Mage's Elder Scrolls Conversions One of gaming's greatest fantasy settings, for play in the world's greatest roleplaying game.

Chapter 1: Races The races of Tamriel are many - from Mer to Men to Beastfolk. Some are long lost, others surviving in its' deepest depths and furthest wilds. Some still build great empires on Nirn's surface. All characters you encounter have a race, though not all races are playable, for the sake of balance. That said, the classic races available to players in the Morrowing, Oblivion, & Skyrim games are all readily available, and equally balanced. The playable races are listed below, including their statistics and some detail on their lore & traits. Altmer Oldest & Proudest Self-Described as "The Cultured People", and also known as High-Elves to the other denizens of Tamriel, the Altmer are a race from Summerset Isle who are tall and golden-skinned. The name "High Elf" points to how outsiders view Altmer and their attitudes - proud, snobish, & superior. With this reputation among the other races, Altmer are often resented outside their homeland. Altmer consider themselves the most civilized culture on Tamriel - The common Tamrielic tongue, and much of the Empire's arts, crafts, laws, and sciences, all being based off Altmer traditions. Among all the races, Altmer are among the most gifted in arcane arts. With their great lifespans and cultural and innate inclinations towards magic, they often become great wizards. Altmer Traits Your Altmer character has an assortment of inborn & cultural abilities as an Altmer. Ability Score Increase Your Intelligence score increases by 2, and your Dexterity score inceases by 1. Age Altmer are among the longest lived races in Tamriel, living two to three times as long as humans. They reach adulthood at about 30 years old, and can live to be 200, sometimes even 300, years old. Alignment Altmer society is rigid, isolationist, and class based, making them tend towards Law. They have no strong inclination towards good or evil. Size Altmer tend to be on the taller side - from 5 feet to 6'5. Your size is Medium. Speed Your base walking speed is 30ft. Alter Blood You have advantage on saving throws against poison. Arcane Inclination You learn the Prestidigitation cantrip and one other Wizard cantrip of your choice. At 3rd level, you can cast the Identify spell once per long rest, and at 5th level, you can cast the spell Crown of Madness once per long rest. Intelligence is your spellcasting ability for all of these spells. Highborn Mages You gain Proficiency in the Arcana Skill. Once per long rest, when you make an Intelligence(Arcana) skill check, or a spell attack, you may give yourself advantage on the roll. Languages. You speak Altmer and Cyrodilic. Credit: Bethesda, UESP

Argonian Scaled Sneaks The Argonians, who also refer to themselves as Saxhleel, meaning 'People of the Root' in their native language of Jel, are the reptillian natives of Black Marsh. They are often referred to by the other races as 'Lizard Folk', or simply 'lizards', especially when meant in a derogatory way. They defended their borders from enemies for countless centuries, as expert in guerrilla warfare. Argonians are very much at home in the marsh, and fight fiercely for their freedom - which other races have historically put under threat, due to their reputation as disease-carrying, uncivillized, savage folk. Argonian Traits Your Argonian character has an assortment of inborn & cultural abilities as an Argonian. Ability Score Increase Your Constitution score increases by 2, and your Dexterity score inceases by 1. Age Argonians mature and age similarly to humans. Alignment Argonian society is tribal, with various tribes having their own practices. However, Argonians are fiercely loyal to their friends, their people, and their homes. Argonians mix tribal law & duty with a live-and-let-live chaotic approach, making them tend towards neutral good alignments. Size Argonians range from 4'8 to 6ft tall. Your size is Medium. Speed Your base walking speed is 30ft. People of the Root You gain Proficiency in the Survival skill. Furthermore, once per long rest, you can invoke your connection to the Hist-trees of your ancestral homeland, Black Marsh. You can use this feature once per long rest, as an action, to create one of the following effects of your choice: You cast the "Cure Wounds" spell at 1st level, using Constitution as your spellcasting modifier.

You cast the "Beast Bond" spell

You gain advantage on Survival and Nature checks you make within the next minute. Marsh-Lurker You have resistance to poison damage, and you have advantage on saving throws against poisons & diseases. Furthermore, you can breathe air and water, and have a swimming speed of 30ft. Language. You speak Cyrodilic as well as Argonian, also known as Jel. Credit: Bethesda, UESP

Breton Lords of High-Rock While the Bretons are united in culture & language, they are divided politically, as High Rock is divided into many fuedal kingdoms ruled by various monarchs. The lower class are destitute beggars and roamers, while the middle class are the craftsmen, farmers, and merchants of it's villages & cities. Finally, the upper class are the monarchs and powerful mages that serve or compete with them. Breton society concerns itself mostly with agriculture, scholarly pursuits, and most importantly - politics. The competing for power between local lords and ther powers in High Rock is not just ingrained into their history and their society, but into their culture - they cherish the honorable duels and dramatic twists brought about by the nobility's whims. Many in High Rock seek to join this romantic world of secret affairs and life-debts, and while most consign this to day-dreams, some pursue it actively, become quest-seekers who look for opportunities for fortune, glory, and a ruler's attention, so that they may rise to nobility and immortalize themselves. Breton Traits Your Breton character has an assortment of inborn & cultural abilities as an Breton. Ability Score Increase Your Intelligence score increases by 2, and your Wisdom score inceases by 1. Age Bretons mature and age similarly to humans. Alignment Bretons live in feudal kingdoms, and honor is somewhat valued, but the chaos of the upper-class is romanticized - they tend towards either extreme of law or chaos. Size Bretons range from 4 & 1/2 feet to 5'10 in height, and tend towards thinner, slighter builds. Your size is Medium. Speed Your base walking speed is 30ft. Fond of Heroics You have advantage on savings throws against being frightened. Scholarly You gain Proficiency with any two toolsets or languages of your choice. Magic Resistant Once per long rest, when you would take damage from a magical source - such as a dragon's shout, a spell, or a weapon's enchantment - you can use your reaction to halve the damage. Furthermore, you have advantage on all Intelligence, Wisdom, & Charisma saving throws against magic. Languages. You speak Breton & Cyrodilic. Credit: Bethesda, UESP

Bosmer Clansfolk of Valenwood The Bosmer are known as Wood Elves in the empire, or refer to themselves as Boiche, or the Tree-Sap People. Their society is built around a simple, romantic existence in harmony with the land and the wilds. Bosmer are known as the most populous of the Elves, and large families are common in their forest clans. Some within Valenwood follow the Tenets of the Green Pact - being religiously carnivorous & cannibalistic, and refusing to harm or eat the vegetation of Valenwood, though they are not averse to using wood or plant products made by others. Some Bosmer highly value the Green Pact and other Valenwood traditions, and distrust those who don't share them. Others are highly welcoming of outsiders and of other points of view, though most Valenwood Bosmer are slow to turn their backs on the ways of their homeland. Historically, Valenwood has even served as a refuge for either and both sides of great conflicts. Valenwood is Bosmer Traits Your Bosmer character has an assortment of inborn & cultural abilities as an Bosmer. Ability Score Increase Your Dexterity score increases by 2, and your Wisdom score inceases by 1. Age Bosmer are among the longest lived races in Tamriel, living two to three times as long as humans. They reach adulthood at about 30 years old, and can live to be 200, sometimes even 300, years old. Alignment Most Bosmer respect the differences between themselves and the other races, and as of recently, many no longer trust central authorities. Bosmer tend to chaotic alignments. Size Bosmer are among the shorter races, as they range from 4'7 to 5'11, and they tend towards slighter builds. Your size is Medium. Speed Your base walking speed is 35ft. Darkvision You can see in dim light within 30 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. Valenwood Native You gain Proficiency in either Stealth or Survival. Friend of the Forest Once per long rest, you can cast one of the following spells at 1st level, using Wisdom as your spellcasting ability for these spells: Animal Friendship, Entangle, Thorns You also have resistance to Poison damage, and you advantage on saving throws versus poisons & diseases. Languages. You speak Bosmer & Cyrodillic. Credit: Bethesda, UESP

Dunmer In the Shadow of Red Mountain The Dunmer are also known as Dark Elves - a name that many understand to mean "dark-skinned", "Gloomy", "Unfortunate", and so on. The Dunmer tend to lean into these connotations, rather than reject them, as a good deal of their pride as a race is derived from their survival in the harsh lands Morrowind and through all that fate sends their way. They are an enduring people, and take pride in that fact. Dunmer often tend to be single-minded: Most valuing loyalty & family, though from an outsiders' point of view they can seem distrusting, proud, ruthless, and arrogant. Historically they are known for age-old conflicts involving vengeance and betrayal, and assassinations are not uncommon in Morrowond's nobility. Their politics thus seem turbulent to other races. Most Dunmer live under competing Great Houses, each led by a Ruling Council. The houses would compete for influence & territory, while nomadic groups abandon the luxuries of relatively civilized life in favor for ancient tribal practices. The norm for Dunmer society is somehwat bloody compared to other races. Political scheming & assassinations are a common part of politics, and many black-market activities thrive on it's large coastline. The Dunmer have rejected the divines for the most part, instead worshipping the Temple of the Tribunal, who hunts and persecutes dissidents, or forgoing the Tribunal but keeping traditional Daedra & ANcestor worship practices. Dunmer Traits Your Dunmer character has an assortment of inborn & cultural abilities as an Dunmer. Ability Score Increase Your Strength, Dexterity, and Intelligence scores all increase by 1, and you can increase any one of your ability scores by 1. Age Dunmer are among the longest lived races in Tamriel, living two to three times as long as humans. They reach adulthood at about 30 years old, and can live to be 200, sometimes even 300, years old. Alignment Dunmer tend to be both loyal and scheming, as well as vengeful and ruthless. They have no strong inclination towards law or chaos. Size Dunmer range in height from 4'7 to 6 feet tall. Your size is Medium. Speed Your base walking speed is 30ft. Ash-Skinned You Have resistance to Fire damage. Furthermore, you have advantage on saving throws against being exhausted. Ancestor's Wrath Once per long rest, you may cast the spell "Armor of Agathys". However, it deals fire damage rather than cold damage, as it wreaths you in the protective flames of your ancestors. Languages. You speak Cyrodilic & Dunmer. Credit: Bethesda, UESP

Imperials Heart of the Empire The Imperials, also known as the Cyrodiils, Cyro-Nordics, or Imperial Cyrods, are the well-educated & well-spoken natives of the cosmopolitan province of Cyrodil, the heart of several great empires that have spanned Tamriel. Their cosmopolitanism is a defining feature of their culture, despite some individuals being among the most arrogant bigots in Tamriel. Historically, Tiber Septim, also known as the Ninth Divine, was a hero for the Imperials, who rose to godhood and inspired them to believe they could accomplish any task they desired. However, after the Great War, The Thalmor banned worship of Talos. Some have given up on Talos, but maintained the Imperial Pride derived from his legacy, while others worship secretly or openly oppose the ban. Regardless, Tiber Septim's creation of the Third Empire & supposed rise to godhood inspired the Imperials for generations to be ambitious and aware of their history. Imperial Traits Your Imperial character has an assortment of inborn & cultural abilities as an Imperial. Ability Score Increase Your Charisma score increases by 2, and your Intelligence score increases by 1. Age Humans mature before 20, and live to 80, sometimes 100 years old. Alignment Imperials are disciplined and respectful of the law, and their history and position makes them well accusomted to ambition and politics. They tend towards lawful alignments. Size Imperial are less physically imposing than other races, ranging from 4'7 to 6 feet in height. Your size is medium. Speed Your base walking speed is 30ft. Imperial Light Infantry You have proficiency with Light Armor. Imperial Luck When you roll a 1 on a d20 for an attack roll, ability check, or saving throw, you can reroll the die. If you do so, you must use the new roll. Voice of the Emperor Choose one of the following skills: Deception, Intimidation, Performance, or Persuasion. You gain proficiency with that skill, and may add double your proficiency bonus, rather than your normal proficiency bonus, to checks with that skill. Furthermore, you have advantage on Charisma checks to grab the attention of creatures or to convince them to hear you out. Languages You Speak Cyrodilic & one other language of your choice. Credit: Bethesda, UESP

Khajiit Children of the Moons There are many breeds of Khajiit, and which breed a Khajiit is born as, and with what features, depends entirely on the alignments of the moons. The Khajiit described below are of the Suthay-Raht breed of Khajiit - similar to men, but with fur, claws, tails, and heads akin to that of a cat. Most Khajiit live in the southern jungles & river basins of Elsweyr, which are dotted with cities that are home to lavish rulers, wealthy merchants, and most things you could wish to buy or sell. Each city is ruled by a Rakhajiit, who bows to down the Mane of Elsweyr. The Prides are nomadic tribes in Elsweyr's dry northern grasslands & wastes, who survive by raiding and what little hunting & scavenging can be accomplished here. Among both, the use of Moon Sugar is prevalent, and controlled tightly by the Clan Mothers, who also teach the Khajiit's myths. The lower class tend to be beggars or laborers, or members of the prides. The middle class are fairly wealthy, employing many of the lower-Khajiit to work in their businesses and maintain their property. Finally, the upper-class are made up of the wealthiest merchants, the Rakhajiit, the Clan-Mothers, and the Mane, in that order. The Rakhajeet are the dictators of their cities, their word being the closest things the Khajiit have to laws. The Mane is the Rakhajiit of Torval, and non in Elsweyr may refuse his demands. Khajiit Traits Your Khajiit character has an assortment of inborn & cultural abilities as a Khajiit. Ability Score Increase Your Dexterity score increases by 2, and your Charisma score increases by 1. Age Khajiit mature before 20, and live to 80, sometimes 100 years old. Alignment Khajiit have no interest in rules - they obey the whims of their betters, and use their resourceful nature to escape the rule of those they do not wish to serve. Thus, they lean heavily towards chaotic alignments. Size Khajiit are on the shorter side - ranging from 4'6 to 5'10 feet in height. Your size is medium. Speed Your base walking speed is 35ft. Eyes of the Tiger You can see in dim light within 120 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. Rogues of the South You gain proficiency in Stealth, as well as with the Longsword, Dagger, Longbow, and Scimitar. Feline's Fur You are acclimatized to deserts, but your fur protects in you the cold as well. You ignore penalties from extreme environments of either of those kinds. Cat's Claws Your unarmed strikes deal 1d8 slashing damage. Languages You Speak Cyrodilic & Ta 'Agra, the language of the Khajiit. Credit: Bethesda, UESP

Nords Children of the Sky The Nords are a race of tall, fair-haired, humans from the northern province of Skyrim. They are natural seamen, practicing nautical trade since their ancestors crossed to Tamriel from Atmora. They are also known as among the more militant people of Tamriel, as most of their ancient heroes are warriors, such as Ysgramor and the Five-Hundred Companions that aided his conquest of the Falmer & Skyrim itself. In times since, Nord have launched their own conquests, at one point conquerring Morrowind and much of High-Rock. Tiber Septim, who became the Ninth Divine Talos, was favored by the Nords as well. More Recently, Dunmer and Orc Refugees have flooded into skyrim do to wars & disasters in their homelands. The Empire fought the Great War against the Thalmor, winning but exhausting itself at the same time, and ending up bowing to their demands for the sake of peace. One of these conditions was allowing the Thalmor to root out worship of Talos in the Empire, including Skyrim. Twenty years later, Jarl Ulfric Stormcloak killed High King Torygg in single combat using the Thu'um, and was arrested for murder. This, combined with the Empire's enforcement of the ban on Talos Worship, started a civil war that now ravages Skyrim, known as the Stormcloak rebellion. Nord Traits Your Nord character has an assortment of inborn & cultural abilities as a Nord. Ability Score Increase Your Constitution score increases by 2, and your Strength score increases by 1. Age Nords mature before 20, and live to 80, sometimes 100 years old. Alignment Nords are generally superstitious, honorable, and isolationist. That said, the flood of refugees and the civil war have introduced new ideas to the Nordic culture. They tend towards lawful alignments, but not overwhelmingly. Size Nords are on the taller side - ranging from 4'9 to 6'2 in height. Your size is Medium. Speed Your base walking speed is 30ft. Sons of Skyrim You gain proficiency in one of the following skills: Athletics, Insight, or Intimidation. You also gain proficiency with Water Vehicles and any one set of Artisans' Tools. Shor's Bones You have resistance to cold damage, and you are acclimated to high altitude and cold climates. Battlecry You can cast the spell Cause Fear once per long rest. You cast it at 1st level, using Constituion as your spellcasting ability for it. It is considered non-magical for the sake of effects that would counter, disable, or detect magic, such as Detect Magic, Dispel Magic, or Counterspell, as well as for resistances & immunities. Ysgramor's Strength When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Languages You Speak Cyrodilic & Nordic. Credit: Bethesda, UESP

Redguards Western Warriors The Redguards, also known as the Yokudans - after the sunken island that was once their homland - are a race of dark-skinned, wiry-haired people who now inhabit Hammerfell. They are a martial people, with most among them having some amount of familiarity with weaponry. Their ancestors left Yokuda and slowly pushed back the natives of Hammerfel - various ancient groups of Orcs, Nords, Imperials, and goblins - until they'd made enough of a foothold for the rest of Yokuda to follow, which they did, as Yokuda itself sunk into the sea. Some claim this was the vengeful act of a band of Ansei - Yokudan Sword-Singers - while others maintain it was a natural disaster. Regardless, Yokuda was lost, and it's people fled east to Hammerfell. What they lacked in numbers, they made up for in ferocity. Today, the redguards are still the newcomers to Tamriel, and still lacking in numbers. Hammerfel's king rules over all the lords of Hammerfel, though the kingdom is not entirely stable at the moment - recovering from political turmoil that has weakened the Yokudans since their arrival. The Crowns are a faction with noble blood who believe in isolation and tradition, while the Forebears are descended from the old Yokudan military caste - the Ra Gada - who conquered Hammerfel in the first place. They favor cosmopolitanism and are open to foreign culture and ideas. Finally, the Lhotunics seek to unite the two factions through moderation, and have grown in recent times. Magic is frowned upon in Hammerfel, as the Redguards view it as a crutch no true warrior would wield. Many shun magic-users entirely, as they fear their souls and minds being affected by wicked spell-casters. Sword-singing, which outsiders might consider to be a form of battle-magic, is viewed as something entirely separate by the Yokudans. They also have an affinity for horses and naval practice. Traits Your Redguard character has an assortment of inborn & cultural abilities as a Redguard. Ability Score Increase Your Constitution score increases by 2, and your Dexterity score increases by 1. Age Redguards mature before 20, and live to 80, sometimes 100 years old. Alignment Redguards are generally a proud, free-spirited, and independent people, and thus expect those around them to prove their worth. They tend towards chaotic alignments. Size Redguards are average in height, ranging from 4'7 to 6 feet in height. Your size is medium. Speed Your base walking speed is 35ft. Yokudan Swordplay You gain proficiency with Longswords, Shortswords, Greatswords, and Scimitars. Furthermore, 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. Poison Resistance You have resistance to poison damage, and advantage on saving throws against poison & disease. Adrenaline Rush Once per long rest, you may cast the Zephyr Strike spell at 1st level. It is considered non-magical for the sake of effects that would counter, disable, or detect magic, such as Detect Magic, Dispel Magic, or Counterspell, as well as for resistances & immunities. The damage it deals is no longer force damage, and instead matches the damage type of your weapon. Alik'r Dwellers You are acclimated to dry environments and hot climates. Languages You Speak Cyrodilic & Yoku. Credit: Bethesda, UESP

Orcs Elven Pariahs The Orcs, also known as the Orsimer, are sophisticated but brutish elves that dwell in Valenwood, as well as Wrothgar - a region in the northeast of High Rock. They have leven blood, but are also often thought of as beastfolk and goblin-ken as well. They were widely feared and hated in the past by the other races of Tamriel, but through their honor, their military service, and their great crafts, they have earned acceptance within the empire. The Orcish homeland consists only of a small region wtihin High-Rock, Orsinium. The orcs live in strongholds - tribes in fortified villages, scattered across Tamriel. Orsinium is simply a region where they are much more prominent. Within these strongholds, a single, male chieftain reigns supreme. Generally, Orcish law is based on Malacath's Code, which is unwritten, but bans things like theft and wanton violence, but also emphasizes personal honor and strength in solving conflicts - rather than a criminal being locked up, they would have to pay compensation to the victim or allow the victim to spill their blood. Some orcs determine when a debt is repaid by weighing the spilt blood on scales, with different weights for different crimes. Generally, any Orcish women in a stronghold who aren't direct relatives of the chieftain are potential wives for him, and any orcish man aside from the chieftain is banned from taking a wife or fathering children. The chieftain has the most rights and power of any in the tribe, but maintains it only so long as he maintains the tribe by retaining it's numbers, and maintains his position by fighting off sons who challenge him in single combat. Traits Your Orc character has an assortment of inborn & cultural abilities as a Orc. Ability Score Increase Your Strength score increases by 2, and your Constitution score increases by 1. Age Orcs mature before 20, and live to 80, sometimes 100 years old. Alignment Orcs believe greatly in honor, and personal responsibility - the strength of a lone orc is all that orc will have, and all they should need, to rule. They thus tend towards lawful alignments. Size Orcs are among the tallest of the races, and are often muscled. Their heights range from 4'9 to 6'3. Your size is Medium. Speed Your base walking speed is 30ft. Orcish Metalworking You have proficiency with smiths' tools. Menacing You have proficiency in the Intimidation skill. Bold Warriors You have advantage on saving throws against being frightened. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. Continent-Crossers You have advantage on saving throws against being exhausted. Orsimer Toughness Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Languages You Speak Cyrodilic & Orsimer. Credit: Bethesda, UESP

Chapter 2: The Tongue I found the ability to recreate dragon-shouts in DnD 5e's normal classes lacking, as shouting, thematically feel less like an addendum to existing classes, and more like a re-useable, but limited power that defines an otherwise varied collection of characters. After all, shouts are the one ability that all players, regardless of build & playstyle, acquire in Skyrim(Assuming they did the main quest). I also intend to run a Skyrim game in the future, so I figured I better get this out of the way and let the community tear this apart for being overpowered. So I'm making a class for shouts, calling it The Tongue, and giving it a handful of shouts from a decent-sized list, and hoping to create a class that leans heavily into shouts but mixes weapon use. I take inspiration from other attempts at this, and threads discussing the matter on /r/unearthedarcana and other places. It is still very much WIP and many class features will be tagged as such. I hope to accomplish the feeling of a tough, control-based caster who isn't afraid to enter melee range, and who affects targets in a line or cone, often hitting multiple targets with his shouts. I did not have the shouts simply be reflavored spells, because the 9 levels of spells and the 3 levels of shouts don't neatly balance out, and simply put, many shouts don't have spells that fit their functions. Without further ado, here is my take on a class that, while not the dragonborn, is capable of dragon shouts. Please throw constructive criticism my way so I can make this more fun to play and less broken to DM for. The Tongue Level Proficiency Bonus Features Words Known Techniques Known 1st +2 Shouting 2 ─ 2nd +2 Thu'um Techniques, Word Hunter 2 1 3rd +2 Way of the Thu'um 2 1 4th +2 Ability Score Improvement 2 1 5th +3 Extra Attack 2 1 6th +3 ─ 3 2 7th +3 Way of the Thu'um Feature 3 2 8th +3 Ability Score Improvement 3 2 9th +4 ─ 4 3 10th +4 Way of the Thu'um Feature 4 3 11th +4 Extra Attack(2) 4 3 12th +4 Ability Score Improvement 4 3 13th +5 ─ 5 4 14th +5 UNFINISHED 5 4 15th +5 ─ 5 4 16th +5 Ability Score Improvement 5 4 17th +6 ─ 6 5 18th +6 Way of the Thu'um Feature 6 5 19th +6 UNFINISHED 6 5 20th +6 Extra Attack(3) 6 5

Class Features As a tongue, you gain the following class features Hit Points Hit Dice: 1d8 per tongue level

1d8 per tongue level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per concierge level after 1st Proficiencies Armor: Light & Medium Armor, Shields

Light & Medium Armor, Shields Weapons: Simple Weapons, Longswords, Shortswords

Simple Weapons, Longswords, Shortswords Tools: None Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose three from Arcana, Religion, Medicine, Persuasion, Intimidation, Nature, & History Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a simple weapon and a shield or (b) two simple weapons

(a) five handaxes or (b) any simple melee weapon

(a) Scale Mail or (b) Leather armor

(a) a priest's pack or (b) an explorer's pack Shouting At 1st level, you gain the ability to shout - speaking the language of the dragons and projecting your will into those words, letting you affect the world around you. Choose two words from the Shout List at the end of this class description. You learn more words as shown in the Words Known column of the class table. Each shout is composed of three words of power. When you would choose to learn the first word of a new shout, you may instead choose to learn an additional word of a shout you already know. You can not learn the second word of any shouts until 6th level, and you can not learn the third word of any shouts until 13th level, as detailed in the "Shout Complexity" column of the Tongue class table. You must learn the words of a shout in order - first, second, and then third. You can use your action to shout - speaking up to as many words of a single shout as you know, and creating the affect described in the shout's description for that amount of words. You can shout a number of times equal to your Charisma modifier(minimum of once). You regain expended uses after a short rest. Shouting Ability You use Charisma for your shouts, since the power of your shouts relies on your ability to project your will into the world. The DCs for saving throws against your shout, as well as your bonus to hit with attacks made as parts of a shout, are calculated using your Charisma. Shout Save DC = 8 + Your proficiency bonus + your Charisma modifier Shout Attack Modifier = Your proficiency bonus + your Charisma modifier Dragon-Tongue At 1st level, You know how to use simple words in the language of the dragons to form basic effects & concepts, and doing so can be considered a form of practice. You can use your bonus action to cast the Thaumaturgy cantrip, requiring only a verbal component. Word Hunter -WIP- At 2nd level, you are capable of learning shouts through studying word-walls or being taught be a mentor. By meditating for 24 hours on a specific word, in the presence of a word wall or with a mentor, you may learn the word. The 24 hours need-not be consecutive, but must be spent focusing on a single word. After the 24 hours have elapsed, make a Wisdom check to evaluate the true meaning of the word in the language of the dragons. The DC is calculated as below: Word-Leaning Difficulty The DC for a Wisdom check to learn a word of power is calculated as below:

18 + The complexity of the word = Wisdom Check DC. = Wisdom Check DC. Often times there will be difficulties associated with learning a word other than understanding its true meaning. A mentor may be uncooperative & isolated, and a word wall may be damaged or guarded. Finding a way to learn an extra word for the first time may be a quest in and of itself. Thu'um Techniques -WIP- At 2nd level...

Shouts The language of the dragons is composed of words of power, into which Tongues can pour their own essence & will as they speak them - if they understand the words themselves, that is. Below is a list of shouts you may choose from when you gain new shouts. Air Shield The wind circles you, blowing arrows aside harmleslly. 1st Word: Su, Air Until the start of your next turn, ranged weapon attacks made against you have disadvantage. 2nd Word: Ronaaz, Arrow As above, but the duration increases to 3 rounds. 3nd Word: Spaan, Shield As above, but the duration increases to 5 rounds. Animal Allegiance A shout for help from the beasts of the wild, who come to fight in your defense 1st Word: Raan, Animal Choose a a beast within 60ft who has an intelligence of 4 or lower. It may not be hostile to you or of a CR above your level. They must make a wisdom saving throw. On a failure, they are charmed by you for up to 1 minute, or until they are more than 60ft away from you. Targets repeat this saving throw whenever damaged, ending this effect on a success. While charmed this way, the beast will fight to defend you and will attack your enemies. 2nd Word: Mir, Alliance As above, but the duration increases to 10 minutes, and the charmed beast now understands and obeys your spoken commands(no action required), so long as it is charmed in this way. 3nd Word: Tah, Pack As above, but the range of the affect increases to 120ft, and you may target two beasts instead of one. Aura Whisper Your voice is not a shout, but a whisper, revealing the life forces of any and all 1st Word: Laas, Life You can detect living things, from mice to men to giants. You know the rough direction(Up, Down, or Cardinal), distance(in feet), and size category of living things within 30ft of you until the start of your next turn. You can choose to limit this ability(no action required), ignoring both plants and tiny creatures. 2nd Word: Yah, Seek As above, but the range of detection is now 60ft, and the effect lasts for 1 minute. 3nd Word: Nir, Hunt As above, but the range of detection is now 120ft, and reveals the type of the detected creature. Battlefury Your Thu'um enchants your nearby allies' weapons, hastening their attacks 1st Word: Mid, Loyal Choose an ally you can see within 10ft of you. The first weapon attack they make before the start of your next turn has advantage. 2nd Word: Vur, Valor As above, but the range extends to 20ft, and you may choose up to two targets in range. 3nd Word: Shaan, Inspire As above, but the range extends to 30ft, and you may choose up to three targets in range. Become Shadow Your Thu'um creeps out like dusk itself, enveloping you in darkness and swallowing light. 1st Word: Feim, Fade You, and all off your carried or worn items, become semi-transparent until the end of your next turn. During this time, if you are in dim light or darkness, and you do not move or take any actions, you may attempt to hide in plain sight as shadows envelope you. 2nd Word: Vul, Dark As above, but the duration increases to 2 rounds, and the area around you is darkened - unobstructed bright light within 15ft of you becomes dim light, and unobstructed dim light in that range becomes darkness. 3nd Word: Illis, Hide As above, but the duration increases to 1 minute, and the range of your light-dampening effect increases to 30ft.

Become Ethereal The Thu'um reaches out to the void, chaing your form to one that cannot harm or be harmed 1st Word: Feim, Fade You, and all off your carried or worn items, become translucent and non-solid until the start of your next turn. You are immune to all damage except Psychic, Necrotic, and Radiant, and you can not deal damage to, move, or otherwise physically interact with other creatures or objects while this effect lasts. 2nd Word: Zii, Spirit As above, but the duration increases to 3 rounds, and you can choose to end the effect early as a bonus action during your turn. 3nd Word: Gron, Blind As above, but the duration increases to 1 minute. Call of Valor the Valiant spirits of warriors past hear your Voice, and journey beyond space and time to lend aid. 1st Word: Hun, Hero You create a spirit in an unoccupied space within 10ft of yourself. It is of the undead type, has an AC of 11 and 5hp. You can use your bonus action to move the spirit up to 30ft, moving through solid objects but vanishing if it ends its move within one. You can instead command it to make a melee spell attack using your shout attack modifier. On a hit, the target takes force damage equal to 1d8 + your shout ability modifier. It vanishes after 1 minute. 2nd Word: Kaal, Champion As above, but you summon two such spirits. Their AC increases to 14, they're health increases to 10hp, and when you use your bonus action to command the spirits, you can give each one a single command - either to move, or to attack. 3nd Word: Zoor, Legend As above, but you now summon three such spirits, and their attacks now deal an additional 2d8 force damage. Clear Skies The sky itself yields before the Thu'um, as you clear away fog and inclement weather 1st Word: Lok, Sky You temporarily clear weather effects, such as clouds, rain, and fog, within 200-foot radius cylinder centered on you. This effect lasts for up to 1 minute, and you can end it early during your turn(no action required). 2nd Word: Vah, Spring As above, but the range extends to 400ft, and the duration increases to 1 hour. 3nd Word: Koor, Summer As above, but the range extends to 1 mile, and the duration increases to 1 day. Cyclone Your Thu'um creates a whirlng cyclone that sows chaos among your enemies 1st Word: Ven, Wind You create a 10ft wide cyclone. It moves 10ft in a straight line at the start of each of your turns. Targets entering it's space for the first time that round, or starting their turn there, must make STR saving throws. On a failure, they're pushed 10ft away from the cyclone's center and knocked prone. It lasts 1 round. 2nd Word: Gaar, Unleash As above, but the Cyclone lasts 3 rounds. 3nd Word: Nos, Strike As above, but the Cyclone lasts 5 rounds. Disarm Shout defies steel, as you rip away your opponent's equipment 1st Word: Zun, Weapon A creature of your choice within 15ft of you must make a strength saving throw. On a failure, you may choose one item they are holding. That item is pulled from their grasp to the ground within 5ft of them. 2nd Word: Haal, Hand As above, but the range extends to 30ft, and you can choose where the item lands. 3nd Word: Viik, Defeat As above, but the range extends to 60ft, and you may target two items held by one creature, or a single item held by two creatures in range. Dismay And the weak shall fear the Thu'um, and flee in terror 1st Word: Faas, Fear Choose a creature within 30ft. They must make a Wisdom saving throw or be frightened of you for 3 rounds. 2nd Word: Run, VRun As above, but the duration increases to 5 rounds, and you may choose up to two targets in range. 3nd Word: Maar, Terror As above, but the range extends to 90ft, and you may choose up to three targets in range.

Drain Vitality Coax the spiritual energies from your hapless opponent 1st Word: Gaan, Stamina Choose a creature within 30ft. That target makes a CON save. On a failure, they take 1d8 necrotic damage, and have disadvantage on weapon attacks until the start of your next turn. 2nd Word: Lah, Magicka The damage increases to 2d8 and they have disadvantage on all attacks until the start of your next turn. 3nd Word: Haas, Health As above, but the damage increases to 4d8 necrotic damage, and the range increases to 60ft. Elemental Fury The Thu'um imbues your arms with the speed of the wind, hastening your attack! 1st Word: Su, Air The next melee weapon attack you make before the end of your next turn adds your shout ability modifier to the attack roll. 2nd Word: Grah, Battle As above, but before the end of your next turn, when you take the attack action, you can use your bonus action to make one melee weapon attack. You add your shout ability modifier to the attack roll. 3nd Word: Dun, Grace As above, but the triggering attack and the bonus-action attack granted by this shout both gain a bonus to damage equal to your shout ability modifier. Fire Breath Inhale air, exhale flame, and behold the Thu'um as an inferno. 1st Word: Yol, Fire You spit flames that travels from you in a 5ft wide, 30ft long line from yourself in a direction of your choosing. Creatures in that area must make a DEX saving throw. On a failure they take 1d8 fire damage, and are set aflame. At the start of each of their turns, ignited targets make a CON saving throw. On a failure they take fire damage equal to your shout ability modifier. On a success, they extinguish the flames, ending the effect. 2nd Word: Toor, Inferno As above, but the initial damage increases to 3d8 fire damage. 3nd Word: Shuul, Sun As above, but the initial damage increases to 6d8 fire damage. Frost Breath Your breath is winter, your Thu'um a blizzard. 1st Word: Fo, Frost You spit frost that travels from you in a 5ft wide, 30ft long line from yourself in a direction of your choosing. Creatures in that area must make a DEX saving throw. On a failure they take 1d8 cold damage, and they are slowed, halving their speed. Slowed targets make a CON saving throw at the start of each of their turns, ending the effect on a success. 2nd Word: Krah, Cold As above, but the initial damage increases to 3d8 fire damage. 3nd Word: Diin, Freeze As above, but the initial damage increases to 6d8 fire damage Ice Form Your Thu'um freees an opponent solid. 1st Word: Liz, Ice You release a blast of cold air that travels from you in a 5ft wide, 15ft long line from yourself in a direction of your choosing. Creatures in that area must make a CON saving throw. On a failure, they are petrified, repeating the saving throw at the start of each of their turns and ending this effect on a success. 2nd Word: Slen, Flesh As above, but each time a creature fails a saving throw against this effect, they now take 1d12 cold damage instead. 3nd Word: Nus, Statue As above, but this shout's area of effect is now a 10-ft wide, 30ft long line. Kyne's Peace The Voice soothes wild beasts, who lose their desire to fight or flee. 1st Word: Kaan, Kyne All beasts within 30ft of you who have an Intelligence ability score of 4 or lower must make a Wisdom saving throw. Beasts who fail are charmed by you for 1 minute, repeating the saving throw upon taking damage. Creatures currently charmed in this way will not flee or take hostile action. 2nd Word: Drem, Peace As above, but the range extends to 60ft, and the duration extends to 5 minutes. 3nd Word: Ov, Trust As above, but you become aware of the direction, distance, and size of beasts currently charmed in this way by you. You can choose to limit this ability(no action required), ignoring both plants and tiny creatures.

Marked for Death Speak, and let your Voice herald doom, as an opponent's armor & and lifeforce are weakened. 1st Word: Krii, Kill Choose a creature within 15ft. The target has -1 to their AC until the start of your next turn. 2nd Word: Lun, Leech As above, but the range extends to 20ft, and the target has -2 to their AC instead. 3nd Word: Aus, Suffer As above, but the range extends to 60ft, and you may now choose up to two creatures. Scolding Breath Draw in the moisture of the air, and boil it as you breath it into the eyes of your foes. 1st Word: Yoz, Boil You breathe a cloud of steam in a 15ft cone in front of you. The area becomes lightly obscured for the next minute, or until moderate wind disperses it. Targets within the cloud when you breathe it must make CON saving throws. On a failure they take 1d8 fire damage. 2nd Word: Lom, Water As above, but targets that fail the saving throw now take 2d8 fire damage and are blinded. 3nd Word: Frein, Melt As above, but targets that fail the saving throw now take 5d8 fire damage and are blinded. Slow Time Shout at time, and command it to obey, as the world around you stands still. 1st Word: Tiid, Time Until the start of your next turn, your speed is doubled and you gain advantage on Dexterity saving throws and ability checks. 2nd Word: Klo, Sand As above, but you now also get an additional action on your next turn. You can use this action to attack(only to make one weapon attack, no exceptions), to Dash, Disengage, Hide, or to use an object. 3nd Word: Ul, Eternity As above, but the shout's duration increases to 3 rounds instead of one. You gain the additional action of this shout's second word at the start of each of your turns for the duration. Soul Fog You release a thick, dark, cloud, encapturing the souls of those who fall within it. 1st Word: Ven, Wind Target a point within 100ft. A 10ft radius fog appears centered on that point for 1 minute. The area is heavily obscured, and any creatures that die within the fog are absorbed by a suitable soul gem if you possess one. 2nd Word: Mul, Strong The fog's radius increases to 20ft. 3nd Word: Riik, Gale The fog's radius increases to 30ft. Spectral Clone Your breath condenses into a slyly-formed double of yourself. 1st Word: Fiik, Mirror You create a spectral copy of yourself within 5ft. It has your statistics, except for the following differences: It has 1hp and can not speak, cast spells, attack, or take any other actions. You command it mentally, and it acts on your initiative only as you command it too. It lasts for up to 1 minute, vanishing earlier if you dispel it(no action required), or if it is ever more than 30ft from you. 2nd Word: Lo, Deceive As above, but the duration of the shout increases to 5 minutes, the maximum distance the clone can go from you increases to 60ft, and it gains the ability to speak as you command it. You may also use your bonus action to black out your own senses and instead use the Spectral Clone's senses. You may use a bonus action to end this effect, losing the clones' senses but regaining your own. 3nd Word: Sah, Phantom As above, but the Spectral Clone lasts 1 hour, may be up to 120ft from you before it vanishes, and may take one of the following actions on its turn: Dash, Disengage, Dodge, or Use an Object.

Storm Call A shout to hte skies, a cry to to the clouds, that awakens the destructive force of lightning. 1st Word: Strun, Storm Clouds fill the sky as you summon furious rain, wind, and lightning. 2 random creatures within 100ft of you must make Constitution saving throws. On a failure, they take 3d10 lightning damage. On a success, they take half that. 2nd Word: Bah, Wrath As above, but the lightning now deals 4d10 damage, halved on a successful constitution saving throw. The storm's duration also increases to two rounds - repeating its effect at the start of your next turn. 3nd Word: Qo, Lightning As above, but the storm now lasts 3 rounds, and lightning strikes now deal 6d10 lightning, halved on a successful constitution saving throw. Swap Places Your shout grips space itself, exchanging you with another. 1st Word: Braat, Swap Choose a willing creature within 20ft of you who can hear you. You and that creature teleport, swapping locations. 2nd Word: Bo, Move As above, but the range extends to 40ft, and the target does not have to be willing or have to hear you. If they are unwilling, they make make a Charisma saving throw. On a failure your locations are swapped as per normal. On a success, the shout has no effect. 3nd Word: Gutom, Distance As above, but the range extends to 60ft, and if the target is unwilling and fails its saving throw to swap places with you, they are dazed by your shout - they are incapacitated until the start of your next turn. Throw Voice The Thu'um is heard, but its source is unknown, fooling others into seeking it out. 1st Word: Zul, Voice This shout is whispered. Choose a point within 100ft that you can see, and speak a message of your choice of no longer than 6 seconds. The sound of you speaking this message originates not from your own position, but from the chosen point, regardless of the volume you spoke the message at. 2nd Word: Mey, Fool As above, but the range extends to 200ft. 3nd Word: Gut, Far As above, but the range extends to 500ft. Unrelenting Force Your voice is raw power, pushing aside anything - or anyone - who stands in your path. 1st Word: Fus, Force You release a wave of force in a 15ft cone originating from yourself. Creatures in that area must make a Strength saving throw. Those that fail are pushed back 5ft and are stunned until the start of your next turn. Small objects under 5lbs in weight may also be harmlessly pushed by this effect. 2nd Word: Ro, Balance Targets are now pushed back 15ft on a failure. On a success they are pushed 5ft, but are not stunned. Objects up to 30lbs may be pushed by this effect. Any collisions caused by objects or creatures being pushed by this effect deal 2d10 bludgeoning damage, and the pushed object or creature stops. 3nd Word: Dah, Push Targets are now pushed back 30ft on a failure. Collisions now deal 4d10 bludgeoning damage, and targets who fail their saving throw and are moved back the full 30ft of the shout are knocked prone as well. Venomous Cloud Your Thu'um is a plague upon your foes, bringing them to their knees. 1st Word: Viidost, Poison Choose a point within 60ft. A 15ft radius spherical cloud of poison there for 1 minute or until dispersed by a moderate wind. The area is lightly obscured, and creatures entering it or starting their turn there must make a Constitution saving throw or be poisoned, repeating the saving throw at the start of each of their turns, and ending this effect on a success. 2nd Word: Liivor, Rot The range increases to 100ft, and failing a Constitution saving throw against the cloud now deals 2d8 poison damage as well. 3nd Word: Nev, Decay The cloud's radius increases to 30ft, and the damage for failing a Constitution saving throw against it increases to 5d8 poison damage.

Whirlwind Sprint The Thu'um rushes forward, carrying you in its wake with the speed of a tempest 1st Word: Wuld, Whirlwind You move 45ft in a striaght line in any direction. If there is an object, creature, or surface in your path, you stop early. This movement does not provoke opportunity attacks. 2nd Word: Nah, Fury As above, but you now move 60ft. 3nd Word: Kest, Tempest As above, but you now move 75ft, and you may make a singe, unarmed, melee attack against each creature or object that you pass within 5ft of during this movement. That attack deals 2d8 bludgeoning damage.

Final Table of Contents Chapter 1: Lore

Chapter 2: Races Altmer Argonians Bosmer Breton Dunmer Imperials Khajiit Nords Redguards Orcs Strange Races

Chapter 3: Classes Class Equivalents The Tongue

Chapter 4: Personality & Character Details Languages Backgrounds

Chapter 5: Equipment Economy Armor & Shields Armor Materials Weapons Weapon Materials Adventuring Gear Tools

Chapter 6: Customization Feats General Feats Racial Feats



Races Strange Races(Sea-Elf, Snow Elf, Dwemer, ETC.)

Classes Class Equivalents(Draw Paralells between 5e classes & TES Lore.) The Tongue (Levels 2-20) (Thu'um Techniques) (Way's of the Thu'um) (Add a Unique Shouts mechanic/section for unconventional shouts:) Call Dragon, Soul Tear, Dragon Aspect (Give Soul Fog better words. They're not bad, they just don't match the effect.)

Personality & Character Details (Appearance & name tables for all races) Languages (List Common & Uncommon races) Backgrounds (Add if needed)

Equipment Economy (Explain Goods, Coins, & Values) Armor & Shields Armor Materials (Material effects on armor) Weapons (Any new weapons) Weapon Materials (Material effects on weapons) Adventuring Gear (Any new gear) Tools (Any new toolsets)

Customization Feats General Feats (Any new feats) Racial Feats (One per Race) Altmer Argonians (Hist Connection) Bosmer(Green Pact Nature Magic) Breton(Spell Eating) Dunmer Imperials Khajiit Nords Redguards(Book of Circles) Orcs

