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Playable Races

Nord

Nords are the Children of the Sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are fierce, strong and enthusiastic warriors, and many become renowned warriors, soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare, and are known as a militant people by their neighbors.
ability score increase: Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
age: Nords reach adulthood in their late teens and live less than a century.
alignment: Nord tend towards no particular alignment.
Size: Medium
speed: Base walking speed of 30ft.
Languages: You can speak, read and write Common.
race features:
  • Nord Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
  • Nord Combat Training. You have proficiency with the battleaxe, handaxe, light hammer and warhammer.
  • Snow Sight. Hailing from a land famous for its harsh weather, you have learned to block out such distractions. You do not have disadvantage on Wisdom (Perception) checks due to low visibility caused by fog, rain, snow or similar weather conditions.
  • Sons of Skyrim. Your Nordic blood grants you resistance to cold damage.
  • Battle Cry. Your Nord fury strikes fear. During combat only, choose one target which must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for 1 minute. Can only be used once per long rest.

 

Imperial

The well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. In appearance, they are modeled after historical Romans, being pale-skinned and not having any other remarkable features.
ability score increase: Your Charisma score increases by 2 and two other ability scores of your choice increase by 1.
age: Imperials reach adulthood in their late teens and live less than a century.
alignment: Usually lawful, otherwise no particular alignment.
Size: Medium
speed: Base walking speed of 30ft.
Languages: You can speak, read and write Common and one extra language of your choice.
race features:
  • Helping Hands. Imperials rely on teamwork to accomplish their goals. You can take the Help action as a bonus action on each of your turns in combat.
  • Saving Face. Not wanting to be seen as a slacker or an incompetent, you can push yourself to your limits when others are watching. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.
  • Voice of the Emperor. Diplomacy is an Imperial’s primary weapon. When making a Charisma (Deception or Persuasion, but not intimidation) check, you can gain a +5 bonus to the check. Once you use this trait, you can’t use it again until you finish a short or long rest.
  • Imperial Luck. When looting chests or treasure piles, gain an extra 1d20 gold.

 

Breton

Hailing from the province of High Rock, Bretons are humans whose ancestors interbred with elves during the Merethic Era. Their elvish ancestry is usually only detectable upon a closer inspection of their eyebrows, ears, or high cheekbones. On average, they are somewhat shorter and paler than Imperials.
ability score increase: Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.
age: Bretons reach adulthood in their late teens and live less than a century.
alignment: Bretons tend towards no particular alignment.
Size: Medium
speed: Base walking speed of 30ft.
Languages: You can speak, read and write Common and one extra language of your choice.
race features:
  • Magic Resiliance. Your Breton blood gives you resiliance against magical effects. You have advantage on saving throws against spells and other magical effects.
  • Skill Flexibility. You gain proficiency in two skills of your choice.
  • Dragonskin. In battle you can activate Dragonskin as a bonus action for 60 seconds. Any magical attacks against you will roll with disadvantage. At 3rd level, these missed magical attacks will also cause you to regain a spell slot (Max +1). Once you use this trait, you can't use it again until you finish a long rest.
  • Artificers Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

 

Redguard

Redguards are the most naturally talented warriors in Tamriel. The dark-skinned, wiry-haired men of Hammerfell seem born to battle. Redguards do not share the same blood as the other human races, and they have no known connection with the ancestral Nordic homeland of Atmora.
ability score increase: Your Dexterity score increases by 2, and your Strength score increases by 1.
age: Redguards reach adulthood in their late teens and live less than a century.
alignment: Redguards tend towards no particular alignment.
Size: Medium
speed: Base walking speed of 30ft.
Languages: You can speak, read and write Common and Yoku (old Redguard).
race features:
  • Adrenaline Rush. Your blood flows quickest in the thick of combat. You have advantage on initiative rolls. After rolling for initiative, you gain temporary hit points equal to your Hit Die. In combat, your first melee attack deals additional damage equal to your level.
  • Desert Fortitude. You have proficiency in the Survival skill.
  • Redguard Resilience. Your Redguard blood grants you advantage on saving throws against poison, and you have resistance against poison damage.
  • Redguard Combat Training. You gain proficiency with light armor and two martial weapons of your choice.

 

Altmer

Tall and golden-skinned, the Altmer are among the longest living and intelligent races of Tamriel, and they often become powerful magic users due to both their magical affinity and the many years they may devote to their studies.
ability score increase: Your Intelligence score increases by 2, and your Charisma score increases by 1.
age: Altmer reach adulthood in their first half century and live between two and three centuries on average.
alignment: Altmer tend towards lawful.
Size: Medium
speed: Base walking speed of 30ft.
Languages: You can speak, read and write Common, Aldmeris and one extra language of your choice
race features:
  • Arcane Affinity. Altmer have an innate talent for magic. When you expend a spell slot to cast a spell, you can choose for the spell to count as though it was cast using a spell slot of one level lower. You regain the use of this feature when you finish a long rest.
  • Artistic. As an Altmer, you appreciate high culture that lets you rise above others. You have proficiency in one musical instrument, painter’s supplies, potter’s tools or calligrapher’s supplies.
  • Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
  • Keen Senses. You have proficiency in the Perception skill.

 

Dunmer

Also known as Dark Elves, the Dunmer are the ash-skinned, typically red-eyed Elven peoples of Morrowind. ‘Dark’ is commonly understood as meaning ‘dark-skinned’, ‘gloomy’, ‘ill-favored by fate’ and so on. In character, Dunmer are grim, aloof and reserved, as well as distrusting and disdainful of other races.
ability score increase: Your Dexterity scores, Wisdom scores and one ability of your choice, increase by 1.
age: Dunmer reach adulthood in their first half century and live between two and three centuries on average.
alignment: Dunmer tend towards no particular alignment.
Size: Medium
speed: Base walking speed of 30ft.
Languages: You can speak, read and write Common and Dunmeris.
race features:
  • Ancestor Guardian. Your ancestors are watching over you, keeping you from harm. You can cast the protection from evil and good spell (free spell) targeting yourself, once per day. You can ignore the material components for this spell, and Wisdom is your spellcasting ability for it.
  • Dance in Fire. Your Dunmer blood grants you resistance to fire damage.
  • Darkvision. Accustomed to the ash-clouded sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
  • Evocation Affinity. You have a natural understanding of destructive magic. Whenever you roll damage dice for a spell, roll one additional die and discard the smallest roll.
  • Keen Senses. You have proficiency in the Perception skill.

 

Bosmer

The Bosmer (or Wood Elves) are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. They are relatively nimble and quick in body compared to their more ‘civilized’ Altmeri cousins. The best archers in all of Tamriel, the Bosmer snatch and fire arrows in one continuous motion; they are even rumored to have invented the bow.
ability score increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.
age: Bosmer reach adulthood in their first half century and live between two and three centuries on average.
alignment: Bosmer tend towards no particular alignment.
Size: Medium
speed: Base walking speed of 35ft.
Languages: You can speak, read and write Common and Bosmeris.
race features:
  • Beast Tongue. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Bosmer love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
  • Superior Darkvision. Accustomed to twilit forests, you have immaculate vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
  • Keen Senses. You have proficiency in the Perception skill.
  • Heart Pierce. Bosmer are naturally talented archers. You have proficiency with the shortbow, longbow, and compound bow (if you choose to use it in your campaign). In addition, you can add 1d10 on your next attack or damage roll using one of those weapons as a bonus action. Once you use this feature, you must finish a short or long rest before using it again.
  • Mask of the Wild. You can attempt to hide (without disadvantage) even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

 

Orcs

With grey-green skin, heavy builds, and protruding lower fangs, Orcs (Osmer) are fearsome in appearance. They are known for their unshakable courage in war and unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, but none can deny the quality of their craftsmanship or their martial prowess.
ability score increase: Your Strength score increases by 2, and your Constitution score increases by 1.
age: Orcs reach adulthood in their late teens and live less than a century.
alignment: Orcs tend towards no particular alignment.
Size: Medium
speed: Base walking speed of 30ft.
Languages: You can speak, read and write Common and Orcish.
race features:
  • Armorer. Orcs are renowned for the quality and durability of their weapons and armor. You have proficiency with smith’s tools. Additionally, your speed is not reduced while wearing heavy armor.
  • Darkvision. Your Orcish blood grants you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
  • Menacing. Your fearsome visage gives you proficiency in the Intimidation skill.
  • Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
  • Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

 

Khajiit

A race of feline humanoids hailing from the province of Elsweyr, well-known for their keen wit and agility. They have many cat-like features, such as fur, tails, retractable claws, and excellent night vision.
ability score increase: Your Dexterity score increases by 2 and Charisma score increases by 1.
age: Khajiit reach adulthood in their late teens and live less than a century.
alignment: Khajiit tend not to be lawful.
Size: Medium
speed: Base walking speed of 35ft.
Languages: You can speak Common and Ta’agra.
race features:
  • Claws. You have retractable claws which can be used as a weapon. Your unarmed strikes deal 1d6 slashing damage and count as having the light and finesse properties. Additionally, your unarmed strikes always gain a +1 bonus to their damage rolls.
  • Lightfoot. Your footsteps are as soft and soundless. You have proficiency in the Stealth skill.
  • Soft Fall. You have resistance to falling damage and always land on your feet.
  • Superior Darkvision. Your Khajiit blood grants you immaculate vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
  • Beastial Adrenaline. Once per day. As a bonus action, for 1 minute, gain +5ft movement speed. In addition, as a bonus action on your other turns, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the slashing damage normal for an unarmed strike.

 

Argonian

The enigmatic reptilian natives of Back Marsh, a vast swampland province in southeastern Tamriel. The other races often prefer to call them ‘lizards’ or the ‘Lizard Folk’ instead, especially when meaning to be derogative. They are covered in tough scales and can hold their breaths for extended periods.
ability score increase: Your Dexterity scores increase by 2, Constitution scores increase by 1.
age: Argonians reach adulthood in their late teens and live just over a century.
alignment: Argonians tend towards no particular alignment.
Size: Medium
speed: Base walking speed of 30ft.
Languages: You can speak, read and write Common and Jel.
race features:
  • Amphibious. You can hold your breath for up to 30 minutes at a time. In addition, you have a swimming speed of 40 feet and no movement penalty in wet or marshy conditions.
  • Darkvision. Accustomed to dark swamps, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
  • Reptilian Blood. You have advantage on saving throws against contracting disease and effects of disease.
  • Scaly Skin. You have tough, scaly skin. When you aren’t wearing armor, your AC becomes 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 armor.
  • Histskin. Invoke the power of the Hist to recover 1d6 health, thrice per day. Counts as a bonus action in combat.

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