Basic Rules v1.4
After nearly 2 years, I've finally put together the latest version of UESTRPG, an Elder Scrolls Roleplaying Game based on D&D 5e.
When I first started putting this update together in January, I thought it was just going to be a minor update with spelling errors, grammar, and some balancing changes based on feedback from the previous year. Most of the feedback came from either the website or email. As I started getting a bit deeper, I saw how a few things could change for the better – and this small little update became a huge endeavor.
The Races of Tamriel have seen some solid balancing. The Rogue and the Thief get some major overhauls. The Bard is un-engineered back to the basics, but with two new subclasses added in. Birthsigns were re-worked, and Racial Feats have been added to let you customize your character even further.
Overall, I'm really excited about this release. I wanted to get more involved with the community this year and hear more feedback and have honest conversations. Several people suggested I look at Discord – which was new to me. About half way through the year, I looked into it and started the UESTRPG discord server. This made it a lot easier see what people thought in real time. I was impressed when I had 10 people join the server. Now there are over 200, with more joining almost every day. I love seeing the great ideas that come through. Your homebrew and campaigns are inspiring – and every bit adds to the community.
Joining Discord was one of the best things I've done with this project. It let me speak directly with you. We were able to toss around ideas and workshop them together. On the downside, I stopped paying attention to the blog on the website, because I could be far more effective with my time on Discord. I wish I could have been more active in the past couple of months, but I noticed how much work there was still to get done, and while I really enjoy working together, I wanted to get this out for everyone.
The project itself seems to hold a pretty steady popularity, with a few hundred downloads every month. We're approaching 7,000 downloads of the Basic Rules and 5,000 downloads of the Blessings & Curses supplement. I don't pay too much attention to marketing, or care for page visits, so it amazes me that this has reached so far. Your word of mouth is a such a big part to the projects success.
2018 IN REVIEW
This year has been a big year. It started in the hospital with my mom. Several of her organs had been shutting down from some mismanagement of diabetic drugs and opoids. The doctors didn't think she was going to make it to Christmas, but she pulled through. On New Years Day, we left the hospital and started our 8 hour drive back home.
When we were still about an hour away, in the dark winter night, in the middle of nowhere on the highway, a semi blew one of it's wheels in front of us, sending it at our windshield. We were very luck that the majority of the wheel broke apart and went under the car, and not through it. The wheel snagged the fuel line, which disabled the vehicle, as we pulled to the side of the road, stranded, in the middle of the night, on a quiet holiday, leaking gasoline into the street. We were lucky again when the only RCMP officer on duty in the county was free. It only took him an hour to find us – and in minus 50 degree Celsius weather (with windchill) that night, my wife and 6 month old daughter were getting a little chilly. The first day of the year was a bit of an adventure.
It's been relatively quiet since then. My daughter turned 1, my wife started a new job, and I've been happily working normal working hours for the last half of the year. In the evenings and weekends, when I have some spare time, I've spent it either in game or writing these revisions. I know my wife has been looking forward to the day this finally goes out.
2018 was a big year for Elder Scrolls, too. We've seen so much come through and have so much more to look forward to. In Elder Scrolls online, we learned new lore surrounding Peryite, a Dragon Priest, and Hircine's Wild Hunt with with Dragon Bones and Wolfhunter dungeon packs. I haven't been able to complete these, so my lore regarding them is likely wrong – hopefully with some spare time in 2019 I can tackle these.
Summerset was released as a new chapter of ESO – giving us our first ever look at the altmer's home province, as well as the Psijic island of Artaeum. We saw the conclusion of the Daedric Plot from Morrowind and the Clockwork City. The final release of the year from ESO was Murkmire, which I'm eager to get into all the juicy argonian lore later this month.
In the future, we have two new Elder Scrolls games to look forward to. Blades, which should be coming out early next year, follows the story of an exiled Blade, and the most exciting news we saw was a teaser trailer for the upcoming Elder Scrolls VI. Of course, this is likely years away, but it's reassuring to see Bethesda is returning to the series soon. Speculation shows that it will likely be in either Hammerfell or High Rock, or both.
Now that the latest update is here, I hope you all take a look through and let me know what you think about the changes. If there's anything you like, or hate, or miss. If you have questions about why things changed, or why things didn't change.
As soon as this goes out, I'm working on the new Warden class that will be coming to the game, which is essentially a reworked druid class to fit into the lore or the Elder Scrolls. I already have a good start to it, and I'll be sharing more soon. I'll likely put a few things up on discord for discussion, then put up the first draft on the blog for further review, before it being finally launched early next year.
Aside from the Warden class, 1.4.1 will include a couple of other small things. I want to do small write ups on the different classes and subclasses and how they were influenced from the Elder Scrolls and how they fit in this world. Some of these connections have already been made clear in the updated flavor text for the subclasses. I just feel like it's important to show why a class works this way or why does this subclass even exist. Some have clear connections, like the Way of the Voice Monk, and others are really loose, like the Witch Blade Spellsword.
I also want to add a new appendix that goes through each of the D&D Player's Handbook classes and subclasses, and how you can bring them into your game. I've already added a few notes in the subclass headings that allow you to select subclasses from the Player's Handbook for certain classes, but want to do better at showing how these can work in your game.
When I first made this rule set, I essentially wanted to make a stand alone set of rules. There more I've matured in game design, I've moved away from that slightly, as a lot of the D&D 5e classes are generic enough to fit the lore of many worlds. I want to move away from just simply re-jigging features together to make “new” subclasses. You'll see this come through in the revised Bard.
Beyond that, there's lots of ideas to move forward with, it's just about focusing on one of them. I think most people following this project have become familiar with Meri W's fantastic work. She has a very comprehensive bestiary – which I think we can all rely on. I was looking at making that my next project, but I don't think it's necessary to do work that has already been so well done by others.
BRINGING THIS INTO YOUR GAME
So here's the big question. Now that this update is here, how do you handle it in your game? Well, that answer is easy, but difficult at the same time. I think the best answer is to simply do what's best for you. Are you happy with how your character currently plays? Perfect! Don't change a thing and keep going. Are the changes something you've been looking forward to? Also perfect! Make the changes and see how they feel.
Really, it comes down what works best for you and for your table. Maybe you'll make some changes, but not all. Many of the races and classes have minor changes, so if you are playing one of those, you might not even notice. But if you're playing a Breton Bard or an Altmer Rogue, it might be a lot harder. Don't change anything if you don't want to, and don't force your players to change if they don't want to.
With all of that, I am so happy to finally have this out, and I look forward to hearing your feedback on everything. Below you will find a link to the download and list of all the changes that have been made.
Thanks, everyone, for a great year, and I look forward to hearing about your tales in Tamriel.
Fixed spelling mistakes and grammatical errors.
Revised some wording and feature names to match D&D verbiage.
Many subclasses now include additional flavor text that reference their Elder Scrolls inspiration.
The long lost index has been found and added.
Revisions made to match the most recent official Player's Handbook Errata.
General. Alignments have been added to each race.
Attribute Score Increase. Your Willpower score is increased by 1, instead of 2.
Speed. Your speed has been increased to 30, from 25.
Highborn. This trait has been reworked for clarity, and has merged with the Elven Spell Training trait. You now start with 2 magicka and the magicka you gain is set out at particular levels, rather than divided by your level. You learn a 2nd level spell of your choice when you reach 3rd level.
Elven Spell Training. This trait has been merged into the Highborn trait.
Aldmer Duality. This trait has been removed. Static bonuses aren't terribly interesting, and weaknesses aren't very fun.
Studious Nature. This trait has been added. You gain 2 skill proficiencies from arcana, history, nature, or religion.
Attribute Score Increase. Now increases Agility by 2, rather than 1.
Speed. Your swimming speed is now 40, rather than twice your walking speed.
Argonian Resilience. You are no longer resistant to poison damage.
Histskin. This feature has been revised to be: You can invoke the power of the Hist to quickly recover your injuries. When your current hit points are less than half your hit point maximum, you can use an action to immediately expend any number of your Hit Dice and regain hit points equal to the result.
Once you use this trait, you must complete a long rest before you are able to use it again.
Attribute Score Increase. Your Willpower score is increased by 1, instead of intelligence.
Bosmer Combat Training. You now also gain proficiency with the Acrobatics skill.
Y'ffre's Gift. You also learn one cantrip of your choice from the warden spell list. Willpower is now your spellcasting attribute.
Attribute Score Increase. Your Intelligence now increases by 2, and your Personality by 1.
Breton Ancestry. You gain proficiency in Willpower saving throws and the Arcana skill. You also know one cantrip of your choice from the mage spell list. Intelligence is your spellcasting attribute for it.
Dragonskin. This trait has been revised: Your skin thickens to become that of a dragon when harmed. When you are hit by an attack or targeted by the magic missile spell, you use a reaction to cast the Shield spell.
Once you use this trait, you must finish a short or long rest before you can use it again.
Magic Resistance. You have a natural ability to ward off the hazardous effects of magic. Whenever you are affected by a spell that deals damage, the total damage is reduced by an amount equal to your proficiency modifier.
Tool Proficiency. You have proficiency with artisan's tools (alchemist supplies).
Attribute Score Increase. You no longer increase your Willpower score by 1.
Speed. Your speed is now 30 instead of 35.
Ancestor's Wrath. This has been removed and is now a racial feat.
Ancestor Guardian. You now can use this trait an amount of times between long rests equal to your Endurance modifier (minimum of 1).
Dunmer Armor Training. This trait has been removed.
Diplomat. Your long talks in civic meetings have paid off. You are now proficient in the Persuasion skill.
Imperial Cunning. This has been revised to be: When you make an Intelligence, Personality, or Wisdom saving throw, you can use your reaction to gain advantage on the roll.
Once you use this trait, you must complete a long rest before you are able to use it again.
Imperial Luck. Luck Points have been renamed as Luck Dice. The wording of the trait has changed, but the effect remains unchanged.
Night Eye. You now have darkvision up to 60 feet, down from 120.
Ohmes & Ohmes Raht.
Ambassador. You are know also proficient in Deception, and can double your proficiency in these skills if you are already proficient. You gain proficiency in the Deception and Persuasion skills. If you're already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.
Suthay & Suthay Raht.
Attribute Score Increase. Your Endurance score increases by 1 rather than agility.
Attribute Score Increase. Your Strength score is increased by 1, instead of 2.
Atmoran Ancestry. This has been renamed from the previous Nedic Ancestry trait.
Battlecry. This trait has been reworked. It now reads as: As an action, you shout a battle cry that strikes fear into your enemies. Choose one creature that is within 60 feet of you that can see and hear you. That target must succeed on a Wisdom saving throw or become frightened of you. The difficulty check on this save is equal to 8 + your Endurance modifier + your proficiency modifier. The frightened target can repeat the saving throw at the end of each of it's turns, ending the effect on itself on a success.
Once you use this trait, you can't use it again until you finish a short or long rest.
Aggressive. All Orsimer now gain the aggressive trait.
Berserk. You no longer gain temporary hit points equal to your Endurance modifier.
Keen Hearing and Smell. Wood Orcs now receive this trait. You have advantage on Willpower (Perception) checks that rely on hearing or smell.
Adrenaline Rush. This ability has been reworked to be something completely different. It was extremely powerful and took away the uniqueness of a defining warrior / fighter feature. It now reads as:
Adrenaline Rush. When you use this trait, your combat awareness increases for the next minute. You gain a +10 bonus to your initiative, your speed is increased by 10 feet, and you can add a d4 to all of your attack and damage rolls. Additionally, at the start of combat, when you roll initiative, you can use your reaction to immediately use this trait.
You can't use this trait again until you finish a long rest.
Yokudan Lineage. You no longer have resistance to poison damage, or have advantage to the poisoned condition.
General. The “Rages” column has been added to the Barbarian table, and the Bonus Damage column now correctly reads as “Rage Damage”.
Primal Path. The barbarian subclass feature has been renamed from Barbaric Path to Primal Path to coordinate with the D&D wording. Additionally, it now refers to the Player's Handbook for additional Primal Path options.
PATH OF THE BATTLEWORN
Boiling Point. This feature has been revised so that it is different from the Path of the Berserker's Retaliation feature.
PATH OF THE REAVER
Reaver's Charge. You now gain additional speed when you enter into a rage, on top of gaining a dash action as a bonus action while raging.
PATH OF THE SAVAGE
Frenzied Armsman. The benefit to axes is now limited to one attack each round, and no longer deals damage on your subsequent turn. The damage has been increased to 1d6.
Uppercut. This has been reworded for clarity and now also requires you to forgo any bonus actions in addition to your movement.
PATH OF THE WAR CRIER
Battle Thu'um. This feature has been updated for clarity.
Draconic Tongue. Barbarians of the path of the War Crier now learn the dovahzul language.
General. The bard class now matches the bard class found in the Player's Handbook. This change causes a number of revisions to the class.
Proficiencies. The bard is now proficient in Agility saving throws, rather than Intelligence.
Bardic Inspiration. This feature has been renamed from Bardic Luck for continuity. It has been revised to match the feature from 5e, no longer allowing you to use bardic inspiration on yourself.
Jack of All Trades. This is now a 2nd level feature.
Quick Learner. This feature has been removed and replaced with the Magical Secrets feature, which is learned at 10th level.
Bard College. The bard subclass feature has been renamed from Bardic College to Bard College, a minor change to coordinate with the D&D wording. The Colleges listed have been revised to the College or Revelries and the College of Solitude. Additionally, it now refers to the Player's Handbook for additional Bard College options.
Font of Inspiration. Boundless Luck has been renamed to Font of Inspiration.
Countercharm. This is now a 6th level feature.
Allure. This feature has been removed.
Magical Secrets. This feature has been added at 10th level to match the D&D bard class.
Disarming Charisma. This feature has been removed.
Battle Anthem. This feature has been removed.
Superior Inspiration. This is the new 20th level feature, to match the D&D bard class.
COLLEGE OF VALOR & LORE
General. These colleges have been removed as they were similar in many ways to the College or Lore and College of Valor in the Player's Handbook. To provide more distinct options, they were removed and replaced with two new colleges. The option to choose the College of Lore and Valor from the Player's Handbook has been added.
COLLEGE OF REVERIES
Bards from the College of Reveries are renowned performers and artists who wear anonymous painted masks and take up new names, often associated with their act.
COLLEGE OF SOLITUDE
Bards that attend this college are taught how to endure the harsh conditions while rallying their allies to keep pushing through.
General. References to daedra now refer to fiends.
Fighting Style. You now learn this feature at 1st level.
Spellcasting. You now learn this feature at 2nd level, to suit the standard ½ spellcaster progression.
Devotion. Added a description for devotion spells to describe how they work.
Potent Healing. This feature has been removed.
Knight Devotion Spells. The Knight now learns Shield of Faith as a devotion spell, rather than Shield.
Aura of Valor. This feature now uses the Willpower attribute, rather than Personality.
Dilettante Champion. This feature now uses the Willpower attribute, rather than Personality.
Templar Devotion Spells. You no longer learn Flame Strike at 5th level. Instead, you learn Spiritual Weapon.
Favored Enemy. You can now choose fiends (instead of just daedra), and shape-shifters (for all you werewolf hunters).
Channel Divinity: Turn Evil. All fiends are now turned by this spell, not just daedra.
Circle of Protection. The rune is noted as a 15-foot radius, and you are now protected against all fiends, not just daedra.
Quick Build. Corrected the listed recommended spells.
Proficiencies: Tools. Mages are no longer proficient with the herbalism kit.
Equipment. Mages finally start with their spellbook.
Spellcasting. Now correctly refers to chapter 11 for the mage spell list, rather than the end of the class description.
Spellbook. The spellbook sidebar is now included in the basic rules.
Metamagic. You now correctly gain another option at 17th level, instead of 7th level.
Subtle Spell. This Metamagic option no longer deals sneak attack damage.
SCHOOL OF ALTERATION
Dampen Elements. Acid, force, radiant, and thunder damage have been added to the list of damage types that can trigger this feature.
SCHOOL OF CONJURATION
Elemental Bond. Many of the elemental bonds have changed.
Air & Storm Atronach. This bond no longer increases your damage. You now can fly in short bursts.
Earth, Stone, & Iron Atronach. The bonus to AC is no increased, provided you aren't wearing armor.
Flame Atronach. This bond no longer increases your damage. You now glow like a torch and can ignite objects with your hand.
Frost Atronach. This bond no longer increases your damage. You now can walk on water.
Water Atronach. This bond has been seperated from the frost atronach and no longer increases your damage. You gain the ability to breath underwater and your swim speed increases.
Elemental Soul: Flesh Atronach. You now also gain immunity to the poisoned condition.
SCHOOL OF DESTRUCTION
Cryomancer. This effect was simplified and now reduces a target's speed by 15 feet until the start of your next turn.
Electromancer. This effect was simplified and no longer requires a saving throw.
Venomancer. When you reach 11th level, the AC is reduced by 2 on the first acid or poison attack, rather than requiring two attacks.
SCHOOL OF ILLUSION
Improved Minor Illusion. This cantrip no longer counts against your cantrips known.
SCHOOL OF MYSTICISM
Seer. You now choose to use this feature before your roll.
Mysticism Expert. This feature no longer is limited to once every short or long rest.
Sixth Sense. You can no longer use this feature to detect magic, but you can use it to see into the Ethereal Plane.
Proficiencies. Removed note for Schools of Magic.
Saving Throws. You are now proficient in Strength saving throws, rather than Willpower.
Martial Arts. All that training has paid off. Monks now gain the benefits of Martial Arts with monk weapons.
Empty Body. This feature now allows you to cast Astral Projection instead of stepping into the ethereal plane.
WAY OF THE WHISPERING FANG
Monk Weapon Mastery. This ability has been updated to suit the monk's ability to use monk weapons. The feature's effects have not changed. Races that have natural weapons can use them as monk weapons.
WAY OF THE VOICE
Ice Form. The dragon shout Ice Form now costs 2 stamina points, instead of 3.
Dismay. The dragon shout Dismay has been revised to cast the illusion spell fear.
Dragon Aspect. The dragon shout Dragon Aspect now costs 6 stamina points, instead of 9.
Quick Build. Corrected the listed recommended spells.
Magicka. Nightblades now recover all of their expended magicka when they finish a short rest, as well as a long rest.
Cantrips Known. You now learn your 4th cantrip at 10th level, rather than 11th.
Path of Darkness. The Seeker and the Betrayer now appear in the listed paths.
Shadowhand. This feature is now correctly listed in the Nightblade table. When you learn this feature, you gain the mage hand cantrip and this cantrip doesn't count against your number of cantrips known. The ability checks required to use this feature stealthily have been corrected.
Drain Essence. This feature now uses your Personality modifier, rather than Willpower.
Shielding Aura. The dark energy that surrounds you now deals necrotic damage, instead of the non-existent shadow damage.
Shadow Refuge. You now must finish a long rest before using this feature again.
Proficiencies. Rangers are now proficient with shields.
Poultices. You can now create a number of poultices equal to your Willpower modifier, rather than your intelligence. This will help ranger characters with their attribute spending, and represents their understanding of nature and survival.
Extra Attack. All rangers now gain the Extra Attack feature at 5th level.
Greater Favored Enemy. You can now choose fiends, which includes daedra, rather than just daedra as your favored enemy.
Natural Antivenom. It is clarified that you can only use one poultice each day to cure poison.
Primal Connection. You now learn things at 17th level, instead of nothing! Yay! You now gain a powerful connection with nature.
Foe Slayer. You now add your Willpower modifier, rather than your Intelligence modifier, to the attack roll or damage roll.
Combat Tactics. You now learn two tactics at 7th, 11th, and 15th levels, instead of one tactic at 5th, 9th, 13th, and 17th level.
You now gain another tactical dice at 7th level and 15th level, rather than 9th and 17th level.
Archer's Mastery: Scatter Shot. This feature was reworked to allow you to move before you make the weapon attack.
Spellcasting. This feature has been removed.
Hircine's Gift. Added clarity about the were-creatures you can choose from. It is now stated that you take the hybrid form of the creature you choose and you are unable to use the creatures Shapechanger ability.
Expertise. You can gain expertise in any of your tool proficiencies, not just your thieves' tools.
Precise Attacks. Sneak attack has been removed and replaced with Precise Attacks. Precise Attacks increase your chance to hit while also dealing additional damage. This change should help the Rogue feel distinct from the Thief class.
Master of Disguise. This feature has been revised, as it was too similar to the impostor feature. You now gain proficiency in one gaming set, and two languages, in addition to the disguise kit. The 9th level Semantic Subterfuge feature has been added to this feature.
Ambush. With the removal of sneak attack, this feature has been updated to work with your Precise Attacks.
Impostor. Clarified that you have advantage on Personality (Deception) checks.
Poison Master. This feature has been reworked and now has multiple poisons to choose from.
Nimble Attacks. The die you add to your initiative roll is now a d8, rather than a d4.
Ear for Deceit. This ability has been simplified and now matches the Inquisitive introduced in Xanathar's Guide.
Eye for Detail. This ability has been updated to match the Inquisitive introduced in Xanathar's Guide.
Insightful Fighting. With the removal of Sneak Attack, this feature has been updated to work with your Precise Attacks.
Steady Eye. This ability has been updated to match the Inquisitive introduced in Xanathar's Guide.
Unerring Eye. This ability has been updated to match the Inquisitive introduced in Xanathar's Guide.
Eye For Weakness. With the removal of Sneak Attack, this feature has been updated to work with your Precise Attacks.
Quick Build. Willpower should be your highest attribute score, as it is now the Sorcerer's spellcasting attribute. Corrected the listed recommended spells.
Proficiencies. Saving Throws. You are now proficient in Willpower saving throws, rather than Intelligence.
Spellcasting. Willpower is now your spellcasting attribute, as Sorcerers have an innate ability over magic, rather than through arcane knowledge and study.
Capacitor. The ability to absorb magicka from cantrips has been removed. When you absorb magicka from a spell, you now gain an amount of magicka points equal to the level of the spell cast.
Power Overwhelming. You no longer suffer disadvantages when using this feature. Additionally, at higher levels, you can cast additional high level spells.
Equilibrium. This feature has been reworked. You can now exchange hit dice to restore magicka, and magicka to restore hit dice.
Wind Soul. The number of creatures you can choose is determined by your Willpower modifier, rather than Intelligence.
Daedric Blessing. The hit points you regain are determined by your Willpower modifier, rather than Intelligence.
Bend Luck. You can now spend additional magicka to increase your power over another creature's luck.
Hurl Into Oblivion. You now must spend 10 magicka to use this feature.
Wild Magicka Variant. The subtext has been updated to include the Tides of Chaos feature for this subclass.
Quick Build. Now correctly recommends spells available to the spellsword.
Imbue Weapon. You now gain this feature at 1st level, instead of 2nd. The imbue magic die progression has been evened out to increase more predictably.
Spellcasting. You now gain this feature at second level, instead of 1st.
Magicka. Now correctly references spells available to the spellsword.
Mystic Path. Now correctly refers to the Battlemage, Warlock, and Witch Blade Mystic Paths.
Reliable Knowledge. Spellwords now gain their elusive 10th level feature.
Arcane Might. This feature has been reworked changed to be more thematic to the name. You can now draw upon your arcane powers to enhance your physical capabilities.
Battle Imbuement. The bonus you gain to AC now increases to +2 when you reach 13th level.
Cloak of Peryite. You must finish a short or long rest before using this invocation again.
Lifedrinker. This invocation now has a prerequisite of 12th level.
Exceptional Speed. The speed has been slightly reduced, now up to a maximum of 20 feet, rather than 25 feet.
Uncanny Dodge. All thieves now learn this feature at 5th level.
Evasion. All thieves now learn this feature at 7th level.
Treasure Hunter. This feature has been revised to be less magical. You now gain advantage on Willpower (Perception) checks to find hidden items or secret doors.
Muffled Movement. You now gain this feature at 10th level, rather than 7th.
The acrobat class has been completely reworked and each feature has been redesigned. The acrobat focuses on mobility and seeking higher ground to get the drop on their enemies.
The burglar has been completely reworked. Many of the previous features have been moved to a new Thievish Archetype, the Ruffian. The burglar focuses on detecting traps and misleading foes to get the upper hand.
Rakish Audacity. You now gain this feature when you choose this archetype at 3rd level.
The ruffian is a new Thievish Archetype that takes many of the features that the burglar previously had. The ruffian focuses on fighting and overpowering their foes with debilitating strikes.
Hit Points At Higher Levels: This has been corrected to read: 1d10 (or 6) + your endurance modifier per warrior level after 1st.
Proficiencies. Persuasion has been removed from the list of Skill Proficiencies.
Warrior Table. 1st and 2nd level features have been corrected.
Defense. This Defensive Style was previously named Juggernaut. The name and wording of the feature has been revised to match the existing feature.
Protection. This Defensive Style was previously named Monolith. The name has been changed to match the existing feature.
Defender's Sacrifice. This feature has been renamed from Protection, to be unique from the Protection Defensive Style.
Bulwark. The saving throws that can benefit from this feature are no longer restricted to Intelligence, Willpower, and Personality.
Petrify. To attempt to petrify a creature, it must be seen by you and within 60 feet.
PERSONALITY AND BACKGROUND
RANDOM HEIGHT AND WEIGHT
Random Height And Weight Table. Khajiit Weight Modifiers have been adjusted.
Languages Table. Script has been added to the Common and Rare Languages tables.
Birthsigns Table. The Tower's birthsign month has been corrected to be Frostfall.
Serpent. You can now use features granted by this power independently.
Blessed World. The DC for this saving throw has been added. The DC is equal to 8 + your proficiency bonus + your Willpower or Personality modifier.
Blood of the North. Any hit points gained beyond your hit point maximum are now gained as temporary hit points until the next dawn.
Trollkin. You are no longer vulnerable to fire damage, but instead take additional damage equal to half your level.
Lover's Kiss. This power now only targets humanoids and no longer ignores immunity to paralysis, and the target can make saving throws to end the effect at the start of each of its turns.
This birthsign has been reworked. Your Intelligence or Willpower modifier increases by 1, you gain advantage on saving throws to maintain concentration on spells, and you learn a cantrip and 1st level spell of your choice from the mage spell list. You can cast the 1st level spell once each day without expending magicka points.
Your Intelligence, Willpower, or Personality score increases by 1 in addition to gaining the Moonshadow power.
Your Endurance score increases by 1 in addition to gaining an increase to speed.
This birthsign has been reworded for clarity, and you no longer are vulnerable to a type of damage, but instead take additional damage equal to half your level.
The magicka increase from this birthsign has been reworded for clarity and the amount of magicka absorbed on a successful save is now simply equal to the level of the spell cast.
City Watch. The Suggested Characteristics section now correctly recommends the Soldier background to use the tables, rather than the Guild Artisan.
Clan Crafter. The Suggested Characteristics section now correctly recommends the Guild Artisan background to use the tables, rather than the Soldier.
INHERITOR. Inheritance Bond Table. This table now correctly indicates a d8.
General. Weapons have been separated into two tables: Common Weapons (those found in the Player's Handbook) and Additional Weapons (weapons inspired by the Elder Scrolls).
Greatclub. Damage has been reduced to 1d8 bludgeoning.
Scimitar. This weapon has been added to the common weapon list.
Tanto. The damage has been reduced to 1d4 and the cost has been reduced to 20 septims.
Wakizashi. The damage has been reduced to 1d6 and the cost has been reduced to 120 septims.
New Weapons. The Additional Weapons table includes a handful of new weapons inspired by Akaviri weapon styles and the Imperial Legion: The Kanabo, the nunchaku, the tetsubo, and the sabre.
Spellcasting Services Table. A new table has been added for a quick reference for the cost of spellcasting services.
Soul Gems Table. The black soul gem lobby has successfully increased demand, raising prices of black soul gems everywhere.
Sorcerer. You now require a Willpower score of 13, rather than Intelligence.
Spellsword. You now require a Intelligence score of 13, rather than Willpower.
Warden. This class has been added to the list.
Rogue. You now can choose a tool proficiency from the rogue list, rather than only thieves' tools.
Spellsword. No longer gains thieves' tools.
Extra Attack. Removed a reference to the Spellsword's Thirsting Blade eldritch invocation, which doesn't exist.
New racial feats have been added.
Removed the heading and section “Casting High Level Spells”
General. Spells from Xanathar's Guide to Everything has been added to the spell lists and are marked with an asterisk (*).
Crusader Spells. The following spells have been added to the Crusader spell list: guiding bolt, sanctuary, augury, spiritual weapon, beacon of hope, spirit guardians, and hallow.
Alteration Spells. Blade Ward and Thunderclap has been added to the alteration spell list.
Destruction Spells. Thunderwave has been added to the destruction spell list
CRUMBLING EARTH ATRONACH Speed. Speed and burrow is increased to 30 feet.
Speed. Speed and burrow is increased to 30 feet.
Speed. Speed is increased to 30 feet.
WEAKER FROST ATRONACH
Speed. Speed is increased to 30 feet.