16. Character Creation: Exotic Races (Part 2/2)

Racial traits for exotic Human, Beast, and Elemental races.

Character Options

It’s time for part two of exotic races. This post will cover four human races (Atmoran, Kothringi, Nede, and Reachman), two beast races (Imga and Lilmothiit), three elemental races (Flame, Frost, and Storm Atronach Scions), as well as several different variants for the Khajiit race.

Some of the content here is not Elder Scrolls canon. Reasons for this may vary from lack of information as some races are (I assume) deliberately left mysterious, to my effort to make as many options as possible. I admit I might have gone out of hand on this one…

 


Human Races

Atmoran. An ancient race of men that migrated from the continent of Atmora and settled northern Tamriel. They are considered the forefathers of all human races except Redguards, with Nords bearing the strongest resemblance. Atmorans are described as tall and muscular, usually with red or blonde hair. Their men almost universally wear beards. Atmorans are capable hunters and warriors, but are also renowned shipwrights, sailors, and smiths (knowing how to forge ebony). A conflict between Atmorans and Snow Elves erupted soon after the two races met, setting the tone for relationships between Men and Mer for thousands of years to come. It is widely believed that after the few initial waves of Atmoran settlers arrived to Tamriel, Atmora became an inhospitable frozen wasteland.

  • Ability Score Improvement. Your Strength and Constitution scores increase by 1.
  • Age. Atmorans have average lifespans for humans. They reach adulthood in their late teens and live for less than a century.
  • Size. Atmorans are usually well-muscled and around 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Favored Weapon. Choose a simple or martial weapon that you are proficient with. When you roll a 1 on a damage die for an attack you make with the chosen weapon, you can reroll the die and must use the new roll, even if the new roll is a 1.
  • Snow Sight. Hailing from a land famous for its harsh weather, you have learned to block out such distractions. You do not have disadvantage on Wisdom (Perception) checks due to low visibility caused by fog, rain, snow or similar weather conditions.
  • Sons of the Snow. Your Atmoran blood grants you resistance to cold damage.
  • Animal Patron. Each Atmoran identifies with an animal spirit that guides them through their life. You gain bonuses depending on your chosen animal patron:
    • Hawk. The hawk spirit grants you its agility and keen sight.
      Your Dexterity score increases by 1. You also gain proficiency in the Perception skill, and have advantage on Wisdom (Perception) checks that rely on sight.
    • Wolf. Those emulating the wolf spirit are quick and deliberate hunters.
      Your Strength score increases by 1 and your base walking speed is increased by 5 feet. You also have advantage on Wisdom (Survival) checks made to track creatures.
    • Snake. The snake spirit protects you from venom and teaches you how to use poisons for your own benefit.
      Your Dexterity score increases by 1. You have advantage on saving throws against poison, and you have resistance against poison damage. You are also proficient with the poisoner’s kit.
    • Moth. Like the moth spirit, you are mostly active under the shroud of darkness.
      Your Wisdom score increases by 1. Accustomed to moonlit hunts, you have 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.
    • Owl. The owl spirit grants you long memory and a thirst for knowledge.
      Your Intelligence score increases by 1. You also gain proficiency in two of the following skills of your choice: Animal Handling, Arcana, History, Medicine, Nature, and Religion.
    • Whale. Unstoppable as the whale spirit, you can shrug off wounds that would kill others.
      Your Constitution score increases by 1. 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.
    • Bear. The bear spirit grants you great strength and tenacity.
      Your Strength and Constitution scores increase by 1. You also count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
    • Fox. You have the cunning and wit of the fox spirit, allowing you to easily influence others.
      Your Charisma score increases by 1 and you are proficient in the Deception and Persuasion skills.
    • Dragon. The mighty dragon spirit endows you with minor magical capabilities.
      Your Charisma score increases by 1 and you know the thaumaturgy cantrip. Additionally, you can cast the command spell once using this trait, and must finish a short or long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
  • Languages. You can speak, read, and write Common and Atmoran.

Kothringi. These silver-skinned humans are natives of Black Marsh. Scholars believe the Kothringi live in simple tribal societies, going around naked.  The Kothringi have learned to adapt to their swampy environment by learning how to swim early in their lives, constructing special boats for navigating treacherous marshes, and developing a natural resistance to poisons. They are rumored to be skilled sailors and to bring good fortune to any ship they crew. Their numbers, which were few to begin with, were decimated by the Knahaten Flu in the Second Era. Very few, if any, Kothringi have survived into modern times.

  • Ability Score Increase. Your Dexterity, Constitution, and Charisma scores increase by 1.
  • Age. Kothringi are short-lived for humans, reaching adulthood at 14 and rarely living over 70 years.
  • Size. Kothringi are of moderate height and have slender builds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Strong Swimmer. You have advantage on Athletics checks made to swim.
  • Swamp Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Languages. You can speak, read, and write Common, Kothringi, and one extra language of your choice.

Nede. Nedes are a First Era race of men that spread across most of Tamriel. Some believe they were not a unified race, but a wide spectrum of different tribes, cultures, and races lumped together for simplicity. In either case, it is unknown how they came to Tamriel, though most scholars suggest they arrived from Atmora. Nedes were brought into conflict with many of the other races, including Orcs, Chimer, Ayleids, and Redguards. Many Nedes were enslaved by the Ayleids until Alessia’s revolt. Nedes worshiped Celestials, which were avatars of the constellations. The Nedes died out as a culture in the First Era, but are considered a progenitors for the Imperial race, and much of their culture was adopted by the conquering Redguards. The Nedes were master stonemasons, having built great cities for themselves and their Ayleid masters. Most of these edifices survive into modern times, a permanent testament to their craftsmanship.

  • Ability Score Increase. Your Constitution, Wisdom, and Charisma scores increase by 1.
  • Age. Nedes reach adulthood in their late teens and live for around a century.
  • Size. Nedes vary in height from around 5 feet to over 6 feet tall. Your size is medium.
  • Speed. Your base walking speed is 30 feet.
  • Constellation Reader. When determining your birthsign, you can choose up to two options, gaining the benefits of both. If you are not using birthsigns in your campaign, one ability score of your choice increases by 1 instead.
  • Skilled. You gain proficiency in one skill and one toolkit of your choice.
  • Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • Languages. You can speak, read, and write Common, Nedic, and one additional language of your choice.

Reachman. Reachmen are a large and varied tribal group of mixed ancestry that inhabit the Reach, a sprawling region that encompasses parts of Skyrim, High Rock, and Hammerfell. Seen as barbaric and primitive, the Reachmen are often hostile to other races, but some tribes have learned to trade and cooperate. The Reachmen have a long and complicated history full of conflict, conquest, and betrayal, so their aggressive stance is somewhat justified. Most Reachmen worship the Daedric Princes, primarily Molag Bal, Namira, Malacath, and Mehrunes Dagon. Some tribes form pacts with hagravens, who become their shamans and matriarchs.

  • Ability Score Increase. Your Strength, Constitution, and Wisdom scores increase by 1.
  • Age. Reachmen have the same lifespans as Bretons, reaching adulthood in their late teens and living for up to 120 years.
  • Size. The Reachmen are the same size as Bretons, but are typically more athletic. Their height ranges from slightly over 5 feet to 6 feet. Your size is medium.
  • Speed. Your base walking speed is 30 feet.
  • Hunter’s Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
  • Mental Fortitude. You have advantage on saving throws against being charmed or frightened, and magic can’t put you to sleep.
  • Rampage. When you reduce a creature to 0 hit points with a weapon attack on your turn, you can take a bonus action to move up to half your speed and make another weapon attack.
  • Languages. You can speak Common and Reach-Tongue. This language has no written form, as Reachmen rely heavily on oral traditions. Very few people speak Reach-Tongue, as it is mostly reserved for Reachmen and their allies, such as hagravens.

Beast Races

Imga. Also known as Great Apes, these beastfolk are native to Valenwood, peacefully coexisting with the native Bosmer. They are very dextrous and covered in fur that is usually orange or brown. Their long arms are well suited for climbing trees and throwing even heavy objects such as rocks long distances. The Imga are obsessed with Altmeri high culture and go to great lengths to emulate them by wearing exquisite clothing, dueling with rapiers, reading poetry, and styling themselves with noble titles. Their attempts can be impressive when done right, but usually fall short and make the Imga look pathetic and pitiful. In contrast to their love of all things Altmer, the Imga see humans as lesser creatures and pretend to find their smell offensive. Imga are rarely seen outside Valenwood and the Summerset Isle, but a prominent Altmer might have an Imga as a servant or a  bodyguard.

  • Ability Score Increase. Your Dexterity score increases by 2, and your Strength and Constitution scores increase by 1.
  • Age. Imga reach adulthood at age 14 and live up to 70 years.
  • Size. Imga are between 5 and 6 feet tall and weigh between 130 and 200 pounds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet. You also have a climbing speed of 30 feet.
  • Darkvision. Your eyes are accustomed to shadowy forests. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it ware dim light. You can’t discern colors in darkness, only shades of gray.
  • 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.
  • Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
  • Natural Athlete. You have proficiency in the Athletics skill.
  • Languages. You can speak, read, and write Common and Altmeris. You are familiar with the language of the race you wish to emulate.

Lilmothiit. Little is known about the fox-like Lilmothiit, but these natives of Black Marsh have been the subject of much speculation. Some believe that the Lilmothiit have descended from the Khajiit, while others think they are of Akaviri origin. Their culture is seen as nomadic and primitive, and their numbers are limited. The Lilmothiit are said to be able to smell magic, but it is unknown how they developed this ability or if they are magical creatures in themselves.

  • Ability Score Improvement. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
  • Age. Lilmothiit have lifespans equivalent to humans.
  • Size. Lilmothiit are taller on average than humans and relatively slender. Your size is Medium.
  • Speed. Your base walking speed is 35 feet.
  • Vulpine 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.
  • Darkvision. Accustomed to dark swamps, you have 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 cannot discern color in darkness, only shades of gray.
  • Keen Smell. You have advantage on Perception checks relying on smell.
  • Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
  • Magic Sense. You can sense the presence of magic, such as effects of spells, within 30 feet of you. Magic appears like a faint aura around an object (including creatures), or a sharp and easily recognizable scent. You can also detect it as a high-pitched-whine at the cusp of hearing. This also allows you to sense if an item is magical or if a person is a spellcaster.
  • Languages. You can speak Common and Lilmothiit. The Lilmothiit language is very basic and simple to learn, but many of its words have multiple meanings.

Khajiit Subraces. You can choose to customize a Khajiit character using one of  the options below. A Khajiit’s breed is determined by the position of the moons at the time of the Khajiit’s birth. All Khajiits are similar at birth, but they grow into their breed in a matter of weeks.

Suthay-raht. The most common and varied breed of Khajiit. Their fur can come in different colors, including black, brown, orange, yellow, grey, and white. Their fur can also have spots, stripes, and other patterns. This breed has no special racial traits and is seen as the ‘generic’ Khajiit.


Cathay. Sometimes called jaguar-men by other races, the Cathay-raht are capable warriors.

  • Pounce. If you move at least 20 feet straight toward a creature and then hit it with an unarmed strike on the same turn, that target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. If the target is prone, you can make one melee weapon attack against it as a bonus action. The range of your Darkvision trait is reduced to 60 feet.

Pahmar. Tiger-like in appearance, the Pahmar are larger and fiercer than most other Khajiit. They have sensitive noses and long claws capable of disemboweling humanoids.

  • Hardy. Your Strength, Dexterity, and Charisma scores increase by 1. This trait replaces your Ability Score Improvement Trait.
  • Keen Smell. You have advantage on Perception checks relying on smell. The range of your Darkvision trait is reduced to 60 feet.
  • Vicious Claws. The damage of your unarmed strikes provided by your Claws trait is increased to 1d8. This trait replaces your Lightfoot trait.

Tojay. This breed is well-suited for life in the lush jungles, swamps, and forests of southern Elsweyr. They are reclusive and mysterious, so very little is known about them.

  • Agile. Your Dexterity score is increased by 2, and your Charisma score is increased by 1. This trait replaces your Ability Score Improvement trait.
  • Swamp Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. This trait replaces the Slowfall trait.

Dagi-raht. This breed prefers to live in the trees of the Tenmar Forest. They are reputed to be natural spellcasters with an innate affinity for magic and understanding of the arcane.

  • Treetop Climber. You have a climbing speed of 20 feet. This trait replaces the Lightfoot trait.
  • Cantrip. You know one cantrip from the wizard spell list. Intelligence is your spellcasting ability for it. The range of your Darkvision trait is reduced to 60 feet.

Ohmes-raht. This subrace has short, light-colored fur and facial features resembling humans and elves. They also walk on their heels instead the balls of their feet, which makes them more similar in appearance to Bosmer than Khajiit. They commonly tattoo their faces to distinguish themselves and accentuate their feline aspects. Ohmes-raht often work as diplomats or merchants, capitalizing on their less bestial appearance.

  • Personable. You have proficiency in the Persuasion and Deception skills. This trait replaces the Claws trait.

Alfiq-raht. This unusual breed is sometimes mistaken for an uncommonly large and pampered house cat, but there are some key differences. The Alfiq-raht are keenly intelligent, have powerful magical abilities, and wear clothing and jewelry. Unable to speak, their main means of communication is telepathy.

  • Innate Spellcasting. You know the mage hand cantrip. When you reach 3rd level, choose one wizard spell of 2nd level or lower. You can cast that spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, choose one wizard spell of 3rd level or lower. You can cast that spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
  • Lesser Claws. The damage of your unarmed strikes provided by your Claws trait is reduced to 1d4.
  • Mystic Intellect. Your Intelligence score is increased by 2 and your Dexterity score is increased by 1. This trait replaces your Ability Score Improvement trait.
  • Quadrupedal. The Alfiq-raht walk on all four legs, and their paws are not well-suited to handling weapons. You cannot wield weapons and have disadvantage on ability checks made to manipulate objects with your paws. You cannot wear armor unless it is made specifically for an Alfiq-raht Khajiit.
  • Small Stature. The Alfiq-raht Khajiit are diminutive in size, reaching around 3 feet in length and 1.5 feet in height. They usually weigh under 30 pounds. Your size is Small. This trait replaces your Size trait.
  • Telepathy. You can communicate telepathically with any number of willing creatures that you can see within 60 feet of you. The creatures need to share a language with you in order for this telepathy to work.
  • Languages. You can understand Common and Ta’agra, but cannot speak. You communicate primarily through your innate telepathic abilities, and can write using the mage hand cantrip.

Senche. This quadrupedal breed is usually employed as a willing steed by other Khajiit. They are notably larger than the other breeds, standing taller than than six feet and weighing a literal ton. Even this breed is dwarfed by the Senche-raht, which is larger and bulkier. Senche-rahts use their immense size to their advantage in battle, acting as mounts and beasts of war. These breeds are unavailable as character options because they are too big, but still warranted a mention in this section. I might make monster stat blocks for them if I devote a Bestiary post to creatures from Elsweyr. 


Mane. A Mane looks like the perfect Khajiit, resembling most strongly a Suthay-raht. They have pleasant features and sweet voices. Manes are the spiritual and political leaders of the Khajiit. Only one Mane can live at a time. Due to the special status and extreme rarity of this subrace, it is very unwieldy for it to be a playable character option. Therefore, I will not be making a Mane variant, at least for the time being.


Atronach Races

Atronach Scions are elemental races that encompass both lesser atronachs and the offspring of atronachs and members of other races. They are extremely rare on the material plane as atronachs refuse to meddle and generally like to stay out of the affairs of mortals. Occasionally, though, an aspiring Atronach Scion takes up a life of adventuring. All Atronach Scions have a humanoid body shape

Atronach races technically count as Daedric races. Therefore, when playing an Atronach Scion, you can choose the Not Of This World racial feat (found here) in addition to the atronach-only element-specific feats found below.

Flame Atronach Scion. Dark-skinned and with rash tempers, Flame Atronach Scions are intelligent, impulsive, and emotional. This can manifest as both strong compassion, remorseless cruelty, or insatiable curiosity. When trying to blend in, Flame Atronach Scions can withhold the flames that usually race across their bodies. If not for their ember-like eyes, they could easily pass for Redguards or Dunmer.

  • Ability Score Improvement: Your Dexterity, Intelligence, and Charisma scores increase by 1.
  • Age. Atronachs are considered adults at the age of 30 and can live for around 200 years, depending on their lifestyle. They particularly thrive in tropical or desert climates, or volcanic ashlands.
  • Size. Flame atronachs are usually more graceful than other atronachs, averaging around 6 feet tall and weighing between 100 and 200 pounds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Burning Heart. You don’t suffer the effects of extreme heat.
  • Cantrip. You know the produce flame cantrip. You choose whether Intelligence or Charisma is your spellcasting ability for it.
  • Darkvision. Your elemental blood gives 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 cannot discern color in darkness, only shades of gray.
  • Elemental Resistance. You have resistance to fire damage.
  • Fiery Mantle. Starting at 3rd level, you can use your action to start radiating searing flames that burn creatures around you.
    The flames last for 1 minute or until you use a bonus action to end them. While the flames persist, each creature within 10 feet of you takes fire damage equal to your level at the start of your turn.
    Once you use this feature, you can’t use it again until you finish a long rest.
  • Illuminating. Flames race across your body, shedding bright light in a 10-foot radius, and dim light for an additional 10 feet. You can choose to diminish or enhance both the dim and bright light, to a minimum of 0 feet and a maximum of 30 feet.
  • Languages. You can read, speak, and write Common and Daedric. Daedric is an otherworldly language that is most commonly used by spellcasters.

Frost Atronach Scion. Logical and deliberate, Frost Atronach Scions rarely act without thinking first. Their eyes are a startling bright blue, their hair white, and their skin is always cold to the touch. To a casual observer, a Frost Atronach Scion might pass as a sickly Nord.

  • Ability Score Improvement. Your Strength, Constitution, and Wisdom scores increase by 1.
  • Age. Atronachs are considered adults at the age of 30 and can live for around 200 years, depending on their lifestyle. If they keep to cold or arctic climates, frost atronachs have vastly increased lifespans.
  • Size. Atronachs vary in height from around 5 feet to over 6 feet. Frost Atronachs are somewhat bulky, weighing between 150 and 300 pounds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Cantrip. You know the ray of frost cantrip. Wisdom is your spellcasting ability for it.
  • Cloak of Winter: Starting at 3rd level, you can use your action to start exuding a freezing mist that slows and damages creatures around you.
    The mist lasts for 1 minute or until you end it as a bonus action. While the mist persists, each creature within 5 feet of you must make a Constitution saving throw (DC = 8 + proficiency bonus + your Constitution modifier) at the end of each of your turns. On a failed save, a creature takes cold damage equal to your level and has its speed reduced by 10 feet until the start of your next turn. On a successful save, a creature takes half as much damage and suffers no other effects.
    Once you use this feature, you can’t use it again until you finish a long rest.
  • Elemental Resistance. You have resistance to cold damage.
  • Frozen Heart. You don’t suffer the effects of extreme cold.
  • Languages. You can read, speak, and write Common and Daedric. Daedric is an otherworldly language that is most commonly used by spellcasters.

Storm Atronach Scion. Reclusive and contemplative, the Storm Atronach Scions value solitude and independence. They often distance themselves from others to work on a particular task, such as solving a difficult riddle, writing a long book, charting the movements of constellations, or perfecting a craft. Storm Atronach Scions are easily identified due to their pale purple-gray or violet skin and eyes that can be glittering emerald, golden, or sapphire. They always carry a static charge in their bodies, which can manifest as sparks when they experience strong emotions.

  • Ability Score Improvement. Your Constitution, Intelligence, and Wisdom scores increase by 1.
  • Age. Atronachs are considered adults at the age of 30 and can live for around 200 years, depending on their lifestyle. Those who live in stormy areas and remote islands tend to be more vital and live longer.
  • Size. Atronachs vary in height from around 5 feet to over 6 feet and weigh between 100 and 250 pounds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Your elemental blood gives 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 cannot discern color in darkness, only shades of gray.
  • Elemental Resistance. You have resistance to lightning and thunder damage.
  • Eye of the Storm. Starting at 3rd level, you can use your action to unleash a roiling storm cloud that surrounds you, protecting you from harm and damaging others.
    The storm cloud lasts for 1 minute or until you end it as a bonus action. While the storm cloud persists, ranged weapon attacks against you have disadvantage on the attack roll. Additionally, when a creature within 5 feet of you hits you with a melee attack, you can use your reaction to deal thunder or lightning damage (your choice) to the creature. The damage equals your level.
    Once you use this feature, you can’t use it again until you finish a long rest.
  • Thunderous Voice. You can enhance your voice so it can be heard at a distance of 300 feet.
  • Languages. You can read, speak, and write Common and Daedric. Daedric is an otherworldly language that is most commonly used by spellcasters.

Racial Feats

Grudge
Prerequisite: Atmoran
You have a deep hatred for all elvenkind (including Altmer, Ayleids, Bosmer, Chimer, Dunmer, Dwemer, Orcs, and Snow Elves). You gain the following benefits:

  • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
  • During the first round of any combat against elves, your attack rolls against any
    of them have advantage.
  • When an elf makes an opportunity attack against you, it makes the attack roll with disadvantage.
  • Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about elves, you add double your proficiency bonus to the check, even if you’re not normally proficient.

Bountiful Luck
Prerequisite: Kothringi
You bring good fortune to others around you. Whenever an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.


Constellation Diviner
Prerequisite: Nede
You can read your destiny as it is written in the stars, granting you the following benefits:

  • Your Wisdom or Charisma score increases by 1, to a maximum of 20.
  • You can cast the augury and divination spells as rituals without expending material components, but you must be able to see the stars while you cast these spells. Once you cast a spell using this trait, you must finish a long rest before casting it again.

Hedge Magic
Prerequisite: Reachman
Through rituals and blood sacrifices, you have mastered the craft of hedge magic. You gain the following benefits:

  • Your Wisdom or Charisma score increases by 1, to a maximum of 20.
  • You learn the shillelagh cantrip. You can also cast the hex, bestow curse and commune with nature spells without expending a spell slot, but you take necrotic damage equal to 1d6 + the spell’s level when you cast one of those spells. This damage ignores resistance and immunity. You must finish a long rest before you can cast a spell again using this trait. You can choose whether Wisdom or Charisma is your spellcasting ability for these spells.

High Culture Afficionado
Prerequisite: Imga
You have grown adept at mimicking the high culture of the Altmer. You gain the following benefits:

  • Your Intelligence or Charisma score increases by 1, to a maximum of 20.
  • You learn one extra language of your choice.
  • You gain proficiency in one of the following skills of your choice: Arcana, Deception, History, Insight, or Persuasion.
  • You gain proficiency with shortswords, longswords, rapiers, and hand crossbows.
  • You gain proficiency in one musical instrument, painter’s supplies, potter’s tools or calligrapher’s supplies.

Arcane Senses
Prerequisite: Lilmothiit
You have detailed knowledge of spells and magic, allowing you to sense them with greater ease and precision. You gain the following benefits:

  • Your Intelligence score increases by 1, to a maximum of 20.
  • You have proficiency with the Arcana skill. If you’re already proficient in Arcana, your proficiency bonus is doubled for any check you make with that skill.
  • The range of your Sense Magic trait is increased to 120 feet. When using the Sense Magic trait, you can pinpoint the location of the magical object. If you sense the effects of a spell, you automatically determine the spell’s school of magic.

Mark of the Flame Monarch
Prerequisite: Flame Atronach Scion
You are more closely connected to the element of fire, gaining the following benefits:

  • Your Dexterity, Intelligence, or Charisma score increases by 1, to a maximum of 20.
  • You have immunity to fire damage and resistance to cold damage.
  • The duration of your Fiery Mantle trait is increased to 10 minutes.
    In addition, you can deal extra fire damage once per turn to one target when you deal damage to it with an attack or a spell while under the effects of the Fiery Mantle trait. The extra fire damage equals your Intelligence or Charisma modifier.

Mark of the Frost Monarch
Prerequisite: Frost Atronach Scion
You are more closely connected to the element of frost, gaining the following benefits:

  • Your Strength, Constitution, or Wisdom score increases by 1, to a maximum of 20.
  • You have immunity to cold damage and resistance to fire damage.
  • The duration of your Cloak of Winter trait is increased to 10 minutes.
    In addition, you gain temporary hit points equal to 1d6 + your Constitution or Wisdom modifier at the start of each of your turns while under the effects of the Cloak of Winter trait.

Mark of the Storm Monarch
Prerequisite: Storm Atronach Scion
You are more closely connected to the element of storm, gaining the following benefits:

  • Your Constitution, Intelligence, or Wisdom score increases by 1, to a maximum of 20.
  • You have immunity to lightning and thunder damage.
  • The duration of your Eye of the Storm trait is increased to 10 minutes.
    In addition, you have a flying speed of 30 feet while under the effects of the Eye of the Storm trait. If you are still flying when the effect ends, you fall unless you can somehow prevent it.

Commentary. I might have gone overboard with the number of races and racial feats here. The important thing is how to use these options: the ten basic races are the core, and most of the party should consist of members of these races. Only one or two characters in a normal party should be members of exotic races, unless, of course, the party is meant to be extremely diverse and the players don’t mind that their characters attract a lot of attention wherever they go.

Of course, if your campaign is set in a different time period, you will use different races. For instance, if you wish to play in the days of early human settlement of Tamriel, the major players will be Atmorans, Snow Elves, and the Dwemer. A campaign centered on Alessia’s rebellion will prominently feature Nedes and Ayleids. If you wish to have a campaign with something completely new, try a conflict between two Daedric Princes, such as Mehrunes Dagon and Sheogorath. This will give you a chance to put Daedric and Elemental races in the spotlight instead of the margins.

In the future, I might make Argonian subraces in the same way as I did the Khajiit subraces in this post. I will also make an update with name suggestions at one point. I can’t say I’m completely satisfied with all the races and their racial feats, so the exotic races might get a revisit at one point.

2 thoughts on “16. Character Creation: Exotic Races (Part 2/2)”

    1. None except for me.
      Jokes aside, that’s an interesting point. The Sload are very powerful and have specific drawbacks, so I believe they would make much better monsters/NPCs (much like beholders or mind flayers) than a playable race. I will eventually make a monster stat block for them.

      Like

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