Homebrew [TES] Nord Species Details
Nords are a race that were led to Skyrim by Ysgramor. They are tall, fair-haired and pale-skinned humans from Atmora who are known for their incredible resistance to cold and even magical frost. They are enthusiastic warriors, and act as soldiers, mercenaries, merchants and blacksmiths all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare. Above all else in Nord culture is the quest for honor and glory, and a great emphasis is placed on family values. They thrive in the cold, reminiscent of their native Atmora, and are known as a militant people by their neighbors. Nords are also naturally superior at sea, and have benefited from nautical trade since their first migrations across the sea from Atmora. They captain and crew the merchant fleets of many regions, and may be found all along Tamriel's coasts. They issue a battle cry to make their enemies flee for a short time. Nords comprised the majority of the Stormcloaks, as well as the majority of the population of Skyrim.
[TES] Nord Traits
As a Nord, you gain the following special traitsBirthsign
Those born in Nirn are granted special abilities based on the stars they were born under.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and a different one by 1, or increase three scores by 1. None of these increases can raise a score above 20.
Creature Type
You are a Humanoid.
Size
Your size may be Medium or Small.
Speed
Your speed is 30 ft.
Languages
Your character can speak, read, and write Common.
Arctic Blood
As a child of the North, Nords boast a hearty resistance to the cold, and demonstrate a mastery over wielding it. you have resistance to Cold Damage, and you ignore creatures resistance to Cold damage.
Daily Power
As a Tamrielic Race, at Second Level you gain a Daily Power unique to your race.
- Battle Cry - As an Action once per Long Rest, you can call upon the power of the Greybeards themselves, letting out a frigid roar. Each creature in a 15ft cone in front of you must make both a Dexterity saving throw, the DC for which is equal to 8 + your Constitution modifier + your proficiency bonus. Upon failure, any creatures within the cone take an amount of d4's Equal to your proficiency bonus of Cold damage, and are Frightened for One Minute. If a creature succeeds, they take half damage and are not frightened.







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