Classes (The Elder Scrolls Supplement)

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Description[edit]

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[edit]

Acrobat[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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
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