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Altmer: Magic Specialist.

Altmer have the following...

  • advantage on all spellcasting rolls
  • disadvantage when attempting to resist incoming spells
Apparition: Phantasmal.

This creature can pass through ordinary materials and do not need to breathe. They can only be harmed by magic or enchanted items and weapons.

Argonian: Histskin.

Argonians are immune to poison and have advantage on rolls to resist disease, they can also breathe underwater

Bosmer: Wild Elves.

Wood Elves have the following...

  • advantage on illusion rolls against beasts
  • their limber frame grants them an immunity to attacks of opportunity
Breton: Dragonskin.

Bretons take 2 less damage from harmful spells and gain +2 to resist all incoming spells

Dremora: Fires of Oblivion.

All physical attacks dealt by dremora inflict the Burn ailment, and fire magic used by dremora deal +3 bonus damage

Dunmer: Ash Skin.

Dark Elves take half damage from fire based attacks and magics

Khajiit: Prowl.

Khajiit have advantage on Stealth and Acrobatics saving rolls

Nord: Child of the Sky.

Nords gain the following...

  • take half damage from any source of ice or cold type damage
  • inflict the Fear ailment on a failed DC 8 saving throw when the Nord lands a melee critical hit
Orsimer: Battle Trance.

Whenever an Orc deals a critical hit or is dealt a critical hit, their melee damage gains +2

Raptor: Pounce.

If the raptor uses a claw attack immediately after moving at least 3 spaces and if their target is smaller or equal in size to them, that target must succeed a STR or DEX saving throw or are knocked prone.

RaptorLvl 2
30
60
Reachfolk: Ancestral Retribution.

Reachfolk deal +2 damage against Nords and Bretons

Redguard: Wardancer.

Redguards gain an additional action when they deal a critical hit, they also have advantage on attacks of opportunity

Troll: Troll Metabolism.

Trolls regenerate 1 HP every player or enemy turn

Troll: Fear of Flames.

Trolls take double damage from the Burn ailment

Vampire: Vampiric.

When a vampire hits a living target with it's bite attack, it regains health equal to the damage it dealt.

Werebeast: Cursed Blood.

All werebeasts gain the following...

  • advantage on all martial and mobility rolls
  • their claws are considered enchanted
  • immune to all diseases
  • suffer +3 damage from poison, take a base 3 damage from silver
  • only gain benefits from resting if they also eat meat during the rest
50
Witchmen: Dark Ritual.

consuming the heart of a slain foe grants the following for 3 turns...

  • +3 damage
  • +1 action per turn
  • advantage on rolls to resist spells