Docsity
Docsity

Prepare for your exams
Prepare for your exams

Study with the several resources on Docsity


Earn points to download
Earn points to download

Earn points by helping other students or get them with a premium plan


Guidelines and tips
Guidelines and tips

Adventures in tamriel D&D handbook, Lecture notes of Medicine

Welcome to the fan project D&D Adventures in Tamriel. This game is an adaptation of. D&D 5e into the Elder Scrolls Universe that was created by Bethesda.

Typology: Lecture notes

2021/2022

Uploaded on 09/12/2022

picoo
picoo 🇮🇳

4.5

(13)

235 documents

1 / 495

Toggle sidebar

This page cannot be seen from the preview

Don't miss anything!

bg1
Contents
Index
1
D&D Adventures in
tamriel
Volume 1
player handbook
pf3
pf4
pf5
pf8
pf9
pfa
pfd
pfe
pff
pf12
pf13
pf14
pf15
pf16
pf17
pf18
pf19
pf1a
pf1b
pf1c
pf1d
pf1e
pf1f
pf20
pf21
pf22
pf23
pf24
pf25
pf26
pf27
pf28
pf29
pf2a
pf2b
pf2c
pf2d
pf2e
pf2f
pf30
pf31
pf32
pf33
pf34
pf35
pf36
pf37
pf38
pf39
pf3a
pf3b
pf3c
pf3d
pf3e
pf3f
pf40
pf41
pf42
pf43
pf44
pf45
pf46
pf47
pf48
pf49
pf4a
pf4b
pf4c
pf4d
pf4e
pf4f
pf50
pf51
pf52
pf53
pf54
pf55
pf56
pf57
pf58
pf59
pf5a
pf5b
pf5c
pf5d
pf5e
pf5f
pf60
pf61
pf62
pf63
pf64

Partial preview of the text

Download Adventures in tamriel D&D handbook and more Lecture notes Medicine in PDF only on Docsity!

D&D Adventures in

tamriel

Volume 1

player handbook

Introduction

Welcome to the fan project D&D Adventures in Tamriel. This game is an adaptation of D&D 5e into the Elder Scrolls Universe that was created by Bethesda.

Changes

Spells & Spellcasting

Spells and spellcasting are now based on magicka. Players have a certain amount of magicka that they can use per day to cast spells. They may cast spells that they have prepared for that day. The player can cast the prepared spells until they no longer have the magicka to cast that spell. Also each class has a spell chart on this chart you see spells and at what level your character can cast them from that school of magic. The schools of magic are unlocked as your character levels up upon reaching a level on the chart your character gains the ability to learn and cast that level of magic for the corresponding school.

Potions

Potions and poisons are now able to created through alchemy as shown in chapter 13. You may now consume a potion as a bonus action. Applying a poison is still an action unless you have a skill that says otherwise.

Classes

The number of classes from 5e have been reduced to 3 classes. Each class is based on the 3 main play styles from the Elder Scrolls Skyrim these being The Mage, The Thief, and The Warrior. The Mage is based on the Wizard and used the idea of prepared spells to develop the magic system. The Thief is based on the Rouge and uses stealth and has the Sneak attack that the Rouge class uses. The Warrior is based on the Fighter and uses fighting styles and focuses on direct confrontation of opponents. Each class has many subclasses called Archetypes. These Archetypes add many customization features that were lost by the reduction of classes each adding a unique way to play.

Multiclassing

Multiclassing has been completely removed. The Classes are meant to be stuck to but the Specializations add a form of multiclassing with each of their unique play styles.

Weapons And Armor

Weapons and armor remain mostly unchanged except for some changes to stats. The biggest change is the addition of armor and weapon materials which are like upgrades to the weapons and armor. Switching weapons during combat is now a bonus action. This means that you can attack with your sword and have your bow ready for your next turn.

But you must keep in mind you may only switch weapons once per turn. Medium armor has been removed.

Shadow Marks

Shadow Marks are a new mechanic imported from Skyrim. Members of the thieves guild can identify these marks to learn more about a building or of other important spots.

Races

The races from D&D are not in the game ad have been replaced by the ten playable races in Skyrim. Each adding their own unique benefits and play styles. This was done to make the game more lore friendly as some races are disadvantaged at some tasks while excelling at others. Some races have benefits to surviving in different regions than others.

Creating your Character

To create your character you will need the new custom character sheet as they are unique to this game. After you have the sheet you will follow the instructions in chapter 1. Do not be surprised if your character is unbalanced or lacking in one area. This is intended as the creatures in the elder scrolls are not as powerful as the ones in D&D 5e and this is a way to balance that.

Skills

There are several new skills and a few have been combined and removed.

Currency

Currency is the same except one platinum is now worth 100 gold. This allows for players to carry more money at a time and not worry as much when moving between places.

Part 1

CHAPTER 1: Character Creation

Building your character:

Generate Ability Scores

First choose three prime ability scores. These will start at 12, while your other three will start at 9. Your stats can go up to 15 before adding racial modifiers.

Choose an Upbringing

Then, choose an upbringing. Each modifies two stats by +1. It also gives you a small roleplaying feature.

  • Apprentice: str or dex, and cha, you know your way around your craft. Choose a type of work. You can perform this work with proficiency and know where to go to find other practitioners.
  • Cultured: int and cha, you know the ways of the nobility, and are able to act seamlessly in the presence of such folk.
  • Middle Class: two of your choice, you know the general price of most anything, and know where to buy equipment.
  • Rough: str and con, you know where to find the rougher parts of town, and can find thugs ready to scrap quite easily.
  • Strict: wis and con, you can break down patterns extremely easily, and can create such patterns or solve puzzles quite well.
  • Studious: int and wis, you remember anything you see or hear for up to a month after being exposed to it.
  • Urchin: dex and con, you are aware of the mannerisms of merchants and rich men, knowing how to identify the richest man in a group.
  • Wild: dex and wis, you can feed yourself in the wild, and know how to find your way by the stars.

Choose an Ideal

Also, choose an ideal. This grants a +2 bonus to the score chosen.

  • Power and Prowess (str)
  • Flexibility (dex)
  • Resilience (con)
  • Knowledge (int)
  • Practicality and Understanding (wis)
  • Relationships (cha)

Choose a Flaw

Choose a flaw. This gives -2 to a score. It cannot be the same as your ideal.

  • Weak (str)
  • Clumsy (dex)
  • Frail (con)
  • Slow Thinking (int)
  • Clueless (wis)
  • Dull (cha)

Choose a Turning point

Next, choose a turning point. This is what caused your character to become an adventurer. This gives a +1 to one stat and a -1 to another.

  • Abused: +1 con, -1 dex
  • Left Behind: +1 con, -1 wis
  • Bad Wound: +1 wis, -1 dex
  • Refugee: +1 wis, -1 con
  • Adventure: +1 str, -1 wis
  • Survived a Battle: +1 str, -1 cha
  • Horrible Disease: +1 int, -1 con
  • Discovery: +1 int, -1 cha
  • New Friend: +1 cha, -1 int
  • Lost Love: +1 cha, -1 str
  • Daring Escape: +1 dex, -1 str
  • Stolen From: +1 dex, -1 int
  • Create your own

Choose an Event

Choose one of your character’s ability scores. Come up with an event in your character’s past that caused an increase in that ability score. You gain +1 to that ability score. The event also determines a part of your personality.

Choose a Birthsign.

This will give you a power or a bonus to certain ability scores.

Choose Your Race

Choose your race. This grants you bonuses to ability scores and other special features.

CHAPTER 2: Races

Altmer The Altmer, also known as High Elves, are a race of elves that inhabit parts of the Summerset Isles. They are one of the ten default playable races, primarily known for their enhanced magical abilities. As a race, the Altmer strive to maintain the appearance of their ancestor race, the Aldmer, primarily through highly selective traditions surrounding marriage and reproduction. Race Traits: Ability Scores: -1 strength, +1 dexterity and wisdom, +2 intelligence Movement Speed: 30 ft Skills: Choose one of Arcana, Insight, and Lore. Languages: You speak, read, and write Common and Aldmeri. Improved Magic: Altmer characters begin play knowing a cantrip and a first level spell. Increased Magicka: Add your wisdom bonus to your magicka at 1st level and every even numbered level. Highborn: After a short rest, you regain magicka equal to your level + your wisdom modifier Weakness to the Elements: You take additional damage equal to your proficiency modifier whenever you take fire, frost, or lightning damage.

Bosmer Bosmer (Aldmeris, "green/forest/tree sap mer"), or Wood Elves, hail from the province of Valenwood (South-West part of Tamriel). Rejecting the formalities of the civilized world, the Bosmer discarded lavish living for a life in the wilderness, among nature, the trees, and animals. In fact, their major cities are actually located in giant walking trees that roam the forest province of Valenwood. They decorate their bodies to resemble their forest surroundings. Because of this, many view them as barbarians. Despite their infamy, they are known to be extremely agile and quick. Their nimbleness serves them best in any art involving thievery. Many are well respected archers, due to their inherent mastery of the bow. The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. Collectively, they are known as the "Wood Elves", but Bosmer or Tree Sap People are synonymous terms for this group of people. Tree Sap suggests the wild vitality and youthful energy of the Wood Elves, in contrast with their more dour cousins, the Altmer and Dunmer. In the Aldmeri Language "bos" means "forest" and "mer" means "people," so "Bosmer" translates to "Forest People." Race Traits: Ability Scores: +2 dexterity, +1 wisdom Movement Speed: 35 ft Skills: Choose one of Acrobatics, Animal Handling, or Survival. Languages: You speak, read, and write Common and Aldmeri. Bow Experts: You gain proficiency with longbows. You deal +2 damage when you hit with a bow attack. Primitive Edibles: You are immune to side effects from eating raw or unconventional meats. Low-Light Vision: You ignore the penalty for dim light, but still cannot see in darkness. Mask of the Wild: You can attempt to hide even when only lightly obscured by natural surroundings.

Breton Bretons (originally termed Manmer by the Aldmer) are the human descendants who hail from the province of High Rock. According to the Third Pocket Guide to the Empire, they are descended from the Nedic and Aldmeri, while other sources claimed they were the mix of Atmoran and Aldmeri blood. The Altmer thought of making a new race with their own 'elder' or 'superior' blood, by mating with other races. The Bretons are sometimes called 'Manmeri' because of this. Race Traits: Ability Scores: +2 wisdom, +1 intelligence Movement Speed: 30 ft Skills: Choose two of Arcana, Alchemy, Insight, or Medicine. Languages: You speak, read, and write Common. Extra Magicka: You gain your wisdom modifier as extra magicka at every level divisible by 3. Magic Resistance: You have advantage to all saving throws against magic.

Imperial Natives of the cosmopolitan province of Cyrodiil, the Imperials are some of the most well-educated, wealthy and well-spoken of the races in Tamriel. Imperials are also known for their discipline and training of their citizen armies. Because of this, the Imperials have dominated Tamriel for more than 2,000 years. Race Traits: Ability Scores: +2 charisma, +1 wisdom Movement Speed: 30 ft Skills: Choose two of Insight, Investigation, Perception, or Persuasion. Languages: You speak, read, and write Common. Shield Experts: You gain proficiency with Shields. You can bash with a shield as a bonus action. The attack is strength based and deals 1d4 damage. Skilled Negotiator: You can haggle prices down. Everything you buy costs 10 percent less per point of charisma modifier you possess.

Khajiit Khajiit are one of the beast races which inhabit the continent of Tamriel, primarily their home province of Elsweyr. They are known for their natural agility, stealth, and their production of Moon Sugar, which can be refined into skooma. They travel around selling their wares but are not usually trusted, due to the racial prejudice of many of the races in Tamriel, resulting possibly from the belief that most Khajiit are thieves. They usually talk about themselves in third person, such as with J'zargo and Kharjo: "J'zargo is leaving now, J'zargo bids you farewell," or "Kharjo is ready to fight now." Race Traits: Ability Scores: +2 dexterity, +1 charisma Movement Speed: 30 ft Skills: Choose one of Deception, Sleight of Hand, and Stealth. Languages: You speak, read, and write Common and Ta'agra. Feline Reflexes: Effective fall distances are reduced by 20 ft, and you gain proficiency in the acrobatics skill. Natural Weapons: You are proficient in your unarmed attacks, which deal 1d6 slashing damage and are considered finesse weapons. Nighteye: You can see in darkness as if it was dim light, and dim light as if it was bright light.