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PLAYER'S BASIC RULES VERSION 1.

3
BASED ON DUNGEONS & DRAGONS
FIFTH EDITION

CREDITS Unofficial Elder Scrolls Tabletop Roleplaying Game


Dungeons & Dragons Lead Designer/Writer: Michael Bonar
Copyright © 2014 Wizards of the Coast LLC, Dungeons &
Dragons, D&D, Player's Handbook, Dungeon Master's Special Thanks
Guide, and all other Wizards of the Coast product names Timothy Hyche, Wes Wisdom, Myrrdin, Emilio HF,
and their respective logos are trademarks of Wizards of Tjelvar Lidegran, Ben Allen, The Thieving Mick, my
the Coast. gaming group who have had to deal with my constant
changes, and everyone who has supported this project.
D&D Lead Designers: Mike Mearls, Jeremy Crawford
Design Team: Christopher Perkins, James Wyatt, Intellectual Property
Rodney Thompson, Robert J. Schwalb, Peter Lee, Steve The conversion contained in this booklet is an unofficial
Townshend, Bruce R. Cordell fan made project. This work is not for profit and its
commercial distribution to anyone under any
The Elder Scrolls circumstances is strictly prohibited.
Copyright © 2014 Bethesda Softworks LLC, a ZeniMax
Media company. The Elder Scrolls, Bethesda Softworks,
ZeniMax and their respective logos are registered
trademarks of ZeniMax Media Inc. All Rights Reserved.

Art
All art is used without permission. Art is expected to be
property of Bethesda Softworks LLC, unless noted
otherwise. Please correct any inaccuracies to the author
of this website and credit will be given as appropriate. Release: March 2017
INTRODUCTION
Tamriel is a world filled with exciting stories. Many explore. The DM might describe the entrance to Castle
tales have been experienced and shared, but there are Volkihar, and the players decide what they want their
many more waiting to be told. adventurers to do. Will they walk across the
The Elder Scrolls series was initially influenced by dangerously weathered bridge? Tie themselves
pen-and-paper role playing games. Arena's success together with rope to minimize the chance that
came from its innovative RPG elements, and someone will fall if the bridge gives way? Or cast a
Daggerfall's character creation was completely spell to carry them over the chasm?
reminiscent of popular pen-and-paper games. It is Then the DM determines the results of the
surprising that this immersive world was never adventurers’ actions and narrates what they
officially released as a table top game. experience. Because the DM can improvise to react to
This book contains many customizations to the anything the players attempt, D&D is infinitely
Dungeons & Dragons rule sets to let you create flexible, and each adventure can be exciting and
intricate characters that are well suited for unexpected.
adventuring in Tamriel. This conversion project The game has no real end; when one story or quest
maintains many elements from D&D Fifth Edition, and wraps up, another one can begin, creating an ongoing
assumes that the players and the Dungeon Master story called a campaign. Many people who play the
have a basic understanding of the game. Although it is game keep their campaigns going for months or years,
a very similar conversion, there are some differences. meeting with their friends every week or so to pick up
Each of the classes, races, and backgrounds have been the story where they left off. The adventurers grow in
tailored to suit Tamriel, as with some of the attributes, might as the campaign continues. Each monster
and birthsigns have been added to character creation. defeated, each adventure completed, and each
Birthsigns and Races include powerful features and treasure recovered not only adds to the continuing
traits that characters gain access to, which makes story, but also earns the adventurers new capabilities.
them much more capable at 1st level than with This increase in power is reflected by an adventurer’s
standard characters. These strengths help reduce the level.
untimely deaths that can surprise low level parties, There’s no winning and losing in the game—at least,
but this should be considered when creating not the way those terms are usually understood.
appropriate challenges for the player characters. Together, the DM and the players create an exciting
Each of the revisions in this book should be story of bold adventurers who confront deadly perils.
reviewed before playing, but many of these changes Sometimes an adventurer might come to a grisly end,
can be easily converted to or from standard D&D torn apart by ferocious monsters or done in by a
features. Take as many changes as you feel nefarious villain. Even so, the other adventurers can
comfortable with into your game. Remember, the only search for powerful magic to revive their fallen
right way to play is by having fun. comrade, or the player might choose to create a new
character to carry on. The group might fail to
PLAYING THE GAME complete an adventure successfully, but if everyone
had a good time and created a memorable story, they
In the game, each player creates an adventurer (also
all win.
called a character) and teams up with other
adventurers (played by friends). Working together,
the group might explore a dark dungeon, a ruined city, PLACES FOR ADVENTURE
a haunted castle, a lost temple deep in a jungle, or a Nirn is a world filled with magic and monsters, brave
lava-filled cavern beneath a mysterious mountain. The warriors and spectacular adventures. The universe is
adventurers can solve puzzles, talk with other built upon medieval fantasy with unique creatures,
characters, battle fantastic monsters, and discover places, and magic that truly sets this world apart.
fabulous magic items and other treasure. Tamriel exists within a vast cosmos called the
One player, however, takes on the role of the Aurbis. This universe encompasses the Void and all
Dungeon Master (DM), the game’s lead storyteller and the Planes of Existence, such as each of the
referee. The DM creates adventures for the characters, Coldharbour, the realm of Molag Bal, and the plane of
who navigate its hazards and decide which paths to Akatosh. Within this universe are many planes that

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have yet to be explored, and of course, Nirn, the world
where each of the Elder Scrolls stories have taken
HOW TO PLAY
The play of the game unfolds according to this basic
place.
pattern.
On Nirn itself, Tamriel has been the only continent
1. The DM describes the environment. The DM
ever explored in the main series, with several
tells the players where their adventurers are and
provinces still to be seen, along with many other
what’s around them, presenting the basic scope of
continents to create new epic stories. Each of these
options that present themselves (how many doors
provinces and continents share characteristics, but
lead out of a room, what’s on a table, who’s in the
each is set apart by its own histories and cultures,
tavern, and so on).
distinctive monsters and races, fantastic geography,
2. The players describe what they want to do.
ancient dungeons, and scheming villains. Each of the
Sometimes one player speaks for the whole party,
races have unusual traits in their different settings.
saying, “We’ll take the east door,” for example. Other
The ancient tribal Bosmer of Valenwood, for example,
times, different adventurers do different things: one
are jungle dwelling cannibals, while many Redguards
adventurer might search a treasure chest while a
of Hammerfell are desert nomads. Some of the worlds
second examines an esoteric symbol engraved on a
feature more obscure races, such as the golden-clad
wall and a third keeps watch for monsters. The
Auroran's of Meridia's realm, or the Tsaesci, vampiric
players don’t need to take turns, but the DM listens to
serpent-folk of Akavir.
every player and decides how to resolve those actions.
Your DM might set the campaign on one or more of
Sometimes, resolving a task is easy. If an adventurer
these provinces, continents, and worlds. Because
wants to walk across a room and open a door, the DM
there is so much diversity among these places, you
might just say that the door opens and describe what
should check with your DM about any house rules
lies beyond. But the door might be locked, the floor
that will affect your play of the game. Ultimately, the
might hide a deadly trap, or some other circumstance
Dungeon Master is the authority on the campaign and
might make it challenging for an adventurer to
its setting, no matter where or when they choose.
complete a task. In those cases, the DM decides what
happens, often relying on the roll of a die to
USING THESE RULES determine the results of an action.
The UESTRPG Basic Rules document is divided into 3. The DM narrates the results of the
three parts. adventurers’ actions. Describing the results often
Part 1 is about creating a character, providing the leads to another decision point, which brings the flow
rules and guidance you need to make the character of the game right back to step 1.
you’ll play in the game. It includes information on the This pattern holds whether the adventurers are
various races, classes, backgrounds, equipment, and cautiously exploring a ruin, talking to a devious
other customization options that you can choose prince, or locked in mortal combat against a mighty
from. Many of the rules in part 1 rely on material in dragon. In certain situations, particularly combat, the
parts 2 and 3. action is more structured and the players (and DM)
Part 2 details the rules of how to play the game, do take turns choosing and resolving actions. But
beyond the basics described in this introduction. That most of the time, play is fluid and flexible, adapting to
part covers the kinds of die rolls you make to the circumstances of the adventure.
determine success or failure at the tasks your Often the action of an adventure takes place in the
character attempts, and describes the three broad imagination of the players and DM, relying on the
categories of activity in the game: exploration, DM’s verbal descriptions to set the scene. Some DMs
interaction, and combat. like to use music, art, or recorded sound effects to
Part 3 is all about magic. It covers the nature of help set the mood, and many players and DMs alike
magic in the world of the Elder Scrolls, the rules for adopt different voices for the various adventurers,
spellcasting, and a selection of typical spells available monsters, and other characters they play in the game.
to magic-using characters (and monsters) in the Sometimes, a DM might lay out a map and use tokens
game. or miniature figures to represent each creature
involved in a scene to help the players keep track of
where everyone is.

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PART 1: CREATING A CHARACTER
CHAPTER 1: STEP-BY-STEP CHARACTERS
Your first step in playing an adventurer in the Elder subraces. Chapter 2 provides more information about
Scrolls game is to imagine and create a character of these races. You can also read more about the races
your own. Your character is a combination of game on many Elder Scrolls fan sites, in game books, and
statistics, roleplaying hooks, and your imagination. collections of these books that can be purchased from
You choose a race (such as Nord or Dunmer) and a Bethesda or your favorite book supplier.
class (such as warrior or mage). You also invent the The race you choose contributes to your character's
personality, appearance, and backstory of your identity in an important way, by establishing a general
character. Once completed, your character serves as appearance and the natural talents gained from
your representative in the game, your avatar in the culture and ancestry. Your character's race grants
world. particular racial traits, such as special senses,
Before you dive into step 1 below, think about the proficiency with certain weapons or tools, proficiency
kind of adventurer you want to play. You might be a in one or more skills, or the ability to use minor spells.
courageous warrior, a skulking rogue, a fervent These traits sometimes dovetail with the capabilities
crusader, or a flamboyant sorcerer. Or you might be of certain classes (see step 2). For example, the racial
more interested in an unconventional character, such traits of khajiit make them exceptional rogues, and
as a brawny rogue who likes hand-to-hand combat, or high elves tend to be powerful mages. Sometimes
a sharpshooter who picks off enemies from afar. Do playing against type can be fun, too. Orc sorcerers and
you like fantasy fiction featuring beasts or elves? Try Argonian crusaders, for example, can be unusual but
building a character of one of those races. Do you memorable character's.
want your character to be the toughest adventurer at Your race also increases one ore more of your ability
the table? Consider the warrior class. If you don’t scores, which you determine in step 3. Note these
know where else to begin, take a look at the increases and remember to apply them later.
illustrations in this book to see what catches your Record the traits granted by your race on your
interest. character sheet. Be sure to note your starting
Once you have a character in mind, follow these languages and your base speed as well.
steps in order, making decisions that reflect the
character you want. Your conception of your character BUILDING MALLIUS MERCIUS, STEP 1
might evolve with each choice you make. What’s James is sitting down to create his character. He
important is that you come to the table with a decides that a confident Imperial fits the character he
character you’re excited to play. wants to play. He notes all the racial traits of Imperials
Throughout this chapter, we use the term character on his character sheet, including his speed of 30 feet
sheet to mean whatever you use to track your and the languages he knows: Tamrielic and Nordic.
character, whether it’s a formal character sheet (like
the one at the end of these rules), some form of digital 2. CHOOSE A CLASS
record, or a piece of notebook paper. An official
UESTRPG character sheet is a fine place to start until Every adventurer is a member of a class. Class
you know what information you need and how you broadly describes the character's vocation, what
use it during the game. special talents he or she possesses, and the tactics he
or she is most likely to employ when exploring a
BUILDING MALLIUS MERCIUS dungeon, fighting monsters, or engaging in a tense
Each step of character creation includes an example of negotiation. The character classes are described in
that step, with a player named James building his chapter 3.
Imperial character, Mallius Mercius. Your character receives a number of benefits from
your choice of class. Many of these benefits are class
1. CHOOSE A RACE features—capabilities (including spellcasting) that set
your character apart from members of other classes.
Each character has a race that it belongs to, one of You also gain a number of proficiencies: armor,
the many intelligent humanoid species in the Elder weapons, skills, saving throws, and sometimes tools.
Scrolls world. Some races, such as Khajiit, also have Your proficiencies define many of the things your

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character can do particularly well, from using certain • Attack rolls using weapons you’re proficient with
weapons to telling a convincing lie. • Attack rolls with spells you cast
On your character sheet, record all the features that • Ability checks using skills you’re proficient in
your class gives you at 1st level. • Ability checks using tools you’re proficient with
Many of the classes in the UESTRPG game take their • Saving throws you’re proficient in
inspiration from the traditional classes of early Elder • Saving throw DCs for spells you cast (explained in
Scrolls games, such as Daggerfall and Morrowind. each spellcasting class)
LEVEL Your class determines your weapon proficiencies,
Typically, a character starts at 1st level and advances your saving throw proficiencies, and some of your
in level by adventuring and gaining experience points skill and tool proficiencies. (Skills are described in
(XP). A 1st-level character is inexperienced in the chapter 7, tools in chapter 5.) Your background gives
adventuring world, although he or she might have you additional skill and tool proficiencies, and some
been a soldier or a pirate and done dangerous things races give you more proficiencies. Be sure to note all
before. of these proficiencies, as well as your proficiency
Starting off at 1st level marks your character’s entry bonus, on your character sheet.
into the adventuring life. If you’re already familiar Your proficiency bonus can’t be added to a single die
with the game, or if you are joining an existing roll or other number more than once. Occasionally,
campaign, your DM might decide to have you begin at your proficiency bonus might be modified (doubled
a higher level, on the assumption that your character or halved, for example) before you apply it. If a
has already survived a few harrowing adventures. circumstance suggests that your proficiency bonus
Record your level on your character sheet. If you’re applies more than once to the same roll or that it
starting at a higher level, record the additional should be multiplied more than once, you
elements your class gives you for your levels past 1st. nevertheless add it only once, multiply it only once,
Also record your experience points. A 1st-level and halve it only once.
character has 0 XP. A higher-level character typically
begins with the minimum amount of XP required to BUILDING MALLIUS MERCIUS, STEP 2
reach that level (see “Beyond 1st Level” in the Player's James imagines Mallius as an spellcaster in the
Handbook). Imperial Legion. He makes Mallius a spellsword and
notes the spellsword's proficiencies and 1st-level
HIT POINTS AND HIT DICE class features on his character sheet.
Your character’s hit points define how tough your As a 1st-level spellsword, Mallius has 1 Hit Die – a
character is in combat and other dangerous d8 – and starts with hit points equal to 8 + his
situations. Your hit points are determined by your Hit Endurance modifier. James notes this, and will record
Dice (short for Hit Point Dice). the final number after he determines Mallius'
At 1st level, your character has 1 Hit Die, and the die Endurance score (see step 3). James also notes the
type is determined by your class. You start with hit proficiency bonus for a 1st-level character, which is
points equal to the highest roll of that die, as indicated +2.
in your class description. (You also add your
Endurance modifier, which you’ll determine in step 3. DETERMINE ATTRIBUTE SCORES
3.) This is also your hit point maximum.
Much of what your character does in the game
Record your character’s hit points on your character
depends on his or her six attributes: Strength,
sheet. Also record the type of Hit Die your character
Agility, Endurance, Intelligence, Willpower, and
uses and the number of Hit Dice you have. After you
Personality. Each attribute has a score, which is a
rest, you can spend Hit Dice to regain hit points (see
number you record on your character sheet.
“Resting” in chapter 8 of the Player's Handbook).
The six attributes and their use in the game are
described in chapter 7. The Attribute Score Summary
PROFICIENCY BONUS
table provides a quick reference for what qualities are
The table that appears in your class description
measured by each attribute, what races increases
shows your proficiency bonus, which is +2 for a 1st-
which attributes, and what classes consider each
level character. Your proficiency bonus applies to
ability particularly important.
many of the numbers you’ll be recording on your
You generate your character’s six attribute scores
character sheet:
randomly. Roll four 6-sided dice and record the total

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of the highest three dice on a piece of scratch paper. ATTRIBUTE SCORE SUMMARY
Do this five more times, so that you have six numbers. Strength
If you want to save time or don’t like the idea of Measures: Natural athleticism, bodily power
Important for: Barbarian, Warrior, Spellsword
randomly determining attribute scores, you can use Racial Increases:
the following scores instead: 15, 14, 13, 12, 10, 8. Dunmer (+1)
Now take your six numbers and write each number Colovian Imperial (+1)
beside one of your character’s six attributes to assign Cathay Khajiit (+1)
scores to Strength, Agility, Endurance, Intelligence, Nord (+2)
Willpower, and Personality. Afterward, make any Wild Orc (+1)
Redguard (+1)
changes to your attribute scores as a result of your
race choice. Agility
After assigning your attribute scores, determine Measures: Physical agility, reflexes, balance, poise
your attribute modifiers using the Attribute Scores Important for: Monk, Ranger, Rogue, Thief
and Modifiers table. To determine an attribute Racial Increases:
modifier without consulting the table, subtract 10 Argonian (+1)
Bosmer (+2)
from the attribute score and then divide the result by Dunmer (+1)
2 (round down). Write the modifier next to each of Khajiit (+2)
your scores. Suthay Khajiit (+1)
Wood Orc (+1)
Redguard (+1)
QUICK BUILD
Each class description in chapter 3 includes a section Endurance
offering suggestions to quickly build a character of that class, Measures: Health, stamina, vital force
including how to assign your highest ability scores, a Important for: Everyone
background suitable to the class, and starting spells. Racial Increases:
Nord (+2)
Orsimer (+1)
BUILDING MALLIUS MERCIUS, STEP 3 Redguard (+1)
James decides to use the standard set of scores (15,
14, 13, 12, 10, 8) for Mallius' attributes. Since he’s a Intelligence
spellsword, he puts his highest score, 15, in Strength. Measures: Mental acuity, information recall, analytical skill
Important for: Mage, Sorcerer
His next highest, 14, goes into Willpower. Mallius Racial Increases:
might be a defensive battlemage, but James decides he Altmer (+2)
wants the Imperial to be older, hardy, and a good Argonian (+1)
leader, so he puts decent scores in Endurance and Bosmer (+1)
Personality. After applying his racial benefits Breton (+1)
(increasing Mallius' Personality by 2 and his Strength Dunmer (+1)
Nibenese Imperial (+1)
by 1), Mallius' attribute scores and modifiers look like Dagi Khajiit (+1)
this: Strength 16 (+2), Agility 10 (+0), Endurance 13 City Orc (+1)
(+1),Intelligence 8 (–1), Willpower 14 (+2),
Personality 14 (+2). Willpower
Measures: Mental strength, Awareness, intuition, insight
Important for: Crusader
Racial Increases:
Altmer (+2)
Breton (+1)
Dunmer (+1)
Orsimer (+1)

Personality
Measures: Confidence, eloquence, leadership
Important for: Bard, Nightblade
Racial Increases:
Breton (+1)
Imperial (+2)
Ohmes Khajiit (+1)

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4. CHOOSE A BACKGROUND intimidating presence. A character with a low
Personality might come across as abrasive,
Once you know the basic game aspects of your inarticulate, or timid.
character, it’s time to flesh him or her out as a person.
Your character needs a name. Spend a few minutes YOUR CHARACTER'S BIRTHSIGN
thinking about what he or she looks like and how he Each character on Nirn is born under a certain
or she behaves in general terms. astrological birthsigns. There are groups of stars that
Using the information in chapter 4, you can flesh out have been divided into thirteen constellations, twelve
your character’s physical appearance and personality of which coincide with the months of the Tamrielic
traits. Choose your character’s alignment (the moral year. The thirteenth constellation, the Serpent, travels
compass that guides his or her decisions) and ideals. around the sky, threatening the other signs.
Chapter 4 also helps you identify the things your Three of these constellations are known as Major
character holds most dear, called bonds, and the Constellations, or Guardians. These Guardians, the
flaws that could one day undermine him or her. Mage, the Warrior, and the Thief, protect the other
Your character’s background describes where he or constellations, known as charges, from the Serpent.
she came from, his or her original occupation, and the A character's birthsign provides a powerful feature,
character’s place in the world. Your DM might offer such as a daily power or a constant benefit, but
additional backgrounds beyond the ones included in sometimes they can also bestow a curse.
chapter 4, and might be willing to work with you to There are several ways for a player to choose their
craft a background that’s a more precise fit for your Birthsign, which can help build on their character
character concept. concept or can help kick start ideas.
A background gives your character a background
feature (a general benefit) and proficiency in two BUILDING MALLIUS MERCIUS, STEP 4
skills, and it might also give you additional languages James fills in some of Mallius' basic details: his name,
or proficiency with certain kinds of tools. Record this his sex (male), his height and weight, and his
information, along with the personality information alignment (lawful good). His high Strength and
you develop, on your character sheet. Willpower suggest a healthy, athletic body, and his
low Intelligence suggests a degree of forgetfulness.
YOUR CHARACTER’S ABILITIES James decides that Mallius comes from a military
Take your character’s attribute scores and race into family, never having a chance to know his father, who
account as you flesh out his or her appearance and was killed at a young age. He grew up in the Imperial
personality. A very strong character with low City, training to become a soldier of the Imperial
Intelligence might think and behave very differently Legion – so James chooses the soldier background. He
from a very smart character with low Strength. notes the proficiencies and special feature this
For example, high Strength usually corresponds background gives him.
with a burly or athletic body, while a character with James has a pretty clear picture of Mallius'
low Strength might be scrawny or plump. personality in mind, so he skips the personality traits
A character with high Agility is probably lithe and suggested in the soldier background, noting instead
slim, while a character with low Agility might be that Mallius' is an overconfident man who loves to tell
either gangly and awkward or heavy and thick- stories about his past victories, but he hides the fact
fingered. that his history of war has made his cautious to grow
A character with high Endurance usually looks close to anyone. He chooses the ideal of greater good
healthy, with bright eyes and abundant energy. A from the list in his background, noting that Mallius
character with low Endurance might be sickly or frail. believes that it is his responsibility to protect others
A character with high Intelligence might be highly at all costs.
inquisitive and studious, while a character with low Even though he his distant to his friends, Mallius'
Intelligence might speak simply or easily forget bond is to keep his allies safe and always fight by their
details. side. His flaw is tied to his cautious nature – he is slow
A character with high Willpower has good to trust others and can be dismissive of others who
judgment, empathy, and a general awareness of only want to help.
what’s going on. A character with low Willpower For his Birthsign, James chose The Lady, one of the
might be absent- minded, foolhardy, or oblivious. Warrior's Charges, which increases his Willpower to
A character with high Personality exudes 15 and Endurance to 14.
confidence, which is usually mixed with a graceful or

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5. CHOOSE EQUIPMENT and the damage you deal when you hit.
When you make an attack with a weapon, you roll a
Your class and background determine your d20 and add your proficiency bonus (but only if you
character’s starting equipment, including weapons, are proficient with the weapon) and the appropriate
armor, and other adventuring gear. Record this ability modifier.
equipment on your character sheet. All such items are For attacks with melee weapons, use your Strength
detailed in chapter 5, “Equipment.“ modifier for attack and damage rolls. A weapon that
Instead of taking the gear given to you by your class has the finesse property, such as a rapier, can use your
and background, you can purchase your starting Agility modifier instead.
equipment. You have a number of septims (s), For attacks with ranged weapons, use your Agility
Tamriel's favored currency, to spend based on your modifier for attack and damage rolls. A weapon that
class, as shown in chapter 5. Extensive lists of has the thrown property, such as a handaxe, can use
equipment, with prices, also appear in that chapter. If your Strength modifier instead.
you wish, you can also have one trinket at no cost (see
the Trinkets table at the end of chapter 5 in the BUILDING MALLIUS MERCIUS, STEP 5
Player's Handbook). James writes down the starting equipment from the
Your Strength score limits the amount of gear you spellsword class and the soldier background. His
can carry. Try not to purchase equipment with a total starting equipment includes scale mail, which give
weight (in pounds) exceeding your Strength score Mallius an Armor Class of 14.
times 15. Chapter 7 has more information on carrying For Mallius' weapons, James chooses a longsword
capacity. and a hand crossbow. His longsword is a melee
weapon, so Mallius uses his Strength modifier for his
SEPTIMS, DRAKES, & GOLD attacks and damage. His attack bonus is his Strength
The main currency in Tamriel is the Septim, named after modifier (+2) plus his proficiency bonus (+2), for a
Emperor Tiber Septim. This term is also interchangeable total of +4. The longsword deals 1d8 slashing damage,
with gold, and drakes. Each of these terms represent and Mallius adds his Strength modifier to the damage
the same value. when he hits, for a total of 1d8 + 2 slashing damage.
When firing his hand crossbow, Mallius uses his
Agility modifier for his attacks and damage. His attack
ARMOR CLASS bonus is his Agility modifier (0) plus his proficiency
Your Armor Class (AC) represents how well your bonus (+2), for a total of +2. The hand crossbow deals
character avoids being wounded in battle. Things that 1d6 piercing damage, and adds Mallius' Agility
contribute to your AC include the armor you wear, the modifier, which is 0.
shield you carry, and your Agility modifier. Not all
characters wear armor or carry shields, however. 6. COME TOGETHER
Without armor or a shield, your character’s AC
equals 10 + his or her Agility modifier. If your Most heroic characters don’t work alone. Each
character wears armor, carries a shield, or both, character plays a role within a party, a group of
calculate your AC using the rules in chapter 5. Record adventurers working together for a common purpose.
your AC on your character sheet. Teamwork and cooperation greatly improve your
Your character needs to be proficient with armor party’s chances to survive the many perils in the
and shields to wear and use them effectively, and your world of Tamriel. Talk to your fellow players and your
armor and shield proficiencies are determined by DM to decide whether your characters know one
your class. There are drawbacks to wearing armor or another, how they met,
carrying a shield if you lack the required proficiency,
as explained in chapter 5.
Some spells and class features give you a different
way to calculate your AC. If you have multiple features
that give you different ways to calculate your AC, you
choose which one to use.

WEAPONS
For each weapon your character wields, calculate the
modifier you use when you attack with the weapon

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CHAPTER 2: RACES
A visit to one of the great cities in Tamriel – Imperial suggestions to help you think about your character;
City, Solitude, or Alinor – overwhelms the senses. adventurers can deviate widely from the norm for
Voices chatter in countless different languages. The their race. It’s worthwhile to consider why your
smells of cooking in dozens of different cuisines character is different, as a helpful way to think about
mingle with the odors of crowded streets and poor your character’s background and personality.
sanitation. Buildings in myriad architectural styles
display the diverse origins of their inhabitants. RACIAL TRAITS
And the people themselves – people of varying size,
shape, and color, dressed in a dazzling spectrum of The description of each race includes racial traits that
styles and hues—represent many different races, are common to members of that race. The following
from the diminutive Bosmer, to the majestic Altmer, entries appear among the traits of most races.
mingling among a group of Imperial nobles.
Scattered among the elves and humans are some of ABILITY SCORE INCREASE
the less common races; a hulking Orc here, pushing Every race increases one or more of a character’s
his way through the crowd, and a sly Khajiit there, ability scores.
lurking in the shadows with mischief in her eyes. A
group of Argonians gather around a strange tree in AGE
silence. The age entry notes the age when a member of the
race is considered an adult, as well as the race’s
expected lifespan. This information can help you
CHOOSING A RACE decide how old your character is at the start of the
Each of the provinces are a home to one of the game. You can choose any age for your character,
common races of Tamriel. Humans make up the which could provide an explanation for some of your
majority of Cyrodil, Hammerfell, High Rock, and attribute scores. For example, if you play a young or
Skyrm, while the elves populate Morrowind, the very old character, your age could explain a
Summerset Isles, and Valenwood. Khajiit call Elsweyr particularly low Strength or Endurance score, while
home, and the argonians are comfortable in the Black advanced age could account for a high Intelligence or
Marsh. Your character belongs to one of these Willpower.
peoples. Although each race has an ancestral heritage
to a specific province, it is very common for the races
ALIGNMENT
to intermingle and travel abroad.
Most races have tendencies toward certain
Not every intelligent race of Tamriel is appropriate
alignments, described in this entry. These are not
for a player-controlled adventurer. humans, elves,
binding for player characters, but considering why
khajiit, and argonains are the most common races to
your khajiit is chaotic, for example, in defiance of
produce the sort of adventurers who make up typical
lawful khajiit society can help you better define your
parties. Other races and subraces are less common as
character.
adventurers.
Your choice of race affects many different aspects of
SIZE
your character. It establishes fundamental qualities
Characters of most races are Medium, a size category
that exist throughout your character’s adventuring
including creatures that are roughly 4 to 8 feet tall.
career. When making this decision, keep in mind the
Members of a few races are Small (between 2 and 4
kind of character you want to play. For example, a
feet tall), which means that certain rules of the game
khajiit could be a good choice for a sneaky rogue, a
affect them differently. The most important of these
nord makes a tough warrior, and an altmer can be a
rules is that Small characters have trouble wielding
master of arcane magic.
heavy weapons, as explained in chapter 5.
Your character race not only affects your attribute
scores and traits but also provides the cues for
SPEED
building your character’s story. Each race’s
Your speed determines how far you can move when
description in this chapter includes information to
traveling (chapter 8) and fighting (chapter 9).
help you roleplay a character of that race, including
personality, physical appearance, features of society,
and racial alignment tendencies. These details are

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LANGUAGES mastering powerful restorative magic.
By virtue of your race, your character can speak, read, Their extended lifespan allows altmer to consider
and write certain languages. Chapter 4 lists the most time as a luxury, mastering skills over long periods of
common languages of Tamriel. research that their human counterparts would never
be able to fathom. Societies of altmer have been
SUBRACES known to avoid war and violence, choosing to study
Some races have subraces. Members of a subrace have their enemies, confident that they can easily wait for
the traits of the parent race in addition to the traits the most opportune time to strike quickly, or simply
specified for their subrace. Relationships among just outlive their nuisance.
subraces vary significantly from race to race and
world to world. DIVINE DESCENDANTS
Altmer consider themselves to be the most direct
ALTMER (HIGH ELF) descendants of the orginal Aldmer elves, the first
Altmer are proud and graceful people who consider elves of the Merethic Era. The altmer believe that they
themselves to be the highest echelon of society. Their resemble their aldmer ancestors and take great pride
cities celebrate an enlightened culture filled with a in keeping a pure lineage, striving to emulate their
love for art, magic, music, and beauty. They are known ways with great reverence.
as High Elves to the human races, which altmer Most altmer live in beautifully appointed cities and
consider an adage to their culture, while humans towns that are populated mostly with other altmer.
understand it to mean proud or snobbish. Their architecture is strong and graceful, with pointed
steeples to emphasize height, proudly reaching
SLENDER AND GRACEFUL upwards towards the heavens. Truly, an visual echo to
the High Elves themselves. Altmer are talented
With their elegant stature and beauty, high elves artisans, utilizing their long lifespans and mythic
typically have healthy gaunt features. They are the ancestry to hone their sophisticated crafts.
tallest of all the races, usually well over 6 feet tall and Their societies are strongly regimented and with
sometimes above 7 feet. They are more slender than deep discipline and are separated by a rigid hierarchy
humans, weighing between 140 and 180 pounds. of classes. Teachers and priests are regarded as the
Males and females are about the same height, and highest rank, followed by artists, princes, warriors,
males are only marginally heavier than females. landowners, merchants, workers, and finally their
Altmer have physical colorations that are very slaves.
homogeneous in their nature. Their golden skin Outside of the Summerset Isles, the homeland of the
ranges from pale yellow tones to bronze, while their altmer, they are commonly scholars, artists, or sages.
hair and eyes comes in similar shades, sometimes Human nobles compete for the services of altmer to
difficult to distinguish from long distances. Their hair become court wizards, or as instructors of magic.
colour ranges from nearly white to blonde, to golden
brown, while their almond shaped eyes are like pools EXPLORATION AND ADVENTURE
of liquid gold. Altmer rarely have facial hair, either
from genetics or from their favored cultured aesthetic. Altmer that take up a life of adventure usually do so
They favor elegant clothing and jewelry, usually in for the sake of discovery and exploration. Always
fabrics and materials that compliment their natural curious and passionate for a deeper understanding of
appearance. their interests, altmer will commonly seek out careers
that allow them to travel and study at their own pace.
A TIMELESS PERSPECTIVE Naturally the most magically-inclined races of
Tamriel, they enjoy gaining greater power, which
Altmer, much like the other elves, can live for adventuring allows them to do. Some might join with
exceptional lengths of time, usually of spans two to rebels fighting for social reform, while others might
three times as long as humans. An elf is considered join militant groups that champion their moral cause.
old at 300 years of age, and typically reaches 400
years. Their natural resistance to disease allows them
to live longer than the other races. It is even rumored
that there are elves well over 4,000 year old,
extending their lifespans by avoiding violence or

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ALTMER NAMES Languages. You can speak, read, and write
Tamrielic and two other standard languages of your
The Altmer have only a single given name. They choice.
choose names that have the same elegance and
nobility they see fit for their kind.
Male Names: Aesmer, Arondil, Calanor, Cinnar, ARGONIAN
Cornor, Dandos, Eanor, Earran, Elikar, Erymil, Falion, Argonians, also known as People of the Root, or
Heldil, Iramo, Lermion, Miratar, Naarwe, Naemon, Saxhleel in their native tongue of Jel, are the reptilian
Ocando, Pircalmo, Quaranon, Rolancano, Sanyon, natives of the swampland known as the Black Marsh.
Tholbor, Valtir, Yancol The other races of Tamriel sometimes refer to them as
Female Names: Alwaen, Areldur, Astorne, Cariel, 'lizards' or the 'Lizard Folk', which can be considered
Curwe, Earrona, Elanwe, Erille, Falen, Fistalle, derogative. Argonians possess the most alien
Gathewen, Hildara, Inare, Karinnarre, Kirstar, personalities in all of Tamriel, perceived by other
Lamoline, Linwin, Malanie, Minique, Naire, Quen, races as to have no personality nor emotions.
Ruma, Sorcalin, Telandil, Valla, Vilva, Outside of argonia, little is known of their homeland
or native culture, and their alien physiology and
ALTMER TRAITS customs are not well understood by scholars. They
have been perhaps the most misunderstood of all the
Your Altmer character has a variety of natural intelligent races.
abilities, the result of thousands of years of elven Despite their alien outlook, some argonians make an
refinement. effort to understand and, in their own manner,
Attribute Score Increase. Your Intelligence and befriend people of other races. Such argonians make
Willpower scores increase by 2. faithful and skilled allies.
Age. The average Altmer can live for over 400 years,
although they are known to be able to live for
ALIEN ANCESTORY
thousands of years. It is rumored that some Altmer on
the Summerset Isles who are over 4000 years old. The argonian's reptilian nature comes through not
They reach puberty at 18 years old and are only in their appearance, but also in how they think
considered an adult at 30. They mature similar to and act. The other races mistake them to be cold and
humans, but their advanced age means that they are calculating, but that is mostly because their
still considered young until the age of 60. physiology lacks the ability to express emotions in a
Size. High Elves are the tallest of the races of noticeable way to non-argonians. They are, however,
Tamriel, sometimes as tall as 7 feet, but they have capable of displaying aggression and fear in an
slender, thin builds. Your size is Medium. obvious manner by narrowing their eyes or showing
Speed. Your base walking speed is 25 feet. their teeth.
Altmer Blood. You have advantage on saving throws Although their physical appearance is reptilian, they
to resist diseases. are much more amphibious in reality. They have small
Highborn. You have an innate well of magicka gills behind their ears, instinctively swim in a the
within you. You have additional magicka equal to half same style as an eel, and are capable of growing
your character level, rounded down, minimum of 1 feathers. Their females have mammalian breasts,
and up to a maximum of 5. although they lay eggs. Even their genders are
Elven Spell Training. You know one cantrip and one confusing to humans and elves. It is rumored that an
1st level spell from the mage spell list. Intelligence is argonian can change it's sex in a time of need.
your spellcasting ability for this spell. You must They owe their strange lifestyles to their connection
expend magicka to cast the 1st level spell, as normal. to the Hist, a sentient tree that is believed to be one of
Tool Proficiency. You gain proficiency with one of the original lifeforms of Tamriel. Most argonians are
the artisan's tools of your choice: alchemist's supplies, born with a connection to the hist, able to feel their
calligrapher's supplies, or the jeweler's tools. presence in their minds at all time. It is said that an
Aldmer Duality. The Altmer's greatest strength is argonian that is connected to the Hist have unique
their gift with the arcane, but this also becomes their souls that set them apart from men and mer.
greatest weakness. Your spellcasting chance to hit and Argonians born without this connection are looked at
your spellcasting DC is increased by +1, but you also as disadvantaged by other argonians.
have disadvantage to saving throws against spells that
deal cold, fire, or lighting damage.

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CAUTIOUS AND LOYAL ARGONIAN PERSONALITY
Because they are hard to understand, humans and You can use the Argonian Quirks table to determine a
elves treat argonians as cold-blooded in nature. personality quirk for an argonian character or to
Although this is physically true, argonians create deep inspire a unique mannerism.
and long lasting bonds with their own people and
allies. Part of this misunderstanding is in part ARGONIAN QUIRKS
attributed to their emotionless demeanor, which d8 Quirk
makes them nearly impossible to get to know. They
are also notoriously slow to trust outsiders. 1 You hate waste and see no reason not to scavenge
At their core, argonians are fiercly loyal allies, fallen enemies. Fingers are tasty and portable!
making the difficulty of learning their ways and 2 You sleep best while mostly submerged in water.
getting to know their tribes well worth the effort. 3 Money is meaningless to you.
Allied argoians will fight to the death to protect 4 You love to sunbathe. If you aren't in the tropics,
anyone they deem to be family or friend. you wear socks filled with warm rocks on your tail.
A remarkable trait of the argonians is their ability as
5 You have learned how to laugh. You use this talent
a culture to forgive and forget quickly. The many
in response to all emotional situations, to better fit
tribes of the Black Marsh believe that hating each
in with your comrades.
other in to hate themselves, as they are all People of
the Root. They believe that it is better to forget and 6 You still don't understand how metaphors work.
move on, not dwelling on the past or the future, and That doesn't stop you from using them at every
simply focus on the present. opportunity.
7 You appreciate the soft humanoids who realize they
DISTRUSTFUL AND ISOLATIONIST need chain mail and swords to match the gifts you
were born with.
History has not always been kind to the argonian 8 You enjoy eating your food while it's still wriggling.
people. The ancient Chimer of Morrowind first
utilized the Lizard Folk as slaves centuries before
their Dunmer ancestors would do the same. Imperial ARGONIAN NAMES
forces have made several attempts to break through Argonians take their names either from Jel, their
the thick swamps and jungles of the Black Marsh and native tongue, or from the common human language.
had set up bases around the coastlines, essentially They use simple descriptive names, usually based on
annexing their culture from the rest of Tamriel. an individual's notable deeds, actions, or appearance.
Over time, the argonians fought back, largely For example, an argonian traveler may be
through the use of guerrilla warfare, defending their called Nhakik, which translates as “wander”, or an
borders across countless centuries. In recent years, argonian who is a notable swimmer may be called
they have broke free from their slavers and have Swims-with-haste, in Tamrielic. Both their Jel names
claimed independence from the Empire. and their common names are frequently hyphenated,
but not always.
ARGONIAN SPEECH
Argonian can master Common, but their mindset results Male Jel Names: Ah-Ra, Asheeus, Bar-Neeus, Chanka,
in a speech pattern distinct from other humanoids. Deeh, Geel, Jee-Tah, Motuu, Nexith, Oosh, Pad-Ei,
Argonians rarely use inflection in their speech, which Resari, Skeehei, Tanaka, Teeka, Uta-Ra, Vara-Zeen,
can make their meaning difficult to interpret. Wanum-Neeus, Xal-Geh, Yelus
Names confuse them, unless they are descriptive. Female Jel Names: Am-Eepa, Asska, Beek-Ja,
They tend to apply their own naming conventions to Churasu, Dakee, Deel, Ei-Ei, Geeh, Heek-Sa, Jukka,
other creatures using Common words. Kal-Mei, Leetu, Meerana, Nam-Ja, Pekai-Vilax, Reesa,
Argonians use active verbs to describe the world. An Sisar, Tulut, Wih-Jat, Xula
argonian in cold weather might say, “This wind brings Tamrielic Names (gender neutral): Black-Scale,
cold” rather than “I feel cold.” Argonians tend to define Cuts-with-Words, Deepswimmer, Dusty-Claws, Eyes-
things in terms of actions, rather than effects. like-Night, Follows-the-Sun, Juggles-Scorpions, Keen-
Eyes, Purple Plumes, Sings-to-Lions, Walks-in-Ash

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ARGONIAN TRAITS
BOSMER (WOOD ELF)
Argonians share certain racial traits as a result of Bosmer are the Elven clan-folk from the forests of
their reptilian decent. Valenwood. Known as Wood Elves among men, the
Attribute Score Increase. Your Agility and Bosmer are spend their days in harmony with nature
Intelligence scores increase by 1. and appreciate the wild beauty of the lands and it's
Age. An argonians life is usually met with hardship creatures. This lifestyle lends themselves to become
and because of this, their lifespan is typically shorter notable archers and scouts.
than it should be. On average they live to 75 years, but
living to 200 isn't unattainable. MODEST AND NIMBLE
Size. Argonians are about the same size as humans,
averaging around 6 feet tall, but their frills and Bosmer are one of the smallest races on Tamriel. They
feathers make them appear larger. Your size is average around 5 feet tall and weigh between 100 and
medium. 130 pounds. This small frame grants the bosmer a
Speed. Your base walking speed is 30 feet. As an natural proclivity for moving nimbly and stealthily. As
Argonian, you are a natural swimmer which grants with the other elves, they live two to three times as
you a swimming speed equal to twice your walking long as humans. Combined with their increased
speed. fertility and long lives, bosmer are known to have
Appearance. Argonians have a wide variety of large families, and are one of the most populous races
cranial features such as fins, feathers, ridges, spines, of Tamriel.
spikes, or horns. Females have been known to pierce Wood Elves, or Tree-Sap People, have skin tones in
their cranial features. copper and bronze, and sometimes have traces of
Bite. Argonians have very sharp reptilian teeth light green. Their hair tends toward browns and
lining their mouths which you can use to make blacks, but occasionally red and copper coloured.
unarmed strikes. If you hit with this attack, you deal Their eyes are golden, brown, and sometimes solid
piercing damage equal to d6 + your Strength modifier. black with no visible white.
Argonian Resilience. Your Argonian blood grants
you advantage against saving throws to resist disease, TREATY OF FROND AND LEAF
and you have resistance to poison damage.
Histskin. As an action, you can invoke the power of The ancestor's of the bosmer were some of the first to
the Hist to recover health. You regain hit points equal leave Old Ehlnofey, rejecting the formal traditions and
to your hit die + your character level over two rounds high culture of the Aldmeri, instead preferring
of combat. You gain half of the hit points immediately, romantic ideas and a simple existence. They traveled
and the other half at the start of your next turn. to Valenwood to settle in the wild and untamed
Once you use this trait, you must complete a long forests. Having to fight against lush jungles and savage
rest before you are able to use it again. creatures influenced the evolution of their society to
Water-breathing. Argonians are able to breath make them who they are to this day.
underwater indefinitely. It is sad that the bosmer made a deal with Y'ffre, the
Tool Proficiency. You gain proficiency with the God of Song and Forest, called the Green Pact. With
Alchemist's Supplies artisan's tools. this treaty, the Green would aid the bosmer, providing
Argonian Combat Proficiency. You have proficiency them with shelter and safe passage, and in exchange,
with Short Blades and Spears. the bosmer are forbidden from destruction of the
Protective Scales. Your thick hide provides a natural forests. This brings great challenges that the bosmer
armor. When you are unarmored, your AC is equal to of Valenwood have adhered to for centuries. They are
12 + your Agility modifier. forbidden from eating any of the vegetation, so their
Languages. You can speak, read, and write diet is strictly meat, including some delicacies, such as
Tamrielic and Jel. beverages made from fermented pigs milk, called
jagga, or fermented meat seasoned with insect organs,
called rotmeth.
The bosmer are also notable pacifists. They have
never instigated any of the major wars of Tamriel and
aim to keep peace between their tribes. This may have
something to do with an ancient tradition from the
Green Pact called the Meat Mandate, which required

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the bosmer to eat the bodies of their fallen enemies BOSMER NAMES
within three days. Before a great battle, the wood
elves would prepare themselves by fasting. This Most bosmer have only their given name, but it is not
cannibalistic ritual set the bosmer apart from the unheard of to have a family name, which is typically
other races, but this practice diminished during the descriptive of their skills or ancestry.
Second Era and is now only observed in remote tribal
villages. Male Names: Aengvir, Athragar, Baenlin, Brenor,
Calthindor, Deros, Drinlin, Elseer, Faenir, Fangaril,
HIDDEN WOODLAND REALMS Filalmoth, Firras, Gelin, Hadran, Inluin, Lenor,
Malgoth, Niden, Ording, Rollin, Saldir, Thranor, Urunil
Most Wood Elves of Valenwood live in small villages Female Names: Aerin, Althel, Belwen, Candel, Distel,
hidden among the trees. Although the Green Pact Elphinia, Erwin, Evelie, Fangil, Ganwen, Glaras,
prevents the bosmer from using lumber or hallowing Herdor, Indanas, Laen, Miniel, Nara, Pishna, Ralion,
out trees for shelter, they have been blessed with the Sednel, Thralin, Uunril, Zifri
ability to grow their shelter. Trees, branches, and Family Names: Arrow-Catcher, Blood-Letter,
vines weave together to suit the needs of the faithful. Daintyfoot, Flameheart, Greenwood, Longshot, Many-
Bridges of vines and boughs knit as one, sometimes Legs, the bold, Tree-Killer, Woodwalker
right before your eyes, to provide passage between
homes and villages. BOSMER TRAITS
Bone, resin, and sinew are also used in building
construction, as well as for their art and weapons. Your Bosmer character has a variety of natural
Totems made from skulls and bones decorate many abilities common with all other Bosmer.
residences, and hides stretched across frames of bone Attribute Score Increase. Your Agility score
create partitions for privacy. Bosmer bows, made increases by 2, and your Intelligence score increases
from horns and sinew, are noted as the best bows in by 1.
Tamriel. In fact, it is rumored that the bow was Age. Like the Altmer, Bosmer mature the same way
invented by the bosmer. These superior weapons, as humans do, but they can live up to 300 years or
along with hides and bone charms are the main more.
exports to the neighboring nations. Size. Bosmer are smaller and more delicate than
Many of the coastal villages, especially those other races, they are rarely over 5 and a half feet in
founded by other races, are built on the forest floor, height. Your size is Medium.
and are typically constructed from traditional Speed. Your base walking speed is 35 feet.
construction materials, like timber and stone. The Bosmer Combat Training. You are proficient in
Green Pact allows bosmer to import timber to make Marksman weapons.
their homes, and doesn't apply to the other races. Bosmer Blood. Your Bosmer ancestry grants you
advantage on saving throws against being poisoned or
SKILLED ADVENTURERS diseased, and you are resistant to poison damage.
Y'ffre's Gift. You have been blessed with a gift with
As some of the greatest hunters and scouts in all of animals of the natural world. You know the spell
Tamriel, many Bosmer leave their villages to seek out Animal Friendship and can cast it once with this trait.
greater challenges. They are born warriors, excelling You regain the ability to cast it again when you finish a
at martial combat, and they have a natural connection long rest.
with beasts. Beast Tongue. You know the spell Speak with
Those that have ignored the Pact and turned their Animals and can cast it once with this trait. You regain
back on Y'ffre are expelled from their tribe. An exiled the ability to cast it again when you finish a long rest.
bosmer usually has no other option than to seek out Languages. You can speak, read, and write
adventure elsewhere. Tamrielic and Bosmeri.

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BRETON city of orsinium and the many small orcish
strongholds, as well as the barbaric reachmen.
The manmer, or half elves, of High Rock are known as
Bretons. They are the descendants of Aldmeri rulers BORN FOR ADVENTURE
and Nedic slaves, who eventually came to rule over
the feudal society. Performing quests and services is a common way for
bretons to rise in the ranks of their society, which has
COUPLED LINEAGE created a unique form of enthusiasm. The younger
bretons are raised with a desire to find fortune and
Bretons are sometimes referred to as the mongrel glory all over Tamriel.
race of Tamriel, being neither elven, nor truly human.
Sometimes, although usually only in a derogative
manner, the Bretons are called Manmeri, literally EXCELLENT AMBASSADORS
'man-elf', due to their history of crossbreeding. Many Bretons learn at an early age to get along with
Their physical appearance is similar to their Nedic everyone, defusing hostility and finding common
ancestors, giving them pale skin tones comparable to ground. As a race, they have elven grace without elven
their Nord and Imperial cousins, along with the same aloofness and human energy without human
range of hair colour. Although, the elven bloodline boorishness. They often make excellent ambassadors
and go-betweens.
ensures that they are never quite as muscular as the
other human races, similar to the high elves, they
maintain a slender form. A keen observer can also BRETON NAMES
notice subtle elven lineaments, especially from their
eyebrows, slightly pointed ears, and high cheekbones. Bretons have both given names and family names.
Some bretons even seem to adopt their elven
arrogance, but pairs with their human emotions, it Males Names: Andre, Barnard, Blaise, Brandon,
usually comes off more graceful. Clinton, Colin, Davide, Delacourt, Emmanual, Francois,
Gregory, Hannibal, Jean, Louis, Marc, Mathieu, Philip,
CURIOUS AND INQUISITIVE Roland, Samuel, Timothy, Vincent
Female Names: Adeline, Alexia, Aren, Belle, Carena,
Although their Aldmeri ancestry is diluted, which Ciara, Dessire, Elain, Freyda, Gabrielle, Grace, Hester,
shows in their physical appearance, they remain as Lexi, Maelle, Michelle, Nessa, Olivia, Pyn, Rianne, Saly,
capable mages with a strong resistance to magic. They Sara, Taern, Veronica, Ysabeth, Zeli
are intellectual purists, known for their aptitude in Family Names: Ashton, Beaufort, Celata, Dufont,
abstract thinking, and are naturally drawn towards Edette, Franc, Galien, LaRouche, Merchad, Panoit,
careers that favor logic and ordered complexity. Ronise, Serene, Talbot, Varin, Zurric
Bretons are known to be skilled in many fields.
Their friendly spirits and humorous demeanor lend BRETON TRAITS
themselves to writing, acting, and artistry. Their love
of commerce leads them into banking, manufacturing, Your Breton character has certain characteristics in
and trading, while their desire for order makes them common with other Bretons.
well suited for the military and sailing. Attribute Score Increase. Your Intelligence,
Personality, and Willpower scores increase by 1.
A STRUGGLE FOR SOVEREIGNTY Age. Your elven lineage allows you to live slightly
longer than your human counterparts. Your average
Breton society is divided into the the many different lifespan is 150 years.
regions of High Rock. The feudal kingdoms compete Size. Bretons take after their elven bloodlines are
for power and enforce the strict hierarchy that splits are typically more slender than your average human.
its people from peasants and the elite. Despite this They range from 5 to 6 feet tall. Your size is medium.
obvious rivalry, the bretons are united in their culture, Speed. Your base walking speed is 25 feet.
accents, customs and language. Their villages are Dragon Skin. As an reaction, your skin thickens to
quaint, and although the architecture may change become that of a dragon. You gain resistance to all
between the districts, they are usually functional in damage from spells until the end of your next turn.
style and free or ornamentation. Once you use this trait, you must finish a short or
Bretons compete with the orsimer, with their great long rest before you can use it again.

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Breton Ancestry. You gain proficiency in Willpower someone their loyalty, the dunmer is a firm friend or
saving throws. ally for life.
Conjure Familiar. You know the spell find familiar Another dark side of dunmer history is their
spell and can cast it once with this trait. You regain extensive use of slavery. Mostly argonian and khajiit
the ability to cast it again when you finish a long rest. slaves were used, but so were men and mer in rare
Tool Proficiency. You are proficient with the cases. Their vengeful nature and long history of ill
Herbalism Kit. repute prevents them from gaining significant
Languages. You can speak, read, and write influence with the other nations.
Tamrielic and one other standard language of your
choice. BALANCED WARRIORS
Dunmer are exceptionally well rounded warriors.
DUNMER (DARK ELF) Notable for their powerful intellect, agile physique,
Dunmer, or Dark Elves, are the daedric worshiping and natural strength, dunmer are exceptional
elves from the alien province of Morrowind. “Dark” is militants, mercenaries, and warriors.
a term used not only for their darkened skin tone, but With the destruction of Vvardenfell and the
also from their ill-fated history and general cultural argonian invasion, many dunmer have fled their
philosophies. homeland, trying to make their own way in the world.
Their natural martial gifts and resilient heritage
SKIN OF TWILIGHT, EYES OF SUNLIGHT makes them strong survivors.

The ashen skinned elves are typically the same size DUNMER NAMES
and shape as the human races, which makes them
shorter than their altmer cousins, but taller than the Dunmer typical have given names and family names.
bosmer. Their skin tone ranges from green, to varying There traditionaly inhabitants of Vvardenfell, known
shades of grey, to light blue, and their red glowing as Ashlanders also have unique tribe names.
eyes make their appearance exceptionally unique.
More often than not, their hair is jet black, but it can Male Names: Alanil, Aren, Balyn, Boler, Dathus, Evo,
range in colour from white, to grey, shades of dark Fevris, Gaelion, Hort, Liero, Meryn, Nels, Orval, Ranor,
brown, and on rare occasions, dark red. Sarayn, Tavryn, Tendris, Traven, Uthrel, Varon, Vedam
Female Names: Almsi, Amili, Arara, Badala, Balynu,
A CURSE AS A REMINDER Bronosa, Dalyne, Diren, Ethal, Faras, Gadela, Gelaa,
Hlava, Indrasi, Madrana, Nela, Orea, Rila, Sia, Teranya,
Before the dark elves were known as they are today, Urila, Valdrana, Wren
they were called the Chimer, or People of the North. Family Names: Andrano, Arvel, Belas, Dralas, Darethi,
They were a dissident tribe of aldmeri who followed Drethen, Falen, Galen, Helvi, Hlaalo, Indaren, Marvel,
their prophet Veloth and worshiped the three 'good' Moren, Nelas, Omoril, Ralas, Romori, Rothandus,
daedra. They traveled to modern day Morrowind, Sarandas, Selaren, Telas, Uveran, Varyon, Veleth
where they warred with the Dwemer and Orcs. Ashlander Names: Addarari, Asserbassalit,
After the Battle of Red Mountain, the 'Living Gods' of Assunudadnud, Daririnaddunumm, Esatliballit, Gilu,
the Tribunal betrayed their oath to Azura, which Hairshashishi, Kil, Mirshamammu, Nerendus, Rapli,
forever cursed them with skin as black as ash, and Serimilk, Timmiririan, Yassabisun, Zabamat
eyes red with fire. They were from then on know as
the Dunmer. DUNMER TRAITS
The Dunmer have always had a grim outlook, which
may either be due to their unfortunate past, or Your Dunmer character has a variety of natural
perhaps a cause for it. They are generally disdainful, abilities common with all other Dunmer.
and distrusting of other races and those born outside Attribute Score Increase. Your Agility, Intelligence,
of Morrowind, which they refer to as outlanders. Strength, and Willpower scores increase by 1.
Nationalistic and proud, the dunmer are also ruthless Age. As all elves, Dunmer are long lived, maturing at
and cruel, but they are also exceptionally loyal and the same rate as humans, but possibly living longer
have strong family values maintained by ancestral than 300 years.
worship. They are not quick to trust anyone who Size. Dark Elves have average builds, and their
claims to be a friend, but once a dunmer gives height is between 5 and 6 feet tall. Your size is
Medium.

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Speed. Your base walking speed is 35 feet. nations, bringing peace and prosperity to many
Ashlander. You have a natural resistance to fire societies. When their authority is questioned, their
damage. martial prowess and extraordinary organization of
Skill Proficiency. You gain proficiency in the their military usually makes quick work of any
Athletics skill. dissenters.
Dunmer Armor Training. You are proficient with
light armor. IMPERIAL NAMES
Dunmer Combat Training. You are proficient in
Long Blade, Marksman, and Short Blade. Imperials have both given names and family names.
Ancestor's Wrath. As an action, you can summon Male Name: Aventus, Baro, Caius, Decentius,
an aura of flame which emanates from you in a 5-foot Ennodius, Floretius, Gaius, Helvius, Iniel, Janus,
radius. This aura remains for up to 1 minute, as Kastav, Luther, Mallus, Nermus, Octavius, Pelagius,
though you were concentrating on a spell. Rallus, Sergio, Titus, Valgus, Xander, Zedrick
Any enemy that ends its turn in your aura takes fire Female Names: Alexia, Astria, Britta, Cania, Dynari,
damage equal to your character level divided by 4 + 2. Ettiene, Faustina, Gemma, Herminia, Isobel, Julitta,
Ancestor Guardian. As a reaction, you gain Lyra, Mariana, Nebia, Peregrina, Rona, Selena, Tertia,
advantage on saving throws against damage from Una, Viera, Vitrroia, Ysabel
spells until the start of your next turn. Family Names: Aerius, Amatius, Berne, Caro, Deltian,
Languages. You can speak, read, and write Felannus, Gratius, Herennius, Jannus, Loran, Mallius,
Tamrielic and Dunmeri. Nuccius, Rian, Silver, Tunifus, Urgelian, Valga, Wavrick

IMPERIAL TRAITS
IMPERIAL Your Imperial character has certain characteristics in
Imperials are the well educated and civilized men of
common with other Imperials.
the cosmopolitan province of Cyrodiil. Although not
Attribute Score Increase. Your Personality score
as physically impressive as some of the other races,
increases by 2.
the Imperials have a confident authority about them
Age. As a human race, Imperials live to an average
that they have been able to use to their advantage
age of 100.
with the surrounding nations.
Size. Imperials range from 5 to 6 feet tall, and vary
in build. Your size is medium.
FROM SLAVE TO MASTER Speed. Your base walking speed is 30 feet.
When the Imperial race emerged from the original Imperial Luck. You gain two Luck Points, which is a
Nibenese tribesman and the Nedic immigrants, they d6. You can add your Luck Point to one ability check,
were subjugated by the Ayleids, or Wild Elves or attack roll, or saving throw you make. You can wait
Cyrodiil. They remained as slaves for decades before until after you roll the d20 before deciding to use the
creating a rebellion that overthrew their elven Luck Point, but must decide before the DM
masters, creating the first human empire. Although determines whether the roll succeeds or fails.
short lived, this early empire was disrupted through You regain your expended Luck Points at the next
civil war, splitting Cyrodiil into two distinct cultures: dawn, and you can never have more than two Luck
the Eastern Nibenese and the Western Colovians. Points from this trait at a time.
Since then, the Imperials and their ever changing Legion Combat Training. You are proficient in
Empire have had some part in the birth of each Era. Blunt, Hand-to-Hand, and Long Blade
Imperial Cunning. You have advantage on
DIPLOMATS AND SOLDIERS Intelligence and Personality saving throws against
spells.
Known for their impressive citizen armies, the Languages. You can speak, read, and write
Imperials are exceptionally disciplined and treat the Tamrielic and two standard languages of your choice.
law with the utmost respect. Banners of the Imperial Imperials typically learn the languages of other
Empire can be found in nearly every province of peoples they deal with.
Tamriel, although recent years have proven to be a Subrace. Two subraces are found within Cyrodiil:
struggle to maintain their power. Colovians and Nibenese. Choose one of these
As shrewd diplomats and remarkable negotiators, subraces.
the Imperials have had great success subduing other

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COLOVIAN digitigrade stance. Although typical of most humanoid
The Cyro-Nords that settled in the west created the khajiit, some sup-species, such as the ohmes, appear
Colovian Estates, and in turn call themselves more similar to the bosmer than to their own
Colovians. They are typically more rugged and hardy brothers and sisters. Their physical appearance isn't
than their Nibenese counterparts. They are their only physiological differences. Even the digestive
uncomplicated, self-sufficient, and extremely loyal to systems and metabolisms are different from most
other Colovians. other races, allowing them to have a stronger
Attribute Score Increase. Your Strength score resilience to substances like moon sugar,
increases by 1. Bright textiles and shiny objects are desired by
Star of the West. Your hardy upbringing lets you khajiit. They dress in cloth shawls of brilliant colours,
push past the normal boundaries of exhaustion. When known as a budi, which helps defend themselves from
you are exhausted, you suffer the effects of one level the sun. They adorn themselves with sparkling
less than your current level of exhaustion. For jewelry and trinkets, and are known to wear flowers
example, at 1st level, you suffer no adverse effects. and herbs in their braided fur. The breeds that do not
grow fur typically tattoo themselves with cultural or
NIBENESE religious symbols to resemble their cousins.
The Imperials that settled in the East, by the Nibenay,
became the Nibenese. This area was brought together THE HOLY MOONS
by the Alessian order and maintains strong merchant
guilds. Nibenese are proud cosmopolitan people who A large part of the khajiit religion is worship of the
maintain strong relationships with the other two moons of Tamriel. This is an obvious path, given
provinces through merchant guilds. They are more how much the moons affect the lives of every khajiit.
given to the studies of magic, philosophy, and the Another significant part of the khajiit lifestyle is the
evolution of ancient tradition. Many outfit themselves harvest and ingestion of a powerful and addictive
in garish clothing, tattoos, and brandings. substance called moon sugar. This substance is known
Attribute Score Increase. Your Intelligence score to be crystallized moonlight, which they believe by
increases by 1. injesting, they are absorbing a part of the eternal
Voice of the Emperor. You know the friends cantrip. soulds of the moon gods, Jone and Jode.
Additionally, once between long rests, you are able to When moon sugar is ingested, it causes fits of
use this cantrip without your target knowing it was ecstasy and abandon. Paired with the highly addictive
cast on them. nature, it is common for khajiit settlements to be
littered with catmen shivering in the grips of sugar
fits.
KHAJIIT Nevertheless, moon-sugar is a daily part of khajiit
Hailing from the tropical province of Elsweyr, khajiit life, and serves as their chief export. Their affection
are feline humanoids, known for their grace and for moon-sugar has developed a sweet tooth, and
intellect. Nomadic and inquisitive, the khajiit rarely khajiit diet is invariably sweet. Candies, cakes,
stay in one place for long. puddings, and sugared meats are staples in khajiit
cuisine. This fare is usually laced with powdered
CHILDREN OF THE MOON moon-sugar, and the other races would be wise to
never accept a sweet roll from a cat.
Bound to the lunar lattice, a mysterious force
understood by the khajiit, the phases of the two SOCIETAL DUALITY
moons at the time of their birth determines the form,
or 'breed', a khajiit will assume. All newborns look The societies of khajiit are lead by a unique breed of
alike, much smaller than the other races of Tamriel, khajiit known as the Mane, born under the aligned
but the early days of their life begin to give way to moons. Tradition states that only one mane can be
their future form. There are rumored to be more than alive at a time and it is believed that each mane is a
twenty forms of khajiit, but most common are Senche, reincarnation of the previous.
Cathay, Ohmes, Alfiq, Pahmar, Tojay, Suthay, and Dagi. Khajiit civilizations are divided into two specific
The humanoid forms are described in further detail in cultures. The jungles of Elsweyr are civil and are
the subrace section. formed around an agrarian aristocracy, whereas the
Khajiit differ greatly from all other races, most northern wastes and grasslands tend to be nomadic,
obviously with their catlike form, tail, fur, and pride-centric groups that contest for territory.

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GUARDIANS AND CHARLATANS KHAJIIT HONORIFICS
Khajiit, who are commonly targeted for racial d10 Title Meaning
discrimination, have had to deal with being 1 Dar Thief
kidnapped and sold into slavery. This harsh reality 2 Do Warrior
has made them take self defense very seriously. The 3 Dra Wise
majority of khajiit use their claws as weapons, and
4 Dro Grandparent
many have formed groups that utilize their natural
gifts in various forms of martial arts. 5 J / Ja / Ji Youth
Other khajiit welcome the black market with open 6 Jo / Ko Wizard
paws, taking to a life of piracy, smuggling moon sugar, 7 La / Lo Promiscuous
and the more potent skooma, to the many different
8 M / Ma Child or Apprentice
lands. Khajiit's natural abilities make them superb
thieves and acrobats, as well as fearsome warriors. 9 Ra / Ri Leader
10 S Adult
KHAJIIT NAMES
Each Khajiit has a single name in their l4anguage,
KHAJIIT PERSONALITY
Ta'agra, but it is also common for a Khajiit to go by A khajiit might have motivations and quirks much
their Tamrielic name, usually given to them by men or different from an elf or a human with a similar
mer. These common names are typically descriptive of background. You can use the following table to
the their personality or quirks. customize your character in addition to the trait,
ideal, bond, and flaw from your background.
Male Names: Akrah, Azbishan, Balag, Dazur, Eilun,
Fa'alar, Ghadar, Hilan, Jahirr, Khasar, Lansur, Maniz, KHAJIIT QUIRKS
Malirzzaka, Nakkhu, Oblan, Pinar, Rakhad, Razur,
d8 Quirk
Sabra, Tabil, Urjen, Vashpar, Yan, Zaban, Zino
Female Names: Abizah, Azum, Bakkhara, Bindu, 1 You miss your tropical home and complain
Darali, Elamusa, Fedura, Hani, Inama, Kala, Kiasha, endlessly about the freezing weather, even in
Manabi, Mura, Nayya, Pinirai, Samati, Sebazi, Shuzura, summer.
Tahara, Tohiba, Urbani, Vaifa, Yana, Zara, Zurka 2 You never wear the same outfit twice, unless you
Tamrielic Names: Ashenfur, Black-Paw, Clevereyes, absolutely must.
Dawnwalker, Dusty-Claw, Elf-Biter, Firebreath, Four- 3 You have a minor phobia of water and hate getting
Toes, Iron-Ear, Kink Tail, Silvertongue, Soft-Fur, Sugar- wet.
Claws, Tender-Paws, Wet-Whiskers 4 Your tail always betrays your inner thoughts.
5 You purr loudly when you are happy.
KHAJIIT HONORIFICS
Khajiit often, but not always, have either a prefix or a 6 You keep a small ball of yarn in your hand, which
suffix, or sometimes both, as part of their name, you constantly fidget with.
usually separated by an apostrophe. The titles are 7 You are always in debt, since you spend your gold
typically meant to represent a part of their on food and drink made from moon sugar.
personality or traits. Some Khajiit believe having both 8 When talking about something you're obsessed
a prefix and a suffix is a sign of arrogance and pride. with, you speak quickly and never pause and others
can't understand you.
9 You are a font of random trivia from the lore and
stories you have discovered.
10 You can't help but pocket interesting objects you
come across.

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KHAJIIT TRAITS natural ambassador to the other races. You gain
proficiency in the Persuasion skill.
Your Khajiit heritage manifests in a variety of traits Ohmes Combat Training. The Ohmes do not have
you share with other khajiit. natural claws, like other Khajiit, so they don't benefit
Attribute Score Increase. Your Agility score from the Quick Claws trait, but they are still proficient
increases by 2. in Hand-to-Hand and Short Blade weapons to make
Age. Different Khajiit born under different cycles up for their natural handicap.
have significantly different life spans. They can range
from 150 to 400 years, if not more. SUTHAY & SUTHAY-RAHT
Speed. Your base walking speed is 35 feet. Similar in height to the Ohmes but that is mostly
Quick Claws. Because of your claws, you have a where the similarities end. The Suthay are much more
climbing speed of 20 feet. In addition, your claws are cat like in appearance with their high set ears and
natural weapons, which you can use to make unarmed feline facial features, along with a long tail and
strikes. If you hit with them, you deal slashing damage digitigrade legs.
equal to 1d4 + your Strength modifier, instead of the Suthay-raht are nearly the same as the Suthay in all
bludgeoning damage normal for an unarmed strike. their features except their stature closer resembles
Eye of Night. Your khajiit ancestry grants you the height of men. The Suthay-raht are the most
superior vision in dark and dim conditions. You have common breed of Khajiit outside of Elsweyr.
darkvision up to 120 feet, which you can see in dim Attribute Score Increase. Your Agility score
light as if it were bright light, and in darkness as if it increases by 1.
were dim light. You can't discern color in darkness, Size. Suthay Khajiit are similar in size to the Ohmes,
only shades of gray. rarely taller than 5 feet tall. Suthay-raht range from 5
Eye of Fear. You know how to use your cat-like eyes feet to 6 feet tall. Your size is medium.
to demoralize others. You gain proficiency in the Natural Bandit. You are able to use your claws as
Intimidation skill. thieves' tools. You can add your proficiency modifier
Languages. You can speak, read, and write to any check using your claws in this way, even if you
Tamrielic and Ta'agra. Ta'agra script combines unique are not proficient in thieves' tools.
and fluid motions. Artistic interpretation is praised Feline Agility. Your reflexes and agility allow you to
and varies greatly between authors. move with a burst of speed. When you move on your
Subrace. There are many subraces of the Khajiit. turn in combat, you can double your speed until the
Many of the subraces are humanoid in shape, but end of the turn. Once you use this trait, you can't use it
there are others, such as the Alfiq, that more resemble again until you move 0 feet on one of your turns.
a house cat, or the senche, which are tiger-like battle
cats. CATHAY & CATHAY-RAHT
Similar to the Suthay-raht in appearance and bi-
OHMES & OHMES RAHT pedalism, however they possess greater stature and
The Ohmes generally look more similar to the Bosmer, strength.
although slightly smaller in stature, than they do to Cathay-raht are larger and more powerful and are
their feline brothers. Many Ohmes will paint or tattoo often described as "jaguar-men".
their faces to resemble their feline heritage. Unlike Attribute Score Increase. Your Strength score
other Khajiit, they have no fur, no tail, or any other increases by 1.
distinguishable Khajiit feature. Size. Cathay Khajiit are similar in size to most men
Ohmes-raht have slightly larger builds than their and range from 5 feet to 6 ½ feet. Your size is
ohmes cousins, usually similar in size and appearance medium.
of men, other than their short light fur and tails. Also Powerful Build. You count as one size larger when
similar to men, the Ohmes-raht walk on their heels as determining your carrying capacity and the weight
opposed to the balls of their feet like many other you can push, drag, or lift.
species of Khajiit. Savage Attacks. When you score a critical hit with a
Attribute Score Increase. Your Personality score melee weapon attack, you can roll one of the
increases by 1. weapon's damage dice one additional time and add it
Size. Ohmes Khajiit are similar in size to the to the extra damage of the critical hit.
Bosmer, rarely taller than 5 feet tall, whereas Ohmes-
raht range from 5 to 6 feet tall. Your size is medium.
Ambassador. Your elven-like form makes you a

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DAGI & DAGI-RAHT increase their martial skills.
Dagi live in the trees of the Tenmar forest. Due to their Nords are also talented sailors. They are known to
smaller size and light weight, they are able to dwell in have dominated warring nations with their natural
the higher branches which even the Bosmer cannot talent at seam, and have been vanguards of nautical
reach. The Dagi have a natural affinity for magic, and trade.
are known spellcasters, a characteristic often taken
advantage of in Khajiiti battle-tactics. NORD NAMES
The Dagi-raht are similar in all respects, while their
size is somewhat larger. Every Nord has a given name, but only some Nords
Size. Dagi and Dagi-raht average about 3 to 4 feet have clan names. Sometimes, a Nord will be given a
tall and weigh around 40 pounds. Your Size is small. title, which can be used before or after their given
Attribute Score Increase. Your Intelligence score name. A title is usually a description of a great feat or
increases by 1. a personality trait. Such as Heinrich the Ugly or Lyra
Natural Magic. You know the Thaumaturgy cantrip. Wolf-Child.
When you reach 3rd level, you can cast the Witch Bolt
spell as a 2nd level spell once with this trait and regain Male Names: Arnbjorn, Balbus, Carsten, Daglin, Erik,
the ability to do so when you finish a long rest. When Fjol, Gunder, Hans, Iver, Jayred, Keld, Larthjar,
you reach 5th level, you can cast the Darkness spell Manheim, Nels, Olav, Regner, Sten, Torbal, Ulfgar,
once with this trait and regain the ability to do so Valdemar, Wilmuth, Yngvar
when you finish a long rest. Intelligence is your Female Names: Aeta, Bergritte, Dagny, Elda, Fryssa,
spellcasting ability for these spells. Greidil, Hilde, Igna, Jala, Katria, Lillith, Margret, Nura,
Olga, Ruki, Svenja, Temba, Una, Vori, Ysolda
Clan Names: Blackthorn, Ebonhand, Firebeard,
NORD Hairy-Breeks, Ironhand, Long-Tooth, Ravencrone,
Children of the Sky, Nords are the tall and hardy Stonearm, Twice-Killed, War-Bear, Windcaller
humans from the northern province of Skyrim. The
harsh environments of Skyrim have hardened Nords, NORD TRAITS
even those who have been born in easier civilizations.
Your Nord character has certain characteristics in
You will most likely find Nords working in fields that
common with other Nords.
prove their robustness. A good nord knows the value
Attribute Score Increase. Your Endurance and
of hard work. The second most likely place to find a
Strength scores increase by 2.
nord is inside the local watering hole. Mead and music
Age. Nords, like most men are not particularly long
go hand in hand with nordic culture.
lived, and they mature at a normal rate, and almost
never live longer than a century. .
STONG WILLED AND STRONG ARMED Size. Nords are the largest of men, ranging from 6 to
Nords are the tallest of the human races and have fair 6 ½ feet tall.
skin and fair coloured hair. They are known for their Speed. Your base walking speed is 30 feet.
powerful physique and modest intellect. Nedic Ancestry. Your ancestral history of living in
Nords are fierce competitors and strongly believe in harsh, northern climates has given you resistance to
fighting for status and for sport. Favoring brute cold damage.
strength over wit, the nords are also suspicious of Battlecry. As an action, you shout a battle cry that
mages and don't believe in using social status or fears your enemies. Choose any number of creatures
wealth to garner favor. It is very common for nords to that can see and hear you within 60 feet of you. Each
have scars and bruises, or be seen walking out of a creature must make a Willpower saving throw. The
tavern with a bloody nose and a flagon of ale. difficulty check on this save is equal to 8 + your
Endurance modifier + your proficiency modifier. On a
BORN FOR BATTLE failed save, the creature is frightened, and must
attempt another saving throw at the beginning of
Fierce warriors, and enthusiastic soldiers, Nords can their turn. The effect ends if the creature is attacked.
be found throughout Tamriel offering their talents as Equipment Proficiency. You are proficient with
mercenaries and sellswords. Proving oneself in battle Axes and Spears.
is a way for any nord to increase their status. Raised Toughness. Your hit point maximum is increased by
from birth, they are always searching for new ways to 1, and it increases by 1 every time you level.

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Languages. You can speak, read, and write sacked and rebuilt, as Orcs are often at odds with
Tamrielic. their neighbors. In the Second Era, it was located in
the eastern part of the Wrothgar region of High Rock.

ORSIMER (ORC) In the late Third Era, it was located between Wayrest,
Menevia, and the Wrothgarian Mountains, but it was
It is said that the Orcs came to be when the Aldmeri sacked in the early Fourth Era. It reemerged in
god, Trinimac, was devoured by the Daedric Prince between Hammerfell and Skyrim later on in the era.
Boethiah. As the myth goes, Boethiah excreted
Trinimac's remains, and those Aldmer who followed A CULTURE OF CONFLICT
Trinimac rubbed that excrement on themselves to
become Orcs. Perhaps it's just a myth, but the imagery Most people consider their society as rough and cruel,
is appropriate: repugnant, ridiculous, and a little but it's been a lifestyle of necessity. With their cities
comical, like the Orcs themselves. and strongholds being under constant attack
-Coristir, Sage Sojourner, Civility and Etiquette throughout their history, every tribe member is
trained at birth for battle and war.
Orcs, also called Orsimer, or "Pariah Folk" in ancient The strongest of warriors becomes chief of their
times, are considered sophisticated barbarian beast stronghold. The women are either wives of the chief,
peoples, despite being a type of Mer. They are from or his daughters, with the only exception of the
the Wrothgarian and Dragontail Mountains and are shaman, who takes care of spiritual matters. Only the
noted for their unshakable courage in war and their strongest males are allowed to mate to keep the tribe
unflinching endurance of hardships. In the past, Orcs strong.
have been widely feared and hated by the other The Orcs do not follow the laws of man, but they
nations and races of Tamriel, but they have slowly follow the code of Malacath, which states: Do not
won acceptance in the Empire, in particular for their steal, do not kill your kin, do not attack without cause.
distinguished service in the Emperor's Legions. Those who break these rules must pay the Blood
Price.
ORIGINS OF THE PARIAH FOLK
ORSIMER NAMES
Orcs were born during the latter days of the Dawn
Era. History has mislabeled them beastfolk, related to An orc has a given name and a family name. Orc family
the goblin races, but the Orcs are actually the children names are always prefixed depending on gender.
of Trinimac, strongest of the Altmeri ancestor spirits. “Gro-” for males and “Gra-” for females. A child will
When Trinimac was eaten by the Daedroth Prince take the fathers name if male, or the mothers name if
Boethiah, and transformed in that foul god's insides, female. Some orcs take the family name of their
the Orcs were transformed as well. The ancient name stronghold where they are born.
for the 'Orsimer,' which means 'The Pariah Folk.' They
now follow Malauch, better known as Malacath, the Male Names: Agronak, Bazur, Bogrum, Dubok, Dul,
remains of Trinimac. Gaturn, Ghorub, Gogron, Grommok, Hanz, Krognak,
Kurz, Lumdum, Luronk, Magra, Magub, Maknok, Orok,
STRENGTH AND STEEL Rugdumph, Shagol, Ulmug, Urbul, Ushnar,
Female Names: Batul, Borba, Bumph, Homraz,
Orcish armorers are prized for their craftsmanship, Mazoga, Mog, Mor, Oghash, Orag, Rogbut, Rogmesh,
and Orc warriors in heavy armor are among the finest Snak, Ugak, Umar, Umog
front-line troops in the Empire. Most Imperial citizens Family Names: Agamph, Barak, Buglump, Bura,
regard Orc society as rough and cruel, but there is Cromgog, Dragol, Galash, Gharz, Glurzog, Hubrag,
much to admire in their fierce tribal loyalties and Khash, Murgak, Muzgol, Naybek, Orkul, Orkulg,
generous equality of rank and respect among the Rugdush, Shadborgob, Shura, Ugdub, Uzgash, Yarug
sexes.

THE MOVING CITY


Orsinium, which literally translates to "Orc-Town" in
Aldmeris, is the city of the Orsimer and the provincial
seat of what was called Wrothgar, or in the late Third
Era, the Orsinium Area. It has a history of being

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ORSIMER TRAITS WILD ORCS
Traditional orc society is centered around living in
Your orc character has certain traits deriving from stronghold settlements. These independent villages
your orc ancestry. follow the Code of Malacath, and the strength of each
Attribute Score Increase. Your Endurance and tribe depends on their strongest warrior.
Willpower scores increase by 1. Attribute Score Increase. Your Strength score
Age. While they are Mer, Orcs do not live as long as increases by 1.
their distant cousins. They could live up to 80 years Powerful Build. You count as one size larger when
old, but the Code of Malacath demands that an old Orc determining your carrying capacity and the weight
should end his life before he becomes weak and a you can push, drag, or lift.
burden to his clan. They rarely live longer than 50
years. They reach adulthood at age 16. WOOD ORCS
Size. Orcs are broad and hardy, they are usually Valenwood is typically home to the Bosmer, but many
around 6 feet tall, even the females, and weigh around tribes of orcs have made this forested province their
200 pounds. Your size in medium. home. Like other orcs, they prize strength and honor,
Speed. Your base walking speed is 25 feet. but to the wood orcs this means having agility and
Blood-Kin. You share kindred blood with all of your mobility as much as it does muscular power and
orc brothers and sisters. Using Honor or Strength, you endurance.
may be able to avoid conflict with other orcs. Attribute Score Increase. Your Agility score
Tool Proficiency. You gain proficiency with the increases by 1.
smith's tools. Aggressive. As a bonus action, you can move up to
Menacing. You have proficiency in the Intimidation your speed toward an enemy of your choice that you
skill. can see or hear. You must end this move closer to the
Berserk. As an action, for the next minute you gain enemy than you started.
temporary hit point equal to twice your character
level + your Endurance modifier. Additionally, you
gain advantage on one attack on each of your turns. REDGUARD
Once you use this trait, you can't use it again until you Standing broad-shouldered and tall, with dark skin and
finish a long rest. wiry hair, they are seemingly born with a sword in
Languages. You can speak, read, and write their hand. I spoke with a few of them and found them
Tamrielic and Orcish. Orcish is a harsh, grating formal, obsessed with personal honor, and quite aloof.
language with had consonants. The redguards were people from another continent,
Subraces. Three main subraces of orcs populate the and it seemed they'd brought as much of Yokuda to
continent of Tamriel: City Orcs, Wild Orcs, and Wood Tamriel as they could manage.
Orcs. -Flaccus Terentius, The Improved Emperor's Guide to
Tamriel
CITY ORCS
Not all orcs choose to live in the strongholds. Those PARAGONS OF WAR
that choose to live in the cities live a much more
cosmopolitan life, but they are derided by other orcs The most naturally talented warriors in Tamriel, the
for doing so. dark-skinned, wiry-haired Redguards of Hammerfell
Attribute Score Increase. Your Intelligence score seem born to battle, though their pride and fierce
increases by 1. independence of spirit makes them more suitable as
Orcish Resilience. Your tough mind and body grants scouts or skirmishers, or as free-ranging heroes and
you resistance force damage. adventurers, than as rank-and-file soldiers. In
addition to their cultural affinities for many weapon
and armor styles, Redguards are also physically
blessed with hardy constitutions and quickness of
foot.
Custom and dress differ by district; the Reguards of
Elinhir are Colovian in fashion and taste, while some
in Rihad go naked in the streets. In demeanor, they
are haughty and easily provoked, and, obsessed with
personal honor.

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There is no standing army in Hammerfell, only paid Languages. You can speak, read, and write
militias of the oft-contested border-states and along Tamrielic and Yoku. Yoku is a direct language which is
its coastline. Ancient tradition has predisposed the incredibly reliant on context. Similar to Redguards
Redguards to knightly order, though, customarily in themselves, their language is straightforward and
the service of royal families. Initiates of these orders doesn't concern itself with unnecessary things.
must prove themselves in dangerous, even deadly,
tests of skill. REDGUARD NAMES
THE LOST CONTINENT Redguards have only their given name. Through
marriage, they sometimes will take the family name.
More than three thousand years ago, the continent of
Yokuda suffered a cataclysm that sunk most of it into Male Names: Amir, Azzada, Baurus, Cyrus, Daron,
the sea, driving its people towards Tamriel. A large Ennis, Falion, Garry, Hillod, Ian, Jawana, Kayd, Lesley,
group of the Yokudans, called the Ra Gada, forged Nazir, Neville, Pyke, Roderick, Shamar, Talib, Wayn
forward in a bloody wave, quickly slaughtering the Female Names: Anora, Braith, Caminda, Dahlia,
beastfolk and Nedic villagers, paving safe travel for Eriana, Gwen, Hussonia, Iman, Jamie, Kerah, Kiara,
the Yokudans that stayed behind. The fierce Ra Gada Lette, Minerva, Niyya, Oleta, Rona, Shelley, Tavia,
became, phonetically, the Redguards, a name that has Umana, Zaria
since spread to designate the Tamrielic-Yokudan race
in general.
They ultimately displaced the Nedic peoples, as
their agriculture and society quickly adapted to
Hammerfell's harsh environment. They took much of
Nedic custom, religion, and language for themselves
and their contact with the surround Bretons and
Colovians hastened their assimilation into Tamrielic
culture.

REDGUARD TRAITS
Your Redguard character has certain characteristics in
common with other Redguard.
Attribute Score Increase. Your Agility, Endurance,
and Strength scores increase by 1.
Age. Redguards age as the rest of the men, rarely
living over a century
Size. Redguards are strong and tall, often over 6 feet
tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Yokudan Lineage. Thanks to your Yokudan heritage,
you have advantage on saving throws against being
poisoned or diseased, and you have resistance against
poison damage.
Adrenaline Rush. On your turn, you can take one
additional action on top of your regular action and a
possible bonus action.
Once you use this trait, you must finish a short or
long rest before you can use it again. Starting at 17th
level, you can use it twice before a rest, but only once
on the same turn.
Redguard Combat Training. You are proficient in
Long Blade and Short Blade.
Skill Proficiency. You gain proficiency in the
Athletics skill.

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CHAPTER 3: CLASSES
Adventurers are extraordinary people, driven by a such as a warrior’s mastery of weapons and armor,
thirst for excitement into a life that others would and a mages’s spells. At low levels, your class gives
never dare lead. They are heroes, compelled to you only two or three features, but as you advance in
explore the dark places of the world and take on the level you gain more and your existing features often
challenges that lesser women and men can’t stand improve. Each class entry in this chapter includes a
against. table summarizing the benefits you gain at every
Class is the primary definition of what your level, and a detailed explanation of each one.
character can do. It’s more than a profession; it’s your Adventurers sometimes advance in more than one
character’s calling. Class shapes the way you think class. A rogue might switch direction in life and follow
about the world and interact with it and your the mystical path of the spellsword. A barbarian might
relationship with other people and powers in the discover latent magical ability and dabble in the
universe. A warrior, for example, might view the sorcerer class while continuing to advance as a
world in pragmatic terms of strategy and barbarian. Elves are known to combine martial
maneuvering, and see herself as just a pawn in a much mastery with magical training and advance as
larger game. A crusader, by contrast, might see warriors and mages simultaneously. Optional rules
himself as a willing servant in a god’s unfolding plan for combining classes in this way, called multiclassing,
or a conflict brewing among various deities. While the appear in chapter 6.
warrior has contacts in a mercenary company or Twelve classes—listed in the classes table—are
army, the crusader might know a number of priests, found in almost every Elder Scrolls game and define
knights, and devotees who share his faith. the spectrum of typical adventurers.
Your class gives you a variety of special features,
CLASSES
Hit Primary Saving Throw
Class Description Die Ability ProficienciesArmor and Weapon Proficiencies
Barbarian A fierce warrior of primitive background who d12 Strength Strength & Light and medium armor, shields,
can deflect attacks and deal brutal strikes Endurance all weapons
Bard An inspiring magician whose power echos d8 Personality Personality &Light armor, long blade, marksman,
the music of creation Intelligence and short blade
Crusader A holy warrior devoted to one of the gods d10 Strength & Personality & Light and medium armor, shield,
Personality Willpower blunt, hand-to-hand, marksman,
short blade
Mage A scholarly magic user capable of d6 Willpower Intelligence & Light crossbows, short blade and
manipulating the structures of reality Willpower staves
Monk A master of martial arts, harnessing the d8 Agility Agility & Hand-to-hand, staves
power of the body in pursuit of physical and Willpower
spiritual perfection
Nightblade A spellcaster that uses their magics to d8 Agility & Agility & Light armor, marksman, short
enhance mobility, concealment, and stealthy Personality Intelligence blade, and long blade
close combat.
Ranger An explorer who uses martial prowess to d10 Agility Agility & Light and medium armor, all
combat threats on the edges of civilazation Endurance weapons
Rogue A scoundrel who uses stealth and expertise d8 Agility Agility & Light armor, axe, hand-to-hand,
to overcome obstacles and enemies Intelligence marksman, short blade
Sorcerer A spellcaster who is naturally talented and d6 Intelligenc Endurance & Shield, blunt, light crossbows, short
takes advantage of their ability to control the e Intelligence blade
arcane
Spellsword A spellcasting specialist trained in martial d8 Strength & Endurance & Light and medium armor,
combat and destructive magic. Willpower Willpower marksman, short blade, and long
blade
Thief A pickpocket and pilferer who chooses d8 Agility Agility & Light armor, blunt weapon, hand-
stealth and subterfuge over violence. Endurance to-hand, marksman, short blade
Warrior A master of martial combat, skilled with a d10 Strength Strength & All armor and weapons
variety of weapons and armor Endurance

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BARBARIAN
terrifying monsters. Barbarians charge headlong into
that danger so that their people don’t have to.
A tall Nord tribesman strides through a blizzard, Their courage in the face of danger makes
draped in fur and hefting his axe. He laughs as he barbarians perfectly suited for adventuring.
charges toward the giant who dared poach his Wandering is often a way of life for their native tribes,
people’s elk herd. and the rootless life of the adventurer is little
An orc snarls at the latest challenger to her hardship for a barbarian. Some barbarians miss the
authority over their savage tribe, ready to break his close-knit family structures of the tribe, but
neck with her bare hands as she did to the last six eventually find them replaced by the bonds formed
rivals. among the members of their adventuring parties.
Frothing at the mouth, a redguard slams his helmet
into the face of his dunmer foe, then turns to drive his CREATING A BARBARIAN
armored elbow into the gut of another. When creating a barbarian character, think about
These barbarians, different as they might be, are where your character comes from and his or her place
defined by their rage: unbridled, unquenchable, and in the world. Talk with your DM about an appropriate
unthinking fury. More than a mere emotion, their origin for your barbarian. Did you come from a
anger is the ferocity of a cornered predator, the distant land, making you a stranger in the area of the
unrelenting assault of a storm, the churning turmoil campaign? Or is the campaign set in a rough-and-
of the sea. tumble frontier where barbarians are common?
For some, their rage springs from a communion What led you to take up the adventuring life? Were
with fierce animal spirits. Others draw from a roiling you lured to settled lands by the promise of riches?
reservoir of anger at a world full of pain. For every Did you join forces with soldiers of those lands to face
barbarian, rage is a power that fuels not just a battle a shared threat? Did monsters or an invading horde
frenzy but also uncanny reflexes, resilience, and feats drive you out of your homeland, making you a
of strength. rootless refugee? Perhaps you were a prisoner of war,
brought in chains to “civilized” lands and only now
PRIMAL INSTINCT able to win your freedom. Or you might have been
People of towns and cities take pride in how their cast out from your people because of a crime you
civilized ways set them apart from animals, as if committed, a taboo you violated, or a coup that
denying one’s own nature was a mark of superiority. removed you from a position of authority.
To a barbarian, though, civilization is no virtue, but a
sign of weakness. The strong embrace their animal QUICK BUILD
nature keen instincts, primal physicality, and You can make a barbarian quickly be following these
ferocious rage. Barbarians are uncomfortable when suggestions. First, put your highest attribute score in
hedged in by walls and crowds. They thrive in the Strength, followed by Endurance. Second, choose the
wilds of their homelands: the desert, tundra, jungle, outlander background.
or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They
can enter a berserk state where rage takes over, giving
CLASS FEATURES
them superhuman strength and resilience. A As a Barbarian, you gain the following class features:
barbarian can draw on this reservoir of fury only a
few times without resting, but those few rages are HIT POINTS
usually sufficient to defeat whatever threats arise. Hit Dice: d12
Hit Points at 1st Level: 12 + your Endurance modifier
Hit Points at Higher Levels: 1d12 (or 7) + your
A LIFE OF DANGER Endurance modifier per barbarian level after 1st.
Not every member of the tribes deemed “barbarians”
by scions of civilized society has the barbarian class. A PROFICIENCIES
true barbarian among these people is as uncommon Armor: Light Armor, Medium Armor, Shields
as a skilled fighter in a town, and he or she plays a Weapons: Axe, Blunt, Hand to Hand, Long Blade,
similar role as a protector of the people and a leader Marksman, Polearms, Short Blade
in times of war. Life in the wild places of the world is Tools: None
fraught with peril: rival tribes, deadly weather, and

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Saving Throws: Strength, Endurance • You have resistance to bludgeoning, piercing, and
Skills: Choose two from Animal Handling, Athletics, slashing damage.
Intimidation, Nature, Perception, and Survival If you are able to cast spells, you can’t cast them or
concentrate on them while raging.
EQUIPMENT Your rage lasts for 1 minute. It ends early if you are
You start with the following equipment, in addition to knocked unconscious or if your turn ends and you
the equipment granted by your background: haven’t attacked a hostile creature since your last turn
• (a) any polearm or (b) any long blade or taken damage since then. You can also end your
• (a) two handaxes or (b) any short blade rage on your turn as a bonus action.
• An explorer's pack and four javelins Once you have raged the number of times shown for
your barbarian level in the Rages column of the
Barbarian table, you must finish a long rest before you
THE BARBARIAN
can rage again.
Proficiency Bonus
Level Bonus Features Damage
UNARMORED DEFENSE
1st +2 Rage, Unarmored Defense +2
2nd +2 Reckless Attack, Danger Sense +2
While you are not wearing any armor, your Armor
Class equals 10 + your Agility modifier + your
3rd +2 Barbaric Path +2 Endurance modifier. You can use a shield and still gain
4th +2 Attribute Score Improvement +2 this benefit.
5th +3 Extra Attack, Fast Movement +2
6th +3 Barbaric Path Feature +2 RECKLESS ATTACK
7th +3 Feral Instinct +2 Starting at 2nd level, you can throw aside all concern
8th +3 Attribute Score Improvement +2 for defense to attack with fierce desperation. When
9th +4 Brutal Critical (1 die) +3 you make an attack, you can decide to attack
recklessly. Doing so gives you advantage on melee
10th +4 Barbaric Path Feature +3
weapon attack rolls using Strength during this turn,
11th +4 Relentless Rage +3 but attack rolls against you have advantage until your
12th +4 Attribute Score Improvement +3 next turn.
13th +5 Brutal Critical (2 dice) +3
14th +5 Barbaric Path Feature +3 DANGER SENSE
15th +5 Persistent Rage +3 At 2nd level, you gain an uncanny sense of when things
16th +5 Attribute Score Improvement +4 nearby aren’t as they should be, giving you an edge
17th +6 Brutal Critical (3 dice) +4 when you dodge away from danger.
You have advantage on Agility saving throws against
18th +6 Indomitable Might +4
effects that you can see, such as traps and spells. To
19th +6 Attribute Score Improvement +4 gain this benefit, you can’t be blinded, deafened, or
20th +6 Primal Champion +4 incapacitated.

RAGE BARBARIC PATH


In battle, you fight with primal ferocity. On your turn, At 3rd level, you choose a path that shapes the nature
you can enter a rage as a bonus action. of your abilities. Choose the Path of the Battleworn,
While raging, you gain the following benefits if you the Path of the Reaver, the Path of the Savage, or the
aren’t wearing heavy armor: Path of the War Crier, all detailed at the end of the
class description. Your choice grants you features at
• You have advantage on Strength checks and
3rd level and again at 6th, 10th, and 14th levels.
Strength saving throws.
• When you make a melee weapon attack using
Strength, you gain a bonus to the damage roll that
increases as you gain levels as a barbarian, as
shown in the Rage Damage column o f the
Barbarian table.

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ATTRIBUTE SCORE IMPROVEMENT INDOMITABLE MIGHT
th th th th
When you reach 4 level, and again at 8 , 12 , 16 , Beginning at 18th level, if your total for a Strength
and 19th level, you can increase one attribute score of check is less than your Strength score, you can use
your choice by 2, or you can increase two attribute that score in place of the total.
scores of your choice by 1. As normal, you can't
increase an ability score above 20 using this feature. PRIMAL CHAMPION
At 20th level, your incredible physical condition rises
EXTRA ATTACK above your peers. Your Strength and Endurance
Beginning at 5th level, you can attack twice, instead of scores increase by 4. Your maximum for those scores
once, whenever you use the Attack Action on your is now 24.
turn.
BARBARIC PATHS
FAST MOVEMENT Different barbarians attribute their might to different
sources. For some, their scars become symbols of
Starting at 5th level, your speed increases by 10 feet victories won, while others look within to their
while you aren't wearing heavy armor. unyielding spirits.

FERAL INSTINCT PATH OF THE BATTLEWORN


th
By 7 level, your instincts are so honed that you have For some barbarians, they are measured through
advantage on initiative rolls. battles won and they wear their scars with pride. The
Additionally, if you are surprised at the beginning of Path of the Battleworn is path paved with patience,
combat and aren’t incapacitated, you can act normally pain, and perseverance.
on your first turn, but only if you enter your rage
before doing anything else on that turn. THICK SKIN
Your body is scarred and calloused from years of
BRUTAL CRITICAL battle. When you choose this path at 3rd level, your
Starting at 9th level, you can roll one additional unarmored AC is equal to 12 + your Agility modifier +
weapon damage die when determining the extra your Endurance modifier.
damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level, RECKLESS ABANDON
and three additional dice at 17th level. Beginning at 6th level, when you use Reckless Attack
while raging, you also gain temporary hit points equal
to your Endurance modifier (minimum of 1). They
RELENTLESS RAGE vanish if any of them are left when your rage ends.
Starting at 11th level, your rage can keep you fighting
despite grievous wounds. If you drop to 0 hit points BATTLE SCARS
while you’re raging and don’t die outright, you can At 10th level, your scarred body and strong presence is
make a DC 10 Endurance saving throw. If you succeed, readily noticeable. You have advantage on all
you drop to 1 hit point instead. Intimidation checks.
Each time you use this feature after the first, the DC
increases by 5. When you finish a short or long rest, BOILING POINT
the DC resets to 10. Starting at 14th level, when you take damage from a
creature that is within 5 feet of you, you can use your
PERSISTENT RAGE reaction to make a melee weapon attack against that
creature.
Beginning at 15th level, your rage is so fierce that it
ends early only if you fall unconscious or if you choose
to end it.

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PATH OF THE REAVER FRENZIED ARMSMAN
Starting at level 3, while raging, you are able to exploit
Barbarians that follow the Path of the Reaver are your weapons to become even more devastating. You
brutal hunters that strike in well orchestrated packs, gain the following benefits:
leaving behind nothing but corpses and destruction.
AXES
ACCELERATED REGENERATION Each time you hit a creature with an axe weapon,
When you choose this path at 3rd level, your wounds make another attack roll. If your second roll would
naturally stitch together at a faster rate. When you use also hit, you rend the target, causing them to bleed
hit dice to recover hit points during a short rest, you extensively. Your attack deals an additional 1d4
gain additional hit points equal to 1d12 + your necrotic damage, and again at the start of your next
Endurance modifier. turn.
You can only benefits from this ability once each
REAVER'S CHARGE turn.
Beginning at 3rd level, you can take the Dash action as
a bonus action while you are raging. BLUNT
Your attacks are exceptionally forceful and can
PACT TACTICS penetrate even the most tempered armors. You gain
At 6th level, while raging, you have advantage on a +2 bonus to attack rolls made with blunt
attack rolls against a creature if at least one of your weapons.
allies are within 5 feet of you and the ally isn't
unconscious. LONG BLADES
When you attack with a long blade weapon, you
DREAD WARRIOR gain a +2 bonus to damage rolls with that weapon.
Beginning at 10th level, your physique is so
intimidating that you inspire dread in your enemies. UPPERCUT
You can use a bonus action to make yourself appear At 6th level, you are able to sacrifice your movement to
exceptionally fearful. Every creature within 10 feet of spend additional time winding up your attack to slam
you suffers from one of the following effects of your an enemy with an upward blow. Once on each turn,
choice: when you hit a creature with a melee weapon attack,
• Disadvantage on Strength and Agility checks the target must make a Strength saving throw with a
• Disadvantage on Willpower and Personality checks DC of 8 + your proficiency bonus + your Strength
• All intimidation checks by you and your allies have modifier. On a failed save, the target is knocked back
advantage. 10 feet and left prone. On a successful save, the target
is staggered and has disadvantage on attacks until the
This effect lasts up to 1 minute, and requires start of your next turn. This ability can only affect
concentration to maintain. Once you use this feature, large or smaller creatures.
you cannot use it again until you finish a short or long
rest. HEAVY LIFTING
Beginning at 10th level, while raging and not wearing
REAPER'S VERDICT heavy armor, you are able to engage in two-weapon
Beginning at 14th level, while raging, you can attack fighting with all weapons except for those with the
three times, instead of twice, whenever you take the heavy or two handed traits.
Attack action on your turn. Additionally, weapons with the heavy or two handed
traits can be held in one hand.
PATH OF THE SAVAGE
RELENTLESS STORM
Some barbarians only know destruction and violence.
At 14th level, you can use your action to whirl around,
The Path of the Savage is a path of fury and death,
attacking all enemies within range of your melee
learned from years of war.
weapon. Roll a separate attack roll for each creature
you attack. While whirling, you can move up to half
your movement speed. Any opportunity attacks
against you have disadvantage while moving.

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PATH OF THE WAR CRIER FRENZIED SHOUTS
When you reach 10th level, you have balanced your
The Path of the War Crier is a spiritual journey, as the voice with your rage. You can now use the spells
barbarian learns to channel their life essence through granted by your Dragon Shouts feature while raging.
their voice and breath. If you are able to cast other spells, you can’t cast
them or concentrate on them while raging.
BATTLE THU'UM
When you choose this path at 3rd level, you learn how DRAGON SHOUTS
to harness the power of the dragon tongue to form The dragon shouts are presented at the level you must
powerful shouts. You are able to use 2 shouts, but you be to learn them.
must finish a short or long rest to regain any
expended shouts. As your class level increases, the At 3rd level, you learn Unrelenting Force and one other
amounts of shouts you can use between rests shout of your choice listed below.
increases.
You know the Unrelenting Force shout and one Clear Skies (Lok Vah Koor)
other shout of your choice, which are detailed in the You can spend 1 shout to use your voice to clear
“Dragon Shouts” section below. You learn two out all thick clouds, overcast sky, poisonous fog, or
additional shouts of your choice at 6th, 10th, and 14th impeding haze, that is within 1 mile of you.
level.
Whenever you learn a new shout, you can also
Blinding Winds (Ven Fus Vokun)
replace one shout that you already know with a
You can spend 1 shout to create a powerful wind
different shout.
storm, in a 60 foot-radius, centered on you. The
Using Words of Power. The Thu'um is a form of
wind blows in all directions, causing dust and
magic which uses words from the draconic language
refuse to heavily obscure the area.
to form powerful shouts. See chapter 10 of the
Additionally, the area is considered difficult
Player's Handbook for the general rules of
terrain, and any projectile that is within or enters
spellcasting. To cast one of these spells, you use its
the area, has disadvantage on hitting its target.
casting time and other rules, but you don't need to
The winds require concentration to remain and
use any magicka to cast it.
last up to 1 minute. You can use an action to
Once you reach 5th level in this class, you can spend
disperse the winds at any time.
additional shouts to increase the level of a Battle
Shout spell that you cast, provided that the spell has
Unrelenting Force (Fus Ro Dah)
an enhanced effect at a higher level, as unrelenting
You can spend 1 shout to cast the alteration spell
force does. The spell's level increaes by 1 for each
Thunder Wave. The spells level increases for each
additional shout you spend. The maximum number of
additional shout you spend.
shouts you can spend to cast a spell in this way
(including its base shout cost and any additional
Whirlwind Sprint (Wuld Nah Kest)
shouts you spend to increase its level) is determined
You can use a bonus action to spend 1 shout to
by your barbarian level, as shown in the Spells and
double your speed for one turn. While you are
Shouts table.
under these effects, any opportunity attacks
against you are made with disadvantage.
SPELLS AND SHOUTS
Barbarian Level Maximum Shouts for a Spell
Starting at 6th level, you can choose to learn two of the
5th-8th 3
shouts listed below or from the previous list. You can
9th-12th 4
now use 4 shouts each short or long rest.
13th-16th 5
17th-20th 6
Animal Allegiance (Raan Mir Tah)
You can spend 1 shout to cast the spell Animal
Some of your Battle Thum features require your
Friendship.
target to make a saving throw to resist the feature's
effects. The saving throw DC is calculated as follows:
Battle Thum save DC = 8 + your proficiency bonus
Aura Whisper (Laas Yah Nir)
+ your Endurance modifier You can spend 1 shout to whisper a detection spell
that allows you you sense the presence of life

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within 30 feet of you. The spell lasts up to 10 4d8 cold damage and they are encased in a shell of
minutes, as though you are concentrating on it. frost. The encased creature is immobilized and
If you sense life in this way, you can use your can't speak, hear, move, or make any actions. The
action to see a faint aura around any visible creature takes this damage again on each
creature in the area that bears life. subsequent turn while the spell persists.
The spell can penetrate most barriers, but it is The creature restrained by this spell must make
blocked by 1 foot of stone, 1 inch of common another Strength saving throw at the start of each
metal, a thin sheet of lead, or 3 feet of wood or dirt. of their turns to try and break free. If it
successfully saves against this spell three times,
Disarm (Zun Haal Viik) the spell ends. If it fails saves three times, the frost
You can use 2 shouts to use your voice to focus hardens and the creature is subjected to the
vibrations on a weapon currently being wielded by petrified condition for the duration. The successes
a creature within 30 feet. The creature must make and failures don’t need to be consecutive; keep
a Strength saving throw. On a failed save, the track of both until the target collects three of a
creature drops their weapon. On a successful save, kind.
the creature has disadvantage on any attacks made On a successful save, the creature takes half of
with that weapon until the start of your next turn. much damage and isn't immobilized.
If a creature tries to pick up a dropped weapon, While the spell is active, the frost shell has an AC
they must use half their speed and make a of 5 and 60 hit points. When the frost shell reaches
Strength saving throw. On a failed save, the 0 hit points the shell breaks, ending the spell
creature is incapable of picking up the weapon. On effect. A dispel magic spell can also reverse the
a successful save, the creature is able to pick up effects.
the weapon and the effect is dispelled.
Starting at 14th level, you can choose to learn two of
Gale Winds (Ven Mul Riik) the shouts listed below or from the previous lists. You
You use one 1 shout to cast the alteration spell can now use 8 shouts each short or long rest.
Gust of Wind.
Breath
Marked for Death (Krii Lun Aus) You can spend 3 shouts to exhale an element of
You can spend 1 shout to cast the conjuration spell your choice. Choose either fire, cold, lightning, or
Hunter's Mark. poison. Each creature in a 60-foot cone must make
an Endurance saving throw. A creature takes 6d8
Starting at 10th level, you can choose to learn two of elemental damage on a failed save, and half as
the shouts listed below or from the previous lists. You much on a successful one. Example shouts are Fire
can now use 6 shouts each short or long rest. Breath (Yol Toor Shul, and Frost Breath (Fo Krah
Diin).
Battle Fury (Mid Vur Shaan)
You can spend 3 shouts to cast the illusion spell Dismay (Faas Ru Maar)
Haste on yourself. You can spend 3 shouts to cast the illusion spell
Fear.
Call of Valor (Hun Kaal Zoor)
You can spend 1 shout to cast the illusion spell Dragon Aspect (Mul Qah Diiv)
Heroism. You can spend 6 shouts to take on the aspect of a
dragon for 1 minute. While in this form, your AC
Cyclone (Ven Gar Nos) can't be less than 20. Additionally, each of your
You can spend 2 shouts to cast the alteration spell melee weapon attack and damage rolls increase by
Dust Devil. +2.

Ice Form (Iiz Slen Nus) Storm Call (Strun Bah Qo)
You can spend 2 shouts to attempt to freeze a You can spend 3 shouts to cast the destruction
target that you can see that is within 60 feet of you. spell Call Lighting.
The target must make a Strength saving throw to
resist the spell. On a failed save, the target takes

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BARD these performers and true bards, though. A bard’s life
is spent wandering across the land gathering lore,
Humming as she traces her fingers over an ancient telling stories, and living on the gratitude of
monument in a long-forgotten ruin, a bosmer in audiences, much like any other entertainer. But a
rugged leathers finds knowledge springing into her depth of knowledge, a level of musical skill, and a
mind, conjured forth by the magic of her song— touch of magic set bards apart from their fellows.
knowledge of the people who constructed the Only rarely do bards settle in one place for long, and
monument and the mythic saga it depicts. their natural desire to travel—to find new tales to tell,
A stern imperial soldier bangs his sword new skills to learn, and new discoveries beyond the
rhythmically against his scale mail, setting the tempo horizon—makes an adventuring career a natural
for his war chant and exhorting his companions to calling. Every adventure is an opportunity to learn,
bravery and heroism. The magic of his song fortifies practice a variety of skills, enter long-forgotten tombs,
and emboldens them. discover lost works of magic, decipher old tomes,
Laughing as she tunes her cittern, a nord weaves her travel to strange places, or encounter exotic creatures.
subtle magic over the assembled nobles, ensuring that Bards love to accompany heroes to witness their
her companions’ words will be well received. deeds firsthand. A bard who can tell an awe-inspiring
Whether scholar, skald, or scoundrel, a bard weaves story from personal experience earns renown among
magic through words and music to inspire allies, other bards. Indeed, after telling so many stories
demoralize foes, manipulate minds, create illusions, about heroes accomplishing mighty deeds, many
and even heal wounds. bards take these themes to heart and assume heroic
roles themselves.
MUSIC AND MAGIC
On Nirn, words and music are not just vibrations of CREATING A BARD
air, but vocalizations with power all their own. The Bards thrive on stories, whether those stories are true
bard is a master of song, speech, and the magic they or not. Your character’s background and motivations
contain. Bards say that the mundas was spoken into are not as important as the stories that he or she tells
existence, that the words of the gods gave it shape, about them. Perhaps you had a secure and mundane
and that echoes of these primordial Words of Creation childhood. There’s no good story to be told about that,
still resound throughout the cosmos. The music of so you might paint yourself as an orphan raised by a
bards is an attempt to snatch and harness those hag in a dismal swamp. Or your childhood might be
echoes, subtly woven into their spells and powers. worthy o f a story. Some bards acquire their magical
The greatest strength of bards is their sheer music through extraordinary means, including the
versatility. Many bards prefer to stick to the sidelines inspiration o f fey or other supernatural creatures.
in combat, using their magic to inspire their allies and Did you serve an apprenticeship, studying under a
hinder their foes from a distance. But bards are master, following the more experienced bard until you
capable of defending themselves in melee if necessary, were ready to strike out on your own? Or did you
using their magic to bolster their swords and armor. attend a college where you studied bardic lore and
Their spells lean toward charms and illusions rather practiced your musical magic? Perhaps you were a
than blatantly destructive spells. They have a wide- young runaway or orphan, befriended by a wandering
ranging knowledge of many subjects and a natural bard who became your mentor. Or you might have
aptitude that lets them do almost anything well. Bards been a spoiled noble child tutored by a master.
become masters of the talents they set their minds to Perhaps you stumbled into the clutches of a hag,
perfecting, from musical performance to esoteric making a bargain for a musical gift in addition to your
knowledge. life and freedom, but at what cost?

LEARNING FROM EXPERIENCE QUICK BUILD


You can make a bard quickly by following these
True bards are not common in the world. Not every
suggestions. First, Personality should be your highest
minstrel singing in a tavern or jester cavorting in a
attribute score, followed by Agility. Second, choose
royal court is a bard. Discovering the magic hidden in
the entertainer background. Third, choose the
music requires hard study and some measure of
dancing lights and vicious mockery cantrips, along
natural talent that most troubadours and jongleurs
with the following 1st level spells: charm person,
lack. It can be hard to spot the difference between
detect magic, healing word, and thunderwave.

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THE BARD
Proficiency Cantrips Spells Spell
Level Bonus Features Known Known Magicka Level
1st +2 Spellcasting, Bardic Luck (d6) 2 4 4 1st
2nd +2 Song of Rest (d6), Quick Learner 2 5 6 1st
3rd +2 Bardic College, Expertise 2 6 14 2nd
4th +2 Attribute Score Improvement, Jack of all Trades 3 7 17 2nd
5th +3 Bardic Luck Improvement (d8), Boundless Luck 3 8 27 3rd
6th +3 Bardic College feature, Quick Learner 3 9 32 3rd
7th +3 Countercharm 3 10 38 4th
8th +3 Attribute Score Improvement, Allure 3 11 44 4th
9th +4 Song of Rest (d8) 3 12 57 5th
10th +4 Bardic Luck Improvement (d10), Quick Learner, 4 14 64 5th
Expertise Improvement
11th +4 Disarming Charisma 4 15 73 6th
12th +4 Attribute Score Improvement 4 15 73 6th
13th +5 Song of Rest (d10) 4 16 83 7th
14th +5 Bardic College Feature, Quick Learner 4 18 83 7th
15th +5 Bardic Luck Improvement (d12) 4 19 94 8th
16th +5 Attribute Score Improvement 4 19 94 8th
17th +6 Song of Rest (d12) 4 20 107 9th
18th +6 Quick Learner 4 22 114 9th
19th +6 Attribute Score Improvement 4 22 123 9th
20th +6 Battle Anthem 4 22 133 9th

CLASS FEATURES EQUIPMENT


You start with the following equipment, in addition to
As a Bard, you gain the following class features:
the equipment granted by your background:
HIT POINTS • (a) a rapier or (b) a longsword
Hit Dice: 1d8 per bard level • (a) a diplomat's pack or (b) an entertainer's pack
Hit Points at 1st Level: 8 + your Endurance modifier • (a) a lute or (b) any other musical instrument
Hit Points At higher levels: 1d8 (or 5) + your • Leather armor and a dagger
Endurance modifier per bard level after 1st
SPELLCASTING
PROFICIENCIES
Armor: Light armor, You have learned to untangle and reshape the fabric
Weapons: Long Blade, marksman, and short blade. of reality in harmony with your wishes and music.
Tools: Three musical instruments of your choice Your spells are part of your vast repertoire, magic that
you can tune to different situations. See chapter 10 of
Saving Throws: Personality, Intelligence the Player's Handbook for the general rules of
Skills: Choose any three spellcasting. The bard spell list is detailed at the end
of the class description.

CANTRIPS
You know two cantrips of your choice from the bard
spell list. You learn additional bard cantrips of your
choice at higher levels, as shown in the Cantrips
Known column of the Bard table.

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MAGICKA roll the die and add the number rolled to one ability
The Bard table shows how much magicka you have to check, attack roll, or saving throw it makes. The
cast your spells of 1st level and higher. To cast one of creature can wait until after it rolls the d20 before
these spells, you must expend magicka, as noted in deciding to use the Bardic Luck die, but must decide
the spell's description and the Magicka Cost table. You before the DM says whether the roll succeeds or fails.
regain all expended magicka when you finish a long Once the Bardic Luck die is rolled, it is lost. A creature
rest. can have only one Bardic Luck die at a time.
For example, if you know the 1st-level spell cure You can use this feature a number of times equal to
wounds and have a Spell Level of 2nd, you can cast your Personality modifier (a minimum of once). You
cure wounds using magicka to cast it at either level. regain any expended uses when you finish a long rest.
Refer to Spell Point Cost table on page 288 of the Your Bardic Luck die changes when you reach
Dungeon Master's Guide or the Magicka Cost table in certain levels in the class. The die becomes a d8 at 5th
the Spellcasting chapter. level, a d10 at 10th level, and a d12 at 15th level.

SPELLS KNOWN OF 1ST LEVEL AND HIGHER SONG OF REST


You know four 1st-level spells of your choice from the
bard spell list. Beginning at 2nd level, you can use your soothing
The Spells Known column of the Bard table shows music or oration to help revitalize your wounded
when you learn more bard spells of your choice. Each allies during a short rest. If you or any friendly
of these spells must be of a level for which you can creatures who can hear your performance regain hit
cast, as shown on the table. For instance, when you points at the end of the short rest by spending one
reach 3rd level in this class, you can learn one new more more Hit Dice, each of those creatures regains
spell of 1st or 2nd level. an extra 1d6 hit points.
Additionally, when you gain a level in this class, you The extra hit points increase when you reach
can choose one of the bard spells you know and certain levels in the class to 1d8 at 9th level, to 1d10 at
replace it with another spell from the bard spell list, 13th level, and to 1d12 at 17th level.
which also must be of a level that you can cast.
QUICK LEARNER
SPELLCASTING ATTRIBUTE Starting at 2nd level, your bardic wit allows you to
Personality is your spellcasting attribute for your quickly learn the ways of magic. You learn 2 cantrips
bard spells. Your magic comes from the heart and soul of your choice from any class, including this one. The
you pour into the performance of your music or chosen cantrips count as bard spells for you but don't
oration. You use your Personality whenever a spell count against the number of bard cantrips you know.
refers to your spellcasting attribute. In addition, you You learn one additional spell of your choice from
use your Personality modifier when setting the saving any class at 6th level, 10th level, 14th level, and at 18th
throw DC for a bard spell you cast and when making level. A spell you choose must be of a level you can
an attack roll with one. cast, as shown on the Bard table.
Spell save DC = 8 + your proficiency bonus +
your Personality modifier
Spell attack modifier = your proficiency bonus + BARDIC COLLEGE
your Personality modifier At 3rd level, you delve into the advanced techniques of
a bard college of your choice: the College of Lore, or
RITUAL CASTING the College of Valor, both detailed at the end of the
You can cast any bard spell you know as a ritual if that class description. Your choice grants you features at
spell has the ritual tag. 3rd level and again at 6th and 14th level.

BARDIC LUCK EXPERTISE


Your natural good luck can easily rub off onto others At 3rd level, choose two of your skill proficiencies.
around you. To do so, you use a bonus action on your Your proficiency bonus is doubled for any ability
turn to choose one creature, including yourself, within check you make that uses either of the chosen
60 feet of you who can hear you. That creature gains proficiencies.
one Bardic Luck die, a d6. At 10th level, you can choose another two skill
Once within the next 10 minutes, the creature can proficiencies to gain this benefit.

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ATTRIBUTE SCORE IMPROVEMENT BATTLE ANTHEM
th th th th
When you reach 4 level, and again at 8 , 12 , 16 , At 20th level, you gain the ability to use your
and 19th level, you can increase one attribute score of instruments or voice to inspire your allies in the heat
your choice by 2, or you can increase two attribute of battle. As an action, all allies that can see and hear
scores of your choice by 1. As normal, you can't you gain one effect of your choice for the duration of
increase an ability score above 20 using this feature. the anthem. The effect lasts up to 1 minute, and the
ability acts as though you are concentrating on a spell.
JACK OF ALL TRADES Anthem of War. Each ally that can see and hear you
gains advantage on attack rolls for the duration.
Starting at 4th level, you can add half your proficiency Anthem of Protection. Each ally that can see and
bonus, rounded down, to any ability check you make hear you gains +2 AC for the duration.
that doesn't already include your proficiency bonus. Anthem of Intimidation. Every hostile creature
that can see and hear you has disadvantage on saving
BOUNDLESS LUCK throws for the duration.
Beginning when you reach 5th level, you regain all of As an action on your turn, you can change the effect
your expended uses of Bardic Luck when you finish a of your Battle Anthem.
short or long rest. Once you have used this ability, you must finish a
long rest to be able to use it again.
COUNTERCHARM
At 7th level, you gain the ability to use musical notes or
BARD COLLEGES
The way of a bard is gregarious. Bards seek each other
words of power to disrupt mind-influencing effects.
out to swap songs and stories, boast of their
As an action, you can start a performance that lasts
accomplishments, and share their knowledge. Bards
until the end of your next turn. During that time, you
form loose associations, which they call colleges, to
and any friendly creatures within 30 feet of you have
facilitate their gatherings and preserve their
advantage on saving throws against being frightened
traditions.
or charmed. A creature must be able to hear you to
gain the benefit, The performance ends early if you
are incapacitated or silenced or if you voluntarily end COLLEGE OF LORE
it (no action required). Bards of the College of Lore know something about
most things, collecting bits of knowledge from sources
ALLURE as diverse as scholarly tomes and peasant tales.
Starting at 8th level, you gain advantage on Personality
(Persuasion) checks against people who are attracted SONG OF REST: ARCANE RENEWAL
to you, admire you, or can be easily influenced by Beginning at 3rd level, you can choose to use your song
your charisma. of rest to tap into a well of magical energy. When you
or an ally uses a hit die to regain hit points during
your song of rest, they can choose to restore magicka
DISARMING CHARISMA points instead of hit points.
When you reach 11th level, you gain the ability to use
your charisma to cause your enemies to falter. As a JINX
reaction, when a creature attacks you with a melee Also at 3rd level, you learn how to twist your good luck
strike, you gain +1 to your AC until the start of your to sap the luck from others. When a creature that you
next turn. can see within 60 feet of you makes an attack roll, an
You can use this ability an amount of times equal to ability check, or a damage roll, you can use your
your personality modifier. You regain any expended reaction to expend one of your uses of Bardic Luck,
uses when you finish a long rest. rolling a Bardic Luck die and subtracting it from the
Beginning at 17th level, this ability increases your AC number rolled form the creature's roll. You can choose
by +2. to use this feature after a creature makes a roll, but
before the DM determines whether the attack roll or
ability roll succeeds or fails, or before the creature
deals its damage. The creature is immune if it can't
hear you if it's immune to being charmed.

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RAPID LEARNING
At 6th level, you learn 2 additional cantrips of your CRUSADER
choice from any class, including this one. The chosen Clad in plate armor that gleams in the sunlight despite
cantrips count as bard spells for you but don't count the dust and grime of long travel, a breton lays down
against the number of bard cantrips you know. her sword and shield and places her hands on a
You learn one additional spell of your choice from mortally wounded man. Divine radiance shines from
any class at 6th level, 10th level, 14th level, and at 18th her hands, the man’s wounds knit closed, and his eyes
level. A spell you choose must be of a level you can open wide with amazement.
cast, as shown on the Bard table. A dunmer crouches behind an outcrop, his black
cloak making him nearly invisible in the night, and
SERENDIPITY watches an orc war band celebrating its recent
At 14th level, when you roll initiative and have no uses victory. Silently, he stalks into their midst and
of Bardic Luck left, you regain one use. whispers an oath, and two ores are dead before they
even realize he is there.
COLLEGE OF VALOR Silver hair shining in a shaft of light that seems to
illuminate only him, an altmer laughs with exultation.
Bards of the College of Valor are daring skalds whose His spear flashes like his eyes as he jabs again and
tales keep alive the memory of the great heroes of the again at a twisted giant, until at last his light
past, and thereby inspire a new generation of heroes. overcomes its hideous darkness.
Whatever their origin and their mission, crusaders
BONUS PROFICIENCIES are united by their oaths to stand against the forces of
When you join the college of Valor at 3rd level, you evil. Whether sworn before a god’s altar and the
gain proficiency with medium armor, shields, axes, witness of a priest, in a sacred glade before nature
blunt, and marksman weapons. spirits and fey beings, or in a moment of desperation
and grief with the dead as the only witness, a
SONG OF REST: FORTIFICATION crusader's devotion is a powerful bond. It is a source
Beginning at 3rd level, you can choose to use your song of power that turns a devout warrior into a blessed
of rest to strengthen your allies with a mystical aegis. champion.
When you or an ally uses a hit die to regain hit points
during your song of rest, they can choose to create an THE CAUSE OF RIGHTEOUSNESS
aegis of temporary hit points instead of restoring
additional hit points. A crusader swears to uphold justice and
righteousness, to stand with the good things o f the
EXTRA ATTACK world against the encroaching darkness, and to hunt
Starting at 6th level, you can attack twice, instead of the forces of evil wherever they lurk. Different
once, whenever you take the Attack action on your crusaders focus on various aspects of the cause of
turn. righteousness, but all are bound by the devotions that
grant them power to do their sacred work. Although
BATTLE MAGIC many crusaders are devoted to gods of good, a
At 14th level, you have mastered the art of weaving crusader’s power comes as much from a commitment
spellcasting and weapon use into a single harmonious to justice itself as it does from a god.
act. When you use your action to cast a spell, you can Crusaders train for years to learn the skills of
make one weapon attack as a bonus action. combat, mastering a variety of weapons and armor.
Even so, their martial skills are secondary to the
magical power they wield: power to heal the sick and
injured, to smite the wicked and the undead, and to
protect the innocent and those who join them in the
fight for justice.

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BEYOND THE MUNDANE LIFE crusaders are rarely of any evil alignment. Most of
them walk the paths of charity and justice. Consider
Almost by definition, the life of a crusader is an how your alignment colors the way you pursue your
adventuring life. Unless a lasting injury has taken him holy quest and the manner in which you conduct
or her away from adventuring for a time, every yourself before gods and mortals. Your devotion and
crusader lives on the front lines of the cosmic struggle alignment might be in harmony, or your oath might
against evil. Warriors are rare enough among the represent standards of behavior you have not yet
ranks of the militias and armies of the world, but even attained.
fewer people can claim the true calling of a crusader.
When they do receive the call, these champions turn QUICK BUILD
from their former occupations and take up arms to You can make a crusader quickly by following these
fight evil. Sometimes their devotions lead them into suggestions. First Willpower should be your highest
the service of the crown as leaders of elite groups of attribute score, followed by Strength. Second, choose
knights, but even then their loyalty is first to the cause the noble background.
of righteousness, not to crown and country.
Adventuring crusaders take their work seriously. A
delve into an ancient ruin or dusty crypt can be a CLASS FEATURES
quest driven by a higher purpose than the acquisition As a crusader, you gain the following class features:
of treasure. Evil lurks in dungeons and primeval
forests, and even the smallest victory against it can tilt HIT POINTS
the cosmic balance away from oblivion. Hit Dice: 1d10 per crusader level
Hit Points at 1st Level: 10 + your Endurance modifier
CREATING A CRUSADER Hit Points At higher levels: 1d10 (or 6) + your
Endurance modifier per crusader level after 1st.
The most important aspect of a crusader character is
the nature of his or her holy quest. Although the class PROFICIENCIES
features related to your devotion don't appear until Armor: Light armor, Medium Armor, Shield
you reach 3rd level, plan ahead for that choice by Weapons: Blunt, Hand-to-Hand, Marksman, Short
reading the devotion descriptions at the end of the Blade
class. Are you a devoted servant of good, loyal to the Tools: None
gods of justice and honor, a holy knight in shining Saving Throws: Personality, Willpower
armor venturing forth to smite evil? Are you a Skills: Pick two from: Athletics, Insight, Intimidation,
glorious champion of the light, cherishing everything Medicine, Persuasion, Religion
beautiful that stands against the shadow, a knight
whose oath descends from traditions older than many EQUIPMENT
of the gods? Or are you an embittered loner sworn to You start with the following equipment, in addition to
take vengeance on those who have done great evil, the equipment granted by your background:
sent as an angel of death by the gods or driven by
your need for revenge? • (a) a blunt weapon and a shield or (b) any two
How did you experience your call to serve as a short blade weapons
crusader? Did you hear a whisper from an unseen god • (a) scale mail or (b) leather armor
or angel while you were at prayer? Did another • (a) a light crossbow and 20 bolts or (b) any
crusader sense the potential within you and decide to weapon you are proficient in
train you as a squire? Or did some terrible event—the • (a) a priest's pack or (b) an explorer's pack
destruction of your home, perhaps— drive you to
your quests? Perhaps you stumbled into a sacred SPELLCASTING
grove or a hidden elven enclave and found yourself
called to protect all such refuges of goodness and At 1st level, you have learned to draw magic through
beauty. Or you might have known from your earliest meditation and prayer to cast spells. See chapter 10 of
memories that the crusader’s life was your calling, the Player's Handbook for the general rules of
almost as if you had been sent into the world with spellcasting. The crusader spell list is detailed at the
that purpose stamped on your soul. end of the class description.
As guardians against the forces of wickedness,

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THE CRUSADER
Proficiency Cantrips Spell
Level Bonus Features Known Magicka Level
1st +2 Spellcasting, Divine Sense 3 2 1st
2nd +2 Fighting Style, Divine Smite, Channel Divinity 3 4 1st
3rd +2 Divine Health, Devotion 3 5 1st
4th +2 Attribute Score Improvement 4 6 1st
5th +3 Extra Attack 4 10 2nd
6th +3 Aura of Protection 4 14 2nd
7th +3 Devotion Feature 4 15 2nd
8th +3 Attribute Score Improvement 4 17 2nd
9th +4 -- 4 22 3rd
10th +4 Aura of Courage 5 27 3rd
11th +4 Improved Divine Strike 5 29 3rd
12th +4 Attribute Score Improvement 5 32 3rd
13th +5 Bane of Evil 5 35 4th
14th +5 Cleansing Touch 5 38 4th
15th +5 Devotion Feature 5 41 4th
16th +5 Attribute Score Improvement 5 44 4th
17th +6 -- 5 50 5th
18th +6 Holy Aura Improvement 5 57 5th
19th +6 Attribute Score Improvement 5 60 5th
20th +6 Devotion Feature 5 64 5th

CANTRIPS Casting the spell doesn’t remove it from your list of


You know three cantrips of your choice from the prepared spells.
crusader spell list. You learn additional crusader You can change your list of prepared spells when
cantrips of your choice at higher levels, as shown in you finish a long rest. Preparing a new list of crusader
the Cantrips Known column of the Crusader table. spells requires time spent in prayer and meditation:
at least 1 minute per spell level for each spell on your
PREPARING AND CASTING SPELLS list.
The Crusader table shows how much magicka you
have to cast your spells of 1st level and higher. To cast SPELLCASTING ATTRIBUTE
one of these spells, you must expend magicka, as Willpower is your spellcasting ability for your
noted in the spell's description and the Magicka Cost crusader spells. You use your Willpower whenever a
table. You regain all expended magicka when you crusader spell refers to your spellcasting ability. In
finish a long rest. addition, you use your Willpower modifier when
You prepare the list of crusader spells that are setting the saving throw DC for a crusader spell you
available for you to cast, choosing from the crusader cast and when making an attack roll with one.
spell list. When you do so, choose a number of Spell save DC = 8 + your proficiency bonus +
crusader spells equal to your Willpower modifier + your Willpower modifier
your crusader level (minimum of one spell). The Spell attack modifier = your proficiency bonus +
spells must be of a level for which you can cast. your Willpower modifier
For example, if you are a 3rd-level crusader, you can
cast a prepared spell at either 1st or 2nd level. With a RITUAL CASTING
Willpower of 16, your list of prepared spells can You can cast a crusader spell as a ritual if that spell
include six spells of 1st or 2nd level, in any has the ritual tag and you have the spell prepared.
combination. If you prepare the 1st-level spell cure
wounds, you can cast it at either 1st or 2nd level.

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DIVINE SENSE DIVINE SMITE
The presence of strong evil registers on your senses Starting at 2nd level, when you hit a creature with a
like a noxious odor, and powerful good rings like melee weapon attack, you can expend magicka to deal
heavenly music in your ears. As an action, you can lightning damage to the target, in addition to the
open your awareness to detect such forces. Until the weapon’s damage.
end of your next turn, you know the location of any The extra damage is 2d8 for a 1st level spell, plus
daedra or undead within 60 feet of you that is not 1d8 for each spell level higher than 1st. to a maximum
behind total cover. You know the type of any being of 5d8. The damage increases by 1d8 if the target is
whose presence you sense, but not its identity. Within an undead or a daedra.
the same radius, you also detect the presence of any
place or object that has been consecrated or CHANNEL DIVINITY
desecrated, as with the hallow spell.
You can use this feature a number of times equal to At 2nd level, you gain the ability to channel divine
1 + your Personality modifier. When you finish a long energy directly from your deity, using that energy to
rest, you regain all expended uses. fuel magical effects. As you gain levels in the Crusader
class, you may learn additional effects determined by
your Devotion.
FIGHTING STYLE When you use your Channel Divinity, you choose
At 2nd level, you adopt a style of fighting as your which effect to create. You must then finish a short or
specialty. Choose one of the following options. You long rest to use your Channel Divinity again.
can't take a Fighting Style option more than once, Some Channel Divinity effects require saving
even if you later get to choose again. throws. When you use such an effect from this class,
the DC equals your crusader spell save DC.
ARCHERY Beginning at 6th level, you can use your Channel
You gain a +2 bonus to your attack rolls you make Divinity twice between rests, and beginning at 18th
with ranged weapons. level. you can use it three times between rests. When
you finish a short or long rest, you regain your
DEFENSE expended uses.
While wearing armor, you gain +1 bonus to AC.
Channel Divinity: Turn Undead
DUELING As an action, you speak a prayer censuring the
When you are wielding a melee weapon in one undead. Each undead that can see or hear you within
hand and no other weapons, you gain +2 bonus to 30 feet of you must make a Willpower saving throw. If
damage rolls with that weapon. the creature fails its saving throw, it is turned for 1
minute or until it takes any damage.
GREAT WEAPON FIGHTING A turned creature must spend its turns trying to
When you roll a 1 or a 2 on a damage die for an move as far away from you as it can, and it can’t
attack you make with a melee weapon that you are willingly move to a space within 30 feet o f you. It also
wielding with two hands, you can reroll the die can’t take reactions. For its action, it can use only the
and must use the new roll, even if it is a 1 or a 2. Dash action or try to escape from an effect that
The weapon must have the two-handed or prevents it from moving. If there’s nowhere to move,
versatile property for you to gain this benefit. the creature can use the Dodge action.

PROTECTION DIVINE HEALTH


When a creature you can see attacks a target other
By 3rd level, the divine magic flowing through you
than you that is withing 5 feet of you, you can use
makes you immune to disease.
your reaction to impose disadvantage on the
attack roll. You must be wielding a shield.

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DEVOTION BANE OF EVIL
rd
When you reach 3 level, you devote yourself by Starting at 13th level, when an undead fails its saving
following a way of life that defines you as a Crusader. throw against your Turn Undead feature, the creature
Now you choose how you are sworn to your deity by is instantly destroyed if its challenge rating is 3 or
becoming either a Healer, Knight, Pilgrim, Templar, or below.
Witch Hunter, all detailed at the end of the class The challenge rating threshold increases to 4 when
description. you reach 17th level.
Your choice grants you features at 3rd level and If you are able to repel daedra as well as undead
again at 7th, 15th, and 20th level. Those features include with your Channel Divinity feature, any daedra that
devotion spells and a Channel Divinity feature. fail their saving throw, and meet the challenge rating
threshold mentioned above, are instantly banished
ATTRIBUTE SCORE IMPROVEMENT back to their plane of Oblivion.

When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one attribute score of
CLEANSING TOUCH
your choice by 2, or you can increase two attribute Beginning at 14th level, you can use your action to
scores of your choice by 1. As normal, you can't end one spell on yourself or on one willing creature
increase an ability score above 20 using this feature. that you touch.
You can use this feature a number of times equal
EXTRA ATTACK to your Willpower modifier (a minimum of once). You
regain expended uses when you finish a long rest.
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your
turn. DEVOTIONS
Becoming a crusader involves taking vows that
AURA OF PROTECTION commit the crusader to the cause of righteousness, an
active path of fighting wickedness. Their final
Starting at 6th level, whenever you or a friendly devotion is the culmination of all the crusader's
creature within 10 feet of you must make a saving training.
throw, the creature gains a bonus to the saving throw
equal to your Willpower modifier (with a minimum HEALER
bonus of +1). You must be conscious to grant this
bonus. Healers are spellcasters who swear solemn oaths to
At 18th level, the range of this aura increases to 30 heal the afflicted and cure the diseased. When
feet. threatened, they defend themselves with reason and
disabling attacks and magic, relying on deadly force
AURA OF COURAGE only in extremity.

Starting at 10th level, you and friendly creatures DEVOTION SPELLS


within 10 feet of you can’t be frightened while you are You gain devotion spells at the crusader levels listed.
conscious.
At 18th level, the range of this aura increases to 30 HEALER DEVOTION SPELLS
feet. Crusader Level Spells
3rd Create or Destroy Water, Healing Word
IMPROVED DIVINE SMITE 5th Enhance Ability, Prayer of Healing
9th Beacon of Hope, Mass Healing Word
By 11th level, you are so suffused with righteous
13th Freedom of Movement, Stoneskin
might that all your melee weapon strikes carry divine
17th Mass Cure Wounds, Greater Restoration
power with them. Whenever you hit a creature with a
melee weapon, the creature takes an extra 1d8 shock
damage. If you also use your Divine Smite with an
attack, you add this damage to the extra damage of
your Divine Smite.

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SUPERIOR RESTORATION directly attacked with a weapon or a harmful spell,
At 3rd level, your superior knowledge in the healing you can use a reaction to create a magical ward that
arts allows you to cast powerful spells above your gives you resistance to all types of damage until the
skill level. Choose one 2nd-level spell from your start of your next turn.
Crusader Spell list and Healer Devotion Spells. You
can cast this unique spell once without expending any AURA OF WARDING
magicka. You must finish a long rest before you can do Beginning at 7th level, ancient magic lies so heavily
so again. upon you that it forms an eldritch ward. You and
This spell does not count against your number of friendly creatures within 10 feet of you have
prepared spell and you can't cast this spell using resistance to damage from spells.
magicka unless you have it prepared and it is of a spell At 18th level, the range of this aura increases to 30
level you can cast. When you reach 11th level, you can feet.
choose a spell from the Superior Restoration Spells
list. DIVINE SMITE: FIRE
At higher levels, you gain more spells of your choice At 7th level, whenever you use the Divine Smite
that can be cast in this way: one 3rd-level spell at 5th feature, you can choose to infuse your weapon strikes
level, one 4th-level spell at 7th level, one 5th-level spell with fire damage instead of lightning.
at 9th level, you learn one 6th-level spell at 11th level,
one 7th-level spell at 13th level, one 8th-level spell at BLESSED HEALER
15th level, and one 9th-level spell at 17th level. At 15th level, your life essence is imbued with healing
You regain all uses of your Superior Restoration energy that you can use to heal yourself and other
spells when you finish a long rest. creatures. As a bonus action, you can touch a creature
and heal it. With each touch, a creature regains from
SUPERIOR RESTORATION SPELLS 1d6 to 5d6 hit points (your choice). You have a total
Spell Level Spells pool of 15d6 you can expend. Subtract the dice you
6th Find the Path, Forbiddance, Harm, Heal, use with each touch from that total.
Planar Ally, True Seeing, Word of Recall You regain all expended dice from your pool when
7th Conjure Celestial, Divine Word, Plane you finish a long rest.
Shift, Regenerate, Resurrection
8th Antimagic Field, Control Weather, ELDER CHAMPION
Earthquake, Holy Aura At 20th level, you can assume the form of your deity,
9th Foresight, Mass Heal, Gate, True taking on their appearance, as you choose.
Resurrection Using your action, you undergo a transformation. For
1 minute, you gain the following benefits:
POTENT HEALING • At the start of each of your turns, you regain 10 hit
Also at 3rd level, you add your Willpower modifier to points.
the healing you deal with any restoration spell. • Whenever you cast a spell that has a casting time
You also gain proficiency with the Herbalism Kit, if of 1 action, you can cast it using a bonus action
you aren't already proficient with it. instead.
• Enemy creatures within 10 feet of you have
CHANNEL DIVINITY disadvantage on saving throws against your spells
When you choose this devotion at 3rd level, you gain and Channel Divinity options.
the following Channel Divinity options. Once you use this feature, you can’t use it again until
Preserve Life. You can use your Channel Divinity to you finish a long rest.
heal the badly injured. As an action, you evoke healing
energy that can restore a number of hit points equal KNIGHT
to five times your Crusader level. Choose any
creatures within 30 feet of you, and divide those hit Of noble birth, or distinguished in battle or tourney,
points among them. This feature can restore a knights are civilized warriors, schooled in letters and
creature to no more than half of its hit point courtesy, governed by the codes of chivalry. In addition
maximum. You can’t use this feature on the undead or to the arts of war, knights study the lore of healing and
a construct. enchantment.
Protection from Harm. You can use your Channel
Divinity to protect yourself form harm. When you are

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DEVOTION SPELLS DIVINE SMITE: FORCE
You gain devotion spells at the crusader levels listed. Also at 7th level, whenever you use the Divine Smite
feature, you can choose to infuse your weapon strikes
KNIGHT DEVOTION SPELLS with force damage instead of lightning.
Crusader Level Spells
3rd Sanctuary, Shield UNYIELDING SPIRIT
5th Calm Emotions, Warding Bond Starting at 15th level, you have advantage on saving
9th Glyph of Warding, Spirit Guardians throws to avoid becoming paralyzed or stunned.
13th Guardian of Faith, Divination
17th Flame Strike, Hallow EXALTED CHAMPION
At 20th level, your presence on the field of battle is an
KNIGHT TRAINING inspiration to those dedicated to your cause. You can
When you choose this devotion at 3rd level, you gain use your action to gain the following benefits for 1
the following proficiencies: hour:
Armor: Heavy Armor • You have resistance to bludgeoning, piercing, and
Weapons: Axe and Long Blade slashing damage from non-magical weapons.
Skills: Athletics and Persuasion • Your allies have advantage on death saving throws
Tools: Smith's Tools while within 30 feet of you.
• You have advantage on Willpower saving throws,
CHANNEL DIVINITY as do your allies within 30 feet of you.
When you choose this devotion at 3rd level, you gain This affect ends early if you are incapacitated or die.
the following Channel Divinity options. Once you use this feature, you can't use it again until
Champion Challenge. You issue a challenge that you finish a long rest.
compels other creatures to do battle with you. Each
creature of your choice that you can see within 30 feet PILGRIM
of you must make a Willpower saving throw. On a
failed save, a creature can't willingly move more than Pilgrims are travelers, seekers of truth and
30 feet from you. This effect ends on the creature if enlightenment. They fortify themselves for road and
you are incapacitated or die or if the creature is wilderness with arms, armor, and magic, and through
moved more than 30 feet away from you. wide experience of the world, they become shrewd in
War God's Blessing. You can use your Channel commerce and persuasion.
Divinity to guide your allies attacks with supernatural
accuracy When a creature within 30 feet of you makes DEVOTION SPELLS
an attack roll, you can use your reaction to grant that You gain devotion spells at the crusader levels listed.
creature a +10 bonus to the roll. You make this choice
after you see the roll, but before the DM says whether PILGRIM DEVOTION SPELLS
the attack hits or misses. Crusader Level Spells
3rd Inflict Wounds, Charm Person
DIVINE ALLEGIANCE 5th Augury, Blindness/Deafness
At 7th level, when a creature within 5 feet of you takes 9th Clairvoyance, Tongues
damage, you can use your reaction to magically 13th Dimension Door, Greater Invisibility
substitute your own health for that of the target 17th Commune, Dominate Person
creature, causing that creature not to take the
damage. Instead, you take the damage. This damage BONUS PROFICIENCY
to you can't be reduced or prevented in any way. When you choose this devotion at 3rd level, you gain
proficiency in History, Stealth, Thieves' Tools, and
either a Musical Instrument or an Artisan's Tools of
your choice.

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CHANNEL DIVINITY DILETTANTE CHAMPION
When you choose this devotion at 3rd level, you gain At 20th level, you draw on your diverse experience to
the following Channel Divinity options. amplify your expertise. You can use your action to
Guided Strike. You can use your Channel Divinity to gain the following benefits for 1 hour.
strike with supernatural accuracy. When you make an • You add your Personality modifier to your weapon
attack roll, you can use your Channel Divinity to gain a damage rolls.
+10 bonus to the roll. You make this choice after you • Your AC increases by an amount equal to your
see the roll, but before the DM says whether the Personality modifier.
attack hits or misses. • As a bonus action on your turn, you may apply the
Knowledge of the Ages. You can use your Channel benefits of the Help action to a number of friendly
Divinity to tap into a divine well of knowledge. As an creatures equal to half of your Personality modifier,
action, you choose one skill or tool. For 10 minutes, rounded up (minimum of 1) within 30 feet of you
you have proficiency with the chosen skill or tool. that can see or hear you.
This affect ends early if you are incapacitated or die.
CHANNEL DIVINITY: READ THOUGHTS Once you use this feature, you can't use it again until
At 7th level, you can use your Channel Divinity to read you finish a long rest.
a creature’s thoughts. You can then use your access to
the creature’s mind to command it. TEMPLAR
As an action, choose one creature that you can see
within 60 feet of you. That creature must make a These traveling knights call upon the powers of light
Willpower saving throw. If the creature succeeds on and the burning sun to deal massive damage to their
the saving throw, you can’t use this feature on it again enemies while restoring health to their allies.
until you finish a long rest.
If the creature fails its save, you can read its surface DEVOTION SPELLS
thoughts (those foremost in its mind, reflecting its You gain devotion spells at the crusader levels listed.
current emotions and what it is actively thinking
about) when it is within 60 feet of you. This effect TEMPLAR DEVOTION SPELLS
lasts for 1 minute. Crusader Level Spells
During that time, you can use your action to end 3rd Guiding Bolt, Hellish Rebuke
this effect and cast the suggestion spell on the 5th Flame Strike, Gentle Repose
creature without expending any magicka. The target 9th Haste, Glyph of Warding
automatically fails its saving throw against the spell. 13th Fire Shield, Otiluke's Resilient Sphere
17th Antilife Shell, Destructive Wave
DIVINE SMITE: POISON
Also at 7th level, whenever you use the Divine Smite BONUS PROFICIENCY
feature, you can choose to infuse your weapon strikes At 3rd level, you become proficient in heavy armor and
with poison damage instead of lightning. land vehicles.

AURA OF VALOR SUNLIGHT MASTERY


Starting at 15th level, you and friendly creatures When you choose this devotion at 3rd level, you gain
within 10 feet of you add your Personality modifier to mastery with the effects of sunlight. Whenever you
their attack rolls. cast a spell that deals radiant damage, you can add
At 18th level, the range of this aura increases to 30 your Willpower modifier to the damage. This amount
feet. is doubled against an undead creature.

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CHANNEL DIVINITY SUN SHIELD
When you choose this devotion at 3rd level, you gain At 20th level, you become wreathed in a luminous
the following Channel Divinity options. aura. You shed bright light in a 30-foot radius and dim
Radiance of Dawn. You can use your Channel light for an additional 30 feet. You can extinguish or
Divinity to harness sunlight, banishing darkness and restore the light as a bonus action.
dealing radiant damage to your foes. If a creature hits you with a melee attack while this
As an action, you conjure a burst of light and any light shines, you can use your reaction to deal radiant
magical darkness within 30 feet of you is dispelled. damage to the creature. The radiant damage equals 5
Additionally, each hostile creature within 30 feet of + your Willpower modifier.
you must make an Endurance saving throw. A
creature takes radiant damage equal to 2d10 + your WITCH HUNTER
Crusader level on a failed saving throw, and half as
much damage on a successful one. A creature that has Witchhunters are dedicated to rooting out and
total cover from you is not affected. destroying the perverted practices of dark cults and
Turn the Tide. As a bonus action, you can bolster profane sorcery. They train for martial, magical, and
injured creatures with your Channel Divinity. Each stealthy war against vampires, witches, warlocks, and
creature of your choice that can hear you within 30 necromancers.
feet of you regains hit points equal to 1d6 + your
Willpower modifier (minimum of 1) if it has no more DEVOTION SPELLS
than half of its hit points. You gain devotion spells at the crusader levels listed.

WARDING FLARE WITCH HUNTER DEVOTION SPELLS


Starting at 7th level, you can interpose divine light Crusader Level Spells
between your allies and an attacking enemy. When 3rd Bane, Hunter's Mark
you or an ally are attacked by a creature within 30 5th Hold Person, Spiritual Weapon
feet of you that you can see, you can use your reaction 9th Bestow Curse, Speak with Dead
to impose disadvantage on the attack roll, causing 13th Banishment, Elemental Bane
light to flare before the attacker before it hits or 17th Hold Monster, Scrying
misses. An attacker that can’t be blinded is immune to
this feature. WITCH HUNTER TRAINING
You can use this feature a number of times equal to When you choose this devotion at 3rd level, you gain
your Willpower modifier (a minimum of once). You proficiency in Survival and with the Tinker's Tools.
regain all expended uses when you finish a long rest.
FAVORED ENEMY
DIVINE SMITE: RADIANT Beginning at 3rd level, you have significant experience
Also at 7th level, whenever you use the Divine Smite studying, tracking, and hunting evil creatures.
feature, you can choose to infuse your weapon strikes Choose a type of favored enemy: daedra or undead.
with radiant damage instead of lightning. You gain a +2 bonus to damage rolls with weapon
attacks against creatures of the chosen type.
RADIANT RESILIENCE Additionally, you have advantage on Willpower
Starting at 15th level, you gain temporary hit points (Survival) checks to track your favored enemies, as
whenever you finish a long or short rest. These well as on Intelligence checks to recall information
temporary hit points equal your Crusader level + your about them.
Willpower modifier. Additionally, choose up to five When you gain this feature, you also learn one
creatures you can see at the end of your rest. Those language of your choice, typically one spoken by your
creatures gain temporary hit points equal to half your favored enemy or creatures associated with it.
Crusader level + your Willpower modifier. However, you are free to pick any language you wish
to learn.
The additional damage increases to +4 against your
chosen favored enemy when you reach 11th level.

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CHANNEL DIVINITY CIRCLE OF PROTECTION
When you choose this devotion at 3rd level, you gain Starting at 20th level, you can use an action to brand
the following Channel Divinity options. the earth with a 30-foot rune of protection, imposing
Destructive Wrath. You can use your Channel disadvantage to all attacks made against you and any
Divinity to wield the power of destruction with of your allies within the circle. The circle lasts until a
unchecked ferocity. new Circle of Protection is created.
When you cast a Destruction spell, you can use your Additionally, the first time any daedra or undead
Channel Divinity to deal maximum damage, instead of creatures enters the circle or starts its turn there
rolling. You must choose to use this feature prior to during a battle, the creature must succeed a
rolling the damage dealt. Willpower saving throw or become frightened for 1
Turn Evil. When you use your Channel Divinity to minute or until it takes any damage. Attack rolls
Turn Undead, you also attempt to turn any daedra against a frightened creature have advantage.
that are within range. Once you use this feature, you can't use it again
All daedra and undead that can see or hear you until you finish a long rest.
within 30 feet of you must make a Willpower saving
throw. If the creature fails its saving throw, it is turned
for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to
move as far away from you as it can, and it can’t
willingly move to a space within 30 feet of you. It also
can’t take reactions. For its action, it can use only the
Dash action or try to escape from an effect that
prevents it from moving. If there’s nowhere to move,
the creature can use the Dodge action.
Additionally, all daedra and undead within 30 feet
of you immediately take fire damage equal to half
your Crusader level + your Willpower Modifier on a
failed save, and half as much on a successful one.

POTENT SPELLCASTING
Starting at 7th level, you add your Willpower modifier
to the damage you deal with any cantrip.

DIVINE SMITE: NECROTIC


Also at 7th level, whenever you use the Divine Smite
feature, you can choose to infuse your weapon strikes
with necrotic damage instead of lightning.

PURITY OF SPIRIT
Beginning at 15th level, you are always under the
effects of a protection from evil and good spell.

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mages cast spells of explosive fire, arcing lightning,
MAGE subtle deception, and brute-force mind control. Their
Clad in the silver robes that denote her station, a magic conjures monsters from other planes of
breton closes her eyes to shut out the distractions of existence, glimpses the future, or knit the wounds of
the battlefield and begins her quiet chant. Fingers their allies. Their mightiest spells change one
weaving in front of her, she completes her spell and substance into another, call meteors down from the
launches a tiny bead of fire toward the enemy ranks, sky, or open portals to other worlds.
where it erupts into a conflagration that engulfs the
soldiers.
Checking and rechecking his work, an dunmer
SCHOLARS OF THE ARCANE
scribes an intricate magic circle in chalk on the bare Wild and enigmatic, varied in form and function, the
stone floor, then sprinkles powdered iron along every power of magic draws students who seek to master
line and graceful curve. When the circle is complete, its mysteries. Some aspire to become like the gods,
he drones a long incantation. A hole opens in space shaping reality itself. Though the casting of a typical
inside the circle, bringing a whiff of brimstone from spell requires merely the utterance of a few strange
the otherworldly plane beyond. words, fleeting gestures, and sometimes a pinch or
Crouching on the floor in a dungeon intersection, an clump of exotic materials, these surface components
argonian tosses a handful of small bones inscribed barely hint at the expertise attained after years of
with mystic symbols, muttering a few words of power apprenticeship and countless hours of study.
over them. Closing his eyes to see the visions more Mages live and die by their spells. Everything else is
clearly, he nods slowly, then opens his eyes and points secondary. They learn new spells as they experiment
down the passage to his left. and grow in experience. They can also learn them
Mages are supreme magic-users, defined and united from other mages, from ancient tomes or inscriptions,
as a class by the spells they cast. Drawing on the and from ancient creatures (such as the fey) that are
subtle weave of magic that permeates the cosmos, steeped in magic.

THE MAGE
Proficiency Cantrips Focus Spell
Level Bonus Feature Known Points Magicka Level
1st +2 Spellcasting, Magical Focus 3 2 4 1st
2nd +2 Arcane Tradition 3 2 6 1st
3rd +2 Metamagic 3 3 14 2nd
4th +2 Attribute Skill Improvement 4 3 17 2nd
5th +3 -- 4 4 27 3rd
6th +3 Arcane Tradition Feature 4 4 32 3rd
7th +3 -- 4 5 38 4th
8th +3 Attribute Skill Improvement 4 5 44 4th
9th +4 -- 4 6 57 5th
10th +4 Arcane Tradition Feature 5 6 64 5th
11th +4 -- 5 7 73 6th
12th +4 Attribute Skill Improvement 5 7 73 6th
13th +5 -- 5 8 83 7th
14th +5 Arcane Tradition Feature 5 8 83 7th
15th +5 -- 5 9 94 8th
16th +5 Attribute Skill Improvement 5 9 94 8th
17th +6 -- 5 10 107 9th
18th +6 Spell Mastery 5 10 114 9th
19th +6 Attribute Skill Improvement 5 11 123 9th
20th +6 Signature Spells 5 12 133 9th

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THE LURES OF KNOWLEDGE CLASS FEATURES
Mages’ lives are seldom mundane. The closest a mage As a Mage, you gain the following class features:
is likely to come to an ordinary life is working as a
sage or lecturer in a library or university, teaching HIT POINTS
others the secrets of the mundas. Other wizards sell Hit Die: 1d6 per mage level
their services as diviners, serve in military forces, or Hit points at 1st Level: 6+ your endurance modifier
pursue lives of crime or domination. Hit points at Higher Levels: 1d6 (or 4) + your
But the lure of knowledge and power calls even the endurance modifier per mage level after 1st
most unadventurous wizards out of the safety of their PROFICIENCIES
libraries and laboratories and into crumbling ruins Armor: None
and lost cities. Most mages believe that their Weapons: light crossbows, Short Blade and Staves
counterparts in ancient civilizations knew secrets of Tools: Herbalism Kit
magic that have been lost to the ages, and discovering
those secrets could unlock the path to a power Saving Throws: Intelligence, Willpower
greater than any magic available in the present age. Skills: Pick two from: Arcana, History, Insight,
Investigation, Medicine, and Religion
CREATING A MAGE
Creating a mage character demands a backstory EQUIPMENT
dominated by at least one extraordinary event. How You start with the following equipment, in addition to
did your character first come into contact with magic? the equipment granted by your background:
How did you discover you had an aptitude for it? Do • (a) a quarterstaff or (b) a dagger
you have a natural talent, or did you simply study • (a) a scholar's pack or (b) an explorer's pack
hard and practice incessantly? Did you encounter a
magical creature or an ancient tome that taught you SPELLCASTING
the basics of magic?
What drew you forth from your life of study? Did As a student of arcane magic, you have a spellbook
your first taste of magical knowledge leave you containing spells that show the first glimmerings of
hungry for more? Have you received word of a secret your true power. See chapter 10 for the general rules
repository of knowledge not yet plundered by any of spellcasting. The mage spell list is detailed at the
other mage? Perhaps you’re simply eager to put your end of the class description.
newfound magical skills to the test in the face of
danger. CANTRIPS
At 1st level, you know three cantrips of your choice
QUICK BUILD from the mage spell list. You learn additional mage
You can make a mage quickly by following these cantrips of your choice at higher levels, as shown in
suggestions. First, Intelligence should be your highest the Cantrips Known column of the Mage table.
attribute score, followed by Endurance or Agility. If
you choose to join the school of Illusion, make SPELLBOOK
Personality your next best score. Second, choose the At 1st level, you have a spellbook containing six 1st-
sage background. Third, choose the mage hand, level mage spells of your choice.
candle light, and ray of frost cantrips, along with the
following 1st level spells: burning hands, charm person,
oakflesh, and frost shards.

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PREPARING AND CASTING SPELLS LEARNING SPELLS OF 1ST LEVEL AND HIGHER
The Mage table shows how much magicka you have to Each time you gain a mage level, you can add two
cast your spells of 1st level and higher. To cast one of mage spells of your choice to your spellbook. Each of
these spells, you must expend magicka, as noted in these spells must be of a level for which you can cast,
the spell's description and the Magicka Cost table. You as shown on the Mage table. On your adventures, you
regain all expended magicka when you finish a long might find other spells that you can add to your
rest. spellbook (see the “Your Spellbook” sidebar on page
You prepare the list of mage spells that are available 114 of the Player's Handbook).
for you to cast. To do so. choose a number of mage
spells from your spellbook equal to your Intelligence MAGICAL FOCUS
modifier + your mage level (minimum of one spell).
The spells must be of a level for which you can cast. At 1st level, you tap into a deep wellspring of magic
For example, if you're a 3rd-level mage, you can cast within yourself. This wellspring is represented by
a prepared spell at either 1st or 2nd level. With an Focus Points, which allow you to create a variety of
Intelligence of 16, your list of prepared spells can magical effects.
include six spells of 1st or 2nd level, in any
combination, chosen from your spellbook. If you FOCUS POINTS
prepare the 1st-level spell magic missile, you can cast You have 2 focus points, and you gain more as you
it at either 1st or 2nd level. Casting the spell doesn’t reach higher levels, as shown in the Focus Points
remove it from your list of prepared spells. column of the Mage table. You can never have more
focus points than shown on the table for your level.
You can change your list of prepared spells when You regain all spent focus points when finish a long
you finish a long rest. Preparing a new list of mage rest.
spells requires time spent studying your spellbook
and memorizing the incantations and gestures you FLEXIBLE CASTING
must make to cast the spell: at least 1 minute per spell You can use your focus points to gain additional
level for each spell on your list. magicka, or sacrifice magicka to gain additional focus
points. You learn other ways to use your focus points
SPELLCASTING ATTRIBUTE as you reach higher levels.
Intelligence is your spellcasting attribute for your Creating Magicka. You can transform unexpended
mage spells, since you learn your spells through focus points into one spell level worth of magicka as a
dedicated study and memorization. You use your bonus action on you turn. The Creating Magicka table
Intelligence whenever a spell refers to your shown the cost of creating magicka of a given spell
spellcasting attribute. In addition, you use your level. You can create magicka no greater in spell level
Intelligence modifier when setting the saving throw than 5th.
DC for a mage spell you cast and when making an Any magicka you create with this feature vanishes
attack roll with one. when you finish a long rest.
Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier
CREATING MAGICKA
Spell attack modifier = your proficiency bonus +
Spell Level Focus Point
your intelligence modifier
Cost
1st 2
RITUAL CASTING
2nd 3
You can cast a mage spell as a ritual if that spell has
3rd 5
the ritual tag and you have the spell in your spellbook.
4th 6
You don't need to have the spell prepared.
5th 7

Converting Magicka to Focus Points. As a bonus


action on your turn, you can expend magicka of spell
level to gain a number of focus points equal to the
same level.

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ARCANE TRADITION HEIGHTENED SPELL
When you cast a spell that forces a creature to make a
When you reach 2nd level, you choose a school of saving throw to resist its effects, you can spend 3
magic that you have an innate mastery over: focus points to give one target of the spell
Alteration, Conjuration, Destruction, Illusion, disadvantage on its first saving throw made against
Mysticism, or Restoration, all detailed at the end of the spell.
the class description.
Your choice grants you features at 2nd level and QUICKENED SPELL
again at 6th, 10th and 14th level. When you cast a spell that has a casting time of 1
action, you can spend 2 focus points to change the
METAMAGIC casting time to 1 bonus action for this casting.
At 3rd level, you gain the ability to focus your magic to
suit your needs. You gain two of the following SUBTLE SPELL
Metamagic options of your choice. You gain one When you cast a spell, you can spend 1 focus point to
additional option at 10th and 7th level. cast it without any somatic or verbal components,
You can use only one Metamagic option on a spell allowing you to receive a bonus to sneak damage by
when you cast it, unless noted otherwise. 1d6 if the standard sneak attack conditions are met.
This damage increases when you reach higher levels
CAREFUL SPELL in the mage class. The damage increases to 2d6 at 5th
When you cast a spell that forces other creatures to level, 3d6 at 11th level, 4d6 at 15th level, and 5d6 at
make a saving throw, you can protect some of those 19th level.
creatures from the spell's full force. You spend 1 focus
point and choose a number of creatures up to your TWINNED SPELL
Intelligence modifier (minimum of 1 creature). A When you cast a spell that targets only one creature
chosen creature automatically succeeds on its saving and doesn't have a range of self, you can spend a
throw. number of focus points equal to the spell's level to
target a second creature in range with the same spell
DISTANT SPELL (1 focus point if the spell is a cantrip).
When you cast a spell that has a range of 5 feet or To be eligible, a spell must be incapable of targeting
greater, you can spend 1 focus point to double the more than one creature at the spell's current level.
range of the spell.
When you cast a spell that has a range of touch, you ATTRIBUTE SCORE IMPROVEMENT
can spend 1 focus point to make the range of the spell When you reach 4th level, and again at 8th, 12th, 16th,
30 feet. and 19th level, you can increase one attribute score of
your choice by 2, or you can increase two attribute
EMPOWERED SPELL scores of your choice by 1. As normal, you can't
When you roll damage for a spell, you can spend 1 increase an ability score above 20 using this feature.
focus point to reroll a number of the damage dice up
to your Intelligence modifier (minimum of one). You
must use the new rolls.
SPELL MASTERY
You can use the Empowered Spell even if you have At 18th level, you have achieved such mastery over
already used a different metamagic option during the certain spells that you can cast them at will. Choose a
casting of the spell. 1st level mage spell and a 2nd level mage spell that you
know. You can cast those two spells at their lowest
EXTENDED SPELL level without expending magicka. If you want to cast
When you cast a spell that has a duration of 1 minute either spell at a higher level, you must expend
or longer, you can spend 1 focus point to double its magicka as normal.
duration, to a maximum duration of 24 hours. By spending 8 hours in study, you can exchange one
or both of the spells you chose for a different spell of
the same level.

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SIGNATURE SPELLS PROJECTED WARD
Starting at 6th level, when a creature that you can see
When you reach 20th level, you gain mastery over two within 30 feet of you takes damage, you can use your
powerful spells and can cast them with little effort. reaction to cause your Arcane Ward to absorb that
Choose two 3rd level spells that you know as your damage. If this damage reduces the ward to 0 hit
signature spells. You can cast each spell once without points, the warded creature takes any remaining
expending any magicka. When you do so, you can't do damage.
so again until you finish a short or long rest.
If you cast either spell at a higher spell level, you DAMPEN ELEMENTS
must expend magicka as normal. Beginning at 10th level, when you or a creature within
30 feet of you takes cold, fire, lightning, or poison
ARCANE TRADITIONS damage, you can use your reaction to grant resistance
The study of magic is ancient, stretching back to the to the creature against that instance of the damage.
dawn of time. It is firmly established in the world of
Nirn, with various traditions dedicated to its complex SPELL RESISTANCE
study. Starting at 14th level, you have advantage on saving
The most common arcane traditions in Tamriel throws against spells. Furthermore, you have
revolve around the schools of magic. Mages through resistance against the damage taken from spells.
the ages have cataloged thousands of spells, grouping
them into six categories, called schools. SCHOOL OF CONJURATION
Conjurers use their knowledge to summon powerful
SCHOOL OF ALTERATION elemental daedra as guardians. The atronachs are not
The School of Alteration involves the manipulation of aligned with any daedric prince, which makes them the
the physical world and its natural properties. ideal servant.

ALTERATION PRODIGY CONJURATION PRODIGY


Beginning when you select this school at 2nd level, the Beginning when you select this school at 2nd level, the
gold and time you must spend to learn an alteration gold and time you must spend to learn a conjuration
spell is halved. spell is halved.

ARCANE WARD MINOR CONJURATION


Starting at 2nd level, you can weave magic around Starting at 2nd level when you select this school, you
yourself for protection. When you cast an alteration can use your action to conjure up an inanimate object
spell of 1st level or higher, you can simultaneously use in your hand or on the ground in an unoccupied space
a strand of the spell’s magic to create a magical ward that you can see within 10 feet of you. This object can
on yourself that lasts until you finish a long rest. The be no larger than 3 feet on a side and weigh no more
ward has hit points equal to twice your mage level + than 10 pounds, and its form must be that of a non-
your Intelligence modifier. Whenever you take magical object that you have seen. The object is
damage, the ward takes the damage instead. If this visibly magical, radiating dim light out to 5 feet.
damage reduces the ward to 0 hit points, you take any The object disappears after 1 hour, when you use
remaining damage. this feature again, or if it takes any damage.
While the ward has 0 hit points, it can’t absorb
damage, but its magic remains. Whenever you cast an
alteration spell of 1st level or higher, the ward regains
a number of hit points equal to twice the level of the
spell.
Once you create the ward, you can't create it again
until you finish a long rest.

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ATROMANCER Water & Frost Atronach
Starting at 2nd level, you learn the conjuration spell While you have a frost or water atronach
Conjure Atronach. companion, your spells that deal cold damage now
deal an additional 1d6 cold damage.
Conjure Atronach Additionally, you leave a 60-foot long trail of ice
Cast Time: 1 action on the ground behind you. This trail is considered
Range: 5 feet difficult terrain and any creature that tries to cross
Duration: Concentration, up to 1 hour the path must succeed a DC 10 Agility saving
throw or fall prone.
You summon a powerful daedric atronach that
appears in an occupied space within range. The Earth, Stone, & Iron Atronach
atronach disappears when it drops to 0 hit points, or While you have an earth, stone, or iron atronach
when the spell ends. companion, your armor is increased by +1 AC.
Roll initiative for the atronach, which as its own
turns. It obeys any verbal commands that you issue to Air & Storm Atronach
it (no action required by you). If you don't issue any While you have an air or storm atronach
commands to the atronach, it defends itself from companion, your spells that deal lightning or
hostile creatures, but to otherwise takes no actions. thunder damage now deal an additional 1d6
As you gain mage levels you can summon more damage of that same type.
powerful companions. See the table below for what Additionally, your speed increases by 10 feet.
type of creature you can summon. The spell costs an
amount of magicka determined on the challenge Flesh Atronach
rating of the atronach summoned. While you have a flesh atronach companion, you
gain 1d6 temporary hit points per challenge rating
MAGE CONJURE ATRONACH of the atronach. These hit points vanish once the
Mage Level Spell Level Challenge Rating spell ends.
2nd 1st ¼
3rd 2nd ½ FOCUSED CONJURATION
5th 3rd 1 Beginning at 10th level, while you are concentrating on
7th 4th 2 a conjuration spell, your concentration can’t be
9th 5th 3 broken as a result of taking damage.
11th 6th 4
13th 7th 5 ELEMENTAL SOUL
15th 8th 6 Starting at 14th Level, your elemental bond with your
17th 9th 7 Atronach improves. While you have a conjured
Atronach active, you gain the following benefits:
ELEMENTAL BOND
At 6th level, you share a bond with your conjured Flame Atronach
Atronach. While you summon an Atronach with your While you have a flame atronach companion, you
conjure atronach spell, you gain unique benefits based gain resistance to fire damage.
on the atronachs element. A cold-flame atronach can
benefit from your choice of either the flame atronach Water & Frost Atronach
or frost atronach feature. While you have a frost or water atronach
companion, you gain resistance to cold damage.
Flame Atronach
While you have a flame atronach companion, your Earth, Stone, & Iron Atronach
spells that deal fire damage now deal an While you have an earth, stone, or iron atronach
additional 1d6 fire damage. companion, you gain resistance to bludgeoning,
Additionally, a warm light surrounds you, piercing, and slashing damage.
creating dim light in a 10-foot radius. The light
keeps you warm, as though you are near a
campfire.

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Air & Storm Atronach Pyromancer
While you have an air or storm atronach You have a gift for wielding fire, and you use it to
companion, you gain resistance to lightning and burn your enemies to cinders.
thunder damage. When you cast a spell that deals fire damage,
you can reroll the lowest damage die. If the new
Flesh Atronach roll is higher than the original, use it when
While you have a flesh atronach companion, you calculating the damage.
gain resistance to poison damage, and are immune When you reach 11th level, you can reroll the
to disease. lowest 2 damage rolls.

SCHOOL OF DESTRUCTION Venomancer


You are most comfortable around deadly poisons,
The School of Destruction involves harnessing the and can use it to disintegrate your enemies armor.
energies of the elements. The first time you deal acid or poison damage to
a target, you reduce their AC by 1.
DESTRUCTION PRODIGY When you reach 11th level, your second acid or
Beginning when you select this school at 2nd level, the poison attack reduces the targets armor by an
gold and time you must spend to learn a destruction additional 1 AC, to a total of 2 AC.
spell is halved. This benefit has no effect on magical or natural
armor.
ELEMENTAL MASTERY
At level 2, you choose one type of element to have INESCAPABLE DESTRUCTION
exceptional power over. Starting at 6th level, the mage's ability to channel
elemental energy becomes more potent. Any damage
Cryomancer dealt by your Elemental Mastery ignores any
You prefer the cold of elemental frost, freezing resistance to that same elemental damage.
your enemies in their tracks.
Whenever a creature takes cold damage from a EMPOWERED DESTRUCTION
spell that you cast, that creatures movement speed Beginning at 10th level, you can add your Intelligence
is decreased by 10 feet. If the spell already reduces modifier to the damage roll of any destruction spell
the target's speed, use whichever reduction is you cast.
greater. A creature can't be affected by this feature
more than once each round. This effect lasts for 1 IMPROVED ELEMENTAL MASTERY
minute and stacks. When a target's speed is At 14th level, you choose an additional Elemental
reduced to 0, they become encased in a thin layer Mastery. You can't choose the same mastery twice.
of ice, restraining them. At the start of the
restrained targets turn, they must make a Strength
saving throw to attempt to break free. Once free,
SCHOOL OF ILLUSION
the creatures speed returns to its normal amount. The School of Illusion involves manipulating the mind
When you reach 11th level, a target takes 2d8 of the enemy.
frost damage when they become encased in ice.
ILLUSION PRODIGY
Electromancer Beginning when you select this school at 2nd level, the
You are a natural with electricity, blasting your gold and time you must spend to learn an illusion
enemies with lightning. spell is halved.
Each time you attack a creature with a spell that
deals lightning or thunder damage, the creature IMPROVED MINOR ILLUSION
must make a Willpower saving throw. On a failed When you choose this school at 2nd level, you learn the
save, you reduce the targets magicka by 1d4. On a minor illusion cantrip. If you already know this
successful save the creature takes damage as cantrip, you learn a different mage cantrip of your
normal, but suffers no other effects. choice.
When you reach 11th level, you reduce the When you cast minor illusion, you can create both a
targets magicka by 1d6. sound and an image with a single casting of the spell.

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MALLEABLE ILLUSIONS MYSTICISM EXPERT
Starting at 6th level, when you cast an illusion spell Beginning at 6th level, casting mysticism spells comes
that has a duration of 1 minute or longer, you can use so easily to you that it expends only a fraction of your
your action to change the nature of that illusion spellcasting efforts. When you cast a mysticism spell
(using the spell’s normal parameters for the illusion), of 2nd level or higher, you regain an amount of magicka
provided that you can see the illusion. that is equal to the cost of a spell that is a lower level
than the spell cast and can't be higher than 5th level.
ILLUSORY SELF Once you use this feature, you must finish a short or
Beginning at 10th level, you can create an illusory long rest to use it again.
duplicate of yourself as an instant, almost instinctual
reaction to danger. When a creature makes an attack SIXTH SENSE
roll against you, you can use your reaction to Starting at 10th level, you can use your action to
interpose the illusory duplicate between the attacker increase your powers of perception. When you do so,
and yourself. The attack automatically misses you, choose one of the following benefits, which lasts until
then the illusion dissipates. you use this feature again, are incapacitated, or finish
Once you use this feature, you can’t use it again a short or long rest.
until you finish a short or long rest. Darkvision. You gain darkvision to a range of 60
feet.
ILLUSORY REALITY Detect Magic. You gain detect magic to a range of
By 14th level, you have learned the secret of weaving 10 feet.
shadow magic into your illusions to give them a semi- Greater Comprehension. You can read any
reality. When you cast an illusion spell of 1st level or language.
higher, you can choose one inanimate, non-magical See Invisibility. You can see invisible creatures and
object that is part of the illusion and make that object objects within 10 feet of you that are within line of
real. You can do this on your turn as a bonus action sight.
while the spell is ongoing. The object remains real for
1 minute. For example, you can create an illusion of a ORACLE
bridge over a chasm and then make it real long Starting at 14th level, the visions in your dreams
enough for your allies to cross. intensify and paint a more accurate picture in your
The object can’t deal damage or otherwise directly mind of what is to come. You roll three d20s for your
harm anyone. Seer feature, rather than two.

SCHOOL OF MYSTICISM SCHOOL OF RESTORATION


The School of Mysticism experiments with the most The School of Restoration involves control over life
arcane aspects of magicka, allowing a mage to alter forces.
the nature of magic itself.
RESTORATION PRODIGY
MYSTICISM PRODIGY Beginning when you select this school at 2nd level, the
Beginning when you select this school at 2nd level, the gold and time you must spend to learn a restoration
gold and time you must spend to learn a mysticism spell is halved.
spell is halved.
VIGOROUS HEALING
SEER Starting at 2nd level, your healing spells are more
Starting at 2nd level when you choose this school, effective. Whenever you use a spell of 1st level or
glimpses of the future begin to press in on your higher to restore hit points to a creature, the creature
awareness. When you finish a long rest, roll two d20s regains additional hit points equal to 2 + the spell's
and record the numbers you rolled. You can replace level.
any attack roll, saving throw, or ability check made by
you or a creature that you can see with one of these
foretelling rolls. You can only replace a roll in this way
only once per turn.
Each foretelling roll can only be used once. When
you finish a long rest, you lose any unused rolls.

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HEALING MIRROR THE MAGIC OF STAMINA
Beginning at 6th level, the healing spells you cast on
others heal you as well. When you cast a spell of 1st Monks make careful study of a magical energy that
level or higher that restores hit points to a creature most monastic traditions call stamina. This energy is
other than you, you regain hit points equal to 2 + the an element of the magic that suffuses the mundas –
spells level. specifically, the element that flows through living
bodies. Monks harness this power within themselves
SPELL BREAKER to create magical effects and exceed their bodies'
Beginning at 10th level, when you restore hit points to physical capabilities, and some o f their special
an ally with a spell of 1st level or higher, you can also attacks can hinder the flow of stamina in their
end one spell of your choice on that creature. The opponents. Using this energy, monks channel uncanny
level of the spell you end must be equal to or lower speed and strength into their unarmed strikes. As
than the level of the spell you cast for the healing they gain experience, their martial training and their
spell. mastery of stamina gives them more power over their
bodies and the bodies of their foes.
GRAND HEALING
Starting at 14th level, when you would normally roll TRAINING AND ASCETICISM
one or more dice to restore hit points with a spell, you Small walled cloisters dot the landscapes of Tamriel,
instead use the highest number possible for each die. tiny refuges from the flow of ordinary life, where time
For example instead of restoring 2d6 hit points to a seems to stand still. The monks who live there seek
creature, you restore 12. personal perfection through contemplation and
rigorous training. Many entered the monastery as
MONK children, sent to live there when their parents died,
when food couldn’t be found to support them, or in
Her fists a blur as they deflect an incoming hail of return for some kindness that the monks had
arrows, a bosmer springs over a barricade and throws performed for their families.
herself into the massed ranks of goblins on the other
side. She whirls among them, knocking their blows Some monks live entirely apart from the
aside and sending them reeling, until at last she surrounding population, secluded from anything that
stands alone. might impede their spiritual progress. Others are
Taking a deep breath, a nord covered in tattoos sworn to isolation, emerging only to serve as spies or
settles into a battle stance. As the first charging orcs assassins at the command of their leader, a noble
reach him, he exhales and a blast of fire roars from his patron, or some other mortal or divine power.
mouth, engulfing his foes. The majority of monks don’t shun their neighbors,
Moving with the silence of the night, a black-clad making frequent visits to nearby towns or villages
khajiit steps into a shadow beneath an arch and and exchanging their service for food and other
emerges from another inky shadow on a balcony a goods. As versatile warriors, monks often end up
stone’s throw away. She slides her blade free of its protecting their neighbors from monsters or tyrants.
cloth-wrapped scabbard and peers through the open For a monk, becoming an adventurer means leaving
window at the tyrant prince, so vulnerable in the grip a structured, communal lifestyle to become a
of sleep. wanderer. This can be a harsh transition, and monks
Whatever their discipline, monks are united in their don’t undertake it lightly. Those who leave their
ability to magically harness the energy that flows in cloisters take their work seriously, approaching their
their bodies. Whether channeled as a striking display adventures as personal tests of their physical and
of combat prowess or a subtler focus of defensive spiritual growth. As a rule, monks care little for
ability and speed, this energy infuses all that a monk material wealth and are driven by a desire to
does. accomplish a greater mission than merely slaying
monsters and plundering their treasure.

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CREATING A MONK PROFICIENCIES
Armor: none
As you make your monk character, think about your Weapons: hand-to-hand, staves
connection to the monastery where you learned your Tools: Choose one type of artisan's tools or one
skills and spent your formative years. Were you an musical instrument.
orphan or a child left on the monastery’s threshold?
Did your parents promise you to the monastery in Saving Throws: Agility, Willpower
gratitude for a service performed by the monks? Did Skills: Pick two from Acrobatics, Athletics, History,
you enter this secluded life to hide from a crime you Insight, Religion, and Stealth
committed? Or did you choose the monastic life for Schools of Magic: none
yourself?
Consider why you left. Did the head of your EQUIPMENT
monastery choose you for a particularly important You start with the following equipment, in addition to
mission beyond the cloister? Perhaps you were cast the equipment granted by your background:
out because of some violation of the community’s
• (a) a quarterstaff or (b) a hand-to-hand weapon
rules. Did you dread leaving, or were you happy to go?
• (a) a dungeoneer's pack or (b) an explorer's pack
Is there something you hope to accomplish outside
the monastery? Are you eager to return to your • 10 darts
home?
As a result of the structured life of a monastic UNARMORED DEFENSE
community and the discipline required to harness Beginning at 1st level, while you are wearing no armor
stamina, monks are almost always lawful in and not wielding a shield, your AC equals 10+ your
alignment. Agility modifier + your Willpower modifier.

QUICK BUILD MARTIAL ARTS


You can make a monk quickly by following these
suggestions. First, make Agility your highest attribute At 1st level, your practice of martial arts gives you
score, followed by Willpower. Second, choose the mastery of combat styles that use unarmed strikes.
hermit background. You gain the following benefits while you are
unarmed and you're aren't wearing armor or wearing
a shield:
CLASS FEATURES • You can use Agility instead of Strength for the
As a monk, you gain the following class features:
attack and damage rolls of your unarmed strikes
• you can roll a d4 in place of the normal damage of
HIT POINTS
your unarmed strike. This die changes as you gain
Hit Dice: 1d8 per monk level
monk levels, as shown in the martial arts column of
Hit Points at 1st Level: 8+ your Endurance modifier
the monk table.
Hit Points At higher levels: 1d8 (or 5) + your
• When you use the Attack action with an unarmed
Endurance modifier per monk level after 1st.
strike, you can make one unarmed strike as a bonus
action.

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THE MONK
Proficiency Martial Stamina Unarmored
Level Bonus Features Arts Points Movement
1st +2 Unarmored Defense, Martial Arts 1d4 - -
2nd +2 Stamina, Unarmored Movement 1d4 2 +10 ft.
3rd +2 Monastic Path, Deflect Missiles 1d4 3 +10 ft.
4th +2 Attribute Score Improvement, Slowfall 1d4 4 +10 ft.
5th +3 Extra Attack, Stunning Strike 1d6 5 +10 ft.
6th +3 Empowered Strikes, Monastic Path Feature 1d6 6 +15 ft.
7th +3 Evasion, Stillness of Mind 1d6 7 +15 ft.
8th +3 Attribute Score Improvement 1d6 8 +15 ft.
9th +4 Unarmored Movement Improvement 1d6 9 +15 ft.
10th +4 Purity of Body 1d6 10 +20 ft.
11th +4 Monastic Path Feature 1d8 11 +20 ft.
12th +4 Attribute Score Improvement 1d8 12 +20 ft.
13th +5 Tongues of the Soul 1d8 13 +20 ft.
14th +5 Diamond Soul 1d8 14 +25 ft.
15th +5 Timeless Body 1d8 15 +25 ft.
16th +5 Attribute Score Improvement 1d8 16 +25 ft.
17th +6 Monastic Path Feature 1d10 17 +25 ft.
18th +6 Empty Body 1d10 18 +30 ft.
19th +6 Attribute Score Improvement 1d10 19 +30 ft.
20th +6 Perfect Self 1d10 20 +30 ft.

STAMINA Flurry of Blows


Immediately after you take the Attack action on
Starting at 2nd level, your training allows you to your turn, you can spend 1 stamina point to make
harness the energy of stamina. Your access to this two unarmed strikes as a bonus action.
energy is represented by a number of stamina points.
Your monk level determines the number of points you Patient Defense
have, as shown in the Stamina Points column of the You can spend 1 stamina point to take the Dodge
Monk table. action as a bonus action on your turn.
You can spend these points to fuel various stamina
features. You start knowing three such features: Step of the Wind
Flurry of blows, Patient Defense, and Step of the
You can spend 1 stamina point to take the
Wind. You learn more stamina features as you gain
Disengage or Dash action as a bonus action on
levels in this class.
your turn, and your jump distance is doubled for
When you spend a stamina point, it is unavailable
the turn.
until you finish a short or long rest. You regain
stamina equal to your Willpower modifier, minimum
of 1, for each hour spent resting during a long rest, UNARMORED MOVEMENT
and half as much, minimum of 0, each hour spent Starting at 2nd level, your speed increases by 10 feet
resting during a short rest. while you are not wearing armor or wielding a shield.
Some of your stamina features require your target This bonus increases when you reach certain monk
to make a saving throw to resist the feature's effects. levels, as shown in the monk table.
The saving throw DC is calculated as follows: At 9th level, you gain the ability to move along
Stamina Save DC = 8 + your proficiency bonus + your vertical surfaces and across liquids on your turn
Willpower modifier without falling during the move.

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MONASTIC PATH EMPOWERED STRIKES
rd
When you reach 3 level, you commit yourself to a Starting at 6th level, your unarmed strikes count as
Monastic Path: the Way of the Exposed Palm, the Way magical for the purpose of overcoming resistance and
of the Whispering Fang, or the Way of the Voice, all immunity to nonmagical attacks and damage.
detailed at the end of the class description. Your path
grants you features at 3rd level, and again at 6th, 11th , EVASION
and 17th level.
At 7th level, your instinctive agility lets you dodge out
of the way of certain area effects, such as a fireball
DEFLECT MISSILES spell. When you are subjected to an effect that allows
Starting at 3rd level, you can use your reaction to you to make an Agility saving throw to take only half
deflect or catch the missile when you are hit by a damage, you instead take no damage if you succeed
ranged weapon attack. When you do so, the damage on the saving throw, and only half damage if you fail.
you take from the attack is reduced by 1d10 + your
Agility modifier + your monk level. STILLNESS OF MIND
If you reduce the damage to 0, you can catch the
missile if it is small enough for you to hold in one At 7th level, you can use your action to end one effect
hand and you have at least one hand free. If you catch on yourself that is causing you to be charmed or
a missile in this way, you can spend 1 stamina point to frightened.
make a ranged attack with the weapon or piece of
ammunition you just caught, as part of the same PURITY OF BODY
reaction. You make this attack with proficiency, At 10th level, your stamina mastery makes you
regardless of your weapon proficiencies, and the immune to disease and poison.
missile deals damage equal to your unarmed strike,
which has a normal range of 20 feet and a long range
of 60 feet. TONGUES OF THE SOUL
Starting at the 13th level, you learn how to touch the
ATTRIBUTE SCORE IMPROVEMENT minds of others so that you can understand all spoken
languages. Moreover, any creature that can
When you reach 4th level, and again at 8th, 12th, 16th, understand a language can understand what you say.
and 19th level, you can increase one attribute score of
your choice by 2, or you can increase two attribute
scores of your choice by 1. As normal, you can't DIAMOND SOUL
increase an ability score above 20 using this feature. Beginning at 14th level, your mastery of stamina
grants you proficiency in all saving throws.
SLOW FALL Additionally, whenever you make a saving throw
and fail, you can spend 1 stamina point to reroll it and
Beginning at 4th level, you can use your reaction when take the second result.
you fall to reduce any falling damage you take by an
amount equal to five times your monk level.
TIMELESS BODY
EXTRA ATTACK At 15th level, your stamina sustains you so that you
suffer none of the frailty of old age, and can't be aged
Beginning at 5th level, you can attack twice, instead of magically. You can still die of old age, however. In
once, whenever you take the Attack action on your addition, you no longer need food or water.
turn.

STUNNING STRIKE
Starting at 5th level, you can interfere with the flow of
stamina in an opponent's body. When you hit another
creature with a melee weapon attack, you can spend
1 stamina point to attempt a stunning strike. The
target must succeed on an Endurance saving throw or
be stunned until the end of your next turn.

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EMPTY BODY EXTRA ATTACK
Beginning at 11th level, you can attack three times,
Beginning at 18th level, you can use your action to instead of twice whenever you take the Attack action
spend 4 stamina points to become invisible for 1 on your turn.
minute. During that time, you also have resistance to
all damage. QUIVERING PALM
Additionally, you can spend 8 stamina points to step At 17th level, you gain the ability to set up lethal
into the Ethereal Plane. While in the Ethereal Plane, vibrations in someone's body. When you hit a creature
your movement speed is doubled, and you gain with an unarmed strike, you can spend 3 stamina
Truesight. points to start these imperceptible vibrations, which
last for a number of days equal to your monk level.
PERFECT SELF The vibrations are harmless unless you use your
At 20th level, when you roll for initiative and have no action to end them. To do so, you and the target must
stamina points remaining, you regain 4 stamina be on the same plane of existence. When you use this
points. action, the creature must make an Endurance saving
throw. If it fails, it is reduced to 0 hit points. If it
succeeds, it takes 10d10 bludgeoning damage.
MONASTIC PATH You can have only one creature under the effect of
Most monasteries practice one path exclusively, but a this feature at a time. You can choose to end the
few honor multiple traditions and instruct each monk vibrations harmlessly without using an action.
according to their aptitude and interest. Every
monastery relies on the same basic techniques, WAY OF THE WHISPERING FANG
diverging as the student grows more adept.
The Way of the Whispering Fang is a mysterious Khajiit
WAY OF THE EXPOSED PALM order which makes use of the fang and claw. Monks of
other races take up hand-to-hand weapons to make up
Monks of the Exposed Palm are highly trained martial for their handicap.
artists that can focus deadly strikes with a single finger.
The truly deadly fighter can even block out his own MONK WEAPONRY
pain in this manner. Starting at 3rd level, you can use hand-to-hand
weapons or staves as though they were unarmed
EXPOSED PALM TECHNIQUE strikes. When using a weapon in this way, you can
Starting when you choose this tradition at 3rd level, choose to deal damage equal to the weapon's
you can manipulate your enemy's stamina when you description, or by an amount equal to 1 size of dice
harness your own. Whenever you hit a creature with larger than the die listed in the Martial Arts column of
one of the attacks granted by your Flurry of Blows, the Monk table. For example, at 3rd level instead of
you can impose one of the following effects on that 1d4, your hand-to-hand weapon strikes deal 1d6
target: damage. At 17th level, your strikes deal 1d12 damage.
• It must succeed on an Agility saving throw or be
knocked prone. WHOLENESS OF BODY
• It must make a Strength saving throw. If it fails, At 6th level, you gain the ability to heal yourself. As an
you can push it up to 15 feet away from you. action, you can regain hit points equal to three times
• It can't take reactions until the end of your next your monk level. You must finish a long rest before
turn. you can use this feature again.

COUNTERBALANCE CLOAK OF SHADOWS


A 6th level, you gain the ability to use stamina to By 11th level, you have learned to become one with the
absorb direct damage against you. As a reaction, when shadows. When you are in an area of dim light or
you are struck with an attack that only strikes you, darkness, you can use your action to become invisible.
and deals bludgeoning, piercing, or slashing damage, You remain invisible until you make an attack, cast a
you can reduce the damage by ten times the amount spell, or are in an area of bright light.
of stamina spent. Once you use this ability, you must
finish a long rest to use it again.

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OPPORTUNIST SPELLS AND SHOUTS
At 17th level, you can exploit a creatures momentary Monk Level Maximum Stamina Points for a Spell
distraction when it is hit by an attack. Whenever a 5th-8th 3
creature within 5 feet of you is hit by an attack made 9th-12th 4
by a creature other than you, you can use your 13th-16th 5
reaction to make a melee attack against that creature. 17th-20th 6

WAY OF THE VOICE Some of your Dragon Shout features require your
target to make a saving throw to resist the feature's
The monks of High Hrothgar are the most famous effects. The saving throw DC is calculated as follows:
practitioners of the Way of the Voice. They believe that Dragon Shout save DC = 8 + your proficiency bonus
those who can wield the Voice should only do so in + your Willpower modifier
times of True Need.
DRAGON SHOUTS
DISCIPLE OF THE VOICE The dragon shouts are presented at the level you must
When you choose this path at 3rd level, you learn how be to learn them.
to harness the power of the dragon tongue to form
powerful shouts. A shout requires you to spend At 3rd level, you learn Unrelenting Force and one other
stamina points each time you use it. shout of your choice listed below.
You know the Unrelenting Force shout and one
other shout of your choice, which are detailed in the Clear Skies (Lok Vah Koor)
“Dragon Shouts” section below. You learn two You can spend 1 stamina point to use your voice to
additional shout of your choice at 6th, 11th, and 17th clear out all thick clouds, overcast sky, poisonous
level. fog, or impeding haze, that is within 1 mile of you.
Whenever you learn a new shout, you can also
replace one shout that you already know with a Throw Voice (Zul Mey Gut)
different shout. You use 1 stamina point to throw your voice
Using Dragon Shouts. The Thu'um is a form of anywhere within 60 feet of you. You can use your
magic which uses words from the draconic language voice to distract or confuse others. Each creature
to form powerful shouts. See chapter 10 of the must make a Intelligence saving throw. On a failed
Player's Handbook for the general rules of save, the creature is fooled by this trick, and is not
spellcasting. To cast one of these spells, you use its fooled on a successful save.
casting time and other rules, but you don't need to You can also use your voice to make an ally
use any magicka to cast it. appear to insult a target, if the target is capable of
Once you reach 5th level in this class, you can spend understanding your language. On a failed save, the
additional stamina points to increase the level of a creature has disadvantage on any attacks against
Dragon Shout spell that you cast, provided that the targets other than the suspected taunter. The effect
spell has an enhanced effect at a higher level, as lasts for 1 minute or until a creature other than the
unrelenting force does. The spell's level increaes by 1 suspected taunter attacks the target.
for each additional stamina points you spend. The
maximum number of stamina points you can spend to
Unrelenting Force (Fus Ro Dah)
cast a spell in this way (including its base stamina
You use 1 stamina point to cast the alteration spell
point cost and any additional stamina points you
Thunder Wave. The spell's level increases for each
spend to increase its level) is determined by your
additional shout you spend.
monk level, as shown in the Spells and Shouts table.
Whirlwind Sprint (Wuld Nah Kest)
You can use a bonus action to spend 1 stamina
point to double your speed for one turn. While you
are under these effects, any opportunity attacks
against you are made with disadvantage.

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Starting at 6th level, you can choose to learn two of the Starting at 11th level, you can choose to learn two of
shouts listed below or from the previous list. the shouts listed below or from the previous lists.

Animal Allegiance (Raan Mir Tah) Battle Fury (Mid Vur Shaan)
You can spend 1 stamina point to cast the spell You can spend 3 stamina points to cast the illusion
Animal Friendship. spell Haste on yourself.

Aura Whisper (Laas Yah Nir) Become Ethereal (Feim Zii Gron)
You can spend 1 stamina point to whisper a You can spend 7 stamina points to cast the
detection spell that allows you you sense the mysticism spell Etherealness.
presence of life within 30 feet of you. The spell
lasts up to 10 minutes, as though you are Call of Valor (Hun Kaal Zoor)
concentrating on it. You can spend 1 stamina point to cast the illusion
If you sense life in this way, you can use your spell Heroism.
action to see a faint aura around any visible
creature in the area that bears life. Cyclone (Ven Gar Nos)
The spell can penetrate most barriers, but it is You can spend 2 stamina points to cast the
blocked by 1 foot of stone, 1 inch of common alteration spell Dust Devil.
metal, a thin sheet of lead, or 3 feet of wood or dirt.
Ice Form (Iiz Slen Nus)
Disarm (Zun Haal Viik) You can spend 3 stamina points to attempt to
You can use 2 stamina points to use your voice to freeze a target that you can see that is within 60
focus vibrations on a weapon currently being feet of you.
wielded by a creature within 30 feet. The creature The target must make a Strength saving throw to
must make a Strength saving throw. On a failed resist the spell. On a failed save, the target takes
save, the creature drops their weapon. On a 4d8 cold damage and they are encased in a shell of
successful save, the creature has disadvantage on frost. The encased creature is immobilized and
any attacks made with that weapon until the start can't speak, hear, move, or make any actions. The
of your next turn. creature takes this damage again on each
If a creature tries to pick up a dropped weapon, subsequent turn while the spell persists.
they must use half their speed and make a The creature restrained by this spell must make
Strength saving throw. On a failed save, the another Strength saving throw at the start of each
creature is incapable of picking up the weapon. On of their turns to try and break free. If it
a successful save, the creature is able to pick up successfully saves against this spell three times,
the weapon and the effect is dispelled. the spell ends. If it fails saves three times, the frost
hardens and the creature is subjected to the
Gale Winds (Ven Mul Riik) petrified condition for the duration. The successes
You use one 1 stamina point to cast the alteration and failures don’t need to be consecutive; keep
spell Gust of Wind. track of both until the target collects three of a
kind.
Kyne's Peace (Kaan Drem Ov) On a successful save, the creature takes half of
You can spend 2 stamina points to cast the illusion much damage and isn't immobilized.
spell Calm Emotions. While the spell is active, the frost shell has an AC
of 5 and 60 hit points. When the frost shell reaches
Marked for Death (Krii Lun Aus) 0 hit points the shell breaks, ending the spell
You can spend 1 stamina point to cast the effect. A dispel magic spell can also reverse the
conjuration spell Hunter's Mark. effects.

Spectral Clone (Fiik Loh Sah)


You can spend 2 stamina points to cast the illusion
spell Mirror Image.

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Starting at 17th level, you learn the dragon shout
Return to Nirn, and you can choose to learn two of the NIGHTBLADE
shouts listed below or from the previous lists. Unexpectedly, the viscount blurts out the location of
the missing dauphin, when moments earlier he
Breath seemed disinterested in helping. With a wave of her
You can spend 6 stamina points to exhale an hand, an altmer smiles slyly, thanks the aid and
element of your choice. Choose either cold, fire, confidently leaves the castle.
lightning, or poison. Each creature in a 60-foot Suppressing a giggle, a breton waggles her fingers
cone must make an Endurance saving throw. A and magically lifts the key ring from the guard’s belt.
creature takes 8d8 elemental damage on a failed In a moment, the keys are in her hand, the cell door is
save, and half as much on a successful one. open, and she and her companions are free to make
Example shouts are: Fire Breath (Yol Toor Shul, their escape.
Frost Breath (Fo Krah Diin). Navigating the dark alleys in near silence, an
argonian dressed in black dyed leather heads towards
Dismay (Faas Ru Maar) the back side of the mayor's villa. Noticing an open
You can spend 9 stamina points to attempt to window on the second-story, he fades into the
demoralize all targets within a 60-foot radius, shadows and with a puff of black smoke reappears in
centered on yourself. Each creature within range the unlit room.
must make a Willpower saving throw. On a failed Every nightblade has given themselves to the
save, the target will flee from combat for the shadow, exploiting the ancient magic found within the
duration of the spell. The illusion calls on the darkness. They use the arcane arts to enhance their
creature's deepest fears, manifesting its worst skills of stealth and to manipulate the minds of others.
nightmares as an implacable threat. On a
successful save, the spell has no effect. MISCHIEVOUS OPPORTUNISTS
Whichever path they choose, nightblades have a
Dragon Aspect (Mul Qah Diiv)
sinister reputation that follows. They are known to be
You can spend 9 stamina points to take on the
clever pickpockets and burglars, but also pranksters
aspect of a dragon for 1 minute. While in this form,
and mischief-makers. Not all nightblades are
your AC can't be less than 20. Additionally, each of
scoundrels, however. Many use their talents to
your melee weapon attack and damage rolls
become incredibly successful investigators,
increase by +2.
undercover operatives, or royal inquisitors.
When it comes to getting in and out unnoticed,
Return to Nirn (Nahl Dal Vus) nightblades are unrivaled. They're natural talent with
You can spend 9 stamina points to travel instantly stealth, combined with magical concealment means a
from any plane that you are currently on and capable nightblade is hardly ever seen. Unlike
return to Nirn. You and up to 10 willing creatures studious mages, nightblades supplement their magic
can choose to return to a specific location that you with their skillful blade and light armor.
have seen before. If you are currently on Nirn, this
spell automatically fails.
CONFLICT AND MISFORTUNE
Slow Time (Tiid Klo Ul) The life of a nightblade is a dangerous one. Whatever
You can spend 6 stamina points to temporarily their motivations, slinking through alleyways, spying
slow the time around you for everyone else but on suspects, and liberating goods is a risky business.
yourself. For the next 1d4+1 turns, you are able to Sometimes considered agents of misery, most
take 2 turns each round. One turn at your regular nightblades have become inured to the woe's of
initiative, and another at your initiative +10. others, but that doesn't necessarily mean that they
When the spell ends, you can't move or take any are unaffected by their actions.
actions, and you suffer 1 level of exhaustion until Typically driven by the need to learn more about the
after your next turn. dark arts of shadow magic, or to discover the inner
workings of black markets, nightblades find often find
Storm Call (Strun Bah Qo) themselves flirting on the edge of morality to get what
You can spend 3 stamina points to cast the they want.
destruction spell Call Lighting.

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CREATING A NIGHTBLADE SPELLCASTING
As you create your nightblade character, consider it's Your arcane research grants you the ability to cast
relationship with the shadow. Have you completely spells. See chapter 10 of the Player's Handbook for
given in to the darkness are do you skirt around the the general rules of spellcasting. The nightblade spell
edges, taking only what you need? Do you struggle list is detailed at the end of the class description.
with the harmful magic, or have you learned to
balance the dangerous power? Perhaps you believe CANTRIPS
that light shines brightest in the darkness and use this You know two cantrips of your choice from the
gift to fend off the forces of evil. nightblade spell list. You learn additional nightblade
What was your life like before you started your cantrips of your choice at higher levels, as shown in
adventure? Were you a lowly thief or an esteemed the Cantrips Known column of the Nightblade table.
agent of the Empire? Or maybe you started out as a
illusionist and realized you can use your magic MAGICKA
prowess to take what you wanted. How did you learn The Nightblade table shows how much magicka you
about the obscure shadow magic? Were you selected have to cast your spells of 1st level and higher. The
by a mentor who noticed your talents or did you table also shows what the level spells you can cast. To
happen across a mystic tome during a heist? cast one of your nightblade spells of 1st level or
Consider why you've joined a group of adventurer's. higher, must expend magicka, as noted in the spell's
Are you in search of more powerful knowledge that description and the Magicka Cost table. You regain all
you can't manage on your own? Does your greed drive expended magicka when you finish a long rest.
you, are you interested in honing your skills, or are For example, if you know the 1st-level spell
you investigating nefarious villains. thunderwave and have a Spell Level of 2nd, you can
cast thunderwave using magicka to cast it at either
QUICK BUILD level. Refer to Spell Point Cost table on page 288 of
You can make a nightblade quickly by following these the Dungeon Master's Guide or the Magicka Cost table
suggestions. First, Personality should be your highest in the Spellcasting chapter.
attribute score, followed by Endurance. Second, use
the charlatan background. Third, choose wizard rend SPELLS KNOWN OF 1ST LEVEL AND HIGHER
and chill touch cantrips, along with with 1st level spells At 1st level, you know two 1st-level spells of your
charm person and wizard's fire. choice from the nightblade spell list.
The Spells Known column of the Nightblade table
CLASS FEATURES shows when you learn more nightblade spells of your
choice of 1st level and higher. A spell you choose must
As a nightblade, you gain the following class features.
be of a level no higher than what’s shown in the
table's Slot Level column for your level. When you
HIT POINTS
reach 6th level, for example, you learn a new
Hit Dice: 1d8 per nightblade level
nightblade spell, which can be 1st, 2nd, or 3rd level.
Hit Points at 1st Level: 8 + your Endurance modifier
Additionally, when you gain a level in this class, you
Hit Points At higher levels: 1d8 (or 5) + your
can choose one of the nightblade spells you know and
Endurance modifier per nightblade level after 1st
replace it with another spell from the nightblade spell
list, which also must be of a level for which you have
PROFICIENCIES
spell slots.
Armor: Light armor
Weapons: Marksman, Short Blade, and Long Blade
Tools: Choose one from disguise kit, forgery kit,
poisoner's kit or thieves' tools.

Saving Throws: Agility, Intelligence


Skills: Choose three from Acrobatics, Arcana,
Athletics, Deception, Insight, Investigation, History,
Perception, Sleight of Hand, Stealth

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THE NIGHTBLADE
Proficiency Cantrips Spells
Level Bonus Features Known Known Magicka Spell Level
1st +2 Spellcasting, Path of Darkness 2 2 4 1st
2nd +2 Mage Hand Legerdemain, Cunning Action 2 3 6 1st
3rd +2 Night Eye 2 4 14 2nd
4th +2 Attribute Skill Improvement 3 5 17 2nd
5th +3 Shadow Step 3 6 27 3rd
6th +3 Path of Darkness Feature 3 7 32 3rd
7th +3 -- 3 8 38 4th
8th +3 Attribute Skill Improvement 3 9 44 4th
9th +4 Magical Ambush 3 10 57 5th
10th +4 Path of Darkness Feature 3 10 64 5th
11th +4 Night Magic (6th level) 4 11 64 5th
12th +4 Attribute Skill Improvement 4 11 64 5th
13th +5 Night Magic (7th level) 4 12 64 5th
14th +5 Path of Darkness Feature 4 12 64 5th
15th +5 Night Magic (8th level) 4 13 64 5th
16th +5 Attribute Skill Improvement 4 13 64 5th
17th +6 Night Magic (9th level) 4 14 64 5th
18th +6 Spell Thief 4 14 64 5th
19th +6 Attribute Skill Improvement 4 15 64 5th
20th +6 Shade 4 15 64 5th

SPELLCASTING ATTRIBUTE CUNNING ACTION


Personality is your spellcasting attribute for your
nightblade spells, so you use your Personality Starting at 2nd level, your quick thinking and agility
whenever a spell refers to your spellcasting attribute. allows you to move and act quickly. You can take a
In addition, you use your Personality modifier when bonus action on each of your turns in combat. This
setting the saving throw DC for a nightblade spell you action can be used only to take the Dash, Disengage,
cast and when making an attack roll with one. or Hide action.
Spell save DC = 8 + your proficiency bonus +
your Personality modifier SHADOWHAND
Spell attack modifier = your proficiency bonus + Starting at 2nd level, when you cast mage hand, you
your Personality modifier can make the spectral hand invisible, and you can
perform the following additional tasks with it:
PATH OF DARKNESS • You can stow one object the hand is holding in a
At 1st level, choose a path of darkness, which container worn or carried by another creature.
describes your devotion as a nightblade. Choose • You can retrieve an object in a container worn or
either Deathless, Shadowmage, or Trickster, which are carried by another creature.
detailed at the end of the class description. Your path • You can use thieves’ tools to pick locks and disarm
grants you features at 1st level, and then again at 6th, traps at range.
10th, and 14th level. You can perform one of these tasks without being
noticed by a creature if you succeed on an Agility
(Stealth) check contested by the creature’s
Intelligence (Perception) check.
In addition, you can use the bonus action granted by
your Cunning Action to control the hand.

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NIGHTEYE SPELL THIEF
rd
At 3 level, you have naturally adjusted to being in At 18th level, you gain the ability to magically steal the
darkness. You gain darkvision and can see in dim light knowledge of how to cast a spell from another spell
within 120 feet of you as if it were bright light, and in caster.
darkness as if it were dim light. You can't discern Immediately after a creature casts a spell on you, or
color in darkness, only shades of gray. if you are within it's area of affect, you can use your
reaction to force the creature to make a saving throw
ATTRIBUTE SCORE IMPROVEMENT with it's spellcasting attribute. The DC equals your
spell save DC. On a failed save, you negate the spell
When you reach 4th level, and again at 8th, 12th, 16th effect against you, and you steal the knowledge of the
and 19th level, you can increase one attribute score of spell if it is at least 1st level and of a level that you can
your choice by 2, or you can increase two attribute cast (it doesn't need to be a nightblade spell). For the
scores by one next 8 hours, you know the spell and can cast it, using
magicka as normal. The creature can't cast that spell
SHADOW STEP until 8 hours have passed.
At 5th level, you gain the ability to step from one Once you use this feature, you can't use it again until
shadow into another. When you are in dim light or you finish a long rest.
darkness, as a bonus action you can teleport up to 60
feet to an unoccupied space you can see that is also in SHADE
dim light or darkness. Additionally, you can teleport When you reach 20th level, you have mastered the
into a shadow cast by another creature within range dark arts of shadow magic, allowing you to call into
when you are not in dim light or darkness. You then the shadow realms and bring forth your own shadow.
have advantage on the first melee attack you make As a bonus action on your turn, you can summon a
before the end of your turn. shadowy version of yourself which appears from your
shadow. This creature shares all of your statistics,
MAGICAL AMBUSH including your current hit points, and is wearing the
At 9th level, if you are hidden from a creature when same equipment as you. The shade can communicate
you cast a spell on it, the creature has disadvantage on with you telepathically, knows everything that you
any saving throw it makes against the spell this turn. know, and shares your alignment, background, and
motivations. The shade disappears when it drops to 0
hit points, or you use a bonus action to dismiss it back
NIGHT MAGIC to the shadow realm.
At 11th level, your continued research in the esoteric As a part of your turn, you can direct the shade to
studies of shadow magic has unlocked an arcane move a distance equal to your speed. You can also
secret known as night magic. Choose one 6th-level direct the shade to make one weapon attack.
spell from the nightblade spell list. You can cast this Additionally, as a bonus action on your turn, you can
unique spell once without expending any magicka. swap places with your shade, as long as you are
You must finish a long rest before you can do so again. within 60 feet of each other.
At higher levels, you gain more nightblade spells of Once you use this feature, you must finish a long rest
your choice that can be cast in this way: one 7th-level before you can use it again.
spell at 13th level, one 8th-level spell at 15th level,
and one 9th-level spell at 17th level. You regain all PATH OF DARKNESS
uses of your Night Magic spells when you finish a long Nightblades devote themselves to ancient and
rest. obscure magic which blurs the lines of morality. The
path they choose determines how much of the
VERSATILE TRICKSTER darkness is embraced.
At 13th level, you gain the ability to distract targets
with your mage hand. As a bonus action on your turn, DEATHLESS
you can designate a creature within 5 feet of the Those that are considered Deathless have uncovered
spectral hand created by the spell. Doing so gives you secrets to weave shadow magic into their illusions,
advantage on attack rolls against that creature until blurring the lines between life and death.
the end of the turn.

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EXPANDED SPELL LIST INDESTRUCTIBE LIFE
The Deathless path lets you choose from an expanded When you reach 14th level, you partake of some of the
list of spells when you learn a nightblade spell. The true secrets of the deathless. On your turn, you can
following spells are added to the nightblade spell list use a bonus action to regain hit points equal to 1d8 +
for you. your nightblade level. Additionally, if you put a
severed body part of yours back in place when you
DEATHLESS EXPANDED SPELLS use this feature, the part reattaches.
Spell Level Spells Once you use this feature, you can't use it again until
1st false life, ray of sickness you finish a short or long rest.
2nd blindness/deafness, silence
3rd feign death, speak with dead SHADOWMAGE
4th aura of life, death ward
5th contagion, legend lore With skill and patience, Shadowmages can read the
shadows, manipulating them and the object or force
AMONG THE DEAD that cast it. They are skilled at translocation by
Starting at 1st level, you learn the spare the dying stepping through the shdaows, and by absorbing the
cantrip, which counts as a nightblade cantrip for you. life essence of their foes.
You also have advantage on saving throws against
disease. EXPANDED SPELL LIST
Additionally, undead have difficulty harming you. If The Shadowmage path lets you choose from an
an undead targets you directly with an attack or a expanded list of spells when you learn a nightblade
harmful spell, that creature must make a Willpower spell. The following spells are added to the nightblade
saving throw against your spell save DC (an undead spell list for you.
needn't make the save when it includes you in an area
effect, such as the explosion of fireball). On a failed SHADOWMAGE EXPANDED SPELLS
save, the creature must choose a new target or forfeit Spell Level Spells
targeting someone instead of you, potentially wasting 1st burning hands, sleep
the attack or spell. On a successful save, the creature 2nd calm emotions, phantasmal force
is immune to this effect for 24 hours. An undead is 3rd blink, stinking cloud
also immune to this effect for 24 hours if you target it 4th dominate beast, greater invisibility
with an attack or a harmful spell. 5th dominate person, seeming

DEFY DEATH DRAIN ESSENCE


Starting at 6th level, you can give yourself vitality Starting at 1st level, your study of the dark arts allows
when you cheat death or when you help someone else you to extract vitality from another creature as it
cheat it. You regain hit points equal to 1d8 + your nears its demise. When you reduce a creature within
Endurance modifier (minimum of 1 hit point) when 5 feet of you to 0 hit points, you gain temporary hit
you succeed on a death saving throw or when you points equal to your Willpower modifier + your
stabilize a creature with spare the dying. nightblade level (minimum of 1 temporary hit point)
Once you use this feature, you can't use it again
until you finish a long rest. CHILD OF DARKNESS
Also at 1st level, you find yourself being the most
UNDYING NATURE comfortable while surrounded in darkness. While you
Beginning at 10th level, you can hold your breath are in dim light, darkness, or magical darkness, you
indefinitely, and you don't require food, water, or gain the following benefits:
sleep, although you still require rest to reduce • You ignore difficult terrain.
exhaustion and still benefit from finishing short and • You have advantage on initiative rolls.
long rests. • On your first turn during combat, you have
In addition, you age at a slower rate. For every 10 advantage on attack rolls against creatures that
years that pass, you body only ages 1 year, and you are have not yet acted.
immune to being magically aged.

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SHADOWY ESCAPE TRICKSTER EXPANDED SPELLS
Starting at 6th level, you can vanish in a puff of smoke Spell Level Spells
in response to harm. When you take damage, you can 1st dissonant whispers, tasha's hideous
use your reaction to turn invisible and teleport up to laughter
60 feet to an unoccupied space you can see. You 2nd detect thoughts, phantasmal force
remain invisible until the start of your next turn or 3rd clairvoyance, sending
until you attack or cast a spell. 4th dominate beast, evard's black tentacles
Once you use this feature, you can't use it again 5th dominate person, telekinesis
until you finish a short or long rest.
DARK PRESENCE
CLOAK OF SHADOWS Starting at 1st level, you have the ability to project the
By 10th level, you have learned to become one with the beguiling and fearsome presence of the darkness. As
shadows. When you are in an area of dim light or an action, you can cause each creature in a 10-foot
darkness, you can use your action to become invisible. cube originating from you to make a Willpower saving
You remain invisible until you make an attack, cast a throw against your nightblade spell save DC. The
spell, or are in an area of bright light. creatures that fail their saving throws are all charmed
or frightened by you (your choice) until the end of
DELERIUM your next turn.
Starting at 14th level, you can plunge a creature into Once you use this feature, you can’t use it again
an illusory shadow realm. As an action, choose a until you finish a short or long rest.
creature that you can see within 60 feet of you. It
must make a Willpower saving throw against your ENTROPIC WARD
nightblade spell save DC. On a failed save, it is At 6th level, you learn to magically ward yourself
charmed or frightened by you (your choice) for 1 against attack and to turn an enemy’s failed strike
minute or until your concentration is broken (as if into good luck for yourself. When a creature makes an
you are concentrating on a spell). This effect ends attack roll against you, you can use your reaction to
early if the creature takes any damage. impose disadvantage on that roll. If the attack misses
Until this illusion ends, the creature thinks it is lost you, your next attack roll against the creature has
in a shadow realm, the appearance of which you advantage if you make it before the end of your next
choose. The creature can see and hear only itself, you, turn.
and the illusion. Once you use this feature, you can’t use it again
You must finish a short or long rest before you can until you finish a short or long rest.
use this feature again.
SHADOWY DEFENSES
TRICKSTER Beginning at 10th level, your learn how to turn the
mind-affecting magic of your enemies against them.
Tricksters use illusion to magically entrance and You are immune to being charmed, and when another
beguile other creatures. Whether they use their skills to creature attempts to charm you, you can use your
become peacemakers who bewitch the violent to lay reaction to attempt to turn the charm back on that
down their arms, or become tyrants who magically creature. The creature must succeed on a Willpower
bind the unwilling into their service, Tricksters rely on saving throw against your nightblade spell save DC or
manipulating the minds of others. be charmed by you for 1 minute or until the creature
takes any damage.
EXPANDED SPELL LIST
The Trickster path lets you choose from an expanded MIND TAKING
list of spells when you learn a nightblade spell. The At 14th level, you gain the ability to make a creature
following spells are added to the nightblade spell list unaware of your magical influence on it. When you
for you. cast a spell or use an ability to charm one or more
creatures, you can alter one creature's understanding
so that it remains unaware that it is being charmed.
Additionally, once before the spell or effect expires,
you can use your action to try to modify the chosen
creature's memory of some of the time it spent while
charmed. The creature must succeed on an

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Intelligence saving throw against your nightblade SHADOW REFUGE
spell save DC. On a failed save, you can modify a At 6th level, you gain the ability to step into a shadow
number of hours of its memories equal to 1 + your refuge. As an action, you disappear from the world for
Personality modifier (minimum 1). You can choose to a brief moment and enter the Shadow Realm, taking
modify less time if desired, and the amount of time advantage of its timeless nature. While in your
can't exceed the duration of your illusion spell. shadow refuge, you can take two actions to cast spells
A modified memory doesn’t necessarily affect how a that target only you. After using those two actions,
creature behaves, particularly if the memory you return to the space you occupied and your turn
contradicts the creature’s natural inclinations, ends.
alignment, or beliefs. An illogical modified memory,
such as implanting a memory of how much the FAR WANDERER
creature enjoyed dousing itself in acid, is dismissed, At 10th level, you no longer need to breathe, and you
perhaps as a bad dream. The DM might deem a gain resistance to fire damage and cold damage.
modified memory too nonsensical to affect a creature
in a significant manner. UMBRAL SEQUESTRATION
Starting at 14th level, you gain the ability to sequester
SEEKER yourself and your allies in the Shadow Realm
By performing a special ritual over the course of 5
Seekers search for knowledge, traveling through the
minutes, you shift yourself and up to ten willing
world collecting lore, and unlocking ancient magic lost
creatures you can see to the Shadow Realm. You and
to the ages.
those creatures gain the benefits of a short rest while
sequestered on the Shadow Realm. You then return to
EXPANDED SPELL LIST the spaces you all occupied when you used this ability,
The Seeker path lets you choose from an expanded with no time having passed in the world.
list of spells when you learn a nightblade spell. The During this short rest, you and the creatures you
following spells are added to the nightblade spell list sequester can make use of any options available
for you. during a rest that affect only you and the creatures
you sequester.
SEEKER EXPANDED SPELLS Once you use this ability, you cannot use it again
Spell Level Spells until you complete a long rest.
1st feather fall, jump
2nd levitate, locate object
3rd clairvoyance, sending
BETRAYER
4th arcane eye, locate creature Betrayers use their knowledge and magic to uncover
5th legend lore, passwall secrets and turn them against others through extortion
and threats.
SHIELDING AURA
Starting at 1st level, you can invoke shadow magic to EXPANDED SPELL LIST
protect you from harm. As a bonus action, you create The Betrayer path lets you choose from an expanded
a whirling aura of dark energy that swirls around you. list of spells when you learn a nightblade spell. The
Until the end of your next turn, you gain resistance to following spells are added to the nightblade spell list
all damage, and if a hostile creature ends its turn for you.
within 10 feet of you, it takes shadow damage equal to
your nightblade level + your Personality modifier. BETRAYER EXPANDED SPELLS
Once you use this feature, you can’t use it again Spell Level Spells
until you finish a short or long rest. 1st disguise self, ice knife
2nd detect thoughts, knock
3rd clairvoyance, nondetection
4th greater invisibility, vitriolic sphere
5th cloud kill, dominate person

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VENOMOUS BLADES that the creature would freely share with a casual
Starting at 1st level when you choose this path, you acquaintance. Information includes general details on
gain the ability to magically make your weapon its background and personal life, but does not include
attacks toxic for a moment. secrets. The information is enough that you can pass
Once per turn, when you hit a creature with a yourself off as the creature by drawing on its
weapon attack, you can deal an extra 1d6 poison memories.
damage to one creature you hit with an attack if you Another creature can see through this disguise by
have advantage on the attack roll. making a Willpower (Insight) check opposed by your
You don't need advantage on an attack roll if Personality (Deception) check, though you gain a +5
another enemy of the target is within 5 feet of it, that bonus to your check.
enemy isn't incapacitated, and you don't have The disguise and the knowledge it grants
disadvantage on the attack roll. disappears when this ability’s duration ends.
The additional damage increases when you reach
certain levels in this class, increasing to 2d6 at 5th SHADOW LORE
level, 3d6 at 10th level, and 4d6 at 15th level. At 14th level, you gain the ability to weave dark magic
into your words and tap into a creature’s deepest
VENOMOUS WORDS fears.
At 6th level, you learn to infuse innocent seeming As an action, you magically whisper a phrase that
words with an insidious magic. A creature that hears only one creature of your choice within 30 feet of you
you speak can become plunged into fear and can hear. The target must make a Willpower saving
paranoia. throw against your spell save DC. It automatically
If you speak to a humanoid alone for at least 10 succeeds if it doesn’t share a language with you or if it
minutes, you can attempt to seed paranoia and fear can’t hear you. On a successful saving throw, your
into its mind. At the end of the conversation, the whisper sounds like unintelligible mumbling and has
target must succeed on a Willpower saving throw no effect.
against your spell save DC or be frightened for the If the target fails its saving throw, it is charmed by
next hour, until it is attacked or damaged, or until it you for the next 8 hours or until you or your allies
witnesses its allies being attacked or damaged. While attack or damage it. It interprets the whispers as a
frightened in this way, the target is paranoid and tries description of its most mortifying secret. While you
to avoid the company of others, including its allies. gain no knowledge of this secret, the target is
The target seeks out what it considers the safest, most convinced you know it.
secret place available to it and hides there. While charmed in this way, the creature obeys your
If the target succeeds on its save, the target has no commands for fear that you will reveal its secret. It
hint that you tried to frighten it. won’t risk its life for you or fight for you, unless it was
Once you use this feature, you can’t use it again already inclined to do so. It grants you favors and gifts
until you finish a short rest or long rest. it would offer to a close friend.
When the effect ends, the creature has no
MANTLE OF WHISPERS understanding of why it held you in such fear. Once
At 10th level, you gain the ability to adopt a creature’s you use this feature, you can’t use it again until you
persona. When you slay a creature with an attack or a finish a long rest.
spell or a creature dies within 5 feet of you, you can
magically capture its shadow using your reaction. You
can capture only the shadow of a creature that is your
creature type, such as humanoid, and your size (you
can capture a Small or Medium shadow if you’re
Small), and you can have only one shadow captured at
a time.
After you capture a creature’s shadow, you can use
your magic to weave it into a disguise that allows you
to take on its appearance and gain access to its
surface memories. As an action, you take on the
creature’s appearance for 1 hour or until you end this
effect as a bonus action.
During that hour, you gain access to all information

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RANGER attacks, a ranger might be the first – and possibly the
last line of defense.
Rough and wild looking, a breton stalks alone through This fierce independence makes rangers well suited
the shadows of trees, hunting the orcs he knows are to adventuring, since they are accustomed to life far
planning a raid on a nearby farm. Clutching a from the comforts of a dry bed and a hot bath. Faced
shortsword in each hand, he becomes a whirlwind of with city-bred adventurers who grouse and whine
steel, cutting down one enemy after another. about the hardships of the wild, rangers respond with
After tumbling away from a cone of freezing air, a some mixture of amusement, frustration, and
bosmer finds her feet and draws back her bow to compassion. But they quickly learn that other
loose an arrow at the white dragon. Shrugging off the adventurers who can carry their own weight in a fight
wave of fear that emanates from the dragon like the against civilization’s foes are worth any extra burden.
cold of its breath, she sends one arrow after another Coddled city folk might not know how to feed
to find the gaps between the dragon’s thick scales. themselves or find fresh water in the wild, but they
Holding his hand high, a redguard whistles to the make up for it in other ways.
hawk that circles high above him, calling the bird back
to his side. Whispering instructions in Yoku, he points CREATING A RANGER
to the bear he’s been tracking and sends the hawk to
distract the creature while he readies his bow. As you create your ranger character, consider the
Far from the bustle of cities and towns, past the nature of the training that gave you your particular
hedges that shelter the most distant farms from the capabilities. Did you train with a single mentor,
terrors of the wild, amid the dense-packed trees of wandering the wilds together until you mastered the
trackless forests and across wide and empty plains, ranger’s ways? Did you leave your apprenticeship, or
rangers keep their unending watch. was your mentor slain – perhaps by the same kind of
monster that became your favored enemy? Or
DEADLY HUNTERS perhaps you learned your skills as part of a band of
rangers affiliated with a druidic circle, trained in
Warriors of the wilderness, rangers specialize in mystic paths as well as wilderness lore. You might be
hunting the monsters that threaten the edges of self-taught, a recluse who learned combat skills,
civilization – humanoid raiders, rampaging beasts and tracking, and even a magical connection to nature
monstrosities, terrible giants, and deadly dragons. through the necessity of surviving in the wilds.
They learn to track their quarry as a predator does, What’s the source of your particular hatred of a
moving stealthily through the wilds and hiding certain kind of enemy? Did a monster kill someone
themselves in brush and rubble. Rangers focus their you loved or destroy your home village? Or did you
combat training on techniques that are particularly see too much of the destruction these monsters cause
useful against their specific favored foes. and commit yourself to reining in their depredations?
Thanks to their familiarity with the wilds, rangers Is your adventuring career a continuation of your
acquire the ability to cast spells that harness nature’s work in protecting the borderlands, or a significant
power, much as a druid does. Their spells, like their change? What made you join up with a band of
combat abilities, emphasize speed, stealth, and the adventurers? Do you find it challenging to teach new
hunt. A ranger’s talents and abilities are honed with allies the ways of the wild, or do you welcome the
deadly focus on the grim task of protecting the relief from solitude that they offer?
borderlands.
QUICK BUILD
INDEPENDENT ADVENTURERS You can make a ranger quickly by following these
suggestions. First, make Agility your highest attribute
Though a ranger might make a living as a hunter, a
score, followed by Endurance. (Some rangers who use
guide, or a tracker, a ranger’s true calling is to defend
magic will prefer Willpower over Endurance, and
the outskirts of civilization from the ravages of
those who choose two-weapon fighting may prefer
monsters and humanoid hordes that press in from the
Strength over Agility.) Second, choose the outlander
wild. In some places, rangers gather in secretive
background.
orders or join forces with druidic circles. Many
rangers, though, are independent almost to a fault,
knowing that, when a dragon or a band of orcs

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THE RANGER EQUIPMENT
You start with the following equipment, in addition to
Proficiency
the equipment granted by your background:
Level Bonus Features
• (a) scale mail or (b) leather armor
1st +2 Favored Enemy, Natural Explorer
• (a) two short blades or (b) a long blade
2nd +2 Fighting Style, Skirmisher's Stealth
• (a) a dungeoneer's pack or (b) an explorer's pack
3rd +2 Poultices, Ranger Archetype • A longbow and a quiver of 20 arrows
4th +2 Attribute Score Improvement
5th +3 Archetype Feature FAVORED ENEMY
6th +3 Greater Favored Enemy Beginning at 1st level, you have significant experience
7th +3 Archetype Feature studying, tracking, hunting, and even talking to a
8th +3 Attribute Score Improvement, Fleet certain type of enemy commonly encountered in the
of Foot wilds.
Choose a type of favored enemy: beasts, humanoids,
9th +4 Natural Antivenom
monstrosities, or undead. You gain a +2 bonus to
10th +4 Hides in Plain Sight damage rolls with weapon attacks against creatures
11th +4 Archetype Feature of the chosen type. Additionally, you have advantage
12th +4 Attribute Score Improvement on Willpower (Survival) checks to track your favored
13th +5 Call Natural Allies
enemies, as well as on Intelligence checks to recall
information about them.
14th +5 Vanish When you gain this feature, you also learn one
15th +5 Archetype Feature language of your choice, typically one spoken by your
16th +5 Attribute Score Improvement favored enemy or creatures associated with it.
17th +6 – However, you are free to pick any language you wish
to learn.
18th +6 Feral Senses
19th +6 Attribute Score Improvement NATURAL EXPLORER
20th +6 Foe Slayer
You are a master of navigating the natural world, and
you react with swift and decisive action when
CLASS FEATURES attacked. This grants you the following benefits:
As a Ranger, you gain the following class features • You ignore difficult terrain.
• You have advantage on initiative rolls.
HIT POINTS • On your first turn during combat, you have
Hit Dice: 1d10 per ranger level advantage on attack rolls against creatures that
Hit Points at 1st Level: 10 + your Endurance modifier have not yet acted.
Hit Points At higher levels: 1d10 (or 6) + your
Endurance modifier per ranger level after 1st. In addition, you are skilled at navigating the
wilderness. You gain the following benefits when
PROFICIENCIES traveling for an hour or more:
Armor: Light Armor, Medium Armor • Difficult terrain doesn’t slow your group’s travel.
Weapons: Axe, Blunt, Hand-to-Hand, Long Blade, • Your group can’t become lost except by magical
Marksman, Polearm, and Short Blade means.
Tools: Herbalism kit • Even when you are engaged in another activity
while traveling (such as foraging, navigating, or
Saving Throws: Agility, Endurance tracking), you remain alert to danger.
Skills: Choose three from Animal Handling, Athletics, • If you are traveling alone, you can move stealthily
Insight, Investigation, Nature, Perception, Stealth, and at a normal pace.
Survival • When you forage, you find twice as much food as
you normally would.
• While tracking other creatures, you also learn
their exact number, their sizes, and how long ago
they passed through the area.

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FIGHTING STYLE PRIMAL INSTINCTS
nd
At 2 level, you adopt a particular style of fighting as Beginning at 3rd level, your mastery of ranger lore
your specialty. You can not take a fighting style option allows you to establish a powerful link to beasts
more than once. and to the land around you. With this feature you
gain the following benefits:
ARCHERY
You gain +2 bonus to your attack rolls you make PRIMAL CONTACT
with ranged weapons. You have an innate ability to communicate with
beasts, and they recognize you as a kindred spirit.
DEFENSE Through sounds and gestures, you can
While wearing armor, you gain +1 bonus to AC. communicate simple ideas to a beast as an action,
and can read its basic mood and intent. You learn
DUELING its emotional state, whether it is affected by magic
When you are wielding a melee weapon in one of any sort, its short-term needs (such as food or
hand and no other weapons, you gain +2 bonus to
safety), and actions you can take (if any) to
damage rolls with that weapon.
persuade it to not attack.
You cannot use this ability against a creature that
TWO-WEAPON FIGHTING
you have attacked within the past 10 minutes.
When you engage in two-weapon fighting, you can
add your ability modifier to the damage of the
second attack. PRIMEVAL AWARENESS
You can attune your senses to determine if any of
SKIRMISHER'S STEALTH your favored enemies lurk nearby. By spending 1
uninterrupted minute in concentration (as if you
Beginning at 2nd level, you combine speed and stealth were concentrating on a spell), you can sense
in combat to make yourself hard to pin down. You are whether any of your favored enemies are present
difficult to detect even if you attack or otherwise take
within 5 miles of you. This feature reveals which of
actions that would normally reveal your presence.
your favored enemies are present, their numbers,
At the start of your turn, pick a creature you are
and the creatures’ general direction and distance
hidden from. You remain hidden from that creature
during your turn, regardless of your actions or the (in miles) from you.
actions of other creatures. As a bonus action at the If there are multiple groups of your favored
end of your turn, you can make an Agility (Stealth) enemies within range, you learn this information
check to hide from that creature again if you fulfill the for each group.
conditions needed to hide. Otherwise, creatures are
aware of you at the end of your turn. PRIMAL MARK
As a bonus action, you can choose a creature you can
POULTICES see within 90 feet of you and mark it as your quarry
for up to 1 hour, as though you are concentrating on a
At 3rd level, you can create special herbal poultices spell. You have advantage on any Willpower
that have healing power comparable to some potions. (Perception) or Willpower (Survival) check you make
You can spend 1 hour gathering herbs and preparing to find it. If the target drops to 0 hit points before the
herbal poultices using treated bandages to create a effect ends, you can use a bonus action on a
number of such poultices equal to your Intelligence subsequent turn of yours to mark a new creature,
modifier (minimum 1). You can carry a number of
poultices at one time equal to your Intelligence RANGER ARCHETYPE
modifier (minimum 1). The poultices you create
cannot be applied by anyone but you. After 24 hours, At 3rd level, you choose an archetype that you strive to
any poultices that you have not used lose their emulate: Archer, Hunter, Scout, or Warden, all detailed
potency. at the end of the class description. Your choice grants
If you spend 1 minute applying one of your you features at 3rd level, and again at 5th, 7th, 11th, and
poultices to a wounded humanoid creature, thereby 15th level.
expending its use, that creature regains 1d6 hit points
for every two ranger levels you have (rounded up).

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ATTRIBUTE SCORE IMPROVEMENT CALL NATURAL ALLIES
th th th th
When you reach 4 level, and again at 8 , 12 , 16 , Starting at 13th level, you can call natural creatures
and 19th level, you can increase one attribute score of from your current terrain to fight on your behalf,
your choice by 2, or you can increase two attribute using your attunement to the natural world to
scores by 1. You can't increase an ability score above convince them to aid you. The DM chooses beasts
20 using this feature. appropriate to the terrain to come to your aid from
among those that could hear you and that are within 1
GREATER FAVORED ENEMY mile of you, in one of the following groups:

At 6th level, you are ready to hunt even deadlier game. •One beast of challenge rating 2 or lower
Choose a type of greater favored enemy: Daedra, •Two beasts of challenge rating 1 or lower
Constructs, Dragons, Elementals, or Giants. You gain •Four beasts of challenge rating 1/2 or lower
all the benefits against this chosen enemy that you •Eight beasts of challenge rating 1/4 or lower
normally gain against your favored enemy, including
These beasts approach you from their current
an additional language. Your bonus to damage rolls
location, and will fight alongside you, attacking any
against all your favored enemies increases to +4.
creatures that are hostile to you. They are friendly to
Additionally, you have advantage on saving throws
you and your comrades, and you roll initiative for the
against the spells and abilities used by a greater
called creatures as a group, which takes its own turns.
favored enemy.
The DM has the creatures’ statistics.
After 1 hour, these beasts return to their previous
FLEET OF FOOT location. Once you use this feature, you cannot use it
Beginning at 8th level, you can use the Dash action as a again in the same general area for 24 hours, since the
bonus action on your turn. same animals will not repeatedly heed your call.

NATURAL ANTIVENOM VANISH


Starting at 9th level, you have advantage on saving At 14th level you can use the Hide action as a bonus
throws against poison and have resistance to poison action on your turn. Also, you can never be tracked by
damage. Additionally, you can use one of your non-magical means, unless you intended to leave a
poultices to cure one poison effect on the creature you trail.
are applying it to, in addition to restoring hit points.
FERAL SENSES
HIDE IN PLAIN SIGHT At 18th level, you gain preternatural senses that help
th
Starting at 10 level, you can remain perfectly still for you fight creatures you can't see. When you attack a
long periods of time to set up ambushes. When you creature you can't see, your inability to see it doesn't
attempt to hide on your turn, you can opt to not move impose disadvantage on your attack rolls against it.
on that turn. If you avoid moving, creatures that You are also aware of the location of any invisible
attempt to detect you take a −10 penalty to their creature within 30 feet of you, provided the creature
Willpower (Perception) checks until the start of your isn't hidden from you and you aren't blinded or
next turn. You lose this benefit if you move or fall deafened.
prone, either voluntarily or because of some external
effect. You are still automatically detected if any effect FOE SLAYER
or action causes you to no longer be hidden.
At 20th level, you become an unparalleled hunter of
If you are still hidden on your next turn, you can
your enemies. Once on each of your turns, you add
continue to remain motionless and gain this benefit
your intelligence modifier to the attack roll or the
until you are detected.
damage roll of an attack you make against a favored
enemy. You can choose to use the feature before or
after the roll, but before any effects of the roll are
applied.

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RANGER ARCHETYPE Flurry. If you miss with an attack during your
The ideal ranger has two classic expressions, the
turn, you can immediately make an additional
Archer and the Scout, as well as two mystical styles, attack. You can gain one additional attack during
the Hunter and the Warden. your turn with this ability.
Quick Shot. During the first round of combat, you
can use your reaction to make a weapon attack. This
ARCHER attack occurs at your initiative plus 10.
Archers are fighters specializing in long-range combat. Scatter Shot. When another creature damages you
Opponents are kept at distance by ranged weapons and with a melee weapon attack, you can use your
swift maneuver, and engaged in melee with a sword reaction to make a quick weapon attack against that
after the enemy is wounded and weary. same creature. You can also move up to half your
speed without provoking opportunity attacks from
COMBAT TACTICS the creature.
At 3rd level, you learn combat tactics that are fueled by Steady Hand. You gain advantage on one attack roll
special dice called tactical dice. you make with a ranged weapon each turn.
Tactics. You learn two tactics of your choice, which
are detailed under “Combat Tactics” shown after the RELENTLESS
Scout description. Many tactics enhance an attack in Starting at 15th level, when you roll initiative and have
some way. You can use only one tactic per attack. no tactical dice remaining, you regain 1 tactical die.
You learn one additional tactic of your choice at 5th,
9th, 13th, and 17th levels. Each time you learn a new COMBAT TACTICS
tactic, you can also replace one tactic you know with a The tactics are presented in alphabetical order.
different one. Counter. When another creature attacks you, you
Tactical Dice. You have four tactical dice, which are can use your reaction and expend one tactical die to
d8s. A tactical die is expended when you use it. You increase your AC by the number you roll on your
regain all of your expended tactical dice when you tactical die, until the start of your next turn. The
finish a short or long rest. attack misses if it fails to hit with your new AC value.
You gain another tactical die at 9th level and one Disarming Attack. When you hit a creature with a
more at 17th level. weapon attack, you can expend one tactical die to
Saving Throws. Some of your tactics require your attempt to disarm the target, forcing it to drop one
target to make a saving throw to resist the tactic’s item of your choice that it's holding. You add the
effects. The saving throw DC is calculated as follows: tactical die to the attack's damage roll, and the target
Tactic save DC = 8 + your proficiency bonus + must make a Strength saving throw. On a failed save, it
your Strength or Agility modifier (your choice) drops the object you choose. The object lands at its
feet.
EXTRA ATTACK Distracting Strike. When you hit a creature with a
At 5th level, you can attack twice, instead of once, weapon attack, you can expend one tactical die to
when you use the Attack action on your turn. distract the creature, giving your allies an opening.
You add the tactical die to the attack's damage roll.
IRON MIND The next attack roll against the target by an attacker
By 7th level, your time studying beasts and the focus other than you has advantage if the attack is made
required by archery has stilled your mind. You gain before the start of your next turn.
proficiency in Willpower saving throws and have Dodge Roll. When another creature damages you
advantage on saving throws against being frightened. with a melee attack, you can use your reaction and
expend one tactical die to reduce the damage by the
number you roll on your tactical die + your Agility
ARCHER'S MASTERY
modifier.
At 11th level, you gain one of the following features of
Evasive footwork. When you move, you can expend
your choice:
one tactical die, rolling the die and adding the number
Critical Shot. Your keen eye can find your foes' most
rolled to your AC until you stop moving.
vulnerable weaknesses. Your ranged weapon attacks
score a critical hit on a roll of 18-20.

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Knockdown. When you hit a creature with a SCOUT
weapon attack, you can expend one tactical die to
attempt to knock the target down. You add the tactical Scouts rely on stealth and rapid movement to survey
die to the attack's damage roll, and if the target is routes and opponents, using skirmish tactics when
Large or smaller, it must make a Strength saving forced to fight. By contrast with barbarians, in combat
throw. On a failed save, you knock the target prone. scouts tend to be cautious and methodical, rather than
Maneuvering Attack. When you hit a creature with impulsive.
a weapon attack, you can expend one tactical die to
maneuver one of your comrades into a more BONUS PROFICIENCIES
advantageous position. You add the tactical die to the When you choose this archetype at 3rd level, you gain
attack's damage roll, and you choose a friendly proficiency in three of the following skills of your
creature who can see or hear you. That creature can choice: Acrobatics, Animal Handling, Athletics,
use it's reaction to move up to half its speed without Investigation, Medicine, Nature, Perception, Stealth or
provoking opportunity attacks from the target of your Survival. You can choose to gain proficiency with
attack. thieves’ tools in place of one skill choice.
Overdraw. When you make a ranged attack, you can
expend one tactical die to double the range of the SWIFTNESS
weapon without causing disadvantage. If you hit, you Also at 3rd level, your speed increases by 5 feet. This
add the tactical die to the attack's damage roll. bonus increases as you reach certain levels. Your
Pierce Armor. When you hit a creature that is speed increases by 10 feet by 7th level, 15 feet by 11th
wearing armor with a weapon attack, you can expend level, and 20 feet by 15th level.
one tactical die to weaken their armor, reducing the
targets AC by 1. If you hit, you add the tactical die to SCOUT'S TACTICS
the attack's damage roll. You can not weaken the same At 3rd level, you gain a set of abilities that are fueled
armor more than once. by special dice called tactical dice.
Power Shot. When you hit a creature with a Tactical Dice. You have four tactical dice, which are
weapon attack, you can expend one tactical die to d8s. A tactical die is expended when you use it. You
attempt to throw the attacker off balance. You add the regain all of your expended tactical dice when you
tactical die roll to the attack's damage roll, and it must finish a long or short rest. You gain another tactical
make a Strength saving throw. On a failed save, it is die at 7th level and one more at 15th level.
staggered and has disadvantage on their next attack. Using Tactical Dice. You can expend tactical dice to
Precision Attack. When you make a weapon attack gain a number of different benefits:
roll against a creature, you can expend one tactical die
to add a tactical die to the roll. You can use this tactic • When you make a check that allows you to apply
before or after making the attack roll, but before any your proficiency in Athletics, Nature, Perception,
effects of the attack are applied. Stealth, or Survival, you can expend one tactical die
Pushing Attack. When you hit a creature with a to bolster the check. Add half the number rolled on
weapon attack, you can expend one tactical die to the tactical die (rounding up) to your check. You
attempt to drive the target back. You add the tactical apply this bonus after making the check but before
die roll to the attack's damage roll, and if the target is learning if it was successful.
Large or smaller, it must make a Strength saving • When you make a weapon attack against a
throw. On a failed save, it is pushed back 15 feet. creature, you can expend one tactical die to add it
Split Shot. When you make a ranged weapon attack, to the attack roll. You can use this ability before or
you can expend one tactical die to attempt to damage after making the attack roll, but before any of the
another creature within 5 feet of the original target effects of the attack are applied.
and within your reach. If the original attack roll would • If you are hit by an attack while wearing light or
hit the second creature, it takes damage equal to the medium armor, you can expend one tactical die as
number you roll on your tactical die. The damage is of a reaction, adding the number rolled to your AC. If
the same type dealt for the original attack. the attack still hits, you take half damage from it.

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EXTRA ATTACK SPELLCASTING
At 5th level, you can attack twice, instead of once, By the time you reach 3rd level, you have learned to
when you use the Attack action on your turn. use the magical essence of nature to cast spells. See
When you reach 17th level, you can attack three chapter 10 for the general rules of spellcasting. and
times, instead of twice, when you use the Attack chapter 11 for the ranger spell list. The Hunter spell
action on your turn. list is detailed at the end of the class description.
Magicka. The Hunter Spellcasting table shows how
REMARKABLE ATHLETE much magicka you have to cast your spells of 1st level
Starting at 7th level, you can add half your proficiency and higher. To cast one of these spells, you must
bonus (round up) to any Strength, Agility, or expend magicka, as noted in the spell's description
Endurance check you make that doesn't already use and the Magicka Cost table. You regain all expended
your proficiency bonus. magicka when you finish a long rest.
In addition, when you make a running long jump, For example, if you know the 1st-level spell animal
the distance you cover increases by a number of feet friendship and are able to cast 2nd-level spells, you
equal to your strength modifier. can cast animal friendship at either level.
Spells Known of 1st Level and Higher. You know
MULTIATTACK two 1st-level spells of your choice from the Hunter
At 11th level, you gain one of the following features of spell list.
your choice. The Spells Known column of the Hunter Spellcasting
Volley. You can use your action to make a ranged table shows when you learn more hunter spells of
attack against any number of creatures within 10 feet your choice. Each of these spells must be of a level for
of a point you can see within your weapons range. You which you have spell slots. For instance, when you
must have ammunition for each target, and make a reach 5th level in this class, you can learn one new
separate attack roll for each target. spell of 1st or 2nd level.
Whirlwind. You use your action to make a melee Additionally, when you gain a level in this class, you
attack against any number of creatures within 5 feet can choose one of the ranger spells you know and
of you, with a separate attack roll for each target. replace it with another spell from the hunter spell list,
which also must be of a level for which you can cast.
IMPROVED SCOUT'S TACTICS Spellcasting Attribute. Intelligence is your
At 11th level, your tactical dice turn into d10s. At 17th spellcasting ability for your ranger spells, since your
level, they turn into d12s. magic draws on your attunement to nature. You use
your Intelligence whenever a spell refers to your
RELENTLESS spellcasting ability. In addition, you use your
Starting at 15th level, when you roll initiative and have Intelligence modifier when setting the saving throw
no tactical dice remaining, you regain 1 tactical die. DC for a ranger spell you cast and when making an
attack roll with one.
HUNTER Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier
The life of a hunter is spent tracking prey and training Spell attack modifier = your proficiency bonus +
to become the best predator of all. Using daedric
your Intelligence modifier
magic, the hunter tries to earn Hircine's favour and
achieve a place in the Great Hunt.
HUNTER EXPANDED SPELLS
Spell Level Spells
1st Ensnaring Strike, Hunter’s Mark
2nd Cordon of Arrows, Flame Blade
3rd Conjure Barrage, Feign Death
4th Dominate Beast, Elemental Bane
5th Contagion, Geas

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HUNTER SPELLCASTING companion to life while you have a current
companion, your current companion leaves you and is
Hunter Known Max Spell
replaced by the restored companion.
Level Spells Magicka Level
3rd 2 5 1st COMPANION’S BOND
4th 3 6 1st Your animal companion gains a variety of benefits
5th 4 10 2nd while it is linked to you.
6th 4 14 2nd
The animal companion loses its Multiattack action,
if it has one.
7th 5 15 2nd The companion obeys your commands as best it
8th 5 17 2nd can. It rolls for initiative like any other creature, but
9th 6 22 3rd you determine its actions, decisions, attitudes, and so
10th 6 27 3rd on. If you are incapacitated or absent, your
companion acts on its own.
11th 7 29 3rd
When using your Natural Explorer feature, you and
12th 7 32 3rd your animal companion can both move stealthily at a
13th 8 35 4th normal pace.
14th 8 38 4th Your animal companion has abilities and game
15th 9 41 4th statistics determined in part by your level. Your
companion uses your proficiency bonus rather than
16th 9 44 4th its own. In addition to the areas where it normally
17th 10 50 5th uses its proficiency bonus, an animal companion also
18th 10 57 5th adds its proficiency bonus to its AC and to its damage
19th 11 60 5th rolls.
Your animal companion gains proficiency in two
20th 11 64 5th
skills of your choice. It also becomes proficient with
all saving throws.
COMPANION OF HIRCINE For each level you gain after 3rd, your animal
At 3rd level, you learn to use your magic to conjure a companion gains an additional hit die and increases
powerful beast from The Hunting Grounds, Hircine's its hit points accordingly.
plane of Oblivion. Whenever you gain the Attribute Score
With 8 hours of work and the expenditure of 200 Improvement class feature, your companion’s
septims worth of magical components, you call forth a attributes also improve. Your companion can increase
daedric beast from the Hunting Grounds to serve as one attribute score of your choice by 2, or it can
your faithful companion. You normally select your increase two attribute scores of your choice by 1. As
companion from among the following animals: an normal, your companion can’t increase an attribute
ape, a black bear, a boar, a giant badger, a giant score above 20 using this feature
weasel, a panther, or a wolf. However, your DM unless its description specifies otherwise.
might pick one of these animals for you, or an animal Your companion shares your alignment, and has a
based on a creature appropriate for the campaign personality trait and a flaw that you can roll for or
setting. The creature looks identical to the beast it select from the tables below. Your companion shares
takes the form of, but it's creature type is considered your ideal, and its bond is always, “The ranger who
to be daedra. travels with me is a beloved companion for whom I
At the end of the 8 hours, your daedric companion would gladly give my life.”
appears and gains all the benefits of your Your animal companion gains the benefits of your
Companion’s Bond ability. You can have only one Favored Enemy feature, and of your Greater Favored
daedric companion at a time. Enemy feature when you gain that feature at 6th level.
If your daedric companion is ever slain, the magical It uses the favored enemies you selected for those
bond you share allows you to return it to life. With 8 features.
hours of work and the expenditure of 100 septims
worth of rare components, you call forth your
companion’s spirit from the depth's of oblivion and
use your magic to conjure a new body for it.
If you use this ability to return a former daedric

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d6 Trait creature. If the creature has the same proficiency as
1 I'm dauntless in the face of adversity. you and the bonus in its stat block is higher than
2 Threaten my friends, threaten me. yours, use the creature’s bonus instead of yours. If
3 I stay on alert so others can rest. the creature has any legendary or lair actions, you
4 People see an animal and underestimate me. I use can't use them.
that to my advantage. • When you transform, you assume the beast’s hit
5 I have a knack for showing up in the nick of time. points and Hit Dice. When you revert to your normal
6 I put my friends’ needs before my own in all things. form, you return to the number of hit points you had
before you transformed. However, if you revert as a
d6 Flaw result of dropping to 0 hit points, any excess damage
1 If there’s food left unattended, I’ll eat it. carries over to your normal form. For example, if
2 I growl at strangers, and all people except my ranger you take 10 damage in animal form and have only 1
are strangers to me. hit point left, you revert and take 9 damage. As long
3 Any time is a good time for a belly rub. as the excess damage doesn’t reduce your normal
4 I’m deathly afraid of water. form to 0 hit points, you aren’t knocked
5 My idea of hello is a flurry of licks to the face. unconscious.
6 I jump on creatures to tell them how much I love • You can’t cast spells, and your ability to speak or
them. take any action that requires hands is limited to the
capabilities of your beast form. Transforming
EXTRA ATTACK doesn’t break your concentration on a spell you’ve
At 5th level, you can attack twice, instead of once, already cast, however, or prevent you from taking
when you use the Attack action on your turn. actions that are part of a spell.
• You retain the benefit of any features from your
AMBUSCADE class, race, or other source and can use them if the
At 7th level, Hunters strike first and strike hard. When new form is physically capable of doing so. However,
you roll initiative, you gain a special turn that takes you can’t use any of your special senses, such as
place before other creatures can act. On this turn, you darkvision, unless your new form also has that
can use your action to take either the Attack or Hide sense.
action. If more than one creature in an encounter has • You choose whether your equipment falls to the
this feature, they all act first in order of initiative, then ground in your space, merges into your new form, or
the regular initiative order begins. If you would is worn by it. Worn equipment functions as normal,
normally be surprised at the start of an encounter, but the DM decides whether it is practical for the
you are not surprised but you do not gain this extra new form to wear a piece of equipment, based on
turn. the creature’s shape and size. Your equipment
doesn’t change size or shape to match the new form,
HUNTER'S MASTERY and any equipment that the new form can’t wear
Starting at 11th level, you can choose one additional must either fall to the ground or merge with it.
Favored Enemy. Equipment that merges with the form has no effect
until you leave the form.
HIRCINE'S GIFT
Starting at 15th level, Hircine recognizes your aptitude
for the hunt and blesses you with his gift. Once per
long rest, you are able to transform into a were-
creature of your choice for 1 hour.
You can revert to your normal form earlier by using
a bonus action on your turn. You automatically revert
if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules
apply:
• Your game statistics are replaced by the statistics of
the beast, but you retain your alignment,
Personality, Intelligence, and Willpower scores. You
also retain all of your skill and saving throw
proficiencies, in addition to gaining those of the

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WARDEN WARDEN EXPANDED SPELLS
Spell Level Spells
Blessed with the wild, the Warden has an unmatched 1st Cure Wounds, Healing Word
connection with Nirn. They use magic and spiritual 2nd Lesser Restoration, Enhance Ability
bonds to defend themselves and protect their allies. 3rd Dispel Magic, Meld into Stone
4th Polymorph, Watery Sphere
SPELLCASTING 5th Mass Cure Wounds, Reincarnate
By the time you reach 3rd level, you have learned to
use the magical essence of nature to cast spells. See
WARDEN SPELLCASTING
chapter 10 for the general rules of spellcasting. and
chapter 11 for the ranger spell list. The Warden spell Warden Known Max Spell
list is detailed at the end of the class description. Level Spells Magicka Level
Magicka. The Warden Spellcasting table shows how 3rd 2 5 1st
much magicka you have to cast your spells of 1st level 4th 3 6 1st
and higher. To cast one of these spells, you must
5th 4 10 2nd
expend magicka, as noted in the spell's description
and the Magicka Cost table. You regain all expended 6th 4 14 2nd
magicka when you finish a long rest. 7th 5 15 2nd
For example, if you know the 1st-level spell animal 8th 5 17 2nd
friendship and are able to cast 2nd-level spells, you 9th 6 22 3rd
can cast animal friendship at either level.
Spells Known of 1st Level and Higher. You know 10th 6 27 3rd
two 1st-level spells of your choice from the Warden 11th 7 29 3rd
spell list. 12th 7 32 3rd
The Spells Known column of the Ranger table shows 13th 8 35 4th
when you learn more warden spells of your choice.
14th 8 38 4th
Each of these spells must be of a level for which you
have spell slots. For instance, when you reach 5th 15th 9 41 4th
level in this class, you can learn one new spell of 1st 16th 9 44 4th
or 2nd level. 17th 10 50 5th
Additionally, when you gain a level in this class, you 18th 10 57 5th
can choose one of the ranger spells you know and
replace it with another spell from the warden spell 19th 11 60 5th
list, which also must be of a level for which you can 20th 11 64 5th
cast.
Spellcasting Attribute. Willpower is your SPECTRAL GUARDIAN
spellcasting ability for your ranger spells, since your Also at 3rd level, you gain the power to summon a
magic draws on your attunement to nature. You use spectral guardian as your companion.
your Willpower whenever a spell refers to your With 8 hours of work and the expenditure of 200
spellcasting ability. In addition, you use your septims worth of magical components, you call forth a
Willpower modifier when setting the saving throw DC guardian to serve as your faithful companion. You
for a ranger spell you cast and when making an attack normally select your companion from among the
roll with one. following animals: an ape, a black bear, a boar, a
Spell save DC = 8 + your proficiency bonus + giant badger, a giant weasel, a panther, a mule or a
your Willpower modifier wolf. However, your DM might pick one of these
Spell attack modifier = your proficiency bonus + animals for you, or an animal based on a creature
your Willpower modifier appropriate for the campaign setting. The creature
takes the form the chosen beast, but it appears as a
translucent spectral image.
As a bonus action, the spirit can glow with dim light
in a 5 foot radius, and another bonus action can be
used to end this affect.
At the end of the 8 hours, your spectral guardian
appears and gains all the benefits of your

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Companion’s Bond ability. You can have only one Favored Enemy feature, and of your Greater Favored
spectral guardian at a time. Enemy feature when you gain that feature at 6th level.
If your spectral guardian is ever slain, the magical It uses the favored enemies you selected for those
bond you share allows you to return it to life. With 8 features.
hours of work and the expenditure of 100 septims
worth of rare components, you call forth your spectral d6 Trait
guardian's spirit and use your magic to conjure a new 1 I'm dauntless in the face of adversity.
body for it. 2 Threaten my friends, threaten me.
If you use this ability to return a former companion 3 I stay on alert so others can rest.
to life while you have a current companion, your 4 People see an animal and underestimate me. I use
current companion leaves you and is replaced by the that to my advantage.
restored companion. 5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.
COMPANION’S BOND
Your animal companion gains a variety of benefits d6 Flaw
while it is linked to you. 1 If there’s food left unattended, I’ll eat it.
The animal companion loses its Multiattack action, if 2 I growl at strangers, and all people except my ranger
it has one. are strangers to me.
The companion obeys your commands as best it can. 3 Any time is a good time for a belly rub.
It rolls for initiative like any other creature, but you 4 I’m deathly afraid of water.
determine its actions, decisions, attitudes, and so on. 5 My idea of hello is a flurry of licks to the face.
If you are incapacitated or absent, your companion 6 I jump on creatures to tell them how much I love
acts on its own. them.
When using your Natural Explorer feature, you and
your animal companion can both move stealthily at a COORDINATED ATTACK
normal pace. Beginning at 5th level, you and your animal companion
Your animal companion has abilities and game form a more potent fighting team. When you use the
statistics determined in part by your level. Your Attack action on your turn, if your companion can see
companion uses your proficiency bonus rather than you, it can use its reaction to make a melee attack.
its own. In addition to the areas where it normally
uses its proficiency bonus, an animal companion also GUARDIAN’S DEFENSE
adds its proficiency bonus to its AC and to its damage At 7th level, while your companion can see you, it has
rolls. advantage on all saving throws.
Your animal companion gains proficiency in two
skills of your choice. It also becomes proficient with STORM OF CLAWS AND FANGS
all saving throws. At 11th level, your companion can use its action to
For each level you gain after 3rd, your animal make a melee attack against each creature of its
companion gains an additional hit die and increases choice within 5 feet of it, with a separate attack roll
its hit points accordingly. for each target.
Whenever you gain the Attribute Score
Improvement class feature, your companion’s GUARDIAN'S SACRIFICE
attributes also improve. Your companion can increase At 15th level, when an ally that is within 5 feet of your
one attribute score of your choice by 2, or it can guardian is targeted by an attack, you can use a
increase two attribute scores of your choice by 1. As reaction to command your guardian to take the blow
normal, your companion can’t increase an attribute instead.
score above 20 using this feature
unless its description specifies otherwise.
Your companion shares your alignment, and has a
personality trait and a flaw that you can roll for or
select from the tables below. Your companion shares
your ideal, and its bond is always, “The ranger who
travels with me is a beloved companion for whom I
would gladly give my life.”
Your animal companion gains the benefits of your

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ROGUE investigators, or exterminators, which can be a
dangerous job in a world where skeevers – and
After successfully striking the stone golem in a weak wererats – haunt the sewers.
spot, a khajiit calls out to his partner, quickly relaying As adventurers, rogues fall on both sides of the law.
the pivotal information. Her companion attacks and Some are hardened criminals who decide to seek
within seconds, the formidable construct is laid to their fortune in treasure hoards, while others take up
waste. a life of adventure to escape from the law. Some have
An imperial lurks in the shadows of an alley while learned and perfected their skills with the explicit
his accomplice prepares for her part in the ambush. purpose of infiltrating ancient ruins and hidden
When their target – a notorious slaver – passes the crypts in search of treasure.
alleyway, the accomplice cries out, the slaver comes to
investigate, and the assassin’s blade cuts his throat CREATING A ROGUE
before he can make a sound.
Shifting her gaze between the bandit's hands and his As you create your rogue character, consider the
stance, a dunmer realizes that negotiations have character’s relationship to the law. Do you have a
broken down. Darting out of the way from the criminal past – or present? Are you on the run from
bandit's sudden movement, she is able to avoid the the law or from an angry thieves’ guild master? Or did
blow while simultaneously disarming him with a few you leave your guild in search of bigger risks and
quick jabs to the kidneys. bigger rewards? Is it greed that drives you in your
Rogues rely on skill, stealth, and their foes’ adventures, or some other desire or ideal?
vulnerabilities to get the upper hand in any situation. What was the trigger that led you away from your
They have a knack for finding the solution to just previous life? Did a great con or heist gone terribly
about any problem, demonstrating a resourcefulness wrong cause you to reevaluate your career? Maybe
and versatility that is the cornerstone of any you were lucky and a successful robbery gave you the
successful adventuring party. coin you needed to escape the squalor of your life. Did
wanderlust finally call you away from your home?
SKILL AND PRECISION Perhaps you suddenly found yourself cut off from
your family or your mentor, and you had to find a new
Rogues devote as much effort to mastering the use of means of support. Or maybe you made a new friend
a variety of skills as they do to perfecting their combat another member of your adventuring party – who
abilities, giving them a broad expertise that few other showed you new possibilities for earning a living and
characters can match. Many rogues focus on stealth employing your particular talents.
and deception, while others refine the skills that help
them in a dungeon environment, such as climbing, QUICK BUILD
finding and disarming traps, and opening locks. You can make a rogue quickly by following these
When it comes to combat, rogues prioritize cunning suggestions. First, Agility should be your highest
over brute strength. A rogue would rather make one attribute score, followed by Intelligence. Personality
precise strike, placing it exactly where the attack will should be your next highest if you plan to emphasize
hurt the target most, than wear an opponent down deception and social interaction. Second, choose the
with a barrage of attacks. charlatan background.

A SHADY LIVING CLASS FEATURES


Every town and city has its share of rogues. Most of As a Rogue, you gain the following class features.
them live up to the worst stereotypes of the class,
making a living as burglars, assassins, cutpurses, and HIT POINTS
con artists. Often, these scoundrels team up with Hit Dice: 1d8 per rogue level
thieves or crime families. Plenty of rogues operate Hit Points at 1st Level: 8 + your endurance modifier
independently, but even they sometimes recruit Hit Points At higher levels: 1d8 (or 5) + your
apprentices to help them in their scams and heists. A endurance modifier
few rogues make an honest living as locksmiths,

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THE ROGUE
Proficiency Sneak
Level Bonus Attack Features
1st +2 1d6 Expertise, Sneak Attack
2nd +2 1d6 Strategic Aid
3rd +2 1d6 Archetype
4th +2 1d6 Attribute Score Improvement
5th +3 2d6 Extra Attack
6th +3 2d6 Expertise Improvement
7th +3 2d6 Quick Thinking
8th +3 2d6 Attribute Score Improvement
9th +4 3d6 Archetype Feature
10th +4 3d6 Attribute Score Improvement
11th +4 3d6 Advanced Maneuvers
12th +4 3d6 Attribute Score Improvement
13th +5 4d6 Archetype Feature
14th +5 4d6 Mental Agility
15th +5 4d6 Slippery Mind
16th +5 4d6 Attribute Score Improvement
17th +6 5d6 Archetype Feature
18th +6 5d6 Solo Artist
19th +6 5d6 Attribute Score Improvement
20th +6 5d6 Stroke of Luck

PROFICIENCIES EXPERTISE
Armor: Light armor
Weapons: Axe, Hand-to-Hand, Marksman, Short At 1st level, choose two of your skill proficiencies, or
Blade one of your skill proficiencies and your proficiency
Tools: Pick 2 from poisoner's kit, forgery kit, disguise with thieves' tools. Your proficiency bonus is doubled
kit, thieves kit, one gaming set of your choice, one for any ability check you make that uses either of the
musical instrument of your choice. chosen proficiency.
At 6th level, you can choose two more of your
Saving Throws: Agility, Intelligence proficiencies (in skills or in thieves' tools) to gain this
Skills: Choose four from Acrobatics, Athletics, benefit.
Deception, Insight, Intimidation, Investigation,
Perception, Performance, Persuasion, Sleight of Hand, SNEAK ATTACK
and Stealth. Beginning at 1st level, you know how to strike subtly
and exploit a foe's distraction. Once per turn, you can
EQUIPMENT deal an extra 1d6 damage to one creature you hit with
You start with the following equipment, in addition to an attack if you have advantage on the attack roll. The
the equipment granted by your background: attack must use a finesse or a ranged weapon.
• (a) a rapier or (b) a short sword You don't need advantage on an attack roll if another
• (a) a short bow and a quiver of 20 arrows or (b) a enemy of the target is within 5 feet of it, that enemy
short sword isn't incapacitated, and you don't have disadvantage
• (a) a burglar's pack, (b) a dungeoneer's pack, or (c) on the attack roll.
an explorer's pack The amount of the extra damage increases as you
•Leather armor, two daggers, and thieves' tools. gain levels, as shown on the Sneak Attack column of
the Rogue table.

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STRATEGIC AID SOLO ARTIST
nd
Starting at 2 level, you can use the Help action as a Starting at 18th level, when no allies are within 30 feet
bonus action. Additionally, when you use the Help of you, you gain advantage on all attack rolls.
action to aid an ally in attacking a creature, the target
of that attack can be within 30 feet of you, rather than STROKE OF LUCK
5 feet of you, if the target can see or hear you.
At 20th level, you have an uncanny knack for
succeeding when you need to. If your attack misses a
ARCHETYPE target within range, you can turn the miss into a hit.
At 3rd level you are able to choose one of 3 archetypes Alternatively, if you fail an ability check, you can treat
that you emulate in the exercise on your rogue the d20 roll as a 20.
abilities: Agent, Assassin, or Inquisitor, all detailed at Once you use this feature, you can't use it again
the end of the class description. Your archetype choice until you finish a short or long rest.
grants you features at 3rd level and then again at 9th,
13th, and 17th level. ROUGISH ARCHETYPE
Rouges have many features in common, including
ATTRIBUTE SCORE IMPROVEMENT their emphasis on perfecting their skills, their precise
When you reach 4th level, and again at 8th, 10th, 12th, and deadly approach to combat, and their
16th, and 19th level, you can increase one ability score increasingly quick reflexes. But different rogues steer
of your choice by 2, or you can increase two ability those talents in varying directions, embodied by the
scores of your choice by 1. As normal, you can't rogue archetypes.
increase an ability score above 20 using this feature.
AGENT
EXTRA ATTACK Agents are operatives skilled in deception and
th
Starting at 5 level, you can attack twice, instead of avoidance, but trained in self-defense and the use of
once, whenever you take the Attack action on your deadly force. Self-reliant and independent, agents
turn. devote themselves to personal goals, or to various
QUICK THINKING patrons or causes.

At 7th level, your quick thinking in the heat of action MASTER OF DISGUISE
allows you to also add your Intelligence modifier to Beginning at 3rd level, when you choose the Agent
your initiative roll. archetype, you gain proficiency with disguise kits.
Also, when you are wearing clothing or armor of a
ADVANCED MANEUVERS particular faction or organization, you are
automatically recognized as a member of that group.
Beginning at 11th level, your nimble mind allows you
If a wary creature suspects something is amiss, you
to better place your attacks for maximum devastation.
have advantage on any Personality check you make to
You are also able to add your Intelligence modifier to
avoid detection
your damage roll.
AMBUSH
MENTAL AGILITY At 3rd level, your Sneak Attacks are more effective.
Starting at the 14th level, you are always aware of your When you successfully deal Sneak Attack damage, you
surrounding and are no longer able to be surprised. can add half the damage dealt to the total, rounding
up.
SLIPPERY MIND
When you reach 15th level, you acquire greater mental
strength and gain proficiency on Willpower saving
throws.

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INFILTRATION EXPERT POISONS
Starting at 9th level, you can unfailingly create false An assassin's most important tool is their use of
identities for yourself. You must spend seven days and poisons. When you choose this archetype at 3rd level,
100 septims to establish the history, profession, and you further your expertise with poisons and learn
affiliations for an identity. You can't establish an how to make special poisons that you can put on your
identity that belongs to someone else. Other weapon of choice.
characters believe you to be that person until given an You gain proficiency with the poisoner's kit. If you
obvious reason not to. spend 1 hour gathering herbs and materials, you are
able to create a deadly poison that you can use to coat
SEMANTIC SUBTERFUGE your weapon or ammunition. At 3rd level, you can
Also at 9th level, you can unerringly mimic the speech create enough poison to use this feature 3 times. As
patterns and accent of a creature that you hear speak you increase your rogue level, you become more
for at least 1 minute, allowing you to pass yourself off efficient in creating your poisons and can use them
as a native speaker of a particular land, provided you more often. You can use this feature 4 times at 7th
know the language. level, 5 times at 11th level, 6 times at 15th level, and 7
times at 19th level.
IMPOSTOR Putting poison on your weapon increases your
At 13th level, you gain the ability to unerringly mimic initial damage on a successful attack by 1d4 poison
another person's speech, writing and behavior. You damage and the target must make an Endurance
must spend at least 3 hours studying these three saving throw (DC 8 + your Intelligence modifier +
components of the person's behavior, listening to your proficiency bonus). On a failed save, the creature
speech, examining handwriting, and observing becomes poisoned for 2 rounds. At the end of each of
mannerisms. If a wary creature suspects something is your turns, the poisoned creature takes an additional
amiss, you have advantage on any Personality check 1d4 poison damage. On a successful save, the creature
you make to avoid detection. resists the poison, ending the effect. A poisoned
creature can make a saving throw at the start of each
ETERNAL DECEIT of its turns.
Starting at 17th level, your thoughts can't be read by The damage of the poison increases to 2d4 at 6th
telepathy or other means, unless you allow it. You can level, 3d4 at 11th level, and 4d4 at 16th level.
present false thoughts by making a Personality
(Deception) check contested by the mind reader's NIMBLE ATTACKS
Willpower (Insight) check. Starting at 9th level, you gain an additional 1d4 roll on
Additionally, no matter what you say, magic that initiative.
would determine if you are telling the truth indicates
you are being truthful, if you so choose, and you can't ASSASSINATE
be compelled to tell the truth by magic. Beginning at 9th level, On the first round of combat
you are able to use your Sneak Attack bonus roll on
MASTER STRATEGIST any enemy that hasn't had a turn in combat yet, even
Also at 17th level, you can use a bonus action to direct if you weren't eligible to make a Sneak Attack.
one of your willing companions to strike. Choose a In addition to this, on the first round of combat you
friendly creature that is within 60 feet of you that can automatically critically hit any enemy that hasn't had
see or hear you. That creature can make a melee or a turn in combat yet that you can Sneak Attack.
ranged attack with its reaction
MASTER ASSASSIN
ASSASSIN Starting at 13th level, you gain advantage on any
enemy that hasn't attacked yet during that turn.
Assassins are killers who rely on stealth and mobility to
approach victims undetected. Execution is with ranged DEATH STRIKE
weapons or with short blades for close work. Assassins Starting at 17th level, you become a master of instant
include ruthless murderers and principled agents of death. When you attack and hit a creature that is
noble causes. surprised, it must make an Endurance saving throw
(DC 8 + your Agility modifier + your proficiency
bonus). On a failed save, double the damage of your
attack against the creature.

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INQUISITOR UNERRING EYE
At 13th level, you gain the ability to detect magical
Inquisitors excel at rooting out secrets and unraveling deception. As an action, you sense the presence
mysteries. You rely on your sharp eye for details, but within 30 feet of you of illusions, shapechanger
also on your finely honed ability to read the words and creatures not in their true form, and other magic
deeds of other creatures to determine their true intent. designed to deceive the senses. Though you
You excel at defeating creatures that hide among and determine that an effect is attempting to trick you,
prey upon ordinary folk, and your mastery of lore and you gain no special insight into what is hidden or its
your sharp eye make you well equipped to expose and true nature.
end hidden evils.
EYE FOR WEAKNESS
EAR FOR DECEIT At 17th level, you learn to exploit a creature’s
When you choose this archetype at 3rd level, you weaknesses by carefully studying its tactics and
develop a keen ear for picking out lies. Whenever you movement. While your Insightful Fighting feature
make an Willpower (Insight) check to sense if a applies to a creature, your Sneak Attack damage
creature is lying, you use the total of your check or 8 + against that creature increases by 2d6.
your Intelligence modifier, whichever is higher. If you
are proficient in Insight, you add your proficiency
bonus to the fixed result. If you chose Insight as a skill SORCERER
augmented by your Expertise feature, add double Golden eyes flashing, an altmer stretches out her hand
your proficiency bonus. and unleashes the fire that burns in her veins. As an
inferno rages around her foes, her eyes turn black
EYE FOR DETAIL from the daedric influencing powering her magic.
Starting at 3rd level, you can use a bonus action Long hair whipped by a conjured wind, a breton
granted to make an Willpower (Perception) check to spreads his arms wide and throws his head back.
spot a hidden creature or object, to make an Lifting him momentarily off the ground, a wave of
Intelligence (Investigation) check to uncover and magic surges up in him, through him, and out from
decipher clues, or to use Insightful Fighting (see him in a mighty blast of lightning.
below). Crouching behind a stalagmite, an argonian points a
finger at a charging troglodyte. A blast of fire springs
INSIGHTFUL FIGHTING from her finger to strike the creature. She ducks back
At 3rd level, you gain the ability to decipher an behind the rock formation with a grin.
opponent’s tactics and develop a counter to them. As Sorcerers carry a magical birthright conferred upon
an action (or as a bonus action using Eye for Detail), them by an exotic bloodline, some otherworldly
you make an Willpower (Insight) check against a influence, or exposure to unknown cosmic forces. One
creature you can see that isn’t incapacitated, opposed can’t study sorcery as one learns a language, any more
by the target’s Personality (Deception) check. If you than one can learn to live a legendary life. No one
succeed, you can use Sneak Attack against that chooses sorcery; the power choose s the sorcerer.
creature even if you do not have advantage against it
or if no enemy of the target is within 5 feet of it. You RAW MAGIC
can use Sneak Attack in this way even if you have
disadvantage against the target. Magic is a part of every sorcerer, suffusing body, mind,
This benefit lasts for 1 minute or until you and spirit with a latent power that waits to be tapped.
successfully use Insightful Fighting against a different Some sorcerers wield magic that springs from an
target. ancient bloodline, while others have made a
dangerous pact with powerful beings to grant them
STEADY EYE imaginable power.
At 9th level, you gain advantage on any Willpower The appearance of sorcerous powers is wildly
(Perception) check made on your turn to find a unpredictable. Some ancestries produce exactly one
hidden creature or object if you do not move during sorcerer in every generation, but in other lines of
that turn. If you use this ability before moving, you descent every individual is a sorcerer. Most of the
cannot move or ready movement during your turn. time, the talents of sorcery appear from the alignment
of the stars. Some sorcerers can’t name the origin of
their power, while others trace it to strange events in

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their own lives. The touch of a daedra or a taste of the How do you feel about the magical power coursing
water from a mysterious spring might spark the gift of through you? Do you embrace it, try to master it, or
sorcery. So too might the gift of a deity, exposure to revel in its nature? Is it a blessing or a curse? Did you
the elemental forces of the Mundus or the maddening seek it out, or did it find you? Did you have the option
chaos of Oblivion. to refuse it, and do you wish you had? What do you
Sorcerers don't rely on spellbooks and ancient intend to do with it? Perhaps you feel like you’ve been
tomes of magic lore the way that mages do. By given this power for some lofty purpose. Or you might
learning to harness and channel their own inborn decide that the power gives you the right to do what
magic, they can discover new and staggering ways to you want, to take what you want from those who lack
unleash that power. such power. Perhaps your power links you to a
powerful individual in the world – the deity that
UNEXPLAINED POWERS blessed you at birth or the daedra who chose you to
carry this power.
Sorcerers are rare in the world, and it’s unusual to
find a sorcerer w ho is not involved in the adventuring QUICK BUILD
life in some way. People with magical power seething You can make a sorcerer quickly by following these
in their veins soon discover that the power doesn’t suggestions. First, Intelligence should be your highest
like to stay quiet. A sorcerer’s magic wants to be attribute score, followed by Endurance. Second,
wielded. choose the hermit background. Third, choose the
Sorcerers often have obscure or quixotic candle light, call lightning, prestidigitation, and
motivations driving them to adventure. Some seek a spectral arrow cantrips, along with the 1st level spells
greater understanding of the magical force that shield and frost shards.
infuses them, or the answer to the mystery of its
origin. Others hope to find a way to get rid of it, or to
unleash its full potential. Whatever their goals, CLASS FEATURES
sorcerers are every bit as useful to an adventuring As a sorcerer, you gain the following class features.
party as mages, making up for a comparative lack of
breadth in their magical knowledge with enormous HIT POINTS
flexibility in using the spells they know. Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6+ your Endurance modifier
CREATING A SORCERER Hit Points At higher levels: 1d6 (or 4) + your
Endurance modifier per sorcerer level after 1st.
The most important question to consider when
creating your sorcerer is the origin of your power. As PROFICIENCIES
a starting character, you'll choose an origin that ties to Armor: Shield
either your ancestry, your birthright, an unexpected Weapons: Blunt, light crossbows, Short Blade
event, or to daedric influence, but the exact source of Tools: None
your power is up to you to decide. Is it a family curse,
passed down to you from distant ancestors? Or did Saving Throws: Endurance, Intelligence
some extraordinary event leave you blessed with Skills: Choose two from Arcana, Deception, Insight,
inherent magic but perhaps scarred as well? Intimidation, Persuasion, and Religion

EQUIPMENT
You start with the following equipment, in addition to
the equipment granted by your background:
• (a) a light crossbow and 20 bolts or (b) any short
blade
• (a) a dungeoneer's pack, or (b) an explorer's pack
•Two daggers

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THE SORCERER
Proficiency Cantrips Known Max Spell
Level Bonus Features Known Spells Magicka Level
1st +2 Spell Casting, Sorcery Focus 4 2 5 1st
2nd +2 Capacitor 4 3 8 1st
3rd +2 Power Overwhelming 4 4 17 2nd
4th +2 Attribute Skill Improvement 5 5 21 2nd
5th +3 -- 5 6 32 3rd
6th +3 Sorcery Focus 5 7 40 3rd
7th +3 -- 5 8 47 4th
8th +3 Attribute Skill Improvement 5 9 55 4th
9th +4 -- 5 10 71 5th
10th +4 Equilibrium 6 11 80 5th
11th +4 -- 6 12 91 6th
12th +4 Attribute Skill Improvement 6 12 91 6th
13th +5 -- 6 13 103 7th
14th +5 Sorcery Focus 6 13 103 7th
15th +5 -- 6 14 117 8th
16th +5 Attribute Skill Improvement 6 14 117 8th
17th +6 -- 6 15 133 9th
18th +6 Sorcery Focus 6 15 142 9th
19th +6 Attribute Skill Improvement 6 15 153 9th
20th +6 Sorcerous Restoration 6 15 166 9th

SPELLCASTING STUNTED MAGICKA


Sorcerer's have access to a large pool of magicka, but
You were born with innate magical potential, drawing their natural gift is stunted by reduced regeneration.
on a nearly endless font of magicka. This natural gift Unlike other spellcasters, sorcerer's do not regain all
allows you cast spells. See chapter 10 of the Player's of their magicka at the end of a long rest, instead, you
Handbook for the general rules of spellcasting. The only regain half of your expended magicka, rounding
Sorcerer spell list is detailed at the end of the class up (minimum of 1).
description.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
CANTRIPS You know two 1st-level spells of your choice from the
At 1st level, you know four cantrips of your choice sorcerer spell list.
from the sorcerer spell list. You learn additional The Spells Known column of the Sorcerer table
sorcerer cantrips of your choice at higher levels, as shows when you learn more sorcerer spells of your
shown in the Cantrips Known column of the Sorcerer choice. Each of these spells must be of a level for
table. which you can cast. For instance, when you reach 3rd
level in this class, you can learn one new spell of 1st or
MAGICKA 2nd level.
The Sorcerer table shows how much magicka you Additionally, when you gain a level in this class, you
have to cast your spells of 1st level and higher. To cast can choose one of the sorcerer spells you know and
one of these sorcerer spells, you must expend replace it with another spell from the sorcerer spell
magicka, as noted in the spell's description and the list, which also must be of a level for which you can
Magicka Cost table. cast.
For example, if you know the 1st-level spell burning
hands and are able to cast 2nd-level spells, you can
cast burning hands at either level.

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SPELLCASTING ATTRIBUTE POWER OVERWHELMING
Intelligence is your spellcasting ability for your
sorcerer spells. You use your Intelligence whenever a Beginning at 3rd level, you can push beyond your
spell refers to your spellcasting ability. In addition, natural boundaries to cast extraordinary magic. You
you use your Intelligence modifier when setting the can cast a spell that you know at a spell level one
saving throw DC for a sorcerer spell you cast and higher than your current maximum, using magicka as
when making an attack roll with one. normal (maximum of 9th level). Casting magic in this
Spell save DC = 8 + your proficiency bonus + way is particularly exhausting. All attacks against you
your Intelligence modifier have advantage and you have disadvantage on Agility
Spell attack modifier = your proficiency bonus + saving throws until the end of your next turn.
your Intelligence modifier Once you use this feature, you must complete a long
rest before you can do so again.
SORCERY FOCUS
ATTRIBUTE SCORE IMPROVEMENT
At 1st level, choose a sorcery focus which describes
the field you've devoted yourself to. Choose either the When you reach 4th level, and again at 8th, 12th, 16th
Necromancer, Supplicant, or Storm Caller, which are and 19th level, you can increase one attribute score of
detailed at the end of the class description. Your field your choice by 2, or you can increase two attribute
grants you features at 1st level, and then again at levels scores by one
6, 14, and 18.
EQUILIBRIUM
CAPACITOR When you reach 10th level, you gain further control
Starting at 2nd level, you have the ability to absorb over your magically infused bloodline, allowing you to
magical energy from harmful spells. Sorcerer's are transfer your life force into magicka. As an action, you
unique to any other magic user in Tamriel. Although can choose to impose one of the following effects:
they restore magicka at a much slower rate, they have • You can exchange 2d4 hit points for an equal
a natural ability to absorb magicka from spells that amount of magicka.
have been cast at them, essentially becoming a • You can exchange 2d4 magicka for an equal amount
magical battery. of hit points.
Whenever you are targeted by a spell that requires Your hit points can be reduced to 0 by using this
you to make a saving throw, you have a chance to feature.
absorb magicka, replenishing your magicka points. On SORCEROUS RESTORATION
a successful save you also absorb magicka equal to the
At 20th level, you can draw on your reserve of mystical
cost of the spell, to a maximum of your Intelligence
power to regain expended magicka points. You can
modifier, or a minimum of 1.
spend 1 minute meditating to regain half of your
On a failed save, you do not absorb any magicka and
expended magicka, rounding up (minimum of 1).
are effected by the spell as normal.
Once you regain magicka with this feature, you must
You cannot increase your magicka points beyond
finish a long rest before you can do so again.
your maximum magicka point total through this
feature.
When you reach 11th level, you can add your SORCERY FOCUS
Intelligence modifier to all saving throws against Sorcerer's have devoted themselves to the study of
magical spells cast against you. Additionally, if you are powerful magic. Although their devotion is usually
targeted by a cantrip, you can make a saving throw highly debated, sorcerer's typically find themselves
contested against the attack roll. You can add your with the following dedications: Necromancer,
Intelligence and Willpower modifier to this roll. If Supplicant, or Storm Caller.
your save is equal to or greater than the attack roll,
you can absorb magicka equal to your intelligence NECROMANCER
modifier and the damage, if any, is reduced by half. If
your saving throw is less than the attack roll, you do Necromancers are sorcerers who have dedicated
not absorb any magicka and are effected by the spell themselves to The Black Arts. They utilize the
as normal. enslavement of involuntary souls and their bodies.
Necromancy has been banned in some provinces and
the practice is widely debated throughout Nirn.

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GRIM HARVEST SUPPLICANT
At 1st level, you gain the ability to reap life energy
from creatures you kill with your spells. Once per turn Those that devout themselves to the Daedric princes
when you kill one or more creatures with a spell of 1st gain access to great power not intended for mortals.
level or higher, you regain hit points equal to twice the This power comes with a cost that may lead to the
spell's level, or three times its level if the spell belongs supplicants own demise.
to the School of Necromancy. You don't gain this
benefit for killing constructs or undead. DAEDRIC BLESSING
When you choose this focus at 1st level, when you
DARK SOULS reduce a hostile creature to 0 hit points, you gain
At 6th level, you add the animate dead spell to list of temporary hit points equal to your Intelligence
known spells if you do not already know it. When you modifier + your Sorcerer level (minimum of 1)
cast animate dead, you can target one additional
corpse or pile of bones, creating another zombie or BEND LUCK
skeleton, as appropriate. Starting at 6th level, you have the ability to twist fate
Whenever you create an undead using a using magic. When another creature you can see
necromancy spell, it has additional benefits. makes an attack roll, an ability check, or a saving
throw, you can use your reaction and spend 5 magicka
• The creature's hit points maximum is increased by points to roll 1d4 and apply the number rolled as a
an amount equal to your sorcerer level. bonus or penalty (your choice) to the creature's roll.
• The creature adds your proficiency bonus to its You can do so after the creature rolls but before any
weapon damage rolls. effects of the roll occur.

INURED TO UNDEATH HURL INTO OBLIVION


Beginning at 14th level, you have resistance to necrotic Starting at 14th level, when you hit a creature with an
damage, and your hit point maximum can't be attack, you can use this feature to instantly transport
reduced. You have spent so much time dealing with the target through a plane of oblivion. The creature
undead and the forces that animate them that you disappears and hurtles through a nightmare
have become inured to some of their worst effects. landscape.
At the end of your next turn, the target returns to
COMMAND UNDEAD the space it previously occupied, or the nearest
Also at 14th level, you can use magic to bring undead occupied space. If the target is not a daedra, it takes
under your control, even those created by other 10d10 psychic damage as it reels from its horrific
Necromancers. As an action, you can choose one experience.
undead that you can see within 60 feet of you. The Once you use this feature, you can't use it again until
creature must make a Willpower saving throw against you finish a long rest.
your spell save DC. If it succeeds, you can't use this
feature on it again. If it fails, it becomes friendly to you SPELL BOMBARDMENT
and obeys your commands until you use this feature Beginning at 18th level, the harmful energy of your
again. spells intensifies. When you roll damage for a spell
Intelligent undead are harder to control in this way. and roll the highest number possible on any of the
If the target has an Intelligence of 8 or higher, it has dice, choose one of those dice, roll it again and add
advantage on the saving throw. If it fails the saving that roll to the damage. You can use this feature only
throw and has an Intelligence of 12 or higher, it can once per turn.
repeat the saving throw at the end of every hour until
it succeeds or breaks free. SUPPLICANT VARIANT
For players and DM's that enjoy the Wild Magic
REAPER sorcerer, this is a great place to thematically tie this
Starting at 18th level, when you cast a necromancy mechanic in. The supplicant's devotion to the daedra
cantrip or spell of 1st through 5th level that targets comes with the cost of the inability to control this
only one creature, the spell can instead target two powerful magic. At 1st level, add the Wild Magic Surge
creatures within range and within 5 feet of each other. feature. At 14th level, replace Hurl Through Oblivion
with the Controlled Chaos feature.

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STORM CALLER chosen creatures gain a magical flying speed of 30 feet
for 1 hour. Once you reduce your flying speed in this
Storm Callers summon and control weather; hurling way, you can't do so again until you finish a short or
lightning-bolts and creating electric fields, summoning long rest.
tornadoes and impenetrable fog, and calling upon
Daedric forces to summon Storm Atronach and magical
armor. SPELLSWORD
throwing her shortsword, a nord aims for the single
BOUNDLESS STORM rope holding up the rickety draw bridge that connects
Starting at 1st level, you can use your bonus action on the dark chasm. Her blade strikes true and both the
your turn to cause whirling gusts of elemental air to bridge and sword fall. With a smirk and a twitch of
briefly surround you, immediately before or after you wrist, the sword reappears in her hand.
cast a spell of 1st level or higher. Doing so allows you Placing his hands together, an imperial concentrates
to fly up to 10 feet without provoking opportunity as blue light forms a magical aegis around him and his
attacks. allies. The lumbering wamasu's lightning breath no
longer seems so threatening.
OVERLOAD Holding his longsword up high, a wild-eyed dunmer
At 6th level, you gain resistance to lightning and engulfs chants the mystic ritual that engulfs his blade
thunder damage. In addition, whenever you start in flame. In a single motion, he carves through the ice
casting a spell of 1st level or higher that deals lightning atronach standing in his way.
or thunder damage, stormy magic erupts from you. Spellswords are specialists trained to support
This eruption causes creatures of your choice that you troops and skirmish in battle. With a weapon in one
can see within 10 feet of you take lightning or thunder hand and a spell in the other, spellswords should
damage (choose each time this ability activates) equal never be underestimated.
to half your Sorcerer level.
PRIZED FIGHTERS AND MERCENARIES
STORM GUIDE
At 6th level, you gain the ability to subtly control the Nimbler and more athletic than a mage, with spell-
weather around you. casting more versatile than a warrior, spellswords are
If it is raining, you can use an action to cause the powerful and unpredictable fighters. Many
rain to stop falling in a 20-foot-radius sphere centered spellswords start their careers as mercenaries or join
on you. You can end this effect as a bonus action. militias or the Imperial Legion.
If it is windy, you can use a bonus action each round Through vigorous training, spellswords learn how to
to choose the direction the wind blows in a 100-foot- wield any blade and create a unique bond with their
radius sphere centered on you. The wind blows in favored weapons. Beyond their martial prowess,
that direction until the end of your next turn. This spellswords rely on magic to augment their skills and
feature doesn't alter the speed of the wind. become superiors combatants on the battlefield.

STORM'S FURY DISCIPLINED AND VERSATILE


Starting at 14th level, when you are hit by a melee Not everyone trained in combat and magic can be
attack, you can use your reaction to deal lightning considered a spellsword. Only those who have
damage to the attacker. The damage equals your mastered how to weave magic into their weapons and
sorcerer level. The attacker must also make a Strength dedicate themselves to their craft can truly be
saving throw against your spell save DC. On a failed considered a spellsword. Likewise, not all spellswords
save, the attacker is pushed in a straight line up to 20 are equal. Some devote themselves to protecting
feet away from you. others, some favor magic, while others prefer the
sword.
WIND SOUL As adventurer's, many spellswords start out as
At 18th level, you gain immunity to lightning and treasure hunters, soldier's of fortune, and
thudner damage. mercenaries. Many spellswords take up a life of
You also gain a magical flying speed of 60 feet. As an adventuring to continue their training or in search of
action, you can reduce your flying speed to 30 for 1 greater fortune.
hour and choose a number of creatures within 30 feet
of you equal to 3 + your Intellignce modifier. The

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CREATING A SPELLSWORD Willpower. Second, choose the soldier background.
Third, choose the candle light and firebolt cantrips,
As you build your spellsword, consider a couple of along with the 1st level spells frost shards and frost
elements of your character's training: where did you shield.
receive your combat training? Were you evenly
focused on martial and magical skills, or did you favor
one over the other. Did you dedicate your skills on CLASS FEATURES
destruction or on the protection of others? Did you As a spellsword, you gain the following class features.
get extra help from a mentor? Did your training come
from joining the military or were you self taught to HIT POINTS
protect your homeland Hit Dice: 1d8 per spellsword level
Where did you learn your magical skill? Was it Hit Points at 1st Level: 8 + your Endurance modifier
passed down from a family tradition or did you learn Hit Points At higher levels: 1d8 (or 5) + your
through vigorous study in college? Did you learn Endurance modifier per spellsword level after 1st
magic before you learned how to fight? Or did you
pick up magic as a way to set you apart from the other PROFICIENCIES
troops. Armor: Light armor, medium armor
Weapons: Marksman, Short Blade, and Long Blade
QUICK BUILD Tools: None
You can make a spellsword quickly by following these
suggestions. First, make Strength or Agility your Saving Throws: Endurance, Willpower
highest attribute score, depending on whether you Skills: Choose two from Acrobatics, Arcana, Athletics,
want to focus on melee weapons or on archery (or History, Insight and Medicine
finesse weapons). Your next highest score should be

THE SPELLSWORD
Proficiency Imbue Cantrips Spells Magic Skill
Level Bonus Features Magic Die Known Known Magicka Level
1st +2 Spell Casting, Weapon Bond 1d4 2 2 2 1st
2nd +2 Imbue Elements 1d4 2 3 4 1st
3rd +2 Mystic Path 1d4 2 4 5 1st
4th +2 Attribute Skill Improvement 1d6 3 5 6 1st
5th +3 Extra Attack 1d6 3 6 10 2nd
6th +3 Mystic Path Feature 1d6 3 7 14 2nd
7th +3 Spell Weaving 1d6 3 8 15 2nd
8th +3 Attribute Skill Improvement 1d6 3 9 17 2nd
9th +4 -- 1d6 3 10 22 3rd
10th +4 Mystic Path Feature 1d8 4 10 27 3rd
11th +4 Eldritch Strike 1d8 4 11 29 3rd
12th +4 Attribute Skill Improvement 1d8 4 11 32 3rd
13th +5 -- 1d8 4 12 35 4th
14th +5 Mystic Path Feature 1d10 4 12 38 4th
15th +5 Arcane Might 1d10 4 13 41 4th
16th +5 Attribute Skill Improvement 1d10 4 13 44 4th
17th +6 -- 1d10 4 14 50 5th
18th +6 Improved Spell Weaving 1d10 4 14 57 5th
19th +6 Attribute Skill Improvement 1d12 4 15 60 5th
20th +6 Mystic Path Feature 1d12 4 15 64 5th

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EQUIPMENT SPELLS KNOWN OF 1ST LEVEL AND HIGHER
You start with the following equipment, in addition to At 1st level, you know two 1st-level spells of your
the equipment granted by your background: choice from the spellsword spell list.
• (a) scale mail or (b) leather armor The Spells Known column of the spellsword table
shows when you learn more spellsword spells of your
• (a) a short blade or (b) a long blade
choice of 1st level and higher. A spell you choose must
• (a) a dungeoneer's pack or (b) an explorer's pack
be of a level no higher than what’s shown in the
• A hand crossbow and 20 bolts table's Slot Level column for your level. When you
reach 6th level, for example, you learn a new
SPELLCASTING spellsword spell, which can be 1st, 2nd, or 3rd level.
Your arcane research grants you the ability to cast Additionally, when you gain a level in this class, you
spells. See chapter 10 of the Player's Handbook for can choose one of the spellsword spells you know and
the general rules of spellcasting. The spellsword spell replace it with another spell from the spellsword spell
list is detailed at the end of the class description. list, which also must be of a level for which you have
spell slots.
CANTRIPS
You know two cantrips of your choice from the SPELLCASTING ATTRIBUTE
spellsword spell list. You learn additional spellsword Willpower is your spellcasting attribute for your
cantrips of your choice at higher levels, as shown in spellsword spells, so you use your Willpower
the Cantrips Known column of the Spellsword table. whenever a spell refers to your spellcasting attribute.
In addition, you use your Willpower modifier when
MAGICKA setting the saving throw DC for a spellsword spell you
The Spellsword table shows how much magicka you cast and when making an attack roll with one.
have to cast your spells of 1st level and higher. The Spell save DC = 8 + your proficiency bonus +
table also shows what the level spells you can cast. To your Willpower modifier
cast one of your spellsword spells of 1st level or Spell attack modifier = your proficiency bonus +
higher, must expend magicka, as noted in the spell's your Willpower modifier
description and the Magicka Cost table. You regain all
expended magicka when you finish a long rest. WEAPON BOND
For example, if you know the 1st-level spell At 1st level, you can perform a ritual that creates a
thunderwave and have a Spell Level of 2nd, you can magical bond between yourself and a weapon. You
cast thunderwave using magicka to cast it at either perform the ritual over the course of 1 hour, which
level. Refer to Spell Point Cost table on page 288 of can been done during a short rest. The weapon must
the Dungeon Master's Guide or the Magicka Cost table be within your reach throughout the ritual, at the
in the Spellcasting chapter. conclusion of which you touch the weapon and forge
the bond.
Once you have bonded a weapon to yourself, you
can't be disarmed of that weapon unless you are
incapacitated. If it is on the same plane of existence,
you can summon that weapon as a bonus action on
your turn, causing it to teleport instantly to your
hand.
You can have up to two bonded weapons, but can
summon only one at a time with your bonus action. If
you attempt to bond with a third weapon, you must
break the bond with one of the other two.

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IMBUE MAGIC ATTRIBUTE SCORE IMPROVEMENT
nd
At 2 level, you learn to invoke powerful magic within When you reach 4th level, and again at 8th, 12th, 16th
your weapon. You choose to learn one Elemental and 19th level, you can increase one attribute score of
Imbuement listed below. your choice by 2, or you can increase two attribute
As a bonus action, you infuse a single weapon with scores by one
the magical energy of a known Elemental Imbuement
for up to 8 hours. While active, attacks with this EXTRA ATTACK
weapon deal an additional 1d4 damage of the chosen
damage type. This damage is considered magical for Beginning at 5th level, you can attack twice, instead of
the purpose of overcoming resistance and immunity once, whenever you take the Attack action on your
to non-magical attacks and damage. turn.
The damage dealt by your Imbue Magic feature
increases as you gain Spellsword levels, as shown in SPELL WEAVING
the Imbue Magic column of the Spellsword table. Your Beginning at 7th level, when you use your action to
enchantment lasts until the spell ends, but it can end cast a cantrip, you can make one weapon attack as a
early if the weapon is wielded by another creature, or bonus action.
if you fall unconscious.
If you use this ability to imbue the same weapon
again, your current enchantment leaves and is ELDRITCH STRIKE
replaced by the new enchantment. At 11th level, you learn how to make your weapon
You learn an additional Elemental Imbuement at 6th strikes undercut a creature's ability to resist your
level and again at 11th level, and you can choose 1 spells. When you hit a creature with a weapon attack,
Arcane Imbuement at 14th level. that creature has disadvantage on the next saving
throw it makes against a spell you cast before the end
ELEMENTAL IMBUEMENTS of your next turn.
Choose from the following:
Flame. Your enchant your weapon with the elemental ARCANE MIGHT
damage of fire.
Glacier. Your enchant your weapon with the By 15th level, if your total for an Intelligence check is
elemental damage of cold. less than your Intelligence score, you can use that
Storm. You enchant your weapon with the elemental score in place of the total.
damage of lightning.
Venom. Your enchant your weapon with the IMPROVED SPELL WEAVING
elemental damage of poison.
Starting at 18th level, when you use your action to cast
a spell, you can make one weapon attack as a bonus
ARCANE IMBUEMENTS action.
Choose from the following:
Decay. Your enchant your weapon with the magical
damage of necrotic. MYSTIC PATH
Gloom. Your enchant your weapon with the magical Spellswords specialize in different forms of protection
damage of psychic. and offense, which is reflected by their chosen mystic
Light. Your enchant your weapon with the magical path.
damage of radiant.
Mystic. Your enchant your weapon with the magical BATTLEMAGE
damage of force.
Battlemages are wizard-warriors, trained in both
lethal spellcasting and heavily armored combat. They
MYSTIC PATH sacrifice mobility and versatility for the ability to
At 3rd level, you choose a martial mystic path. Choose supplement melee and ranged attacks with elemental
either Battlemage, Sword Singer, or Witch Blade, damage and summoned creatures.
which are detailed at the end of the class description.
Your path grants you features at 3rd level, and then
again at 6th, 14th, and 20th level.

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BATTLEMAGE MASTERY SPELL REFLECT
When you choose this focus at 3rd level, you gain Starting at 14th level, while wearing heavy armor, your
proficiency in Heavy Armor arcane expertise allows you to redirect harmful spells
back at your enemies.
IMBUE DEFENSE When you are required to make a Willpower saving
Starting at 3rd level, you can use your Imbue Magic throw against a magical spell, you can use your
feature to invoke powerful magic within your armor reaction to attempt to reflect the spell back to the
instead of your weapon. You learn the following Battle caster. On a successful save you reflect the harmful
Imbuement. effect back to the caster. On a failed save, you are
unable to reflect the spell.
BATTLE IMBUEMENT Once you use this feature, you can't use it again until
Defense. You gain a +1 bonus to your AC. you finish a short or long rest.

As a bonus action, you can imbue a set of armor with DRAINING AURA
the energy of a known Arcane Imbuement, Battle At 20th level, you can drain the life force of others
Imbuement, or Elemental Imbument for up to 8 around you to heal yourself. As an action, you create a
hours. While active, you gain resistance to all attacks 30-foot-radius sphere of draining aura, centered on
made against you with this type of damage. Your yourself. Any number of creatures of your choice
enchantment ends if you remove your armor or if you within the aura must make a Willpower saving throw.
fall unconscious. On a failed save, the aura drains 1d6 hit points. A
If you use this ability to imbue the same armor creature can choose to fail the saving throw. You are
again, your current enchantment leaves and is healed for the total amount of hit points drained.
replaced by the new enchantment. Once you use this feature, you can't use it again until
you finish a long rest.
BATTLE WARD
Also at 3rd level, as a reaction you can create a magical WITCH BLADE
ward on a number of friendly creatures of your choice
within 30 feet of you, including yourself. A creature Witch Blades create unique bonds with their weapons,
gains a ward from 1d6 to 3d6 hit points (your choice). being able to conjure them at will. This allows them to
You have a total pool of 3d6 that you can expend. be armed at the slightest thought, never having to be
Subtract the dice given with each use from that total. worried about being caught off guard, and making
The wards last until the end of your next turn. When them the perfect assassin.
a warded creature is targeted with an attack that
deals damage, the ward takes the damage instead. If MYSTIC BINDING
the ward is reduced to 0 hit points, any excess damage When you choose this path at 3rd level, you have
carries over to the creature being attacked. The ward discovered an esoteric arcane art that allows you to
does not benefit from any resistances from you or the master an ethereal weapon called the witch blade. As
warded creature. a bonus action you can summon this weapon in your
This pool increases to 6d6 at 11th level, 9d6 at 14th empty hand. You can chose the form that this melee
level, and 12d6 at 18th level. weapon takes each time you create it (Choose any
You regain all expended dice from your pool when weapon from the long blade or short blade weapon
you finish a long rest. list in Chapter 5). You are proficient with it while you
wield it.
BATTLE AURA Your witch blade disappears if it is more than 5 feet
At 6th level, you and friendly creatures within 10 feet from you for 1 minute or more. It also disappears if
of you have resistance to damage from spells. you use this feature again, if you dismiss the weapon
At 18th level, the range of this aura increases to 30 (no action required), or if you die.
feet. You can transform one magic weapon into your
witch blade by performing a special ritual while you
hold the weapon. You perform the ritual over the
course of 1 hour, which can be done during a short
rest. You can then dismiss the weapon, shunting it
into a realm of oblivion, and it appears whenever you
summon your witch blade thereafter. You can't affect

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an artifact or sentient weapon in this way. The BOOK OF SHADOWS
weapon ceases being your witch blade if you die, if When you choose this path at 3rd level, you learn how
you perform the 1 hour ritual on a different weapon, to weave magic into a grimoire of spells, known as a
or if you use a 1 hour ritual to break your bond to it. Book of Shadows. Choose three cantrips from any
The weapon appears at your feet if it is in its realm of class's spell list (the three needn't be from the same
oblivion when the bond breaks. list). While this book is on your person, you can cast
Additionally, you gain the following benefits. those cantrips at will. If they don't appear on your
Spellsword list, they are nonetheless Spellsword
• You learn the Mystic Arcane Imbuement
spells for you.
• When the witch blade is formed, it gains the
At 6th level, you learn how to inscribe magical rituals
benefits of your Weapon Bond feature.
into your Book of Shadows. Choose two 1st-level
• If you can throw your witch blade, you can choose spells that have the ritual tag from any class's spell list
to teleport to wherever the blade impacts. (the two needn't be from the same list). With your
• Attacks with your witch blade count as magical for Book of Shadows in hand, you can cast the chosen
the purpose of overcoming resistance and spells as rituals. You can't cast the spells except as
immunity to non-magical attacks and damage. rituals, unless you've learned them by some other
means. You can also cast a Spellsword spell you know
ETHEREAL STEP as a ritual if it has the ritual tag.
At 6th level, you learn to step through the Ethereal On your adventures, you can add other ritual spells
Plane. As a bonus action on your turn, you can cast the to your Book of Shadows. When you find such a spell,
etherealness spell with this feature, but the spell ends you can add it to the book if the spell's level is equal to
at the end of the current turn. Once you use this or less than half your Spellsword level (rounded up)
feature, you can't use it again until you finish a short and if you can spare the time to transcribe the spell.
or long rest. For each level of the spell, the transcription process
takes 2 hours and costs 200 septims for the rare inks
DISTANT STRIKE needed to inscribe it.
At 14th level, you gain the ability to step between the If you lose your Book of Shadows, you can perform a
planes in a blink of an eye. When you use the Attack 1-hour ceremony to create a replacement. This
action, you can teleport up to 10 feet before each ceremony can be performed during a short or long
attack. You must be able to see the destination of the rest, and it destroys the previous book. The book
teleportation. turns to ash when you die.
If you attack at least two different creatures with the
action, you can make one additional attack with it ELDRITCH INVOCATIONS
against a third creature. In your study of occult lore, you have unearthed
Eldritch Invocations, fragments of forbidden
SUPERNATURAL REVISAL knowledge that imbue you with an abiding magical
At 20th level, your witch blade has the ability to turn ability.
failure into success. If an attack made with your witch At 6th level, you gain 3 Eldritch Invocations of your
blade misses a target within range, you can turn this choice. Your invocation options are detailed below.
miss into a hit. You learn 2 additional invocations at 11th level, and
Once you use this feature, you can't use it again until again at 17th level.
you finish a short or long rest. Additionally, when you gain a Spellsword level, you
can choose one of the invocations you know and
WARLOCK replace it with another invocation that you could
learn at that level.
Experts in arcane secrets, Warlocks have unlocked
esoteric knowledge that gives them the upper hand by
FIENDISH RESILIENCE
augmenting common spells to create powerful and
Starting at 14th level, you can choose one damage type
unexpected effects.
when you finish a short or long rest. You gain
resistance to that damage type until you choose a
different one with this feature. Damage from magical
weapons or silver weapons ignores this resistance.

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ELDRITCH MASTER Boethia’s Deception
At 20th level, you can draw on your inner reserve of You gain proficiency in the Deception and Stealth
mystical power. You can spend 1 minute meditating to skills, and you have advantage on attack rolls against
regain magicka equal to your 4 times your intelligence charmed creatures.
modifier. Once you use this feature, you must finish a
long rest before you can do so again. Claws of Apocrypha
Your melee weapon infused with your Imbue Magic
ELDRITCH INVOCATIONS feature spawns a pair of grasping tentacles. The
If an eldritch invocation has prerequisites, you must weapon gains the reach property, if it did not already
meet them to learn it. You can learn the invocation at have it. When you hit a creature with it, you can
the same time that you meet its prerequisites. A level expend magicka to deal an additional 2d8 necrotic
prerequisite refers to your level in the class. damage to the target per spell level, and you can
reduce the creature’s speed to 0 feet until the end of
Agonizing Blast your next turn.
Prerequisite: eldtricth blast cantrip
When you cast eldritch blast, add your Willpower Cloak of Peryite
modifier to the damage it deals on a hit. As a bonus action, you can conjure a swarm of
buzzing flies around you. The swarm grants you
Armor of Shadows advantage on Personality (Intimidation) checks but
You can cast mage armor on yourself at will, without disadvantage on all other Personality checks. In
expending magicka. addition, a creature that starts its turn within 5 feet of
you takes poison damage equal to your Willpower
Ascendant Step modifier. You can dismiss the swarm with another
Prerequisite: 9th level bonus action.
You can cast levitate on yourself at will, without
expending magicka. Destruction of Dagon
Prerequisite: 5th level, eldritch blast cantrip
Aspect of the Dreamstride You can channel the fires of the Deadlands through
You have gained Vaermina's favor. You no longer need your eldritch blast. When you hit a creature with that
to sleep and can’t be forced to sleep by any means. To cantrip, you can cast fireball as a bonus action using
gain the benefits of a long rest, you can spend all 8 magicka as normal. However, the spell must be
hours doing light activity, such as reading and keeping centered on a creature you hit with eldritch blast.
watch.
Devil's Sight
Azura's Embrace You can see normally in darkness, both magical and
Whenever you regain hit points, you treat any dice non-magical, to a distance of 120 feet.
rolled to determine the hit points you regain as having
rolled their maximum value. Dreadful Word
Prerequisite: 7th level
Beast Speech You can cast confusion once using magicka as normal.
You can cast speak with animals at will, without You can’t do so again until you finish a long rest.
expending magicka.
Eldritch Sight
Beguiling Influence You can cast detect magic at will, without expending
You gain proficiency in the Deception and magicka.
Persuasion skills.
Eldritch Spear
Bewitching Whispers Prerequisite: eldtricth blast cantrip
Prerequisite: 7th level When you cast eldritch blast, its range is 300 feet.
You can cast compulsion once using magicka as
normal. You can’t do so again until you finish a long Eyes of the Rune Keeper
rest. You can read all writing.

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Fiendish Vigor Meridia's Light
You can cast false life on yourself at will as a When you make a ranged weapon attack with a
1st-level spell, without expending magicka. weapon infused with your Imbue Magic feature,
you have advantage on attack rolls against
Gaze of the Hunter lycanthropes with the weapon. Additionally, when
Prerequisite: 7th level you hit a creature with it, you can expend a magicka
As an action, you can see through solid objects to a to deal an additional 2d8 radiant damage to the
range of 30 feet until the end of the current turn. target per spell level.
During that time, you perceive objects as ghostly,
transparent images. Minions of Chaos
Prerequisite: 9th level
Gaze of Two Minds You can cast conjure elemental once using magicka as
You can use your action to touch a willing humanoid normal. You can’t do so again until you
and perceive through its senses until the end of your finish a long rest.
next turn. As long as the creature is on the same
plane of existence as you, you can use your action Mire the Mind
on subsequent turns to maintain this connection, Prerequisite: 5th level
extending the duration until the end of your next turn. You can cast slow once using using magicka as normal.
While perceiving through the other creature’s senses, You can’t do so again until you finish a long rest.
you benefit from any special senses possessed by that
creature, and you are blinded and deafened to your
Misty Visions
own surroundings.
You can cast silent image at will, without expending
magicka or material components.
Grasp of Molag Bal
Prerequisite: eldritch blast cantrip
One with Shadows
Once during your turn when you hit a creature with
Prerequisite: 5th level
your eldritch blast cantrip, you can move that creature
When you are in an area of dim light or darkness, you
in a straight line 10 feet closer to yourself.
can use your action to become invisible until you
move or take an action or a reaction.
Hand of Namira
You can place a corpse’s hand or similar appendage
Otherworldly Leap
on your Book of Shadows and ask one question aloud.
Prerequisite: 9th level
After 1 minute, the answer appears written in blood
You can cast jump on yourself at will, without
in your book. The answer is provided by the dead
expending magicka.
creature’s spirit to the best of its knowledge and is
translated into a language of your choice. You must
Repelling Blast
use this ability within 1 minute of a creature’s death,
Prerequisite: eldtricth blast cantrip
and a given creature can only be asked one question
When you hit a creature with eldritch blast, you can
in this manner.
push the creature up to 10 feet away from you in a
straight line.
Lifedrinker
When you hit a creature with a melee weapon, the
Sculptor of Flesh
creature takes extra necrotic damage equal to your
Prerequisite: 7th level
Willpower modifier (minimum 1).
You can cast polymorph once using magicka as
normal. You can’t do so again until you finish a long
Mask of Many Faces rest.
You can cast disguise self at will, without expending
magicka.
Seeker’s Speech
Your quest for knowledge allows you to master any
Master of Myriad Forms spoken language. When you complete a long rest, you
Prerequisite: 15th level
can pick two languages. You gain the ability to speak,
You can cast alter self at will, without expending
read, and write the chosen languages until you finish
magicka.
your next long rest.

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Shroud of Nocturnal
Prerequisite: 17th level THIEF
As an action, you can turn invisible for 1 minute. If Signaling for her companions to wait, a khajiit creeps
you attack, deal damage, or force a creature to make a forward through the dungeon hall. She presses an ear
saving throw, you become visible at the end of the to the door, then pulls out a set of tools and picks the
current turn. lock in the blink of an eye. Then she disappears into
the shadows as her warrior friend moves forward to
Sign of Ill Omen kick the door open.
Prerequisite: 5th level Holding his breath, a bosmer carefully tugs at a
You can cast bestow curse once using magicka as hempen rope, releasing a leather coin purse attached
normal. You can’t do so again until you finish a long to the merchants belt. He then uses his newly found
rest. coin to purchase the silver dagger and quickly leaves
the store, leaving a generous tip.
Thief of Five Fates Using his charm and wit, the nord tells the bar
You can cast bane once using magicka as normal. You maiden a tale from his most recent voyage. Giving a
can’t do so again until you finish a long rest. clever smile, the light of the fire glinting off a gold
capped tooth, he convinces the waitress to put this
Vile's Gamble round on the house.
Prerequisite: eldritch blast cantrip Thieves choose stealth and subterfuge over violence,
When you score a critical hit with your eldritch blast and often entertain romantic notions of their charm
cantrip, pick yourself or an ally you can see within 30 and cleverness in their acquisitive activities. They
feet of you. The chosen creature can immediately have a knack for finding the solution to just about any
expend a Hit Die to regain hit points equal to the roll + problem, demonstrating a resourcefulness and
the creature’s Endurance modifier (minimum of 1 hit versatility that is the cornerstone of any successful
point). adventuring party.

Visions of Distant Realms SILVER TONGUE AND DAGGER


Prerequisite: 15th level Thieves rely on many different skills and can usually
You can cast arcane eye at will, without expending find a solution to any situation they find themselves
magicka. in. Preferring to use their charisma to diffuse
confrontations, they can also rely on their quick
Webspinner's Gift thinking to avoid harm, and are not afraid to engage in
You can breathe underwater, and you gain a climbing hand-to-hand combat. They excel at picking locks and
speed equal to your walking speed. You can also cast avoiding traps, which makes them a valuable asset to
spider climb using magicka as normal. any adventuring party.
Once you cast it using this invocation, you can’t do When a thief is forced into combat, they excel in
so again until you finish a long rest. one-on-one battles, or strike and retreat tactics.
Thieves have an almost supernatural knack for
Whisper of the Grave avoiding danger, and choose patience to slowly wear
Prerequisite: 9th level their opponent down, rather than beat them into
You can cast speak with dead at will, without submission.
expending magicka.
A LIVELIHOOD OF INFAMY
Witch Sight
Prerequisite: 15th level Thieves are a common in any settlement. Some
You can see the true form of any shapechanger or thieves work on their own, but the most successful
creature concealed by illusion or transmutation magic join thieves' guilds for the extra opportunities and
while the creature is within 30 feet o f you and within protection. They can find themselves making a living
line of sight. as simple cutpurses, acting as simple beggars and
acrobats, or as dangerous burglars and enforcers.
Those that find solace on the seas dedicate their lives
to piracy and romantic flings in various port cities, or
become deadly marauders, pillaging the less

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protected villages on the outskirts of society. previous life? Did a great con or heist gone terribly
Although not necessarily on the side of the law, wrong cause you to reevaluate your career? Maybe
many thieves and guilds team up with local law you were lucky and a successful robbery gave you the
enforcement, creating an unspoken allegiance to coin you needed to escape the squalor of your life. Did
regulate crime. Other thieves might prefer to use their wanderlust finally call you away from your home?
particular skills to become locksmiths, or like to think Perhaps you suddenly found yourself cut off from
of themselves as professional treasure hunters, your family or your mentor, and you had to find a new
explorers, or investigators. means of support. Or maybe you made a new friend
another member of your adventuring party – who
CREATING A THIEF showed you new possibilities for earning a living and
employing your particular talents.
As you create your thief character, consider what you
did in the past that allowed you to hone your skills. Do QUICK BUILD
you have a criminal past – or present? Are you on the You can make a thief quickly by following these
run from the law or from an angry thieves’ guild suggestions. First, Agility should be your highest
master? Or did you leave your guild in search of attribute score, followed by Personality if you plan to
bigger risks and bigger rewards? Is it greed that emphasize deception and social interaction. Second,
drives you in your adventures, or some other desire choose the urchin background.
or ideal?
What was the trigger that led you away from your

THE THIEF
Proficiency Sneak Exceptional
Level Bonus Attack Features Speed
1st +2 1d6 Exceptional Speed. Legerdemain, Sneak Attack 5
2nd +2 1d6 Cunning Action 5
3rd +2 2d6 Archetype 5
4th +2 2d6 Attribute Score Improvement 5
5th +3 3d6 Archetype Feature 5
6th +3 3d6 Treasure Hunter 10
7th +3 4d6 Muffled Movement 10
8th +3 4d6 Attribute Score Improvement 10
9th +4 5d6 Archetype Feature 10
10th +4 5d6 Attribute Score Improvement 15
11th +4 6d6 Distraction 15
12th +4 6d6 Attribute Score Improvement 15
13th +5 7d6 Archetype Feature 15
14th +5 7d6 Cunning Manipulator 20
15th +5 8d6 Blindsense 20
16th +5 8d6 Attribute Score Improvement 20
17th +6 9d6 Archetype Feature 20
18th +6 9d6 Elusive 25
19th +6 10d6 Attribute Score Improvement 25
20th +6 10d6 Thieves Reflexes 25

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CLASS FEATURES CUNNING ACTION
As a Thief, you gain the following class features: At level 2, your quick thinking and dexterity allow you
to move quickly. You can take a bonus action on each
HIT POINTS of your turns in combat. This action can be used only
Hit Dice: 1d8 per thief level to take the Dash, Disengage, or Hide action.
Hit Points at 1st Level: 8 + your Endurance modifier You are also able to use the bonus action to make
Hit Points At higher levels: 1d8 (or 5) + your an Agility (Sleight of Hand) check, use your thieves'
Endurance modifier per thief level after 1st. tools to disarm a trap or open a lock, or take the Use
an Object action.
PROFICIENCIES
Armor: Light armor ARCHETYPE
Weapons: Blunt Weapon, Hand-to-Hand, Marksman,
Short Blade When you reach level 3 you are able to choose one of
Tools: Thieves' tools 2 archetypes: Acrobat, Burglar, or Pirate, each
detailed at the end of the class description. Your
Saving Throws: Agility, Endurance archetype grants you features at 3rd level and then
Skills: Choose three from Acrobatics, Athletics, again at 5th, 9th, 13th, and 17th level.
Deception, Insight, Perception, Performance, Sleight
of Hand, and Stealth ATTRIBUTE SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th
EQUIPMENT
and 19th level, you can increase one attribute score of
You start with the following equipment, in addition to
your choice by 2, or you can increase two attribute
the equipment granted by your background:
scores by one
• (a) a rapier or (b) 4 throwing stars
• (a) a light crossbow and 20 bolts or (b) a mace
TREASURE HUNTER
• (a) a burglar's pack, (b) a dungeoneer's pack, or (c)
an explorer's pack Beginning at 6th level, you have an almost
• Leather armor, two daggers, and thieves' tools. supernatural talent for finding hidden treasure. As an
action, you can sense the location of nearby treasure
EXCEPTIONAL SPEED for the next minute. This sense has a range of 30 feet
and can penetrate most barriers, but it is blocked by
Starting at 1st level, your agile nature increases your by 1 foot of stone, 1 inch of common metal, a thin
speed by 5. This amount increases as you level. Refer sheet of lead, or 3 feet of wood or dirt.
to the Exceptional Speed column of the Thief table. Once you use this ability, you must finish a long rest
before being able to use it again.
LEGERDEMAIN
At 1st level, you gain advantage when making Sleight MUFFLED MOVEMENT
of Hand skill checks. Starting at 7th level, you have advantage on an Agility
(Stealth) check if you move no more than half your
SNEAK ATTACK speed on the same turn.
Beginning at 1st level, you know how to strike subtly
and exploit a foe's distraction. Once per turn, you can DISTRACTION
deal an extra 1d6 damage to one creature you hit with At 11th level, you can use the bonus action granted by
an attack if you have advantage on the attack roll. The your Cunning Action to distract one enemy that is
attack must use a finesse or a ranged weapon. within 30 feet of you that can see and hear you,
You don't need advantage on an attack roll if granting advantage on the next attack made by a
another enemy of the target is within 5 feet of it, that creature other than you against that target until the
enemy isn't incapacitated, and you don't have start of the targets next turn.
disadvantage on the attack roll.
The amount of the extra damage increases as you
gain levels, as shown on the Sneak Attack column of
the Thief table.

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CUNNING MANIPULATOR EVASION
At 9th level, you can nimbly dodge out of the way of
Starting at 14th level, you can talk your way out of certain area effects, such as a red dragon's fiery
virtually anything. You gain advantage on Personality breath or an ice storm spell. When you are subjected
(Deception) and Personality (Persuasion) skill checks. to an effect that allows you to make an Agility saving
throw to take only half damage, you instead take no
BLINDSENSE damage if you succeed on the saving throw, and only
At 15th level, if you are able to hear, you are aware of half damage if you fail.
the location of any hidden or invisible creature within
10 feet of you. LIGHTFOOT
Beginning at 13th level, you are able to maintain
advantage on all Agility (Stealth) checks while moving
ELUSIVE at full speed.
At 18th level, no enemy is able to to gain the upper You also have advantage against saving Agility
hand on you. No attack roll has advantage on you throws from various traps, such as trip lines, pressure
while you are conscious. plates, or weight related traps.

THIEVES REFLEXES OPPORTUNIST


Starting at 17th level, you can exploit a creature's
When you reach 20th level, you become adept at laying momentary distraction when it is hit by an attack.
ambushes and quickly escaping danger. You can take Whenever a creature within 5 feet of you is hit by an
two turns during the first round of any combat. You attack made by a creature other than you, you can use
take your first turn at your normal initiative and your your reaction to make a melee attack against that
second turn at your initiative minus 10. You can not creature.
use this ability if surprised.
BURGLAR
THIEVES ARCHETYPE Burglars are well versed in the arts of picking locks.
Different thieves choose different approaches to their
They can sneak undetected into even the most secure of
smuggling and deception. The thieves archetype you
noble houses and escape detection.
choose to emulate reflects your approach.
BADGER
ACROBAT When you choose this archetype at 3rd level, you gain
Acrobat is a polite euphemism for agile burglars and proficiency in Intimidation if you don't already have
second-story men. These thieves avoid detection by proficiency in it. You also gain advantage on all
stealth, and rely on mobility and cunning to avoid attempts to bribe someone.
capture.
BEATDOWN
SECOND-STORY WORK Also at 3rd level, you can now use your Sneak Attack
When you choose this archetype at 3rd level, you gain feature with unarmed strikes or with blunt weapons
the ability to climb faster than normal; climbing no that do not have the heavy, two-handed, or versatile
longer costs you extra movement. trait. You can roll a d4 in place of the normal damage
In addition, when you make a running jump, the of your unarmed strike.
distance you cover increases by a number of feet When you use the Attack action with a weapon or
equal to your Agility modifier. unarmed strike on your turn, you can make one
You can also use a bonus action on your turn to gain unarmed strike as a bonus action. For example, if you
advantage on the next Agility (Acrobatics) check you take the Attack action and attack with a mace, you can
make during the same turn. also make an unarmed strike as a bonus action,
assuming you haven't already taken a bonus action.
UNCANNY DODGE
At 5th level, when an attacker you see hits you with an EXTRA ATTACK
attack, you can use your reaction to halve the damage Starting at 5th level, when you use the attack action,
against you. you can attack twice instead of once.

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SPINEBREAKER to hear you, and the two of you must share a language.
Beginning at 9th level, you can roll one additional die If you succeed on the check and the creature is
when determining the additional damage of a critical hostile to you, it has disadvantage on attack rolls
strike. against targets other than you and can't make
opportunity attacks against targets other than you.
SILENT WARMONGER This effect lasts for 1 minute, until one of your
At 13th level, your chance to score a critical hit with companions attacks the target or affects it with a
any attack that meets the conditions of a Sneak Attack spell, or until you and the target are more than 60 feet
increases. You can now critically hit with a roll of 19 apart.
or 20. If you succeed on the check and the creature isn't
hostile to you, it is charmed by you for 1 minute.
BLACKJACK While charmed, it regards you as a friendly
At 17th level, when you successfully Sneak Attack a acquaintance. This effect ends immediately if you or
creature with a blunt weapon or an unarmed strike, your companions do anything harmful to it.
you can use a bonus action to attempt to knock out
the creature. The target must make an Endurance ELEGANT MANEUVER
saving throw (DC 8 + your proficiency bonus + your Starting at 13th level, you can use a bonus action on
Strength or Agility modifier, your choice). On a failed your turn to gain advantage on the next Agility
save, the creature is stunned. The creature must make (Acrobatics) or Strength (Athletics) check you make
an Endurance saving throw at the start of each of its during the same turn.
turns to attempt to regain its senses, ending the effect
on a successful save. MASTER DUELIST
Once this feature has been used, you must complete Beginning at 17th level, your mastery of the blade lets
a short or long rest before you are able to use it again. you turn failure into success in combat. If you miss
This feature has no affect on huge or larger targets with an attack roll, you can roll it again with
advantage, Once you do so, you can't use this feature
PIRATE again until you finish a short or long rest.

Pirates rely on speed, elegance, and charm to create a


method of fighting that is almost like a performance.
Duelists by nature, pirates excel in single combat while
safely darting away from opponents.

FANCY FOOTWORK
When you choose this archetype at 3rd level, you learn
how to land a strike and then slip away without
reprisal. During your turn, if you make a melee attack
against a creature, that creature can't make
opportunity attacks against you for the rest of your
turn.

AUDACITY
Starting at 5th level, your unmistakable confidence
propels you into battle. You can add your Personality
modifier to your initiative.
In addition, you can use your Sneak Attack if no
creature other your target is within 5 feet of you. All
other rules for the Sneak Attack still apply to you.

PANACHE
At 9th level, your charm becomes extraordinarily
beguiling, As an action, you can make a Personality
(Persuasion) check contested by a creature's
Willpower (Insight) check. The creature must be able

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WARRIOR TRAINED FOR DANGER
Warriors are the professional men-at-arms, soldiers, Not every member of the city watch, the village
mercenaries, and adventurers of the Empire, trained militia, or the queen’s army is a warrior. Most of these
with various weapons and armor styles, conditioned by troops are relatively untrained soldiers with only the
long marches, and hardened by ambush, skirmish, and most basic combat knowledge. Veteran soldiers,
battle. military officers, trained bodyguards, dedicated
knights, and similar figures are warriors.
An Imperial in clanging plate armor holds her shield Some warriors feel drawn to use their training as
before her as she runs toward the massed goblins. An adventurers. The dungeon delving, monster slaying,
bosmer behind her, clad in studded leather armor, and other dangerous work common among
peppers the goblins with arrows loosed from his adventurers is second nature for a warrior, not all that
exquisite bow. The orc nearby shouts orders, helping different from the life he or she left behind. There are
the two combatants coordinate their assault to the greater risks, perhaps, but also much greater rewards
best advantage. – few warriors in the city watch have the opportunity
A nord in chain mail interposes his shield between to discover a magic flame tongue sword, for example.
the ogre’s club and his companion, knocking the
deadly blow aside. His companion, a dunmer in scale CREATING A WARRIOR
armor, swings two scimitars in a blinding whirl as she
As you build your warrior, think about two related
circles the ogre, looking for a blind spot in its
elements o f your character's background: Where did
defenses.
you get your combat training, and what set you apart
A gladiator fights for sport in an arena, a master
from the mundane warriors around you? Were you
with his trident and net, skilled at toppling foes and
particularly ruthless? Did you get extra help from a
moving them around for the crowd’s delight – and his
mentor, perhaps because o f your exceptional
own tactical advantage. His opponent’s sword flares
dedication? What drove you to this training in the first
with red light an instant before she sends flames
place? A threat to your homeland, a thirst for revenge,
flashing forth to smite him.
or a need to prove yourself might all have been
All of these heroes are warriors, perhaps the most
factors.
diverse class of characters in the world of Tamriel .
You might have enjoyed formal training in a noble’s
Questing knights, conquering overlords, royal
army or in a local militia. Perhaps you trained in a war
champions, elite foot soldiers, hardened mercenaries,
academy, learning strategy, tactics, and military
and bandit kings – as warriors, they all share an
history. Or you might be self-taught – unpolished but
unparalleled mastery with weapons and armor, and a
well tested. Did you take up the sword as a way to
thorough knowledge of the skills of combat. And they
escape the limits of life on a farm, or are you following
are well acquainted with death, both meting it out and
a proud family tradition? Where did you acquire your
staring it defiantly in the face.
weapons and armor? They might have been military
issue or family heirlooms, or perhaps you scrimped
WELL-ROUNDED SPECIALISTS and saved for years to buy them. Your armaments are
Warriors learn the basics of all combat styles. Every now among your most important possessions—the
fighter can swing an axe, fence with a rapier, wield a only things that stand between you and death’s
longsword or a greatsword, use a bow, and even trap embrace.
foes in a net with some degree of skill. Likewise, a
warrior is adept with shields and every form of armor. QUICK BUILD
Beyond that basic degree of familiarity, each warrior You can make a warrior quickly by following these
specializes in a certain style of combat. Some suggestions. First, Strength or Agility your highest
concentrate on archery, some on fighting with two attribute score, depending on whether you want to
weapons at once, and some on augmenting their focus on melee weapons or on archery (of finesse
martial skills with magic. This combination of broad weapons). Your next highest score should be
general ability and extensive specialization makes Endurance. Second, choose the soldier background.
fighters superior combatants on battlefields and in
dungeons alike.

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CLASS FEATURES EQUIPMENT
You start with the following equipment, in addition to
As a warrior, you gain the following class features.
the equipment granted by your background:
HIT POINTS • (a) chain mail or (b) leather armor, longbow, and 20
Hit Dice: 1d10 per warrior level arrows
Hit Points at 1st Level: 10+ your endurance modifier • (a) a melee weapon and a shield or (b) two melee
Hit Points At higher levels: 1d10 (or 4) + your weapons
endurance modifier per warrior level after 1st. • (a) a light crossbow and 20 bolts or (b) two
handaxes
PROFICIENCIES • (a) a dungeoneer's pack, or (b) an explorer's pack
Armor: Light Armor, Medium Armor, Heavy Armor,
Shield WARRIOR STYLE
Weapons: Axe, Blunt, Long Blade, Marksman, Pole-
arm, Short Blade, As a warrior, you have trained in both offensive and
Tools: None defensive fighting styles, realizing that not all battles
are won with the blade alone. You learn either one
Saving Throws: Strength, Endurance defensive style or one fighting style.
Skills: Choose two from Acrobatics, Animal Handling,
Athletics, History, Insight, Intimidation, Perception, DEFENSIVE STYLE
Persuasion, and Survival You adopt a particular style of defense as your
specialty. Choose one of the following options. You
THE WARRIOR can't take a Defensive Style option more than once,
even if you later get to choose again.
Proficiency
Level Bonus Features Juggernaut
1st +2 Armsman, Stamina While you are wearing armor, your AC is
2nd +2 Conditioning, Warrior Style increased by +1.
3rd +2 Warrior Archetype
Monolith
4th +2 Attribute Score Improvement
When a creature you can see attacks a target
5th +3 Extra Attack other than you that is withing 5 feet of you, you
6th +3 Attribute Score Improvement can use your reaction to impose disadvantage on
7th +3 Archetype Feature the attack roll. You must be wielding a shield.
8th +3 Attribute Score Improvement
Stalwart Defense
9th +4 Indomitable
When you are reduced to 0 hit points and are not
10th +4 Archetype Feature killed outright, you can choose to drop to 1 hit
11th +4 Extra Attack (2) point instead. Once you use this feature, you can't
12th +4 Attribute Score Improvement use this again until you finish a long rest.
13th +5 Indomitable (two uses)
Titan
14th +5 Attribute Score Improvement
While you are wearing armor, you are immune to
15th +5 Archetype Feature being frightened or stunned, and can't be
16th +5 Attribute Score Improvement knocked off balance. Also, when you suffer from
17th +6 Indomitable (three uses) exhaustion, you feel the effects of the previous
level of exhaustion. For example, at level 1, you
18th +6 Archetype Feature
feel no effects, but at level 3, you would suffer
19th +6 Attribute Score Improvement from the effects of level 2.
20th +6 Extra Attack (3)
FIGHTING STYLE
You adopt a particular style of fighting as your
specialty. Choose one of the following options. You
can't take a Fighting Style option more than once,

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even if you later get to choose again. ATTRIBUTE SCORE IMPROVEMENT
Archery When you reach 4th level, and again at 6th, 8th, 12th,
You gain a +2 bonus to attack rolls you make with 14th, 16th, and 19th level, you can increase one attribute
ranged weapons. score of your choice by 2, or you can increase two
attribute scores of your choice by 1. As normal, you
Dueling can't increase an attribute above 20 using this feature.
When you are wielding a melee weapon in one
hand and no other weapons, you gain +2 to EXTRA ATTACK
damage rolls with that weapon. Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your
Great Weapon Fighting turn. The number of attacks increases to three when
When you roll a 1 or a 2 on a damage die for an you reach 11th level, and to four when you reach 20th
attack you make with a melee weapon that you level.
are wielding with two hands, you can reroll the
die and must use the new roll, even if it is a 1 or a
INDOMITABLE
2. The weapon must have the two-handed or
versatile property for you to gain this benefit. Beginning at 9th level, you can reroll a saving throw
you fail. If you do so, you must use the new roll, and
Two-Weapon Fighting you can't use this feature again until you finish a long
When you engage in two-weapon fighting, you rest.
can add your ability modifier to the damage of You can use this feature twice between long rests
the second attack. starting at 13th level and three times between longs
rests beginning at 17th level.
SECOND WIND
You have a limited well of stamina that you can draw ARCHETYPES
on to protect yourself from harm. On your turn, you Different warriors choose different approaches to
can use a bonus action to regain hit points equal to perfecting their fighting prowess. The archetype you
1d10 + your warrior level. Once you use this feature, choose to emulate reflects your approach.
you must finish a short or long rest before you can use
it again. ASSAULT
The Assault archetype focuses on a nearly academic
ACTION SURGE approach to combat. The warrior absorbs lessons of
Starting at 2nd level, you can push yourself beyond history, theory, and artistry that combines to create a
your normal limits for a moment. On your turn, you well rounded fighter of great skill and knowledge.
can take one additional action on top of your regular
action and a possible bonus action. WAR TACTICS
Once you use this feature you must finish a short or When you chose this archetype at 3rd level, you learn
long rest before you can use it again. Starting at 17th tactics that are fueled by special dice called Tactical
level, you can use it twice before a rest, but only once Dice.
on the same turn. Tactics. You learn three tactics of your choice, which
are detailed under “War Tactics” below. Many tactics
WARRIOR ARCHETYPE enhance an attack in some way. You can use only one
tactic per attack.
At 3rd level, you choose an archetype that you strive to You learn two additional tactics of your choice at 7th,
emulate in your combat styles and techniques. Choose 10th, and 15th level. Each time you learn new tactics,
either Assault or Defense, each detailed at the end of you can also replace one tactic you know with a
the class description. The archetype you choose also different one.
grants you features at 3rd level, and again at 7th, 10th, Tactical Dice. You have four tactical dice, which are
15th, and 18th level. d8s. A tactical die is expended when you use it. You
regain all of your expended tactical dice when you
finish a short or long rest.

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You gain another tactical die at 7th level and one one tactical die. That creature can immediately use its
more at 15th level. reaction to make one weapon attack, adding a tactical
Saving Throws. Some of your tactics require your die to the attack's damage roll.
target to make a saving throw to resist the tactic’s Feinting Attack. You can expend one tactical die
effects. The saving throw DC is calculated as follows: and use a bonus action on your turn to feint, choosing
Tactic save DC = 8 + your proficiency bonus + one creature within 5 feet of you as your target. You
your Strength or Agility modifier (your choice) have advantage on your next attack roll against that
creature this turn. If that attack hits, add the tactical
COMBAT SENSE die to the attack's damage roll.
Starting at 7th level, your keen sense allows you to Lunging Attack. When you make a melee weapon
react faster during combat. You add your tactical dice attack on your turn, you can expend one tactical die to
to your initiative roll, and all enemies have increase your reach for the attack by 5 feet. If you hit,
disadvantage against attacking you on the first round you add the tactical die to the attack's damage roll.
of combat. Menacing Attack. When you hit a creature with a
weapon attack, you can expend one tactical die to
ADDITIONAL FIGHTING STYLE attempt to frighten the target. You add your tactical
At 10th level, you can choose a second option from the die to the attacks damage roll, and the target must
Fighting Style class feature. make a Personality saving throw. On a failed save, it is
frightened until it's next turn.
Pierce Armor. When you hit a creature that is
IMPROVED CRITICAL
wearing armor with a melee weapon attack, you can
Beginning at 15th level, your weapon attacks score a
expend one tactical die to weaken their armor,
critical hit on a roll of 19 or 20.
reducing the targets AC by 1. If you hit, you add the
tactical die to the attack's damage roll. You can not
WARRIOR'S HEART
weaken the same armor more than once.
At 18th level, you learn how to exploit weakened
Precision Attack. When you make a weapon attack
targets. You can choose to heighten your combat
roll against a creature, you can expend one tactical die
focus, allowing you to deal more damage inverse
to add a tactical die to the roll. You can use this tactic
proportionately to the enemies health.
before or after making the attack roll, but before any
effects of the attack are applied.
Enemies Health Additional Damage
Riposte. When an enemy misses you with a melee
100% 1d6
attack, you can use your reaction and expend one
99-50% 2d6
tactical die to make a melee weapon attack against
49-0% 3d6
the same enemy. If you hit, add a tactical die to the
attack's damage roll.
You maintain your focus as long as you are in combat.
Sweeping Attack. When you hit a creature with a
You must complete a long rest before being able to
melee weapon attack, you can expend one tactical die
use this feature again.
to attempt to damage another creature within 5 feet
of the original target and within your reach. If the
WAR TACTICS
original attack roll would hit the second creature, it
The tactics are presented in alphabetical order.
takes damage equal to the number you roll on your
Cleave. When you hit a creature with a weapon
tactical die. The damage is of the same type dealt for
attack on your turn, you can expend one tactical die to
the original attack.
cleave your weapon, striking each creature in a 90
Uppercut. When you hit a creature with weapon
degree cone. If the original attack roll would hit any
attack, you can expend one tactical die to attempt to
additional creatures, they take damage equal to the
slam the target with an upward blow, knocking the
number you roll on your tactical die, divided equally
target down. You add the tactical die to the attack's
between the additional creatures hit. The main target
damage roll, and if the target is Large or smaller, it
only takes the damage from your original attack.
must make a Strength saving throw. On a failed save, it
Commander's Strike. When you take the Attack
is knocked back 5 feet and falls prone.
action on your turn, you can forgo one of your attacks
and use a bonus action to direct one of your
companions to strike. When you do so, choose a
friendly creature who can see or hear you and expend

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DEFENSE SURVIVOR
At 18th level, you attain the pinnacle of resilience in
Those who emulate this archetype employ defensive battle. At the start of each of your turns, you regain hit
techniques passed down through the generations. points equal to 5 + your Endurance modifier if you
Through rigorous training, your armor and shield have no more than half your hit points left. You don't
become a like a second skin that you can use to protect gain this benefit if you have 0 hit points.
yourself and your allies.
DEFENSIVE TACTICS
DEFENSIVE TACTICS The tactics are presented in alphabetical order.
When you chose this archetype at 3rd level, you learn Disarming Attack. When you hit a creature with a
tactics that are fueled by special dice called Tactical weapon attack, you can expend one tactical die to
Dice. attempt to disarm the target, forcing it to drop one
Tactics. You learn three tactics of your choice, which item of your choice that it's holding. You add the
are detailed under “Defensive Tactics” below. Many tactical die to the attack's damage roll, and the target
tactics enhance an attack in some way. You can use must make a Strength saving throw. On a failed save, it
only one tactic per attack. drops the object you choose. The object lands at its
You learn two additional tactics of your choice at 7th, feet.
10th, and 15th level. Each time you learn new tactics, Evasive footwork. When you move, you can expend
you can also replace one tactic you know with a one tactical die, rolling a tactical die and adding the
different one. number rolled to your AC until you stop moving.
Tactical Dice. You have four tactical dice, which are Goading Attack. When you hit a creature with a
d8s. A tactical die is expended when you use it. You weapon attack, you can expend one tactical die to
regain all of your expended tactical dice when you attempt to goad the target into attacking you. You add
finish a short or long rest. the tactical die to the attack's damage roll, and the
You gain another tactical die at 7th level and one target must make a Willpower saving throw. On a
more at 15th level. failed save, the target has disadvantage on all attack
Saving Throws. Some of your tactics require your rolls against targets other than you until the end of
target to make a saving throw to resist the tactic’s your next turn.
effects. The saving throw DC is calculated as follows: Maneuvering Attack. When you hit a creature with
Tactic save DC = 8 + your proficiency bonus + a weapon attack, you can expend one tactical die to
your Strength or Agility modifier (your choice) maneuver one of your comrades into a more
advantageous position. You add the tactical die to the
PROTECTION attack's damage roll, and you choose a friendly
Starting at 7th level, when a creature you can see creature who can see or hear you. That creature can
damages a target other than you that is withing 5 feet use it's reaction to move up to half its speed without
of you, you can use your reaction to take the blow provoking opportunity attacks from the target of your
instead. This damage to you can't be reduced or attack.
prevented in any way. Parry. When another creature damages you with a
melee attack, you can use your reaction and expend
ADDITIONAL DEFENSIVE STYLE one tactical die to reduce the damage by the number
At 10th level, you choose an additional option from the you roll on your tactical die + your Agility modifier.
Defensive Style class feature. Power Bash. When you hit a creature with a
weapon attack, you can expend one tactical die to
BULWARK attempt to throw the attacker off balance. You add the
Beginning at 15th level, you can extend the benefit of tactical die roll to the attack's damage roll, and it must
your Indomitable feature to an ally. When you decide make a Strength saving throw. On a failed save, it is
to use Indomitable to reroll an Intelligence, staggered and has disadvantage on their next attack.
Willpower, or Personality saving throw and you aren't Pushing Attack. When you hit a creature with a
incapacitated, you can choose one ally within 60 feet weapon attack, you can expend one tactical die to
of you that also failed its saving throw against the attempt to drive the target back. You add the tactical
same effect. If that creature can see or hear you, it can die roll to the attack's damage roll, and if the target is
reroll its saving throw and must use the new roll. Large or smaller, it must make a Strength saving
throw. On a failed save, it is pushed back 15 feet.

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Rally. On your turn, you can use a bonus action and SPIKED ARMOR
expend one tactical die to bolster the resolve of one of At 7th level, you gain the ability to summon draconic
your companions. When you do so, choose a friendly spikes from your armor, which you can use as a
creature who can see or hear you. That creature gains weapon.
temporary hit points equal to the tactical die roll + While wearing armor, as a bonus action, you
your Personality modifier. summon draconic spikes, which sprout from your
Shield Wall. When another creature attacks you, armor, and last until you use a bonus action to dismiss
you can use your reaction and expend one tactical die them. While your spikes are active, you can use you a
to increase your AC by the number you roll on your bonus action to make one melee weapon attack with
tactical die, until the start of your next turn. your armor spikes against a target within 5 feet of
Trip Attack. When you hit a creature with a weapon you. If the attack hits, the spikes deal 1d4 piercing
attack, you can expend one tactical die to attempt to damage. You use your Strength modifier for the attack
knock the target down. You add the tactical die to the and damage rolls.
attack's damage roll, and if the target is Large or Additionally, when you use the Attack action to
smaller, it must make a Strength saving throw. On a grapple a creature, the target takes 3 piercing damage
failed save, you knock the target prone. if your grapples succeeds.

DRAGON KNIGHT DRACONIC HASTE


Beginning at 10th level, when you use your action to
These skillful masters-at-arms use the ancient Akaviri make a Draconic Tactic, you can make one weapon
martial arts tradition of battle-spirit, and wield attack as a bonus action.
fearsome magic that pounds, shatters and physically
alters the world around them.
DRAGON BLOOD
At 15th level, when you use your Second Wind feature,
DRACONIC TACTICS your draconic blood radiates with ancient healing
When you chose this archetype at 3rd level, you learn energy, allowing your allies to fight past their injuries.
tactics that are fueled by special dice called Tactical Three creatures of your choice within 60 feet of you
Dice. that are allied with you regain hit points equal to half
Tactics. You learn three tactics of your choice, which your Warrior level.
are detailed under “Draconic Tactics” below. Many
tactics enhance an attack in some way. You can use
IMPROVED DRACONIC HASTE
only one tactic per attack.
Starting at 18th level, when you use your action to
You learn two additional tactics of your choice at 7th,
make a Draconic Tactic, you can make two weapon
10th, and 15th level. Each time you learn new tactics,
attacks as a bonus action.
you can also replace one tactic you know with a
different one.
DRACONIC TACTICS
Tactical Dice. You have four tactical dice, which are
The tactics are presented in alphabetical order.
d8s. A tactical die is expended when you use it. You
Ash Cloud. On your turn, you can use your action
regain all of your expended tactical dice when you
and expend 1 tactical die to create a 20 foot radius
finish a short or long rest.
sphere of ash and dust centered on a point within 60
You gain another tactical die at 7th level and one
feet of you. The cloud spreads around corners, and its
more at 15th level.
area is heavily obscured. The cloud lasts for up to 1
Saving Throws. Some of your tactics require your
minute, as though you cast a spell using
target to make a saving throw to resist the tactic’s
concentration.
effects. The saving throw DC is calculated as follows:
Each creature that is completely within the cloud a
Tactic save DC = 8 + your proficiency bonus + the start of its turn must make an Endurance saving
your Strength or Agility modifier (your choice) throw. On a failed save, the creature spends its action
choking on the soot and ash. Creatures that don't
require to breath automatically succeed on this saving
throw.

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Combustion. When you take damage from a melee the petrified condition. The successes and failures
attack, you can use a reaction and expend one stamina don’t need to be consecutive; keep track of both until
point to create a burst of flame causing every creature the target collects three of a kind.
within 5 feet of you to take a pulse of fire damage While encased, the stone shell has an AC of 5 and
equal to your tactical die. has 60 hit points. When the stone reaches 0 hit points
Dark Talons. On your turn, you can use your action the stone breaks, ending the effect.
and expend one tactical die to call forth draconic Reflective Scales. When targeted by a ranged attack,
talons from the ground underneath a creature that you can use a reaction and expend one tactical die to
you can see within 60 feet. The creature takes 1d6 harden your skin to become similar to a dragons
piercing damage and additional piercing damage scales. to reduce the damage by the number you roll
determined by your tactical die and must make a on your tactical die + your Endurance modifier.
Strength saving throw, or be grappled by the talons. Searing Strike. When you make a melee weapon
Fire Breath. On your turn, you can use your action attack, you can expend one tactical die to envelop
and expend one tactical die to exhale a breath of fire. your weapon in bright white flame, dealing additional
Each creature in a 30-foot cone must make an Agility fire damage, determined by your tactical die.
saving throw. A creature takes 1d6 fire damage and
additional fire damage equal to your tactical die on a
failed save, and half as much on a successful one.
Inferno. On your turn, you can use your action and
expend one tactical die to create flames that race
across your body, shedding bright light in a 30-foot
radius and dim light for an additional 30 feet for the
next minute, as though you cast a spell using
concentration. The flames don’t harm you.
While the aura is active, you are resistant to fire
damage, and any creature that moves within 5 feet of
you for the first time on a turn or ends its turn there
takes fire damage determined by your tactical die.
Lava Whip. On your turn, you can use your action
and expend one tactical die to create a long whip of
flames that lashes out at your command toward a
creature within 30 feet. Make a melee spell attack
against the target. If the attack hits, the creature takes
1d6 fire damage and additional fire damage
determined by your tactical die, and if the creature is
Large or smaller, you pull the creature up to 10 feet
towards you.
Magma Armor. When another creature attacks you,
you can use a reaction and expend one tactical die to
harden the molten lava in your veins. You become
resistant to bludgeoning, piercing, and slashing
damage until the beginning of your next turn.
Petrify. On your turn, you can use your action and
expend one tactical die to attempt to envelop a
creature completely in stone. The target must make a
Willpower saving throw or become immobilized and
unable to speak, hear, move, or make any actions. The
restrained creature takes necrotic damage
determined by your tactical die and must make a
Strength saving throw at the start of each of their
turns to try and break free.
If it successfully saves three times, the condition
ends. If it fails saves three times, the stone
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CHAPTER 4: PERSONALITY AND BACKGROUND
Characters are defined by much more than their character’s height and weight using the Random
race and class. They’re individuals with their own Height and Weight table. The dice roll given in the
stories, interests, connections, and capabilities Height Modifier column determines the character’s
beyond those that class and race define. This chapter extra height (in inches) beyond the base height. That
expounds on the details that distinguish characters same number multiplied by the dice roll or quantity
from one another, including the basics of name and given in the Weight Modifier column determines the
physical description, the rules of backgrounds and character’s extra weight (in pounds) beyond the base
languages, and the finer points of personality and weight.
alignment.
RANDOM HEIGHT AND WEIGHT
CHARACTER DETAILS Base Height Base Weight
Your character’s name and physical description might Race Height Modifier Weight Modifier
be the first things that the other players at the table Altmer 5'-10” +2d8 110 lb. x (1d4) lb.
learn about you. It’s worth thinking about how these Argonian 4'-10” +2d10 120 lb. x (2d6) lb.
characteristics reflect the character you have in mind. Bosmer 4'-4” +2d6 80 lb. x (1d4) lb.
Breton 4'-8” +2d8 90 lb. x (2d4) lb.
NAME
Dunmer 4'-8” +2d10 100 lb. x (1d6) lb.
Your character’s race description includes sample Imperial, Colovian 4'-8” +2d10 115 lb. x (2d4) lb.
names for members of that race. Put some thought
Imperial, Nibenese 4'-6” +2d8 110 lb. x (1d6) lb.
into your name even if you’re just picking one from a
list. Khajiit, Cathay 4'-9” +2d8 115 lb. x (2d4) lb.
Khajiit, Dagi 2'-11” +2d4 35 lb. x 1 lb.
SEX Khajiit, Ohmes 4'-4” +2d6 95 lb. x (2d4) lb.
You can play a male or female character without Khajiit, Suthay 4'-6” +2d6 100 lb. x (2d4) lb.
gaining any special benefits or hindrances. Think Khajiit, Raht -- +2d4 -- x (2d4) lb.
about how your character does or does not conform Nord 4'-10” +2d10 120 lb. x (2d4) lb.
to the broader culture’s expectations of sex, gender, Orsimer 4'-10” +2d10 120 lb. x (2d6) lb.
and sexual behavior. For example, a male orc healer
defies the traditional gender divisions of orc society, Redguard 4'-9” +2d8 110 lb. x (2d4) lb.
which could be a reason for your character to leave
that society and come to the surface. For example, as a nord, Svana has a height of 4 feet 10
You don’t need to be confined to binary notions of inches plus 2d10 inches. Her player rolls 2d10 and
sex and gender. The daedric lords are often seen as gets a total of 12, so Svana stands 5 feet 10 inches tall.
androgynous, for example. You could also play a Then the player uses that same roll of 12 and
female character who presents herself as a man, a multiplies it by 2d4 pounds. Her 2d4 roll is 3, so
man who feels trapped in a female body, or a beautiful Svana weighs an extra 36 pounds (12 × 3) on top of
male elf who hates being mistaken for a female. her base 110 pounds, for a total of 146 pounds.
Likewise, your character’s sexual orientation is for
you to decide. OTHER PHYSICAL CHARACTERISTICS
You choose your character’s age and the color of his
HEIGHT AND WEIGHT or her hair, eyes, and skin. To add a touch of
You can decide your character’s height and weight, distinctiveness, you might want to give your character
using the information provided in your race an unusual or memorable physical characteristic,
description or on the Random Height and Weight such as a scar, a limp, or a tattoo.
table. Think about what your character’s ability
scores might say about his or her height and weight. A
weak but agile character might be thin. A strong and
tough character might be tall or just heavy.
If you want to, you can roll randomly for your

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ALIGNMENT ethical choice and acts according to its bestial nature.
Sharks are savage predators, for example, but they are
A typical creature in the world Tamriel has an not evil; they have no alignment.
alignment, which broadly describes its moral and
personal attitudes, although these are usually
Svana and Jorg: Contrasting Characters
complex and ambiguous. Alignment is a combination
of two factors: one identifies morality (good, evil, or The details in this chapter make a big difference in setting
neutral), and the other describes attitudes toward your character apart from every other character.
society and order (lawful, chaotic, or neutral). Thus, Consider the following two Nord warriors.
nine distinct alignments define the possible Hailing from Skyrim, Svana was a brash teenager who
combinations. had a rough childhood. The daughter of a thief, she ran
These brief summaries of the nine alignments away from home and practiced her father’s trade on the
describe the typical behavior of a creature with that streets of Helgen. When she tried to rob the proprietor of
alignment. Individuals might vary significantly from the Helgen Homestead Inn, he caught her and took her
that typical behavior, and few people are perfectly and under his wing, giving her a job as a barmaid. But when
consistently faithful to the precepts of their the dragon Alduin laid waste to the town of Helgen and
alignment. destroyed the inn, necessity forced Svana into adventure
Lawful good (LG) creatures can be counted on to do alongside the friends she’d known from her childhood.
the right thing as expected by society. Her skill as a warrior (a frying pan remains one of her
Neutral good (NG) folk do the best they can to help favorite weapons) combined with her history on the
others according to their needs. streets gave her skills invaluable in her adventuring
Chaotic good (CG) creatures act as their conscience career.
directs, with little regard for what others expect. Jorg grew up on the streets of Riften. He used his wits,
Lawful neutral (LN) individuals act in accordance strength, and agility to carve out his own territory in one
with law, tradition, or personal codes. of the city’s hundreds of poor shanty towns. After several
Neutral (N) is the alignment of those who prefer to years, he attracted the notice of one of the most
steer clear of moral questions and don’t take sides, powerful thieves’ guilds in the city, and he ascended the
doing what seems best at the time. ranks of the guild quickly despite his youth. Jorg became
Chaotic neutral (CN) creatures follow their whims, the favored assassin of one of the city’s Shadowfoots,
holding their personal freedom above all else. who sent him to far-off Solitude to recover some stolen
gems. He’s a professional killer, constantly challenging
Lawful evil (LE) creatures methodically take what
himself to improve his skills.
they want, within the limits of a code of tradition,
Svana and Jorg are both Nord and both warriors (with
loyalty, or order.
some experience as rogues), possessing similarly high
Neutral evil (NE) is the alignment of those who do
Strength and Agility scores, but there the similarity ends.
whatever they can get away with, without compassion
or qualms.
Chaotic evil (CE) creatures act with arbitrary LANGUAGES
violence, spurred by their greed, hatred, or bloodlust. Your race indicates the languages your character can
speak by default, and your background might give you
ALIGNMENT IN TAMRIEL access to one or more additional languages of your
For many thinking creatures, alignment is a moral choice. Note these languages on your character sheet.
choice. Mer, Mer, Betmer, and other humanoid races Choose your languages from the Standard
can choose whether to follow the paths of good or Languages table, or choose one that is common in
evil, law or chaos. According to myth, the good- your campaign. With your DM’s permission, you can
aligned aedra who created these races gave them free instead choose a language from the Rare Languages
will to choose their moral paths, knowing that good table or a secret language, such as thieves’ cant.
without free will is slavery.
The evil deities who created other races, though,
made those races to serve them. Those races have
strong inborn tendencies that match the nature of
their gods.
Most creatures that lack the capacity for rational
thought do not have alignments—they are unaligned.
Such a creature is incapable of making a moral or

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Common Languages those categories, think about your character’s favorite
Language Typical Speakers words or phrases, tics and habitual gestures, vices
Altmeris Altmer and pet peeves, and whatever else you can imagine.
Bosmeri Bosmer Each background presented later in this chapter
Dunmeri Dunmer includes suggested characteristics that you can use to
Jel Argonians spark your imagination. You’re not bound to those
Nordic Nords options, but they’re a good starting point.
Orcish Orcs
Ta'agra Khajiit PERSONALITY TRAITS
Tamrielic / Cyrodiilic Common Give your character two personality traits. Personality
Yoku Redguard traits are small, simple ways to help you set your
character apart from every other character. Your
Rare Languages personality traits should tell you something
Language Typical Speakers interesting and fun about your character. They should
Akaviri Akavir be self descriptions that are specific about what
Aldmeris Original Elven Language makes your character stand out. “I’m smart” is not a
Ayleidoon Ayleid (Wild Elves) good trait, because it describes a lot of characters.
Chimeris Old Dunmer “I’ve read every book in the Imperial Palace” tells you
Daedric Daedra something specific about your character’s interests
Dovahzul Dragon and disposition.
Dugutach Reach-Tongue Personality traits might describe the things your
Dwemeris Dwemer character likes, his or her past accomplishments,
Ehlnofex Original Et'Ada things your character dislikes or fears, your
Falmeris Falmer (Snow Elves) character’s self attitude or mannerisms, or the
Hist Hist influence of his or her ability scores.
Kothir Kothringi (Aboriginal A useful place to start thinking about personality
men of Tamriel. Thought traits is to look at your highest and lowest ability
to be extinct.) scores and define one trait related to each. Either one
Nedic Old Nordic Language could be positive or negative: you might work hard to
Bretic Old Breton Language overcome a low score, for example, or be cocky about
Colovian Dead language your high score.
Nibenean Dead language
Pyandonean Maormer (Sea Elves) IDEALS
Sload Sload Describe one ideal that drives your character. Your
Tsaesci Tsaesci ideals are the things that you believe in most strongly,
the fundamental moral and ethical principles that
Beast Languages compel you to act as you do. Ideals encompass
Centurian everything from your life goals to your core belief
Faerie system.
Giantish Ideals might answer any of these questions: What
Goblin are the principles that you will never betray? What
Harpy would prompt you to make sacrifices? What drives
Impish you to act and guides your goals and ambitions? What
Nymph is the single most important thing you strive for?
Spriggan You can choose any ideals you like, but your
character’s alignment is a good place to start defining
PERSONAL CHARACTERISTICS them. Each background in this chapter includes six
suggested ideals. Five of them are linked to aspects of
Fleshing out your character’s personality—the array
alignment: law, chaos, good, evil, and neutrality. The
of traits, mannerisms, habits, beliefs, and flaws that
last one has more to do with the particular
give a person a unique identity—will help you bring
background than with moral or ethical perspectives.
him or her to life as you play the game. Four
categories of characteristics are presented here:
personality traits, ideals, bonds, and flaws. Beyond

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BONDS USING LUCK
Create one bond for your character. Bonds represent a
character’s connections to people, places, and events If you have luck, you can expend it when you make an
in the world. They tie you to things from your attack roll, saving throw, or ability check. Spending
background. They might inspire you to heights of your luck gives you advantage on that roll.
heroism, or lead you to act against your own best Additionally, if you have luck, you can reward another
interests if they are threatened. They can work very player for good roleplaying, clever thinking, or simply
much like ideals, driving a character’s motivations doing something exciting in the game. When another
and goals. player character does something that really
Bonds might answer any of these questions: Whom contributes to the story in a fun and interesting way,
do you care most about? To what place do you feel a you can give up your luck to give that character luck.
special connection? What is your most treasured
possession?
Your bonds might be tied to your class, your
CONTELLATIONS
There are thirteen named constellations in the sky.
background, your race, or some other aspect of your There are three Guardian signs; The Warrior, The
character’s history or personality. You might also gain Mage, and The Thief, each of which protects three
new bonds over the course of your adventures. charges. Each of these twelve signs corresponds to
one of the twelve months in the Tamrielic year. The
FLAWS thirteenth sign, The Serpent, has no guardian or
Finally, choose a flaw for your character. Your month and moves around the sky, usually threatening
character’s flaw represents some vice, compulsion, the other signs.
fear, or weakness—in particular, anything that You can decide your character's birthsign, using
someone else could exploit to bring you to ruin or your class and intended playstyle to determine what
cause you to act against your best interests. More sign best suits your character.
significant than negative personality traits, a flaw If you want to randomly choose what birthsign you
might answer any of these questions: What enrages were born under, you can use the table to the side to
you? What’s the one person, concept, or event that determine the month of your birth. Roll a d12 to
you are terrified of? What are your vices? determine what month you were born in, and then a
second d12. If your second roll matches your first roll,
LUCK the Serpent intervenes and becomes your birthsign.
Luck is a rule the Dungeon Master can use to reward For example, if you roll a 6 on your first die, indicating
you for playing your character in a way that’s true to you were born in Mid Year. On your second roll, if you
his or her personality traits, ideal, bond, and flaw. By roll another 6, your birthsign is The Serpent. If you
using luck, you can draw on your personality trait of roll any other number, your birthsign is The Steed.
compassion for the downtrodden to give you an edge
in negotiating with the Beggar Prince. Or luck can let THE CONSTELLATIONS
you call on your bond to the defense of your home Roll Constellation Month
village to push past the effect of a spell that has been
1 The Ritual Morning Star
laid on you.
2 The Lover Sun's Dawn
GAINING LUCK 3 The Lord First Seed
4 The Mage Rain's Hand
Your DM can choose to give you luck for a variety of
reasons. Typically, DMs award it when you play out 5 The Shadow Second Seed
your personality traits, give in to the drawbacks 6 The Steed Mid Year
presented by a flaw or bond, and otherwise portray 7 The Apprentice Sun's Height
your character in a compelling way. Your DM will tell 8 The Warrior Last Seed
you how you can earn luck in the game. You either
9 The Lady Hearthfire
have luck or you don’t—you can’t stockpile multiple
“lucks” for later use. 10 The Tower Frostfire
11 TheAtronach Sun's Dusk
12 The Thief Evening Star
Doubles The Serpent --

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THE SERPENT THE LOVER
You gain the Serpent power. Sun's Dawn
Serpent. As an action, you touch a creature and You gain the Lover's Kiss power.
infect them with a slow but potent poison, while Lover's Kiss. As an action, you touch a creature in an
simultaneously curing yourself of any disease and attempt to paralyze it for 1 minute. The creature must
dispelling any magic effects from yourself. You make a Willpower saving throw. The DC is determined
instantly deal 1d4 poison damage, and an additional by 8 + your Endurance or Willpower modifier (your
1d4 poison damage at the start of each turn of your choice) + your proficiency bonus. This power ignores
turns for the next minute. This damage can't be immunity to paralysis. The paralysis ends early if the
reduced in any way and ignores resistances and target takes damage.
immunities. Once you use this ability, you can't use it again until
This power's damage increases by 1d4 when you the next dawn.
reach 5th level (2d4). 11th level (3d4), and 17th level
(4d4). THE LORD
Once you use this ability, you can't use it again until
the next dawn. First Seed
You gain the Blood of the North power and the Trollkin
curse.
THE RITUAL Blood of the North. As an action, you regain hit
Morning Star points equal to twice your level + your Endurance
You gain the Mara's Gift power and the Blessed Word modifier.
power. Once you use this ability, you can't use it again until
Mara's Gift. As an action, you regain hit points the next dawn.
equal to 1d8 + your Endurance modifier. Trollkin. You are vulnerable to fire damage.
This power's healing increases by 1d8 when you
reach 5th level (2d8). 11th level (3d8), and 17th level THE MAGE
(4d8).
Once you use this ability, you can't use it again until Rain's Hand
the next dawn. Your magicka increases by an amount equal to half
Blessed Word. As an action, you speak a prayer your character level, rounding up.
censuring the undead. Choose one undead creature
within 30 feet of you to make a Willpower saving THE SHADOW
throw. If the creature fails its saving throw, it is turned Second Seed
for 1 minute or until it takes any damage. You gain the Moonshadow power.
A turned creature must spend its turn trying to Moonshadow. As an action, you can cast the spell
move as far away from you as it can, and it can't Invisibility on yourself without expending magicka.
willingly move to a space within 30 feet of you. It also Once you use this ability, you can't use it again until
can't take reactions. For its action, it can use only the the next dawn.
Dash action or try to escape from an effect that
prevents it from moving. If there's nowhere to move,
the creature can use the Dodge action. THE STEED
Once you use this ability, you can't use it again until Mid Year
the next dawn. Your speed increases by 10 feet and you are no longer
slowed down by heavy armor.

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THE APPRENTICE THE ATRONACH
Sun's Height Sun's Dusk
Your magicka increases by an amount equal to your Your magicka increases by an amount equal to one
character level, but you become vulnerable to one and a half times your character level, but you gain the
type of magical damage determined by rolling on the Stunted Magicka feature.
table below. Stunted Magicka. Those born under the Atronach
birthsign have access to a large pool of magicka, but
THE APPRENTICE VULNERABILITY their natural gift is stunted by reduced regeneration.
d4 Vulnerability Unlike other spellcasters, you do not regain all of
1 Cold their magicka at the end of a long rest, instead, you
2 Fire only regain half of your expended magicka, rounding
3 Poison up (minimum of 1).
4 Lightning Additionally, whenever you are targeted by a spell
that requires you to make a saving throw, you have a
THE WARRIOR chance to absorb magicka, replenishing your magicka
points. On a successful save you also absorb magicka
Last Seed equal to the cost of the spell, to a maximum of your
Your Strength and Endurance attributes are increased Intelligence modifier, or a minimum of 1.
by 1. On a failed save, you do not absorb any magicka and
are effected by the spell as normal.
THE LADY You cannot increase your magicka points beyond
Hearthfire your maximum magicka point total through this
Your Willpower and Endurance attributes are feature.
increased by 1. If you choose the Sorcerer class, this regeneration is
further reduced to ¼ of your expended magicka,
rounding up (minimum of 1).
THE TOWER
Frostfall THE THIEF
You gain the Tower Key power and the Tower Warden
power. Evening Star
Tower Key. As an action you can cast the knock spell Your Agility attribute is increased by 1, and your
without expending magicka. speed is increased by 5 feet.
Once you use this ability, you can't use it again until Additionally, you gain one Luck Point. Your Luck
the next dawn. Point is a d6. You can add your Luck Point to one
Tower Warden. As a reaction, when you are ability check, attack roll, or saving throw you make.
targeted by an attack, you can reflect some or all of You can wait until after you roll the d20 before
the damage back to the attacker. The damage you can deciding to use the Luck Point, but must decided
reflect is equal to 1d6. before the DM says whether the roll succeeds or fails.
This power's reflected damage increases by 1d6 You regain your expended Luck Point at the next
when you reach 5th level (2d6). 11th level (3d6), and dawn, and you can never have more that one Luck
17th level (4d6). Point from this feature at a time.
Once you use this ability, you can't use it again until
the next dawn.

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BACKGROUNDS CUSTOMIZING A BACKGROUND
You might want to tweak some of the features of a
Every story has a beginning. Your character’s background so it better fits your character or the
background reveals where you came from, how you campaign setting. To customize a background, you can
became an adventurer, and your place in the world. replace one feature with any other one, choose any
Your warrior might have been a courageous knight or two skills, and choose a total of two tool proficiencies
a grizzled soldier. Your mage could have been a sage or languages from the sample backgrounds. You can
or an artisan. Your rogue might have gotten by as a either use the equipment package from your
guild thief or commanded audiences as a jester. background or spend coin on gear as described in
Choosing a background provides you with chapter 5 of the Player's Handbook. (If you spend coin,
important story cues about your character’s identity. you can’t also take the equipment package suggested
The most important question to ask about your for your class.) Finally, choose two personality traits,
background is what changed? Why did you stop doing one ideal, one bond, and one flaw. If you can’t find a
whatever your background describes and start feature that matches your desired background, work
adventuring? Where did you get the money to with your DM to create one.
purchase your starting gear, or, if you come from a
wealthy background, why don't you have more
money? How did you learn the skills of your class? ACOLYTE
What sets you apart from ordinary people who share
Refer to the Player's Handbook page 127 for more
your background?
information.
The sample backgrounds in this section provide
You have spent your life in the service of a temple to a
both concrete benefits (features, proficiencies, and
specific god or pantheon of gods. You act as an
languages) and roleplaying suggestions.
intermediary between the realm of the gods and the
mortal world, performing sacred rites and offering
PROFICIENCIES
sacrifices in order to conduct worshipers into the
Each background gives a character proficiency in two
presence of the divine.
skills. Skills are described in chapter 7.
Choose a god, a pantheon of gods, or some other
In addition, most backgrounds give a character
quasi-divine being from the world of the Elder Scrolls
proficiency with one or more tools. Tools and tool
or those specified by your DM, and work with your
proficiencies are detailed in chapter 5 of the Player's
DM to detail the nature of your religious service. Were
Handbook.
you a lesser functionary in a temple, raised from
If a character would gain the same proficiency from
childhood to assist the priests in the sacred rites? Or
two different sources, he or she can choose a different
were you a high priest who suddenly experienced a
proficiency of the same kind (skill or tool) instead.
call to serve your god in a different way? Perhaps you
were the leader of a small cult outside of any
LANGUAGES established temple structure, or even an occult group
Some backgrounds also allow characters to learn that served a fiendish master that you now deny.
additional languages beyond those given by race. See
“Languages” earlier in this chapter. Skill Proficiencies: Insight, Religion
Languages: Two of your choice
EQUIPMENT Equipment: A holy symbol (a gift to you when you
Each background provides a package of starting entered the priesthood), a prayer book or prayer
equipment. If you use the optional rule from chapter 5 wheel, 5 sticks of incense, vestments, a set of common
of the Player's Handbook to spend coin on gear, you clothes, and a belt pouch containing 60 septims.
do not receive the starting equipment from your
background.

SUGGESTED CHARACTERISTICS
A background contains suggested personal
characteristics based on your background. You can
pick characteristics, roll dice to determine them
randomly, or use the suggestions as inspiration for
characteristics of your own creation.

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FEATURE: SHELTER OF THE FAITHFUL d6 Ideals
As an acolyte, you command the respect of those who 1 Tradition. The ancient traditions of worship and
share your faith, and you can perform the religious sacrifice must be preserved and upheld. (Lawful)
ceremonies of your deity. You and your adventuring 2 Charity. I always try to help those in need, no matter
companions can expect to receive free healing and what the personal cost. (Good)
care at a temple, shrine, or other established presence 3 Change. We must help bring about the changes the
of your faith, though you must provide any material gods are constantly working in the world. (Chaotic)
components needed for spells, if any. Those who 4 Power. I hope to one day rise to the top of my faith’s
share your religion will support you (but only you) at religious hierarchy. (Lawful)
a modest lifestyle. 5 Faith. I trust that my deity will guide my actions, I have
You might also have ties to a specific temple faith that if I work hard, things will go well. (Lawful)
dedicated to your chosen deity or pantheon, and you 6 Aspiration. I seek to prove myself worthy of my god’s
have a residence there. This could be the temple favor by matching my actions against his or her
where you used to serve, if you remain on good terms teachings. (Any)
with it, or a temple where you have found a new
home. While near your temple, you can call upon the d6 Bond
priests for assistance, provided the assistance you ask I would die to recover an ancient relic of my faith that
1
for is not hazardous and you remain in good standing was lost long ago.
with your temple. I will someday get revenge on the corrupt temple
2
hierarchy who branded me a heretic.
SUGGESTED CHARACTERISTICS I owe my life to the priest who took me in when my
3
Acolytes are shaped by their experience in temples or parents died.
other religious communities. 4 Everything I do is for the common people.
Their study of the history and tenets of their faith 5 I will do anything to protect the temple where I served.
and their relationships to temples, shrines, or I seek to preserve a sacred text that my enemies
6
hierarchies affect their mannerisms and ideals. Their consider heretical and seek to destroy.
flaws might be some hidden hypocrisy or heretical
idea, or an ideal or bond taken to an extreme. d6 Flaw
1 I judge others harshly, and myself even more severely.
d8 Personality Trait I put too much trust in those who wield power within
2
1 I idolize a particular hero of my faith, and constantly my temple’s hierarchy.
refer to that person’s deeds and example. My piety sometimes leads me to blindly trust those
3
2 I can find common ground between the fiercest that profess faith in my god.
enemies, empathizing with them and always working 4 I am inflexible in my thinking.
towards peace. I am suspicious of strangers and expect the worst of
5
3 I see omens in every event and action. The gods try to them.
speak to us, we just need to listen Once I pick a goal, I become obsessed with it to the
6
4 Nothing can shake my optimistic attitude. detriment of everything else in my life.
5 I quote (or misquote) sacred texts and proverbs in
almost every situation.
6 I am tolerant (or intolerant) of other faiths and respect
(or condemn) the worship of other gods.
7 I've enjoyed fine food, drink, and high society among my
temple’s elite. Rough living grates on me.
8 I’ve spent so long in the temple that I have little
practical experience dealing with people in the outside
world.

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CHARLATAN SUGGESTED CHARACTERISTICS
Charlatans are colorful characters who conceal their
Refer to the Player's Handbook page 128 for more true selves behind the masks they construct. They
information. reflect what people want to see, what they want to
You have always had a way with people. You know believe, and how they see the world. But their true
what makes them tick, you can tease out their hearts' selves are sometimes plagued by an uneasy
desires after a few minutes of conversation, and with conscience, an old enemy, or deep-seated trust issues.
a few leading questions you can read them like they
were children's books. It’s a useful talent, and one that d8 Personality Trait
you’re perfectly willing to use for your advantage. I fall in and out of love easily, and am always pursuing
1
You know what people want and you deliver, or someone.
rather, you promise to deliver. Common sense should I have a joke for every occasion, especially occasions
2
steer people away from things that sound too good to where humor is inappropriate.
be true, but common sense seems to be in short 3 Flattery is my preferred trick for getting what I want.
I’m a born gambler who can't resist taking a risk for a
supply when you’re around. The bottle of pink- 4
potential payoff.
colored liquid will surely cure that unseemly rash, this
I lie about almost everything, even when there’s no
ointment—nothing more than a bit of fat with a 5
good reason to.
sprinkle of silver dust—can restore youth and vigor,
6 Sarcasm and insults are my weapons of choice.
and there’s a bridge in the city that just happens to be
I keep multiple holy symbols on me and invoke
for sale. These marvels sound implausible, but you
7 whatever deity might come in useful at any given
make them sound like the real deal.
moment.
Skill Proficiencies: Deception, Sleight of Hand
8 I pocket anything I see that might have some value.
Tool Proficiencies: Disguise Kit, Forgery kit
Equipment: A set of fine clothes, a disguise kit, tools
d6 Ideals
of the con of your choice (ten stoppered bottles filled
Independence. I am a free spirit— no one tells me
with colored liquid, a set of weighted dice, a deck of 1
what to do. (Chaotic)
marked cards, or a signet ring of an imaginary duke),
Fairness. I never target people who can’t afford to lose
and a belt pouch containing 60 septims. 2
a few coins. (Lawful)
Charity. I distribute the money I acquire to the people
FAVORITE SCHEMES 3
who really need it. (Good)
Every charlatan has an angle she or he uses in 4 Creativity. I never run the same con twice. (Chaotic)
preference to other schemes. Choose a favorite scam Friendship. Material goods come and go. Bonds of
or roll on the table below. 5
friendship last forever. (Good)
Aspiration. I’m determined to make something of
d6 Scam 6
myself. (Any)
1 I cheat at games involving chance.
2 I shave coins or forge documents.
d6 Bond
I insinuate myself into people’s lives to prey on their
3 I fleeced the wrong person and must work to ensure
weakness and secure their fortunes.
1 that this individual never crosses paths with me or
4 I put on new identities like clothes.
those I care about.
5 I run sleight-of-hand cons on street corners.
I owe everything to my mentor—a horrible person
I convince people that worthless junk is worth their 2
6 who’s probably rotting in jail somewhere.
hard-earned money.
Somewhere out there, I have a child who doesn’t know
3 me.
FEATURE: FALSE IDENTITY I’m making the world better for him or her.
You have created a second identity that includes I come from a noble family, and one day I’ll reclaim my
documentation, established acquaintances, and 4
lands and title from those who stole them from me.
disguises that allow you to assume that persona. A powerful person killed someone I love.
Additionally, you can forge documents including 5
Some day soon, I’ll have my revenge.
official papers and personal letters, as long as you I swindled and ruined a person who didn’t deserve it.
have seen an example of the kind of document or the 6 I seek to atone for my misdeeds but might never be
handwriting you are trying to copy. able to forgive myself.

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d6 Flaw FEATURE: WATCHER'S EYE
1 I can’t resist a pretty face. Your experience in enforcing the law, and dealing with
I'm always in debt. lawbreakers, gives you a feel for local laws and
2 I spend my ill-gotten gains on decadent luxuries faster criminals. You can easily find the local outpost of the
than I bring them in. watch or a similar organization, and just as easily pick
I’m convinced that no one could ever fool me the way I out the dens of criminal activity in a community,
3
fool others. although you're more likely to be welcome in the
I’m too greedy for my own good. former locations rather than the latter.
4
I can’t resist taking a risk if there’s money involved.
I can’t resist swindling people who are more powerful VARIANT: INVESTIGATOR
5
than me. Rarer than watch or patrol members are a
I hate to admit it and will hate myself for it, but I'll run community's investigators, who are responsible for
6
and preserve my own hide if the going gets tough. solving crimes after the fact. Though such folk a re
seldom found in rural areas, nearly every settlement
CITY WATCH of decent size has at least one or two watch members
who have the skill to investigate crime scenes and
Refer to the Sword Coast Adventurer's Guide page 145 track down criminals. If your prior experience is as an
for more information. investigator, you have proficiency in Investigation
You have served the community where you grew up, rather than Athletics.
standing as its first line of defense against crime. You
aren't a soldier, directing your gaze outward at SUGGESTED CHARACTERISTICS
possible enemies. Instead, your service to your Use the tables for the guild artisan background in
hometown was to help police its populace, protecting the Player's Handbook as the basis for your traits and
the citizenry from lawbreakers and malefactors of motivations, modifying the entries when appropriate
every stripe. to suit your identity as a member of the city watch.
You might have been part of the City Watch of Your bond is likely associated with your fellow
Daggerfall, protecting the common folk from thieves watch members or the watch organization itself and
and rowdy nobility alike. Or you might have been one almost certainly concerns your community. Your ideal
of the valiant defenders of the Imperial City, or even probably involves the fostering of peace and safety. An
one of the magic-wielding spell guards. Perhaps you investigator is likely to have an ideal connected to
hail from Sentinel and have served as an Alik'r achieving justice by successfully solving crimes.
Warrior.
Even if you're not city-born or city-bred, this
background can describe your early years as a
member of law enforcement. Most settlements of any
size have their own constables and police forces, and
even smaller communities have sheriffs and bailiffs
who stand ready to protect their community.

Skill Proficiencies: Athletics, Insight


Languages: Two of your choice
Equipment: A uniform in the style of your unit and
indicative of your rank, a horn with which to summon
help, a set of manacles, and a pouch containing 40
septims.

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CLAN CRAFTER CLOISTERED SCHOLAR
Refer to the Sword Coast Adventurer's Guide page 145 Refer to the Sword Coast Adventurer's Guide page 146
for more information. for more information.
The Pariah Folk are well known for their artisanship As a child, you were inquisitive when your playmates
and the worth of their handiworks, and you have been were possessive or raucous. In your formative years,
trained in their ancient tradition. For years you you found your way to one of Tamriel's great
labored under an orc master of the craft, enduring institutes of learning, where you were apprenticed
long hours and dismissive, sour-tempered treatment and taught that knowledge is a more valuable
in order to gain the fine skills you possess today. treasure than gold or gems. Now you are ready to
You are most likely an orc, but not necessarily – leave your home- not to abandon it, but to quest for
particularly in the North, where the harsh new lore to add to its storehouse of knowledge.
environments create a mutual respect between those The most well known of Tamriel's fonts of
who choose to live there. If you aren't an orc, however, knowledge is the Elder Library within White-Gold
you have taken a solemn oath never to take on an Tower. The great library is always in need of workers
apprentice in the craft: it is not for non-orcs to pass and attendants, some of whom rise through the ranks
on the skills of Malacath's favored children. You would to assume roles of greater responsibility and
have no difficulty, however, finding an orc master who prominence. You might be one of the Elder Library's
was willing to receive potential apprentices who came own, dedicated to the curatorship of what is likely the
with your recommendation. most complete body of lore and history in all the
world.
Skill Proficiencies: History, Insight Perhaps instead you were taken in by the scholars
Tool Proficiencies: One type of artisan's tools of the Crystal Tower, and now you have struck out to
Languages: Orcish or one other of your choice if you increase your knowledge and to make yourself
already speak Orcish. available to help those in other places who seek your
Equipment: A set of artisan's tools with which you expertise.
are proficient, a maker's mark chisel used to mark
your handiwork with the symbol of the clan of Skill Proficiencies: History, plus your choice of one
crafters you learned your skill from, a set of traveler's from among Arcana, Nature, or Religion
clothes, and a pouch containing 20 septims and a gem Languages:Two of your choice
worth 40 septims. Equipment: The scholar's robes of your cloister, a
writing kit (small pouch with a quill, ink, folded
FEATURE: RESPECT OF THE PARIAH FOLK parchment, and a small penknife), a borrowed book
As well respected as clan crafters are among on the subject of your current study, and a pouch
outsiders, no one esteems them quite so highly as orcs containing 40 septims.
do. You always have free room and board in any place
where orcs dwell, and the individuals in such a FEATURE: LIBRARY ACCESS
settlement might vie among themselves to determine Though others must often endure extensive
who can offer you (and possibly your compatriots) interviews and significant fees to gain access to even
the finest accommodations and assistance. the most common archives in your library, you have
free and easy access to the majority of the library,
SUGGESTED CHARACTERISTICS though it might also have repositories of lore that are
Use the tables for the soldier background in the too valuable, magical,or secret to permit anyone
Player's Handbook as the basis for your traits and immediate access.
motivations, modifying the entries when appropriate You have a working knowledge of your cloister's
to suit your identity as a clan crafter. (For example, personnel and bureaucracy, and you know how to
consider the words “guild” and “clan” to be navigate those connections with some ease.
interchangeable.) Additionally, you are likely to gain preferential
Your bond is almost certainly related to the master treatment at other libraries across the provinces, as
or the clan that taught you, or else to the work that professional courtesy shown to a fellow scholar.
you produce. Your ideal might have to do with
maintaining the high quality of your work or
preserving the orc traditions of craftmanship.

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SUGGESTED CHARACTERISTICS SUGGESTED CHARACTERISTICS
Use the tables for the sage background in the Use the tables for the guild artisan background in
Player's Handbook as the basis for your traits and the Player's Handbook as the basis for your traits and
motivations, modifying the entries when appropriate motivations, modifying the entries when appropriate
to suit your identity as a cloistered scholar. to suit your identity as a courtier.
Your bond is almost certainly associated either with The noble court or bureaucratic organization where
the place where you grew up or with the knowledge you got your start is directly or indirectly associated
you hope to acquire through adventuring. Your ideal with your bond (which could pertain to certain
is no doubt related to how you view the quest for individuals in the group, such as your sponsor or
knowledge and truth – perhaps as a worth goal in mentor). Your ideals might be concerned with the
itself, or maybe as a means to a desirable end. prevailing philosophy of your court or organization.

COURTIER CRIMINAL
Refer to the Sword Coast Adventurer's Guide page 146 Refer to the Player's Handbook page 129 for more
for more information. information.
In your earlier days, you were a personage of some You are an experienced criminal with a history of
significance in a noble court or a bureaucratic breaking the law. You have spent a lot of time among
organization. You might or might not come from an other criminals and still have contacts within the
upper-class family; your talents, rather than the criminal underworld.
circumstances of your birth, could have secured you You’re far closer than most people to the world of
this position. murder, theft, and violence that pervades the
You might have been one of the many functionaries, underbelly of civilization, and you have survived up to
attendants, and other hangers-on in the Court of this point by flouting the rules and regulations of
Wayrest, or perhaps you traveled in the Imperial society.
City's baroque and sometimes cutthroat
conglomeration of guilds, nobles, adventurers, and Skill Proficiencies: Deception, Stealth
secret societies. You might have been one of the Tool Proficiencies: One type of gaming set, thieves'
behind-the-scenes law-keepers or functionaries in tools
Sentinel or Mournhold, or you might have grown up Equipment: A crowbar, a set of dark common clothes
in and around the castle of Daggerfall. including a hood, and a belt pouch containing 60
Even if you are no longer a full-fledged member of septims.
the group that gave you your start in life, your
relationships with your former fellows can be an CRIMINAL SPECIALITY
advantage for you and your adventuring comrades. There are many kinds of criminals, and within a
You might undertake missions with your new theives' guild or similar criminal organization,
companions that further the interest of the individual members have particular specialties. Even
organization that gave you your start in life. In any criminals who operate outside of such organizations
event, the abilities that you honed while serving as a have strong preferences for certain kinds o f crimes
courtier will stand you in good stead as an adventurer. over others. Choose the role you played in your
criminal life, or roll on the table below.
Skill Proficiencies: Insight, Persuasion
Languages: Two of your choice d8 Specialty
Equipment: A set of fine clothes and a pouch 1 Blackmailer
containing 20 septims. 2 Burglar
3 Enforcer
FEATURE: COURT FUNCTIONARY 4 Fence
Your knowledge of how bureaucracies function lets 5 Highway Robber
you gain access to the records and inner workings of 6 Hired Killer
any noble court or government you encounter. You 7 Pickpocket
know who the movers and shakers are, whom to go to 8 Smuggler
for the favors you seek, and what the current intrigues
of interest in the group are.

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FEATURE: CRIMINAL CONTACT d6 Bond
You have a reliable and trustworthy contact who acts I’m trying to pay off an old debt I owe to a generous
1
as your liaison to a network of other criminals. You benefactor.
know how to get messages to and from your contact, 2 My ill-gotten gains go to support my family.
even over great distances; specifically, you know the Something important was taken from me, and I aim to
3
local messengers, corrupt caravan masters, and seedy steal it back.
sailors who can deliver messages for you. 4 I will become the greatest thief that ever lived.
I’m guilty of a terrible crime. I hope I can redeem
5
SUGGESTED CHARACTERISTICS myself for it.
Criminals might seem like villains on the surface, and Someone I loved died because of a mistake I made.
6
many of them are villainous to the core. But some That will never happen again.
have an abundance of endearing, if not redeeming,
characteristics. d6 Flaw
There might be honor among thieves, but criminals When I see something valuable, I can’t think about
1
rarely show any respect for law or authority. anything but how to steal it.
When faced with a choice between money and my
2
d8 Personality Trait friends, I usually choose the money.
I always have a plan for what to do when things go If there’s a plan, I’ll forget it. If I don’t forget it, I’ll
1 3
wrong. ignore it.
I am always calm, no matter what the situation. 4 I have a “tell” that reveals when I'm lying.
2 5 I turn tail and run when things look bad.
I never raise my voice or let my emotions control me.
3 The first thing I do in a new place is note the locations An innocent person is in prison for a crime that I
6
of everything valuable-or where such things could be committed. I’m okay with that.
hidden.
4 I would rather make a new friend then a new enemy. VARIANT CRIMINAL: SPY
I am incredibly slow to trust. Although your capabilities are not much different
5 Those who seem the fairest often have the most to from those of a burglar or smuggler, you learned and
hide. practiced them in a very different context: as an
I don't pay attention to the risks in a situation. espionage agent.
6
Never tell me the odds. You might have been an officially sanctioned agent
The best way to get me to do something is to tell me I of the crown, or perhaps you sold the secrets you
7
can't do it. uncovered to the highest bidder.
8 I blow up at the slightest insult.

d6 Ideals ENTERTAINER
1 Honor. I don’t steal from others in the trade. (Lawful) Refer to the Player's Handbook page 130 for more
Freedom. Chains are meant to be broken, as are those information.
2
who would forge them. (Chaotic) You thrive in front of an audience. You know how to
Charity. I steal from the wealthy so that I can help entrance them, entertain them, and even inspire
3
people in need. (Good) them. Your poetics can stir the hearts of those who
Greed. I will do whatever it takes to become wealthy. hear you, awakening grief or joy, laughter or anger.
4
(Evil) Your music raises their spirits or captures their
People. I’m loyal to my friends, not to any ideals, and sorrow. Your dance steps captivate, your humor cuts
5 everyone else can take a trip down the Styx for all I to the quick. Whatever techniques you use, your art is
care. (Neutral) your life.
Redemption. There’s a spark of good in everyone.
6
(Good)
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise kit, musical instrument
of your choice
Equipment: A musical instrument (one of your
choice), the favor of an admirer (love letter, lock of
hair, or trinket), a costume, and a belt pouch
containing 60 septims.

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ENTERTAINER ROUTINES d6 Ideal
A good entertainer is versatile, spicing up every Beauty. When I perform, I make the world better than
1
performance with a variety of different routines. it was. (Good)
Choose one to three routines or roll on the table Tradition. The stories, legends, and songs o f the past
below to define your expertise as an entertainer. 2 must never be forgotten, for they teach us who we are.
(Lawful)
d10 Entertainer Routines Creativity. The world is in need of new ideas and bold
3
1 Actor action. (Chaotic)
2 Dancer 4 Greed. I’m only in it for the money and fame. (Evil)
3 Fire-eater People. I like seeing the smiles on people’s faces when I
5
4 Jester perform. That’s all that matters. (Neutral)
5 Juggler Honesty. Art should reflect the soul; it should come
6
6 Instrumentalist from within and reveal who we really are. (Any)
7 Poet
8 Singer d6 Bond
9 Storyteller My instrument is my most treasured possession, and it
1
10 Tumbler reminds me of someone I love.
Someone stole my precious instrument, and someday
2
FEATURE: BY POPULAR DEMAND I’ll get it back.
You can always find a place to perform, usually in an 3 I want to be famous, whatever it takes.
inn or tavern but possibly with a circus, at a theater, I idolize a hero of the old tales and measure my deeds
4
or even in a noble’s court. against that person’s.
At such a place, you receive free lodging and food of a I will do anything to prove myself superior to my hated
5
modest or comfortable standard (depending on the rival.
quality of the establishment), as long as you perform I would do anything for the other members of my old
6
each night. In addition, your performance makes you troupe.
something of a local figure. When strangers recognize
you in a town where you have performed, they d6 Flaw
typically take a liking to you. 1 I’ll do anything to win fame and renown.
2 I’m a sucker for a pretty face.
SUGGESTED CHARACTERISTICS A scandal prevents me from ever going home again.
3
Successful entertainers have to be able to capture and That kind of trouble seems to follow me around.
hold an audience’s attention, so they tend to have I once satirized a noble who still wants my head. It was
4
flamboyant or forceful personalities. They’re inclined a mistake that I will likely repeat.
toward the romantic and often cling to high-minded I have trouble keeping my true feelings hidden. My
5
ideals about the practice of art and the appreciation of sharp tongue lands me in trouble.
beauty. 6 Despite my best efforts, I am unreliable to my friends.

d8 Personality Trait VARIANT: GLADIATOR


1 I know a story relevant to almost every situation. A gladiator is as much an entertainer as any minstrel
Whenever I come to a new place, I collect local rumors or circus performer, trained to make the arts of
2 combat into a spectacle the crowd can enjoy. This kind
and spread gossip.
I’m a hopeless romantic, always searching for that of flashy combat is your entertainer routine, though
3 you might also have some skills as a tumbler or actor.
“special someone.”
Nobody stays angry at me or around me for long, since Using your By Popular Demand feature, you can find a
4 place to perform in any place that features combat for
I can defuse any amount of tension.
5 I love a good insult, even one directed at me. entertainment—perhaps a gladiatorial arena or secret
6 I get bitter if I’m not the center of attention. pit fighting club.
7 I’ll settle for nothing less than perfection. You can replace the musical instrument in your
I change my mood or my mind as quickly as I change equipment package with an inexpensive but unusual
8 weapon, such as a trident or net.
key in a song.

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FACTION AGENT The Mages Guild. Although the traditional guild
was
Refer to the Sword Coast Adventurer's Guide page 147 dissolved in the 4th era, other groups of mages, such as
for more information. the Synod and the College of Whispers have continued
Many organizations active in Tamriel aren't bound by on the tradition of studying the mysteries and
strictures of geography. These factions pursue their applications of magicka. Those who serve the Mages
agendas without regard for political boundaries, and Guild are masters of Arcana, and seek assistance from
their members operate anywhere the organization scholars and sages. Operatives for the guild may be in
deems necessary. These groups employ listeners, search of powerful magical artifacts, or be watchful of
rumormongers, smugglers, sellswords, cache-holders wizards practicing forbidden magic.
(people who guard caches of wealth or magic for use The Thieves Guild. Although thieves are criminals
by the faction's operatives), haven keepers, and by definition, the guild is tolerated by local authorities
message drop minders, to name a few. At the core of for its role as a crime regulator. The guild prevents
every faction are those who don't merely fulfill a small unregulated competition and does not allow
function for that organization, but who serve as its egregious activities by its own members. Members
hands, head, and heart. are typically skilled at deception and other thieving
As a prelude to your adventuring career (and in skills. They seek aid from other mercenaries, wizards,
preparation for it), you served as an agent of a and merchants allied with the Thieves Guild, and
particular faction in Tamriel. You might have operated sometimes even the shadowy Dark Brotherhood.
openly or secretly, depending on the faction and its The Imperial Legion. Also known as the Imperial
goals, as well as how those goals mesh with your own. Army and the Ruby Ranks, the Legion is the main
Becoming an adventurer doesn't necessarily require force of the Empire. Considered to be one of the best
you to relinquish membership in your faction (though armies assembled in history, the Legion preserves
you can choose to do so), and it might enhance your peace and rule of law throughout the Empire.
status in the faction. Members are required to be knowledgeable in Lore,
and can always rely on the aid of governments that
Skill Proficiencies: Insight and one Intelligence, are part of the Empire, plus other leaders and groups
Willpower, or Personality skill of your choice, as who uphold the legions ideals.
appropriate to your faction. The Imperial Cult. Worshipers of the Eight divines,
Languages: Two of your choice they provide missionary work of their faith and bring
Equipment: Badge or emblem of your faction, a copy divine inspiration and consolation across the Empire.
of a seminal faction text (or a code-book for a covert Agents of the cult search out necromancers and
faction), a set of common clothes, and a pouch daedra worshipers, and are usually skilled in Lore or
containing 60 septims. Arcana. They seek aid from law enforcement friendly
to the Empire, and clergy faithful to the Eight.
FACTIONS OF TAMRIEL
Tamriel is home to many factions, however, there are FEATURE: SAFE HAVEN
a handful of groups that have made a large impression As a faction agent, you have access to a secret
on society. If your background is as an agent of one of network of supporters and operatives who can
the main factions of Tamriel, here are some provide assistance on your adventures. You know a
possibilities. set of secret signs and passwords you can use to
The Fighters Guild. Found throughout most of identify such operatives, who can provide you with
Tamriel, The Fighter's Guild was founded in the 2nd access to a hidden safe house, free room and board, or
era as an Akaviri-only organization, but has since assistance in finding information. These agents never
opened up to all the races. The guild is a professional risk their lives for you or risk revealing their true
group, chartered by the Emperor, that regulates the identities.
hiring of mercenaries, protectors, and guards. Agents
of the guild are often proficient in Athletics, and seek SUGGESTED CHARACTERISTICS
aid from other guild members, local guards, and Use the tables for the acolyte background in the
members of the Imperial Legion. Operatives may find Player's Handbook as the basis for your traits and
themselves ensuring other mercenary groups adhere motivations, modifying the entries when appropriate
to the law, or try to uncover corruption within the to suit your identity as a faction agent. (For instance,
guild. consider the words “faith” and “faction” to be
interchangeable.)

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Your bond might be associated with other members FEATURE: RUSTIC HOSPITALITY
of your faction, or a location or an object that is Since you come from the ranks of the common folk,
important to your faction. The ideal you strive for is you fit in among them with ease. You can find a place
probably in keeping with the tenets and principles of to hide, rest, or recuperate among other commoners,
your faction, but might be more personal in nature. unless you have shown yourself to be a danger to
them. They will shield you from the law or anyone
FOLK HERO else searching for you, though they will not risk their
lives for you.
Refer to the Player's Handbook page 131 for more
information. SUGGESTED CHARACTERISTICS
You come from a humble social rank, but you are A folk hero is one of the common people, for better or
destined for so much more. Already the people of for worse. Most folk heroes look on their humble
your home village regard you as their champion, and origins as a virtue, not a shortcoming, and their home
your destiny calls you to stand against the tyrants and communities remain very important to them.
monsters that threaten the common folk everywhere.
d8 Personality Trait
Skill Proficiencies: Animal Handling, Survival 1 I judge people by their actions, not their words.
Tool Proficiencies: One type of artisan's tools, land 2 If someone is in trouble, I’m always ready to lend help.
vehicles When I set my mind to something, I follow through no
3
Equipment: A set of artisan's tools (one of your matter what gets in my way.
choice), a shovel, an iron pot, a set of common clothes, I have a strong sense of fair play and always try to find
4
and a belt pouch containing 40 septims. the most equitable solution to arguments.
I’m confident in my own abilities and do what I can to
5
instill confidence in others.
DEFINING EVENT
6 Thinking is for other people. I prefer action.
You previously pursued a simple profession among
7 I misuse long words in an attempt to sound smarter.
the peasantry, perhaps as a farmer, miner, servant,
I get bored easily. When am I going to get on with my
shepherd, woodcutter, or gravedigger. But something 8
destiny?
happened that set you on a different path and marked
you for greater things. Choose or randomly determine
d6 Ideal
a defining event that marked you as a hero of the
Respect. People deserve to be treated with dignity and
people. 1
respect. (Good)
Fairness. No one should get preferential treatment
d10 Defining Event 2
before the law, and no one is above the law. (Lawful)
1 I stood up to a tyrant’s agents.
Freedom. Tyrants must not be allowed to oppress the
2 I saved people during a natural disaster. 3
people. (Chaotic)
3 I stood alone against a terrible monster.
Might. If I become strong, I can take what I want—what
4 I stole from a corrupt merchant to help the poor. 4
I deserve. (Evil)
5 I led a militia to fight off an invading army.
Sincerity. There’s no good in pretending to be
I broke into a tyrant’s castle and stole weapons to arm 5
6 something I’m not. (Neutral)
the people.
Destiny. Nothing and no one can steer me away from
I trained the peasantry to use farm implements as 6
7 my higher calling. (Any)
weapons against a tyrant’s soldiers.
A lord rescinded an unpopular decree after I led a
8
symbolic act of protect against it.
A celestial, fey, or similar creature gave me a blessing
9
or revealed my secret origin.
Recruited into a lord’s army, I rose to leadership and
10
was commended for my heroism.

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d6 Bond GUILD BUSINESS
I have a family, but I have no idea where they are. One Guilds are generally found in cities large enough to
1
day, I hope to see them again. support several artisans practicing the same trade.
I worked the land, I love the land, and I will protect the However, your guild might instead be a loose network
2
land. of artisans who each work in a different village within
A proud noble once gave me a horrible beating, and I a larger realm. Work with your DM to determine the
3
will take my revenge on any bully I encounter. nature of your guild. You can select your guild
My tools are symbols of my past life, and I carry them business from the Guild Business table or roll
4
so that I will never forget my roots. randomly.
5 I protect those who cannot protect themselves.
I wish my childhood sweetheart had come with me to d20 Guild Business
6
pursue my destiny. 1 Alchemists and apothecaries
2 Armorers, locksmiths, and finesmiths
d6 Flaw 3 Brewers, distillers, and vintners
The tyrant who rules my land will stop at nothing to see 4 Calligraphers, scribes, and scriveners
1
me killed. 5 Carpenters, roofers, and plasterers
I’m convinced of the significance of my destiny, and 6 Cartographers, surveyors, and chart-makers
2
blind to my shortcomings and the risk of failure. 7 Cobblers and shoemakers
The people who knew me when I was young know my 8 Cooks and bakers
3
shameful secret, so I can never go home again. 9 Glassblowers and glaziers
I have a weakness for the vices of the city, especially 10 Jewelers and gemcutters
4
hard drink. 11 Leatherworkers, skinners, and tanners
Secretly, I believe that things would be better if I were a 12 Masons and stonecutters
5
tyrant lording over the land. 13 Painters, limners, and sign-makers
6 I have trouble trusting in my allies. 14 Potters and tile-makers
15 Shipwrights and sailmakers

GUILD ARTISAN 16
17
Smiths and metal-forgers
Tinkers, pewterers, and casters
Refer to the Player's Handbook page 132 for more 18 Wagon-makers and wheelwrights
information. 19 Weavers and dyers
You are a member of an artisan’s guild, skilled in a 20 Woodcarvers, coopers, and bowyers
particular field and closely associated with other
artisans. You are a well-established part of the As a member of your guild, you know the skills
mercantile world, freed by talent and wealth from the needed to create finished items from raw materials
constraints of a feudal social order. You learned your (reflected in your proficiency with a certain kind of
skills as an apprentice to a master artisan, under the artisan’s tools), as well as the principles of trade and
sponsorship of your guild, until you became a master good business practices. The question now is whether
in your own right. you abandon your trade for adventure, or take on the
extra effort to weave adventuring and trade together.
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan's tools FEATURE: GUILD MEMBERSHIP
Languages: One of your choice As an established and respected member of a guild,
Equipment: A set of artisan's tools (one of your you can rely on certain benefits that membership
choice), a letter of introduction from your guild, a set provides. Your fellow guild members will provide you
of traveler's clothes, and a belt pouch containing 60 with lodging and food if necessary, and pay for your
septims. funeral if needed. In some cities and towns, a guildhall
offers a central place to meet other members of your
profession, which can be a good place to meet
potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If
you are accused of a crime, your guild will support
you if a good case can be made for your innocence or
the crime is justifiable. You can also gain access to
powerful political figures through the guild, if you are

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a member in good standing. Such connections might d6 Bond
require the donation of money or magic items to the The workshop where I learned my trade is the most
1
guild’s coffers. important place in the world to me.
You must pay dues of 20 septims per month to the I created a great work for someone, and then found
guild. If you miss payments, you must make up back 2 them unworthy to receive it. I’m still looking for
dues to remain in the guild’s good graces. someone worthy.
I owe my guild a great debt for forging me into the
3
SUGGESTED CHARACTERISTICS person I am today.
Guild artisans are among the most ordinary people in 4 I pursue wealth to secure someone’s love.
the world—until they set down their tools and take One day I will return to my guild and prove that I am
5
up an adventuring career. They understand the value the greatest artisan of them all.
of hard work and the importance of community, but I will get revenge on the evil forces that destroyed my
6
they’re vulnerable to sins of greed and covetousness. place of business and ruined my livelihood.

d8 Personality Trait d6 Flaw


I believe that anything worth doing is worth doing right. I’ll do anything to get my hands on something rare or
1 1
I can’t help it— I’m a perfectionist. priceless.
I’m a snob who looks down on those who can’t I’m quick to assume that someone is trying to cheat
2 2
appreciate fine art. me.
I always want to know how things work and what No one must ever learn that I once stole money from
3 3
makes people tick. guild coffers.
I’m full of witty aphorisms and have a proverb for every I’m never satisfied with what I have— I always want
4 4
occasion. more.
I’m rude to people who lack my commitment to hard 5 I would kill to acquire a noble title.
5 I’m horribly jealous of anyone who can outshine my
work and fair play. 6
6 I like to talk at length about my profession. handiwork. Everywhere I go, I’m surrounded by rivals.
I don’t part with my money easily and will haggle
7
tirelessly to get the best deal possible. VARIANT GUILD ARTISAN: GUILD MERCHANT
I’m well known for my work, and I want to make sure Instead of an artisans’ guild, you might belong to a
8 everyone appreciates it. I'm always taken aback when guild of traders, caravan masters, or shopkeepers. You
people haven’t heard of me. don’t craft items yourself but earn a living by buying
and selling the works of others (or the raw materials
d6 Ideal artisans need to practice their craft). Your guild might
Community. It is the duty of all civilized people to be a large merchant consortium (or family) with
1 strengthen the bonds of community and the security of interests across the region. Perhaps you transported
civilization. (Lawful) goods from one place to another, by ship, wagon, or
Generosity. My talents were given to me so that I could caravan, or bought them from traveling traders and
2
use them to benefit the world. (Good) sold them in your own little shop. In some ways, the
Freedom. Everyone should be free to pursue his or her traveling merchant’s life lends itself to adventure far
3
own livelihood. (Chaotic) more than the life of an artisan.
4 Greed. I’m only in it for the money. (Evil) Rather than proficiency with artisan’s tools, you
People. I’m committed to the people I care about, not might be proficient with navigator’s tools or an
5
to ideals. (Neutral) additional language. And instead of artisan’s tools,
Aspiration. I work hard to be the best there is at my you can start with a mule and a cart.
6
craft.

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HAUNTED ONE HARROWING EVENT
d10 Event
Refer to the Curse of Strahd page 209 for more 1 A monster that slaughtered dozens of innocent people
information. spared your life, and you don’t know why.
You are haunted by something so terrible that you 2 You were born under a dark star. You can feel it
dare not speak of it. You’ve tried to bury it and flee watching you, coldly and distantly. Sometimes it
from it, to no avail. This thing that haunts you can’t be beckons you in the dead of night.
slain with a sword or banished with a spell. It might 3 An apparition that has haunted your family for
come to you as a shadow on the wall, a bloodcurdling generations now haunts you. You don’t know what it
nightmare, a memory that refuses to die, or a demonic wants, and it won’t leave you alone.
whisper in the dark. The burden has taken its toll, 4 Your family has a history of practicing the dark arts.
isolating you from others and making you question You dabbled once and felt something horrible clutch
at your soul, whereupon you fled in terror.
your sanity. You must find a way to overcome it before
5 An oni took your sibling one cold, dark night, and you
it destroys you.
were unable to stop it.
6 You were cursed with lycanthropy and later cured. You
Skill Proficiencies: Choose one of Arcana,
are now haunted by the innocents you slaughtered.
Investigation, Religion, or Survival
7 A hag kidnapped and raised you. You escaped, but the
Languages: Choose one exotic language
hag still has a magical hold over you and fills your
Equipment: A monster hunter’s pack, a set of
mind with evil thoughts.
common clothes, and one trinket of special
8 You opened an eldritch tome and saw things unfit for
significance
a sane mind. You burned the book, but its words and
images are burned into your psyche.
FEATURE: HEART OF DARKNESS
9 A fiend possessed you as a child. You were locked
Those who look into your eyes can see that you have
away but escaped. The fiend is still inside you, but
faced unimaginable horror and that you are no
now you try to keep it locked away.
stranger to darkness. Though they might fear you,
10 You did terrible things to avenge the murder of
commoners will extend you every courtesy and do someone you loved. You became a monster, and it
their utmost to help you. Unless you have shown haunts your waking dreams.
yourself to be a danger to them, they will even take up
arms to fight alongside you, should you find yourself
SUGGESTED CHARACTERISTICS
facing an enemy alone.
You have learned to live with the terror that haunts
you. You are a survivor, who can be very protective of
HARROWING EVENT
those who bring light into your darkened life.
Prior to becoming an adventurer, your path in life was
defined by one dark moment, one fateful decision, or d8 Personality Trait
one tragedy. Now you feel a darkness threatening to 1 I don’t run from evil. Evil runs from me.
consume you, and you fear there may be no hope of 2 I like to read and memorize poetry. It keeps me calm
escape. Choose a harrowing event that haunts you, or and brings me fleeting moments of happiness.
roll one on the Harrowing Events table. 3 I spend money freely and live life to the fullest,
knowing that tomorrow I might die.
4 I live for the thrill of the hunt.
5 I don’t talk about the thing that torments me. I’d
rather not burden others with my curse.
6 I expect danger around every corner.
7 I refuse to become a victim, and I will not allow others
to be victimized.
8 I put no trust in divine beings.

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d6
1
Ideal
I try to help those in need, no matter what the HERMIT
personal cost. (Good)
Refer to the Player's Handbook page 134 for more
2 I’ll stop the spirits that haunt me or die trying. (Any)
information.
3 I kill monsters to make the world a safer place, and to
You lived in seclusion—either in a sheltered
exorcise my own demons. (Good)
community such as a monastery, or entirely alone—
4 I have a dark calling that puts me above the law.
for a formative part of your life. In your time apart
(Chaotic)
from the clamor of society, you found quiet, solitude,
5 I like to know my enemy’s capabilities and weaknesses
and perhaps some of the answers you were looking
before rushing into battle. (Lawful)
for.
6 I’m a monster that destroys other monsters, and
anything else that gets in my way. (Evil)
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism Kit
d6 Bond
Languages: One of your choice
1 I keep my thoughts and discoveries in a journal. My
Equipment: A scroll case stuffed full of notes from
journal is my legacy.
your studies or prayers, a winter blanket, a set of
2 I would sacrifice my life and my soul to protect the
common clothes, an herbalism kit, and 20 septims.
innocent.
3 My torment drove away the person I love. I strive to
win back the love I’ve lost. LIFE OF SECLUSION
4 A terrible guilt consumes me. I hope that I can find What was the reason for your isolation, and what
redemption through my actions. changed to allow you to end your solitude? You can
5 There’s evil in me, I can feel it. It must never be set work with your DM to determine the exact nature of
free. your seclusion, or you can choose or roll on the table
6 I have a child to protect. I must make the world a safer below to determine the reason behind your seclusion.
place for him (or her).
d8 Life of Seclusion
1 I was searching for spiritual enlightenment.
d6 Flaw
I was partaking of communal living in accordance with
1 I have certain rituals that I must follow every day. I can 2
the dictates of a religious order.
never break them.
3 I was exiled for a crime I didn’t commit.
2 I assume the worst in people.
4 I retreated from society after a life-altering event.
3 I feel no compassion for the dead. They’re the lucky
I needed a quiet place to work on my art, literature,
ones. 5
music, or manifesto.
4 I have an addiction.
6 I needed to commune with nature, far from civilization.
5 I am a purveyor of doom and gloom who lives in a
7 I was the caretaker of an ancient ruin or relic.
world without hope.
I was a pilgrim in search of a person, place, or relic of
6 I talk to spirits that no one else can see. 8
spiritual significance.

FEATURE: DISCOVERY
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature.
It could be a site that no one else has ever seen. You
might have uncovered a fact that has long been
forgotten, or unearthed some relic of the past that
could rewrite history.
It might be information that would be damaging to
the people who or consigned you to exile, and hence
the reason for your return to society.
Work with your DM to determine the details of your
discovery and its impact on the campaign.

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SUGGESTED CHARACTERISTICS d6 Flaw
Some hermits are well suited to a life of seclusion, Now that I've returned to the world, I enjoy its delights
1
whereas others chafe against it and long for company. a little too much.
Whether they embrace solitude or long to escape it, I harbor dark, bloodthirsty thoughts that my isolation
2
the solitary life shapes their attitudes and ideals. A and meditation failed to quell.
few are driven slightly mad by their years apart from 3 I am dogmatic in my thoughts and philosophy.
society. I let my need to win arguments overshadow friendships
4
and harmony.
d8 Personality Trait 5 I’d risk too much to uncover a lost bit of knowledge.
I’ve been isolated for so long that I rarely speak, I like keeping secrets and won’t share them with
1 6
preferring gestures and the occasional grunt. anyone.
2 I am utterly serene, even in the face of disaster.
The leader of my community had something wise to say OTHER HERMITS
3
on every topic, and I am eager to share that wisdom. This hermit background assumes a contemplative
4 I feel tremendous empathy for all who suffer. sort of seclusion that allows room for study and
5 I’m oblivious to etiquette and social expectations. prayer. If you want to play a rugged wilderness
I connect everything that happens to me to a grand, recluse who lives off the land while shunning the
6
cosmic plan. company of other people, look at the outlander
I often get lost in my own thoughts and contemplation, background. On the other hand, if you want to go in a
7
becoming oblivious to my surroundings. more religious direction, the acolyte might be what
I am working on a grand philosophical theory and love you’re looking for. Or you could even be a charlatan,
8
sharing my ideas. posing as a wise and holy person and letting pious
fools support you.
d6 Ideal
1
Greater Good. My gifts are meant to be shared with all,
not used for my own benefit. (Good) IMPERIAL CITY NOBLE
Logic. Emotions must not cloud our sense of what is
2 Refer to the Sword Coast Adventurer's Guide page 154
right and true, or our logical thinking. (Lawful)
for more information.
Free Thinking. Inquiry and curiosity are the pillars of
3 You are a scion of one of the great noble families of
progress. (Chaotic)
the Imperial City. Human families who jealously guard
Power. Solitude and contemplation are paths toward
4 their privilege and place in the City of Splendors,
mystical or magical power. (Evil)
Imperial City nobles have a reputation across Tamriel
Live and Let Live. Meddling in the affairs of others only
5 for being eccentric, spoiled, venal, and, above all else,
causes trouble. (Neutral)
rich.
Self-Knowledge. If you know yourself, there’s nothing
6 Whether you are a shining example of the reason
left to know. (Any)
for this reputation or one who proves the rule by
being an exception, people expect things of you when
d6 Bond
they know your surname and what it means. Your
Nothing is more important than the other members of
1 reasons for taking up adventuring likely involve your
my hermitage, order, or association.
family in some way: Are you the family rebel, who
I entered seclusion to hide from the ones who might
2 prefers delving in filthy dungeons to sipping zzar at a
still be hunting me. I must someday confront them.
ball? Or have you taken up sword or spell on your
I’m still seeking the enlightenment I pursued in my
3 family's behalf, ensuring that they have someone of
seclusion, and it still eludes me.
renown to see to their legacy?
I entered seclusion because I loved someone I could
4 Work with your DM to come up with the family you
not have.
are part of, with its own financial interests,
Should my discovery come to light, it could bring ruin to
5 specialties, and schemes. You might be part of the
the world.
My isolation gave me great insight into a great evil that
main line of your family, possibly in line to become its
6 leader one day. Or you might be one of any number of
only I can destroy.
cousins, with less prestige but also less responsibility.

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Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set or one INHERITOR
musical operation Refer to the Sword Coast Adventurer's Guide page 150
Languages: One of your choice for more information.
Equipment: A set of fine clothes, a signet ring or You are the heir to something of great value- not mere
brooch, a scroll of pedigree, a skin of fine brandy or coin or wealth, but an object that has been entrusted
wine, and a purse containing 80 septims to you and you alone. Your inheritance might have
come directly to you from a member of your family, by
FEATURE: KEPT IN STYLE right of birth, or it could have been left to you by a
While you are in the Imperial City or elsewhere in friend, a mentor, a teacher, or someone else important
Cyrodiil your house sees to your everyday needs. Your in your life. The revelation of your inheritance
name and signet are sufficient to cover most of your changed your life, and might have set you on the path
expenses; the inns, taverns, and feast halls you to adventure, but it could also come with many
frequent are glad to record your debt and send an dangers, including those who covet your gift and want
accounting to your family's estate in the Imperial City to take it from you- by force, if need be.
to settle what you owe.
This advantage enables you to live a comfortable Skill Proficiencies: Survival, plus one from among
lifestyle without having to pay 2 gp a day for it, or Arcana, History, or Religion
reduces the cost of a wealthy or aristocratic lifestyle Tool Proficiencies: You choice of a gaming set or a
by that amount. You may not maintain a less affluent musical instrument.
lifestyle and use the difference as income-the benefit Languages: Any one of your choice
is a line of credit, not an actual monetary reward. Equipment: Your inheritance, a set of traveler's
clothes, any times with which you are proficient, and
SUGGESTED CHARACTERISTICS a pouch containing 60 septims.
Use the tables for the noble background in the
Player's Handbook as the basis for your traits and FEATURE: INHERITANCE
motivations, modifying the entries when appropriate Choose or randomly determine your inheritance from
to suit your identity as a member of an Imperial City among the possibilities in the table below. Work with
family. your Dungeon Master to come up with details: Why is
Like other nobles, you were born and raised in a your inheritance so important, and what is its full
different world from the one that most folk know – story? You might prefer for the DM to invent these
one that grants you privilege but also calls you to details as part of the game, allowing you to learn more
fulfill a duty befitting your station, or it could be about your inheritance as your character does.
concerned with another noble house that sides with The Dungeon Master is free to use your inheritance
or opposes your own. Your ideal depends to some as a story hook, sending you on quests to learn more
extent on how you view your role in the family, and about its history or true nature, or confronting you
how you intend to conduct yourself in the world at with foes who want to claim it for themselves or
large as a representative of your house. prevent you from learning what you seek. The DM
also determines the properties of your inheritance
and how they figure into the item's history and
importance. For instance, the object might be a minor
magic item, or one that begins with a modest ability
and increases in potency with the passage of time. Or,
the true nature of your inheritance might not be
apparent at first and is revealed only when certain
conditions are met.
When you begin your adventuring career, you can
decide whether to tell your companions about your
inheritance right away. Rather than attracting
attention to yourself, you might want to keep your
inheritance a secret until you learn more about what
it means to you and what it can do for you.

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INHERITANCE Skill Proficiencies: Persuasion, plus one from among
d6 Bond Arcana, History, Nature, or Religion, as appropriate
1 Object or Item A document such as a map, a letter, or for your order.
a journal Tool Proficiencies: One type of gaming set or musical
2 A trinket (see "Trinkets" in chapter 5 of the Player's instrument
Handbook) Languages: One of your choice
3 A trinket (see "Trinkets" in chapter 5 of the Player's Equipment: One set of traveler's clothes, a signet,
Handbook) banner, or seal representing your place or rank in the
4 An article of clothing order, and a pouch containing 40 septims.
5 A piece of jewelry
6 An arcane book or formulary FEATURE: KNIGHTLY REGARD
7 A written story, song, poem, or secret You receive shelter and succor from members of your
8 A tattoo or other body marking knightly order and those who are sympathetic to its
aims. If your order is a religious one, you can gain aid
SUGGESTED CHARACTERISTICS from temples and other religious communities of your
Use the tables for the folk hero background in the deity. Knights of civic orders can get help from the
Player's Handbook as the basis for your traits and community- whether a lone settlement or a great
motivations, modifying the entries when appropriate nation that they serve, and knights of philosophical
to suit your identity as an inheritor. orders can find help from those they have aided in
Your bond might be directly related to your pursuit of their ideals, and those who share those
inheritance, or to the person from who you received ideals.
it. Your ideal might be influenced by what you know This help comes in the form of shelter and meals,
about your inheritance, or by what you intend to do and healing when appropriate, as well as occasionally
with your gift once you realize what it is capable of. risky assistance, such as a band of local citizens
rallying to aid a sorely pressed knight in a fight, or

KNIGHT OF THE ORDER those who support the order helping to smuggle a
knight out of town when he or she is being hunted
Refer to the Sword Coast Adventurer's Guide page 151 unjustly.
for more information.
You belong to an order of knights who have sworn KNIGHTLY ORDERS OF TAMRIEL
oaths to achieve a certain goal. The nature of this goal Many who rightfully call themselves "knight" earn
depends on the order you serve, but in your eyes it is that title as part of an order in service to a deity, such
without question a vital and honorable endeavor. as the Vigil of Stendarr, or the Order of Arkay with
Tamriel has a wide variety of knightly orders, all of their Knights of the Circle. Other knightly orders serve
which have a similar outlook concerning their actions a government, royal family, or are the elite military of
and responsibilities. a feudal state, such as the Order of the Raven. Other
Though the term "knight" conjures ideas of knighthoods are secular and non governmental
mounted, heavily armored warriors of noble blood, organizations of warriors who follow a particular
most knightly orders in Tamriel don't restrict their philosophy, or consider themselves a kind of extended
membership to such individuals. The goals and family, similar to an order of monks. Although there
philosophies of the order are more important than are organizations, such as the Order of the Lily, that
the gear and fighting style of its members, and so use the trappings of knighthood without necessarily
most of these orders aren't limited to fighting types, being warriors, most folk of Tamriel who hear the
but are open to all sorts of folk who are willing to word "knight" think of a mounted warrior in armor
battle and die for the order's cause. beholden to a code. Below are a few knightly
The "Knightly Orders of Tamriel" below details organizations.
several of the orders that are active at present and is Knights of the Dragon. The Knights of the Dragon
designed to help inform your decision about which are the elite soldiers who are the official protectors of
group you owe allegiance to. the city and royal family of Daggerfall. Sometimes
they are confused as members of the Dragonguard,
but they were not created to slay dragons. Their
service is to His Majesty the Dragon, or rather, the
current King or Queen of Daggerfall. Many knights are
stationed in and around Daggerfall for protection of

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the crown, but many find themselves outside of High
Rock, escorting nobles, or gathering information from MERCENARY VETERAN
their allies and enemies. These knights follow their Refer to the Sword Coast Adventurer's Guide page 152
oath: I vow to serve the Dragon. I lay down my life, my for more information.
gold, and my sacred honor for my King. His word is As a sellsword who fought battles for coin, you're well
my order, my sword is his arm. Our lives are one. acquainted with risking life and limb for a chance at a
Knights of the Flame. Centuries ago, noble share of treasure. Now, you look forward to fighting
warriors of the Lorddom of Anticlere held back the foes and reaping even greater rewards as an
invading armies of the Reach when Sir Byric set the adventurer. Your experience makes you familiar with
fields surrounding the Alcaire Castle on fire. This bold the ins and outs of mercenary life, and you likely have
action led to the Alcaire Knights to be known as the harrowing stories of events on the battlefield. You
Knights of the Flame. Those who devote themselves to might have served with a large outfit such as the
Anticlere and their blessed patrons are judged as Fighter's Guild or the Companions, or a smaller band
worthy to join the order, and in return, the knights are of sellswords, maybe even more than one.
treated as gods by the locals. Now you're looking for something else, perhaps
Knights of the Thorn. The Knights of the Thorn are greater reward for the risks you take, or the freedom
a chivalrous order dedicated to the protection of to choose your own activities. For whatever reason,
Cheydinhal, in Cyrodiil. Founded by Farwil Indarys, you're leaving behind the life of a soldier for hire, but
the group began as a glorified club, which spent more your skills are undeniably suited for battle, so now
time drinking ale than they did doing anything else. you fight on in a different way.
However, shortly after their inception, tragedy came
to the region and the Knights proved their worth, Skill Proficiencies: Athletics, Persuasion
fending off several daedric invasions. The order's Tool Proficiencies: One type of gaming set, vehicles
crest is a sword enveloped in thorns, a symbol of the (land)
Indarys family. Every member of the order wears a Equipment: A uniform of your company (traveler's
special medallion, or is outfitted in armor and clothes in quality, an insignia of your rank, a gaming
weapons emblazoned with their coat-of-arms. set of your choice, and a pouch containing the
remainder of your last wages (40 septims)
SUGGESTED CHARACTERISTICS
Use the tables for the soldier background in the FEATURE: MERCENARY LIFE
Player's Handbook as the basis for your traits and You know the mercenary life as only someone who
motivations, modifying the entries when appropriate has experienced it can. You are able to identify
to suit your identity as a knight of your order. mercenary companies by their emblems, and you
Your bond almost always involves the order to know a little about any such company, including the
which you belong (or at least key members of it), and names and reputations of its commanders and
it is highly unusual for a knight's ideal not to reflect leaders, and who has hired them recently. You can find
the agenda, sentiment, or philosophy of one's order. the taverns and feast halls where mercenaries abide
in any area, as long as you speak the language. You
can find mercenary work between adventures
sufficient to maintain a comfortable lifestyle (see
"Practicing a Profession" under "Downtime Activities"
in chapter 8 of the Player's Handbook).

SUGGESTED CHARACTERISTICS
Use the tables for the soldier background in the
Player's Handbook as the basis for your traits and
motivations, modifying the entries when appropriate
to suit your identity as a mercenary.
Your bond could be associated with the company
you traveled with previously, or with some of the
comrades you served with. The ideal you embrace
largely depends on your worldview and your
motivation for fighting.

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NOBLE FEATURE: POSITION OF PRIVILEGE
Thanks to your noble birth, people are inclined to
Refer to the Player's Handbook page 135 for more think the best of you. You are welcome in high society,
information. and people assume you have the right to be wherever
You understand wealth, power, and privilege. You you are. The common folk make every effort to
carry a noble title, and your family owns land, collects accommodate you and avoid your displeasure, and
taxes, and wields significant political influence. You other people of high birth treat you as a member of
might be a pampered aristocrat unfamiliar with work the same social sphere. You can secure an audience
or discomfort, a former merchant just elevated to the with a local noble if you need to.
nobility, or a disinherited scoundrel with a
disproportionate sense of entitlement. Or you could SUGGESTED CHARACTERISTICS
be an honest, hard-working landowner who cares Nobles are born and raised to a very different lifestyle
deeply about the people who live and work on your than most people ever experience, and their
land, keenly aware of your responsibility to them. personalities reflect that upbringing. A noble title
Work with your DM to come up with an appropriate comes with a plethora of bonds—responsibilities to
title and determine how much authority that title family, to other nobles (including the sovereign), to
carries. A noble title doesn’t stand on its own—it’s the people entrusted to the family’s care, or even to
connected to an entire family, and whatever title you the title itself. But this responsibility is often a good
hold, you will pass it down to your own children. Not way to undermine a noble.
only do you need to determine your noble title, but
you should also work with the DM to describe your d8 Personality Trait
family and their influence on you. My eloquent flattery makes everyone I talk to feel like
1
Is your family old and established, or was your title the most wonderful and important person in the world.
only recently bestowed? How much influence do they The common folk love me for my kindness and
2
wield, and over what area? What kind of reputation generosity.
does your family have among the other aristocrats of No one could doubt by looking at my regal bearing that
3
the region? How do the common people regard them? I am a cut above the unwashed masses.
What’s your position in the family? Are you the heir I take great pains to always look my best and follow the
4
to the head of the family? Have you already inherited latest fashions.
the title? How do you feel about that responsibility? I don’t like to get my hands dirty, and I won’t be caught
5
Or are you so far down the line of inheritance that no dead in unsuitable accommodations.
one cares what you do, as long as you don’t embarrass Despite my noble birth, I do not place myself above
6
other folk. We all have the same blood.
the family? How does the head of your family feel
7 My favor, once lost, is lost forever.
about your adventuring career? Are you in your
If you do me an injury, I will crush you, ruin your name,
family’s good graces, or shunned by the rest o f your 8
and salt your fields.
family?
Does your family have a coat of arms? An insignia
d6 Ideal
you might wear on a signet ring? Particular colors you
Respect. Respect is due to me because of my position,
wear all the time? An animal you regard as a symbol
1 but all people regardless of station deserve to be
of your line or even a spiritual member o f the family?
treated with dignity. (Good)
These details help establish your family and your
Responsibility. It is my duty to respect the authority of
title as features of the world of the campaign.
2 those above me, just as those below me must respect
Skill Proficiencies: History, Persuasion
mine. (Lawful)
Tool Proficiencies: One type of gaming set
Independence. I must prove that I can handle myself
Languages: One of your choice 3
without the coddling of my family. (Chaotic)
Equipment: A set of fine clothes, a signet ring, a scroll
Power. If I can attain more power, no one will tell me
of pedigree, and a purse containing 100 septims. 4
what to do. (Evil)
5 Family. Blood runs thicker than water. (Any)
Noble Obligation. It is my duty to protect and care for
6
the people beneath me. (Good)

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d6 Bond
1
I will face any challenge to win the approval of my OUTLANDER
family.
Refer to the Player's Handbook page 136 for more
My house’s alliance with another noble family must be
2 information.
sustained at all costs.
You grew up in the wilds, far from civilization and the
Nothing is more important than the other members of
3 comforts of town and technology. You’ve witnessed
my family.
the migration of herds larger than forests, survived
I am in love with the heir of a family that my family
4 weather more extreme than any city-dweller could
despises.
comprehend, and enjoyed the solitude of being the
5 My loyalty to my sovereign is unwavering.
only thinking creature for miles in any direction. The
6 The common folk must see me as a hero of the people.
wilds are in your blood, whether you were a nomad,
an explorer, a recluse, a hunter-gatherer, or even a
d6 Flaw
marauder. Even in places where you don’t know the
1 I secretly believe that everyone is beneath me.
specific features of the terrain, you know the ways of
I hide a truly scandalous secret that could ruin my
2 the wild.
family forever.
I too often hear veiled insults and threats in every word
3 Skill Proficiencies: Athletics, Survival
addressed to me, and I’m quick to anger.
Tool Proficiencies: One type of musical Instrument
4 I have an insatiable desire for carnal pleasures.
Languages: One of your choice
5 In fact, the world does revolve around me.
Equipment: A staff, a hunting trap, a trophy from an
By my words and actions, I often bring shame to my
6 animal you killed, a set of traveler's clothes, and a belt
family.
pouch containing 40 septims.
VARIANT NOBLE: KNIGHT
ORIGIN
A knighthood is among the lowest noble titles in most
You've been to strange places and seen things that
societies, but it can be a path to higher status. If you
others cannot begin to fathom. Consider some of the
wish to be a knight, choose the Retainers feature
distant lands you have visited, and how they impacted
instead of the Position of Privilege feature. One of
you. You can roll on the following table to determine
your commoner retainers is replaced by a noble who
your occupation during your time in the wild, or
serves as your squire, aiding you in exchange for
choose one that best fits your character.
training on his or her own path to knighthood. Your
two remaining retainers might include a groom to
d10 Origin
care for your horse and a servant who polishes your
1 Forester
armor (and even helps you put it on).
2 Trapper
As an emblem of chivalry and the ideals of courtly
3 Homesteader
love, you might include among your equipment a
4 Guide
banner or other token from a noble lord or lady to 5 Bounty hunter
whom you have given your heart—in a chaste sort of 6 Exile or outcast
devotion. (This person could be your bond.) 7 Pilgrim
8 Tribal nomad
VARIANT FEATURE: RETAINER 9 Hunter-gatherer
If your character has a noble background, you may 10 Tribal marauder
select this background feature instead of Position of
Privilege. FEATURE: WANDERER
You have the service of three retainers loyal to your You have an excellent memory for maps and
family. These retainers can be attendants or geography, and you can always recall the general
messengers, and one might be a majordomo. Your layout of terrain, settlements, and other features
retainers are commoners who can perform mundane around you. In addition, you can find food and fresh
tasks for you, but they do not fight for you, will not water for yourself and up to five other people each
follow you into obviously dangerous areas (such as day, provided that the land offers berries, small game,
dungeons), and will leave if they are frequently water, and so forth.
endangered or abused.

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SUGGESTED CHARACTERISTICS d6 Flaw
Often considered rude and uncouth among civilized 1 I am too enamored of ale, wine, and other intoxicants.
folk, outlanders have little respect for the niceties of 2 There’s no room for caution in a life lived to the fullest.
life in the cities. The ties of tribe, clan, family, and the I remember every insult I’ve received and nurse a silent
3
natural world of which they are a part are the most resentment toward anyone who’s ever wronged me.
important bonds to most outlanders. I am slow to trust members of other races, tribes, and
4
societies.
d8 Personality Trait 5 Violence is my answer to almost any challenge.
I’m driven by a wanderlust that led me away from Don’t expect me to save those who can’t save
1 6 themselves. It is nature’s way that the strong thrive and
home.
I watch over my friends as if they were a litter of the weak perish.
2
newborn pups.
I once ran twenty-five miles without stopping to warn
3 to my clan of an approaching orc horde. I’d do it again if SAGE
I had to. Refer to the Player's Handbook page 137 for more
I have a lesson for every situation, drawn from information.
4
observing nature. You spent years learning the lore of Tamriel. You
I place no stock in wealthy or well-mannered folk. scoured manuscripts, studied scrolls, and listened to
5 Money and manners won’t save you from a hungry the greatest experts on the subjects that interest you.
owlbear. Your efforts have made you a master in your fields of
I’m always picking things up, absently fiddling with study.
6
them, and sometimes accidentally breaking them.
7 I feel far more comfortable around animals than Skill Proficiencies: Arcana, History
people. Languages: Two of your choice
8 I was, in fact, raised by wolves. Equipment: A bottle of black ink, a quill, a small
d6 Ideal
knife, a letter from a dead colleague posing a question
Change. Life is like the seasons, in constant change, and
1 you have not yet been able to able to answer, a set of
we must change with it. (Chaotic)
common clothes, and a belt pouch containing 40
Greater Good. It is each person’s responsibility to make
2 septims.
the most happiness for the whole tribe. (Good)
Honor. If I dishonor myself, I dishonor my whole clan.
3 SPECIALTY
(Lawful)
To determine the nature of your scholarly training,
4 Might. The strongest are meant to rule. (Evil)
roll a d8 or choose from the options in the table
Nature. The natural world is more important than all
5 below.
the constructs of civilization. (Neutral)
Glory. I must earn glory in battle, for myself and my
6 d8 Specialty
clan. (Any)
1 Alchemist
2 Astronomer
d6 Bond
3 Discredited academic
My family, clan, or tribe is the most important thing in
1 4 Librarian
my life, even when they are far from me.
5 Professor
An injury to the unspoiled wilderness of my home is an
2 6 Researcher
injury to me.
7 Mage’s apprentice
I will bring terrible wrath down on the evildoers who
3 8 Scribe
destroyed my homeland.
I am the last of my tribe, and it is up to me to ensure
4
their names enter legend.
I suffer awful visions of a coming disaster and will do
5
anything to prevent it.
6 It is my duty to provide children to sustain my tribe.

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FEATURE: RESEARCHER d6 Bond
When you attempt to learn or recall a piece of lore, if 1 It is my duty to protect my students.
you do not know that information, you often know I have an ancient text that holds terrible secrets that
2
where and from whom you can obtain it. Usually, this must not fall into the wrong hands.
information comes from a library, scriptorium, I work to preserve a library, university, scriptorium, or
3
university, or a sage or other learned person or monastery.
creature. Your DM might rule that the knowledge you My life’s work is a series of tomes related to a specific
4
seek is secreted away in an almost inaccessible place, field of lore.
or that it simply cannot be found. Unearthing the I've been searching my whole life for the answer to a
5
deepest secrets of Tamriel can require an adventure certain question.
or even a whole campaign. I sold my soul for knowledge. I hope to do great deeds
6
and win it back.
SUGGESTED CHARACTERISTICS
Sages are defined by their extensive studies, and their d6 Flaw
characteristics reflect this life of study. Devoted to 1 I am easily distracted by the promise of information.
scholarly pursuits, a sage values knowledge highly— Most people scream and run when they see a demon. I
2
sometimes in its own right, sometimes as a means stop and take notes on its anatomy.
toward other ideals. Unlocking an ancient mystery is worth the price of a
3
civilization.
d8 Personality Trait I overlook obvious solutions in favor of complicated
4
I use polysyllabic words that convey the impression of ones.
1 I speak without really thinking through my words,
great erudition. 5
I've read every book in the world’s greatest libraries— invariably insulting others.
2 6 I can’t keep a secret to save my life, or anyone else’s.
or I like to boast that I have.
I'm used to helping out those who aren’t as smart as I
3 am, and I patiently explain anything and everything to
others.
SAILOR
4 There’s nothing I like more than a good mystery. Refer to the Player's Handbook page 139 for more
I’m willing to listen to every side of an argument before information.
5
I make my own judgment. You sailed on a seagoing vessel for years.
I . . . speak . . . slowly . . . when talking . . . to idiots, . . . In that time, you faced down mighty storms, monsters
6 which . . . almost . . . everyone . . . is . . . compared . . . of the deep, and those who wanted to sink your craft
to me. to the bottomless depths.
7 I am horribly, horribly awkward in social situations. Your first love is the distant line of the horizon, but
I’m convinced that people are always trying to steal my the time has come to try your hand at something new.
8
secrets. Discuss the nature of the ship you previously sailed
with your Dungeon Master.
d6 Ideal Was it a merchant ship, a naval vessel, a ship of
Knowledge. The path to power and self-improvement discovery, or a pirate ship? How famous (or infamous)
1
is through knowledge. (Neutral) is it? Is it widely traveled? Is it still sailing, or is it
Beauty. What is beautiful points us beyond itself missing and presumed lost with all hands?
2
toward what is true. (Good) What were your duties on board—boatswain,
Logic. Emotions must not cloud our logical thinking. captain, navigator, cook, or some other position? Who
3
(Lawful) were the captain and first mate? Did you leave your
No Limits. Nothing should fetter the infinite possibility ship on good terms with your fellows, or on the run?
4
inherent in all existence. (Chaotic)
Power. Knowledge is the path to power and Skill Proficiencies: Athletics, Perception
5
domination. (Evil) Tool Proficiencies: Navigator's tools, water vehicles
Self-Improvement. The goal of a life of study is the Equipment: A belaying pin (club), 50 feet of silk rope,
6
betterment of oneself. (Any) a lucky charm such as a rabbit foot or a small stone
with a hole in the center (or you may roll for a
random trinket on the Trinkets table in chapter 5 of
the Player's Handbook), a set of common clothes, and
a belt pouch containing 40 septims.

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FEATURE: SHIP'S PASSAGE d6 Bond
When you need to, you can secure free passage on a 1 I’m loyal to my captain first, everything else second.
sailing ship for yourself and your adventuring The ship is most important—crewmates and captains
2
companions. You might sail on the ship you served on, come and go.
or another ship you have good relations with 3 I’ll always remember my first ship.
(perhaps one captained by a former crewmate). In a harbor town, I have a paramour whose eyes nearly
4
Because you’re calling in a favor, you can’t be certain stole me from the sea.
of a schedule or route that will meet your every need. I was cheated out of my fair share of the profits, and I
5
Your Dungeon Master will determine how long it want to get my due.
takes to get where you need to go. In return for your Ruthless pirates murdered my captain and crewmates,
free passage, you and your companions are expected 6 plundered our ship, and left me to die. Vengeance will
to assist the crew during the voyage. be mine.

SUGGESTED CHARACTERISTICS d6 Flaw


Sailors can be a rough lot, but the responsibilities of 1 I follow orders, even if I think they’re wrong.
life on a ship make them generally reliable as well. 2 I’ll say anything to avoid having to do extra work.
Life aboard a ship shapes their outlook and forms Once someone questions my courage, I never back
3
their most important attachments. down no matter how dangerous the situation.
4 Once I start drinking, it’s hard for me to stop.
d8 Personality Trait I can’t help but pocket loose coins and other trinkets I
5
1 My friends know they can rely on me, no matter what. come across.
I work hard so that I can play hard when the work is 6 My pride will probably lead to my destruction.
2
done.
I enjoy sailing into new ports and making new friends VARIANT SAILOR: PIRATE
3 You spent your youth under the sway of a dread
over a flagon of ale.
4 I stretch the truth for the sake of a good story. pirate, a ruthless cutthroat who taught you how to
To me, a tavern brawl is a nice way to get to know a survive in a world of sharks and savages. You’ve
5 indulged in larceny on the high seas and sent more
new city.
6 I never pass up a friendly wager. than one deserving soul to a briny grave. Fear and
7 My language is as foul as an cliffracer nest. bloodshed are no strangers to you, and you’ve
I like a job well done, especially if I can convince garnered a somewhat unsavory reputation in many a
8
someone else to do it. port town.
If you decide that your sailing career involved
d6 Ideal piracy, you can choose the Bad Reputation feature
Respect. The thing that keeps a ship together is mutual instead of the Ship’s Passage feature.
1
respect between captain and crew. (Good)
Fairness. We all do the work, so we all share in the VARIANT FEATURE: BAD REPUTATION
2
rewards. (Lawful) If your character has a sailor background, you may
Freedom. The sea is freedom—the freedom to go select this background feature instead of Ship’s
3
anywhere and do anything. (Chaotic) Passage.
Mastery. I’m a predator, and the other ships on the sea No matter where you go, people are afraid of you
4
are my prey. (Evil) due to your reputation. When you are in a civilized
People. I’m committed to my crewmates, not to ideals. settlement, you can get away with minor criminal
5
(Neutral) offenses, such as refusing to pay for food at a tavern
Aspiration. Someday I’ll own my own ship and chart my or breaking down doors at a local shop, since most
6
own destiny. (Any) people will not report your activity to the authorities.

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SOLDIER FEATURE: MILITARY RANK
You have a military rank from your career as a soldier.
Refer to the Player's Handbook page 140 for more Soldiers loyal to your former military organization
information. still recognize your authority and influence, and they
War has been your life for as long as you care to defer to you if they are of a lower rank. You can invoke
remember. You trained as a youth, studied the use of your rank to exert influence over other soldiers and
weapons and armor, learned basic survival requisition simple equipment or horses for temporary
techniques, including how to stay alive on the use. You can also usually gain access to friendly
battlefield. You might have been part of a standing military encampments and fortresses where your
national army or a mercenary company, or perhaps a rank is recognized.
member of a local militia who rose to prominence
during a recent war. SUGGESTED CHARACTERISTICS
When you choose this background, work with your The horrors of war combined with the rigid discipline
DM to determine which military organization you of military service leave their mark on all soldiers,
were a part of, how far through its ranks you shaping their ideals, creating strong bonds, and often
progressed, and what kind of experiences you had leaving them scarred and vulnerable to fear, shame,
during your military career. Was it a standing army, a and hatred.
town guard, or a village militia? Or it might have been
a noble’s or merchant’s private army, or a mercenary d8 Personality Trait
company. 1 I'm always polite and respectful.
I’m haunted by memories of war. I can’t get the images
2
Skill Proficiencies: Athletics, Intimidation of violence out of my mind.
Tool Proficiencies: One type of gaming set, land I’ve lost too many friends, and I’m slow to make new
3
vehicles ones.
Equipment: An insignia of rank, a trophy taken from I’m full of inspiring and cautionary tales from my
a fallen enemy (a dagger, broken blade, or piece of a 4 military experience relevant to almost every combat
banner), a set of bone dice or deck of cards, a set of situation.
common clothes, and a belt pouch containing 40 5 I can stare down a hell hound without flinching.
septims. 6 I enjoy being strong and like breaking things.
7 I have a crude sense of humor.
I face problems head-on. A simple, direct solution is the
SPECIALITY 8
best path to success.
During your time as a soldier, you had a specific role
to play in your unit or army.
d6 Ideal
Roll a d8 or choose from the options in the table
Greater Good. Our lot is to lay down our lives in
below to determine your role: 1
defense of others. (Good)
Responsibility. I do what I must and obey just authority.
d8 Specialty 2
(Lawful)
1 Officer
Independence. When people follow orders blindly, they
2 Scout 3
embrace a kind of tyranny. (Chaotic)
3 Infantry
4 Might. In life as in war, the stronger force wins. (Evil)
4 Cavalry
Live and Let Live. Ideals aren’t worth killing over or
5 Healer 5
going to war for. (Neutral)
6 Quartermaster
Nation. My city, nation, or people are all that matter.
7 Standard bearer 6
(Any)
8 Support staff (cook, blacksmith, or the like)

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d6 Bond As a member of an adventuring party, you might
I would still lay down my life for the people I served find it more difficult to pursue a personal agenda that
1
with. doesn't fit with the group's objectives- but on the
Someone saved my life on the battlefield. To this day, I other hand, you can take down much more formidable
2
will never leave a friend behind. targets with the help of your companions.
3 My honor is my life.
I’ll never forget the crushing defeat my company Skill Proficiencies: Choose two from among
4
suffered or the enemies who dealt it. Deception, Insight, Persuasion, and Stealth
5 Those who fight beside me are those worth dying for. Tool Proficiencies: Choose two from among one type
6 I fight for those who cannot fight for themselves. of gaming set, one musical instrument, and thieves'
tools
d6 Flaw Equipment: A set of clothes appropriate to your
The monstrous enemy we faced in battle still leaves me duties and a pouch containing 80 septims
1
quivering with fear.
I have little respect for anyone who is not a proven FEATURE: EAR TO THE GROUND
2
warrior. You are in frequent contact with people in the
I made a terrible mistake in battle cost many lives—and segment of society that your chosen quarries move
3
I would do anything to keep that mistake secret. through. These people might be associated with the
4 My hatred of my enemies is blind and unreasoning. criminal underworld, the rough-and-tumble folk of
5 I obey the law, even if the law causes misery. the streets, or members of high society. This
6 I’d rather eat my armor than admit when I’m wrong. connection comes in the form of a contact in any city
you visit, a person who provides information about
URBAN BOUNTY HUNTER the people and places of the local area.

Refer to the Sword Coast Adventurer's Guide page 153 SUGGESTED CHARACTERISTICS
for more information. Use the tables for the criminal background in the
Before you became an adventurer, your life was Player's Handbook as the basis for your traits and
already full of conflict and excitement, because you motivations, modifying the entries when appropriate
made a living tracking down people for pay. Unlike to suit your identity as a bounty hunter.
some people who collect bounties, though, you aren't For instance, your bond might involve other bounty
a savage who follows quarry into or through the hunters or the organizations or individuals that
wilderness. You're involved in a lucrative trade, in the employ you. Your ideal could be associated with your
place where you live, that routinely tests your skills determination always to catch your quarry or your
and survival instincts. What's more, you aren't alone, desire to maintain our reputation for being
as a bounty hunter in the wild would be: you dependable.
routinely interact with both the criminal subculture
and other bounty hunters, maintaining contacts in
both areas to help you succeed.
You might be a cunning thief-catcher, prowling the
rooftops to catch one of the myriad burglars of the
city. Perhaps you are someone who has your ear to
the street, aware of the doings of thieves' guilds and
street gangs. You might be a "velvet mask" bounty
hunter, one who blends in with high society and noble
circles in order to catch the criminals that prey on the
rich, whether pickpockets or con artists. The
community where you plied your trade might have
been one of Tamriels's great metropolises, such as the
Imperial City, Daggerfall, or a less populous location,
perhaps Stros M'kai or Whiterun - any place that's
large enough to have a steady supply of potential
quarries.

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URCHIN d8 Personality Trait
1 I hide scraps of food and trinkets away in my pockets.
2 I ask a lot of questions.
Refer to the Player's Handbook page 141 for more
I like to squeeze into small places where no one else
information. 3
can get to me.
You grew up on the streets alone, orphaned, and poor.
I sleep with my back to a wall or tree, with everything I
You had no one to watch over you or to provide for 4
own wrapped in a bundle in my arms.
you, so you learned to provide for yourself. You fought
5 I eat like a pig and have bad manners.
fiercely over food and kept a constant watch out for
6 I think anyone who’s nice to me is hiding evil intent.
other desperate souls who might steal from you.
7 I don’t like to bathe.
You slept on rooftops and in alleyways, exposed to the
8 I bluntly say what other people are hinting at or hiding.
elements, and endured sickness without the
advantage of medicine or a place to recuperate. You’ve
d6 Ideal
survived despite all odds, and did so through cunning,
Respect. All people, rich or poor, deserve respect.
strength, speed, or some combination of each. 1
(Good)
You begin your adventuring career with enough
Community. We have to take care of each other,
money to live modestly but securely for at least ten 2
because no one else is going to do it. (Lawful)
days. How did you come by that money? What
Change. The low are lifted up, and the high and mighty
allowed you to break free of your desperate
3 are brought down. Change is the nature of things.
circumstances and embark on a better life?
(Chaotic)
Retribution. The rich need to be shown what life and
Skill Proficiencies: Sleight of Hand, Stealth 4
death are like in the gutters. (Evil)
Tool Proficiencies: Disguise Kit, Thieves' Tools People. I help the people who help me—that’s what
Equipment: A small knife, a map of the city you grew 5
keeps us alive. (Neutral)
up in, a pet mouse, a token to remember your parents Aspiration. I'm going to prove that I'm worthy of a
by, a set of common clothes, and a belt pouch 6
better life.
containing 40 septims.
d6 Bond
FEATURE: CITY SECRETS 1 My town or city is my home, and I’ll fight to defend it.
You know the secret patterns and flow to cities and I sponsor an orphanage to keep others from enduring
can find passages through the urban sprawl that 2
what I was forced to endure.
others would miss. When you are not in combat, you I owe my survival to another urchin who taught me to
(and companions you lead) can travel between any 3
live on the streets.
two locations in the city twice as fast as your speed I owe a debt I can never repay to the person who took
would normally allow. 4
pity on me.
I escaped my life of poverty by robbing an important
SUGGESTED CHARACTERISTICS 5
person, and I’m wanted for it.
Urchins are shaped by lives of desperate poverty, for No one else should have to endure the hardships I’ve
good and for ill. They tend to be driven either by a 6
been through.
commitment to the people with whom they shared
life on the street or by a burning desire to find a d6 Flaw
better life—and maybe get some payback on all the 1 If I'm outnumbered, I will run away from a fight.
rich people who treated them badly. Gold seems like a lot of money to me, and I’ll do just
2
about anything for more of it.
3 I will never fully trust anyone other than myself.
4 I’d rather kill someone in their sleep then fight fair.
5 It’s not stealing if I need it more than someone else.
People who can't take care of themselves get what they
6
deserve.

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CHAPTER 5: EQUIPMENT
The marketplace of a large city teems with buyers and
sellers of many sorts: orc smiths and altmer
WEALTH
The economy of Tamriel is based mainly on bartering.
woodcarvers, nord farmers and breton jewelers. In
Although many merchants deal in coin, many will
the largest cities, almost anything imaginable is
trade for goods and jewels. Larger cities may refuse to
offered for sale, from exotic spices and luxurious
barter for goods and wish to deal strictly in Septims.
clothing to wicker baskets and practical swords.
For an adventurer, the availability of armor,
weapons, backpacks, rope, and similar goods is of CURRENCY
paramount importance, since proper equipment can The main currency in Tamriel is the Septim. It is
mean the difference between life and death in a named that way from the Septim Empire that ruled
dungeon or the untamed wilds. This chapter details Tamriel from the end of the 2nd era until the end of the
the mundane and exotic merchandise that 3rd era. It's called this due to the bust of Tiber Septim
adventurers commonly find useful in the face of the on the face of the coin. It is also sometimes referred to
threats that the world of Tamriel presents. as Drakes, due to the seal of Akatosh on the back side.

STARTING EQUIPMENT SELLING TREASURE


When you create your character, you will usually start Opportunities abound to find treasure, equipment,
an adventure in typical Elder Scrolls style, with weapons, armor, and more in the dungeons you
nothing but rags. If you are joining an adventure that explore. Normally, you can sell your treasures and
starts in another way or is already in progress, your trinkets when you return to a town or other
DM can determine your starting gold based on your settlement, provided that you can find buyers and
allies or by a combination of your class and merchants interested in your loot.
background. Alternatively, you can start with a Arms, Armor, and Other Equipment. As a general
number of gold pieces based on your class and spend rule, undamaged weapons, armor, and other
them on items from the lists in this chapter. See the equipment fetch half their cost when sold in a market.
Starting Wealth by Class table to determine how much Weapons and armor used by monsters are rarely in
gold you have to spend. You decide how your good enough condition to sell.
character came by this starting equipment. It might Magic Items. Selling magic items is problematic.
have been an inheritance, or goods that the character Finding someone to buy a potion or a scroll isn’t too
purchased during his or her upbringing. You might hard, but other items are out of the realm of most but
have been equipped with a weapon, armor, and a the wealthiest nobles. Likewise, aside from a few
backpack as part of military service. You might even common magic items, you won’t normally come
have stolen your gear. A weapon could be a family across magic items or spells to purchase. The value of
heirloom, passed down from generation to generation magic is far beyond simple gold and should always be
until your character finally took up the mantle and treated as such.
followed in an ancestor's adventurous footsteps. Gems, Jewelry, and Art Objects. These items retain
their full value in the marketplace, and you can either
Starting Wealth by Class trade them in for coin or use them as currency for
Class Funds other transactions. For exceptionally valuable
Barbarian 2d12 + 40 Septims treasures, the DM might require you to find a buyer in
Bard 5d12 + 40 Septims a large town or larger community first.
Crusader 5d12 + 40 Septims Trade Goods. On the borderlands, many people
Mage 4d12 + 40 Septims conduct transactions through barter. Like gems and
Monk 5d4 Septims art objects, trade goods—bars of iron, bags of salt,
Nightblade 4d12 + 40 Septims livestock, and so on—retain their full value in the
Ranger 5d12 + 40 Septims
market and can be used as currency.
Rogue 4d12 + 40 Septims
Sorceror 3d12 + 40 Septims
Spellsword 5d12 + 40 Septims
Thief 4d12 + 40 Septims
Warrior 5d12 + 40 Septims

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ARMOR AND SHIELDS LIGHT ARMOR
Tamriel is a vast tapestry made up of many different Made from supple and thin materials, light armor
cultures, each with its own technology level. For this favors agile adventurers since it offers some
reason, adventurers have access to a variety of armor protection without sacrificing mobility. If you wear
types, ranging from leather armor to chain mail to light armor, you add your Agility modifier to the base
costly plate armor, with several other kinds of armor number from your armor type to determine your
in between. The Armor table collects the most Armor Class.
commonly available types of armor found in the game Padded. Padded armor consists of quilted layers of
and separates them into three categories: light armor, cloth and batting.
medium armor, and heavy armor. Many warriors Leather. The breastplate and shoulder protectors of
supplement their armor with a shield. this armor are made of leather that has been stiffened
The Armor table shows the cost, weight, and other by being boiled in oil. The rest of the armor is made of
properties of the common types of armor worn in the softer and more flexible materials.
worlds of Tamriel. Studded Leather. Made from tough but flexible
Armor Proficiency. Anyone can put on a suit of leather, studded leather is reinforced with close-set
armor or strap a shield to an arm. Only those rivets or spikes.
proficient in the armor’s use know how to w ear it
effectively, however. Your class gives you proficiency MEDIUM ARMOR
with certain types of armor. If you wear armor that
you lack proficiency with, you have disadvantage on Medium armor offers more protection than light
any ability check, saving throw, or attack roll that armor, but it also impairs movement more. If you
involves Strength or Agility, and you can’t cast spells. wear medium armor, you add your Agility modifier, to
Armor Class (AC). Armor protects its wearer from a maximum of +2, to the base number from your
attacks. The armor (and shield) you wear determines armor type to determine your Armor Class.
your base Armor Class. Hide. This crude armor consists of thick furs and
Heavy Armor. Heavier armor interferes with the pelts. It is commonly worn by barbarian tribes, evil
wearer’s ability to move quickly, stealthily, and freely. humanoids, and other folk who lack access to the
If the Armor table shows “Str 13” or “Str 15” in the tools and materials needed to create better armor.
Strength column for an armor type, the armor Chain Shirt. Made of interlocking metal rings, a
reduces the wearer’s speed by 10 feet unless the chain shirt is worn between layers of clothing or
wearer has a Strength score equal to or higher than leather. This armor offers modest protection to the
the listed score. wearer’s upper body and allows the sound of the
Stealth. If the Armor table shows “Disadvantage” in rings rubbing against one another to be muffled by
the Stealth column, the wearer has disadvantage on outer layers.
Agility (Sneak) checks. Scale Mail. This armor consists of a coat and
Shields. A shield is made from wood or metal and is leggings (and perhaps a separate skirt) of leather
carried in one hand. Wielding a shield increases your covered with. overlapping pieces of metal, much like
Armor Class by 2. You can benefit from only one the scales of a fish. The suit includes gauntlets.
shield at a time. Breastplate. This armor consists of a fitted metal
chest piece worn with supple leather. Although it
leaves the legs and arms relatively unprotected, this
VARIENT: EQUIPMENT SIZES
armor provides good protection for the wearer’s vital
In most campaigns, you can use or wear any equipment organs while leaving the wearer relatively
that you find on your adventures, within the bounds of unencumbered.
common sense. For example, a burly orc won’t fit in a Half Plate. Half plate consists of shaped metal
goblin's leather armor, and a bosmer would be plates that cover most of the wearer’s body. It does
swallowed up in a giant’s elegant robe. not include leg protection beyond simple greaves that
The DM can impose more realism. For example, a suit are attached with leather straps.
of plate armor made for one human might not fit another
one without significant alterations, and a guard’s uniform
might be visibly ill-fitting when an adventurer tries to
wear it as a disguise.

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HEAVY ARMOR Chain Mail. Made of interlocking metal rings, chain
mail includes a layer o f quilted fabric w orn
Of all the armor categories, heavy armor offers the underneath the mail to prevent chafing and to
best protection. These suits of armor cover the entire cushion the impact of blows. The suit includes
body and are designed to stop a wide range of attacks. gauntlets.
Only proficient warriors can manage their weight and Splint. This armor is made of narrow vertical strips
bulk. Heavy armor doesn’t let you add your Agility of metal riveted to a backing of leather that is worn
modifier to your Armor Class, but it also doesn’t over cloth padding. Flexible chain mail protects the
penalize you if your Agility modifier is negative. joints.
Ring Mail. This armor is leather armor with heavy Plate. Plate consists of shaped, interlocking metal
rings sewn into it. The rings help reinforce the armor plates to cover the entire body. A suit of plate includes
against blows from swords and axes. Ring mail is gauntlets, heavy leather boots, a visored helmet, and
inferior to chain mail, and it's usually worn only by thick layers of padding underneath the armor. Buckles
those who can’t afford better armor. and straps distribute the weight over the body.

Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Padded 20 s 11 + Agi modifier – Disadvantage 8 lb.
Leather 40 s 11 + Agi modifier – – 10 lb.
Studded Leather 180 s 12 + Agi modifier – – 13 lb.
Medium Armor
Hide 40 s 12 + Agi modifier (max 2) – – 12 lb.
Chain Shirt 200 s 13 + Agi modifier (max 2) – – 20 lb.
Scale Mail 200 s 14 + Agi modifier (max 2) – Disadvantage 45 lb.
Breast Plate 1,600 s 14 + Agi modifier (max 2) – – 20 lb.
Half Plate 3,000 s 15 + Agi modifier (max 2) – Disadvantage 40 lb.
Heavy Armor
Ring Mail 120 s 14 – Disadvantage 40 lb.
Chain Mail 300 s 16 Str 13 Disadvantage 55 lb.
Splint 800 s 17 Str 15 Disadvantage 60 lb.
Plate 6,000 s 18 Str 15 Disadvantage 65 lb.
Shield
Buckler 20 s +1 – – 4 lb.
Kite 40 s +2 Str 13 – 6 lb.

GETTING INTO AND OUT OF ARMOR WEAPONS


The time it takes to don or doff armor depends on the Your class grants proficiency in certain weapons,
armor’s category. reflecting both the class’s focus and the tools you are
Don. This is the time it takes to put on armor. You most likely to use. Whether you favor a longsword or
benefit from the armor’s AC only if you take the full a longbow, your weapon and your ability to wield it
time to don the suit of armor. effectively can mean the difference between life and
Doff. This is the time it takes to take off armor. If you death while adventuring.
have help, reduce this time by half. The Weapons table shows the most common
weapons used in the world of Tamriel, their price and
Donning and Doffing Armor weight, the damage they deal when they hit, and any
Category Don Doff special properties they possess. Every weapon is
Light Armor 1 minute 1 minute classified as either melee or ranged. A melee weapon
Medium Armor 5 minutes 1 minute is used to attack a target within 5 feet of you, whereas
Heavy Armor 10 minutes 5 minutes a ranged weapon is used to attack a target at a
Shield 1 action 1 action distance.

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WEAPON PROFICIENCY Range. A weapon that can be used to make a ranged
attack has a range shown in parentheses after the
Your race, class, and feats can grant you proficiency ammunition or thrown property. The range lists two
with certain weapons or categories of weapons. The numbers. The first is the weapon’s normal range in
two categories are simple and martial. Most people feet, and the second indicates the weapon’s long
can use simple weapons with proficiency. These range. When attacking a target beyond normal range,
weapons include clubs, maces, and other weapons you have disadvantage on the attack roll. You can’t
often found in the hands of commoners. Martial attack a target beyond the weapon’s long range.
weapons, including swords, axes, and polearms, Reach. This weapon adds 5 feet to your reach when
require more specialized training to use effectively. you attack with it, as well as when determining your
Most warriors use martial weapons because these reach for opportunity attacks with it (see chapter 9).
weapons put their fighting style and training to best Special. A weapon with the special property has
use. Proficiency with a weapon allows you to add your unusual rules governing its use, explained in the
proficiency bonus to the attack roll for any attack you weapon’s description (see “Special Weapons” later in
make with that weapon. If you make an attack roll this section).
using a weapon with which you lack proficiency, you Thrown. If a weapon has the thrown property, you
do not add your proficiency bonus to the attack roll. can throw the weapon to make a ranged attack. If the
weapon is a melee weapon, you use the same ability
WEAPON PROPERTIES modifier for that attack roll and damage roll that you
Many weapons have special properties related to would use for a melee attack with the weapon. For
their use, as shown in the Weapons table. example, if you throw a handaxe, you use your
Ammunition. You can use a weapon that has the Strength, but if you throw a dagger, you can use either
ammunition property to make a ranged attack only if your Strength or your Agility, since the dagger has the
you have ammunition to fire from the weapon. Each finesse property.
time you attack with the weapon, you expend one Two-Handed. This weapon requires two hands
piece of ammunition. Drawing the ammunition from a when you attack with it.
quiver, case, or other container is part of the attack Versatile. This weapon can be used with one or two
(you need a free hand to load a one-handed weapon). hands. A damage value in parentheses appears with
At the end of the battle, you can recover half your the property—the damage when the weapon is used
expended ammunition by taking a minute to search with two hands to make a melee attack.
the battlefield.
If you use a weapon that has the ammunition IMPROVISED WEAPONS
property to make a melee attack, you treat the Sometimes characters don’t have their weapons and
weapon as an improvised weapon (see “Improvised have to attack with whatever is close at hand. An
Weapons” later in the section). A sling must be loaded improvised weapon includes any object you can wield
to deal any damage when used in this way. in one or two hands, such as broken glass, a table leg,
Finesse. When making an attack with a finesse a frying pan, a wagon wheel, or a dead goblin.
weapon, you use your choice of your Strength or In many cases, an improvised weapon is similar to
Agility modifier for the attack and damage rolls. You an actual weapon and can be treated as such. For
must use the same modifier for both rolls. example, a table leg is akin to a club. At the DM’s
Heavy. Small creatures have disadvantage on attack option, a character proficient with a weapon can use a
rolls with heavy weapons. A heavy weapon’s size and similar object as if it were that weapon and use his or
bulk make it too large for a Small creature to use her proficiency bonus.
effectively. An object that bears no resemblance to a weapon
Light. A light weapon is small and easy to handle, deals 1d4 damage (the DM assigns a damage type
making it ideal for use when fighting with two appropriate to the object). If a character uses a ranged
weapons. See the rules for two-weapon fighting in weapon to make a melee attack, or throws a melee
chapter 9 of the Player's Handbook. weapon that does not have the thrown property, it
Loading. Because of the time required to load this also deals 1d4 damage. An improvised thrown
weapon, you can fire only one piece of ammunition weapon has a normal range of 20 feet and a long
from it when you use an action, bonus action, or range of 60 feet.
reaction to fire it, regardless of the number of attacks
you can normally make.

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WEAPONS
Name Cost Damage Weight Properties
Blunt Weapon
Bo Staff 40 s 2d4 bludgeoning 4 lb. Two-handed
Club 2s 1d4 bludgeoning 2 lb. Light
Flail 40 s 1d8 bludgeoning 2 lb. --
Great Club 10 s 2d8 bludgeoning 10 lb. Two-handed
Light Hammer 8s 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace 20 s 1d6 bludgeoning 4 lb. --
Maul 40 s 2d6 bludgeoning 10 lb. Heavy, two-handed
Morning Star 60 s 1d8 piercing 4 lb. --
Quarterstaff 4s 1d6 bludgeoning 4 lb. Versatile (1d8)
Warhammer 60 s 1d8 bludgeoning 2 lb. Versatile (1d10)
Warmace 50 s 1d8 bludgeoning 5 lb. --
Short Blade
Cutlass 50 s 1d6 slashing 3 lb. Finesse, light
Dagger 8s 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Rapier 100 s 1d8 piercing 2 lb. Finesse
Shortsword 40 s 1d6 piercing 2 lb. Finesse, light
Tanto 70 s 1d6 slashing 2 lb. Finesse, light
Wakizashi 200 s 1d8 slashing 3 lb. Finesse, light
Long Blade
Broadsword 60 s 1d8 slashing 3 lb. Versatile (1d10)
Claymore 200 s 2d6 slashing 6 lb. Heavy, two-handed
Dai-Katana 300 s 2d6 slashing 4 lb. Two-handed
Greatsword 200 s 2d6 slashing 6 lb. Heavy, two-handed
Katana 100 s 2d4 slashing 3 lb. Versatile (1d10)
Longsword 60 s 1d8 slashing 3 lb. Versatile (1d10)
Marksman
Blowgun 40 s 1 piercing 1 lb. Ammunition (range 25/100), loading
Bola 4s 1d4 bludgeoning 3 lb. Special, thrown (range 20/60)
Chakram 80 s 1d6 slashing 2 lb. Thrown (range 30/120)
Crossbow, hand 300 s 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy 200 s 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Crossbow, light 100 s 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 1s 1d4 piercing ¼ lb. Finesse, thrown (range 20/60)
Long Bow 200 s 1d8 piercing 6 lb. Ammunition (range 150/600), heavy, two-handed
Net 2s -- 3 lb. Special, thrown (range 5/15)
Short Bow 100 s 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 2s 1d4 bludgeoning 1 lb. Ammunition (range 30/120)
Throwing Star 2s 1d4 slashing ¼ lb. Finesse, light, thrown (range 20/60)
Axe
Battleaxe 40 s 1d8 slashing 4 lb. Versatile (1d10)
Great Axe 120 s 1d12 slashing 7 lb. Heavy, two-handed
Handaxe 20 s 1d6 slashing 2 lb. Light, thrown (range 20/60)
Sickle 3s 1d4 slashing 2 lb. Light
War Pick 20 s 1d8 piercing 2 lb. --
Polearm
Glaive 100 s 1d10 slashing 6 lb. Heavy, reach, two-handed
Halbred 100 s 1d10 slashing 6 lb. Heavy, reach, two-handed
Javelin 1s 1d6 piercing 2 lb. Thrown (range 30/120)
Lance 40 s 1d12 piercing 6 lb. Reach, special
Naginata 120 s 1d10 slashing 6 lb. Heavy, reach, two-handed
Pike 20 s 1d10 piercing 18 lb. Heavy, reach, two-handed
Poleaxe 20 s 1d10 slashing 18 lb. Heavy, reach, two-handed
Spear 5s 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Trident 20 s 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
Hand-to-Hand
Awl 4s 1d4 piercing 2 lb. Finesse, light
Claws 50 s 1d6 slashing 2 lb. Finesse, light
Katar 150 s 1d6 slashing 3 lb. Finesse, light, special
Knuckles 10 s 1d4 bludgeoning 1 lb. Finesse, light
Whip 8s 1d4 slashing 3 lb. Finesse, reach

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SILVERED WEAPONS
Some monsters that have immunity or resistance to
ADVENTURING GEAR
Many items you come across have special rules or
nonmagical weapons are susceptible to silver
require further explanation. You can find detailed
weapons, so cautious adventurers invest extra coin to
descriptions in Chapter 5 of the Player's Handbook.
plate their weapons with silver. You can silver a single
weapon or ten pieces of ammunition for 400 septims.
This cost represents not only the price of the silver, EQUIPMENT PACKS
but the time and expertise needed to add silver to the The starting equipment you get from your class includes
weapon without making it less effective. a collection of useful adventuring gear, put together in a
pack. The contents of these packs are listed here. If you
SPECIAL WEAPONS are buying your starting equipment, you can purchase a
Weapons with special rules are described here. pack for the price shown, which might be cheaper than
Bola. A Large or smaller creature hit by a bola is buying the items individually.
restrained until it is freed. A bola has no effect on Burglar’s Pack (64 septims). Includes a backpack, a bag
creatures that are formless, or creatures that are Huge of 1,000 ball bearings, 10 feet of string, a bell, 5 candles,
or larger. A creature can use its action to make a DC a crowbar, a hammer, 10 pitons, a hooded lantern, 2
10 Strength check, freeing itself or another creature flasks of oil, 5 days rations, a tinderbox, and a waterskin.
within its reach on a success. Dealing 5 slashing The pack also has 50 feet of hempen rope strapped to
damage to the bola (AC 10) also frees the creature the side of it.
without harming it, ending the effect and destroying Diplomat’s Pack (156 septims). Includes a chest, 2
the net. cases for maps and scrolls, a set of fine clothes, a bottle
Lance. You have disadvantage when you use a lance of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of
to attack a target within 5 feet of you. Also, a lance paper, a vial of perfume, sealing wax, and soap.
requires two hands to wield when you aren’t Dungeoneer’s Pack (48 septims). Includes a backpack,
mounted. a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox,
Katar. You gain +1 AC while wielding a katar, by 10 days of rations, and a waterskin. The pack also has 50
using the blade to deflect attacks against you. You can feet of hempen rope strapped to the side of it.
only gain +1 AC from a katar, even if you are using two Entertainer’s Pack (160 septims). Includes a backpack,
katars through two-weapon fighting. a bedroll, 2 costumes, 5 candles, 5 days of rations, a
Net. A Large or smaller creature hit by a net is waterskin, and a disguise kit.
restrained until it is freed. A net has no effect on Explorer’s Pack (40 septims). Includes a backpack, a
creatures that are formless, or creatures that are Huge bedroll, a mess kit, a tinderbox, 10 torches, 10 days of
or larger. A creature can use its action to make a DC rations, and a waterskin. The pack also has 50 feet of
10 Strength check, freeing itself or another creature hempen rope strapped to the side of it.
within its reach on a success. Dealing 5 slashing Monster Hunter's Pack (520 septims). Includes a chest,
damage to the net (AC 10) also frees the creature a crowbar, a hammer, three wooden stakes, a holy
without harming it, ending the effect and destroying symbol, a flask of holy water, a set of manacles, a steel
the net. mirror, a flask of oil, a tinderbox, and 3 torches.
When you use an action, bonus action, or reaction to Priest’s Pack (76 septims). Includes a backpack, a
attack with a net, you can make only one attack blanket, 10 candles, a tinderbox, an alms box, 2 blocks of
regardless of the number of attacks you can normally incense, a censer, vestments, 2 days of rations, and a
make. waterskin.
Scholar’s Pack (160 septims). Includes a backpack, a
book of lore, a bottle of ink, an ink pen, 10 sheets of
parchment, a little bag of sand, and a small knife.

TOOLS
A tool helps you to do something you couldn’t
otherwise do, such as craft or repair an item, forge a
document, or pick a lock. Your race, class, background,
or feats give you proficiency with certain tools.
Proficiency with a tool allows you to add your

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proficiency bonus to any ability check you make using
that tool. Tool use is not tied to a single ability, since
MOUNTS AND VEHICLES
A good mount can help you move more quickly
proficiency with a tool represents broader knowledge
through the wilderness, but its primary purpose is to
of its use. For example, the DM might ask you to make
carry the gear that would otherwise slow you down.
an Agility check to carve a fine detail with your
The Mounts and Other Animals table shows each
woodcarver’s tools, or a Strength check to make
animal’s speed and base carrying capacity.
something out of particularly hard wood. You can find
An animal pulling a carriage, cart, chariot, sled, or
detailed descriptions in Chapter 5 of the Player's
wagon can move weight up to five times its base
Handbook.
carrying capacity, including the weight of the vehicle.
If multiple animals pull the same vehicle, they can add
TOOLS
their carrying capacity together.
Item Cost Weight
Artisan's Tools
Mounts other than those listed here are available in
Alchemist's supplies 200 septims 8 lb.
the world of Tamriel, but they are rare and not
Brewer's supplies 80 septims 9 lb. normally available for purchase. These include guar
Calligrapher's supplies 40 septims 5 lb. and senche, as wells as flying mounts, and even
Carpenter's tools 32 septims 6 lb. aquatic mounts.
Cartographer's tools 60 septims 6 lb. Acquiring such a mount often means securing an
Cobbler's tools 20 septims 5 lb. egg and raising the creature yourself, making a
Cook's utensils 4 septims 8 lb. bargain with a powerful entity, or negotiating with the
Glassblower's tools 120 septims 5 lb. mount itself.
Jeweler's tools 100 septims 2 lb. You can find detailed descriptions in Chapter 5 of
Leatherworker's tools 20 septims 5 lb. the Player's Handbook.
Mason's tools 40 septims 8 lb.
Painter's supplies 40 septims MOUNTS AND OTHER ANIMALS
Potter's tools 40 septims Carrying
Smith's tools 80 septims Item Cost Speed Capacity
Tinker's tools 200 septims Camel 200 septims 50 ft. 480 lb.
Weaver's tools 4 septims Donkey or Mule 34 septims 40 ft. 420 lb.
Woodcarver's tools 4 septims Elephant 1,000 septims 40 ft. 1,320 lb.
Disguise Kit 100 septims Horse, draft 200 septims 40 ft. 540 lb.
Forgery Kit 60 septims Horse, riding 300 septims 60 ft. 480 lb.
Gaming Set Mastiff 100 septims 40 ft. 195 lb.
Dice Set 1 septim Pony 120 septims 40 ft. 225 lb.
Playing card set 1 septim Warhorse 1,600 septims 60 ft. 540 lb.
Shenanigans card game 2 septims
Traitor's Tor Chess 4 septims TACK, HARNESS, AND DRAWN VEHICLES
Herbalism kit 20 septims Item Cost Weight
Musical Instruments Barding x4 x2
Bagpipes 120 septims Bit and bridle 8 septims 1 lb.
Drum 24 septims Carriage 400 septims 600 lb.
Flute 8 septims Cart 60 septims 200 lb.
Lute 140 septims Chariot 1,000 septims 100 lb.
Lyre 120 septims Feed (per day) 1 septim 10 lb.
Horn 12 septims Saddle
Pan flute 48 septims Exotic 240 septims 40 lb.
Shawm 8 septims Military 80 septims 30 lb.
Viol 120 septims Pack 20 septims 15 lb.
Navigator's tools 100 septims Riding 40 septims 25 lb.
Poisoner's kit 200 septims Saddlebags 16 septims 8 lb.
Thieves' tools 100 septims Sled 80 septims 300 lb.
Vehicles (land or water) * * Stabling 20 septims --
*See the “Mounts and Vehicles” section Wagon 140 septims 400 lb.

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WATERBORNE VEHICLES LIFESTYLE EXPENSES
Item Cost Speed
Galley 120,000 septims 4 mph Lifestyle expenses provide you with a simple way to
Keelboat 12,000 septims 1 mph account for the cost of living in a fantasy world. They
Longship 40,000 septims 3 mph cover your accommodations, food and drink, and all
Rowboat 200 septims 1½ mph your other necessities. Furthermore, expenses cover
Sailing Ship 40,000 septims 2 mph the cost of maintaining your equipment so you can be
Warship 100,000 septims 2½ mph ready when adventure next calls.
At the start of each week or month (your choice),
choose a lifestyle from the Expenses table and pay the
TRADE GOODS price to sustain that lifestyle. The prices listed are per
Most wealth is not in coins. It is measured in livestock, day, so if you wish to calculate the cost of your chosen
grain, land, rights to collect taxes, or rights to lifestyle over a thirty-day period, multiply the listed
resources (such as a mine or a forest). price by 30. Your lifestyle might change from one
Guilds, nobles, and royalty regulate trade. Chartered period to the next, based on the funds you have at
companies are granted rights to conduct trade along your disposal, or you might maintain the same
certain routes, to send merchant ships to various lifestyle throughout your character’s career.
ports, or to buy or sell specific goods. Guilds set prices Your lifestyle choice can have consequences.
for the goods or services that they control, and Maintaining a wealthy lifestyle might help you make
determine who may or may not offer those goods and contacts with the rich and powerful, though you run
services. Merchants commonly exchange trade goods the risk of attracting thieves. Likewise, living frugally
without using currency. The Trade Goods table shows might help you avoid criminals, but you are unlikely
the value of commonly exchanged goods. to make powerful connections.
TRADE GOODS LIFESTYLE EXPENSES
Cost Goods Lifestyle Price/Day
1 septim 1 lb. of wheat Wretched --
2 septims 1 lb. of flour or one chicken Squalid 1 septim
2 septims 1 lb. of salt Poor 2 septims
5 septim 1 lb. of iron or 1 sq. yd. of canvas Modest 4 septims
20 septim 1 lb. of copper or 1 sq. yd. of cotton Comfortable 8 septims
cloth Wealthy 16 septims
60 septims 1 lb. of ginger or one goat Aristocratic 40 septims minimum
80 septims 1 lb. of cinnamon or pepper, or one
sheep
Wretched. You live in inhumane conditions. With no
100 septims 1 lb. of cloves or one pig
place to call home, you shelter wherever you can,
125 septims 1 lb. of silver or 1 sq. yd. of linen
sneaking into barns, huddling in old crates, and
200 septims 1 sq. yd. of silk or one cow
relying on the good graces of people better off than
300 septims 1 lb. of saffron or one ox
you. A wretched lifestyle presents abundant dangers.
500 septims 1 lb. of gold
Violence, disease, and hunger follow you wherever
2,000 septims 1 lb. of ebony
you go. Other wretched people covet your armor,
weapons, and adventuring gear, which represent a
EXPENSES fortune by their standards. You are beneath the notice
When not descending into the depths of the earth, of most people.
exploring ruins for lost treasures, or waging war Squalid. You live in a leaky stable, a mud-floored hut
against the encroaching darkness, adventurers face just outside town, or a vermin-infested boarding
more mundane realities. Even in a fantastical world, house in the worst part of town. You have shelter from
people require basic necessities such as shelter, the elements, but you live in a desperate and often
sustenance, and clothing. These things cost money, violent environment, in places rife with disease,
although some lifestyles cost more than others. hunger, and misfortune. You are beneath the notice of
most people, and you have few legal protections. Most
people at this lifestyle level have suffered some
terrible setback. They might be disturbed, marked as
exiles, or suffer from disease.

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Poor. A poor lifestyle means going without the FOOD, DRINK, AND LODGING
comforts available in a stable community. Simple food
and lodgings, threadbare clothing, and unpredictable The Food, Drink, and Lodging table gives prices for
conditions result in a sufficient, though probably individual food items and a single night’s lodging.
unpleasant, experience. Your accommodations might These prices are included in your total lifestyle
be a room in a flophouse or in the common room expenses.
above a tavern. You benefit from some legal
protections, but you still have to contend with FOOD AND DRINK
violence, crime, and disease. People at this lifestyle Item Cost
level tend to be unskilled laborers, costermongers, Food
peddlers, thieves, mercenaries, and other Sweet Roll 1 septim
disreputable types. Bread 2 septims
Modest. A modest lifestyle keeps you out of the Butter 1 septim
slums and ensures that you can maintain your Leg of Goat 3 septims
equipment. You live in an older part of town, renting a Venison Stew 8 septims
room in a boarding house, inn, or temple. You don’t go Mudcrab Legs 9 septims
hungry or thirsty, and your living conditions are clean, Goat Cheese 8 septims
Eidar Cheese 10 septims
if simple. Ordinary people living modest lifestyles
Drink
include soldiers with families, laborers, students,
Ale 5 septims
priests, hedge wizards, and the like.
Spiced Wine 7 septims
Comfortable. Choosing a comfortable lifestyle
Alto Wine 12 septims
means that you can afford nicer clothing and can
Colovian Brandy 100 septims
easily maintain your equipment. You live in a small
cottage in a middleclass neighborhood or in a private
ACCOMMODATION
room at a fine inn. You associate with merchants,
Lodging Cost Time
skilled tradespeople, and military officers.
Squalid 2 septims day
Wealthy. Choosing a wealthy lifestyle means living a
Poor 5 septims day
life of luxury, though you might not have achieved the
Modest 10 septims day
social status associated with the old money of nobility
Comfortable 25 septims day
or royalty. You live a lifestyle comparable to that of a
Wealthy 50 septims day
highly successful merchant, a favored servant of the
Aristocratic 100 septims day
royalty, or the owner of a few small businesses. You
Hovel 150 septims week
have respectable lodgings, usually a spacious home in
Cabin 400 septims week
a good part of town or a comfortable suite at a fine
House 1,500 septims week
inn. You likely have a small staff of servants.
Villa 5,000 septims week
Aristocratic. You live a life of plenty and comfort. You
move in circles populated by the most powerful
people in the community. You have excellent lodgings, SERVICES
perhaps a townhouse in the nicest part of town or Adventurers can pay nonplayer characters to assist
rooms in the finest inn. You dine at the best them or act on their behalf in a variety of
restaurants, retain the most skilled and fashionable circumstances. Most such hirelings have fairly
tailor, and have servants attending to your every need. ordinary skills, while others are masters of a craft or
You receive invitations to the social gatherings of the art, and a few are experts with specialized
rich and powerful, and spend evenings in the adventuring skills.
company of politicians, guild leaders, high priests, and Some of the most basic types of hirelings appear on
nobility. You must also contend with the highest levels the Services table. Other common hirelings include
of deceit and treachery. The wealthier you are, the any of the wide variety of people who inhabit a typical
greater the chance you will be drawn into political town or city, when the adventurers pay them to
intrigue as a pawn or participant. perform a specific task. For example, a mage might
pay a carpenter to construct an elaborate chest (and
its miniature replica) for use in the Leomund’s secret
chest spell. A warrior might commission a blacksmith
to forge a special sword. A bard might pay a tailor to
make exquisite clothing for an upcoming performance

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in front of the duke. Soul Gems
Other hirelings provide more expert or dangerous Type Max. Soul Energy Price (Empty) Price (Full)
services. Mercenary soldiers paid to help the Petty 100 10 septims 40 septims
adventurers take on a goblin army are hirelings, as Lesser 250 25 septims 80 septims
are sages hired to research ancient or esoteric lore. If Common 500 50 septims 150 septims
a high-level adventurer establishes a stronghold of Greater 1000 100 septims 350 septims
some kind, he or she might hire a whole staff of Grand 1500 200 septims 500 septims
servants and agents to run the place, from a castellan Black 1500 300 septims 600 septims
or steward to menial laborers to keep the stables
clean. These hirelings often enjoy a long-term
contract that includes a place to live within the
TRINKETS
When you make your character, you can roll once on
stronghold as part of the offered compensation.
the Trinkets table to gain a trinket, a simple item
Skilled hirelings include anyone hired to perform a
lightly touched by mystery. The DM might also use
service that involves a proficiency (including weapon,
this table. It can help stock a room in a dungeon or fill
tool, or skill): a mercenary, artisan, scribe, and so on.
a creature’s pockets. You can find the Trinkets table in
The pay shown is a minimum; some expert hirelings
Chapter 5 of the Player's Handbook.
require more pay. Untrained hirelings are hired for
menial work that requires no particular skill and can
include laborers, porters, maids, and similar workers.

TRANSPORTATION
Service Pay
Cart 1 septim per mile
Rowboat 10 septim per mile
Ship 40 septim per mile

HIRELING
Sell Sword 10 per day
Fighter's Guild 15 per day
Messenger 1 per mile

SPELLCASTING SERVICES
People who are able to cast spells don’t fall into the
category of ordinary hirelings. It might be possible to
find someone willing to cast a spell in exchange for
coin or favors, but it is rarely easy and no established
pay rates exist. As a rule, the higher the level of the
desired spell, the harder it is to find someone who can
cast it and the more it costs.
Hiring someone to cast a relatively common spell of
1st or 2nd level, such as cure wounds or identify, is
easy enough in a city or town, and might cost 40 to
100 septims (plus the cost of any expensive material
components). Finding someone able and willing to
cast a higher-level spell might involve traveling to a
large city, perhaps one with a university or prominent
temple. Once found, the spellcaster might ask for a
service instead of payment—the kind of service that
only adventurers can provide, such as retrieving a
rare item from a dangerous locale or traversing a
monster-infested wilderness to deliver something
important to a distant settlement.

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CHAPTER 6: CUSTOMIZATION OPTIONS
The combination of ability scores, race, class, and MULTICLASSING EXAMPLE
background defines your character’s capabilities in
the game, and the personal details you create set your Carlos is playing a 4th-level mage. When his character
character apart from every other character. Even earns enough experience points to reach 5th level, Carlos
within your class and race, you have options to fine- decides that his character will multiclass instead of
tune what your character can do. But a few players— continuing to progress as a mage. Carlos' mage has been
with the DM’s permission—want to go a step further. spending a lot of time with Luanne’s rogue, and has even
This chapter defines two optional sets of rules for been doing some jobs on the side for the local thieves’
guild as a transmuter. Carlos decides that his character
customizing your character: multiclassing and feats.
will multiclass into the rogue class, and thus his character
Multiclassing lets you combine classes together, and
becomes a 4th-level mage and 1stlevel rogue (written as
feats are special options you can choose instead of
mage 4/rogue 1).
increasing your ability scores as you gain levels. Your
When Carlos' character earns enough experience to
DM decides whether these options are available in a
reach 6th level, he can decide whether to add another
campaign.
mage level (becoming a mage 5/rogue 1), another rogue
level (becoming a mage 4/rogue 2), or a level in a third
MULTICLASSING class, perhaps dabbling in warrior thanks to the tome of
Multiclassing allows you to gain levels in multiple war he acquired (becoming a mage 4/rogue 1/ warrior 1).
classes. Doing so lets you mix the abilities of those
classes to realize a character concept that might not PREREQUISITES
be reflected in one of the standard class options.
With this rule, you have the option of gaining a level To qualify for a new class, you must meet the attribute
in a new class whenever you advance in level, instead score prerequisites for both your current class and
of gaining a level in your current class. Your levels in your new one, as shown in the Multiclassing
all your classes are added together to determine your Prerequisites table. For example, a barbarian who
character level. For example, if you have three levels decides to multiclass into the spellsword class must
in wizard and two in fighter, you’re a 5th-level have both Strength and Willpower scores of 13 or
character. higher. Without the full training that a beginning
As you advance in levels, you might primarily character receives, you must be a quick study in your
remain a member of your original class with just a new class, having a natural aptitude that is reflected
few levels in another class, or you might change by higher-than- average attribute scores.
course entirely, never looking back at the class you
left behind. You might even start progressing in a MULTICLASS PREREQUISITES
third or fourth class. Compared to a single-class Class Attribute Score Minimum
character of the same level, you’ll sacrifice some focus Barbarian Strength 13
in exchange for versatility. Bard Personality 13
Crusader Strength 13 and Willpower 13
Mage Intelligence 13
Monk Agility 13 and Willpower 13
Nightblade Agility 13 and Personality 13
Ranger Agility 13
Rogue Agility 13 and Intelligence 13
Sorcerer Intelligence 13
Spellsword Strength or Agility 13, Willpower 13
Thief Agility 13
Warrior Strength 13 or Agility 13

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EXPERIENCE POINTS MULTICLASS PROFICIENCIES
The experience point cost to gain a level is always Class Proficiencies Gained
based on your total character level, as shown in the Barbarian Shields, all weapons
Character Advancement table in chapter 1, not your Bard Light armor, one skill of your choice, one
level in a particular class. So, if you are a crusader musical instrument of your choice
6/warrior 1, you must gain enough XP to reach 8th Crusader Light armor, medium armor, shields, blunt
level before you can take your second level as a weapons, marksman, short blade
warrior or your seventh level as a crusader. Mage --
Monk Hand-to-hand, staves
Nightblade Light armor, short blade, one skill from the
HIT POINTS AND HIT DICE class's skill list, one tool from the class's
You gain the hit points from your new class as tool list
described for levels after 1st. You gain the 1st-level hit Ranger Light armor, medium armor, all weapons,
points for a class only when you are a 1st-level one skill from the class's skill list
character. Rogue Light armor, one skill from the class's skill
You add together the Hit Dice granted by all your list, thieves' tools
classes to form your pool of Hit Dice. If the Hit Dice Sorcerer --
are the same die type, you can simply pool them Spellsword Light armor, short blade, long blade, one
together. For example, both the warrior and the skill from the class's skill list, thieves' tools
crusader have a d10, so if you are a crusader 5/fighter Thief Light armor, one skill from the class's skill
5, you have ten d10 Hit Dice. If your classes give you list, thieves' tools
Hit Dice of different types, keep track of them Warrior Light armor, medium armor, shields, all
separately. If you are a crusader 5/bard 5, for weapons
example, you have five d10 Hit Dice and five d8 Hit
Dice. CLASS FEATURES
When you gain a new level in a class, you get its
PROFICIENCY BONUS features for that level. You don't, however, receive the
Your proficiency bonus is always based on your total class's starting equipment, and a few feature have
character level, as shown in the Character additional rules when you're multiclassing: Extra
Advancement table in chapter 1, not your level in a Attack, Unarmed Defense, and Spellcasting.
particular class.
EXTRA ATTACK
PROFICIENCIES If you gain the Extra Attack class feature from more
than one class, the features don’t add together. You
When you gain a level in a class other than your initial can’t make more than two attacks with this feature
class, you gain only some of that class’s starting unless it says you do (as the warrior’s version of Extra
proficiencies, as shown in the Multiclassing Attack does). Similarly, the spellsword’s eldritch
Proficiencies table. invocation Thirsting Blade doesn’t give you additional
attacks if you also have Extra Attack.

UNARMORED DEFENSE
If you already have the Unarmored Defense feature,
you can’t gain it again from another class.

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SPELLCASTING MULTICLASS SPELLCASTER:
Your capacity for spellcasting depends partly on your
MAGICKA PER LEVEL
combined levels in all your spellcasting classes and
partly on your individual levels in those classes. Once Level Magicka Spell Level
you have the Spellcasting feature from more than one 1st 4 1st
class, use the rules below. If you multiclass but have 2nd 6 1st
the Spellcasting feature from only one class, you
3rd 14 2nd
follow the rules as described in that class.
Spells Known and Prepared. You determine what 4th 17 2nd
spells you know and can prepare for each class 5th 27 3rd
individually, as if you were a single-classed member of 6th 32 3rd
that class. If you are a ranger 4/mage 3, for example, 7th 38 4th
you know three 1st-level ranger spells based on your
8th 44 4th
levels in the ranger class. As 3rd-level mage, you
know three mage cantrips, and your spellbook 9th 57 5th
contains ten mage spells, two of which (the two you 10th 64 5th
gained when you reached 3rd level as a mage) can be 11th 73 6th
2nd-level spells. If your Intelligence is 16, you can 12th 73 6th
prepare six mage spells from your spellbook.
Each spell you know and prepare is associated with 13th 83 7th
one of your classes, and you use the spellcasting 14th 83 7th
ability of that class when you cast the spell. 15th 94 8th
Magicka. You determine your available magicka by 16th 94 8th
adding together all your levels in the bard, mage, and
17th 107 9th
classes, half your levels (rounded down) in the
crusader, ranger (if you have the Hunter or Warden 18th 114 9th
feature), and spellsword classes, Use this total to 19th 123 9th
determine your magicka by consulting the Multiclass 20th 133 9th
Spellcaster table.
Night Magic. If you have both the Spellcasting class
feature and the Night Magic class feature from the FEATS
nightblade class, you can use the unique spells you A feat represents a talent or an area of expertise that
gain from the Night Magic feature to cast spells you gives a character special capabilities. It embodies
know or have prepared from classes with the training, experience, and abilities beyond what a class
Spellcasting class feature, and you can use magicka provides. See chapter 6 of the Player’s Handbook for
you gain from the Spellcasting class feature to cast more information.
nightblade spells you know. At certain levels, your class gives you the Ability
Score Improvement feature. Using the optional feats
rule, you can forgo taking that feature to take a feat of
your choice instead. You can take each feat only once,
unless the feat’s description says otherwise.
You must meet any prerequisite specified in a feat to
take that feat. If you ever lose a feat’s prerequisite,
you can’t use that feat until you regain the
prerequisite.

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PART 2: PLAYING THE GAME
CHAPTER 7: USING ATTRIBUTE SCORES
Six attributes provide a quick description of every score and then divide the total by 2 (round down).
creature's physical and mental characteristics. Because attribute modifiers affect almost every
• Strength – measuring physical power attack roll, attribute check, and saving throw,
• Agility – measuring dexterity attribute modifiers come up in play more often than
• Endurance – measuring constitution their associated scores.
• Intelligence – measuring reasoning and memory
• Willpower – measuring mental toughness ABILITY SCORES AND MODIFIER
Score Modifier Score Modifier
• Personality – measuring charisma
1 -5 16-17 +3
2-3 -4 18-19 +4
Is a character muscle-bound and insightful? Brilliant
4-5 -3 20-21 +5
and charming? Nimble and hardy? Attribute scores
6-7 -2 22-23 +6
define these qualities – a creature’s assets as well as
8-9 -1 24-25 +7
weaknesses.
10-11 +0 26-27 +8
The three main rolls of the game – the attribute
12-13 +1 28-29 +9
check, the saving throw, and the attack roll – rely on
14-15 +2 30 +10
the six attribute scores. The book’s introduction
describes the basic rule behind these rolls: roll a d20,
add an ability modifier derived from one of the six ADVANTAGE AND
attribute scores, and compare the total to a target
number.
DISADVANTAGE
This chapter focuses on how to use attribute checks Sometimes a special ability or spell tells you that you
and saving throws, covering the fundamental have advantage or disadvantage on an attribute check,
activities that creatures attempt in the game. Rules for a saving throw, or an attack roll. When that happens,
attack rolls appear in chapter 9 of the Player's you roll a second d20 when you make the roll. Use the
Handbook. higher of the two rolls if you have advantage, and use
the lower roll if you have disadvantage. For example,
if you have disadvantage and roll a 17 and a 5, you use
ABILITY SCORES AND the 5. If you instead have advantage and roll those
MODIFIERS numbers, you use the 17.
If multiple situations affect a roll and each one
Each of a creature’s attributes has a score, a number
grants advantage or imposes disadvantage on it, you
that defines the magnitude of that attribute. An
don’t roll more than one additional d20. If two
attribute score is not just a measure of innate
favorable situations grant advantage, for example, you
capabilities, but also encompasses a creature’s
still roll only one additional d20.
training and competence in activities related to that
If circumstances cause a roll to have both advantage
attribute.
and disadvantage, you are considered to have neither
A score of 10 or 11 is the normal human average,
of them, and you roll one d20. This is true even if
but adventurers and many monsters are a cut above
multiple circumstances impose disadvantage and only
average in most attributes. A score of 18 is the highest
one grants advantage or vice versa. In such a
that a person usually reaches. Adventurers can have
situation, you have neither advantage nor
scores as high as 20, and monsters and divine beings
disadvantage.
can have scores as high as 30.
When you have advantage or disadvantage and
Each attribute also has a modifier, derived from the
something in the game lets you reroll the d20, you can
score and ranging from −5 (for an attribute score of 1)
reroll only one of the dice. You choose which one. For
to +10 (for a score of 30). The Attribute Scores and
example, if you have advantage or disadvantage on an
Modifiers table notes the attribute modifiers for the
attribute check and roll a 1 and a 13, the character
range of possible ability scores, from 1 to 30.
could use the Lucky trait to reroll the 1.
To determine an attribute modifier without
You usually gain advantage or disadvantage through
consulting the table, subtract 10 from the attribute

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the use of special abilities, actions, or spells. Luck can
also give a character advantage (as explained in TYPICAL DIFFICULTY CLASSES
chapter 4, “Personality and Background”). The DM Task Difficulty DC
can also decide that circumstances influence a roll in Very Easy 5
one direction or the other and grant advantage or Easy 10
impose disadvantage as a result. Medium 15
Hard 20
Very Hard 25
PROFICIENCY BONUS Nearly Impossible 30
Characters have a proficiency bonus determined by
level, as detailed in chapter 1. Monsters also have this To make an attribute check, roll a d20 and add the
bonus, which is incorporated in their stat blocks. The relevant ability modifier. As with other d20 rolls,
bonus is used in the rules on attribute checks, saving apply bonuses and penalties, and compare the total to
throws, and attack rolls. the DC. If the total equals or exceeds the DC, the
Your proficiency bonus can’t be added to a single die attribute check is a success—the creature overcomes
roll or other number more than once. For example, if the challenge at hand. Otherwise, it’s a failure, which
two different rules say you can add your proficiency means the character or monster makes no progress
bonus to a Willpower saving throw, you nevertheless toward the objective or makes progress combined
add the bonus only once when you make the save. with a setback determined by the DM.
Occasionally, your proficiency bonus might be
multiplied or divided (doubled or halved, for
CONTESTS
example) before you apply it. For example, the rogue’s
Expertise feature doubles the proficiency bonus for Sometimes one character’s or monster’s efforts are
certain attribute checks. If a circumstance suggests directly opposed to another’s. This can occur when
that your proficiency bonus applies more than once to both of them are trying to do the same thing and only
the same roll, you still add it only once and multiply one can succeed, such as attempting to snatch up a
or divide it only once. magic ring that has fallen on the floor. This situation
By the same token, if a feature or effect allows you to also applies when one of them is trying to prevent the
multiply your proficiency bonus when making an other one from accomplishing a goal—for example,
attribute check that wouldn’t normally benefit from when a monster tries to force open a door that an
your proficiency bonus, you still don’t add the bonus adventurer is holding closed. In situations like these,
to the check. For that check your proficiency bonus is the outcome is determined by a special form of
0, given the fact that multiplying 0 by any number is attribute check, called a contest.
still 0. For instance, if you lack proficiency in the Lore Both participants in a contest make attribute checks
skill, you gain no benefit from a feature that lets you appropriate to their efforts. They apply all
double your proficiency bonus when you make appropriate bonuses and penalties, but instead of
Intelligence (Lore) checks. comparing the total to a DC, they compare the totals
In general, you don’t multiply your proficiency of their two checks. The participant with the higher
bonus for attack rolls or saving throws. If a feature or check total wins the contest. That character or
effect allows you to do so, these same rules apply. monster either succeeds at the action or prevents the
other one from succeeding.
If the contest results in a tie, the situation remains
ATTRIBUTE CHECKS the same as it was before the contest. Thus, one
An attribute check tests a character’s or monster’s
contestant might win the contest by default. If two
innate talent and training in an effort to overcome a
characters tie in a contest to snatch a ring off the floor,
challenge. The DM calls for an attribute check when a
neither character grabs it. In a contest between a
character or monster attempts an action (other than
monster trying to open a door and an adventurer
an attack) that has a chance of failure. When the
trying to keep the door closed, a tie means that the
outcome is uncertain, the dice determine the results.
door remains shut.
For every attribute check, the DM decides which of
the six attributes is relevant to the task at hand and
the difficulty of the task, represented by a Difficulty
Class. The more difficult a task, the higher its DC. The
Typical Difficulty Classes table shows the most
common DCs.

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SKILLS VARIANT: SKILLS WITH DIFFERENT ABILITIES
Normally, your proficiency in a skill applies only to a
Each attribute covers a broad range of capabilities, specific kind of attribute check. Proficiency in
including skills that a character or a monster can be Athletics, for example, usually applies to Strength
proficient in. A skill represents a specific aspect of an checks. In some situations, though, your proficiency
attribute score, and an individual’s proficiency in a might reasonably apply to a different kind of check. In
skill demonstrates a focus on that aspect. (A such cases, the DM might ask for a check using an
character’s starting skill proficiencies are determined unusual combination of ability and skill, or you might
at character creation, and a monster’s skill ask your DM if you can apply a proficiency to a
proficiencies appear in the monster’s stat block.) different check. For example, if you have to swim from
For example, an Agility check might reflect a an offshore island to the mainland, your DM might call
character’s attempt to pull off an acrobatic stunt, to for an Endurance check to see if you have the stamina
palm an object, or to stay hidden. Each of these to make it that far. In this case, your DM might allow
aspects of Agility has an associated skill: Acrobatics, you to apply your proficiency in Athletics and ask for
Sleight of Hand, and Stealth, respectively. So a an Endurance (Athletics) check. So if you’re proficient
character who has proficiency in the Sneak skill is in Athletics, you apply your proficiency bonus to the
particularly good at Agility checks related to sneaking Endurance check just as you would normally do for a
and hiding. Strength (Athletics) check. Similarly, when your orc
The skills related to each ability score are shown in warrior uses a display of raw strength to intimidate
the following list. (No skills are related to Endurance.) an enemy, your DM might ask for a Strength
See an ability’s description in the later sections of this (Intimidation) check, even though Intimidation is
chapter for examples of how to use a skill associated normally associated with Personality.
with an attribute.
Strength Willpower PASSIVE CHECKS
Athletics Animal Handling
A passive check is a special kind of ability check that
Insight
doesn’t involve any die rolls. Such a check can
Agility Medicine
represent the average result for a task done
Acrobatics Perception
repeatedly, such as searching for secret doors over
Sleight of Hand Survival
and over again, or can be used when the DM wants to
Stealth
secretly determine whether the characters succeed at
Personality
something without rolling dice, such as noticing a
Intelligence Deception
hidden monster.
Arcana Intimidation
Here’s how to determine a character’s total for a
History Performance
passive check:
Investigation Persuasion
Nature 10 + all modifiers that normally apply to the check
Religion If the character has advantage on the check, add 5. For
disadvantage, subtract 5. The game refers to a passive
Sometimes, the DM might ask for an attribute check check total as a score.
using a specific skill—for example, “Make a Willpower For example, if a 1st-level character has a Willpower
(Perception) check.” At other times, a player might ask of 15 and proficiency in Perception, he or she has a
the DM if proficiency in a particular skill applies to a passive Willpower (Perception) score of 14.
check. In either case, proficiency in a skill means an The rules on hiding in the “Agility” section below
individual can add his or her proficiency bonus to rely on passive checks, as do the exploration rules in
attribute checks that involve that skill. Without chapter 8 of the Player's Handbook.
proficiency in the skill, the individual makes a normal
ability check. WORKING TOGETHER
For example, if a character attempts to climb up a
dangerous cliff, the Dungeon Master might ask for a Sometimes two or more characters team up to
Strength (Athletics) check. If the character is attempt a task. The character who’s leading the effort
proficient in Athletics, the character’s proficiency – or the one with the highest ability modifier – an
bonus is added to the Strength check. If the character make an attribute check with advantage, reflecting
lacks that proficiency, he or she just makes a Strength the help provided by the other characters. In combat,
check. this requires the Help action (see chapter 9 of the

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Player's Handbook). • You attempt to climb a sheer or slippery cliff, avoid
A character can only provide help if the task is one hazards while scaling a wall, or cling to a surface
that he or she could attempt alone. For example, while something is trying to knock you off.
trying to open a lock requires proficiency with • You try to jump an unusually long distance or pull
thieves’ tools, so a character who lacks that of a stunt mid-jump.
proficiency can’t help another character in that task. • You struggle to swim or stay afloat in treacherous
Moreover, a character can help only when two or currents, storm-tossed waves, or areas of thick
more individuals working together would actually be seaweed. Or another creature tries to push or pull
productive. Some tasks, such as threading a needle, you underwater or otherwise interfere with your
are no easier with help. swimming.
Other Strength Checks. The DM might also call for a
GROUP CHECKS Strength check when you try to accomplish tasks like
When a number of individuals are trying to the following:
accomplish something as a group, the DM might ask • Force open a stuck, locked, or barred door
for a group attribute check. In such a situation, the • Break free of bonds
characters who are skilled at a particular task help • Push through a tunnel that is too small
cover those who aren’t.
• Hang on to a wagon while being dragged behind it
To make a group attribute check, everyone in the
• Tip over a statue
group makes the attribute check. If at least half the
group succeeds, the whole group succeeds. Otherwise, • Keep a boulder from rolling
the group fails.
Group checks don’t come up very often, and they’re ATTACK ROLLS AND DAMAGE
most useful when all the characters succeed or fail as You add your Strength modifier to your attack roll and
a group. For example, when adventurers are your damage roll when attacking with a melee
navigating a swamp, the DM might call for a group weapon such as a mace, a battleaxe, or a javelin. You
Intelligence (Nature) check to see if the characters melee weapons to make melee attacks in hand-to-
can avoid the quicksand, sinkholes, and other natural hand combat. If you throw a melee weapon as a
hazards of the environment. If at least half the group ranged weapon, you use your Agility modifier instead.
succeeds, the successful characters are able to guide
their companions out of danger. Otherwise, the group LIFTING AND CARRYING
stumbles into one of these hazards. Your Strength score determines the amount of weight
you can bear. The following terms define what you
can lift or carry.
USING EACH ATTRIBUTE Carrying Capacity. Your carrying capacity is your
Every task that a character or monster might attempt Strength score multiplied by 15. This is the weight (in
in the game is covered by one of the six attributes. pounds) that you can carry, which is high enough that
This section explains in more detail what those most characters don't usually have to worry about it.
abilities mean and the ways they are used in the Push, Drag, or Lift. You can push, drag, or lift a
game. weight in pounds up to twice your carrying capacity
(or 30 times your Strength score). While pushing or
STRENGTH dragging weight in excess of your carrying capacity,
your speed drops to 5 feet.
Strength measures bodily power, athletic training, and Size and Strength. Larger creature's can bear more
the extent to which you can exert raw physical power. weight, whereas Tiny creatures can carry less. For
each category above Medium, double the creature's
STRENGTH CHECKS carrying capacity and the amount it can push, drag, or
A strength check can model any attempt to lift, push, lift. For a Tiny creature, halve those weights.
pull, or break something, to force your body through a
space, or to otherwise apply brute force to a situation VARIANT: ENCUMBERENCE
Athletics. Your Strength (Athletics) check covers If you carry weight in excess of 5 times your Strength
difficult situations you encounter while climbing, score, you are encumbered, which means your speed
jumping, or swimming. Examples include the drops by 10 feet.
following activities: If you carry weight in excess of 10 times your

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Strength score, up to your maximum carrying ARMOR CLASS
capacity, you are instead heavily encumbered, which Depending on the armor you wear, you might add
means your speed drops by 20 feet and you have some or all of your Agility modifier to your Armor
disadvantage on attribute checks, attack rolls, and Class, as described in Chapter 6, “Equipment.”
saving throws that use Strength, Agility, or Endurance.
INITIATIVE
AGILITY At the beginning of every combat, you roll initiative by
making an Agility check. Initiative determines the
Agility measures your dexterity, reflexes, and balance. order of a creature's turns in combat, as described in
Chapter 9, “Combat” in the Player's Handbook.
AGILITY CHECKS
An Agility check can model any attempt to move
nimbly, quickly, or quietly, or to keep from falling on
ENDURANCE
tricky footing. The Acrobatics, Sleight of Hand, and Endurance measures health, stamina and vital force.
Stealth skills reflect this aptitude in certain kinds of
Agility checks. ENDURANCE CHECKS
Acrobatics. Your Agility (Acrobatics) check covers Endurance checks are uncommon, and no skills apply
your attempt to stay on your feet in a tricky situation, to Endurance checks, because it is largely passive
such as when you're trying to run across a sheet of rather than involving a specific effort on the part of a
ice, balance on a tightrope, or stay upright on a character or monster. An Endurance check can model
rocking ship's deck. The DM might also call for an your attempt to push beyond the normal limits. A DM
Agility (Acrobatics) check to see if you can perform might call for an Endurance check when you try to
acrobatic stunts, including dives, rolls, somersaults, accomplish tasks like the following:
and flips.
• Hold your breath
Sleight of Hand. Whenever you attempt an act of
legerdemain or manual trickery, such as planting • March or labor for hours without rest
something on someone else or concealing an object • Go without sleep
on your person, make an Agility (Sleight of Hand) • Survive without food or water
check to determine whether you can lift a coin purse • Quaff and entire stein of ale in one go
off another person or slip something out of another's
pocket. HIT POINTS
Stealth. Make an Agility (Sneak) check when you Your Endurance modifier contributes to your hit
attempt to conceal yourself from enemies, slink past points. Typically, you add your Endurance modifier to
guards, slip away without being noticed, or sneak up each Hit Die you roll for your hit points.
on someone without being seen or heard. If your Endurance modifier changes, your hit point
Other Agility Checks. The DM might call for an maximum changes as well, as though you had the new
Agility check when you try to accomplish tasks like modifier from 1st level. For example, if you raise your
the following: Endurance modifier when you reach 4th level and you
• Control a heavily laden cart on a steep descent Endurance modifier increases form a +1 to a +2, you
• Steer a chariot around a tight turn adjust your hit point maximum as though the
modifier had always been +2. So you add 3 hit points
• Securely tie up a prisoner
for your first three levels, and then roll your hit points
• Wriggle free of bonds
for the 4th level using your new modifier. Or if you're
• Play a stringed instrument
7th level and some effect lowers your Endurance score
• Craft a small or detailed object so as to reduce your Endurance modifier by 1, your
hit points maximum is reduced by 7.
ATTACK ROLLS AND DAMAGE
You add your Agility modifier to your attack roll and
your damage roll when attacking with a ranged
INTELLIGENCE
weapon such as a sling or a longbow. You can also add Intelligence measures mental acuity, accuracy of
your Agility modifier to your attack roll and your recall, and the ability to reason.
damage roll when attacking with a melee weapon that
has the finesse property, such as a dagger or a rapier,
of if you throw a melee weapon, like a dagger or a
hatchet.

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INTELLIGENCE CHECKS person. The Animal Handling, Insight, Medicine,
An Intelligence check comes into play when you need Perception, and Survival skills reflect aptitude in
to draw on logic, education, memory, or deductive certain kinds of Willpower checks.
reasoning. The Arcana, History, Investigation, Nature, Animal Handling. When there is any question
and Religion skills reflect aptitude in certain kinds of whether you can calm down a domesticated animal,
Intelligence checks. keep a mount from getting spooked, or intuit an
Arcana. Your Intelligence (Arcana) check measures animal’s intentions, the DM might call for a Willpower
your ability to recall lore about spells, magic items, (Animal Handling) check. You also make a Willpower
eldritch symbols, magical traditions, the planes of (Animal Handling) check to control your mount when
existence, and the inhabitants of those planes. you attempt a risky maneuver.
History. Your Intelligence (History) check measures Insight. Your Willpower (Insight) check decides
your ability to recall lore about historical events, whether you can determine the true intentions of a
legendary people, ancient kingdoms, past disputes, creature, such as when searching out a lie or
recent wars, and lost civilizations. predicting someone’s next move. Doing so involves
Investigation. When you look around for clues and gleaning clues from body language, speech habits, and
make deductions based on those clues, you make an changes in mannerisms.
Intelligence (Investigation) check. You might deduce Medicine. A Willpower (Medicine) check lets you try
the location of a hidden object, discern from the to stabilize a dying companion or diagnose an illness.
appearance of a wound what kind of weapon dealt it, Perception. Your Willpower (Perception) check lets
or determine the weakest point in a tunnel chat could you spot, hear, or otherwise detect the presence of
cause it so collapse. Poring through ancient scrolls in something. It measures your general awareness of
search of a hidden fragment of knowledge might also your surroundings and the keenness of your senses.
call for an Intelligence (Investigation) check. For example, you might try to hear a conversation
Nature. Your Intelligence (Nature) check measures through a closed door, eavesdrop under an open
your ability to recall lore about terrain, plants and window, or hear monsters moving stealthily in the
animals, the weather, and natural cycles. forest. Or you might try to spot things that are
Religion. Your Intelligence (Religion) check obscured or easy to miss, whether they are orcs lying
measures your ability to recall lore about deities, rites in ambush on a road, thugs hiding in the shadows of
and prayers, religious hierarchies, holy symbols, and an alley, or candlelight under a closed secret door.
the practices of secret cults. Survival. The DM might ask you to make a
Other Intelligence Checks. The DM might call for Willpower (Survival) check to follow tracks, hunt wild
an Intelligence check when you try to accomplish game, guide your group through frozen wastelands,
tasks like the following: identify signs that kagouti live nearby, predict the
weather, or avoid quicksand and other natural
• Communicate with a creature without using words
hazards.
• Estimate the value of a precious item
Other Wisdom Checks. The DM might call for a
• Pull together a disguise to pass as a city guard Willpower check when you try to accomplish tasks
• Forge a document like the following:
• Recall lore about a craft or trade • Get a gut feeling about what course o f action to
• Win a game of skill follow
• Discern whether a seemingly dead or living
SPELLCASTING ABILITY creature is undead
Mages, Hunter Rangers, and Sorcerers use
Intelligence as their spellcasting ability, which helps SPELLCASTING ABILITY
determine the saving throw DCs of spells they cast. Crusaders, Warden Rangers, and Spellswords use
Willpower as their spellcasting ability, which helps
WILLPOWER determine the saving throw DCs of spells they cast.
Willpower measures your mental toughness and how
attuned you are to the magic of the world. RESISTING SPELLS
Willpower is typically the attribute required for
WILLPOWER CHECKS saving throws against magical damage. This will be
A willpower check might reflect an effort to listed in the spell block.
understand a magical source or to care for an injured

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PERSONALITY Other Personality Checks. The DM might call for a
Personality check when you try to accomplish tasks
Personality measures your ability to interact like the following:
effectively with others. It includes such factors as
confidence and eloquence, and it can represent a • Find the best person to talk to for news, rumors,
charming or commanding personality. and gossip.
• Blend into a crowd to get the sense of key topics of
PERSONALITY CHECKS conversation.
A Personality check might arise when you try to
influence or entertain others, when you try to make SPELLCASTING ABILITY
an impression or tell a convincing lie, or when you are Bards and Nightblades use Personality as their
navigating a tricky social situation. The Deception, spellcasting ability, which helps determine the saving
Intimidation, Performance, and Persuasion skills throw DCs of spells they cast.
reflect aptitude in certain kinds of Personality checks.
Deception. Your Personality (Deception) check OTHER ATTRIBUTES
determines whether you can convincingly hide the
There are two other attributes that have unique
truth, either verbally or through your actions. This
functions and are not directly tied to a specific skill,
deception can encompass everything from misleading
others through ambiguity to telling outright lies.
LUCK
Typical situations include trying to fast-talk a guard,
Adventurers can get Luck points in a variety of ways.
con a merchant, earn money through gambling, pass
Your birthsign or class could contribute to your Luck,
yourself off in a disguise, dull someone's suspicions or
as well as praying to the right deity. You can use a
maintain a straight face while telling a blatant lie.
Luck point when you make an attack roll, saving
Intimidation. When you attempt to influence
throw, or ability check, to increase the roll by 1d6.
someone through overt threats, hostile actions, and
physical violence, the DM might ask you to make a
Personality (Intimidation) check. Examples include
SPEED
trying to pry information out of a prisoner, convincing Every character and monster has a speed, which is the
street thugs to back down from a conformation, or distance in feet that the character or monster can
using the edge of a broken bottle to convince a walk in 1 round. This number assumes short bursts of
sneering vizier to reconsider a decision. energetic movement in the midst of a life-threatening.
Performance. Your Personality (Performance) Refer to the Player's Handbook for more detailed
check determines how well you can delight an information on speed.
audience with music, dance, acting, storytelling, or
some other form of entertainment. CHAPTER 8: ADVENTURING
Persuasion. When you attempt to influence
someone or a group of people with tact, social graces,
CHAPTER 9: COMBAT
or good nature, the DM might ask you to make a Refer to the Player's Handbook for detailed
Personality (Persuasion) check. Typically, you use descriptions of the rules for Adventuring and Combat.
persuasion when acting in good faith, to foster
friendships, make cordial requests, or exhibit proper
etiquette. Examples of persuading others include
convincing a chamberlain to let your party see the
king, negotiating peace between warring tribes, or
inspiring a crowd o f townsfolk.

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PART 3: THE RULES OF MAGIC
CHAPTER 10: SPELLCASTING
Magicka is within every spirit and is the energy within that cast spells using magicka, it isn't recommended
all living things. Magnus, an et'Ada known as the god that you do so. Tracking spell point expenditures for a
of magic, was said to be the architect of the mortal monster can be a hassle.
plane. As this plane, known as Mundus, was formed,
he realized that the et'Ada were sacrificing much of MAGICKA COST
their power in its creation. Many of the lesser et'Ada Spell Level Point Cost
were vanishing, as their entire aspects were being 1st 2
absorbed into Mundus. Magnus immediately ordered 2nd 3
the project be terminated, and left to Aetherius at a 3rd 5
great cost. In doing so, he tore a hole in the veil of 4th 6
Oblivion through which the magicka of Aetherius 5th 7
flows into world. The great rift left behind, the sun, is 6th 9
itself known as Magnus. 7th 10
Soon after, other et'Ada, who would become known 8th 11
as the Magna Ge, fled with Magnus, leaving behind 9th 13
similar holes which became the stars. This is why the
star under which a person is born has such great COMPONENTS
influence on that persons fortunes and fate.
To harness the power of magicka, one must have at
least one hand free, and be able to speak or, at least,
CASTING A SPELL be able to create a resonating sound. Therefore, all
Refer to the Player's Handbook, chapter 10 for more spells require Verbal (V) and Somatic (S) components,
information regarding spells, cantrips, and rituals. as described on page 203 of the Player's Handbook.
This section will only cover the parts of spellcasting In rare circumstances, a magic user will require
that have been revised or follows different rule sets. Material components (M), but this is usually reserved
for exceptionally powerful spells, such as a
VARIANT: SPELL POINTS resurrection spell. It is possible that unique and
powerful rituals that mark pivotal moments of a
Instead of gaining spell slots to cast your spells, you
campaign will require special materials. These events
gain spell points referred to as magicka. Each spell
could include summoning a powerful Daedric Prince,
has a point cost based on its level. The Magicka Cost
opening a gateway to another realm, or channeling an
table summarizes the cost in spell points from 1st to
aedric blessing to eradicate a harmful disease
9th level. Cantrips don't require spell slots and
plaguing Tamriel, It is up to the DM's discretion to
therefore don't require spell points.
make these requirements clear.
You expend a number of spell points to cast a spell
of a given level. You can't reduce your spell point total
to less than 0, and you regain magicka points when SPELLCASTING FOCUS
you rest, as described in the class description. All mortals of Nirn are born with magicka within
Spells of 6th level and higher are particularly taxing themselves. Magicka comprises every spirit, it is the
to cast. You use magicka to cast one spell of 6th level or energy of all living things and can be harnessed by
higher, but you can't cast a spell of the same level anyone who devotes themselves to learning its
again until you finish a long rest. secrets.
The number of spell points you have to spend is This innate ability allows all men and mer to cast
based on your class level as a spellcaster, as shown in spells without the need of a spellcasting focus, as they
the Magicka Points column of your class table. Your themselves are the spellcasting focus.
class level also determines the maximum-level spell
you can cast. Even though you might have enough
points to cast a spell above this maximum, you can't
do so.
Although this system can be applied to monsters

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CASTING HIGH LEVEL SPELLS rests, allowing them to cast more spells each day.
You regain magicka limited to your Intelligence
Casting powerful magic is particularly stressful on the modifier while resting. The amount of magicka you
mind and body. The strain placed on a character after regenerate during a short rest is equal to twice your
casting a 9th level spell causes 1 level of exhaustion Intelligence modifier. Sorcerer's, due their stunted
over the next 6 rounds. Each subsequent master level magicka feature, are unable to regain magicka during
spell cast increases your exhaustion by another level a short rest.
over the next 6 rounds.
VARIANT: LEARNING SPELLS
THE SCHOOLS OF MAGIC Instead of learning spells as you level, you can make
All spells are categorized into one of six schools of magic. the world more immersive by requiring to learn spells
Alteration spells distort the local reality through direct through study and focus. This creates a lot of
imposition of the mage's will. This School concerns itself downtime activities, which can slow down play, as
with magicka's ability to change, often radically, the learning new spells is time consuming. It also makes
structure and composition of any object. Unlike the character's who rely on spells feel weaker early on, as
School of illusion, alteration deals with actual change, collecting an arsenal of spells will take considerable
not the appearance of it. This includes spells of paralysis, time.
water breathing, water walking, lock opening, and Magic is learned and mastered through studying
personal elemental shields such as flame cloaks. and practice. For some races, like the Altmer, magicka
Conjuration spells summon and bind the spirits from flows through their bloodlines and live in a culture
Oblivion and Aetherius. Some spells are used to trap that embraces the study of magic. Others, like the
souls, conjure or banish Daedra or other creatures, as Nords, are typically cautious to magic's destructive
well as summon bound weapons and armor. For the sake side. Regardless, they all have magicka within, even if
of classification purposes, the necromantic arts of they choose not to learn how to use it.
reanimation, conjuration, and manipulation of the Classes that use magic, and some races, begin with a
undead. set number of known spells. Each time a character
Destruction spells splinter material bonds by the direct reaches a new level in spellcasting, they learn an
application of force, typically elemental in nature. This additional spell, as noted in their class description.
includes damaging spells of flame, frost, shock, and Any additional spells must be studied from trainers,
disintegration, as well as magic that drains essence or usually found colleges and guild halls, or by studying
personal attributes. spell books.
Illusion spells alter the perception in oneself and in Spells can be learned much faster from spell
others. They cause people to see things that are not trainers than from studying spell books, but trainers
there, to miss things that are there, to hear phantom can be costly. A spell learned from a trainer requires 4
noises, or to remember things that never happened. hours of study and 50 septims per spell level,
Some illusions create phantom images that any creature beginning with Cantrips. For example, a 1st level spell,
can see, but the most insidious illusion plant an image requires 8 hours and 100 septims, and a 7th level spell
directly in the mind of a creature. requires 32 hours of training and 400 septims.
Mysticism spells are used to alter the nature of magic You can study from a trainer up to 8 hours a day. To
itself. These effects are as extravagantly disparate as the determine how much knowledge has been retained,
creation of magical cells to hold a victim's spirit after roll a die equal to the hours studied (1d8) and add the
death, to the manipulation of objects at a distance. The character's Intelligence modifier. Studying from a
sorcery behind them is veiled in a mystery that goes back book requires twice as much time, but spell books can
to the oldest civilizations. be found while adventuring, but they can sometimes
Restoration spells resist damage and restores be purchased from guild halls for half the cost of
wholeness by reknitting the damage material. The training.
opposite of destruction, this magic is used to heal, create
wards, cure disease and poison, and for physical
fortification.

VARIANT: REGAINING MAGICKA


If you enjoy games that are fast paced and combat
heavy, the characters can regain magicka during short

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SPELLCRAFTING REDUCING SPELLCRAFTING TIME
Once each day, when a spellcaster spends time
Talented mages are capable of crafting spells, either researching a spell they are crafting, they are required
through trial and error, or with the aid of a master. to make a Spellcrafting Check. This check is treated as
Spellcrafting Altars can be found in most universities though you are casting a spell with your spell attack
and colleges where the imagination and innate talent modifier. The DC of this check is equal to 10 + the
is the only restriction. level of the spell being created.
The creation of a spell has the same cost as training On a successful check, the crafter can roll an
in a spell of equal skill level, usually spent on rare inks additional die, equal to the time spent researching, to
and component, but the process takes twice as long reduce the total remaining time. No time is reduced
since constant practice is required to create on an unsuccessful check, however, a critical failure
something unique. The spellcrafter must know the and a critical success both reduce the time by twice
effects from another spell to create a spell that uses a the normal amount. We often learn more from our
similar effect. To create a spell, work with your mistakes than from minor successes, and this is
Dungeon Master and use the guidelines presented in reflected in spell creation.
the Dungeon Master's Guide.

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CHAPTER 11: SPELL LISTS
This chapter describes the most common spells in the
worlds of Tamriel. The chapter begins with the spell lists
of the spellcasting classes, followed by a spell list which
is sorted by School of Magic. Refer to the Player's
Handbook for spell descriptions.

BARD SPELLS Detect Thoughts Locate Creature Glibness


Enhance Ability Polymorph Mind Blank
CANTRIPS (0 LEVEL) Enthrall Power Word Stun
Blade Ward Heat Metal 5TH LEVEL
Dancing Lights Hold Person Animate Objects 9TH LEVEL
Friends Invisibility Awaken Foresight
Light Knock Dominate Person Power Word Heal
Mage Hand Lesser Restoration Dream Power Word Kill
Mending Locate Animals or Plants Geas True Polymorph
Message Locate Object Greater Restoration
Minor Illusion Magic Mouth Hold Monster CRUSADER SPELLS
Prestidigitation Phantasmal Force Legend Lore
Thunderclap Pyrotechnics Mass Cure Wounds
CANTRIPS (0 LEVEL)
True Strike See Invisibility Mislead
Guidance
Vicious Mockery Shatter Modify Memory
Light
Silence Planar Binding
Mending
Skywrite Raise Dead
1ST LEVEL Resistance
Suggestion Scrying
Animal Friendship Sacred Flame
Warding Wind Seeming
Bane Spare the Dying
Zone o f Truth Teleportation Circle
Charm Person Thaumaturgy
Comprehend Languages
Cure Wounds 3RD LEVEL 6TH LEVEL 1st Level
Detect Magic Bestow Curse Eyebite Bless
Disguise Self Clairvoyance Find the Path Command
Dissonant Whispers Dispel Magic Guards and Wards Compelled Duel
Earth Tremor Fear Mass Suggestion Cure Wounds
Faerie Fire Feign Death Otto’s Irresistible Dance Detect Evil and Good
Feather Fall Glyph o f Warding Programmed Illusion Detect Magic
Healing Word Hypnotic Pattern True Seeing Detect Poison and Disease
Heroism Leomund’s Tiny Hut
Divine Favor
Identify Major Image 7TH LEVEL Heroism
Illusory Script Nondetection Etherealness Protection from
Longstrider Plant Growth Forcecage Evil and Good
Silent Image Sending Mirage Arcane Purify Food and Drink
Sleep Speak with Dead Mordenkainen’s Searing Smite
Speak with Animals Speak with Plants Magnificent Mansion Shield of Faith
Tasha’s Hideous Laughter Stinking Cloud Mordenkainen’s Sword Thunderous Smite
Thunderwave Tongues Project Image Wrathful Smite
Unseen Servant Regenerate
4TH LEVEL Resurrection 2ND LEVEL
2ND LEVEL Compulsion Symbol Aid
Animal Messenger Confusion Teleport Branding Smite
Blindness/Deafness Dimension Door
Find Steed
Calm Emotions Freedom of Movement 8TH LEVEL Lesser Restoration
Cloud of Daggers Greater Invisibility Dominate Monster Locate Object
Crown of Madness Hallucinatory Terrain Feeblemind Magic Weapon

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Protection from Poison Shape Water Darkvision Mass Healing Word
Zone of Truth Shocking Grasp Detect Thoughts Melf's Minute Meteors
Spare the Dying Dust Devil Nondetection
3RD LEVEL Sword Burst Earthbind Phantom Steed
Aura of Vitality Thunderclap Enlarge/Reduce Protection from Energy
Blinding Smite True Strike Flaming Sphere Remove Curse
Create Food and Water Gentle Repose Sending
Crusader's Mantle 1ST LEVEL Gust of Wind Sleet Storm
Daylight Absorb Elements Hold Person Slow
Dispel Magic Alarm Invisibility Stinking Cloud
Elemental Weapon Burning Hands Knock Tidal Wave
Magic Circle Catapult Lesser Restoration Tongues
Remove Curse Charm Person Levitate Water Breathing
Revivify Chromatic Orb Locate Object Wall of Sand
Color Spray Magic Mouth Wall of Water
4TH LEVEL Comprehend Languages Magic Weapon
Aura of Life Cure Wounds Maximilian's Earthen Grasp 4TH LEVEL
Aura of Purity Detect Magic Melf’s Acid Arrow Arcane Eye
Banishment Disguise Self Mirror Image Banishment
Death Ward Earth Tremor Misty Step Confusion
Locate Creature Expeditious Retreat Nystul’s Magic Aura Conjure Minor Elementals
Staggering Smite Feather Fall Phantasmal Force Control Water
Find Familiar Prayer of Healing Death Ward
5TH LEVEL Fog Cloud Pyrotechnics Dimension Door
Banishing Smite Grease Ray of Enfeeblement Elemental Bane
Circle of Power Healing Word Rope Trick Evard's Black Tentacles
Destructive Smite Ice Knife Scorching Ray Fabricate
Dispel Evil and Good Identify See Invisibility Fire Shield
Geas Illusory Script Shatter Greater Invisibility
Raise Dead Jump Skywrite Hallucinatory Terrain
Longstrider Snillioc's Snowball Swarm Ice Storm
Mage Armor Spider Climb Leomund’s Secret Chest
MAGE SPELLS Suggestion
Magic Missile Mordenkainen’s
Protection from Web Faithful Hound
CANTRIPS (0 LEVEL)
Evil and Good Mordenkainen’s
Acid Splash
Shield 3RD LEVEL Private Sanctum
Blade Ward
Silent Image Bestow Curse Otiluke’s Resilient Sphere
Booming Blade
Sleep Blink Phantasmal Killer
Create Bonfire
Tasha’s Hideous Laughter Clairvoyance Polymorph
Control Flames
Tenser’s Floating Disk Counterspell Stone Shape
Dancing Lights
Thunderwave Dispel Magic Stoneskin
Fire Bolt
Unseen Servant Erupting Earth Storm Sphere
Friends
Witch Bolt Fear Vitriolic Sphere
Frostbite
Fireball Wall of Fire
Green Flame Blade
2ND LEVEL Flame Arrows Watery Sphere
Gust
Aganazzar's Scorcher Fly
Light
Alter Self Gaseous Form 5TH LEVEL
Lightning Lure
Arcane Lock Glyph o f Warding Animate Objects
Mage Hand
Blindness/Deafness Haste Bigby’s Hand
Mending
Blur Hypnotic Pattern CloudkilI
Message
Cloud of Daggers Leomund’s Tiny Hut Cone of Cold
Minor Illusion
Continual Flame Lightning Bolt Conjure Elemental
Poison Spray
Crown of Madness Magic Circle Contact Other Plane
Prestidigitation
Darkness Major Image Control Winds
Ray of Frost

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Creation Mordenkainen’s Sword Green Flame Blade Tongues
Dominate Person Plane Shift Lightning Lure Vampiric Touch
Dream Prismatic Spray Mage Hand
Geas Project Image Magic Stone 4TH LEVEL
Greater Restoration Regenerate Minor Illusion Banishment
Hold Monster Resurrection Poison Spray Blight
Immolation Reverse Gravity Prestidigitation Dimension Door
Legend Lore Sequester Sword Burst Elemental Bane
Mass Cure Wounds Simulacrum Thunderclap Hallucinatory Terrain
Mislead Symbol True Strike Phantasmal Killer
Modify Memory Teleport Staggering Smite
Passwall Whirlwind 1ST LEVEL
Planar Binding Armor of Agathys 5TH LEVEL
Raise Dead 8TH LEVEL Arms of Hadar Contact Other Plane
Rary’s Telepathic Bond Abi-Dalzim's Horrid Wilting Charm Person Dream
Scrying Antimagic Field Comprehend Languages Hold Monster
Seeming Antipathy/Sympathy Earthbind Scrying
Telekinesis Control Weather Expeditious Retreat Staggering Smite
Teleportation Circle Demiplane Hellish Rebuke
Transmute Rock Dominate Monster Hex 6TH LEVEL
Wall of Force Feeblemind Illusory Script Arcane Gate
Wall of Stone Incendiary Cloud Inflict Wounds Circle of Death
Maze Protection from Eyebite
6TH LEVEL Mind Blank Evil and Good Flesh to Stone
Arcane Gate Power Word Stun Unseen Servant Investiture of Flame
Chain Lightning Sunburst Witch Bolt Investiture of Ice
Contingency Telepathy Wrathful Smite Investiture of Stone
Disintegrate Trap the Soul Investiture of Wind
Drawmij’s Instant 2ND LEVEL Mass Suggestion
Summons 9TH LEVEL Cloud of Daggers True Seeing
Flesh to Stone Astral Projection Crown of Madness
Globe of Invulnerability Foresight Darkness 7TH LEVEL
Guards and Wards Gate Enthrall Etherealness
Heal Imprisonment Hold Person Finger of Death
Investiture of Flame Mass Heal Invisibility Forcecage
Investiture of Ice Meteor Swarm Mirror Image Plane Shift
Investiture of Stone Prismatic Wall Misty Step
Investiture of Wind Shapechange Pass Without Trace 8TH LEVEL
Mass Suggestion Time Stop Ray of Enfeeblement Demiplane
Move Earth True Polymorph Shatter Dominate Monster
Otiluke’s Freezing Sphere True Ressurection Spider Climb Feeblemind
Otto’s Irresistible Dance Weird Suggestion Glibness
Programmed Illusion Wish Power Word Stun
Sunbeam 3RD LEVEL
True Seeing NIGHTBLADE SPELLS Counterspell 9TH LEVEL
Wall of Ice Dispel Magic Astral Projection
CANTRIPS (0 LEVEL) Fear Foresight
7TH LEVEL Blade Ward Fly Imprisonment
Delayed Blast Fireball Booming Blade Gaseous Form Power Word Kill
Etherealness Chill Touch Hunger of Hadar True Polymorph
Forcecage Create Bonfire Hypnotic Pattern
Mirage Arcane Eldritch Blast Magic Circle
Mordenkainen's Friends Major Image
Magnificent Mansion Frostbite Remove Curse

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RANGER SPELLS Commune with Nature Ice Knife Dispel Magic
Conjure Volley Inflict Wounds Erupting Earth
Control Winds Jump Fear
1ST LEVEL
Swift Quiver Mage Armor Feign Death
Absorb Elements
Tree Stride Magic Missile Fireball
Alarm
Ray of Sickness Flame Arrows
Animal Friendship
Beast Bond SORCERER SPELLS Shield Fly
Silent Image Gaseous Form
Detect Magic
Sleep Haste
Detect Poison and Disease CANTRIPS (0 LEVEL)
Tasha's Hideous Laughter Hunger of Hadar
Entangle Acid Splash
Thunderwave Hypnotic Pattern
Fog Cloud Blade Ward
Unseen Servant Lightning Bolt
Goodberry Booming Blade
Witch Bolt Major Image
Hail of Thorns Chill Touch
Melf's Minute Meteors
Jump Create Bonfire
Longstrider Control Flames 2ND LEVEL Protection from Energy
Alter Self Sleet Storm
Speak with Animals Dancing Lights
Aganazzar's Scorcher Slow
Fire Bolt
Blindness/Deafness Speak with Dead
2ND LEVEL Friends
Blur Stinking Cloud
Animal Messenger Frostbite
Cloud of Daggers Tongues
Barkskin Green Flame Blade
Crown of Madness Water Breathing
Beast Sense Gust
Darkness Wall of Water
Cordon of Arrows Light
Darkvision Water Walk
Darkvision Lightning Lure
Detect Thoughts Vampiric Touch
Find Traps Mage Hand
Mending Dust Devil
Flame Arrows
Message Earthbind 4TH LEVEL
Locate Animals or Plants
Minor Illusion Enhance Ability Arcane Eye
Locate Object
Mold Earth Enlarge/Reduce Banishment
Pass without Trace
Poison Spray Gust of Wind Blight
Silence
Prestidigitation Hold Person Confusion
Skywrite
Ray of Frost Invisibility Contagion
Spike Growth
Shape Water Knock Death Ward
Shocking Grasp Levitate Dimension Door
3RD LEVEL
Sword Burst Maximilian's Earthen Grasp Dominate Beast
Conjure Animals
Thunderclap Mirror Image Elemental Bane
Daylight
True Strike Misty Step Evard's Black Tentacles
Lightning Arrow
Phantasmal Force Greater Invisibility
Nondetection
Pyrotechnics Ice Storm
Plant Growth 1ST LEVEL
Ray of Enfeeblement Phantasmal Killer
Protection from Energy Armor of Agathys
Scorching Ray Polymorph
Speak with Plants Arms of Hadar
See Invisibility Stoneskin
Water Breathing Burning Hands
Shatter Storm Sphere
Water Walk Catapult
Snillioc's Snowball Swarm Vitriolic Sphere
Wind Wall Charm Person
Spider Climb Wall of Fire
Chromatic Orb
Suggestion Watery Sphere
4TH LEVEL Color Spray
Warding Wind
Conjure Woodland Beings Comprehend Languages
Web 5TH LEVEL
Control Water Detect Magic
Disguise Self Animate Objects
Freedom of Movement
Dissonant Whispers 3RD LEVEL Cloudkill
Grasping Vine
Earth Tremor Animate Dead Cone of Cold
Locate Creature
Expeditious Retreat Blink Contact Other Plane
Stoneskin
False Life Clairvoyance Contagion
Feather Fall Counterspell Control Winds
5TH LEVEL Daylight Creation
Fog Cloud

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Dominate Person Time Stop Haste
Hold Monster Wish Hypnotic Pattern
Immolation Jump
Insect Plague SPELLSWORD SPELLS Magic Circle
Seeming Protection from Energy
Telekinesis CANTRIPS (0 LEVEL) Remove Curse
Teleportation Circle Blade Ward
Wall of Stone Booming Blade 4TH LEVEL
Create Bonfire Banishment
6TH LEVEL Eldritch Blast Death Ward
Arcane Gate Frost Bite Dimension Door
Chain Lightning Green Flame Blade Elemental Bane
Circle of Death Minor Illusion Staggering Smite
Conjure Fey Prestidigitation
Create Undead Sword Burst 5TH LEVEL
Disintegrate True Strike Antilife Shell
Eyebite Banishing Smite
Globe of Invulnerability 1ST LEVEL Flame Strike
Harm Absorb Elements Legend Lore
Investiture of Flame Compelled Duel Scrying
Investiture of Ice Charm Person
Investiture of Stone Cure Wounds
Investiture of Wind Detect Magic
Magic Jar Detect Poison and Disease
Mass Suggestion Expeditious Retreat
Move Earth Heroism
Sunbeam Hex
True Seeing Protection from Evil and
Good
7TH LEVEL Searing Smite
Delayed Blast Fireball Shield
Etherealness Thunderous Smite
Finger of Death Witch Bolt
Fire Storm
Plane Shift 2ND LEVEL
Prismatic Spray Aid
Reverse Gravity Branding Smite
Teleport Cloud of Daggers
Enhance Ability
8TH LEVEL Invisibility
Abi-Dalzim's Horrid Wilting Lesser Restoration
Clone Magic Weapon
Dominate Monster Protection from Poison
Earthquake Scorching Ray
Feeblemind Shatter
Incendiary Cloud Suggestion
Power Word Stun Warding Bond
Sunburst
3RD LEVEL
9TH LEVEL Blinding Smite
Gate Counterspell
Meteor Swarm Dispel Magic
Imprisonment Elemental Weapon
Power Word Kill Flame Arrows

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SPELL LIST BY SCHOOL OF MAGIC
ALTERATION Sleet Storm CONJURATION Planar Ally
Slow
CANTRIPS (0 LEVEL) Tidal Wave 7TH LEVEL
CANTRIPS (0 LEVEL)
Control Flames Wall of Sand Conjure Celestial
Mage Hand
Create Bonfire Wall of Water Mordenkainen's Sword
Produce Flame
Gust Water Breathing
Sword Burst
Magic Stone Water Walk 8TH LEVEL
Mending Wind Wall Maze
1st Level
Mold Earth Armor of Agathys
Shape Water 4TH LEVEL Arms of Hadar 9TH LEVEL
Shillelagh Control Water Find Familiar Gate
Thorn Whip Fabricate Grease
Freedom of Movement
Thunderclap Hail of Thorns DESTRUCTION
Stone Shape Tenser's Floating Disk
1ST LEVEL Stoneskin Unseen Servant
Watery Sphere CANTRIPS (0 LEVEL)
Catapult Acid Splash
Create or Destroy Water 2ND LEVEL Booming Blade
Earth Tremor 5TH LEVEL Continual Flame Fire Bolt
Entangle Control Winds Find Steed Frostbite
Expeditious Retreat Maelstrom Flame Blade Green Flame Blade
Feather Fall Telekinesis Spiritual Weapon Lightning Lure
Fog Cloud Transmute Rock Wen Poison Spray
Longstrider Wall of Force
Ray of Frost
Mage Armor Wall of Stone
3RD LEVEL Shocking Grasp
Shield Conjure Animals
6TH LEVEL Conjure Barrage 1st Level
2ND LEVEL Bones of the Earth Hunger of Hadar Burning Hands
Arcane Lock Flesh to Stone Phantom Steed Hellish Rebuke
Barkskin Globe of Invulnerability Spirit Guardians Hex
Cloud of Daggers Investiture of Flame
Hunter's Mark
Cordon of Arrows Investiture of Ice
4TH LEVEL Ice Knife
Dust Devil Investiture of Stone
Arcane Eye Searing Smite
Enlarge / Reduce Investiture of Wind
Banishment Thunderous Strike
Gust of Wind Move Earth
Conjure Minor Elementals
Heat Metal Primordial Ward
Conjure Woodland Beings 2ND LEVEL
Knock Wall of Ice
Evard's Black Tentacles Agnazzar's Scorcher
Maximilian's Earthen Grasp Grasping Vine Flaming Sphere
Pyrotechnics 7TH LEVEL Guardian of Faith Scorching Ray
Shatter Reverse Gravity Mordenkainen's Faithful Snilloc's Snowball Swarm
Skywrite Whirlwind Hound
Spider Climb 3RD LEVEL
Spike Growth 8TH LEVEL 5TH LEVEL Call Lightning
Warding Bond Abi-Dalzim's Horrid Wilting Commune Elemental Weapon
Warding Wind Control Weather Conjure Elemental Fireball
Earthquake Conjure Volley Flame Arrows
3RD LEVEL Tsunami Insect Plague Lightning Arrow
Erupting Earth Planar Binding Lightning Bolt
Fly 9TH LEVEL Teleportation Circle Melf's Acid Arrow
Jump Time Stop Melf's Minor Meteors
Meld Into Stone 6TH LEVEL Stinking Cloud
Plant Growth Arcane Gate
Rope Trick Conjure Fey

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4TH LEVEL Sanctuary 6TH LEVEL Misty Step
Elemental Bane Silent Image Mass Suggestion Moonbeam
Fire Shield Sleep Otto's Irresistible Dance See Invisibility
Ice Storm Speak with Animals Programmed Illusion
Storm Sphere Tasha's Hideous Laughter 3RD LEVEL
Vitriolic Sphere Wrathful Smite 7TH LEVEL Blink
Wall of Fire Mirage Arcane Clairvoyance
2ND LEVEL Project Image Counterspell
5TH LEVEL Animal Messenger Create Food and Water
Cloudkill Beast Sense 8TH LEVEL Dispel Magic
Cone of Cold Blindness / Deafness Antipathy / Sympathy Gaseous Form
Destructive Wave Blur Dominate Monster Glyph of Warding
Flame Strike Calm Emotions Feeblemind Leomund's Tiny Hut
Immolation Crown of Madness Glibness Magic Circle
Darkness Power Word Stun Nondetection
6TH LEVEL Darkvision Telepathy Speak with Plants
Chain Lightning Detect Thoughts Tongues
Otiluke's Freezing Sphere Enthrall 9TH LEVEL
Wall of Thorns Hold Person Weird 4TH LEVEL
Invisibility Dimension Door
7TH LEVEL Mirror Image Divination
Nystul's Magic Aura
MYSTICISM
Delayed Blast Fireball Giant Insect
Fire Storm Pass Without Trace Leomund's Secret Chest
Phantasmal Force CANTRIPS (0 LEVEL) Locate Creature
Silence Druidcraft Mordenkainen's Private
8TH LEVEL Eldritch Blast
Suggestion Sanctum
Incendiary Cloud Prestidigitation
Zone of Truth Otiluke's Resilient Sphere
Thaumaturgy Polymorph
9TH LEVEL
Meteor Swarm
3RD LEVEL Staggering Smite
Daylight 1st Level
Storm of Vengeance Absorb Elements
Fear 5TH LEVEL
Haste Alarm
Animate Objects
ILLUSION Hypnotic Pattern Chromatic Orb
Awaken
Major Image Color Spray
Bigby's Hand
CANTRIPS (0 LEVEL) Sending Comprehend Languages
Commune with Nature
Dancing Lights Detect Evil and Good
Contact Other Plane
Friends Detect Magic
4TH LEVEL Creation
Light Detect Poison and Disease
Compulsion Legend Lore
Message Ensnaring Strike
Confusion Passwall
Minor Illusion Goodberry
Dominate Beast Srcying
Vicious Mockery Identify
Greater Invisibility Swift Quiver
Magic Missile
Hallucinatory Terrain Tree Stride
1st Level Witch Bolt
Phantasmal Killer
Animal Friendship 6TH LEVEL
Bane 5TH LEVEL 2ND LEVEL
Blade-Barrier
Beast Bond Alter Self
Dominate Person Contingency
Charm Person Augury
Dream Disintegrate
Command Earthbind
Geas Drawmij's Instant Summons
Compelled Duel Find Traps
Hold Monster Find the Path
Disguise Self Levitate
Mislead Forbiddance
Dissonant Whispers Locate Animals or Plants
Modify Memory Guards and Wards
Faerie Fire Locate Object
Rary's Telepathic Bond Heroe's Feast
Heroism Magic Mouth
Seeming Transport via Plants
Illusory Script Magic Weapon
True Seeing

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Wind Walk Crusader's Mantle
Word of Recall 5TH LEVEL Mass Healing Word
Contagion Protection from Energy
7TH LEVEL Remove Curse
Divine Word 6TH LEVEL Revivify
Etherealness Circle of Death
Forecage Create Undead 4TH LEVEL
Mordenkainen's Magnificent Eyebite Aura of Life
Mansion Harm Aura of Purity
Plane Shift Magic Jar Death Ward
Prismatic Spray
Sequester 7TH LEVEL 5TH LEVEL
Simulacrum Finger of Death Antilife Shell
Symbol Banishing Strike
Teleport 8TH LEVEL Circle of Power
Clone Greater Restoration
8TH LEVEL Hallow
Animal Shapes 9TH LEVEL Mass Cure Wounds
Antimagic Field Power Word Kill Raise Dead
Demiplane Reincarnate
Mind Blank
RESTORATION
6TH LEVEL
9TH LEVEL Heal
Astral Projection CANTRIPS (0 LEVEL) Sunbeam
Foresight Guidance
Imprisonment Resistance
7TH LEVEL
Prismatic Wall Sacred Flame
Regenerate
Shapechange Spare the Dying
Resurrection
True Polymorph True Strike
Wish 8TH LEVEL
1st Level
Holy Aura
Bless
NECROMANCY Cure Wounds
Sunburst
Divine Favor
CANTRIPS (0 LEVEL) Guiding Bolt 9TH LEVEL
Chill Touch Healing Word Mass Heal
Protection from Evil and Power Word Heal
1st Level Good True Resurrection
False Life Purify Food and Drink
Inflict Wounds Shield of Faith
Ray of Sickeness
2ND LEVEL
2ND LEVEL Aid
Ray of Enfeeblement Branding Smite
Enhance Ability
3RD LEVEL Gentle Repose
Animate Dead Lesser Restoration
Bestow Curse Prayer of Healing
Feign Death Protection from Poison
Speak with Dead
Vampiric Touch 3RD LEVEL
Aura of Vitality
4TH LEVEL Beacon of Hope
Blight Blinding Smite

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APPENDIX A: BEASTIARY
Some class features allow characters to summon
creatures to serve as familiars, and companions.
Statistics for such creatures are grouped in this
appendix by class for your convenience. For
information on to read a stat block, see the Monster
Manual.

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