Pocket Guide To The Empire 2.23.7 - 11

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Pocket Guide to the Empire

Foreword
The elder scrolls setting is rich, ripe with unanswered mysteries that people have agonized upon for years after its major release in
2002. There is a lot of it, too much to cover it to a reasonable degree in this publication. Furthermore, a lot of it is debatable, all
thanks to the philosophy of unreliable in-game information that creates room for a lot of interpretations that no one can prove to
be more valid than the others. Taking all of this into account this book will contain a minimal amount of references to the lore
itself as to skip anything by accident would be to influence your interpretation of the universe, which goes against the intent behind
the series (at least the initial one). This book instead provides mechanics to enrich your experience while playing in the setting,
providing conversions of racial stats, equipment systems, and other mechanical aspects from The Elder Scrolls games. I did not
take into account anything aside from three main entries into the series and their respectable DLC's. ESO, Legends and other
sources are a can of worms I am simply not willing to dive into. As such it is recommended that you familiarise yourself with the
lore by using good external sources or preferably play the games for yourself. One of the best sites for your research would be
UESP, as it contains references and information tailored over the years to present the fullest available picture. Should you desire
all of the material presented in this book can be plugged into the standard D&D ruleset, (as much as they are largely reflections of
each other mechanically) without breaking the system too badly.
Races
Men, Mer and Beastfolk

Balance and Presentation Principles


These stats are have been generated with the 5e design principles in mind, that is to say, making your character is an opportunity
balancing act. Where every opportunity taken is counterbalanced by the ones not taken. This is why there are no negatives to the
races as it used to be in for example Morrowind. Including them would require adding more beneficial features to counterbalance
the negative traits as the power levels of PC's are a delicate thing to mess with. Each race entry will list actually impactful features,
information like age, languages and alignment is sadly mostly irrelevant in most D&D campaigns, this information can also be
easily found on the UESP along with lore of the specific race so in this case I opted to just present the mechanical details of each
race. Additionally the language prevalence in TES is rather sparse, as such there is no language listings for races.
Altmer (High Elf) Traits
Ability Score Increase. Your Intelligence score Increases by
2, and your Wisdom score increases by 1.
Arcane Knowledge. When you make an Intelligence
(Arcana) check or an ability check using alchemist's supplies,
you can roll a d4 and add the number rolled to the ability
check.
Highborn. You know the chill touch cantrip. Once you
reach 3rd level, you can cast the chromatic orb spell; you
must finish a long rest in order to cast the spell again using
this trait. Once you reach 5th level, you can also cast the
shatter spell; you must finish a long rest in order to cast the
spell again using this trait. Intelligence is your spellcasting
ability for these spells.
Shimmering Threads. You have proficiency with artisan's
tools (enchanter's supplies).

Argonian Traits
Ability Score Increase. Your Dexterity score Increases by 2,
and your Wisdom score increases by 1.
Amphibious. You have a swimming speed of 30 feet, and
you can breathe air and water.
Histborn Resilience You have advantage on saving throws
against poison and diseases, and you have resistance against
poison damage.
Histskin. You have tough, scaly skin. When you aren't
wearing armor, your AC is 13 + your Dexterity modifier. You
can use your natural armor to determine your AC if the armor
you wear would leave you with a lower AC. A shield's benefits
apply as normal while you use your natural armor.

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Bosmer (Wood Elf) Traits
Ability Score Increase. Your Dexterity score Increases by 2,
and your Wisdom or Intelligence score increases by 1.
Born Archers. You are proficient with light armor and
longbows.
Fleet of Foot. Your base walking speed increases to 35
feet.
Green Pact. You have the ability to communicate in a
limited manner with beasts. They can understand the
meaning of your words, though you have no special ability to
understand them in return. You have advantage on all
Charisma checks you make to influence them.
Mask of the Wild. You can attempt to hide even when you
are only lightly obscured by foliage, heavy rain, falling snow,
mist, and other natural phenomena.
Survivalist. You have proficiency in the Survival skill and
with artisan's tools (alchemist's supplies).

Breton Traits
Ability Score Increase. Your Intelligence, Wisdom and
Charisma scores all Increases by 1.
Dragonskin. You have resistance to force damage.
Force Ward. You can cast the shield spell once with this
trait, and you regain the ability to cast it after you finish a
long rest. Charisma is your spellcasting ability for this spell.
Magic Ressistance. You have advantage on all
Intelligence, Wisdom, and Charisma saving throws against
magic.

Dunmer (Dark Elf) Traits


Ability Score Increase. Your Dexterity score Increases by 2,
your Intelligence and Strength scores both increase by 1.
Ashborn. You have resistance to fire damage.
Ancestor's Wrath. You know produce flame cantrip and
you can add your proficiency to it's damage rolls. You can cast
the dust devil spell that deals fire instead of bludgeoning
damage once with this trait, and you regain the ability to cast
it after you finish a long rest. Intelligence is your spellcasting
ability for these spells.

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Imperial Traits
Ability Score Increase. Your Charisma score Increases by 2,
and your Strength score increases by 1.
Born Merchants. When you make an Charisma
(Persuasion) check, you can roll a d4 and add the number
rolled to the ability check.
Imperial Combat Training. You are proficient with light
and medium armor and longswords.
Legionnaire. Your speed is not reduced by wearing heavy
armor.
Voice of the Emperor. You can cast the charm person
spell once with this trait, and you regain the ability to cast it
after you finish a long rest. Charisma is your spellcasting
ability for this spell.

Khajiit Traits
Ability Score Increase. Your Dexterity score Increases by 2,
and your Intelligence score increases by 1.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Feline's Claws. Your claws are natural finesse weapons,
which you can use to make unarmed strikes. If you hit with
them, you deal slashing damage equal to 1d4 + your Dexterity
modifier, instead of the bludgeoning damage normal for an
unarmed strike. If the die for your unarmed strike changes
due to an ability or class feature you instead gain a bonus to
damage rolls with unarmed strikes equal to half your
proficiency modifier.
Natural Hunter. You have proficiency in the Stealth and
Intimidation skills.
Pounce. Your reflexes and agility allow you to move with a
burst of speed. When you move on your turn in combat, you
can double your speed until the 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.

Nord Traits
Ability Score Increase. Your Strength score Increases by 2,
and your Constitution score increases by 1.
Northen Toughness. Your hit point maximum increases by
1, and it increases by 1 every time you gain a level.
The Purge. When you score a critical hit with a melee
weapon attack, you can roll one of the weapon's damage dice
one additional time and add it to the extra damage of the
critical hit.
Tundra Traveler. Moving through difficult terrain made out
of snow or ice does not cost you any extra movement.
Sons of Skyrim. You have resistance to cold damage.

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Orsimer (Orc) Traits
Ability Score Increase. Your Constitution score Increases
by 2, and your Strength score increases by 1.
Born Smith. You have proficiency with artisan's tools
(smith's tools).
Orcish Toughness. You can focus yourself to occasionally
shrug off injury. When you take damage, you can use your
reaction to roll a d12. Add your Constitution modifier to the
number rolled, and reduce the damage by that total. After you
use this trait, you can't use it again until you finish a short or
long rest.
Aggressive. As a bonus action, you can move up to your
movement speed toward a hostile creature you can see or
hear. You must end this move closer to the enemy than you
started.
Powerfull Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.

Redguard Traits
Ability Score Increase. Your Strength, Dexterity and
Constitution scores all Increases by 1.
Blade Dance. When you make a melee attack on your turn
using a longsword, rapier, greatsword, scimitar or double-
bladed scimitar, your reach for it is 5 feet greater than
normal. Additionally you are proficient with all above
mentioned weapons.
Desert Wanderers. You are acclimated to high
temperatures, you can ignore the effects of extreme heat.
Duelist Prowess. When you damage a medium or larger
creature with an attack or a spell , you can cause the attack or
spell to deal extra damage to the creature. The extra damage
equals your level. Once you use this trait, you can't use it
again until you finish a short or long rest.
Yokudan Blood. You have advantage on saving throws
against poison and disease.
Equipment
Materials and Properties

On materials purpose and rarities


Materials you will find below are meant to integrate with upgrade system present in Heavyarms - The Complete Armorers
Handbook. Without that book they are a bit out of place. The general idea is to remove magical items as they are and replace them
with upgrade and enchanting (runecraft) system. Each material has separate cost multiplier for armor and weapons (if present)
and lists what type of armor it can be crafted into. Remember that aside from the cost there is also the factor of relative material
rarity. In The Elder Scrolls setting certain materials can be found mostly exclusively in their respectable locations, such as
dwemer equipment in dwarven ruins. A set of deadric armor is so rare that most provinces are likely to contain no more than one.
Chitin
Armor Cost Multiplier : x6
Armor Type : Light
Weapon Cost Multiplier : x3
Magical : No (not metal)
Chitin armor and weapons are superior to leather due to
their high durability and light weight. Making a chitin
equipment involves layering insect shells and gluing them
with natural resins.
Armor : Light armor made out of chitin is very slick and
flexible. While you are wearing chitin armor, you gain a +2
bonus to Strength (athletics) or Dexterity (acrobatics) checks
made to resist or escape a grapple.
Weapon : Chitin weapons do not suffer disadvantage or
reduced range underwater and make much less noise when
fighting.
Daedric
Armor Cost Multiplier : —
Armor Type : Heavy
Weapon Cost Multiplier : —
Magical : Yes
Daedric is one of the strongest type of equipment known to
Nirn. Mortal eyes usually perceive it as black with the
occasional shade of red. Various accounts exist on how to
craft Daedric but most agree that it is the result of binding of
Lorkhan's blood, Ebony, with a Daedra heart.
Armor : Heavy Daedric armor is nearly indestructible.
While wearing such armor you reduce all damage you take by
3. This reduction happens before any resistance is applied.
Additionally, any critical hit against you becomes a normal
hit.
Weapon : Daedric weapons still resonate with suffering of
the daedra sacrificed during its creation. Once per turn, when
you miss and attack with a Daedric weapon you can make
another weapon attack as part of the same action.

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Dwemer
Armor Cost Multiplier : x10
Armor Type : Heavy
Weapon Cost Multiplier : x10 + 1000gp
Magical : Yes
Dwarven Metal refers to heavy, exotic metals used primarily
by the Dwemer. It is usually copper in color, although it can
also be yellow, grey, or green.
Armor : Dwarven armor has distinctive impact-absorbing
qualities. Whenever you suffer a critical hit while wearing a
set of Dwemer armor roll a d20. On a roll of 11 or higher the
attack becomes a normal hit instead.
Weapon : Dwarven weapons are prized for their ability to
retain their edge. When you roll a 1 on a damage die for an
attack you make with a dwemer weapon, you can roll the die
again and if the result is a maximum value for that die you
can use it instead. This does not trigger the benefits of the
brutal tag. Ebony
Armor Cost Multiplier : x20
Armor Type : Heavy
Weapon Cost Multiplier : x25 + 1000gp
Magical : Yes
Ebony, a rare volcanic glass, is one of the most precious
substances in Tamriel, mainly found in Vvardenfell, buried in
the lava flows from Red Mountain.
Armor : Ebony armor is made by repeatedly folding the ore
upon itself to form strips, which are then molded into shape.
While wearing such armor you reduce all physical damage
you take by 2. This reduction happens before any resistance
is applied.
Weapon : Ebony weapons are highly praised due to their
durability and sharpness. Whenever you score a critical hit
with an ebony weapon you can reroll the damage die of the
weapon once and use either total.
Elven Brass
Armor Cost Multiplier : x40
Armor Type : Light
Weapon Cost Multiplier : x10 + 1000gp
Magical : Yes
Altmer are set on preserving their Aldmeri heritage so much
so, that they laugh at any suggestions to update the aesthetic
standard set by Auriel himself, that there be haughty eagles
adorning everything.
Armor : Elven armor is as light and comfortable as the
softest silks. While wearing it your speed increases by 5ft.
Weapon : Weapons made out of elven brass are
extraordinarily light and well balanced. A heavy weapon made
out of Elven Brass loses that property, a normal weapon
becomes light instead and if it already has the light property
it gains the finesse property.

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Malachite (Glass)
Armor Cost Multiplier : x100
Armor Type : Light
Weapon Cost Multiplier : x25 + 1000gp
Magical : Yes
Malachite, commonly known as glass, is a rare, volcanic,
milky translucent green crystal, used in creating strong but
lightweight metallic Altmer armor and weapons. It is similar
to ebony, but is less durable and more lightweight.
Armor : Glass armor gleams brightly with your every
move. You no longer provoke attacks of opportunity from
creatures that rely on sight. Additionally, whenever you make
a Strength saving throw you can make a Dexterity saving
throw instead, this does not confer the benefits of evasion and
similar features.
Weapon : Malachite weapons can be sharpened to
unbelievable degree. When you roll the damage die for a
critical hit made with this weapon you increase the damage
size by two steps. For example, if you would roll 2d4 for a
critical hit with a dagger you can roll 2d8 instead.

Indoril
Armor Cost Multiplier : x15
Armor Type : Medium
Weapon Cost Multiplier : —
Magical : No (not metal)
Indoril armor uses a technique of creating composite
material using chitin, resin and bonemeal. The resulting
golden plates are both light and durable. This type of armor is
mainly worn by Ordinators in the city of Vivec.
Armor : Medium, non-hide armor created from Indoril
composite gains very good shock absorption properties.
While you are wearing Indoril armor, whenever you roll for
initiative you gain a number of temporary hitpoints equal to
double your proficiency modifier. Those temporary hitpoints
stack with other temporary hitpoints except ones gained from
Indoril armor.
Weapon : Due to good shock absorption making a weapon
out of Indoril material would reduce its effectiveness. as such
there is no weapons made out of this material.

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Orcish
Armor Cost Multiplier : x10
Armor Type : Medium
Weapon Cost Multiplier : x10 + 1000gp
Magical : Yes
Orichalcum (also called orichalc) is a gray-green metal used
to make weapons and armor. Orcs are famous for their use of
this mineral to create orcish equipment. The orichalcum is
melded with iron, at a low temperature to prevent the metal
becoming brittle.
Armor : Medium, non-hide armor created from
Orichalcum provides very good cover with little weight. While
wearing such armor you reduce all physical damage you take
by 1. This reduction happens before any resistance is applied.
Additionally any upgrades applied to this armor cost 30%
less.
Weapon : Orichalc weapons tend to be of very high quality.
When you roll the maximum value on this weapon's damage
dice, you gain a +1 bonus to the damage roll. This effect can
only apply once per damage roll, this includes weapons that
posses the brutal tag.

Stahlrim
Armor Cost Multiplier : x20
Armor Type : Medium
Weapon Cost Multiplier : x20 + 1750gp
Magical : Yes
Stalhrim is a rare form of enchanted ice found only on the
island on Solstheim. Throughout history it has served various
uses. Originally it was used in the burial rituals of ancient
Nords. The deceased would be encased in the material as a
form of protection, a privilege that was typically reserved for
Nordic individuals.
Armor : Due to its innate properties, enchantments placed
on items made of stalhrim are more potent. When attempting
to enchant stalhrim armor you gain +2 bonus to the check.
The first time you would spend a charge of an enchantment
placed on stahlrim armor roll a d100. On a roll of 35 or less
the charge is not spent. You need to finish a long rest before
this property can be used again. Additionally both the attack
bonus (spellcasting ability modifier) and save DC of the
enhancement increase by 1.
Weapon : Due to its innate properties, enchantments
placed on items made of stalhrim are more potent. When
attempting to enchant stalhrim weapon you gain +2 bonus to
the check. The first time you would spend a charge of an
enchantment placed on stahlrim weapon roll a d100. On a
roll of 35 or less the charge is not spent. You need to finish a
long rest before this property can be used again. Additionally
both the attack bonus (spellcasting ability modifier) and save
DC of the enhancement increase by 1.

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Skyforge Steel
Armor Cost Multiplier : x5
Armor Type : Heavy
Weapon Cost Multiplier : x5
Magical : No
It is said that the souls of ancient Nordic heroes are what give
Skyforge Steel its strength. Whether it be truth or just a
rumor, Skyforge Steel is the most superior steel in all of
Tamriel.
Armor : Armors made out of this steel are always of the
highest quality. While wearing this set of armor you have
ressistance to fall damage. Additionally you have advantage
on saving throws made to resist being moved or knocked
prone.
Weapon : Weapons made out of Skyforge steel ignore any
resistance or reduction to their damage type.

Bonemold
Armor Cost Multiplier : x5
Armor Type : Medium
Weapon Cost Multiplier : x15 (Ranged weapons only)
Magical : No (not metal)
Also known as Great House armor, it is composed of bone
dust mixed with special resins that hardens into light and
durable plates. This material is unsuitable for making
weapons other than those akin to bows and crossbows.
Armor : Bonemold is strong yet flexible. While wearing a
medium armor made out of bonemold whenever you suffer
damage from a trap or an environmental effect (this includes
certain lair actions) you can roll a d6 and reduce the damage
taken by the result of the roll.
Weapon : Bonemold composite has near perfect qualities
for use in marksman weapons. Ranged weapons made out of
bonemold materials have double the normal range for their
weapon type. Additionally you can treat any 1 on its damage
die as a 2.

Shields
Shields made out of certain materials may confer additional benefits. The shield does not provide the benefits of an armor of the
same material, only the effect listed for it in the table below.
Cost
Material Multiplier Effect
Chitin 3x You can don of doff this shield as a bonus action.
Bonemold, Skyforge
5x Reduce flanking bonus on attack rolls against you by half.
Steel
Dwemer, Orcish, Reduce all acid, cold, fire, force, lightning, necrotic, radiant, and thunder damage by 1. This
15x
Elven reduction happens before any ressistance is applied.
Indoril 30x +1 bonus to Strength and Dexterity saving throws.
Stahlrim, Ebony,
50x +1 AC
Malachite
Deadric --- +2 AC 11
Enchanting
New way of crafting magical items
In The Elder Scrolls universe enchanting requires the usage of filled soul gems. The general idea is similar to runecrafting system
found in Heavyarms - The Complete Armorers Handbook. Using is as basis it is possible to replicate the mechanics of enchanting
very well, thou there are two exceptions. First, in contrast to creating a runestone an enchantment is immediately placed on the
item and the item requires no upgrades to have an enchantment placed on it. Second, under no circumstances an enchantment is
to be moved to a different item. The nature of the implementation of this system allows any magical item to be disenchanted but
the enchantment is ALWAYS lost in the process no matter what. To enchant an item you need to be proficient in enchanter's
supplies (runesmith's tools), posses a filled soul gem of sufficient power and be of high enough character level depending on the
rarity of the enchantment. For the rest of the process refer to runecrafting system unless stated otherwise on this page.
Soul Trapping
Empty soul gems need to be filled with a trapped souls in
order to be used in enchanting. Filled soul gems can be
bought but are vastly more expensive and rare than empty
ones. There is no way of releasing a soul from a soul gem
without destroying it, as such the value of a filled soul gem
depends on the size of the soul within it, not the gem itself.
Enchantment Rarity Size Cost (empty) Cost (filled)
Common Petty 5 gp 15 gp
Uncommon Lesser 25 gp 75 gp
Rare Common 250 gp 750 gp
Very rare Greater 500 gp 1,500 gp
Legendary Grand 2,500 gp 7,500 gp

Creature Soul Size


CR range Soul Size
0 - 1/2 Petty
1-4 Lesser
5 - 10 Common
11 - 16 Greater
17+ Grand

Soul Trap
2rd level enchantment
Casting Time: 1 action
Range: 90ft
Components: V, S
Duration: Concentration, Up to 1 minute
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
You trap a soul of a mortal creature. If the target dies within
the spell duration, its soul is trapped in the smallest soul gem
in your possession that can fit it. If the size of the soul is
smaller than the smallest soul you posses you can forgo
filling the soul gem and release the soul instead.
12
Birthsigns
Powers granted by chance and birthright
There are thirteen named constellations in the sky. There are three Guardian signs: The Warrior, The Mage, and The Thief, each of which protects three
charges. Each of these twelve signs corresponds to one of the twelve months in the Tamrielic year. The thirteenth sign, The Serpent, has no guardian or
month and moves around the sky, usually threatening the other signs. You choose one of the signs at the moment of character creation.

The Apprentice
Elfborn. Whenever you would unlock your first 1st, 2nd, 3rd,
4th and 5th level spell slot form a spellcasting class you gain
one additional maximum spell slot for this level. These spell
slots replenish after you finish a long rest.
Additionally you learn one spell of that level from any spell
list whenever you gain a spell slot in this manner, you choose
a spellcasting ability for this spell when you learn it.
Lastly, whenever you make a saving throw vs a spell or a
magical effect your bonus to that saving throw is halved if the
bonus is positive, made at -2 penalty if the bonus is equal to 0
and doubled if the bonus is negative.

The Atronach
Wombburn. Your maximum spell slots from your
spellcasting class are doubled.
You cannot regain spell slots in any way aside from
absorbing them.
Spell Absorbtion. You are always considered proficient
when making a saving throw vs a spell or a magical effect.
Whenever you are affected by a spell (or potentially a
magical effect) of 1st level or higher that has a sole effect of
dealing damage, forcing you to make a saving throw, applying
a negative condition or any combination of those three, you
regain a spell slot of the same level or spell slots which
combined level would be equal or lower to the level of that
spell.

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The Lady
Lady's Favor. Your Charisma score Increases by 1.
Lady's Grace. Your hit point maximum increases by 1, and it
increases by 1 every time you gain a level.

The Lord
Blood of the North. You regain 1d6 hitpoints at the start of
every minute if you have at least 1 hitpoint remaining.
Additionally if you start your turn with less than 50% of your
maximum hitpoints and you have at least 1 hitpoint
remaining you regains the amount of hitpoints equal to 1 +
your proficiency modifier.
Trollkin. You become vulnerable to fire damage.

The Lover
Mooncalf. Your Dexterity score Increases by 1.
Lover's Kiss. You can cast Hold Person spell without
expending a spell slot. The save DC for this spell is 11 + half
of your level. You can use this feature a number of times equal
to your proficiency modifier and you regain all expanded uses
after you finish a long rest.

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The Mage
Fay. You learn one cantrip of your choice from any spell list.
You choose the spellcasting ability for this spell when you
learn it.
Additionally whenever you would unlock your first 1st, 2nd
and 3rd level spell slot form a spellcasting class you gain one
additional maximum spell slot for this level. These spell slots
replenish after you finish a long rest.

The Ritual
Mara's Gift. As an action you can regain hitpoints equal to 5
+ double your level. After you use your this feature, you can't
use it again until you complete a long rest.
Blessed Word. As an action you can use the turn undead
feature as if using the cleric channel divinity option. The save
DC for this ability is equal to 11 + half your level. After you
use your this feature, you can't use it again until you complete
a short or long rest.

The Serpent
Star Curse. As an action you can touch a creature and inflict
it with cured poison. The creature must succeed on a
Constitution saving throw or become paralysed. The
paralysed creature takes 1d6 poison damage at the start of
each of its turns and can repeat the saving throw at the end of
its turn, ending both effects on itself on a success. Creatures
immune to poison damage or poisoned condition are
immune to this effect. The poison damage inflicted increases
as you reach higher levels, to 1d8 at 5th, 1d10 at 11th and
1d12 at 17th level.
The save DC of this ability is equal to 11 + half of your level.
You can use this feature a number of times equal to your
proficiency modifier, regaining all of its uses uses upon
finishing a long rest.

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The Shadow
Moonshadow. As a bonus action you can cast the invisibility
spell without expending a spell slot. You can do so the
amount of times equal to your proficiency modifier and you
regain all uses upon finishing a long rest.

The Steed
Charioteer. All of your movement speeds increase by 10ft.
Additionally you ignore the effects of difficult terrain.

The Thief
Akaviri Danger-sense. You recieve a +1 bonus to your AC,
initiative and saving throws.

16
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The Tower
Tower Key. As an action you can touch and open a lock with
a opening DC lower or equal to 14 + your level. You can use
this feature a number of times equal to your proficiency
modifier and you regain all expended uses upon finishing a
long rest.
Beggar's Nose. You are always aware if any enchanted item,
a purse containing no less than 50 gp or a valuable item
worth at least 100 gp is within 100 ft of you. Additionally
whenever you find coin you always seem to find 10% more.

The Warrior
Warwyrd. You gain a +2 bonus to attack rolls made with
melee weapons and a +2 bonus to damage rolls made with
ranged weapons..

d4 Guardian d4 Charges d4 Charges d4 Charges


1 The Warrior 1 The Warrior 1 The Mage 1 The Thief
2 The Mage 2 The Lady 2 The Apprentice 2 The Lover
3 The Thief 3 The Steed 3 The Atronach 3 The Shadow
4 The Serpent 4 The Lord 4 The Ritual 4 The Tower

17
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spellcasting
Soul Trap Almsivi Intervention
2rd level enchantment 3rd level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 90ft Range: Self
Components: V, S Components: V, S
Duration: Concentration, Up to 1 minute Duration: Instantaneous
Classes: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard Classes: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard
You trap a soul of a mortal creature. If the target dies within Instantly transports you to the nearest Tribunal temple. You
the spell duration, its soul is trapped in the smallest soul gem can bring along objects as long as their weight doesn’t exceed
in your possession that can fit it. If the size of the soul is what you can carry.
smaller than the smallest soul you posses you can forgo
filling the soul gem and release the soul instead. An effect
that ends a curse ends the effect of this spell early.
Mark/Recall Additinal spellcasting changes
3rd level conjuration While using this book the following changes apply:
Casting Time: 1 action Mark/Recall runestone has its rarity changed to rare and
Range: Self its effect changed to match the effect of the spell.
Components: V, S
Duration: Instantaneous Any character can successfully use a spell scroll requiring
Classes: All no ability checks or spellcasting ability.
When you cast this spell you can choose to either mark your All spells that have an effect that brings a creature that
current location as a new mark or teleport to your previous has been dead for longer than a minute back to life are
mark. You can bring along objects as long as their weight removed.
doesn’t exceed what you can carry.
Word of Recall spell is removed.
Divine Intervention
3rd level conjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard
Instantly transports you to the nearest Imperial Cult shrine.
You can bring along objects as long as their weight doesn’t
exceed what you can carry.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The
Elder
Scrolls
You could argue that the Elder Scrolls lore and
the setting are both more widely known and
familiar than the one from the current edition of
D&D. Why not bring them together then? In this
book, you will find rules to facilitate certain
mechanics from the series as well as a collection
of conversions of races and equipment. You
should also consider using Heavyarms - The
Complete Armorers Handbook for the best
experience. If you are interested then what are
you waiting for? Tamriel is waiting for new
adventurers and you should be awake by now.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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