Elder Scrolls TTRPG
Bretons take 2 less damage from harmful spells and gain +2 to resist all incoming spells
If the knight would be killed by a spell, they cast a last ditch ward using all their inner magic, and are left at 5 hit points
- •Pommel Strike.1d4.
targets hit by this attack must succeed at DC 8 saving roll or are Stunned
- •Breton Longsword.2d6+3.
when attacked by a melee weapon that falls into the long blade or axe category, the knight can counter an incoming attack with this one
All physical attacks dealt by dremora inflict the Burn ailment, and fire magic used by dremora deal +3 bonus damage
- •Chaos Fireball.3d6.
(Tile Range 6) fireball explodes on impact, damaging and burning 3x3 tiles
- •Molten Spray.1d4 (per turn).
dremora chooses a 1x3 area connected to its tile to cover in molten fire which persists for 3 turns (can only be used once every 3 turns)
All physical attacks dealt by dremora inflict the Burn ailment, and fire magic used by dremora deal +3 bonus damage
- •Daedric Claymore.3d6+5.
(Tile Range 2)
- this attack can hit up to 3 targets at once
- •Planestep.
the dremora steps through a portal and reappears up to 8 tiles away
Reachfolk deal +2 damage against Nords and Bretons
The prowler deals +3 damage to beasts
- •Bloodroot Longbow.2d6.
(Tile Range 10)
- critical hits inflict Poison
- •Stone Dagger.2d4.
inflicts Poison ailment on hit
Reachfolk deal +2 damage against Nords and Bretons
Reachfolk deal +2 damage against Nords and Bretons
If the skinshifter reaches 5 or less health, they transform into a werewolf with half health
- •Antlered Axe.2d6
- •Tackle.1d4.
the skinshifter initiates a grapple attempt to restrain the target, if the target fails a DC 12 athleticism or acrobatics roll, they are immediately dealt a critical hit 2d4
When the griffin deals damage immediately after moving, its target must succeed a DC 13 athleticism or acrobatics roll, if they fail they are grabbed by the griffin
Any target the griffin flies directly over must succeed a DC 6 saving roll or are knocked prone
- •Razor Beak and Talons.2d8+3
- •Piercing Cry.1d4.
Targets within 2x2 tiles around the griffin must succeed a DC 7 saving roll or are deafened for 2 turns
Nords gain the following...
- take half damage from any source of ice or cold type damage
- inflict the Fear ailment on a failed DC 8 saving throw when the Nord lands a melee critical hit
- •Battleaxe.3d8.
critical hits ignore medium armor
- •Throwing Axe.2d4.
(Tile Range 3)
the wamasu may perform a movement action as a free action
- •Discharge.3d4+3.
only activates when the wamasu is dealt a critical hit, 2x2 radius
- •Trapjaw.3d6.
this attack doubles as a grapple on a failed DC 11 athleticism saving roll
- •Tail Swipe.2d6.
knocks targets prone on a failed DC 11 acrobatics saving roll
All werebeasts gain the following...
- advantage on all martial and mobility rolls
- their claws are considered enchanted
- immune to all diseases
- suffer +3 damage from poison, take a base 3 damage from silver
- only gain benefits from resting if they also eat meat during the rest
recovers 3 health at the beginning of its turn
if the werewolf lands a critical hit it also gains an additional action, the werewolf can move and attack as one action
- •Massacre.4d4+4.
critical hits throw the target 3 tiles away from the werebeast and also inflict Sanies Lupus
- •Howl.
all targets within 3 tiles must succeed a DC 12 saving roll, afflicted by Fear if they fail, 3 turn cycle recharge