Creating your Character
This guide offers the following playable races for an Elder Scrolls setting:
The High Elves, Argonians, Wood Elves, Bretons, Dark Elves, Imperials, Khajiit, Nords, Orcs, and Redguards.
At 1st level, choose one of the races provided in this guide to determine your starting traits.
Note on Balance
These races are slightly more powerful than those found in the Player's Handbook. It is recommended that player parties consist exclusively of races from this guide to maintain balance.
Balance changes may occur during further playtesting. See the changelog at the end of this guide to view recent changes to racial traits.
Optional Rules
The following are optional rules that may allow for more character creation choices.
Ability Score Increases
Each of the races in this guide possess a set Ability Score Increase trait. You may replace the Ability Score Increase provided by your chosen race and instead increase one score by 2 and a different score by 1, or increase three different scores by 1.
If you choose the Khajiit race, you may only replace the Ability Score Increase with an increase of 1 in a score of your choice.
Languages
The languages of Tamriel differ from those spoken in official Dungeons & Dragons settings. If your character learns a language not found in this setting, consult your DM to determine a suitable replacement. The most commonly spoken tongue in the land is Cyrodiilic, the language of the Imperials and their vast empire. Almost every person in Tamriel is capable of speaking this language.
Many of the races have native tongues of their own. These include High Elvish (High Elves & Bosmer), Jel (Argonians), Dunmeris (Dark Elves), Ta'agra (Khajiit), Orcish (Orcs), and Yoku (Redguards).
There is also a variety of other languages spoken less commonly. Daedra and some dark mages may speak Daedric, the language of the beings who exist in Oblivion beyond the mortal realm. The men of the Reach and the Sea Elves have languages of their own, as do the Giants and Goblins who roam the wilds. In distant lands to the east, unknown races speak a language known as Akaviri.
Ancient languages that were once spoken by extinct cultures include Dovahzul (dragons), Ayleidoon (Ayleids), Dwemeris (dwarves), Nedic (Nedes), and Ehlnofex (Ehlnofey). These languages may no longer have any native speakers, but some historians and scholars may have learned them.
High Elves
Altmer, or High Elves, consider themselves the most distinguished among the races of Tamriel, and they have the pedigree to prove it.
The High Elves are the direct descendants of the first elves to sail to Tamriel. The ancient Aldmer settled the paradisal Summerset Isles and began to record their storied history. The modern Altmer like their Aldmeri ancestors believe that they are originally descended from the Divines. Owing to their long lifespans and longer memories, High Elves keep careful records of their ancestries, deeds, and grudges. They have had millenia to hone their technology and knowledge of the arcane on the isolated Summerset Isles, and many High Elves are exceptional wizards. Other races may consider Altmer snooty or arrogant. While some mer certainly fit that description, the truth is that High Elves are raised with high expectations and hold both themselves and others to a high standard. High Elves are often tall, with slender builds that lend them an ethereal grace when they practice magic or the martial arts. Their faces are angular and they sport long, pointed ears. Your Intelligence score increases by 2, and your Dexterity score increases by 1. High Elves mature at the same rate as humans, though may not be taken seriously until they have several decades under their belts. A 200-year-old elf is considered old, while a 300-year-old elf is considered very, very old. High Elves are often over 6 feet tall and have slender builds. Your size is Medium. Your base walking speed is 30 feet. You can speak, read, and write Cyrodilic and High Elvish. Gain proficiency in your choice of painter's, jeweler's, glassblower's, or weaver's tools, or any musical instrument. You have proficiency in History and you can speak, read, and write one extra language of your choice. When you make a contested ability check, you may roll the check with advantage. You can use this trait a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest (a contested check is when two or more creatures roll separate ability checks against each other). You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose the ability when you select this race).Elder Race
Appearance
Traits
Ability Score Increase
Age
Size
Speed
Languages
Practiced Hands
Legends Learned
Superior Breeding
Cantrip
Argonians
The mysterious lizard-folk prefer to keep to themselves, but are resilient enough to weather any hardship.
The Argonians hail from Black Marsh, a province inhospitable to the other races that was never fully conquered by any empire. There grow the great Hist trees, and from them all Argonian life stems. The Hist are all connected to one another and guide the Argonian tribes who commune with them. The trees are inscrutable beings that possess wisdom far beyond the ken of most ordinary mortals, and are said to give Argonians their souls. The Hist hold that Sithis, a being of primordial chaos, Argonians may also be found across Tamriel, and have a history of being exploited by other races. The Dark Elves have spent centuries raiding Black Marsh for captives to enslave in Morrowind, and because of this many Argonians are born outside their homeland. Argonians are similar in shape and size to humans. Their scales come in a myriad of colors. All Argonians have tails and may have horns, feathers, or spines. Your Constitution score increases by 2, and your Wisdom score increases by 1. Argonians have similar lifespans to humans and often live around 75 years. Argonians can be bulkier and taller than most humans, or they can be slighter and smaller. Your size regardless is Medium. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. You can speak, read, and write Cyrodilic and Jel, or another language of your choice. You have tough, scaly skin. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage. Additionally, you can breathe underwater. As an action on your turn, you may spend one of your hit dice and regenerate hit points equal to half the number rolled + your Constitution modifier, rounded up. When you choose this race, choose one of the following. You are an Argonian hatched and raised in Black Marsh. After your hatching, you drank of the Hist-Sap that granted you a soul.
As a result of your environment, you gain proficiency in the Nature skill, and you have the ability to communicate with any Hist-Tree you encounter. Hist-Trees speak to one another and all share one mind, though in very rare cases single trees may go rogue and dissent. You were born outside of the boundaries of Black Marsh. Your family has assimilated into another Tamrielic culture, or perhaps was forced to do so under the yoke of slavery. Choose a skill proficiency of your choice from: Acrobatics, Athletics, Deception, Insight, Intimidation, Medicine, Perception, Persuasion, Sleight of Hand, and Survival.
People of the Root
Appearance
Traits
Ability Score Increase
Age
Size
Speed
Languages
Natural Armor
Black Marsh Resilience
Regeneration
Argonian Origin
Saxhleel
Lukiul
Wood Elves
Bosmer, or Wood Elves, are as subtle as they come, but have a wild side when it comes to protecting the natural world they treasure.
Deep in the jungle province of Valenwood, towering Graht-Oaks provide shelter for the Wood Elves who call the land their home. Expert archers, stealthy stalkers, and peerless hunters are the champions of this race. The Bosmer believe they were given their shape by the god Y’ffre, to whom they swore an oath known as the Green Pact. This Pact leads the Wood Elves who follow it to protect all plant life, and even avoid eating any plant matter. Instead, they exclusively eat meat and vow never to waste a scrap of it, leading some other races to believe that Wood Elves are bloodthirsty cannibals. Generally, the Wood Elves are known to be more carefree than their fellow elven races, yet they possess curiosity and passion that often surpasses their brethren. Wood Elves are, on average, the smallest race in Tamriel. Most Bosmer are less than five feet tall with wiry and lithe builds. Some Bosmer sport gently curving horns in addition to their long, pointed ears. Your Dexterity score increases by 2, and your Wisdom score increases by 1. Wood Elves reach adulthood in their late teens or early twenties and can live up to 250 years old. Wood Elves range from 4 to 5 feet tall and have slender builds. Your size is Medium or Small. You choose the size when you select this race. Your base walking speed is 35 feet. You can speak, read, and write Cyrodilic and High Elvish. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. You have proficiency in the Nature skill. You have proficiency with shortbows and longbows. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Once per round, when you make a Dexterity saving throw, you may give yourself advantage on the roll. You can use this feature a number of times equal to your proficiency bonus. Regain all expended uses when you take a long rest.Defenders of the Green
Appearance
Traits
Ability Score Increase
Age
Size
Speed
Languages
Darkvision
One with the Green
Valenwood Weapons Training
Mask of the Wild
Bones of the Earth
Bretons
Combining elven cunning with the tenacity of mankind, Bretons are known for both wily magecraft and heroic feats of arms.
Manmeri
In the northwestern corner of Tamriel known as High Rock, ancient elves once intermingled with humans and gave rise to the Breton race. Over the centuries, this new race came to rule over High Rock in place of the elves who had been their lords. The Bretons only bear traces of their elven ancestry, but it grants them an affinity for magic beyond that of the other human races.
The Bretons are proud and fractitious, and High Rock is almost always broken into many competing feudal kingdoms. Powerful nobles negotiate complex politics while those beneath them aspire to become knights or learn the arcane arts. These nobles rule over commoners who often work the land or become shrewd merchants.
The other elven and human races have been known to deride the Bretons as 'mongrels' and call them Manmeri due to their mixed ancestry. But Bretons are much more than the sum of their parts. Their culture does contain influences from their elven and human ancestors, but once long ago the Bretons developed their own druid culture and wielded powerful nature magic.
Appearance
Bretons are smaller and slighter than the other human races, and some bear marks of their elven ancestry, such as slightly angular features or slightly pointed ears.
Traits
Ability Score Increase
Your Intelligence score increases by 2, and your Charisma score increases by 1.
Age
Bretons age slightly more slowly than ordinary humans due to their elven blood. A Breton can live up to 130 years old.
Size
Bretons tend to be smaller and slighter than the other human races, but can still be broad and reach well over 6 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Cyrodilic and one extra language of your choice.
Chivalry
You gain proficiency in your choice of Medium Armor or the Persuasion skill.
Magic Resistance
You have advantage on saving throws against spells and other magical effects.
Cantrip
You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose the ability when you select this race).
Dark Elves
The Dunmer are as strange and forbidding as the lands they inhabit.
Ashen Elves
The Dark Elves, or Dunmer, are among the most willful and independent of the Tamrielic races. They once shared ancestors with the High Elves, but left the Summerset Isles and embarked on an exodus to Morrowind, a bizarre land filled with huge insectoid creatures, and ash spewed by the volcanic Red Mountain.
In the early First Era, the Dark Elves gained their name as well as their grey skin and red eyes after they were cursed by the Daedric Prince Azura.
Dunmer are proud and tend to be disdainful both of other races and other Dark Elves. Family and loyalty are central values, and many owe loyalty to one of the five Great Houses of Morrowind.
Equally important to the Dunmer is religion. Many Dark Elves worship the Tribunal, a trio of Living Gods named Vivec, Almalexia, and Sotha Sil, who were once mortal elves themselves and now spread their blessings personally to their people. Meanwhile, the outcast Ashlanders reject the Tribunal and wander the wilds waiting for a prophecy to be fulfilled.
By the Fourth Era, the Tribunal vanished and most Dunmer returned to the worship of their ancestors alongside the Daedric Princes Azura, Mephala, and Boethiah.
Appearance
Dark Elves are similar in height and build to the High Elves, though perhaps not quite as tall. They have ash-grey skin and crimson eyes, while their hair can be either black or pale.
Traits
Ability Score Increase
Your Charisma score increases by 2, and your choice of Strength or Dexterity increases by 1.
Age
Dark Elves live exceptionally long lives, and can live up to 350 unless they extend their life through other means.
Size
Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Cyrodilic and Dunmeris.
True Faith
You have proficiency in the Religion skill.
Red Mountain’s Blessing
You have resistance to fire damage.
Versatility
You have proficiency in one martial weapon of your choice and you know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose the ability when you select this race).
When you take the Attack action using a weapon, you may cast a cantrip as a bonus action. After you use this trait, you must complete a short rest before you can use it again.
Imperials
The shrewd humans of Cyrodiil exercise strength and wisdom as maintainers of a great empire.
Masters of the Realm
The Imperials are the cosmopolitan natives of Cyrodiil, the province at the heart of Tamriel and the center of the Empire. This adaptable race of humans have mastered a wide variety of skills, and thus famous warriors, priests, scholars, and wizards have come from Imperial stock. Their flexible natures have made them excellent conquerors and builders of empires.
The Imperials were not always rulers. In the early First Era, a race of elves known as the Ayleids spread across Cyrodiil. The cruel ‘wild elves’ enslaved great numbers of humans and sacrificed many of them to Daedric gods. A slave named Alessia led an uprising, and elven rule in the Heartlands was broken. The newly freed slaves, inheritors of great power, eventually came to be known as Imperials.
The Imperials created a new religion that worshipped the eight divine Aedra by combining elements of both elven and human religions. By the end of the First Era, Imperial legions had carved out a mighty Empire.
Imperials are known for their negotiating skills as well as their piety. Their culture has spread across the Empire, and their language, Cyrodiilic, is spoken as a common tongue.
Appearance
Imperials come in many different shapes and sizes, and their skin can range from pale to light brown. They may ornament their clothes with the red diamond, a symbol of the Emperor and the Saint Alessia.
Traits
Ability Score Increase
Your Charisma score increases by 2, and your Constitution score increases by 1.
Age
Humans reach adulthood in their late teens and live less than a century.
Size
Imperials vary in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Cyrodilic and one extra language of your choice.
Silver Tongue
You gain proficiency in the Persuasion skill. When you successfully persuade someone to sell you an item at a cheaper price, that price is reduced by an additional 10%.
Street Smarts
You have advantage on saving throws against being charmed.
Shield of the Empire
You have +1 AC. Once per turn when your hitpoints are restored by a potion or spell, regain additional hitpoints equal to your proficiency bonus.
Khajiit
Under the light of two moons, the Khajiit of Elsweyr move with graceful feet and speak with clever tongues.
Feline and Fair Folk
A hulking senche-raht bounds across the dry landscape on four legs. A muscular cathay stands at the prow of a ship and oversees the loading of cargo onboard. A diminutive alfiq’s paws glow with magic as she modifies the memory of a man who tried to give her a ball of yarn.
The Khajiit of Elsweyr come in as many shapes and sizes as there are phases of the two moons. Yet across Tamriel, the cat-folk are known for their stealth, grace, curiosity, and mischief. Many are also familiar with their precious moon-sugar, and the illicit skooma produced from it.
The Khajiit worship a pantheon of spirits that bear similarities to the Aedra and Daedra worshipped by many of the other races. They revere the two moons, known to them as Jode and Jone. Disciplined Khajiit often make excellent warriors, monks, and mages, while others find success as rogues of all kinds.
Appearance
While most Khajiit are born looking very similar to one another, they soon develop features unique to their form, or ‘furstock’. See the tables on the following pages to determine your Khajiit's unique appearance and traits.
Traits
Ability Score Increase
Your Dexterity score increases by 1.
Age
Khajiit have lifespans equivalent to most human races.
Size
Khajiit size greatly depends on what form you have. Unless otherwise stated, your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Cyrodilic and Ta’agra.
Darkvision
You have a cat’s keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Cat’s Claws
Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cat’s Talent
You have proficiency in the Stealth skill.
Jone and Jode
Khajiit place the moons Jode and Jone at the center of their religion and culture. The Khajiit owe a great deal to the moons, and each individual's form or 'furstock' is determined by the phases of the moons they are born under.
When you select this race, choose one ability from the Jode list and one from the Jone list. The combination you choose will determine your form. More information is provided on the next page.
Lunar Lattice
When you create your Khajiit character, choose one trait each from the Jode and Jone tables below. Your Jode trait corresponds to the phase of the larger moon (Masser) that your character was born under, while the Jone trait corresponds to the phase of the smaller moon (Secunda).
Jode
Moonphase | Trait |
---|---|
Full | Your Strength score increases by 1. Alkosh’s Roar: As an Action, you let out a roar with the might of the dragon-cat. Make an Intimidation check. An enemy within 30ft of you must make a Wisdom saving throw contested by your roll or become frightened of you for one minute. After you use this trait, you cannot use it again until you complete a long rest. |
Waxing | Your Constitution score increases by 1. Baan Daar’s Luck: When you fail an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. After you use this trait, you cannot use it again until you complete a long rest. |
New | Your Charisma score increases by 1. Rajhin’s Grace: As an Action, make your movements smooth and your tongue smoother. For the next minute, you have advantage on Dexterity and Charisma ability checks. After you use this trait, you cannot use it again until you complete a long rest. |
Waning | Your Wisdom score increases by 1. Your Constitution score decreases by 1. Magrus’ Light: Choose a 1st-level spell from the Wizard or Cleric spell list to learn. You may cast it using this trait without expending a spell slot. After you use this trait, you can’t use it again until you complete a long rest. You may still cast the learned spell using any available spell slot. |
Jone
Moonphase | Trait |
---|---|
Full | Your Dexterity score increases by 1. Pounce – As a bonus action, you may leap at a target within 5ft and they must succeed on a Strength saving throw (DC: 11 + your STR modifier) or be knocked prone. Once you use this trait, you can’t use it again until you complete a short rest. |
Waxing | Your Constitution score increases by 1. Pounce – As a bonus action, you may leap at a target within 5ft and they must succeed on a Strength saving throw (DC: 11 + your STR modifier) or be knocked prone. Once you use this trait, you can’t use it again until you complete a short rest. |
New | Your Dexterity score increases by 1. Agility – As a bonus action, you may double your speed until the end of your turn. Once you use this trait, you can’t use it again until you complete a short rest. |
Waning | Your Constitution score increases by 1. Agility – As a bonus action, you may double your speed until the end of your turn. Once you use this trait, you can’t use it again until you complete a short rest. |
The traits you choose determine what form your Khajiit takes. Consult the table below after selecting your traits, then see the next page for descriptions of each form.
Furstocks
Each of the Khajiit furstocks are described below.
Alfiq
These clever and magically gifted Khajiit are often mistaken for ordinary housecats.
Alfiq-Raht – This form is larger than the regular Alfiq.
Dagi
Mystically-inclined, leopard-like Khajiit with lithe bodies and long limbs, fond of climbing trees.
Dagi-Raht – This form is larger than the regular Dagi.
Ohmes
These rare Khajiit are nearly indistinguishable from Wood Elves. Many Ohmes tattoo their faces to resemble felines.
Ohmes-Raht – This form is possess more catlike features than the Ohmes, including light fur and a tail.
Suthay
These Khajiit walk on two legs, but are slighter than the Cathay and pad stealthily on more paw-like feet.
Suthay-Raht – This form is larger than the regular Suthay.
Tojay
Little is known about this variety of Khajiit, but they appear to resemble the Suthay.
Tojay-Raht – A larger variety of the Tojay.
Cathay
A common variety of Khajiit sometimes known as 'jaguar-men'.
Cathay-Raht – This form is larger than the ordinary Cathay.
Pahmar
Fierce, tiger-like Khajiit with muscular physiques.
Phamar-Raht – Larger Pahmar, which makes them very large Khajiit indeed. Sometimes they hunch over and bound on all four legs.
Senche
Hulking quadrupedal Khajiit with great strength and speed.
Senche-Raht – Larger than the Senche, this is the largest type of Khajiit. They have earned the nickname 'battle-cats' due to occasionally allowing others to ride them as mounts.
Alfiq and Senche Traits
The Alfiq and Senche furstocks gain bonus traits in addition to others granted by the Khajiit race. Alfiq are considered size Small, while Senche are size Large. Alfiq or Senche cannot hold items in their paws, and they have disadvantage on Dexterity checks involving fine motor skills.
Nords
The rugged Nords of Skyrim are equally at ease with a weapon in their hand or a mug of warm mead.
Sons of Snow
A Nord cares for three things: a good fight, a good drink, and good company. The hardy race of Men from the north are known for their prowess in battle and their stubborn natures, not unlike the tall Skyrim mountains from which they spring. A Nord can make a fearsome foe to those who wrong them, or a fast friend to their allies.
The Nords have deep roots in the northern province of Skyrim, but actually originated in Atmora, a frozen continent north of Tamriel. The legendary hero Ysgramor led 500 warriors from Atmora and conquered Skyrim from the Snow Elves. Even after the elimination of the elves, however, the Nords were not masters of the land. The Dragon Cult acted as tyrants who demanded Nords worship and serve the dragons, but the priesthood's power was broken after the Dragon War that exterminated most dragons.
Skyrim is split amongst different Holds, regions ruled by the local Jarl. A High King reigns over all of the Jarls. Nordic religion venerates a unique pantheon of gods including Shor, the god of the dead. Nords known as Skalds make very fine poets, and there have been prominent Nordic scholars and mages as well throughout history.
One ability unique to the Nordic people is the Voice, a magic learned from the dragons that enables the user to carry devastating power with their shouts. The Greybeard monks train in the use of the voice and live in seclusion on the tallest mountain in Tamriel, High Hrothgar.
Appearance
Nords have pale skin and large builds, towering over most other races. It isn’t uncommon for Nords to wear braids in their hair or beards.
Traits
Ability Score Increase
Your Constitution score increases by 2, and your Strength score increases by 1.
Age
Humans reach adulthood in their late teens and live less than a century.
Size
Nords vary in size, but most fall between 5 and a half and 7 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Cyrodilic and one extra language of your choice.
Child of Skyrim
You have resistance to cold damage. You also have advantage on saving throws against being frightened.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Inspiring Cry
You can let out an inspiring battle cry to empower your allies. As a bonus action, choose a number of creatures up to your proficiency bonus within 60 feet of you who can hear you. They each gain a 1d4 Inspiration die for 1 minute. After you use this trait, you can’t use it again until you finish a long rest.
Orcs
The much-maligned Orsimer are considered brutish rivals to be eliminated by the other races, but the Orcs survive, and even thrive, despite the animosity.
The Pariah Race
The Orcs live as pariahs among the other races of Tamriel. Called pig-children, barbarians, brutes, and worse, the Orcs live on the fringes of other societies. But none of the other races can deny that the Orcs are strong, determined, and cunning enough to survive every trial.
According to legends, the Orsimer were once members of the fair elven race. They worshipped the elven god Trinimac, but when the Daedric Prince Boethiah ate and disgraced him, he was transformed into the Daedric Prince Malacath. His elven worshippers transformed, too, and became Orcs.
The Orsimer were driven from every land, though several groups managed to claim a foothold: the Mountain Orcs in northernwestern Tamriel, the Iron Orcs in Hammerfell, and the Wood Orcs in Valenwood. Orc settlements are known as strongholds, and each is led by a male Orc chieftain. The chieftain is the only male member of the stronghold allowed to have wives, and is replaced whenever a stronger male kills him.
Despite the Orcs’ violent reputation, they are extremely skilled craftsmen. Orcish arms and armor are highly prized, and they are capable of great constructions, including the city-state of Orsinium. This great capital has been built and razed countless times over the centuries—neighbors rarely tolerate an Orcish kingdom for long.
Appearance
Despite being considered beastfolk, Orcs are actually a variety of mer, or elf, and have pointed ears. Their skin color ranges from grey to green, and tusks sprout from their lower jaw.
Traits
Ability Score Increase
Your Strength score increases by 2, and your Constitution score increases by 1.
Age
Orcs age at the same rate as humans, but don't tend to live past their sixties.
Size
Orcs are somewhat larger and bulkier than humans, and range from 5 to well over 6 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Cyrodilic and Orcish.
Malacath’s Child
You gain proficiency in the Intimidation skill. You also gain proficiency in your choice of leatherworker’s, mason’s, smith’s, or carpenter’s tools.
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 trait again until you finish a long rest.
Savage Reckoning
When you deal damage to an enemy with an attack, if you took damage since your last turn, you can roll one of the weapon or spell's damage dice one additional time and add it to the total. You may only use this trait once per turn, and can only use it a number of times equal to your proficiency bonus. You regain all expended uses when you complete a long rest.
Redguards
Survivors of an ancient calamity bearing the traditions of the finest warriors in Tamriel.
Conquering Ra Gada
The Redguards are descended from warrior-refugees of Yokuda, a continent to the west of Tamriel that sank beneath the ocean under mysterious circumstances. The survivors sailed to Tamriel, where they swiftly conquered territory in Hammerfell and staked out a living there.
The name 'Redguard' is a corruption of Ra Gada, meaning 'Warrior Wave'. The name describes the Yokudans arriving on Tamriel's shores: an unstoppable force that crashed over their foes like a wave. The modern Redguards are still considered the finest warriors in the land, masters of all weapons. Not all Redguards are martially inclined, though. Many make excellent merchants, and trade flows through the seas and deserts under their control. However, Redguard society rejects most magic and mistrusts those who use it.
Redguard culture is complex and divisive. The traditionalistic Crowns are descended from Yokudan nobility and cleave much more stringently to tradition than their counterparts, the Forebears, who are more willing to embrace the ideas of outsiders. Differences between these two factions have led to spilled blood many times in Redguard history.
Appearance
Redguards are about the same size and height as other humans. Their skin color ranges from dark brown to light brown.
Traits
Ability Score Increase
Your choice of Strength or Dexterity score increases by 2. Your Wisdom score increases by 1.
Age
Humans reach adulthood in their late teens and live less than a century.
Size
Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Cyrodilic and one extra language of your choice.
Natural Athlete
You have proficiency in the Athletics skill. Additionally, if you would take points of exhaustion, you may reduce the level of exhaustion gained by 1 and then you cannot use this feature again until you take a long rest.
Martial Training
You are proficient with martial weapons and medium armor.
Warrior Wave
After you make an attack on your turn, you may use your bonus action to perform the Dash action. If you do, you don't provoke opportunity attacks from creatures you have damaged this turn. You may use this trait a number of times equal to your proficiency bonus and regain all expended uses when you complete a long rest.
Races of Tamriel
Choose your race and begin your adventure in Tamriel to fulfill the prophecies of the Elder Scrolls.
This guide includes the ten primary races from the beloved Elder Scrolls video game series so that you can bring them into your games of Dungeons & Dragons 5E game.
Included are the High Elves, Argonians, Wood Elves, Bretons, Dark Elves, Imperials, Khajiit, Nords, Orcs, and Redguards.
Stay tuned for Races of Tamriel Expanded, which includes the Dremora, Sea Elves, and Reachfolk.
Races and art referenced in this guide are the property of Zenimax Media.
Changelog
- v1.0.2:
- Natural Armor (Argonian) now sets base AC to 13 instead of 12.
- Chivalry (Breton) can grant proficiency in Medium Armor instead of Heavy Armor
- Shield of the Empire (Imperial) no longer grants proficiency in Heavy Armor and Shields. Instead Imperials regain additional hitpoints when they receive healing.
- v1.0.1:
- Cantrip (High Elf, Breton, Dark Elf) now allow you to choose an associated casting ability.
- Practiced Hands (High Elf) now only grants proficiency in artisan's tools instead of any kind of tool.
- Black Marsh Resilience (Argonian) now grants advantage on saving throws against disease and poison.
- Malacath's Child (Orc) has the option for proficiency in carpenter's tools instead of woodcarver's tools.
- Playtesters wanted. If you have feedback, please leave a comment or message on reddit.
- Please note that these races are intended to be more powerful than those found in the Player's Handbook. It is recommended that player parties consist exclusively of races from this guide to maintain balance.
Credits
- Character art provided by the wonderful Elder Scrolls: Legends card game.
- Thanks to the Unofficial Elder Scrolls Pages for upkeeping a fantastic database of lore & art from the games.
- Redire's take on the TES races provided inspiration for some of the names of traits in this guide.
- Sindasel adventuring party for helping to playtest!