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  1. Races
Atmoran Human
Man

Ability Score Increases:

The Nords sailed from the land of Atmora to the north of Tamriel. It has never been explained why their migration occurred, but they settled into the northern lands of Skyrim and befriended the Snow Elves. Though short-lived, their lives in Skyrim became a hotly debated and fiercely fought-over thing, pitting them against the Snow Elves, the Dragon Cult, and eventually other species of people all over Tamriel. Their fierce nature has made it well-known just how strong they are. As a Nord, you gain a +2 to your Str.

The Nords of Atmora have lived in frigid climes since their younger years. Those that became known as the Skaal settled upon the island of Solstheim and maintained a frigid home and lifestyle even before contention with the other species of Tamriel was broached. As a Skaal, you gain a +1 to your Con.

The Nords who settled within Skyrim began to mingle with the other species of Tamriel and it is said this interaction mixed their heritage and upbringing. The Nords of Skyrim have diversified their skills, some involving themselves in states craft, marketing, crafting, spellcraft, and much more. As a Nord of Skyrim, you gain a +1 to an Ability Score of your choice.

Languages:

As a Nord, you can speak, read, and write, Tamrielic, Nordic, 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.

Little Giant:

You have proficiency in the Athletics skill and you count as one size larger when determining your carry capacity and the weight you can push, pull, drag, or lift.

Mountain Born:

You have resistance to cold damage. You can also naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.

Stone's Endurance:

You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a d12. Add your Con modifier to the number rolled and reduce the damage taken by that amount.

You can use this trait a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a long rest.

Battle Cry:

Nords may give a loud and boisterous yell, inspiring fear in those around them. Creatures within 15 feet of the Nord must roll a DC (8+prof+CHA) Wisdom save. If they fail the save, they must use their reaction to immediately run their maximum speed away from the Nord. If a reaction is not available to use, they use their movement on their next turn before any other actions in that turn. They are considered frightened and cannot move closer. At the end of that turn, the effect ends. Once used, the Nord must take a long rest before being able to use this ability again.