Tamriel: Origins world illustration - Fantasy theme
Fantasy

Tamriel: Origins

G
Gangnamstein22

Wage war, forge empires, and uncover the secrets of the Elves who first shaped Tamriel’s fate.


Author's Note: Welcome to Tamriel: Origins, a deep-time Elder Scrolls campaign set long before the Empire, before the Septims, and even before written history. This world is rooted in the Middle to Late Merethic Era, a time of mythic wars, divine architecture, and rising Elven empires. In this setting, the Ayleids, Chimer, Dwemer, Falmer, Maormer, and more vie for power across a still-young Tamriel. Great Towers are constructed to shape reality. Daedric cults walk openly among mortal races. And the borders between gods and kings blur with every passing century. This campaign is built on strictly canonical Elder Scrolls lore, reconstructed from in-game texts like Before the Ages of Man, The Annotated Anuad, and The Monomyth. Some areas from later eras have been rewritten to reflect their ancient origins—or replaced entirely. Explore vast wildernesses, witness the founding of civilizations, and decide which myths survive into legend.
Played3 times
Cloned0 times
Created
5 days ago
Last Updated
Yesterday
VisibilityPublic
Slow Fall
4

Slow Fall

When you are falling, you can use your reaction to reduce the falling damage you would take by an amount equal to 5 × your Monk level. If the damage is fully reduced, you land lightly and without harm. At Level 10, if the fall is reduced to 0 damage, you may land standing without triggering prone status or noise. At Level 15, you may redirect your momentum, allowing you to land up to 10 ft away from the impact point in any direction.

Empty Body
9

Empty Body

You step beyond the material, fading into stillness. You become invisible for 1 minute and gain resistance to all damage except force during this time. The effect ends early if you make an attack, cast a spell, or take damage that isn’t reduced to 0.

Patient Defense
1

Patient Defense

You enter a guarded stance, focusing entirely on evasion. Until the start of your next turn, all attack rolls against you are made with disadvantage, and you have advantage on Dexterity saving throws.

Fury of Blows
1

Fury of Blows

Immediately after taking the Attack action with an unarmed strike, make two additional unarmed strikes as part of this move. Each strike deals 1d4 + DEX modifier bludgeoning damage. These extra strikes do not benefit from additional damage modifiers. At level 5, make three strikes; each deals 1d6 + DEX. At level 10, make four strikes; each deals 1d8 + DEX. At level 15, your unarmed strikes count as magical, and crits with this move cause the target to make a CON save (DC = 8 + Proficiency + DEX) or be staggered (disadvantage on attack rolls until end of its next turn).

Unarmored Movement
2

Unarmored Movement

While not wearing armor or wielding a shield, your base movement speed increases by +10 feet. This enhancement scales with your level, providing greater mobility as you progress. At level 9, you gain the ability to move along vertical surfaces and across liquids without falling, though you must end your turn on solid ground.

Stunning Strike
5

Stunning Strike

When you hit a creature with a melee attack, you may spend 1 Focus to attempt a stunning strike. The target must succeed on a Constitution saving throw (DC = 8 + your Proficiency + your DEX modifier) or become Stunned until the end of your next turn. If the target succeeds the save, they suffer disadvantage on their next attack roll. At level 15, targets who fail are also slowed, halving their movement speed until the end of your next turn.

Stillness of Mind
7

Stillness of Mind

Centering your ki through intense focus, you end one condition currently affecting you that is either Charmed or Frightened. At higher levels, you can use this as a Bonus Action and gain advantage on saving throws against Charm or Fear.

Deflect Missiles
3

Deflect Missiles

When you are hit by a ranged weapon attack, reduce the damage by 1d10 + your Dexterity modifier + your Monk level. If this reduces the damage to 0, you catch the projectile to make a ranged attack with it as part of the same reaction, dealing additional force damage at higher levels.

Step of the Wind
1

Step of the Wind

You move with blinding speed and lightness. Immediately take the Dash or Disengage action. For the rest of this turn, your jump distance is doubled, and your movement does not provoke opportunity attacks. At higher levels, gain additional movement benefits and the ability to run across vertical surfaces or liquids.

Abosrb Health
3

Abosrb Health

You touch a creature and drain its life force to restore your own. The target must make a Constitution saving throw. On a failed save, the target takes 3d8 necrotic damage, and you regain hit points equal to half the necrotic damage dealt. On a successful save, the target takes half as much damage, and you regain no hit points. This spell has no effect on undead or constructs.

Cure Disease
2

Cure Disease

Description: You touch a creature and remove any disease affecting it. The spell instantly cures one disease afflicting the target, neutralizing the infection and restoring the creature’s health. The spell has no effect on undead or constructs, nor does it remove curses or poison.

Cure Paralysis
4

Cure Paralysis

You touch a creature and immediately end any paralysis affecting it. The creature is restored to full mobility. This spell has no effect on undead, constructs, or creatures paralyzed by curses or magical effects that are not considered diseases or poisons.

Cure Poison
2

Cure Poison

You touch a creature and neutralize one poison affecting it. The poison is removed instantly, restoring the creature to health. This spell does not affect undead or constructs and has no effect on diseases or curses.

Heal Companion
3

Heal Companion

You channel restorative energy into a companion creature you touch. The target regains 3d8 + your spellcasting modifier in hit points. This spell does not cure diseases or neutralize poisons, and it has no effect on undead or constructs. The healing takes immediate effect, helping your companion recover from injuries.

Heal Other
2

Heal Other

Channel restorative energy into a creature you touch, restoring a moderate amount of health. The target regains 2d8 + your spellcasting modifier in hit points. This spell does not cure diseases or neutralize poisons, and it has no effect on undead or constructs. The healing takes immediate effect, closing minor wounds and revitalizing the target.

Heal Self
6

Heal Self

You channel restorative energy into yourself, regaining hit points. When you cast this spell, you restore 70 hit points to yourself. This spell also cures you of any diseases and neutralizes any poisons affecting you. It does not affect undead or constructs. The spell takes immediate effect, healing your wounds and revitalizing your body.

Divine Mend
1

Divine Mend

You channel divine energy to mend wounds and restore vitality. Choose a creature you can see within range; they regain hit points equal to 1d8 + your Wisdom modifier. Additionally, if the target is at 0 hit points, they are stabilized and regain 1 hit point instead. This spell can be cast as a bonus action if you use a spell slot of 3rd level or higher, increasing the healing by 1d8 for each slot level above 2nd.

Snap Shot
0

Snap Shot

You make a sudden ranged weapon attack with advantage against a creature that moved during its last turn. If it hits, the target takes normal damage and must succeed on a Strength saving throw or fall prone.

Resist Harm
0

Resist Harm

You call upon divine force to dull a blow, reducing the incoming damage by 1d6 + your Wisdom modifier. At higher levels (5th, 11th, 17th), the damage reduction increases by an additional 1d6.

Steel Will
5

Steel Will

You channel ancient resolve into your allies. Up to three creatures within range gain advantage on saving throws against fear, charm, and magic for the spell's duration. Each time they take damage, they gain 5 temporary hit points (once per round).

Breath of Magnus
5

Breath of Magnus

You release a surge of radiant magicka drawn from the source of creation. Each creature in the area must make a Constitution saving throw. On a failed save, they take 6d10 radiant damage and are blinded until the end of their next turn. On a success, they take half damage and suffer no blindness. Constructs and undead have disadvantage on their saving throws.

Magicka Conflux
6

Magicka Conflux

You create an arcane aura that invigorates spellcasters. While active, all allied creatures in the aura restore 1 expended spell slot of 3rd level or lower per turn (max 3 per creature). You must succeed on a Constitution saving throw (DC 15) each turn or the aura ends.

Preserve Memory
0

Preserve Memory

You touch an object and imprint a memory (visual, auditory, or emotional) from your mind into it. Another creature that touches the object can relive the memory as a vision or sensation. Used by Psijics and Ayleids to pass down knowledge.

Shadow Jaunt
5

Shadow Jaunt

Step through shadow, emerging in another shadowed space within range. This teleportation must begin and end in dim light or darkness. You may bring one willing creature of your size or smaller.

Soul Seal
4

Soul Seal

You target a creature within range, forcing it to make a Constitution saving throw. On a failure, the creature becomes tethered by your shadow, suffering 2d10 necrotic damage at the start of each of its turns. If the tethered creature dies, you regain 4d10 hit points.

Shadow Cloak
2

Shadow Cloak

You wrap yourself in shifting darkness, becoming invisible in dim light or darkness. If you attack or cast a spell, the invisibility ends until the start of your next turn.

Umbral Flicker
0

Umbral Flicker

You teleport in a flicker of shadow to a space you can see within range. Until the end of your turn, you gain advantage on the next Dexterity (Stealth) check or attack roll.

Elemental Blade
3

Elemental Blade

You infuse your melee weapon with raw arcane energy. Choose one: fire, lightning, or frost. Your weapon's attacks deal an extra 2d6 of that damage type and count as magical. On a hit, you may expend your reaction to deal an additional 1d10 and force a Constitution saving throw or the target is stunned until the end of its next turn.

Wrathblade
1

Wrathblade

Your weapon gleams with elemental fury. Choose fire, cold, or lightning. For the duration, your weapon deals an additional 1d4 damage of that type on a hit. Once per turn on a hit, you may force the target to make a Strength saving throw or be pushed 10 feet.

Swordbind
0

Swordbind

You bind a magical tether between you and a weapon. While active, you can summon the weapon back to your hand as a bonus action (no action required if it's within 10 feet). If disarmed, the weapon reappears in your hand at the start of your turn.

Arcane Cataclysm
5

Arcane Cataclysm

You call down a concentrated collapse of magical energy. Each creature in a 20-foot-radius sphere must make a Dexterity saving throw. On a failure, they take 8d10 force damage and are stunned until the end of their next turn. Half damage on success, no stun.

Flame Cloak
4

Flame Cloak

Wreath yourself in a cloak of fire. When a creature starts its turn within 10 feet of you or hits you with a melee attack, it takes 3d6 fire damage. While active, you gain resistance to cold damage.

Flame Lash
2

Flame Lash

You conjure a whip of searing flame. As a bonus action on each of your turns, you can lash out at a creature within range. The target must make a Dexterity saving throw or take 3d8 fire damage and be pulled 10 feet toward you. At Higher Levels: +1d8 damage per spell level above 2nd.

Ward of Frost
1

Ward of Frost

A veil of glacial magic hardens your skin, granting you resistance to the triggering attack's damage. The attacker must make a Constitution saving throw or be slowed until the end of its next turn.

Soulbrand
0

Soulbrand

You brand your weapon with soul-charged flame. The next time you hit a creature with a melee weapon attack, it takes an additional 1d6 necrotic damage and must succeed on a Constitution saving throw or have disadvantage on saving throws against your spells until the end of your next turn. At Higher Levels: Extra damage increases by 1d6 at 5th, 11th, and 17th level.

Arc Bolt
0

Arc Bolt

You unleash a crackling arc of blue-white lightning at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 1d8 lightning damage. If the target wears metal armor or is standing in water, the damage increases by 1d4. Damage increases by 1d8 at 5th, 11th, and 17th level.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service