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Tamriel_ Races-1

The document outlines the various human and elven races in Tamriel, detailing their origins, traits, and characteristics. It includes descriptions of Bretons, Imperials, Nords, Reachfolk, Redguards, and several elven races such as Altmer, Bosmer, Dunmer, Maormer, and Orsimer. Each race has unique abilities and cultural backgrounds, contributing to the rich diversity of the world.

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0% found this document useful (0 votes)
2 views20 pages

Tamriel_ Races-1

The document outlines the various human and elven races in Tamriel, detailing their origins, traits, and characteristics. It includes descriptions of Bretons, Imperials, Nords, Reachfolk, Redguards, and several elven races such as Altmer, Bosmer, Dunmer, Maormer, and Orsimer. Each race has unique abilities and cultural backgrounds, contributing to the rich diversity of the world.

Uploaded by

ethan160160
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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●​ Humans

○​ Bretons
○​ Imperials
○​ Nords
○​ Reachfolk
○​ Redguards
●​ Elves
○​ Altmer
○​ Bosmer
○​ Dunmer
○​ Maormer
○​ Orsimer
●​ Beastfolk
○​ Argonians
○​ Imga
○​ Khajiit
○​ Lilmothiit

Humans
​ Humans are, overall, the most abundant and dominant of the racial groups within
Tamriel. There are 3 ancient lineages that modern humans claim descent from, either in
full or in part. The Nedes, an ancient and diverse group of humans seemingly native to
Tamriel, the Atmorans, who migrated to Tamriel from the frozen northern continent of
Atmora, and the Yokudans, who migrated from the ruined western continent of Yokuda.
●​ Bretons
○​ Bretons are the race of humans native to High Rock, a large and rugged
peninsula in northwestern Tamriel. They are an extremely disunified
people, with factionalism and tribalism being common in breton society.
They claim partial descent from the elves which used to rule over them in
ancient times, granting them an affinity for magic. They typically have pale
skin and dark hair.
○​ Traits:
■​ Size: Bretons are among the shortest of the human races, being
around 5 to 5 ½ feet tall on average. Your size is medium.
■​ Speed: Your base walking speed is 30 feet.
■​ Way of the Breton: Bretons are no strangers to intrigue and covert
politics. Gain proficiency in the deception skill.
■​ Magic adept: You have two bonus magicka points, which can be
used for spellcasting. You also know one cantrip and one 1st level
spell from the wizard spell list. Intelligence, wisdom, or charisma is
your spellcasting ability for these spells.
■​ Dragonskin: Upon being targeted by a spell, you can make a
reaction to attempt to absorb the spell. Roll a constitution save, with
the DC being equal to 8 + the level of the spell. On a success, you
absorb the spell, negating its effects and regaining magicka points
equal to half the level of the spell, rounded up. Any excess magicka
points are converted to temporary hit points. You can use this trait a
number of times per day equal to your proficiency bonus.
●​ Imperials
○​ Imperials are the race of humans native to Cyrodiil, the central region of
Tamriel. They are named after the Cyrodiilic Empire, which once ruled
most of Tamriel. They typically have tanned skin and dark hair. Cyrodiil is
divided into two areas, the rugged and subtropical region of Colovia in the
west and the tropical region of Nibenay in the east, and the two regions
have formed their own distinct cultures.
○​ Traits:
■​ Size: Imperials are of average height for humans, being around 5 ½
feet or taller on average. Your size is medium.
■​ Speed: Your base walking speed is 30 feet.
■​ Bonus language: Imperials are very diplomatic, and deal with other
races often. You know one additional language.
■​ Diplomat: Gain proficiency in the persuasion skill.
■​ Imperial ambition: Gain one feat of your choice.
■​ Subrace: Imperials are divided into the Colovian and Nibenese
subraces. Choose one and gain its traits:
●​ Colovian: Colovians are native to the western half of Cyrodiil,
and are more bellicose than their eastern cousins. You gain
proficiency with swords and polearms, and when you finish a
long rest you gain temporary hit points equal to 1d4 times
your proficiency bonus.
●​ Nibenese: The Nibenese are native to the eastern half of
Cyrodiil, and are more diplomatic and mercantile than their
western cousins. You know the charm person spell. Once
between long rests, you are able to cast this spell without
expending magicka points and without your target knowing it
was cast on them. Intelligence, wisdom, or charisma is your
spellcasting ability for this spell.
●​ Nords
○​ Nords are the race of humans native to Skyrim, the coldest region of
Tamriel. They are a traditional and stoic people, with tall and burly builds,
pale skin, and light hair.
○​ Traits:
■​ Size: Nords are the tallest of the human races, being around 6 to 6
½ feet tall on average. Your size is medium.
■​ Speed: Your base walking speed is 30 feet.
■​ Elemental affinity: Nords are naturally resistant to many of the
harsh elements found in their homeland. You are resistant to cold
and lightning damage.
■​ Toughness: Your maximum health is increased by 1, and is
increased by 1 again with each level.
■​ Rugged life: You gain proficiency in the athletics skill.
■​ Primal shout: Nords are particularly adept in the way of the shout,
or the thu’um. Even without training you can unleash a primal,
unrefined form of the thu’um. Once per long rest you may shout as
a bonus action, choosing from one of the following effects:
●​ Force every target of your choice within 30 feet to make a
wisdom save with a DC equal to 8 + your proficiency bonus
+ your constitution modifier. On a failed save, the target is
frightened of you for one minute. You may use this feature
once per long rest.
●​ Provide a number of targets of your choice equal to your
proficiency bonus within 30 feet of you advantage on their
next attack.
●​ Gain temporary hit points equal to your proficiency modifier
for every hostile creature within 30 feet of you.
●​ Reachfolk
○​ Often called a “bastard race” by other peoples, the reachfolk are often
looked down upon by the other races of Tamriel. They are native to the
Reach, a rugged and mountainous region encompassing western Skyrim,
eastern High Rock, and northeastern Hammerfell. They are said to have
mixed ancestry from many different people, but are most closely related to
the bretons.
○​ Traits:
■​ Size: Reachfolk are short by human standards, usually being
around 5 ½ feet in height. Your size is medium.
■​ Speed: Your base walking speed is 30 feet.
■​ Wild folk: You gain proficiency with two of the following skills of your
choice: Animal Handling, Nature, Perception, Stealth, and Survival.
■​ Rugged homeland: The Reach is one of the most rugged and wild
regions in all of Tamriel. You do not lose movement speed from
moving through difficult terrain.
■​ Folk magic: Magic runs through the blood of the Reachfolk, and
they often practice a form of folk magic. You have two bonus
magicka points. Gain one cantrip and one first level spell of your
choice from the warlock spell list, excluding eldritch blast.
Intelligence, wisdom, or charisma is your casting ability for these
spells.
■​ Fury of the Forsworn: As a bonus action you may undergo a rush of
adrenaline. You lose all levels of exhaustion, may spend up to a
number of hit dice equal to your proficiency bonus, and you gain
advantage on all attack rolls for the remainder of your turn. This
trait may be used once per day.
●​ Redguards
○​ Redguards are native to the large, predominantly desert region of
Hammerfell to the west. They fled to Tamriel after the fall of their
homeland of Yokuda. They possess dark skin and hair, and usually have
athletic builds.
○​ Traits:
■​ Size: Redguards are roughly average height for humans, usually
standing slightly over 5 ½ feet tall, with athletic builds. Your size is
medium.
■​ Speed: Your base walking speed is 35 feet.
■​ Adrenaline rush: You may activate this ability as a bonus action.
Upon activation, your movement speed is doubled for the
remainder of the turn, you may take one additional action on this
turn, and until the end of this turn all opportunity attacks against you
have disadvantage. This trait may be used only once per long rest.
■​ Martial expertise: Redguards are some of the most skilled
swordsmen in all of Tamriel. You have proficiency with swords.
■​ Deft attacker: When landing a critical hit with a weapon, you may
roll one of the weapon’s damage dice an additional time.
Elves
​ Elves are also a very prominent racial group within Tamriel. They used to be
dominant in most of the continent, but have since been pushed out of large swathes of
land that they used to dominate, such as Cyrodiil, Skyrim, High Rock, and Hammerfell.
Nevertheless, they still maintain control of many regions, and are found commonly
throughout the land. All groups of elves are descended from the ancient aldmer. With
the exception of the orsimer, elves typically reach adulthood at around the same time as
humans, but can live to be several centuries old.
●​ Altmer
○​ Altmer, or high elves, are the race of elves native to the Summerset Isle,
also known as Alinor, in southwestern Tamriel. They are tall, with slender
frames, yellow skin, and pale hair. They are extremely adept at magic, and
take great pride in it. They often look down upon the other races of
Tamriel.
○​ Traits:
■​ Size: Altmer are very tall, being around 7 feet tall on average, but
with thin and slender builds. Your size is medium.
■​ Speed: Your base walking speed is 30 feet.
■​ Arcane knowledge: Gain proficiency in the Arcana ability.
■​ Highborn: You have a number of bonus magicka points equal to
double your proficiency bonus. You also know one cantrip and one
1st level spell of your choice from the wizard spell list. You also gain
a 2nd level spell at 3rd level, a 3rd level spell at 5th level, a 4th
level spell at 7th level, and a 5th level spell at 9th level, all from the
wizard spell list. Intelligence, wisdom, or charisma is your casting
ability for these spells.
■​ Magic vulnerability: You are vulnerable to lightning, cold, and fire
damage.
●​ Bosmer
○​ Bosmer, or wood elves, are the race of elves native to Valenwood, a
heavily forested region in southwestern Tamriel. They usually have tan
skin and dark eyes. They share a close connection to nature, especially
with the native fauna of Valenwood.
○​ Traits:
■​ Size: Bosmer are the shortest of all the human and elven races,
being around 5 feet tall on average. Your size is medium.
■​ Speed: Your base walking speed is 35 feet.
■​ Valenwood nimbleness: You gain proficiency in the acrobatics skill.
■​ Beast tongue: You have the ability to communicate in a limited
manner with beasts. They can understand the meaning of your
words, though you have no special ability to understand them in
return. You have advantage on all charisma checks made to
influence them.
■​ Bosmeri resilience: Your bosmer ancestry grants you advantage on
saving throws against being poisoned or diseased, and you are
resistant to poison damage.
■​ Y’ffre’s gift: You know one cantrip of your choice from the druid spell
list. You also know the animal friendship spell and can cast it once
with this trait. You regain the ability to cast it again when you finish
a long rest. Intelligence, wisdom, or charisma is your spellcasting
ability for these spells.
●​ Dunmer
○​ Dunmer, or dark elves, are the race of elves native to Morrowind, a large
and alien province to the northeast. They have gray skin and red eyes as
a result of being marked by Azura after they betrayed her worship. They
currently worship the tribunal, a trifecta of three living gods, and frequently
commune with the spirits of their ancestors.
○​ Traits:
■​ Size: Dunmer are of average build, usually being 5 ½ to 6 feet tall.
Your size is medium.
■​ Speed: Your base walking speed is 30 feet.
■​ Fire resistance: Morrowind is filled with many volcanoes and
ashlands, and dunmer have a natural resistance to fire.
■​ Harsh homeland: Morrowind tends to be a harsh and unforgiving
land. Gain proficiency in the survival skill.
■​ Ancestral spirit: As a bonus action you may summon the spirit of
one of your ancestors. This trait can be used once per long rest.
For the next minute you gain one of the following bonuses of your
choice, depending on the type of spirit you have summoned:.
●​ Guardian spirit: You gain a bonus to your AC and all saving
throws equal to half your proficiency bonus, rounded up.
●​ Warrior’s spirit: You summon one of your ancestor’s spirits to
aid you in combat. This spirit manifests next to you, is
controlled by you, and acts on your turn.
●​ Wrathful spirit: Whenever a creature enters a 5 foot radius
around you or is within a 5 foot radius around you at the start
of your turn they take fire damage equal to 1d4 per your
proficiency bonus.
●​ Maormer
○​ The maormer, or sea elves, are a rare sight in Tamriel. Native to the
island-continent of Pyandonea to the south, the maormer are a secretive
and reclusive folk. They rarely leave their mysterious homeland, save to
raid across southern Tamriel as pirates, and those who do leave are
generally unwilling to speak of Pyandonea. They have skin ranging
between blue and purple, with silver hair.
○​ Traits:
■​ Size: Maormer stand slightly taller than average, being around 6
feet tall, with slender frames. Your size is medium.
■​ Speed: Your base walking speed is 30 feet.
■​ Storm affinity: You gain resistance to lightning and thunder damage.
■​ Aquatic lifestyle: You can hold your breath for up to 10 minutes, and
have a swim speed equal to your walking speed. You also have
advantage on any stealth checks made to hide underwater.
■​ Sailing education: You are proficient with navigator’s tools and
cartographer’s tools, and you have advantage on any skill checks
to pilot a boat or ship. You are also immune to seasickness.
■​ Elemental mastery: You know the Gust. Shape Water, and Zephyr
Strike spells. At third level you gain the Gust of Wind spell. You may
cast Zephyr Strike and Gust of Wind without spending any magicka
points once each per long rest.
●​ Orsimer
○​ Orsimer, or orcs, are the most unique elven race. They are tall and burly,
with green skin and broad, flat noses that resemble snouts. Unlike other
elves, their lifespan is comparable to that of humans. Also unlike other
elves, orcs have little natural connection to magic, instead being very
martial and warlike in their society. They are often scorned and looked
down upon by the other races, usually being considered goblinkin rather
than elves, and rarely being treated as equals by any other race. At worst
they are outright treated as monsters and hunted down. Because of this,
the orcs currently have no established homeland, instead being spread
out in various small tribes and clans throughout Tamriel. There have been
attempts in the past to establish an orcish homeland in the form of the
kingdom of Orsinium, but none have seen lasting success.
○​ Traits:
■​ Size: Orsimer are a tall and burly race, being around 6 to 6 ½ feet
tall on average. Your size is medium.
■​ Speed: Your base walking speed is 30 feet.
■​ Orcish training: You gain proficiency in one of the following skills of
your choice: athletics, intimidation, and survival.
■​ Orcish perseverance: If you are reduced to 0 hit points but not killed
outright you may instead be reduced to 1 hit point. You can use this
trait once per long rest.
■​ Berserk: As a bonus action you may go into a berserk frenzy. For
the next minute you gain temporary hit points equal to 1d6 plus
your constitution modifier at the start of every turn, you deal
additional damage equal to your proficiency bonus whenever you
deal damage, and your walking speed increases by 15 feet. You
can use this trait once per long rest.
Beastfolk
​ The beastfolk are a more miscellaneous racial group, with many bearing no
relation to one another aside from them all bearing resemblance to different animals in
some way. The beastfolk are the most uncommon of the three racial groups, but are still
fairly prominent.
●​ Argonians
○​ Argonians are a race of reptilian humanoids native to Black Marsh.
Though the large swampy region is considered dangerous and
inhospitable, the argonians are perfectly adapted to it. They worship the
giant, sentient hist trees of Black Marsh, which created the argonian race
and continue to provide for them. There are a variety of different subraces
of argonian.
○​ Traits:
■​ Reptilian resilience: You have advantage on saving throws to avoid
being poisoned or diseased, and you have resistance to poison
damage.
■​ Aquatic adaptations: You are well adapted to the water. You can
hold your breath for up to four hours, and have a swim speed equal
to 40 feet.
■​ Protective scales: You have tough, scaly skin. When you aren't
wearing armor, your AC is 13 + your dexterity modifier. You can use
your natural armor to determine your AC if the armor you wear
would leave you with a lower AC. A shield's benefits apply as
normal while you use your natural armor.
■​ Natural proficiency: You gain proficiency in polearms.
■​ Subrace: The Argonian people of the Black Marsh are very diverse,
being divided into many different tribes with their own unique traits.
Choose one of the following subraces and gain its traits:
●​ Naga: The naga are one of the rarer subraces of argonian,
being found most commonly deep in the center of Black
Marsh. They are found rarely outside of their homeland, and
are thus one of the least well-known subraces to outsiders.
They are somewhat snake-like in appearance, with narrow,
slender heads, and tall, slim bodies. Gain the following traits:
○​ Size: Naga are fairly tall, being over 6 feet on
average. Your size is medium.
○​ Speed: Your base walking speed is 30 feet.
○​ Serpent bite: Your fangs make for excellent natural
weapons. You may use them to make an unarmed
strike, which deals piercing damage equal to 1d6 plus
your strength modifier. Additionally, you may choose
to inject venom into your target when biting them,
forcing them to make a constitution save with a DC
equal to (8 + your proficiency bonus + your
constitution modifier). On a fail the target takes poison
damage equal to 1d6 times your proficiency bonus
and is poisoned for the next minute. On a success the
poison damage is halved and the target is not
poisoned. The venom can be used a number of times
per long rest equal to your proficiency bonus.
●​ Paatru: The paatru are a subrace of argonians who are
more amphibious in appearance, with smooth, bumpy skin
and toad-like biology. They are also rarely seen outside of
Black Marsh. Gain the following traits:
○​ Size: Paatru are shorter and broader than most other
argonians, averaging 4 ½ feet in height. Your size is
medium.
○​ Speed: Your base walking speed is 25 feet.
○​ Standing leap: Your long jump is up to 25 feet and
your high jump is up to 15 feet, with or without a
running start.
○​ Poison immunity: You are immune to poison damage
and the poisoned condition.
○​ Poisonous skin: Any creature that grapples you or
otherwise comes into direct contact with your skin
must succeed on a constitution saving throw with a
DC equal to (8 + your proficiency bonus + your
constitution modifier) or become poisoned for 1
minute. Additionally, a creature poisoned in this way
takes poison damage at the start of their turn equal to
your proficiency bonus for the duration of the effect.
●​ Sarpa: The Sarpa are a subrace of Argonians that possess
leathery wings underneath their armpits, which unfold when
their arms are outstretched. They are nimble and lithe, being
scrawnier than their unwinged cousins. Gain the following
traits:
○​ Size: Sarpa are smaller than most other Argonians,
being around 5 feet tall on average. Your size is
medium.
○​ Speed: Your base walking speed is 30 feet.
○​ Glide: Sarpa wings are not true wings in the way that
bird or insect wings are, but are instead leathery flaps
along their sides that they can stretch out. As such,
Sarpas are able to glide when falling. When falling,
you are able to move 5 feet horizontally for every 1
feet you fall vertically. Additionally, you are immune to
fall damage when using this trait.
○​ Flyer’s nimbleness: You gain proficiency in the
acrobatics or athletics skill.
●​ Saxhleel: The term “Saxhleel” is what Argonians refer to
themselves as in their own tongue, and is used as a catch-all
term for all tribes of Argonians, especially those which have
little variation from one another. Most Argonian tribes fall into
this category, having minor variations from one another at
most. Gain the following traits:
○​ Size: Saxhleel are around average size, being 5 ½ to
6 feet tall. Your size is medium.
○​ Speed: Your base walking speed is 30 feet.
○​ Histskin: You share a particular connection to the Hist
and its magical capabilities. As a bonus action you
may expend as many of your hit dice as you wish,
regaining health from them as if you had long rested.
You may use this trait once per long rest.
●​ Imga
○​ The imga are a race of gorilla-like people native to Valenwood. They are
traditionally isolationist, preferring to keep to themselves in their secluded
villages, but they are sometimes found living among the other races. Their
lifespans are slightly shorter than those of humans, reaching maturity in
their mid teens and living to around 70.
○​ Traits:
■​ Size: Imga are tall and lanky, and are around 7 feet tall on average.
Your size is medium.
■​ Speed: Your base walking speed is 30 feet.
■​ Natural lifestyle: Imga tend to be very intelligent, and are greatly
skilled in several areas that allow them to thrive in the wilderness of
Valenwood. Gain proficiency in three of the following skills of your
choice: Acrobatics, Athletics, Nature, Perception, Stealth, Survival.
■​ Long-limbed: When you make a melee attack, your reach for it is 5
feet greater than normal.
■​ Fling: Your long arms are adept at throwing objects. You do not
have disadvantage when making a thrown weapon attack at long
range, and you can use a d6 in place of the normal damage of a
thrown weapon. Additionally, you count as proficient when using
improvised weapons as thrown weapons.
■​ Monkey see, monkey do: Whenever you see a creature use a skill
or tool that they have proficiency or expertise in, you can gain
proficiency in that skill or tool until your next long rest. This ability
can be used once per long rest.
●​ Khajiit
○​ The khajiit are a race of cat folk native to Elsweyr. They are by far the
most diverse race, with khajiit having radically different forms, called
furstocks, depending on which phases of the moons they were born under.
They range from looking like slightly feline wood elves, to humanoid cats,
to appearing fully identical to normal cats. Despite this, all khajiit furstocks
are considered equals in khajiit society. The more animalistic ones,
however, are often treated more poorly in other regions, as outsiders have
trouble telling them from beasts. Because of this, the more animalistic
furstocks live primarily within Elsweyr, though some may still be found
elsewhere. Because of their connection to the moons, khajiit religion and
society tends to revolve around the moons, as well as the substance
known as moon sugar. Khajiit have lifespans comparable to humans.
○​ Traits:
■​ Eye of Night: Your khajiit ancestry grants you 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.
■​ Natural claws: Because of your claws, you have a climbing speed
of 20 feet. In addition, your claws are natural weapons, which you
can use to make unarmed strikes. If you hit with them, you deal
slashing damage equal to 1d6, instead of the bludgeoning damage
normal for an unarmed strike. Your claws also have the finesse
property.
■​ Furstocks: Choose one furstock from the list below. You may also
choose to be a -raht variant of any furstock, in which case you are
slightly larger than the non -raht variant, but are otherwise
unaffected. The variance in size is not enough to make you go up a
size category.
●​ Alfiq: This furstock superficially resembles a normal
housecat. They are, however, fully intelligent, capable of
speech, and gifted in magic. Gain the following traits:
○​ Size: Alfiq are around the same size as housecats.
You are under a foot tall on average, and weigh
around 10 pounds. Your size is tiny.
○​ Speed: Your base walking speed is 30 feet.
○​ Tiny Quadruped: You are a tiny creature that walks on
four legs and doesn't have opposable thumbs. Your
reduced size and lack of hands gives you the
following traits:
■​ You lack the opposable thumbs required to
wield weapons and use tools.
■​ You have advantage on saving throws to resist
falling prone, but have disadvantage on
strength saving throws.
■​ Your unarmed strikes deal slashing damage
equal to 1 + your strength modifier (minimum of
1).
■​ Your tiny size makes you hard to hit. You gain a
+2 bonus to AC and dexterity saving throws.
■​ Your hit die is reduced by one size, which
affects your hit points at 1st level, and at higher
levels. For example, 1d6 (or 4) becomes 1d4
(or 3).
■​ You can occupy another creature's space and
vice versa.
○​ Soft fall: You have resistance to falling damage, and
always fall on your feet.
○​ Improved mage hand: You know the mage hand
cantrip. Your lack of hands have made you especially
proficient in it, allowing you to gain the following
additional benefits:
■​ You can cast mage hand as a bonus action.
■​ When the hand is within 5 feet of you, it can
carry an additional 10 pounds, can make
attacks, and can activate magic items.
■​ The mage hand is proficient in any weapon you
are proficient in, but it can't use weapons with
the heavy, loading, or two-handed property,
and can't wield versatile weapons with two
hands.
○​ Innate magic: You have two bonus magicka points,
which can be used for spellcasting. You also know
one cantrip and one 1st level spell from the wizard
spell list. Intelligence, wisdom, or charisma is your
spellcasting ability for these spells. You regain all
expended magicka points on a long rest.
●​ Cathay: This furstock is one of the most commonly seen
throughout Tamriel. They are very humanoid, with feline
heads and tails, and bodies covered in fur. Their feet are
plantigrade, and they are roughly average sized compared to
men and mer. They are strong for their size, and are often
skilled warriors. Gain the following traits:
○​ Size: Cathay are 5-6 feet tall on average. Your size is
medium.
○​ Speed: Your base walking speed is 30 feet.
○​ Savage attacks: When you score a critical hit with a
melee weapon attack, you can roll one of the
weapon's damage dice one additional time and add it
to the extra damage of the critical hit.
●​ Dagi: This is the smallest of the humanoid furstocks. Their
faces resemble those of lynxes, and they are often skilled in
magic, especially illusion. They are also gifted climbers, and
often live among the treetops. Gain the following traits:
○​ Size: Dagi are 3-4 feet on average. Your size is small.
○​ Speed: Your base walking speed is 30 feet.
○​ Dextrous climber: Your climbing speed is equal to
your walking speed.
○​ Natural magic: You know one illusion cantrip of your
choice. When you reach 3rd level, you gain one 1st
level illusion spell of your choice. When you reach 5th
level, you gain one 2nd level illusion spell of your
choice. You may cast these spells once per long rest
without expending any magicka points. Your casting
ability for these spells is intelligence, wisdom, or
charisma.
●​ Ohmes: This is the least bestial furstock, superficially
resembling bosmer with slight feline traits. They are overall
the most common furstock found outside of Elsweyr, though
they are often mistaken by other races as bosmer. They
frequently get feline tattoos on their faces to mark
themselves as khajiit. Gain the following traits:
○​ Size: You are similar in stature to a bosmer, roughly 5
feet tall on average. Your size is medium.
○​ Speed: Your base walking speed is 30 feet.
○​ No claws: Unlike all other khajiit furstocks, you lack
feline claws. You lose the Claws racial feature.
○​ Ambassador: Because of their resemblance to elves,
ohmes are naturally gifted at communication with
other races compared to the other furstocks. Gain
proficiency in persuasion or deception. If you already
have proficiency in one, you may instead get
expertise in that skill.
○​ Natural negotiator: You know one cantrip and one first
level spell from the enchantment school of magic.
Your casting ability for these spells is intelligence,
wisdom, or charisma. You can cast the first level spell
from this feature without spending magicka points
once per long rest.
●​ Pahmar: This is the largest of the humanoid furstocks,
towering over most other races. They are strong, and usually
have fur patterns resembling tigers. Gain the following traits:
○​ Size: Pahmar are 7-8 feet on average. Your size is
medium.
○​ Speed: Your base walking speed is 30 feet.
○​ Aggressive: As a bonus action, you can move up to
your movement speed toward a hostile creature you
can see or hear. You must end this move closer to the
enemy than you started.
○​ Strong Claws: You are stronger than the other
furstocks and your powerful claws are more
dangerous. The damage die of your unarmed strikes
is increased to 1d8.
●​ Senche: This furstock superficially resembles giant tigers,
though they are fully intelligent and are capable of speech
and casting magic. They are quadripedal, and lack proper
hands. Because of their bestial appearance, they are
uncommonly found outside of Elsweyr. Gain the following
traits:
○​ Size: Senche stand around 6 feet tall at the
shoulders. Your size is large.
○​ Speed: Your base walking speed is 30 feet.
○​ Bite: Your fanged mouth is a natural weapon, which
you can use to make an unarmed strike once on each
of your turns. If you hit with it, you deal piercing
damage equal to 2d6 + your Strength modifier,
instead of the bludgeoning damage normal for an
unarmed strike.
○​ Large quadruped: You are a large creature that walks
on four legs and doesn't have opposable thumbs.
Your enlarged size and lack of hands gives you the
following traits:
■​ You lack the opposable thumbs required to
wield weapons, use tools, or grapple other
creatures.
■​ You have advantage on saving throws to resist
falling prone and with Strength attribute
checks.
■​ Your large size makes it difficult to move in
spaces meant for medium or smaller creatures,
requiring you to squeeze into the smaller
space. While squeezing through a space, you
must spend 1 extra foot for every foot you
move there, and you have disadvantage on
attack rolls and dexterity saving throws.
■​ Unarmed strikes made with your claws deal
slashing damage equal to 2d4 + your Strength
modifier.
■​ You can act as an intelligent mount to a
medium or smaller creature, but you are
unable to ride a mount unless it is able to
accommodate you.
○​ Natural weapons: At 6th level your fangs and claws
count as magical weapons for the purposes of
overcoming magical resistances.
○​ Pounce: If you move at least 20 feet straight toward a
creature and then hit it with an unarmed strike with
your claws on the same turn, that target must
succeed on a Strength saving throw with a DC equal
to 8 + your proficiency bonus + your Strength modifier
or be knocked prone. If the target is prone, you can
make one bite attack against it as a bonus action.
●​ Suthay: This furstock resembles the cathay, but is more
bestial in appearance, with digitigrade legs and ears on the
top of their heads. They are very commonly found outside of
Elsweyr. Gain the following traits:
○​ Size: Suthay are slightly above 5 feet tall on average.
Your size is medium.
○​ Speed: Your base walking speed is 30 feet.
○​ Feline agility: Your reflexes and agility allow you to
move with a burst of speed. When you move on your
turn in combat, you can double your speed until the
end of the turn. Once you use this trait, you can't use
it again until you move 0 feet on one of your turns.
○​ Natural bandit: You are naturally gifted in the art of
stealth and skullduggery. You may use your claws as
thieve’s tools, and have proficiency with them when
used this way, even if you lack thieve’s tools
proficiency. You also gain proficiency in stealth.
●​ Tojay: This furstock resembles the suthay, but is more lean
and lithe. They also commonly possess fur patterns
resembling leopards. Gain the following traits:
○​ Size: Tojay are slightly above 5 feet tall on average,
with thin builds. Your size is medium.
○​ Speed: Your base walking speed is 30 feet.
○​ Prowler: You have advantage on stealth checks made
to hide in vegetation. Additionally, when you are
hidden from a target that you attack you may make a
stealth check to avoid being seen.
○​ Natural climber: You have a climbing speed equal to
your walking speed.
●​ Lilmothiit
○​ The lilmothiit are a race of fox people native to western Black Marsh. They
are a migratory people, having few large and permanent settlements, and
are prone to wandering.
○​ Traits:
■​ Size: Lilmothiit are somewhat diminutive, usually standing around
5-5½ feet tall. Your size is medium.
■​ Speed: Your base walking speed is 35 feet.
■​ Fox instincts: You have proficiency in one of the following skills of
your choice: Acrobatics, Deception, Perception, Persuasion or
Survival.
■​ Flight instinct: When a creature moves within 5 feet of you, you can
use your reaction to move up to half your movement speed. On
your next turn, your movement speed is reduced by the amount you
moved as part of this reaction. Opportunity attacks made against
you until the start of your next turn are made with disadvantage.
■​ Fox cunning: When you roll a 1 on an attack roll, ability check, or
saving throw, you can reroll the die. You must use the new result,
even if it is a 1.
●​ Warrior Spirit:
○​ Size: Medium
○​ Creature type: Undead
○​ Proficiency bonus: Equal to the summoner’s
○​ Armor Class: 11 + the summoner’s proficiency bonus
○​ Hit points: 4 times the summoner’s level
○​ Speed: 0 walking, 30 feet flying (hover)
○​ Damage resistances: Fire; Bludgeoning, piercing, and slashing from
nonmagical attacks
○​ Condition immunities: Charmed, exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained
○​ Ability scores:
■​ Strength: 12 (1)
■​ Dexterity: 12 (1)
■​ Constitution: 10 (0)
■​ Intelligence: 10 (0)
■​ Wisdom: 14 (2)
■​ Charisma: 7 (-2)
○​ Traits:
■​ Ethereal sight: The spirit can see 60 feet into the Ethereal Plane
when it is on the Material Plane, and vice versa.
■​ Incorporeal movement: The ghost can move through other
creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.
■​ Ethereal link: The spirit shares a special link to the descendant who
summons it. The summoner chooses one of their attributes, and the
spirit uses that attribute for their attacks.
○​ Actions:
■​ Burning grasp: The spirit reaches out and grasps at a target,
searing them with burning heat. The target must make a dexterity
save with a DC equal to 8 + (chosen attribute) + proficiency bonus.
On a failed save, the target takes fire damage equal to 1d6 times
the summoner’s proficiency bonus.
■​ Flaming tendrils: The spirit launches a flaming projectile at a target
within 60 feet. Make a ranged attack roll using the chosen linked
attribute for the attack and damage modifiers. On a hit, the target
takes damage equal to 1d4 times the summoner’s proficiency
bonus.

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