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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.
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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.
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 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.
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 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 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 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.
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.
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.
There are several new skills and a few have been combined and removed.
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
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.
Then, choose an upbringing. Each modifies two stats by +1. It also gives you a small roleplaying feature.
Also, choose an ideal. This grants a +2 bonus to the score chosen.
Choose a flaw. This gives -2 to a score. It cannot be the same as your ideal.
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.
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.
This will give you a power or a bonus to certain ability scores.
Choose your race. This grants you bonuses to ability scores and other special features.
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.