Playtest Material

The information in this document is presented for gathering feedback, while usable in its current state, it is likely to have issues regarding balance or other factors.

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Restless and eccentric the masters of the pulse magically enhance their heart rate in order to heighten their metabolism. Because of this they not only process nutrients incredibly fast but also sport an astoundingly quick reactiveness.

In combat, those that follow the mastery of the pulse benefit from rapid reactions, which aid them in dodging attacks, great for the esseturgist that cherishes the little amount of endurance they keep.

Their embracing of quickness has repercussions on social behavior, as they are quick to think and do not hold interest for long. Esseturgists that follow this mastery often find it hard to rest, forcing them to always find something to entertain themselves.

Pulse Features
Level Feature
2nd Mastery Spells, Panic and Excitement, Red Target
6th Missed Me
14th Woe of Mortality Option
18th Nervous Shock

Mastery Spells

2nd-level Pulse Blood Mastery feature
You gain a number of mastery spells at certain levels detailed in the list below. These do not count towards the number of spells known and are considered esseturgist spells.

Pulse Mastery Spells
Level Spells
2nd Bone Armor, Blood Rush
4th Enthrall, Blur
6th Boiling Blood, Haste
8th Visceral Transposition, Death Ward
10th Mislead, Awaken

Panic and Excitement

2nd-level Pulse Blood Mastery feature
Starting at 2nd level, pressure makes others panic, but it simply gets your blood pumping. You gain a bonus to your AC equal to the number of hostile creatures within 10 feet of you, to a maximum of +3 AC.

Red Target

2nd-level Pulse Blood Mastery feature
Also at 2nd level, you can draw the ire of another through mockery. As a bonus action, you taunt a target within 30 feet of you. The target must succeed on a Personality saving throw against your esseturgist spell save DC or gain disadvantage in attack rolls and skill checks that aren’t made against you for 1 minute. At the beginning of each of their turns, the target can make another Personality saving throw, ending the effect on a success.

This feature ends early if you select a new target or if you are knocked unconscious. A creature that succeeds on the save is immune to these effects for 1 hour.

Missed Me

6th-level Pulse Blood Mastery feature
When you reach 6th level, your quickness allows you to slip out of danger easily. When you are hit, you can use your reaction and spend 4 Blood Points to gain a bonus to your AC equal to 2 plus your Intelligence modifier until the beginning of your next turn, including against the triggering attack. If the attack misses you, you can move up to 15 feet as a part of the same reaction. This movement does not trigger attacks of opportunity.

Woe of Mortality Option

14th-level Pulse Blood Mastery feature
At 14th level, you are able to create a noxious haze with a creature’s blood. You gain the following option for your Woe of Mortality feature:

Debilitating Haze

You can spend 5 Hit Dice to create a cloud of blood in a 20-foot radius sphere centered on the target’s location for the duration of Woe of Mortality.

Each creature of your choice that starts their turn or enters the area for the first time must make an Endurance saving throw against your esseturgist spell save DC. On a failed save, the area is considered to be difficult terrain for the creature and it becomes blinded until the beginning of their next turn. Additionally, while you are within the area, whenever a creature willingly moves more than 5 feet within the area during their turn, you can use your reaction to move up to 10 feet.

Nervous Shock

18th-level Pulse Blood Mastery feature
Starting at 18th level, you can now retaliate when an attack misses you. When you use your Missed Me feature and cause the triggering attack to miss, you can jolt the attacker’s nervous system with a stimulating shock as a part of the same reaction.

The creature that attacked you must make an Endurance save against your esseturgist spell save DC. On a failed save, the target takes 4d10 necrotic damage, has their speed reduced by an amount equal to the necrotic damage dealt this way, and it can’t take reactions until the beginning of their next turn. On a successful save, the creature takes half damage, but suffers no other effects.