Elder Scrolls D&D 5e PDF
Elder Scrolls D&D 5e PDF
Elder Scrolls D&D 5e PDF
4
BASED ON DUNGEONS & DRAGONS
FIFTH EDITION
Art
All art is used without permission. Art is expected to be
property of Bethesda Softworks LLC, unless noted
otherwise. Please correct any inaccuracies to the author
of this website and credit will be given as appropriate.
Release: December 2018
CONTENTS
INTRODUCTION........................................ 3 Luck........................................................... 125
Playing The Game........................................... 3 Constellations.............................................126
Places For Adventure...................................... 3 Backgrounds...............................................129
Using These Rules...........................................4 CHAPTER 5: EQUIPMENT............................. 155
How To Play....................................................4 Starting Equipment..................................... 155
Wealth........................................................155
PART 1: CREATING A CHARACTER.........5 Armor And Shields............................................156
CHAPTER 1: STEP-BY-STEP CHARACTERS......5 Weapons.............................................................157
CHAPTER 2: RACES.........................................10 Adventuring Gear..............................................161
Altmer (High Elf).................................................11 Tools...................................................................161
Argonian...............................................................12 Mounts And Vehicles.........................................162
Bosmer (Wood Elf)..............................................14 Trade Goods.......................................................163
Breton...................................................................16 Expenses............................................................163
Dunmer (Dark Elf)...............................................18 Trinkets..............................................................165
Imperial................................................................19 CHAPTER 6: CUSTOMIZATION OPTIONS.....166
Khajiit...................................................................20 Multiclassing......................................................166
Nord......................................................................23 Feats...................................................................168
Orsimer (Orc)......................................................24 Racial Feats........................................................169
Redguard..............................................................26
CHAPTER 3: CLASSES..................................... 27
PART 2: PLAYING THE GAME................173
Barbarian.............................................................28 CHAPTER 7: USING ATTRIBUTE SCORES.....173
Bard......................................................................35 Ability Scores And Modifiers............................173
Crusader...............................................................40 Advantage And Disadvantage..........................173
Mage.....................................................................50 Proficiency Bonus.............................................174
Monk.....................................................................60 Attribute Checks................................................174
Nightblade............................................................68 Using Each Attribute.........................................176
Ranger..................................................................77 CHAPTER 8: ADVENTURING.........................179
Rogue....................................................................86 CHAPTER 9: COMBAT................................... 179
Sorcerer................................................................92 PART 3: THE RULES OF MAGIC............180
Spellsword...........................................................98
CHAPTER 10: SPELLCASTING.......................180
Thief...................................................................107
Warden...............................................................114 Casting A Spell............................................ 180
Warrior...............................................................115 CHAPTER 11: SPELL LISTS........................... 183
CHAPTER 4: PERSONALITY AND Spell List By School Of Magic........................189
BACKGROUND...............................................122 APPENDIX A:
Character Details........................................ 122
BEASTIARY................................................192
Personality
Measures: Confidence, eloquence, leadership
Important for: Bard, Nightblade
Racial Increases:
Breton (+1)
Imperial (+2)
Ohmes Khajiit (+1)
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.
Alignment. The militant Imperials are often lawful
good, but sometimes lean towards neutral, given their
FROM SLAVE TO MASTER stringent laws and institutions.
When the Imperial race emerged from the original Size. Imperials range from 5 to 6 feet tall, and vary
Nibenese tribesman and the Nedic immigrants, they in build. Your size is medium.
were subjugated by the Ayleids, or Wild Elves of Speed. Your base walking speed is 30 feet.
Cyrodiil. They remained as slaves for decades before Diplomat. You gain proficiency in the Persuasion
creating a rebellion that overthrew their elven skill.
masters, creating the first human empire. Although Imperial Cunning. When you make an Intelligence,
short lived, this early empire was disrupted through Personality, or Wisdom saving throw, you can use
civil war, splitting Cyrodiil into two distinct cultures: your reaction to gain advantage on the roll.
the Eastern Nibenese and the Western Colovians. Once you use this trait, you must complete a long
Since then, the Imperials and their ever changing rest before you are able to use it again.
Empire have had some part in the birth of each Era. Imperial Luck. You gain two Luck Dice, which is a
DIPLOMATS AND SOLDIERS d6. You can expend one Luck Dice to add it to an
ability check, attack roll, or saving throw you make.
Known for their impressive citizen armies, the You can wait until after you roll the d20 before
Imperials are exceptionally disciplined and treat the deciding to use the Luck Dice, but must decide before
law with the utmost respect. Banners of the Imperial the DM determines whether the roll succeeds or fails.
Empire can be found in nearly every province of You regain your expended Luck Dice when you
Tamriel, although recent years have proven to be a finish a long rest. You can never have more than two
struggle to maintain their power. Luck Dice from this trait at a time.
As shrewd diplomats and remarkable negotiators, Legion Combat Training. You are proficient in
the Imperials have had great success subduing other Blunt, Hand-to-Hand, and Long Blade
nations, bringing peace and prosperity to many Languages. You can speak, read, and write
societies. When their authority is questioned, their Tamrielic and two standard languages of your choice.
martial prowess and extraordinary organization of Imperials typically learn the languages of other
their military usually makes quick work of any peoples they deal with.
dissenters. Subrace. Two subraces are found within Cyrodiil:
Colovians and Nibenese. Choose one of these
subraces.
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.
DUELING
When you are wielding a melee weapon in one
hand and no other weapons, you gain +2 bonus to
damage rolls with that weapon.
CLASS FEATURES • (a) a blunt weapon and a shield or (b) any two
As a crusader, you gain the following class features. short blade weapons
• (a) scale mail or (b) leather armor
HIT POINTS • (a) a light crossbow and 20 bolts or (b) any
Hit Dice: 1d10 per crusader level weapon you are proficient in
Hit Points at 1st Level: 10 + your Endurance modifier • (a) a priest's pack or (b) an explorer's pack
THE CRUSADER
Proficiency Cantrips Spell
Level Bonus Features Known Magicka Level
1st +2 Divine Sense, Fighting Style -- -- --
2nd +2 Spellcasting, Channel Divinity, Divine Smite 3 4 1st
3rd +2 Divine Health, Devotion 3 5 1st
4th +2 Attribute Score Improvement 4 6 1st
5th +3 Extra Attack 4 10 2nd
6th +3 Aura of Protection 4 14 2nd
7th +3 Devotion Feature 4 15 2nd
8th +3 Attribute Score Improvement 4 17 2nd
9th +4 -- 4 22 3rd
10th +4 Aura of Courage 5 27 3rd
11th +4 Improved Divine Strike 5 29 3rd
12th +4 Attribute Score Improvement 5 32 3rd
13th +5 Bane of Evil 5 35 4th
14th +5 Cleansing Touch 5 38 4th
15th +5 Devotion Feature 5 41 4th
16th +5 Attribute Score Improvement 5 44 4th
17th +6 -- 5 50 5th
18th +6 Aura Improvements 5 57 5th
19th +6 Attribute Score Improvement 5 60 5th
20th +6 Devotion Feature 5 64 5th
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
MYSTICISM EXPERT
Beginning at 6th level, casting mysticism spells comes
so easily to you that it expends only a fraction of your
spellcasting efforts. When you cast a mysticism spell
of 2nd level or higher, you regain an amount of magicka
points equal to the cost of a spell that is a lower level
than the spell cast but can't be higher than 7 magicka
points.
RESTORATION PRODIGY
Beginning when you select this school at 2nd level, the
gold and time you must spend to copy a restoration
spell into your spellbook is halved.
Some of your Dragon Shout features require your Aura Whisper (Laas Yah Nir)
target to make a saving throw to resist the feature's You can spend 1 stamina point to whisper a
effects. The saving throw DC is calculated as follows: detection spell that allows you you sense the
presence of life within 30 feet of you. The spell
Dragon Shout save DC = 8 + your proficiency bonus +
lasts up to 10 minutes, as though you are
your Willpower modifier concentrating on it.
If you sense life in this way, you can use your
DRAGON SHOUTS action to see a faint aura around any visible
The dragon shouts are presented at the level you must creature in the area that bears life.
be to learn them. The spell can penetrate most barriers, but it is
blocked by 1 foot of stone, 1 inch of common
At 3rd level, you learn Unrelenting Force and one other metal, a thin sheet of lead, or 3 feet of wood or dirt.
shout of your choice listed below.
Disarm (Zun Haal Viik)
Clear Skies (Lok Vah Koor) You can use 2 stamina points to use your voice to
You can spend 1 stamina point to use your voice to focus vibrations on a weapon currently being
clear out all thick clouds, overcast sky, poisonous wielded by a creature within 30 feet. The creature
fog, or impeding haze, that is within 1 mile of you. must make a Strength saving throw. On a failed
save, the creature drops their weapon. On a
Throw Voice (Zul Mey Gut) successful save, the creature has disadvantage on
You can spend 1 stamina point to throw your voice any attacks made with that weapon until the start
anywhere within 60 feet of you. You can use your of your next turn.
voice to distract or confuse others. Each creature If a creature tries to pick up a dropped weapon,
must make a Intelligence saving throw. On a failed they must use half their speed and make a
save, the creature is fooled by this trick, and is not Strength saving throw. On a failed save, the
fooled on a successful save. creature is incapable of picking up the weapon. On
You can also use your voice to make an ally a successful save, the creature is able to pick up
appear to insult a target, if the target is capable of the weapon and the effect ends.
understanding your language. On a failed save, the
creature has disadvantage on any attacks against Gale Winds (Ven Mul Riik)
targets other than the suspected taunter. The effect You can spend 1 stamina point to cast the
lasts for 1 minute or until a creature other than the alteration spell Gust of Wind.
suspected taunter attacks the target.
Kyne's Peace (Kaan Drem Ov)
Unrelenting Force (Fus Ro Dah) You can spend 2 stamina points to cast the illusion
You can spend 1 stamina point to cast the spell Calm Emotions.
alteration spell Thunder Wave. The spell's level
increases for each additional shout you spend. Marked for Death (Krii Lun Aus)
You can spend 1 stamina point to cast the
Whirlwind Sprint (Wuld Nah Kest) conjuration spell Hunter's Mark.
You can use a bonus action to spend 1 stamina
point to double your speed for one turn. While you Spectral Clone (Fiik Loh Sah)
are under these effects, any opportunity attacks You can spend 2 stamina points to cast the illusion
against you are made with disadvantage. spell Mirror Image.
When you reach 20th level, you have mastered the DEATHLESS EXPANDED SPELLS
dark arts of shadow magic, allowing you to call into Spell Level Spells
the shadow realms and bring forth your own shadow. 1st false life, ray of sickness
As a bonus action on your turn, you can summon a 2nd blindness/deafness, silence
shadowy version of yourself which appears from your 3rd feign death, speak with dead
shadow. This creature shares all of your statistics, 4th aura of life, death ward
including your current hit points, and is wearing the 5th contagion, legend lore
same equipment as you. The shade can communicate
with you telepathically, knows everything that you
know, and shares your alignment, background, and
motivations. The shade disappears when it drops to 0
hit points, or you use a bonus action to dismiss it back
to the shadow realm.
As a part of your turn, you can direct the shade to
move a distance equal to your speed. You can also
direct the shade to make one weapon attack.
Additionally, as a bonus action on your turn, you can
swap places with your shade, as long as you are
within 60 feet of each other.
Once you use this feature, you must finish a long rest
before you can use it again.
QUICK BUILD
You can make a ranger quickly by following these
INDEPENDENT ADVENTURERS suggestions. First, make Agility your highest attribute
score, followed by Endurance. (Some rangers who
Though a ranger might make a living as a hunter, a
choose two-weapon fighting may prefer Strength over
guide, or a tracker, a ranger’s true calling is to defend
Agility.) Second, choose the outlander background.
the outskirts of civilization from the ravages of
monsters and humanoid hordes that press in from the
wild. In some places, rangers gather in secretive
CLASS FEATURES
As a Ranger, you gain the following class features
orders or join forces with warden conclaves. Many
rangers, though, are independent almost to a fault,
knowing that, when a dragon or a band of orcs
HIT POINTS
Hit Dice: 1d10 per ranger level
attacks, a ranger might be the first – and possibly the
Hit Points at 1st Level: 10 + your Endurance modifier
last line of defense.
Hit Points At higher levels: 1d10 (or 6) + your
This fierce independence makes rangers well suited
Endurance modifier per ranger level after 1st
to adventuring, since they are accustomed to life far
REMARKABLE ATHLETE
Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Agility, or
Endurance check you make that doesn't already use
your proficiency bonus.
In addition, when you make a running long jump,
the distance you cover increases by a number of feet
equal to your Strength modifier.
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 one of your tool
Tools: Pick 2 from poisoner's kit, forgery kit, disguise proficiencies. Your proficiency bonus is doubled for
kit, thieves' tools, one gaming set of your choice, and any ability check you make that uses either of the
one 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 tools) to gain this benefit.
Skills: Choose four from Acrobatics, Athletics,
Deception, Insight, Intimidation, Investigation, PRECISE ATTACKS
Perception, Performance, Persuasion, Sleight of Hand, Beginning at 1st level, you know how to use your
and Stealth. superior agility to outwit and devastate your enemies
with tactical precision.
EQUIPMENT You gain the ability to make an amount of Precise
You start with the following equipment, in addition to Attacks. You can make additional Precise Attacks as
the equipment granted by your background: your level increases, as shown on the Precise Attacks
• (a) a rapier or (b) a shortsword column of the Rogue table. You regain all expended
• (a) a short bow and a quiver of 20 arrows or (b) a uses when you complete a long rest.
shortsword Once per turn, when you make a weapon attack
using a ranged or finesse weapon, you can choose to
• (a) a burglar's pack, (b) a dungeoneer's pack, or (c)
use a Precise Attack to add your Precision Dice, a d4,
an explorer's pack
to the attack roll. If the attack hits, you apply any of
•Leather armor, two daggers, and thieves' tools.
the unused Precision Dice roll to your weapon
UNEXPLAINED POWERS
Sorcerers are rare in the world, and it’s unusual to
find a sorcerer who is not involved in the adventuring
life in some way. People with magical power seething
in their veins soon discover that the power doesn’t
PROFICIENCIES
Armor: Shield SPELLCASTING
Weapons: Blunt, light crossbows, Short Blade You were born with innate magical potential, drawing
Tools: None on a nearly endless font of magicka. This natural gift
allows you cast spells. See chapter 10 of the Player's
Saving Throws: Endurance, Willpower Handbook for the general rules of spellcasting, and
Skills: Choose two from Arcana, Deception, Insight, chapter 11 for the Sorcerer spell list.
Intimidation, Persuasion, and Religion
CANTRIPS
At 1st level, you know four cantrips of your choice
from the sorcerer spell list. You learn additional
sorcerer cantrips of your choice at higher levels, as
shown in the Cantrips Known column of the Sorcerer
table.
you use your Willpower modifier when setting the additional 7th level spell, using magicka as normal,
saving throw DC for a sorcerer spell you cast and
when making an attack roll with one. ATTRIBUTE SCORE IMPROVEMENT
Spell save DC = 8 + your proficiency bonus + When you reach 4th level, and again at 8th, 12th, 16th
your Willpower modifier and 19th level, you can increase one attribute score of
your choice by 2, or you can increase two attribute
Spell attack modifier = your proficiency bonus + scores of your choice by 1. As normal, you can't
your Willpower modifier increase an attribute score above 20 using this
feature.
DAEDRIC BLESSING
SUPPLICANT WILD MAGICKA VARIANT
Starting at 1st level, when you reduce a hostile
For players and DM's that enjoy the Wild Magic
creature to 0 hit points, you gain temporary hit points
sorcerer, this is a great place to thematically tie this
equal to your Willpower modifier + your Sorcerer
mechanic in. The supplicant's devotion to the daedra
level (minimum of 1).
comes with the cost of the inability to control this
powerful magic. At 1st level, replace the Daedric
BEND LUCK Blessing feature with the Wild Magic Surge feature and
Starting at 6th level, you have the ability to twist fate add the Tides of Chaos feature. At 14th level, replace
using magic. When another creature you can see Hurl Through Oblivion with the Controlled Chaos
within 30 feet of you makes an attack roll, an ability feature.
check, or a saving throw, you can use your reaction
and spend magicka points to add an additional roll to
the total, as shown on the Bend Luck table. You can
apply the roll as a bonus or a penalty (your choice) to
the creature's roll. You can do so after the creature
rolls but before any effects of the roll occur.
You can use this feature a number of times equal to
your Willpower modifier (minimum of once). You
regain any expended uses when you finish a long rest.
BEND LUCK
Magicka Additional
Points Roll
2 1d4
3 1d6
5 1d8
6 1d10
7 1d12
By 2nd level, your arcane research grants you the Spell save DC = 8 + your proficiency bonus +
ability to cast spells. See chapter 10 of the Player's your Intelligence modifier
Handbook for the general rules of spellcasting and
Spell attack modifier = your proficiency bonus +
chapter 11 for the spellsword spell list.
your Intelligence modifier
CANTRIPS
You know two cantrips of your choice from the MYSTIC PATH
spellsword spell list. You learn additional spellsword At 3rd level, you choose a mystic path. Choose either
cantrips of your choice at higher levels, as shown in Battlemage, Warlock, or Witch Blade, which are
the Cantrips Known column of the Spellsword table. detailed at the end of the class description. Your path
grants you features at 3rd level, and then again at 6th,
MAGICKA 14th, and 20th level.
The Spellsword table shows how much magicka you
have to cast your spellsword spells of 1st level and ATTRIBUTE SCORE IMPROVEMENT
higher. The table also shows what the level spells you
can cast. To cast one of your spellsword spells of 1st When you reach 4th level, and again at 8th, 12th, 16th
level or higher, must expend magicka, as noted in the and 19th level, you can increase one attribute score of
spell's description and the Magicka Cost table found your choice by 2, or you can increase two attribute
in chapter 10. You regain all expended magicka when scores of your choice by 1. As normal, you can't
you finish a long rest. increase an ability score above 20 using this feature.
For example, if you know the 1st-level spell witch
bolt and have a Spell Level of 2nd, you can cast witch EXTRA ATTACK
bolt using magicka to cast it at either level.
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your
turn.
A LIVELIHOOD OF INFAMY
Thieves are a common in any settlement. Some
thieves work on their own, but the most successful
join thieves' guilds for the extra opportunities and
protection. They can find themselves making a living
as simple cutpurses, acting as simple beggars and
acrobats, or as dangerous burglars and enforcers.
Those that find solace on the seas dedicate their lives
to piracy and romantic flings in various port cities, or
become deadly marauders, pillaging the less
protected villages on the outskirts of society.
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 thieves' 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 of 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
1 Honor. I don’t steal from others in the trade. (Lawful) ENTERTAINER
Freedom. Chains are meant to be broken, as are those Refer to the Player's Handbook page 130 for more
2
who would forge them. (Chaotic) information.
Charity. I steal from the wealthy so that I can help
3
people in need. (Good) You thrive in front of an audience. You know how to
Greed. I will do whatever it takes to become wealthy. entrance them, entertain them, and even inspire
4
(Evil) them. Your poetics can stir the hearts of those who
People. I’m loyal to my friends, not to any ideals, and hear you, awakening grief or joy, laughter or anger.
5 everyone else can take a trip through oblivion for all I Your music raises their spirits or captures their
care. (Neutral) sorrow. Your dance steps captivate, your humor cuts
Redemption. There’s a spark of good in everyone. to the quick. Whatever techniques you use, your art is
6
(Good) your life.
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
20 Woodcarvers, coopers, and bowyers
You are a member of an artisan’s guild, skilled in a
particular field and closely associated with other As a member of your guild, you know the skills
artisans. You are a well-established part of the needed to create finished items from raw materials
mercantile world, freed by talent and wealth from the (reflected in your proficiency with a certain kind of
constraints of a feudal social order. You learned your artisan’s tools), as well as the principles of trade and
skills as an apprentice to a master artisan, under the good business practices. The question now is whether
sponsorship of your guild, until you became a master you abandon your trade for adventure, or take on the
in your own right. extra effort to weave adventuring and trade together.
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.
d6 Ideal
1
Greater Good. My gifts are meant to be shared with IMPERIAL CITY NOBLE
all, not used for my own benefit. (Good)
Refer to the Sword Coast Adventurer's Guide page 154
Logic. Emotions must not cloud our sense of what is
2 for more information.
right and true, or our logical thinking. (Lawful)
You are a scion of one of the great noble families of
Free Thinking. Inquiry and curiosity are the pillars of
3 the Imperial City. Human families who jealously guard
progress. (Chaotic)
their privilege and place in the City of Splendors,
Power. Solitude and contemplation are paths toward
4 Imperial City nobles have a reputation across Tamriel
mystical or magical power. (Evil)
for being eccentric, spoiled, venal, and, above all else,
Live and Let Live. Meddling in the affairs of others
5 rich.
only causes trouble. (Neutral)
Whether you are a shining example of the reason for
Self-Knowledge. If you know yourself, there’s nothing
6 this reputation or one who proves the rule by being
left to know. (Any)
an exception, people expect things of you when they
know your surname and what it means. Your reasons
d6 Bond
for taking up adventuring likely involve your family in
Nothing is more important than the other members of
1 some way: Are you the family rebel, who prefers
my hermitage, order, or association.
delving in filthy dungeons to sipping brandy at a ball?
I entered seclusion to hide from the ones who might
2 Or have you taken up sword or spell on your family's
still be hunting me. I must someday confront them.
behalf, ensuring that they have someone of renown to
I’m still seeking the enlightenment I pursued in my
3 see to their legacy?
seclusion, and it still eludes me.
Work with your DM to come up with the family you
I entered seclusion because I loved someone I could
4 are part of, with its own financial interests,
not have.
Should my discovery come to light, it could bring ruin
specialties, and schemes. You might be part of the
5 main line of your family, possibly in line to become its
to the world.
My isolation gave me great insight into a great evil leader one day. Or you might be one of any number of
6 cousins, with less prestige but also less responsibility.
that only I can destroy.
KNIGHT OF THE ORDER those who support the order helping to smuggle a
knight out of town when they are 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.
ADDITIONAL WEAPONS
Name Cost Damage Weight Properties
Blunt Weapons
Bo Staff 40 s 2d4 bludgeoning 4 lb. Two-handed
Kanabo 50 s 1d6 bludgeoning 5 lb. --
Nunchaku 40 s 1d8 bludgeoning 2 lb. --
Tetsubo 80 s 1d8 bludgeoning 10 lb. Two-handed
Warmace 50 s 1d8 bludgeoning 5 lb. --
Short Blade Weapons
Cutlass 30 s 1d6 slashing 3 lb. Finesse, light
Tanto 20 s 1d4 slashing 2 lb. Finesse, light
Wakizashi 120 s 1d6 slashing 3 lb. Finesse, light
Long Blade Weapons
Broadsword 60 s 1d8 slashing 3 lb. Versatile (1d10)
Claymore 200 s 2d6 slashing 6 lb. Heavy, two-handed
Dai-Katana 300 s 2d6 slashing 4 lb. Two-handed
Katana 100 s 2d4 slashing 3 lb. Versatile (1d10)
Sabre 60 s 1d8 slashing 3 lb. Versatile (1d10)
Marksman Weapons
Bola 4s 1d4 bludgeoning 3 lb. Special, thrown (range 20/60)
Chakram 80 s 1d6 slashing 2 lb. Thrown (range 30/120)
Throwing Star 2s 1d4 slashing ¼ lb. Finesse, light, thrown (range 20/60)
Axe Weapons
Pick Axe 2s 1d4 piercing 2 lb. Light
War Axe 50 s 1d8 slashing 5 lb. --
Polearm Weapons
Naginata 120 s 1d10 slashing 6 lb. Heavy, reach, two-handed
Poleaxe 20 s 1d10 slashing 18 lb. Heavy, reach, two-handed
Hand-to-Hand Weapons
Awl 4s 1d4 piercing 2 lb. Finesse, light
Claws 50 s 1d6 slashing 2 lb. Finesse, light
Katar 150 s 1d6 slashing 3 lb. Finesse, light
Knuckles 10 s 1d4 bludgeoning 1 lb. Finesse, light
TOOLS
A tool helps you to do something you couldn’t
otherwise do, such as craft or repair an item, forge a
document, or pick a lock. Your race, class, background,
or feats give you proficiency with certain tools.
Proficiency with a tool allows you to add your
proficiency bonus to any ability check you make using
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.