Alteration Journeyman
Req. 5 Alteration
Pick one spell from the Alteration school as your signature spell. Your normal modifiers when casting this spell are doubled.
Alteration Expert
Req. 10 Alteration
Pick one effect within the Alteration school. For this effect, the base cost is halved in spells.
Alteration Mastery
Req. 15 Alteration
You gain a Constant Effect Shield, Fire Shield, Frost Shield, or Lightning Shield ability on Self, decreasing your max Magicka by 3x the spell cost.
Conjuration Journeyman
Req. 5 Conjuration
Pick one spell from the Conjuration school as your signature spell. Your normal modifiers when casting this spell are doubled.
Conjuration Expert
Req. 10 Conjuration
Pick one effect within the Conjuration school. For this effect, the base cost is halved in spells.
Conjuration Mastery
Req. 15 Conjuration
Provides Constant Effect Summon or Bound ability on Self for max Magicka decrease of 1.5x Summon Cost.
Destruction Journeyman
Req. 5 Destruction
Pick one spell from the Destruction school as your signature spell. Your normal modifiers when casting this spell are doubled.
Destruction Expert
Req. 10 Destruction
Pick one effect within the Destruction school. For this effect, the base cost is halved in spells.
Destruction Mastery
Req. 15 Destruction
Your signature spells in the Destruction school have half the Magicka cost.
Illusion Journeyman
Req. 5 Illusion
Pick one spell from the Illusion school as your signature spell. Your normal modifiers when casting this spell are doubled.
Illusion Expert
Req. 10 Illusion
Pick one effect within the Illusion school. For this effect, the base cost is halved in spells.
Illusion Mastery
Req. 15 Illusion
You gain a Constant Effect Chameleon or Sanctuary ability on Self, decreasing your max Magicka by 3x the spell cost.
Mysticism Journeyman
Req. 5 Mysticism
Pick one spell from the Mysticism school as your signature spell. Your normal modifiers when casting this spell are doubled.
Mysticism Expert
Req. 10 Mysticism
Pick one effect within the Mysticism school. For this effect, the base cost is halved in spells.
Mysticism Mastery
Req. 15 Mysticism
You gain a Constant Effect Reflect or Spell Absorbation ability on Self, decreasing your max Magicka by 3x the spell cost.
Restoration Journeyman
Req. 5 Restoration
Pick one spell from the Restoration school as your signature spell. Your normal modifiers when casting this spell are doubled.
Restoration Expert
Req. 10 Restoration
Pick one effect within the Restoration school. For this effect, the base cost is halved in spells.
Restoration Mastery
Req. 15 Restoration
You gain a Constant Effect Resist or Restore Health ability on Self, decreasing your max Magicka by 3x the spell cost.
Practiced Enchanter
Req. 5 Enchant
You can expend Magicka to assist in the enchanting process, the DC is reduced by 2 for every 1 Magicka point used.
Enchanting Expert
Req. 10 Enchant
Enchanted items you use have more charge, their Magicka pools are increased by 50% while you use them.
Constant Effect Enchanting
Req. 15 Enchant
Allows the creation of Constant Effect enchantments, for which effect cost is doubled and a Greater or higher soul gem is required.
Alchemy Journeyman
Req. 5 Alchemy
You find twice as many ingredients when harvesting.
Alchemy Expert
Req. 10 Alchemy
Negative effects for potions and positive effects for poisons are halved.
Alchemy Master
Req. 15 Alchemy
You can create single ingredient potions. These potions have half the magnitude of a normal potion. The effect for these potions is the primary effect, marked in the ingredient data.
Short Blade Journeyman
Req. Short Blade 5
You may make a bonus attack with Short Blades on each turn. Increases to 2 bonus attacks at Short Blade 15.
Short Blade Expert
Req. Short Blade 10
Attacks with Short Blades ignore half the opponent’s armor.
Short Blade Mastery
Req. Short Blade 15
Attacks with Short Blades use one less Fatigue, to a minimum of 0. You may make 2 bonus attacks with Short Blades, rather than one.
Long Blade Journeyman
Req. Long Blade 5
Attacks with Long Blade can achieve a critical hit with a 19 or 20.
Long Blade Expert
Req. Long Blade 10
Your attack affects extra targets within 5ft equal to the extra fatigue used in the attack.
Long Blade Mastery (Riposte)
Req. Long Blade 15
When an enemy melee attacks you, you can attack in return. The enemy attack does not need to hit.
Spear Journeyman (ZOC 1)
Req. Spear 5
When wielding a spear, you get an attack reaction on any opponent you can see entering attack range from the front.
Spear Expert (ZOC 2)
Req. Spear 10
If you make a successful attack reaction on an opponent entering attack range, they cannot get closer to you.
Spear Mastery
Req. Spear 15
Attacks with Spear crush through blocks, the opponent’s block DC is increased by points equal to your attack roll.
Blunt Weapon Journeyman
Req. Blunt Weapon 5
The max fatigue cap of blunt weapon attacks is increased by one.
Blunt Weapon Expert
Req. Blunt Weapon 10
The base fatigue cost of blunt weapon attacks is reduced by one, to a minimum of 0.
Blunt Weapon Mastery
Req. Blunt Weapon 15
Attacks with blunt weapons knock down and disarm the opponent on a critical hit.
Axe Journeyman
Req. Axe 5
Attacks with axes crush through blocks, the opponent’s block DC is increased by points equal to your attack roll.
Axe Expert
Req. Axe 10
Critical hits with axes allow you to disarm the opponent.
Axe Mastery
Req. Axe 15
For each point of fatigue you expend on an attack with an axe, the roll necessary for a critical hit is reduced by one.
Marksman Journeyman
Req. Marksman 5
You do not need to take a turn after shooting to ready your next shot.
Marksman Expert
Req. Marksman 10
Attacks with bows ignore half the opponent’s armor.
Marksman Mastery
Req. Marksman 15
When you make an attack with a bow, you can make an additional bow attack.
Throwing Journeyman
Req. Throwing 5
When attacking with throwing weapons, your attack skill is multiplied by 1.5x.
Throwing Expert
Req. Throwing 10
Attacks with throwing weapon ignore half the opponent’s armor.
Throwing Mastery
Req. Throwing 15
When you make an attack with a throwing weapon, you can make an additional throwing attack.
Hand-to-hand Journeyman
Req. Hand-to-hand 5
The base damage of hand-to-hand attacks increases as your Base skill increases, based on the following table, rather than 1.
Skill Base Damage 5 1d6 8 1d8 12 1d8+4 15 1d10+5 17 1d12+6 20 1d20+10
Hand-to-hand Expert
Req. Hand-to-hand 10
If you do damage to an opponent with a hand-to-hand attack, they cannot attack you with a weapon on their next turn.
Hand-to-hand Mastery
Req. Hand-to-hand 15
Hand-to-hand attacks achieve a critical hit with an 18 or higher, and can disarm an opponent on a critical hit.
Unarmored Journeyman
Req. Unarmored 5
Instead of adding Unarmored / 2 pts to AC when not wearing armor, add your full Unarmored value.
Unarmored Expert
Req. Unarmored 10
Your Unarmored skill contributes twice as much to your evasion.
Unarmored Mastery
Req. Unarmored 15
When hit by any attack, you can make a DC 30 Unarmored check to negate the hit entirely.
Light Armor Journeyman
Req. Light Armor 5
Light Armor provides no Speed penalty.
Light Armor Expert
Req. Light Armor 10
Fatigue regenerates 50% faster in all Light Armor.
Light Armor Mastery
Req. Light Armor 15
When wearing all Light Armor, you gain 50% Resistance to Fire, Frost, and Shock.
Heavy Armor Journeyman
Req. Heavy Armor 5
When wearing all Heavy Armor, for 2 Fatigue you can run into an opponent in movement range, Staggering them.
Heavy Armor Expert
Req. Heavy Armor 10
Wearing Heavy Armor no longer reduces your Fatigue.
Heavy Armor Mastery
Req. Heavy Armor 15
Damage can be reduced to 1/10th by armor, rather than 1/5th.
Block Journeyman
Req. Block 5
Along with the regular DC 19 Block check, if your check also beats
RollToBeat = 20 - (Block / 2)
the entire attack damage is negated. (10% chance at Block 5, 50% chance at Block 20)
Block Expert
Req. Block 10
Along with other Block checks, if your check beats a 15, the opponent is staggered, losing one attack on their next turn. (25% chance)
Block Mastery
Req. Block 15
Along with other Block checks, if your check beats a 19, the opponent is disarmed (5% chance)
Athletics Journeyman
Req. Athletics 5
Your max movements per turn is increased by one.
Athletics Expert
Req. Athletics 10
Your Athletics skill is doubled when added to your movement speed.
Athletics Mastery
Req. Athletics 15
One additional movement per turn costs no fatigue.
Acrobatics Journeyman
Req. Acrobatics 5
During combat, you may make an Acrobatics check against an opponent’s Speed in melee range to leave their zone of control without provoking an attack.
Acrobatics Expert
Req. Acrobatics 10
Your jump height in feet is equal to your Acrobatics skill, rather than Acrobatics / 2.
Acrobatics Mastery
Req. Acrobatics 15
You no longer take damage from falling.
Sneak Journeyman
Req. Sneak 5
Damage from a sneak attack is x4 instead of 2x.
Sneak Expert
Req. Sneak 10
Your movement is no longer halved in stealth.
Sneak Mastery
Req. Sneak 15
After a movement action, you may make a DC 35 Sneak check to enter stealth, even when not obscured.
Deception Journeyman
Req. Deception 5
You can take a few minutes to disguise yourself, requiring a DC 20 + Deception + (Personality / 4) to be recognized.
Deception Expert
Req. Deception 10
Your action declarations are hidden from other combatants. You still must declare your actions, but opponents cannot use that information against you, as if you were hidden.
Deception Mastery
Req. Deception 15
You can mimic the speech of any person you’ve heard speaking in a language you know.
Speechcraft Journeyman
Req. Speechcraft 5
Up to Speechcraft / 4 times per day, you can encourage an ally, allowing them to add your Speechcraft / 4 to a skill check of their choice.
Speechcraft Expert
Req. Speechcraft 10
When determining is some is lying to you, your Speechcraft skill is doubled.
Speechcraft Mastery
Req. Speechcraft 15
Any roll lower than a 10 on a Speechcraft check is considered a 10.
Security Journeyman
Req. Security 5
Your lockpicking is silent.
Security Expert
Req. Security 10
Your lockpicking never leaves a trace.
Security Mastery
Req. Security 15
You get a copy of a lock’s key after picking it.
Survival Journeyman
Req. Survival 5
You can always forage enough food for yourself, excluding extreme circumstances.
Survival Expert
Req. Survival 10
Non-magical animals do not attack you unless provoked.
Survival Mastery
Req. Survival 15
You gain 50% Resistance to Fire, Frost, Shock, Poison, and Disease.
Spellmaking
Req. 15 Intelligence
Allows Spellmaking.