You are on page 1of 199

PLAYER'S BASIC RULES VERSION 1.

4
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 Ben Allen, ChojiBoy, Emilio HF, Hans Raider, Muatra,
and their respective logos are trademarks of Wizards of Myrrdin, The Thieving Mick, Timothy Hyche, Tjelvar
the Coast. Lidegran Wes Wisdom, everyone on the discord server,
my gaming group who have had to deal with my
D&D Lead Designers: Mike Mearls, Jeremy Crawford constant changes, and everyone who has supported this
Design Team: Christopher Perkins, James Wyatt, project.
Rodney Thompson, Robert J. Schwalb, Peter Lee, Steve
Townshend, Bruce R. Cordell Intellectual Property
The conversion contained in this booklet is an unofficial
The Elder Scrolls fan made project. This work is not for profit and its
Copyright © 2014 Bethesda Softworks LLC, a ZeniMax commercial distribution to anyone under any
Media company. The Elder Scrolls, Bethesda Softworks, circumstances is strictly prohibited.
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: December 2018
CONTENTS
INTRODUCTION........................................ 3 Luck........................................................... 125
Playing The Game........................................... 3 Constellations.............................................126
Places For Adventure...................................... 3 Backgrounds...............................................129
Using These Rules...........................................4 CHAPTER 5: EQUIPMENT............................. 155
How To Play....................................................4 Starting Equipment..................................... 155
Wealth........................................................155
PART 1: CREATING A CHARACTER.........5 Armor And Shields............................................156
CHAPTER 1: STEP-BY-STEP CHARACTERS......5 Weapons.............................................................157
CHAPTER 2: RACES.........................................10 Adventuring Gear..............................................161
Altmer (High Elf).................................................11 Tools...................................................................161
Argonian...............................................................12 Mounts And Vehicles.........................................162
Bosmer (Wood Elf)..............................................14 Trade Goods.......................................................163
Breton...................................................................16 Expenses............................................................163
Dunmer (Dark Elf)...............................................18 Trinkets..............................................................165
Imperial................................................................19 CHAPTER 6: CUSTOMIZATION OPTIONS.....166
Khajiit...................................................................20 Multiclassing......................................................166
Nord......................................................................23 Feats...................................................................168
Orsimer (Orc)......................................................24 Racial Feats........................................................169
Redguard..............................................................26
CHAPTER 3: CLASSES..................................... 27
PART 2: PLAYING THE GAME................173
Barbarian.............................................................28 CHAPTER 7: USING ATTRIBUTE SCORES.....173
Bard......................................................................35 Ability Scores And Modifiers............................173
Crusader...............................................................40 Advantage And Disadvantage..........................173
Mage.....................................................................50 Proficiency Bonus.............................................174
Monk.....................................................................60 Attribute Checks................................................174
Nightblade............................................................68 Using Each Attribute.........................................176
Ranger..................................................................77 CHAPTER 8: ADVENTURING.........................179
Rogue....................................................................86 CHAPTER 9: COMBAT................................... 179
Sorcerer................................................................92 PART 3: THE RULES OF MAGIC............180
Spellsword...........................................................98
CHAPTER 10: SPELLCASTING.......................180
Thief...................................................................107
Warden...............................................................114 Casting A Spell............................................ 180
Warrior...............................................................115 CHAPTER 11: SPELL LISTS........................... 183
CHAPTER 4: PERSONALITY AND Spell List By School Of Magic........................189
BACKGROUND...............................................122 APPENDIX A:
Character Details........................................ 122
BEASTIARY................................................192

UESTRPG BASIC RULES


2
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
INTRODUCTION
Tamriel is a world filled with exciting stories. Many Volkihar, and the players decide what they want their
tales have been experienced and shared, but there are adventurers to do. Will they walk across the
many more waiting to be told. dangerously weathered bridge? Tie themselves
The Elder Scrolls series was initially influenced by together with rope to minimize the chance that
pen-and-paper role playing games. Arena's success someone will fall if the bridge gives way? Or cast a
came from its innovative RPG elements, and spell to carry them over the chasm?
Daggerfall's character creation was completely Then the DM determines the results of the
reminiscent of popular pen-and-paper games. It is adventurers’ actions and narrates what they
surprising that this immersive world was never experience. Because the DM can improvise to react to
officially released as a table top game. anything the players attempt, D&D is infinitely
This book contains many customizations to the flexible, and each adventure can be exciting and
Dungeons & Dragons rule sets to let you create unexpected.
intricate characters that are well suited for The game has no real end; when one story or quest
adventuring in Tamriel. This conversion project wraps up, another one can begin, creating an ongoing
maintains many elements from D&D Fifth Edition, and story called a campaign. Many people who play the
assumes that the players and the Dungeon Master game keep their campaigns going for months or years,
have a basic understanding of the game. Although it is meeting with their friends every week or so to pick up
a very similar conversion, there are some differences. the story where they left off. The adventurers grow in
Each of the classes, races, and backgrounds have been might as the campaign continues. Each monster
tailored to suit Tamriel, including some attributes, defeated, each adventure completed, and each
and birthsigns have been added to character creation. treasure recovered not only adds to the continuing
Birthsigns include powerful features that characters story, but also earns the adventurers new capabilities.
gain access to, which makes them slightly more This increase in power is reflected by an adventurer’s
capable at 1st level than with characters built from the level.
standard Player's Handbook. These strengths help There’s no winning and losing in the game—at least,
reduce the untimely deaths that can surprise low level not the way those terms are usually understood.
parties, but this should be considered when creating Together, the DM and the players create an exciting
appropriate challenges for the player characters. story of bold adventurers who confront deadly perils.
Each of the revisions in this book should be Sometimes an adventurer might come to a grisly end,
reviewed before playing, but many of these changes torn apart by ferocious monsters or done in by a
can be easily converted to or from standard D&D nefarious villain. Even so, the other adventurers can
features. Take as many changes as you feel search for powerful magic to revive their fallen
comfortable with into your game. Remember, the only comrade, or the player might choose to create a new
right way to play is by having fun. character to carry on. The group might fail to
complete an adventure successfully, but if everyone
PLAYING THE GAME had a good time and created a memorable story, they
all win.
In the game, each player creates an adventurer (also
called a character) and teams up with other
adventurers (played by friends). Working together, PLACES FOR ADVENTURE
the group might explore a dark dungeon, a ruined city, Nirn is a world filled with magic and monsters, brave
a haunted castle, a lost temple deep in a jungle, or a warriors and spectacular adventures. The universe is
lava-filled cavern beneath a mysterious mountain. The built upon medieval fantasy with unique creatures,
adventurers can solve puzzles, talk with other places, and magic that truly sets this world apart.
characters, battle fantastic monsters, and discover Tamriel exists within a vast cosmos called the
fabulous magic items and other treasure. Aurbis. This universe encompasses the Void and all
One player, however, takes on the role of the the Planes of Existence, such as Coldharbour, the
Dungeon Master (DM), the game’s lead storyteller and realm of Molag Bal, and the plane of Akatosh. Within
referee. The DM creates adventures for the characters, this universe are many planes that have yet to be
who navigate its hazards and decide which paths to explored, and of course, Nirn, the world where each of
explore. The DM might describe the entrance to Castle the Elder Scrolls stories have taken place.

UESTRPG BASIC RULES


3
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
On Nirn itself, Tamriel has been the only continent
ever explored in the main series, with several
HOW TO PLAY
The play of the game unfolds according to this basic
provinces still to be seen, along with many other
pattern.
continents to create new epic stories. Each of these
1. The DM describes the environment. The DM
provinces and continents share characteristics, but
tells the players where their adventurers are and
each is set apart by its own histories and cultures,
what’s around them, presenting the basic scope of
distinctive monsters and races, fantastic geography,
options that present themselves (how many doors
ancient dungeons, and scheming villains. Each of the
lead out of a room, what’s on a table, who’s in the
races have unusual traits in their different settings.
tavern, and so on).
The ancient tribal Bosmer of Valenwood, for example,
2. The players describe what they want to do.
are jungle dwelling cannibals, while many Redguards
Sometimes one player speaks for the whole party,
of Hammerfell are desert nomads. Some of the worlds
saying, “We’ll take the east door,” for example. Other
feature more obscure races, such as the golden-clad
times, different adventurers do different things: one
Auroran's of Meridia's realm, or the Tsaesci, vampiric
adventurer might search a treasure chest while a
serpent-folk of Akavir.
second examines an esoteric symbol engraved on a
Your DM might set the campaign on one or more of
wall and a third keeps watch for monsters. The
these provinces, continents, and worlds. Because
players don’t need to take turns, but the DM listens to
there is so much diversity among these places, you
every player and decides how to resolve those actions.
should check with your DM about any house rules
Sometimes, resolving a task is easy. If an adventurer
that will affect your play of the game. Ultimately, the
wants to walk across a room and open a door, the DM
Dungeon Master is the authority on the campaign and
might just say that the door opens and describe what
its setting, no matter where or when they choose.
lies beyond. But the door might be locked, the floor
might hide a deadly trap, or some other circumstance
USING THESE RULES might make it challenging for an adventurer to
The UESTRPG Basic Rules document is divided into complete a task. In those cases, the DM decides what
three parts. happens, often relying on the roll of a die to
Part 1 is about creating a character, providing the determine the results of an action.
rules and guidance you need to make the character 3. The DM narrates the results of the
you’ll play in the game. It includes information on the adventurers’ actions. Describing the results often
various races, classes, backgrounds, equipment, and leads to another decision point, which brings the flow
other customization options that you can choose of the game right back to step 1.
from. Many of the rules in part 1 rely on material in This pattern holds whether the adventurers are
parts 2 and 3. cautiously exploring a ruin, talking to a devious
Part 2 details the rules of how to play the game, prince, or locked in mortal combat against a mighty
beyond the basics described in this introduction. That dragon. In certain situations, particularly combat, the
part covers the kinds of die rolls you make to action is more structured and the players (and DM)
determine success or failure at the tasks your do take turns choosing and resolving actions. But
character attempts, and describes the three broad most of the time, play is fluid and flexible, adapting to
categories of activity in the game: exploration, the circumstances of the adventure.
interaction, and combat. Often the action of an adventure takes place in the
Part 3 is all about magic. It covers the nature of imagination of the players and DM, relying on the
magic in the world of the Elder Scrolls, the rules for DM’s verbal descriptions to set the scene. Some DMs
spellcasting, and a selection of typical spells available like to use music, art, or recorded sound effects to
to magic-using characters (and monsters) in the help set the mood, and many players and DMs alike
game. adopt different voices for the various adventurers,
monsters, and other characters they play in the game.
Sometimes, a DM might lay out a map and use tokens
or miniature figures to represent each creature
involved in a scene to help the players keep track of
where everyone is.

UESTRPG BASIC RULES


4
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
PART 1: CREATING A CHARACTER
CHAPTER 1: STEP-BY-STEP CHARACTERS
Your first step in playing an adventurer in an Elder these races. You can also read more about the races
Scrolls game is to imagine and create a character of on many Elder Scrolls fan sites, in game books, and
your own. Your character is a combination of game collections of these books that can be purchased from
statistics, roleplaying hooks, and your imagination. Bethesda or your favorite book supplier.
You choose a race (such as Nord or Dunmer) and a The race you choose contributes to your character's
class (such as warrior or mage). You also invent the identity in an important way, by establishing a general
personality, appearance, and backstory of your appearance and the natural talents gained from
character. Once completed, your character serves as culture and ancestry. Your character's race grants
your representative in the game, your avatar in the particular racial traits, such as special senses,
world. proficiency with certain weapons or tools, proficiency
Before you dive into step 1 below, think about the in one or more skills, or the ability to use minor spells.
kind of adventurer you want to play. You might be a These traits sometimes dovetail with the capabilities
courageous warrior, a skulking rogue, a fervent of certain classes (see step 2). For example, the racial
crusader, or a flamboyant sorcerer. Or you might be traits of khajiit make them exceptional rogues, and
more interested in an unconventional character, such high elves tend to be powerful mages. Sometimes
as a brawny rogue who likes hand-to-hand combat, or playing against type can be fun, too. Orc sorcerers and
a sharpshooter who picks off enemies from afar. Do Argonian crusaders, for example, can be unusual but
you like fantasy fiction featuring beasts or elves? Try memorable characters.
building a character of one of those races. Do you Your race also increases one ore more of your ability
want your character to be the toughest adventurer at scores, which you determine in step 3. Note these
the table? Consider the warrior class. If you don’t increases and remember to apply them later.
know where else to begin, take a look at the Record the traits granted by your race on your
illustrations in this book to see what catches your character sheet. Be sure to note your starting
interest. languages and your base speed as well.
Once you have a character in mind, follow these
steps in order, making decisions that reflect the BUILDING MALLIUS MERCIUS, STEP 1
character you want. Your conception of your character James is sitting down to create his character. He
might evolve with each choice you make. What’s decides that a confident Imperial fits the character he
important is that you come to the table with a wants to play. He notes all the racial traits of Imperials
character you’re excited to play. on his character sheet, including his speed of 30 feet
Throughout this chapter, we use the term character and the languages he knows: Tamrielic, Altmeris, and
sheet to mean whatever you use to track your Nordic.
character, whether it’s a formal character sheet, some
form of digital record, or a piece of notebook paper. 2. CHOOSE A CLASS
An official UESTRPG character sheet is a fine place to
start until you know what information you need and Every adventurer is a member of a class. Class broadly
how you use it during the game. describes the character's vocation, what special
talents they possess, and the tactics they are most
BUILDING MALLIUS MERCIUS likely to employ when exploring a dungeon, fighting
Each step of character creation includes an example of monsters, or engaging in a tense negotiation. The
that step, with a player named James building his character classes are described in 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 the You also gain a number of proficiencies: armor,
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
subraces. Chapter 2 provides more information about character can do particularly well, from using certain

UESTRPG BASIC RULES


5
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
weapons to telling a convincing lie. • Attack rolls using weapons you’re proficient with
On your character sheet, record all the features that • Attack rolls with spells you cast
your class gives you at 1st level. • Attribute checks using skills you’re proficient in
Many of the classes in the UESTRPG game take their • Attribute checks using tools you’re proficient with
inspiration from the traditional classes of early Elder • Saving throws you’re proficient in
Scrolls games, such as Daggerfall and Morrowind. • Saving throw DCs for spells you cast (explained in
each spellcasting class)
LEVEL
Typically, a character starts at 1st level and advances Your class determines your weapon proficiencies,
in level by adventuring and gaining experience points your saving throw proficiencies, and some of your
(XP). A 1st-level character is inexperienced in the skill and tool proficiencies. (Skills are described in
adventuring world, although they might have been a chapter 7, tools in chapter 5.) Your background gives
soldier or a pirate and done dangerous things before. you additional skill and tool proficiencies, and some
Starting off at 1st level marks your character’s entry races give you more proficiencies. Be sure to note all
into the adventuring life. If you’re already familiar of these proficiencies, as well as your proficiency
with the game, or if you are joining an existing bonus, on your character sheet.
campaign, your DM might decide to have you begin at Your proficiency bonus can’t be added to a single die
a higher level, on the assumption that your character roll or other number more than once. Occasionally,
has already survived a few harrowing adventures. your proficiency bonus might be modified (doubled
Record your level on your character sheet. If you’re or halved, for example) before you apply it. If a
starting at a higher level, record the additional circumstance suggests that your proficiency bonus
elements your class gives you for your levels past 1st. applies more than once to the same roll or that it
Also record your experience points. A 1st-level should be multiplied more than once, you
character has 0 XP. A higher-level character typically nevertheless add it only once, multiply it only once,
begins with the minimum amount of XP required to and halve it only once.
reach that level (see “Beyond 1st Level” in the Player's
Handbook). BUILDING MALLIUS MERCIUS, STEP 2
James imagines Mallius as a spellcaster in the
HIT POINTS AND HIT DICE Imperial Legion. He makes Mallius a spellsword and
Your character’s hit points define how tough your notes the spellsword's proficiencies and 1st-level
character is in combat and other dangerous class features on his character sheet.
situations. Your hit points are determined by your Hit As a 1st-level spellsword, Mallius has 1 Hit Die – a
Dice (short for Hit Point Dice). d8 – and starts with hit points equal to 8 + his
At 1st level, your character has 1 Hit Die, and the die Endurance modifier. James notes this, and will record
type is determined by your class. You start with hit the final number after he determines Mallius'
points equal to the highest roll of that die, as indicated Endurance score (see step 3). James also notes the
in your class description. (You also add your proficiency bonus for a 1st-level character, which is
Endurance modifier, which you’ll determine in step +2.
3.) This is also your hit point maximum.
Record your character’s hit points on your character 3. DETERMINE ATTRIBUTE SCORES
sheet. Also record the type of Hit Die your character
Much of what your character does in the game
uses and the number of Hit Dice you have. After you
depends on his or her six attributes: Strength,
rest, you can spend Hit Dice to regain hit points (see
Agility, Endurance, Intelligence, Willpower, and
“Resting” in chapter 8 of the Player's Handbook).
Personality. Each attribute has a score, which is a
number you record on your character sheet.
PROFICIENCY BONUS
The six attributes and their use in the game are
The table that appears in your class description
described in chapter 7. The Attribute Score Summary
shows your proficiency bonus, which is +2 for a 1st-
table provides a quick reference for what qualities are
level character. Your proficiency bonus applies to
measured by each attribute, what races increases
many of the numbers you’ll be recording on your
which attributes, and what classes consider each
character sheet:
ability particularly important.
You generate your character’s six attribute scores
randomly. Roll four 6-sided dice and record the total

UESTRPG BASIC RULES


6
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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, Spellsword, Warrior
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 (+1)
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, Thief
and Modifiers table. To determine an attribute Racial Increases:
modifier without consulting the table, subtract 10 Argonian (+2)
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. Wood Orc (+1)
Redguard (+1)
QUICK BUILD Endurance
Each class description in chapter 3 includes a section Measures: Health, stamina, vital force
offering suggestions to quickly build a character of that class, Important for: Everyone
including how to assign your highest ability scores, a Racial Increases:
background suitable to the class, and starting spells. Suthay Khajiit (+1)
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, Rogue
His next highest, 14, goes into Intelligence. 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 Breton (+2)
Personality. After applying his racial benefits Dunmer (+1)
(increasing Mallius' Personality by 2 and his Strength Nibenese Imperial (+1)
Dagi Khajiit (+1)
by 1), Mallius' attribute scores and modifiers look like City Orc (+1)
this: Strength 16 (+2), Agility 10 (+0), Endurance 13
(+1), Intelligence 14 (+2), Willpower 8 (-1), Willpower
Personality 14 (+2). Measures: Mental strength, Awareness, intuition, insight
Important for: Crusader, Sorcerer, Warden
Racial Increases:
Altmer (+1)
Bosmer (+1)
Orsimer (+1)

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

UESTRPG BASIC RULES


7
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 them out as a person. Your
character needs a name. Spend a few minutes YOUR CHARACTER'S BIRTHSIGN
thinking about what they look like and how they Each character on Nirn is born under a certain
behave in general terms. astrological birthsign. 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 them. Mage, the Warrior, and the Thief, protect the other
Your character’s background describes where they constellations, known as charges, from the Serpent.
came from, their 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. Intelligence suggest a healthy, athletic body, and his
low Willpower 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 their 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 him 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 absentminded, 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

UESTRPG BASIC RULES


8
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
5. CHOOSE EQUIPMENT WEAPONS
For each weapon your character wields, calculate the
Your class and background determine your modifier you use when you attack with the weapon
character’s starting equipment, including weapons, and the damage you deal when you hit.
armor, and other adventuring gear. Record this When you make an attack with a weapon, you roll a
equipment on your character sheet. All such items are d20 and add your proficiency bonus (but only if you
detailed in chapter 5, “Equipment.“ are proficient with the weapon) and the appropriate
Instead of taking the gear given to you by your class ability modifier.
and background, you can purchase your starting
equipment. You have a number of septims (s), • For attacks with melee weapons, use your Strength
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 finesse property, such as a rapier, can use
equipment, with prices, also appear in that chapter. If your Agility modifier instead.
you wish, you can also have one trinket at no cost (see • For attacks with ranged weapons, use your Agility
the Trinkets table at the end of chapter 5 in the modifier for attack and damage rolls. A melee
Player's Handbook). weapon that has the thrown property, such as a
Your Strength score limits the amount of gear you handaxe, can use your Strength modifier instead.
can carry. Try not to purchase equipment with a total
weight (in pounds) exceeding your Strength score BUILDING MALLIUS MERCIUS, STEP 5
times 15. Chapter 7 has more information on carrying James writes down the starting equipment from the
capacity. spellsword class and the soldier background. His
starting equipment includes scale mail, which give
Mallius an Armor Class of 14.
SEPTIMS, DRAKES, & GOLD
For Mallius' weapons, James chooses a longsword
The main currency in Tamriel is the Septim, named after
and a hand crossbow. His longsword is a melee
Emperor Tiber Septim. This term is also interchangeable
weapon, so Mallius uses his Strength modifier for his
with gold, and drakes. Each of these terms represent
attacks and damage. His attack bonus is his Strength
the same value.
modifier (+2) plus his proficiency bonus (+2), for a
total of +4. The longsword deals 1d8 slashing damage,
ARMOR CLASS and Mallius adds his Strength modifier to the damage
Your Armor Class (AC) represents how well your when he hits, for a total of 1d8 + 2 slashing damage.
character avoids being wounded in battle. Things that When firing his hand crossbow, Mallius uses his
contribute to your AC include the armor you wear, the Agility modifier for his attacks and damage. His attack
shield you carry, and your Agility modifier. Not all bonus is his Agility modifier (0) plus his proficiency
characters wear armor or carry shields, however. bonus (+2), for a total of +2. The hand crossbow deals
Without armor or a shield, your character’s AC 1d6 piercing damage, and adds Mallius' Agility
equals 10 + their Agility modifier. If your character modifier, which is 0.
wears armor, carries a shield, or both, calculate your
AC using the rules in chapter 5. Record your AC on 6. COME TOGETHER
your character sheet.
Your character needs to be proficient with armor Most heroic characters don’t work alone. Each
and shields to wear and use them effectively, and your character plays a role within a party, a group of
armor and shield proficiencies are determined by adventurers working together for a common purpose.
your class. There are drawbacks to wearing armor or Teamwork and cooperation greatly improve your
carrying a shield if you lack the required proficiency, party’s chances to survive the many perils in the
as explained in chapter 5. world of Tamriel. Talk to your fellow players and your
Some spells and class features give you a different DM to decide whether your characters know one
way to calculate your AC. If you have multiple features another, how they met,
that give you different ways to calculate your AC, you
choose which one to use.

UESTRPG BASIC RULES


9
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 a myriad of 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, from are common to members of that race. The following
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 Cyrodiil, Hammerfell, High Rock, and attribute scores. For example, if you play a young or
Skyrim, 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 argonians 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

UESTRPG BASIC RULES


10
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
LANGUAGES Their extended lifespan allows altmer to consider
By virtue of your race, your character can speak, read, time as a luxury, mastering skills over long periods of
and write certain languages. Chapter 4 lists the most research that their human counterparts would never
common languages of Tamriel. be able to fathom. Societies of altmer have been
known to avoid war and violence, choosing to study
SUBRACES their enemies, confident that they can easily wait for
Some races have subraces. Members of a subrace have the most opportune time to strike quickly, or simply
the traits of the parent race in addition to the traits just outlive their nuisance.
specified for their subrace. Relationships among
subraces vary significantly from race to race. DIVINE DESCENDANTS
Altmer consider themselves to be the most direct
ALTMER (HIGH ELF) descendants of the original 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 with deep
sometimes above 7 feet. They are more slender than discipline and are separated by a rigid hierarchy of
humans, weighing between 140 and 180 pounds. 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, which Human nobles compete for the services of altmer to
sometimes makes it difficult to distinguish from long become court wizards, or as instructors of magic.
distances. Their hair colour ranges from nearly white
to blonde, to golden brown, while their almond EXPLORATION AND ADVENTURE
shaped eyes are like pools of liquid gold. Altmer rarely
have facial hair, either from genetics or from their Altmer that take up a life of adventure usually do so
favored cultured aesthetic. They favor elegant for the sake of discovery and exploration. Always
clothing and jewelry, usually in fabrics and materials curious and passionate for a deeper understanding of
that compliment their natural 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
mastering powerful restorative magic.

UESTRPG BASIC RULES


11
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
ALTMER NAMES Studious Nature. You gain proficiency with two
skills of your choice from arcana, history, nature, or
The Altmer have only a single given name. They religion.
choose names that have the same elegance and Tool Proficiency. You gain proficiency with one
nobility they see fit for their kind. artisan's tools of your choice from alchemist's
Male Names: Aesmer, Arondil, Calanor, Cinnar, supplies, calligrapher's supplies, or the jeweler's
Cornor, Dandos, Eanor, Earran, Elikar, Erymil, Falion, tools.
Heldil, Iramo, Lermion, Miratar, Naarwe, Naemon, Languages. You can speak, read, and write
Ocando, Pircalmo, Quaranon, Rolancano, Sanyon, Tamrielic and two other standard languages of your
Tholbor, Valtir, Yancol choice.
Female Names: Alwaen, Areldur, Astorne, Cariel,
Curwe, Earrona, Elanwe, Erille, Falen, Fistalle,
Gathewen, Hildara, Inare, Karinnarre, Kirstar, ARGONIAN
Lamoline, Linwin, Malanie, Minique, Naire, Quen, Argonians, also known as People of the Root, or
Ruma, Sorcalin, Telandil, Valla, Vilva, Saxhleel in their native tongue of Jel, are the reptilian
natives of the swampland known as the Black Marsh.
ALTMER TRAITS The other races of Tamriel sometimes refer to them as
'lizards' or the 'Lizard Folk', which can be considered
Your Altmer character has a variety of natural derogative. Argonians possess the most alien
abilities, the result of thousands of years of elven personalities in all of Tamriel, perceived by other
refinement. races as to have no personality nor emotions.
Attribute Score Increase. Your Intelligence score Outside of argonia, little is known of their homeland
increases by 2 and Willpower scores increase by 1. or native culture, and their alien physiology and
Age. The average Altmer can live for over 400 years, customs are not well understood by scholars. They
although they are known to be able to live for have been perhaps the most misunderstood of all the
thousands of years. It is rumored that some Altmer on intelligent races.
the Summerset Isles who are over 4000 years old. Despite their alien outlook, some argonians make an
They reach puberty at 18 years old and are effort to understand and, in their own manner,
considered an adult at 30. They mature similar to befriend people of other races. Such argonians make
humans, but their advanced age means that they are faithful and skilled allies.
still considered young until the age of 60.
Alignment. Altmer set themselves on a higher
ALIEN ANCESTRY
standard and tend to be lawful neutral. They are very
orderly and follow the traditions of their ancestors, The argonian's reptilian nature comes through not
while having a less generous attitude towards other only in their appearance, but also in how they think
races. and act. The other races mistake them to be cold and
Size. High Elves are the tallest of the races of calculating, but that is mostly because their
Tamriel, sometimes as tall as 7 feet, but they have physiology lacks the ability to express emotions in a
slender, thin builds. Your size is Medium. noticeable way to non-argonians. They are, however,
Speed. Your base walking speed is 30 feet. capable of displaying aggression and fear in an
Altmer Blood. You have advantage on saving throws obvious manner by narrowing their eyes or showing
to resist diseases. their teeth.
Highborn. You have an innate well of magicka Although their physical appearance is reptilian, they
within you. You have 2 magicka points that you can are much more amphibious in reality. They have small
use to cast spells. Additionally, you know one cantrip gills behind their ears, instinctively swim in a the
and one 1st level spell from the mage spell list. same style as an eel, and are capable of growing
You gain an additional magicka point when you feathers. Their females have mammalian breasts,
reach 3rd level (3), 6th level, (4), and 10th level (5). although they lay eggs. Even their genders are
Additionally, when you reach 3rd level, you learn a 2nd confusing to humans and elves. It is rumored that an
level spell of your choice from the mage spell list. argonian can change it's sex in a time of need.
Intelligence is your spellcasting ability for these They owe their strange lifestyles to their connection
spells, you must expend magicka to cast them, and to the Hist, a sentient tree that is believed to be one of
you can only cast them at their base level. You regain the original lifeforms of Tamriel. Most argonians are
all expended magicka when you finish a long rest. born with a connection to the hist, able to feel their

UESTRPG BASIC RULES


12
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
presence in their minds at all time. It is said that an
ARGONIAN SPEECH
argonian that is connected to the Hist have unique
Argonian can master Common, but their mindset results
souls that set them apart from men and mer.
in a speech pattern distinct from other humanoids.
Argonians born without this connection are looked at
Argonians rarely use inflection in their speech, which
as disadvantaged by other argonians.
can make their meaning difficult to interpret.
Names confuse them, unless they are descriptive.
CAUTIOUS AND LOYAL They tend to apply their own naming conventions to
Because they are hard to understand, humans and other creatures using Common words.
elves treat argonians as cold-blooded in nature. Argonians use active verbs to describe the world. An
Although this is physically true, argonians create deep argonian in cold weather might say, “This wind brings
and long lasting bonds with their own people and cold” rather than “I feel cold.” Argonians tend to define
allies. Part of this misunderstanding is in part things in terms of actions, rather than effects.
attributed to their emotionless demeanor, which
makes them nearly impossible to get to know. They
ARGONIAN PERSONALITY
are also notoriously slow to trust outsiders.
At their core, argonians are fiercely loyal allies, You can use the Argonian Quirks table to determine a
making the difficulty of learning their ways and personality quirk for an argonian character or to
getting to know their tribes well worth the effort. inspire a unique mannerism.
Allied argonians will fight to the death to protect
anyone they deem to be family or friend. ARGONIAN QUIRKS
A remarkable trait of the argonians is their ability as
d8 Quirk
a culture to forgive and forget quickly. The many
tribes of the Black Marsh believe that hating each 1 You hate waste and see no reason not to scavenge
other in to hate themselves, as they are all People of fallen enemies. Fingers are tasty and portable!
the Root. They believe that it is better to forget and 2 You sleep best while mostly submerged in water.
move on, not dwelling on the past or the future, and 3 Money is meaningless to you.
simply focus on the present. 4 You love to sunbathe. If you aren't in the tropics,
you wear socks filled with warm rocks on your tail.
DISTRUSTFUL AND ISOLATIONIST 5 You have learned how to laugh. You use this talent
History has not always been kind to the argonian in response to all emotional situations, to better fit
people. The ancient Chimer of Morrowind first in with your comrades.
utilized the Lizard Folk as slaves centuries before 6 You still don't understand how metaphors work.
their Dunmer ancestors would do the same. Imperial That doesn't stop you from using them at every
forces have made several attempts to break through opportunity.
the thick swamps and jungles of the Black Marsh and 7 You appreciate the soft humanoids who realize they
had set up bases around the coastlines, essentially need chain mail and swords to match the gifts you
annexing their culture from the rest of Tamriel. were born with.
Over time, the argonians fought back, largely 8 You enjoy eating your food while it's still wriggling.
through the use of guerrilla warfare, defending their
borders across countless centuries. In recent years,
they have broke free from their slavers and have ARGONIAN NAMES
claimed independence from the Empire. Argonians take their names either from Jel, their
native tongue, or from the common human language.
They use simple descriptive names, usually based on
an individual's notable deeds, actions, or appearance.
For example, an argonian traveler may be
called Nhakik, which translates as “wander”, or an
argonian who is a notable swimmer may be called
Swims-with-haste, in Tamrielic. Both their Jel names
and their common names are frequently hyphenated,
but not always.

UESTRPG BASIC RULES


13
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Male Jel Names: Ah-Ra, Asheeus, Bar-Neeus, Chanka, Histskin. You can invoke the power of the Hist to
Deeh, Geel, Jee-Tah, Motuu, Nexith, Oosh, Pad-Ei, quickly recover your injuries. When your current hit
Resari, Skeehei, Tanaka, Teeka, Uta-Ra, Vara-Zeen, points are less than half your hit point maximum, you
Wanum-Neeus, Xal-Geh, Yelus can use an action to immediately expend any number
Female Jel Names: Am-Eepa, Asska, Beek-Ja, of your Hit Dice and regain hit points equal to the
Churasu, Dakee, Deel, Ei-Ei, Geeh, Heek-Sa, Jukka, Kal- result.
Mei, Leetu, Meerana, Nam-Ja, Pekai-Vilax, Reesa, Sisar, Once you use this trait, you must complete a long
Tulut, Wih-Jat, Xula rest before you are able to use it again.
Tamrielic Names (gender neutral): Black-Scale, Protective Scales. Your thick hide provides a natural
Cuts-with-Words, Deepswimmer, Dusty-Claws, Eyes- armor. When you are unarmored, your AC is equal to
like-Night, Follows-the-Sun, Juggles-Scorpions, Keen- 12 + your Agility modifier.
Eyes, Purple Plumes, Sings-to-Lions, Walks-in-Ash Water-breathing. Argonians are able to breath
underwater indefinitely.
ARGONIAN TRAITS Tool Proficiency. You gain proficiency with artisan's
tools (alchemist's supplies).
Argonians share certain racial traits as a result of Languages. You can speak, read, and write
their reptilian decent. Tamrielic and Jel.
Attribute Score Increase. Your Agility score
increases by 2, and your Intelligence score increases
by 1. BOSMER (WOOD ELF)
Age. An argonians life is usually met with hardship Bosmer are the Elven clan-folk from the forests of
and because of this, their lifespan is typically shorter Valenwood. Known as Wood Elves among men, the
than it should be. On average they live to 75 years, but Bosmer spend their days in harmony with nature and
living to 200 isn't unattainable. appreciate the wild beauty of the lands and it's
Alignment. Most argonians are neutral good. They creatures. This lifestyle lends themselves to become
often see themselves as protectors and guardians. notable archers and scouts.
Size. Argonians are about the same size as humans,
averaging around 6 feet tall, but their frills and MODEST AND NIMBLE
feathers make them appear larger. Your size is
medium. Bosmer are one of the smallest races on Tamriel. They
Speed. Your base walking speed is 30 feet. As an average around 5 feet tall and weigh between 100 and
Argonian, you are a naturally gifted swimmer which 130 pounds. This small frame grants the bosmer a
grants you a swimming speed of 40 feet. natural proclivity for moving nimbly and stealthily. As
Appearance. Argonians have a wide variety of with the other elves, they live two to three times as
cranial features such as fins, feathers, ridges, spines, long as humans. Combined with their increased
spikes, or horns. Females have been known to pierce fertility and long lives, bosmer are known to have
their cranial features. large families, and are one of the most populous races
Argonian Combat Proficiency. You have proficiency of Tamriel.
with Short Blades and spears. Wood Elves, or Tree-Sap People, have skin tones in
Argonian Resilience. Your Argonian bloodline copper and bronze, and sometimes have traces of
grants you advantage against saving throws to resist light green. Their hair tends toward browns and
disease. blacks, but occasionally red and copper colored. Their
Bite. Argonians have very sharp reptilian teeth eyes are golden, brown, and sometimes solid black
lining their mouths which you can use to make with no visible white.
unarmed strikes. If you hit with this attack, you deal
piercing damage equal to 1d6 + your Strength
modifier.

UESTRPG BASIC RULES


14
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
TREATY OF FROND AND LEAF Bone, resin, and sinew are also used in building
construction, as well as for their art and weapons.
The ancestor's of the bosmer were some of the first to Totems made from skulls and bones decorate many
leave Old Ehlnofey, rejecting the formal traditions and residences, and hides stretched across frames of bone
high culture of the Aldmeri, instead preferring create partitions for privacy. Bosmer bows, made
romantic ideas and a simple existence. They traveled from horns and sinew, are noted as the best bows in
to Valenwood to settle in the wild and untamed Tamriel. In fact, it is rumored that the bow was
forests. Having to fight against lush jungles and savage invented by the bosmer. These superior weapons,
creatures influenced the evolution of their society to along with hides and bone charms are the main
make them who they are to this day. exports to the neighboring nations.
It is said that the bosmer made a deal with Y'ffre, the Many of the coastal villages, especially those
God of Song and Forest, called the Green Pact. With founded by other races, are built on the forest floor,
this treaty, the Green would aid the bosmer, providing and are typically constructed from traditional
them with shelter and safe passage, and in exchange, construction materials, like timber and stone. The
the bosmer are forbidden from destruction of the Green Pact allows bosmer to import timber to make
forests. This brings great challenges that the bosmer their homes, and doesn't apply to the other races.
of Valenwood have adhered to for centuries. They are
forbidden from eating any of the vegetation, so their SKILLED ADVENTURERS
diet is strictly meat, including some delicacies, such as
beverages made from fermented pigs milk, called As some of the greatest hunters and scouts in all of
jagga, or fermented meat seasoned with insect organs, Tamriel, many Bosmer leave their villages to seek out
called rotmeth. greater challenges. They are born warriors, excelling
The bosmer are also notable pacifists. They have at martial combat, and they have a natural connection
never instigated any of the major wars of Tamriel and with beasts.
aim to keep peace between their tribes. This may have Those that have ignored the Pact and turned their
something to do with an ancient tradition from the back on Y'ffre are expelled from their tribe. An exiled
Green Pact called the Meat Mandate, which required bosmer usually has no other option than to seek out
the bosmer to eat the bodies of their fallen enemies adventure elsewhere.
within three days. Before a great battle, the wood
elves would prepare themselves by fasting. This BOSMER NAMES
cannibalistic ritual set the bosmer apart from the
other races, but this practice diminished during the Most bosmer have only their given name, but it is not
Second Era and is now only observed in remote tribal unheard of to have a family name, which is typically
villages. descriptive of their skills or ancestry.

HIDDEN WOODLAND REALMS Male Names: Aengvir, Athragar, Baenlin, Brenor,


Calthindor, Deros, Drinlin, Elseer, Faenir, Fangaril,
Most Wood Elves of Valenwood live in small villages Filalmoth, Firras, Gelin, Hadran, Inluin, Lenor,
hidden among the trees. Although the Green Pact Malgoth, Niden, Ording, Rollin, Saldir, Thranor, Urunil
prevents the bosmer from using lumber or hollowing Female Names: Aerin, Althel, Belwen, Candel, Distel,
out trees for shelter, they have been blessed with the Elphinia, Erwin, Evelie, Fangil, Ganwen, Glaras,
ability to grow their shelter. Trees, branches, and Herdor, Indanas, Laen, Miniel, Nara, Pishna, Ralion,
vines weave together to suit the needs of the faithful. Sednel, Thralin, Uunril, Zifri
Bridges of vines and boughs knit as one, sometimes Family Names: Arrow-Catcher, Blood-Letter,
right before your eyes, to provide passage between Daintyfoot, Flameheart, Greenwood, Longshot, Many-
homes and villages. Legs, the bold, Tree-Killer, Woodwalker

UESTRPG BASIC RULES


15
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
BOSMER TRAITS
BRETON
Your Bosmer character has a variety of natural The manmer, or half elves, of High Rock are known as
abilities common with all other Bosmer. Bretons. They are the descendants of Aldmeri rulers
Attribute Score Increase. Your Agility score and Nedic slaves, who eventually came to rule over
increases by 2, and your Willpower score increases by the feudal society.
1.
Age. Like the Altmer, Bosmer mature the same way COUPLED LINEAGE
as humans do, but they can live up to 300 years or
more. Bretons are sometimes referred to as the mongrel
Alignment. Wood elves love their freedom from the race of Tamriel, being neither elven, nor truly human.
more structured societies, but they also come from a Sometimes, although usually only in a derogative
history of strict tradition. Bosmer are neutral good manner, the Bretons are called Manmeri, literally
more often than not, but those who ignore the pact 'man-elf', due to their history of crossbreeding.
might favor the gentler aspects of chaos. Their physical appearance is similar to their Nedic
Size. Bosmer are smaller and more delicate than ancestors, giving them pale skin tones comparable to
other races, they are rarely over 5 and a half feet in their Nord and Imperial cousins, along with the same
height. Your size is Medium. range of hair color. Similar to the high elves, they
Speed. Your base walking speed is 35 feet. maintain a slender form. This elven bloodline ensures
Beast Tongue. You know the spell Speak with that they are never quite as muscular as the other
Animals and can cast it once with this trait. You regain human races. A keen observer can also notice subtle
the ability to cast it again when you finish a long rest. elven lineaments, especially from their eyebrows,
Bosmer Blood. Your Bosmer ancestry grants you slightly pointed ears, and high cheekbones. Some
advantage on saving throws against being poisoned or bretons even seem to adopt their elven arrogance, but
diseased, and you are resistant to poison damage. paired with their human emotions, it usually comes
Bosmer Combat Training. You are proficient in the off more graceful.
Acrobatics skill and with Marksman weapons.
Y'ffre's Gift. You know one cantrip of your choice CURIOUS AND INQUISITIVE
from the warden spell list. You also know the animal
friendship spell and can cast it once with this trait. You Although their Aldmeri ancestry is diluted, which
regain the ability to cast it again when you finish a shows in their physical appearance, they remain as
long rest. Willpower is your spellcasting attribute for capable mages with a strong resistance to magic. They
these spells. are intellectual purists, known for their aptitude in
Languages. You can speak, read, and write abstract thinking, and are naturally drawn towards
Tamrielic and Bosmeri. careers that favor logic and ordered complexity.
Bretons are known to be skilled in many fields.
Their friendly spirits and humorous demeanor lend
themselves to writing, acting, and artistry. Their love
of commerce leads them into banking, manufacturing,
and trading, while their desire for order makes them
well suited for the military and sailing.

A STRUGGLE FOR SOVEREIGNTY


Breton society is divided into the the many different
regions of High Rock. The feudal kingdoms compete
for power and enforce the strict hierarchy that splits
its people from peasants and the elite. Despite this
obvious rivalry, the bretons are united in their culture,
accents, customs and language. Their villages are
quaint, and although the architecture may change
between the districts, they are usually functional in
style and free of ornamentation.

UESTRPG BASIC RULES


16
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Bretons compete with the orsimer, with their great BRETON TRAITS
city of orsinium and the many small orcish
strongholds, as well as the barbaric reachmen. Your Breton character has certain characteristics in
common with other Bretons.
BORN FOR ADVENTURE Attribute Score Increase. Your Intelligence score
increases by 2, and your Personality score increases
Performing quests and services is a common way for by 1.
bretons to rise in the ranks of their society, which has Age. Your elven lineage allows you to live slightly
created a unique form of enthusiasm. The younger longer than your human counterparts. Your average
bretons are raised with a desire to find fortune and lifespan is 150 years.
glory all over Tamriel. Alignment. Bretons tend towards neutral good.
Their feudal governments lend them a mix of
freedoms and laws, depending on their station in life.
EXCELLENT AMBASSADORS
Size. Bretons take after their elven bloodlines and
Many Bretons learn at an early age to get along with
are typically more slender than your average human.
everyone, defusing hostility and finding common
They range from 5 to 6 feet tall. Your size is medium.
ground. As a race, they have elven grace without elven
Speed. Your base walking speed is 25 feet.
aloofness and human energy without human
Breton Ancestry. You gain proficiency in Willpower
boorishness. They often make excellent ambassadors
saving throws and the Arcana skill. You also know one
and go-betweens.
cantrip of your choice from the mage spell list.
Intelligence is your spellcasting attribute for it.
BRETON NAMES Conjure Familiar. You know the spell find familiar
spell and can cast it once with this trait. You regain
Bretons have both given names and family names. the ability to cast it again when you finish a long rest.
Dragon Skin. Your skin thickens to become that of a
Males Names: Andre, Barnard, Blaise, Brandon, dragon when harmed. When you are hit by an attack
Clinton, Colin, Davide, Delacourt, Emmanual, Francois, or targeted by the magic missile spell, you can use
Gregory, Hannibal, Jean, Louis, Marc, Mathieu, Philip, your reaction to cast the shield spell.
Roland, Samuel, Timothy, Vincent Once you use this trait, you must finish a short or
Female Names: Adeline, Alexia, Aren, Belle, Carena, long rest before you can use it again.
Ciara, Dessire, Elain, Freyda, Gabrielle, Grace, Hester, Magic Resistance. You have a natural ability to ward
Lexi, Maelle, Michelle, Nessa, Olivia, Pyn, Rianne, Saly, off the hazardous effects of magic. Whenever you are
Sara, Taern, Veronica, Ysabeth, Zeli affected by a spell that deals damage, the total
damage is reduced by an amount equal to your
Family Names: Ashton, Beaufort, Celata, Dufont, proficiency modifier.
Edette, Franc, Galien, LaRouche, Merchad, Panoit, Tool Proficiency. You have proficiency with artisan's
Ronise, Serene, Talbot, Varin, Zurric tools (alchemist supplies).
Languages. You can speak, read, and write
Tamrielic and one other standard language of your
choice.

UESTRPG BASIC RULES


17
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
DUNMER (DARK ELF) BALANCED WARRIORS
Dunmer, or Dark Elves, are the daedric worshiping Dunmer are exceptionally well rounded warriors.
elves from the alien province of Morrowind. “Dark” is Notable for their powerful intellect, agile physique,
a term used not only for their darkened skin tone, but and natural strength, dunmer are exceptional
also from their ill-fated history and general cultural militants, mercenaries, and warriors.
philosophies. With the destruction of Vvardenfell and the
argonian invasion, many dunmer have fled their
SKIN OF TWILIGHT, EYES OF SUNLIGHT homeland, trying to make their own way in the world.
Their natural martial gifts and resilient heritage
The ashen skinned elves are typically the same size makes them strong survivors.
and shape as the human races, which makes them
shorter than their altmer cousins, but taller than the DUNMER NAMES
bosmer. Their skin tone ranges from green, to varying
shades of grey, to light blue, and their red glowing Dunmer typically have given names and family names.
eyes make their appearance exceptionally unique. Those that are the traditional inhabitants of
More often than not, their hair is jet black, but it can Vvardenfell, known as Ashlanders, also have unique
range in color from white, to grey, shades of dark tribe names.
brown, and on rare occasions, dark red.
Male Names: Alanil, Aren, Balyn, Boler, Dathus, Evo,
A CURSE AS A REMINDER Fevris, Gaelion, Hort, Liero, Meryn, Nels, Orval, Ranor,
Sarayn, Tavryn, Tendris, Traven, Uthrel, Varon, Vedam
Before the dark elves were known as they are today, Female Names: Almsi, Amili, Arara, Badala, Balynu,
they were called the Chimer, or People of the North. Bronosa, Dalyne, Diren, Ethal, Faras, Gadela, Gelaa,
They were a dissident tribe of aldmeri who followed Hlava, Indrasi, Madrana, Nela, Orea, Rila, Sia, Teranya,
their prophet Veloth and worshiped the three 'good' Urila, Valdrana, Wren
daedra. They traveled to modern day Morrowind, Family Names: Andrano, Arvel, Belas, Dralas, Darethi,
where they warred with the Dwemer and Orcs. Drethen, Falen, Galen, Helvi, Hlaalo, Indaren, Marvel,
After the Battle of Red Mountain, the 'Living Gods' of Moren, Nelas, Omoril, Ralas, Romori, Rothandus,
the Tribunal betrayed their oath to Azura, which Sarandas, Selaren, Telas, Uveran, Varyon, Veleth
forever cursed them with skin as black as ash, and Ashlander Names: Addarari, Asserbassalit,
eyes red with fire. They were from then on known as Assunudadnud, Daririnaddunumm, Esatliballit, Gilu,
the Dunmer. Hairshashishi, Kil, Mirshamammu, Nerendus, Rapli,
The Dunmer have always had a grim outlook, which Serimilk, Timmiririan, Yassabisun, Zabamat
may either be due to their unfortunate past, or
perhaps a cause for it. They are generally disdainful, DUNMER TRAITS
and distrusting of other races and those born outside
of Morrowind, which they refer to as outlanders. Your Dunmer character has a variety of natural
Nationalistic and proud, the dunmer are also ruthless abilities common with all other Dunmer.
and cruel, but they are also exceptionally loyal and Attribute Score Increase. Your Agility, Intelligence,
have strong family values maintained by ancestral and Strength scores increase by 1.
worship. They are not quick to trust anyone who Age. As all elves, Dunmer are long lived, maturing at
claims to be a friend, but once a dunmer gives the same rate as humans, but possibly living longer
someone their loyalty, the dunmer is a firm friend or than 300 years.
ally for life. Alignment. Dunmer tend to be neutral with a
Another dark side of dunmer history is their propensity for chaos. They have rejected many of the
extensive use of slavery. Mostly argonian and khajiit traditions that were set before them, while adopting
slaves were used, but so were men and mer in rare their new customs of their own.
cases. Their vengeful nature and long history of ill Size. Dark Elves have average builds, and their
repute prevents them from gaining significant height is between 5 and 6 feet tall. Your size is
influence with the other nations. Medium.
Speed. Your base walking speed is 30 feet.

UESTRPG BASIC RULES


18
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Ancestor Guardian. As a reaction, you gain IMPERIAL NAMES
advantage on saving throws against spells that deal
damage until the start of your next turn. You can use Imperials have both given names and family names.
this trait a number of times equal to your Endurance Male Name: Aventus, Baro, Caius, Decentius,
modifier (minimum of 1). You regain all expended Ennodius, Floretius, Gaius, Helvius, Iniel, Janus,
uses at the end of a long rest. Kastav, Luther, Mallus, Nermus, Octavius, Pelagius,
Ashlander. You have a natural resistance to fire Rallus, Sergio, Titus, Valgus, Xander, Zedrick
damage. Female Names: Alexia, Astria, Britta, Cania, Dynari,
Dunmer Combat Training. You are proficient in Ettiene, Faustina, Gemma, Herminia, Isobel, Julitta,
Long Blade, Marksman, and Short Blade. Lyra, Mariana, Nebia, Peregrina, Rona, Selena, Tertia,
Skill Proficiency. You gain proficiency in the Una, Viera, Vitrroia, Ysabel
Athletics skill. 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.
Alignment. The militant Imperials are often lawful
good, but sometimes lean towards neutral, given their
FROM SLAVE TO MASTER stringent laws and institutions.
When the Imperial race emerged from the original Size. Imperials range from 5 to 6 feet tall, and vary
Nibenese tribesman and the Nedic immigrants, they in build. Your size is medium.
were subjugated by the Ayleids, or Wild Elves of Speed. Your base walking speed is 30 feet.
Cyrodiil. They remained as slaves for decades before Diplomat. You gain proficiency in the Persuasion
creating a rebellion that overthrew their elven skill.
masters, creating the first human empire. Although Imperial Cunning. When you make an Intelligence,
short lived, this early empire was disrupted through Personality, or Wisdom saving throw, you can use
civil war, splitting Cyrodiil into two distinct cultures: your reaction to gain advantage on the roll.
the Eastern Nibenese and the Western Colovians. Once you use this trait, you must complete a long
Since then, the Imperials and their ever changing rest before you are able to use it again.
Empire have had some part in the birth of each Era. Imperial Luck. You gain two Luck Dice, which is a
DIPLOMATS AND SOLDIERS d6. You can expend one Luck Dice to add it to an
ability check, attack roll, or saving throw you make.
Known for their impressive citizen armies, the You can wait until after you roll the d20 before
Imperials are exceptionally disciplined and treat the deciding to use the Luck Dice, but must decide before
law with the utmost respect. Banners of the Imperial the DM determines whether the roll succeeds or fails.
Empire can be found in nearly every province of You regain your expended Luck Dice when you
Tamriel, although recent years have proven to be a finish a long rest. You can never have more than two
struggle to maintain their power. Luck Dice from this trait at a time.
As shrewd diplomats and remarkable negotiators, Legion Combat Training. You are proficient in
the Imperials have had great success subduing other Blunt, Hand-to-Hand, and Long Blade
nations, bringing peace and prosperity to many Languages. You can speak, read, and write
societies. When their authority is questioned, their Tamrielic and two standard languages of your choice.
martial prowess and extraordinary organization of Imperials typically learn the languages of other
their military usually makes quick work of any peoples they deal with.
dissenters. Subrace. Two subraces are found within Cyrodiil:
Colovians and Nibenese. Choose one of these
subraces.

UESTRPG BASIC RULES


19
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
COLOVIAN digitigrade stance. Although typical of most humanoid
The Cyro-Nords that settled in the west created the khajiit, some sub-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 colors,
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. ingesting, they are absorbing a part of the eternal
Voice of the Emperor. You know the friends cantrip. souls 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 cat-men 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 the
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 Alfiq, reincarnation of the previous.
Cathay, Dagi, Ohmes, Pahmar, Senche, Suthay, and Khajiit civilizations are divided into two specific
Tojay. The humanoid forms are described in further cultures. The jungles of Elsweyr are civil and are
detail in 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.

UESTRPG BASIC RULES


20
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 language,
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
1 You miss your tropical home and complain
Female Names: Abizah, Azum, Bakkhara, Bindu, endlessly about the freezing weather, even in
Darali, Elamusa, Fedura, Hani, Inama, Kala, Kiasha, summer.
Manabi, Mura, Nayya, Pinirai, Samati, Sebazi, Shuzura, 2 You never wear the same outfit twice, unless you
Tahara, Tohiba, Urbani, Vaifa, Yana, Zara, Zurka absolutely must.
Tamrielic Names: Ashenfur, Black-Paw, Clevereyes, 3 You have a minor phobia of water and hate getting
Dawnwalker, Dusty-Claw, Elf-Biter, Firebreath, Four- wet.
Toes, Iron-Ear, Kink Tail, Silvertongue, Soft-Fur, Sugar- 4 Your tail always betrays your inner thoughts.
Claws, Tender-Paws, Wet-Whiskers
5 You purr loudly when you are happy.
KHAJIIT HONORIFICS 6 You keep a small ball of yarn in your hand, which
Khajiit often, but not always, have either a prefix or a you constantly fidget with.
suffix, or sometimes both, as part of their name, 7 You are always in debt, since you spend your gold
usually separated by an apostrophe. The titles are on food and drink made from moon sugar.
typically meant to represent a part of their 8 When talking about something you're obsessed
personality or traits. Some Khajiit believe having both with, you speak quickly and never pause and others
a prefix and a suffix is a sign of arrogance and pride. 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.

UESTRPG BASIC RULES


21
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
KHAJIIT TRAITS Size. Ohmes Khajiit are similar in size to the Bosmer,
rarely taller than 5 feet tall, whereas Ohmes-raht
Your Khajiit heritage manifests in a variety of traits range from 5 to 6 feet tall. Your size is medium.
you share with other khajiit. Ambassador. Your elven-like form makes you a
Attribute Score Increase. Your Agility score natural ambassador to the other races. You gain
increases by 2. proficiency in the Deception and Persuasion skills. If
Age. Different Khajiit born under different cycles you're already proficient in either skill, your
have significantly different life spans. They can range proficiency bonus is doubled for any check you make
from 150 to 400 years, if not more. with that skill.
Alignment. Khajiit tend toward chaotic alignments, Ohmes Combat Training. The Ohmes do not have
as they let impulse and fancy guide their decisions. natural claws, like their Khajiit brethren, and do not
They are rarely evil, except for those driven by greed benefit from the Quick Claws trait. Instead, they are
or other dark impulses. proficient in Hand-to-Hand and Short Blade weapons
Speed. Your base walking speed is 35 feet. to make up for their natural handicap.
Eye of Fear. You know how to use your cat-like eyes
to demoralize others. You gain proficiency in the SUTHAY & SUTHAY-RAHT
Intimidation skill. While they are similar in height to the Ohmes, that is
Eye of Night. Your khajiit ancestry grants you mostly where the similarities end. The Suthay are
superior vision in dark and dim conditions. You can much more cat like in appearance with their high set
see in dim light within 60 feet of you as if it were ears and feline facial features, along with a long tail
bright light, and in darkness as if it were dim light. and digitigrade legs.
You can't discern color in darkness, only shades of Suthay-raht are nearly the same as the Suthay in all
gray. their features except their stature closer resembles
Quick Claws. Because of your claws, you have a the height of men. The Suthay-raht are the most
climbing speed of 20 feet. In addition, your claws are common breed of Khajiit outside of Elsweyr.
natural weapons, which you can use to make unarmed Attribute Score Increase. Your Endurance score
strikes. If you hit with them, you deal slashing damage increases by 1.
equal to 1d4 + your Strength modifier, instead of the Size. Suthay Khajiit are similar in size to the Ohmes,
bludgeoning damage normal for an unarmed strike. rarely taller than 5 feet tall. Suthay-raht range from 5
Languages. You can speak, read, and write feet to 6 feet tall. Your size is medium.
Tamrielic and Ta'agra. Ta'agra script combines unique Natural Bandit. You are able to use your claws as
and fluid motions. Artistic interpretation is praised thieves' tools. You can add your proficiency modifier
and varies greatly between authors. to any check using your claws in this way, even if you
Subrace. There are many subraces of the Khajiit. are not proficient in thieves' tools.
Many of the subraces are humanoid in shape, but Feline Agility. Your reflexes and agility allow you to
there are others, such as the Alfiq, that more resemble move with a burst of speed. When you move on your
a house cat, or the senche, which are tiger-like battle turn in combat, you can double your speed until the
cats. end of the turn. Once you use this trait, you can't use it
again until you move 0 feet on one of your turns.
OHMES & OHMES RAHT
The Ohmes generally look more similar to the Bosmer, CATHAY & CATHAY-RAHT
although slightly smaller in stature, than they do to Similar to the Suthay-raht in appearance and bi-
their feline brothers. Many Ohmes will paint or tattoo pedalism, however they possess greater stature and
their faces to resemble their feline heritage. Unlike strength.
other Khajiit, they have no fur, no tail, or any other Cathay-raht are larger and more powerful and are
distinguishable Khajiit feature. often described as "jaguar-men".
Ohmes-raht have slightly larger builds than their Attribute Score Increase. Your Strength score
ohmes cousins, usually similar in size and appearance increases by 1.
of men, other than their short light fur and tails. Also Size. Cathay Khajiit are similar in size to most men
similar to men, the Ohmes-raht walk on their heels as and range from 5 feet to 6 ½ feet. Your size is
opposed to the balls of their feet like many other medium.
species of Khajiit. Powerful Build. You count as one size larger when
Attribute Score Increase. Your Personality score determining your carrying capacity and the weight
increases by 1. you can push, drag, or lift.

UESTRPG BASIC RULES


22
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Savage Attacks. When you score a critical hit with a BORN FOR BATTLE
melee weapon attack, you can roll one of the
weapon's damage dice one additional time and add it Fierce warriors, and enthusiastic soldiers, Nords can
to the extra damage of the critical hit. be found throughout Tamriel offering their talents as
mercenaries and sellswords. Proving oneself in battle
DAGI & DAGI-RAHT is a way for any nord to increase their status. Raised
Dagi live in the trees of the Tenmar forest. Due to their from birth, they are always searching for new ways to
smaller size and light weight, they are able to dwell in increase their martial skills.
the higher branches which even the Bosmer cannot Nords are also talented sailors. They are known to
reach. The Dagi have a natural affinity for magic, and have dominated warring nations with their natural
are known spellcasters, a characteristic often taken talent at sea, and have been vanguards of nautical
advantage of in Khajiiti battle-tactics. trade.
The Dagi-raht are similar in all respects, while their
size is somewhat larger. NORD NAMES
Size. Dagi and Dagi-raht average about 3 to 4 feet Every Nord has a given name, but only some Nords
tall and weigh around 40 pounds. Your Size is small. have clan names. Sometimes, a Nord will be given a
Attribute Score Increase. Your Intelligence score title, which can be used before or after their given
increases by 1. name. A title is usually a description of a great feat or
Natural Magic. You know the Thaumaturgy cantrip. a personality trait. Such as Heinrich the Ugly or Lyra
When you reach 3rd level, you can cast the Witch Bolt Wolf-Child.
spell as a 2nd level spell once with this trait and regain
the ability to do so when you finish a long rest. When Male Names: Arnbjorn, Balbus, Carsten, Daglin, Erik,
you reach 5th level, you can cast the Darkness spell Fjol, Gunder, Hans, Iver, Jayred, Keld, Larthjar,
once with this trait and regain the ability to do so Manheim, Nels, Olav, Regner, Sten, Torbal, Ulfgar,
when you finish a long rest. Intelligence is your Valdemar, Wilmuth, Yngvar
spellcasting ability for these spells. Female Names: Aeta, Bergritte, Dagny, Elda, Fryssa,
Greidil, Hilde, Igna, Jala, Katria, Lillith, Margret, Nura,
NORD Olga, Ruki, Svenja, Temba, Una, Vori, Ysolda
Clan Names: Blackthorn, Ebonhand, Firebeard,
Children of the Sky, Nords are the tall and hardy
Hairy-Breeks, Ironhand, Long-Tooth, Ravencrone,
humans from the northern province of Skyrim. The
Stonearm, Twice-Killed, War-Bear, Windcaller
harsh environments of Skyrim have hardened Nords.
Even those who have been born in easier civilizations
have this ingrained toughness. You will most likely NORD TRAITS
find Nords working in fields that prove their Your Nord character has certain characteristics in
robustness. A good nord knows the value of hard common with other Nords.
work. The second most likely place to find a nord is Attribute Score Increase. Your Endurance score
inside the local watering hole. Mead and music go increases by 2 and your Strength scores increase by 1.
hand in hand with nordic culture. Age. Nords, like most men are not particularly long
lived, and they mature at a normal rate, and almost
STONG WILLED AND STRONG ARMED never live longer than a century.
Alignment. Most nords are hardworking and good-
Nords are the tallest of the human races and have fair
hearted. They take comfort in their traditions and are
skin and fair colored hair. They are known for their
distrusting of outsiders. They tend toward the good
powerful physique and modest intellect.
alingments.
Nords are fierce competitors and strongly believe in
Size. Nords are the largest of men, ranging from 6 to
fighting for status and for sport. Favoring brute
6 ½ feet tall.
strength over wit, the nords are suspicious of mages
Speed. Your base walking speed is 30 feet.
and don't believe in using social status or wealth to
Atmoran Ancestry. Your ancestral history of living
garner favor. It is very common for nords to have
in harsh, northern climates has given you resistance
scars and bruises, or be seen walking out of a tavern
to cold damage.
with a bloody nose and a flagon of ale.

UESTRPG BASIC RULES


23
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Battlecry. As an action, you shout a battle cry that STRENGTH AND STEEL
strikes fear into an enemy. Choose one creature that is
within 60 feet of you than can see and hear you. That Orcish armorers are prized for their craftsmanship,
target must succeed on a Willpower saving throw or and Orc warriors in heavy armor are among the finest
become frightened of you. The difficulty check of this front-line troops in the Empire. Most Imperial citizens
save is equal to 8 + your Endurance modifier + your regard Orc society as rough and cruel, but there is
proficiency modifier. The frightened target can repeat much to admire in their fierce tribal loyalties and
the saving throw at the end of each of it's turns, generous equality of rank and respect among the
ending the effect on itself on a success. sexes.
Once you use this trait, you can't use it again until
you finish a short or long rest. THE MOVING CITY
Equipment Proficiency. You are proficient with Orsinium, which literally translates to "Orc-Town" in
Axes and Spears. Aldmeris, is the city of the Orsimer and the provincial
Toughness. Your hit point maximum is increased by seat of what was called Wrothgar, or in the late Third
1, and it increases by 1 every time you level. Era, the Orsinium Area. It has a history of being
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
Trinimac rubbed that excrement on themselves to A CULTURE OF CONFLICT
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
Orcs were born during the latter days of the Dawn ORSIMER NAMES
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 Aldmeri ancestor spirits. “Gro-” for males and “Gra-” for females. A child will
When Trinimac was eaten by the Daedric 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
remains of Trinimac.

UESTRPG BASIC RULES


24
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Male Names: Agronak, Bazur, Bogrum, Dubok, Dul, CITY ORCS
Gaturn, Ghorub, Gogron, Grommok, Hanz, Krognak, Not all orcs choose to live in the strongholds. Those
Kurz, Lumdum, Luronk, Magra, Magub, Maknok, Orok, that choose to live in the cities live a much more
Rugdumph, Shagol, Ulmug, Urbul, Ushnar, cosmopolitan life, but they are derided by other orcs
Female Names: Batul, Borba, Bumph, Homraz, for doing so.
Mazoga, Mog, Mor, Oghash, Orag, Rogbut, Rogmesh, Attribute Score Increase. Your Intelligence score
Snak, Ugak, Umar, Umog increases by 1.
Family Names: Agamph, Barak, Buglump, Bura, Orcish Resilience. Your tough mind and body grants
Cromgog, Dragol, Galash, Gharz, Glurzog, Hubrag, you resistance to force damage.
Khash, Murgak, Muzgol, Naybek, Orkul, Orkulg,
Rugdush, Shadborgob, Shura, Ugdub, Uzgash, Yarug WILD ORCS
Traditional orc society is centered around living in
ORSIMER TRAITS stronghold settlements. These independent villages
follow the Code of Malacath, and the strength of each
Your orc character has certain traits deriving from tribe depends on their strongest warrior.
your orc ancestry. Attribute Score Increase. Your Strength score
Attribute Score Increase. Your Endurance and increases by 1.
Willpower scores increase by 1. Powerful Build. You count as one size larger when
Age. While they are Mer, Orcs do not live as long as determining your carrying capacity and the weight
their distant cousins. They could live up to 80 years you can push, drag, or lift.
old, but the Code of Malacath demands that an old Orc
should end his life before he becomes weak and a WOOD ORCS
burden to his clan. They rarely live longer than 50 Valenwood is typically home to the Bosmer, but many
years. They reach adulthood at age 16. tribes of orcs have made this forested province their
Alignment. The orsimer are mostly lawful neutral. home. Like other orcs, they prize strength and honor,
Orcs follow a code and are often extremely beholden but to the wood orcs this means having agility and
to their traditions. They are dedicated to the strength mobility as much as it does muscular power and
of their clan over individuals. endurance.
Size. Orcs are broad and hardy, they are usually Attribute Score Increase. Your Agility score
around 6 feet tall and weigh around 200 pounds. Your increases by 1.
size in medium. Keen Hearing and Smell. You have advantage on
Speed. Your base walking speed is 25 feet. Willpower (Perception) checks that rely on hearing or
Aggressive. As a bonus action, you can move up to smell.
your speed toward an enemy of your choice that you
can see or hear. You must end this move closer to the
enemy than you started.
Berserk. As an action, for the next minute you gain
temporary hit points equal to twice your character
level. Additionally, you gain advantage on one attack
on each of your turns. Once you use this trait, you
can't use it again until you finish a long rest.
Blood-Kin. You share kindred blood with all of your
orc brothers and sisters. Using Honor or Strength, you
may be able to avoid conflict with other orcs.
Menacing. You have proficiency in the Intimidation
skill.
Tool Proficiency. You gain proficiency with artisan's
tools (smith's tools).
Languages. You can speak, read, and write
Tamrielic and Orcish. Orcish is a harsh, grating
language with had consonants.
Subraces. Three main subraces of orcs populate the
continent of Tamriel: City Orcs, Wild Orcs, and Wood
Orcs.

UESTRPG BASIC RULES


25
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
REDGUARD Bretons and Colovians hastened their assimilation
into Tamrielic culture.
Standing broad-shouldered and tall, with dark skin and
wiry hair, they are seemingly born with a sword in
their hand. I spoke with a few of them and found them
REDGUARD NAMES
formal, obsessed with personal honor, and quite aloof. Redguards have only their given name. Through
The redguards were people from another continent, marriage, they sometimes will take the family name.
and it seemed they'd brought as much of Yokuda to
Tamriel as they could manage. Male Names: Amir, Azzada, Baurus, Cyrus, Daron,
-Flaccus Terentius, The Improved Emperor's Guide to Ennis, Falion, Garry, Hillod, Ian, Jawana, Kayd, Lesley,
Tamriel Nazir, Neville, Pyke, Roderick, Shamar, Talib, Wayn
Female Names: Anora, Braith, Caminda, Dahlia,
PARAGONS OF WAR Eriana, Gwen, Hussonia, Iman, Jamie, Kerah, Kiara,
Lette, Minerva, Niyya, Oleta, Rona, Shelley, Tavia,
The most naturally talented warriors in Tamriel, the Umana, Zaria
dark-skinned, wiry-haired Redguards of Hammerfell
seem born to battle, though their pride and fierce
REDGUARD TRAITS
independence of spirit makes them more suitable as
scouts or skirmishers, or as free-ranging heroes and Your Redguard character has certain characteristics in
adventurers, than as rank-and-file soldiers. In common with other Redguards.
addition to their cultural affinities for many weapon Attribute Score Increase. Your Agility, Endurance,
and armor styles, Redguards are also physically and Strength scores increase by 1.
blessed with hardy constitutions and quickness of Age. Redguards age as the rest of the the human
foot. races, rarely living over a century
Custom and dress differ by district; the Redguards of Alignment. Redguards mostly follow the good
Elinhir are Colovian in fashion and taste, while some alignments. Many of the people of Hammerfell strictly
in Rihad go naked in the streets. In demeanor, they follow their laws, while nearly an equal amount
are haughty and easily provoked, and, obsessed with disregard them entirely.
personal honor. Size. Redguards are strong and tall, often over 6 feet
There is no standing army in Hammerfell, only paid tall. Your size is Medium.
militias of the oft-contested border-states and along Speed. Your base walking speed is 30 feet.
its coastline. Ancient tradition has predisposed the Adrenaline Rush. When you use this trait, your
Redguards to knightly order, though, customarily in combat awareness increases for the next minute. You
the service of royal families. Initiates of these orders gain a +10 bonus to your initiative, your speed is
must prove themselves in dangerous, even deadly, increased by 10 feet, and you can add a d4 to all of
tests of skill. your attack and damage rolls. Additionally, at the start
of combat, when you roll initiative, you can use your
THE LOST CONTINENT reaction to immediately use this trait.
You can't use this trait again until you finish a long
More than three thousand years ago, the continent of rest.
Yokuda suffered a cataclysm that sunk most of it into Redguard Combat Training. You are proficient in
the sea, driving its people towards Tamriel. A large Long Blade and Short Blade.
group of the Yokudans, called the Ra Gada, forged Skill Proficiency. You gain proficiency in the
forward in a bloody wave, quickly slaughtering the Athletics skill.
beastfolk and Nedic villagers, paving safe travel for Yokudan Lineage. Thanks to your Yokudan heritage,
the Yokudans that stayed behind. The fierce Ra Gada you have advantage on saving throws against being
became, phonetically, the Redguards, a name that has diseased.
since spread to designate the Tamrielic-Yokudan race Languages. You can speak, read, and write
in general. Tamrielic and Yoku. Yoku is a direct language which is
They ultimately displaced the Nedic peoples, as incredibly reliant on context. Similar to Redguards
their agriculture and society quickly adapted to themselves, their language is straightforward and
Hammerfell's harsh environment. They took much doesn't concern itself with unnecessary things.
from Nedic customs, religion, and language for
themselves and their contact with the surrounding

UESTRPG BASIC RULES


26
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
CHAPTER 3: CLASSES
Adventurers are extraordinary people, driven by a Your class gives you a variety of special features,
thirst for excitement into a life that others would such as a warrior’s mastery of weapons, and a mages’
never dare lead. They are heroes, compelled to spells. At low levels, your class gives you only two or
explore the dark places of the world and take on the three features, but as you advance in level you gain
challenges that lesser women and men can’t stand more and your existing features often improve. Each
against. class entry in this chapter includes a table
Class is the primary definition of what your summarizing the benefits you gain at every level, and
character can do. It’s more than a profession; it’s your a detailed explanation of each one.
character’s calling. Class shapes the way you think Adventurers sometimes advance in more than one
about the world and interact with it and your class. A rogue might switch direction in life and follow
relationship with other people and powers in the the mystical path of the spellsword. A barbarian might
universe. A warrior might view the world in terms of discover latent magical ability and dabble in the
strategy and maneuvers, seeing herself as just a pawn warden class while continuing to advance as a
in a much larger game. A crusader, by contrast, might barbarian. Optional rules for combining classes in this
see himself as a willing servant in a god’s unfolding way, called multiclassing, appear in chapter 6.
plan. While the warrior has contacts in a mercenary Thirteen classes – listed in the classes table – are
company or army, the crusader might know a number found in almost every Elder Scrolls game and define
of priests, knights, and devotees who share his faith. the spectrum of typical adventurers.
CLASSES
Hit Primary Saving Throw
Class Description Die Ability Proficiencies Armor and Weapon Proficiencies
Barbarian A fierce fighter 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 Agility & Light armor, long blade, marksman,
the music of creation Personality and short blade
Crusader A holy warrior devoted to one of the gods d10 Strength & Personality & Light and medium armor, shield,
Willpower Willpower blunt, hand-to-hand, marksman,
short blade
Mage A scholarly magic user capable of d6 Intelligence Intelligence & Light crossbows, short blade and
manipulating the structures of reality Willpower staves
Monk A master of martial arts, harnessing the d8 Agility Strength & Hand-to-hand, short blade, and
power of the body in pursuit of physical and Agility staves
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, shields,
combat threats on the edges of civilization Endurance all weapons
Rogue A scoundrel who uses stealth and expertise d8 Agility & Agility & Light armor, axe, hand-to-hand,
to overcome obstacles and enemies Intelligence Intelligence marksman, short blade
Sorcerer A spellcaster who is naturally talented and d6 Willpower Endurance & Shield, blunt, light crossbows, short
takes advantage of their ability to control the Willpower 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
Warden Defenders of the Green, these storytellers d8 Willpower Intelligence & Light and medium armor, shields,
wield the powers of nature, guide the Willpower blunt, short blade, long blade, and
elements, and have a bond with animals marksman.
Warrior A master of martial combat, skilled with a d10 Strength Strength & All armor and weapons
variety of weapons and armor Endurance

UESTRPG BASIC RULES


27
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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.
These barbarians, different as they might be, are When creating a barbarian character, think about
defined by their rage: unbridled, unquenchable, and where your character comes from and their place in
unthinking fury. More than a mere emotion, their the world. Talk with your DM about an appropriate
anger is the ferocity of a cornered predator, the origin for your barbarian. Did you come from a
unrelenting assault of a storm, the churning turmoil distant land, making you a stranger in the area of the
of the sea. campaign? Or is the campaign set in a rough-and-
For some, their rage springs from a connection with tumble frontier where barbarians are common?
ancient traditions. Others draw from a roiling What led you to take up the adventuring life? Were
reservoir of anger from memories of past battles. For you lured to settled lands by the promise of riches?
every barbarian, rage is a power that fuels not just a Did you join forces with soldiers of those lands to face
battle frenzy but also uncanny reflexes, resilience, and a shared threat? Did monsters or an invading horde
feats of strength. drive you out of your homeland, making you a
rootless refugee? Perhaps you were a prisoner of war,
PRIMAL INSTINCT brought in chains to “civilized” lands and only now
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: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Endurance modifier
A LIFE OF DANGER Hit Points at Higher Levels: 1d12 (or 7) + your
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

UESTRPG BASIC RULES


28
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Saving Throws: Strength, Endurance RAGE
Skills: Choose two from Animal Handling, Athletics,
Intimidation, Nature, Perception, and Survival In battle, you fight with primal ferocity. On your turn,
you can enter a rage as a bonus action.
EQUIPMENT While raging, you gain the following benefits if you
You start with the following equipment, in addition to aren’t wearing heavy armor:
the equipment granted by your background: • You have advantage on Strength checks and
Strength saving throws.
• (a) any polearm or (b) any long blade
• When you make a melee weapon attack using
• (a) two handaxes or (b) any short blade
Strength, you gain a bonus to the damage roll that
• An explorer's pack and four javelins increases as you gain levels as a barbarian, as
shown in the Rage Damage column of the Barbarian
THE BARBARIAN table.
Proficiency Rage • You have resistance to bludgeoning, piercing, and
Level Bonus Features Rages Damage slashing damage.
1st +2 Rage, Unarmored 2 +2 If you are able to cast spells, you can’t cast them or
Defense concentrate on them while raging.
2nd +2 Reckless Attack, 2 +2 Your rage lasts for 1 minute. It ends early if you are
Danger Sense knocked unconscious or if your turn ends and you
3rd +2 Primal Path 3 +2 haven’t attacked a hostile creature since your last turn
4th +2 Attribute Score 3 +2
or taken damage since then. You can also end your
Improvement
rage on your turn as a bonus action.
Once you have raged the number of times shown for
5th +3 Extra Attack, 3 +2 your barbarian level in the Rages column of the
Fast Movement Barbarian table, you must finish a long rest before you
6th +3 Path Feature 4 +2 can rage again.
7th +3 Feral Instinct 4 +2
8th +3 Attribute Score 4 +2 UNARMORED DEFENSE
Improvement
While you are not wearing any armor, your Armor
9th +4 Brutal Critical 4 +3 Class equals 10 + your Agility modifier + your
(1 die) Endurance modifier. You can use a shield and still gain
10th +4 Path Feature 4 +3 this benefit.
11th +4 Relentless Rage 4 +3
12th +4 Attribute Score 5 +3 RECKLESS ATTACK
Improvement Starting at 2nd level, you can throw aside all concern
13th +5 Brutal Critical 5 +3 for defense to attack with fierce desperation. When
(2 dice) you make an attack, you can decide to attack
14th +5 Path Feature 5 +3 recklessly. Doing so gives you advantage on melee
15th +5 Persistent Rage 5 +3 weapon attack rolls using Strength during this turn,
but attack rolls against you have advantage until your
16th +5 Attribute Score 5 +4 next turn.
Improvement
17th +6 Brutal Critical 6 +4 DANGER SENSE
(3 dice)
18th +6 Indomitable Might 6 +4 At 2nd level, you gain an uncanny sense of when things
nearby aren’t as they should be, giving you an edge
19th +6 Attribute Score 6 +4
when you dodge away from danger.
Improvement
You have advantage on Agility saving throws against
20th +6 Primal Champion Unlimited +4 effects that you can see, such as traps and spells. To
gain this benefit, you can’t be blinded, deafened, or
incapacitated.

UESTRPG BASIC RULES


29
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
PRIMAL PATH RELENTLESS RAGE
At 3rd level, you choose a path that shapes the nature Starting at 11th level, your rage can keep you fighting
of your rage. Choose the Path of the Battleworn, the despite grievous wounds. If you drop to 0 hit points
Path of the Reaver, the Path of the Savage, or the Path while you’re raging and don’t die outright, you can
of the War Crier, all detailed at the end of the class make a DC 10 Endurance saving throw. If you succeed,
description. Additionally, you can choose any you drop to 1 hit point instead.
Barbarian's Primal Path outlined in the Player's Each time you use this feature after the first, the DC
Handbook. Your choice grants you features at 3rd increases by 5. When you finish a short or long rest,
level and again at 6th, 10th, and 14th levels. the DC resets to 10.

ATTRIBUTE SCORE IMPROVEMENT PERSISTENT RAGE


th th th th
When you reach 4 level, and again at 8 , 12 , 16 , Beginning at 15th level, your rage is so fierce that it
and 19th level, you can increase one attribute score of ends early only if you fall unconscious or if you choose
your choice by 2, or you can increase two attribute to end it.
scores of your choice by 1. As normal, you can't
increase an ability score above 20 using this feature. INDOMITABLE MIGHT
Beginning at 18th level, if your total for a Strength
EXTRA ATTACK check is less than your Strength score, you can use
Beginning at 5th level, you can attack twice, instead of that score in place of the total.
once, whenever you use the Attack Action on your
turn. PRIMAL CHAMPION
At 20th level, you embody the power of the wilds. Your
FAST MOVEMENT Strength and Endurance scores increase by 4. Your
Starting at 5th level, your speed increases by 10 feet maximum for those scores is now 24.
while you aren't wearing heavy armor.
PRIMAL PATHS
FERAL INSTINCT Rage burns in every barbarian's heart, a furnace that
drives them towards greatness. Different barbarians
By 7th level, your instincts are so honed that you have attribute their rage to different sources, however. For
advantage on initiative rolls. some, their scars become symbols of victories won,
Additionally, if you are surprised at the beginning of while others look within to their unyielding spirits.
combat and aren’t incapacitated, you can act normally
on your first turn, but only if you enter your rage
before doing anything else on that turn.
PATH OF THE BATTLEWORN
For some barbarians, they are measured through
BRUTAL CRITICAL battles won and they wear their scars with pride. The
Path of the Battleworn is path paved with patience,
Starting at 9th level, you can roll one additional pain, and perseverance.
weapon damage die when determining the extra Whether an veteran legion soldier or the dedicated
damage for a critical hit with a melee attack. kin of orsimer clan, a battleworn channels their
This increases to two additional dice at 13th level, experience into their rage.
and three additional dice at 17th level.
PATH OF THE BATTEWORN FEATURES
Barbarian
Level Feature
3rd Thick Skin
6th Reckless Abandon
10th Battle Scars
14th Boiling Point

UESTRPG BASIC RULES


30
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
THICK SKIN REAVER'S CHARGE
Your body is scarred and calloused from years of Beginning at 3rd level, when you enter into a rage,
battle. When you choose this path at 3rd level, your your speed doubles for the rest of your turn. You can
unarmored AC is equal to 12 + your Agility modifier + only use this additional speed to move towards an
your Endurance modifier. enemy. Additionally, you can take the Dash action as a
bonus action on your subsequent turns while you are
RECKLESS ABANDON raging.
Beginning at 6th level, when you use Reckless Attack
while raging, you also gain temporary hit points equal PACT TACTICS
to your Endurance modifier (minimum of 1). They At 6th level, while raging, you have advantage on
vanish if any of them are left when your rage ends. attack rolls against a creature if at least one of your
allies are within 5 feet of you and the ally isn't
BATTLE SCARS unconscious.
At 10th level, your scarred body and strong presence is
readily noticeable. You have advantage on all DREAD WARRIOR
Intimidation checks. Beginning at 10th level, your physique is so
intimidating that you inspire dread in your enemies.
BOILING POINT You can use a bonus action to make yourself appear
Starting at 14th level, while raging, you push your exceptionally fearful. Every creature within 10 feet of
attacks beyond their natural limits. When you hit a you suffers from one of the following effects of your
creature with a melee weapon attack, you can expend choice:
one hit die and a d12 to your damage roll.
• Disadvantage on Strength and Agility checks
• Disadvantage on Willpower and Personality checks
PATH OF THE REAVER • All intimidation checks by you and your allies have
Barbarians that follow the Path of the Reaver are advantage.
brutal hunters that strike in well orchestrated packs, This effect lasts up to 1 minute, as though you were
leaving behind nothing but corpses and destruction. concentrating on a spell. Once you use this feature,
Despite their primitive behavior, reavers often make you cannot use it again until you finish a short or long
up the important front lines of tactical combat. The rest.
forsworn of the reach and the aggressive wood orc
clans commonly use these maneuvers to intimidate REAVER'S VERDICT
their foes and catch them off guard. Beginning at 14th level, while raging, you can attack
three times, instead of twice, whenever you take the
PATH OF THE REAVER FEATURES Attack action on your turn.
Barbarian
Level Feature
3rd Accelerated Regeneration
PATH OF THE SAVAGE
6th Reaver's Charge, Pact Tactics Some barbarians only know destruction and violence.
10th Dread Warrior The Path of the Savage is a path of fury and death,
14th Reaver's Verdict learned from years of war. These tribes pass down
their techniques and strategies to their cubs and kin,
ACCELERATED REGENERATION further honing their skills with every new generation.
When you choose this path at 3rd level, your wounds Myths and tales of warnings spread throughout
naturally stitch together at a faster rate. When you use nearby towns and villages where these barbarian
hit dice to recover hit points during a short rest, you tribes exist.
gain additional hit points equal to 1d12 + your
Endurance modifier. PATH OF THE SAVAGE FEATURES
Barbarian
Level Feature
3rd Frenzied Armsman
6th Uppercut
10th Heavy Lifting
14th Relentless Storm

UESTRPG BASIC RULES


31
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
FRENZIED ARMSMAN PATH OF THE WAR CRIER
Starting at 3rd level, while you are raging, you are able
to exploit your weapons to become even more The Path of the War Crier is a spiritual journey, as the
devastating. You gain the following benefits when barbarian learns to channel their life essence through
wielding a weapon type listed below: their voice and breath. War Criers are rare in
barbarian tribes, but those who have the gift are
AXES usually put into positions of power, either as shaman,
Once on each of your turns, when you hit a creature spiritual leaders, or chieftains.
with an axe weapon, make a second attack roll. If Most nords have some innate capacity for the power
your second roll would also hit the creature, you of the voice, believing that their breath holds their
rend the target, causing them to bleed extensively. vital essence. The other races can learn how to wield
Your attack deals an additional 1d6 necrotic such power, but may require greater study, perhaps
damage. spending time with powerful Tongues.

BLUNT PATH OF THE WAR CRIER FEATURES


Your attacks are exceptionally forceful and can Barbarian
penetrate even the most tempered armors. You gain Level Feature
a +2 bonus to attack rolls made with blunt 3rd Battle Thu'um
weapons. 6th Draconic Tongue
10th Frenzied Shouts
LONG BLADES 14th --
When you attack with a long blade weapon, you
gain a +2 bonus to damage rolls with that weapon. BATTLE THU'UM
When you choose this path at 3rd level, you learn how
UPPERCUT to harness the power of the dragon tongue to form
At 6th level, when you take the Attack action on your powerful shouts. A shout requires you to spend shout
turn, you can forgo your movement and a possible points each time you use it.
bonus action to use one of your attacks to make a Shouts. You know the Unrelenting Force shout and
powerful upward blow. one other shout of your choice, which are detailed in
Make a melee weapon attack. If the attack hits a the “Dragon Shouts” section below. You learn two
creature, you deal damage as normal and it must additional shouts of your choice at 6th, 10th, and 14th
make a Strength saving throw with a DC of 8 + your level.
proficiency bonus + your Strength modifier. On a Whenever you learn a new shout, you can also
failed save, the target is knocked back 10 feet and left replace one shout that you already know with a
prone. On a successful save, the creature has different shout.
disadvantage on attacks until the start of your next Shout Points. You have 2 shout points and you
turn. This ability can only affect large or smaller regain any expended shout points when you finish a
creatures. short or long rest.
You gain two additional shout points at 6th level (4),
HEAVY LIFTING and again at 10th level (6), and 14th level (8).
Beginning at 10th level, while you are raging and not Using Words of Power. The Thu'um is a form of
wearing heavy armor, you are able to engage in two- magic which uses words from the draconic language
weapon fighting with all weapons except for those to form powerful shouts to cast spells. See chapter 10
with the heavy or two handed properties. for the general rules of spellcasting. To cast one of
Additionally, weapons with the heavy or two handed these spells, you use its casting time and other rules,
properties can be held in one hand. but you don't need to use any magicka to cast it.
Once you reach 5th level in this class, you can spend
additional shout points to increase the level of a
RELENTLESS STORM
Battle Shout spell that you cast, provided that the
At 14th level, you can use your action to whirl around,
spell has an enhanced effect at a higher level, as
attacking all enemies within range of your melee
unrelenting force does. The spell's level increases by 1
weapon. Roll a separate attack roll for each creature
for each additional shout point you spend.
you attack. While whirling, you can move up to half
your movement speed. Any opportunity attacks
against you have disadvantage while moving.

UESTRPG BASIC RULES


32
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
The maximum number of shout points you can Unrelenting Force (Fus Ro Dah)
spend to cast a spell in this way (including its base You can spend 1 shout point to cast the alteration
shout cost and any additional shout points you spend spell Thunder Wave. The spells level increases for
to increase its level) is determined by your barbarian each additional shout point you spend.
level, as shown in the Spells and Shout Points table.
Whirlwind Sprint (Wuld Nah Kest)
SPELLS AND SHOUT POINTS You can use a bonus action and spend 1 shout
Barbarian Level Maximum Shout Points for a Spell point to double your speed for one turn. While you
5th-8th 3 are under these effects, any opportunity attacks
9th-12th 4 against you are made with disadvantage.
13th-16th 5
17th-20th 6 Starting at 6th level, you can choose to learn two of the
shouts listed below or from the previous list.
Some of your Battle Thum features require your
target to make a saving throw to resist the feature's Animal Allegiance (Raan Mir Tah)
effects. The saving throw DC is calculated as follows: You can spend 1 shout point to cast the spell
Battle Thu'um save DC = 8 + your proficiency bonus Animal Friendship.
+ your Endurance modifier
Aura Whisper (Laas Yah Nir)
DRACONIC TONGUE You can spend 1 shout point to whisper a detection
Starting at 6th level, you gain a mastery with draconic spell that allows you you sense the presence of life
words. You are now proficient in the dovahzul within 30 feet of you. The spell lasts up to 10
language. minutes, as though you are concentrating on it.
If you sense life in this way, you can use your
FRENZIED SHOUTS action to see a faint aura around any visible
When you reach 10th level, you have balanced your creature in the area that bears life.
voice with your rage. You can now use the spells The spell can penetrate most barriers, but it is
granted by your Dragon Shouts feature while raging. blocked by 1 foot of stone, 1 inch of common
If you are able to cast other spells, you can’t cast metal, a thin sheet of lead, or 3 feet of wood or dirt.
them or concentrate on them while raging.
Disarm (Zun Haal Viik)
DRAGON SHOUTS You can use 2 shout points to use your voice to
The dragon shouts are presented at the level you must focus vibrations on a weapon currently being
be to learn them. wielded by a creature within 30 feet. The creature
must make a Strength saving throw. On a failed
At 3rd level, you learn Unrelenting Force and one other save, the creature drops their weapon. On a
shout of your choice listed below. successful save, the creature has disadvantage on
any attacks made with that weapon until the start
Clear Skies (Lok Vah Koor) of your next turn.
You can spend 1 shout point to use your voice to If a creature tries to pick up a dropped weapon,
clear out all thick clouds, overcast sky, poisonous they must use half their speed and make a
fog, or impeding haze, that is within 1 mile of you. Strength saving throw. On a failed save, the
creature is incapable of picking up the weapon. On
Blinding Winds (Ven Fus Vokun) a successful save, the creature is able to pick up
You can spend 1 shout point to create a powerful the weapon and the effect ends.
wind storm in a 60 foot-radius, centered on you.
The wind blows in all directions, causing dust and Gale Winds (Ven Mul Riik)
refuse to heavily obscure the area. You can spend 1 shout point to cast the alteration
Additionally, the area is considered difficult spell Gust of Wind.
terrain, and any projectile that is within or enters
the area, has disadvantage on hitting its target. Marked for Death (Krii Lun Aus)
The winds lasts up to 1 minute, as though ou You can spend 1 shout point to cast the
were concentrating on a spell. You can use a bonus conjuration spell Hunter's Mark.
action on your turn to disperse the winds.

UESTRPG BASIC RULES


33
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Starting at 10th level, you can choose to learn two of Starting at 14th level, you can choose to learn two of
the shouts listed below or from the previous lists. the shouts listed below or from the previous lists.

Battle Fury (Mid Vur Shaan) Breath


You can spend 3 shout points to cast the illusion You can spend 3 shout points to exhale an element
spell Haste on yourself. of your choice. Choose either fire, cold, lightning,
or poison. Each creature in a 60-foot cone must
Call of Valor (Hun Kaal Zoor) make an Endurance saving throw. A creature takes
You can spend 1 shout point to cast the illusion 6d8 elemental damage on a failed save, and half as
spell Heroism. much on a successful one. Example shouts are Fire
Breath (Yol Toor Shul, and Frost Breath (Fo Krah
Cyclone (Ven Gar Nos) Diin).
You can spend 2 shout points to cast the alteration
spell Dust Devil. Dismay (Faas Ru Maar)
You can spend 3 shout points to cast the illusion
Ice Form (Iiz Slen Nus) spell Fear.
You can spend 2 shout points to attempt to freeze a
target that you can see that is within 60 feet of you. Dragon Aspect (Mul Qah Diiv)
The target must make a Strength saving throw to You can spend 6 shout points to take on the aspect
resist the spell. On a failed save, the target takes of a dragon for 1 minute. While in this form, your
4d8 cold damage and they are encased in a shell of AC can't be less than 20. Additionally, each of your
frost. The encased creature is immobilized and melee weapon attack and damage rolls increase by
can't speak, hear, move, or make any actions. The +2.
creature takes this damage again on each
subsequent turn while the spell persists. Storm Call (Strun Bah Qo)
The creature restrained by this spell must make You can spend 3 shout points to cast the
another Strength saving throw at the start of each destruction spell Call Lighting.
of their turns to try and break free. If it
successfully saves against this spell three times,
the spell ends. If it fails its save three times, the
frost hardens and the creature is subjected to the
petrified condition for the duration. The successes
and failures don’t need to be consecutive; keep
track of both until the target collects three of a
kind.
On a successful save, the creature takes half of
much damage and isn't immobilized.
While the spell is active, the frost shell has an AC
of 5 and has 60 hit points. When the frost shell
reaches 0 hit points, the shell breaks, ending the
spell effect. A dispel magic spell can also reverse
the effects.

UESTRPG BASIC RULES


34
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 of 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 of 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.

UESTRPG BASIC RULES


35
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
THE BARD
Proficiency Cantrips Spells Spell
Level Bonus Features Known Known Magicka Level
1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 4 1st
2nd +2 Jack of all Trades, Song of Rest (d6) 2 5 6 1st
3rd +2 Bard College, Expertise 2 6 14 2nd
4th +2 Attribute Score Improvement 3 7 17 2nd
5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 27 3rd
6th +3 Countercharm, Bard College feature 3 9 32 3rd
7th +3 -- 3 10 38 4th
8th +3 Attribute Score Improvement 3 11 44 4th
9th +4 Song of Rest (d8) 3 12 57 5th
10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 14 64 5th
11th +4 -- 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 Magical Secrets, Bard College Feature 4 18 83 7th
15th +5 Bardic Inspiration (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 Magical Secrets 4 22 114 9th
19th +6 Attribute Score Improvement 4 22 123 9th
20th +6 Superior Inspiration 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: Agility, Personality the Player's Handbook for the general rules of
Skills: Choose any three spellcasting and chapter 11 for the bard spell list.

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.

UESTRPG BASIC RULES


36
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
MAGICKA check, attack roll, or saving throw it makes. The
The Bard table shows how much magicka you have to creature can wait until after it rolls the d20 before
cast your bard spells of 1st level and higher. To cast deciding to use the Bardic Inspiration die, but must
one of these spells, you must expend magicka, as decide before the DM says whether the roll succeeds
noted in the spell's description and the Magicka Cost or fails. Once the Bardic Inspiration die is rolled, it is
table found in chapter 10. You regain all expended lost. A creature can have only one Bardic Inspiration
magicka when you finish a long rest. 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.
Your Bardic Inspiration die changes when you reach
SPELLS KNOWN OF 1ST LEVEL AND HIGHER certain levels in the class. The die becomes a d8 at 5th
You know four 1st-level spells of your choice from the level, a d10 at 10th level, and a d12 at 15th level.
bard spell list.
The Spells Known column of the Bard table shows JACK OF ALL TRADES
when you learn more bard spells of your choice. Each
of these spells must be of a level for which you can Starting at 2nd level, you can add half your proficiency
cast, as shown on the table's Spell Level column for bonus, rounded down, to any ability check you make
your level. For instance, when you reach 3rd level in that doesn't already include your proficiency bonus.
this class, you can learn one new spell of 1st or 2nd
level. SONG OF REST
Additionally, when you gain a level in this class, you Beginning at 2nd level, you can use soothing music or
can choose one of the bard spells you know and oration to help revitalize your wounded allies during
replace it with another spell from the bard spell list, a short rest. If you or any friendly creatures who can
which also must be of a level that you can cast. hear your performance regain hit points at the end of
the short rest by spending one more more Hit Dice,
SPELLCASTING ATTRIBUTE each of those creatures regains an extra 1d6 hit
Personality is your spellcasting attribute for your points.
bard spells. Your magic comes from the heart and soul The extra hit points increase when you reach certain
you pour into the performance of your music or levels in the class to 1d8 at 9th level, to 1d10 at 13th
oration. You use your Personality whenever a spell level, and to 1d12 at 17th level.
refers to your spellcasting attribute. In addition, you
use your Personality modifier when setting the saving
BARD COLLEGE
throw DC for a bard spell you cast and when making
an attack roll with one. At 3rd level, you delve into the advanced techniques of
a bard college of your choice: the College of Revelries,
Spell save DC = 8 + your proficiency bonus + or the College of Solitude, both detailed at the end of
your Personality modifier the class description. Additionally, you can choose any
Spell attack modifier = your proficiency bonus + Bard's Bard College outlined in the Player's
your Personality modifier Handbook. Your choice grants you features at 3rd level
and again at 6th and 14th level.
RITUAL CASTING
You can cast any bard spell you know as a ritual if that EXPERTISE
spell has the ritual tag. At 3rd level, choose two of your skill proficiencies.
Your proficiency bonus is doubled for any ability
BARDIC INSPIRATION check you make that uses either of the chosen
proficiencies.
You can inspire others through your stirring words or
At 10th level, you can choose another two skill
music. To do so, you use a bonus action on your turn
proficiencies to gain this benefit.
to choose one creature, other than yourself, within 60
feet of you who can hear you. That creature gains one
Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can
roll the die and add the number rolled to one ability

UESTRPG BASIC RULES


37
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
ATTRIBUTE SCORE IMPROVEMENT COLLEGE OF REVERIES
th th th th
When you reach 4 level, and again at 8 , 12 , 16 , Bards of the College of Reveries are renowned
and 19th level, you can increase one attribute score of performers and artists. All members of the college are
your choice by 2, or you can increase two attribute handpicked for their passion and are taught to live for
scores of your choice by 1. As normal, you can't the love of their craft, and for the thrill of the
increase an ability score above 20 using this feature. performance.
Unlike many other colleges, those who study under
FONT OF INSPIRATION the Grand Maestro are encouraged to discard their
identities and take on a new persona. All of the
Beginning when you reach 5th level, you regain all of players in the College of Reveries wear anonymous
your expended uses of Bardic Inspiration when you painted masks and take up new names, often
finish a short or long rest. associated with their act.
Any bard willing to remove the shackles of
COUNTERCHARM selfishness to live solely for the art will find a place in
At 6th level, you gain the ability to use musical notes or the college. They use their anonymity to gain a
words of power to disrupt mind-influencing effects. thousand faces, though they never show their own.
As an action, you can start a performance that lasts
until the end of your next turn. During that time, you COLLEGE OF REVERIES FEATURES
and any friendly creatures within 30 feet of you have Bard Level Feature
advantage on saving throws against being frightened 3rd Bonus Proficiencies, Performer's Vainglory,
or charmed. A creature must be able to hear you to Player's Muse
gain the benefit, The performance ends early if you 6th Flexible Performance
are incapacitated or silenced or if you voluntarily end 14th Compelling Inspiration
it (no action required).
BONUS PROFICIENCIES
When you join the College of Reveries at 3rd level, you
MAGICAL SECRETS gain proficiency in disguise kits, forgery kits, and an
By 10th level, you have plundered magical knowledge artisan tool of your choice. You also learn one
from a wide spectrum of disciplines. Choose two language of your choice.
spells from any classes, including this one. A spell you
choose must be a level you can cast, as shown on the PERFORMER'S VAINGLORY
Bard table, or a cantrip. At 3rd level, you become invigorated when you witness
The chosen spells count as bard spells for you and someone being inspired by your own performances.
are included in the number in the Spells Known When at least one creature you have inspired with
column of the Bard table. your Bardic Inspiration is within 30 feet of you and
You learn two additional spells from any classes at they still have their Bardic Inspiration die, you gain a
14th level and again at 18th level. bonus to your attacks. When your attack hits a target,
roll a die equal to your Bardic Inspiration die and add
SUPERIOR INSPIRATION that number to the attacks damage roll.
At 20th level, when you roll initiative and have no uses PLAYER'S MUSE
of Bardic Inspiration left, you regain one use. Additionally at 3rd level, adventurer's of the College of
Reveries gain a persona that represents their
performing act. This persona is a disguise that
BARD COLLEGES includes a mask and garb that hides the wearer's
The way of a bard is gregarious. Bards seek each other original identity. While wearing this disguise, other
out to swap songs and stories, boast of their bards and patrons recognize you as your persona. You
accomplishments, and share their knowledge. Bards have advantage on Personality (Persuasion) and
form loose associations, which they call colleges, to Personality (Performance) checks when speaking
facilitate their gatherings and preserve their with fans of your work.
traditions.

UESTRPG BASIC RULES


38
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
FLEXIBLE PERFORMANCE GREAT WEAPON FIGHTING
When you reach 6th level, you weave in the pageantry When you roll a 1 or a 2 on a damage die for an
and pomposity of your performances into your attack you make with a melee weapon that you are
everyday conversations. You can use your wielding with two hands, you can reroll the die
Performance skill instead of Deception when trying to and must use the new roll, even if it is a 1 or a 2.
impersonate someone, and instead of Intimidation The weapon must have the two-handed or
when trying to demoralize someone. You can also use versatile property for you to gain this benefit.
Performance instead of Persuasion when trying to
flatter someone. TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can
COMPELLING INSPIRATION add your ability modifier to the damage of the
At 14th level, your inspiring performances can compel second attack.
even your harshest critics. You can use your Bardic
Inspiration on a creature within 60 feet of you and DISARMING CHARISMA
force it to make a Willpower saving throw. On a failed When you reach 6th level, you gain the ability to use
save, the creature is compelled by you until the start your charisma to cause your enemies to falter. As a
of your next turn. The compelled creature has reaction, when a creature attacks you with a melee
disadvantage on all attack rolls, and all attacks made strike, you gain a +2 bonus to your AC until the start
against the compelled creature have advantage. of your next turn.
You can use this feature an amount of times equal to
COLLEGE OF SOLITUDE your personality modifier. You regain any expended
uses when you finish a long rest.
High in the frigid north, the College of Solitude is Beginning at 17th level, you gain a +4 bonus to your
found in the city of the same name, the capital of AC when you use this feature.
Skyrim. Living and studying in the north comes with
its own challenges, and the bards that attend this BATTLE ANTHEM
college are taught how to endure the harsh conditions At 14th level, you gain the ability to use your
while rallying their allies to keep pushing through. instruments or voice to inspire your allies in the heat
of battle. As an action, all allies or enemies within 60
COLLEGE OF SOLITUDE FEATURES feet of you that can see and hear you, gain one effect
Bard Level Feature of your choice for the duration of the anthem. The
3rd Bonus Proficiencies, Fighting Style effect lasts up to 1 minute, as though you are
6th Disarming Charisma concentrating on a spell. As an action on your
14th Battle Anthem following turns you can change the effect of your
Battle Anthem.
BONUS PROFICIENCIES Anthem of War. Each ally that can see and hear you
When you join the College of Solitude at 3rd level, you gains advantage on attack rolls for the duration.
gain proficiency with medium armor, as well as axe Anthem of Protection. Each ally that can see and
and blunt weapons. hear you gains a +2 bonus to their AC for the duration.
Anthem of Intimidation. Each enemy that can see
FIGHTING STYLE and hear you has disadvantage on saving throws for
At 3rd level, you adopt a style of fighting as your the duration.
specialty. Choose one of the following options. You Once you use this feature, you must finish a long rest
can't take a Fighting Style option more than once, to be able to use it again.
even if something in the game lets you choose again.
ARCHERY
You gain a +2 bonus to your attack rolls you make
with ranged weapons.

DUELING
When you are wielding a melee weapon in one
hand and no other weapons, you gain +2 bonus to
damage rolls with that weapon.

UESTRPG BASIC RULES


39
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
CRUSADER BEYOND THE MUNDANE LIFE
Clad in plate armor that gleams in the sunlight despite Almost by definition, the life of a crusader is an
the dust and grime of long travel, a breton lays down adventuring life. Unless a lasting injury has taken him
her sword and shield and places her hands on a or her away from adventuring for a time, every
mortally wounded man. Divine radiance shines from crusader lives on the front lines of the cosmic struggle
her hands, the man’s wounds knit closed, and his eyes against evil. Warriors are rare enough among the
open wide with amazement. ranks of the militias and armies of the world, but even
A dunmer crouches behind an outcrop, his black fewer people can claim the true calling of a crusader.
cloak making him nearly invisible in the night, and When they do receive the call, these champions turn
watches an orc war band celebrating its recent from their former occupations and take up arms to
victory. Silently, he stalks into their midst and fight evil. Sometimes their devotions lead them into
whispers an oath, and two orcs are dead before they the service of the crown as leaders of elite groups of
even realize he is there. knights, but even then their loyalty is first to the cause
Silver hair shining in a shaft of light that seems to of righteousness, not to crown and country.
illuminate only him, an altmer laughs with exultation. Adventuring crusaders take their work seriously. A
His spear flashes like his eyes as he jabs again and delve into an ancient ruin or dusty crypt can be a
again at a twisted giant, until at last his light quest driven by a higher purpose than the acquisition
overcomes its hideous darkness. of treasure. Evil lurks in dungeons and primeval
Whatever their origin and their mission, crusaders forests, and even the smallest victory against it can tilt
are united by their oaths to stand against the forces of the cosmic balance away from oblivion.
evil. Whether sworn before a god’s altar and the
witness of a priest, in a sacred glade before nature CREATING A CRUSADER
spirits and fey beings, or in a moment of desperation
The most important aspect of a crusader character is
and grief with the dead as the only witness, a
the nature of his or her holy quest. Although the class
crusader's devotion is a powerful bond. It is a source
features related to your devotion don't appear until
of power that turns a devout warrior into a blessed
you reach 3rd level, plan ahead for that choice by
champion.
reading the devotion descriptions at the end of the
class. Are you a devoted servant of good, loyal to the
THE CAUSE OF RIGHTEOUSNESS gods of justice and honor, a holy knight in shining
A crusader swears to uphold justice and armor venturing forth to smite evil? Are you a
righteousness, to stand with the good things of the glorious champion of the light, cherishing everything
world against the encroaching darkness, and to hunt beautiful that stands against the shadow, a knight
the forces of evil wherever they lurk. Different whose oath descends from traditions older than many
crusaders focus on various aspects of the cause of of the gods? Or are you an embittered loner sworn to
righteousness, but all are bound by the devotions that take vengeance on those who have done great evil,
grant them power to do their sacred work. Although sent as an angel of death by the gods or driven by
many crusaders are devoted to gods of good, a your need for revenge?
crusader’s power comes as much from a commitment How did you experience your call to serve as a
to justice itself as it does from a god. crusader? Did you hear a whisper from an unseen god
Crusaders train for years to learn the skills of while you were at prayer? Did another crusader sense
combat, mastering a variety of weapons and armor. the potential within you and decide to train you as a
Even so, their martial skills are secondary to the squire? Or did some terrible event—the destruction
magical power they wield: power to heal the sick and of your home, perhaps— drive you to your quests?
injured, to smite the wicked and the undead, and to Perhaps you stumbled into a sacred grove or a hidden
protect the innocent and those who join them in the elven enclave and found yourself called to protect all
fight for justice. such refuges of goodness and beauty. Or you might
have known from your earliest memories that the
crusader’s life was your calling, almost as if you had
been sent into the world with that purpose stamped
on your soul.

UESTRPG BASIC RULES


40
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
As guardians against the forces of wickedness, Hit Points At higher levels: 1d10 (or 6) + your
crusaders are rarely of any evil alignment. Most of Endurance modifier per crusader level after 1st.
them walk the paths of charity and justice. Consider
how your alignment colors the way you pursue your PROFICIENCIES
holy quest and the manner in which you conduct Armor: Light armor, Medium Armor, Shield
yourself before gods and mortals. Your devotion and Weapons: Blunt, Hand-to-Hand, Marksman, Short
alignment might be in harmony, or your oath might Blade
represent standards of behavior you have not yet Tools: None
attained.
Saving Throws: Personality, Willpower
QUICK BUILD Skills: Pick two from: Athletics, Insight, Intimidation,
You can make a crusader quickly by following these Medicine, Persuasion, Religion
suggestions. First Willpower should be your highest
attribute score, followed by Strength. Second, choose EQUIPMENT
the noble background. You start with the following equipment, in addition to
the equipment granted by your background:

CLASS FEATURES • (a) a blunt weapon and a shield or (b) any two
As a crusader, you gain the following class features. short blade weapons
• (a) scale mail or (b) leather armor
HIT POINTS • (a) a light crossbow and 20 bolts or (b) any
Hit Dice: 1d10 per crusader level weapon you are proficient in
Hit Points at 1st Level: 10 + your Endurance modifier • (a) a priest's pack or (b) an explorer's pack

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

UESTRPG BASIC RULES


41
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
DIVINE SENSE SPELLCASTING
The presence of strong evil registers on your senses At 2nd level, you have learned to draw magic through
like a noxious odor, and powerful good rings like meditation and prayer to cast spells. See chapter 10 of
heavenly music in your ears. As an action, you can the Player's Handbook for the general rules of
open your awareness to detect such forces. Until the spellcasting and chapter 11 for the crusader spell list.
end of your next turn, you know the location of any
celestial (aedra), fiend (daedra), or undead within 60 CANTRIPS
feet of you that is not behind total cover. You know the You know three cantrips of your choice from the
type of any being whose presence you sense, but not crusader spell list. You learn additional crusader
its identity. Within the same radius, you also detect cantrips of your choice at higher levels, as shown in
the presence of any place or object that has been the Cantrips Known column of the Crusader table.
consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to PREPARING AND CASTING SPELLS
1 + your Personality modifier. When you finish a long The Crusader table shows how much magicka you
rest, you regain all expended uses. have to cast your crusader spells of 1st level and
higher. To cast one of these spells, you must expend
FIGHTING STYLE magicka, as noted in the spell's description and the
Magicka Cost table found in chapter 10. You regain all
You adopt a style of fighting as your specialty. Choose
expended magicka when you finish a long rest.
one of the following options. You can't take a Fighting
You prepare the list of crusader spells that are
Style option more than once, even if you later get to
available for you to cast, choosing from the crusader
choose again.
spell list. When you do so, choose a number of
crusader spells equal to your Willpower modifier +
ARCHERY your crusader level (minimum of one spell). The
You gain a +2 bonus to your attack rolls you make spells must be of a level for which you can cast.
with ranged weapons. For example, if you are a 3rd-level crusader, you can
cast a prepared spell at either 1st or 2nd level. With a
DEFENSE Willpower of 16, your list of prepared spells can
While wearing armor, you gain +1 bonus to AC. include six spells of 1st or 2nd level, in any
combination. If you prepare the 1st-level spell cure
DUELING wounds, you can cast it at either 1st or 2nd level.
When you are wielding a melee weapon in one Casting the spell doesn’t remove it from your list of
hand and no other weapons, you gain +2 bonus to prepared spells.
damage rolls with that weapon. You can change your list of prepared spells when
you finish a long rest. Preparing a new list of crusader
GREAT WEAPON FIGHTING spells requires time spent in prayer and meditation:
When you roll a 1 or a 2 on a damage die for an at least 1 minute per spell level for each spell on your
attack you make with a melee weapon that you are list.
wielding with two hands, you can reroll the die
and must use the new roll, even if it is a 1 or a 2. SPELLCASTING ATTRIBUTE
The weapon must have the two-handed or Willpower is your spellcasting ability for your
versatile property for you to gain this benefit. crusader spells. You use your Willpower whenever a
crusader spell refers to your spellcasting ability. In
PROTECTION addition, you use your Willpower modifier when
When a creature you can see attacks a target other setting the saving throw DC for a crusader spell you
than you that is withing 5 feet of you, you can use cast and when making an attack roll with one.
your reaction to impose disadvantage on the
attack roll. You must be wielding a shield. Spell save DC = 8 + your proficiency bonus +
your Willpower modifier
Spell attack modifier = your proficiency bonus +
your Willpower modifier

UESTRPG BASIC RULES


42
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
RITUAL CASTING DEVOTION
You can cast a crusader spell as a ritual if that spell
has the ritual tag and you have the spell prepared. When you reach 3rd level, you devote yourself by
following a way of life that defines you as a Crusader.
Now you choose how you are sworn to your deity by
CHANNEL DIVINITY becoming either a Healer, Knight, Pilgrim, Templar, or
At 2nd level, you gain the ability to channel divine Witch Hunter, all detailed at the end of the class
energy directly from your deity, using that energy to description.
fuel magical effects. As you gain levels in the Crusader Your choice grants you features at 3rd level and again
class, you may learn additional effects determined by at 7th, 15th, and 20th level. Those features include
your Devotion. devotion spells and a Channel Divinity feature.
When you use your Channel Divinity, you choose
which effect to create. You must then finish a short or DEVOTION SPELLS
long rest to use your Channel Divinity again. Each devotion has a list of associated spells. You gain
Some Channel Divinity effects require saving access to these spells at the levels specified in the
throws. When you use such an effect from this class, devotion description. Once you gain access to a
the DC equals your crusader spell save DC. devotion spell, you always have it prepared. Devotion
Beginning at 6th level, you can use your Channel spells don't count against the number of spells you
Divinity twice between rests, and beginning at 18th can prepare each day.
level. you can use it three times between rests. When If you gain a devotion spell that doesn't appear on
you finish a short or long rest, you regain your the crusader spell list, the spell is nonetheless a
expended uses. crusader spell for your.

Channel Divinity: Turn Undead ATTRIBUTE SCORE IMPROVEMENT


As an action, you speak a prayer censuring the
undead. Each undead that can see or hear you within When you reach 4th level, and again at 8th, 12th, 16th,
30 feet of you must make a Willpower saving throw. If and 19th level, you can increase one attribute score of
the creature fails its saving throw, it is turned for 1 your choice by 2, or you can increase two attribute
minute or until it takes any damage. scores of your choice by 1. As normal, you can't
A turned creature must spend its turns trying to increase an ability score above 20 using this feature.
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 EXTRA ATTACK
can’t take reactions. For its action, it can use only the Beginning at 5th level, you can attack twice, instead of
Dash action or try to escape from an effect that once, whenever you take the Attack action on your
prevents it from moving. If there’s nowhere to move, turn.
the creature can use the Dodge action.
AURA OF PROTECTION
DIVINE SMITE
Starting at 6th level, whenever you or a friendly
Starting at 2nd level, when you hit a creature with a creature within 10 feet of you must make a saving
melee weapon attack, you can expend magicka to deal throw, the creature gains a bonus to the saving throw
lightning damage to the target, in addition to the equal to your Willpower modifier (with a minimum
weapon’s damage. bonus of +1). You must be conscious to grant this
The extra damage is 2d8 for a 1st level spell, plus 1d8 bonus.
for each spell level higher than 1st. to a maximum of At 18th level, the range of this aura increases to 30
5d8. The damage increases by 1d8 if the target is an feet.
undead or a daedra, to a maximum of 6d8.
AURA OF COURAGE
DIVINE HEALTH
Starting at 10th level, you and friendly creatures
By 3rd level, the divine magic flowing through you within 10 feet of you can’t be frightened while you are
makes you immune to disease. conscious.
At 18th level, the range of this aura increases to 30
feet.

UESTRPG BASIC RULES


43
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
IMPROVED DIVINE SMITE HEALER FEATURES
Crusader Feature
By 11th level, you are so suffused with righteous Level
might that all your melee weapon strikes carry divine 3rd Devotion Spells, Superior Restoration,
power with them. Whenever you hit a creature with a Channel Divinity
melee weapon, the creature takes an extra 1d8 7th Aura of Warding, Divine Smite
lightning damage. 15th Blessed Healer
20th Elder Champion
BANE OF EVIL
Starting at 13th level, when an undead fails its saving DEVOTION SPELLS
throw against your Turn Undead feature, the creature You gain devotion spells at the crusader levels listed.
is instantly destroyed if its challenge rating is 3 or
lower. HEALER DEVOTION SPELLS
The challenge rating threshold increases to 4 when Crusader Level Spells
you reach 17th level. 3rd Create or Destroy Water, Healing Word
If you are able to repel fiends as well as undead with 5th Enhance Ability, Prayer of Healing
your Channel Divinity feature, any fiends that fail 9th Beacon of Hope, Mass Healing Word
their saving throw, and meet the challenge rating 13th Freedom of Movement, Stoneskin
threshold mentioned above, are instantly banished 17th Mass Cure Wounds, Greater Restoration
back to their plane of Oblivion.
SUPERIOR RESTORATION
At 3rd level, your superior knowledge in the healing
CLEANSING TOUCH
arts allows you to cast powerful spells above your
Beginning at 14th level, you can use your action to skill level. Choose one 2nd-level spell from your
end one spell on yourself or on one willing creature Crusader Spell list or Healer Devotion Spells. You can
that you touch. cast this unique spell once without expending any
You can use this feature a number of times equal magicka. You must finish a long rest before you can do
to your Willpower modifier (a minimum of once). You so again.
regain expended uses when you finish a long rest. This spell does not count against your number of
prepared spell and you can't cast this spell using
DEVOTIONS magicka unless you have it prepared and it is of a spell
level you can cast. When you reach 11th level, you can
Becoming a crusader involves taking vows that
choose a spell from the Superior Restoration Spells
commit the crusader to the cause of righteousness, an
list.
active path of fighting wickedness. Their final
At higher levels, you gain more spells of your choice
devotion is the culmination of all the crusader's
that can be cast in this way: you learn one 3rd-level
training.
spell at 5th level, one 4th-level spell at 7th level, one
5th-level spell at 9th level, one 6th-level spell at 11th
HEALER level, one 7th-level spell at 13th level, one 8th-level
Healers are spellcasters who swear solemn oaths to spell at 15th level, and one 9th-level spell at 17th
heal the afflicted and cure the diseased. When level.
threatened, they defend themselves with reason and You regain all uses of your Superior Restoration
disabling attacks and magic, relying on deadly force spells when you finish a long rest.
only in extremity.
Harnessing powerful magic, healers control a form SUPERIOR RESTORATION SPELLS
of restorative potential far beyond the scope of most Spell Level Spells
clerics and priests. This intense effectiveness comes 6th Find the Path, Forbiddance, Harm, Heal,
from years of study, a passion for benevolence, and Planar Ally, True Seeing, Word of Recall
perhaps blessed by the divines, healers 7th Conjure Celestial, Divine Word, Plane
Shift, Regenerate, Resurrection
8th Antimagic Field, Control Weather,
Earthquake, Holy Aura
9th Foresight, Mass Heal, Gate, True
Resurrection

UESTRPG BASIC RULES


44
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
CHANNEL DIVINITY ELDER CHAMPION
When you choose this devotion at 3rd level, you gain At 20th level, you can assume the form of your deity,
the following Channel Divinity options. taking on their appearance, as you choose.
Preserve Life. You can use your Channel Divinity to Using your action, you undergo a transformation. For
heal the badly injured. As an action, you evoke healing 1 minute, you gain the following benefits:
energy that can restore a number of hit points equal • At the start of each of your turns, you regain 10 hit
to five times your Crusader level. Choose any points.
creatures within 30 feet of you, and divide those hit • Whenever you cast a spell that has a casting time
points among them. This feature can restore a of 1 action, you can cast it using a bonus action
creature to no more than half of its hit point instead.
maximum. You can’t use this feature on the undead or • Enemy creatures within 10 feet of you have
a construct. disadvantage on saving throws against your spells
Protection from Harm. You can use your Channel and Channel Divinity options.
Divinity to protect yourself form harm. When you are Once you use this feature, you can’t use it again until
directly attacked with a weapon or a harmful spell, you finish a long rest.
you can use a reaction to create a magical ward that
gives you resistance to all types of damage until the KNIGHT
start of your next turn.
Of noble birth, or distinguished in battle or tourney,
AURA OF WARDING knights are civilized warriors, schooled in letters and
Beginning at 7th level, ancient magic lies so heavily courtesy, governed by the codes of chivalry. In
upon you that it forms an eldritch ward. You and addition to the arts of war, knights study the lore of
friendly creatures within 10 feet of you have healing and enchantment.
resistance to damage from spells. Knights are warriors who pledge service to rulers,
At 18th level, the range of this aura increases to 30 religious orders, and noble causes. They are known
feet. for their moralistic nature and principled behavior,
pledging their honor to those who share their
DIVINE SMITE: FIRE righteous endeavors.
At 7th level, whenever you use the Divine Smite
feature, you can choose to infuse your weapon strikes KNIGHT FEATURES
with fire damage instead of lightning. Crusader Feature
Level
BLESSED HEALER 3rd Devotion Spells, Knight Training, Channel
At 15th level, your life essence is imbued with healing Divinity
energy that you can use to heal yourself and other 7th Divine Allegiance, Divine Smite
creatures. As a bonus action, you can touch a creature 15th Unyielding Spirit
and heal it. With each touch, a creature regains from 20th Exalted Champion
1d6 to 5d6 hit points (your choice). You have a total
pool of 15d6 you can expend. Subtract the dice you DEVOTION SPELLS
use with each touch from that total. You gain devotion spells at the crusader levels listed.
You regain all expended dice from your pool when
you finish a long rest. KNIGHT DEVOTION SPELLS
Crusader Level Spells
3rd Sanctuary, Shield of Faith
5th Calm Emotions, Warding Bond
9th Glyph of Warding, Spirit Guardians
13th Guardian of Faith, Divination
17th Flame Strike, Hallow

UESTRPG BASIC RULES


45
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
KNIGHT TRAINING EXALTED CHAMPION
When you choose this devotion at 3rd level, you gain At 20th level, your presence on the field of battle is an
the following proficiencies: inspiration to those dedicated to your cause. You can
Armor: Heavy Armor use your action to gain the following benefits for 1
Weapons: Axe and Long Blade hour:
Skills: Athletics and Persuasion • You have resistance to bludgeoning, piercing, and
Tools: Smith's Tools slashing damage from non-magical weapons.
• Your allies have advantage on death saving throws
CHANNEL DIVINITY while within 30 feet of you.
When you choose this devotion at 3rd level, you gain • You have advantage on Willpower saving throws,
the following Channel Divinity options. as do your allies within 30 feet of you.
Champion Challenge. You issue a challenge that This affect ends early if you are incapacitated or die.
compels other creatures to do battle with you. Each Once you use this feature, you can't use it again until
creature of your choice that you can see within 30 feet you finish a long rest.
of you must make a Willpower saving throw. On a
failed save, a creature can't willingly move more than PILGRIM
30 feet from you. This effect ends on the creature if
you are incapacitated or die or if the creature is Pilgrims are travelers and wayfarers who are
moved more than 30 feet away from you. constantly on the move, seeking out truth and
War God's Blessing. You can use your Channel enlightenment. Being immersed in new cultures and
Divinity to guide your allies attacks with supernatural always surrounding themselves with new ideas keeps
accuracy. When a creature within 30 feet of you their minds and hearts open.
makes an attack roll, you can use your reaction to They are well-versed in tomes of old, and get
grant that creature a +10 bonus to the roll. You make through life by bartering in the market or persuading
this choice after you see the roll, but before the DM the weak-minded. Pilgrims are naturally charismatic
says whether the attack hits or misses. and their travels bring fascinating stories to tell. Their
journeys can also bring out a nefarious side. The
DIVINE ALLEGIANCE inability to lay down roots and build long lasting
At 7th level, when a creature within 5 feet of you takes relationships can cause a person to grow cold and
damage, you can use your reaction to magically self-indulgent. Some pilgrims find themselves akin to
substitute your own health for that of the target snake-oil salesmen, profiting off of shams or deceit
creature, causing that creature not to take the before moving on to the next mark.
damage. Instead, you take the damage. This damage
to you can't be reduced or prevented in any way. PILGRIM FEATURES
Crusader Feature
DIVINE SMITE: FORCE Level
Also at 7th level, whenever you use the Divine Smite 3rd Devotion Spells, Bonus Proficiencies,
feature, you can choose to infuse your weapon strikes Channel Divinity
with force damage instead of lightning. 7th Channel Divinity, Divine Smite
15th Aura of Valor
UNYIELDING SPIRIT 20th Dilettante Champion
Starting at 15th level, you have advantage on saving
throws to avoid becoming paralyzed or stunned. DEVOTION SPELLS
You gain devotion spells at the crusader levels listed.

PILGRIM DEVOTION SPELLS


Crusader Level Spells
3rd Inflict Wounds, Charm Person
5th Augury, Blindness/Deafness
9th Clairvoyance, Tongues
13th Dimension Door, Greater Invisibility
17th Commune, Dominate Person

UESTRPG BASIC RULES


46
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
BONUS PROFICIENCIES DILETTANTE CHAMPION
When you choose this devotion at 3rd level, you gain At 20th level, you draw on your diverse experience to
proficiency in History, Stealth, Thieves' Tools, and amplify your expertise. You can use your action to
either a Musical Instrument or an Artisan's Tools of gain the following benefits for 1 hour.
your choice. • You add your Willpower modifier to your weapon
damage rolls.
CHANNEL DIVINITY • Your AC increases by an amount equal to your
When you choose this devotion at 3rd level, you gain Willpower modifier.
the following Channel Divinity options. • As a bonus action on your turn, you may apply the
Guided Strike. You can use your Channel Divinity to benefits of the Help action to a number of friendly
strike with supernatural accuracy. When you make an creatures equal to half of your Willpower modifier,
attack roll, you can use your Channel Divinity to gain a rounded up (minimum of 1) within 30 feet of you
+10 bonus to the roll. You make this choice after you that can see or hear you.
see the roll, but before the DM says whether the This affect ends early if you are incapacitated or die.
attack hits or misses. Once you use this feature, you can't use it again until
Knowledge of the Ages. You can use your Channel you finish a long rest.
Divinity to tap into a divine well of knowledge. As an
action, you choose one skill or tool. For 10 minutes, TEMPLAR
you have proficiency with the chosen skill or tool.
Templars are resolute devotees of the light who have
CHANNEL DIVINITY: READ THOUGHTS sworn to help the sick and protect the weak. These
At 7th level, you can use your Channel Divinity to read traveling knights call upon the powers of light and the
a creature’s thoughts. You can then use your access to burning sun to smite their enemies, defend their
the creature’s mind to command it. allies, and heal the sick.
As an action, choose one creature that you can see Those that follow Stendarr are priests that clothe
within 60 feet of you. That creature must make a themselves in his righteous aura of blessed light. They
Willpower saving throw. If the creature succeeds on are worshipers who renounce all forms of violence
the saving throw, you can’t use this feature on it again and freely spread knowledge of cleansing and healing
until you finish a long rest. rituals. Following the word of Stendarr, they seek out
If the creature fails its save, you can read its surface abominations and unnatural profanities that are
thoughts (those foremost in its mind, reflecting its abhorrent in their eyes. Purging daedra, undead,
current emotions and what it is actively thinking Hircines man-beasts, and Molag Bal's vampires from
about) when it is within 60 feet of you. This effect the Mundus.
lasts for 1 minute. Templars in accord with Meridia have similar goals.
During that time, you can use your action to end this They relentlessly pursue the undead, cleansing risen
effect and cast the suggestion spell on the creature corpses whose rotting bodies persist with a
without expending any magicka. The target loathsome and unnatural vigor, and the vampires that
automatically fails its saving throw against the spell. feast upon honest citizens.

DIVINE SMITE: POISON TEMPLAR FEATURES


Also at 7th level, whenever you use the Divine Smite Crusader Feature
feature, you can choose to infuse your weapon strikes Level
with poison damage instead of lightning. 3rd Devotion Spells, Bonus Proficiencies,
Sunlight Mastery, Channel Divinity
AURA OF VALOR 7th Warding Flare, Divine Smite
Starting at 15th level, you and friendly creatures 15th Radiant Resilience
within 10 feet of you add your Willpower modifier to 20th Sun Shield
their attack rolls.
At 18th level, the range of this aura increases to 30
feet.

UESTRPG BASIC RULES


47
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
DEVOTION SPELLS You can use this feature a number of times equal to
You gain devotion spells at the crusader levels listed. your Willpower modifier (a minimum of once). You
regain all expended uses when you finish a long rest.
TEMPLAR DEVOTION SPELLS
Crusader Level Spells DIVINE SMITE: RADIANT
3rd Guiding Bolt, Hellish Rebuke Also at 7th level, whenever you use the Divine Smite
5th Gentle Repose, Spiritual Weapon feature, you can choose to infuse your weapon strikes
9th Haste, Glyph of Warding with radiant damage instead of lightning.
13th Fire Shield, Otiluke's Resilient Sphere
17th Antilife Shell, Destructive Wave RADIANT RESILIENCE
Starting at 15th level, you gain temporary hit points
BONUS PROFICIENCIES whenever you finish a long or short rest. These
At 3rd level, you become proficient in heavy armor and temporary hit points equal your Crusader level + your
land vehicles. Willpower modifier. Additionally, choose up to five
creatures you can see at the end of your rest. Those
SUNLIGHT MASTERY creatures gain temporary hit points equal to half your
When you choose this devotion at 3rd level, you gain Crusader level + your Willpower modifier.
mastery with the effects of sunlight. Whenever you
cast a spell that deals radiant damage, you can add SUN SHIELD
your Willpower modifier to the damage. This amount At 20th level, you become wreathed in a luminous
is doubled against undead creatures. aura. You shed bright light in a 30-foot radius and dim
light for an additional 30 feet. You can extinguish or
CHANNEL DIVINITY restore the light as a bonus action.
When you choose this devotion at 3rd level, you gain If a creature hits you with a melee attack while this
the following Channel Divinity options. light shines, you can use your reaction to deal radiant
Radiance of Dawn. You can use your Channel damage to the creature. The radiant damage equals 5
Divinity to harness sunlight, banishing darkness and + your Willpower modifier.
dealing radiant damage to your foes.
As an action, you conjure a burst of light and any WITCH HUNTER
magical darkness within 30 feet of you is dispelled.
Additionally, each hostile creature within 30 feet of Witch hunters are dedicated to rooting out and
you must make an Endurance saving throw. A destroying the perverted practices of dark cults and
creature takes radiant damage equal to 2d10 + your profane sorcery. They train for martial, magical, and
Crusader level on a failed saving throw, and half as stealthy war against vampires, witches, warlocks, and
much damage on a successful one. A creature that has necromancers.
total cover from you is not affected.
Turn the Tide. As a bonus action, you can bolster WITCH HUNTER FEATURES
injured creatures with your Channel Divinity. Each Crusader Feature
creature of your choice that can hear you within 30 Level
feet of you regains hit points equal to 1d6 + your 3rd Devotion Spells, Witch Hunter Training,
Willpower modifier (minimum of 1) if it has no more Favored Enemy, Channel Divinity
than half of its hit points. 7th Potent Spellcasting, Divine Smite
15th Purity of Spirit
20th Circle of Protection
WARDING FLARE
Starting at 7th level, you can interpose divine light
between your allies and an attacking enemy. When
you or an ally are attacked by a creature within 30
feet of you that you can see, you can use your reaction
to impose disadvantage on the attack roll, causing
light to flare before the attacker before it hits or
misses. An attacker that can’t be blinded is immune to
this feature.

UESTRPG BASIC RULES


48
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
DEVOTION SPELLS Dash action or try to escape from an effect that
You gain devotion spells at the crusader levels listed. prevents it from moving. If there’s nowhere to move,
the creature can use the Dodge action.
WITCH HUNTER DEVOTION SPELLS Additionally, all fiends and undead within 30 feet of
Crusader Level Spells you immediately take fire damage equal to half your
3rd Bane, Hunter's Mark Crusader level + your Willpower Modifier on a failed
5th Hold Person, Spiritual Weapon save, and half as much on a successful one.
9th Bestow Curse, Speak with Dead
13th Banishment, Elemental Bane POTENT SPELLCASTING
17th Hold Monster, Scrying Starting at 7th level, you add your Willpower modifier
to the damage you deal with any cantrip.
WITCH HUNTER TRAINING
When you choose this devotion at 3rd level, you gain DIVINE SMITE: NECROTIC
proficiency in Survival and with the Tinker's Tools. Also at 7th level, whenever you use the Divine Smite
feature, you can choose to infuse your weapon strikes
FAVORED ENEMY with necrotic damage instead of lightning.
Beginning at 3rd level, you have significant experience
studying, tracking, and hunting evil creatures. PURITY OF SPIRIT
Choose a type of favored enemy: fiends, shape- Beginning at 15th level, you are always under the
shifters, or undead. You gain a +2 bonus to damage effects of a protection from evil and good spell.
rolls with weapon attacks against creatures of the
chosen type. Additionally, you have advantage on CIRCLE OF PROTECTION
Willpower (Survival) checks to track your favored Starting at 20th level, you can use an action to brand
enemies, as well as on Intelligence checks to recall the earth with a 15-foot radius rune of protection,
information about them. imposing disadvantage to all attacks made against you
When you gain this feature, you also learn one and any of your allies within the circle. The circle lasts
language of your choice, typically one spoken by your until a new Circle of Protection is created.
favored enemy or creatures associated with it. Additionally, the first time any fiend or undead
However, you are free to pick any language you wish creatures enters the circle or starts its turn there
to learn. during a battle, the creature must succeed a
The additional damage increases to +4 against your Willpower saving throw or become frightened for 1
chosen favored enemy when you reach 11th level. minute or until it takes any damage. Attack rolls
against a frightened creature have advantage.
CHANNEL DIVINITY Once you use this feature, you can't use it again until
When you choose this devotion at 3rd level, you gain you finish a long rest.
the following Channel Divinity options.
Destructive Wrath. You can use your Channel
Divinity to wield the power of destruction with
unchecked ferocity.
When you cast a Destruction spell, you can use your
Channel Divinity to deal maximum damage, instead of
rolling. You must choose to use this feature prior to
rolling the damage dealt.
Turn Evil. When you use your Channel Divinity to
Turn Undead, you also attempt to turn any fiends that
are within range.
All fiends and undead that can see or hear you
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

UESTRPG BASIC RULES


49
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
MAGE subtle weave of magic that permeates the cosmos,
mages cast spells of explosive fire, arcing lightning,
Clad in the silver robes that denote her station, a subtle deception, and brute-force mind control. Their
breton closes her eyes to shut out the distractions of magic conjures monsters from other planes of
the battlefield and begins her quiet chant. Fingers existence, glimpses the future, or knit the wounds of
weaving in front of her, she completes her spell and their allies. Their mightiest spells change one
launches a tiny bead of fire toward the enemy ranks, substance into another, call meteors down from the
where it erupts into a conflagration that engulfs the sky, or open portals to other worlds.
soldiers.
Checking and rechecking his work, a dunmer scribes SCHOLARS OF THE ARCANE
an intricate magic circle in chalk on the bare stone
floor, then sprinkles powdered iron along every line Wild and enigmatic, varied in form and function, the
and graceful curve. When the circle is complete, he power of magic draws students who seek to master
drones a long incantation. A hole opens in space its mysteries. Some aspire to become like the gods,
inside the circle, bringing a whiff of brimstone from shaping reality itself. Though the casting of a typical
the otherworldly plane beyond. spell requires merely the utterance of a few strange
Crouching on the floor in a dungeon intersection, an words, fleeting gestures, and sometimes a pinch or
argonian tosses a handful of small bones inscribed clump of exotic materials, these surface components
with mystic symbols, muttering a few words of power barely hint at the expertise attained after years of
over them. Closing his eyes to see the visions more apprenticeship and countless hours of study.
clearly, he nods slowly, then opens his eyes and points Mages live and die by their spells. Everything else is
down the passage to his left. secondary. They learn new spells as they experiment
Mages are supreme magic-users, defined and united and grow in experience. They can also learn them
as a class by the spells they cast. Drawing on the from other mages, from ancient tomes or inscriptions,
and from ancient creatures that are 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

UESTRPG BASIC RULES


50
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 mages 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 mages out of the safety of their
libraries and laboratories and into crumbling ruins PROFICIENCIES
and lost cities. Most mages believe that their Armor: None
counterparts in ancient civilizations knew secrets of Weapons: light crossbows, Short Blade and Staves
magic that have been lost to the ages, and discovering Tools: none
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,
CREATING A MAGE Investigation, Medicine, and Religion
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 • a spellbook
the basics of magic?
What drew you forth from your life of study? Did SPELLCASTING
your first taste of magical knowledge leave you As a student of arcane magic, you have a spellbook
hungry for more? Have you received word of a secret containing spells that show the first glimmerings of
repository of knowledge not yet plundered by any your true power. See chapter 10 for the general rules
other mage? Perhaps you’re simply eager to put your of spellcasting and chapter 11 for the mage spell list.
new-found 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, light, level mage spells of your choice. Your spellbook is the
and ray of frost cantrips, along with the following 1st repository of the mage spells you know, except your
level spells for your spellbook: burning hands, charm cantrips, which are fixed in your mind.
person, feather fall, mage armor, and magic missile,
and sleep.

UESTRPG BASIC RULES


51
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 mage spells of 1st level and higher. To cast mage spells of your choice to your spellbook. Each of
one of these spells, you must expend magicka, as these spells must be of a level for which you can cast,
noted in the spell's description and the Magicka Cost as shown on the Mage table. On your adventures, you
table found in chapter 10. You regain all expended might find other spells that you can add to your
magicka when you finish a long rest. spellbook (see the “Your Spellbook” sidebar).
You prepare the list of mage spells that are available
for you to cast. To do so, choose a number of mage
YOUR SPELLBOOK
spells from your spellbook equal to your Intelligence
The spells that you add to your spellbook as you gain levels
modifier + your mage level (minimum of one spell).
reflect the arcane research you conduct on your own, as
The spells must be of a level for which you can cast. well as intellectual breakthroughs you have had about the
For example, if you're a 3rd-level mage, you can cast nature of the mundas. You might find other spells during
a prepared spell at either 1st or 2nd level. With an your adventures. You could discover a spell recorded on a
Intelligence of 16, your list of prepared spells can scroll in an evil wizard's chest, for example or in a dusty
include six spells of 1st or 2nd level, in any tome in an ancient library.
combination, chosen from your spellbook. If you Copying a Spell into the Book. When you find a mage
prepare the 1st-level spell magic missile, you can cast spell of 1st level or higher, you can add it to your spellbook
it at either 1st or 2nd level. Casting the spell doesn’t if it is of a spell level you can prepare and if you can spare
remove it from your list of prepared spells. the time to decipher and copy it.
You can change your list of prepared spells when Copying that spell into your spellbook involves
you finish a long rest. Preparing a new list of mage reproducing the basic form of the spell, then deciphering
spells requires time spent studying your spellbook the unique system of notation used by the mage who
and memorizing the incantations and gestures you wrote it. You must practice the spell until you understand
must make to cast the spell: at least 1 minute per spell the sounds or gestures required, then transcribe it into
your spellbook using your own notation.
level for each spell on your list.
For each level of the spell, the process takes 2 hours and
costs 50 gp. The cost represents material components you
SPELLCASTING ATTRIBUTE expend as you experiment with the spell to master it, as
Intelligence is your spellcasting attribute for your well as the fine inks you need to record it. Once you have
mage spells, since you learn your spells through spent this time and money, you can prepare the spell just
dedicated study and memorization. You use your like your other spells.
Intelligence whenever a spell refers to your Replacing the Book. You can copy a spell from your own
spellcasting attribute. In addition, you use your spellbook into another book – for example, if you want to
Intelligence modifier when setting the saving throw make a backup copy of your spellbook. This is just like
DC for a mage spell you cast and when making an copying a new spell into your spellbook, but faster and
attack roll with one. easier, since you understand your own notation and
already know how to cast the spell. You need spend only 1
Spell save DC = 8 + your proficiency bonus + hour and 10 gp for each level of the copied spell.
your Intelligence modifier If you lose your spellbook, you can use the same
procedure to transcribe the spells that you have prepared
Spell attack modifier = your proficiency bonus + into a new spellbook. Filling out the remainder of your
your Intelligence modifier spellbook requires you to find new spells to do so, as
normal. For this reason, many mages keep backup
RITUAL CASTING spellbooks in a safe place.
You can cast a mage spell as a ritual if that spell has The Book's Appearance. Your spellbook is a unique
the ritual tag and you have the spell in your spellbook. compilation of spells, with its own decorative flourishes
You don't need to have the spell prepared. and margin notes. It might be a plain, functional leather
volume that you received as a gift from your master, a
finely bound glit-edged tome you found in an ancient
library, or even a loose collection of notes scrounged
together after you lost your previous spellbook in a
mishap.

UESTRPG BASIC RULES


52
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
MAGICAL FOCUS METAMAGIC
st
At 1 level, you tap into a deep wellspring of magic At 3rd level, you gain the ability to focus your magic to
within yourself. This wellspring is represented by suit your needs. You gain two of the following
Focus Points, which allow you to create a variety of Metamagic options of your choice. You gain another
magical effects. one at 10th and 17th level.
You can use only one Metamagic option on a spell
FOCUS POINTS when you cast it, unless noted otherwise.
You have 2 focus points, and you gain more as you
reach higher levels, as shown in the Focus Points CAREFUL SPELL
column of the Mage table. You can never have more When you cast a spell that forces other creatures to
focus points than shown on the table for your level. make a saving throw, you can protect some of those
You regain all spent focus points when finish a long creatures from the spell's full force. You spend 1 focus
rest. point and choose a number of creatures up to your
Intelligence modifier (minimum of one creature). A
FLEXIBLE CASTING chosen creature automatically succeeds on its saving
You can use your focus points to gain additional throw.
magicka, or sacrifice magicka to gain additional focus
points. You learn other ways to use your focus points DISTANT SPELL
as you reach higher levels. When you cast a spell that has a range of 5 feet or
Creating Magicka. You can transform unexpended greater, you can spend 1 focus point to double the
focus points into one spell level worth of magicka as a range of the spell.
bonus action on you turn. The Creating Magicka table When you cast a spell that has a range of touch, you
shown the cost of creating magicka of a given spell can spend 1 focus point to make the range of the spell
level. You can create magicka no greater in spell level 30 feet.
than 5th.
Any magicka you create with this feature vanishes EMPOWERED SPELL
when you finish a long rest. When you roll damage for a spell, you can spend 1
focus point to reroll a number of the damage dice up
CREATING MAGICKA to your Intelligence modifier (minimum of one). You
Spell Focus Point Magicka Point must use the new rolls.
Level Cost Cost You can use the Empowered Spell even if you have
1st 2 2 already used a different metamagic option during the
2nd 3 3 casting of the spell.
3rd 5 5
4th 6 6 EXTENDED SPELL
5th 7 7 When you cast a spell that has a duration of 1 minute
or longer, you can spend 1 focus point to double its
Converting Magicka to Focus Points. As a bonus duration, to a maximum duration of 24 hours.
action on your turn, you can expend magicka of spell
level to gain a number of focus points equal to the HEIGHTENED SPELL
same level. When you cast a spell that forces a creature to make a
saving throw to resist its effects, you can spend 3
ARCANE TRADITION focus points to give one target of the spell
disadvantage on its first saving throw made against
When you reach 2nd level, you choose an arcane the spell.
tradition, shaping your practice of magic through one
of the six schools of magic: Alteration, Conjuration, QUICKENED SPELL
Destruction, Illusion, Mysticism, or Restoration, all When you cast a spell that has a casting time of 1
detailed at the end of the class description. action, you can spend 2 focus points to change the
Your choice grants you features at 2nd level and again casting time to 1 bonus action for this casting.
at 6th, 10th and 14th level.

UESTRPG BASIC RULES


53
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SUBTLE SPELL The most common arcane traditions in Tamriel
When you cast a spell, you can spend 1 focus point to revolve around the schools of magic. Mages through
cast it without any somatic or verbal components. the ages have cataloged thousands of spells, grouping
them into six categories, called schools, as described
TWINNED SPELL in chapter 10. In some places, these traditions are
When you cast a spell that targets only one creature literally schools; a mage might study at the School of
and doesn't have a range of self, you can spend a Illusion while another studies across town at the
number of focus points equal to the spell's level to School of Restoration. In other institutions, the
target a second creature in range with the same spell schools are more like academic departments, with
(1 focus point if the spell is a cantrip). rival faculties competing for students and funding.
To be eligible, a spell must be incapable of targeting Even mages who train apprentices in the solitude of
more than one creature at the spell's current level. For their own towers use the division of magic into
example, magic missile and scorching ray aren't schools as a learning device, since the spells of each
eligible, but ray of frost and chromatic orb are. school require mastery of different techniques.

ATTRIBUTE SCORE IMPROVEMENT SCHOOL OF ALTERATION


When you reach 4th level, and again at 8th, 12th, 16th, The School of Alteration involves the manipulation of
and 19th level, you can increase one attribute score of the physical world and its natural properties.
your choice by 2, or you can increase two attribute Mastering alteration magicks requires an
scores of your choice by 1. As normal, you can't understanding of the fundamentals of nature, as the
increase an ability score above 20 using this feature. spells within are bound by nature's rules.
Casting alteration spells is akin to convincing a
SPELL MASTERY greater power that it is easier to change reality than it
is to leave it alone. Those that are familiar with this
At 18th level, you have achieved such mastery over magick understand that expressing a spell as a subtle
certain spells that you can cast them at will. Choose a change, a diversion of nature's elements, is easier
1st level mage spell and a 2nd level mage spell that you than creating it anew.
know. You can cast those two spells at their lowest
level without expending magicka. If you want to cast SCHOOL OF ALTERATION FEATURES
either spell at a higher level, you must expend Mage Level Feature
magicka as normal. 2nd Alteration Prodigy, Arcane Ward
By spending 8 hours in study, you can exchange one 6th Projected Ward
or both of the spells you chose for a different spell of 10th Dampen Elements
the same level. 14th Spell Resistance

SIGNATURE SPELLS ALTERATION PRODIGY


When you reach 20th level, you gain mastery over two Beginning when you select this school at 2nd level, the
powerful spells and can cast them with little effort. gold and time you must spend to copy an alteration
Choose two 3rd level spells that you know as your spell into your spellbook is halved.
signature spells. You always have these spells
prepared, and you can cast each of them once at 3rd ARCANE WARD
level without expending any magicka. When you do Starting at 2nd level, you can weave magic around
so, you can't do so again until you finish a short or yourself for protection. When you cast an alteration
long rest. spell of 1st level or higher, you can simultaneously use
If you want to cast either spell at a higher spell level, a strand of the spell’s magic to create a magical ward
you must expend magicka as normal. on yourself that lasts until you finish a long rest. The
ward has hit points equal to twice your mage level +
your Intelligence modifier. Whenever you take
ARCANE TRADITIONS damage, the ward takes the damage instead. If this
The study of magic is ancient, stretching back to the damage reduces the ward to 0 hit points, you take any
dawn of time. It is firmly established in the world of remaining damage.
Nirn, with various traditions dedicated to its complex While the ward has 0 hit points, it can’t absorb
study. damage, but its magic remains. Whenever you cast an

UESTRPG BASIC RULES


54
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
alteration spell of 1st level or higher, the ward regains SCHOOL OF CONJURATION FEATURES
a number of hit points equal to twice the level of the Mage Level Feature
spell. 2nd Conjuration Prodigy, Minor Conjuration,
Once you create the ward, you can't create it again Atromancer
until you finish a long rest. 6th Elemental Bond
10th Focused Conjuration
PROJECTED WARD 14th Elemental Soul
Starting at 6th level, when a creature that you can see
within 30 feet of you takes damage, you can use your CONJURATION PRODIGY
reaction to cause your Arcane Ward to absorb that Beginning when you select this school at 2nd level, the
damage. If this damage reduces the ward to 0 hit gold and time you must spend to copy a conjuration
points, the warded creature takes any remaining spell into your spellbook is halved.
damage.
MINOR CONJURATION
DAMPEN ELEMENTS Starting at 2nd level when you select this school, you
Beginning at 10th level, when you or a creature within can use your action to conjure up an inanimate object
30 feet of you takes acid, cold, fire, force, lightning, or in your hand or on the ground in an unoccupied space
poison, radiant, or thunder damage, you can use your that you can see within 10 feet of you. This object can
reaction to grant resistance to the creature against be no larger than 3 feet on a side and weigh no more
that instance of the damage. than 10 pounds, and its form must be that of a non-
magical object that you have seen. The object is
SPELL RESISTANCE visibly magical, radiating dim light out to 5 feet.
Starting at 14th level, you have advantage on saving The object disappears after 1 hour, when you use
throws against spells. this feature again, or if it takes any damage.
Furthermore, you have resistance against the
damage of spells. ATROMANCER
Starting at 2nd level, you learn the exclusive
SCHOOL OF CONJURATION conjuration spell Conjure Atronach.
Conjurers use their magical knowledge to open a Conjure Atronach
connection to Oblivion. Centuries ago, the Direnni Cast Time: 1 action
mages and sorcerers formalized many of the rituals, Range: 5 feet
chants, and incantations that are still used today. Duration: Concentration, up to 1 hour
When a mage uses conjuration magic, they create a
connection from their mind to the summoned entity. You summon a powerful daedric atronach that
It is a tenuous link, meant to lure, hold, and dismiss, appears in an occupied space within range. The
but in the hand of a master, it becomes much stronger. atronach disappears when it drops to 0 hit points, or
Detractors of conjuration believe that the pursuit of when the spell ends.
summoning and control is desperate and dangerous, Roll initiative for the atronach, which has its own
however, conjurers understand the risks of their turns. It obeys any verbal commands that you issue to
power. As a mage of the School of Conjuration, you it (no action required by you). If you don't issue any
have learned how to summon powerful elemental commands to the atronach, it defends itself from
daedra to serve as guardians and protectors, and hostile creatures, but to otherwise takes no actions.
sometimes as servants and familiars. Unlike the As you gain mage levels you can summon more
unpredictable dremora, the nonbelligerent atronachs powerful companions. See the table below for the
are much more reliable servants, as they are not challenge rating of the type of creature you can
aligned with any daedric prince. summon. The spell level of the conjure atronach spell
is determined by the challenge rating of the atronach
summoned, as shown on the Mage Conjure Atronach
table.

UESTRPG BASIC RULES


55
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
MAGE CONJURE ATRONACH Frost Atronach
Mage Level Spell Level Challenge Rating While you have a frost atronach companion, you
2nd 1st ¼ gain the ability to walk on water.
3rd 2nd ½ Additionally, you leave a 60-foot long trail of ice on
5th 3rd 1 the ground behind you. This trail is considered
7th 4th 2 difficult terrain and any creature that tries to cross
9th 5th 3 the path must succeed a DC 10 Agility saving throw
11th 6th 4 or fall prone.
13th 7th 5
15th 8th 6 Water Atronach
17th 9th 7 While you have a water atronach companion, you
gain the ability to breathe under water, and you have
ELEMENTAL BOND a swim speed equal to your walking speed.
At 6th level, you share a bond with your conjured
Atronach. While you summon an Atronach with your FOCUSED CONJURATION
conjure atronach spell, you gain unique benefits based Beginning at 10th level, while you are concentrating on
on the atronachs element. A cold-flame atronach can a conjuration spell, your concentration can’t be
benefit from your choice of either the flame atronach broken as a result of taking damage.
or frost atronach feature, but not both.
ELEMENTAL SOUL
Air & Storm Atronach Starting at 14th Level, your elemental bond with your
While you have an air or storm atronach companion, Atronach improves. While you have a conjured
your speed increases by 10 feet. Atronach active, you also gain the following benefits:
Additionally, you can fly in short bursts. You gain a
fly speed equal to your walking speed. If your turn Flame Atronach
ends and you are not on a creature, solid object, or While you have a flame atronach companion, you
ground, you fall. gain resistance to fire damage.

Earth, Stone, & Iron Atronach Frost & Water Atronach


While you have an earth, stone, or iron atronach While you have a frost or water atronach
companion, your skin assumes a stony appearance. companion, you gain resistance to cold damage.
If you aren't wearing armor, you gain a base AC of 13
+ your Endurance modifier. Earth, Stone, & Iron Atronach
While you have an earth, stone, or iron atronach
Flame Atronach companion, you gain resistance to bludgeoning,
While you have a flame atronach companion, a piercing, and slashing damage.
magical warmth surrounds you, keeping you warm
as though you are near a campfire. As a bonus Air & Storm Atronach
action, you can shed bright light in a 20-foot radius While you have an air or storm atronach companion,
and dim light for an additional 20-feet. you gain resistance to lightning and thunder
Additionally, as an action, you can magically ignite damage.
a flammable object you touch with your hand – an
object such as a torch, a piece of tinder, or the hem Flesh Atronach
of drapes. While you have a flesh atronach companion, you
gain resistance to poison damage, and are immune
Flesh Atronach to disease and the poisoned condition.
When you summon a flesh atronach companion, you
gain 1d6 temporary hit points per challenge rating
of the atronach summoned. These hit points vanish
once the spell ends.

UESTRPG BASIC RULES


56
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SCHOOL OF DESTRUCTION Venomancer
You are most comfortable around deadly poisons,
Mages of the School of Destruction express their and can use it to disintegrate your enemies armor.
magical power in a form that involves the harnessing The first time you deal acid or poison damage to a
of the natural elemental energies. target, you reduce their AC by 1.
Critics see destruction magic as crude and When you reach 11th level, the first time you deal
simplistic, whereas those who embrace the study of acid or poison damage to a target, you reduce their
harnessing the destructive potential of magicka see AC by 2.
their work as practical. This benefit has no effect on magical or natural
armor.
SCHOOL OF DESTRUCTION FEATURES
Mage Level Feature INESCAPABLE DESTRUCTION
2nd Destruction Prodigy, Elemental Mastery Starting at 6th level, the mage's ability to channel
6th Inescapable Destruction elemental energy becomes more potent. Any damage
10th Empowered Destruction dealt by your Elemental Mastery ignores any
14th Elemental Mastery Improvement resistance to that same elemental damage.
DESTRUCTION PRODIGY EMPOWERED DESTRUCTION
Beginning when you select this school at 2nd level, the Beginning at 10th level, you can add your Intelligence
gold and time you must spend to copy a destruction modifier to the damage roll of any destruction spell
spell into your spellbook is halved. you cast.
ELEMENTAL MASTERY IMPROVED ELEMENTAL MASTERY
At 2nd level, you choose one type of element to have At 14th level, you choose an additional Elemental
exceptional power over. Mastery. You can't choose the same mastery twice.
Cryomancer
You prefer the cold of elemental frost, freezing your
SCHOOL OF ILLUSION
enemies in their tracks. Whenever a creature takes Illusion is a surprisingly useful school that is
cold damage from a spell that you cast, the target's concerned with magicka's ability to alter the
speed is also reduced by 15 feet until the end of perception of objects without changing their physical
your next turn. If the spell already reduces the compositions. By warping imperceptible energies, or
target's speed, use whichever reduction is greater. removing sensual data, you can create darkness,
When you reach 11th level, you reduce the target's extinguish light, and suppress sounds.
speed by 20 feet. While it might not be as flashy as the schools of
destruction or alteration, illusion magic is not bound
Electromancer by the laws of nature as they are. Even if it is limited
You are a natural with electricity, blasting your to only affecting the target and the caster, many are
enemies with lightning. Each time you attack a drawn to illusion for its ability to take ordinary
creature with a spell that deals lightning or thunder objects and make them seem like something other
damage, the target's magicka points are also than what they are.
reduced by 1d4.
When you reach 11th level, you reduce the target's SCHOOL OF ILLUSION FEATURES
magicka by 1d6. Mage Level Feature
2nd Illusion Prodigy, Improved Minor Illusion
Pyromancer 6th Malleable Illusions
You have a gift for wielding fire, and you use it to 10th Illusory Self
burn your enemies to cinders. When you cast a spell 14th Illusory Reality
that deals fire damage, you can reroll the lowest
damage die. If the new roll is higher than the ILLUSION PRODIGY
original, use it when calculating the damage. Beginning when you select this school at 2nd level, the
When you reach 11th level, you can reroll the gold and time you must spend to copy a illusion spell
lowest 2 damage rolls. into your spellbook is halved.

UESTRPG BASIC RULES


57
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
IMPROVED MINOR ILLUSION SCHOOL OF MYSTICISM
When you choose this school at 2nd level, you learn the
minor illusion cantrip. If you already know this One of the oldest and yet least understood schools of
cantrip, you learn a different mage cantrip of your magic is the school of Mysticism. These experiments
choice. The cantrip doesn't count against your with the most arcane aspects of magicka allows a
number of cantrips known. mage to alter the nature of magic itself.
When you cast minor illusion, you can create both a The practice of mystical arts is considered to be
sound and an image with a single casting of the spell. chaotic in comparison to the far more predictable and
ascertainable schools. Mysticism seems to derive
MALLEABLE ILLUSIONS power from its conundrums and paradoxes. The act of
Starting at 6th level, when you cast an illusion spell experimentation can influence magicka by its very
that has a duration of 1 minute or longer, you can use existence.
your action to change the nature of that illusion Students and philosophers of mysticism must be
(using the spell’s normal parameters for the illusion), patient and dedicated to their art. The complicated
provided that you can see the illusion. and irrational aspects of this field of study make the
development of new innovations much more gradual
than other pursuits. It is said that mysticism requires
ILLUSORY SELF
the practitioner to divorce their mind from logic and
Beginning at 10th level, you can create an illusory
embrace a temporary sort of insanity.
duplicate of yourself as an instant, almost instinctual
reaction to danger. When a creature makes an attack
roll against you, you can use your reaction to SCHOOL OF MYSTICISM FEATURES
interpose the illusory duplicate between the attacker Mage Level Feature
and yourself. The attack automatically misses you, 2nd Mysticism Prodigy, Seer
then the illusion dissipates. 6th Mysticism Expert
10th Sixth Sense
Once you use this feature, you can’t use it again until
14th Oracle
you finish a short or long rest.

ILLUSORY REALITY MYSTICISM PRODIGY


By 14th level, you have learned the secret of weaving Beginning when you select this school at 2nd level, the
shadow magic into your illusions to give them a semi- gold and time you must spend to copy a mysticism
reality. When you cast an illusion spell of 1st level or spell into your spellbook is halved.
higher, you can choose one inanimate, non-magical
object that is part of the illusion and make that object SEER
real. You can do this on your turn as a bonus action Starting at 2nd level when you choose this school,
while the spell is ongoing. The object remains real for glimpses of the future begin to press in on your
1 minute. For example, you can create an illusion of a awareness. When you finish a long rest, roll two d20s
bridge over a chasm and then make it real long and record the numbers you rolled. You can replace
enough for your allies to cross. any attack roll, saving throw, or ability check made by
The object can’t deal damage or otherwise directly you or a creature that you can see with one of these
harm anyone. foretelling rolls. You choose to do so before your roll,
and 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.

MYSTICISM EXPERT
Beginning at 6th level, casting mysticism spells comes
so easily to you that it expends only a fraction of your
spellcasting efforts. When you cast a mysticism spell
of 2nd level or higher, you regain an amount of magicka
points equal to the cost of a spell that is a lower level
than the spell cast but can't be higher than 7 magicka
points.

UESTRPG BASIC RULES


58
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SIXTH SENSE VIGOROUS HEALING
Starting at 10th level, you can use your action to Starting at 2nd level, your healing spells are more
increase your powers of perception. When you do so, effective. Whenever you use a spell of 1st level or
choose one of the following benefits, which lasts until higher to restore hit points to a creature, the creature
you use this feature again, are incapacitated, or finish regains additional hit points equal to 2 + the spell's
a short or long rest. level.
Darkvision. You gain darkvision to a range of 60
feet, as described in chapter 8 in the Player's HEALING MIRROR
Handbook. Beginning at 6th level, the healing spells you cast on
Ethereal Sight. You can see into the Ethereal Plane others heal you as well. When you cast a spell of 1st
within 60 feet of you. level or higher that restores hit points to a creature
Greater Comprehension. You can read any other than you, you regain hit points equal to 2 + the
language. spells level.
See Invisibility. You can see invisible creatures and
objects within 10 feet of you that are within line of SPELL BREAKER
sight. Beginning at 10th level, when you restore hit points to
an ally with a spell of 1st level or higher, you can also
ORACLE end one spell of your choice on that creature. The
Starting at 14th level, the visions in your dreams level of the spell you end must be equal to or lower
intensify and paint a more accurate picture in your than the level of the spell you cast for the healing
mind of what is to come. You roll three d20s for your spell.
Seer feature, rather than two.
GRAND HEALING
SCHOOL OF RESTORATION Starting at 14th level, when you would normally roll
one or more dice to restore hit points with a spell, you
The direct opposite of destruction, restoration magic instead use the highest number possible for each die.
focuses on resisting damage or restoring wholeness For example instead of restoring 2d6 hit points to a
by reknitting the damaged material. Healers, priests, creature, you restore 12.
and clerics are usually well versed in the School of
Restoration to aid the sick and weak.
Restoration, as a school, goes beyond the singular
curing of wounds and re-building of bones, but also
includes preventing injury through powerful wards
and bodily fortifications. Arguably, the greatest
accomplishment of the restorative arts is the ability to
cure curses, poisons, and disease, as entire
civilizations were lost before the sages were able to
discover a cure to such devastating plagues.

SCHOOL OF RESTORATION FEATURES


Mage Level Feature
2nd Restoration Prodigy, Vigorous Healing
6th Healing Mirror
10th Spell Breaker
14th Grand Healing

RESTORATION PRODIGY
Beginning when you select this school at 2nd level, the
gold and time you must spend to copy a restoration
spell into your spellbook is halved.

UESTRPG BASIC RULES


59
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
MONK Some monks live entirely apart from the
surrounding population, secluded from anything that
Her fists a blur as they deflect an incoming hail of might impede their spiritual progress. Others are
arrows, a bosmer springs over a barricade and throws sworn to isolation, emerging only to serve as spies or
herself into the massed ranks of goblins on the other assassins at the command of their leader, a noble
side. She whirls among them, knocking their blows patron, or some other mortal or divine power.
aside and sending them reeling, until at last she The majority of monks don’t shun their neighbors,
stands alone. making frequent visits to nearby towns or villages
Taking a deep breath, a nord covered in tattoos and exchanging their service for food and other
settles into a battle stance. As the first charging orcs goods. As versatile warriors, monks often end up
reach him, he exhales and a blast of fire roars from his protecting their neighbors from monsters or tyrants.
mouth, engulfing his foes. For a monk, becoming an adventurer means leaving
Moving with the silence of the night, a black-clad a structured, communal lifestyle to become a
khajiit steps into a shadow beneath an arch and wanderer. This can be a harsh transition, and monks
emerges from another inky shadow on a balcony a don’t undertake it lightly. Those who leave their
stone’s throw away. She slides her blade free of its cloisters take their work seriously, approaching their
cloth-wrapped scabbard and peers through the open adventures as personal tests of their physical and
window at the tyrant prince, so vulnerable in the grip spiritual growth. As a rule, monks care little for
of sleep. material wealth and are driven by a desire to
Whatever their discipline, monks are united in their accomplish a greater mission than merely slaying
ability to magically harness the energy that flows in monsters and plundering their treasure.
their bodies. Whether channeled as a striking display
of combat prowess or a subtler focus of defensive CREATING A MONK
ability and speed, this energy infuses all that a monk
does. As you make your monk character, think about your
connection to the monastery where you learned your
THE MAGIC OF STAMINA skills and spent your formative years. Were you an
orphan or a child left on the monastery’s threshold?
Monks make careful study of a magical energy that Did your parents promise you to the monastery in
most monastic traditions call stamina. This energy is gratitude for a service performed by the monks? Did
an element of the magic that suffuses the mundas – you enter this secluded life to hide from a crime you
specifically, the element that flows through living committed? Or did you choose the monastic life for
bodies. Monks harness this power within themselves yourself?
to create magical effects and exceed their bodies' Consider why you left. Did the head of your
physical capabilities, and some of their special attacks monastery choose you for a particularly important
can hinder the flow of stamina in their opponents. mission beyond the cloister? Perhaps you were cast
Using this energy, monks channel uncanny speed and out because of some violation of the community’s
strength into their unarmed strikes. As they gain rules. Did you dread leaving, or were you happy to go?
experience, their martial training and their mastery of Is there something you hope to accomplish outside
stamina gives them more power over their bodies and the monastery? Are you eager to return to your
the bodies of their foes. home?
As a result of the structured life of a monastic
TRAINING AND ASCETICISM community and the discipline required to harness
stamina, monks are almost always lawful in
Small walled cloisters dot the landscapes of Tamriel, alignment.
tiny refuges from the flow of ordinary life, where time
seems to stand still. The monks who live there seek QUICK BUILD
personal perfection through contemplation and
You can make a monk quickly by following these
rigorous training. Many entered the monastery as
suggestions. First, make Agility your highest attribute
children, sent to live there when their parents died,
score, followed by Willpower. Second, choose the
when food couldn’t be found to support them, or in
hermit background.
return for some kindness that the monks had
performed for their families.

UESTRPG BASIC RULES


60
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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.

CLASS FEATURES EQUIPMENT


You start with the following equipment, in addition to
As a monk, you gain the following class features:
the equipment granted by your background:
• (a) a quarterstaff or (b) a hand-to-hand weapon
HIT POINTS
Hit Dice: 1d8 per monk level • (a) a dungeoneer's pack or (b) an explorer's pack
Hit Points at 1st Level: 8+ your Endurance modifier • 10 darts
Hit Points At higher levels: 1d8 (or 5) + your
Endurance modifier per monk level after 1st UNARMORED DEFENSE
Beginning at 1st level, while you are wearing no armor
PROFICIENCIES and not wielding a shield, your AC equals 10+ your
Armor: none Agility modifier + your Willpower modifier.
Weapons: hand-to-hand, short blade, and staves
Tools: Choose one type of artisan's tools or one
musical instrument.

Saving Throws: Agility, Strength


Skills: Pick two from Acrobatics, Athletics, History,
Insight, Religion, and Stealth

UESTRPG BASIC RULES


61
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
MARTIAL ARTS Some of your stamina features require your target to
make a saving throw to resist the feature's effects. The
At 1st level, your practice of martial arts gives you saving throw DC is calculated as follows:
mastery of combat styles that use unarmed strikes
and monk weapons, which are hand-to-hand Stamina Save DC = 8 + your proficiency bonus +
weapons, short blades, and staves that don't have the your Willpower modifier
two-handed or heavy property.
You gain the following benefits while you are Flurry of Blows
unarmed or wielding monk weapons and you aren't Immediately after you take the Attack action on
wearing armor or wearing a shield: your turn, you can spend 1 stamina point to make
two unarmed strikes as a bonus action.
• You can use Agility instead of Strength for the
attack and damage rolls of your unarmed strikes Patient Defense
and monk weapons. You can spend 1 stamina point to take the Dodge
• you can roll a d4 in place of the normal damage of action as a bonus action on your turn.
your unarmed strike or monk weapon. This die
changes as you gain monk levels, as shown in the Step of the Wind
Martial Arts column of the Monk table. You can spend 1 stamina point to take the
• When you use the Attack action with an unarmed Disengage or Dash action as a bonus action on
strike or a monk weapon on your turn, you can your turn, and your jump distance is doubled for
make one unarmed strike as a bonus action. For the turn.
example, if you take the Attack action and attack
with a quarterstaff, you can also make an unarmed
strike as a bonus action, assuming you haven't
UNARMORED MOVEMENT
already taken a bonus action this turn. Starting at 2nd level, your speed increases by 10 feet
while you are not wearing armor or wielding a shield.
Certain monstaries use specialized forms of the monk
This bonus increases when you reach certain monk
weapons. For example, you might use a club that is
levels, as shown in the Monk table.
two lengths of wood connected by a short chain
At 9th level, you gain the ability to move along
(called a nunchaku) or a sickle with a shorter,
vertical surfaces and across liquids on your turn
straighter blade (called a kana). Whatever name you
without falling during the move.
use for a monk weapon, you can use the game
statistics provided for the weapon in chapter 5,
“Equipment.” MONASTIC PATH
When you reach 3rd level, you commit yourself to a
STAMINA Monastic Path: the Way of the Exposed Palm, the Way
of the Whispering Fang, or the Way of the Voice, all
Starting at 2nd level, your training allows you to
detailed at the end of the class description. Your path
harness the energy of stamina. Your access to this
grants you features at 3rd level, and again at 6th, 11th ,
energy is represented by a number of stamina points.
and 17th level.
Your monk level determines the number of points you
have, as shown in the Stamina Points column of the
Monk table.
You can spend these points to fuel various stamina
features. You start knowing three such features:
Flurry of blows, Patient Defense, and Step of the
Wind. You learn more stamina features as you gain
levels in this class.
When you spend a stamina point, it is unavailable
until you finish a short or long rest, at the end of
which you draw all your expended stamina back into
yourself. You must spend at least 30 minutes of the
rest meditating to regain your stamina points.

UESTRPG BASIC RULES


62
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
DEFLECT MISSILES EVASION
rd
Starting at 3 level, you can use your reaction to At 7th level, your instinctive agility lets you dodge out
deflect or catch the missile when you are hit by a of the way of certain area effects, such as a fireball
ranged weapon attack. When you do so, the damage spell. When you are subjected to an effect that allows
you take from the attack is reduced by 1d10 + your you to make an Agility saving throw to take only half
Agility modifier + your monk level. damage, you instead take no damage if you succeed
If you reduce the damage to 0, you can catch the on the saving throw, and only half damage if you fail.
missile if it is small enough for you to hold in one
hand and you have at least one hand free. If you catch STILLNESS OF MIND
a missile in this way, you can spend 1 stamina point to
make a ranged attack with the weapon or piece of At 7th level, you can use your action to end one effect
ammunition you just caught, as part of the same on yourself that is causing you to be charmed or
reaction. You make this attack with proficiency, frightened.
regardless of your weapon proficiencies, and the
missile deals damage equal to your unarmed strike, PURITY OF BODY
which has a normal range of 20 feet and a long range At 10th level, your stamina mastery makes you
of 60 feet. immune to disease and poison.

ATTRIBUTE SCORE IMPROVEMENT TONGUES OF THE SOUL


When you reach 4th level, and again at 8th, 12th, 16th, Starting at the 13th level, you learn how to touch the
and 19th level, you can increase one attribute score of minds of others so that you can understand all spoken
your choice by 2, or you can increase two attribute languages. Moreover, any creature that can
scores of your choice by 1. As normal, you can't understand a language can understand what you say.
increase an ability score above 20 using this feature.

SLOW FALL DIAMOND SOUL


th
Beginning at 4 level, you can use your reaction when Beginning at 14th level, your mastery of stamina
you fall to reduce any falling damage you take by an grants you proficiency in all saving throws.
amount equal to five times your monk level. Additionally, whenever you make a saving throw
and fail, you can spend 1 stamina point to reroll it and
EXTRA ATTACK take the second result.
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your TIMELESS BODY
turn. At 15th level, your stamina sustains you so that you
suffer none of the frailty of old age, and can't be aged
STUNNING STRIKE magically. You can still die of old age, however. In
Starting at 5th level, you can interfere with the flow of addition, you no longer need food or water.
stamina in an opponent's body. When you hit another
creature with a melee weapon attack, you can spend EMPTY BODY
1 stamina point to attempt a stunning strike. The Beginning at 18th level, you can use your action to
target must succeed on an Endurance saving throw or spend 4 stamina points to become invisible for 1
be stunned until the end of your next turn. minute. During that time, you also have resistance to
all damage.
EMPOWERED STRIKES Additionally, you can spend 8 stamina points to cast
Starting at 6th level, your unarmed strikes count as the astral projection spell, without needing material
magical for the purpose of overcoming resistance and components. When you do so, you can't take any
immunity to nonmagical attacks and damage. other creatures with you.

UESTRPG BASIC RULES


63
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
PERFECT SELF EXPOSED PALM TECHNIQUE
Starting when you choose this tradition at 3rd level,
At 20th level, when you roll for initiative and have no you can manipulate your enemy's stamina when you
stamina points remaining, you regain 4 stamina harness your own. Whenever you hit a creature with
points. one of the attacks granted by your Flurry of Blows,
you can impose one of the following effects on that
MONASTIC PATH target:
The traditions of monastic pursuit are common in the • It must succeed on an Agility saving throw or be
monasteries scattered across Nirn. Most monasteries knocked prone.
practice one path exclusively, but a few honor • It must make a Strength saving throw. If it fails,
multiple traditions and instruct each monk according you can push it up to 15 feet away from you.
to their aptitude and interest. Every monastery relies • It can't take reactions until the end of your next
on the same basic techniques, diverging as the turn.
student grows more adept.
COUNTERBALANCE
WAY OF THE EXPOSED PALM A 6th level, you gain the ability to use stamina to
absorb direct damage against you. As a reaction, when
Monks of the Way of the Exposed Palm understand you are struck with an attack that only strikes you,
how small objects can create more harm than larger and deals bludgeoning, piercing, or slashing damage,
ones. They tell of the parable of a person struck with you can reduce the damage by ten times the amount
the blunt side of a plate. The person is left with a of stamina spent. Once you use this ability, you must
small bruise, but is otherwise left unharmed. finish a long rest to use it again.
However, if the plate is broken, and the person is
struck with one of the shards, the person may be
grievously wounded. This is the first essential point of EXTRA ATTACK
the Way of the Exposed Palm. Beginning at 11th level, you can attack three times,
Each finger on the hand represents a fundamental instead of twice whenever you take the Attack action
belief: concentration, reaction, equilibrium, speed, on your turn.
and breath control. To truly become a master of the
Exposed Palm, one must perfect all five digits.
QUIVERING PALM
In the parable of the plate, it tells the story of the
At 17th level, you gain the ability to set up lethal
first aspect of concentration. A blow that is
vibrations in someone's body. When you hit a creature
concentrated into a small point becomes more potent.
with an unarmed strike, you can spend 3 stamina
A highly trained fighter can be more deadly with just
points to start these imperceptible vibrations, which
the thumb than to strike with the whole fist.
last for a number of days equal to your monk level.
The second aspect of concentration notes that with
The vibrations are harmless unless you use your
enough mental discipline, distraction can be ignored
action to end them. To do so, you and the target must
as the will maintains the ultimate goal. A truly deadly
be on the same plane of existence. When you use this
fighter can even block out their own pain.
action, the creature must make an Endurance saving
throw. If it fails, it is reduced to 0 hit points. If it
WAY OF THE EXPOSED PALM FEATURES succeeds, it takes 10d10 bludgeoning damage.
Monk Level Feature You can have only one creature under the effect of
3rd Exposed Palm Technique this feature at a time. You can choose to end the
6th Counterbalance vibrations harmlessly without using an action.
11th Extra Attack
17th Quivering Palm

UESTRPG BASIC RULES


64
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
WAY OF THE WHISPERING FANG WAY OF THE VOICE
Monks of the Way of the Whispering Fang follow an The monks of High Hrothgar are the most famous
order shrouded in mystery. This monastic tradition practitioners of the Way of the Voice. These
has its origins deep in the jungles and deserts of philosophical monks, known as the Greybeards, spend
Elsweyr. Here, the Khajiit perfected the deadly art of most of their time in silent meditation, isolated atop
fang and claw. Skyrim's largest mountain.
While the Khajiit make up the majority of the order, The Greybeards believe in using the Voice to attain
they are not racially exclusive. Races without the enlightenment, rather than as a tool of war. This
natural weapons of a khajiit, including the elven doesn't mean that they teach pacifism, only that the
appearing Ohmes, learn the whispering fang's Voice can be used more more than just simple
superior combat methods with the use of awls, katars, violence. They believe that those who can wield the
and daggers. Voice should only do so in times of True Need.

WAY OF THE WHISPERING FANG FEATURES WAY OF THE VOICE FEATURES


Monk Level Feature Monk Level Feature
3rd Monk Weapon Mastery 3rd Disciple of the Voice, Dragon Shouts
6th Wholeness of Body 6th Dragon Shouts Improvement
11th Cloak of Shadows 11th Dragon Shouts Improvement
17th Opportunist 17th Dragon Shouts Improvement

MONK WEAPON MASTERY DISCIPLE OF THE VOICE


Starting at 3rd level, when you use monk weapons, you When you choose this path at 3rd level, you learn how
can choose to deal damage equal to the weapon's to harness the power of the dragon tongue to form
description, or by an amount equal to 1 size of dice powerful shouts. A shout requires you to spend
larger than the your current martial arts die listed in stamina points each time you use it.
the Martial Arts column of the Monk table. For Shouts. You know the Unrelenting Force shout and
example, at 3rd level instead of 1d4, your hand-to- one other shout of your choice, which are detailed in
hand weapon attacks deal 1d6 damage. At 17th level, the “Dragon Shouts” section below. You learn two
your weapon attacks deal 1d12 damage. additional shout of your choice at 6th, 11th, and 17th
Special. If your race has natural weapons, they are level.
considered monk weapons for you. Whenever you learn a new shout, you can also
replace one shout that you already know with a
WHOLENESS OF BODY different shout.
At 6th level, you gain the ability to heal yourself. As an Using Dragon Shouts. The Thu'um is a form of
action, you can regain hit points equal to three times magic which uses words from the draconic language
your monk level. You must finish a long rest before to form powerful shouts. See chapter 10 of the
you can use this feature again. Player's Handbook for the general rules of
spellcasting. To cast one of these spells, you use its
CLOAK OF SHADOWS casting time and other rules, but you don't need to
By 11th level, you have learned to become one with the use any magicka to cast it.
shadows. When you are in an area of dim light or Once you reach 5th level in this class, you can spend
darkness, you can use your action to become invisible. additional stamina points to increase the level of a
You remain invisible until you make an attack, cast a Dragon Shout spell that you cast, provided that the
spell, or are in an area of bright light. spell has an enhanced effect at a higher level, as
unrelenting force does. The spell's level increases by 1
OPPORTUNIST for each additional stamina point you spend.
At 17th level, you can exploit a creatures momentary The maximum number of stamina points you can
distraction when it is hit by an attack. Whenever a spend to cast a spell in this way (including its base
creature within 5 feet of you is hit by an attack made stamina point cost and any additional stamina points
by a creature other than you, you can use your you spend to increase its level) is determined by your
reaction to make a melee attack against that creature. monk level, as shown in the Spells and Shouts table.

UESTRPG BASIC RULES


65
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SPELLS AND SHOUTS Starting at 6th level, you can choose to learn two of the
Monk Level Maximum Stamina Points for a Spell shouts listed below or from the previous list.
5th-8th 3
9th-12th 4 Animal Allegiance (Raan Mir Tah)
13th-16th 5 You can spend 1 stamina point to cast the spell
17th-20th 6 Animal Friendship.

Some of your Dragon Shout features require your Aura Whisper (Laas Yah Nir)
target to make a saving throw to resist the feature's You can spend 1 stamina point to whisper a
effects. The saving throw DC is calculated as follows: detection spell that allows you you sense the
presence of life within 30 feet of you. The spell
Dragon Shout save DC = 8 + your proficiency bonus +
lasts up to 10 minutes, as though you are
your Willpower modifier concentrating on it.
If you sense life in this way, you can use your
DRAGON SHOUTS action to see a faint aura around any visible
The dragon shouts are presented at the level you must creature in the area that bears life.
be to learn them. The spell can penetrate most barriers, but it is
blocked by 1 foot of stone, 1 inch of common
At 3rd level, you learn Unrelenting Force and one other metal, a thin sheet of lead, or 3 feet of wood or dirt.
shout of your choice listed below.
Disarm (Zun Haal Viik)
Clear Skies (Lok Vah Koor) You can use 2 stamina points to use your voice to
You can spend 1 stamina point to use your voice to focus vibrations on a weapon currently being
clear out all thick clouds, overcast sky, poisonous wielded by a creature within 30 feet. The creature
fog, or impeding haze, that is within 1 mile of you. must make a Strength saving throw. On a failed
save, the creature drops their weapon. On a
Throw Voice (Zul Mey Gut) successful save, the creature has disadvantage on
You can spend 1 stamina point to throw your voice any attacks made with that weapon until the start
anywhere within 60 feet of you. You can use your of your next turn.
voice to distract or confuse others. Each creature If a creature tries to pick up a dropped weapon,
must make a Intelligence saving throw. On a failed they must use half their speed and make a
save, the creature is fooled by this trick, and is not Strength saving throw. On a failed save, the
fooled on a successful save. creature is incapable of picking up the weapon. On
You can also use your voice to make an ally a successful save, the creature is able to pick up
appear to insult a target, if the target is capable of the weapon and the effect ends.
understanding your language. On a failed save, the
creature has disadvantage on any attacks against Gale Winds (Ven Mul Riik)
targets other than the suspected taunter. The effect You can spend 1 stamina point to cast the
lasts for 1 minute or until a creature other than the alteration spell Gust of Wind.
suspected taunter attacks the target.
Kyne's Peace (Kaan Drem Ov)
Unrelenting Force (Fus Ro Dah) You can spend 2 stamina points to cast the illusion
You can spend 1 stamina point to cast the spell Calm Emotions.
alteration spell Thunder Wave. The spell's level
increases for each additional shout you spend. Marked for Death (Krii Lun Aus)
You can spend 1 stamina point to cast the
Whirlwind Sprint (Wuld Nah Kest) conjuration spell Hunter's Mark.
You can use a bonus action to spend 1 stamina
point to double your speed for one turn. While you Spectral Clone (Fiik Loh Sah)
are under these effects, any opportunity attacks You can spend 2 stamina points to cast the illusion
against you are made with disadvantage. spell Mirror Image.

UESTRPG BASIC RULES


66
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Starting at 11th level, you can choose to learn two of Starting at 17th level, you learn the dragon shout
the shouts listed below or from the previous lists. Return to Nirn, and you can choose to learn two of the
shouts listed below or from the previous lists.
Battle Fury (Mid Vur Shaan)
You can spend 3 stamina points to cast the illusion Breath
spell Haste on yourself. You can spend 6 stamina points to exhale an
element of your choice. Choose either cold, fire,
Become Ethereal (Feim Zii Gron) lightning, or poison. Each creature in a 60-foot
You can spend 7 stamina points to cast the cone must make an Endurance saving throw. A
mysticism spell Etherealness. creature takes 8d8 elemental damage on a failed
save, and half as much on a successful one.
Call of Valor (Hun Kaal Zoor) Example shouts are: Fire Breath (Yol Toor Shul,
You can spend 1 stamina point to cast the illusion Frost Breath (Fo Krah Diin).
spell Heroism.
Dismay (Faas Ru Maar)
Cyclone (Ven Gar Nos) You can spend 3 stamina points to cast the illusion
You can spend 2 stamina points to cast the spell Fear.
alteration spell Dust Devil.
Dragon Aspect (Mul Qah Diiv)
Ice Form (Iiz Slen Nus) You can spend 6 stamina points to take on the
You can spend 2 stamina points to attempt to aspect of a dragon for 1 minute. While in this form,
freeze a target that you can see that is within 60 your AC can't be less than 20. Additionally, each of
feet of you. your melee weapon attack and damage rolls
The target must make a Strength saving throw to increase by +2.
resist the spell. On a failed save, the target takes
4d8 cold damage and they are encased in a shell of Return to Nirn (Nahl Dal Vus)
frost. The encased creature is immobilized and You can spend 9 stamina points to travel instantly
can't speak, hear, move, or make any actions. The from any plane that you are currently on and
creature takes this damage again on each return to Nirn. You and up to 10 willing creatures
subsequent turn while the spell persists. can choose to return to a specific location that you
The creature restrained by this spell must make have seen before. If you are currently on Nirn, this
another Strength saving throw at the start of each spell automatically fails.
of their turns to try and break free. If it
successfully saves against this spell three times, Slow Time (Tiid Klo Ul)
the spell ends. If it fails its save three times, the You can spend 6 stamina points to temporarily
frost hardens and the creature is subjected to the slow time around you for everyone else but
petrified condition for the duration. The successes yourself. For the next 1d4+1 turns, you are able to
and failures don’t need to be consecutive; keep take 2 turns each round. One turn at your regular
track of both until the target collects three of a initiative, and another at your initiative +10.
kind. When the spell ends, you can't move or take any
On a successful save, the creature takes half of actions, and you suffer 1 level of exhaustion until
much damage and isn't immobilized. after your next turn.
While the spell is active, the frost shell has an AC
of 5 and has 60 hit points. When the frost shell Storm Call (Strun Bah Qo)
reaches 0 hit points, the shell breaks, ending the You can spend 3 stamina points to cast the
spell effect. A dispel magic spell can also reverse destruction spell Call Lighting.
the effects.

UESTRPG BASIC RULES


67
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
NIGHTBLADE CREATING A NIGHTBLADE
Unexpectedly, the viscount blurts out the location of As you create your nightblade character, consider it's
the missing dauphin, when moments earlier he relationship with the shadow. Have you completely
seemed disinterested in helping. With a wave of her given in to the darkness are do you skirt around the
hand, an altmer smiles slyly, thanks the aid, and edges, taking only what you need? Do you struggle
confidently leaves the castle. with the harmful magic, or have you learned to
Suppressing a giggle, a breton waggles her fingers balance the dangerous power? Perhaps you believe
and magically lifts the key ring from the guard’s belt. that light shines brightest in the darkness and use this
In a moment, the keys are in her hand, the cell door is gift to fend off the forces of evil.
open, and she and her companions are free to make What was your life like before you started your
their escape. adventure? Were you a lowly thief or an esteemed
Navigating the dark alleys in near silence, an agent of the Empire? Or maybe you started out as a
argonian dressed in black dyed leather heads towards illusionist and realized you can use your magic
the back side of the mayor's villa. Noticing an open prowess to take what you want. How did you learn
window on the second-story, he fades into the about the obscure shadow magic? Were you selected
shadows and with a puff of black smoke reappears in by a mentor who noticed your talents or did you
the unlit room. happen across a mystic tome during a heist?
Every nightblade has given themselves to the Consider why you've joined a group of adventurers.
shadow, exploiting the ancient magic found within the Are you in search of more powerful knowledge that
darkness. They use the arcane arts to enhance their you can't manage on your own? Does your greed drive
skills of stealth and to manipulate the minds of others. you, are you interested in honing your skills, or are
you investigating nefarious villains.
MISCHIEVOUS OPPORTUNISTS
QUICK BUILD
Whichever path they choose, nightblades have a You can make a nightblade quickly by following these
sinister reputation that follows. They are known to be suggestions. First, Personality should be your highest
clever pickpockets and burglars, but also pranksters attribute score, followed by Endurance. Second, use
and mischief-makers. Not all nightblades are the charlatan background. Third, choose the chill
scoundrels, however. Many use their talents to touch and eldritch blast cantrips, along with with 1st
become incredibly successful investigators, level spells charm person and witch bolt.
undercover operatives, or royal inquisitors.
When it comes to getting in and out unnoticed,
nightblades are unrivaled. They're natural talent with
CLASS FEATURES
stealth, combined with magical concealment means a As a nightblade, you gain the following class features.
capable nightblade is hardly ever seen. Unlike
studious mages, nightblades supplement their magic HIT POINTS
with their skillful blade and light armor. Hit Dice: 1d8 per nightblade level
Hit Points at 1st Level: 8 + your Endurance modifier
Hit Points At higher levels: 1d8 (or 5) + your
CONFLICT AND MISFORTUNE Endurance modifier per nightblade level after 1st
The life of a nightblade is a dangerous one. Whatever
their motivations, slinking through alleyways, spying PROFICIENCIES
on suspects, and liberating goods is a risky business. Armor: Light armor
Sometimes considered agents of misery, most Weapons: Marksman, Short Blade, and Long Blade
nightblades have become inured to the woe's of Tools: Choose one from disguise kit, forgery kit,
others, but that doesn't necessarily mean that they poisoner's kit or thieves' tools.
are unaffected by their actions.
Typically driven by the need to learn more about the Saving Throws: Agility, Intelligence
dark arts of shadow magic, or to discover the inner Skills: Choose three from Acrobatics, Arcana,
workings of black markets, nightblades often find Athletics, Deception, Insight, Investigation, History,
themselves flirting on the edge of morality to get what Perception, Sleight of Hand, and Stealth
they want.

UESTRPG BASIC RULES


68
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 Cunning Action, Shadowhand 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 4 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 SPELLS KNOWN OF 1ST LEVEL AND HIGHER


At 1st level, you know two 1st-level spells of your
Your arcane research grants you the ability to cast choice from the nightblade spell list.
spells. See chapter 10 for the general rules of The Spells Known column of the Nightblade table
spellcasting and chapter 11 for the nightblade spell shows when you learn more nightblade spells of your
list. choice of 1st level and higher. A spell you choose must
be of a level no higher than what’s shown in the
CANTRIPS table's Spell Level column for your level. When you
You know two cantrips of your choice from the reach 6th level, for example, you learn a new
nightblade spell list. You learn additional nightblade nightblade spell, which can be 1st, 2nd, or 3rd level.
cantrips of your choice at higher levels, as shown in Additionally, when you gain a level in this class, you
the Cantrips Known column of the Nightblade table. can choose one of the nightblade spells you know and
replace it with another spell from the nightblade spell
MAGICKA list, which also must be of a level for which you have
The Nightblade table shows how much magicka you spell slots.
have to cast your nightblade spells of 1st level and
higher. The table also shows what the level spells you
can cast. To cast one of your nightblade spells of 1st
level or higher, must expend magicka, as noted in the
spell's description and the Magicka Cost table found
in chapter 10. You regain all expended magicka when
you finish a short or long rest.
For example, if you know the 1st-level spell witch
bolt and have a Spell Level of 2nd, you can cast witch
bolt using magicka to cast it at either level.

UESTRPG BASIC RULES


69
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SPELLCASTING ATTRIBUTE NIGHTEYE
Personality is your spellcasting attribute for your
nightblade spells, so you use your Personality At 3rd level, you have naturally adjusted to being in
whenever a spell refers to your spellcasting attribute. darkness. You gain darkvision and can see in dim light
In addition, you use your Personality modifier when within 120 feet of you as if it were bright light, and in
setting the saving throw DC for a nightblade spell you darkness as if it were dim light. You can't discern
cast and when making an attack roll with one. color in darkness, only shades of gray.

Spell save DC = 8 + your proficiency bonus + ATTRIBUTE SCORE IMPROVEMENT


your Personality modifier
When you reach 4th level, and again at 8th, 12th, 16th
Spell attack modifier = your proficiency bonus + and 19th level, you can increase one attribute score of
your Personality modifier your choice by 2, or you can increase two attribute
scores by 1. As normal, you can't increase an ability
PATH OF DARKNESS score above 20 using this feature.

At 1st level, choose a path of darkness, which


describes your devotion as a nightblade. Choose
SHADOW STEP
either Betrayer, Deathless, Seeker, Shadowmage, or At 5th level, you gain the ability to step from one
Trickster, which are detailed at the end of the class shadow into another. When you are in dim light or
description. Your path grants you features at 1st level, darkness, as a bonus action you can teleport up to 60
and then again at 6th, 10th, and 14th level. feet to an unoccupied space you can see that is also in
dim light or darkness. Additionally, you can teleport
CUNNING ACTION into a shadow cast by another creature within range
when you are not in dim light or darkness. You then
Starting at 2nd level, your quick thinking and agility have advantage on the first melee attack you make
allows you to move and act quickly. You can take a before the end of your turn.
bonus action on each of your turns in combat. This
action can be used only to take the Dash, Disengage,
or Hide action.
MAGICAL AMBUSH
At 9th level, if you are hidden from a creature when
SHADOWHAND you cast a spell on it, the creature has disadvantage on
any saving throw it makes against the spell this turn.
Starting at 2nd level, you learn the mage hand cantrip.
If you already know this cantrip, you learn a different
cantrip of your choice from the nightblade spell list.
NIGHT MAGIC
This cantrip doesn't count against your number of At 11th level, your continued research in the esoteric
cantrips known. studies of shadow magic has unlocked an arcane
When you cast mage hand, you can make the secret known as night magic. Choose one 6th-level
spectral hand invisible, and you can perform the spell from the nightblade spell list. You can cast this
following additional tasks with it: unique spell once without expending any magicka.
You must finish a long rest before you can do so again.
• You can stow one object the hand is holding in a At higher levels, you gain more nightblade spells of
container worn or carried by another creature. your choice that can be cast in this way: one 7th-level
• You can retrieve an object in a container worn or spell at 13th level, one 8th-level spell at 15th level,
carried by another creature. and one 9th-level spell at 17th level. You regain all
• You can use thieves’ tools to pick locks and disarm uses of your Night Magic spells when you finish a long
traps at range. rest.
You can perform one of these tasks without being
noticed by a creature if you succeed on an Agility
(Sleight of Hand) check contested by the creature’s
Willpower (Perception) check.
In addition, you can use the bonus action granted by
your Cunning Action to control the hand.

UESTRPG BASIC RULES


70
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
VERSATILE TRICKSTER PATH OF DARKNESS
At 13th level, you gain the ability to distract targets Nightblades devote themselves to ancient and
with your mage hand. As a bonus action on your turn, obscure magic which blurs the lines of morality. The
you can designate a creature within 5 feet of the path they choose determines how much of the
spectral hand created by the spell. Doing so gives you darkness is embraced.
advantage on attack rolls against that creature until
the end of the turn. DEATHLESS
Those that are considered Deathless have uncovered
SPELL THIEF mystical secrets to weave shadow magic into their
At 18th level, you gain the ability to magically steal the illusions, blurring the lines between life and death.
knowledge of how to cast a spell from another With goals of reaching immortality, the Deathless
spellcaster. attempt to fend off death, both for themselves and
Immediately after a creature casts a spell that others. Those that master the shadow see generations
targets you or includes you in its area of effect, you pass in a single lifetime.
can use your reaction to force the creature to make a
saving throw with it's spellcasting attribute modifier. DEATHLESS FEATURES
The DC equals your spell save DC. On a failed save, Nightblade
you negate the spell effect against you, and you steal Level Feature
the knowledge of the spell if it is at least 1st level and 1st Expanded Spell List, Among the Dead
of a level that you can cast (it doesn't need to be a 6th Defy Death
nightblade spell). For the next 8 hours, you know the 10th Undying Nature
spell and can cast it, using magicka as normal. The 14th Indestructible Life
creature can't cast that spell until 8 hours have
passed. EXPANDED SPELL LIST
Once you use this feature, you can't use it again until The Deathless path lets you choose from an expanded
you finish a long rest. list of spells when you learn a nightblade spell. The
following spells are added to the nightblade spell list
SHADE for you.

When you reach 20th level, you have mastered the DEATHLESS EXPANDED SPELLS
dark arts of shadow magic, allowing you to call into Spell Level Spells
the shadow realms and bring forth your own shadow. 1st false life, ray of sickness
As a bonus action on your turn, you can summon a 2nd blindness/deafness, silence
shadowy version of yourself which appears from your 3rd feign death, speak with dead
shadow. This creature shares all of your statistics, 4th aura of life, death ward
including your current hit points, and is wearing the 5th contagion, legend lore
same equipment as you. The shade can communicate
with you telepathically, knows everything that you
know, and shares your alignment, background, and
motivations. The shade disappears when it drops to 0
hit points, or you use a bonus action to dismiss it back
to the shadow realm.
As a part of your turn, you can direct the shade to
move a distance equal to your speed. You can also
direct the shade to make one weapon attack.
Additionally, as a bonus action on your turn, you can
swap places with your shade, as long as you are
within 60 feet of each other.
Once you use this feature, you must finish a long rest
before you can use it again.

UESTRPG BASIC RULES


71
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
AMONG THE DEAD SHADOWMAGE
Starting at 1st level, you learn the spare the dying
cantrip, which counts as a nightblade cantrip for you. With skill and patience, Shadowmages can read the
You also have advantage on saving throws against shadows, manipulating them and the object or force
disease. that cast it. Students of the shadow have learned how
Additionally, undead have difficulty harming you. If to “peer sidewise” to perceive the shadows cast by
an undead targets you directly with an attack or a each entity and object in the Aurbis. Of course, these
harmful spell, that creature must make a Willpower are not literal shadows, but the emanation of the
saving throw against your spell save DC (an undead limen each object possesses.
needn't make the save when it includes you in an area Through their learning and focus on the
effect, such as the explosion of fireball). On a failed hyperagonal sense, the shadowmage becomes skilled
save, the creature must choose a new target or forfeit at instant translocation. They can step through the
targeting someone instead of you, potentially wasting shdaows, almost as a matter of reflex.
the attack or spell. On a successful save, the creature Another use for the shadowmage' s prowess in
is immune to this effect for 24 hours. An undead is magical translocation is ability to create a trasliminal
also immune to this effect for 24 hours if you target it flow of essence from their adversaries. This malicious
with an attack or a harmful spell. shadow draining allows the mage to absorb the life
essence of others.
DEFY DEATH
Starting at 6th level, you can give yourself vitality SHADOWMAGE FEATURES
when you cheat death or when you help someone else Nightblade
cheat it. You regain hit points equal to 1d8 + your Level Feature
Endurance modifier (minimum of 1 hit point) when 1st Expanded Spell List, Drain Essence, Child of
you succeed on a death saving throw or when you Darkness
stabilize a creature with spare the dying. 6th Shadowy Escape
Once you use this feature, you can't use it again 10th Cloak of Shadows
until you finish a long rest. 14th Delerium

UNDYING NATURE EXPANDED SPELL LIST


Beginning at 10th level, you can hold your breath The Shadowmage path lets you choose from an
indefinitely, and you don't require food, water, or expanded list of spells when you learn a nightblade
sleep, although you still require rest to reduce spell. The following spells are added to the nightblade
exhaustion and still benefit from finishing short and spell list for you.
long rests.
In addition, you age at a slower rate. For every 10 SHADOWMAGE EXPANDED SPELLS
years that pass, you body only ages 1 year, and you are Spell Level Spells
immune to being magically aged. 1st burning hands, sleep
2nd calm emotions, phantasmal force
INDESTRUCTIBE LIFE 3rd blink, stinking cloud
When you reach 14th level, you partake of some of the 4th dominate beast, greater invisibility
true secrets of the deathless. On your turn, you can 5th dominate person, seeming
use a bonus action to regain hit points equal to 1d8 +
your nightblade level. Additionally, if you put a DRAIN ESSENCE
severed body part of yours back in place when you Starting at 1st level, your study of the dark arts allows
use this feature, the part reattaches. you to extract vitality from another creature as it
Once you use this feature, you can't use it again until nears its demise. When you reduce a creature within
you finish a short or long rest. 5 feet of you to 0 hit points, you gain temporary hit
points equal to your Personality modifier + your
nightblade level (minimum of 1 temporary hit point).

UESTRPG BASIC RULES


72
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
CHILD OF DARKNESS TRICKSTER
Also at 1st level, you find yourself being the most
comfortable while surrounded in darkness. While you Tricksters use illusion to magically entrance and
are in dim light, darkness, or magical darkness, you beguile other creatures. Whether they use their skills
gain the following benefits: to become peacemakers who bewitch the violent to
lay down their arms, or become tyrants who
• You ignore difficult terrain. magically bind the unwilling into their service,
• You have advantage on initiative rolls. Tricksters rely on manipulating the minds of others.
• On your first turn during combat, you have
advantage on attack rolls against creatures that TRICKSTER FEATURES
have not yet acted. Nightblade
Level Feature
1st Expanded Spell List, Dark Presence
SHADOWY ESCAPE
6th Entropic Ward
Starting at 6th level, you can vanish in a puff of smoke
10th Shadowy Defenses
in response to harm. When you take damage, you can
14th Mind Taking
use your reaction to turn invisible and teleport up to
60 feet to an unoccupied space you can see. You
remain invisible until the start of your next turn or
EXPANDED SPELL LIST
until you attack or cast a spell. The Trickster path lets you choose from an expanded
Once you use this feature, you can't use it again until list of spells when you learn a nightblade spell. The
you finish a short or long rest. following spells are added to the nightblade spell list
for you.
CLOAK OF SHADOWS
By 10th level, you have learned to become one with the
TRICKSTER EXPANDED SPELLS
Spell Level Spells
shadows. When you are in an area of dim light or
1st dissonant whispers, tasha's hideous
darkness, you can use your action to become invisible.
laughter
You remain invisible until you make an attack, cast a
2nd detect thoughts, phantasmal force
spell, or are in an area of bright light.
3rd clairvoyance, sending
4th dominate beast, evard's black tentacles
DELERIUM
5th dominate person, telekinesis
Starting at 14th level, you can plunge a creature into
an illusory shadow realm. As an action, choose a
DARK PRESENCE
creature that you can see within 60 feet of you. It
Starting at 1st level, you have the ability to project the
must make a Willpower saving throw against your
beguiling and fearsome presence of the darkness. As
nightblade spell save DC. On a failed save, it is
an action, you can cause each creature in a 10-foot
charmed or frightened by you (your choice) for 1
cube originating from you to make a Willpower saving
minute or until your concentration is broken (as if
throw against your nightblade spell save DC. The
you are concentrating on a spell). This effect ends
creatures that fail their saving throws are all charmed
early if the creature takes any damage.
or frightened by you (your choice) until the end of
Until this illusion ends, the creature thinks it is lost
your next turn.
in a shadow realm, the appearance of which you
Once you use this feature, you can’t use it again until
choose. The creature can see and hear only itself, you,
you finish a short or long rest.
and the illusion.
You must finish a short or long rest before you can
use this feature again.

UESTRPG BASIC RULES


73
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
ENTROPIC WARD SEEKER
At 6th level, you learn to magically ward yourself
against attack and to turn an enemy’s failed strike Seekers search for knowledge, traveling through the
into good luck for yourself. When a creature makes an world, collecting lore, and unlocking ancient magic
attack roll against you, you can use your reaction to lost to the ages. They use enshrouding darkness and
impose disadvantage on that roll. If the attack misses gain access to shadowy pocket realms to protect
you, your next attack roll against the creature has themselves and their allies from the harms of the
advantage if you make it before the end of your next Mundas.
turn. While most seekers uncover the secrets of the gloam
Once you use this feature, you can’t use it again until through study and discovery of the arcane, these
you finish a short or long rest. powers can be fast-tracked with the aid of more
powerful beings. Seekers may be worshipers of the
SHADOWY DEFENSES Daedra Princes whose spheres are of knowledge and
Beginning at 10th level, your learn how to turn the shadow. Hermaeus Mora and Nocturnal are
mind-affecting magic of your enemies against them. sometimes willing to sponsor acolytes and students
You are immune to being charmed, and when another who can prove their potential.
creature attempts to charm you, you can use your
reaction to attempt to turn the charm back on that SEEKER FEATURES
creature. The creature must succeed on a Willpower Nightblade
saving throw against your nightblade spell save DC or Level Feature
be charmed by you for 1 minute or until the creature 1st Expanded Spell List, Shielding Aura
takes any damage. 6th Shadow Refuge
10th Far Wanderer
14th Umbral Sequestration
MIND TAKING
At 14th level, you gain the ability to make a creature
unaware of your magical influence on it. When you EXPANDED SPELL LIST
cast a spell or use an ability to charm one or more The Seeker path lets you choose from an expanded
creatures, you can alter one creature's understanding list of spells when you learn a nightblade spell. The
so that it remains unaware that it is being charmed. following spells are added to the nightblade spell list
Additionally, once before the spell or effect expires, for you.
you can use your action to try to modify the chosen
creature's memory of some of the time it spent while SEEKER EXPANDED SPELLS
charmed. The creature must succeed on an Spell Level Spells
Intelligence saving throw against your nightblade 1st feather fall, jump
spell save DC. On a failed save, you can modify a 2nd levitate, locate object
number of hours of its memories equal to 1 + your 3rd clairvoyance, sending
Personality modifier (minimum 1). You can choose to 4th arcane eye, locate creature
modify less time if desired, and the amount of time 5th legend lore, passwall
can't exceed the duration of your illusion spell.
A modified memory doesn’t necessarily affect how a SHIELDING AURA
creature behaves, particularly if the memory Starting at 1st level, you can invoke shadow magic to
contradicts the creature’s natural inclinations, protect you from harm. As a bonus action, you create
alignment, or beliefs. An illogical modified memory, a whirling aura of dark energy that swirls around you.
such as implanting a memory of how much the Until the end of your next turn, you gain resistance to
creature enjoyed dousing itself in acid, is dismissed, all damage, and if a hostile creature ends its turn
perhaps as a bad dream. The DM might deem a within 10 feet of you, it takes necrotic damage equal
modified memory too nonsensical to affect a creature to your nightblade level + your Personality modifier.
in a significant manner. Once you use this feature, you can’t use it again until
you finish a short or long rest.

UESTRPG BASIC RULES


74
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SHADOW REFUGE BETRAYER FEATURES
At 6th level, you gain the ability to step into a shadow Nightblade
refuge. As an action, you disappear from the world for Level Feature
a brief moment and enter the Shadow Realm, taking 1st Expanded Spell List, Venomous Blades
advantage of its timeless nature. While in your 6th Venomous Words
shadow refuge, you can take two actions to cast spells 10th Mantle of Whispers
that target only you. After using those two actions, 14th Shadow Lore
you return to the space you occupied and your turn
ends. EXPANDED SPELL LIST
Once you use this feature, you can’t use it again until The Betrayer path lets you choose from an expanded
you finish a long rest. list of spells when you learn a nightblade spell. The
following spells are added to the nightblade spell list
FAR WANDERER for you.
At 10th level, you no longer need to breathe, and you
gain resistance to fire damage and cold damage. BETRAYER EXPANDED SPELLS
Spell Level Spells
UMBRAL SEQUESTRATION 1st disguise self, ice knife
Starting at 14th level, you gain the ability to sequester 2nd detect thoughts, knock
yourself and your allies in the Shadow Realm 3rd clairvoyance, nondetection
By performing a special ritual over the course of 5 4th greater invisibility, vitriolic sphere
minutes, you shift yourself and up to ten willing 5th cloud kill, dominate person
creatures you can see to the Shadow Realm. You and
those creatures gain the benefits of a short rest while VENOMOUS BLADES
sequestered on the Shadow Realm. You then return to Starting at 1st level when you choose this path, you
the spaces you all occupied when you used this ability, gain the ability to magically make your weapon
with no time having passed in the world. attacks toxic for a moment.
During this short rest, you and the creatures you Once per turn, when you hit a creature with a
sequester can make use of any options available weapon attack, you can deal an extra 1d6 poison
during a rest that affect only you and the creatures damage to one creature you hit with an attack if you
you sequester. have advantage on the attack roll.
Once you use this ability, you cannot use it again You don't need advantage on an attack roll if another
until you complete a long rest. enemy of the target is within 5 feet of it, that enemy
isn't incapacitated, and you don't have disadvantage
BETRAYER on the attack roll.
The additional damage increases when you reach
Betrayers use their knowledge and magic to uncover
certain levels in this class, increasing to 2d6 at 5th
secrets and turn them against others through
level, 3d6 at 10th level, and 4d6 at 15th level.
extortion and threats. Nightblades are often looked
upon with suspicion and distrust, usually with ample
justification. This, of course, isn't true of all
Nightblades.
Nightblades who follow the path of the Betrayer,
however, often hide their true nature. They typically
claim to have developed their magic through more
palatable means, as shadow magic is generally seen as
nefarious, especially when it involves bending ones
will. They might also keep their actual calling secret in
order to infiltrate and exploit royal courts and other
settings of power.

UESTRPG BASIC RULES


75
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
VENOMOUS WORDS SHADOW LORE
At 6th level, you learn to infuse innocent seeming At 14th level, you gain the ability to weave dark magic
words with an insidious magic. A creature that hears into your words and tap into a creature’s deepest
you speak can become plunged into fear and fears.
paranoia. As an action, you magically whisper a phrase that
If you speak to a humanoid alone for at least 10 only one creature of your choice within 30 feet of you
minutes, you can attempt to seed paranoia and fear can hear. The target must make a Willpower saving
into its mind. At the end of the conversation, the throw against your spell save DC. It automatically
target must succeed on a Willpower saving throw succeeds if it doesn’t share a language with you or if it
against your spell save DC or be frightened for the can’t hear you. On a successful saving throw, your
next hour, until it is attacked or damaged, or until it whisper sounds like unintelligible mumbling and has
witnesses its allies being attacked or damaged. While no effect.
frightened in this way, the target is paranoid and tries If the target fails its saving throw, it is charmed by
to avoid the company of others, including its allies. you for the next 8 hours or until you or your allies
The target seeks out what it considers the safest, most attack or damage it. It interprets the whispers as a
secret place available to it and hides there. description of its most mortifying secret. While you
If the target succeeds on its save, the target has no gain no knowledge of this secret, the target is
hint that you tried to frighten it. convinced you know it.
Once you use this feature, you can’t use it again until While charmed in this way, the creature obeys your
you finish a short rest or long rest. commands for fear that you will reveal its secret. It
won’t risk its life for you or fight for you, unless it was
MANTLE OF WHISPERS already inclined to do so. It grants you favors and gifts
At 10th level, you gain the ability to adopt a creature’s it would offer to a close friend.
persona. When you slay a creature with an attack or a When the effect ends, the creature has no
spell or a creature dies within 5 feet of you, you can understanding of why it held you in such fear. Once
magically capture its shadow using your reaction. You you use this feature, you can’t use it again until you
can capture only the shadow of a creature that is your finish a long rest.
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
that the creature would freely share with a casual
acquaintance. Information includes general details on
its background and personal life, but does not include
secrets. The information is enough that you can pass
yourself off as the creature by drawing on its
memories.
Another creature can see through this disguise by
making a Willpower (Insight) check opposed by your
Personality (Deception) check, though you gain a +5
bonus to your check.
The disguise and the knowledge it grants disappears
when this ability’s duration ends.

UESTRPG BASIC RULES


76
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
RANGER from the comforts of a dry bed and a hot bath. Faced
with city-bred adventurers who grouse and whine
Rough and wild looking, a breton stalks alone through about the hardships of the wild, rangers respond with
the shadows of trees, hunting the orcs he knows are some mixture of amusement, frustration, and
planning a raid on a nearby farm. Clutching a short compassion. But they quickly learn that other
sword in each hand, he becomes a whirlwind of steel, adventurers who can carry their own weight in a fight
cutting down one enemy after another. against civilization’s foes are worth any extra burden.
After tumbling away from a cone of freezing air, a Coddled city folk might not know how to feed
bosmer finds her feet and draws back her bow to themselves or find fresh water in the wild, but they
loose an arrow at the white dragon. Shrugging off the make up for it in other ways.
wave of fear that emanates from the dragon like the
cold of its breath, she sends one arrow after another CREATING A RANGER
to find the gaps between the dragon’s thick scales.
Holding his hand high, a redguard whistles to the As you create your ranger character, consider the
hawk that circles high above him, calling the bird back nature of the training that gave you your particular
to his side. Whispering instructions in Yoku, he points capabilities. Did you train with a single mentor,
to the bear he’s been tracking and sends the hawk to wandering the wilds together until you mastered the
distract the creature while he readies his bow. ranger’s ways? Did you leave your apprenticeship, or
Far from the bustle of cities and towns, past the was your mentor slain – perhaps by the same kind of
hedges that shelter the most distant farms from the monster that became your favored enemy? Or
terrors of the wild, amid the dense-packed trees of perhaps you learned your skills as part of a band of
trackless forests and across wide and empty plains, rangers affiliated with a warden conclave, trained in
rangers keep their unending watch. mystic paths as well as wilderness lore. You might be
self-taught, a recluse who learned combat skills,
DEADLY HUNTERS tracking, and have a connection to nature through the
necessity of surviving in the wilds.
Warriors of the wilderness, rangers specialize in What’s the source of your particular hatred of a
hunting the monsters that threaten the edges of certain kind of enemy? Did a monster kill someone
civilization – humanoid raiders, rampaging beasts and you loved or destroy your home village? Or did you
monstrosities, terrible giants, and deadly dragons. see too much of the destruction these monsters cause
They learn to track their quarry as a predator does, and commit yourself to reining in their depredations?
moving stealthily through the wilds and hiding Is your adventuring career a continuation of your
themselves in brush and rubble. Rangers focus their work in protecting the borderlands, or a significant
combat training on techniques that are particularly change? What made you join up with a band of
useful against their specific favored foes. A ranger’s adventurers? Do you find it challenging to teach new
talents and abilities are honed with deadly focus on allies the ways of the wild, or do you welcome the
the grim task of protecting the borderlands. relief from solitude that they offer?

QUICK BUILD
You can make a ranger quickly by following these
INDEPENDENT ADVENTURERS suggestions. First, make Agility your highest attribute
score, followed by Endurance. (Some rangers who
Though a ranger might make a living as a hunter, a
choose two-weapon fighting may prefer Strength over
guide, or a tracker, a ranger’s true calling is to defend
Agility.) Second, choose the outlander background.
the outskirts of civilization from the ravages of
monsters and humanoid hordes that press in from the
wild. In some places, rangers gather in secretive
CLASS FEATURES
As a Ranger, you gain the following class features
orders or join forces with warden conclaves. Many
rangers, though, are independent almost to a fault,
knowing that, when a dragon or a band of orcs
HIT POINTS
Hit Dice: 1d10 per ranger level
attacks, a ranger might be the first – and possibly the
Hit Points at 1st Level: 10 + your Endurance modifier
last line of defense.
Hit Points At higher levels: 1d10 (or 6) + your
This fierce independence makes rangers well suited
Endurance modifier per ranger level after 1st
to adventuring, since they are accustomed to life far

UESTRPG BASIC RULES


77
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
THE RANGER FAVORED ENEMY
Proficiency Beginning at 1st level, you have significant experience
Level Bonus Features studying, tracking, hunting, and even talking to a
1st +2 Favored Enemy, Natural Explorer certain type of enemy commonly encountered in the
2nd +2 Fighting Style, Skirmisher's Stealth wilds.
Choose a type of favored enemy: beasts, humanoids,
3rd +2 Poultices, Primal Instincts, Ranger
monstrosities, or undead. You gain a +2 bonus to
Archetype
damage rolls with weapon attacks against creatures
4th +2 Attribute Score Improvement of the chosen type. Additionally, you have advantage
5th +3 Extra Attack on Willpower (Survival) checks to track your favored
6th +3 Greater Favored Enemy enemies, as well as on Intelligence checks to recall
7th +3 Archetype Feature
information about them.
When you gain this feature, you also learn one
8th +3 Attribute Score Improvement, Fleet language of your choice, typically one spoken by your
of Foot favored enemy or creatures associated with it.
9th +4 Natural Antivenom However, you are free to pick any language you wish
10th +4 Hides in Plain Sight to learn.
11th +4 Archetype Feature
NATURAL EXPLORER
12th +4 Attribute Score Improvement
13th +5 Call Natural Allies You are a master of navigating the natural world, and
you react with swift and decisive action when
14th +5 Vanish
attacked. This grants you the following benefits:
15th +5 Archetype Feature
• You ignore difficult terrain.
16th +5 Attribute Score Improvement
• You have advantage on initiative rolls.
17th +6 Primal Connection
• On your first turn during combat, you have
18th +6 Feral Senses advantage on attack rolls against creatures that
19th +6 Attribute Score Improvement have not yet acted.
20th +6 Foe Slayer 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, Shields • 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.
EQUIPMENT
• While tracking other creatures, you also learn
You start with the following equipment, in addition to
their exact number, their sizes, and how long ago
the equipment granted by your background:
they passed through the area.
• (a) scale mail or (b) leather armor
• (a) two short blades or (b) a long blade FIGHTING STYLE
• (a) a dungeoneer's pack or (b) an explorer's pack
• A longbow and a quiver of 20 arrows At 2nd level, 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,
even if you later get to choose again.

UESTRPG BASIC RULES


78
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
ARCHERY gain the following benefits:
You gain a +2 bonus to your attack rolls you make
with ranged weapons. PRIMAL CONTACT
You have an innate ability to communicate with
DEFENSE beasts, and they recognize you as a kindred spirit.
While wearing armor, you gain +1 bonus to AC. Through sounds and gestures, you can communicate
simple ideas to a beast as an action, and can read its
DUELING basic mood and intent. You learn its emotional state,
When you are wielding a melee weapon in one whether it is affected by magic of any sort, its short-
hand and no other weapons, you gain +2 bonus to term needs (such as food or safety), and actions you
damage rolls with that weapon. can take (if any) to 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 PRIMEVAL AWARENESS
second attack. You can attune your senses to determine if any of your
favored enemies lurk nearby. By spending 1
SKIRMISHER'S STEALTH uninterrupted minute in concentration (as if you were
concentrating on a spell), you can sense whether any
Beginning at 2nd level, you combine speed and stealth
of your favored enemies are present within 5 miles of
in combat to make yourself hard to pin down. You are
you. This feature reveals which of your favored
difficult to detect even if you attack or otherwise take
enemies are present, their numbers, and the
actions that would normally reveal your presence.
creatures’ general direction and distance (in miles)
At the start of your turn, pick a creature you are
from you.
hidden from. You remain hidden from that creature
If there are multiple groups of your favored enemies
during your turn, regardless of your actions or the
within range, you learn this information for each
actions of other creatures. As a bonus action at the
group.
end of your turn, you can make an Agility (Stealth)
check to hide from that creature again if you fulfill the
PRIMAL MARK
conditions needed to hide. Otherwise, creatures are
As a bonus action, you can choose a creature you can
aware of you at the end of your turn.
see within 90 feet of you and mark it as your quarry
for up to 1 hour, as though you are concentrating on a
POULTICES spell. You have advantage on any Willpower
At 3rd level, you can create special herbal poultices (Perception) or Willpower (Survival) check you make
that have healing power comparable to some potions. to find it.
You can spend 1 hour gathering herbs and preparing
herbal poultices using treated bandages to create a RANGER ARCHETYPE
number of such poultices equal to your Willpower
At 3rd level, you choose an archetype that you strive to
modifier (minimum 1). You can carry a number of
emulate: Archer, Hunter, or Scout, all detailed at the
poultices at one time equal to your Willpower
end of the class description. Your choice grants you
modifier (minimum 1). The poultices you create
features at 3rd level, and again at 7th, 11th, and 15th
cannot be applied by anyone but you. After 24 hours,
level.
any poultices that you have not used lose their
potency.
If you spend 1 minute applying one of your poultices ATTRIBUTE SCORE IMPROVEMENT
to a wounded humanoid creature, thereby expending When you reach 4th level, and again at 8th, 12th, 16th,
its use, that creature regains 1d6 hit points for every and 19th level, you can increase one attribute score of
two ranger levels you have (rounded up). your choice by 2, or you can increase two attribute
scores by 1. You can't increase an ability score above
PRIMAL INSTINCTS 20 using this feature.
Beginning at 3rd level, your mastery of ranger lore
allows you to establish a powerful link to beasts
and to the land around you. With this feature you

UESTRPG BASIC RULES


79
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
EXTRA ATTACK among those that could hear you and that are within 1
mile of you, in one of the following groups:
At 5th level, you can attack twice, instead of once,
when you take the Attack action on your turn. •One beast of challenge rating 2 or lower
•Two beasts of challenge rating 1 or lower
GREATER FAVORED ENEMY •Four beasts of challenge rating 1/2 or lower
•Eight beasts of challenge rating 1/4 or lower
At 6th level, you are ready to hunt even deadlier game.
Choose a type of greater favored enemy: Fiends, These beasts approach you from their current
Constructs, Dragons, Elementals, or Giants. You gain location, and will fight alongside you, attacking any
all the benefits against this chosen enemy that you creatures that are hostile to you. They are friendly to
normally gain against your favored enemy, including you and your allies, and you roll initiative for the
an additional language. Your bonus to damage rolls called creatures as a group, which takes its own turns.
against all your favored enemies increases to +4. The DM has the creatures’ statistics.
Additionally, you have advantage on saving throws After 1 hour, these beasts return to their previous
against the spells and abilities used by a greater location. Once you use this feature, you cannot use it
favored enemy. again in the same general area for 24 hours, since the
same animals will not repeatedly heed your call.
FLEET OF FOOT
VANISH
Beginning at 8th level, you can use the Dash action as a
bonus action on your turn. At 14th level you can use the Hide action as a bonus
action on your turn. Also, you can never be tracked by
NATURAL ANTIVENOM non-magical means, unless you intended to leave a
trail.
Starting at 9th level, you have advantage on saving
throws against poison and have resistance to poison PRIMAL CONNECTION
damage. Additionally, you can use one of your
poultices each day to cure one poison effect on the At 17th level, you become one with nature and gain a
creature you are applying it to, in addition to nearly supernatural connection to it, unlocking it's
restoring hit points. knowledge and secrets.
If you spend 1 minute in uninterrupted meditation
HIDE IN PLAIN SIGHT while outdoors, you gain knowledge of the land
within 3 miles of you. In caves and other natural
Starting at 10th level, you can remain perfectly still for underground settings, the radius is limited to 300
long periods of time to set up ambushes. feet. You don't gain this knowledge in areas where
When you attempt to hide on your turn, you can opt nature has been replaced by construction, such as
to not move on that turn. If you avoid moving, dungeons and towns.
creatures that attempt to detect you take a −10 You instantly gain knowledge of up to three facts of
penalty to their Willpower (Perception) checks until your choice about any of the following subjects as
the start of your next turn. You lose this benefit if you they relate to the area:
move or fall prone, either voluntarily or because of
some external effect. You are still automatically • terrain and bodies of water
detected if any effect or action causes you to no longer • prevalent plants, minerals, animals, or peoples
be hidden. • powerful celestials, fey, fiends, elementals, or
If you are still hidden on your next turn, you can undead
continue to remain motionless and gain this benefit • influence from other planes of existence
until you are detected. • buildings
For example, you could determine the location of
CALL NATURAL ALLIES powerful undead in the area, the location of major
Starting at 13th level, you can call natural creatures sources of safe drinking water, and the location of any
from your current terrain to fight on your behalf, nearby towns.
using your attunement to the natural world to Once you use this feature, you can’t use it again until
convince them to aid you. The DM chooses beasts you finish a long rest.
appropriate to the terrain to come to your aid from

UESTRPG BASIC RULES


80
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
FERAL SENSES You learn one additional tactic of your choice at 7th,
11th, and 15th levels. Each time you learn a new tactic,
At 18th level, you gain preternatural senses that help you can also replace one tactic you know with a
you fight creatures you can't see. When you attack a different one.
creature you can't see, your inability to see it doesn't Tactical Dice. You have four tactical dice, which are
impose disadvantage on your attack rolls against it. d8s. A tactical die is expended when you use it. You
You are also aware of the location of any invisible regain all of your expended tactical dice when you
creature within 30 feet of you, provided the creature finish a short or long rest.
isn't hidden from you and you aren't blinded or You gain another tactical die at 7th level and one
deafened. more at 15th level.
Saving Throws. Some of your tactics require your
FOE SLAYER target to make a saving throw to resist the tactic’s
At 20th level, you become an unparalleled hunter of effects. The saving throw DC is calculated as follows:
your enemies. Once on each of your turns, you add Tactic save DC = 8 + your proficiency bonus +
your willpower modifier to the attack roll or the your Strength or Agility modifier (your choice)
damage roll of an attack you make against a favored
enemy. You can choose to use the feature before or IRON MIND
after the roll, but before any effects of the roll are By 7th level, your time studying beasts and the focus
applied. required by archery has stilled your mind. You gain
proficiency in Willpower saving throws and have
RANGER ARCHETYPE advantage on saving throws against being frightened.
The ideal ranger has three classic expressions, the
Archer, the Hunter, and the Scout. ARCHER'S MASTERY
At 11th level, you gain one of the following features of
ARCHER your choice:
Critical Shot. Your keen eye can find your foes' most
Archers are fighters who have focused their training vulnerable weaknesses. Your ranged weapon attacks
to specialize in long-range combat. While any warrior score a critical hit on a roll of 18-20.
with a bow can be considered an archer, rangers Flurry. If you miss with an attack during your
develop a form of unmatched discipline and prowess turn, you can immediately make an additional
with all forms of projectiles. Archers perform the best attack. You can gain one additional attack during
when they can keep their opponents at a distance, your turn with this ability.
using ranged weapons and swift maneuvers. Once Quick Shot. During the first round of combat, you
engaged in melee, they strike deftly, using swords and can use your reaction to make a weapon attack. This
axes to bring down the wounded and weary. attack occurs at your initiative plus 10.
Scatter Shot. When another creature damages you
ARCHER FEATURES with a melee weapon attack, you use your reaction to
Ranger Level Feature move up to half your movement speed without
3rd Combat Tactics provoking opportunity attacks from the creature. You
7th Iron Mind can then make a quick weapon attack against that
11th Archer's Mastery same creature with the same reaction.
15th Relentless Steady Hand. You gain advantage on one attack roll
you make with a ranged weapon each turn.
COMBAT TACTICS
At 3rd level, you learn combat tactics that are fueled by RELENTLESS
special dice called tactical dice. Starting at 15th level, when you roll initiative and have
Tactics. You learn two tactics of your choice, which no tactical dice remaining, you regain 1 tactical die.
are detailed under “Combat Tactics” below. Many
tactics enhance an attack in some way. You can use
only one tactic per attack.

UESTRPG BASIC RULES


81
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
COMBAT TACTICS Overdraw. When you make a ranged attack, you can
The tactics are presented in alphabetical order. expend one tactical die to double the range of the
Counter. When another creature attacks you, you weapon without causing disadvantage. If you hit, you
can use your reaction and expend one tactical die to add the tactical die to the attack's damage roll.
increase your AC by the number you roll on your Pierce Armor. When you hit a creature that is
tactical die, until the start of your next turn. The wearing armor with a weapon attack, you can expend
attack misses if it fails to hit with your new AC value. one tactical die to weaken their armor, reducing the
Disarming Attack. When you hit a creature with a targets AC by 1. If you hit, you add the tactical die to
weapon attack, you can expend one tactical die to the attack's damage roll. You can not weaken the same
attempt to disarm the target, forcing it to drop one armor more than once.
item of your choice that it's holding. You add the Power Shot. When you hit a creature with a weapon
tactical die to the attack's damage roll, and the target attack, you can expend one tactical die to attempt to
must make a Strength saving throw. On a failed save, it throw the attacker off balance. You add the tactical die
drops the object you choose. The object lands at its roll to the attack's damage roll, and it must make a
feet. Strength saving throw. On a failed save, it is staggered
Distracting Strike. When you hit a creature with a and has disadvantage on their next attack.
weapon attack, you can expend one tactical die to Precision Attack. When you make a weapon attack
distract the creature, giving your allies an opening. roll against a creature, you can expend one tactical die
You add the tactical die to the attack's damage roll. to add a tactical die to the roll. You can use this tactic
The next attack roll against the target by an attacker before or after making the attack roll, but before any
other than you has advantage if the attack is made effects of the attack are applied.
before the start of your next turn. Pushing Attack. When you hit a creature with a
Dodge Roll. When a creature damages you with a weapon attack, you can expend one tactical die to
melee attack, you can use your reaction and expend attempt to drive the target back. You add the tactical
one tactical die to reduce the damage by the number die roll to the attack's damage roll, and if the target is
you roll on your tactical die + your Agility modifier. Large or smaller, it must make a Strength saving
Evasive footwork. When you move, you can expend throw. On a failed save, it is pushed back 15 feet.
one tactical die, rolling the die and adding the number Split Shot. When you make a ranged weapon attack,
rolled to your AC until you stop moving. you can expend one tactical die to attempt to damage
Knockdown. When you hit a creature with a weapon another creature within 5 feet of the original target
attack, you can expend one tactical die to attempt to and within your reach. If the original attack roll would
knock the target down. You add the tactical die to the hit the second creature, it takes damage equal to the
attack's damage roll, and if the target is Large or number you roll on your tactical die. The damage is of
smaller, it must make a Strength saving throw. On a the same type dealt for the original attack.
failed save, you knock the target prone.
Maneuvering Attack. When you hit a creature with HUNTER
a weapon attack, you can expend one tactical die to
maneuver one of your allies into a more advantageous The life of a hunter is spent tracking prey and training
position. You add the tactical die to the attack's to become the best predator of all. Emulating the
damage roll, and you choose a friendly creature who Hunter archetype means that they have reached the
can see or hear you. That creature can use it's upper echelon of their pursuits. Using daedric magic,
reaction to move up to half its speed without the hunter tries to earn Hircine's favour and achieve a
provoking opportunity attacks from the target of your place in the Great Hunt.
attack.
HUNTER FEATURES
Ranger Level Feature
3rd Companion of Hircine, Companion's Bond
7th Ambuscade
11th Hunter's Mastery
15th Hircine's Gift

UESTRPG BASIC RULES


82
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
COMPANION OF HIRCINE For each level you gain after 3rd, your animal
At 3rd level, you learn how to conjure a powerful beast companion gains an additional hit die and increases
from The Hunting Grounds, Hircine's plane of its hit points accordingly.
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 unless its
weasel, a panther, or a wolf. However, your DM 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 a fiend (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 d6 Trait
companion’s spirit from the depth's of oblivion and 1 I'm dauntless in the face of adversity.
use your magic to conjure a new body for it. 2 Threaten my friends, threaten me.
If you use this ability to return a former daedric 3 I stay on alert so others can rest.
companion to life while you have a current 4 People see an animal and underestimate me. I use
companion, your current companion leaves you and is that to my advantage.
replaced by the 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 EXPANDING COMPANION OPTIONS
normal pace. Depending on the nature of your campaign, the DM
Your animal companion has abilities and game might choose to expand the options for your animal
statistics determined in part by your level. Your companion. As a rule of thumb, a beast can serve as an
companion uses your proficiency bonus rather than animal companion if it is Medium or smaller, has 15 or
its own. In addition to the areas where it normally fewer hit points, and cannot deal more than 8 damage
uses its proficiency bonus, an animal companion also with a single attack. In general, that applies to creatures
adds its proficiency bonus to its AC and to its damage with a challenge rating of 1/4 or less, but there are
rolls. exceptions.
Your animal companion gains proficiency in two
skills of your choice. It also becomes proficient with
all saving throws.

UESTRPG BASIC RULES


83
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
AMBUSCADE form to 0 hit points, you aren’t knocked
At 7th level, Hunters strike first and strike hard. When unconscious.
you roll initiative, you gain a special turn that takes • You assume the lycanthropes hybrid form and you
place before other creatures can act. On this turn, you can’t cast spells or use the were-creature's
can use your action to take either the Attack or Hide Shapechanger ability. Transforming doesn’t break
action. If more than one creature in an encounter has your concentration on a spell you’ve already cast,
this feature, they all act first in order of initiative, then however, or prevent you from taking actions that are
the regular initiative order begins. If you would part of a spell.
normally be surprised at the start of an encounter, • You retain the benefit of any features from your
you are not surprised but you do not gain this extra class, race, or other source and can use them if the
turn. new form is physically capable of doing so. However,
you can’t use any of your special senses, such as
HUNTER'S MASTERY darkvision, unless your new form also has that
Starting at 11th level, you can choose one additional sense.
Favored Enemy. • You choose whether your equipment falls to the
ground in your space, merges into your new form, or
HIRCINE'S GIFT is worn by it. Worn equipment functions as normal,
Starting at 15th level, Hircine recognizes your aptitude but the DM decides whether it is practical for the
for the hunt and blesses you with his gift. Once per new form to wear a piece of equipment, based on
long rest, you are able to transform into a were- the creature’s shape and size. Your equipment
creature of your choice for 1 hour. You normally doesn’t change size or shape to match the new form,
choose your form from the following lycanthropes: a and any equipment that the new form can’t wear
werebat, a werebear, a wereboar, a werecrocodile, must either fall to the ground or merge with it.
a werelion, a wererat, a wereraven, a wereshark, a Equipment that merges with the form has no effect
weretiger, a werevulture, or a werewolf. However, until you leave the form.
your DM might pick one of these animals for you, or
an animal based on a creature appropriate for the SCOUT
campaign setting. You can find the statistics for these
creatures in the Blessings and Curses supplement, or Scouts rely on stealth and rapid movement to survey
in the Monster Manual. routes and opponents, using skirmish tactics when
You can revert to your normal form earlier by using forced to fight. They are skilled in surviving far from
a bonus action on your turn. You automatically revert the streets of a city, allowing them to scout ahead of
if you fall unconscious, drop to 0 hit points, or die. their companions during expeditions. By contrast
While you are transformed, the following rules apply: with barbarians, in combat scouts tend to be cautious
and methodical, rather than impulsive. Many scouts
• Your game statistics are replaced by the statistics of serve as the eyes and ears of war bands. Ambusher,
the were-creature, but you retain your alignment, spy, bounty hunter – these are just a few of the roles
Personality, Intelligence, and Willpower scores. You that Scouts assume as they range the world.
also retain all of your skill and saving throw
proficiencies, in addition to gaining those of the SCOUT FEATURES
creature. If the creature has the same proficiency as Ranger Level Feature
you and the bonus in its stat block is higher than 3rd Bonus Proficiencies, Swiftness, Scout's
yours, use the creature’s bonus instead of yours. If Tactics
the creature has any legendary or lair actions, you 7th Remarkable Athlete
can't use them. 11th Multiattack, Improved Scout's Tactics
• When you transform, you assume the beast’s hit 15th Relentless
points and Hit Dice. When you revert to your normal
form, you return to the number of hit points you had BONUS PROFICIENCIES
before you transformed. However, if you revert as a When you choose this archetype at 3rd level, you gain
result of dropping to 0 hit points, any excess damage proficiency in three of the following skills of your
carries over to your normal form. For example, if choice: Acrobatics, Animal Handling, Athletics,
you take 10 damage in animal form and have only 1 Investigation, Medicine, Nature, Perception, Stealth or
hit point left, you revert and take 9 damage. As long Survival. You can choose to gain proficiency with
as the excess damage doesn’t reduce your normal thieves’ tools in place of one skill choice.

UESTRPG BASIC RULES


84
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SWIFTNESS MULTIATTACK
Also at 3rd level, your speed increases by 5 feet. This At 11th level, you gain one of the following features of
bonus increases as you reach certain levels. Your your choice.
speed increases by 10 feet by 7th level, 15 feet by 11th Volley. You can use your action to make a ranged
level, and 20 feet by 15th level. attack against any number of creatures within 10 feet
of a point you can see within your weapons range. You
SCOUT'S TACTICS must have ammunition for each target, and make a
At 3rd level, you gain a set of abilities that are fueled separate attack roll for each target.
by special dice called tactical dice. Whirlwind. You use your action to make a melee
Tactical Dice. You have four tactical dice, which are attack against any number of creatures within 5 feet
d8s. A tactical die is expended when you use it. You of you, with a separate attack roll for each target.
regain all of your expended tactical dice when you
finish a long or short rest. You gain another tactical IMPROVED SCOUT'S TACTICS
die at 7th level and one more at 15th level. At 11th level, your tactical dice turn into d10s. At 17th
Using Tactical Dice. You can expend tactical dice to level, they turn into d12s.
gain a number of different benefits:
RELENTLESS
• When you make a check that allows you to apply Starting at 15th level, when you roll initiative and have
your proficiency in Athletics, Nature, Perception, no tactical dice remaining, you regain 1 tactical die.
Stealth, or Survival, you can expend one tactical
die to bolster the check. Add half the number
rolled on the tactical die (rounding up) to your
check. You apply this bonus after making the check
but before learning if it was successful.
• When you make a weapon attack against a
creature, you can expend one tactical die to add it
to the attack roll. You can use this ability before or
after making the attack roll, but before any of the
effects of the attack are applied.
• If you are hit by an attack while wearing light or
medium armor, you can expend one tactical die as
a reaction, adding the number rolled to your AC. If
the attack still hits, you take half damage from it.

REMARKABLE ATHLETE
Starting at 7th level, you can add half your proficiency
bonus (round up) to any Strength, Agility, or
Endurance check you make that doesn't already use
your proficiency bonus.
In addition, when you make a running long jump,
the distance you cover increases by a number of feet
equal to your Strength modifier.

UESTRPG BASIC RULES


85
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
ROGUE world where skeevers – and wererats – haunt the
sewers.
After successfully striking the stone golem in a weak As adventurers, rogues fall on both sides of the law.
spot, a khajiit calls out to his partner, quickly relaying Some are vagabonds that live for the thrill of
the pivotal information. Her companion attacks and uncovering lost secrets, while others take up a life of
within seconds, the formidable construct is laid to adventure after being sponsored by noble families.
waste. Some have learned and perfected their skills with the
An imperial lurks in the shadows of an alley while explicit purpose of infiltrating ancient ruins and
his accomplice prepares for her part in the ambush. hidden crypts in search of treasure.
When their target – a notorious slaver – passes the
alleyway, the accomplice cries out, the slaver comes to CREATING A ROGUE
investigate, and the assassin’s blade cuts his throat
before he can make a sound. As you create your rogue character, consider the
Shifting her gaze between the bandit's hands and his character’s relationship to the law. Did you work
stance, a dunmer realizes that negotiations have alongside inspectors and the guard or did you find
broken down. Darting out of the way from the yourself working as an operative in the thieves guild?
bandit's sudden movement, she is able to avoid the Have you changed your stance on your profession,
blow while simultaneously disarming him with a few possibly angering local law makers or guild masters?
quick jabs to the kidneys. Did you leave to find independent work on your own,
Rogues rely on skill, stealth, and finding their foes in search of bigger risks and bigger rewards? Is it
weak points to get the upper hand in any situation. greed that drives you in your adventures, or some
They have a knack for finding the solution to just other desire or ideal?
about any problem, demonstrating a resourcefulness What was the trigger that led you away from your
and versatility that is the cornerstone of any previous life? Did you learn undisclosed information
successful adventuring party. than you weren't expected to? Maybe you were able to
break a secret code that led you to a stash of riches to
SKILL AND PRECISION help you start a new life. Did wanderlust finally call
you away from your home? Perhaps you suddenly
Rogues devote as much effort to mastering the use of found yourself cut off from your family or your
a variety of skills as they do to perfecting their combat mentor, and you had to find a new means of support.
abilities, giving them a broad expertise that few other Or maybe you made a new friend another member of
characters can match. Many rogues focus on stealth your adventuring party – who showed you new
and deception, while others refine the skills that help possibilities for earning a living and employing your
them in a dungeon environment, such as climbing, particular talents.
finding and disarming traps, and opening locks.
When it comes to combat, rogues prioritize cunning QUICK BUILD
over brute strength. A rogue would rather make one You can make a rogue quickly by following these
precise strike, placing it exactly where the attack will suggestions. First, Agility should be your highest
hurt the target most, than wear an opponent down attribute score, followed by Intelligence. Personality
with a barrage of attacks. should be your next highest if you plan to emphasize
deception and social interaction. Second, choose the
A COVERT LIVING charlatan background.
Every town and city has its share of rogues. Many of
them live up to the worst stereotypes of the class, CLASS FEATURES
making a living as blackguards, operatives, spies, and As a Rogue, you gain the following class features.
assassins, Often, these scoundrels team up with
thieves guilds or noble families. Plenty of rogues HIT POINTS
operate independently, but even they sometimes Hit Dice: 1d8 per rogue level
recruit apprentices to help them in their Hit Points at 1st Level: 8 + your Endurance modifier
investigations and interrogations. A few rogues make Hit Points At higher levels: 1d8 (or 5) + your
an honest living as locksmiths, investigators, or Endurance modifier
exterminators, which can be a dangerous job in a

UESTRPG BASIC RULES


86
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
THE ROGUE
Proficiency Precise Precision
Level Bonus Attacks Dice Features
1st +2 3 1d4 Expertise, Precise Attacks
2nd +2 3 1d4 Strategic Aid
3rd +2 3 1d6 Roguish Archetype
4th +2 4 1d6 Attribute Score Improvement
5th +3 4 1d8 Extra Attack
6th +3 4 1d8 Expertise Improvement
7th +3 5 1d10 Quick Thinking
8th +3 5 1d10 Attribute Score Improvement
9th +4 5 2d6 Roguish Archetype Feature
10th +4 6 2d6 Attribute Score Improvement
11th +4 6 2d8 Advanced Maneuvers
12th +4 6 2d8 Attribute Score Improvement
13th +5 6 2d10 Roguish Archetype Feature
14th +5 7 2d10 Mental Agility
15th +5 7 3d8 Slippery Mind
16th +5 7 3d8 Attribute Score Improvement
17th +6 7 3d10 Roguish Archetype Feature
18th +6 8 3d10 Solo Artist
19th +6 8 3d10 Attribute Score Improvement
20th +6 Unlimited 3d10 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 one of your tool
Tools: Pick 2 from poisoner's kit, forgery kit, disguise proficiencies. Your proficiency bonus is doubled for
kit, thieves' tools, one gaming set of your choice, and any ability check you make that uses either of the
one musical instrument of your choice. chosen proficiency.
At 6th level, you can choose two more of your
Saving Throws: Agility, Intelligence proficiencies (in skills or in tools) to gain this benefit.
Skills: Choose four from Acrobatics, Athletics,
Deception, Insight, Intimidation, Investigation, PRECISE ATTACKS
Perception, Performance, Persuasion, Sleight of Hand, Beginning at 1st level, you know how to use your
and Stealth. superior agility to outwit and devastate your enemies
with tactical precision.
EQUIPMENT You gain the ability to make an amount of Precise
You start with the following equipment, in addition to Attacks. You can make additional Precise Attacks as
the equipment granted by your background: your level increases, as shown on the Precise Attacks
• (a) a rapier or (b) a shortsword column of the Rogue table. You regain all expended
• (a) a short bow and a quiver of 20 arrows or (b) a uses when you complete a long rest.
shortsword Once per turn, when you make a weapon attack
using a ranged or finesse weapon, you can choose to
• (a) a burglar's pack, (b) a dungeoneer's pack, or (c)
use a Precise Attack to add your Precision Dice, a d4,
an explorer's pack
to the attack roll. If the attack hits, you apply any of
•Leather armor, two daggers, and thieves' tools.
the unused Precision Dice roll to your weapon

UESTRPG BASIC RULES


87
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
damage roll. SLIPPERY MIND
Your Precision Dice increases as you gain levels, as
shown in the Precision Dice column of the Rogue When you reach 15th level, you acquire greater mental
table. strength and gain proficiency on Willpower saving
throws.
STRATEGIC AID
SOLO ARTIST
Starting at 2nd level, you can use the Help action as a
bonus action. Additionally, when you use the Help Starting at 18th level, when no allies are within 30 feet
action to aid an ally in attacking a creature, the target of you, you gain advantage on all attack rolls.
of that attack can be within 30 feet of you, rather than
5 feet of you, if the target can see or hear you. STROKE OF LUCK
At 20th level, you have an uncanny knack for
ROGUISH ARCHETYPE succeeding when you need to. If your attack misses a
At 3rd level you are able to choose one of 3 archetypes target within range, you can turn the miss into a hit.
that you emulate in the exercise on your rogue Alternatively, if you fail an ability check, you can treat
abilities: Agent, Assassin, or Inquisitor, all detailed at the d20 roll as a 20.
the end of the class description. Your archetype choice Once you use this feature, you can't use it again until
grants you features at 3rd level and then again at 9th, you finish a short or long rest.
13th, and 17th level.
ROUGISH ARCHETYPE
ATTRIBUTE SCORE IMPROVEMENT Rouges have many features in common, including
th th th th their emphasis on perfecting their skills, their precise
When you reach 4 level, and again at 8 , 10 , 12 ,
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. Your choice or archetype is a
increase an ability score above 20 using this feature.
reflection of your focus – not necessarily an indication
of your chosen profession, but a description of your
EXTRA ATTACK preferred techniques.
Starting at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your AGENT
turn.
Agents are operatives and spies that are effectively
skilled in deception and disguise, but have trained in
QUICK THINKING the use of deadly force. Self-reliant and independent,
At 7th level, your quick thinking in the heat of action agents devote themselves to personal goals, or work
allows you to also add your Intelligence modifier to for nobles, guild-masters, sovereigns, and anyone else
your initiative roll. who can afford them.

ADVANCED MANEUVERS MASTER OF DISGUISE


When you choose this archetype at 3rd level, you gain
Beginning at 11th level, your nimble mind allows you proficiency with the disguise kit, and one gaming set
to better place your attacks for maximum devastation. of your choice. You also learn two languages of your
When you make a weapon attack with a weapon you choice. If you are already proficient with the disguise
are proficient with, you can add your Intelligence kit, choose a different tool from those listed in the
modifier to your damage roll (minimum 0). rogue's proficiencies.
Additionally, you can unerringly mimic the speech
MENTAL AGILITY patterns and accent of a creature that you hear speak
for at least 1 minute, allowing you to pass yourself off
Starting at the 14th level, you are always aware of your
as a native speaker of a particular land, provided that
surrounding and are no longer able to be surprised.
you know the language.

UESTRPG BASIC RULES


88
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
AMBUSH ASSASSIN
At 3rd level, your Precise Attacks are more effective.
When you use a Precise Attack, you roll 1 additional Trained in the art of death, assassins rely on stealth,
Precision Die of the same dice type. poison, and speed to eliminate their foes with deadly
When you reach 9th level in this class, you roll 2 efficiency. Diverse in their practice, assassins include
additional Precision dice, and you roll 3 additional ruthless murderers, hired killers, bounty hunters,
Precision dice at 15th level. principled agents of noble causes, and even priests
trained to exterminate the enemies of their deity.
INFILTRATION EXPERT
Starting at 9th level, you can unfailingly create false ASSASSIN FEATURES
identities for yourself. You must spend seven days and Rogue Level Feature
100 septims to establish the history, profession, and 3rd Poison Master
affiliations for an identity. You can't establish an 9th Nimble Attacks
identity that belongs to someone else. For example, 13th Assassinate
you might acquire appropriate clothing, letters of 17th Death Strike
introduction, and official looking certification to
establish yourself as a member of a trading house POISON MASTER
from a remote city so you can insinuate yourself into When you choose this archetype at 3rd level, you learn
the company of other wealthy merchants. how to make unique poisons designed to coat your
Other characters believe you to be that person until weapon of choice.
given an obvious reason not to. You gain proficiency with the poisoner's kit and
learn two assassin's poisons of your choice. Your
IMPOSTOR poison options are detailed at the end of the
At 13th level, you gain the ability to unerringly mimic Assassin's description. You learn one additional
another person's speech, writing and behavior. You assassin's poison of your choice at 9th level, and again
must spend at least 3 hours studying these three at 13th, and 17th level. Each time you learn a new
components of the person's behavior, listening to assassin's poison, you can also replace one poison you
speech, examining handwriting, and observing know with a different one.
mannerisms. Poisons. Once each day, when you spend 1 hour
Your ruse is indiscernible to the casual observer. If a gathering materials and creating poison, you create a
wary creature suspects something is amiss, you have series of vials with the various assassin's poisons you
advantage on any Personality (Deception) check you know. You can use any combination of these poisons
make to avoid detection. an amount of times equal to your Intelligence
modifier.
ETERNAL DECEIT On your turn, you can use a bonus action to apply
Starting at 17th level, your thoughts can't be read by the poison to a weapon, a piece of ammunition, trap
telepathy or other means, unless you allow it. You can components, or other objects that deal piercing or
present false thoughts by succeeding on a Personality slashing damage. The object remains potent until the
(Deception) check contested by the mind reader's poison is delivered through a wound or is washed off.
Willpower (Insight) check. The potency of all unused poisons is lost after 24
Additionally, no matter what you say, magic that hours.
would determine if you are telling the truth indicates Saving Throws. Your poisons require your target to
you are being truthful, if you so choose, and you can't make an Endurance saving throw to resist the poisons
be compelled to tell the truth by magic. effects. On a failed save, the target is effected by the
poison as noted in its description. On a successful
MASTER STRATEGIST save, the target takes half the amount of damage and
suffers no other effects. An affected creature can make
Also at 17th level, you can use a bonus action to direct
another saving throw at the start of each of their
one of your willing companions to strike. Choose a
turns. The saving throw DC is calculated as follows:
friendly creature that is within 60 feet of you that can
see or hear you. That creature can make a melee or Assassin's Poison save DC = 8 + your proficiency bonus
ranged attack with its reaction + your Intelligence modifier

UESTRPG BASIC RULES


89
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
NIMBLE ATTACKS This poison's damage increases by 1d6 when you
Starting at 9th level, whenever you roll initiative, roll reach 11th level (2d6), and 17th level (3d6).
an additional 1d8 and add the result to the total.
Delayed Poison
ASSASSINATE Prerequisite: 13th level
Starting at 13th level, you are at your deadliest when A creature hit by an item with Delayed Poison applied
you get the drop on your enemies. You have advantage to it takes 8d6 poison damage at the start of your next
on attack rolls against any creature that hasn't taken a turn on a failed save, or half as much on a successful
turn in the combat yet. In addition, any hit you score save.
against a creature that is surprised is a critical hit. This poison's damage increases by 2d6 when you
reach 17th level (10d6).
DEATH STRIKE
Starting at 17th level, you become a master of instant Hallucinating Poison
death. When you attack and hit a creature that is Prerequisite: 9th level
surprised, it must make an Endurance saving throw
(DC 8 + your Agility modifier + your proficiency A creature hit by an item with Hallucinating Poison
bonus). On a failed save, double the damage of your applied to it takes an additional 1d6 poison damage
attack against the creature. and the creature hallucinates wildly for 1 minute.
The affected creature attacks the nearest creature to
it, but has disadvantage on all of it's attacks. Any
ASSASSIN'S POISONS attacks made against the affected creature has
If an assassin's poison has prerequisites, you must advantage.
meet them to learn it. You can learn the poison at the This poison's damage increases by 1d6 when you
same time that you meet its prerequisites. A level reach 11th level (2d6), and 17th level (3d6).
prerequisite refers to your level in the class.
Hindering Poison
Basic Poison A creature hit by an item with Hindering Poison
A creature hit by an item with Basic Poison applied to applied to it takes an additional 1d4 poison damage
it takes an additional 1d6 poison damage and is and their movement speed is reduced to 5 for 1
poisoned for 1 minute. minute.
This poison's damage increases by 1d6 when you This poison's damage increases by 1d4 when you
reach 11th level (2d6), and 17th level (3d6). reach 11th level (2d4), and 17th level (3d4).
Blinding Poison Luminescent Poison
A creature hit by an item with Blinding Poison applied A creature hit by an item with Luminescent Poison
to it takes an additional 1d4 poison damage and is applied to it takes an additional 1d4 poison damage
blinded for 1 minute. and emits a dim light in a 10-foot radius for the next
This poison's damage increases by 1d4 when you minute.
reach 11th level (2d4), and 17th level (3d4). Any attack roll against an affected creature has
advantage if the attacker can see it, and the affected
Crippling Poison creature can't benefit from being invisible.
Prerequisite: 9th level This poison's damage increases by 1d4 when you
A creature hit by an item with Crippling Poison reach 11th level (2d4), and 17th level (3d4).
applied to it takes an additional 1d6 poison damage
and has disadvantage on all saving throws for 1 Magicka Draining Poison
minute. A creature hit by an item with Magicka Draining
This poison's damage increases by 1d6 when you Poison applied to it takes an additional 1d4 poison
reach 11th level (2d6), and 17th level (3d6). damage and their magicka is reduced by 1d4.
This poison's damage and magicka reduction
Defiling Poison increases by 1d4 when you reach 11th level (2d4), and
A creature hit by an item with Defiling Poison applied 17th level (3d4).
to it takes an additional 1d6 poison damage and any
healing the creature receives is nullified for 1 minute.

UESTRPG BASIC RULES


90
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Mind-clouding Poison EYE FOR DETAIL
Prerequisite: 9th level Starting at 3rd level, you can use a bonus action to
A creature hit by an item with Mind-clouding Poison make a Willpower (Perception) check to spot a
applied to it takes an additional 1d6 poison damage hidden creature or object or to make an Intelligence
and has disadvantage on concentration saves for 1 (Investigation) check to uncover and decipher clues.
minute.
This poison's damage increases by 1d6 when you INSIGHTFUL FIGHTING
reach 11th level (2d6), and 17th level (3d6). At 3rd level, you gain the ability to decipher an
opponent’s tactics and develop a counter to them. As
Silencing Poison a bonus action, you can make a Willpower (Insight)
Prerequisite: 13th level check against a creature you can see that isn’t
incapacitated, contested by the target’s Personality
A creature hit by an item with Silencing Poison (Deception) check. If you succeed, when you attack a
applied to it takes an additional 2d4 poison damage creature and no ally is within 5 feet of you or the
and are unable to speak or cast spells that require target, you can use a precision dice without
verbal components. expending a use.
This poison's damage increases by 1d4 when you This benefit lasts for 1 minute or until you
reach 17th level (3d4). successfully use this feature against a different target.

Vulnerability Poison STEADY EYE


Prerequisite: 13th level At 9th level, you gain advantage on any Willpower
A creature hit by an item with Vulnerability Poison (Perception) or Intelligence (Investigation) check if
applied to it takes an additional 2d4 poison damage you do move no more than half your speed on the
and the creature is vulnerable to the next attack made same turn.
against it.
This poison's damage increases by 1d4 when you UNERRING EYE
reach 17th level (3d4). At 13th level, your senses are almost impossible to foil.
As an action, you sense the presence of illusions,
INQUISITOR shapechangers not in their original form, and other
magic designed to deceive the senses within 30 feet of
Inquisitors excel at rooting out secrets and unraveling you, provided you aren't blinded or deafened. You
mysteries. You rely on your sharp eye for details, but sense that an effect is attempting to trick you, but gain
also on your finely honed ability to read the words no insight into what is hidden or its true nature.
and deeds of other creatures to determine their true You can use this feature a number of times equal to
intent. You excel at defeating creatures that hide your Intelligence modifier (minimum of once), and
among and prey upon ordinary folk, and your mastery you regain all expended uses when you finish a long
of lore and your sharp eye make you well equipped to rest.
expose and end hidden evils.
EYE FOR WEAKNESS
INQUISITOR FEATURES At 17th level, you learn to exploit a creature’s
Rogue Level Feature weaknesses by carefully studying its tactics and
3rd Ear for Deceit, Eye for Detail, Insightful movement. While your Insightful Fighting feature
Fighting applies to a creature, you double your Precision Dice
9th Steady Eye roll on attacks against that creature.
13th Unerring Eye
17th Eye for Weakness

EAR FOR DECEIT


When you choose this archetype at 3rd level, you
develop a keen ear for picking out lies. Whenever you
make a Willpower (Insight) check to determine
whether a creature is lying, treat a roll of 7 or lower
on the d20 as an 8.

UESTRPG BASIC RULES


91
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SORCERER like to stay quiet. A sorcerer’s magic wants to be
wielded.
Golden eyes flashing, an altmer stretches out her hand Sorcerers often have obscure or quixotic
and unleashes the fire that burns in her veins. As an motivations driving them to adventure. Some seek a
inferno rages around her foes, her eyes turn black greater understanding of the magical force that
from the daedric influence powering her magic. infuses them, or the answer to the mystery of its
Long hair whipped by a conjured wind, a breton origin. Others hope to find a way to get rid of it, or to
spreads his arms wide and throws his head back. unleash its full potential. Whatever their goals,
Lifting him momentarily off the ground, a wave of sorcerers are every bit as useful to an adventuring
magic surges up in him, through him, and out from party as mages, making up for a comparative lack of
him in a mighty blast of lightning. breadth in their magical knowledge with enormous
Crouching behind a stalagmite, an argonian points a capacity and power in using the spells they know.
finger at a charging falmer. A blast of fire springs from
her finger to strike the creature. She ducks back CREATING A SORCERER
behind the rock formation with a grin.
Sorcerers carry a magical birthright conferred upon The most important question to consider when
them by an exotic bloodline, some otherworldly creating your sorcerer is the focus of your power. As a
influence, or exposure to unknown cosmic forces. One starting character, you'll choose a focus that ties to
can’t study sorcery as one learns a language, any more either your ancestry, your birthright, an unexpected
than one can learn to live a legendary life. No one event, or to daedric influence, but the exact source of
chooses sorcery; the power chooses the sorcerer. your power is up to you to decide. Is it a family curse,
passed down to you from distant ancestors? Or did
RAW MAGIC some extraordinary event leave you blessed with
inherent magic but perhaps scarred as well?
Magic is a part of every sorcerer, suffusing body, mind, How do you feel about the magical power coursing
and spirit with a latent power that waits to be tapped. through you? Do you embrace it, try to master it, or
Some sorcerers wield magic that springs from an revel in its nature? Is it a blessing or a curse? Did you
ancient bloodline, while others have made a seek it out, or did it find you? Did you have the option
dangerous pact with powerful beings to grant them to refuse it, and do you wish you had? What do you
unimaginable power. intend to do with it? Perhaps you feel like you’ve been
The appearance of sorcerous powers is wildly given this power for some lofty purpose. Or you might
unpredictable. Some ancestries produce exactly one decide that the power gives you the right to do what
sorcerer in every generation, but in other lines of you want, to take what you want from those who lack
descent every individual is a sorcerer. Most of the such power. Perhaps your power links you to a
time, the talents of sorcery appear from the alignment powerful individual in the world – the deity that
of the stars. Some sorcerers can’t name the origin of blessed you at birth or the daedra who chose you to
their power, while others trace it to strange events in carry this power.
their own lives. The touch of a daedra or a taste of the
water from a mysterious spring might spark the gift of QUICK BUILD
sorcery. So too might the gift of a deity, exposure to You can make a sorcerer quickly by following these
the elemental forces of the Mundus or the maddening suggestions. First, Willpower should be your highest
chaos of Oblivion. attribute score, followed by Endurance. Second,
Sorcerers don't rely on spellbooks and ancient choose the hermit background. Third, choose the
tomes of magic lore the way that mages do. By light, prestidigitation, ray of frost, and shocking grasp
learning to harness and channel their own inborn cantrips, along with the 1st level spells shield and
magic, they can discover new and staggering ways to magic missile.
unleash that power.

UNEXPLAINED POWERS
Sorcerers are rare in the world, and it’s unusual to
find a sorcerer who is not involved in the adventuring
life in some way. People with magical power seething
in their veins soon discover that the power doesn’t

UESTRPG BASIC RULES


92
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
THE SORCERER
Proficiency Cantrips Known 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 feature 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 feature 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 feature 6 15 142 9th
19th +6 Attribute Skill Improvement 6 15 153 9th
20th +6 Sorcerous Restoration 6 15 166 9th

CLASS FEATURES EQUIPMENT


You start with the following equipment, in addition to
As a sorcerer, you gain the following class features.
the equipment granted by your background:
HIT POINTS • (a) a light crossbow and 20 bolts or (b) any short
Hit Dice: 1d6 per sorcerer level blade
Hit Points at 1st Level: 6+ your Endurance modifier • (a) a dungeoneer's pack, or (b) an explorer's pack
Hit Points At higher levels: 1d6 (or 4) + your • Two daggers
Endurance modifier per sorcerer level after 1st

PROFICIENCIES
Armor: Shield SPELLCASTING
Weapons: Blunt, light crossbows, Short Blade You were born with innate magical potential, drawing
Tools: None on a nearly endless font of magicka. This natural gift
allows you cast spells. See chapter 10 of the Player's
Saving Throws: Endurance, Willpower Handbook for the general rules of spellcasting, and
Skills: Choose two from Arcana, Deception, Insight, chapter 11 for the Sorcerer spell list.
Intimidation, Persuasion, and Religion
CANTRIPS
At 1st level, you know four cantrips of your choice
from the sorcerer spell list. You learn additional
sorcerer cantrips of your choice at higher levels, as
shown in the Cantrips Known column of the Sorcerer
table.

UESTRPG BASIC RULES


93
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
MAGICKA SORCERY FOCUS
The Sorcerer table shows how much magicka you
have to cast your sorcerer spells of 1st level and At 1st level, choose a sorcery focus which describes
higher. To cast one of these sorcerer spells, you must the field you've devoted yourself to. Choose either the
expend magicka, as noted in the spell's description Necromancer, Storm Caller, or Supplicant which are
and the Magicka Cost table found in chapter 10. detailed at the end of the class description.
For example, if you know the 1st-level spell burning Your choice grants you features when you choose it
hands and are able to cast 2nd-level spells, you can at 1st level, and again at 6th, 14th, and 18th level.
cast burning hands at either level.
CAPACITOR
STUNTED MAGICKA Starting at 2nd level, you have the ability to absorb
Sorcerer's have access to a large pool of magicka, but magical energy from harmful spells. Sorcerer's are
their natural gift is stunted by reduced regeneration. unique to any other magic users in Tamriel. Although
Unlike other spellcasters, sorcerer's do not regain all they restore magicka at a much slower rate, they have
of their magicka at the end of a long rest. Instead, you a natural ability to absorb magicka from spells that
only regain half of your expended magicka, rounding have been cast at them, essentially becoming a
up (minimum of 1). magical battery.
Whenever you are targeted by a spell that requires
SPELLS KNOWN OF 1ST LEVEL AND HIGHER you to make a saving throw, you have a chance to
You know two 1st-level spells of your choice from the absorb magicka, replenishing your magicka. On a
sorcerer spell list. successful save you also absorb magicka points equal
The Spells Known column of the Sorcerer table to the level of the spell cast. You cannot increase your
shows when you learn more sorcerer spells of your magicka points beyond your maximum magicka point
choice. Each of these spells must be of a level for total through this feature. On a failed save, you do not
which you can cast, as shown on the table's Spell absorb any magicka and are effected by the spell as
Level column for your level. For instance, when you normal.
reach 3rd level in this class, you can learn one new
spell of 1st or 2nd level.
POWER OVERWHELMING
Additionally, when you gain a level in this class, you
can choose one of the sorcerer spells you know and Beginning at 3rd level, you can push beyond your
replace it with another spell from the sorcerer spell natural boundaries to cast extraordinary magic. When
list, which also must be of a level for which you can you cast a spell that you know, you can choose to cast
cast. it at a spell level one higher than your current
maximum, using magicka as normal (maximum of 9th
SPELLCASTING ATTRIBUTE level). Once you cast a spell in this way, you must
Willpower is your spellcasting ability for your finish a long rest before you can do so again.
sorcerer spells. You use your Willpower whenever a When you reach 17th level, you can cast 1 additional
spell refers to your spellcasting ability. In addition, 6 level spell, and at 19th level, you can cast 1
th

you use your Willpower modifier when setting the additional 7th level spell, using magicka as normal,
saving throw DC for a sorcerer spell you cast and
when making an attack roll with one. ATTRIBUTE SCORE IMPROVEMENT
Spell save DC = 8 + your proficiency bonus + When you reach 4th level, and again at 8th, 12th, 16th
your Willpower modifier and 19th level, you can increase one attribute score of
your choice by 2, or you can increase two attribute
Spell attack modifier = your proficiency bonus + scores of your choice by 1. As normal, you can't
your Willpower modifier increase an attribute score above 20 using this
feature.

UESTRPG BASIC RULES


94
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
EQUILIBRIUM NECROMANCER FEATURES
Sorcerer
When you reach 10th level, you gain further control Level Feature
over your magically infused bloodline, allowing you to 1st Grim Harvest
transfer your life force into magicka. You can choose 6th Dark Souls
to impose one of the following effects: 14th Inured to Undeath, Command Undead
• As a bonus action, you can expend up to half of your 18th Reaper
available hit dice. You restore magicka points equal
to half of the total rolled on the hit dice. GRIM HARVEST
• During a short rest, you can spend magicka points, At 1st level, you gain the ability to reap life energy
as though you were casting a spell, to restore an from creatures you kill with your spells. Once per turn
amount of hit dice equal to the spell level cast. when you kill one or more creatures with a spell of 1st
level or higher, you regain hit points equal to twice the
Once you use this feature, you must complete a long spell's level, or three times its level if the spell belongs
rest before you can do so again. to the School of Necromancy. You don't gain this
benefit for killing constructs or undead.
SORCEROUS RESTORATION
DARK SOULS
At 20th level, you can draw on your reserve of mystical
At 6th level, you add the animate dead spell to list of
power to regain expended magicka points. You can
known spells if you do not already know it. When you
spend 1 minute meditating to regain half of your
cast animate dead, you can target one additional
expended magicka, rounding up (minimum of 1).
corpse or pile of bones, creating another zombie or
Once you regain magicka with this feature, you must
skeleton, as appropriate.
finish a long rest before you can do so again.
Whenever you create an undead using a
necromancy spell, it has additional benefits.
SORCERY FOCUS • The creature's hit points maximum is increased by
Sorcerer's have devoted themselves to the study of an amount equal to your sorcerer level.
powerful magic. Although their devotion is usually • The creature adds your proficiency bonus to its
highly debated, sorcerer's typically find themselves weapon damage rolls.
with the following dedications: Necromancer,
Supplicant, or Storm Caller. INURED TO UNDEATH
Beginning at 14th level, you have resistance to necrotic
NECROMANCER damage, and your hit point maximum can't be
Necromancers are sorcerers who have dedicated reduced. You have spent so much time dealing with
themselves to The Black Arts. They utilize the undead and the forces that animate them that you
enslavement of involuntary souls and their bodies. have become inured to some of their worst effects.
These dark sorcerers focus on the ability to
manipulate the energies that animate all living things. COMMAND UNDEAD
Through an understanding of the thin lines between Also at 14th level, you can use magic to bring undead
life, death, and undeath, they sap the life force from under your control, even those created by other
creatures, distorting the vital energy, and Necromancers. As an action, you can choose one
transforming it into magical power that they can undead that you can see within 60 feet of you. The
manipulate. creature must make a Willpower saving throw against
Necromancy has been banned in some provinces your spell save DC. If it succeeds, you can't use this
and the practice is widely debated throughout Nirn. feature on it again. If it fails, it becomes friendly to you
Most people see necromancers as menacing, or even and obeys your commands until you use this feature
villainous, due to the close association with death. Not again.
all necromancers are evil, but the forces they Intelligent undead are harder to control in this way.
manipulate are considered taboo by many. If the target has an Intelligence of 8 or higher, it has
advantage on the saving throw. If it fails the saving
throw and has an Intelligence of 12 or higher, it can
repeat the saving throw at the end of every hour until
it succeeds or breaks free.

UESTRPG BASIC RULES


95
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
REAPER STORM GUIDE
Starting at 18th level, when you cast a necromancy At 6th level, you gain the ability to subtly control the
cantrip or spell of 1st through 5th level that targets weather around you.
only one creature, the spell can instead target two If it is raining, you can use an action to cause the
creatures within range and within 5 feet of each other. rain to stop falling in a 20-foot-radius sphere centered
on you. You can end this effect as a bonus action.
STORM CALLER If it is windy, you can use a bonus action each round
to choose the direction the wind blows in a 100-foot-
Storm Callers take pride in their control over shock radius sphere centered on you. The wind blows in
spells. They see the Mundas as a great tapestry of that direction until the end of your next turn. This
woven strands of matter and magicka. Their spells feature doesn't alter the speed of the wind.
channel and manipulate the magicka through the local
warp and weft of the tapestry, agitating its fibers. This STORM'S FURY
generates sparking, which coalesces into magical Starting at 14th level, when you are hit by a melee
lighting. attack, you can use your reaction to deal lightning
These sorcerers summon and control weather; damage to the attacker. The damage equals your
hurling lightning-bolts and creating electric fields, sorcerer level. The attacker must also make a Strength
and summoning tornadoes and impenetrable fog. saving throw against your spell save DC. On a failed
They cloak themselves in electric auras and “ride the save, the attacker is pushed in a straight line up to 20
lightning” as the hurtle around the battlefield. feet away from you.
STORM CALLER FEATURES WIND SOUL
Sorcerer At 18th level, you gain immunity to lightning and
Level Feature thunder damage.
1st Boundless Storm You also gain a magical flying speed of 60 feet. As an
6th Overload, Storm Guide action, you can reduce your flying speed to 30 for 1
14th Storm's Fury
hour and choose a number of creatures within 30 feet
18th Wind Soul
of you equal to 3 + your Willpower modifier. The
chosen creatures gain a magical flying speed of 30 feet
BOUNDLESS STORM for 1 hour. Once you reduce your flying speed in this
Starting at 1st level, you can use your bonus action on way, you can't do so again until you finish a short or
your turn to cause whirling gusts of elemental air to long rest.
briefly surround you, immediately before or after you
cast a spell of 1st level or higher. Doing so allows you
to fly up to 10 feet without provoking opportunity
SUPPLICANT
attacks. Sorcerers that devout themselves to the Daedric
Princes are able to gain access to great power not
OVERLOAD intended for mere mortals. This precarious power
At 6th level, you gain resistance to lightning and comes with a considerable cost that may lead to the
thunder damage. In addition, whenever you start supplicants own demise.
casting a spell of 1st level or higher that deals lightning Through a mastery of an arcane discipline known
or thunder damage, stormy magic erupts from you. pejoratively as Dark Magic, the sorcerer can alter
This eruption causes creatures of your choice that you events in their favor or create immense suffering on
can see within 10 feet of you take lightning or thunder others. Though many supplicants are viewed as evil,
damage (choose each time this ability activates) equal the use of Dark Magic has many practical uses. Those
to half your Sorcerer level. that can access such power can use it as a necessary
safeguard to reign in rogue wizards, and while they
can replicate the destructive effects of the daedra,
supplicants can also use it to counter similar effects.

UESTRPG BASIC RULES


96
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SUPPLICANT FEATURES SPELL BOMBARDMENT
Sorcerer Beginning at 18th level, the harmful energy of your
Level Feature spells intensifies. When you roll damage for a spell
1st Daedric Blessing and roll the highest number possible on any of the
6th Bend Luck dice, choose one of those dice, roll it again and add
14th Hurl into Oblivion that roll to the damage. You can use this feature only
18th Spell Bombardment once per turn.

DAEDRIC BLESSING
SUPPLICANT WILD MAGICKA VARIANT
Starting at 1st level, when you reduce a hostile
For players and DM's that enjoy the Wild Magic
creature to 0 hit points, you gain temporary hit points
sorcerer, this is a great place to thematically tie this
equal to your Willpower modifier + your Sorcerer
mechanic in. The supplicant's devotion to the daedra
level (minimum of 1).
comes with the cost of the inability to control this
powerful magic. At 1st level, replace the Daedric
BEND LUCK Blessing feature with the Wild Magic Surge feature and
Starting at 6th level, you have the ability to twist fate add the Tides of Chaos feature. At 14th level, replace
using magic. When another creature you can see Hurl Through Oblivion with the Controlled Chaos
within 30 feet of you makes an attack roll, an ability feature.
check, or a saving throw, you can use your reaction
and spend magicka points to add an additional roll to
the total, as shown on the Bend Luck table. You can
apply the roll as a bonus or a penalty (your choice) to
the creature's roll. You can do so after the creature
rolls but before any effects of the roll occur.
You can use this feature a number of times equal to
your Willpower modifier (minimum of once). You
regain any expended uses when you finish a long rest.

BEND LUCK
Magicka Additional
Points Roll
2 1d4
3 1d6
5 1d8
6 1d10
7 1d12

HURL INTO OBLIVION


Starting at 14th level, when you hit a creature with an
attack, you can spend 10 magicka to use this feature
to instantly transport the target through a plane of
oblivion. The creature disappears and hurtles through
a nightmare landscape.
At the end of your next turn, the target returns to
the space it previously occupied, or the nearest
occupied space. If the target is not a daedra, it takes
10d10 psychic damage as it reels from its horrific
experience.
Once you use this feature, you can't use it again until
you finish a long rest.

UESTRPG BASIC RULES


97
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SPELLSWORD CREATING A SPELLSWORD
Throwing her short sword, a nord aims for the single As you build your spellsword, consider a couple of
rope holding up the rickety draw bridge that connects elements of your character's training: where did you
the dark chasm. Her blade strikes true and both the receive your combat training? Were you evenly
bridge and sword fall. With a smirk and a twitch of focused on martial and magical skills, or did you favor
her wrist, the sword reappears in her hand. one over the other. Did you dedicate your skills on
Placing his hands together, an imperial concentrates destruction or on the protection of others? Did you
as blue light forms a magical aegis around him and his get extra help from a mentor? Did your training come
allies. The lumbering wamasu's lightning breath no from joining the military or were you self taught to
longer seems so threatening. protect your homeland
Holding his long sword up high, a wild-eyed dunmer Where did you learn your magical skill? Was it
chants the mystic ritual that engulfs his blade in passed down from a family tradition or did you learn
flame. In a single motion, he carves through the frost through vigorous study in college? Did you learn
atronach standing in his way. magic before you learned how to fight? Or did you
Spellswords are specialists trained to support pick up magic as a way to set you apart from the other
troops and skirmish in battle. With a weapon in one troops.
hand and a spell in the other, spellswords should
never be underestimated. QUICK BUILD
You can make a spellsword quickly by following these
PRIZED FIGHTERS AND MERCENARIES suggestions. First, make Strength or Agility your
highest attribute score, depending on whether you
Nimbler and more athletic than a mage, with spell- want to focus on melee weapons or on archery (or
casting more versatile than a warrior, spellswords are finesse weapons). Your next highest score should be
powerful and unpredictable fighters. Many Intelligence. Second, choose the soldier background.
spellswords start their careers as mercenaries or join Third, choose the eldritch blast and green flame blade
militias or the Imperial Legion. cantrips, along with the 1st level spells hex and shield.
Through vigorous training, spellswords learn how to
wield any blade and create a unique bond with their
favored weapons. Beyond their martial prowess, CLASS FEATURES
spellswords rely on magic to augment their skills and As a spellsword, you gain the following class features.
become superior combatants on the battlefield.
HIT POINTS
DISCIPLINED AND VERSATILE Hit Dice: 1d8 per spellsword level
Hit Points at 1st Level: 8 + your Endurance modifier
Not everyone trained in combat and magic can be Hit Points At higher levels: 1d8 (or 5) + your
considered a spellsword. Only those who have Endurance modifier per spellsword level after 1st
mastered how to weave magic into their weapons and
dedicate themselves to their craft can truly be PROFICIENCIES
considered a spellsword. Likewise, not all spellswords Armor: Light armor, medium armor
are equal. Some devote themselves to protecting Weapons: Marksman, Short Blade, and Long Blade
others, some favor magic, while others prefer the Tools: None
blade.
As adventurers, many spellswords start out as Saving Throws: Endurance, Willpower
treasure hunters, soldiers of fortune, and Skills: Choose two from Acrobatics, Arcana, Athletics,
mercenaries. Many spellswords take up a life of History, Insight and Medicine
adventuring to continue their training or search for a
greater fortune. EQUIPMENT
You start with the following equipment, in addition to
the equipment granted by your background:
• (a) scale mail or (b) leather armor
• (a) a short blade or (b) a long blade
• (a) a dungeoneer's pack or (b) an explorer's pack
• A hand crossbow and 20 bolts

UESTRPG BASIC RULES


98
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
THE SPELLSWORD
Proficiency Imbue Cantrips Spells Spell
Level Bonus Features Magic Die Known Known Magicka Level
1st +2 Imbue Elements, Weapon Bond 1d4 -- -- -- --
2nd +2 Spellcasting 1d4 2 3 4 1st
3rd +2 Mystic Path 1d4 2 4 5 1st
4th +2 Attribute Skill Improvement 1d4 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 -- 1d8 3 10 22 3rd
10th +4 Reliable Knowledge 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 -- 1d10 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 -- 1d12 4 14 50 5th
18th +6 Improved Spell Weaving 1d12 4 14 57 5th
19th +6 Attribute Skill Improvement 1d12 4 15 60 5th
20th +6 Mystic Path Feature 1d12 4 15 64 5th

WEAPON BOND IMBUE MAGIC


At 1st level, you can perform a ritual that creates a Also at 1st level, you learn to invoke powerful magic
magical bond between yourself and one weapon. You within your weapon. You choose to learn one
perform the ritual over the course of 1 hour, which Elemental Imbuement listed below.
can been done during a short rest. The weapon must As a bonus action, you infuse a single weapon with
be within your reach throughout the ritual, at the the magical energy of a known Elemental Imbuement
conclusion of which you touch the weapon and forge for up to 8 hours. While active, attacks with this
the bond. weapon deal an additional 1d4 damage of the chosen
Once you have bonded a weapon to yourself, you damage type. This damage is considered magical for
can't be disarmed of that weapon unless you are the purpose of overcoming resistance and immunity
incapacitated. If it is on the same plane of existence, to non-magical attacks and damage.
you can summon that weapon as a bonus action on The damage dealt by your Imbue Magic feature
your turn, causing it to teleport instantly to your increases as you gain Spellsword levels, as shown in
hand. the Imbue Magic column of the Spellsword table. Your
You can have up to two bonded weapons, but can enchantment lasts until the spell ends, but it can end
summon only one at a time with your bonus action. If early if the weapon is wielded by another creature, or
you attempt to bond with a third weapon, you must if you fall unconscious.
break the bond with one of the other two. If you use this ability to imbue the same weapon
again, your current enchantment leaves and is
replaced by the new enchantment.
You learn an additional Elemental Imbuement at 6th
level and again at 11th level, and you can choose 1
Arcane Imbuement at 14th level.

UESTRPG BASIC RULES


99
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
ELEMENTAL IMBUEMENTS SPELLS KNOWN OF 1ST LEVEL AND HIGHER
Choose from the following: At 2nd level, you know three 1st-level spells of your
Flame. You enchant your weapon with the choice from the spellsword spell list.
elemental damage of fire. The Spells Known column of the spellsword table
Glacier. You enchant your weapon with the shows when you learn more spellsword spells of your
elemental damage of cold. choice. Each of these spells must be of a level for
Storm. You enchant your weapon with the which you can cast, as shown on the table's Spell
elemental damage of lightning. Level column for your level. When you reach 6th level,
Venom. You enchant your weapon with the for example, you learn a new spellsword spell, which
elemental damage of poison. can be 1st or 2nd level.
Additionally, when you gain a level in this class, you
ARCANE IMBUEMENTS can choose one of the spellsword spells you know and
Choose from the following: replace it with another spell from the spellsword spell
Decay. You enchant your weapon with the magical list, which also must be of a level for which you can
damage of necrotic. cast.
Gloom. You enchant your weapon with the magical
damage of psychic. SPELLCASTING ATTRIBUTE
Light. You enchant your weapon with the magical Intelligence is your spellcasting attribute for your
damage of radiant. spellsword spells, so you use your Intelligence
Mystic. You enchant your weapon with the magical whenever a spell refers to your spellcasting attribute.
damage of force. In addition, you use your Intelligence modifier when
setting the saving throw DC for a spellsword spell you
SPELLCASTING cast and when making an attack roll with one.

By 2nd level, your arcane research grants you the Spell save DC = 8 + your proficiency bonus +
ability to cast spells. See chapter 10 of the Player's your Intelligence modifier
Handbook for the general rules of spellcasting and
Spell attack modifier = your proficiency bonus +
chapter 11 for the spellsword spell list.
your Intelligence modifier
CANTRIPS
You know two cantrips of your choice from the MYSTIC PATH
spellsword spell list. You learn additional spellsword At 3rd level, you choose a mystic path. Choose either
cantrips of your choice at higher levels, as shown in Battlemage, Warlock, or Witch Blade, which are
the Cantrips Known column of the Spellsword table. detailed at the end of the class description. Your path
grants you features at 3rd level, and then again at 6th,
MAGICKA 14th, and 20th level.
The Spellsword table shows how much magicka you
have to cast your spellsword spells of 1st level and ATTRIBUTE SCORE IMPROVEMENT
higher. The table also shows what the level spells you
can cast. To cast one of your spellsword spells of 1st When you reach 4th level, and again at 8th, 12th, 16th
level or higher, must expend magicka, as noted in the and 19th level, you can increase one attribute score of
spell's description and the Magicka Cost table found your choice by 2, or you can increase two attribute
in chapter 10. You regain all expended magicka when scores of your choice by 1. As normal, you can't
you finish a long rest. increase an ability score above 20 using this feature.
For example, if you know the 1st-level spell witch
bolt and have a Spell Level of 2nd, you can cast witch EXTRA ATTACK
bolt using magicka to cast it at either level.
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your
turn.

UESTRPG BASIC RULES


100
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SPELL WEAVING tactical thought alongside their physical strength,
these war-wizards are a force on the battlefield.
Beginning at 7th level, when you use your action to
cast a cantrip, you can make one weapon attack as a BATTLEMAGE FEATURES
bonus action. Spellsword
Level Feature
RELIABLE KNOWLEDGE 3rd Battlemage Mastery, Imbue Defense, Battle
When you reach 10th level, you gain a specific talent Ward
for understanding the world around you. Whenever 6th Battle Aura
you make an Intelligence ability check, you can treat 14th Spell Reflect
20th Draining Aura
a d20 roll of a 9 or lower as a 10.
BATTLEMAGE MASTERY
ELDRITCH STRIKE When you choose this focus at 3rd level, you gain
By 11th level, you learn how to make your weapon proficiency in Heavy Armor
strikes undercut a creature's ability to resist your
spells. When you hit a creature with a weapon attack, IMBUE DEFENSE
that creature has disadvantage on the next saving Starting at 3rd level, you can use your Imbue Magic
throw it makes against a spell you cast before the end feature to invoke powerful magic within your armor
of your next turn. instead of your weapon. You learn the Battle
Imbuement listed below.
ARCANE MIGHT As a bonus action, you can imbue a set of armor with
the energy of a known Arcane Imbuement, Battle
At 15th level, you can draw upon the arcane to Imbuement, or Elemental Imbument for up to 8
heighten your physical capabilities. When you make a hours. While active, you gain resistance to all attacks
Strength, Agility, or Endurance ability check, you can made against you with this type of damage. Your
add your Intelligence modifier to the roll. enchantment ends if you remove your armor or if you
Once you use this feature, you can't use it again until fall unconscious.
you finish a short or long rest. If you use this ability to imbue the same armor
again, your current enchantment leaves and is
IMPROVED SPELL WEAVING replaced by the new enchantment.
Starting at 18th level, when you use your action to cast
a spell, you can make one weapon attack as a bonus BATTLE IMBUEMENT
action. Defense. You gain a +1 bonus to your AC. When you
reach 13th level, you gain a +2 bonus to your AC.

MYSTIC PATH BATTLE WARD


Spellswords specialize in different forms of protection Also at 3rd level, as a reaction you can create a magical
and offense, which is reflected by their chosen mystic ward on a number of friendly creatures of your choice
path. within 30 feet of you, including yourself. A creature
gains a ward from 1d6 to 3d6 hit points (your choice).
BATTLEMAGE You have a total pool of 3d6 that you can expend.
Subtract the dice given with each use from that total.
Battlemages are wizard-warriors, trained in both
The wards last until the end of your next turn. When
lethal spellcasting and heavily armored combat. They
a warded creature is targeted with an attack that
sacrifice the ability to supplement their offensive
deals damage, the ward takes the damage instead. If
capabilities to better protect themselves and their
the ward is reduced to 0 hit points, any excess damage
allies from the devastation of war.
carries over to the creature being attacked. The ward
Commonly found throughout Tamriel's armies,
does not benefit from any resistances from you or the
especially in the wide spread Imperial Legion and the
warded creature.
Summerset military, battlemages are soldiers trained
This pool increases to 6d6 at 11th level, 9d6 at 14th
in warfare, utilizing both magic and more traditional
level, and 12d6 at 18th level.
means. Many battlemages find themselves as natural
You regain all expended dice from your pool when
leaders. Using their keen intellect and knack for
you finish a long rest.

UESTRPG BASIC RULES


101
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
BATTLE AURA MYSTIC BINDING
At 6th level, you and friendly creatures within 10 feet When you choose this path at 3rd level, you have
of you have resistance to damage from spells. discovered an esoteric arcane art that allows you to
At 18th level, the range of this aura increases to 30 master an ethereal weapon called the witch blade. As
feet. a bonus action you can summon this weapon in your
empty hand. You can chose the form that this melee
SPELL REFLECT weapon takes each time you create it (Choose any
Starting at 14th level, while wearing heavy armor, your weapon from the long blade or short blade weapon
arcane expertise allows you to redirect harmful spells list in Chapter 5). You are proficient with it while you
back at your enemies. wield it.
When you are required to make a Willpower saving Your witch blade disappears if it is more than 5 feet
throw against a magical spell, you can use your from you for 1 minute or more. It also disappears if
reaction to attempt to reflect the spell back to the you use this feature again, if you dismiss the weapon
caster. On a successful save you reflect the harmful (no action required), or if you die.
effect back to the caster. On a failed save, you are You can transform one magic weapon into your
unable to reflect the spell. witch blade by performing a special ritual while you
Once you use this feature, you can't use it again until hold the weapon. You perform the ritual over the
you finish a short or long rest. course of 1 hour, which can be done during a short
rest. You can then dismiss the weapon, shunting it
DRAINING AURA into a realm of oblivion, and it appears whenever you
At 20th level, you can drain the life force of others summon your witch blade thereafter. You can't affect
around you to heal yourself. As an action, you create a an artifact or sentient weapon in this way. The
30-foot-radius sphere of draining aura, centered on weapon ceases being your witch blade if you die, if
yourself. Any number of creatures of your choice you perform the 1 hour ritual on a different weapon,
within the aura must make a Willpower saving throw. or if you use a 1 hour ritual to break your bond to it.
On a failed save, the aura drains 1d6 hit points from The weapon appears at your feet if it is in its realm of
each creature. A creature can choose to fail the saving oblivion when the bond breaks.
throw. You are healed for the total amount of hit Additionally, you gain the following benefits.
points drained.
• You learn the Mystic Arcane Imbuement
Once you use this feature, you can't use it again until
• When the witch blade is formed, it gains the
you finish a long rest.
benefits of your Weapon Bond feature.
• If you can throw your witch blade, you can choose
WITCH BLADE to teleport to wherever the blade impacts.
Witch Blades create unique bonds with their • Attacks with your witch blade count as magical for
weapons, allowing themselves to be able to conjure the purpose of overcoming resistance and
them at will. This allows the witch blade to be armed immunity to non-magical attacks and damage.
at the slightest thought, never having to be worried
about being caught off guard and making them the ETHEREAL STEP
perfect assassin. At 6th level, you learn to step through the Ethereal
Plane. As a bonus action on your turn, you can cast the
WITCH BLADE FEATURES etherealness spell with this feature, but the spell ends
Spellsword at the end of the current turn.
Level Feature Once you use this feature, you can't use it again until
3rd Mystic Binding you finish a short or long rest.
6th Ethereal Step
14th Distant Strike
20th Supernatural Revisal

UESTRPG BASIC RULES


102
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
DISTANT STRIKE At 6th level, you learn how to inscribe magical rituals
At 14th level, you gain the ability to step between the into your Book of Shadows. Choose two 1st-level
planes in a blink of an eye. When you use the Attack spells that have the ritual tag from any class's spell list
action, you can teleport up to 10 feet before each (the two needn't be from the same list). With your
attack. You must be able to see the destination of the Book of Shadows in hand, you can cast the chosen
teleportation. spells as rituals. You can't cast the spells except as
If you attack at least two different creatures with the rituals, unless you've learned them by some other
action, you can make one additional attack with it means. You can also cast a Spellsword spell you know
against a third creature. as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells
SUPERNATURAL REVISAL to your Book of Shadows. When you find such a spell,
At 20th level, your witch blade has the ability to turn you can add it to the book if the spell's level is equal to
failure into success. If an attack made with your witch or less than half your Spellsword level (rounded up)
blade misses a target within range, you can turn this and if you can spare the time to transcribe the spell.
miss into a hit. For each level of the spell, the transcription process
Once you use this feature, you can't use it again until takes 2 hours and costs 200 septims for the rare inks
you finish a short or long rest. needed to inscribe it.
If you lose your Book of Shadows, you can perform a
WARLOCK 1-hour ceremony to create a replacement. This
ceremony can be performed during a short or long
Experts in arcane secrets, Warlocks have unlocked rest, and it destroys the previous book. The book
esoteric knowledge that gives them the upper hand by turns to ash when you die.
augmenting common spells to create powerful and
unexpected effects. Similar in some ways to mages, ELDRITCH INVOCATIONS
warlocks are effective students of the arcane that have Starting at 6th level, your study of occult lore has
learned how to inscribe some spells into a spell book, unearthed eldritch invocations, fragments of
while committing others to memory. forbidden knowledge that imbue you with an abiding
Warlocks have also learned how to unravel mystical magical ability.
secrets that heighten or alter common magic. Their You gain 3 eldritch invocations of your choice. Your
magical expertise combined with their martial invocation options are detailed below. You learn 2
prowess make them exceptional adversaries. additional invocations at 11th level, and again at 17th
level.
WARLOCK FEATURES Additionally, when you gain a Spellsword level, you
Spellsword can choose one of the invocations you know and
Level Feature replace it with another invocation that you could
3rd Book of Shadows learn at that level.
6th Eldritch Invocations
14th Fiendish Resilience FIENDISH RESILIENCE
20th Eldritch Master Starting at 14th level, you can choose one damage type
when you finish a short or long rest. You gain
BOOK OF SHADOWS resistance to that damage type until you choose a
When you choose this path at 3rd level, you learn how different one with this feature. Damage from magical
to weave magic into a grimoire of spells, known as a weapons or silver weapons ignores this resistance.
Book of Shadows. Choose three cantrips from any
class's spell list (the three needn't be from the same ELDRITCH MASTER
list). While this book is on your person, you can cast At 20th level, you can draw on your inner reserve of
those cantrips at will. If they don't appear on your mystical power. You can spend 1 minute meditating to
Spellsword list, they are nonetheless Spellsword regain magicka equal to your 4 times your
spells for you. Intelligence modifier. Once you use this feature, you
must finish a long rest before you can do so again.

UESTRPG BASIC RULES


103
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
ELDRITCH INVOCATIONS Claws of Apocrypha
If an eldritch invocation has prerequisites, you must Your melee weapon infused with your Imbue Magic
meet them to learn it. You can learn the invocation at feature spawns a pair of grasping tentacles. The
the same time that you meet its prerequisites. A level weapon gains the reach property, if it did not already
prerequisite refers to your level in the class. have it. When you hit a creature with it, you can
expend magicka to deal an additional 2d8 necrotic
Agonizing Blast damage to the target per spell level, and you can
Prerequisite: eldritch blast cantrip reduce the creature’s speed to 0 feet until the end of
your next turn.
When you cast eldritch blast, add your Willpower
modifier to the damage it deals on a hit.
Cloak of Peryite
As a bonus action, you can conjure a swarm of
Armor of Shadows buzzing flies around you. The swarm lasts until you're
You can cast mage armor on yourself at will, without incapacitated or you miss it as a bonus action.
expending magicka. The swarm grants you advantage on Personality
(Intimidation) checks but disadvantage on all other
Ascendant Step Personality checks. In addition, any other creature
Prerequisite: 9th level that starts its turn within 5 feet of you takes poison
You can cast levitate on yourself at will, without damage equal to your Willpower modifier (minimum
expending magicka. 0 damage).
Once you use this invocation, you can't use it again
Aspect of the Dreamstride until you finish a short or long rest.
You have gained Vaermina's favor. You no longer need
to sleep and can’t be forced to sleep by any means. To Destruction of Dagon
gain the benefits of a long rest, you can spend all 8 Prerequisite: 5th level, eldritch blast cantrip
hours doing light activity, such as reading and keeping You can channel the fires of the Deadlands through
watch. your eldritch blast. When you hit a creature with that
cantrip, you can cast fireball as a bonus action using
Azura's Embrace magicka as normal. However, the spell must be
Whenever you regain hit points, you treat any dice centered on a creature you hit with eldritch blast.
rolled to determine the hit points you regain as having
rolled their maximum value. Devil's Sight
You can see normally in darkness, both magical and
Beast Speech non-magical, to a distance of 120 feet.
You can cast speak with animals at will, without
expending magicka. Dreadful Word
Prerequisite: 7th level
Beguiling Influence
You gain proficiency in the Deception and You can cast confusion once using magicka as normal.
Persuasion skills. You can’t do so again until you finish a long rest.

Bewitching Whispers Eldritch Sight


Prerequisite: 7th level You can cast detect magic at will, without expending
magicka.
You can cast compulsion once using magicka as
normal. You can’t do so again until you finish a long Eldritch Spear
rest. Prerequisite: eldritch blast cantrip
Boethia’s Deception When you cast eldritch blast, its range is 300 feet.
You gain proficiency in the Deception and Stealth
skills, and you have advantage on attack rolls against Eyes of the Rune Keeper
charmed creatures. You can read all writing.

UESTRPG BASIC RULES


104
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Fiendish Vigor Master of Myriad Forms
You can cast false life on yourself at will as a Prerequisite: 15th level
1st-level spell, without expending magicka. You can cast alter self at will, without expending
magicka.
Gaze of the Hunter
Prerequisite: 7th level Meridia's Light
As an action, you can see through solid objects to a You have advantage on attack rolls made against
range of 30 feet until the end of the current turn. lycanthropes, when using a weapon infused with your
During that time, you perceive objects as ghostly, Imbue Magic feature. Additionally, when you hit a
transparent images. creature with it, you can expend magicka to deal an
additional 2d8 radiant damage to the target per spell
Gaze of Two Minds level.
You can use your action to touch a willing humanoid
and perceive through its senses until the end of your Minions of Chaos
next turn. As long as the creature is on the same Prerequisite: 9th level
plane of existence as you, you can use your action You can cast conjure elemental once using magicka as
on subsequent turns to maintain this connection, normal. You can’t do so again until you
extending the duration until the end of your next turn. finish a long rest.
While perceiving through the other creature’s senses,
you benefit from any special senses possessed by that Mire the Mind
creature, and you are blinded and deafened to your Prerequisite: 5th level
own surroundings.
You can cast slow once using using magicka as normal.
Grasp of Molag Bal You can’t do so again until you finish a long rest.
Prerequisite: eldritch blast cantrip
Misty Visions
Once during your turn when you hit a creature with You can cast silent image at will, without expending
your eldritch blast cantrip, you can move that creature magicka or material components.
in a straight line 10 feet closer to yourself.
One with Shadows
Hand of Namira Prerequisite: 5th level
You can place a corpse’s hand or similar appendage
on your Book of Shadows and ask one question aloud. When you are in an area of dim light or darkness, you
After 1 minute, the answer appears written in blood can use your action to become invisible until you
in your book. The answer is provided by the dead move or take an action or a reaction.
creature’s spirit to the best of its knowledge and is
translated into a language of your choice. You must Otherworldly Leap
use this ability within 1 minute of a creature’s death, Prerequisite: 9th level
and a given creature can only be asked one question You can cast jump on yourself at will, without
in this manner. expending magicka.

Lifedrinker Repelling Blast


Prerequisite: 12th level Prerequisite: eldritch blast cantrip
When you hit a creature with a melee weapon, the When you hit a creature with eldritch blast, you can
creature takes extra necrotic damage equal to your push the creature up to 10 feet away from you in a
Willpower modifier (minimum 1). straight line.

Mask of Many Faces Sculptor of Flesh


You can cast disguise self at will, without expending Prerequisite: 7th level
magicka.
You can cast polymorph once using magicka as
normal. You can’t do so again until you finish a long
rest.

UESTRPG BASIC RULES


105
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Seeker’s Speech Visions of Distant Realms
Your quest for knowledge allows you to master any Prerequisite: 15th level
spoken language. When you complete a long rest, you You can cast arcane eye at will, without expending
can pick two languages. You gain the ability to speak, magicka.
read, and write the chosen languages until you finish
your next long rest. Webspinner's Gift
You can breathe underwater, and you gain a climbing
Shroud of Nocturnal speed equal to your walking speed. You can also cast
Prerequisite: 17th level spider climb using magicka as normal.
As an action, you can turn invisible for 1 minute. If Once you cast it using this invocation, you can’t do
you attack, deal damage, or force a creature to make a so again until you finish a long rest.
saving throw, you become visible at the end of the
current turn. Whisper of the Grave
Prerequisite: 9th level
Sign of Ill Omen You can cast speak with dead at will, without
Prerequisite: 5th level expending magicka.
You can cast bestow curse once using magicka as
normal. You can’t do so again until you finish a long Witch Sight
rest. Prerequisite: 15th level
You can see the true form of any shapechanger or
Thief of Five Fates creature concealed by illusion magic while the
You can cast bane once using magicka as normal. You creature is within 30 feet o f you and within line of
can’t do so again until you finish a long rest. sight.
Vile's Gamble
Prerequisite: eldritch blast cantrip
When you score a critical hit with your eldritch blast
cantrip, pick yourself or an ally you can see within 30
feet of you. The chosen creature can immediately
expend a Hit Die to regain hit points equal to the roll +
the creature’s Endurance modifier (minimum of 1 hit
point).

UESTRPG BASIC RULES


106
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
THIEF Although not necessarily on the side of the law,
many thieves and guilds team up with local law
Signaling for her companions to wait, a khajiit creeps enforcement, creating an unspoken allegiance to
forward through the dungeon hall. She presses an ear regulate crime. Other thieves might prefer to use their
to the door, then pulls out a set of tools and picks the particular skills to become locksmiths, or like to think
lock in the blink of an eye. Then she disappears into of themselves as professional treasure hunters,
the shadows as her warrior friend moves forward to explorers, or investigators.
kick the door open.
Holding his breath, a bosmer carefully tugs at a CREATING A THIEF
hempen rope, releasing a leather coin purse attached
to the merchants belt. He then uses his newly found As you create your thief character, consider what you
coin to purchase the silver dagger and quickly leaves did in the past that allowed you to hone your skills. Do
the store, leaving a generous tip. you have a criminal past – or present? Are you on the
Using his charm and wit, the nord tells the bar run from the law or from an angry thieves’ guild
maiden a tale from his most recent voyage. Giving a master? Or did you leave your guild in search of
clever smile, the light of the fire glinting off a gold bigger risks and bigger rewards? Is it greed that
capped tooth, he convinces the waitress to put this drives you in your adventures, or some other desire
round on the house. or ideal?
Thieves choose stealth and subterfuge over violence, What was the trigger that led you away from your
and often entertain romantic notions of their charm previous life? Did a great con or heist gone terribly
and cleverness in their acquisitive activities. wrong cause you to reevaluate your career? Maybe
you were lucky and a successful robbery gave you the
SILVER TONGUE AND DAGGER coin you needed to escape the squalor of your life. Did
wanderlust finally call you away from your home?
Thieves rely on many different skills and can usually Perhaps you suddenly found yourself cut off from
find a solution to any situation they find themselves your family or your mentor, and you had to find a new
in. Preferring to use their charisma to diffuse means of support. Or maybe you made a new friend
confrontations, they can also rely on their quick another member of your adventuring party – who
thinking to avoid harm, and are not afraid to engage in showed you new possibilities for earning a living and
hand-to-hand combat. They excel at picking locks and employing your particular talents.
avoiding traps, which makes them a valuable asset to
any adventuring party. QUICK BUILD
When a thief is forced into combat, they excel in You can make a thief quickly by following these
one-on-one battles, or strike and retreat tactics. suggestions. First, Agility should be your highest
Thieves have an almost supernatural knack for attribute score, followed by Personality if you plan to
avoiding danger, and choose patience to slowly wear emphasize deception and social interaction. Second,
their opponent down, rather than beat them into choose the urchin background.
submission.

A LIVELIHOOD OF INFAMY
Thieves are a common in any settlement. Some
thieves work on their own, but the most successful
join thieves' guilds for the extra opportunities and
protection. They can find themselves making a living
as simple cutpurses, acting as simple beggars and
acrobats, or as dangerous burglars and enforcers.
Those that find solace on the seas dedicate their lives
to piracy and romantic flings in various port cities, or
become deadly marauders, pillaging the less
protected villages on the outskirts of society.

UESTRPG BASIC RULES


107
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 Uncanny Dodge 5
6th +3 3d6 Treasure Hunter 10
7th +3 4d6 Evasion 10
8th +3 4d6 Attribute Score Improvement 10
9th +4 5d6 Archetype Feature 10
10th +4 5d6 Muffled Movement 10
11th +4 6d6 Distraction 15
12th +4 6d6 Attribute Score Improvement 15
13th +5 7d6 Archetype Feature 15
14th +5 7d6 Cunning Manipulator 15
15th +5 8d6 Blindsense 15
16th +5 8d6 Attribute Score Improvement 20
17th +6 9d6 Archetype Feature 20
18th +6 9d6 Elusive 20
19th +6 10d6 Attribute Score Improvement 20
20th +6 10d6 Thieves Reflexes 20

CLASS FEATURES EQUIPMENT


You start with the following equipment, in addition to
As a Thief, you gain the following class features:
the equipment granted by your background:
• (a) a rapier or (b) 4 throwing stars
HIT POINTS
Hit Dice: 1d8 per thief level • (a) a light crossbow and 20 bolts or (b) a mace
Hit Points at 1st Level: 8 + your Endurance modifier • (a) a burglar's pack, (b) a dungeoneer's pack, or (c)
Hit Points At higher levels: 1d8 (or 5) + your an explorer's pack
Endurance modifier per thief level after 1st • Leather armor, two daggers, and thieves' tools.

PROFICIENCIES EXCEPTIONAL SPEED


Armor: Light armor Starting at 1st level, your agile nature increases your
Weapons: Blunt Weapon, Hand-to-Hand, Marksman, speed by 5 feet while unarmored or while wearing
Short Blade light armor. This amount increases as you level. Refer
Tools: Thieves' tools to the Exceptional Speed column of the Thief table.
Saving Throws: Agility, Endurance
Skills: Choose three from Acrobatics, Athletics, LEGERDEMAIN
Deception, Insight, Perception, Performance, Sleight of At 1st level, you have honed your skills in the larcenous
Hand, and Stealth arts. You gain advantage when making Sleight of Hand
skill checks.

UESTRPG BASIC RULES


108
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SNEAK ATTACK TREASURE HUNTER
st
Beginning at 1 level, you know how to strike subtly Starting at 6th level, you have a keen eye for hidden
and exploit a foe's distraction. Once per turn, you can treasures, noticing subtle clues, such as worn surfaces
deal an extra 1d6 damage to one creature you hit with or conspicuous items, that others might miss. Whether
an attack if you have advantage on the attack roll. The it's a cache of relics in an ancient ruin or the prized
attack must use a finesse or a ranged weapon. possession of a humble merchant, you're familiar with
You don't need advantage on an attack roll if another where and how things might be hidden. You gain
enemy of the target is within 5 feet of it, that enemy advantage whenever you make a Willpower
isn't incapacitated, and you don't have disadvantage on (Perception) check to search for hidden items or secret
the attack roll. doors.
The amount of the extra damage increases as you
gain levels, as shown on the Sneak Attack column of EVASION
the Thief table.
Beginning at 7th level, you can nimbly dodge out of the
way of certain area effects, such as a red dragon's fiery
CUNNING ACTION breath or an ice storm spell. When you are subjected to
At level 2, your quick thinking and dexterity allow you an effect that allows you to make an Agility saving
to move quickly. You can take a bonus action on each of throw to take only half damage, you instead take no
your turns in combat. This action can be used only to damage if you succeed on the saving throw, and only
take the Dash, Disengage, or Hide action. half damage if you fail.
You are also able to use the bonus action to make an
Agility (Sleight of Hand) check, use your thieves' tools MUFFLED MOVEMENT
to disarm a trap or open a lock, or take the Use an
Object action. Starting at 10th level, you have advantage on an Agility
(Stealth) check if you move no more than half your
speed on the same turn.
THIEVISH ARCHETYPE
When you reach level 3 you are able to choose one of 3 DISTRACTION
thievish archetypes: Acrobat, Burglar, Pirate, or
Ruffian, each detailed at the end of the class At 11th level, you can use the bonus action granted by
description. Your archetype grants you features at 3rd your Cunning Action to distract one enemy that is
th th th
level and then again 9 , 13 , and 17 level. within 30 feet of you that can see and hear you,
granting advantage on the next attack made by a
creature other than you against that target until the
ATTRIBUTE SCORE IMPROVEMENT start of the targets next turn.
When you reach 4th level, and again at 8th, 12th, 16th and
19th level, you can increase one attribute score of your CUNNING MANIPULATOR
choice by 2, or you can increase two attribute scores of
your choice by 1. As normal, you can't increase an Starting at 14th level, you can talk your way out of
attribute score above 20 using this feature. virtually anything. You gain advantage on Personality
(Deception) and Personality (Persuasion) skill checks.
UNCANNY DODGE
BLINDSENSE
At 5th level, when an attacker you see hits you with an
attack, you can use your reaction to halve the damage At 15th level, if you are able to hear, you are aware of
against you. the location of any hidden or invisible creature within
10 feet of you.

UESTRPG BASIC RULES


109
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
ELUSIVE • You can move along a flat vertical surface as long as
you break your movement speed in two short
At 18th level, no enemy is able to to gain the upper movements. Each movement is half your speed, and
hand on you. No attack roll has advantage on you while you must end each on a creature, solid object, or
you are conscious. ground. If not, you fall, taking damage as normal.
• You can use a bonus action on your turn to gain
THIEVES REFLEXES advantage on the next Agility (Acrobatics) check
When you reach 20th level, you become adept at laying you make during the same turn.
ambushes and quickly escaping danger. You can take
two turns during the first round of any combat. You CAT'S FALL
take your first turn at your normal initiative and your Also at 3rd level, your catlike reflexes allows you to
second turn at your initiative minus 10. You can not cushion your fall. When you fall, you can treat it as
use this ability if surprised. though you fell 10 feet fewer, possibly preventing
taking any damage.
You can fall from greater heights without taking
THIEVISH ARCHETYPE damage as you gain levels in this class. You can treat a
Different thieves choose different approaches to their fall as though you fell 20 feet fewer at 9th level, 30 feet
smuggling and deception. A thief might focus their fewer at 13th level, and 40 feet fewer at 17th level.
talents on being an expert escapist or treasure hunter,
while others hone their skills to become professional DODGE ROLL
explorers or duelists. The thievish archetype you Starting at 9th level, when you use the Uncanny Dodge
choose to emulate reflects your approach. feature, you can move half your movement speed
without provoking opportunity attacks as part of the
ACROBAT reaction.
Acrobat is a polite euphemism for agile thieves and
second-story men. These thieves avoid detection by NIMBLE ESCAPE
stealth, and rely on mobility and cunning to avoid At 13th level, your flexibility and speed prevents you
capture. They have honed their skills to such a degree from being held down. You gain advantage on saving
that they are almost supernaturally adept at scaling throws against being grappled or restrained.
walls, running, jumping, and tumbling. Additionally, you ignore difficult terrain and moving
through another creatures space no longer incurs a
ACROBAT FEATURES penalty to your movement.
Thief Level Feature
3rd Tracing the Path, Cat's Fall HIGHER GROUND
9th Dodge Roll At 17th level, you gain advantage when you make a
13th Nimble Escape ranged weapon attack against a target that is at least
17th Higher Ground 10 feet below you and when you make a melee weapon
attack as part of an acrobatic stunt, such as jumping off
TRACING THE PATH a balcony or swinging from a chandelier.
When you choose this archetype at 3rd level, you are
able to traverse your environment with ease and
efficiency. You gain the following benefits:
• Climbing no longer costs you extra movement.
• When you make a High Jump or Long jump, the
distance you cover increases by a number of feet
equal to your Agility modifier.

UESTRPG BASIC RULES


110
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
BURGLAR MISLEAD
Also at 13th level, when a creature you are aware of
Burglars are well versed in the arts of picking locks. fails a Willpower (Perception) check to detect you, you
They are able to find their way into areas that others can use a bonus action to use sounds, mirrors, decoys
would believe to be inaccessible. They can even sneak or other clever tactics to mislead them. A creature that
into even the most secure of noble houses and escape has been misled might move their investigation to
detection. another area or abandon their search altogether. A
Adventuring burglars are usually sought out by misled creature has disadvantage on additional
mercenary companies for their resourcefulness in Willpower (Perception) checks to find you again while
exploring dungeons, palaces, and places where others you remain hidden.
might be stopped by locked doors or secret
passageways. These agile, silent, and curious prowlers MISDIRECTION
find the challenge of a tricky lock or an open window At 17th level, when a melee attack that targets you
irresistible and always find a way to slink away with misses, you can use your reaction to force the attack to
pouches full of treasure. strike another creature within range of the attack. The
creature rerolls the attack against the new target.
BURGLAR FEATURES
Thief Level Feature
3rd Trap Finder
PIRATE
9th Lightfoot You focus your training on the art of the the art of the
13th Delay Trap, Mislead blade, relying on speed, elegance, and charm in equal
17th Redirection parts. While some fighter are brutes clad in heavy
armor, your method of fighting looks almost like a
TRAP FINDER performance. Duelists and swashbucklers typically
When you choose this archetype at 3rd level, you have belong to this archetype.
gained an intuitive sense to understanding the A pirate excels in single combat, and can fight with
presence and dangers of traps. You gain advantage on two weapon while safely darting away from an
Willpower (Perception) checks to find traps and secret opponent.
doors. You also gain advantage on Agility (Sleight of
Hand) checks or when using Thieves' Tools to disable a PIRATE FEATURES
trap. Thief Level Feature
Additionally, you become vigilant to the effects of 3rd Fancy Footwork, Rakish Audacity
traps. You gain advantage whenever a trap forces you 9th Panache
to make an Agility saving throw. You also gain a +1 13th Elegant Maneuver
bonus to AC when a trap makes an attack roll against 17th Master Duelist
you. This bonus increases to +2 when you reach 9th
level, +3 at 13th level, and +4 at 17th level. FANCY FOOTWORK
When you choose this archetype at 3rd level, you learn
LIGHTFOOT how to land a strike and then slip away without
Beginning at 9th level, you instinctively move softly and reprisal. During your turn, iff you make a melee attack
quietly. You gain a passive Agility (Stealth) score equal against a creature, that creature can't make
to 10 plus your Agility (Stealth) modifier and can no opportunity attacks against you for the rest of your
longer trigger alarms or traps that rely on weight, such turn.
as pressure plates or trip lines.
RAKISH AUDACITY
DELAY TRAP Starting at 3rd level, your confidence propels you into
th
Starting at 13 level, if you are within 10 feet of a trap battle. You can give yourself a bonus to your initiative
that has been triggered you can use your reaction to rolls equal to your Personality modifier.
make a Thieves' Tools check against the trap's DC to You also gain an additional way to use your Sneak
attempt to delay the trap. On a successful check, you Attack; you don't need advantage against a creature if
delay the trap until the end of your next turn. If you you are within 5 feet of it, no other creatures are
critically succeed the check, you successfully disable within 5 feet of you, and you don't have disadvantage
the trap, preventing it from activating. on the attack roll. All other rules for Sneak Attack still
apply to you.

UESTRPG BASIC RULES


111
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
PANACHE BADGER
At 9th level, your charm becomes extraordinarily When you choose this archetype at 3rd level, you gain
beguiling. As an action, you can make a Personality proficiency with the Intimidation skill if you don't
(Persuasion) check contested by a creature's already have proficiency with it. You also gain
Willpower (Insight) check. The creature must be able advantage on all attempts to bribe someone.
to hear you, and the two of you must share a language.
If you succeed on the check and the creature is BLUDGEONER
hostile to you, it has disadvantage on attack rolls Also at 3rd level, you can now use your Sneak Attack
against targets other than you and can't make feature with unarmed strikes or with blunt weapons
opportunity attacks against targets other than you. that do not have the heavy, two-handed, or versatile
This effect lasts for 1 minute, until one of your trait. You can roll a d4 in place of the normal damage of
companions attacks the target or affects it with a spell, your unarmed strike.
or until you and the target are more than 60 feet apart. Debilitating Strike. Your critical hits with blunt
If you succeed on the check and the creature isn't weapons are particularly devastating. When you score
hostile to you, it is charmed by you for 1 minute. While a critical hit against a creature when using a blunt
charmed, it regards you as a friendly acquaintance. weapon or with an unarmed strike, you can apply a
This effect ends immediately if you or your debilitating strike to the target. You know the
companions do anything harmful to it. Hamstring debilitating strike at 3rd level and learn one
additional debilitating strike at 9th, 13th, and 17th level.
ELEGANT MANEUVER Saving Throws. Some of your debilitating strikes
Starting at 13th level, you can use a bonus action on require your target to make a saving throw to resist
your turn to gain advantage on the next Agility the strikes effects. The saving throw DC is calculated as
(Acrobatics) or Strength (Athletics) check you make follows:
during the same turn.
Debilitating Strike DC = 8 + your proficiency bonus +
MASTER DUELIST your Agility modifier
Beginning at 17th level, your mastery of the blade lets
you turn failure into success in combat. If you miss SILENT WARMONGER
with an attack roll, you can roll it again with At 9th level, your chance to score a critical hit with any
advantage, Once you do so, you can't use this feature attack that meets the conditions of a Sneak Attack
again until you finish a short or long rest. increases. You can now critically hit with a roll of 19 or
20.
RUFFIAN DOMINATING GESTURE
While most thieves spend their time practicing being At 13th level, after you kill a foe, or knock one
unheard and unseen, ruffians take a different unconscious, you can use a reaction to make a
approach. Relying on brute strength and browbeating, Personality (Intimidation) check with advantage
rather than finesse and speed, these brash thieves against another enemy that can see and hear you. On a
pummel and intimidate their foes into submission. failed save, the creature has disadvantage on attacks
until the end of your next turn.
RUFFIAN FEATURES
Thief Level Feature SUCKER PUNCH
3rd Badger, Bludgeoner Beginning at 17th level, when you use the Attack action
9th Silent Warmonger to make a weapon attack on your turn, you can make
13th Dominating Gesture an unarmed strike as part of that action.
17th Suckerpunch

UESTRPG BASIC RULES


112
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
DEBILITATING STRIKES Paralyzing Strike
The debilitating strikes are presented in alphabetical Prerequisite: 17th level, Stunning Strike
order. If a debilitating strike has prerequisites, you The target is paralyzed for the next minute. The
must meet them to learn it. You can learn the strike at creature can make an Endurance saving throw at the
the same time that you meet its prerequisites. A level end of each of it's turns to end the effect.
prerequisite refers to your level in the class.
Reeling Blow
Blackjack The target must make a Strength saving throw. On a
Prerequisite: 17th level, Stunning Strike successful save, the creature is pushed away 10 feet.
The target is knocked unconscious. The creature can On a failed save, the creature is also knocked prone.
make an Endurance saving throw at the end of each of
it's turns to end the effect. Stunning Strike
Dazing Strike Prerequisite: 13th level
The target has disadvantage on concentration saving The target is stunned for the next minute. The creature
throws for the next minute. The creature can make an can make an Endurance saving throw at the end of
Endurance saving throw at the end of each of it's turns each of it's turns to end the effect.
to end the effect.
Unbalancing Blow
Enfeebling Strike The next attack made against the target before the end
The target has disadvantage on attacks for the next of your next turn has advantage.
minute. The creature can make an Endurance saving
throw at the end of each of it's turns to end the effect. Vulnerable Strike
Prerequisite: 13th level, Unbalancing Blow
Hamstring
The target is vulnerable to next attack that deals
The target becomes hamstrung and can only move 5
bludgeoning, piercing, or slashing damage to it.
feet for the next minute. The hamstrung creature can
make an Agility saving throw at the end of each of it's
turns to end the effect.

UESTRPG BASIC RULES


113
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
WARDEN
Coming soon in version 1.4.1!

UESTRPG BASIC RULES


114
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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. A 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 of 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 of 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
warrior 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, make Strength or Agility your
concentrate on archery, some on fighting with two highest attribute score, depending on whether you
weapons at once, and some on augmenting their want to focus on melee weapons or on archery (or
martial skills with magic. This combination of broad finesse weapons). Your next highest score should be
general ability and extensive specialization makes Endurance. Second, choose the soldier background.
warriors superior combatants on battlefields and in
dungeons alike.

UESTRPG BASIC RULES


115
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 6) + 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,
Shields WARRIOR STYLE
Weapons: Axe, Blunt, Long Blade, Marksman, Pole-
arm, Short Blade, As a warrior, you have trained in either 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
can't take a Defensive Style option more than once,
THE WARRIOR
even if you later get to choose again.
Proficiency
Level Bonus Features Defense
1st +2 Warrior Style, Second Wind While you are wearing armor, you gain a +1
2nd +2 Action Surge bonus to AC.
3rd +2 Warrior Archetype
Protection
4th +2 Attribute Score Improvement
When a creature you can see attacks a target
5th +3 Extra Attack other than you that is within 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
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. Also, when you gain
16th +5 Attribute Score Improvement a level of exhaustion, you suffer the effects of the
17th +6 Indomitable (three uses) previous level of exhaustion. For example, at
exhaustion level 1, you suffer no effects, but at
18th +6 Archetype Feature
exhaustion level 3, you would suffer from the
19th +6 Attribute Score Improvement effects of exhaustion level 2. If you gain 7 levels
20th +6 Extra Attack (3) of exhaustion, you die.

UESTRPG BASIC RULES


116
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
FIGHTING STYLE Additionally, you can choose any Fighter's Martial
You adopt a particular style of fighting as your Archetype outlined in the Player's Handbook. The
specialty. Choose one of the following options. You archetype you choose also grants you features at 3rd
can't take a Fighting Style option more than once, level, and again at 7th, 10th, 15th, and 18th level.
even if you later get to choose again.
ATTRIBUTE SCORE IMPROVEMENT
Archery
You gain a +2 bonus to attack rolls you make with When you reach 4th level, and again at 6th, 8th, 12th,
ranged weapons. 14th, 16th, 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
Dueling
can't increase an attribute score above 20 using this
When you are wielding a melee weapon in one
feature.
hand and no other weapons, you gain +2 to
damage rolls with that weapon.
EXTRA ATTACK
Great Weapon Fighting Beginning at 5th level, you can attack twice, instead of
When you roll a 1 or a 2 on a damage die for an once, whenever you take the Attack action on your
attack you make with a melee weapon that you turn. The number of attacks increases to three when
are wielding with two hands, you can reroll the you reach 11th level, and to four when you reach 20th
die and must use the new roll, even if it is a 1 or a level.
2. The weapon must have the two-handed or
versatile property for you to gain this benefit. INDOMITABLE
Two-Weapon Fighting Beginning at 9th level, you can reroll a saving throw
When you engage in two-weapon fighting, you that you fail. If you do so, you must use the new roll,
can add your ability modifier to the damage of and you can't use this feature again until you finish a
the second attack. long rest.
You can use this feature twice between long rests
SECOND WIND starting at 13th level and three times between longs
rests beginning at 17th level.
You have a limited well of stamina that you can draw
on to protect yourself from harm. On your turn, you
can use a bonus action to regain hit points equal to ARCHETYPES
1d10 + your warrior level. Once you use this feature, Different warriors choose different approaches to
you must finish a short or long rest before you can use perfecting their fighting prowess. The archetype you
it again. choose to emulate reflects your approach.

ACTION SURGE ASSAULT


Starting at 2nd level, you can push yourself beyond The Assault archetype focuses on a nearly academic
your normal limits for a moment. On your turn, you approach to combat. The warrior absorbs lessons of
can take one additional action on top of your regular history, theory, and artistry that combines to create a
action and a possible bonus action. well rounded fighter of great skill and knowledge.
Once you use this feature you must finish a short or
long rest before you can use it again. Starting at 17th ASSAULT FEATURES
level, you can use it twice before a rest, but only once Warrior
on the same turn. Level Feature
3rd War Tactics
7th Combat Sense
WARRIOR ARCHETYPE 10th Additional Fighting Style
At 3rd level, you choose an archetype that you strive to 15th Improved Critical
emulate in your combat styles and techniques. Choose 18th Warrior's Heart
either Assault, Defense, or Dragon Knight, each
detailed at the end of the class description.

UESTRPG BASIC RULES


117
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
WAR TACTICS WAR TACTICS
When you chose this archetype at 3rd level, you learn The tactics are presented in alphabetical order.
tactics that are fueled by special dice called Tactical Cleave. When you hit a creature with a weapon
Dice. attack on your turn, you can expend one tactical die to
Tactics. You learn three tactics of your choice, which cleave your weapon, striking each creature in a 90
are detailed under “War Tactics” below. Many tactics degree cone. If the original attack roll would hit any
enhance an attack in some way. You can use only one additional creatures, they take damage equal to the
tactic per attack. number you roll on your tactical die, divided equally
You learn two additional tactics of your choice at 7th, between the additional creatures hit. The main target
10th, and 15th level. Each time you learn new tactics, only takes the damage from your original attack.
you can also replace one tactic you know with a Commander's Strike. When you take the Attack
different one. action on your turn, you can forgo one of your attacks
Tactical Dice. You have four tactical dice, which are and use a bonus action to direct one of your
d8s. A tactical die is expended when you use it. You companions to strike. When you do so, choose a
regain all of your expended tactical dice when you friendly creature who can see or hear you and expend
finish a short or long rest. one tactical die. That creature can immediately use its
You gain another tactical die at 7th level and one reaction to make one weapon attack, adding a tactical
more at 15th level. die to the attack's damage roll.
Saving Throws. Some of your tactics require your Feinting Attack. You can expend one tactical die and
target to make a saving throw to resist the tactic’s use a bonus action on your turn to feint, choosing one
effects. The saving throw DC is calculated as follows: creature within 5 feet of you as your target. You have
advantage on your next attack roll against that
Tactic save DC = 8 + your proficiency bonus + creature this turn. If that attack hits, add the tactical
your Strength or Agility modifier (your choice) die to the attack's damage roll.
Lunging Attack. When you make a melee weapon
COMBAT SENSE attack on your turn, you can expend one tactical die to
Starting at 7th level, your keen sense allows you to increase your reach for the attack by 5 feet. If you hit,
react faster during combat. You add your tactical dice you add the tactical die to the attack's damage roll.
to your initiative roll, and all enemies have Menacing Attack. When you hit a creature with a
disadvantage against attacking you on the first round weapon attack, you can expend one tactical die to
of combat. attempt to frighten the target. You add your tactical
die to the attacks damage roll, and the target must
ADDITIONAL FIGHTING STYLE make a Personality saving throw. On a failed save, it is
At 10th level, you can choose a second option from the frightened until it's next turn.
Fighting Style class feature. Pierce Armor. When you hit a creature that is
wearing armor with a melee weapon attack, you can
IMPROVED CRITICAL expend one tactical die to weaken their armor,
Beginning at 15th level, your weapon attacks score a reducing the targets AC by 1. If you hit, you add the
critical hit on a roll of 19 or 20. tactical die to the attack's damage roll. You can not
weaken the same armor more than once.
WARRIOR'S HEART Precision Attack. When you make a weapon attack
At 18th level, you learn how to exploit weakened roll against a creature, you can expend one tactical die
targets. You can choose to heighten your combat to add it to the roll. You can use this tactic before or
focus, allowing you to deal more damage inverse after making the attack roll, but before any effects of
proportionately to the enemies health. the attack are applied.
Riposte. When an enemy misses you with a melee
Enemies Health Additional Damage attack, you can use your reaction and expend one
100% 1d6 tactical die to make a melee weapon attack against
99-50% 2d6 the same enemy. If you hit, add a tactical die to the
49-0% 3d6 attack's damage roll.
Sweeping Attack. When you hit a creature with a
You maintain your focus as long as you are in combat. melee weapon attack, you can expend one tactical die
You must complete a long rest before being able to to attempt to damage another creature within 5 feet
use this feature again. of the original target and within your reach. If the

UESTRPG BASIC RULES


118
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
original attack roll would hit the second creature, it DEFENDER'S SACRIFICE
takes damage equal to the number you roll on your Starting at 7th level, when a creature you can see
tactical die. The damage is of the same type dealt for damages a target other than you that is withing 5 feet
the original attack. of you, you can use your reaction to take the blow
Uppercut. When you hit a creature with weapon instead. This damage to you can't be reduced or
attack, you can expend one tactical die to attempt to prevented in any way.
slam the target with an upward blow, knocking the
target down. You add the tactical die to the attack's ADDITIONAL DEFENSIVE STYLE
damage roll, and if the target is Large or smaller, it At 10th level, you choose an additional option from the
must make a Strength saving throw. On a failed save, it Defensive Style class feature.
is knocked back 5 feet and falls prone.
BULWARK
DEFENSE Beginning at 15th level, you can extend the benefit of
your Indomitable feature to an ally. When use your
Those who emulate this archetype employ defensive
Indomitable feature to reroll a saving throw and you
techniques passed down through the generations.
aren't incapacitated, you can choose one ally within
Through rigorous training, your armor and shield
60 feet of you that also failed its saving throw against
become a like a second skin that you can use to
the same effect. If that creature can see or hear you, it
protect yourself and your allies.
can reroll its saving throw and must use the new roll.
DEFENSE FEATURES
SURVIVOR
Warrior
At 18th level, you attain the pinnacle of resilience in
Level Feature
battle. At the start of each of your turns, you regain hit
3rd Defensive Tactics
points equal to 5 + your Endurance modifier if you
7th Defender's Sacrifice
have no more than half your hit points left. You don't
10th Additional Defensive Style
gain this benefit if you have 0 hit points.
15th Bulwark
18th Survivor
DEFENSIVE TACTICS
The tactics are presented in alphabetical order.
DEFENSIVE TACTICS
Disarming Attack. When you hit a creature with a
When you chose this archetype at 3rd level, you learn
weapon attack, you can expend one tactical die to
tactics that are fueled by special dice called Tactical
attempt to disarm the target, forcing it to drop one
Dice.
item of your choice that it's holding. You add the
Tactics. You learn three tactics of your choice, which
tactical die to the attack's damage roll, and the target
are detailed under “Defensive Tactics” below. Many
must make a Strength saving throw. On a failed save, it
tactics enhance an attack in some way. You can use
drops the object you choose. The object lands at its
only one tactic per attack.
feet.
You learn two additional tactics of your choice at 7th,
Evasive footwork. When you move, you can expend
10th, and 15th level. Each time you learn new tactics,
one tactical die, rolling a tactical die and adding the
you can also replace one tactic you know with a
number rolled to your AC until you stop moving.
different one.
Goading Attack. 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 goad the target into attacking you. You add
regain all of your expended tactical dice when you
the tactical die to the attack's damage roll, and the
finish a short or long rest.
target must make a Willpower saving throw. On a
You gain another tactical die at 7th level and one
failed save, the target has disadvantage on all attack
more at 15th level.
rolls against targets other than you until the end of
Saving Throws. Some of your tactics require your
your next turn.
target to make a saving throw to resist the tactic’s
effects. The saving throw DC is calculated as follows:
Tactic save DC = 8 + your proficiency bonus +
your Strength or Agility modifier (your choice)

UESTRPG BASIC RULES


119
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Maneuvering Attack. When you hit a creature with DRAGON KNIGHT FEATURES
a weapon attack, you can expend one tactical die to Warrior
maneuver one of your allies into a more advantageous Level Feature
position. You add the tactical die to the attack's 3rd Draconic Tactics
damage roll, and you choose a friendly creature who 7th Spiked Armor
can see or hear you. That creature can use it's 10th Draconic Haste
reaction to move up to half its speed without 15th Dragon Blood
provoking opportunity attacks from the target of your 18th Improved Draconic Haste
attack.
Parry. When another creature damages you with a DRACONIC TACTICS
melee attack, you can use your reaction and expend When you chose this archetype at 3rd level, you learn
one tactical die to reduce the damage by the number tactics that are fueled by special dice called Tactical
you roll on your tactical die + your Agility modifier. Dice.
Power Bash. When you hit a creature with a Tactics. You learn three tactics of your choice, which
weapon attack, you can expend one tactical die to are detailed under “Draconic Tactics” below. Many
attempt to throw the attacker off balance. You add the tactics enhance an attack in some way. You can use
tactical die roll to the attack's damage roll, and it must only one tactic per attack.
make a Strength saving throw. On a failed save, it is You learn two additional tactics of your choice at 7th,
staggered and has disadvantage on their next attack. 10th, and 15th level. Each time you learn new tactics,
Pushing Attack. When you hit a creature with a you can also replace one tactic you know with a
weapon attack, you can expend one tactical die to different one.
attempt to drive the target back. You add the tactical Tactical Dice. You have four tactical dice, which are
die roll to the attack's damage roll, and if the target is d8s. A tactical die is expended when you use it. You
Large or smaller, it must make a Strength saving regain all of your expended tactical dice when you
throw. On a failed save, you push the target up to 15 finish a short or long rest.
feet away from you. You gain another tactical die at 7th level and one
Rally. On your turn, you can use a bonus action and more at 15th level.
expend one tactical die to bolster the resolve of one of Saving Throws. Some of your tactics require your
your companions. When you do so, choose a friendly target to make a saving throw to resist the tactic’s
creature who can see or hear you. That creature gains effects. The saving throw DC is calculated as follows:
temporary hit points equal to the tactical die roll +
your Personality modifier. Tactic save DC = 8 + your proficiency bonus +
Shield Wall. When another creature attacks you, your Strength or Agility modifier (your choice)
you can use your reaction and expend one tactical die
to increase your AC by the number you roll on your SPIKED ARMOR
tactical die, until the start of your next turn. At 7th level, you gain the ability to summon draconic
Trip Attack. When you hit a creature with a weapon spikes from your armor, which you can use as a
attack, you can expend one tactical die to attempt to weapon.
knock the target down. You add the tactical die to the While wearing armor, as a bonus action, you
attack's damage roll, and if the target is Large or summon draconic spikes, which sprout from your
smaller, it must make a Strength saving throw. On a armor, and last until you use a bonus action to dismiss
failed save, you knock the target prone. them. While your spikes are active, you can use a
bonus action to make one melee weapon attack with
DRAGON KNIGHT your armor spikes against a target within 5 feet of
you. If the attack hits, the spikes deal 1d4 piercing
These skillful masters-at-arms use the ancient Akaviri damage. You use your Strength modifier for the attack
martial tradition of battle-spirit, which bears all of the and damage rolls.
hallmarks of a coherent magical discipline. Their Additionally, when you use the Attack action to
abilities are said to be descended from the powers of grapple a creature, the target takes 3 piercing damage
legendary dragons and the mortals who fought them. if your grapples succeeds.
They wield fearsome magic that pounds, shatters and
physically alters the world around them.

UESTRPG BASIC RULES


120
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
DRACONIC HASTE radius and dim light for an additional 30 feet for the
Beginning at 10th level, when you use your action to next minute, as though you cast a spell using
make a Draconic Tactic, you can make one weapon concentration. The flames don’t harm you.
attack as a bonus action. While the aura is active, you are resistant to fire
damage, and any creature that moves within 5 feet of
DRAGON BLOOD you for the first time on a turn or ends its turn there
At 15th level, when you use your Second Wind feature, takes fire damage determined by your tactical die.
your draconic blood radiates with ancient healing Lava Whip. On your turn, you can use your action
energy, allowing your allies to fight past their injuries. and expend one tactical die to create a long whip of
Three creatures of your choice within 60 feet of you flames that lashes out at your command toward a
that are allied with you regain hit points equal to half creature within 30 feet. Make a melee attack against
your Warrior level. the target. If the attack hits, the creature takes 1d6
fire damage and additional fire damage determined
IMPROVED DRACONIC HASTE by your tactical die, and if the creature is Large or
Starting at 18th level, when you use your action to smaller, you pull the creature up to 10 feet towards
make a Draconic Tactic, you can make two weapon you.
attacks as a bonus action. Magma Armor. When another creature attacks you,
you can use a reaction and expend one tactical die to
DRACONIC TACTICS harden the molten lava in your veins. You become
The tactics are presented in alphabetical order. resistant to bludgeoning, piercing, and slashing
Ash Cloud. On your turn, you can use your action damage until the beginning of your next turn.
and expend one tactical die to create a 20 foot radius Petrify. On your turn, you can use your action and
sphere of ash and dust centered on a point within 60 expend one tactical die to attempt to envelop a
feet of you. The cloud spreads around corners, and its creature that you can see within 60 feet completely in
area is heavily obscured. The cloud lasts for up to 1 stone. The target must make a Willpower saving
minute, as though you cast a spell using throw or become immobilized and unable to speak,
concentration. hear, move, or make any actions. The restrained
Each creature that is completely within the cloud at creature takes necrotic damage determined by your
the start of its turn must make an Endurance saving tactical die and must make a Strength saving throw at
throw. On a failed save, the creature spends its action the start of each of their turns to try and break free.
choking on the soot and ash. Creatures that don't If it successfully saves three times, the condition
require to breath automatically succeed on this saving ends. If it fails saves three times, the stone
throw. permanently hardens and the creature is subjected to
Combustion. When you take damage from a melee the petrified condition. The successes and failures
attack, you can use a reaction and expend one tactical don’t need to be consecutive; keep track of both until
die 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. You 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

UESTRPG BASIC RULES


121
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 (1d6) lb.
Khajiit, Dagi 2'-11” +2d4 35 lb. x 1 lb.
SEX Khajiit, Ohmes 4'-4” +2d6 95 lb. x (1d4) lb.
You can play a male or female character without Khajiit, Suthay 4'-6” +2d6 100 lb. x (1d6) 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
the clan and travel to a city. 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 as a woman. 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

UESTRPG BASIC RULES


122
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 Nords 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
ALIGNMENT IN TAMRIEL speak by default, and your background might give you
For many thinking creatures, alignment is a moral access to one or more additional languages of your
choice. Mer, Mer, Betmer, and other humanoid races choice. Note these languages on your character sheet.
can choose whether to follow the paths of good or Choose your languages from the Standard
evil, law or chaos. According to myth, the good- Languages table, or choose one that is common in
aligned aedra who created these races gave them free your campaign. With your DM’s permission, you can
will to choose their moral paths, knowing that good instead choose a language from the Rare Languages
without free will is slavery. table or a secret language, such as thieves’ cant.
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

UESTRPG BASIC RULES


123
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Common Languages PERSONAL CHARACTERISTICS
Language Typical Speakers Script
Altmeris Altmer Aldmeri Fleshing out your character’s personality—the array
Bosmeri Bosmer Aldmeri of traits, mannerisms, habits, beliefs, and flaws that
Dunmeri Dunmer Daedric give a person a unique identity—will help you bring
Jel Argonians Jel him or her to life as you play the game. Four
Nordic Nords Common categories of characteristics are presented here:
Orcish Orcs Orcish personality traits, ideals, bonds, and flaws. Beyond
Ta'agra Khajiit Ta'agra those categories, think about your character’s favorite
Tamrielic / Man and Mer Tamrielic words or phrases, tics and habitual gestures, vices
Cyrodiilic and pet peeves, and whatever else you can imagine.
Yoku Redguard Yokudan Each background presented later in this chapter
includes suggested characteristics that you can use to
Rare Languages spark your imagination. You’re not bound to those
Language Typical Speakers Script options, but they’re a good starting point.
Akaviri Akavir Akaviri
Aldmeris Original Elven Aldmeri PERSONALITY TRAITS
Language Give your character two personality traits. Personality
Ayleidoon Ayleid (Wild Elves) Aldmeri traits are small, simple ways to help you set your
Chimeris Old Dunmer Aldmeri character apart from every other character. Your
Daedric Daedra Daedric personality traits should tell you something
Dovahzul Dragon Dragonish interesting and fun about your character. They should
Dugutach Reach-Tongue -- be self descriptions that are specific about what
Dwemeris Dwemer Aldmeri makes your character stand out. “I’m smart” is not a
Ehlnofex Original Et'Ada Aldmeri good trait, because it describes a lot of characters.
Falmeris Falmer (Snow Elves) Aldmeri “I’ve read every book in the Imperial Palace” tells you
Hist Hist -- something specific about your character’s interests
Kothir Kothringi (Extinct) Kothir and disposition.
Nedic Old Nordic Language Nedic Personality traits might describe the things your
Bretic Old Breton Language Bretic character likes, his or her past accomplishments,
Colovian Dead language Colovian things your character dislikes or fears, your
Nibenean Dead language Nibenean character’s self-attitude or mannerisms, or the
Pyandonean Maormer (Sea Elves) Pyandonean influence of his or her ability scores.
Sload Sload Slaod A useful place to start thinking about personality
Tsaesci Tsaesci Akaviri traits is to look at your highest and lowest ability
scores and define one trait related to each. Either one
Beast Languages could be positive or negative: you might work hard to
Centurian overcome a low score, for example, or be cocky about
Faerie your high score.
Giantish
Goblin IDEALS
Harpy Describe one ideal that drives your character. Your
Impish ideals are the things that you believe in most strongly,
Nymph the fundamental moral and ethical principles that
Spriggan compel you to act as you do. Ideals encompass
everything from your life goals to your core belief
system.
Ideals might answer any of these questions: What
are the principles that you will never betray? What
would prompt you to make sacrifices? What drives
you to act and guides your goals and ambitions? What
is the single most important thing you strive for?

UESTRPG BASIC RULES


124
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
You can choose any ideals you like, but your
character’s alignment is a good place to start defining
LUCK
Luck is a rule the Dungeon Master can use to reward
them. Each background in this chapter includes six
you for playing your character in a way that’s true to
suggested ideals. Five of them are linked to aspects of
his or her personality traits, ideal, bond, and flaw. By
alignment: law, chaos, good, evil, and neutrality. The
using luck, you can draw on your personality trait of
last one has more to do with the particular
compassion for the downtrodden to give you an edge
background than with moral or ethical perspectives.
in negotiating with the Beggar Prince. Or luck can let
you call on your bond to the defense of your home
BONDS
village to push past the effect of a spell that has been
Create one bond for your character. Bonds represent a
laid on you.
character’s connections to people, places, and events
in the world. They tie you to things from your
background. They might inspire you to heights of GAINING LUCK
heroism, or lead you to act against your own best Your DM can choose to give you luck for a variety of
interests if they are threatened. They can work very reasons. Typically, DMs award it when you play out
much like ideals, driving a character’s motivations your personality traits, give in to the drawbacks
and goals. presented by a flaw or bond, and otherwise portray
Bonds might answer any of these questions: Whom your character in a compelling way. Your DM will tell
do you care most about? To what place do you feel a you how you can earn luck in the game. You either
special connection? What is your most treasured have luck or you don’t—you can’t stockpile multiple
possession? “lucks” for later use.
Your bonds might be tied to your class, your
background, your race, or some other aspect of your USING LUCK
character’s history or personality. You might also gain
new bonds over the course of your adventures. If you have luck, you can expend it when you make an
attack roll, saving throw, or ability check. Spending
FLAWS your luck gives you advantage on that roll.
Finally, choose a flaw for your character. Your Additionally, if you have luck, you can reward another
character’s flaw represents some vice, compulsion, player for good roleplaying, clever thinking, or simply
fear, or weakness—in particular, anything that doing something exciting in the game. When another
someone else could exploit to bring you to ruin or player character does something that really
cause you to act against your best interests. More contributes to the story in a fun and interesting way,
significant than negative personality traits, a flaw you can give up your luck to give that character luck.
might answer any of these questions: What enrages
you? What’s the one person, concept, or event that
you are terrified of? What are your vices?

UESTRPG BASIC RULES


125
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
CONSTELLATIONS THE SERPENT
There are thirteen named constellations in the sky. You were born under the Birthsign of the Serpent and
There are three Guardian signs; The Warrior, The gain the Serpent power.
Mage, and The Thief, each of which protects three Serpent. The power of the serpent can protect
charges. Each of these twelve signs corresponds to yourself from destruction or allow you to bring
one of the twelve months in the Tamrielic year. The destruction to others. Once each day, you can use the
thirteenth sign, The Serpent, has no guardian or power to create one of the following effects:
month and moves around the sky, usually threatening
• As an action, you cure yourself from one non-
the other signs.
magical disease and dispel one magical effect from
You can decide your character's birthsign, using
yourself.
your class and intended playstyle to determine what
• As an action, you touch a creature and infect them
sign best suits your character.
with a slow but potent poison, You instantly deal
If you want to randomly choose what birthsign you
1d4 poison damage, and an additional 1d4 poison
were born under, you can use the table to the side to
damage at the start of each turn of your turns for the
determine the month of your birth. Roll a d12 to
next minute. This damage ignores resistance. This
determine what month you were born in, and then a
damage increases by 1d4 when you reach 5th level
second d12. If your second roll matches your first roll,
(2d4). 11th level (3d4), and 17th level (4d4).
the Serpent intervenes and becomes your birthsign.
For example, if you roll a 6 on your first die, indicating Once you use this ability, you can't use it again until
you were born in Mid Year. On your second roll, if you the next dawn.
roll another 6, your birthsign is The Serpent. If you
roll any other number, your birthsign is The Steed. THE RITUAL
THE CONSTELLATIONS Morning Star
You were born under the Birthsign of the Ritual and
Roll Constellation Month gain the Mara's Gift power and the Blessed Word
1 The Ritual Morning Star power.
2 The Lover Sun's Dawn Mara's Gift. As an action, you regain hit points equal
3 The Lord First Seed to 1d8 + your Endurance modifier.
This power's healing increases by 1d8 when you
4 The Mage Rain's Hand
reach 5th level (2d8). 11th level (3d8), and 17th level
5 The Shadow Second Seed (4d8).
6 The Steed Mid Year Once you use this ability, you can't use it again until
7 The Apprentice Sun's Height the next dawn.
8 The Warrior Last Seed Blessed Word. As an action, you speak a prayer
censuring the undead. Choose one undead creature
9 The Lady Hearthfire
within 30 feet of you to make a Willpower saving
10 The Tower Frostfall throw. The DC for this saving throw equals 8 + your
11 The Atronach Sun's Dusk proficiency bonus + your Willpower or Personality
12 The Thief Evening Star modifier (your choice). If the creature fails its saving
throw, it is turned for 1 minute or until it takes any
Doubles The Serpent --
damage.
A turned creature must spend its turn 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.
Once you use this ability, you can't use it again until
the next dawn.

UESTRPG BASIC RULES


126
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
THE LOVER THE SHADOW
Sun's Dawn Second Seed
You were born under the Birthsign of the Lover and You were born under the Birthsign of the Shadow and
gain the Lover's Kiss power. gain the following benefits:
Lover's Kiss. As an action, you touch a humanoid in
an attempt to paralyze them. The target must make a • Your Intelligence, Personality, or Willpower score
Willpower saving throw or be paralyzed for 1 minute. increases by 1, to a maximum of 20.
The DC is determined by 8 + your proficiency bonus + • You gain the Moonshadow power.
your Endurance or Willpower modifier (your choice). Moonshadow. As an action, you can cast the spell
The paralysis ends early if the target takes damage. At Invisibility on yourself without expending magicka.
the end of each of its turns, the target can make Once you use this ability, you can't use it again until
another Willpower saving throw. On a success, the the next dawn.
spell ends on the target.
Once you use this ability, you can't use it again until
the next dawn.
THE STEED
Mid Year
THE LORD You were born under the Birthsign of the Steed and
gain the following benefits:
First Seed
You were born under the Birthsign of the Lord and • Your Endurance score increases by 1.
gain the Blood of the North power and the Trollkin • Your speed increases by 10 feet.
curse.
Blood of the North. As an action, you regain hit THE APPRENTICE
points equal to twice your level + your Endurance
modifier. If the amount of hit points you gain exceeds Sun's Height
your hit point maximum, you gain the remainder as You were born under the Birthsign of the Apprentice
temporary hit points which last for up to 1 hour. and gain the following benefits:
Once you use this ability, you can't use it again until •Your magicka point maximum increases by 1, and it
the next dawn. increases by 1 every time you gain a level.
Trollkin. You are cursed with a natural weakness to
•You are weakened to one type of magical damage
fire. Whenever you take fire damage, the damage is
determined by rolling on the Apprentice Magic
increased by an amount equal to half your level.
Weakness table below. Whenever you take damage
from your weakened damage type, the damage is
THE MAGE increased by an amount equal to half your level.
Rain's Hand THE APPRENTICE MAGIC WEAKNESS
You were born under the Birthsign of The Mage and d4 Weakness
gain the following benefits: 1 Cold
• Your Intelligence or Willpower score increases by 1, 2 Fire
to a maximum of 20. 3 Poison
4 Lightning
• You gain advantage on Endurance saving throws to
maintain concentration on a spell.
THE WARRIOR
Additionally, you learn one cantrip and one 1st level
spell of your choice from the mage spell list. Last Seed
Intelligence is your spellcasting ability for these You were born under the Birthsign of the Warrior and
spells. If you can cast spells, they are added to your gain the following benefits:
spell list for you. Your Strength and Endurance attributes are increased
You can cast the 1st level spell once without by 1, to a maximum of 20.
expending magicka points each day, regaining the
ability to do so again at the next dawn.

UESTRPG BASIC RULES


127
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
THE LADY You cannot increase your magicka points beyond
your maximum magicka point total through this
Hearthfire feature.
You were born under the Birthsign of the Lady and
gain the following benefits:
Sorcerer's Born Under the Atronach
Your Willpower and Endurance attributes are Sorcerer's who are born under the Atronach birthsign
increased by 1, to a maximum of 20. innately have access to an extraordinary amount of
magicka that truly sets them apart from others on
THE TOWER Tamriel. These exceptional gifts, however, come with an
exceptional cost.
Frostfall
The natural magicka regeneration by a sorcerer born
You were born under the Birthsign of the Tower and
under any other sign is already significantly reduced from
gain the Tower Key power and the Tower Warden
other spellcasters. Those born under the Atronach see
power.
that regeneration reduced even further.
Tower Key. As an action you can cast the knock spell Like other sorcerer's, they do not regain all of their
without expending magicka. magicka at the end of a long rest. Instead, you only
Once you use this ability, you can't use it again until regain a quarter of your expended magicka, rounding up
the next dawn. (minimum of 1).
Tower Warden. As a reaction, when you take Whenever the sorcerer is targeted by a spell that
damage from an attack, you can reflect some or all of requires a saving throw, the sorcerer absorbs magicka
the damage back to the attacker. The damage you can equal to the cost of the spell.
reflect is equal to 1d6.
This power's reflected damage increases by 1d6
when you reach 5th level (2d6). 11th level (3d6), and THE THIEF
17th level (4d6).
Once you use this ability, you can't use it again until Evening Star
the next dawn. You were born under the Birthsign of the Thief and
gain the following benefits:
THE ATRONACH • Your Agility score increases by 1, to a maximum of
Sun's Dusk 20.
You were born under the Birthsign of the Atronach • Your speed increases by 5 feet.
and gain the following benefits: • You gain one Luck Point. Your Luck Point is a d6. You
can add your Luck Point to one ability check, attack
•Your magicka point maximum increases by 2, and it roll, or saving throw you make. You can wait until
increases by 2 every time you gain a level. after you roll the d20 before deciding to use the
• You gain the Stunted Magicka feature, described Luck Point, but must decided before the DM says
below. whether the roll succeeds or fails. You regain your
expended Luck Point at the next dawn, and you can
Stunted Magicka. The Atronach birthsign has gifted
never have more that one Luck Point from this
you with a large pool of magicka, but your natural gift
feature at a time.
is stunted by reduced regeneration.
Unlike other spellcasters, you do not regain all of
your magicka at the end of a long rest, instead, you
only regain half of your expended magicka, rounding
up (minimum of 1).
Additionally, whenever you are targeted by a spell
that requires you to make a saving throw, you have a
chance to absorb magicka, replenishing your magicka
points. On a successful save you also absorb magicka
equal to the level of the spell. On a failed save, you do
not absorb any magicka and are effected by the spell
as normal.

UESTRPG BASIC RULES


128
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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
both concrete benefits (features, proficiencies, and You have spent your life in the service of a temple to a
languages) and roleplaying suggestions. specific god or pantheon of gods. You act as an
intermediary between the realm of the gods and the
PROFICIENCIES mortal world, performing sacred rites and offering
Each background gives a character proficiency in two sacrifices in order to conduct worshipers into the
skills. Skills are described in chapter 7. presence of the divine.
In addition, most backgrounds give a character Choose a god, a pantheon of gods, or some other
proficiency with one or more tools. Tools and tool quasi-divine being from the world of the Elder Scrolls
proficiencies are detailed in chapter 5 of the Player's or those specified by your DM, and work with your
Handbook. DM to detail the nature of your religious service. Were
If a character would gain the same proficiency from you a lesser functionary in a temple, raised from
two different sources, he or she can choose a different childhood to assist the priests in the sacred rites? Or
proficiency of the same kind (skill or tool) instead. were you a high priest who suddenly experienced a
call to serve your god in a different way? Perhaps you
LANGUAGES were the leader of a small cult outside of any
Some backgrounds also allow characters to learn established temple structure, or even an occult group
additional languages beyond those given by race. See that served a fiendish master that you now deny.
“Languages” earlier in this chapter.
Skill Proficiencies: Insight, Religion
EQUIPMENT Languages: Two of your choice
Each background provides a package of starting Equipment: A holy symbol (a gift to you when you
equipment. If you use the optional rule from chapter 5 entered the priesthood), a prayer book or prayer
of the Player's Handbook to spend coin on gear, you wheel, 5 sticks of incense, vestments, a set of common
do not receive the starting equipment from your clothes, and a belt pouch containing 60 septims.
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.

UESTRPG BASIC RULES


129
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 parents died.
or other religious communities. 4 Everything I do is for the common people.
Their study of the history and tenets of their faith and 5 I will do anything to protect the temple where I served.
their relationships to temples, shrines, or hierarchies I seek to preserve a sacred text that my enemies
6
affect their mannerisms and ideals. Their flaws might consider heretical and seek to destroy.
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.

UESTRPG BASIC RULES


130
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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
believe, and how they see the world. But their true
You have always had a way with people. You know selves are sometimes plagued by an uneasy
what makes them tick, you can tease out their hearts' conscience, an old enemy, or deep-seated trust issues.
desires after a few minutes of conversation, and with
a few leading questions you can read them like they d8 Personality Trait
were children's books. It’s a useful talent, and one that I fall in and out of love easily, and am always pursuing
1
you’re perfectly willing to use for your advantage. someone.
You know what people want and you deliver, or I have a joke for every occasion, especially occasions
2
rather, you promise to deliver. Common sense should where humor is inappropriate.
steer people away from things that sound too good to 3 Flattery is my preferred trick for getting what I want.
be true, but common sense seems to be in short I’m a born gambler who can't resist taking a risk for a
4
supply when you’re around. The bottle of pink- potential payoff.
colored liquid will surely cure that unseemly rash, this I lie about almost everything, even when there’s no
5
ointment—nothing more than a bit of fat with a 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
1
with colored liquid, a set of weighted dice, a deck of 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
2
and a belt pouch containing 60 septims. a few coins. (Lawful)
Charity. I distribute the money I acquire to the people
3
FAVORITE SCHEMES 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
5
or roll on the table below. friendship last forever. (Good)
Aspiration. I’m determined to make something of
6
d6 Scam 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 I fleeced the wrong person and must work to ensure
3 1 that this individual never crosses paths with me or
weakness and secure their fortunes.
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
2
I convince people that worthless junk is worth their who’s probably rotting in jail somewhere.
6 Somewhere out there, I have a child who doesn’t know
hard-earned money. 3
me. I’m making the world better for him or her.
FEATURE: FALSE IDENTITY I come from a noble family, and one day I’ll reclaim my
4
You have created a second identity that includes lands and title from those who stole them from me.
documentation, established acquaintances, and A powerful person killed someone I love.
5
disguises that allow you to assume that persona. Some day soon, I’ll have my revenge.
Additionally, you can forge documents including I swindled and ruined a person who didn’t deserve it.
official papers and personal letters, as long as you 6 I seek to atone for my misdeeds but might never be
have seen an example of the kind of document or the able to forgive myself.
handwriting you are trying to copy.

UESTRPG BASIC RULES


131
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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. I spend my ill-gotten gains on lawbreakers, gives you a feel for local laws and
2
decadent luxuries faster than I bring them in. criminals. You can easily find the local outpost of the
I’m convinced that no one could ever fool me the way I watch or a similar organization, and just as easily pick
3
fool others. out the dens of criminal activity in a community,
I’m too greedy for my own good. although you're more likely to be welcome in the
4
I can’t resist taking a risk if there’s money involved. former locations rather than the latter.
I can’t resist swindling people who are more powerful
5
than me. VARIANT: INVESTIGATOR
I hate to admit it and will hate myself for it, but I'll run Rarer than watch or patrol members are a
6
and preserve my own hide if the going gets tough. community's investigators, who are responsible for
solving crimes after the fact. Though such folk a re
CITY WATCH seldom found in rural areas, nearly every settlement
of decent size has at least one or two watch members
Refer to the Sword Coast Adventurer's Guide page 145 who have the skill to investigate crime scenes and
for more information. track down criminals. If your prior experience is as an
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 soldier background in the
hometown was to help police its populace, protecting 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.

UESTRPG BASIC RULES


132
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 of
Tool Proficiencies: One type of artisan's tools 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 guild artisan 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.

UESTRPG BASIC RULES


133
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SUGGESTED CHARACTERISTICS SUGGESTED CHARACTERISTICS
Use the tables for the sage background in the Player's Use the tables for the guild artisan background in the
Handbook as the basis for your traits and motivations, Player's Handbook as the basis for your traits and
modifying the entries when appropriate to suit your motivations, modifying the entries when appropriate
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 worthy 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 thieves' guild or similar criminal organization,
companions that further the interest of the individual members have particular specialties. Even
organization that gave you your start in life. In any criminals who operate outside of such organizations
event, the abilities that you honed while serving as a have strong preferences for certain kinds of crimes
courtier will stand you in good stead as an adventurer. over others. Choose the role you played in your
criminal life, or roll on the table below.
Skill Proficiencies: Insight, Persuasion
Languages: Two of your choice d8 Specialty
Equipment: A set of fine clothes and a pouch 1 Blackmailer
containing 20 septims. 2 Burglar
3 Enforcer
FEATURE: COURT FUNCTIONARY 4 Fence
Your knowledge of how bureaucracies function lets 5 Highway Robber
you gain access to the records and inner workings of 6 Hired Killer
any noble court or government you encounter. You 7 Pickpocket
know who the movers and shakers are, whom to go to 8 Smuggler
for the favors you seek, and what the current intrigues
of interest in the group are.

UESTRPG BASIC RULES


134
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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.
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
3 of everything valuable-or where such things could be committed. I’m okay with that.
hidden.
4 I would rather make a new friend than a new enemy. VARIANT CRIMINAL: SPY
I am incredibly slow to trust. Those who seem the Although your capabilities are not much different
5 from those of a burglar or smuggler, you learned and
fairest often have the most to hide.
I don't pay attention to the risks in a situation. practiced them in a very different context: as an
6 espionage agent.
Never tell me the odds.
The best way to get me to do something is to tell me I You might have been an officially sanctioned agent of
7
can't do it. the crown, or perhaps you sold the secrets you
8 I blow up at the slightest insult. uncovered to the highest bidder.

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

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.

UESTRPG BASIC RULES


135
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 of 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
5
4 Jester I 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 I will do anything to prove myself superior to my hated
5
a 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 or circus performer, trained to make the arts of
2 combat into a spectacle the crowd can enjoy. This kind
rumors 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, Using your By Popular Demand feature, you can find a
4 place to perform in any place that features combat for
since 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.

UESTRPG BASIC RULES


136
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
FACTION AGENT The Mages Guild. Although the traditional guild was
dissolved in the 4th era, other groups of mages, such as
Refer to the Sword Coast Adventurer's Guide page 147 the Synod and the College of Whispers have continued
for more information. on the tradition of studying the mysteries and
applications of magicka. Those who serve the Mages
Many organizations active in Tamriel aren't bound by Guild are masters of Arcana, and seek assistance from
strictures of geography. These factions pursue their scholars and sages. Operatives for the guild may be in
agendas without regard for political boundaries, and search of powerful magical artifacts, or be watchful of
their members operate anywhere the organization wizards practicing forbidden magic.
deems necessary. These groups employ listeners, The Thieves Guild. Although thieves are criminals
rumormongers, smugglers, sellswords, cache-holders by definition, the guild is tolerated by local authorities
(people who guard caches of wealth or magic for use for its role as a crime regulator. The guild prevents
by the faction's operatives), haven keepers, and unregulated competition and does not allow
message drop minders, to name a few. At the core of egregious activities by its own members. Members
every faction are those who don't merely fulfill a small are typically skilled at deception and other thieving
function for that organization, but who serve as its skills. They seek aid from other mercenaries, wizards,
hands, head, and heart. and merchants allied with the Thieves Guild, and
As a prelude to your adventuring career (and in sometimes even the shadowy Dark Brotherhood.
preparation for it), you served as an agent of a The Imperial Legion. Also known as the Imperial
particular faction in Tamriel. You might have operated Army and the Ruby Ranks, the Legion is the main
openly or secretly, depending on the faction and its force of the Empire. Considered to be one of the best
goals, as well as how those goals mesh with your own. armies assembled in history, the Legion preserves
Becoming an adventurer doesn't necessarily require peace and rule of law throughout the Empire.
you to relinquish membership in your faction (though Members are required to be knowledgeable in Lore,
you can choose to do so), and it might enhance your and can always rely on the aid of governments that
status in the faction. are part of the Empire, plus other leaders and groups
who uphold the legions ideals.
Skill Proficiencies: Insight and one Intelligence, The Imperial Cult. Worshipers of the Eight divines,
Willpower, or Personality skill of your choice, as they provide missionary work of their faith and bring
appropriate to your faction. divine inspiration and consolation across the Empire.
Languages: Two of your choice Agents of the cult search out necromancers and
Equipment: Badge or emblem of your faction, a copy daedra worshipers, and are usually skilled in Lore or
of a seminal faction text (or a code-book for a covert Arcana. They seek aid from law enforcement friendly
faction), a set of common clothes, and a pouch to the Empire, and clergy faithful to the Eight.
containing 60 septims.
FEATURE: SAFE HAVEN
FACTIONS OF TAMRIEL As a faction agent, you have access to a secret
Tamriel is home to many factions, however, there are network of supporters and operatives who can
a handful of groups that have made a large impression provide assistance on your adventures. You know a
on society. If your background is as an agent of one of set of secret signs and passwords you can use to
the main factions of Tamriel, here are some identify such operatives, who can provide you with
possibilities. access to a hidden safe house, free room and board, or
The Fighters Guild. Found throughout most of assistance in finding information. These agents never
Tamriel, The Fighter's Guild was founded in the 2nd risk their lives for you or risk revealing their true
era as an Akaviri-only organization, but has since identities.
opened up to all the races. The guild is a professional
group, chartered by the Emperor, that regulates the SUGGESTED CHARACTERISTICS
hiring of mercenaries, protectors, and guards. Agents Use the tables for the acolyte background in the
of the guild are often proficient in Athletics, and seek Player's Handbook as the basis for your traits and
aid from other guild members, local guards, and motivations, modifying the entries when appropriate
members of the Imperial Legion. Operatives may find to suit your identity as a faction agent. (For instance,
themselves ensuring other mercenary groups adhere consider the words “faith” and “faction” to be
to the law, or try to uncover corruption within the interchangeable.)
guild.

UESTRPG BASIC RULES


137
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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
A folk hero is one of the common people, for better or
You come from a humble social rank, but you are for worse. Most folk heroes look on their humble
destined for so much more. Already the people of origins as a virtue, not a shortcoming, and their home
your home village regard you as their champion, and communities remain very important to them.
your destiny calls you to stand against the tyrants and
monsters that threaten the common folk everywhere. d8 Personality Trait
1 I judge people by their actions, not their words.
Skill Proficiencies: Animal Handling, Survival If someone is in trouble, I’m always ready to lend
2
Tool Proficiencies: One type of artisan's tools, land help.
vehicles When I set my mind to something, I follow through
3
Equipment: A set of artisan's tools (one of your no 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
4
and a belt pouch containing 40 septims. find the most equitable solution to arguments.
I’m confident in my own abilities and do what I can
5
DEFINING EVENT to instill confidence in others.
You previously pursued a simple profession among 6 Thinking is for other people. I prefer action.
the peasantry, perhaps as a farmer, miner, servant, 7 I misuse long words in an attempt to sound smarter.
shepherd, woodcutter, or gravedigger. But something I get bored easily. When am I going to get on with my
8
happened that set you on a different path and marked destiny?
you for greater things. Choose or randomly determine
a defining event that marked you as a hero of the d6 Ideal
people. Respect. People deserve to be treated with dignity
1
and respect. (Good)
d10Defining Event Fairness. No one should get preferential treatment
2
1 I stood up to a tyrant’s agents. before the law, and no one is above the law. (Lawful)
2 I saved people during a natural disaster. Freedom. Tyrants must not be allowed to oppress the
3
3 I stood alone against a terrible monster. people. (Chaotic)
4 I stole from a corrupt merchant to help the poor. Might. If I become strong, I can take what I want—
4
5 I led a militia to fight off an invading army. what I deserve. (Evil)
I broke into a tyrant’s castle and stole weapons to arm Sincerity. There’s no good in pretending to be
6 5
the people. something I’m not. (Neutral)
I trained the peasantry to use farm implements as Destiny. Nothing and no one can steer me away from
7 6
weapons against a tyrant’s soldiers. my higher calling. (Any)
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.

UESTRPG BASIC RULES


138
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 4 Calligraphers, scribes, and scriveners
1
see 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 12 Masons and stonecutters
5
a 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
20 Woodcarvers, coopers, and bowyers
You are a member of an artisan’s guild, skilled in a
particular field and closely associated with other As a member of your guild, you know the skills
artisans. You are a well-established part of the needed to create finished items from raw materials
mercantile world, freed by talent and wealth from the (reflected in your proficiency with a certain kind of
constraints of a feudal social order. You learned your artisan’s tools), as well as the principles of trade and
skills as an apprentice to a master artisan, under the good business practices. The question now is whether
sponsorship of your guild, until you became a master you abandon your trade for adventure, or take on the
in your own right. extra effort to weave adventuring and trade together.

Skill Proficiencies: Insight, Persuasion FEATURE: GUILD MEMBERSHIP


Tool Proficiencies: One type of artisan's tools As an established and respected member of a guild,
Languages: One of your choice you can rely on certain benefits that membership
Equipment: A set of artisan's tools (one of your provides. Your fellow guild members will provide you
choice), a letter of introduction from your guild, a set with lodging and food if necessary, and pay for your
of traveler's clothes, and a belt pouch containing 60 funeral if needed. In some cities and towns, a guildhall
septims. 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

UESTRPG BASIC RULES


139
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 I’ll do anything to get my hands on something rare or
1 1
right. 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 I’m never satisfied with what I have— I always want
4 4
every 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 interests across the region. Perhaps you transported
of civilization. (Lawful) goods from one place to another, by ship, wagon, or
Generosity. My talents were given to me so that I caravan, or bought them from traveling traders and
2
could 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.

UESTRPG BASIC RULES


140
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
HAUNTED ONE HARROWING EVENT
d10 Event
Refer to the Curse of Strahd page 209 for more 1 A monster that slaughtered dozens of innocent
information. people 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
it destroys you.
you were unable to stop it.
6 You were cursed with lycanthropy and later cured.
Skill Proficiencies: Choose one of Arcana,
You are now haunted by the innocents you
Investigation, Religion, or Survival
slaughtered.
Languages: Choose one exotic language
7 A hag kidnapped and raised you. You escaped, but
Equipment: A monster hunter’s pack, a set of
the hag still has a magical hold over you and fills
common clothes, and one trinket of special
your mind with evil thoughts.
significance
8 You opened an eldritch tome and saw things unfit
for a sane mind. You burned the book, but its words
FEATURE: HEART OF DARKNESS
and images are burned into your psyche.
Those who look into your eyes can see that you have
9 A fiend possessed you as a child. You were locked
faced unimaginable horror and that you are no
away but escaped. The fiend is still inside you, but
stranger to darkness. Though they might fear you,
now you try to keep it locked away.
commoners will extend you every courtesy and do 10 You did terrible things to avenge the murder of
their utmost to help you. Unless you have shown someone you loved. You became a monster, and it
yourself to be a danger to them, they will even take up haunts your waking dreams.
arms to fight alongside you, should you find yourself
facing an enemy alone.
SUGGESTED CHARACTERISTICS
You have learned to live with the terror that haunts
HARROWING EVENT you. You are a survivor, who can be very protective of
Prior to becoming an adventurer, your path in life was
those who bring light into your darkened life.
defined by one dark moment, one fateful decision, or
one tragedy. Now you feel a darkness threatening to d8 Personality Trait
consume you, and you fear there may be no hope of 1 I don’t run from evil. Evil runs from me.
escape. Choose a harrowing event that haunts you, or 2 I like to read and memorize poetry. It keeps me calm
roll one on the Harrowing Events table. and brings me fleeting moments of happiness.
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.

UESTRPG BASIC RULES


141
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
d6 Ideal
1 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
You lived in seclusion—either in a sheltered
to 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
and perhaps some of the answers you were looking
weaknesses 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 below to determine the reason behind your seclusion.
safer 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 2
the dictates of a religious order.
can 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.

UESTRPG BASIC RULES


142
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SUGGESTED CHARACTERISTICS
Some hermits are well suited to a life of seclusion, d6 Flaw
whereas others chafe against it and long for company. Now that I've returned to the world, I enjoy its
1
Whether they embrace solitude or long to escape it, delights a little too much.
the solitary life shapes their attitudes and ideals. A I harbor dark, bloodthirsty thoughts that my isolation
2
few are driven slightly mad by their years apart from and meditation failed to quell.
society. 3 I am dogmatic in my thoughts and philosophy.
I let my need to win arguments overshadow
4
d8 Personality Trait friendships and harmony.
I’ve been isolated for so long that I rarely speak, 5 I’d risk too much to uncover a lost bit of knowledge.
1 I like keeping secrets and won’t share them with
preferring gestures and the occasional grunt. 6
2 I am utterly serene, even in the face of disaster. anyone.
The leader of my community had something wise to
3 say on every topic, and I am eager to share that OTHER HERMITS
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 background. On the other hand, if you want to go in a
7 contemplation, becoming oblivious to my more religious direction, the acolyte might be what
surroundings. you’re looking for. Or you could even be a charlatan,
I am working on a grand philosophical theory and love posing as a wise and holy person and letting pious
8
sharing my ideas. fools support you.

d6 Ideal
1
Greater Good. My gifts are meant to be shared with IMPERIAL CITY NOBLE
all, not used for my own benefit. (Good)
Refer to the Sword Coast Adventurer's Guide page 154
Logic. Emotions must not cloud our sense of what is
2 for more information.
right and true, or our logical thinking. (Lawful)
You are a scion of one of the great noble families of
Free Thinking. Inquiry and curiosity are the pillars of
3 the Imperial City. Human families who jealously guard
progress. (Chaotic)
their privilege and place in the City of Splendors,
Power. Solitude and contemplation are paths toward
4 Imperial City nobles have a reputation across Tamriel
mystical or magical power. (Evil)
for being eccentric, spoiled, venal, and, above all else,
Live and Let Live. Meddling in the affairs of others
5 rich.
only causes trouble. (Neutral)
Whether you are a shining example of the reason for
Self-Knowledge. If you know yourself, there’s nothing
6 this reputation or one who proves the rule by being
left to know. (Any)
an exception, people expect things of you when they
know your surname and what it means. Your reasons
d6 Bond
for taking up adventuring likely involve your family in
Nothing is more important than the other members of
1 some way: Are you the family rebel, who prefers
my hermitage, order, or association.
delving in filthy dungeons to sipping brandy at a ball?
I entered seclusion to hide from the ones who might
2 Or have you taken up sword or spell on your family's
still be hunting me. I must someday confront them.
behalf, ensuring that they have someone of renown to
I’m still seeking the enlightenment I pursued in my
3 see to their legacy?
seclusion, and it still eludes me.
Work with your DM to come up with the family you
I entered seclusion because I loved someone I could
4 are part of, with its own financial interests,
not have.
Should my discovery come to light, it could bring ruin
specialties, and schemes. You might be part of the
5 main line of your family, possibly in line to become its
to the world.
My isolation gave me great insight into a great evil leader one day. Or you might be one of any number of
6 cousins, with less prestige but also less responsibility.
that only I can destroy.

UESTRPG BASIC RULES


143
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set or one INHERITOR
musical instrument 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.

UESTRPG BASIC RULES


144
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
INHERITANCE Skill Proficiencies: Persuasion, plus one from among
d8 Bond Arcana, History, Nature, or Religion, as appropriate
1 Object or Item A document such as a map, a letter, for your order.
or 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 they are being hunted
Refer to the Sword Coast Adventurer's Guide page 151 unjustly.
for more information.
You belong to an order of knights who have sworn KNIGHTLY ORDERS OF TAMRIEL
oaths to achieve a certain goal. The nature of this goal Many who rightfully call themselves "knight" earn
depends on the order you serve, but in your eyes it is that title as part of an order in service to a deity, such
without question a vital and honorable endeavor. as the Vigil of Stendarr, or the Order of Arkay with
Tamriel has a wide variety of knightly orders, all of their Knights of the Circle. Other knightly orders serve
which have a similar outlook concerning their actions a government, royal family, or are the elite military of
and responsibilities. a feudal state, such as the Order of the Raven. Other
Though the term "knight" conjures ideas of knighthoods are secular and non governmental
mounted, heavily armored warriors of noble blood, organizations of warriors who follow a particular
most knightly orders in Tamriel don't restrict their philosophy, or consider themselves a kind of extended
membership to such individuals. The goals and family, similar to an order of monks. Although there
philosophies of the order are more important than are organizations, such as the Order of the Lily, that
the gear and fighting style of its members, and so use the trappings of knighthood without necessarily
most of these orders aren't limited to fighting types, being warriors, most folk of Tamriel who hear the
but are open to all sorts of folk who are willing to word "knight" think of a mounted warrior in armor
battle and die for the order's cause. beholden to a code. Below are a few knightly
The "Knightly Orders of Tamriel" below details organizations.
several of the orders that are active at present and is Knights of the Dragon. The Knights of the Dragon
designed to help inform your decision about which are the elite soldiers who are the official protectors of
group you owe allegiance to. the city and royal family of Daggerfall. Sometimes
they are confused as members of the Dragonguard,
but they were not created to slay dragons. Their
service is to His Majesty the Dragon, or rather, the
current King or Queen of Daggerfall. Many knights are
stationed in and around Daggerfall for protection of

UESTRPG BASIC RULES


145
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 warriors share of treasure. Now, you look forward to fighting
of the Lorddom of Anticlere held back the invading foes and reaping even greater rewards as an
armies of the Reach when Sir Byric set the fields adventurer. Your experience makes you familiar with
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.

UESTRPG BASIC RULES


146
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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
Is your family old and established, or was your title 1 the most wonderful and important person in the
only recently bestowed? How much influence do they world.
wield, and over what area? What kind of reputation The common folk love me for my kindness and
2
does your family have among the other aristocrats of generosity.
the region? How do the common people regard them? No one could doubt by looking at my regal bearing
3
What’s your position in the family? Are you the heir that I am a cut above the unwashed masses.
to the head of the family? Have you already inherited I take great pains to always look my best and follow
4
the title? How do you feel about that responsibility? the latest fashions.
Or are you so far down the line of inheritance that no I don’t like to get my hands dirty, and I won’t be
5
one cares what you do, as long as you don’t embarrass caught dead in unsuitable accommodations.
Despite my noble birth, I do not place myself above
the family? How does the head of your family feel 6
other folk. We all have the same blood.
about your adventuring career? Are you in your
7 My favor, once lost, is lost forever.
family’s good graces, or shunned by the rest of your
If you do me an injury, I will crush you, ruin your
family? 8
name, and salt your fields.
Does your family have a coat of arms? An insignia
you might wear on a signet ring? Particular colors you
d6 Ideal
wear all the time? An animal you regard as a symbol
Respect. Respect is due to me because of my position,
of your line or even a spiritual member of the family?
1 but all people regardless of station deserve to be
These details help establish your family and your
treated with dignity. (Good)
title as features of the world of the campaign.
Responsibility. It is my duty to respect the authority
2 of those above me, just as those below me must
Skill Proficiencies: History, Persuasion
respect 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)

UESTRPG BASIC RULES


147
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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
2 information.
be 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
The common folk must see me as a hero of the
6 wilds are in your blood, whether you were a nomad,
people.
an explorer, a recluse, a hunter-gatherer, or even a
marauder. Even in places where you don’t know the
d6 Flaw
specific features of the terrain, you know the ways of
1 I secretly believe that everyone is beneath me.
the wild.
I hide a truly scandalous secret that could ruin my
2
family forever.
Skill Proficiencies: Athletics, Survival
I too often hear veiled insults and threats in every
3 Tool Proficiencies: One type of musical Instrument
word addressed to me, and I’m quick to anger.
Languages: One of your choice
4 I have an insatiable desire for carnal pleasures.
Equipment: A staff, a hunting trap, a trophy from an
5 In fact, the world does revolve around me.
animal you killed, a set of traveler's clothes, and a belt
By my words and actions, I often bring shame to my
6 pouch containing 40 septims.
family.
ORIGIN
VARIANT NOBLE: KNIGHT
You've been to strange places and seen things that
A knighthood is among the lowest noble titles in most
others cannot begin to fathom. Consider some of the
societies, but it can be a path to higher status. If you
distant lands you have visited, and how they impacted
wish to be a knight, choose the Retainers feature
you. You can roll on the following table to determine
instead of the Position of Privilege feature. One of
your occupation during your time in the wild, or
your commoner retainers is replaced by a noble who
choose one that best fits your character.
serves as your squire, aiding you in exchange for
training on his or her own path to knighthood. Your
d10 Origin
two remaining retainers might include a groom to
1 Forester
care for your horse and a servant who polishes your
2 Trapper
armor (and even helps you put it on).
3 Homesteader
As an emblem of chivalry and the ideals of courtly
4 Guide
love, you might include among your equipment a
5 Bounty hunter
banner or other token from a noble lord or lady to 6 Exile or outcast
whom you have given your heart—in a chaste sort of 7 Pilgrim
devotion. (This person could be your bond.) 8 Tribal nomad
9 Hunter-gatherer
VARIANT FEATURE: RETAINER 10 Tribal marauder
If your character has a noble background, you may
select this background feature instead of Position of FEATURE: WANDERER
Privilege. You have an excellent memory for maps and
You have the service of three retainers loyal to your geography, and you can always recall the general
family. These retainers can be attendants or layout of terrain, settlements, and other features
messengers, and one might be a majordomo. Your around you. In addition, you can find food and fresh
retainers are commoners who can perform mundane water for yourself and up to five other people each
tasks for you, but they do not fight for you, will not day, provided that the land offers berries, small game,
follow you into obviously dangerous areas (such as water, and so forth.
dungeons), and will leave if they are frequently
endangered or abused.

UESTRPG BASIC RULES


148
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 There’s no room for caution in a life lived to the
2
life in the cities. The ties of tribe, clan, family, and the fullest.
natural world of which they are a part are the most I remember every insult I’ve received and nurse a
important bonds to most outlanders. 3 silent resentment toward anyone who’s ever wronged
me.
d8 Personality Trait I am slow to trust members of other races, tribes, and
4
I’m driven by a wanderlust that led me away from societies.
1 5 Violence is my answer to almost any challenge.
home.
I watch over my friends as if they were a litter of Don’t expect me to save those who can’t save
2 6 themselves. It is nature’s way that the strong thrive
newborn pups.
I once ran twenty-five miles without stopping to warn and the weak perish.
3 to my clan of an approaching orc horde. I’d do it again
if I had to.
I have a lesson for every situation, drawn from SAGE
4
observing nature. Refer to the Player's Handbook page 137 for more
I place no stock in wealthy or well-mannered folk. information.
5 Money and manners won’t save you from a hungry You spent years learning the lore of Tamriel. You
gryphon. scoured manuscripts, studied scrolls, and listened to
I’m always picking things up, absently fiddling with the greatest experts on the subjects that interest you.
6
them, and sometimes accidentally breaking them. Your efforts have made you a master in your fields of
I feel far more comfortable around animals than study.
7
people.
8 I was, in fact, raised by wolves. Skill Proficiencies: Arcana, History
Languages: Two of your choice
d6 Ideal Equipment: A bottle of black ink, a quill, a small
Change. Life is like the seasons, in constant change,
1 knife, a letter from a dead colleague posing a question
and we must change with it. (Chaotic)
you have not yet been able to able to answer, a set of
Greater Good. It is each person’s responsibility to
2 common clothes, and a belt pouch containing 40
make the most happiness for the whole tribe. (Good)
septims.
Honor. If I dishonor myself, I dishonor my whole clan.
3
(Lawful)
SPECIALTY
4 Might. The strongest are meant to rule. (Evil)
To determine the nature of your scholarly training,
Nature. The natural world is more important than all
5 roll a d8 or choose from the options in the table
the constructs of civilization. (Neutral)
below.
Glory. I must earn glory in battle, for myself and my
6
clan. (Any)
d8 Specialty
1 Alchemist
d6 Bond
2 Astronomer
My family, clan, or tribe is the most important thing in
1 3 Discredited academic
my life, even when they are far from me.
4 Librarian
An injury to the unspoiled wilderness of my home is
2 5 Professor
an injury to me.
6 Researcher
I will bring terrible wrath down on the evildoers who
3 7 Mage’s apprentice
destroyed my homeland.
8 Scribe
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.

UESTRPG BASIC RULES


149
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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.
2
sometimes in its own right, sometimes as a means I 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 information.
5
before I make my own judgment. You sailed on a seagoing vessel for years. In that time,
I . . . speak . . . slowly . . . when talking . . . to you faced down mighty storms, monsters of the deep,
6 idiots, . . . which . . . almost . . . everyone . . . is . . . and those who wanted to sink your craft to the
compared . . . to me. bottomless depths. Your first love is the distant line of
7 I am horribly, horribly awkward in social situations. the horizon, but the time has come to try your hand at
I’m convinced that people are always trying to steal something new.
8
my secrets. Discuss the nature of the ship you previously sailed
with your Dungeon Master. Was it a merchant ship, a
d6 Ideal naval vessel, a ship of discovery, or a pirate ship? How
Knowledge. The path to power and self-improvement famous (or infamous) is it? Is it widely traveled? Is it
1
is through knowledge. (Neutral) still sailing, or is it missing and presumed lost with all
Beauty. What is beautiful points us beyond itself 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.

UESTRPG BASIC RULES


150
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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
4
Because you’re calling in a favor, you can’t be certain nearly 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
free passage, you and your companions are expected 6 crewmates, plundered our ship, and left me to die.
to assist the crew during the voyage. Vengeance will 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 piracy,
d6 Ideal you can choose the Bad Reputation feature instead of
Respect. The thing that keeps a ship together is the Ship’s Passage feature.
1
mutual 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 No matter where you go, people are afraid of you
4
sea are my prey. (Evil) due to your reputation. When you are in a civilized
People. I’m committed to my crewmates, not to settlement, you can get away with minor criminal
5
ideals. (Neutral) offenses, such as refusing to pay for food at a tavern
Aspiration. Someday I’ll own my own ship and chart or breaking down doors at a local shop, since most
6
my own destiny. (Any) people will not report your activity to the authorities.

UESTRPG BASIC RULES


151
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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
2
Skill Proficiencies: Athletics, Intimidation images 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
SPECIALITY 8
the 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
d8 Specialty 2
authority. (Lawful)
1 Officer
Independence. When people follow orders blindly,
2 Scout 3
they 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)

UESTRPG BASIC RULES


152
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
d6 Bond As a member of an adventuring party, you might find
I would still lay down my life for the people I served 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, other hand, you can take down much more formidable
2
I 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 duties and a pouch containing 80 septims
1
me 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— segment of society that your chosen quarries move
3
and 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.

UESTRPG BASIC RULES


153
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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
I bluntly say what other people are hinting at or
elements, and endured sickness without the 8
hiding.
advantage of medicine or a place to recuperate. You’ve
survived despite all odds, and did so through cunning,
d6 Ideal
strength, speed, or some combination of each.
Respect. All people, rich or poor, deserve respect.
You begin your adventuring career with enough 1
(Good)
money to live modestly but securely for at least ten
Community. We have to take care of each other,
days. How did you come by that money? What 2
because no one else is going to do it. (Lawful)
allowed you to break free of your desperate
Change. The low are lifted up, and the high and
circumstances and embark on a better life?
3 mighty are brought down. Change is the nature of
things. (Chaotic)
Skill Proficiencies: Sleight of Hand, Stealth
Retribution. The rich need to be shown what life and
Tool Proficiencies: Disguise Kit, Thieves' Tools 4
death are like in the gutters. (Evil)
Equipment: A small knife, a map of the city you grew People. I help the people who help me—that’s what
up in, a pet mouse, a token to remember your parents 5
keeps us alive. (Neutral)
by, a set of common clothes, and a belt pouch Aspiration. I'm going to prove that I'm worthy of a
containing 40 septims. 6
better life.

FEATURE: CITY SECRETS d6 Bond


You know the secret patterns and flow to cities and 1 My town or city is my home, and I’ll fight to defend it.
can find passages through the urban sprawl that I sponsor an orphanage to keep others from enduring
others would miss. When you are not in combat, you 2
what I was forced to endure.
(and companions you lead) can travel between any I owe my survival to another urchin who taught me to
two locations in the city twice as fast as your speed 3
live on the streets.
would normally allow. I owe a debt I can never repay to the person who took
4
pity on me.
SUGGESTED CHARACTERISTICS I escaped my life of poverty by robbing an important
Urchins are shaped by lives of desperate poverty, for 5
person, and I’m wanted for it.
good and for ill. They tend to be driven either by a No one else should have to endure the hardships I’ve
commitment to the people with whom they shared 6
been through.
life on the street or by a burning desire to find a
better life—and maybe get some payback on all the d6 Flaw
rich people who treated them badly. 1 If I'm outnumbered, I will run away from a fight.
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
6
they deserve.

UESTRPG BASIC RULES


154
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 their upbringing. You might have hard, but other items are out of the realm of most but
been equipped with a weapon, armor, and a backpack the wealthiest nobles. Likewise, aside from a few
as part of military service. You might even have stolen common magic items, you won’t normally come
your gear. A weapon could be a family heirloom, across magic items or spells to purchase. The value of
passed down from generation to generation until your magic is far beyond simple gold and should always be
character finally took up the mantle and followed in treated as such.
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

UESTRPG BASIC RULES


155
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 wear 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 (Stealth) 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 1 or 2, depending on the type. You can the scales of a fish. The suit includes gauntlets.
benefit from only one 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
VARIANT: 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.

UESTRPG BASIC RULES


156
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
HEAVY ARMOR Chain Mail. Made of interlocking metal rings, chain
mail includes a layer of quilted fabric worn
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 Common Weapons table shows the most
common weapons used in the world of Tamriel, their
Donning and Doffing Armor price and weight, the damage they deal when they hit,
Category Don Doff and any special properties they possess. Every
Light Armor 1 minute 1 minute weapon is classified as either melee or ranged. A
Medium Armor 5 minutes 1 minute melee weapon is used to attack a target within 5 feet
Heavy Armor 10 minutes 5 minutes of you, whereas a ranged weapon is used to attack a
Shield 1 action 1 action target at a distance.

UESTRPG BASIC RULES


157
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
WEAPON PROFICIENCY ammunition or thrown property. The range lists two
numbers. The first is the weapon’s normal range in
Your race, class, and feats can grant you proficiency feet, and the second indicates the weapon’s long
with certain weapons or categories of weapons. The range. When attacking a target beyond normal range,
categories are separated by they type of weapon: you have disadvantage on the attack roll. You can’t
Blunt, Short Blade, Long Blade, Marksman, Axe, attack a target beyond the weapon’s long range.
Polearms, and Hand-to-Hand. Being proficient with a Reach. This weapon adds 5 feet to your reach when
type of weapon means you can use any weapon in you attack with it, as well as when determining your
that category with proficiency. Proficiency with a reach for opportunity attacks with it (see chapter 9).
weapon allows you to add your proficiency bonus to Special. A weapon with the special property has
the attack roll for any attack you make with that unusual rules governing its use, explained in the
weapon. If you make an attack roll using a weapon weapon’s description (see “Special Weapons” later in
with which you lack proficiency, you do not add your this section).
proficiency bonus to the attack roll. Thrown. If a weapon has the thrown property, you
can throw the weapon to make a ranged attack. If the
WEAPON PROPERTIES weapon is a melee weapon, you use the same ability
Many weapons have special properties related to modifier for that attack roll and damage roll that you
their use, as shown in the Weapons table. would use for a melee attack with the weapon. For
Ammunition. You can use a weapon that has the example, if you throw a handaxe, you use your
ammunition property to make a ranged attack only if Strength, but if you throw a dagger, you can use either
you have ammunition to fire from the weapon. Each your Strength or your Agility, since the dagger has the
time you attack with the weapon, you expend one finesse property.
piece of ammunition. Drawing the ammunition from a Two-Handed. This weapon requires two hands
quiver, case, or other container is part of the attack when you attack with it.
(you need a free hand to load a one-handed weapon). Versatile. This weapon can be used with one or two
At the end of the battle, you can recover half your hands. A damage value in parentheses appears with
expended ammunition by taking a minute to search the property—the damage when the weapon is used
the battlefield. with two hands to make a melee attack.
If you use a weapon that has the ammunition
property to make a melee attack, you treat the IMPROVISED WEAPONS
weapon as an improvised weapon (see “Improvised Sometimes characters don’t have their weapons and
Weapons” later in the section). A sling must be loaded have to attack with whatever is close at hand. An
to deal any damage when used in this way. improvised weapon includes any object you can wield
Finesse. When making an attack with a finesse in one or two hands, such as broken glass, a table leg,
weapon, you use your choice of your Strength or a frying pan, a wagon wheel, or a dead goblin.
Agility modifier for the attack and damage rolls. You In many cases, an improvised weapon is similar to
must use the same modifier for both rolls. an actual weapon and can be treated as such. For
Heavy. Small creatures have disadvantage on attack example, a table leg is akin to a club. At the DM’s
rolls with heavy weapons. A heavy weapon’s size and option, a character proficient with a weapon can use a
bulk make it too large for a Small creature to use similar object as if it were that weapon and use his or
effectively. her proficiency bonus.
Light. A light weapon is small and easy to handle, An object that bears no resemblance to a weapon
making it ideal for use when fighting with two deals 1d4 damage (the DM assigns a damage type
weapons. See the rules for two-weapon fighting in appropriate to the object). If a character uses a ranged
chapter 9 of the Player's Handbook. weapon to make a melee attack, or throws a melee
Loading. Because of the time required to load this weapon that does not have the thrown property, it
weapon, you can fire only one piece of ammunition also deals 1d4 damage. An improvised thrown
from it when you use an action, bonus action, or weapon has a normal range of 20 feet and a long
reaction to fire it, regardless of the number of attacks range of 60 feet.
you can normally make.
Range. A weapon that can be used to make a ranged
attack has a range shown in parentheses after the

UESTRPG BASIC RULES


158
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
COMMON WEAPONS
Name Cost Damage Weight Properties
Blunt Weapons
Club 2s 1d4 bludgeoning 2 lb. Light
Flail 40 s 1d8 bludgeoning 2 lb. --
Greatclub 10 s 1d8 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)
Short Blade Weapons
Dagger 8s 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Rapier 100 s 1d8 piercing 2 lb. Finesse
Scimitar 100 s 1d6 slashing 3 lb. Finesse, light
Shortsword 40 s 1d6 piercing 2 lb. Finesse, light
Long Blade Weapons
Greatsword 200 s 2d6 slashing 6 lb. Heavy, two-handed
Longsword 60 s 1d8 slashing 3 lb. Versatile (1d10)
Marksman Weapons
Blowgun 40 s 1 piercing 1 lb. Ammunition (range 25/100), loading
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)
Axe Weapons
Battleaxe 40 s 1d8 slashing 4 lb. Versatile (1d10)
Greataxe 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 Weapons
Glaive 100 s 1d10 slashing 6 lb. Heavy, reach, two-handed
Halberd 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
Pike 20 s 1d10 piercing 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 Weapons
Whip 8s 1d4 slashing 3 lb. Finesse, reach

UESTRPG BASIC RULES


159
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
COMMON WEAPONS ADDITIONAL WEAPONS
There are many types of weapons that are common Some weapons, while not necessarily rare, are less
throughout Tamriel. These weapons can be simple common in the provinces of Tamriel. Akaviri style
clubs or daggers, complicated mechanical crossbows, weapons and standard issue Legion arms might not be
and or skillful rapiers. The Common Weapons table found in every town or sold by every merchant. The
can be used as a starting point, but other types of weapons found in the Additional Weapons table are
weapons can enhance the flavor of your campaign or inspired by many of these styles.
character. When creating new weapons, consider a
which common weapon would be the most similar to
the one you are creating and use those properties, as
described.

ADDITIONAL WEAPONS
Name Cost Damage Weight Properties
Blunt Weapons
Bo Staff 40 s 2d4 bludgeoning 4 lb. Two-handed
Kanabo 50 s 1d6 bludgeoning 5 lb. --
Nunchaku 40 s 1d8 bludgeoning 2 lb. --
Tetsubo 80 s 1d8 bludgeoning 10 lb. Two-handed
Warmace 50 s 1d8 bludgeoning 5 lb. --
Short Blade Weapons
Cutlass 30 s 1d6 slashing 3 lb. Finesse, light
Tanto 20 s 1d4 slashing 2 lb. Finesse, light
Wakizashi 120 s 1d6 slashing 3 lb. Finesse, light
Long Blade Weapons
Broadsword 60 s 1d8 slashing 3 lb. Versatile (1d10)
Claymore 200 s 2d6 slashing 6 lb. Heavy, two-handed
Dai-Katana 300 s 2d6 slashing 4 lb. Two-handed
Katana 100 s 2d4 slashing 3 lb. Versatile (1d10)
Sabre 60 s 1d8 slashing 3 lb. Versatile (1d10)
Marksman Weapons
Bola 4s 1d4 bludgeoning 3 lb. Special, thrown (range 20/60)
Chakram 80 s 1d6 slashing 2 lb. Thrown (range 30/120)
Throwing Star 2s 1d4 slashing ¼ lb. Finesse, light, thrown (range 20/60)
Axe Weapons
Pick Axe 2s 1d4 piercing 2 lb. Light
War Axe 50 s 1d8 slashing 5 lb. --
Polearm Weapons
Naginata 120 s 1d10 slashing 6 lb. Heavy, reach, two-handed
Poleaxe 20 s 1d10 slashing 18 lb. Heavy, reach, two-handed
Hand-to-Hand Weapons
Awl 4s 1d4 piercing 2 lb. Finesse, light
Claws 50 s 1d6 slashing 2 lb. Finesse, light
Katar 150 s 1d6 slashing 3 lb. Finesse, light
Knuckles 10 s 1d4 bludgeoning 1 lb. Finesse, light

UESTRPG BASIC RULES


160
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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,
Net. A Large or smaller creature hit by a net is 10 days of rations, and a waterskin. The pack also has 50
restrained until it is freed. A net has no effect on feet of hempen rope strapped to the side of it.
creatures that are formless, or creatures that are Huge Entertainer’s Pack (160 septims). Includes a backpack,
or larger. A creature can use its action to make a DC a bedroll, 2 costumes, 5 candles, 5 days of rations, a
10 Strength check, freeing itself or another creature waterskin, and a disguise kit.
within its reach on a success. Dealing 5 slashing Explorer’s Pack (40 septims). Includes a backpack, a
damage to the net (AC 10) also frees the creature bedroll, a mess kit, a tinderbox, 10 torches, 10 days of
without harming it, ending the effect and destroying rations, and a waterskin. The pack also has 50 feet of
the net. hempen rope strapped to the side of it.
When you use an action, bonus action, or reaction to Monster Hunter's Pack (520 septims). Includes a chest,
attack with a net, you can make only one attack a crowbar, a hammer, three wooden stakes, a holy
regardless of the number of attacks you can normally symbol, a flask of holy water, a set of manacles, a steel
make. mirror, a flask of oil, a tinderbox, and 3 torches.
Priest’s Pack (76 septims). Includes a backpack, a
blanket, 10 candles, a tinderbox, an alms box, 2 blocks of
incense, a censer, vestments, 2 days of rations, and a
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
proficiency bonus to any ability check you make using

UESTRPG BASIC RULES


161
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
that tool. Tool use is not tied to a single ability, since
proficiency with a tool represents broader knowledge
MOUNTS AND VEHICLES
A good mount can help you move more quickly
of its use. For example, the DM might ask you to make
through the wilderness, but its primary purpose is to
an Agility check to carve a fine detail with your
carry the gear that would otherwise slow you down.
woodcarver’s tools, or a Strength check to make
The Mounts and Other Animals table shows each
something out of particularly hard wood. You can find
animal’s speed and base carrying capacity.
detailed descriptions in Chapter 5 of the Player's
An animal pulling a carriage, cart, chariot, sled, or
Handbook.
wagon can move weight up to five times its base
carrying capacity, including the weight of the vehicle.
TOOLS
If multiple animals pull the same vehicle, they can add
Item Cost Weight
Artisan's Tools
their carrying capacity together.
Alchemist's supplies 200 septims 8 lb.
Mounts other than those listed here are available in
Brewer's supplies 80 septims 9 lb. the world of Tamriel, but they are rare and not
Calligrapher's supplies 40 septims 5 lb. normally available for purchase. These include guar
Carpenter's tools 32 septims 6 lb. and senche, as wells as flying mounts, and even
Cartographer's tools 60 septims 6 lb. aquatic mounts.
Cobbler's tools 20 septims 5 lb. Acquiring such a mount often means securing an
Cook's utensils 4 septims 8 lb. egg and raising the creature yourself, making a
Glassblower's tools 120 septims 5 lb. bargain with a powerful entity, or negotiating with the
Jeweler's tools 100 septims 2 lb. mount itself.
Leatherworker's tools 20 septims 5 lb. You can find detailed descriptions in Chapter 5 of
Mason's tools 40 septims 8 lb. the Player's Handbook.
Painter's supplies 40 septims 5 lb.
Potter's tools 40 septims 3 lb. MOUNTS AND OTHER ANIMALS
Smith's tools 80 septims 8 lb. Carrying
Tinker's tools 200 septims 10 lb. Item Cost Speed Capacity
Weaver's tools 4 septims 5 lb. Camel 200 septims 50 ft. 480 lb.
Woodcarver's tools 4 septims 5 lb. Donkey or Mule 34 septims 40 ft. 420 lb.
Disguise Kit 100 septims 3 lb. Elephant 1,000 septims 40 ft. 1,320 lb.
Forgery Kit 60 septims 5 lb. Horse, draft 200 septims 40 ft. 540 lb.
Gaming Set Horse, riding 300 septims 60 ft. 480 lb.
Dice Set 1 septim -- Mastiff 100 septims 40 ft. 195 lb.
Playing card set 1 septim -- Pony 120 septims 40 ft. 225 lb.
Shenanigans card game 2 septims -- Warhorse 1,600 septims 60 ft. 540 lb.
Traitor's Tor Chess 4 septims 1/2 lb.
Herbalism kit 20 septims 3 lb. TACK, HARNESS, AND DRAWN VEHICLES
Musical Instruments Item Cost Weight
Bagpipes 120 septims 6 lb. Barding x4 x2
Drum 24 septims 3 lb. Bit and bridle 8 septims 1 lb.
Flute 8 septims 1 lb. Carriage 400 septims 600 lb.
Lute 140 septims 2 lb. Cart 60 septims 200 lb.
Lyre 120 septims 2 lb. Chariot 1,000 septims 100 lb.
Horn 12 septims 2 lb. Feed (per day) 1 septim 10 lb.
Pan flute 48 septims 2 lb. Saddle
Shawm 8 septims 1 lb. Exotic 240 septims 40 lb.
Viol 120 septims 1 lb. Military 80 septims 30 lb.
Navigator's tools 100 septims 2 lb. Pack 20 septims 15 lb.
Poisoner's kit 200 septims 2 lb. Riding 40 septims 25 lb.
Thieves' tools 100 septims 1 lb. Saddlebags 16 septims 8 lb.
Vehicles (land or water) * * Sled 80 septims 300 lb.
*See the “Mounts and Vehicles” section Stabling 20 septims --
Wagon 140 septims 400 lb.

UESTRPG BASIC RULES


162
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 septims 1 lb. of iron or 1 sq. yd. of canvas Modest 4 septims
20 septims 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.

UESTRPG BASIC RULES


163
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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

UESTRPG BASIC RULES


164
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
in front of the duke. SPELL CASTING SERVICES
Other hirelings provide more expert or dangerous Spell Cost
services. Mercenary soldiers paid to help the Cure wounds (1st level) 40 septims
adventurers take on a goblin army are hirelings, as Identify 80 septims
are sages hired to research ancient or esoteric lore. If Lesser restoration 160 septims
a high-level adventurer establishes a stronghold of Prayer of healing (2nd level) 160 septims
some kind, he or she might hire a whole staff of Remove curse 360 septims
servants and agents to run the place, from a castellan Speak with dead 360 septims
or steward to menial laborers to keep the stables Divination 840 septims
clean. These hirelings often enjoy a long-term Greater restoration 1,800 septims
contract that includes a place to live within the Raise dead 5000
stronghold as part of the offered compensation.
Skilled hirelings include anyone hired to perform a SOUL GEMS
service that involves a proficiency (including weapon, Type Max. Soul Energy Price (Empty) Price (Full)
tool, or skill): a mercenary, artisan, scribe, and so on. Petty 100 10 septims 40 septims
The pay shown is a minimum; some expert hirelings Lesser 250 25 septims 80 septims
require more pay. Untrained hirelings are hired for Common 500 50 septims 150 septims
menial work that requires no particular skill and can Greater 1000 100 septims 350 septims
include laborers, porters, maids, and similar workers. Grand 1500 200 septims 500 septims
Black 1500 500 septims 1,200 septims
TRANSPORTATION
Service Pay
Cart 1 septim per mile
TRINKETS
Rowboat 10 septims per mile When you make your character, you can roll once on
Ship 40 septims per mile the Trinkets table to gain a trinket, a simple item
lightly touched by mystery. The DM might also use
HIRELING this table. It can help stock a room in a dungeon or fill
Sell Sword 10 septims per day a creature’s pockets. You can find the Trinkets table in
Fighter's Guild 15 septims per day Chapter 5 of the Player's Handbook.
Messenger 1 septims 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.

UESTRPG BASIC RULES


165
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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
be reflected in one of the standard class options.
PREREQUISITES
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 mage and two in warrior, 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 Willpower 13
Spellsword Strength or Agility 13, Intelligence 13
Thief Agility 13
Warden Willpower 13
Warrior Strength 13 or Agility 13

UESTRPG BASIC RULES


166
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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, one tool from the class's tool list
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
crusader have a d10, so if you are a crusader Thief Light armor, one skill from the class's skill
5/warrior 5, you have ten d10 Hit Dice. If your classes list, thieves' tools
give you Hit Dice of different types, keep track of them Warden Light armor, medium armor, shields
separately. If you are a crusader 5/bard 5, for Warrior Light armor, medium armor, shields, all
example, you have five d10 Hit Dice and five d8 Hit weapons
Dice.
CLASS FEATURES
PROFICIENCY BONUS When you gain a new level in a class, you get its
Your proficiency bonus is always based on your total features for that level. You don't, however, receive the
character level, as shown in the Character class's starting equipment, and a few feature have
Advancement table in chapter 1, not your level in a additional rules when you're multiclassing: Extra
particular class. Attack, Unarmed Defense, and Spellcasting.

PROFICIENCIES EXTRA ATTACK


If you gain the Extra Attack class feature from more
When you gain a level in a class other than your initial than one class, the features don’t add together. You
class, you gain only some of that class’s starting can’t make more than two attacks with this feature
proficiencies, as shown in the Multiclass Proficiencies unless it says you do (as the warrior’s version of Extra
table. Attack does).

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

UESTRPG BASIC RULES


167
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SPELLCASTING MULTICLASS SPELLCASTER:
Your capacity for spellcasting depends partly on your MAGICKA PER LEVEL
combined levels in all your spellcasting classes and Level Magicka Spell Level
partly on your individual levels in those classes. Once 1st 4 1st
you have the Spellcasting feature from more than one 2nd 6 1st
class, use the rules below. If you multiclass but have 3rd 14 2nd
the Spellcasting feature from only one class, you 4th 17 2nd
follow the rules as described in that class. 5th 27 3rd
Spells Known and Prepared. You determine what 6th 32 3rd
spells you know and can prepare for each class 7th 38 4th
individually, as if you were a single-classed member of 8th 44 4th
that class. If you are a spellsword 4/mage 3, for 9th 57 5th
example, you know three cantrips and five 1st-level 10th 64 5th
spellsword spells based on your levels in the 11th 73 6th
spellsword class. As 3rd-level mage, you know three 12th 73 6th
mage cantrips, and your spellbook contains ten mage 13th 83 7th
spells, two of which (the two you gained when you 14th 83 7th
reached 3rd level as a mage) can be 2nd-level spells. If 15th 94 8th
your Intelligence is 16, you can prepare six mage 16th 94 8th
spells from your spellbook. 17th 107 9th
Each spell you know and prepare is associated with 18th 114 9th
one of your classes, and you use the spellcasting 19th 123 9th
ability of that class when you cast the spell. 20th 133 9th
Magicka. You determine your available magicka by
adding together all your levels in the bard, mage, and
classes, half your levels (rounded down) in the FEATS
crusader and spellsword classes, Use this total to A feat represents a talent or an area of expertise that
determine your magicka by consulting the Multiclass gives a character special capabilities. It embodies
Spellcaster table. training, experience, and abilities beyond what a class
Night Magic. If you have both the Spellcasting class provides. See chapter 6 of the Player’s Handbook for
feature and the Night Magic class feature from the more information.
nightblade class, you can use the unique spells you At certain levels, your class gives you the Ability
gain from the Night Magic feature to cast spells you Score Improvement feature. Using the optional feats
know or have prepared from classes with the rule, you can forgo taking that feature to take a feat of
Spellcasting class feature, and you can use magicka your choice instead. You can take each feat only once,
you gain from the Spellcasting class feature to cast unless the feat’s description says otherwise.
nightblade spells you know. 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.

UESTRPG BASIC RULES


168
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
RACIAL FEATS ANCESTOR'S WRATH
Leveling up in a class is the main way a character Prerequisite: Dunmer
evolves during a campaign. Some DM's also allow the
use of feats to customize a character. Feats are an Your connection with your dunmer and chimer
optional rule in Chapter 6, “Customization Options,” of ancestors heightens and you can call on them to
the Player's Handbook. The DM decides whether wreathe you in flame.
they're used and may also decide that some feats are As a bonus action, you emanate an aura of flame
available in a campaign and others aren't. which extends 10 feet from you in every direction, but
This section introduces a collection of special feats not through cover. For the next minute, you can use a
that allow you to explore your character's race bonus action to activate the aura's effects again.
further. These feats are each associated with a race as All creatures in your aura take 2 fire damage each.
summarized in the Racial Feats table. A racial feat The damage increases when you reach certain levels,
represents either a deepening connection to your increasing to 3 damage at 5th level, 4 at 10th, 5 at 15th,
race's culture or a physical transformation that brings and 6 at 20th.
you closer to an aspect of your race's lineage. Once you use this trait, you must complete a long
The cause of a particular transformation is up to you rest before you are able to use it again.
and your DM. A transformational feat can symbolize a
latent quality that has emerged as you age, or a ARCANE PROTECTION
transformation might be the result of an event in the
Prerequisite: Breton
campaign, such as exposure to powerful magic or
visiting a place of ancient significance to your race. Your resistance against magic heightens. You gain the
Transformations are a fundamental motif of fantasy following benefits:
literature and folklore. Figuring out why your
character has changed can be a rich addition to your • Increase your Intelligence, Willpower, or Personality
campaign's story. score by 1, to a maximum of 20
• You gain advantage on saving throws against spells
RACIAL FEATS and other magical effects.
Race Feat
Altmer Elven Accuracy BOUNTIFUL LUCK
Altmer High Elven Magic
Prerequisite: Imperial
Argonian Potion Master
Argonian Saxhleel Resilience Your bloodline is extraordinarily lucky, which you
Bosmer Elven Accuracy have learned to mystically lend to your companions
Bosmer Wood Elf Magic when you see them falter. You're not sure how you do
Breton Arcane Protection it; you just wish it, and it happens. Surely a sign of
Breton Prodigy fortune's favor!
Breton Nimbleness When an ally you can see within 30 feet of you rolls
Dunmer Ancestor's Wrath a for an attack, an ability check, or a saving throw, you
Dunmer Elven Accuracy can use your reaction and expend one of your Luck
Imperial Bountiful Luck Dice to let the ally roll the die and add it to their total.
Imperial Imperious Tenacity
Khajiit Carnage of Jone
Khajiit Feline Reflexes
Nord Fearful Cry
Nord Heroic Fortitude
Orsimer Nimbleness
Orsimer Orsimer Constitution
Orsimer Pride of Malacath
Redguard Vigilance of the Alik'r
Redguard Heroic Fortitude

UESTRPG BASIC RULES


169
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
CARNAGE OF JONE FELINE REFLEXES
Prerequisite: Khajiit Prerequisite: Khajiit
The light of Jone shines favor upon you, giving you the You have a keen eye for danger, especially when
upper hand when hidden from your foes. You gain the someone tries to strike you. You gain the following
following benefits: benefits:
• Increase your Strength, Agility, or Endurance, or • Increase your Agility, Endurance, or Personality
score by 1, to a maximum of 20. score by 1, to a maximum of 20.
• You gain proficiency in the Acrobatics or Stealth skill • When a creature you can see hits you with an attack
(your choice). roll, you can use your reaction to force that creature
• If you surprise a creature and hit it with an attack on to reroll. Once you use this ability, you can't use it
your first turn in combat, the attack deals an again until you roll initiative at the start of combat
additional 2d6 damage to it. You can use this feat or until you finish a short or long rest.
only once per combat.
HEROIC FORTITUDE
ELVEN ACCURACY Prerequisite: Nord or Redguard
Prerequisite: Altmer, Bosmer, Dunmer
You have the blood of heroes flowing through your
The accuracy of elves is legendary, especially that of veins. You gain the following benefits:
altmer spellcastsers, bosmer archers, and dunmer
duelists. You have uncanny aim with attacks that rely • Increase your Endurance score by 1, to a maximum
on precision rather than brute force. You gain the of 20.
following benefits: • Whenever you take the Dodge action in combat, you
can spend one Hit Dice to heal yourself. Roll the die,
• Increase your Agility, Intelligence, Willpower, or and your Endurance modifier, and regain a number
Personality score by 1, to a maximum of 20. of hit points equal to the total (minimum of 1).
• Whenever you have advantage on an attack roll
using Agility, Intelligence, Willpower, or Personality, HIGH ELVEN MAGIC
you can reroll one of the dice once.
Prerequisite: Altmer
FEARFUL CRY You learn more of the magic typical of high elves. You
learn the detect magic spell and can cast it at will,
Prerequisite: Nord
without expending magicka points. You also learn a
When angered, you can radiate menace. You gain the 2nd level spell and a 3rd level spell of your choice from
following benefits: the mage spell list, each you can cast once without
expending magicka points. You regain the ability to
• Increase your Strength, Endurance, or Personality cast those two spells in this way when you finish a
score by 1, to a maximum of 20. long rest. Intelligence is your spellcasting ability for
• When you use your Battlecry trait, you can choose to all three spells.
make a fearful display forcing all creatures within 30
feet of you to make a Willpower saving throw (DC 8
+ your proficiency modifier + your Endurance
modifier). A target automatically succeeds on the
save if it can't hear or see you. On a failed save, a
target becomes frightened of you for 1 minute. If the
frightened target takes any damage, it can repeat the
saving throw, ending the effect on itself on a success.

UESTRPG BASIC RULES


170
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
IMPERIOUS TENACITY POTION MASTER
Prerequisite: Imperial Prerequisite: Argonian
Your ego, fostered by a proud lineage, is a force in and As with many argonians, you have a natural talent for
of itself. You have attained a stubbornness so strong alchemical arts. You gain the following benefits:
that it is hard for you to be ordered around. You gain
the following benefits: • Increase your Intelligence or Willpower score by 1,
to a maximum of 20.
• Increase your Personality score by 1, to a maximum • You gain expertise with artisan's tools (alchemist's
of 20 supplies), which means your proficiency bonus is
• You gain proficiency in the Intimidate skill. doubled for any ability check you make with them.
• You gain advantage on spells and other effects that You can't benefit twice from a feature, such as
attempt to read your thoughts, charm you, or Expertise, that doubles your proficiency.
otherwise control your actions. • When you drink a healing potion to restore hit
points, you always restore the maximum amount,
NIMBLENESS rather than rolling.

Prerequisite: any race with a speed of 25 feet.


PRIDE OF MALACATH
You are uncommonly nimble for your race. You gain Prerequisite: Orsimer
the following benefits:
Your are proud of your combat mastery, to the point
• Increase your Strength or Agility score by 1, to a that you are careful not to show weakness in front of
maximum of 20. your allies, for fear of losing status. You gain the
• Increase your walking speed by 5 feet. following benefits:
• You gain proficiency in the Acrobatics or Athletics
skill (your choice). • Increase your Strength, Agility, or Endurance score
• You have advantage on any Strength (Athletics) or by 1, to a maximum of 20.
Agility (Acrobatics) check you make to escape from • You gain proficiency with two weapon types of your
being grappled. choice.
• If you miss with an attack roll or fail an ability check
ORSIMER CONSTITUTION or a saving throw, you can give a bonus to the roll
equal to the number of allies you can see within 30
Prerequisite: Orsimer feet of you (maximum bonus of +5). Once you use
The blood of your ancestors runs through you, this feat, you can't use it again until you finish a
unlocking a resilience rarely seen. You gain the short or long rest.
following benefits:
PRODIGY
• Increase your Endurance score by 1, to a maximum
of 20. Prerequisite: Breton
• You have resistance to cold damage and poison You take a scholarly interest in many subjects and
damage. have a knack for learning new things. You gain the
• You have advantage on saving throws against following benefits:
becoming poisoned.
• You gain one skill proficiency of your choice, one
tool proficiency of your choice, and fluency in one
language of your choice.
• Choose one skill in which you have proficiency. You
gain expertise with that skill, which means your
proficiency bonus is doubled for any ability check
you make with it. The skill you choose must be one
that isn't already benefiting from a feature, such as
Expertise, that doubles your proficiency.

UESTRPG BASIC RULES


171
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SAXHLEEL RESILIENCE
Prerequisite: Argonian
Your hide thickens and you become more resistant to
the harms of nature. You gain the following benefits:
• Increase your Strength or Endurance score by 1, to a
maximum of 20.
• Your hide thickens or your scales harden. While you
aren't wearing armor, you can calculate your AC as
13 + your Agility modifier. You can use a shield and
still gain this benefit.
• You gain immunity to disease, poison damage, and
the poisoned condition.

VIGILANCE OF THE ALIK'R


Prerequisite: Redguard
You have a deep suspicion of spellcasters and you
have honed your reflexes to fend off the effects of
those who would stoop to using magic.
• Increase your Endurance or Willpower score by 1, to
a maximum of 20.
• You gain advantage on saving throws against spells
and other magical effects.

WOOD ELF MAGIC


Prerequisite: Bosmer
You learn the magic of the primeval woods, which are
revered and protected by your people. You learn one
warden cantrip of your choice. You also learn the
longstrider and pass without trace spells, each of
which you can cast once without expending magicka
points. You regain the ability to cast these two spells
in this way when you finish a long rest. Willpower is
your spellcasting ability for all three spells.

UESTRPG BASIC RULES


172
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 perception and insight 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 or replace the
score and ranging from −5 (for an attribute score of 1)
d20, you can reroll or replace only one of the dice. You
to +10 (for a score of 30). The Attribute Scores and
choose which one. For example, if you have advantage
Modifiers table notes the attribute modifiers for the
or disadvantage on an attribute check and roll a 1 and
range of possible ability scores, from 1 to 30.
a 13, the character could use the Lucky trait to reroll
To determine an attribute modifier without
the 1.
consulting the table, subtract 10 from the attribute
You usually gain advantage or disadvantage through

UESTRPG BASIC RULES


173
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
the use of special abilities, actions, or spells. Luck can TYPICAL DIFFICULTY CLASSES
also give a character advantage (as explained in Task Difficulty DC
chapter 4, “Personality and Background”). The DM Very Easy 5
can also decide that circumstances influence a roll in Easy 10
one direction or the other and grant advantage or Medium 15
impose disadvantage as a result. Hard 20
Very Hard 25
Nearly Impossible 30
PROFICIENCY BONUS
Characters have a proficiency bonus determined by To make an attribute check, roll a d20 and add the
level, as detailed in chapter 1. Monsters also have this relevant ability modifier. As with other d20 rolls,
bonus, which is incorporated in their stat blocks. The apply bonuses and penalties, and compare the total to
bonus is used in the rules on attribute checks, saving the DC. If the total equals or exceeds the DC, the
throws, and attack rolls. attribute check is a success—the creature overcomes
Your proficiency bonus can’t be added to a single die the challenge at hand. Otherwise, it’s a failure, which
roll or other number more than once. For example, if means the character or monster makes no progress
two different rules say you can add your proficiency toward the objective or makes progress combined
bonus to a Willpower saving throw, you nevertheless with a setback determined by the DM.
add the bonus only once when you make the save.
Occasionally, your proficiency bonus might be
multiplied or divided (doubled or halved, for CONTESTS
example) before you apply it. For example, the rogue’s Sometimes one character’s or monster’s efforts are
Expertise feature doubles the proficiency bonus for directly opposed to another’s. This can occur when
certain attribute checks. If a circumstance suggests both of them are trying to do the same thing and only
that your proficiency bonus applies more than once to one can succeed, such as attempting to snatch up a
the same roll, you still add it only once and multiply magic ring that has fallen on the floor. This situation
or divide it only once. also applies when one of them is trying to prevent the
By the same token, if a feature or effect allows you to other one from accomplishing a goal—for example,
multiply your proficiency bonus when making an when a monster tries to force open a door that an
attribute check that wouldn’t normally benefit from adventurer is holding closed. In situations like these,
your proficiency bonus, you still don’t add the bonus the outcome is determined by a special form of
to the check. For that check your proficiency bonus is attribute check, called a contest.
0, given the fact that multiplying 0 by any number is Both participants in a contest make attribute checks
still 0. For instance, if you lack proficiency in the appropriate to their efforts. They apply all
History skill, you gain no benefit from a feature that appropriate bonuses and penalties, but instead of
lets you double your proficiency bonus when you comparing the total to a DC, they compare the totals
make Intelligence (History) checks. of their two checks. The participant with the higher
In general, you don’t multiply your proficiency check total wins the contest. That character or
bonus for attack rolls or saving throws. If a feature or monster either succeeds at the action or prevents the
effect allows you to do so, these same rules apply. 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.

UESTRPG BASIC RULES


174
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 Stealth 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, they just makes a Strength the help provided by the other characters. In combat,
check. this requires the Help action (see chapter 9 of the

UESTRPG BASIC RULES


175
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 use melee weapons to make melee attacks in hand-to-
can avoid the quicksand, sinkholes, and other natural hand combat, and some of them can be thrown to
hazards of the environment. If at least half the group make a ranged attack.
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

UESTRPG BASIC RULES


176
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 (Stealth) 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.

UESTRPG BASIC RULES


177
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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 Willpower 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 of action to
• Win a game of skill follow
• Discern whether a seemingly dead or living
SPELLCASTING ABILITY creature is undead
Mages and Spellswords use Intelligence as their
spellcasting ability, which helps determine the saving SPELLCASTING ABILITY
throw DCs of spells they cast. Crusaders, Sorcerers, and Wardens use Willpower as
their spellcasting ability, which helps determine the
WILLPOWER 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

UESTRPG BASIC RULES


178
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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
Personality (Persuasion) check. Typically, you use Refer to the Player's Handbook for detailed
persuasion when acting in good faith, to foster descriptions of the rules for Adventuring and Combat.
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 of townsfolk.

UESTRPG BASIC RULES


179
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
PART 3: THE RULES OF MAGIC
CHAPTER 10: SPELLCASTING
Magicka is within every spirit and is the energy within Although this system can be applied to monsters
all living things. Magnus, an et'Ada known as the god that cast spells using magicka, it isn't recommended
of magic, was said to be the architect of the mortal that you do so. Tracking spell point expenditures for a
plane. As this plane, known as Mundus, was formed, monster can be cumbersome, so it is best to find what
he realized that the et'Ada were sacrificing much of works best for your method.
their power in its creation. Many of the lesser et'Ada
were vanishing, as their entire aspects were being MAGICKA COST
absorbed into Mundus. Magnus immediately ordered Spell Level Point Cost
the project be terminated, and left to Aetherius at a 1st 2
great cost. In doing so, he tore a hole in the veil of 2nd 3
Oblivion through which the magicka of Aetherius 3rd 5
flows into world. The great rift left behind, the sun, is 4th 6
itself known as Magnus. 5th 7
Soon after, other et'Ada, who would become known 6th 9
as the Magna Ge, fled with Magnus, leaving behind 7th 10
similar holes which became the stars. This is why the 8th 11
star under which a person is born has such great 9th 13
influence on that persons fortunes and fate.
COMPONENTS
CASTING A SPELL To harness the power of magicka, one must have at
Refer to the Player's Handbook, chapter 10 for more least one hand free, and be able to speak or, at least,
information regarding spells, cantrips, and rituals. be able to create a resonating sound. Therefore, all
This section will only cover the parts of spellcasting spells require Verbal (V) and Somatic (S) components,
that have been revised or follows different rule sets. as described on page 203 of the Player's Handbook.
In rare circumstances, a magic user will require
VARIANT: MAGICKA POINTS Material components (M), but this is usually reserved
for exceptionally powerful spells, such as a
Instead of gaining spell slots to cast your spells, you resurrection spell. It is possible that unique and
gain spell points referred to as magicka points. Each powerful rituals that mark pivotal moments of a
spell has a point cost based on its level. The Magicka campaign will require special materials. These events
Cost table summarizes the cost in magicka points could include summoning a powerful Daedric Prince,
from 1st to 9th level. Cantrips don't require spell slots opening a gateway to another realm, or channeling an
and therefore don't require magicka points. aedric blessing to eradicate a harmful disease
You expend a number of magicka points to cast a plaguing Tamriel, It is up to the DM's discretion to
spell of a given level. You can't reduce your magicka make these requirements clear.
point total to less than 0, and you regain magicka
points when you rest, as described in the class
description. SPELLCASTING FOCUS
Spells of 6th level and higher are particularly taxing All mortals of Nirn are born with magicka within
to cast. You use magicka to cast one spell of 6th level or themselves. Magicka comprises every spirit, it is the
higher, but you can't cast a spell of the same level energy of all living things and can be harnessed by
again until you finish a long rest. anyone who devotes themselves to learning its
The number of magicka points you have to spend is secrets.
based on your class level as a spellcaster, as shown in This innate ability allows all men and mer to cast
the Magicka Points column of your class table. Your spells without the need of a spellcasting focus, as they
class level also determines the maximum-level spell themselves are the spellcasting focus.
you can cast. Even though you might have enough
points to cast a spell above this maximum, you can't
do so.

UESTRPG BASIC RULES


180
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
THE SCHOOLS OF MAGIC VARIANT: REGAINING MAGICKA
If you enjoy games that are fast paced and combat
All spells are categorized into one of six schools of magic. heavy, the characters can regain magicka during short
Alteration spells distort the local reality through direct
rests, allowing them to cast more spells each day.
imposition of the mage's will. This School concerns itself
You regain magicka when you complete a short rest
with magicka's ability to change, often radically, the
equal to twice your spellcasting attribute modifier
structure and composition of any object. Unlike the
(intelligence, willpower, or personality) while resting.
School of illusion, alteration deals with actual change,
Sorcerer's, due their stunted magicka feature, are
not the appearance of it. This includes spells of paralysis,
unable to regain magicka during a short rest.
water breathing, water walking, lock opening, and
personal elemental shields such as flame cloaks.
VARIANT: LEARNING SPELLS
Conjuration spells summon and bind the spirits from
Instead of learning spells as you level, you can make
Oblivion and Aetherius. Some spells are used to trap
the world more immersive by requiring to learn spells
souls, conjure or banish Daedra or other creatures, as
through study and focus. This creates a lot of
well as summon bound weapons and armor.
downtime activities, which can slow down play, as
Destruction spells splinter material bonds by the direct
learning new spells is time consuming. It also makes
application of force, typically elemental in nature. This
includes damaging spells of flame, frost, shock, and
character's who rely on spells feel weaker early on, as
disintegration, as well as magic that drains essence or
collecting an arsenal of spells will take considerable
personal attributes. time.
Illusion spells alter the perception in oneself and in Magic is learned and mastered through studying and
others. They cause people to see things that are not practice. For some races, like the Altmer, magicka
there, to miss things that are there, to hear phantom flows through their bloodlines and they live in a
noises, or to remember things that never happened. culture that embraces the study of magic. Others, like
Some illusions create phantom images that any creature the Nords, are typically cautious to magic's
can see, but the most insidious illusion plant an image destructive side. Regardless, they all have magicka
directly in the mind of a creature. within, even if they choose not to learn how to use it.
Mysticism spells are used to alter the nature of magic Classes that use magic, and some races, begin with a
itself. These effects are as extravagantly disparate as the set number of known spells. Each time a character
creation of magical cells to hold a victim's spirit after reaches a new level in spellcasting, they learn an
death, to the manipulation of objects at a distance. The additional spell, as noted in their class description.
sorcery behind them is veiled in a mystery that goes back Any additional spells must be studied from trainers,
to the oldest civilizations. usually found colleges and guild halls, or by studying
Necromancy spells manipulate the energies of life and spell books.
death. Such spells can grant an extra reserve of life force, Spells can be learned much faster from spell trainers
drain the energy from another creature, or create the than from studying spell books, but trainers can be
undead. costly. A spell learned from a trainer requires 4 hours
Restoration spells resist damage and restores of study and 50 septims per spell level, beginning
wholeness by reknitting the damage material. The with Cantrips. For example, a 1st level spell requires 8
opposite of destruction, this magic is used to heal, create hours and 100 septims, and a 7th level spell requires
wards, cure disease and poison, and for physical 32 hours of training and 400 septims.
fortification. You can study from a trainer up to 8 hours a day. To
determine how much knowledge has been retained,
roll a die equal to the hours studied (1d8) and add the
character's Intelligence modifier. Studying from a
book requires twice as much time, but spell books can
be found while adventuring, but they can sometimes
be purchased from guild halls for half the cost of
training.

UESTRPG BASIC RULES


181
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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.

UESTRPG BASIC RULES


182
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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.
Spells marked with an asterisk * can be found in
Xanathar's Guide to Everything and are optional.

BARD SPELLS Calm Emotions 7TH LEVEL


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

UESTRPG BASIC RULES


183
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
1ST LEVEL Guardian of Faith Color Spray Levitate
Bless Locate Creature Comprehend Languages Locate Object
Ceremony* Staggering Smite Cure Wounds Magic Mouth
Command Detect Magic Magic Weapon
Compelled Duel 5TH LEVEL Disguise Self Maximilian's Earthen Grasp*
Cure Wounds Banishing Smite Earth Tremor* Melf’s Acid Arrow
Detect Evil and Good Circle of Power Expeditious Retreat Mirror Image
Detect Magic Dawn* Feather Fall Misty Step
Detect Poison and Disease Destructive Wave Find Familiar Nystul’s Magic Aura
Divine Favor Geas Fog Cloud Phantasmal Force
Guiding Bolt Hallow Grease Prayer of Healing
Heroism Holy Weapon* Healing Word Pyrotechnics*
Protection from Raise Dead Ice Knife* Ray of Enfeeblement
Evil and Good Identify Rope Trick
Purify Food and Drink MAGE SPELLS Illusory Script Scorching Ray
Sanctuary Jump See Invisibility
Searing Smite CANTRIPS (0 LEVEL) Longstrider Shatter
Shield of Faith Acid Splash Mage Armor Skywrite*
Thunderous Smite Blade Ward Magic Missile Snilloc's Snowball Swarm*
Wrathful Smite Booming Blade Protection from Spider Climb
Control Flames* Evil and Good Suggestion
2ND LEVEL Create Bonfire* Shield Warding Wind*
Aid Dancing Lights Silent Image Web
Augury Fire Bolt Sleep
Branding Smite Friends Snare* 3RD LEVEL
Find Steed Frostbite* Tasha’s Hideous Laughter Bestow Curse
Lesser Restoration Green Flame Blade Tenser’s Floating Disk Blink
Locate Object Gust* Thunderwave Catnap*
Magic Weapon Infestation* Unseen Servant Clairvoyance
Protection from Poison Light Witch Bolt Counterspell
Spiritual Weapon Lightning Lure Dispel Magic
Zone of Truth Mage Hand 2ND LEVEL Enemies Abound*
Mending Aganazzar's Scorcher* Erupting Earth*
3RD LEVEL Message Alter Self Fear
Aura of Vitality Minor Illusion Arcane Lock Fireball
Beacon of Hope Mold Earth* Blindness/Deafness Flame Arrows*
Blinding Smite Poison Spray Blur Fly
Create Food and Water Prestidigitation Cloud of Daggers Gaseous Form
Crusader's Mantle Ray of Frost Continual Flame Glyph o f Warding
Daylight Shape Water* Crown of Madness Haste
Dispel Magic Shocking Grasp Darkness Hypnotic Pattern
Elemental Weapon Spare the Dying Darkvision Leomund’s Tiny Hut
Life Transference* Sword Burst Detect Thoughts Lightning Bolt
Magic Circle Thunderclap* Dragon's Breath* Magic Circle
Remove Curse True Strike Dust Devil* Major Image
Revivify Word of Radiance* Earthbind* Mass Healing Word
Spirit Guardians Enlarge/Reduce Melf's Minute Meteors*
1ST LEVEL Flaming Sphere Nondetection
4TH LEVEL Absorb Elements* Gentle Repose Phantom Steed
Aura of Life Alarm Gust of Wind Protection from Energy
Aura of Purity Burning Hands Hold Person Remove Curse
Banishment Catapult* Invisibility Sending
Death Ward Charm Person Knock Sleet Storm
Find Greater Steed* Chromatic Orb Lesser Restoration Slow

UESTRPG BASIC RULES


184
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Stinking Cloud Greater Restoration Etherealness NIGHTBLADE SPELLS
Thunder Step* Hold Monster Forcecage
Tidal Wave* Immolation* Mirage Arcane CANTRIPS (0 LEVEL)
Tiny Servant* Legend Lore Mordenkainen's Blade Ward
Tongues Mass Cure Wounds Magnificent Mansion Booming Blade
Water Breathing Mislead Mordenkainen’s Sword Chill Touch
Wall of Sand* Modify Memory Plane Shift Create Bonfire*
Wall of Water* Passwall Prismatic Spray Eldritch Blast
Planar Binding Project Image Friends
4TH LEVEL Raise Dead Regenerate Frostbite*
Arcane Eye Rary’s Telepathic Bond Resurrection Green Flame Blade
Banishment Scrying Reverse Gravity Infestation*
Charm Monster* Seeming Sequester Lightning Lure
Confusion Skill Empowerment* Simulacrum Mage Hand
Conjure Minor Elementals Steel Wind Strike* Symbol Magic Stone*
Control Water Synaptic Static* Teleport Minor Illusion
Death Ward Telekinesis Temple of the Gods* Poison Spray
Dimension Door Teleportation Circle Whirlwind* Prestidigitation
Elemental Bane* Transmute Rock* Sword Burst
Evard's Black Tentacles Wall of Force 8TH LEVEL Thunderclap*
Fabricate Wall of Light* Abi-Dalzim's Horrid Wilting* Toll the Dead*
Fire Shield Wall of Stone Antimagic Field True Strike
Greater Invisibility Antipathy/Sympathy
Hallucinatory Terrain 6TH LEVEL Control Weather 1ST LEVEL
Ice Storm Arcane Gate Demiplane Armor of Agathys
Leomund’s Secret Chest Chain Lightning Dominate Monster Arms of Hadar
Mordenkainen’s Create Homunculus* Feeblemind Cause Fear*
Faithful Hound Contingency Illusory Dragon* Charm Person
Mordenkainen’s Disintegrate Incendiary Cloud Comprehend Languages
Private Sanctum Drawmij’s Instant Maddening Darkness* Expeditious Retreat
Otiluke’s Resilient Sphere Summons Maze Hellish Rebuke
Phantasmal Killer Flesh to Stone Mighty Fortress* Hex
Polymorph Globe of Invulnerability Mind Blank Illusory Script
Stone Shape Guards and Wards Power Word Stun Inflict Wounds
Stoneskin Heal Sunburst Protection from Evil and
Storm Sphere* Investiture of Flame* Telepathy Good
Vitriolic Sphere* Investiture of Ice* Unseen Servant
Wall of Fire Investiture of Stone* 9TH LEVEL Witch Bolt
Watery Sphere* Investiture of Wind* Astral Projection Wrathful Smite
Mass Suggestion Foresight
5TH LEVEL Mental Prison* Gate 2ND LEVEL
Animate Objects Move Earth Imprisonment Cloud of Daggers
Bigby’s Hand Otiluke’s Freezing Sphere Invulnerability* Crown of Madness
CloudkilI Otto’s Irresistible Dance Mass Heal Darkness
Cone of Cold Programmed Illusion Mass Polymorph* Earthbind*
Conjure Elemental Scatter* Meteor Swarm Enthrall
Contact Other Plane Sunbeam Prismatic Wall Hold Person
Control Winds* Tenser's Transformation* Psychic Scream* Invisibility
Creation True Seeing Shapechange Mind Spike*
Dawn* Wall of Ice Time Stop Mirror Image
Dominate Person True Polymorph Misty Step
Dream 7TH LEVEL True Resurrection Pass without Trace
Far Step* Crown of Stars* Weird Ray of Enfeeblement
Geas Delayed Blast Fireball Wish Shadow Blade*

UESTRPG BASIC RULES


185
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Shatter Investiture of Stone* Mold Earth* Detect Thoughts
Spider Climb Investiture of Wind* Poison Spray Dragon's Breath*
Suggestion Mass Suggestion Prestidigitation Dust Devil*
Mental Prison* Ray of Frost Earthbind*
3RD LEVEL Scatter* Shape Water* Enhance Ability
Counterspell Soul Cage* Shocking Grasp Enlarge/Reduce
Dispel Magic True Seeing Sword Burst Gust of Wind
Enemies Abound* Thunderclap* Hold Person
Fear 7TH LEVEL Toll the Dead* Invisibility
Fly Etherealness True Strike Knock
Gaseous Form Finger of Death Levitate
Hunger of Hadar Forcecage 1ST LEVEL Maximilian's Earthen Grasp*
Hypnotic Pattern Plane Shift Absorb Elements* Mind Spike*
Magic Circle Power Word Pain* Armor of Agathys Mirror Image
Major Image Arms of Hadar Misty Step
Remove Curse 8TH LEVEL Burning Hands Phantasmal Force
Tongues Demiplane Catapult* Pyrotechnics*
Thunder Step* Dominate Monster Cause Fear* Ray of Enfeeblement
Summon Lesser Demons* Feeblemind Chaos Bolt* Scorching Ray
Vampiric Touch Glibness Charm Person See Invisibility
Maddening Darkness* Chromatic Orb Shadow Blade*
4TH LEVEL Power Word Stun Color Spray Shatter
Banishment Comprehend Languages Snilloc's Snowball Swarm*
Blight 9TH LEVEL Detect Magic Spider Climb
Charm Monster* Astral Projection Disguise Self Suggestion
Dimension Door Foresight Dissonant Whispers Warding Wind*
Elemental Bane* Imprisonment Earth Tremor* Web
Hallucinatory Terrain Power Word Kill Expeditious Retreat
Phantasmal Killer Psychic Scream* False Life 3RD LEVEL
Shadow of Moil* True Polymorph Feather Fall Animate Dead
Staggering Smite Fog Cloud Blink
Summon Greater Demon* Ice Knife* Catnap*
SORCERER SPELLS
Vitriolic Sphere* Inflict Wounds Clairvoyance
Jump Counterspell
CANTRIPS (0 LEVEL) Mage Armor Daylight
5TH LEVEL
Acid Splash Magic Missile Dispel Magic
Contact Other Plane
Blade Ward Ray of Sickness Enemies Abound*
Danse Macabre*
Booming Blade Shield Erupting Earth*
Dream
Chill Touch Silent Image Fear
Enervation*
Control Flames* Sleep Feign Death
Far Step*
Create Bonfire* Tasha's Hideous Laughter Fireball
Hold Monster
Dancing Lights Thunderwave Flame Arrows*
Infernal Calling*
Fire Bolt Unseen Servant Fly
Negative Energy Flood*
Friends Witch Bolt Gaseous Form
Scrying
Frostbite* Haste
Staggering Smite
Green Flame Blade Hunger of Hadar
Synaptic Static* 2ND LEVEL
Gust* Hypnotic Pattern
Alter Self
Infestation* Life Transference*
6TH LEVEL Aganazzar's Scorcher*
Light Lightning Bolt
Arcane Gate Blindness/Deafness
Lightning Lure Major Image
Circle of Death Blur
Mage Hand Melf's Minute Meteors*
Eyebite Cloud of Daggers
Mending Protection from Energy
Flesh to Stone Crown of Madness
Message Sleet Storm
Investiture of Flame* Darkness
Minor Illusion Slow
Investiture of Ice* Darkvision

UESTRPG BASIC RULES


186
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Speak with Dead Synaptic Static* Meteor Swarm 3RD LEVEL
Stinking Cloud Telekinesis Imprisonment Blinding Smite
Summon Lesser Demons* Teleportation Circle Power Word Kill Counterspell
Tongues Wall of Stone Psychic Scream* Dispel Magic
Thunderstep* Time Stop Elemental Weapon
Tidal Wave* 6TH LEVEL Wish Flame Arrows*
Water Breathing Arcane Gate Haste
Wall of Water* Chain Lightning SPELLSWORD SPELLS Hypnotic Pattern
Water Walk Circle of Death Jump
Vampiric Touch Conjure Fey CANTRIPS (0 LEVEL) Magic Circle
Create Undead Blade Ward Protection from Energy
4TH LEVEL Disintegrate Booming Blade Remove Curse
Arcane Eye Eyebite Create Bonfire*
Banishment Globe of Invulnerability Eldritch Blast 4TH LEVEL
Blight Harm Frostbite* Banishment
Charm Monster* Investiture of Flame* Green Flame Blade Charm Monster*
Confusion Investiture of Ice* Minor Illusion Death Ward
Contagion Investiture of Stone* Prestidigitation Dimension Door
Death Ward Investiture of Wind* Sword Burst Elemental Bane*
Dimension Door Magic Jar True Strike Staggering Smite
Dominate Beast Mass Suggestion
Elemental Bane* Mental Prison* 1ST LEVEL 5TH LEVEL
Evard's Black Tentacles Move Earth Absorb Elements* Antilife Shell
Greater Invisibility Scatter* Compelled Duel Banishing Smite
Ice Storm Soul Cage* Charm Person Far Step*
Phantasmal Killer Sunbeam Cure Wounds Flame Strike
Polymorph True Seeing Detect Magic Legend Lore
Sickening Radiance* Detect Poison and Disease Scrying
Stoneskin 7TH LEVEL Expeditious Retreat Skill Empowerment*
Storm Sphere* Crown of Stars* Heroism Steel Wind Strike*
Summon Greater Demon* Delayed Blast Fireball Hex
Vitriolic Sphere* Etherealness
Wall of Fire
Ice Knife* WARDEN SPELLS
Finger of Death Protection from Evil and
Watery Sphere* Fire Storm Good
Plane Shift CANTRIPS (0 LEVEL)
Searing Smite
5TH LEVEL Power Word Pain* Control Flames*
Shield
Animate Objects Prismatic Spray Create Bonfire*
Thunderous Smite
Cloudkill Reverse Gravity Druidcraft
Witch Bolt
Cone of Cold Teleport Frostbite*
Zephyr Strike*
Contact Other Plane Whirlwind* Guidance
Contagion Gust*
2ND LEVEL Infestation*
Control Winds* 8TH LEVEL Aid
Creation Magic Stone*
Abi-Dalzim's Horrid Wilting* Branding Smite
Danse Macabre* Mending
Clone Cloud of Daggers
Dominate Person Mold Earth*
Dominate Monster Enhance Ability
Enervation* Poison Spray
Earthquake Invisibility
Far Step* Primal Savagery*
Feeblemind Lesser Restoration
Hold Monster Produce Flame
Incendiary Cloud Magic Weapon
Immolation* Resistance
Power Word Stun Protection from Poison
Infernal Calling* Shape Water*
Sunburst Scorching Ray
Insect Plague Shillelagh
Shadow Blade* Thorn Whip
Negative Energy Flood* 9TH LEVEL Shatter
Seeming Thunderclap*
Gate Suggestion
Skill Empowerment* Mass Polymorph* Warding Bond

UESTRPG BASIC RULES


187
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
1ST LEVEL Feign Death 6TH LEVEL
Absorb Elements* Flame Arrows* Bones of the Earth*
Animal Friendship Meld into Stone Conjure Fey
Beast Bond* Plant Growth Druid Grove*
Charm Person Protection from Energy Find the Path
Create or Destroy Water Sleet Storm Heal
Cure Wounds Speak with Plants Heroes' Feast
Detect Magic Tidal Wave* Investiture of Flame*
Detect Poison and Disease Wall of Water* Investiture of Ice*
Earth Tremor* Water Breathing Investiture of Stone*
Entangle Water Walk Investiture of Wind*
Faerie Fire Wind Wall Move Earth
Fog Cloud Primordial Ward*
Goodberry 4TH LEVEL Sunbeam
Healing Word Blight Transport via Plants
Ice Knife* Charm Monster* Wall of Thorns
Jump Confusion Wind Walk
Longstrider Conjure Minor Elementals
Purify Food and Drink Conjure Woodland Beings 7TH LEVEL
Snare* Control Water Fire Storm
Speak with Animals Dominate Beast Mirage Arcane
Thunderwave Elemental Bane* Plane Shift
Freedom of Movement Regenerate
2ND LEVEL Giant Insect Reverse Gravity
Animal Messenger Grasping Vine Whirlwind*
Barkskin Guardian of Nature*
Beast Sense Hallucinatory Terrain 8TH LEVEL
Darkvision Ice Storm Animal Shapes
Dust Devil* Locate Creature Antipathy/Sympathy
Earthbind* Polymorph Control Weather
Enhance Ability Stone Shape Earthquake
Find Traps Stoneskin Feeblemind
Flame Blade Wall of Fire Sunburst
Flaming Sphere Watery Sphere* Tsunami
Gust of Wind
Healing Spirit* 5TH LEVEL 9TH LEVEL
Heat Metal Antilife Shell Foresight
Hold Person Awaken Shapechange
Lesser Restoration Commune with Nature Storm of Vengeance
Locate Animals or Plants Conjure Elemental True Resurrection
Locate Objects Contagion
Moonbeam Control Winds*
Pass without Trace Geas
Protection from Poison Greater Restoration
Skywrite* Insect Plague
Spike Growth Maelstrom*
Warding Wind* Mass Cure Wounds
Planar Binding
3RD LEVEL Reincarnate
Call Lightning Scrying
Conjure Animals Transmute Rock*
Daylight Tree Stride
Dispel Magic Wall of Stone
Erupting Earth* Wrath of Nature*

UESTRPG BASIC RULES


188
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
SPELL LIST BY SCHOOL OF MAGIC
Spells marked with an asterisk * can be found in Xanathar's Guide to Everything and are optional.

ALTERATION 3RD LEVEL 8TH LEVEL Mordenkainen's Faithful


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

UESTRPG BASIC RULES


189
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
Searing Smite ILLUSION 3RD LEVEL MYSTICISM
Thunderous Strike Catnap*
Thunderwave Daylight
CANTRIPS (0 LEVEL) CANTRIPS (0 LEVEL)
Dancing Lights Enemies Abound* Druidcraft
2ND LEVEL Friends Fear Eldritch Blast
Aganazzar's Scorcher* Light Haste Prestidigitation
Flaming Sphere Message Hypnotic Pattern Thaumaturgy
Scorching Ray Minor Illusion Major Image
Snillioc's Snowball Swarm* Vicious Mockery Sending 1ST LEVEL
Absorb Elements*
3RD LEVEL 1ST LEVEL 4TH LEVEL Alarm
Call Lightning Animal Friendship Charm Monster* Chromatic Orb
Elemental Weapon Bane Compulsion Color Spray
Fireball Beast Bond* Confusion Comprehend Languages
Flame Arrows* Cause Fear* Dominate Beast Detect Evil and Good
Lightning Arrow Charm Person Greater Invisibility Detect Magic
Lightning Bolt Command Hallucinatory Terrain Detect Poison and Disease
Melf's Acid Arrow Compelled Duel Phantasmal Killer Ensnaring Strike
Melf's Minute Meteors* Disguise Self Goodberry
Stinking Cloud Dissonant Whispers 5TH LEVEL Identify
Faerie Fire Dominate Person Magic Missile
4TH LEVEL Heroism Dream Snare*
Elemental Bane* Illusory Script Geas Witch Bolt
Fire Shield Sanctuary Hold Monster
Ice Storm Silent Image Mislead 2ND LEVEL
Sickening Radiance* Sleep Modify Memory Alter Self
Storm Sphere* Speak with Animals Rary's Telepathic Bond Augury
Vitriolic Sphere* Tasha's Hideous Laughter Seeming Earthbind*
Wall of Fire Wrathful Smite Synaptic Static Find Traps
Levitate
5TH LEVEL 2ND LEVEL 6TH LEVEL Locate Animals or Plants
Cloudkill Animal Messenger Mass Suggestion Locate Object
Cone of Cold Beast Sense Mental Prison* Magic Mouth
Destructive Wave Blindness / Deafness Otto's Irresistible Dance Magic Weapon
Flame Strike Blur Programmed Illusion Misty Step
Immolation* Calm Emotions Moonbeam
Crown of Madness 7TH LEVEL See Invisibility
6TH LEVEL Darkness Mirage Arcane
Chain Lightning Darkvision Power Word Pain* 3RD LEVEL
Otiluke's Freezing Sphere Detect Thoughts Project Image Blink
Wall of Thorns Enthrall Clairvoyance
Hold Person 8TH LEVEL Counterspell
7TH LEVEL Invisibility Antipathy / Sympathy Create Food and Water
Delayed Blast Fireball Mind Spike* Dominate Monster Dispel Magic
Fire Storm Mirror Image Feeblemind Gaseous Form
Nystul's Magic Aura Glibness Glyph of Warding
8TH LEVEL Pass without Trace Illusory Dragon* Leomund's Tiny Hut
Incendiary Cloud Phantasmal Force Maddening Darkness* Magic Circle
Shadow Blade* Power Word Stun Nondetection
9TH LEVEL Silence Telepathy Speak with Plants
Meteor Swarm Suggestion Tongues
Storm of Vengeance Zone of Truth 9TH LEVEL Thunder Step*
Psychic Scream*
Weird

UESTRPG BASIC RULES


190
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
4TH LEVEL Simulacrum Negative Energy Flood* Blinding Smite
Dimension Door Symbol Crusader's Mantle
Divination Teleport 6TH LEVEL Mass Healing Word
Giant Insect Circle of Death Protection from Energy
Leomund's Secret Chest 8TH LEVEL Create Undead Remove Curse
Locate Creature Animal Shapes Eyebite Revivify
Mordenkainen's Private Antimagic Field Harm
Sanctum Demiplane Magic Jar 4TH LEVEL
Otiluke's Resilient Sphere Mighty Fortress* Aura of Life
Polymorph Mind Blank 7TH LEVEL Aura of Purity
Staggering Smite Finger of Death Death Ward

5TH LEVEL 9TH LEVEL 8TH LEVEL 5TH LEVEL


Animate Objects Astral Projection Clone Antilife Shell
Awaken Foresight Banishing Strike
Bigby's Hand Imprisonment 9TH LEVEL Circle of Power
Commune with Nature Invulnerability* Power Word Kill Dawn*
Contact Other Plane Mass Polymorph* Greater Restoration
Creation Prismatic Wall Hallow
RESTORATION
Far Step* Shapechange Holy Weapon*
Legend Lore True Polymorph Mass Cure Wounds
Passwall Wish CANTRIPS (0 LEVEL) Raise Dead
Srcying Guidance Reincarnate
Resistance
Steel Wind Strike* NECROMANCY Sacred Flame
Skill Empowerment*
Swift Quiver Wall of Light*
Tree Stride Spare the Dying
CANTRIPS (0 LEVEL) True Strike
Chill Touch 6TH LEVEL
Word of Radiance*
6TH LEVEL Toll the Dead* Heal
Blade-Barrier Sunbeam
1st Level
Contingency 1st Level Bless
Disintegrate False Life 7TH LEVEL
Ceremony*
Drawmij's Instant Summons Inflict Wounds Crown of Stars*
Cure Wounds
Druid Grove* Ray of Sickeness Regenerate
Divine Favor
Find the Path Resurrection
Guiding Bolt
Forbiddance Temple of the Gods*
2ND LEVEL Healing Word
Guards and Wards
Ray of Enfeeblement Protection from Evil and
Heroes' Feast 8TH LEVEL
Good
Scatter* Holy Aura
3RD LEVEL Purify Food and Drink
Soul Cage* Sunburst
Animate Dead Shield of Faith
Tenser's Transformation*
Bestow Curse
Transport via Plants 9TH LEVEL
Feign Death 2ND LEVEL
True Seeing Mass Heal
Life Transference* Aid
Wind Walk Power Word Heal
Speak with Dead Branding Smite
Word of Recall True Resurrection
Vampiric Touch Enhance Ability
Gentle Repose
7TH LEVEL
4TH LEVEL Healing Spirit*
Divine Word
Blight Lesser Restoration
Etherealness
Shadow of Moil* Prayer of Healing
Forcecage
Protection from Poison
Mordenkainen's Magnificent
Mansion 5TH LEVEL
Plane Shift Contagion 3RD LEVEL
Prismatic Spray Danse Macabre* Aura of Vitality
Sequester Enervation* Beacon of Hope

UESTRPG BASIC RULES


191
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
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.

UESTRPG BASIC RULES


192
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
UESTRPG BASIC RULES
193
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
UESTRPG BASIC RULES
194
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
UESTRPG BASIC RULES
195
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
UESTRPG BASIC RULES
196
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
UESTRPG BASIC RULES
197
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
UESTRPG BASIC RULES
198
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.
UESTRPG BASIC RULES
199
Version 1.4. Not for sale. Permission granted to print and photocopy this document for personal use only.

You might also like