Classes (The Elder Scrolls Supplement)
Description
Classes in the Elder Scrolls supplement are incredibly versatile. Instead of providing you with abilities, classes give you a passive bonus, your hit die, magic die, and energy die, and provide a bonus to around 5 of your skill levels.
Classes
Acrobat
Passive Acrobatics master: You gain advantage and a +2 bonus to skill rolls with the Acrobatics skill Hit die: D8+con mod Energy die: D12+Dex mod Magic die: D4+Int mod +8 to Skill lvs of: Stealth, One handed, Block, Light Armor, Speech, and Archery Proficiency in Dexterity and Constitution saving throws Skills: Choose three from, Acrobatics, Athletics, Animal Handling, Perception, Sleight of Hand, Performance, Persuasion. Proficient in simple weapons, one martial weapon of your choice, and light armor
Arcane trickster
Passive Unseen Extension: Spells with a duration that you cast last 10 percent longer if you aren't seen casting them. Hit die: D8+Con mod Energy die: D6+Str or Dex mod Magic die: D10+int mod +10 to Skill lvs of: Stealth, Alteration, Mysticism, Illusion, and Light Armor Proficiency in Dexterity and Intelligence saving throws Skills: Choose two from, Acrobatics, Arcana, Deception, Insight, Investigation, Perception, Sleight of Hand Proficient in simple weapon, one martial weapon of your choice, and light armor
Assassin
Passive Quick slash: You gain an additional action when no one sees you Hit die: D8+Con mod Energy die: D10+Str or Dex mod Magic die: D6+Int mod +10 to Skill lvs of: Stealth, One handed, Archery, Alchemy, and light armor Proficiency in Dexterity and Strength saving throws Skills: Choose two from, Acrobatics, Athletics, Deception, Intimidation, Perception, Sleight of Hand, Stealth Proficient in all weapons and light armor
Barbarian
Passive Crushing power: Bludgeoning weapons deal 1d10 more damage. Hit die D12+ con mod Energy die: D10+Str Magic die: 1d2+ Int mod +10 to Skill lvs of: One handed, Two handed, Light armor, Smithing, and Block Proficiency in Strength and Constitution saving throws Skills: Choose two from, Athletics, Animal Handling, Insight, Perception, Survival. Proficient in all weapons and light armor
Bard
Passive Lovely Lyrics: You have double proficiency with the performance skill. hit die: D8+Con Energy die: D8+Str or Dex mod Magic Die: D8+Cha mod +10 to Skill lvs of: Speech, light armor, One handed, Illusion, and Restoration Proficiency in Wisdom and Charisma saving throws Skills: Choose three from, {{5s|Acrobatics, Animal Handling, Deception, History, Intimidation, Persuasion, Sleight of Hand Proficient in three weapons of your choice and light armor
Battlemage
Passive Sword and Spell: Spell effects are 10% stronger when you have a weapon drawn. hit die: D8+Con Energy die: D6+Str or Dex mod Magic Die: D10+Int mod +10 to Skill lvs of: Alchemy, Alteration, Conjuration, Destruction, Heavy Armor, One handed, Proficiency in Strength and Intelligence saving throws Skills: Choose two from, {{5s|Athletics, Arcana, History, Nature, Insight, Religion Proficient in two weapons of your choice and medium and heavy armor
Crusader
Passive Slayer of the Unholy: You deal 1d12 more damage when attacking an undead or daedra. hit die: D10+Con Energy die: D6+Str or Dex mod Magic Die: D8+Int mod or Cha mod +10 to Skill lvs of: Alchemy, Block, Heavy Armor, One handed, Restoration, Unarmed Proficiency in Strength and Wisdom saving throws Skills: Choose two from, {{5s|Athletics, Medicine, Nature,Insight,Persuasion, Religion Proficient in simple weapons, two martial weapons of your choice and heavy armor
Cultist
Passive Daedric Influence: You learn the daedric language and have a +3 bonus to charisma skill checks when speaking to daedra Hit die: D6+Con Energy die: D6+Str or Dex Mod Magic Die: 1d12+Int mod +10 to Skill levels of: Alchemy, Alteration, Conjuration, Enchanting, and One handed Proficiency in Wisdom and Charisma saving throws Skills: Choose two from, Acrobatics, Arcana, Nature, Insight,Perception, Religion, Survival, Proficient in simple weapons and one martial weapon of your choice.
Healer
Passive Medical Attension: Restoration spells range are increased by 10 feet and medicine skill rolls can be rolled to cure diseases. Hit die: D6+Con mod Energy Die: D6+Str or Dex mod Magic Die: D12+Int mod or Wis mod +10 to Skill levels of: Alchemy, Alteration, Destruction, Speech, and Restoration Proficiency in Constitution and Wisdom saving throws Skills: Choose two from, Arcana, Medicine, Nature, Insight,Perception,Persuasion Religion, Proficient in simple weapons and light armor
Knight
Passive A Fair Fight: When you and your allies are outnumbered by the enemy you deal 20% more damage. Hit die: 1d10+Con mod Energy die: 1d8+Str or Dex mod Magic die: 1d6+Int mod +10 to Skill levels of: Block, Heavy armor, Illusion, One handed and Speech Proficiency in Constitution and Charisma saving throws Skills: Choose two from, Acrobatics,Athletics, Animal Handling, Insight,Perception,Persuasion and Performance Proficient in all weapons and armor
Mage
Passive Full Mind: You gain 20% less skill experience to non-mage skills Hit die: 1d6+Con mod Energy die: 1d4+Str or Dex mod Magic die: 1d20+Int mod +15 to skill levels of: Alteration, Conjuration, Destruction, Enchanting, and Mysticism Proficiency in Intelligence and Wisdom saving throws Skills: Choose two from Arcana,History, Investigation, Nature, Perception and Religion Proficient in simple weapons
Monk
Passive Fighting Back: You deal 1d8 more unarmed damage if you or your allies didn't start the fight Hit die: 1d8+Con mod Energy die: 1d12+Dex mod Magic die: 1d8+Int mod +8 to skill levels of: Alteration, Archery, Lock picking, Restoration, and Unarmed Proficiency in Dexerity and Wisdom saving throws Skills: Choose two from: Athletics,Animal Handling, Acrobatics, Nature, Perception and Religion Proficient in all ranged weapons
Nightblade
Passive Shadow Swiftness: Your speed is increased by 5 feet in dim light, and by 10 feet in darkness. Hit die:1d8+Con mod Energy die: 1d10+Dex mod Magic die: 1d8+Int +10 to Alteration, Destruction, One handed, Light armor, Restoration. Proficiency in Dexterity and Wisdom saving throws Skills: Choose two from Athletics, Acrobatics, Arcana, Insight, Perception and Survival Proficient in all simple weapons, and light armor
Noble
Passive Well off: You gain 1000 extra starting gold Hit die: 1d8+Con mod Energy die: 1d8+Dex or Str mod Magic die: 1d8+Int mod +10 in Illusion, Light Armor, Speech, and One handed Proficiency in Wisdom and Charisma saving throws Skills: Choose two from: Acrobatics, History, Insight, Intimidation,Performance,and Persuasion Proficiency in all melee martial weapons and light armor
Witch Hunter
Passive End the Cruelty: Ranged weapons deal 3d4 extra damage when attacking an enemy with an evil alignment Hit die: 1d10+Con mod Energy die:1d8+Dexmod Magic die: 1d6+Int or Wis +10 in Alchemy, Archery, Light Armor, Speech, Smithing Proficiency in Dexterity and Charisma saving throws
gollark: I mean, books must contain traces of silicon, no?
gollark: Or China.
gollark: Who knows. Probably Amazon.
gollark: Sellers?
gollark: eBay.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.