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.
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