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BASED ON DUNGEONS & DRAGONS
FIFTH EDITION
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INTRODUCTION
Tamriel is a world filled with exciting stories. Many explore. The DM might describe the entrance to Castle
tales have been experienced and shared, but there are Volkihar, and the players decide what they want their
many more waiting to be told. adventurers to do. Will they walk across the
The Elder Scrolls series was initially influenced by dangerously weathered bridge? Tie themselves
pen-and-paper role playing games. Arena's success together with rope to minimize the chance that
came from its innovative RPG elements, and someone will fall if the bridge gives way? Or cast a
Daggerfall's character creation was completely spell to carry them over the chasm?
reminiscent of popular pen-and-paper games. It is Then the DM determines the results of the
surprising that this immersive world was never adventurers’ actions and narrates what they
officially released as a table top game. experience. Because the DM can improvise to react to
This book contains many customizations to the anything the players attempt, D&D is infinitely
Dungeons & Dragons rule sets to let you create flexible, and each adventure can be exciting and
intricate characters that are well suited for unexpected.
adventuring in Tamriel. This conversion project The game has no real end; when one story or quest
maintains many elements from D&D Fifth Edition, and wraps up, another one can begin, creating an ongoing
assumes that the players and the Dungeon Master story called a campaign. Many people who play the
have a basic understanding of the game. Although it is game keep their campaigns going for months or years,
a very similar conversion, there are some differences. meeting with their friends every week or so to pick up
Each of the classes, races, and backgrounds have been the story where they left off. The adventurers grow in
tailored to suit Tamriel, as with some of the attributes, might as the campaign continues. Each monster
and birthsigns have been added to character creation. defeated, each adventure completed, and each
Birthsigns and Races include powerful features and treasure recovered not only adds to the continuing
traits that characters gain access to, which makes story, but also earns the adventurers new capabilities.
them much more capable at 1st level than with This increase in power is reflected by an adventurer’s
standard characters. These strengths help reduce the level.
untimely deaths that can surprise low level parties, There’s no winning and losing in the game—at least,
but this should be considered when creating not the way those terms are usually understood.
appropriate challenges for the player characters. Together, the DM and the players create an exciting
Each of the revisions in this book should be story of bold adventurers who confront deadly perils.
reviewed before playing, but many of these changes Sometimes an adventurer might come to a grisly end,
can be easily converted to or from standard D&D torn apart by ferocious monsters or done in by a
features. Take as many changes as you feel nefarious villain. Even so, the other adventurers can
comfortable with into your game. Remember, the only search for powerful magic to revive their fallen
right way to play is by having fun. comrade, or the player might choose to create a new
character to carry on. The group might fail to
PLAYING THE GAME complete an adventure successfully, but if everyone
had a good time and created a memorable story, they
In the game, each player creates an adventurer (also
all win.
called a character) and teams up with other
adventurers (played by friends). Working together,
the group might explore a dark dungeon, a ruined city, PLACES FOR ADVENTURE
a haunted castle, a lost temple deep in a jungle, or a Nirn is a world filled with magic and monsters, brave
lava-filled cavern beneath a mysterious mountain. The warriors and spectacular adventures. The universe is
adventurers can solve puzzles, talk with other built upon medieval fantasy with unique creatures,
characters, battle fantastic monsters, and discover places, and magic that truly sets this world apart.
fabulous magic items and other treasure. Tamriel exists within a vast cosmos called the
One player, however, takes on the role of the Aurbis. This universe encompasses the Void and all
Dungeon Master (DM), the game’s lead storyteller and the Planes of Existence, such as each of the
referee. The DM creates adventures for the characters, Coldharbour, the realm of Molag Bal, and the plane of
who navigate its hazards and decide which paths to Akatosh. Within this universe are many planes that
Personality
Measures: Confidence, eloquence, leadership
Important for: Bard, Nightblade
Racial Increases:
Breton (+1)
Imperial (+2)
Ohmes Khajiit (+1)
WEAPONS
For each weapon your character wields, calculate the
modifier you use when you attack with the weapon
The ashen skinned elves are typically the same size DUNMER NAMES
and shape as the human races, which makes them
shorter than their altmer cousins, but taller than the Dunmer typical have given names and family names.
bosmer. Their skin tone ranges from green, to varying There traditionaly inhabitants of Vvardenfell, known
shades of grey, to light blue, and their red glowing as Ashlanders also have unique tribe names.
eyes make their appearance exceptionally unique.
More often than not, their hair is jet black, but it can Male Names: Alanil, Aren, Balyn, Boler, Dathus, Evo,
range in colour from white, to grey, shades of dark Fevris, Gaelion, Hort, Liero, Meryn, Nels, Orval, Ranor,
brown, and on rare occasions, dark red. Sarayn, Tavryn, Tendris, Traven, Uthrel, Varon, Vedam
Female Names: Almsi, Amili, Arara, Badala, Balynu,
A CURSE AS A REMINDER Bronosa, Dalyne, Diren, Ethal, Faras, Gadela, Gelaa,
Hlava, Indrasi, Madrana, Nela, Orea, Rila, Sia, Teranya,
Before the dark elves were known as they are today, Urila, Valdrana, Wren
they were called the Chimer, or People of the North. Family Names: Andrano, Arvel, Belas, Dralas, Darethi,
They were a dissident tribe of aldmeri who followed Drethen, Falen, Galen, Helvi, Hlaalo, Indaren, Marvel,
their prophet Veloth and worshiped the three 'good' Moren, Nelas, Omoril, Ralas, Romori, Rothandus,
daedra. They traveled to modern day Morrowind, Sarandas, Selaren, Telas, Uveran, Varyon, Veleth
where they warred with the Dwemer and Orcs. Ashlander Names: Addarari, Asserbassalit,
After the Battle of Red Mountain, the 'Living Gods' of Assunudadnud, Daririnaddunumm, Esatliballit, Gilu,
the Tribunal betrayed their oath to Azura, which Hairshashishi, Kil, Mirshamammu, Nerendus, Rapli,
forever cursed them with skin as black as ash, and Serimilk, Timmiririan, Yassabisun, Zabamat
eyes red with fire. They were from then on know as
the Dunmer. DUNMER TRAITS
The Dunmer have always had a grim outlook, which
may either be due to their unfortunate past, or Your Dunmer character has a variety of natural
perhaps a cause for it. They are generally disdainful, abilities common with all other Dunmer.
and distrusting of other races and those born outside Attribute Score Increase. Your Agility, Intelligence,
of Morrowind, which they refer to as outlanders. Strength, and Willpower scores increase by 1.
Nationalistic and proud, the dunmer are also ruthless Age. As all elves, Dunmer are long lived, maturing at
and cruel, but they are also exceptionally loyal and the same rate as humans, but possibly living longer
have strong family values maintained by ancestral than 300 years.
worship. They are not quick to trust anyone who Size. Dark Elves have average builds, and their
claims to be a friend, but once a dunmer gives height is between 5 and 6 feet tall. Your size is
Medium.
IMPERIAL TRAITS
IMPERIAL Your Imperial character has certain characteristics in
Imperials are the well educated and civilized men of
common with other Imperials.
the cosmopolitan province of Cyrodiil. Although not
Attribute Score Increase. Your Personality score
as physically impressive as some of the other races,
increases by 2.
the Imperials have a confident authority about them
Age. As a human race, Imperials live to an average
that they have been able to use to their advantage
age of 100.
with the surrounding nations.
Size. Imperials range from 5 to 6 feet tall, and vary
in build. Your size is medium.
FROM SLAVE TO MASTER Speed. Your base walking speed is 30 feet.
When the Imperial race emerged from the original Imperial Luck. You gain two Luck Points, which is a
Nibenese tribesman and the Nedic immigrants, they d6. You can add your Luck Point to one ability check,
were subjugated by the Ayleids, or Wild Elves or attack roll, or saving throw you make. You can wait
Cyrodiil. They remained as slaves for decades before until after you roll the d20 before deciding to use the
creating a rebellion that overthrew their elven Luck Point, but must decide before the DM
masters, creating the first human empire. Although determines whether the roll succeeds or fails.
short lived, this early empire was disrupted through You regain your expended Luck Points at the next
civil war, splitting Cyrodiil into two distinct cultures: dawn, and you can never have more than two Luck
the Eastern Nibenese and the Western Colovians. Points from this trait at a time.
Since then, the Imperials and their ever changing Legion Combat Training. You are proficient in
Empire have had some part in the birth of each Era. Blunt, Hand-to-Hand, and Long Blade
Imperial Cunning. You have advantage on
DIPLOMATS AND SOLDIERS Intelligence and Personality saving throws against
spells.
Known for their impressive citizen armies, the Languages. You can speak, read, and write
Imperials are exceptionally disciplined and treat the Tamrielic and two standard languages of your choice.
law with the utmost respect. Banners of the Imperial Imperials typically learn the languages of other
Empire can be found in nearly every province of peoples they deal with.
Tamriel, although recent years have proven to be a Subrace. Two subraces are found within Cyrodiil:
struggle to maintain their power. Colovians and Nibenese. Choose one of these
As shrewd diplomats and remarkable negotiators, subraces.
the Imperials have had great success subduing other
ORSIMER (ORC) In the late Third Era, it was located between Wayrest,
Menevia, and the Wrothgarian Mountains, but it was
It is said that the Orcs came to be when the Aldmeri sacked in the early Fourth Era. It reemerged in
god, Trinimac, was devoured by the Daedric Prince between Hammerfell and Skyrim later on in the era.
Boethiah. As the myth goes, Boethiah excreted
Trinimac's remains, and those Aldmer who followed A CULTURE OF CONFLICT
Trinimac rubbed that excrement on themselves to
become Orcs. Perhaps it's just a myth, but the imagery Most people consider their society as rough and cruel,
is appropriate: repugnant, ridiculous, and a little but it's been a lifestyle of necessity. With their cities
comical, like the Orcs themselves. and strongholds being under constant attack
-Coristir, Sage Sojourner, Civility and Etiquette throughout their history, every tribe member is
trained at birth for battle and war.
Orcs, also called Orsimer, or "Pariah Folk" in ancient The strongest of warriors becomes chief of their
times, are considered sophisticated barbarian beast stronghold. The women are either wives of the chief,
peoples, despite being a type of Mer. They are from or his daughters, with the only exception of the
the Wrothgarian and Dragontail Mountains and are shaman, who takes care of spiritual matters. Only the
noted for their unshakable courage in war and their strongest males are allowed to mate to keep the tribe
unflinching endurance of hardships. In the past, Orcs strong.
have been widely feared and hated by the other The Orcs do not follow the laws of man, but they
nations and races of Tamriel, but they have slowly follow the code of Malacath, which states: Do not
won acceptance in the Empire, in particular for their steal, do not kill your kin, do not attack without cause.
distinguished service in the Emperor's Legions. Those who break these rules must pay the Blood
Price.
ORIGINS OF THE PARIAH FOLK
ORSIMER NAMES
Orcs were born during the latter days of the Dawn
Era. History has mislabeled them beastfolk, related to An orc has a given name and a family name. Orc family
the goblin races, but the Orcs are actually the children names are always prefixed depending on gender.
of Trinimac, strongest of the Altmeri ancestor spirits. “Gro-” for males and “Gra-” for females. A child will
When Trinimac was eaten by the Daedroth Prince take the fathers name if male, or the mothers name if
Boethiah, and transformed in that foul god's insides, female. Some orcs take the family name of their
the Orcs were transformed as well. The ancient name stronghold where they are born.
for the 'Orsimer,' which means 'The Pariah Folk.' They
now follow Malauch, better known as Malacath, the Male Names: Agronak, Bazur, Bogrum, Dubok, Dul,
remains of Trinimac. Gaturn, Ghorub, Gogron, Grommok, Hanz, Krognak,
Kurz, Lumdum, Luronk, Magra, Magub, Maknok, Orok,
STRENGTH AND STEEL Rugdumph, Shagol, Ulmug, Urbul, Ushnar,
Female Names: Batul, Borba, Bumph, Homraz,
Orcish armorers are prized for their craftsmanship, Mazoga, Mog, Mor, Oghash, Orag, Rogbut, Rogmesh,
and Orc warriors in heavy armor are among the finest Snak, Ugak, Umar, Umog
front-line troops in the Empire. Most Imperial citizens Family Names: Agamph, Barak, Buglump, Bura,
regard Orc society as rough and cruel, but there is Cromgog, Dragol, Galash, Gharz, Glurzog, Hubrag,
much to admire in their fierce tribal loyalties and Khash, Murgak, Muzgol, Naybek, Orkul, Orkulg,
generous equality of rank and respect among the Rugdush, Shadborgob, Shura, Ugdub, Uzgash, Yarug
sexes.
REDGUARD TRAITS
Your Redguard character has certain characteristics in
common with other Redguard.
Attribute Score Increase. Your Agility, Endurance,
and Strength scores increase by 1.
Age. Redguards age as the rest of the men, rarely
living over a century
Size. Redguards are strong and tall, often over 6 feet
tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Yokudan Lineage. Thanks to your Yokudan heritage,
you have advantage on saving throws against being
poisoned or diseased, and you have resistance against
poison damage.
Adrenaline Rush. On your turn, you can take one
additional action on top of your regular action and a
possible bonus action.
Once you use this trait, you must finish a short or
long rest before you can use it again. Starting at 17th
level, you can use it twice before a rest, but only once
on the same turn.
Redguard Combat Training. You are proficient in
Long Blade and Short Blade.
Skill Proficiency. You gain proficiency in the
Athletics skill.
Ice Form (Iiz Slen Nus) Storm Call (Strun Bah Qo)
You can spend 2 shouts to attempt to freeze a You can spend 3 shouts to cast the destruction
target that you can see that is within 60 feet of you. spell Call Lighting.
The target must make a Strength saving throw to
resist the spell. On a failed save, the target takes
CANTRIPS
You know two cantrips of your choice from the bard
spell list. You learn additional bard cantrips of your
choice at higher levels, as shown in the Cantrips
Known column of the Bard table.
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one attribute score of
CLEANSING TOUCH
your choice by 2, or you can increase two attribute Beginning at 14th level, you can use your action to
scores of your choice by 1. As normal, you can't end one spell on yourself or on one willing creature
increase an ability score above 20 using this feature. that you touch.
You can use this feature a number of times equal
EXTRA ATTACK to your Willpower modifier (a minimum of once). You
regain expended uses when you finish a long rest.
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your
turn. DEVOTIONS
Becoming a crusader involves taking vows that
AURA OF PROTECTION commit the crusader to the cause of righteousness, an
active path of fighting wickedness. Their final
Starting at 6th level, whenever you or a friendly devotion is the culmination of all the crusader's
creature within 10 feet of you must make a saving training.
throw, the creature gains a bonus to the saving throw
equal to your Willpower modifier (with a minimum HEALER
bonus of +1). You must be conscious to grant this
bonus. Healers are spellcasters who swear solemn oaths to
At 18th level, the range of this aura increases to 30 heal the afflicted and cure the diseased. When
feet. threatened, they defend themselves with reason and
disabling attacks and magic, relying on deadly force
AURA OF COURAGE only in extremity.
POTENT SPELLCASTING
Starting at 7th level, you add your Willpower modifier
to the damage you deal with any cantrip.
PURITY OF SPIRIT
Beginning at 15th level, you are always under the
effects of a protection from evil and good spell.
THE MAGE
Proficiency Cantrips Focus Spell
Level Bonus Feature Known Points Magicka Level
1st +2 Spellcasting, Magical Focus 3 2 4 1st
2nd +2 Arcane Tradition 3 2 6 1st
3rd +2 Metamagic 3 3 14 2nd
4th +2 Attribute Skill Improvement 4 3 17 2nd
5th +3 -- 4 4 27 3rd
6th +3 Arcane Tradition Feature 4 4 32 3rd
7th +3 -- 4 5 38 4th
8th +3 Attribute Skill Improvement 4 5 44 4th
9th +4 -- 4 6 57 5th
10th +4 Arcane Tradition Feature 5 6 64 5th
11th +4 -- 5 7 73 6th
12th +4 Attribute Skill Improvement 5 7 73 6th
13th +5 -- 5 8 83 7th
14th +5 Arcane Tradition Feature 5 8 83 7th
15th +5 -- 5 9 94 8th
16th +5 Attribute Skill Improvement 5 9 94 8th
17th +6 -- 5 10 107 9th
18th +6 Spell Mastery 5 10 114 9th
19th +6 Attribute Skill Improvement 5 11 123 9th
20th +6 Signature Spells 5 12 133 9th
STUNNING STRIKE
Starting at 5th level, you can interfere with the flow of
stamina in an opponent's body. When you hit another
creature with a melee weapon attack, you can spend
1 stamina point to attempt a stunning strike. The
target must succeed on an Endurance saving throw or
be stunned until the end of your next turn.
WAY OF THE VOICE Some of your Dragon Shout features require your
target to make a saving throw to resist the feature's
The monks of High Hrothgar are the most famous effects. The saving throw DC is calculated as follows:
practitioners of the Way of the Voice. They believe that Dragon Shout save DC = 8 + your proficiency bonus
those who can wield the Voice should only do so in + your Willpower modifier
times of True Need.
DRAGON SHOUTS
DISCIPLE OF THE VOICE The dragon shouts are presented at the level you must
When you choose this path at 3rd level, you learn how be to learn them.
to harness the power of the dragon tongue to form
powerful shouts. A shout requires you to spend At 3rd level, you learn Unrelenting Force and one other
stamina points each time you use it. shout of your choice listed below.
You know the Unrelenting Force shout and one
other shout of your choice, which are detailed in the Clear Skies (Lok Vah Koor)
“Dragon Shouts” section below. You learn two You can spend 1 stamina point to use your voice to
additional shout of your choice at 6th, 11th, and 17th clear out all thick clouds, overcast sky, poisonous
level. fog, or impeding haze, that is within 1 mile of you.
Whenever you learn a new shout, you can also
replace one shout that you already know with a Throw Voice (Zul Mey Gut)
different shout. You use 1 stamina point to throw your voice
Using Dragon Shouts. The Thu'um is a form of anywhere within 60 feet of you. You can use your
magic which uses words from the draconic language voice to distract or confuse others. Each creature
to form powerful shouts. See chapter 10 of the must make a Intelligence saving throw. On a failed
Player's Handbook for the general rules of save, the creature is fooled by this trick, and is not
spellcasting. To cast one of these spells, you use its fooled on a successful save.
casting time and other rules, but you don't need to You can also use your voice to make an ally
use any magicka to cast it. appear to insult a target, if the target is capable of
Once you reach 5th level in this class, you can spend understanding your language. On a failed save, the
additional stamina points to increase the level of a creature has disadvantage on any attacks against
Dragon Shout spell that you cast, provided that the targets other than the suspected taunter. The effect
spell has an enhanced effect at a higher level, as lasts for 1 minute or until a creature other than the
unrelenting force does. The spell's level increaes by 1 suspected taunter attacks the target.
for each additional stamina points you spend. The
maximum number of stamina points you can spend to
Unrelenting Force (Fus Ro Dah)
cast a spell in this way (including its base stamina
You use 1 stamina point to cast the alteration spell
point cost and any additional stamina points you
Thunder Wave. The spell's level increases for each
spend to increase its level) is determined by your
additional shout you spend.
monk level, as shown in the Spells and Shouts table.
Whirlwind Sprint (Wuld Nah Kest)
You can use a bonus action to spend 1 stamina
point to double your speed for one turn. While you
are under these effects, any opportunity attacks
against you are made with disadvantage.
Animal Allegiance (Raan Mir Tah) Battle Fury (Mid Vur Shaan)
You can spend 1 stamina point to cast the spell You can spend 3 stamina points to cast the illusion
Animal Friendship. spell Haste on yourself.
Aura Whisper (Laas Yah Nir) Become Ethereal (Feim Zii Gron)
You can spend 1 stamina point to whisper a You can spend 7 stamina points to cast the
detection spell that allows you you sense the mysticism spell Etherealness.
presence of life within 30 feet of you. The spell
lasts up to 10 minutes, as though you are Call of Valor (Hun Kaal Zoor)
concentrating on it. You can spend 1 stamina point to cast the illusion
If you sense life in this way, you can use your spell Heroism.
action to see a faint aura around any visible
creature in the area that bears life. Cyclone (Ven Gar Nos)
The spell can penetrate most barriers, but it is You can spend 2 stamina points to cast the
blocked by 1 foot of stone, 1 inch of common alteration spell Dust Devil.
metal, a thin sheet of lead, or 3 feet of wood or dirt.
Ice Form (Iiz Slen Nus)
Disarm (Zun Haal Viik) You can spend 3 stamina points to attempt to
You can use 2 stamina points to use your voice to freeze a target that you can see that is within 60
focus vibrations on a weapon currently being feet of you.
wielded by a creature within 30 feet. The creature The target must make a Strength saving throw to
must make a Strength saving throw. On a failed resist the spell. On a failed save, the target takes
save, the creature drops their weapon. On a 4d8 cold damage and they are encased in a shell of
successful save, the creature has disadvantage on frost. The encased creature is immobilized and
any attacks made with that weapon until the start can't speak, hear, move, or make any actions. The
of your next turn. creature takes this damage again on each
If a creature tries to pick up a dropped weapon, subsequent turn while the spell persists.
they must use half their speed and make a The creature restrained by this spell must make
Strength saving throw. On a failed save, the another Strength saving throw at the start of each
creature is incapable of picking up the weapon. On of their turns to try and break free. If it
a successful save, the creature is able to pick up successfully saves against this spell three times,
the weapon and the effect is dispelled. the spell ends. If it fails saves three times, the frost
hardens and the creature is subjected to the
Gale Winds (Ven Mul Riik) petrified condition for the duration. The successes
You use one 1 stamina point to cast the alteration and failures don’t need to be consecutive; keep
spell Gust of Wind. track of both until the target collects three of a
kind.
Kyne's Peace (Kaan Drem Ov) On a successful save, the creature takes half of
You can spend 2 stamina points to cast the illusion much damage and isn't immobilized.
spell Calm Emotions. While the spell is active, the frost shell has an AC
of 5 and 60 hit points. When the frost shell reaches
Marked for Death (Krii Lun Aus) 0 hit points the shell breaks, ending the spell
You can spend 1 stamina point to cast the effect. A dispel magic spell can also reverse the
conjuration spell Hunter's Mark. effects.
At 6th level, you are ready to hunt even deadlier game. •One beast of challenge rating 2 or lower
Choose a type of greater favored enemy: Daedra, •Two beasts of challenge rating 1 or lower
Constructs, Dragons, Elementals, or Giants. You gain •Four beasts of challenge rating 1/2 or lower
all the benefits against this chosen enemy that you •Eight beasts of challenge rating 1/4 or lower
normally gain against your favored enemy, including
These beasts approach you from their current
an additional language. Your bonus to damage rolls
location, and will fight alongside you, attacking any
against all your favored enemies increases to +4.
creatures that are hostile to you. They are friendly to
Additionally, you have advantage on saving throws
you and your comrades, and you roll initiative for the
against the spells and abilities used by a greater
called creatures as a group, which takes its own turns.
favored enemy.
The DM has the creatures’ statistics.
After 1 hour, these beasts return to their previous
FLEET OF FOOT location. Once you use this feature, you cannot use it
Beginning at 8th level, you can use the Dash action as a again in the same general area for 24 hours, since the
bonus action on your turn. same animals will not repeatedly heed your call.
PROFICIENCIES EXPERTISE
Armor: Light armor
Weapons: Axe, Hand-to-Hand, Marksman, Short At 1st level, choose two of your skill proficiencies, or
Blade one of your skill proficiencies and your proficiency
Tools: Pick 2 from poisoner's kit, forgery kit, disguise with thieves' tools. Your proficiency bonus is doubled
kit, thieves kit, one gaming set of your choice, one for any ability check you make that uses either of the
musical instrument of your choice. chosen proficiency.
At 6th level, you can choose two more of your
Saving Throws: Agility, Intelligence proficiencies (in skills or in thieves' tools) to gain this
Skills: Choose four from Acrobatics, Athletics, benefit.
Deception, Insight, Intimidation, Investigation,
Perception, Performance, Persuasion, Sleight of Hand, SNEAK ATTACK
and Stealth. Beginning at 1st level, you know how to strike subtly
and exploit a foe's distraction. Once per turn, you can
EQUIPMENT deal an extra 1d6 damage to one creature you hit with
You start with the following equipment, in addition to an attack if you have advantage on the attack roll. The
the equipment granted by your background: attack must use a finesse or a ranged weapon.
• (a) a rapier or (b) a short sword You don't need advantage on an attack roll if another
• (a) a short bow and a quiver of 20 arrows or (b) a enemy of the target is within 5 feet of it, that enemy
short sword isn't incapacitated, and you don't have disadvantage
• (a) a burglar's pack, (b) a dungeoneer's pack, or (c) on the attack roll.
an explorer's pack The amount of the extra damage increases as you
•Leather armor, two daggers, and thieves' tools. gain levels, as shown on the Sneak Attack column of
the Rogue table.
At 7th level, your quick thinking in the heat of action MASTER OF DISGUISE
allows you to also add your Intelligence modifier to Beginning at 3rd level, when you choose the Agent
your initiative roll. archetype, you gain proficiency with disguise kits.
Also, when you are wearing clothing or armor of a
ADVANCED MANEUVERS particular faction or organization, you are
automatically recognized as a member of that group.
Beginning at 11th level, your nimble mind allows you
If a wary creature suspects something is amiss, you
to better place your attacks for maximum devastation.
have advantage on any Personality check you make to
You are also able to add your Intelligence modifier to
avoid detection
your damage roll.
AMBUSH
MENTAL AGILITY At 3rd level, your Sneak Attacks are more effective.
Starting at the 14th level, you are always aware of your When you successfully deal Sneak Attack damage, you
surrounding and are no longer able to be surprised. can add half the damage dealt to the total, rounding
up.
SLIPPERY MIND
When you reach 15th level, you acquire greater mental
strength and gain proficiency on Willpower saving
throws.
EQUIPMENT
You start with the following equipment, in addition to
the equipment granted by your background:
• (a) a light crossbow and 20 bolts or (b) any short
blade
• (a) a dungeoneer's pack, or (b) an explorer's pack
•Two daggers
THE SPELLSWORD
Proficiency Imbue Cantrips Spells Magic Skill
Level Bonus Features Magic Die Known Known Magicka Level
1st +2 Spell Casting, Weapon Bond 1d4 2 2 2 1st
2nd +2 Imbue Elements 1d4 2 3 4 1st
3rd +2 Mystic Path 1d4 2 4 5 1st
4th +2 Attribute Skill Improvement 1d6 3 5 6 1st
5th +3 Extra Attack 1d6 3 6 10 2nd
6th +3 Mystic Path Feature 1d6 3 7 14 2nd
7th +3 Spell Weaving 1d6 3 8 15 2nd
8th +3 Attribute Skill Improvement 1d6 3 9 17 2nd
9th +4 -- 1d6 3 10 22 3rd
10th +4 Mystic Path Feature 1d8 4 10 27 3rd
11th +4 Eldritch Strike 1d8 4 11 29 3rd
12th +4 Attribute Skill Improvement 1d8 4 11 32 3rd
13th +5 -- 1d8 4 12 35 4th
14th +5 Mystic Path Feature 1d10 4 12 38 4th
15th +5 Arcane Might 1d10 4 13 41 4th
16th +5 Attribute Skill Improvement 1d10 4 13 44 4th
17th +6 -- 1d10 4 14 50 5th
18th +6 Improved Spell Weaving 1d10 4 14 57 5th
19th +6 Attribute Skill Improvement 1d12 4 15 60 5th
20th +6 Mystic Path Feature 1d12 4 15 64 5th
As a bonus action, you can imbue a set of armor with DRAINING AURA
the energy of a known Arcane Imbuement, Battle At 20th level, you can drain the life force of others
Imbuement, or Elemental Imbument for up to 8 around you to heal yourself. As an action, you create a
hours. While active, you gain resistance to all attacks 30-foot-radius sphere of draining aura, centered on
made against you with this type of damage. Your yourself. Any number of creatures of your choice
enchantment ends if you remove your armor or if you within the aura must make a Willpower saving throw.
fall unconscious. On a failed save, the aura drains 1d6 hit points. A
If you use this ability to imbue the same armor creature can choose to fail the saving throw. You are
again, your current enchantment leaves and is healed for the total amount of hit points drained.
replaced by the new enchantment. Once you use this feature, you can't use it again until
you finish a long rest.
BATTLE WARD
Also at 3rd level, as a reaction you can create a magical WITCH BLADE
ward on a number of friendly creatures of your choice
within 30 feet of you, including yourself. A creature Witch Blades create unique bonds with their weapons,
gains a ward from 1d6 to 3d6 hit points (your choice). being able to conjure them at will. This allows them to
You have a total pool of 3d6 that you can expend. be armed at the slightest thought, never having to be
Subtract the dice given with each use from that total. worried about being caught off guard, and making
The wards last until the end of your next turn. When them the perfect assassin.
a warded creature is targeted with an attack that
deals damage, the ward takes the damage instead. If MYSTIC BINDING
the ward is reduced to 0 hit points, any excess damage When you choose this path at 3rd level, you have
carries over to the creature being attacked. The ward discovered an esoteric arcane art that allows you to
does not benefit from any resistances from you or the master an ethereal weapon called the witch blade. As
warded creature. a bonus action you can summon this weapon in your
This pool increases to 6d6 at 11th level, 9d6 at 14th empty hand. You can chose the form that this melee
level, and 12d6 at 18th level. weapon takes each time you create it (Choose any
You regain all expended dice from your pool when weapon from the long blade or short blade weapon
you finish a long rest. list in Chapter 5). You are proficient with it while you
wield it.
BATTLE AURA Your witch blade disappears if it is more than 5 feet
At 6th level, you and friendly creatures within 10 feet from you for 1 minute or more. It also disappears if
of you have resistance to damage from spells. you use this feature again, if you dismiss the weapon
At 18th level, the range of this aura increases to 30 (no action required), or if you die.
feet. You can transform one magic weapon into your
witch blade by performing a special ritual while you
hold the weapon. You perform the ritual over the
course of 1 hour, which can be done during a short
rest. You can then dismiss the weapon, shunting it
into a realm of oblivion, and it appears whenever you
summon your witch blade thereafter. You can't affect
THE THIEF
Proficiency Sneak Exceptional
Level Bonus Attack Features Speed
1st +2 1d6 Exceptional Speed. Legerdemain, Sneak Attack 5
2nd +2 1d6 Cunning Action 5
3rd +2 2d6 Archetype 5
4th +2 2d6 Attribute Score Improvement 5
5th +3 3d6 Archetype Feature 5
6th +3 3d6 Treasure Hunter 10
7th +3 4d6 Muffled Movement 10
8th +3 4d6 Attribute Score Improvement 10
9th +4 5d6 Archetype Feature 10
10th +4 5d6 Attribute Score Improvement 15
11th +4 6d6 Distraction 15
12th +4 6d6 Attribute Score Improvement 15
13th +5 7d6 Archetype Feature 15
14th +5 7d6 Cunning Manipulator 20
15th +5 8d6 Blindsense 20
16th +5 8d6 Attribute Score Improvement 20
17th +6 9d6 Archetype Feature 20
18th +6 9d6 Elusive 25
19th +6 10d6 Attribute Score Improvement 25
20th +6 10d6 Thieves Reflexes 25
FANCY FOOTWORK
When you choose this archetype at 3rd level, you learn
how to land a strike and then slip away without
reprisal. During your turn, if you make a melee attack
against a creature, that creature can't make
opportunity attacks against you for the rest of your
turn.
AUDACITY
Starting at 5th level, your unmistakable confidence
propels you into battle. You can add your Personality
modifier to your initiative.
In addition, you can use your Sneak Attack if no
creature other your target is within 5 feet of you. All
other rules for the Sneak Attack still apply to you.
PANACHE
At 9th level, your charm becomes extraordinarily
beguiling, As an action, you can make a Personality
(Persuasion) check contested by a creature's
Willpower (Insight) check. The creature must be able
SUGGESTED CHARACTERISTICS
A background contains suggested personal
characteristics based on your background. You can
pick characteristics, roll dice to determine them
randomly, or use the suggestions as inspiration for
characteristics of your own creation.
COURTIER CRIMINAL
Refer to the Sword Coast Adventurer's Guide page 146 Refer to the Player's Handbook page 129 for more
for more information. information.
In your earlier days, you were a personage of some You are an experienced criminal with a history of
significance in a noble court or a bureaucratic breaking the law. You have spent a lot of time among
organization. You might or might not come from an other criminals and still have contacts within the
upper-class family; your talents, rather than the criminal underworld.
circumstances of your birth, could have secured you You’re far closer than most people to the world of
this position. murder, theft, and violence that pervades the
You might have been one of the many functionaries, underbelly of civilization, and you have survived up to
attendants, and other hangers-on in the Court of this point by flouting the rules and regulations of
Wayrest, or perhaps you traveled in the Imperial society.
City's baroque and sometimes cutthroat
conglomeration of guilds, nobles, adventurers, and Skill Proficiencies: Deception, Stealth
secret societies. You might have been one of the Tool Proficiencies: One type of gaming set, thieves'
behind-the-scenes law-keepers or functionaries in tools
Sentinel or Mournhold, or you might have grown up Equipment: A crowbar, a set of dark common clothes
in and around the castle of Daggerfall. including a hood, and a belt pouch containing 60
Even if you are no longer a full-fledged member of septims.
the group that gave you your start in life, your
relationships with your former fellows can be an CRIMINAL SPECIALITY
advantage for you and your adventuring comrades. There are many kinds of criminals, and within a
You might undertake missions with your new theives' guild or similar criminal organization,
companions that further the interest of the individual members have particular specialties. Even
organization that gave you your start in life. In any criminals who operate outside of such organizations
event, the abilities that you honed while serving as a have strong preferences for certain kinds o f crimes
courtier will stand you in good stead as an adventurer. over others. Choose the role you played in your
criminal life, or roll on the table below.
Skill Proficiencies: Insight, Persuasion
Languages: Two of your choice d8 Specialty
Equipment: A set of fine clothes and a pouch 1 Blackmailer
containing 20 septims. 2 Burglar
3 Enforcer
FEATURE: COURT FUNCTIONARY 4 Fence
Your knowledge of how bureaucracies function lets 5 Highway Robber
you gain access to the records and inner workings of 6 Hired Killer
any noble court or government you encounter. You 7 Pickpocket
know who the movers and shakers are, whom to go to 8 Smuggler
for the favors you seek, and what the current intrigues
of interest in the group are.
d6 Ideals ENTERTAINER
1 Honor. I don’t steal from others in the trade. (Lawful) Refer to the Player's Handbook page 130 for more
Freedom. Chains are meant to be broken, as are those information.
2
who would forge them. (Chaotic) You thrive in front of an audience. You know how to
Charity. I steal from the wealthy so that I can help entrance them, entertain them, and even inspire
3
people in need. (Good) them. Your poetics can stir the hearts of those who
Greed. I will do whatever it takes to become wealthy. hear you, awakening grief or joy, laughter or anger.
4
(Evil) Your music raises their spirits or captures their
People. I’m loyal to my friends, not to any ideals, and sorrow. Your dance steps captivate, your humor cuts
5 everyone else can take a trip down the Styx for all I to the quick. Whatever techniques you use, your art is
care. (Neutral) your life.
Redemption. There’s a spark of good in everyone.
6
(Good)
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise kit, musical instrument
of your choice
Equipment: A musical instrument (one of your
choice), the favor of an admirer (love letter, lock of
hair, or trinket), a costume, and a belt pouch
containing 60 septims.
GUILD ARTISAN 16
17
Smiths and metal-forgers
Tinkers, pewterers, and casters
Refer to the Player's Handbook page 132 for more 18 Wagon-makers and wheelwrights
information. 19 Weavers and dyers
You are a member of an artisan’s guild, skilled in a 20 Woodcarvers, coopers, and bowyers
particular field and closely associated with other
artisans. You are a well-established part of the As a member of your guild, you know the skills
mercantile world, freed by talent and wealth from the needed to create finished items from raw materials
constraints of a feudal social order. You learned your (reflected in your proficiency with a certain kind of
skills as an apprentice to a master artisan, under the artisan’s tools), as well as the principles of trade and
sponsorship of your guild, until you became a master good business practices. The question now is whether
in your own right. you abandon your trade for adventure, or take on the
extra effort to weave adventuring and trade together.
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan's tools FEATURE: GUILD MEMBERSHIP
Languages: One of your choice As an established and respected member of a guild,
Equipment: A set of artisan's tools (one of your you can rely on certain benefits that membership
choice), a letter of introduction from your guild, a set provides. Your fellow guild members will provide you
of traveler's clothes, and a belt pouch containing 60 with lodging and food if necessary, and pay for your
septims. funeral if needed. In some cities and towns, a guildhall
offers a central place to meet other members of your
profession, which can be a good place to meet
potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If
you are accused of a crime, your guild will support
you if a good case can be made for your innocence or
the crime is justifiable. You can also gain access to
powerful political figures through the guild, if you are
FEATURE: DISCOVERY
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature.
It could be a site that no one else has ever seen. You
might have uncovered a fact that has long been
forgotten, or unearthed some relic of the past that
could rewrite history.
It might be information that would be damaging to
the people who or consigned you to exile, and hence
the reason for your return to society.
Work with your DM to determine the details of your
discovery and its impact on the campaign.
KNIGHT OF THE ORDER those who support the order helping to smuggle a
knight out of town when he or she is being hunted
Refer to the Sword Coast Adventurer's Guide page 151 unjustly.
for more information.
You belong to an order of knights who have sworn KNIGHTLY ORDERS OF TAMRIEL
oaths to achieve a certain goal. The nature of this goal Many who rightfully call themselves "knight" earn
depends on the order you serve, but in your eyes it is that title as part of an order in service to a deity, such
without question a vital and honorable endeavor. as the Vigil of Stendarr, or the Order of Arkay with
Tamriel has a wide variety of knightly orders, all of their Knights of the Circle. Other knightly orders serve
which have a similar outlook concerning their actions a government, royal family, or are the elite military of
and responsibilities. a feudal state, such as the Order of the Raven. Other
Though the term "knight" conjures ideas of knighthoods are secular and non governmental
mounted, heavily armored warriors of noble blood, organizations of warriors who follow a particular
most knightly orders in Tamriel don't restrict their philosophy, or consider themselves a kind of extended
membership to such individuals. The goals and family, similar to an order of monks. Although there
philosophies of the order are more important than are organizations, such as the Order of the Lily, that
the gear and fighting style of its members, and so use the trappings of knighthood without necessarily
most of these orders aren't limited to fighting types, being warriors, most folk of Tamriel who hear the
but are open to all sorts of folk who are willing to word "knight" think of a mounted warrior in armor
battle and die for the order's cause. beholden to a code. Below are a few knightly
The "Knightly Orders of Tamriel" below details organizations.
several of the orders that are active at present and is Knights of the Dragon. The Knights of the Dragon
designed to help inform your decision about which are the elite soldiers who are the official protectors of
group you owe allegiance to. the city and royal family of Daggerfall. Sometimes
they are confused as members of the Dragonguard,
but they were not created to slay dragons. Their
service is to His Majesty the Dragon, or rather, the
current King or Queen of Daggerfall. Many knights are
stationed in and around Daggerfall for protection of
SUGGESTED CHARACTERISTICS
Use the tables for the soldier background in the
Player's Handbook as the basis for your traits and
motivations, modifying the entries when appropriate
to suit your identity as a mercenary.
Your bond could be associated with the company
you traveled with previously, or with some of the
comrades you served with. The ideal you embrace
largely depends on your worldview and your
motivation for fighting.
Refer to the Sword Coast Adventurer's Guide page 153 SUGGESTED CHARACTERISTICS
for more information. Use the tables for the criminal background in the
Before you became an adventurer, your life was Player's Handbook as the basis for your traits and
already full of conflict and excitement, because you motivations, modifying the entries when appropriate
made a living tracking down people for pay. Unlike to suit your identity as a bounty hunter.
some people who collect bounties, though, you aren't For instance, your bond might involve other bounty
a savage who follows quarry into or through the hunters or the organizations or individuals that
wilderness. You're involved in a lucrative trade, in the employ you. Your ideal could be associated with your
place where you live, that routinely tests your skills determination always to catch your quarry or your
and survival instincts. What's more, you aren't alone, desire to maintain our reputation for being
as a bounty hunter in the wild would be: you dependable.
routinely interact with both the criminal subculture
and other bounty hunters, maintaining contacts in
both areas to help you succeed.
You might be a cunning thief-catcher, prowling the
rooftops to catch one of the myriad burglars of the
city. Perhaps you are someone who has your ear to
the street, aware of the doings of thieves' guilds and
street gangs. You might be a "velvet mask" bounty
hunter, one who blends in with high society and noble
circles in order to catch the criminals that prey on the
rich, whether pickpockets or con artists. The
community where you plied your trade might have
been one of Tamriels's great metropolises, such as the
Imperial City, Daggerfall, or a less populous location,
perhaps Stros M'kai or Whiterun - any place that's
large enough to have a steady supply of potential
quarries.
Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Padded 20 s 11 + Agi modifier – Disadvantage 8 lb.
Leather 40 s 11 + Agi modifier – – 10 lb.
Studded Leather 180 s 12 + Agi modifier – – 13 lb.
Medium Armor
Hide 40 s 12 + Agi modifier (max 2) – – 12 lb.
Chain Shirt 200 s 13 + Agi modifier (max 2) – – 20 lb.
Scale Mail 200 s 14 + Agi modifier (max 2) – Disadvantage 45 lb.
Breast Plate 1,600 s 14 + Agi modifier (max 2) – – 20 lb.
Half Plate 3,000 s 15 + Agi modifier (max 2) – Disadvantage 40 lb.
Heavy Armor
Ring Mail 120 s 14 – Disadvantage 40 lb.
Chain Mail 300 s 16 Str 13 Disadvantage 55 lb.
Splint 800 s 17 Str 15 Disadvantage 60 lb.
Plate 6,000 s 18 Str 15 Disadvantage 65 lb.
Shield
Buckler 20 s +1 – – 4 lb.
Kite 40 s +2 Str 13 – 6 lb.
TOOLS
A tool helps you to do something you couldn’t
otherwise do, such as craft or repair an item, forge a
document, or pick a lock. Your race, class, background,
or feats give you proficiency with certain tools.
Proficiency with a tool allows you to add your
TRANSPORTATION
Service Pay
Cart 1 septim per mile
Rowboat 10 septim per mile
Ship 40 septim per mile
HIRELING
Sell Sword 10 per day
Fighter's Guild 15 per day
Messenger 1 per mile
SPELLCASTING SERVICES
People who are able to cast spells don’t fall into the
category of ordinary hirelings. It might be possible to
find someone willing to cast a spell in exchange for
coin or favors, but it is rarely easy and no established
pay rates exist. As a rule, the higher the level of the
desired spell, the harder it is to find someone who can
cast it and the more it costs.
Hiring someone to cast a relatively common spell of
1st or 2nd level, such as cure wounds or identify, is
easy enough in a city or town, and might cost 40 to
100 septims (plus the cost of any expensive material
components). Finding someone able and willing to
cast a higher-level spell might involve traveling to a
large city, perhaps one with a university or prominent
temple. Once found, the spellcaster might ask for a
service instead of payment—the kind of service that
only adventurers can provide, such as retrieving a
rare item from a dangerous locale or traversing a
monster-infested wilderness to deliver something
important to a distant settlement.
UNARMORED DEFENSE
If you already have the Unarmored Defense feature,
you can’t gain it again from another class.