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Tamriel Races

Jul 26th, 2019
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  1. PLAYABLE RACES OF TAMRIEL
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  3. A note on Ability scores: The racial bonuses represent a ”standard” member of a given race. As characters tend to be rather unique individuals, you can simulate this by reducing the bonus of your race’s best ability score bonus by 1 to be able to apply the other ability score bonus to an ability of your choice. That is, instead of having Dex +2 and Wis +1 with your Bosmer character, you could have +1 Str and +1 Dex. Your total ability score bonus is 1 lower this way, but you gain greater versatility.
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  5. A note on Languages: The ”Common” tongue is Cyrodilic, the language of the Empire. Most people know how to speak it, at least enough to have a simple conversation. In the Daggerfall Covenant, this is the tongue of both Bretons and Redguards, and most Orcs speak it as well. In the Ebonheart Pact, it is a secondary language for most but as few know (or, in the case of Jel, can) use the other races’ languages it is the common tongue between them. In the Aldmeri Dominion, the Altmer really prefers if everyone speaks Altmer rather than a human tongue, but it’s a slow process.
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  7. *** ALTMER ***
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  9. The Altmer, or self-titled "Cultured People", are a tall, golden-skinned race, hailing from Summerset Isle. They are also known as High Elves by the denizens of Tamriel. In the Empire, "High" is often understood to mean proud or snobbish, and as the Altmer generally personify these characteristics, the "lesser races" generally resent them. Altmer live two to three times as long as humans; with a 200-year-old Altmer being old and a 300-year-old Altmer being very, very old. Altmer consider themselves to be the most civilized culture of Tamriel; the common tongue of the continent is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions. They usually have golden, green, or amber eyes.
  10. The Altmer are the most strongly gifted in the arcane arts of all the races, and they are very resistant to diseases. However, they are also somewhat vulnerable to elemental damage, which makes them very weak against their strongest point - magic. They are among the longest living and most 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.
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  12. Ability Score Increase: Your Intelligence score increases by +2, and your Charisma score increase by +1.
  13. Speed: Your base walking speed is 30 feet.
  14. Languages: Altmer, Cyrodilic
  15. 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.
  16. Arcane Scholar: You have proficiency in the Arcane skill.
  17. Disease Resistance: You have advantage on saving throws against against diseases.
  18. Elemental Vulnerability: If you take elemental (acid, cold, fire, lightning, or thunder) damage from spells or magic effects, you take another 25% (round down) damage of the same type.
  19. Magic Affinity: You have the Magic Initiate feat. (Note that this means you will start with a magic mark, even if you don’t take levels in an arcane class.)
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  21. Mundane Altmer (variant)
  22. Although Altmer with magic affinity is common compared to other races, most Altmer don’t actually have any magic affinity. If you prefer to play a mundane Altmer, instead use the following attributes
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  24. Ability Score Increase: Your Dexterity store increases by +2, and your Intelligence score increases by +1.
  25. Speed: Your base walking speed is 30 feet.
  26. Languages: Altmer, Cyrodilic, plus one extra language of your choice.
  27. 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.
  28. Altmer Weapon Training: You have proficiency with the longsword, shortsword, longbow, and shortbow.
  29. Disease Resistance: You have advantage on saves against diseases.
  30. Elemental Vulnerability: If you take elemental (acid, cold, fire, lightning, or thunder) damage from spells or magic effects, you take another 25% (round down) damage of the same type.
  31. Keen Senses: You have proficiency in the Perception skill and one other skill of your choice.
  32. Magic Resistance: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
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  34. *** ARGONIAN ***
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  36. Argonians (Saxhleel, or People of the Root in their native language of Jel) are the reptilian natives of Black Marsh, a vast swampland province in southeastern Tamriel. The other races often refer to them as "lizards" or the "Lizard Folk" instead, especially when meaning to be derogatory. They are known as the foremost experts in guerrilla warfare throughout Tamriel, a reputation brought upon them by defending their borders from enemies for countless centuries. Argonians have a lifespan similar to that of humans. According to the First Era Scholar Brendan the Persistent, "The Argonian people have, throughout Tamrielic history, been perhaps the most misunderstood, vilified, and reviled of all the sentient races. Yet, those who have taken the time to experience Argonian culture have gained a greater appreciation for this noble and beautiful people." However, it should be noted that he himself went missing in his final expedition into the deeper swamps of their homeland.
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  38. Ability Score Increase: Your Dexterity score increases by +2 and your Wisdom score increases by +1.
  39. Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
  40. Languages: Cyrodilic, Jel
  41. Amphibious: You can breathe air and water.
  42. Disease Resistance: You have advantage on saving throws against diseases.
  43. Hunter’s Lore: You have proficiency in two of the following skills of your choice: Nature, Perception, Stealth, and Survival. Alternatively, you can choose one of those skills and also have proficiency with Thieves’ Tools.
  44. Lizard’s Claws: Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can use your Dexterity modifier instead of your Strength modifier when making an unarmed strike with your claws.
  45. Natural Armor: 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.
  46.  
  47. *** BOSMER ***
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  49. The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but Bosmer, Boiche, or the Tree-Sap people is what they call themselves. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land and its wild beauty and creatures. They are relatively nimble and quick in body compared to their more "civilized" Altmeri cousins (who often look down upon the Bosmer as unruly and naive). Their agility makes them well-suited as scouts and thieves. However, they are also a quick-witted folk, and many pursue successful careers in scholarly pursuits or trading. Bosmer live two to three times as long as humans; with a 200-year-old Bosmer being old and a 300-year-old Bosmer being very, very old. Though they are considered less influential than some of their Elven brethren, the Bosmer are also relatively prone to producing offspring. As a result, they outnumber all other mer on Tamriel.
  50. 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. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas. Many in the forests of Valenwood follow the tenets of the Green Pact. These "Green Pact Bosmer" are religiously carnivorous and cannibalistic, and do not harm the vegetation of Valenwood, though they are not averse to using wooden or plant-derived products created by others.
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  52. Ability Score Increase: Your Dexterity score increases by +2 and your Wisdom score increases by +1.
  53. Speed: Your base walking speed is 35 feet.
  54. Languages: Bosmeris, Cyrodilic
  55. 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.
  56. Bosmer Weapon Training: You have proficiency with the longsword, shortsword, longbow, and shortbow.
  57. Disease Resistance: You have advantage on saving throws against diseases.
  58. 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.
  59. Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
  60.  
  61. *** BRETON ***
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  63. Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language, even though they are divided politically, for High Rock is a fractious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform.
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  65. Ability Score Increase: Your Intelligence score, your Wisdom score and your Charisma score all increases by +1,
  66. Speed: Your base walking speed is 30 feet.
  67. Languages: Cyrodilic
  68. Magic Resistance: You gain advantage on all saving throws against spells and magic effects and you have resistance against damage from spells and magic effect.
  69. Skilled: You gain proficiency in one skill of your choice.
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  71. Note: If you want to use alterantive Ability score bonuses for a Breton, you can replace any two of them with a +1 bonus to an ability score of your choice.
  72.  
  73. *** DUNMER ***
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  75. The Dunmer, also known as Dark Elves, are the ash-skinned, typically red-eyed elven peoples of Morrowind. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. Dunmer live two to three times as long as humans; with a 200-year-old Dunmer being old and a 300-year-old Dunmer being very, very old. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races.
  76. Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those born in their homeland of Morrowind are known to be considerably less friendly than those who grew up in the Imperial tradition.
  77.  
  78. Ability Score Increase: Your Dexterity score increases by +2 and your Charisma score increases by +1.
  79. Speed: Your base walking speed is 30 feet.
  80. Languages: Cyrodilic, Dunmeris
  81. 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.
  82. Ashlander: You have resistance to fire.
  83. Daedric Legacy: You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells. Note that this ability is due to a ancient curse from the Deadric Prince Azura rather than innate arcane magic and a such does not give you a magic mark. Also note that many ”common” Dunmer might not manifest this ability at all.
  84.  
  85. *** IMPERIAL ***
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  87. Also known as Cyrodiils, Cyrodilics, Cyro-Nordics and Imperial Cyrods, 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. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races and erect the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires, the ends of which each mark a new epoch in Tamrielic history.
  88.  
  89. Ability Score Increase: Your Charisma score increases by +2 and your Wisdom score increases by +1.
  90. Speed: Your base walking speed is 30 feet.
  91. Languages: Cyrodilic, one extra language of your choice
  92. Imperial Luck: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  93. Teamwork: If you roll a critical hit against an opponent, your next ally who attacks the same target before the end of your next turn gets advantage on their attack roll.
  94. Voice of the Emperor: You have proficieny in your choice of either the Intimidate or the Persuasion skill.
  95.  
  96. *** KHAJIIT ***
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  98. Khajiit are the cat-like people who come from the province of Elsweyr. They are known for their high intelligence and agility, making them not only very good thieves and acrobats, but also fearsome warriors. However, they are rarely known to be mages. Khajiit mostly stay on land, but piracy and skooma trade does draw some to work as sailors. Their most distinguishing feature is their range of distinct forms called “furstocks”, totaling in seventeen different forms. Although they range shapes from the housecat like Alfiq to the beastly Senche-raht, only Cathay, a variety of plantigrade legged humanoid Khajiit, are playable.
  99. Khajiit anatomy differs greatly from both men and elves, not only because of their fur, tail, and sometimes toe-walking stance, but also their digestive system and metabolism. Khajiit, Argonians, and Imga are the so-called "beast races" of Tamriel because of these large differences. Khajiit have a lifespan similar to that of humans. There are no well-documented cases of cross-breeding between Khajiit and other races, though there are rumors of such a thing. The foreign appearance and behavior of Khajiit make them common targets of racial discrimination.
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  101. Ability Score Increase: Your Dexterity score increases by +2 and your Charisma score increases by +1.
  102. Speed: Your base walking speed is 30 feet, and you have a climbing speed of 20 feet.
  103. Languages: Cyrodilic, Ta’agra
  104. 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.
  105. Hircine’s Claws: Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can use your Dexterity modifier instead of your Strength modifier when making an unarmed strike with your claws.
  106. Khenarthi’s Swiftness: Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
  107. Rajhin's Talent: You have proficiency in the Perception and Stealth skills.
  108.  
  109. *** NORD ***
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  111. The 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. Nords are also natural seamen, and have benefited from nautical trade since their first migrations from Atmora. They captain and crew many merchant fleets, and may be found all along the coasts of Tamriel.
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  113. Ability Score Increase: Your Strength score increases by +2 and your Constitution score increases by +1.
  114. Speed: Your base walking speed is 30 feet.
  115. Languages: Cyrodilic, Nordic
  116. Hardened: You have resistance to cold.
  117. Warrior's Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a 1d12. 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.
  118.  
  119. *** ORC ***
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  121. Orcs, also called Orsimer or "Pariah Folk" in ancient times, are sophisticated, brutish elves of the Wrothgarian Mountains, Dragontail Mountains, Valenwood, and Orsinium (literally translated as "Orc-Town"). They are noted for their unshakable courage in war and their unflinching endurance of hardships. Orcs have elven blood, but are usually considered to be both beastfolk and goblin-ken. In the past, Orcs were widely feared and hated by the other nations and races of Tamriel. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Orcs have a lifespan similar to that of humans. Most Imperial citizens regard Orc society as rough and cruel. The Orcs of the Iliac Bay region have developed their own language, known as Orcish, and have often had their own kingdom, Orsinium.
  122.  
  123. Ability Score Increase: Your Strength score increases by +2 and your Constitution score increases by +1.
  124. Speed: Your base walking speed is 30 feet.
  125. Languages: Cyrodilic, Orcish
  126. 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.
  127. Break or Build: You can choose to have proficiency in either the Intimidate skill or with one type of artisan’s tool.
  128. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  129. 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.
  130. 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.
  131.  
  132. *** REDGUARD ***
  133.  
  134. Redguards are the most naturally talented warriors in Tamriel. The dark-skinned, wiry-haired people of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many armor styles and weapons (particularly swords), Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Unlike most other human races, they are not believed to have any connection with the ancestral Nordic homeland of Atmora.
  135.  
  136. Ability Score Increase: Your Constitution score increases by +2 and your Strength score increases by +1.
  137. Speed: Your base walking speed is 35 feet.
  138. Languages: Cyrodilic
  139. Desert-Dweller: You are naturally adapted to hot climates.
  140. Lore of the Tomb: Whenever you make an Intelligence (Religion) check related to the knowledge of funeral rites and the undead, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  141. Redguard Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
  142. Talented Warrior: You have proficiency with two weapons of your choice.
  143. Unyielding: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
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