Languages: You can speak, read, and write Tamrielic and Altmeri.

Arcane Bloodline: Pick a school of magic. At first level, you have the ___ cantrip. At third level, you have the ___ spell and may cast it once per long rest. (If possible, cast this spell as if with a 2nd level spell slot) At fifth level, you have the ___ spell and may cast it once per long rest. (If possible, cast it as if with a 3rd level spell slot). Your spellcasting ability for these spells is intelligence.

Arcane Culture: You are proficient in Arcana.

Size: Altmer range from six and a half feet, to over seven feet tall. They are medium sized.

Alignment: Altmer are rather aloof, caring for their own goals. They tend toward a neutral alignment.

Ability Score Increase: You gain +1 to you intelligence, and +1 to your two of your choice of intelligence, wisdom, or charisma.

Speed: You have a base movement of 30 feet.

Aedric Ancestry: You have advantage on saving throws to resist being charmed, and cannot be magically put to sleep.

Magically Inclined: You may take a cantrip from a classes spell list, using that classes spellcasting ability for casting this cantrip.

Languages: You can speak, read, and write Yoku.

Warrior Culture: When you score a critical hit with a weapon attack, you may roll one of the weapon's damage die an additional time and add the result to the damage.

Desert Nomad: You have advantage on saving throws to resist extreme heat, and when suffer exhaustion, you may choose to reduce the levels of exhaustion you gain by one. You must take a long rest to use this feature again.

Natural Athlete: You are proficient in athletics.

Alignment: Redguards come from a land across the sea, separate in faith and culture from the other races of men. Because of this, they tend toward neutral alignments.

Ability Score Increase: You gain +1 to your Constitution.

Languages: You can speak, read, and write Tamrielic.

Magically Adept: You may take a cantrip from a classes spell list, using that classes spellcasting ability for casting this cantrip.

Political and Arcane Studies: You become proficient in either history or arcana.

Alignment: Highrock is a land of traveling knights and tenuous political alliances, and so tend toward a lawful alignment, as to many Bretons oaths and alliances come before all else.

Ability Score Increase: You gain a +1 to your intelligence.

Languages: You can speak, read, and write Tamrielic and Nordic.

Natural Sailor: You are proficient in vehicles (Water).

Courageous: You have advantage on saving throws to resist fear effects.

Children of the Sky: You have resistance against cold damage.

Alignment: Nords tend toward chaotic natures, since each Nord believes greatly in personal freedom, might makes right, and legitimacy of rebellion.

Ability Score Increase: You gain +1 to your Strength.

Languages: You know how to speak, read, and write Tamrielic and one additional language of your choice.

Emperor's Luck: Whenever you roll a 1 on an ability check, attack roll, or saving throw, you may reroll and take the second result.

Voice of the Emperor: You are proficient in persuasion.

Alignment: Imperials tend toward lawful good, believing in the might and justness of the Empire, and carrying with them Imperial patriotism.

Ability Score increase: You gain +1 to your Charisma.

Quick Learners: (Time to learn new tool proficiencies is halved)

Versatile: Proficiency in any skill or tool of your choice.

Size: Humans have wildly varying height range, from 5 feet to well over 6 feet. You are of medium size.

Age: Humans reach adulthood in their late teens and rarely live to see a century.

Ability Score Increase: You gain +1 to any two abilities of your choice.

Alteration: Mending/ Feather Fall/ Enlarge\Reduce

Illusion: Minor Illusion/ Silent Image/ Phantasmal Force

Mysticism: Druidcraft/ Comprehend Languages/ See Invisibility

Necromancy: Chill Touch/ Ray of Sickness/ Ray of Enfeeblement

Bosmer Ability Score Increase: You gain +2 to your dexterity and +1 to your wisdom. Alignment: Wood Elves are people of the forest, and tend toward a chaotic alignment. Size: Bosmer average around five to five and a half feet in height. They are of medium size. Poison Resistance: You have advantage on saving throws to resist poison, and resistance to poison damage. Hunter Gatherer: You may choose to be either proficient in longbows and shortbows, or an herbalism kit. Survivalist: you are proficient in survival. Mask of the wild: You may attempt to hide when you are only lightly obscured by foliage, mist, falling snow, mud, or some other naturally occurring phenomena. Languages: You can speak, read, and write Tamrielic and Bosmeri.

Dunmer Ability Score Increase: You gain +1 to your dexterity, strength, and intelligence. Alignment: Some Dunmer lean toward an evil alignment, beliveing that pain and withstanding punishment is a virtue, and being a bit xenophobic. However, other Dunmer simply lean toward lawful neutral, a devotion toward some aspect of their society. Size: Dunmer range from 5 to 6 feet, and are of medium size. In the shadow of Red Mountain: You are resistant to fire damage. Blessed by the Daedra: You are proficient in your choice of deception or intimidation. Ancestor's Wrath: You can use an action to create a cloak of flames that surround you, dealing damage to any target within 5 feet of you. Each creature may make a dexterity saving throw to avoid the flames. The DC is equal to 8+Dex Modifier+Proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much on a successful one. This damage increases to 3d6 at 6th level, 4d6 at 11th level, and 4d6 at 16th level. At 11th level you learn to control the fury of your ancestor’s and your cloak does not harm allies unless you will it. Languages: You speak Tamrielic and Dunmeri.

Orsimer Ability Score Increase: You gain a +2 to your strength and +1 to your constitution. Alignment: Orcs tend toward lawful neutral, being a people of strong bonds and oaths. Size: Orcs tend toward well over 6 feet tall, and are of medium size. Speed: You have a base movement of 30 feet. Craftsmen of Blade and Plate: You are proficient in one of the following of your choosing; Smith's tools, carpenter's tools, masonry tools. Bloody Reputation: You are proficient in Intimidation. Brutal Assault: Once per long rest, you may turn any successful melee weapon attack into a critical hit. You may use this additional times per long rest at a cost: One level of exhaustion per additional use. Won't Stay Down: Once per long rest, if you are dropped to 0 hit points and not killed outright, you may choose to instead drop to 1 hit point. Languages: You can speak, read, and write Tamrielic and Orcish.

Khajiit Ability Score increase: You gain a +2 to your dexterity and +1 to your charisma. Alignment: Khajiit have a very alien culture compared to men and elves, and tend toward a chaotic alignment. Size: Khajiit range from 5 to 5 and a half feet. They are medium sized. Speed: You have a base movement speed of 35 feet. Darkvision: You can see in complete darkness as if it were dim light within 60 feet, and in dim light as if it were bright light within the same radius. You cannot see color in complete darkness; only shades of grey. Cat Claws: Your unarmed attacks act as weapons that deal 1d4 slashing damage. In addition, they have the finesse tag and, if you have both hands free to attack, the light tag. Feline Grace: You are proficient in one skill of your choice: Acrobatics, athletics, stealth, or sleight of hand. Predator's Leap: You are always considered to have a running start when leaping. Languages: You can speak, read, and write Tamrielic and Ta'Agra.