Birthsigns

The Apprentice
You gain two extra spell slots, their level is the highest level amongst your spell slots at the moment. If you can’t cast spells you gain two Wizard cantrips of your choise. You will never be proficient in saving throws against magic.

The Atronach
You are always proficient in saving throws against magic.

The Lady
Your Constitution and Wisdom scores increases by 1.

The Lord
On your turn, you can use a bonus action to regain hit points equal to 1d 10 + your character level. Once you use this feature, you must finish a short or long rest before you can use it again.

The Lover
Your Charisma score increases by 1 and you are proficient on Persuasion.

The Mage
You gain an extra spell slot, it’s level is the highest level amongst your spell slots you at the moment. If you can’t cast spells you gain a Wizard cantrip of your choise.

The Ritual
Healing effects gain a 1d4 bonus when used on you. It doesn't apply to rests.

The Serpent
Your touch inflicts poison. Make a melee attack against a creature within your reach. On a hit, you afflict the creature with poison that causes 1d12 poison damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

The Shadow
When you are in dim light or darkness, as a bonus action you can teleport up to your base walking speed to an unoccupied space you can see that is also in dim light or darkness.

The Steed
Add 10 feet to your speeds in addition, movement in difficult terrain won't extra feet.

The Thief
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

The Tower
You are proficient on Stealth and every time you try to open a lock you roll an extra die, you choose which result to use.

The Warrior
Your Strength and Constitution scores increases by 1.

7 comments:

  1. Hello my fellow brazilian! How would you do TES magic system? I tought of doing something like this:

    Spell Point Variant
    Novice - Cantrips
    Apprentice - 1st level
    Adept - 3rd level
    Expert - 5th or 7th level
    Master - 9th level

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    Replies
    1. Sorry for my absence, I needed to take a break because of college.
      I had the same idea as you but was trying to avoid creating more cantrips because I think there is enough already. I was think of something along the lines of

      Novice - 1st level
      Apprentice - 3rd level
      Adept - 5th level
      Expert - 7th level
      Master - 9th level

      First of all I'll need to tweak the spell schools so they match the schools from TES, after that I'll assign new schools to the spells, only then I'll convert the spells from TES and for last will be the creation of a list suggesting original DnD spells to remove so everything fits better in the lore.

      I appreciate you taking time to check the project.
      Keep in touch and come back to tell me what you think about the coming updates.

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  2. Did you switch the description of the Thief and Tower birthsigns by accident? or were those intentional?

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    Replies
    1. What exactly do you mean by 'switch the description'?

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    2. I just feel like the abilities you get with the Tower birthsign are more thematically appropriate if they were given by the Thief and vice versa.

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    3. Well, I tried to stay as faithful as possible to the birthsigns in the games.
      Since Morrowind, The Thief is all about being lucky, stealthy and voiding danger, while The Tower usually is about breaking and entering and being able to automatically open locks.

      The project was dead for quite some time now, even so I haven't abandoned it. I have plans on changaing some of the birthsigns and do a major rework on some races. If you have any ideas or suggestions let me know.

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  3. I think The Ritual should do something with raise dead and healing.

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