Argonian (5e Race)

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The argonians of the Black Marsh are one of the most peculiar races in all of Tamriel due to their appearance, uncommon speech patterns and outlook. They are known for their resilience and cleverness, product of the harsh environments found in their homeland. They sometimes refer to themselves as Sahxleel (people of the root in their native language of Jel) due to their natural connection and respect for the Hist, a network of sentient trees spread throughout their land. These lizard-like people have endured prejudice, hostility and even slavery from the ancient Chimer, the Dunmer; and more recently the empire, due to their abilities and traits. Over time, the argonians fought back, largely through the use of guerrilla warfare, defending their borders across countless centuries. In recent years, they have broke free from their slavers and have claimed independence from the Empire.

Argonians can; trough time and experience, understand the cultures, customs and tendencies of the races of men and mer alike. However, their way of thinking about concepts like society, emotion or relationships; is naturally different and alien to people who haven't spent a long time among them. They are a proud people who tend to value ideals like forgiveness, loyalty and righteousness.

Physical Description[edit]

The Argonians are a race of reptilian humanoids hailing from the province of Black Marsh. Their heads are often adorned with natural horn-like protrusions or feathers and their faces have a large mouth accompanied by a reptile tongue and many pointy teeth. They have average height and an athletic build more often than not, accompanied by a large cocodrilian tail that is the source of their natural swimming abilities. Their scaly skin is thicker along their sides and back and when moist, it is great protection against the natural weather of their home swamplands.


The Argonians were created by the Hist, a race of sapient spore trees. The Argonians were given life, form, and purpose by these creators. Their roots run deep beneath the soil and soft white limestone of Black Marsh, connecting them all, and thus connecting the Saxhleel. As the Hist are all connected at the roots, they have a collective consciousness, and can communicate with each other. Ancient cave paintings depict half-tree, half-Argonian figures—some of which appear to be more tree-like than Argonian.

Long ago, they used to make their living nearby giant stone pyramids known as Xanmeer, where they were capable of great feats and advances such as powerful protection spells that lasted multiple eras and complex trade networks that allowed them contact with other civilizations. They were adept at using volcanic glass in their metalworking, which shaped their weapons and implements. The ancient argonians feared the primordial force of chaos that is Sithis, and built their Xanmeers to appease it and offer them protection from destruction. However their society collapsed after a mysterious event known as the Duskfall.

In the time since, they have accustomed to a more tribal style of living, roaming the swamps and mires to provide and sustain themselves. They have learned to make the most of their enviroment in order to protect themselves from would-be slavers and invaders including even the forces of Daedric Prince Mehrunes Dagon. This has secured their independent and proud culture, allowing them to continue their legacy trough carved walls and oral tradition, which most tribes consider of supreme importance.


Argonian society centers around a mysterious kind of tree known as the Hist. Argonians start as an egg and will need to form a connection with the hist in order to survive. After they hatch the hist would then give the newborn a soul as they drink the sap of the tree. They believe this soul will return to the hist upon the death of the Argonian.

The societal structure of the Sahxleel differs greatly from one tribe to another, or even to those who swell far beyond the Hist trees of their homeland. The traditions and histories of their people vary from tribe to tribe like the amicable Bright-Throats or the warrior-like Dead-Waters, even city dwelling argonians like those from the settlements of Mournhold or Coldharbour. It is important to consider how well connected to the Hist and argonian tradition the individual is because those born with a weaker connection to their roots are considered disadvantaged by other Sahxleel.

Argonian Language & Names[edit]

Argonian names tend to follow two conventions; Jel names that are based on something significant about the individual's history, abilities or appearance (Hajel-Ei, Xul-Mot, Lotash, etc.) or their respective translation to Imperial Tamrielic which will normally follow adjective-noun structures (like Dark-Scale, Small-Flower, Colored-Ink etc.) or verb-adverb-noun structures (Swims-through-Swamp, Treads-at-night, Plays-with-Dice, etc).

Argonian Traits[edit]

The Argonians are a race of reptilian humanoids from Black Marsh.
Ability Score Increase. Your Constitution score increases by 2.
Age. Argonians have a lifespan of up to 200 years, but most only live to see their 80s.
Size. Your size is medium
Speed. Your base walking speed is 30 feet and you have a swim speed equal to your walking speed.
Waterbreathing. Your Argonian gills allow you to breathe underwater naturally.
People of the Root. The Hist has accommodated your body to survive in the swamp, giving you advantage on all rolls to resist disease. Additionally, you gain resistance to Poison Damage.
Histskin. Once per long rest while you are under half your maximum Hit Points, as an action, you might call upon the power of the Hist to recover from your injuries. Spend hit dice up to your Constitution modifier and heal for the result rolled on them.
Languages. You can speak, read and write Common and Jel.


Due to ancient tradition, argonians born under the sign of the Shadow are given to the Dark Brotherhood at birth where they are trained in the art of stealth. Those who survive become shadowscales and serve as spies and assassins for Black Marsh.

Ability Score Increase. Your Dexterity score increases by 1
Shadow of the Swamp. You gain proficiency in Stealth, Deception and working with a Poisoner's Kit.


A tribe of powerful argonian warriors and hunters who care for their people and their territory. They are known for adorning their weapons and armor with pieces of fallen comrades. To craft a weapon from the skin and bones of their warriors is considered an honor.

Ability Score Increase. Your Strength score increases by 1
Hunter of the Swamp. You gain proficiency in Athletics, Survival and working with Leatherworker's Tools.


A tribe of cheerful argonians who have developed rich traditions with outsiders and other tribes. They are known for their rich music, dance and woodworking tradition.

Ability Score Increase. Your Charisma score increases by 1
Socialite of the Swamp. You gain proficiency in Performance, Persuasion and working with Woodcarver's Tools.


A tribe rooted in lore and tradition. They spend long hours searching the ruins for objects of historical value to learn their stories, and repurpose these objects for daily use in creative ways.

Ability Score Increase. Your Intelligence score increases by 1
Sage of the Swamp. You gain proficiency in History, Investigation and working with Potter's Tools.


An introspective and pious tribe. They have a deep connection to the Hist, naming a "Sap-Speaker" who is said to work as a direct intermediary between the Hist and the Argonian people. They are also obsessed with games and avid gamblers.

Ability Score Increase. Your Wisdom score increases by 1
Player of the Swamp. You gain proficiency in Nature, Religion and with a Gaming Set of your choice.


Lukiul (also known as assimilated people) are argonians hatched far from Hist trees and as such they have a weaker connection to their roots. They may have been influenced by the culture of the place they were born in or currently reside in. Lukiul have difficulty understanding the body language and social queues of marsh-born Argonians. They have become citizens of another province and found a role in their society.

Ability Score Increase. An ability score of your choice increases by 1
Far from the Swamp. You gain proficiency in two skills of your choice and with a tool or vehicle type of your choice.


  1. "Lore:Argonian". Unofficial Elder Scrolls Pages.
  2. "Argonian". Elder Scrolls Fandom.
  3. "Argonian (Online)". Elder Scrolls Fandom.
  4. "Argonian (Skyrim)". Elder Scrolls Fandom.
  5. "Argonian (Oblivion)". Elder Scrolls Fandom.
  6. "Argonian (Morrowind)". Elder Scrolls Fandom.
  7. "Argonian (Daggerfall)". Elder Scrolls Fandom.
  8. "Argonian (Arena)". Elder Scrolls Fandom.

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