The Elder Scrolls For 5e: Player's Handbook Expansion

by HeavensGates

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The Elder Scrolls for 5e
Player's Handbook Expansion
The Elder Scrolls for 5e

Contents

Introduction

Part 1

Chapter 1: Races

Imperial
Breton
Nord
Redguard
Orsimer
High Elf
Wood Elf
Dark Elf
Khajiit
Argonian
Factotum

Chapter 2: Custom Subclasses

Time Lord

Chapter 3: Languages

Standard Languages
Exotic Languages

Chapter 4: The Firmament

The Warrior
The Mage
The Thief
The Serpent
The Lady
The Steed
The Lord
The Apprentice
The Atronach
The Ritual
The Lover
The Shadow
The Tower

Chapter 5: Additional Options

Lycantrhopy

Part 2

Chapter 6: Currency

Septims
Currency Change
Coin Weight Solution

Chapter 7: Weapons

Iron
Steel
Silver
Orichalc
Dwarven
Moonstone
Quicksilver
Malachite
Ebony
Daedric
Dragonbone

Chapter 8: Armor

Light Armor
Medium Armor
Heavy Armor

Part 3

Chapter 9: Spell Tomes

Intelligence Limit
Prepared Spell Limit
Learning A New Sell
Spell Tome Cost

Chapter 10: Enchanting

Mechanics
Soul Gems
Weapon Enchantments
Apparel Enchantments

Chapter 11: Alchemy

Mechanics
Failed Potion Effect Table
Potions
Poisons

Chapter 12: Foraging

Yield Count
Harvesting Animals
Regions

Introduction

Welcome to The Elder Scrolls Dungeons & Dragons 5th Edition Expansion. The Elder scrolls is a truly wonderful world with amazing world building and it fits so well to a D&D campaign. As such, I've created an expansion on the existing ruleset, therefor I highly encourage knowing the original game before attempting this as it is meant to be played along with the base rules. I will only cover rules that are changed or added. This Document represents the Player's Handbook and all that you find here are generally good for your players to look through to aid with character creation and knowing how to play.

Important Note

You should know that the power level of players in this setting are much higher than that of normal D&D, I wanted each race to truly symbolize their uniqueness and has lead to racial choices being much stronger as well as expansions to weapons, spells and armor. Many of the mechanics are based on The Elder Scrolls: V Skyrim, but also some from the lore and other games.

The amount of existing information for the elder scrolls is massive and you might find yourself with a lot more resources available for creating a truly unique experience in the world. You should definitely use the UESP and The Elder Scrolls Wiki whenever you have don't know something. The TES Lore subreddit also has many questions about things less clear and will often be helpful if want to ask something yourself.

Introduction

Part 1


Character Creation

Chapter 1: Races

The races of Tamriel come in various forms such as Men, Mer, and Beastfolk. There are 10 races that are dominant throughout Nirn, however, many more exist that are thought to be extinct or have been forgotten. At the bottom of this section you will find optional races. These races are not common and it is very unlikely for them to be seen adventuring outside of their homeland, however, for certain storylines it could make sense for them to be seen. For example the dwemer have mostly all vanished somewhere during the 1st Era, so playing them in a later timeline would not make a lot of sense but in other times it could be viable.

Although your race has a large impact on your characters story, it also affects other aspects which will be listed below.

Racial traits

The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.

Ability Score Increase

Every race increases one or more of a character's ability scores

Age

The age entry notes the age is the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom.

Size

Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in the Equipment section.

Speed

Your speed determines how far you can move when traveling and fighting.

Languages

By virtue of your race, your character can speak, read, and write certain languages. You can find a more detailed section on languages in Languages section.

Subraces

Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace.

Part 1 | Races















Imperial

Also known as Cyrodiils, 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. Imperials have proven to be shrewd displomats and traders, these traits, along with their remarkable skill and training as infantry, have enabled them to colonize various other nations and create the Empire.

Imperial Traits

  • Ability Score Increase. Your Charisma score increases by 1.
  • Age. Imperials are the longest living race of men, they reach an age of 100 years typically.
  • Size. Imperials vary in build, but rarely surpass 6 feet tall, and rarely found under 4'8 at adulthood. Regardless your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Unfaltering Defense. You gain proficiency with all shields, a shield cannot be removed from you unwillingly.
  • Languages. You can speak, write and read Tamrielic and another language of your choice.
  • Subrace. There are 2 subraces of Imperial. Namely Colovian and Nibenese, both of these subraces occupy Cyrodiil and both relfect the Empire's culture. Choose one of these subraces.



















Colovian

Found primarily in western Cyrodiil, Colovians are known for their martial culture and strong Nord lineage. Typically, they will prefer function over form, and even nobles will wear plain, non-flashy outfits, their accents tend to be more harsh and guttural.

  • Ability Score Increase. Your Constitution score increases by 2.
  • Warrior Tradition. You have proficiency in medium armor and martial weapons.
  • Star of the West You can use a free action to apply a poison or consume a potion, this feature can be used a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Nibenese

Native to eastern and southern Cyrodiil, the Nibenese are where Cyrodiils get their reputation as traders and diplomats. They are very open-minded, and prefer gaudiness to the spartan styel of their Colovian cousins. Nibenese prefer metaphors and vaguaries to structured storytelling. Their lineage is more Nedic than Nord, and their accents and names tend to be more "flowy".

  • Ability Score Increase. Your Charisma score increases by 1 and Wisdom by 1.
  • Smooth talker. You have proficiency in Performance and Persuasion.
  • Voice of the Emperor You can use your action to speak the righteous words of the Emperor, all creatures in a 15-feet radius must make a wisdom saving throw or become charmed by you for 60 seconds. If a creature takes damage or witnesses an ally taking damage, the charm effect wears off on that creature, a charmed creature cannot attack or use harmful effects on another charmed creature by this effect. The DC of this skill is 8+CHA+Prof. You must take a long rest to be able to use this skill again.
Part 1 | Races


















Breton

Bretons are a race of both human and elven ancestry. They are excellent mages with high magic resistance, but have few other distinctive features. They are considered an intelligent race in Tamriel, known for a proficiency in abstract thinking, a possible reason for their adeptness in the magical arts.

Breton Traits

  • Ability Score Increase. Your Intelligence score increases by 2.
  • Age. Due to their inherited magical traits in bodies of man, Bretons tend to have short lives, most reaching 50 years of age.
  • Size. Bretons vary widely in height and build, from barely 4 feet to 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Mixed Blood. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Languages. You can speak, write and read Tamrielic and Aldmeris.
  • Subrace. There are 2 subraces of Breton. The one is simply known as Bretons. The other is a primitive group known as The Reachmen. Choose one of these subraces.

Breton

The Bretons' largely agrarian and hierarchical society is feudal in nature. Bretons are said to enjoy intellectual pursuits; they often have an affinity for anything related to logic and ordered complexity.

  • Ability Score Increase. Your Charisma score increases by 1.
  • Innate resistance. You have advantage on all Strength and Constitution saving throws against magic.
  • Dragonskin As a bonus action, you become resistant to all forms of magical damage for 60 seconds. You can't use this feature again until you finish a long rest.






















Reachmen

The Reachfolk live in scores of fractured clans, each with their own traditions and character. The Reachfolk have rich oral traditions, and don't commit their stories to paper as scholars from most other provinces do. The Reachfolk value hard work and struggle. They hold people who regularly work with their hands or perform manual labor in high regard, and respect them more outwardly than some other cultures do.

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Hedge Wizardry When you choose this race you can choose to learn either the cantrip Ghost Shroud or Thorn Whip. When you reach 3rd level, you can learn Cause Fear or Earth Tremor. When you reach 8th level, you can learn Erupting Earth or Plant Growth. You can only cast each spell once per day. Wisdom is your spellcasting ability for these spells.
  • Corrupt nature As an action you invoke the vile rites you have attained. For the next 30 seconds, wherever you walk, thorny vines sprout in a 5-feet radius around you. The area becomes difficult terrain for the next 8 hours for anyone but you. When creature moves into or within the area, it takes 1d6 piercing damage for every 5 feet it travels inside it. You are immune to this effect. You cannot use this feature again until you finish a long rest. This abilities damage increase by 1d6 when you reach 5th level (2d6), 11th level (3d8), and 17th level (4d8).
Part 1 | Races

Nord

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.

Nord Traits

  • Ability score increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Age. Nords have an average lifespan of 80 years, however, most die before that in combat.
  • Size. Nords range from 6 feet to 6'5" feet. Regardless of your position in that range, your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Nordic resilience. You have resistance to cold damage, and have advantage on saving throws against natural cold (in a freezing mountain pass without warm clothes, for example).
  • Nordic weapons training. You have proficiency with greataxes, warhammers and greatswords.
  • Nordic toughness. Your hit point maximum increases by 1, and increases by 1 every time you gain a level.
  • Tongues. As part of old nordic tradition, you have spent time learning the Thu'um an ancient magic commonly referred to as a shout. You can choose 1 Thu'um from the Thu'um table, you know the first word of the shout. When you reach 5th level you learn the second word and at 11th level you learn the final word. Once you use this feature, you cannot do so until a short rest. If you use all three words, you cannot use it until you finish a long rest instead. Certain shouts will have a level value next to them, this will indicate that if you choose that shout, levels that you learn your words at will be increased by that amount. (For example: if a shout is tagged Level: 3 it means that the levels you learn it at are as follows: 1+3=4, 5+3=8 and 11+3=14.)
  • Languages. You know how to speak, read and write Tamrielic and Nordic.

Redguard

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.

Redguard Traits

  • Ability score increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
  • Age. Redguards have an average lifespan of 80 years.
  • Size. Redguard are typically as short as 5'5 feet, and as tall as 6 feet. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Combat Adept. You have proficiency with Acrobatics and Insight.
  • Strong Immune System. You have advantage on saving throws against poisons and disease.
  • Sword Lessons. Every Redguard child is taught to use the scimitar. You have proficiency with scimitars.
  • Perfected Stance. You've mastered the art of speed in combat, when you use this feature you gain 10 speed and can use an extra action on this turn only. You can only use this ability once per short rest.
  • Languages. You know how to speak, read and write Tamrielic, Yoku and an additional language of your choice.
Part 1 | Races

Thu'um Table












Orsimer

Orsimer are a race of elves that are known for their unshakable courage in war and their unflinching endurance of hardships. Other races value the orcs for their prowess in combat and their exceptional smiths.

Orsimer Traits

  • Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.
  • Age. Most orsimer seek death near the age of 45 as to avoid a "Coward's" death. An orsimer lifespan is 200 years.
  • Size. Orsimer range from 5'5 to 6'5 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Relentless Endurance. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.
  • Languages. You can speak, write and read Tamrielic and Orcish.
  • Subraces. There are 3 subraces of Orsimer. The most common are called Orsimer, the other less known are the Wood orcs and Iron orcs. Choose one of these subraces.

Wood Orc

Wood Orcs live in the province of Valenwood, rather than the rigid mountains across the north. Much like their cousins. The Wood Orcs value Honor and Strength, but much like their neighbors the Bosmer, they strive to improve their agility and mobility in the tricky environment.

  • Ability Score Increase. Instead of your regular increase, your Dexterity score increases by 2 and your Constitution increases by 1.
  • Languages. You can additionally speak, read, and write Bosmeris.
  • Fleet of Foot. Your base walking speed increases to 35 feet.
  • Woodland explorer. You have proficiency in Nature.
  • Orcish Endurance. As a bonus action you push your body past it's limit. For the next 10 minutes, you have +10 walking speed, you ignore difficult terrain, you gain a climbing speed that matches your walking speed and you gain a +5 to any check to climb. You can't use this feature again until you finish a Long Rest.

Orsimer

  • Menacing. You gain proficiency in the Intimidation skill.
  • Savage Attacks. When you score a critical hit with a melee weapon Attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
  • Orcish Fury. As a bonus action you can invoke the fury of your Orcish blood. For the next minute, all damage you do and receive is doubled. You can't use this feature again until you finish a Long Rest.

Iron Orc

The Iron Orcs are an isolated civilization native to the Dragontail Mountains of Craglorn. They are know for their stone worship and their savage brutality. The Iron Orcs are also known for taming Welwas and Trolls as war beasts and are culturally separate from other Orcs.

  • Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools or mason's tools.
  • Beastmaster. You have proficiency in Animal Handling.
  • Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Orcish Brutality. As an attack you push your body without restraint. As part of this attack you can target a creature and attack it with a weapon of choice, then you can attack any creature within 5-feet of it if it is within your weapons constraint. You can't use this feature again until you finish a long rest. Every 5 levels starting from 5th level you can use this feature 1 extra time.
Part 1 | Races

High Elf

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, High Elves are generally viewed as being proud or snobbish. 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.

High Elf Traits

  • Ability Score Increase. Your Intelligence score increases by 2.
  • Age. High elves live to about 800 years of age.
  • Size. High elves range from just 6 feet to over 7 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Arcane heritage. You gain spell slots equal to your Intelligence modifier, you can distribute this however you see fit (For example: With an INT mod of 3 you can have 1 x 1st level slot and 1 x 2nd level slot equaling 3). If your class is not a spellcaster, you additionally gain 2 spells of your choice from the sorcerer class, intelligence is your casting modifier. You can change your spell slot distribution and spells whenever you gain an ability score increase.
  • Highborne. You can call upon your Aldmer blood to regain up to five available spell slots for spells level 5 and under. You can't use this feature again until you finish a long rest.
  • Languages. You can speak, read, and write Tamrielic, Altmeris, and Bosmeris.

Wood Elf

The Bosmer or wood elves, are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. Bosmer prefer a more romantic, simple existence in harmony with the land and its wild beauty and creatures. Bosmer are nimble and quick, their agility makes them well-suited as scouts a thieves, but they are also quick-wtted folk, many pursue successful careers as scholars and traders.

Wood Elf Traits

  • Ability Score Increase. Your Dexterity score increases by 2 and Wisdom by 1.
  • Age. Wood elves reach adulthood at 18 and live to about 500 years of age.
  • Size. Wood elves range from just above 5 feet to under 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 35 feet.
  • Acrobat. You gain proficiency in the Acrobatics skill as well as proficiency with shortswords, shortbows and longbows. When you take damage from falling it is halved.
  • Natural Adept. You have advantage on saving throws against poisons and diseases.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Woodland Hunter. Dim light imposes no disadvantages to you.
  • Beast Allies. As a bonus action you can use your connection to the wild to force all beasts within 20 feet become your ally. The beast(s) needs to make a Wisdom saving throw of 10+half your character level. On a failed save, the animal becomes your ally for 60 seconds. Alternatively you can summon a spirit animal that follows your command for 30 seconds, the beast CR must be an 8th or lower of your level You can't use this feature again until you finish a Long Rest.
  • Languages. You can speak, read, and write Tamrielic, Altmeris, and Bosmeris.
Part 1 | Races

Dark Elf

The Dunmer, are the ash-skinned, typically red-eyed elven peoples of Morrowind. 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. They are typically, grim, aloof, and reserved, as well as distrusting and disdainful of other races. They are often called proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family.

Dark Elf Traits

  • Ability Score Increase. Your Wisdom score increases by 2 and Dexterity by 1.
  • Age. Dark elves live to about 600 years of age.
  • Size. Dark elves range from 5'5 feet to 6'2 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Wasteland Survivors You gain proficiency in Survival, extreme heat does not require you to consume more water.
  • Ashborn. You have resistance to Fire damage.
  • Ancestor's Wrath. As a bonus action, you can ignite yourself with flames for 3 turns. Any creature that you choose that starts their turn within 10 feet of you takes 1d10 (+1d10 per 5 levels) fire damage. You cannot use this feature again until you finish a Long Rest.
  • Languages. You can speak, read, and write Tamrielic and Dunmeris
  • Great House. You may choose to belong to a great house. If you do, you pick from Dres, Hlaalu, Indoril, Redoran, or Telvanni, detailed after this section. Your racial ability score increase only provides the Wisdom increase, and you add the great house's ability score increase instead. You also lose your Ancestor's Wrath feat in favor of the racial feats listed under your great house.

Dres

The Dres control southern Morrowind, from the end of Hlaalu borders down to the Argonian border, where they regularly raid Argonian villages for slaves to bring to their plantations. They are the agricultural center of Morrowind, and tend toward Daedra Worship above Tribunal worship.

  • Ability Score Increase. You get an additional 1 to Constitution.
  • Alignment. The Dres tend toward Neutral alignments.
  • Artisans. You have proficiency in two types of artisan tools.
  • Ancestor's Punishment. As an action, you invoke the resentment in your ancestor's. All creatures you choose within 30 feet must make a Wisdom saving throw of 8 + your Constitution modifier + your proficiency bonus. On a failed save the creature becomes frightened for 1 minute.

Hlaalu

Hlaalu are Merchants and Diplomats above all else. They mainly control the central heartlands of Morrowind.

  • Ability Score Increase. You get an additional 1 to Charisma.
  • Alignment. Typically, Hlaalu will be Neutral.
  • Languages. You may choose an additional language.
  • Born Hagglers. You have proficiency in Persuasion.
  • Ancestor's Fortune. If a creature dies within 60 feet of you that you are in combat with, you get 1*(level) gold. You can use your superior mercantile knowledge to swindle extra money out of merchants, when you sell an item, you can increase the the value by your persuasion modifier, does not work on items valued lower than 50 gold.

Indoril

The Indoril represent the Temple of the Tribunal, and control the holy sites and capitol cities of Morrowind. This includes Necrom, Mournhold, and Vvardenfel, among others. Their word is law in Morrowind. As such, Indorils are required to study the law and the accepted history of Morrowind as relayed by the Tribunal.

  • Ability Score Increase. You get an additional 1 to Wisdom.
  • Alignment. The Indoril are always Lawful.
  • Priestly Class. You have 1 cantrip of your choice from the spell schools of Transmutation, Divination or Abjuration.
  • Ancestor's Protection. As an action you ask your ancestors to protect you and your allies. You can target up to 5 allies and each targeted ally gains 5 temporary health for 30 seconds. Every 5 levels this feature gains 5 extra temporary health. You cannot use this feature again until you finish a Long Rest.
Part 1 | Races

Redoran

The Redoran are the honorable Warrior class of Morrowind. They are dependable, and closely alligned with House Indoril on all matters. They mainly control the Northwestern regions of Morrowind, from the Velothi Mountains upward.

  • Ability Score Increase. You get an additional 1 to Strength.
  • Alignment. Redoran follow a strict code of conduct not dissimilar to that of the Nords. They tend toward Lawful Good.
  • Weapons Training. You have proficiency in two Martial Weapons.
  • Ancestor's Courage. As an action you imbue you and your allies with courage. Choose up to 2 creatures to become affected by the bless spell and gain 1 ac for 1 minute. For every 5 levels you can target an additional creature. You cannot use this feature again until you finish a Long Rest.

Telvanni

The Telvanni are an unknown quantity to many, even native Dunmer. What matters to them is the pursuit of knowledge above all else. They reside wherever they like, but are officially found in the mushroom forests of the northeastern peninsula.

  • Ability Score Increase. You get an additional 1 to Intelligence.
  • Alignment. Telvanni tend toward Neutral and Chaotic.
  • Arcane Tradition. You have 1 cantrip of your choice from the spell schools of Conjuration, Evocation, or Illusion.
  • Master Wizards. You have forgone your link to your ancestors in pursuit of knowledge, when you cast a spell you can upcast it by 1 level (assuming the spell allows for that). Every 5 levels you can increase the upcast amount by 1. This feature does not work with an already upcasted spell. You cannot use this feature again until you finish a Long Rest.

Khajiit

Khajiit are cat-like people who come from Elsweyr, khajiit anatomy vary greatly depending on their date of birth, tied to the phases of the moons. Depending on furstocks of khajiit, each has their own unique traits and specialities. One thing common to all Khajiit is their weakness for sweets, especially Skooma.

Khajiit Traits

  • Ability Score Increase. Your Dexterity score increases by 2.
  • Age. Khajiit reach adulthood at 14 and have live to about 60 years of age.
  • Size. Khajiit vary greatly in size and build, this is different for each subrace of khajiit.
  • Speed. Your base walking speed is 30 feet.
  • Cat's Eye. Accustomed to traveling at night, guided only be the phase of the moon, Khajiit can see well in the dark. You have 60 feet of Darkvision.'
  • Claws. Your powerful claws can be used as a natural weapon to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Dexterity modifier instead of the bludgeoning damage from a normal unarmed strike.
  • Languages. You can speak, write and read Tamrielic and Ta'Agra.
  • Subraces. Due to the moon phases affecting the furstock, there are 5 subraces of Khajiit available, namely: Cathay, Alfiq, Dagi, Pahmar-raht and Senche-Raht. Choose one of these subraces.

Cathay

The most commonly seen khajiit outside of Elseweyr, they have upright pointed ears, fur covering their entire bodies, and long tails. They walk flat foot and have a skeletal structure much more similar to that of Men and Mer.

  • Ability Score Increase. Your Constitution score increases by 1.
  • Size. Cathay are around the same size of men, ranging from 5 feet to well over 6 feet tall. Your size is Medium.
  • Sneak Thief. You have proficiency in Stealth and Sleight of Hand.
  • Sharper Nails. Your claws do 1d6+Dexterity instead of 1d4+Dexterity.
  • Azura's Wake You have advantage on Saving Throws against being Charmed, and magic can't put you to sleep.
  • Quickened Agility. As an action you invoke the power of Khenarthi to increase your flow with the wind. For the next 30 seconds you gain +2 AC, advantage on Dexterity saving throws, you double your move speed and jump height and length. You can't use this feature again until you finish a long rest.

Dagi

Dagi are a smaller form of khajiit, their small nature allows them to climb trees that cannot hold Bosmer. Their facial features are comparable to that of lynxes.

  • Ability Score Increase. Instead of your regular increase, you gain 2 Charisma and 1 Dexterity.
  • Size. Dagi range from 4 to 5 feet. Your size is Medium.
  • Extremely Light. Due to your small size and light weight, you can easily get into trees and other areas that would not support heavier creatures, assuming your equipment does not exceed 100 weight.
  • Azura's Wake You have advantage on Saving Throws against being Charmed, and magic can't put you to sleep.
  • Cantrip. You know one cantrip of your choice from the Sorcerer spell list. Charisma is your Spellcasting Ability for it.
  • Cat's Eye. As a bonus action your senses surpass what is normal. For the next 30 seconds creatures with half cover have no cover from you, creatures with three-quarters cover have half cover from you and you know the location of creatures with full cover, you only gain these effects if the creature is not in stealth above your passive perception (vision) and that is within 60 feet of you. You can use this feature up to your proficiency bonus, you regain all charges after a long rest.
Part 1 | Races

Alfiq

The Alfiq are a diminutive form of magically gifted Khajiit, resembling a typical housecat. Due to their resemblance of a housecat, they are often treated as such by outsiders. Alfiq wear clothing, however they are unable to naturally put it on themselves, they either have others do it for them, or they use magic to clothe themselves.

  • Ability Score Increase. Your Dexterity score increases by an additional 2 and your strength score decreases by 4.
  • Size. Alfiq are the smallest of the Khajiit, they range between 0'6 to 0'8 feet in height. Your size is tiny.
  • Quick Footed. Your base walking speed is 40 feet.
  • Climber. You have advantage on checks related to climbing and you gain a climbing speed of 30 feet.
  • Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
  • Magically Gifted. What you lack in size and strength, you make up for in your attunement to Aetherius. At 1st level you choose a Wizard Arcane Tradition of your choice. You gain a 2nd level feature of that Tradition, whenever you reach the next prequisite level of that Arcane Tradition's Features you can swap you current feature for one of the available levels.
  • Tiny build. Due to your size and morphology, you are unable to use any weapon without the light property, weapons with handles can only be wielded in your mouth, you have disadvantage with weapons that does not suit your size.
  • Kitten Eyes As an action on your turn, you can act adorable and sweet to distract nearby foes. Until the end of your turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this feature, you can't use it again until you finish a long rest.

Pahmar-raht

The Pahmar-raht are a giant bipedal furstock. Due to them being the strongest of furstocks, they are suually deployed as bodyguards and warriors. Visually, they look like Tigers have an anatomy similair to that of a Human.

  • Ability Score Increase. Instead of your Khajiit ability score increase, your Strength score increases by 2 and your Constitution score increases by 1.
  • Size. Pahmar range from 9 feet to 10 feet. Your size is Large.
  • Savage Bite. In addition to your Claws, you may make attack with your razor-sharp teeth as an unarmed attack. If you hit with them, you deal piercing damage equal to 1d8 + your Strength modifier.
  • Extra Reach. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
  • Giant in the playground. You are able to wield oversized weapons. Oversized weapons are 1 dice tier higher than the original dice (1d4->1d6) but they are double the cost and weight. This works for unarmed strikes, savage bite values are already at the correct dice tier.
Part 1 | Races

Argonian

Argonians (Saxhleel, or People of the Root in their native language of Jel) are the reptilian natives of Black Marsh, a vast swampland province in southeastern Tamriel. The other races often refer to them as "lizards", especially when meaning to be derogatory. They are known as the foremost experts in guerrilla warfare throughout Tamriel, a reputation brought upon them by defending their borders from enemies for countless centuries. They have a connection to and worship the Hist, a race of sentient trees.

Argonian Traits

  • Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.
  • Age. An Arogonian lives for up to 100 years.
  • Size. Argonians range from 5 feet to well over 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Reptilian. You can breathe under water and you have advantage on saving throws against diseases.
  • Thick Skin. You have resistance to poison damage.
  • Histskin. You can call upon the Hist to regain half your maximum health each of your turns for the next to rounds, you also regain 1/4th of your spent hit die, rounded up. Once you use this feature, you cannot use it again until you finish a long rest.
  • Languages. You can speak, write and read Tamrielic and Jel.
Part 1 | Races
















Factotum

Factotums are mechanical constructs created by Sotha Sil. An invention of need, they were created originally to maintain his great creation, the Clockwork City. As such they have become an integral part of daily life for the inhabitants of the city, and are vital to running its everyday processes. Over the course of time, the factotums have found an alternative use. Some Clockwork Apostles have noticed that they could transfer a soul of a person into a factotum, therefor removing the need of a body and allowing them to live on as long as the construct remains functional.

Factotum Traits

  • Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
  • Age. Factotums live as long as their body remains functional.
  • Size. All factotums are 8 feet tall unless they have gone under body modifications. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Factotum Resilience. The Series 7 Factotums were the final and best make, allowing for remarkable fortitude, represented by the following benefits:
    • You have advantage on saving throws against being poisoned, and you have resistance to poison damage
    • You Don't need to eat, drink, or breathe.
    • You are immune to disease.
    • You don't need sleep, and magic can't put you to sleep.
  • Recharge. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping to repair your body. In this state you are inert, unconscious and you cannot be awoken unless the 6 hours have passed or your body notices a threat (being attacked or loud noise for example).
  • Clockwork Metal. Your body has built-in defensive layers, which can be enhanced with armor.
    • You gain a +1 bonus to Armor Class
    • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
    • While you are functional, your armor can't be removed from your body against your will.
Part 1 | Races
  • Enhanced Modifications. The Series 7 Factotum comes equipped with some of the latest designs and technology. Choose a type of modification from the below list.
Modification Effect
Flame Thrower As an action you project a 15 foot cone of fire. All creatures in the area must make a Dexterity Saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th, and 4d6 at 16th level. After using your Flame Thrower, you cannot use it again until you complete a short or long rest.
Lightning Launcher As an action you launch a 5 foot wide 30 foot long line of lighting. All creatures in the area must make a Dexterity Saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 lightning damage on a failed save, and half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your Lightning Launcher, you cannot use it again until you complete a short or long rest.
Deployable Shield As a reaction, you can deploy a shield built into your arm gaining +2 to ac and +2 to Dexterity saving throws until the end of your turn. You can use this feature a number of times equal to half your level, you regain all uses of deployable shield at the end of a long rest
Life Visors As an action you can activate a visor, allowing you to see any living creature within 30 feet of you. You can only use this feature a number of times equal to your Wisdom modifier.
Force Javelin As an action you can make a special attack to throw a charged javelin, you are considered proficient with it. On hit the javelin dealing 1d8 force damage and push the target 10 feet back. If the target is a creature, it must succeed on a DC 10 + Proficiency bonus Strength saving throw or be knocked prone
Repair Tool As an action you can repair an object or a construct for 2d8 Health. The healing increases to 3d8 at 6th level, 4d8 at 11th level and 5d8 at 16th level. You can only use this ability once per long rest.
  • Languages. You can speak, write and read Tamrielic and the language of your race before your soul was transfered.
Part 1 | Races

Chapter 2: Custom Subclasses

Time Lord

Your ancestry has a deep rooted connection to the dragon god of time. This ancestry has given you the unique ability of the manipulation of time.

Time Jumper

Starting at 1st level, you have managed some minor control over the passage of time, bending it with the use of your magicka. Immediately after casting a spell of 1st level or higher, you can use your bonus action teleport up to 15 feet to an unoccupied space that you can see.

Rewind

Starting at 6th level, when you make a saving throw and fail, you can use your reaction and spend 2 sorcery points to turn back time. Armed with knowledge from the future, you adjust your course of action accordingly. You reroll the saving throw and take the second result. You can use this ability a number of times equal to you Charisma modifier.<br
In addition, you may use 3 sorcery points to cast haste or slow as an action.

Advanced Chronomancy

Starting at 14th level, your mastery over time has improved enough that you become more efficient in spellcasting and can choose to resist the effects of temporal magic should they be detrimental to you. You spend only 1 sorcery point when you use your Quickened Spell Metamagic option and your Extended Spell Metamagic option triples a spell’s duration, to a maximum duration of 24 hours. You can also use either or both of these Metamagic options even if you have already used a different Metamagic option during the casting of a spell.

Dragon Break

Starting at 18th level, you can use your bonus action to pluck yourself from 1 round in the future to join you in the present.
Your future self appears in an unoccupied space you can see within 30 feet of you and takes their turn alongside yours. Your two selves share hit points, spell slots, resources, and status effects. Any changes or new effects- including incapacitation or death- added/removed from your present self are mirrored to your future self; however, any changes to your future self are not mirrored. Due to already witnessing this event, your future self cannot be surprised and has advantage on attack rolls, ability checks, and saving throws during this turn. Additionally, other creatures have disadvantage on attack rolls against them.

At the end of your turn, both you and your future self vanish as the dragon break repairs itself, merging you back into one singular entity. While vanished, you are undetectable, invulnerable, and cannot move or take any actions. At the end of your next turn, you appear where your future self vanished, in the state he or she was in.
Once you use this feature, you can't use it again until you finish a long rest.

Additionally at level 18, you may take an action to cast time stop once without expending resources or a spell slot. Once you use this feature, you must finish a long rest before being able to use it again.

Part 1 | Custom Subclasses

College of Mephala

Your ability to toil with mortals has pleases Mephala. She has granted you some of her power to continue ruining the lives of others. You are now part of the College of Mephala, an old bardic group that has mostly been forgotten over the centuries.

Seductive Looks

At 3rd level Mephala has blessed you with looks that even the most dedicated fighter would want to stay his blade. When unarmored your ac equals 10+DEX+CHA.

Center of attention

Also at 3rd level, you gain proficiency with 1 skill. You can also choose a skill with proficiency and give it doubled proficiency when using it.

Mephala's Aid

At level 6 you can use your instrument to summon a Daedric follower of Mephala to do your bidding. The dremora will mindlessly follow your orders for a number of hours equal to your Charisma modifier or until it is killed. At

level 13, for the same duration, you can instead summon a Spider Daedra who is telepathically linked to you and begrudgingly obeys your every command.

Mephala's Wiles

At level 14 a new use of your voice allows you to gain special powers over members of one gender of your choice. Any member of this gender who sees or hears you performing must succeed on a Wisdom saving throw against your Bard spell save DC or be charmed for a duration of the performance plus a number of minutes equal to your charisma modifier immediately after the performance ends. During this time, you may command the target on how to uses its actions, but the target can make a Wisdom saving throw against your bard spell save DC each time. On a successful save the target does not perform the action and is no longer charmed. If you attack or cast a spell on the target, this effect ends. You cannot use this feature if you or any creature that would be affected by it is currently engaged in combat. Lastly, the target will also think they performed these actions willingly but will not understand as to why.

Part 1 | Custom Subclasses

Chapter 3: Languages

Nirn holds various different languages, ancient and modern. Your race indicates the languages your character can speak by default, and your background might give you more of your choice. Exotic languages are incredibly difficult or rare to learn and it is recommended to have good reasoning why a character knows them (usually a long amount of time was spent studying them, others might require a highly intelligent person). As the DM you are free to reject a player from knowing an Exotic language and choose another.


Standard Languages

Language Typical Speakers Script
Tamrielic All Races Common
Nordic Nords Common
Yoku Redguards Common
Altmeris Altmer, Bosmer, Bretons Aldmeris
Bosmeris Bosmer Aldmeris
Dunmeris Dunmer Aldmeris
Orcish Orsimer Orcish
Ta'Agra Khajiit Ta'Agra

Exotic Languages

Language Typical Speakers Script
Ayleidoon Ayleiids Aldmeris
Ancient Nordic Runic
Dovahzul Dragons Dovahzul
Dwemeris Dwemer Dwemeris
Falmeris Falmer Falmeris
Daedric Daedra Daedric
Kothringi Kothringi Tamrielic
Sload Sload Sloadic
Pyandonea Maomer Pyandonean
Hist Argonians None
Jel Argonians Common
Part 1 | Languages















Chapter 4: The Firmament

The Stars of Tamriel are divided into thirteen constellations. Three of them are the major constellations, known as the Guardians. These are the Warrior, the Mage, and the Thief. Each of the Guardians protects its three Charges from the thirteenth constellation, the Serpent.
-The Firnaments, by Ffoulke

The constellations of Tamriel are known to hold power to them, these powers are either granted as Birthsigns or Standing Stones. Your DM will choose which of these systems you go with. Below are a list of all 13 different constellations and their powers.

The Warrior

Skilled Warrior. You gain proficiency in all weapons and you gain proficiency in the next tier of armor (if you had proficiency in light armor you gain medium armor proficiency, if none then light armor). If you already had proficiency in all these, you gain the heavy armor master feat.
Unmatched Combatant. Your first attack in combat has advantage.

The Mage

Curious mind. You gain a spell slot of level equal to your intelligence modifier. You also gain proficiency in Arcana, if you already have proficiency, you gain expertise in Arcana instead.

The Thief

Lucky. When you roll a 1 on the d20⁠ for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Fortunate. When you take damage, you can reduce the damage taken by 1d10 + proficiency bonus. You can use this feature up to your proficiency bonus until you finish a Long Rest.

The Serpent

Most Blessed. You have resistance to poison damage and advantage on saving throws against being poisoned.
Most Cursed. Poisons and Potions can be used as a bonus action up to your proficiency bonus until you finish a Long Rest. Poisons that you use have an extra dice of damage and increased DC of 1.

The Lady

Lunar Familiar. When you enter combat, a lunar familiar appears next to you, under your control for 6 x level seconds. Refer to the Lunar Familiar monster sheet below.
Premonition. During your turn, if an enemy intends to attack you, you can gain advantage on an attack against them. You can only use this feature up to your proficiency bonus until you finish a Long Rest.

The Steed

Impatient. You gain 20 Speed. You are unaffected by difficult terrain and exhaustion effects are all 1 level higher (meaning exhaustion level 1 has no effect on you).
Uncaring. You receive no penalties from armor that you are wearing.

The Lord

Healthy Body You gain +2 to your Armor Class, you are resistant to diseases and poisons. Your health increases by an additional 1 per level.

The Apprentice

Magicka Tank. You gain 2 extra spell slots, these can be up to the highest you currently have (If you do not have a spellcasting class, you can consider these spell slots to be the equal to the level of Half Caster's).
Vessel for Magicka. When you perform a short rest, you regain these two spell slots. You are vulnerable to all forms of magic damage.

Part 1 | The Firmament

The Atronach

Lost Magicka You regain only half of your cumulative spell slots back during a long rest.
Hightened Spellcaster Whenever casting a spell that does damage, you can add an extra 1d4 damage of the type up to the level of the spell. Whenever you are targeted or are in the AoE of an enemy spell, you gain a spell slot of half the spells level rounded down (min 1).

The Ritual

Raise Army. Once per day as an action All corpses in a 75-foot radius are reanimated into zombies/skeletons for the next minute. Their turn is directly after yours. They follow your commands in combat, if not told what to do they will attack the nearest creature hostile towards them or you. If there are none they will dodge.
Specialized Casting. Necromancy spells with a casting time of over 6 seconds are halved.

The Lover

Passion and Grace. Once per day, choose a creature to create an Undying bond to them, this will remain until it is used again. The chosen creature can deny the effect.
Undying bond. When the chosen creature's health drops to 0 and you can see them, you lose half of your current hp (must have a minimum of 10 health or the effect does not activate) and they gain that value as their own hp and stay conscious. Your critical range is increased by 1 and you have true sight of them while within 15 feet of them. These effects are not shared with the chosen creature and only one creature can have this effect on them at a time.

The Shadow

Walk with the shadows. Once per day you can make all creatures within 30ft invisible for 60 seconds. the effect end for any creatures that cast a spell or attacks.
Death of night. Whilst you are behind a creature that is no more than one size larger than you, is unaware of you, you are either invisible, in dim light or dark area and neither of you are in initiative, you can automatically kill the creature. After using this feature, you can roll a stealth check to discreatly hide the body. If you roll above a 25 on stealth the body is invisible for the next hour.

The Tower

Lock Cracker. Any lock below DC 10 can be opened by you without a roll, additionally you can use the Knock spell once per day that makes no noise.
Greedy Hands. Whenever you obtain gold from a corpse or stealing, roll 1d10+5, you gain that amount of extra gold.


Lunar Familiar

Medium, Unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points (11+(5xLevel))
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3, Stealth +4
  • Senses Passive Perception 13
  • Languages --

Keen Hearing and Smell. The Lunar Familiar has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The Lunar Familiar has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Stat Gain. The Lunar Familiar increases certain stats when your character reaches levels: 6th, 11th and 16th.

  • Dex Increases by 1 (When the Dex Mod increases, so does the to hit)
  • Bite gains an extra 1d4 damage

Actions

Bite. Melee Weapon Attack: +4, Reach 5ft., one target. Hit: 2d4+2 Piercing Damage
If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Part 1 | The Firmament

Chapter 5: Additional options

If you wish, there are also additional traits that can be given to a character. These are only available if a DM permits it as they could have a massive effect on the game experience.

Lycanthropy

Lycanthropy is a supernatural condition that causes a person to transform into a werebeast. Lycanthropy is a disease that seeps into the spirit. It is known as Hircine's Gift by those that view it as a blessing, and Hircine's Curse to those that see it negatively, Lycanthropy is contagious, and not selective about who it afflicts. Due to the dangerous and bloodthirsty nature of lycanthropes, those with the condition have been hated and feared through much of Tamriel's history.

Traits for Human form

Shapeshift. Once per day for 1 hour only at night, you can transform into a werewolf, you cannot change back but you can extend the time by 10 minutes through feeding on humanoids. When turning into a werewolf, you cannot speak but can still understand others. Any gear you are wearing will be dropped next to you. You remain in this form until the time expires, unless you are killed which then you remain in the form permanently. You cannot interact with objects on normal ways. Use the Werewolf monster stat block below, also keeping in mind your existing features.
Unnatural strength. While infected with Lycanthropy, you have strengthened claws and fangs, allowing you to do 1d4+Strength damage with them.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell. Additionally, you have the ability to smell the scent of other Werewolves nearby.
Disease Immunity. You cannot be infected with diseases.
Human Feeding. You can feed on other dead humanoids that have died within the last hour, when you do so you increase your strength as a werewolf. This takes 1 minute to be considered a ration worth and enough to strengthen your powers, in doing so you consume the heart of the humanoid. Additionally you are healed for 1d6 Health. You can only use this feature once per humanoid.
Forced Transformation. The curse of Lycanthropy is at the strongest during a full moon. When a full moon appears, you must make a DC 20 Wisdom saving throw or be forced to shapeshift into a werewolf for the entire night. During the shapeshift you feel the call of the hunt and will want to kill anything near you, make a DC 10 Wisdom saving throw or lose control and be forced to attack any creature that isn't a wolf or a werewolf.


Werewolf

Large, Alignment: Same as character


  • Armor Class 13 (Natural)
  • Hit Points (Share with character)
  • Speed 40 ft

Stats and other skills remain the same as character

Features

Keen Hearing and Smell. The Werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Enraged Sight. The Werewolf has disadvantage on perceptions checks based on sight past 15ft.

Bonus Actions

Dash. You can take the dash action as a bonus action.

Actions

Multiattack. The Werewolf can make 2 attacks, 1 with its claws and 1 with its bite

Bite. Melee Weapon Attack: +5, Reach 5ft, One target. Hit: (1d8+3) Piercing damage

Claws. Melee Weapon Attack: +5, Reach 5ft, One target. Hit: (2d4+3) Slashing damage Human Feeding. You can feed on other dead humanoids that have died within the last hour, when you do so you increase your strength as a werewolf. It also lengthens your transformation time by 10 minutes, in doing so you consume the heart of the humanoid. Additionally you are healed for 1d6 Health. You can only use this feature once per humanoid.

Part 1 | Additional options

Perks

When you consume a certain amount of Humanoid Hearts through the use of Human Feeding you gain a perk point, you can use these perk points to increase one of the perks.

Perk Points

Total Perk Points Cumulative Feedings
1 5
2 11
3 20
4 31
5 44
6 59
7 76
8 95
9 116
10 139
11 164

Totems

Totems are a special item required to learn certain perks. These are not easily found and require gaining the right from Hiricine or finding it through masterful skill in the Hunt.

Perks

Perk Description Requirement
Bestial Strength Increase damage by 1d4 (This can be obtained 4 times reaching a total of 4d4 damage) None
Animal Vigor Increase your health by 5*level and speed by 20 while in werewolf form. Bestial Strength
Gorging Feeding heals twice as much health. Bestial Strength
Savage Feeding You are able to feed off all creatures, excluding daedra and constructs. Feeding off other creatures only provides half the extended time and no perk gain Bestial Strength
Totem of the Ice Brothers You can howl as an action to summon two Ice Wolves to assist you, they follow your command and act directly after you Bestial Strength and Totem of Brotherhood (Magic Item)
Totem of the Moon Instead of summoning two Ice Wolves, it now becomes two Werewolves Totem of the Ice Brothers
Totem of the Predator As an action you can improve your senses and gain the ability to tell whether a creature is aware of a threat or not for the next 30 seconds by looking at them. You also gain advantage on stealth whilst in your werewolf form Bestial Strength and Totem of the Hunt (Magic Item)
Totem of Terror You can use your action to let out a menacing howl, any creature within 30 feet of you must make a DC 15 Wisdom saving throw or become frightened of you. Allies who are aware of your werewolf form have advantage. One you use this feature you cannot do so again until you finish a long rest. Bestial Strength and Totem of Fear (Magic Item)
Part 1 | Additional options

PART 2

Variant Equipment

Chapter 6: Currency

Septims

Septims, also referred to as gold or drakes following the conquests of Tiber Septim, is the main form of currency. As the name would imply, these round coins are made from gold, a precious metal. It is used across the entire continent of Tamriel and beyond.

By the Third and Fourth Eras, gold coins were commonly referred to as septims or drakes due to the markings minted on all coins by the Third Empire: the obverse displays the face of Emperor Tiber Septim, with the words "THE EMPIRE IS LAW" and "THE LAW IS SACRED"; the reverse displays the Red Dragon symbol (or 'drake'), with the words "PRAISE BE AKATOSH AND ALL THE DIVINES"

Currency Change

Most of the costs from this point onwards uses this new system where it is only Gold, for the simples conversion, all values in base D&D are times 10. So 1 Silver Piece is worth 1 Gold in this world. For items valued at less than a Silver Piece, it is recommended to buy them in enough amount to be valued at 1 Gold.

Coin Weight Solution

A problem that arises for those that use carry weight is that carrying around so much gold becomes cumbersome very quickly, you could solve it by making coin weight 0 or alternatively a special magic pouch that is designed to carry gold worth 500 gold at no extra weight. Those that carry a lot of gold will find value in this item.

Chapter 7: Weapons

The weapons of Tamriel are not the same as the ones you'd find in forgotten realms or other worlds. Weapons instead have material types, to find the value of a weapon, takes its price and multiply it with the cost multiplier as listed, a weapon that has a value of less than 1 gold, becomes 1 gold, a weapon that has a cost of more than 30 gold, becomes 30 gold. For starting gear, all gear is of iron make.




Material Effect Cost Multiplier
Iron Lower Damage Dice Tier 10
Steel Normal 20
Silver +1d6 damage against werewolves and undead 40
Orichalc +1 Damage 30
Dwarven +1 Attack 50
Moonstone +1 Attack, +1 Damage 90
Quicksliver +1 Attack, +2 Damage 100
Malachite +2 Attack, +1 Damage 150
Ebony +2 Attack, +2 Damage, Deals maximum damage on critical hits 250
Daedric +2 Attack, +2 Damage, Deals maximum damage on critical hits, Higher Damage Dice Tier 450
Dragonbone +3 Attack, +3 Damage, Deals maximum damage on critical hits, Higher Damage Dice Tier 600

Iron

Iron is the most commonly used metal in Tamriel. It is dark grey in color, and has a wide range of uses in blacksmithing. Weapons and armor made from iron are easy to produce, but vastly inferior to equipment made from most other metals.

Steel

Steel is popular for any prospective adventurer. More expensive than iron but much more reliable for arms and armor. It has a light gray color to it with a pretty shine if well worked.

Silver

Silver is sometimes used in jewelry and equipment, but it's properties in blades seem to be effective against Undead and Werewolves. Groups against these creatures are often found wielding weapons made of silver.

Orichalc

Orichalcum is a grayish-green metal used primarily to make weapons and armor. Orcs are famed for their use of this metal, with some comparing its qualities to the Orcs themselves - green, exceptionally rigid, stronger than steel, and extremely temperamental.

Dwarven

Dwarven Metal refers to heavy, exotic metals used primarily by the Dwemer. It is usually copper in color, although it can also be yellow, grey, or green. Dwarven weapons are prized for their ability to resist corrosion and retain their edge, while Dwarven armor has distinctive impact-absorbing qualities. For this reason, Dwemer artifacts are highly prized by adventurers and collectors.

Moonstone

Moonstone is an ivory colored metal found in veins throughout Tamriel. They are generally used, sometimes in tandem with quicksilver to make elven armor. But it is also the signature material used in Khajiiti-styled armor.

Quicksilver

Quicksilver arms and armor is very popular among the nords due to the amount they mine in Skyrim. When combined with Steel it makes for an extremely tough armor and sharp weapons.

Malachite

Commonly known as glass, is a rare, volcanic, milky translucent green crystal, used in creating strong but lightweight metallic armor and weapons. It is similar to ebony, but is less durable and more lightweight.

Ebony

Also known as Godsblood as it is said to be the crystallized blood of a god. Ebony is the most precious substance in Tamriel. Ebony armor is made by repeatedly folding the ore upon itself to form strips, which are then molded into shape. This creates a durable, heavy armor. Ebony weapons are also highly prized.

Daedric

Daedric equipment is believed to be created by binding Ebony with Daedric essence, usually through a Daedra's heart. Daedric equipment is perceived by mortal eyes as black with red inlays that glow.

Dragonbone

A material which doesn't exist, dragons are a thing of legend... right?

Part 2 | Weapons

Chapter 8: Armor

The world of Tamriel is harsh and cruel. Not many will survive without some form of protection. Luckily they have many to offer! These armors replace existing base ones but offer a lot better customization.




Light Armor
Material Cost Armor Class (AC) Strength Stealth Weight Properties
Leather 235gp 11+Dex modifier 12lb.
Moonstone 425gp 12+Dex modifier Advantage 7lb.
Malachite 1630gp 13+Dex modifier 13lb.
Dragonscale 2850gp 14+Dex modifier Advantage 20lb. Damage Reduction 1
Medium Armor
Material Cost Armor Class (AC) Strength Stealth Weight Properties
Hide 120gp 12 + Dex Modifier (max 2) 13lb.
Scaled 665gp 13 + Dex modifier(Max 2) Disadvantage 17lb.
Chitin 780gp 14 + Dex modifier(Max 2) 24lb.
Quicksilver 3590gp 15 + Dex Modifier (max 2) Disadvantage 56lb.
Mithril 6500gp 15 + Dex modifier (max 2) 40lb. Critical hits do normal damage
Heavy Armor
Material Cost Armor Class (AC) Strength Stealth Weight Properties
Iron 235gp 14 Disadvantage 58lb.
Steel 740gp 16 13 Disadvantage 52lb.
Dwarven 920gp 17 15 Disadvantage 75lb.
Oricalc 1,900gp 18 15 Disadvantage 57lb.
Steel Plate 3,590gp 18 15 Disadvantage 59lb. Damage reduction 1
Ebony 8,800gp 19 15 Disadvantage 62lb. Damage reduction 1
Daedric 20500gp 19 17 Disadvantage 64lb. Damage reduction 1,
Critical hits do normal damage
Dragonplate 31000gp 20 17 Disadvantage 82lb. Damage reduction 2,
Critical hits do normal damage
Part 2 | Armor

PART 3

Variant Mechanics

Chapter 9: Spell Tomes

Spell Tomes

An invention from the Mages guild, spell tomes offer an "easy" way for anyone with an interest in magic to learn spells, of course a difficult spell wont be available to everyone but a firebolt should be simple enough.

To learn a spell you must first obtain a special book infused with magic called a Spell Tome, any court wizard or general merchant should have a few simple cantrip spell tomes laying about. The first part to consider before learning a spell is the level limit, below is the level of spells you can learn depending on your Intelligence modifier.

If you're looking to add some spells specifically just for spell tomes, here is a list of elder scrolls themed spells

Intelligence Limit

Int Mod Spell Level Limit
-1 Cantrips
0 Cantrips-2nd level
1 Cantrips-4th level
2 Cantrips-6th level
3 Cantrips-7th level
4 Cantrips-8th level
5 Cantrips-9th level

Prepared spell limit

There is no limit on how many spells you can learn, but you can only prepare a specific amount of spells through the method.

Int Mod Prepared Spells
-1 1
0 1
1 2
2 3
3 4
4 5
5 6

Learning a new spell

To learn a new spell a character must spend time reading and practicing the spell, the duration of learning the spell is determined by 1d4+3+[SPELL LEVEL]-[INT MOD]

Spell Tome Cost

Level Cost
0 430gp
1 180gp
2 410gp
3 730gp
4 1700gp
5 3280gp
6 6000gp
7 13500gp
8 24400p
9 42069gp
Part 3 | Spell Tomes

Chapter 10: Enchanting

Enchantments

Enchanting is essentially a crafting skill, infusing a piece of equipment with souls of the slain to power it. The strength of enchantment depends on the power of the soul used to power it, and requires a gem filled with a soul to use with any effect, as well as a certain knowledge of the arcane. There are 6 categories of soul gems: Petty, Lesser, Common, Greater, Grand and Black. Black soul gems don't improve the quality of the enchantment, they just extend its duration The pettiest enchantments can be created by someone even moderately knowledgeable in the arcane arts, while stronger enchantments require great knowledge and power.

Mechanics

  1. When adding an enchantment to an item, you must have an appropriate soul gem. Higher tier souls increase the power of the enchantment.

  2. You can learn how to apply an enchantment by studying a piece of equipment that already possesses it. Unfortunately that piece of equipment is destroyed in the process.

  3. It takes 1 day per soul category used, starting with petty, to craft an enchanted item. At the end of this period, a caster crafting the item must make an Arcana check: DC 13 for Petty, DC 15 for Lesser, DC 17 for Common, DC 19 for Greater, DC 21 for Grand, or DC 23 for Black soul gem used. If the check fails, the soul gem is wasted with no effect, and caster takes 2d10 points of necrotic damage per soul gem category; this damage can only be healed by finishing a long rest. The caster may take 10 on this check, but not 20.

  4. When an item is crafted, it gains a number of charges equal to the Arcana check result; add 10 to the number of charges for each soul gem category above Petty. After these charges are expended, the caster can spend an amount of days, using the same formula as under the previous step; however, the caster automatically succeeds on the Arcana check, and restores an appropriate number of charges to the weapon.

  5. You can only use an enchantment once per round, unless stated otherwise. The enchantments of the same type don't stack.

  6. The maximum amount of apparel enchantments that can be worn at once is 6. Wearing any more will result in an enchantment overload which will give the wearer severe nausea giving disadvantage on attacks, ability checks and saving throws, -5 to features that impose saving throws, attacks against the wearer has advantage and movement speed is reduces by half until taken off and resting for a minute. Enchanted items must be put on willingly to have an effect.

Soul Gems

  • Petty Souls: CR <5
  • Lesser Souls: CR 5-8
  • Commons Souls: CR 8-12
  • Greater Souls: CR 13-16
  • Grand Souls: CR 17+
  • Black Souls: Humanoids

Weapon Enchantments

Absorb Health

Your weapon gains the ability to drain the life force from your enemies. When you hit a hostile creature with a melee attack, you gain 1/2/3/4/5 temporary hp. You can only use this enchantment once per round, and it expends one charge when you do.

Banish

This enchantment functions as the spell banishment, including the concentration (Spell DC=8+proficiency bonus+CHA or INT mod, your choice). When you make a Weapon Attack with a weapon and hit, you can try to send the creature to its native plane. The maximum CR of the creature that this affects is 2/4/6/7/10. You can only use this enchantment once per round.

Chaos

Your weapon becomes imbued with a destructive power of chaos. When you hit a hostile creature with an attack, roll 1d8. If you roll a 1 or 2, nothing happens. If you roll a 3 or 4, you deal 1/2/3/4/5 fire damage to the target. If you roll a 5 or 6, you deal 1/2/3/4/5 cold damage to the target. If you roll a 7 or 8, you deal 1/2/3/4/5 lightning damage to the target. You can only use this enchantment once per round.

Part 3 | Enchanting


















Fire

Your weapons become fiery around the edges. When you hit a hostile creature with an attack, you deal an extra 1d2/1d3/1d4/1d6/1d8 fire damage. You can only deal this extra damage once per round.

Frost

Your weapons become blue and cold around the edges. When you hit a hostile creature with an attack, you deal an extra 1d2/1d3/1d4/1d6/1d8 cold damage. You can only deal this extra damage once per round.

Shock

Your weapons become sparkling blue around the edges. When you hit a hostile creature with an attack, you deal an extra 1d2/1d3/1d4/1d6/1d8 lightning damage. You can only deal this extra damage once per round.

Silent Moons Enchant

Your weapons glow bright green color during the night, and faint yellow during the day. If used during the night, this weapon deals an extra 1/2/3/4/5 radiant damage on hit. You can only deal this extra damage once per turn.

Soul Trap

Your weapon gains the ability to drain the power of a soul from you target. When you hit a creature with this weapon, the power of its soul is transferred into an empty soul gem in your possession if the target dies within 6/12/18/24/30 rounds. Weaker souls will fit into larger gems, but stronger souls require stronger soul gems. This ability doesn't actually capture a soul, just a fraction of its power. You can only use this enchantment once per round.

Apparel

Enchantment effect on apparel are permanent; they do not require recharging. Each enchantment only works on certain parts of apparel and only one per piece, see Slots for details on which enchantment is allowed where.

Fortify Alchemy

Slots: Head, Neck, Hands, Finger.
Your ability to brew potions and other things alchemy allows. While active, this enchantment provides a + 1/2/3/4/5 bonus to checks you make with alchemist's tools.

Fortify Archery

Slots: Head, Neck, Hands, Finger.
This enchantment requires a Common or greater soul gem to provide a mechanical benefit. While it's active, you gain +1/2/3 bonus to all Attack rolls you make with ranged weapons.

Fortify Barter

Slots: Neck
While this enchantment is active, you gain + 1/2/3/4/5 to ability checks made to negotiate a price of an item.

Fortify Block

Slots: Neck, Hands, Finger, Shield.
This enchantment requires a Common or greater soul gem to provide a mechanical benefit. While it's active, you gain +1/2/3 bonus to your Armor Class while wearing a shield.

Fortify Carry Weight

Slots: Neck, Hands, Finger, Feet, Backpack.
While this enchantment is active, you can carry an additional 10/20/30/40/50 lb. of equipment.

Fortify Spell School

Slots: Head, Neck, Chest, Finger.
This enchantment can empower any one spell school, and requires a Grand or greater soul gem for it to take effect. The spells of the school this enchantments empowers have their save DC calculated as follows: 9 + proficiency modifier + caster's spellcasting stat modifier.

Fortify Healing Rate

Slots: Neck, Chest, Finger.
If you have this enchantment on yourself for longer than 24 hours, the minimum number you can roll when expending hit dice during a short rest equals 2/3/4/4/5.

Fortify Health

Slots: Neck, Chest, Finger, Shield.
While this enchantment is active, your stamina and ability to withstand blows is improved. Your maximum health is increased by 2/4/6/8/10.

Part 3 | Enchanting

Fortify Armor

Slots: Head, Neck, Hands, Finger.
This enchantment requires a Common or greater soul gem to provide a mechanical benefit. While it's active, you gain +1/2/3 bonus to your Armor Class while wearing a nonmagical armor

Fortify Lockpicking

Slots: Head, Neck, Hands, Finger.
This enchantment improves your ability to pick locks, letting you feel when have you made a mistake. While this enchantment is active you gain a + 1/2/3/4/5 on ability checks with thieves' tools involving lockpicking.

Fortify Light Weapons

Slots: Neck, Hands, Finger, Feet.
This enchantment requires a Common or greater soul gem to provide a mechanical benefit. While it's active, you gain + 1/2/3 bonus to all Attack rolls you make with light or finesse melee weapons.

Fortify Heavy Weapons

Slots: Neck, Hands, Finger, Feet.
This enchantment requires a Common or greater soul gem to provide a mechanical benefit. While it's active, you gain + 1/2/3 bonus to all Attack rolls you make with melee weapons that aren't light or finesse.

Fortify Pickpocket

Slots: Neck, Hands, Finger, Feet.
This enchantment helps you make subtle movements unnoticed when you're trying to pickpocket someone (or something). While this enchantment is active you gain a + 1/2/3/4/5 on sleight of hand checks that involve lockpicking.

Fortify Sneak

Slots: Neck, Hands, Finger, Feet.
This enchantment helps you sneak unnoticed when you want to, but is quite powerful, and requires a Common or larger soul gem to provide any mechanical benefits. While this enchantment is active, you gain a + 1/2/3 bonus on your Stealth checks.

Fortify Unarmed

Slots: Hands, Finger.
This enchantment helps you fight with your bare fists, but requires Common or larger soul to provide any mechanical benefit. While active, you unarmed strikes deal and additional 1/2/3 damage.

Muffle

Slots: Feet.
This enchantment requires a Greater or larger soul gem to function. While active, it muffles your movement in armor. You don't have disadvantage on Stealth checks due to the type of armor you're wearing.

Resist Disease

Slots: Neck, Chest, Finger, Feet.
This enchantment requires a Common or larger soul gem to function. While active, it provides you with resistance on saving throws against diseases.

Resist Fire

Slots: Neck, Finger, Feet, Shield.
This enchantment requires a Common or larger soul gem to function. While active, it provides you with resistance against fire damage.

Resist Frost

Slots: Neck, Finger, Feet, Shield.
This enchantment requires a Common or larger soul gem to function. While active, it provides you with resistance against cold damage.

Resist Shock

Slots: Neck, Finger, Feet, Shield.
This enchantment requires a Common or larger soul gem to function. While active, it provides you with resistance against lightning damage.

Resist Magic

Slots: Neck, Finger, Shield.
This enchantment requires a Grand soul gem to function. While active, it provides you with advantage on saving throws made to resist magic.

Resist Poison

Slots: Neck, Chest, Finger, Shield.
This enchantment requires a Common or larger soul gem to function. While active, it provides you with resistance against poison damage.

Part 3 | Enchanting

Chapter 11: Alchemy

You can't handle my strongest potions! No one can! My strongest potions are fit for a beast let alone a man.



Alchemy

Alchemy is a crafting skill, using ingredients gathered out in the wilds or bought from a store to create useful concoctions. Your more daring adventurers will try eating certain alchemical ingredients to learn their properties. There are however safer options such as buying recipes from like-minded alchemists.

Mechanics

  1. When crafting a potion, you first need the required gear which is a vial, 2-3 ingredients and an alchemy table. If you have alchemist supplies on you, you can use it as an alternative to the alchemy table.

  2. You can learn the effects of ingredients or potions by ingesting it. You can only learn 1 effect per ingredient this way. Alternatively you can buy recipes or try to study them from books or learn from alchemists.

  3. To craft a potion or poison, you need to spend 1 day per potion level, starting with minor. At the end of this period you need to make an Arcana check: DC 13 for Minor, DC 15 for Normal, DC 17 for Plentiful, DC 19 for Vigorous, DC 21 for Extreme, DC 23 for Ultimate.

  4. If you fail the check, all ingredients used are wasted with a chance of a random effect from the Failed Potion Effect Table. If you succeed the check, gain a vial of the potion.

Failed Potion Effect Table

d20 effect
1 Take 2d10 Acid Damage
2 Disadvantage on vision(perception)
checks for a day
3 Become fluorescent (shed 10ft. dim light) for a week
4 Coughing fit for 5 minutes
5 Everything feels hot for 10 minutes
6 See in the color Beige for 1 minute
7 Stuffy nose for a day
9 Develop a craving for sweetrolls until you eat one
10-20 No-effect

Potions


Healing

Level Effect
Minor 1d4+CON
Normal 2d4+CON
Plentiful 3d6+CON
Vigorous 4d8+CON
Extreme 8d8+CON
Ultimate HP Restored to Max

Fortify Health

Lasts for 1 hour.

Level Effect
Normal 1d6 Temporary HP
Draught 1d12 Temporary HP
Solution 3d6 Temporary HP
Philter 2d12 Temporary HP
Elixir 3d12 Temporary HP

Regenerate Health

Lasts 30 seconds.

Level Effect
Solution Gain 1d4+con health every round
Philter Gain 2d4+con health every round
Elixir Gain 3d6+con health every round

Fortify Restoration

Lasts for 1 minutes.

Level Effect
Normal +1d4 to healing abilities
Draught +2d4 to healing abilities
Solution +3d4 to healing abilities
Philter +4d4 to healing abilities
Elixir +4d6 to healing abilities
Part 3 | Alchemy

Magicka

Level Effect
Minor + 1st level spell slots
Normal + 2nd level spell slots
Plentiful + 2 x 2nd level spell slots
Vigorous + 2 x 3rd level spell slots
Extreme + 4 x 3rd level spell slots
Ultimate Restore all spell slots

Fortify Stamina

Bonus action to consume, lasts until used/1 minute.

Level Effect
Normal +1 attack
Draught +2 attacks
Solution +3 attacks
Philter +4 attacks
Elixir +5 attacks

Fortify Marksman

Lasts for 1 minute.

Level Effect
Normal +1d4 damage for bows
Draught +1d6 damage for bows
Solution +2d4 damage for bows
Philter +2d6 damage for bows
Elixir +3d8 damage for bows

Fortify Barter

Lasts for 1 hour.

Level Effect
Normal +1 to negotiating the price of an item
Draught +2 to negotiating the price of an item
Solution +3 to negotiating the price of an item
Philter +4 to negotiating the price of an item
Elixir +5 to negotiating the price of an item

Fortify Block

Lasts for 1 minute.

Level Effect
Solution +1 to Armor Class while wielding a shield
Philter +2 to Armor Class while wielding a shield
Elixir +3 to Armor Class while wielding a shield





Fortify Carry Weight

Lasts for 8 hours.

Level Effect
Solution Gain an extra 200 carry weight
Philter Gain an extra 400 carry weight
Elixir Gain an extra 800 carry weight

Fortify Armor

Lasts for 1 minute

Level Effect
Solution +1 to Armor Class while wearing armor
Philter +2 to Armor Class while wearing armor
Elixir +3 to Armor Class while wearing armor

Fortify Light Weapons

Lasts for 1 minute.

Level Effect
Solution +1 to all Attack rolls you make with light or finesse melee weapons
Philter +2 to all Attack rolls you make with light or finesse melee weapons
Elixir +3 to all Attack rolls you make with light or finesse melee weapons

Fortify Heavy Weapons

Lasts for 1 minute.

Level Effect
Solution +1 to all Attack rolls you make with melee weapons that aren't light or finesse
Philter +2 to all Attack rolls you make with melee weapons that aren't light or finesse
Elixir +3 to all Attack rolls you make with melee weapons that aren't light or finesse

Fortify Skill

Lasts for 1 minute.

Level Effect
Normal +1 to checks made for skill check
Draught +2 to checks made for skill check
Solution +3 to checks made for skill check
Philter +4 to checks made for skill check
Elixir +5 to checks made for skill check
Part 3 | Alchemy

Invsibility

Level Effect
Normal Become invisible for 6 seconds
Draught Become invisible for 12 seconds
Solution Become invisible for 30 seconds
Philter Become invisible for 1 minute
Elixir Become invisible for 5 minutes

Waterbreathing

Level Effect
Solution Gain waterbreathing for 1 minute
Philter Gain waterbreathing for 5 minutes
Elixir Gain waterbreathing for 10 minutes

Resist Element

Gain resistance to damage from an element for 1 minute. (DC 17 to create)

Cure Disease

Cures all diseases currently affecting the target. (DC 13 to create)

Part 3 | Alchemy

Poisons

Basic Poison

As an action this poison can be applied to a slashing or piercing weapon or up 6 pieces of ammunition, the potency lasts for 60 seconds.

Level Effect
Weak DC 10 Con save or take 1d4 poison damage.
Normal DC 11 Con save or take 2d4 poison damage.
Potent DC 12 Con save or take 3d4 poison damage.
Virulent DC 13 Con save or take 4d4 poison damage.
Deadly DC 14 Con save or take 4d6 poison damage.

Anti-caster

As an action this poison can be applied to a slashing or piercing weapon or up 6 pieces of ammunition, the potency lasts for 60 seconds.

Level Effect
Weak DC 10 Con save or lose 1 lowest spell slot.
Normal DC 11 Con save or lose 2 lowest spell slots.
Potent DC 12 Con save or lose 3 lowest spell slots.
Malign DC 13 Con save or lose 4 lowest spell slots.
Deadly DC 14 Con save or lose 4 highest spell slots.

Stamina Drain

As an action this poison can be applied to a slashing or piercing weapon or up 6 pieces of ammunition, the potency lasts for 60 seconds.

Level Effect
Weak DC 10 Con save or lose 10 speed, if speed drops to 0 by this effect, you lose your action. Lasts until end of next turn.
Normal DC 11 Con save or lose 10 speed, if speed drops to 0 by this effect, you lose your action. Lasts until end of next turn.
Potent DC 12 Con save or lose 15 speed, if speed drops to 0 by this effect, you lose your action. Lasts until end of next turn.
Virulent DC 13 Con save or lose 20 speed, if speed drops to 0 by this effect, you lose your action. Lasts until end of next turn.
Deadly DC 14 Con save or lose 30 speed, if speed drops to 0 by this effect, you lose your action. Lasts until end of next turn.

Fear

As an action this poison can be applied to a slashing or piercing weapon or up 6 pieces of ammunition, the potency lasts for 60 seconds.

Level Effect
Weak DC 8 Con save or become frightened of all creatures for 30 seconds.
Normal DC 10 Con save or become frightened of all creatures for 30 seconds.
Potent DC 12 Con save or become frightened of all creatures for 30 seconds.
Virulent DC 13 Con save or become frightened of all creatures for 30 seconds.
Deadly DC 15 Con save or become frightened of all creatures for 30 seconds.

Frenzy

As an action this poison can be applied to a slashing or piercing weapon or up 6 pieces of ammunition, the potency lasts for 60 seconds.

Level Effect
Weak DC 8 Con save or attack closest creatures for 30 seconds.
Normal DC 10 Con save or attack closest creatures for 30 seconds.
Potent DC 12 Con save or attack closest creatures for 30 seconds.
Virulent DC 13 Con save or attack closest creatures for 30 seconds.
Deadly DC 15 Con save or attack closest creatures for 30 seconds.

Paralysis

As an action this poison can be applied to a slashing or piercing weapon or up 6 pieces of ammunition, the potency lasts for 60 seconds.

Level Effect
Weak DC 8 Con save or be paralyzed for 1 round.
Normal DC 10 Con save or be paralyzed for 1 round.
Potent DC 12 Con save or be paralyzed for 1 round.
Virulent DC 13 Con save or be paralyzed for 1 round.
Deadly DC 13 Con save or be paralyzed for 2 rounds.

Aversion to Element

As an action this poison can be applied to a slashing or piercing weapon or up 6 pieces of ammunition, the potency lasts for 60 seconds. DC 10 con save or gain vulnerability to an element.

Part 3 | Alchemy

Chapter 12: Foraging

The lands of Tamriel are vast and vary quite a lot. As with the changing of regions, certain plants, beasts and special ingredients can only be found in remote locations. Below you can find a list of possible things you may encounter in certain biomes. Further below you can also find a list of things that is only present in specific regions of Tamriel.

If a player wants to scavenge for food, they can roll from the Fauna table. Alternatively, they can search for ingredients; then use the ingredients table.

Yield Count

If a player discovers items from foraging, they get a yield amount, this is shown on each item as a die roll. Depending on how much you beat the DC by, the die count is multiplied by a value as listed below.

Excess Score Multiplier
3 x2
6 x3
10+ x4

Harvesting Animals

The amount of meat you can get from animals in ration count is listed below, this is also

Size Ration Count
Tiny 0.5
Small 2
Medium 2d4
Large 3d6
Huge 4d8
Gargantuan 10d8

Harvesting Minerals

Although not all regions specify it, you can harvest minerals as an option instead of flora and fauna, for any region that does not have a specified list of ores, it is the common ores available. Regions that specify minerals mean that only the listed minerals are available. The DC for finding minerals in the open is much higher than flora and fauna.

Regions

Alpine

The high mountains of this region does not allow for a lot of trees to grow

Type of Fauna

d4 type
1-2 Plants
3-4 Animals

Plants

d4 type
1 1d2 Goard
2 1d2 Red Apple
3 1d2 Tomatoes
4 1d2 Potatoes

Animals

d4 or d8 type
1 1d6 Jackals
2 1d4 Vultures
3 1d4 Elks
4 1d4 Fox
5 1d4 Wolves
6 1d2 Cave Bear
7 1d2 Sabre Cat
8 1 Bristleback

Ingredients

d4 type
1 1 Beehive
2 1 Scaly Pholiota
3 1d4 Nirnroot
4 1d4 Red mountain flower
Part 3 | Foraging

Arctic Regions

The harsh and cold environments doesn't allow much life, but even here, some things thrive.

Type of Flora and Fauna

d4 type
1-2 Plants
3-4 Animals

Plants

d4 type
1 1 Cabbage
2 1d2 Carrots
3 1d2 Leeks
4 1d2 Potatoes

Animals

d4 or d8 type
1 1d6 Rabbits
2 1d4 Goats
3 1d2 Elks
4 1d4 Snow Foxes
5 1d4 Wolves
6 1d2 Ice Wolves
7 1d2 Snowy Sabre Cat
8 1 Mammoth

Ingredients

d4 type
1 1 Blue Dartwing
2 1 Orange Dartwing
3 1d6 Snowberries
4 1d4 Frost Mirriams

Blackreach

Many giant glowing mushrooms grow throughout the cavern, providing natural light. The cavern is rich in minerals, including rare geode veins, and a subterranean river flows through it.

Type of Flora and Fauna

d4 type
1-2 Plants
3-4 Animals

Plants

1d4 type
1 1d6 Large Shroom Carving
2 1d4 Blackreach Grey Mushroom
3 1d4 Blackreach Glowing Green Mushroom
4 1d8 Blackreach Small Blue Mushroom

Animals

d4 or d8 type
1 1d6 Blackreach Jelly
2 1d4 Skeever
3 1d2 Shroom Beetle
4 1d4 Gloomspore Wolf
5 1d4 Chaurus
6 1d2 Blacreach Mudcrab
7 1d2 Vale Deer
8 1 Chaurus Reaper

Ingredients

d4 or d8 type
1 1d6 Bleeding Crown
2 1 Netherroot
3 1d4 Blisterwort
4 1 Fly Amanita
5 1 Namira's Rot
6 1d6 Chaurus Egg
7 1d4 Gleamblossom
8 1 Crimson Nirnroot

Minerals

1d4 type
1 Geode Vein
2 Corundum
3 Gold
4 Soul Gems
Part 3 | Foraging

Morrowind

Morrowind is the nation in the northeast corner of Tamriel, and the home of the Dunmer. It is dominated by the large island of Vvardenfell and its centerpiece, the ash-spewing Red Mountain, but also includes territory on the continental mainland.

Type of Flora and Fauna

d4 type
1-2 Plants
3-4 Animals

Plants

d8 type
1 1 Ash Yam
2 1d2 Saltrice
3 1d4 Bittergreen
4 1d2 Hackle-lo
5 1d2 Marshmerrow
6 1d10 Muck
7 1d4 Urgandil
8 1d8 Wickwheat

Animals

d6 type
1 1d2 Guar
2 1d4 Nix-Hound
3 4d4 Cliff Racer
4 2d4 Kagouti
5 1d4 Alit
6 3d4 Netches

Ingredients

d4 type
1 1 Ash Yam
2 1 Black Anther
3 1d6 Chokeweed
4 1d4 Corkbulb Root
Part 3 | Foraging

Deadlands

The Deadlands are a Daedric realm of Oblivion created and ruled over by the Daedric Prince of Destruction, Mehrunes Dagon. The embodiment of its creator's sphere, the dimension is fraught with natural disasters and destructive change. The area known as the Burn is covered by an ocean of lava, scattered with scorched volcanic islands and ruined structures. There are very few plants and most of what survive here are trees.

Type of Flora and Fauna

d4 type
1-2 Trees
3-4 Fauna

Trees

1d6 type
1-2 1d4 Ember Oak
3-4 1d4 Deadlands Pine
5-6 1d4 End Times Ash Tree

Animals

d4 or d8 type
1 1d6 Ash Hopper
2 1d4 Daedrat
3 1d2 Nixad
4 1d4 Watchling
5 1d4 Scamp
6 1d4 Nightmare Wolf(on a 4, roll 1d4 and on a 4 add a packlord)
7 1d2 Nightmare Senche
8 2d6 Mudcrab of ETERNAL DOOM

Ingredients

d6 type
1-2 1d6 Bloodgrass
3-4 1 Harrada
5-6 1d4 Spiddal Stick

Minerals

1d4 type
1-2 Black Iron
3-4 Voidstone

Watch

The

Skies

Traveler

This binder contains inspiration from many other sources mainly from Bethesda, however, there are many other sources that I obtained my charcter ideas and other system from, the most notable one is The Homebrewery - Natural Crit which is what I originally used for creating my own Elder Scrolls campaign but I felt it was more Forgotten Realms than Elder Scrolls and build on top that. I will create a better list of references in the future.

When you're ready to play with this expansion, don't forget to check out the Dungeon Master's Guide Expansion as well as the Campaign Books allowing you to run the main story of Skyrim! (Neither of these are public yet but stay tuned for them in the future!)

Current Version: 1.0.0

 

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