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Altmer (High Elf)

Ability Score Increase. +2 INT, +1 WIS (or +2 INT, +2 WIS, -1 STR)


Age. Mer reach physically maturity slightly slower than humans, around 20 years of age.
They consider themselves in the prime of their life by around 50 years. Under ideal
conditions, a fortunate mer may live hundreds or even a thousand years, but war and
disease often reduce the typical mer lifespan to around 130 years.
Alignment. The Altmer have a rigidly hierarchical society, with social status strongly
tied to magical ability. Altmer respect the laws and codes of their own society, but their
notions of cultural superiority lead them to chafe under the rule of other, “lesser”, races.
Altmer tend to place little value on the lives of other races, particular men or beasts, and
as such are not often good.
Size. High Elf doesn’t just refer to an Altmer’s snooty personality; these mer are the
tallest of Tamriel’s civilized races, standing around 7 feet on average. Your size is
Medium.
Speed. Your base walking speed is 30 feet.
The Higher Race. You know the friends cantrip. When you reach 3rd level, you can cast
the charm person spell once per day. When you reach 5th level, you can also cast the
suggestion spell once per day. Intelligence is your spellcasting ability for these spells.
Magickal Society. You have proficiency with artisan’s tools (alchemist’s supplies).
Live By The Spell, Die By The Spell. You cannot have or gain advantage against spell
saving throws.
Enchant Weapon. Your weapon attacks count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage.
Languages. You can speak, read, and write and Cyrodilic and Aldmeris, the ancient
language of your Aldmeri ancestors.

Argonian (Saxhleel)
Ability Score Increase. +2 DEX, +1 INT (or +2 DEX, +2 INT, -1 CON)
Age. The beast races mature faster than men, with a correspondingly shorter lifespan.
Alignment. If a typical Argonian venturing outside of Black Marsh is not well inclined
toward lawfulness, it must be noted that the other cultures of Tamriel have often not
treated Argonians well, from suspicion and hostility to outright enslavement. Despite this,
Argonians are inclined toward good, strongly loyal to family and friend.
Size. The beast races have a variety of heights and builds, matching those of the races of
men, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range,
your size is Medium.
Amphibious. You can breathe air and water.
Speed. Your base walking speed is 30 feet. Your base swimming speed is 30 feet.
Swamp Dwelling. You have advantage on saving throws against poison, and you have
resistance to poison damage.
Argonian Armor Training. You have proficiency with light and medium armor.
Argonian Weapon Training. You have proficiency with halberds, pikes, and tridents.
Languages. You can speak, read, and write Cyrodilic and Jel, the Argonian language. Jel
is composed mostly of hisses and other noises that are difficult, if not impossible, to be
made by other races.

Bosmer (Wood Elf)


Ability Score Increase. +2 DEX, +1 CHA (or +2 DEX, +2 CHA, -1 STR)
Age. Mer reach physically maturity slightly slower than humans, around 20 years of age.
They consider themselves in the prime of their life by around 50 years. Under ideal
conditions, the rare mer may live hundreds or even a thousand years, but war and disease
reduce the typical mer lifespan to around 130 years.
Alignment. Bosmer reject the stiff, formal traditions of Altmer culture, preferring a more
simple, romantic existence in harmony with nature. This pursuit of balance means
Bosmer tend to be truly neutral.
Size. Bosmer are the smallest of the races of men and mer, usually standing around 5 feet
tall. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Tree Sap People. You have advantage on saving throws against poison, and you have
resistance to poison damage.
Green Pact. You know the alarm cantrip. When you reach 3rd level, you can cast the
animal friendship spell once per day. When you reach 5th level, you can also cast the pass
without a trace spell once per day. Wisdom is your spellcasting ability for these spells.
Bosmer Weapon Training. You have proficiency with the shortbow and longbow.
The One Thousand Benefits of Hiding. You can attempt to hide even when you are
only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural
phenomena.
Languages. You can speak, read, and write Cyrodilic and Bosmeris.

Breton
Ability Score Increase. +2 WIS, +1 INT (or +2 WIS, +2 INT, -1 DEX)
Age. The races of men reach adulthood in their late teens and live less than a century.
Alignment. Many Emperors have been Bretons, or had a strong connection to the region,
and so support for the Empire, and the laws of Cyrodiil, is strong. It is said that Bretons
like things explained, clear and reasonable, in sequence, so one thing follows from
another, and you know where you are. Bretons are a good-humored and practical people,
inclined toward good.
Size. Bretons range from barely 5 feet to well over 6 feet tall. They are usually slight of
build and not as muscular as Nord or Redguard. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Mer Heritage. You gain proficiency in the Arcana skill.
Mysticism. You know one cantrip of your choice from the cleric spell list. Wisdom is
your spellcasting ability for it.
Resist Magicka. You have resistance to force damage. Additionally, you have +1 to your
AC against all spell attack rolls.
Languages. You can speak, read, and write Cyrodilic and either Aldmeris or another
human language of your choice.

Dunmer (Dark Elf)


Ability Score Increase. +2 CON, +1 CHA (or +2 CON, +2 CHA, -1 WIS)
Age. Mer reach physically maturity slightly slower than humans, around 20 years of age.
They consider themselves in the prime of their life by around 50 years. Under ideal
conditions, the rare mer may live hundreds or even a thousand years, but war and disease
reduce the typical mer lifespan to around 130 years.
Alignment. Dunmer culture is lawful, valuing loyalty and family, with a strong emphasis
on ancestor worship. Within this structure, however, violence, including assassination
and politic intrigue, is common. Necromancy is widespread, though never with Dumner
remains, and Dunmer often employ slave labor. Accordingly, the other races of Tamriel
regard Dunmer are more often evil than not.
Size. Dunmer have the same variety of height and build as Cyrodiliic humans, from
barely over 5 feet to well over 6 feet tall. Regardless of your position in that range, your
size is Medium.
Speed. Your base walking speed is 35 feet.
Spark. You know the shocking grasp cantrip.
Ashes of Red Mountain. You have resistance to fire damage.
Ancestor’s Wrath. When a creature makes a successful melee attack against you, you
can take a reaction to do 1d8 fire damage to that creature. There is no saving throw for
this effect. Once you use Ancestor’s Wrath, you can’t use it again until you complete a
short or long rest.
Dunmer Weapon Training. You have proficiency with the shortsword and longsword.
Language. You can speak, read, and write Cyrodilic and Dunmeri.

Imperial (Cyrodilic)
Ability Score Increase. +2 CHA, +1 CON (or +2 CHA, +2 CON, -1 DEX)
Age. The races of men reach adulthood in their late teens and live less than a century.
Alignment. The defining feature of Imperial culture is its congenial, cosmopolitan
outlook. Imperial rule is how order and law is reckoned in Tamriel, even to the level of
date-keeping. Within this hegemony comes tremendous opportunity for both valor and
wickedness, and Imperials may run the gamut from good to evil.
Size. The people of Cyrodiil reflect the general variety of human height and build, from
barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is
Medium.
Speed. Your base walking speed is 30 feet.
Shrewd Diplomat. You gain proficiency with the Persuasion skill.
Mercantile. You receive a 10% discount on all merchant purchases; food, drink, and
lodging; and services (you pay 1 cp minimum). You may maintain a Comfortable
lifestyle for 1 gp per day.
Restoration. Whenever you spend a hit die during a short rest, you may roll two dice and
select which result to use.
Languages. You can speak, read, and write Cyrodilic and another common Tamrielic
language of your choice. If you choose Jel, you can read, write, and understand the
speech of others, but are unable to speak it yourself.

Khajiit (Suthay-raht)
Ability Score Increase. +2 DEX, +1 WIS (or +2 DEX, +2 WIS, -1 CHA)
Age. The beast races mature faster than men, with a correspondingly shorter lifespan.
Alignment. From birth, Khajiit are subtly bound to the ja'Kha'jay, the force of the Lunar
Lattice, and the fickleness of nature that determines their form can be seen further in the
chaos that so often envelops Khajiit society. Across Tamriel, their affinity for thievery
and notorious moon-sugar habit mean Khajiit are not strongly inclined toward good.
Size. The beast races have a variety of heights and builds, matching those of the races of
men, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range,
your size is Medium.
Speed. Your base walking speed is 30 feet.
Claws. You can attack with your claws. They are a 1d4 slashing weapon with which you
are proficient.
Darkvision. Thanks to your feline heritage, you have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Elswyr To Be. You gain proficiency in the Acrobatics and Athletics skills.
Sugar and Blood. You have proficiency with Thieves’ Tools.
Languages. You can speak, read, and write Cyrodilic and Ta’agra, the Khajiiti language.

Nord
Ability Score Increase. +2 STR, +1 CON (or +2 STR, +2 CON, -1 INT)
Age. The races of men reach adulthood in their late teens and live less than a century.
Alignment. Nords are often traditional and superstitious. However, certain areas of
Skyrim, the holds of the Reach and the Rift in particular, have a long-standing history of
lawlessness and criminal activity. Though historically a violent and militant people, this
aggression has been tempered by the wisdom and restraint of the Greybeard monks.
Size. On the whole, Nords tend to be slightly taller than their southern Cyrodilic cousins,
averaging over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Ysgramor’s Heirs. You have resistance against frost damage.
Fus-Ro-Dah. You gain proficiency in the Intimidate skill.
Nord Armor Training. You have proficiency with light and medium armor.
Nord Weapon Training. You have proficiency with the battleaxe and greataxe.
Forges of Skyrim. You have proficiency with artisan’s tools (smith’s tools).
Languages. You can speak, read, and write Cyrodilic and Nordic.

Orc (Orsimer)
Ability Score Increase. +2 CON, +1 STR (or +2 CON, +2 STR, -1 CHA)
Age. Whether due to the general violence of their upbringing and society, or the high
value Orcish culture places on dying an honorable death, Orcs tend not to live as long as
the other races of Tamriel. Older Orcs will seek out the strongest opponent in the area
rather than see their strength diminish with age.
Alignment. Orcs live by an unwritten set of laws, the Code of Malacath, which places a
strong emphasis on resolving conflict through superior personal strength. The demands of
Orcish honor may cause problems within the formal legal systems of Tamriel. Most
Orcish adventurers are those who have left Orcish society due to the rigid, inflexible
social structure of the strongholds.
Size. Orcs tend to be taller than any but the most exceptional human, easily reaching 7
feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Berserker. During combat, you may become a flurry of Orcish destruction. You gain
resistance against bludgeoning, piercing, and slashing damage from nonmagical weapons.
Additionally, your weapon attacks score a critical on a 16. This effect lasts 30 seconds.
Once you use Berserker, you can’t use it again until you complete a long rest.
Orcish Armor Training. You have proficiency with all armors.
Orcish Weapon Training. You have proficiency with the warhammer and maul.
Languages. You can speak, read, and write Cyrodilic and Orcish.

Redguard (Yokudan)
Ability Score Increase. +2 STR, +1 DEX (or +2 STR, +2 DEX, -1 WIS)
Age. The races of men reach adulthood in their late teens and live less than a century.
Alignment. Redguard are a disciplined and martial people, skills which have allowed
them to survive and prosper in a land not their own. They understand the value and the
fragility of society, and are strongly inclined toward law. Redguard abhor the undead, and
are usually good.
Size. While Redguard reflect the general variety of human height and build, from barely
5 feet to well over 6 feet tall, they tend to be slightly taller than Bretons or Imperials.
Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Fortify Self. You may roll one Hit Die. You gain temporary Hit Points equal to half the
total, rounded down (minimum of 1). This effect lasts 60 seconds. Once you use Fortify
Self, you can’t use it again until you complete a short or long rest. You may roll 2 Hit Die
at 6th level, 3 at 11th level, and 4 at 16th level.
Redguard Armor Training. You have proficiency with all armors.
Redguard Weapon Training. You have proficiency with the longblade and shortblade.
Languages. You can speak, read, and write Cyrodilic and Yoku, the language of the
Redguard’s lost Yokudan homeland.

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