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5e Midnight Conversion (In Progress)

Classes
Restricted Classes
Casters
Races
Dwarf
Kurgun Dwarves
Clan Dwarves
Elves
Caransil (Wood Elves)
Danisil (Jungle Elves)
Erunsil (Snow Elves)
Miransil (Sea Elves)
Gnomes
Halflings
Agrarian Halflings
Nomadic Halflings
Humans
Dorns
Sarcosans
Erenlander
Orcs
Dwarrow
Gnome-Raised
Dwarf-Raised
Dworgs
Elflings
Danisil-Raised
Halfling-Raised
Heroic Paths
Healing and Hit Dice
Magic
Spell Points and Channeling
Primary vs. Secondary channeler
Running out of Spell Points
Resting to Regain Spell Points
Multiclassing with channelers
Learning New Spells
Observing Magic
Class Levels and Spells
Cultural Growth
New Feats
Magic Initiate (Channeling)
Spellcasting (Channeling)
Linguist
New Backgrounds
Refugee
Turncoat
Poisons of Eredane
Classes
Restricted Classes

The
Clericand
Paladin classes are only available to agents of the Shadow. A Cleric or Paladin who
leaves the service of the shadow loses all magical and supernatural class abilities. The
Warlock
class does not exist due to the nature of magic on Aryth.

Clerics of Izrador may choose from the domains of War (PHB), Magic (SCAG), Death (DMG),
Trickery (PHB) or Tempest (PHB)

Paladins of Izrador may choose between the Oath of the Crown (SCAG) or Oathbreaker (DMG) class
options.

Casters

All classes that cast spells have had a major change. As a rule they will have access to fewer spells
per day, especially at later levels, but should have access to a greater variety of spells overall. See
the Magicsection below.

Races

Dwarf

Ability Increase.
Con +2

Speed.
25 feet, not reduced by armor

Darkvision 60ft.

Dwarven Resilience.
Advantage on saves vs. poison and resistance to poison damage

Dwarvencrafts.Proficient with Smiths tools, Masons tools or Brewers tools. You Gain Expertise
for and add both your Intelligence and Wisdom to crafting one specific type of thing (such as armor,
weapons, furniture, bridges, ale, etc.) of your choice.

Stonecunning.
Gain Expertise on History checks to identify the origin or purpose of stonework.

Dwarven Combat Training.


Proficient with hammers, axes, and picks, and any weapon with
Dwarven in the name.
Kurgun Dwarves
Ability Increase.
Wis +2

Outside the Mountain.


Advantage on Athletics checks to climb and jump, or to shove enemies.

Chop and Throw.


Gain the benefits of Dual Wielder feat (+1 to AC, draw or stow both) when using
hatchets

Languages.
Clan Dialect, Old Dwarven

Recommended Languages.
Colonial, Orcish, Traders Tongue

Clan Dwarves
Ability Increase.
Strength +2

Stability.
Advantage on rolls to avoid being pushed or tripped so long as standing on solid ground.

Armor Training.
Proficiency with light and medium armor.

Languages.
Clan Dialect, Old Dwarven

Recommended Languages.
Orcish, Other Clan Dialects, Traders Tongue

Elves

Ability Increase.
+2 to Dex

30ft. movement.

Darkvision 60ft.

People of the Bow.


Proficiency with all Bows (but not crossbows)

Fey Ancestry.
Advantage against sleep or charm effects caused by magic.

Trance.
Only sleep for 4 hours a night

Natural Channelers.
Select a magical tradition and learn two cantrips, your spell point total is
increased by 1.

Caransil (Wood Elves)


Ability Increase.
+1 Int

Elven Warriors.
Proficiency with Longsword and Shortsword
Deep Magic.
Learn one 1st-level spell. Spell point total increased by 2 additional points.

Time to Learn.
Extra language or proficiency of your choice

Languages.
High Elven

Recommended Languages. Colonial, Erenlander, Halfling, Jungle Mouth, Old Dwarven, Orcish,
Sylvan, Traders Tongue.

Danisil (Jungle Elves)


Ability Increase.
Wisdom +1

Jungle Fighters.
Proficiency with sepi and atharaks

Superior Senses.
Start with Proficiency in the Perception skill

Jungle Stealth.
Hide using only lightly obscuring natural phenomena (rain, mist, snow, etc.)

Life in Hiding.
Advantage on stealth checks in natural settings.

Languages.
Jungle Mouth

Recommended Languages.
Colonial, Erenlander, Halfling, High Elven, Sylvan, Traders Tongue.

Erunsil (Snow Elves)


Ability Increase.
Cha +1

Erunsil Warriors.Gain proficiency with fighting knives (1d6 damage), and benefit from the Dual
Wielder feat while wielding them (+1 to AC, draw two as free action)

Weather the Storm.


Resistance to environmental damage.

Icewood.
Start play with an Icewood Bow (ranged attacks have 1.5x Str damage bonus instead of
Dex bonus). You can create another as if it was a normal bow.

Languages.
High Elven, Orcish, Patrol Sign.

Recommended Languages.
Dark Tongue, Erenlander, Orcish, Norther, Sylvan, Traders Tongue.

Miransil (Sea Elves)


Ability Increase.
+1 Con

Ocean Warriors.
Proficiency with Nets, plus your choice of Glaive, Pike, or Trident.
Swim speed
of 20

Proficiency
in Sea Vehicles, and any Dex check involving ropes

Languages.
High Elven, Jungle Mouth.

Recommended Languages.
Halfling, Sylvan, Traders Tongue.

Gnomes

Ability Increase.
Int +2

Ability Increase.
Cha +2

25 ft. speed.

Darkvision 60ft.

Magically Resilient.
Advantage on all Int, Wis, and Cha throws vs. magic

Small but Deadly.


Proficiency with Hand Crossbows

Ride the Rivers.


Proficiency with Water Vehicles

River Folk.
Advantage on Swim checks and Dex Checks involving ropes

Traders Wit.
Advantage on Charisma, Dex, and Int checks related to trade, haggling, or smuggling.

Languages.
Traders Tongue, Any one unrestricted language.

Recommended Languages.
Any unrestricted.

Halflings

Ability Increase.
+2 Dex

Speed 25ft.

Lucky.
When you roll a 1 on a d20, you may reroll it and use the new result.

Brave.
Advantage on saving throws against fear

Light Footed. You treat all falls and drops as 10 feet lower for the purposes of falling damage, and
when falling less than 10 feet you dont make any more noise than when walking.

Under Cover. You may attempt to hide while only lightly obscured by floor-level cover, such as tall
grass, fog, human-sized furniture, or other similar obstructions.
Nimble.
You may move through the space of any creature that is larger than you.

Natural Channelers.
You gain two cantrips, your maximum spells points increase by 1.

Tools of War.
Gain proficiency in Slings, Sickles, War Picks, Light Hammers, and Warhammers.

Agrarian Halflings
Ability Increase.
+1 Int or Wis

Bonus Feat. Gain either an additional 1st Level Spell plus 2 spell points, the Tough feat, or the
Resilient feat.

Naturally Stealthy.
You may attempt to hide even when obscured only by a creature that is at least
one size larger than you.

Nomadic Halflings
Ability Increase.
+1 Str or Wis

Bonus Feat.
Gain either an additional 1st Level Spell plus 2 spell points, Mounted Combatant, or
Polearm Master

Slippery.So long as there are distractions to take advantage of (such as active combat) when you
start your movement hidden you may move at half speed through an area without cover and not
automatically reveal your presence, until after you take an action or stop moving. If your turn ends in
cover, you may remain hidden as though you never left it.

Humans

Ability Increase.
+2 to one attribute of your choice

Speed 30ft.

Bonus Feat.
Gain one feat of your choice.

Dorns
Ability Increase.
+2 Str

Weather the Storm.


Resistance to environmental damage.

Brotherhood.
You gain advantage on melee attacks if the target is also threatened by at least one
ally.
Languages.
Erenlander and Norther.

Recommended Languages.
Colonial, High Elven, Orcish, and Traders Tongue.

Sarcosans
Ability Increase.
+2 Dexterity

Proficiency in Lances, Scimitars, and Shortbows

Natural Horsemen.
Advantage on all checks to control or interact with horses.

Hit and Run Tactics. Attackers have disadvantage on opportunity attacks against you, as long as
you have already moved at least 10 feet during your current turn. (Note that this means actually
moving 10 feet, not using 10 feet of movement)

Languages.
Colonial and Erenlander.

Recommended Languages.
Courtier, Halfling, Norther, Orcish, and Traders Tongue.

Erenlander
Ability Increase.
+1 on two different attributes of your choice
(cannot be the same as your initial +2

increase for being a human)

Versatile Combatant.
Proficiency in three weapons of your choice.

Hardened by Experience.
Proficiency in one language, vehicle or toolkit of your choice.

Languages.
Erenlander and 1 non-restricted of your choice.

Recommended Languages.
Any non-restricted.

Orcs

Ability Increase.
+4 Str

Speed 30ft.

Superior Darkvision
120ft.

Light Sensitivity.
You have disadvantage on attack rolls and Wisdom (perception) checks that rely
on sight when you, the target of your attack, or whatever you are trying to perceive is in direct
sunlight.

Relentless Endurance.
When you are reduced to 0hp but not killed outright, you may instead drop to
1hp. You may use this ability once per short rest.

Magic Resistance.
Proficiency on Constitution saves vs. magic.

Savage Attacks. When you score a critical, roll one of the weapons damage dice one additional
time and add it to the weapons damage.

Menacing. You may choose to intimidate using a Strength check instead of a Cha check as long as
your target can see you.

Natural Linguists.
Orcs are naturally proficient with languages, and begin play speaking two of the
listed Recommended Languages at basic level, in addition to any they may receive from their
backgrounds or starting Culture Rank.

Languages.
Orcish, Black Speech

Recommended Languages.
Old Dwarven, High Elven, Halfling, Colonial, Erenlander, Norther,
Traders Tongue

Dwarrow

Ability Increase.
Cha +2

Speed 25 feet.
Not reduced by armor

Darkvision 60ft.

Magically Resilient.
Advantage on Int, Wis, and Dex Saves vs. magic

GnomeRaised
Int +1

Small but Deadly.


Proficiency with Hand Crossbows

Ride the Rivers.


Proficiency with Water Vehicles

River Folk.
Advantage on Swim checks and Dex Checks involving ropes

Traders Wit.
Advantage on Charisma, Dex, and Int checks related to trade, haggling, or smuggling.

DwarfRaised
Dwarven Lifestyle.
Select either the Kurgun or Clan dwarf background. You gain the listed abilities
but the attribute bonus is reduced to +1

Surprising Speed. Orcs suffer disadvantage on opportunity attacks against you. They are not used
to fighting Dwarves who are so small and move so fast.

Dworgs

Ability Increase.
Str +2

30ft. Speed.
Not reduced by armor.

Darkvision 60ft.

Ready for Trouble.


+1 bonus to all saves.

Quick to Hate.
Advantage on opportunity attacks against Orcs. Dworgs hate orcs even more than
their dwarf parents.

Savage Attacks. When you score a critical, roll one of the weapons damage dice one additional
time and add it to the weapons damage.

Dwarven-Raised. Select either the Kurgun or Clan dwarf background. You gain the listed abilities,
but the attribute bonus is reduced to +1

Elflings

Ability Increase.
+3 Dex

Speed 30ft.

Darkvision 60ft.

Trance.
Only sleep for 4 hours a night.

Natural Channelers.
Pick a tradition, learn 2 cantrips and gain 1 additional spell point.

Luck.
When you roll a 1 on a d20 you may re-roll it and take the new result.

Recommended Languages.
Traders Tongue, Halfling, High Elven, or Jungle Mouth.

DanisilRaised
Jungle Born.
You gain the following benefits, as described under Danisil Elves: Jungle Stealth,
Superior Senses, Life in Hiding.

Languages.
Jungle Mouth

HalflingRaised
Plain Born.Gain the listed benefits for either the Agrarian or Nomadic halfling subraces.

Languages.
Halfling or Traders Tongue
Heroic Paths
See the
Midnight 5e Heroic Paths
document

Healing and Hit Dice


When you take a short rest, you may spend any number of hit dice to recover damage.

When you take a long rest, you recover up to half your maximum hit dice, after spending as many as
you wish to restore lost HP. You recover no HP automatically as part of a Long Rest.

ex. Lyra the 5th level spell thief has had a rough day on the streets, and when she finally arrives home
she has only a single d8 hit die remaining and 5hp out of 30 maximum. She spends her d8
immediately, rolls a 4, and ends up with 9hp. At the end of the night of rest, she regains 2HD and
spends both, rolling a 3 and a 6. She starts her next day with 18hp out of 30, and no Hit Dice
remaining. She decides to stay in and rest for the day, since shes still feeling pretty worn out from
yesterdays adventure.

Magic
Spell Points and Channeling

Spell Points replace Spell Slots in the Midnight setting: rather than having specific slots, each good
for a single spell, you instead have a number of spell points. A spell costs a number of Spell Points
to cast equal to the level of spell slot it would have occupied, so if you want to cast a 3rd level spell
you simply expend 3 Spell Points and cast it. If you want to cast the same spell as a 5th-level spell
(perhaps to increase its damage) then you could expend 5 Spell Points, assuming youve got a high
enough Channeling Limit (see below).

Using spell points to power magical abilities is called channeling, and is the primary method by
which magic is worked on the world of Aryth. A channeler can always cast any spell they know, so
long as they have enough spell points on hand.

A characters Channeling Limit is the number of spell points they can spend on a single effect. At its
most basic limit this impacts the highest level spell they can cast, though it sometimes has other
applications such as determining how powerful a ritual the character can lead. For most characters,
their Channeling Limit is equal to their class level divided by three, rounded up. (This is an exception
to the general rule that numbers round down)

Sidebar: Relative Power

Channelers in Midnight have access to fewer total spells per day than their typical 5e
counterparts. On the other hand, they have far more flexibility with how they use the magic they
have: without hard limits on the number of a given spell slots, a Midnight channeler is free to put
all their energy into a few big spells, or portion it out over a dozen smaller spells, or anything in
between. A Midnight caster can always cast one or two more of their top-tier spells in a given
day, but will burn through almost all their magic for the day to do so.

every
Interestingly, sentient creature in the world of Midnight possesses at least a little bit of magic,
and all player characters start with one Spell Point even if they dont know how to cast a single
spell. Some races (those most closely connected with the Fey) have a stronger magical connection
to the world of Aryth. They start with a few extra spell points and the ability to cast a small number
of spells.

Within any race, there are individuals with very strong connections to magical energy, and these are
the people generally referred to as Channelers. They gain spell points based on their casting
attribute (Wisdom, Charisma, or Intelligence) and gain additional spell points as they level up.

Also of note, with all magic coming from the same source, all channelers are capable of learning all
spells, limited only by their raw power (how many spell points they can channel into a single spell).
The reason classes have different spell lists is purely focused on which spells the caster will
naturally discover over the course of their studies, but by seeking out others knowledge they can
learn to cast anything.

Primary vs. Secondary channeler

The distinction between Primary and Secondary Channeler classes is primarily one of how quickly
their Channeling Limit increases:

Primary Channeler classes are classes that (in 5e) grant spells at 1st level and eventually grant
access to 9th level spells. Characters who take a level in a Primary channeler class gain the
following benefits for each level, in lieu of their normal benefits from their classs spellcasting
ability.

Their Channeling Limit (maximum Spell Points per spell) is equal to their level, rounded up
(this is an exception to the general rule that all numbers round down).
Increase your maximum spell points by 1 each class level.
Learn one spell that you can cast each level, selected from your classs spell list.
Learn 1 additional cantrip every 4 levels (at 4th, 8th, 12th, 16th and 20th)
If you are a Sorcerer, you may convert any of your new spells known to a sorcery point.

Secondary Channeler classes are classes which do not grant spells at first level and never grant
access to 9th level spells. Characters who take a level in a Secondary channeler class gain the
following benefits for each level, in lieu of their normal benefits from their classs spellcasting
ability.

Their Channeling Limit (maximum Spell Points per spell) is equal to 1/3 their level ,
rounded
down, with a minimum of 1.
Gain 1 spell point each even-numbered class level.
Learn 1 spell that they can cast each level, selected from their classs spell list.
Learn 1 additional cantrip every 6 levels. (at 6th, 12th, and 18th).

Non-Channelers have a Channeling Limit (maximum Spell Points per spell) is equal to 1/3 of their
level, rounded down, just as with Secondary Casters. The do not gain additional Maximum spell
points or automatically learn spells.

All Channelers:

When you first gain spells, you gain the number of known spells, cantrips, and spell points listed
under the class or feat that granted them. Rangers learn 2 spells at 2nd level, but never gain access
to cantrips.

PrimaryCasters(Wizards,Sorcerers,Druids,etc.)
ExtraSpellPoints
(Addtocasting
Spell attributemodifier
Leve andanyracial
Level l bonuses) Misc
1 1 3 StartingSpells
2 1 5 2spells
3 2 7 2spells
4 2 9 2Spells,1Cantrip
5 3 11 2spells
6 3 13 2spells
7 4 15 2spells
8 4 17 2Spells,1Cantrip
9 5 19 2spells
10 5 21 2spells
11 6 23 2spells
12 6 25 2Spells,1Cantrip
13 7 27 2spells
14 7 29 2spells
15 8 31 2spells
16 8 33 2Spells,1Cantrip
17 9 35 2spells
18 9 37 2spells
19 10 39 2spells
20 10 41 2Spells,1Cantrip

SecondaryCasters(Rangers,EldritcKnights,
ArcaneTricksters,etc.)
ExtraSpell
Points(Addto
castingattribute
Spell modifierandany
Level Level racialbonuses) Misc
1 1 2
(Ranger:Starting
2 1 3 Spells)
StartingSpells
3 1 4 (Ranger:1spell)
4 1 5 1spell
5 1 6 1spell
6 2 7 1spell,1Cantrip
7 2 8 1spell
8 2 9 1spell
9 3 10 1spell
10 3 11 1spell
11 3 12 1spell
12 4 13 1spell,1Cantrip
13 4 14 1spell
14 4 15 1spell
15 5 16 1spell
16 5 17 1spell
17 5 18 1spell
18 6 19 1spell,1Cantrip
19 6 20 1spell
20 6 21 1spell

Running out of Spell Points


When you run out of spell points, you may sacrifice some of your own life essence to cast
additional spells. Doing so is dangerous; when you cast a spell and cannot pay the cost in Spell
Points, your maximum HP is reduced by your level, minimum 1. At the end of a Long Rest, all HP
reduction incurred in this way is removed and HP can be recovered.

No class or racial ability can prevent this damage, and no magic or other abilities can heal it except
for rest.

Resting to Regain Spell Points


Once per day, during a short rest, Wizards and Circle of the Land Druids may regain spell points
spent so far that day up to a number equal to your Channeling Limit. (This will be your level.)

During each long rest, you regain all spent spell points, and any Constitution damage taken in lieu of
spending spell points.

Multiclassing with channelers


When you have levels as a Primary Channeler and multiclass into a non-channeler class, you gain
benefits as if you had gained a level as a Secondary Channeler, as long as at least half your levels
are from Primary channeler classes. To figure out your Channeling Limit, total these two numbers:

- The Channeling Limit granted by your Primary Channeler classes (counting levels only from
Primary Channeling classes) calculated as normal.
- The Channeling limit granted by all your other levels. Divide their level by three as normal, but
down
round instead of up when determining the result.

Example: Lyra the spell-thief has just gained a new level as a rogue and is now a Wizard 4/Rogue 4.
Her four levels as a Wizard give her a Channeling Limit of 2 per spell ( of four). Her Thief levels,
however, only increase her Channeling Limit by 1 (of four is 1; when multiclassing she rounds
down on these secondary levels) Totalling those up gives her a gives her the ability to cast any spell
with a cost of 3 Spell Points or less.

Sidebar: When figuring out multiclass bonuses such as spell points, treat each instance of the
Spellcasting feat as a Primary Caster level. (meaning that for each instance of that feat, one level of
a non-channeler class grants bonus spell points and known spells as if it was a Secondary
Channeler level)

Learning New Spells

Wizards, Sorcerers, Druids and other caster classes learn one new spell each level. Rangers and
other secondary spellcasting classes learn one spell every even level.

A character may learn a number of additional spells each level through their tradition-specific
process equal to their Spellcasting attribute modifier (in addition to any spells they earn for leveling
up in a caster class). These available learned spells may be stockpiled and used later if the
character does not have time to train during a given level. This process costs no XP or money.

Charismatic (CHA) Casters


learn by observing and experimenting, entering a deep meditative
state in which they gain a deeper understanding of their own power. This process is freeform and
open-ended in nature, but laborious and slow. Each caster must learn to master a spell in their own
particular way, and no other person can aid or speed the process of introspection along.

In order to begin study, the caster must decide which effect they wish to learn or invent. They may
then spend 1 month per Spell Level of experimentation to ( this may be done in tandem with
adventuring or other activities). If the charismatic caster has seen the spell cast before the time is
reduced to 5 days of experimentation. Individual periods of study must be completed in a single
continuous process, but not all periods of study towards a particular spell must be completed
together.

eg. if a sorcerer is working towards a Fireball, a 3rd level spell they know about but have never seen
which will take 12 weeks to research. They have spent three weeks experimenting trying to figure it
out, but now they have seen Magic Missile and want to learn it instead (a process will only take 4
weeks). If they abandon Fireball now, theyll have to start over again at 12 weeks. If they spend
another week theyll make a breakthrough and keep their progress. Then they could come back later
and pick up with only 8 weeks left to go.

Hermetic (INT) Casters


learn through research and study. By combining arcane tomes and
long-lost scrolls they learn new magic thought lost to the ages. Their study is rooted in what others
have discovered, and as such they need a primary source to begin study. In order to learn a spell
they must have it in a lorebook, spellbook, or scroll and be able to read that source or have it
translated for them by one who can read it.

Learning a spell requires one day of dedicated study per Spell Level . If the spell is studied from a
scroll, successfully learning the spell destroys it. Hermetic casters may not undertake casual study
while adventuring or undertaking other strenuous activity, but they may break up their periods of
study as they see fit. (Its all written down, after all!) All Hermetic casters gain literacy in a language
of their choice at 1st level, and may gain literacy in new languages without a teacher.

If a hermetic caster wishes to try and invent a new spell, they must spend a period of three months
per spell level
in intense study (8 hours a day) in month-long increments. At the end of this period
they have added the new spell to their spellbook, and can memorize it as normal. If they have
another spell in their spellbook with a similar effect, the time is reduced to
six weeks per spell level.

Spiritual (WIS) Casters


learn their spells through communion or guidance. They cannot learn
independently, but through communing with their peers they quickly learn the ways of magic by
sharing knowledge and experience. They must learn the spell from either a spirit or another spiritual
caster capable of casting it or a spell-like ability with a similar effect. To learn a spell, a spiritual
caster must undertake two hours of communion per Spell Level with their teacher to successfully
learn a spell.

Observing Magic

In addition to use of the Detect Magic spell, all characters who can cast spells or have proficiency in
the Arcane skill can take 1 round to attempt to determine whether something is magical and what
properties it might possess. A DC 12 Intelligence (Arcane) check determines whether the item is
magical or not.

If they spend 1 minute on the check, a result equal to the creators spell save DC at the time of
creation also reveals which schools of magic the item radiates. If they beat the DC by at least 5,
they also get a general sense of the types of effects the item can create. This process is not a spell
and generates no magical signature, instead consisting of close inspection and experimentation,
such as reading runes, holding various baubles near the item, tasting the air, and looking at the item
through various lenses and crystals.

Magical effects that would prevent or alter perception by Detect Magic, such as Nystuls Magic
Aura, affect the results of examination as well unless the check result equals the masking effects
save DC by at least 5.

Characters who can use this ability also have a Passive Arcane score equal to 10 + Wis, adding ther
proficiency bonus if they are proficient in Arcane. This functions like the Passive Perception, and
alerts them to the existence (but no other details) of any magical effect move close to or might
interact with if its save DC is equal to or lower than the character's passive Arcane.

Example: Lyra the 4th-level wizard/rogue is burgling a legates office. She is about to pick up an book
that has the Alarm spell cast on it when the GM alerts her that she notices a subtle magical energy
radiating from the book, because her 14 Passive Arcane is higher than the spells DC 13 save. She
takes a minute to examine the item, and rolls a 16 on an Arcane check. She learns that it radiates
Abjuration, but since she did not beat the DC by at least 5 she can only guess what type of effect it
might produce. Had she beaten it, she might have learned something like this book has been
enchanted to produce a long-range mental effect if it is moved or touched except by specific people.

Class Levels and Spells

While any character is capable of learning any of the spells on the General Spell List
, when you level
up and select your automatically learned spells, you may only select spells from your classs spell
list. These represent the spells your character would naturally discover as part of their studies,
while the general spell list reflects those spells anyone can learn with enough work.

Secondary Channelers (such as Rangers, Arcane Tricksters, Eldritch Knights, etc.) will find this the
most restrictive, since their lists are more limited and do not include spells at the highest possible
levels. You may use your increased spell point pool and capacity to cast those spells at higher
levels, but you will never gain higher-leveled spells automatically.

Cultural Growth
The world of Eredane is a disparate and uneducated one, where adventurers (and all others) must
be self-sufficient and worldly to survive. As they travel, explore, and learn, adventurers pick up skills
and cultural understanding that give them a unique edge in the world. This is represented through
the acquisition of Culture Ranks. A character gains one culture rank each level (including first), and
may spend one to gain one of the following improvements:

One level of spoken proficiency (Pidggin > Basic > Fluent) in a language
Literacy in a language (At same level as your spoken proficiency)
One level of proficiency (Jack of All Trades > Proficient > Expertise) in a toolkit or vehicle.

Characters should select skills or languages they have been exposed to recently, and may bank up
to two Culture Ranks at a time. If they would acquire a third by leveling, they must spend one
immediately.

Pidgin Competency

If you are Fluent in a language, you have Pidgin competency in all languages related to it (see the
Languages of Eredane appendix for the relationships between languages). If you can write that
language, you may write with Pidgin proficiency in all related languages as well.

With Pidgin competency you may only communicate very basic messages. As a rule, limit yourself
to one or two-word verb-noun sentences and use only short one or two syllable words. No touch!,
Orcs there?, Move quiet, or Is magic? would all be reasonable things to communicate with
pidgin proficiency. When decoding writing with Pidgin proficiency, you will only be able to determine
the general subject of the discussion, but details will be lost.

When a language is being spoken at Pidgin competency, the GM may at any time call for a DC10
Intelligence check for the speaker or a DC10 Wisdom check for the listener to effectively
communicate under moments of stress (such as in combat). If speaker and listener are both relying
on Pidgin understanding (there is a language in between their understood languages) they check is
DC15. Failure suggests they say they say something that does not translate, picked a word that has
a different meaning in the other language, or their pronunciation caused them to be misunderstood.

Ancient Tongues

Most languages have changed over time. After thousands of years, texts from the time of the
Sundering are almost incomprehensible to modern speakers of most languages.

If you want to learn the Ancient version of a tongue, you can learn it if you have an appropriate
resource by spending a culture rank. You must generally be literate to learn an ancient dialect
unless you can find a teacher who speaks it. The languages with enough history to have Ancient
version are:
High Elven, Danisil, Norther, Old Dwarven, and Courtier.

before
If you learn an ancient tongue the modern version, you can learn the modern version by
spending a culture point after being exposed to the modern dialect.

New Feats
Magic Initiate (Channeling)

Works as listed in 5e PHB, with this addition:

You additionally increase your maximum spell points to 1 + your casting attribute bonus.

Spellcasting (Channeling)

Prerequisite, Magic Initiate

When this feat is selected, choose two schools of magic from the list below. You may learn and
cast any spell from those schools with a spell point cost equal to 1/2 your level rounded up (this is
an exception to the rule that you always round down). You immediately learn three new spells that
you can cast. You may hereafter select spells from these school when you would learn new spells,
and you may cast known spells from this school.

You additionally gain a +2 bonus to your spell point total. At this point, your spell point total should
be 1 (your inherent spell energy) + 2 (from this feat) + any racial bonuses + your casting attribute
bonus.

You may take this feat multiple times, each time choosing two new schools, learning 3 new spells,
and increasing your maximum Spell Point total by 2 more points.

The eight schools are: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion,
Necromancy, and Transmutation.

Linguist

Works as listed in the 5e PHB, with this alteration:

Instead of gaining 3 languages:


You gain 9 Culture Ranks. You must spend them on languages or
literacy.

New Backgrounds
(all backgrounds from the 5e PHB are acceptable, though you may need to work with your GM for
backgrounds like Acolyte or Sage that imply magical or religious training)

Refugee

You have spent your life on the run, your life destroyed, your loved ones killed or scattered, and your
every day spent hunted and in hiding from the Shadow. Perhaps your village was burned and you
fled, or you were conscripted into an army and chose not to fight. Perhaps you were blessed with
the gift of magic only to discover what a curse it truly was and were chased by legates. Either way,
you have been forced to learn to survive on your own, to infiltrate various cultures, and to fend for
yourself.

Skill Proficiencies.
Stealth, Survival
Tool Proficiencies. Disguise Kit
Languages. One of your choice (Dark Speech or Orcish suggested)
Equipment. A double-sided cloak, a disguise kit, a false set of travel papers, and a belt pouch
containing 15vp of trade goods,

Feature: Friends in Low Places

Your life has been spent on the run. Youve done favors, accepted favors, and broken bread with
refugees the world over. In any given camp, you can find a friend or a friend-of-a-friend. These
friends can help you smuggle yourself in or out of camp, find a good place to hide, acquire
contraband, or perhaps just find a warm place to sleep for the night.

These friends are always of low rank: they are fellow refugees, transient members of society never
truly at home in any camp. They cannot provide expensive services or supplies, but they might know
where to find someone who can. Similarly, they never have any real insight into the workings of the
Shadow, but they may know spies and double agents who are (probably) friendly to the cause.

Turncoat

At one point on your life you served the Shadow, before you saw the error of your ways. You took
your life in your hands and fled, joining with one of the many guerrilla insurgencies or rebellions, or
perhaps simply attempting to settle down into a quiet life outside the Shadows grasp.

Now you are on the run. The Shadow never forgives, and if any of his servants should recognize you
they will stop at nothing to make an example of your betrayal.

Your previous rank was likely one of middling importance: you were not the lowest of the low,
otherwise your name would simply be forgotten. Neither were you one of the great movers of the
Shadows army, lest your betrayal would be on every tongue. More likely you were a sergeant,
chaplain, city clerk, local spymaster, magical initiate, or a similar individual of moderate rank.

Skill Proficiencies. Deception, Insight


Tool Proficiencies. Forgery Kit
Languages. Literacy in one language of your choice
Equipment. A paper signed by a high-ranking legate, a military-issue cloak of slightly outdated style,
a set of travelling clothes, your old badge or symbol of rank, 15vp of trade goods and 10gp.

Feature: Pulling Rank

Even though you are a traitor, your rank was not so great your betrayal was widely known. In any
given encampment or town you can present your token of office and expect it to be taken at face
value. You can request supplies, make reasonable requests of other servants of Shadow, and even
try to throw your weight around if your credentials are appropriate to the situation.

However, the bureaucracy of the Shadow is mighty and unforgiving: using this ability runs the risk of
alerting the authorities. You might find yourself assaulted by a legate, trapped by the very troops
that were supporting you, or discover an ambush laid for yourself and your team. Even if you leave
before the trap is sprung, your use of this ability lays a trail the legates can use to plot your travels.

Variant Turncoat: Double Agent

Though you pretended to serve the Shadow, your interests always lay with the people. You were a
double agent, acting as a loyal servant while secretly feeding information or supplies back to the
resistance. Your life was one of constant peril: At any moment your betrayal might have been
recognized, and your death would have been swift and merciless if you were lucky.
Poisons of Eredane

Unless otherwise noted, use the rules from the 5e DMG

Assassins Blood

Burnt Othur Fumes

Caraheen Dart Frog Slime (as Carrion Crawler Mucus)

Essence of Night (as Essence of Ether)

Malice

Oil of Taggit

Pale Tincture

Orcbane

Dune Centipede Toxin (As Purple Worm Poison)

Serpent Venom

Torpor

Truth Serum

Cave Lizard Poison (as Wyvren Venom)

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