases of dragon language, consisting of three separate words of power, that can be used to unleash varied powerful effects. Dragons are naturally able to use dragon shouts, but very few people possess this capability.

Dragonborn

Exceptionally rare, rumoured to be a simple myth or legend. Because the Thu'um becomes much more powerful for Dragonborn, and they are neigh unheard of in lore, it should be up to the DM's discretion if a player may be a Dragonborn.

Learning new Shouts

A character, upon finding glyphs of the old Dragon Tongue, may attempt an Intelligence check of DC 25, once per day, to interpret the glyph. Characters proficient in History or Religion may use their proficiency bonus when making this check. A Dragonborn will automatically pass this check.

If the character is learning the shout out of a tome or manual, or is being taught by someone else, the Intelligence check DC is dropped to 15.

Shouting

Using the Dragon Tongue to create magical effects draws upon the inner strength and resolve of the speaker, In order to successfully shout, the speaker must first pass a Constitution check of at least 5, for the first word in the shout. For every additional word, the DC increases by 5.

Words of Power

Word of Power Meaning Word of Power Meaning Word of Power Meaning Word of Power Meaning
Su Air mkay Slen Flesh Mid Loyal Koor Summer
Mir Allegiance Mey Fool Lah Magicka Shul Sun
Raan Animal Fus Force Hah Mind Vaaz Tear
Qah Armor Diin Freeze Joor Mortal Kest Tempest
Ro Balance Fo Frost Neh Never Frul Temporary
Grah Battle Nah Fury Tah Pack Maar Terror
Gron Bind Dun Grace Drem Peace Tiid Time
Kaal Champion Haal Hand Dah Push Ov Trust
Krah Cold Haas Health Ru Run Gaar Unleash
Dur Curse Hun Hero Klo Sand Vur Valor
Viik Defeat Nir Hunt Yah Seek Zul Voice
Dov Dragon Ah Hunter Lok Sky Zun Weapon
Viir Dying Iiz Ice Od Snow Wuld Whirlwind
Gol Earth Toor Inferno Zii Spirit Ven Wind
Rii Essence Shaan Inspire Vah Spring Viing Wing
Ui Eternity Krii Kill Gaan Stamina Bah Wrath
Feim Fade Kaan Kyne Nus Statue Diiv Wyrm
Gut Far Lun Leech Strun Storm Zol Zombie
Faas Fear Zoor Legend Mul Strength
Zah Finite Laas Life Nos Strike
Yol Fire Qo Lightning Aus Suffer

The known words of power used by the dragons of old.

Dragon Shouts

While it is possible to illicit effects from the Thu'um with a single word of power, to truly unleash the power of The Voice, certain combinations of words are required.

Animal Allegiance

Dragon Shout


  • Casting Time: 1 action per word
  • Range: 30 feet
  • Duration: 5 minutes
  • Words of Power: Raan, Mir, Tah

The first level of this shout allows you to command a creature of a challenge rating 5 or less for the duration of the effect. For each additional word of power used in this shout, the challenge rating limit increases by 5.

Aura Whisper

Dragon Shout


  • Casting Time: 1 action per word
  • Range: 300 feet
  • Duration: 1 minute per shout
  • Words of Power: Laas, Yar, Nir

The first level of this shout allows you to detect the life energies of living entities, constructs, Daedra, and the undead for the duration of the effect. For each word used in the shout, the duration extends for another minute.

Battle Fury

Dragon Shout


  • Casting Time: 1 action per word
  • Range: Allies
  • Duration: 1 minute
  • Words of Power: Mid, Vur, Shaan

The first level of this shout grants the shouter's allies an additional attack per round for the duration. Each word of power adds an additional attack per round.

Become Ethereal

Dragon Shout


  • Casting Time: 1 action per word
  • Range: Self
  • Duration: 1 minute
  • Words of Power: Feim, Zii, Gron

For the duration of this effect, you take the form of an ethereal spirit. For each round that this effect is active, you regain 3d10 hit points for each word in the shout. While ethereal, you cannot activate or use any items, attack or take damage, or affect the world in any way.


Call of Valor

Dragon Shout


  • Casting Time: 1 action per word
  • Range: Self
  • Duration: 1 minute
  • Words of Power: Hun, Kaal, Zoor

This shout allows you to call forth and summon a powerful warrior from the halls of Sovngarde to fight by your side for one minute. This warrior takes the form of a ghostly, aetherial Nord in ancient Nordic armor. The warrior has a challenge rating of 10. For each word of the shout, a single warrior is summoned.

Clear Skies

Dragon Shout


  • Casting Time: 1 action per word
  • Range: Self
  • Duration: 1 minutes per shout
  • *Words of Power: Lok, Vah, Koor

This shout allows you to clear the air around you for a 100' radius. While this is active, any airborne poisons, gasses, etc., are purged from the area. Each word of power extends this duration by an additional minute. After the effect ends, if the sources of the impurities are still active, the area will once again begin to fill with the toxins.

Cyclone

Dragon Shout


  • Casting Time: 1 action per word
  • Range: Variable, 100 feet
  • Duration: Instantaneous
  • Words of Power: Ven, Gaar, Nos

This shout allows you to create a powerful cyclone of air, setting in loose in the direction the shouter is facing. At point blank range, this cyclone deals 10d4 points of damage. Every 10 feet, the cyclone looses a 1d4 from its damage roll until it finally dissapates. Every word used in this shout adds 1d4 to the initial damage roll. Targets may make a Dexterity saving throw for half damage. Anything that fails this saving throw is also thrown 2d10 feet and looses all remaining actions for that round.

Disarm

Dragon Shout


  • Casting Time: 1 action per word
  • Range: 30 feet
  • Duration: Instantaneous
  • Words of Power: Zun, Haal, Viik

This shout allows you wrench the weapon from the hands of the target. The target must make a Strength saving throw of a DC equal to 10 + the shouter's Constitution modifier, or have their weapon thrown 3d10 feet away. Each word used in this shout increases the DC by 5.

Dismay

Dragon Shout


  • Casting Time: 1 action per word
  • Range: 50 feet
  • Duration: 2 minutes
  • Words of Power: Faas, Ru, Maar

This shout allows instills a feeling of pure dread in all creatures within the area of effect. Anything within range must pass a Wisdom saving throw of a DC equal to 10 + the shouter's Constitution modifier, or flee for the duration of the effect.

Dragon Aspect

Dragon Shout


  • Casting Time: 1 action per word
  • Range: Self
  • Duration: 1 minute
  • Words of Power: Mul, Qah, Diiv

This shout wreathes you glowing, aetherial dragon scales. The first word in this shout will encase your arms in the aetherial scales, granting a +5 to your AC.

The second word will spread the scales to your chest, increase your AC bonus by another 3 points, and giving you 25% chance to negate any fire or frost damage.

The third shout surrounds your head in the draconic visage, increasing your chance to negate fire and frost magic to 50%, and granting you a breath weapon that deals 1d6 points of damage per level of the shouter. The breath attack may be frost or fire damage, at the discretion of the shouter.

The breath attack is only usable while the shout is in effect. Afterwards, the character looses the breath attack until the shout is recast.


Dragonrend

Dragon Shout


  • Casting Time: 1 action per word
  • Range: 100 feet
  • Duration: Instantaneous
  • Words of Power: Joor, Zah, Frul

This shout allows you drain the vitality away from the immortal dragons. The first word of this shout will cause the dragon target to shudder and recoil, loosing all actions for the remainder of the round.

The second shout will cause the targeted dragon to suffer a -8 to their AC for the next two rounds. Additionally, they cannot cast any breath attacks during that time.

The third shout will cause the dragon to fall unconcious for 1d4 rounds.

Drain Vitality

Dragon Shout


  • Casting Time: 1 action per word
  • Range: 30 feet
  • Duration: Instantaneous
  • Words of Power: Gaan, Lah, Haas

This shout siphons the life force of the target, draining it away. For each word of the shout, the target must pass a Constitution save of a DC equal to 10 + the shouter's Constitution modifier, or else they take 1d8 points of damage per level of the caster. Each word of power used in this shout adds 5 points to the total damage roll of this shout.

For every 10 points of damage the target takes in this way, they have a 1st level spell slot drained as well. If no more 1st level slots are available, then the effect begins to drain 2nd level slots.

Elemental Fury

Dragon Shout


  • Casting Time: 1 action per word
  • Range: Self
  • Duration: 1 minute
  • Words of Power: Su, Grah, Dun

When this effect is active, the shouter gains an additional 2 attacks per round per word used in the shout. These extra attacks are only applicable with melee attacks, and have no effect on ranged attacks.

Fire Breath

Dragon Shout


  • Casting Time: 1 action per word
  • Range: 25 feet
  • Duration: Instantaneous
  • Words of Power: Yol, Toor, Shul

This shout allows the shouter to unleash the fury of the dragons, scorching everything in range of the 25 foot cone. This breath weapon deals 1d6 points of fire damage per level of the shouter.

When two words of power are used, the shouter uses d8 dice for the damage roll.

When three words of power are used, the shouter uses d10 dice for the damage roll.

Targets may attempt a Constitution save of a DC equal to 10 + the shouter's Constitution bonus for half damage. On a failed save, they are also on fire for 1 minute, taking 1d4 points of fire damage for the duration of the effect.

Frost Breath

Dragon Shout


  • Casting Time: 1 action per word
  • Range: 25 feet
  • Duration: Instantaneous
  • Words of Power: Fo, Krah, Diin

This shout allows the shouter to unleash the fury of the dragons, freezing everything in range of the 25 foot cone. This breath weapon deals 1d6 points of frost damage per level of the shouter.

When two words of power are used, the shouter uses d8 dice for the damage roll.

When three words of power are used, the shouter uses d10 dice for the damage roll.

Targets may attempt a Constitution save of a DC equal to 10 + the shouter's Constitution bonus for half damage. On a failed save, they are also on frozen for 1 minute, suffering a -5 to their initiative rolls for the duration of the effect.

Ice Form

Dragon Shout


  • Casting Time: 1 action per word
  • Range: 25 feet
  • Duration: 2 rounds
  • Words of Power: Iiz, Slen, Nus

This shout freezes enemies solid for the duration of the shout. While frozen, enemies cannot move or take an actions. In addition, they also take 1d10 points of damage per round while frozen.

For each word of power used in this shout, the duration of the effect increases by 2 rounds.


Kyne's Peace

Dragon Shout


  • Casting Time: 1 action per word
  • Range: 100 feet
  • Duration: 1 minute
  • Words of Power: Kaan, Drem, Ov

This shout soothes the violent nature of unruly creatures. For the duration of the spell, all non-magical creatures become non-violent. They will not obey commands or defend the shouter, they will simply lose all aggression.

For each word used in the shout, the duration increases by 1 minute.

Marked for Death

Dragon Shout


  • Casting Time: 1 action per word
  • Range: 25 feet
  • Duration: Instantaneous
  • Words of Power: Krii, Lun, Aus

The first word of this shout has the effect of a 2nd level drain health spell, in addition to dropping the target's AC by 2 points.

The second word of this shout will have the effect of a 4th level drain health spell and drop the target's AC by an additional 4 points.

The final word of this shout will have the effect of a 8th level drain health spell and drop the target's AC by an additional 8 points.

The target may attempt a Constitution save of a DC equal to 10 + the shouter's Constitution modifier + 2 per word used in the shout. A successful save will halve the damage to their hit points and AC.

Slow Time

Dragon Shout


  • Casting Time: 1 action per word
  • Range: Self
  • Duration: 30 seconds
  • Words of Power: Tiid, Klo, Ui

For the duration of the shout's effect, time is slowed for the shouter.

The first word of the shout will allow the shouter to take another turn at the end of the round.

The second word of the shout will allow the shouter to take an another turn after their first. On this turn, you use your first initiative with a -5 penalty. After this turn, you may take a third turn at the end of the round.

The third word in the shout will allow the shouter to take 4 turns per round. After their first turn, they go again at their initiave -3. The next turn has a -6 penalty, and then lastly, they may take a fourth turn at the end of the round.

Soul Tear

Dragon Shout


  • Casting Time: 1 action per word
  • Range: 25 feet
  • Duration: 1 minute
  • Words of Power: Rii, Vaaz, Zol

The first word of this shout casts the soul trap effect for 1 minute on the target.

The second word of this shout casts the soul trap effect for 1 minute on the target, and also deals 1d6 of necrotic damage for each point of the shouter's Constitution modifier.

The final word of this shout casts the soul trap effect for 1 minute on the target, deals 1d6 of necrotic damage for each point of the shouter's Constitution modifier, and if it kills the target, it will reanimate the corpse for 30 minutes. The corpse will be loyal to the shouter and follow basic commands to the best of its ability.

The target may attempt a Constitution save of a DC equal to 10 + the shouter's Constitution modifier for half damage.

Storm Call

Dragon Shout


  • Casting Time: 1 action per word
  • Range: 100 feet
  • Duration: 1 minute
  • Words of Power: Strun, Bah, Qo

The first word of this shout summons a lightning storm. Every round, each creature in range has a 50% chance to be struck by a bolt of lightning that deals 6d6 points of lightning damage.

The second word of the shout increases the chance to be struck by lightning to 60%, and the bolt will deal 6d8 points of lightning damage.

The last word of the shout increases the chance to be struck by lightning to 75%, and the bolt will deal 6d10 points of lightning damage.

If a target is going to be struck by lightning, they may attempt a Dexterity saving throw of DC 25 to avoid all damage.

Throw Voice

Dragon Shout


  • Casting Time: 1 action per word
  • Range: 10 feet
  • Duration: Instantaneous
  • Words of Power: Zul, Mey, Gut

The first word of this shout throws an insult at any point within the range of the effect, distracting any creatures in earshot of the centerpoint of the shout. While the creatures are investigating the source of the shout, sneaking humanoids gain a +2 bonus to stealth checks to stay hidden.

The second word in the shout increases the range by 5 feet and adds the sounds of footsteps to the shout. The bonus to stealth checks increases to +4.

The final word in the shout increases the range by 5 feet and increases the volume of the shout. The bonus to stealth checks increases to +6.


Unrelenting Force

Dragon Shout


  • Casting Time: 1 action per word
  • Range: 25 feet
  • Duration: Instantaneous
  • Words of Power: Fus, Ro, Dah

The first word of this shout throws out a wave of power in a 25 foot cone. Anything in range that fails a Strength save of DC 15 is knocked down and looses all actions for the rest of the round.

The second word increases this DC to 20. If the creature fails this save, they are knocked down, loose all actions for the round, and suffer a -5 penalty to their their next initiative.

The third word increases this DC to 25. If the creature fails this save, they are knocked down, loose all actions for the round, suffer a -5 penalty to their their next initiative, and are disarmed, with whatever they were holding being thrown 3d6 feet away.

Whirlwind Sprint

Dragon Shout


  • Casting Time: 1 action per word
  • Range: 50 feet
  • Duration: Instantaneous
  • Words of Power: Wuld, Nah, Kest

The first word of this shout hurtles the shouter forward 50 feet instantly, leaving a rush of wind in their wake. If anything is in the shouter's path, they will take 1d8 points of bludgeoning damage per level of the shouter. If the object hit is a creature or humanoid, they also take this damage. They may attempt a Dexterity save of 25 to avoid all damage.

The second word of this shout increases the range to 75 feet.

The final word of this shout increases the range to 100 feet.

Lycanthopy in Tamriel

A codex of the varieties of Hircine's curse as seen across the lands of Tamriel

The Curse of Hircine

Lycanthropy is a supernatural condition that causes a person to transform into a were-creature: an unnatural crossing between a beast and their original species. Originally created by the Daedric Prince Hircine, it has been called a disease, a curse, and a blessing. Lycanthropy is contagious, and not selective about who it afflicts; most mortal races are susceptible to it.

There are several known strains of this condition, most of which are specific to certain regions of Tamriel. However, the most common strain - which causes the afflicted to turn into werewolves - is known to occur across the whole of the continent. Strictly speaking, the word "lycanthrope" originally referred only to this strain, but it has long been used to refer to anyone who undergoes a similar beast transformation.

Effects of Lycanthropy

The most important and obvious effect of lycanthropy is the beast transformation itself. While in beast form, the lycanthrope has increased strength, speed, resilience, and stamina, as well as enchanted claws that can harm creatures that are immune to conventional weaponry. Wolves and even bears may have a special affinity for werewolves, being less likely to attack them, and sometimes actually hunting with a werewolf. Were-creatures are affected mentally as well, experiencing intense bloodlust and, in extreme cases, amnesia.

Were-creatures are commonly believed to have an aversion to specific herbs. Canis root is believed to ward off werebears, while wolfsbane and belladonna are both known to be poisonous to werewolves, and are used as components of remedies for the disease. Silver weapons are also considered especially effective against werewolves.

The circumstances of the transformation seem to vary wildly between individuals (or perhaps between strains of lycanthropy). Some lycanthropes transform monthly, or even nightly. Others seem able to choose the times of their transformations, even able to give up transformation entirely. The strength of the bloodlust also varies, with some individuals experiencing an uncontrollable desire to kill, and others able to maintain nearly complete control during a transformation. In the worst cases, an individual who lacks the willpower to control a transformation may go feral, becoming little more than a mindless beast.

A few effects of lycanthropy are present outside of transformation. Lycanthropes are immune to all diseases and experience fitful sleep. They also may retain subtle physical traits outside of beast form, such as scents, or small patches of fur. Lycanthropy also has spiritual effects that persist after death. Lycanthropes go to Hircine's Hunting Grounds after death, rather than the afterlife they would otherwise have received.

Daedric Prince Hircine

Life as a Lycan

Due to the dangerous and bloodthirsty nature of lycanthropes, as well as the connection between the condition and Daedric worship, it's little wonder that lycanthropes have been hated and feared through much of Tamriel's history. While feral were-creatures are almost universally despised, lycanthropes with control over their condition may be treated in any number of ways, including being revered (among cults of Hircine), being uneasily tolerated or shunned, having their beast transformations criminalized, or even being killed on sight. In one of the most extreme cases, Imperial soldiers were instructed to turn themselves in for "immediate execution" if they became infected with lycanthropy.

Individuals that specialize in tracking down and killing lycanthropes are known as werewolf hunters. These may work alone or in small groups, or they may be part of a larger organization dedicated to wiping out lycanthropy (such as the Silver Hand or the Vigilants of Stendarr). Werewolf hunters often target vampires and Daedra worshipers as well.

Werewolves commonly form "packs" apart from the rest of society. This makes them a more formidable opponent for werewolf hunters, and also gives them the opportunity to satisfy their instinct to hunt together. Werewolf pack leaders are sometimes designated by Hircine, being also leaders of his cult.

Playing as a Lycanthrope

The curse of Hircine takes many different forms across the Provinces of the empire. The aspect of the curse is passed on to the victim from the lycanthrope that bit them. Each aspect has differing abilities, features, and drawbacks.

Catching Lycanthropy

If attacked by a werecreature of any type, the disease may be transmitted after any bite attack inflicted by the lycanthrope. The character bitten must make a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be infected.

Infected characters have three days to remove the curse. During this time, the lycanthropy merely manifests as having 1 level of exhaustion, and counts as a common disease. After this time, however, when the character sleeps, they suffer nightmares of Hircine's Hunting Grounds. Upon waking they will transform into their beast form. The character has no control over this transformation, regardless of their normal specific lycan abilities. For the duration of this initial transformation, they will hunt down any living thing they can detect, with a preference for the humanoid races of Nirn.

Willing Infection

Aside from catching the curse from a bite, it is possible to intentionally infect one's self with lycanthropy by drinking the blood of a living lycanthrope. When aquired this way, there is no incubation period; the character will immediately transform and partake in their first hunt.

When the curse is taken on in this fashion, sufferers often find lycanthropy as more of a gift than a curse, and are offered more control over their beast forms, a boon from their Daedric lord.

Effects of Lycanthropy

Though the varieties of were-creatures all have their own defining features and drawbacks, there are some features that are shared by the common ancestry of the curse.

While in normal form:


  • Ability Score Improvement. Your Constitution and Strength scores increase by 1.
  • Speed. Your base walking speed increases by 5.
  • Beast Spirit. Animals that correspond to your transformation form (e.g., wolves for werewolves, lions for werelions) will now ally themselves to you if you are within 50 feet of them.
  • Fitful Rest. Because the spirit of the beast prevents you from resting peacefully, you may only restore a limited amount of abilities when resting. Each night, you regain spell slots equal to your Constitution Modifier. You may also regain the same amount of abilities that require rest to recharge.

While Transformed:

Enchanted Claws. A were-creature's claws (or talons) count as a magical weapon, and can affect creatures that are immune or resistant to regular weapons. Additionally, the first strike with claws after a transformation may transmit the curse as a bite would.


  • Speed. Your base walking speed increases by 15 feet.
  • Night Eye. All Lycans can see in the dark.
  • Blood Tracker. All Lycans have a constant effect detect life, with a range of 50 feet + character level.
  • Hated. All able NPC's will attack you on sight. Those who would be unable to face you in battle will attempt to fee and alert the authorities.
  • Natural Armor. The AC you have from equipment or racial/class abilities is replaced, resting at a natural 12.
  • Silver Sufferer. You are vulnerable to silver weapons, but as an upside, you are resistant to any weapons lower than silver quality.
  • Multi-attack. While transformed, you gain two attacks with your claws, and a single bite attack.
  • Bite Attack. You gain a bite attack that deals 1d4 + 2 points of piercing damage. When bitten by this attack, a humanoid must save vs. lycanthropy or become infected with the disease.
  • Claw Strikes. You gain two attacks with your primary limbs. These attacks deal 1d6 + 2 points of slashing damage. The first strike with your claws (or talons) after a transformation can spread the disease in the same manner as your bite attack.
  • Bestial Constitution. You gain +30 points to your maximum hit points.
  • Bestial Hunger. Whenever you consume the heart of a humanoid, you regain 3d6 hit points. Animal hearts only restore half that amount.

Leveling Lycanthropy

As you consume the hearts of your prey, you gain new features as a lycan. Eating animal hearts has no impact on this leveling.

Lycan Level Table
Lycan Level Hearts Needed to Reach Level Effect
1 5 Bestial Strength I
2 6 Animal Vigor
3 8 Gorging
4 10 Bestial Strength II
5 13 Savage Feeding
6 16 Totem of Ice Brothers
7 20 Bestial Strength III
8 25 Totem of the Moon
9 32 Totem of Terror
10 40 Bestial Strength IV

Bestial Strength

When you reach 1st level as a lycanthrope, your bite and claw attacks gain an additional dice of the same type already used. You gain an additional dice at levels 4, 7, and 10. At 10th level, you also deal an additional 1d4 points of bleeding damage.

Animal Vigor

At 2nd level, you gain an additional 50 points to your maximum hit points while in your beast form. When you are in your normal form, your maximum hit points increase by 20.

Gorging

After you reach 3rd level, when you feed on hearts, your health gain is doubled.

Savage Feeding

At 5th level, when you roll a natural 20 on your bite attack against a humanoid with less than half of their remaining hit points, you may pull their heart out and eat it instead.

Totem of the Ice Brothers

At 6th level, you can call out to Hircine, asking for assistance in the hunt. As a bonus action, you may howl and summon two ice wolves, of a challenge rating equal to your level as a lycanthrope.

You can only use this ability once per transformation.

Totem of the Moon

When you reach 8th level, you can use a bonus action to summon two werewolves of a challange rating equal to your level as a lycanthrope

You can only use this ability once per transformation.

Totem of Terror

At 9th level, your roar terrifies all but the most fearless of humanoids. When you roar, all creatures with a challenge rating less than your level as a lycan must make a wisdom save of DC (12 + your proficiency bonus + your Constitution modifier) or be afraid for 10 minutes.

While afraid, they will attempt to flee. If they cannot flee, they have disadvantage on attacks towards you, and you have advantage when attacking them.

You can only use this ability once per transformation.

Hircine's Artifacts

Hircine's Ring can give those afflicted with the disease more control over their powers. In some incarnations, it has the ability to prevent a monthly transformation, and allows the lycanthrope to transform as often as they'd like. It has also been used to transform people who aren't infected with lycanthropy into werewolves. Hircine once cursed this artifact to have the opposite effect; the wearer would transform at random and unpredictable times, until the curse was lifted.

Tranformations

The exact nature of lycanthropic transformation changes wildly across the eras and provinces. When you transform for the first time, you roll on the following table to determine your transformation type:

Percentile Transformation Type
01—10 Tranform nightly; you suffer -4 to STR and CON the next day if you do not feed.
11—31 Transform nightly, but you retain full control of the transformation
32—68 You transform once per month; you suffer -4 to STR and CON the next day if you do not feed
69—89 You transform once per month, but you retain full control of the transformation
90—100 Transform at will, once per day.

Werebat

The werebat originates in the murky forests of Valenwood. One of only two forms of lycanthropy that allow for flight, the werebat is a cunning and deadly creature that specializes in hunting prey in darkness.

Werebats are approximately the same size as their natural form, however their arms transform into giant leather wings, and their bones become light and hollow, allowing for flight.


  • Ability Score Improvement: You gain +2 to your Dexterity score while in your bat form. Your Constitution score suffers a -1 penalty, however.
  • Hunter's Sight: Even in your natural form, you have night eye as a constant effect. While in your bat form, your detect life range increases by an additional 50 feet.
  • Wings: While in your bat form, you have the ability to fly. While flying, your base speed increases by 20 feet, and you are no longer hindered by any type of terrain, aside from stormy or windy weather.

Werebear

Terrifying and fearsome, the werebears of Skyrim and Solstheim are hulking monsters, easily standing over nine feet tall and weighing hundreds of pounds.


  • Ability Score Improvement: You gain +2 to your Constitution score while in your bear form.
  • Heart of Hircine: While in your bear form, you gain +40 to your hit point maximum. This will stack with the Animal Vigor feature.

Wereboar

Native to Daggerfall, the wereboar is armed with deadly, razor sharp tusks that can gore flesh to the bone with ease.

Wereboars tend to be about seven feet tall, with bulging muscles and hooved feet.


  • Ability Score Improvement: You gain +2 to your Strength score while in your boar form.
  • Goretusk: In addition to your normal bite attack, you gain a gore attack that you may use instead. This attack deals 1d8 points of damage, but you cannot spread lycanthropy with this attack.

Werecrocodile

Hailing from the dark swamps of Black Marsh, werecrocodiles are rarely seen, and even more rarely survived.

Werecrocodiles walk on all fours while in their beast form, but are lithe and agile in the water. Even while in their natural form, their skin is rough and scaly.


  • Aquatic Threat: Werecrocodiles can hold their breath for (player level + lycan level) minutes before they begin to suffocate.
  • Hircine's Devourer: Your base bite attack deals 1d10 points of damage. On a successful bite, you also deal 1d4 points of bleeding damage. This stacks with your Bestial Strength features.

A werewolf transformation

Werelion

Commonly found in the moonlit plains of Elsweyr, the werelion is a proud and devestating creature.

About twice the size of a normal lion, the werelion is comfortable on either their hind legs or all fours.


  • Ability Score Improvement: You gain +4 to your Strength score while in your lion form.
  • Ravaging Claws: Your claw attack damage die is replaced with a d8.

Werevulture

Giant feathered wings silently soaring through the enormous canopies of Valenwood, the werevulture's deadly talons make a quick meal of any unsuspecting victims on the forest floor below.

Werevultures are mansized, vicious predators whose very touch can prove toxic.


  • Ability Score Improvement:You suffer a -1 penalty to your Constitution score while in your vulture form.
  • Wings: While in your vulture form, you have the ability to fly. While flying, your base speed increases by 20 feet, and you are no longer hindered by any type of terrain, aside from stormy or windy weather.
  • Toxic Touch: All of your attacks deal an additional 1d4 points of poisonous damage. On critical strikes, the victim gets afflicted with the poisoned status for 1d6 rounds.

Werewolf

Found all across Tamriel, werewolves are the most common form of lycan .

Almost twice the size of a typical wolf, werewolves are bipedal, though they can sprint on all fours.


  • Ability Score Improvement: You gain +2 to your Strength and Constitution scores while in your wolf form.
  • Hircine's Chosen: As the favored aspect of Hircine's curse, your base bite damage die becomes a d6, and your DC when transmitting the disease gains a +5 bonus.

Vampirism in Tamriel

An overview of the dark and terrible lords of undeath

The Dark Gift of Molag Ball

A vampire is a preternatural being, commonly believed to be a reanimated corpse, which consumes the blood of sleeping persons at night, thralls, and other victims. The vampires of Tamriel are undead, diseased persons who are hated, hunted, and misunderstood by the living. Whether they consider themselves cursed or blessed, or whether they have given into their animalistic instincts or have sought to rid the world of the disease, vampires are nonetheless considered abominations. Though it's possible for a vampire to find a cure, knowledge of how to do so has been suppressed in many places due to the fear that it would encourage people to deliberately infect themselves.

The vampire is one of the most powerful and feared of all the undead. While they are typically incredibly fast, gifted mages, and unnaturally strong, fear of vampires is abnormally great due to their ability to infect others, a fate often described as worse than death. Distrust and chaos can potentially bring down entire settlements should just one vampire infiltrate the populace. Vampires spread by giving mortals diseases such as Porphyric Hemophilia, Sanguinare Vampiris, and Noxiphilic Sanguivoria. Vampires tend to be organized into many different clans; in fact, there are over a hundred distinct kinds of vampire in Tamriel.

Characteristics of Vampirism

Vampires look distinctly different from unaffected persons; their faces, which cover their fangs, are unusually pale, and the eyes of some breeds of hungry vampires turn blood-red until their thirst is sated. Vampires are unable to age and are immune to disease; while not impervious to death, a vampire may be killed only by meeting a violent end. "Ancients" are the oldest vampires (they may be hundreds or even thousands of years old). A vampire's skin is extremely susceptible to sunlight and flame, so much so that contact with it burns the skin. When they die, their dust can be collected and used as an alchemical ingredient.

The most defining characteristic of vampires is their unnatural, insatiable need for blood. Blood may not be needed to stay "alive", but doing without it can cause a vampire to become extremely weak and rabid, though some types of vampires will instead become stronger and more vampiric. However, they will still become rabid after too long without blood. Consuming blood also allows some to maintain a more inconspicuous appearance, dulling their vampiric qualities. If a vampire's bite leaves its victim alive after a feeding, the disease can infect the victim. Blood itself may not be needed to keep a vampire healthy; it is suggested that vampires are able to drain a warmblooded creature's "life force" to replenish their own.


Molag Bal, creator of vampires.

Multiple Patrons?

Molag Bal is the Daedric Prince who created vampires, and is sometimes worshiped for that reason. However, other Daedric Princes have contributed to the species as well.

The Cyrodiilic bloodline honors Clavicus Vile for giving them the ability to blend in with mortals.

The book written about Lamae's bloodline and their unique vampirism theorizes that Hircine is responsible for their ability to withstand the sun, though the author considered it a wild theory.

At least one vampire has successfully sought a cure from Molag Bal, though the Daedric Prince actually acquired the cure from Vaermina. This suggests that Vaermina is somehow connected with vampirism, which is somewhat compatible with her sphere of evil omens.

Bloodlines

Though all vampires have certain characteristics in common, the bloodline that passed on the dark gift is incredibly imporatant, and vmapires sired from different clans can have wildly different traits.

Those seeking a life of undeath should be careful when attempting to contract the disease, lest the end up trapped in a bloodline that they do not desire. While it is possible to be cured of vampirism, once removed, the curse can never be gained again, regardless of the bloodline.

Playing as a Vampire

Much like a lycanthrope, vampires inherit traits from the one who sired them. Regardless of their vampiric origins, however, all vampires share some traits, such as weaknesses to fire and sunlight, and a insatiable thirst for blood.

Catching Vampirism.

If attacked by a vampire of any type, the disease may be transmitted after any physical attack inflicted by the vampire. If the vampire's physical attack roll is 5 greater than the victim's AC, the victim must then make a save of (DC 8 + the vampire's proficiency bonus + the vampire's Constitution modifier) or be infected.

Infected characters have three days to remove the curse. During this time, the vampirism merely manifests as having 1 level of exhaustion, and counts as a common disease. After this time, however, when the character sleeps, they suffer horrifying nightmares of corpses and death. On the third night, the victim's body will die, and arise as a new member of the undead.

Passing on the Dark Gift

Vampires can choose to pass on the gift on vampiric undeath at will, by having a mortal consume their blood. When contracted in this fashion, the mortal will gain three levels of exhaustion for the rest of the day, but will transform that night when they go to sleep.

Vampirism and the Law

Unlike the various amounts of illegality surrounding lycanthropy in the empire, vampires are universally despised and hated in all provinces. If discovered, they will be killed on sight. Being a vampire in Tamriel means having a death warrant.

Effects of Vampirism

Regardless of their bloodline, all vampires share certain features in their new undead life. These features include the following:


  • Ability Score Improvement. Vampires gain +1 to their Dexterity, Strength, and Intelligence scores.
  • Weapon Resistance. Vampires are resistant to all non-magical weapons.
  • Night Stalker. Vampires have a constant night eye effect.
  • Pulse Seeker. Vampires have a contant detect life effect that has a range of 100 yards.
  • Immortal Undead. Vampires do not age, nor do they require air, water, or food to survive.
  • Corpseblood. Vampires are resistant to frost magicka.
  • Vampiric Touch. Vampires can reach out and steal the life force from their prey, using a special version of the absorb health spell. This spell has a touch range, and absorbs 1d8 points of health per level of the Vampire. This ability can be used 3 times per day, and uses no spell slots.
  • Vampiric Seduction. You may cast the spell Alluring Gaze for free as a bonus action.

Vampiric Bloodlines by Province

Morrowind

The vampires of Morrowind are fanged, vicious looking monsters, with large, pointed teeth growing past their lips and eyes turned blank and white. These bloodlines suffer significant damage from sunlight, taking 3d6+5 points of damage per round while in direct sunlight. Morrowind is host to the three following varieties of Porphyric Hemophilia:

Aundae

The Aundae Clan, a vampire clan led by Dhaunayne Aundae. They are a dark brotherhood of vampiric mages "blessed" with dark powers of the mind; their path through the darkness relies on their mastery of magic. The Aundae Clan consists fully of Altmer, but with Dunmer and Redguard cattle. Members of this bloodline have the following features, which stack on top of the standard vampire bonuses.


  • Ability Score Improvement. You gain +1 to your Willpower and Intelligence ability scores.
  • Night Magicks. You gain +5 to your spell DC
  • Dark Destruction. When casting Destruction magicka, you gain +2 to damage dice rolls.

Berne

The Berne Clan is a vampire clan led by Raxle Berne. These vampires are the true masters of the night. Sliding through the darkness, invisible in the shadows, they hunt their prey in secrecy and silence. Members of this bloodline have the following features, which stack on top of the standard vampire bonuses.


  • Ability Score Improvement. You gain +2 to your Dexterity ability score.
  • Shadow Hunter. Whenever you sneak, you activate the Shadow Shape spell on yourself.
  • Vampiric Siphon. You can cast your vampiric touch ability at a range of 10 feet.

Quarra

The Quarra Clan is a vampire clan led by Volrina Quarra. They fear nothing, and with good reason. Of all the clans, they are the strongest—at least physically. They are not subtle, and would rather slaughter an entire village than choose a few on which to feed. Members of this bloodline have the following features, which stack on top of the standard vampire bonuses.


  • Ability Score Improvement. You gain +1 to your Strength and Constitution ability scores.
  • Might of Night. When using two-handed weapons, you gain a +2 bonus to damage dice.
  • Undying Stamina You gain an additional attack per round.

Cyrodill

Cyrodill, while having a few old families run by vampires, have no formal bloodlines, instead opting to form small groups instead of large clans.

Cyrodillic vampires are unique in that they can blend in with normal society, and their powers are tied with the satiation of mortal blood in their system. It should be noted that long periods of not feeding can cause madness in these vampires.

Cyrodillic Vampires exist on a scale of vampirism, with the effects of their vampiric nature increasing with each day that passes without feeding, to a maximum level of 4. Additionally, for each day that a vampire does not feed, their ability to blend in with the common citizens deteriorates. When advancing levels, similar abilities are replaced. Features that are not intesified with the next level are simply retained at the old magnitude.

1st level:
  • Full immunity to sun damage.
  • Impossible to detect vampirism
  • You gain a +2 bonus to your Charisma ability score.
2nd level:
  • You take 1d4 points of burning damage per round while in direct sunlight.
  • A Wisdom check of DC ( 8 + Vampire's proficiency bonus + Vampire's Charisma modifier) must be passed to detect vampirism.
  • You gain +1 to your Strength ability score.
  • You have advantage when saving against Illusion magic.
3rd level:
  • You now take 2d6 points of burning damage per round while in direct sunlight.
  • A Wisdom check of DC ( 8 + Vampire's Charisma modifier) must be passed to detect vampirism.
  • You gain a +3 bonus to your Strenth ability score, and a +2 bonus to your Constitution ability score.
  • You are immune to Illusion magicka.
  • You have advantage on ability checks for stealth when hiding from NPCs

4th level:
  • You take 3d8 points of burning damage per round while in direct sunlight.
  • A Wisdom check of DC ( Vampire's Charisma modifier) must be passed to detect vampirism.
  • You gain a +3 bonus to your Strenth, Constitution, and Dexterity ability scores.
  • You become immune to non-magical weapons.
  • You can become invisible at will.

A vampire of the Volkihar bloodline found in Skyrim.

Skyrim

Like Cyrodillic vampires, the vampires of Skyrim seem to be scattered and largely devoid of clan structures, opting to instead form small groups, often in caves and ruins.

There are two prevalent types of vampire in this province, the largest group being immigrants from Cyrodill, who share the same characteristics of their southern counterparts. There is, however, a major bloodline, the Volkihar (led by Vampire Lord Harkon), which also stands as a sizable demographic of Skyrim’s vampire population.

Volkihar vampires have glowing yellow or red eyes, often have bat like faces, and have many incredible powers above common vampirism, being one of the oldest bloodlines in Tamriel, and a “Pure-blood” family at that, with their strain of vampirism being known as Sanguinare Vampiris. Volkihar have the following abilities:


  • Ability Score Improvement. Volkihar gain a +3 bonus to their Strength and Dexterity ability scores.
  • Weakness to Sunlight. Volkihar take 2d10 points of burning damage per round while in direct sunlight.
  • Skyrim Stalker. Volkihar are immune to frost magicka. You can also pass through solid ice with no resistance.
  • Draugr Master. You gain access to the Necromancer spell reanimate.
  • Bloodthirsty. Your vampiric touch ability absorbs 1d10 hit points per level of vampire.

Vampire Lord

If granted the dark gift by Lord Harkon himself, or Vampire Lords within two “generations” of Lord Harkon, a character will also become a Vampire Lord. Such vampires can take on a grotesque, but powerful, form at will. While transformed, a Volkihar vampire has the following features:


  • Burning Blood. Your maximum hit points increase by 50.
  • Insolence. You no longer take damage from the sun. While in direct sunlight, however, you lose Burning Blood feature.
  • Ancient Blood. You regain one level of spell slot every hour, up to your normal maximum spell slots.
  • Claim Blood. You can cast your vampiric touch ability at a range of 10 yards. Additionally, you absorb one level of spell slot from the target.
  • Molag Bal's Claws. You cannot wield any weapons, but you gain 4 attacks per round, and deal 3d12 points of slashing damage with your claws.
  • Wings. You can fly.
  • Swarming Minions. You can turn into a swarm of bats once per round. While in this form, you can travel up to 10 yards per level before you have to reform. Any bat in the swarm that is killed deals 6d8 points of damage to you.
  • Command the Dead. You can use reanimate on up to 3 corpses at a time.

A female Vampire Lord.

Lichdom

Be reborn as a true master of the undead

The Pinacle of Necromancy

The lich represents the culmination of Necromantic power: undying, deadly, and bristling with murderous magicka. This is the end goal for most necromancers, who aim to conquer death with magic. Other liches are the result of experimentation or Daedric curses. Regardless of their origins, a lich should never be taken lightly, and are often driven to dark madness between their thirst for black souls and the call of the evil magic tethering them to Nirn.

The Ritual

The process of becoming a lich is long and bloody. It involves temporarily removing the soul of the one being transformed, binding it to an object, transfiguring the body, and then transferring the soul back into the now magical corpse. Essentially, the necromancer is animating their own body with their own soul. This process takes over a week to perform, as well as a phylactery to hold their soul.

The phylactery may be any object, though it is wise to pick something inconspicuous, lest a champion of the divines comes along and ruins your transformation, killing you by destroying the filled phylactery.

The ritual also requires a magical relic of great power; a Daedric Artifact makes for a good relic, though other suitable items exist. This relic is used as a casting focus, to help the necromancer cast the Soul Ripper spell, which is detailed under the necromancy spell list. Essentially, this spell ends your life, diverting your soul into your phylactery. It then painfully removes the souls of the sacrifices required to perform the ritual, funnelling their soul energy into your soon to be reanimated body. Lastly, over a span of several days, your soul is bound to your new lich body, and the spell is completed.

Life as a Lich

Liches typically inhabit caverns, old tombs, or ruins, though not because they have a weakness to the sun, like vampires. They simply find it simpler to avoid the petty moral objections of mortals, who cannot fathom the plans of the immortal lich.

A lich has no natural limit to their life energy, their body merely a conduit that keeps their soul tethered to Tamriel. A lich can aborb any amount of hit points from mortals, with no upward limit, however they cannot regain health points on their own, and are harmed by spells and potions of healing. Additionally, at the end of each day, they lose hit points equal to their level + their Constitution bonus, as they spend their stolen life force to keep their body animated.

Each lich has a lower limit that their hit points can drop to before they transform into a Nether Lich, which will be detailed shortly. This number is equal to your Constitution modifier, multiplied by 3. A lich will not become a nether lich during their first week as a lich.


Mannimarco, as seen in Oblivion

Nether Lich

A nether lich is a lich whose life force is ebbing away. Their body falls into a state of hibernation, and they manifest as ghostly version of their skeletal form. While in this form, you only deal half damage, and lose your magical resistance.

While you are in your nether lich form, you are unable to travel more than 200 feet from your body, and you are unable to physically move your corpse. Your body will persist for 10 years, multiplied by your Constitution modifier, before it finally looses all magical power, severing your bond with Nirn, killing you.

As a nether lich, you use a pool of temporary hit points, the maximum amount of which is equal to your level, multiplied by half of your Constitution modifier, rounded down. If you are killed in this form, you will reform as a nether lich after 1d4 days. It is only when your physical body is completely destroyed that you are killed for good.

You can return to a full lich form by stealing the soul of a humanoid target and using it to restart your body. You can also use soul gems to regain hit points.

Class Features

As a Lich, you gain the following class features:

Hit Points


  • Hit Points at 1st Level: 1d20 for each sacrifice used in the transformation ritual

Proficies


  • Armor: 0
  • Weapons at Creation: 0
  • Tools:

  • Saving Throws: Intelligence, Wisdom

  • Ability Score Improvement. As a Lich, your Constitution, Intelligence, and Wisdom ability scores all increase by 5.

  • Arcance Negation.You have a 30% chance to reflect magic.

  • Enchanted Body. You have no hit point maximum, however, you cannot regain any hit points from sleep, healing potions, Restoration magicka, or any other form of healing. Instead must cast soul trap on a humanoid victim and consume their soul, which adds their remaining hit points to your hit point total. Additionally, at the end of each day, you lose hit points equal to your level + your Constitution bonus, as a cost of fueling your undead body.

Aside from stealing souls, you can also restore small amounts of hit points from filled soul gems, according to table listed on this page. When you gain hit points in this way, however, you suffer a disadvantage on Constitution saving throws for one day, as the non-black souls are disagreeable to your body.


  • Lich Casting. Your maximum known spell effects are equal to Intelligence modifier, multiplied by your proficiency bonus. You do not use spell slots, instead you cast from your pool of spell points. Refer to the spell level table for more information on spell slot conversions.

  • Skeletal Form. You now take the form of a withered skeleton. If your hit point total exceeds 200, you regain the appearance you took in life.

  • Tamriel Bound. If you are killed, you are regenerated at the site of your transformation ritual with 30 hit points. If you are killed again within a week of being reconstituted, however, your bond with Nirn will be severed, and you will permenantly die.

  • Undead. You no longer age, and you do not need to breathe, drink, or eat to survive. You are also immune to disease and poison. Healing magicka, or healing potions cause you damage equal to the amount of points that would have been restored.

  • Weapon Immunity. You are immune to non-magical weapons.


Lich
Level Proficiency Bonus Features Spell Points
1st +4 Corpse 4
2nd +4 Dark Corrupter 6
3rd +4 Enchanter 14
4th +4 Dominator of Will 17
5th +5 Undead Master 27
6th +5 32
7th +5 Grim Reaper 38
8th +5 Essence Drain 44
9th +6 Consume Mind 57
10th +6 Necrosis Cloud 64
11th +6 73
12th +6 Infectious 73
13th +7 Reviled 83
14th +7 Oblivion Binder 83
15th +7 Beckon Spirit 94
16th +7 94
17th +8 Lord of Undeath 104
18th +8 Manipulator of Thoughts 114
19th +8 Soul Tear 123
20th +8 Cloak of Worms 133
Spell Point Cost
Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13
Hit Points Restored by soul gems
Soul Gem Hit Points Restored
Petty 1d4
Lesser 1d6
Common 3d6
Greater 2d8
Grand 3d10

Corpse

As a 1st level lich, you have advantage when saving against frost magicka

Dark Corrupter

Starting at 2nd level, you may turn a grand soul gem into a black soul gem as a bonus action. You also gain access to Necromancy magicka, if you did not already have access.

Enchanter

At 3rd level, you become proficient in Enchanting. If you were already proficient, you may add half of your proficiency bonus again to your roll when enchanting items.

Dominator of Will

Starting at 4th level, as a bonus action, you may cast fear at a level equal to your Wisdom modifier, once per day.

Undead Master

At 5th level, you may summon a permanent zombie thrall as a bonus action. The zombie's CR level is equal to your Intelligence modifier. The maximum amount of zombies thralls you can summon is equal to your Wisdom modifier.

Grim Reaper

7th level, humanoids you automatically cast soul trap on humanoids when you kill them.

Essence Drain

When you reach 8th level, you gain a special ability, Essence Drain. This ability allows you to absorb any damage you deal to your target with a melee attack. You may use this ability once per round.

A lich, as seen in Oblivion


Consume Mind

Beginning at 9th level, you may reach out and manipulate a mortal humanoid's dreams, even when you are not hibernating. You may focus on a single target, and after 1d8 weeks the target will be drawn to you, seeking you out to serve as your thrall. You may only have one thrall in this manner.

A lich, as seen in Daggerfall

Necrosis Cloud

At level 10, you can use a bonus action to create an aura of dark swirling magic for 5 minutes. Anything that comes within 5 feet of you takes 1d6 points of necrotic damage per round. You may use this ability once per day.

Infectious

Upon reaching level 12, any time you would contract a disease, you instead "save" it. You may attempt to infect a living creature with the disease, which must pass a Constitution saving throw against your spellcasting DC or become infected. You may attempt this as a bonus action, after which you lose access to that disease.

Reviled

Beginning at 13th level, rumors of your vile existance have spread far and wide. Each week, there's a 10% chance that a group of Vigilants of Stendarr will find your location and attack you. The group contains 1d4+2 Vigilants, who are of a CR equal to your proficiency bonus.

For each week you spend in the same location, the chance increases by 10%. If you slay a party of Vigilants, the percentage drops back to 10%.

Oblivion Binder

When you reach 14th level, any creatures you summon become permanently bound to Nirn. You can only have a single creature bound in this way.


Mannimarco, King of Worms, perhaps the most well known, and most powerful lich of Tamriel.

Beckon Spirit

Starting at level 15, you can summon the ghost of any humanoid. To preform this task, you need the blood an innocent person, and the name of the spirit you are attempting to summon. The spirit will defend you and answer any questions, but it is not compelled to tell the truth. When the blood dries, the ghost becomes unsummoned.

Lord of Undeath

At 17th level, you can undo the magicka that binds souls to reanimated corpses as a bonus action. If target undead does not pass a Wisdom saving throw against your spellcasting DC, it immediately dies. This does not effect Vampires, who still possess their own souls.

Additionally at this level, your base chance to reflect magic increases to 50%.

Manipulator of Thoughts

At 18th level, as a bonus action you can implant false images in the minds of anything within 100 feet of you, causing them to see any many of horrifying hallucinations. Targets who fail a Wisdom saving throw against your spellcasting DC take 1d10 points of psychic damage, multiplied by your Wisdom modifier. This effect lasts for 5 minutes. Targets may attempt a saving throw each round the effect is active, and gain a +1 to their saving throw after each successive round. You may use this ability once per day.


Soul Tear

At 19th level, whenever you cast the soul trap spell, it also deals 3d6 necrotic damage for every second level above 1st. Targets which pass an additional Constituion saving throw higher than your spellcasting DC take half damage from this effect.

Cloak of Death

When you reach level 20, your magically animated body absorbs as easily as breathing. You are now permanently surrounded in aura that absorbs 1d6 hit points per round from anything that comes within 3 feet of you. Targets may attempt a Constitution saving throw of DC 15 to take half damage, rounded up. You may choose to not target creatures within range.

Item Information

A compendium of all the items needed in your travels through the empire

Weapons and Armor

Even fanciful bards and mystical sorcerers would be foolish to wander the arena of Tamriel's wilderness without properly equiping themselves for the challenge. Iron is the most plentiful material available, and represent the largest share of armaments and protection, though equipment of finer quality certainly exists, and can be purchased by those with enough coin.

When a smith begins to gain mastery over their craft, they move on to more complex metals and techniques, leading to the creation of elven, dwarvish, or ebony equipment.

Items created from these superior materials and craftsmanship will give their user a very real tactical advantage on the battlefield. The better the craftsmanship, however, the rarer and more expensive these items become, often leading to their owner being viewed with envy, awe, and fear.

Weapons
Iron Cost Damage Weight Properties
Melee Weapons
Battleaxe 8 Septims 1d6 slashing Light, thrown (20/60)
Club 5 Septims 1d4 bludgeoning
Dagger 8 Septims 1d4 piercing Finese, light, thrown (range 20/60)
Dai-Katana 30 Septims 1d12 slashing Heavy, two-handed
Greataxe 20 Septims 1d12 slashing Heavy, two-handed
Greatmace 20 Septims 2d6 bludgeoning Heavy, two-handed
Greatsword 15 Septims 2d6 slashing Heavy, two-handed
Halberd 15 Septims 1d10 slashing Heavy, reach, two-handed
Katana 25 Septims 1d8 slashing Versatile (1d10)
Maul 15 Septims 2d6 bludgeoning Heavy, two-handed
Mace 8 Septims 1d8 bludeoning Two-handed
Rapier 15 Septims 1d8 piercing Finesse
Quarterstaff 10 Septims 1d6 bludgeoning Versatile (1d8)
Scimitar 25 Septims 1d6 slashing Finesse, light
Shortsword 10 Septims 1d6 piercing Finesse, light
Tanto 15 Septims 1d6 slashing Finesse, light
Trident 10 Septims 1d6 piercing Thrown (range 20/60), versatile (1d8)
Spear 10 Septims 1d6 piercing Thrown (range 20/60), versatile (1d8)
Warhammer 20 Septims 1d8 bludgeoning Versatile (1d10)
Ranged Weapons
Crossbow, light 15 Septims 1d8 piercing Ammunitition (range 80/320), loading, two-handed
Crossbow, hand 50 Septims 1d6 piercing Ammunitition (range 30/120), light, loading
Crossbow, heavy 20 Septims 1d10 piercing Ammunitition (range 100/400), loading, two-handed
Dart 1 Septim 1d4 piercing Finesse, thrown (range 20/60)
Longbow 15 Septims 1d8 piercing Ammunition (range 150/600) heavy, two-handed
Shortbow 10 Septims 1d6 piercing Ammunition (range 80/320), two-handed
Wepaon tiers after iron
Weapon Type Damage
Steel +1
Glass +1d4 bleeding damage
Elven +2
Dwemer Use an additional dice
Ebony +1d6 bleeding damage
Daedric +5 and use additional dice
Armor
Armor Type Armor Class (AC) Armor Type Stealth
Hide 11 + Dex modifier Light
Leather 12 + Dex modifier Light
Iron 13 + Str Modifier Heavy Disadvantage
Steel 14 + Str Modifier Heavy Disadvantage
Glass 15 + Dex or Str modifier Medium Disadvantage
Elven 16 + Dex or Str modifier Medium Disadvantage
Dwemer 17 + Str Modifier Heavy Disadvantage
Ebony 19 + Str Modifier Heavy Disadvantage
Daedric 20 + Str Modifier Heavy Disadvantage

Crafting tools

Professions of all sorts require various tools in the empire. On the following pages, information is given on the various tools that are available to the entrepreneurial and self-reliant adventurer.

Tools

Item Cost Weight
Alchemist tools
Alembic 50 Septims 7 lbs
Calcinator 100 Septims 5 lbs
Mortar and Pestle 25 Septims 1 lb
Retort 100 Septims 3 lbs
Enchantment tools
Crystal of Enchantment 300 Septims 2 lbs
Smith tools
Armorer's Hammer 25 Septims 5 lbs
Armorer's Tongs 25 Septims 2 lbs
Armorer's Sewing Kit 25 Septims 1/10 lb
Whetstone 10 Septims 1/2 lb
Thief tools
Lockpick 50 Septims 1/10 lb
Probe 50 Septims 1/10 lb

Alchemy tools

Alchemist Station

Immobile labratories for devoted alchemists, the alchemist station is the idea environment for those creating potions and poisons. These stations include all of the basics for alchemy: a mortar and pestle, an alembic, a calcinator, and a retort.

While these stations cannot be taken on the go, the ideal conditions they offer allow the crafter to add a 1d4 roll to any single part of their creation, if applicable.

Mortar and Pestle

The basic tool for creating a magical mixture. All other alchemist's tools are optional, except the mortar and pestle.

Alembic

This device is used by alchemists to concentration poisonous effects.

Calcinator

A calcinator is used to refine specific effects in a potion or poison.

Retort

Retorts are coveted by alchemists for their ability to refine positive effects in their potions.

Enchantment tools

Altar of Enchantment

A stationary tool that channels the arcane while the user weaves magicka into an item. While creating an enchantment at this altar, the crafter gains advantage when rolling the ability check to create an enchanted item

Crystal of Enchantment

Set in the skull of a snow troll, this portable tool helps focus the enchanter's mind, granting them a +5 to the ability check to create an enchanted item. If you fail the ability check associated with the weapon by more than 5, this item is destroyed.

Smith tools

Armorer's Hammer

A heavy, flat headed hammer, used to fix dents and bends in plate mail. Required to make repairs to damaged heavy armor or bludgeoning weapons. If you fail the ability check associated with the weapon by more than 5, this item is destroyed.

Armorer's Tongs

A set of iron grips that are essential to hold fast the many parts of armor while attempting repairs. Grants the user advantage when making repairs to armor. If you fail the ability check associated with the weapon by more than 5, this item is destroyed.

Armorer's Sewing Kit

This kit includes a heavy steel needle and a spool of tough thread, perfect for mending slashed hide and leather. Required to make repairs to light armor.

Forge

A station that allows the crafter to create new weapons and armor.

Whetstone

A chunk of fine-grit stone, used to make repairs to a damaged blade. If you fail the ability check associated with the weapon by more than 5, this item is destroyed.

Thief tools

Lockpick

A fine tipped tool used to manipulate a lock's tumblers. Required to attempt any lockpicking. If you fail the ability check associated with the weapon by more than 5, this item is destroyed.

Probe

A small hook-shaped tool that lets the user disarm any traps on a door or container. If you fail the ability check associated with the weapon by more than 5, this item is destroyed.