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  1. Races

Imperial

Cyrodiilic Human
Man

Ability Score Increases:

As an Imperial, you are diversely skilled. Imperials are regarded highly among merchants and diplomats; politicians and executives. Due to the nature of your diverse lifestyle, as an Imperial, you get a +2 to an Ability score of your choice.

The Nibenese Imperials are tied more tightly to their Nedic origins. As a result, they are seen more as caretakers to culture and the stories and traditions of the past. This manifests in your life as a +1 to CHA.

The Colovian Imperials are horse-lords and warriors. They have a storied past of conflict throughout the lifespan of Cyrodiil's history. The majority of leaders in the counties of Cyrodiil can trace their heritage back to the warlords of the Colovian Highlands. This heritage rewards you with a +1 to CON.

The Cyrodiilic Imperials can trace their lineage back to Reman, and thus, through him, to Saint Alessia. These Imperials are devout in their patronage to the history and glory of Cyrodiilic culture. Tieing their family lines back to the foundations of Cyrodiil spurs them on to a love of all forms of knowledge in the world, rewarding you with a +1 to WIS.

Languages:

As an Imperial, you can speak, read, and write, Tamrielic, Cyrodiilic, and one other language of your choice that you and your DM agree is appropriate.

Creature Type/Size:

You are a Medium-sized Humanoid.

Speed:

Your base movement speed is 30 ft.

Tax Collector:

Whenever rolling a Wisdom (Perception) or Intelligence (Investigation) check for the purposes of searching for or inspecting loot containers, an Imperial has a higher chance of finding money than anyone else. Imperials make this roll at advantage.

Nibenese Imperial:
The Nibense live in the wilds of eastern Cyrodiil along the River Niben, Niben Bay, and the Niben River Valley. They are common in the realms of Cheydinhal, Leyawiin, and some in Bravil. They cater to learning customs, culture, spellcasting and hunting, depending on the community of their villages rather than trade with larger entities to get what they need for their people. Their religions focus on older traditions rather than the divines.

Hunter's Intuition:

When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the roll to your ability check.

Finder's Magic:

You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Mark of Community:

If you have the Spellcasting or the Pact Magic class feature, the spells on the list below are added to the spell list of your spellcasting class.


Spell LevelSpells
1stanimal friendship, speak with animals
2ndbeast sense, calm emotions
3rdcatnap, conjure animals
4thcharm monster, faithful hound
5thawaken


Colovian Imperial:
The Colovians live in the highlands of western Cyrodiil along the border with Hammerfell and along the western coast. They are common in the realms of Chorrol, Skingrad, Kvatch, and Anvil. They cater to military training, horse training, defensive maneuvers, and some fortification magic. Their religious practice focuses heavily on the divines, and specifically that of Stendarr, Julianos, and Talos.

Soldier's Conditioning:

You have proficiency in Dexterity (Acrobatics) and Strength (Athletics) skills.

Horse-lord's Training:

When you make an ability check to operate or maintain a land vehicle, roll a d4 and add the number rolled to the ability check.

Vigilant Guardian:

 You can cast the Shield spell once with this trait, and you gain the ability to cast it again after you finish a long rest. Wisdom is your spellcasting ability for this spell.

Additionally, when a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to switch places with that creature and take the attack instead. Once you use this trait, you can't do so again until you finish a long rest.

Cyrodiilic Imperial:
The Cyrodillic live with a love for all things knowledgeable. Learning something new, reflecting on the impact that knowledge has on the people of the Empire, and how to learn from the past is their focus. Otherwise referred to as Heartlanders, one will typically find the Cyrodiilic Imperials in the realms of Bruma, The Imperial City, and Bravil, with outliers of the group, also populating Chorrol and Cheydinhal.

Intuitive Learner:

You have proficiency in the Intelligence (History) skill.

Maker's Gift:

You gain proficiency with one type of artisan's tools of your choice.

Heart of the Land:

You can cast the identify spell once with this trait, and you regain the ability to cast it again when you finish a long rest. If you have the Spellcasting or Pact Magic feature, the spells below are added to the spell list of your spellcasting class.


Spell Level

Spells
1stexpeditious retreat, floating disk
2ndcontinual flame, magic weapon
3rdblink, phantom steed
4thfabricate, stone shape
5thcreation