(ENG) D&D 5a Ed. - Nightfell - Corebook - Flip eBook Pages 51-100 (2024)

CHAPTER FIVE ADVENTURERS OF THE NIGHT "The darker the night, the brighter the courage of those who cross it. As long as my soul allows it, I will not allow myself to fall back in the face of horror." - Milek, Lunar Cultist of the First Men – This chapter describes the various ethnicities, specializations, and backgrounds that nocturnal adventurers can choose from: a guide to the creation of your characters in the dark night of Iùrmen. WWannderers inn a Night EEternnal , 54 Cues foor ccharaccters’ mootive , 55 LLannguages oof the KKnonownn LLannds , 56 EEthnniccities , 59 New AArcchetyppes , 81 New Classes , 101 New Bacckgroounnds foor survivoors , 127

WANDERING IN A NIGHT ETERNAL "Working all day: such was the life at Owlrock. Contributing in every way to the survival of the city is everyone’s duty and I just wanted my family to have a safe place to live. That night, I came home pervaded by a strange feeling of anguish. The cold leaked from the walls and the silence was broken by feral guttural breaths. The spade fell out of my hands when I saw my wife tearing the flesh out of our dog's lifeless body, forcing our son to eat it. Something black and liquid filled her once brown eyes, feeding on our child's horror. She sneered sad*stically, moved by something dark that had grasped her soul. I was forced to pick up the spade and put her down in front of our son. This is how they act, they seek the most fragile among us and corrode their spirit. Few can resist the wounding of the soul and lose hope in their hearts after seeing the horror of glassy cruel eyes, once belonging to loved ones. I could not go back to that house, so I grabbed my son and took him away from those walls rotting with hate. Something was lingering within , eager to keep tormenting me and my child. There was nothing left to do but waiting for someone reckless enough to free that place from evil." In the world of Iùrmen, the horrors of the night are a constant that every survivor must adapt to. Most of its inhabitants were born in the eternal darkness, and in it they perpetuate their existence. What moves the spirit of these people is often terror, but also a firm will to restore a balance and a new form of civilization that can withstand the burden of evil in this new era. The instinct for survival is often paramount, giving rise to scenes of conflict between survivors or between small settlements that compete for resources. The most organized outposts, on the other hand, collaborate, protect themselves and desperately guard what remains of the living. Nevertheless, the collective mood is grim, leaving room for mistrust and xenophobia. It is in this miasma of uncertainty and fear that those who roam in the night sometimes rise to the challenge. Nocturnal adventurers are moved by motives different from those of ordinary people, capable of giving them the bravery and the recklessness needed to venture into the unknown. Some swear to show no fear or hesitation in the face of evil, eternally tormented by the death of a loved one . Others are animated by an unwavering faith or by the hope of salvation. Still, others embrace the darkness, pursuing their own ends without fear of consequences. Even amongst such individuals,

• Noble ideal: One of the most common motives among adventurers is faith in something superior. A dark and unknown evil has swallowed the life and inhabitants of Iùrmen, and nothing remains but to rely totally on the will of the gods and literally on their commandments, in the hope of a new beginning. They will carry the verb of their doctrine to brighten the afflicted and hunt down the sworn enemies of their divinity. • The search for someone or something: A son lost in the mists of the moors, a legendary object for their own culture, a monster that has razed an entire village to the ground; these are motives enough to push some characters to wear a cape and go into the night. During the journey, the bond that has been established with the party of adventurers you have joined may persist even after the end of your personal search. • Scars of the past: growing up in the Lunar Age involves trauma and tragedy, and some characters vow to prevent such dramatic events from happening to others. The will to make a difference allows these individuals to endure a life subjected to a constant danger. They are often looking to deal with threats that in the past have left them with a sense of helplessness. • There is no turning back: It is not unusual for even the most common of people to find themselves embroiled in matters larger than themselves. A city guard looking for a creature, a nomad who is missing, a scholar forced to turn research into practice: Unforeseen challenges have found them having to rely on their resilience to face what awaits them in the shadows. • Dark vocation: Some characters develop a real obsession with darkness and learn to draw power from occult and terrifying forces. They could set off on a journey in search of dark artifacts, forbidden knowledge, or simply experiences at the very edge of reality. They may find themselves helping other people, but their goal will always be to impose themselves in this new society thanks to the abuse of something vile. • Curse victim: Characters may encounter malicious entities, either by accident or voluntarily. Often these interactions include terrible afflictions and dark spells that make a mark on the adventurer's soul. These characters set out in search of a way to untie the curses that afflict them, their loved ones, or even the entire community to which they belong. however, few people crave the total nullification inspired by the Echoes of Death. All characters, both players and NPCs , participate in a carousel of events to establish new balances in a dying civilization. CUES FOR CHARACTERS’ MOTIVE Before starting a campaign , it would be especially useful for the Night Master and the players to make a detailed Declaration of Intents! Adventures in the world of Iùrmen are always characterized by dangerous enemies , journeys through bleak and desolate heaths, and visions of horror which would put even the bravest to test. Still, some individuals decide to brave the road. Some choose to fight, hunt down monsters, and put themselves in extreme situations. What can be the reasons for such stubbornness, or foolishness? The motivation and history of the individual characters is fundamental to making sense of the party’s journey, intertwining them with the story narrated by the Night Master, and creating a narrative motive that can allow players to identify with the choices they will have to make. In this setting, it would be useful to write a couple more lines about your story and take advantage of the Backgrounds described in this manual. Here are some tips that can inspire players when they need to devise the reasons for travelling while playing their adventurers. • An unusual source of income: Resources are limited and a place in the community is often denied to those who do not know how to make themselves useful. The character manages to do what many can only imagine and is not afraid to hunt down the creatures of the night. In doing so, they could survive long enough for rumours of their exploits to spread, making them sought by the needy, and thus always finding open doors as long as they lend their strength and audacity. • No hope: The character's emotional resources are depleted. Everything is lost and every reason to live seems in vain. They advance by inertia, trying to reunite with what they have lost and to achieve a death worthy of concluding their story. Despite the apparent pessimism, these characters can hide a remote desire to re-emerge from anguish to find new reasons to live and fight: new people to protect or a noble purpose to pursue before their existence comes to an end. 55 Adventurers of the night

LANGUAGES OF THE KNOWN LANDS Iùrmen is an old world where different cultures and civilizations have risen and fallen. This historical heritage is passed down in the customs and languages of the survivors. Over the millennia, different languages have merged into a single language that everyone could understand; nevertheless, ethnic idioms are still widely used. WILD JARGON AND PRIMORDIAL RUNIC Wild Jargon is a very ancient language, precursor even to the First Language. This was the language of the early Satyrs before they split into Beronzin and Rizadrin. Wild Jargon is an oral idiom corresponding to Primordial Runic, a runic alphabet whose characters can represent both phonemes and concepts and images. This language was transmitted by the Golden Satyrs to the Ejre, who still use it. 56 NIGHTFELL

The numeration worked like this: a central dot indicated 1, and around it there were marked as many dots as the digits that were to be added. From 10 onwards, concentric circles were used to indicate decimals, with dots around them indicating the numbers added (e.g., 2 circles and 3 dots = 23). Concentric circles ended at 10 and represented 100, and from there the additional decimals were indicated with lines starting from the last circle. Finally, when these lines reached 10, they were replaced by bars to indicate the multipliers of the hundreds (3 bars around the hundred meant 3 times 100, so 300). LANGUAGE OF STONE The World Below was once densely populated by people who employed the Stone Language. Even today, cultures descended from those people use this idiom. The Rizadrin were the ones who devised the numbering system used by all the peoples of the World Below. In the World Below, these numbers were engraved on valuable minerals, acting as a currency for local populations. To date, such finds are difficult to salvage and greatly appeal to collectors. 57 Adventurers of the night

WHISPER OF THE ECHOES This mysterious language is nothing more than the voice of the Echoes of Death and the creatures of the dark. Listening to such senseless rambling means risking one's sanity, and only those who have a strong connection to the Dark Mirror are able to speak it. It also seems to include some untranslatable symbols, which are sometimes transcribed by those who want to open a door to the dark world of Ènferun. Still, no one has ever been able to attribute meaning to these glyphs, which are called Nightsigns, let alone transcribe them, unless they are inspired by dark beings. FIRST LANGUAGE The first language used by mankind in Iùrmen. It was created by the Anireth and was used over the centuries and throughout Iùrmen by other human cultures. The First Men still remember it and employ it, despite the advent of the Common Language. From it derives various dialects, among which the Common Language stands out, merged with elements of languages belonging to other ethnic groups. The Rizadrin also gave the First Language symbols written for numbering, different from those they already employed , and these are used almost by everyone, except by the inhabitants of the underground. 58 NIGHTFELL

ETHNICITIES Many ethnicities in the world of Iùrmen have died out because of the Last Sun, some forgotten forever and others whose memory is more tangible, for example the Beronzin. ANIRETH – FIRST MEN Forged by DDarkness arkness Once human, corrupted by the Secondary World and its icy power after the fall of Xivanis. All that remains are a small number of them, often unseen by other populations. RRise and Fall off the AAnireth About three centuries after the truths were revealed, Thurinthian survived only in memory, mainly because of the fragmentation that mankind suffered throughout their ancient history, characterized by political conflicts, geographical expansions, and religious schisms. The two main causes behind the city's abandonment were the disastrous earthquake of the year 275 a.L. and the civil wars that followed. The new capital, Xivanis, was built above the ruins of the previous one. This city, far from the honour and prestige of the previous one, was the capital of what remained of the old province of men, who had now proclaimed themselves Anireth, or "elders" in the First Language. Their society had remained faithful to the previous legislature, with the Sages in command and a social order divided into castes, but the greatness of their ancestors was now lost. The continuous wars and secessions of the First Men had thinned out their aristocracy, as only the nobles had the right to form armies and could lay claim to new lands . The need to form new social castes had already upset Thurinthian society, and this instability persisted in the disastrous new capital. This led the Seven Sages of Xivanis to endorse new social roles and, at the same time, to lose sight of the 59 Adventurers of the night

sky: the Moon, renamed Mirithlen in honor of the one who alone escaped the horror of the otherworld. TThe AAncient SSin The lust of the First Men, the lineage of the "elders" or Anireth, was such as to lead the world into darkness. This sin has cost the descendants of this noble lineage dearly , relegating them to a life of outcasts and exiles. The remaining Anireths were forever blamed as the cause of the Last Sun and often live alone or are clustered in the Underground Enclave of Ervenrun, the only place they can call home after the fall of Xivanis. In that dark and unhealthy slum , hidden from other ethnic groups, many of them accept their destiny and the responsibility for the sin of their ancestors, striving to prove their worth. Others yearn for vengeance and are still lured to the dark power that hides beneath Thurinthian, in their distant homeland. The Anireth characters will come to terms with the prejudices of other peoples and the burden imposed on them by the choices of the past. Although they maintain an austere and bleak appearance in the eyes of many, some Anireth have become important members of society, such as Masters of Tradition or Lunar Cultists, or become wanderers and adventurers in order to redeem themselves by facing the darkness. RRacial traits off the First Men (AAnireth) The Anireth all possess the same racial traits, derived from their dark heritage. Although they are easily identifiable from the diaphanous complexion, ice-colored eyes and silver-colored hair, the corruption of the Dark Mirror can manifest itself with unique characteristics. The player can choose, if they want, to assign a unique physical trait that will make the character more or less monstrous, such as long claws, small horns, a tail, scales or spines, a variable number of phalanges or even strange skin spots in the shape of mysterious symbols. Those born with monstrous traits that are too evident are often abandoned at birth, in order to avoid attracting further prejudice towards the family. • Ability Score Increase: Your Intelligence score increases by 2, and another ability of your choice increases by 1. • Age: Anireth live longer than humans and can live up to 150 years of age, despite having a similar aging process. • Alignment: Anireth tend to struggle against their dark side, although many of them remain neutral or act to help the community; some, however, allow themselves to be easily charmed by darkness. • Size: As a human, your size is Medium. warnings imposed by the doctrine of Truth, focusing exclusively on politics. The Anireth's mistake was to abandon the Ancient Tradition after three centuries in order to seek new power in the underground city where Lagoran's secrets were hidden. The warnings from neighboring cities were useless, as the humans craved the splendours of old and were convinced that the ruins of Thurinthian held the key to the power of the First Age. Soon, their remaining morals and intellectual values were diminished. They could not see the blasphemous threat that awaited them at the end of their search, or that the memory of the ancestors was bound to a cursed place, for in Thurinthian laid the shroud of the Dark Mirror, and the stone was rife with evil. It was in that forgotten place, where the Anireth sought bygone glory and hid from their depressing day to day life, that evil infiltrated the world from an open door left ajar centuries earlier. Dark clouds in the sky obfuscated the celestial vault, while the dead came back to life and grieving ghosts came to haunt the eternal night. Thus, the men of Xivanis fulfilled the Fourth Truth, and every inhabitant of Iùrmen experienced death and terror. That day, and for every day to come, the hours were punctuated by the only glow that still lit up the 60 NIGHTFELL

NNammes off the AAnireth The First Men often bear solemn names: their ancient heritage is perfectly expressed by the sound of their names, sometimes accompanied by expressions or suffixes typical of the First Language, for example the suffix "Len" of "Ithlen" ("soul") for women. In most cases, the phonetics of the most common names are always delicate and elegant, in contrast to their somatic traits deformed by damnation. Having noble and ancient lineage, it is not uncommon for some to don surnames that belonged to decayed houses of ages past. It is also not uncommon for some of them, on the contrary, to want to hide their surnames, as if to be ashamed of their lineage. Male Anireth names: Andrein, Bhaneron, Cassion, Drunied, Eloniron, Euwelor, Gmarnel, Iangen, Iùlnurin, Lomderin, Nalired, Osvalon, Phenered, Shuwenol, Surlun, Tharwin, Zaironil. Female Anireth names: Arindil, Crelinal, Cteniem, Dharmalien, Ernilen, Fafmilen, Gwiven, Husmindil, Iùlminal, Lesnemdil, Mirithlen, Naariel, Siraniel, Thanedil, Undimien, Varsilem. Anireth family names: Bosvil, Dhirmalvi, Farinnvi, Ghirion, Lagrenvi, Olendris, Orland, Thulen, Vuslinvi, Zirmael; they can often present the ending "-vi", which represents its genitive ("Farinnvi" = "of the Farinns"). • Speed: Your base walking speed is 30 feet. • Darkvision: Due to your familiarity with life in the darkness , you have Darkvision up to a range of 60 feet. • Spectral Translation: At 1st level, as an action you can phase halfway through to the ethereal plane and move your speed; during this movement, opportunity attacks against you have Disadvantage, you ignore difficult terrain, and can traverse the space occupied by other creatures or solid objects (but cannot end your movement in a occupied space); this feature can be used once, then you regain its use when you complete a short or long rest. • Dark Legacy: You possess a special predisposition to darkness that has contaminated your lineage; starting at 1st level, add your Intelligence Modifier to Soul Points earned at each level; starting at 5th level; you can cast the detect magic spell once, then you regain its use after you complete a long rest (your spellcasting ability for this feature is Intelligence). • Spectral Presence: You have Proficiency in Intimidation. • Sensitivity to Grim Weapons: Your connection to Ènferun makes you susceptible to blows from Grim Weapons, as if you were a Fiend (attacks dealt to you are to be considered magical and have Advantage); this, however, does not prevent you from wielding them in combat. • Languages: You can speak, read, and write in Common; you can also understand and speak the Whisper of Echoes. 61 Adventurers of the night

EJRE - PRIMEVALS A deep darkness This population has a remarkably close bond with nature and with the energies that permeate the Earthly World. This feature makes them foremost sentries against the sinister advance of darkness. They can clearly perceive the grip of Ènferun encroaching on reality, forcing them to become increasingly fierce and dedicated to their oath as sworn protectors of Rahidra, the last symbol of enduring primeval life. Matriarchal society The Primevals were once fractured into many tiny clans, scattered across the Grassland of the Ancients. These clans always formed around a Druid that led the family or even the entire community. These leaders have now assembled the tribes, creating a unified clan residing in Old Civis, the city that formed at the base of the Elder Tree . All of the Druids answer to Rahidra, the one who is as old as the dawn of her people. She was the first leader wise enough to fully understand the secrets of the primitive source of power, making her intrinsically linked to primordial entities. Such access to the energies of life and reality has given her a centuries long lifespan and an appearance closer to that of the gargantuan millennial trees than any mortal. Her life force, however, along with her magical and divine powers, is gradually yielding to the necrotic aura of the Dark Mirror and the beings who dwell there, whose influence on the Earthly World increases more and more every day. Although Rahidra's strength has declined, the respect her entire people have for her does not fade, as she has never failed to guide them in times of need. Her wisdom and mastery of esoteric arts make her an expert in Lunar Divination, magical arts, different languages, and traditions. There are those who pass on the conviction that she, like Lagoran, was one of the Thurinthian Sages of the First Age, and that she established the society of Primevals after the unveiling of the Fourth Truth, desperate to prevent the inevitable. She structured a cult that adored the Primes, from which she had learned to draw strength, and through it populated the Grassland of the Ancients, dwelling in one of the great trees that had watched over that land for millennia . She remained open to dialogue with other peoples and cultures, while prioritizing the people who had followed her, along with the pagan customs that respected ancient creatures. 62 NIGHTFELL

AAncestral ncestral CCustomms The Primevals are renowned among other ethnicities for their primitive customs, their vocation for mysticism and their strong bond with creation. They are called Ejre, derived from the primordial rune Ejrzin, which literally means "People of the Moon", by virtue of the predisposition towards the various forms of Lunar Divination and the strength they draw directly from the energies that the Primes and Mirithlen have imprinted on Iùrmen. In the Second Age, many welcomed the Ancient Tradition, although maintaining a detachment from the entities of the Sempiternal. The Ejre, therefore, rejected the will to ascend to Sidìr after his death, and were the first to consider joining the primitive energies that underlie the Earthly World. This doctrine lies at the root of their fight against the terrors of the night because, should darkness prevail, the Primes would fall and with them the world in which generations of Ejre lived in perpetuity. Since ancient times, the Ejre have also made myths out of earthly creatures of a minor order, such as Nanni Orku, son of the Primes. Nanni Orku was also a title bestowed on the most talented warriors, as strong as the giant's children. In the Grassland of the Ancients, you can admire many monoliths that the Primevals had once used as places of worship and epicenters of their mystical rituals; tradition assimilated by the Beronzin, with whom they had many cultural exchanges. RRacial traits off the PPrimmevals (EEjre) The Primeval culture blends old customs and wild lifestyles. They often become warriors as ferocious as the large predators or powerful Masciari. Their appearance is similar to that of the Gray People, appearing as common humans, usually in clothes of skins, feathers, with beaded braids in their hair. Many of them tattoo their faces and hands as an apotropaic and ritual custom. The paints and pigments obtained from the earth, plants, and natural elements, are processed, and used as inks and are for them a symbol of oneness with nature • Ability Score Increase: Your Wisdom score increases by 1 and two other ability scores of your choice increase by 1. • Age: The duration of their lives is the same as other humans, although before the Last Sun they lived more than a century thanks to the blessings bestowed by the energy of the Primes. • Alignment: Primevals are mostly good, for almost the entire population is part of the Apostates of Rahidra, preserving customs and traditions and a strong bond with the faint light of the Primes, for which they are willing to fight strenuously; some of them tend towards neutrality, favoring what seems most right to them, regardless of their creed. • Size: As a human, your size is Medium. • Speed: Your base walking speed is 30 feet. • Long Step: Your speed increases to 40 feet, but only if you wear light armor or no armor. • Bond with Life: Thanks to your particular connection to the Primes, you have Advantage on Saving Throws against poison, petrification, and instant death effects. • Source of Innate Power: You know a cantrip chosen from the Druid's spell list (your spellcasting ability for this feature is Wisdom). • Tribal Culture: You are Proficient in two skills of your choice among Animal Handling, Nature, and Survival. • Savage Weapons Training: You are Proficient with axes, javelins, spears, and short bows; in your hands these weapons deal 1 additional damage. • Languages: You can speak, read, and write in Common, and you know how to read and write in Primordial Runic. NNammes off the EEjre The Primevals have never given importance to onomastics and often recycle names belonging to older cultures, such as Satyrs and Gray People. Their connection with nature, although dying, very often leads them to adopt nicknames of naturalistic origin. These nicknames are conferred by shamans and druids once maturity has been reached and are a form of good omen for those Ejre who begin their journey through life, with all the responsibilities that come with it. When the men and women of this people do not want to draw on other cultures for the choice of name, they tend to use a runic concept from the Primordial Runic Alphabet to name their children. Adult Ejre nicknames: Bearded Tree, High Trunk, Pure Bud, White Birch, Cold Breeze, Swallowsong, Starry Sky, Light Bark, Thunder Echo, Prowler Legacy, Night Beech, Vengeful Flame, Shrubgem, Pale Moon, Green Hand, Northern Moss, Clear Night, Rainy Cloud, Fog Eyes, Wrinkled Oak, Windy Lawn, Strong Branch, Rare Flower, Dew of the People, Silvan Blood, Spring Hope, Unwavering Stem, Twisted Olive Tree, Last Tree, Night Trip. Male names derived from the Primordial Runic: Airne, Dwaik, Gothùr, Hanxo, Ishlir, Jotha, Not'r, Rokzo, Stejv, Vithru. Female names derived from the Primordial Runic: Csey, Ejrzin, Eleni, Firne, Luzàn, Okài, Pelsa, Shuna, Uudit, Zana. 63 Adventurers of the night

Pagan Folklore Over the centuries, the Garnar gradually detached themselves from the Ancient Tradition, adhering for the most part to pagan cults, more in line with the folklore of the cold north. They pass on the memory of the Giants, their predecessors, who dominated the glacial lands, and of all the children of the forest, born from the heart of the Primes. Where the human soul struggled to explain certain phenomena and the old creatures of the mountains, the Alperns have always dabbled in studying the ancient secrets to feel closer to the charm and the ferocity of nature. Among the children of the Primes known to men were the Mountain GARNAR – ALPERNS HHardened ardened by the mmountain ountain The Alperns are named after the Lands of Alper, which they colonized thanks to their adaptability to harsher climates. Among themselves they also use the name Garnar, named after one of the last Mountain Giants who inhabited that place, a symbol of might and solemnity. The harshness of their homeland has hardened them in body and spirit and, although they may seem all too blunt, a little rough around the edges, even compared to the customs of other peoples, their most intimate nature is that of a genuine and amiable people. 64 NIGHTFELL

Giants extinct in the First Age, with whom they had very little contact but immediately learned not to disturb. Once these titans stopped crossing the Lands of Alper, many natural balances seem to have failed, and the magic of those places twisted to darkness. Then there were the pale Trudens, tall creatures of feminine appearance with lost lineage. The Trudens got the better of the Giants, taking advantage of the sense of honor inherited from the ancestors of the Sempiternal with their cruelty, greed, and manipulation . They are akin to the gigantic daughters of the earth known as Perchtas and strike fear in the hearts of all Garnar . Those who inhabited the Alper tell tales of the Striges or Strix: half women and half birds of prey, whose power drew equally on the energies of the world and the dark evil of Ènferun. They are often idolized as a symbol of feminine ferocity, and the most cunning amongst mountain community leaders hope to befriend them. The Garnar have always feared or deified these creatures, especially those who ascended as Perchtas and claimed dominion over the land , sometimes as benevolent disciples of the mountains, sometimes as fearsome tyrants. BBetrayed etrayed by TTrudens The boldest most devoted to old Garnar amongst the Alperns felt outraged by the machinations of the Truden, thus declaring war on them. At the dawn of the Second Age, as the world was deprived of Lagoran's leadership and the Ancient Tradition took hold, the conflict in the Lands of Alper was resolved. The chieftains of the Garnar agreed to a truce with the cruel-hearted women of the woods in exchange for gifts of power and magic. The Truden vowed to make them mighty like the Giants, and eventually new lords of the northern valleys. Unfortunately, their witchcraft was corrupt and their words untrue: the Garnar traded that new strength for their humanity without even knowing. The bystanders at the blood pact became feral creatures, later known as the Om of the Woods, giving birth to a wild lineage of monstrous beings, and the entire race of Alperns suffered from the shapeshifting curse, which took centuries to keep at bay. They never again trusted the Trudens, who became their worst nightmare. Since then, others have begun to call them "Wild Offspring". RRacial traits off the GGarnars (AAlperns) The Alperns are as robust and stubborn as mountain rock, quick to familiarize with strangers and open to contact with other cultures. Although they may seem rude in manners and austere in appearance, their cultural and emotional wealth makes them curious and intelligent people. Their complexion is white, and their eyes are always clear and glowing. They usually wear their hair, often blond or reddish or more rarely brown, very long and combed in long braids, just like their beards and mustaches. • Ability Score Increase: Your Strength score increases by 2, and either your Constitution or Wisdom increases by 1. • Age: The longevity of the Alperns is the same as that of other humans. • Alignment: Although ancient folklore and memories of the past are still very alive in the hearts of the Alperns, several have adhered to the Apostates of Rahidra in the hope of keeping the spirit of the Primes alive, but their open mindedness often causes them to adhere to any creed that gives them welcome. • Size: Alperns are of equal stature to humans, although generally tall; thus, your size is Medium. • Speed: Your base walking speed is 30 feet. • Languages: you can speak, read, and write in Common, and you know how to speak Wild Jargon. • Sturdy Arms: By virtue of their superior strength, Alperns can wield greatswords, mauls or greataxes with one hand; held with one hand, these weapons deal 1d10 damage. • Mighty Limbs: This race manifests traits inherited from the beasts to which they are so close; therefore, you are Proficient in Athletics. • Reckoning of Betrayal: The curse imposed by the Trudens exacts a harsh toll on the Alperns during the lunar cycle; the rays of the Full Moon, and of the Birthmoon of each individual Alpern, alter their appearance with animal traits, while maintaining a humanoid form. Depending on the Atavistic Beast , an animal extinct during the first two ages, you choose at character creation, you can develop a fur or plumage, a carnivorous dentition or rapacious claws. The shapeshifting grants a particular feature and persists throughout the entire Lunar Phase, after which you regain your usual appearance; if the Birthmoon corresponds to the Full Moon, the characters also gain the Beast Moon feature listed for their Atavistic Beast. When characters take on bestial traits, they have Disadvantage on Charisma checks (except Intimidation). 65 Adventurers of the night

Nature of the Primeval Bear Alpha Beast: When you take melee damage equal to or lower than your character level plus your Constitution modifier, you can use your Reaction to make a melee attack against the attacker. Beast Moon: you have Advantage on Charisma checks (Intimidation) and your maximum Hit Points increase by 1 per level for the duration of the shapeshifting. Nature of the Crag Bird of Prey Night Hunter: You have Advantage on Initiative checks and opportunity attacks. Beast Moon: You have Darkvision up to 60 feet. and have Advantage on Wisdom checks (Perception) based on sight. Nature of the Smilodon Feline Prowler: You gain bite as a melee attack; it is an unarmed attack that deals piercing damage equal to 1d8 + twice your Strength modifier; in addition, your base walking speed increases by 10 feet. Beast Moon: Your jump distance is doubled; in addition, if you use the Dash action on your turn and end your movement adjacent to a target, you can use bite as a bonus action; if the attack is successful, the enemy must make a successful Strength Saving Throw with DC 8 + Proficiency + your Strength modifier or fall to the ground prone. Nature of the Striped Wolf Feral Spirit: You have Advantage on Wisdom (Perception) checks based on smell and hearing and can follow olfactory traces like a hound, having Advantage on Wisdom (Survival) checks to follow tracks. Beast Moon: You have Advantage on attacks against targets adjacent to an ally. VVariant: GGarnar VVammpire Vampirism imposes a drastic mutation on the Atavistic Beast of an Alpern, giving rise to a unique kind of curse. This particular mutation replaces the "Reckoning of Betrayal" trait. Nature of Dark Chiropteran Enhanced Senses: You have Advantage on any Saving Throw to resist Blinded and Deafened conditions and to Wisdom (Perception) checks based on hearing. Beast Moon: Your senses are even more acute, to the point that your melee attacks on invisible creatures do not have Disadvantage and invisible creatures do not have Advantage on attacks against you. An Alpern druid keeps the skills of their nature even when using Wild Shape. The curse does not prevent them from taking the desired animal forms. • Curse of the Bloodthirsty Garnar: this subrace includes those Garnar who have succumbed , willingly or not, to the curse of vampirism, changing the bestial heritage that the Trudens have imposed on their lineage; during the New Moon, and during the character's Birthmoon, their appearance takes on semblance reminiscent of a bat; if the Birthmoon matches the New Moon, the characters are also entitled to the Beast Moon feature. 66 NIGHTFELL

NNammes off the GGarnar The names of the Alperns have phonetics that reflect the hardness of the mountains from which they come, and often the male names have double vowels, as if to recall the echo of the valleys. Female ones may seem even harsher to pronunciation, as they happen to have double hard consonants. Sometimes, the proper name is followed by a patronymic (expressed by the name of the father followed by the suffix "sun" for men and "suna" for women) to indicate their ancestry. Alternatively, the patronymic can be replaced by a nickname, attributed by others or by themselves, or even inspired by the beastly personal nature of the individual Alpern. Male names: Arthor, Brunwuln, Dormel, Elrikt, Fothur, Ganjarn, Gejpkin, Iarkun, Irikur, Lifnijr, Mithern, Nefnuur, Osvert, Rikirn, Rotvaast, Thafniir, Ulfthur, Uthur, Varknel, Vithruut. Female names: Asyer, Brinik, Clamtre, Deretthe, Eyvja, Etthern, Gerdur, Jona, Jonnthe, Jrise, Korith, Lisneth, Luarunn, Morigann, Ottreh, Ourinn, Phorinn, Ravne, Sorneth, Valkeri. Examples of Common nicknames: Strong Soul, Stone Arm, Black Armor, Thick Hair, Quick Arrow, Frosty Blade, Crimson Cloak, Bright Cloak, Hardbone, Cold Stone, First Moon, Light Rock, Dark Glance. Examples of Beast Moon nicknames: Red Eagle, Sharpened Claw, Bloody Beast, Moon Owl, Odd Raven, Swifthawk, Biting Jaws, Dark Wolf, Glaring Werewolf, Winged Night, Dark Feather, Hound, White Tiger, Proud Bear, Wingless, Broken Fang. 67 Adventurers of the night

GRAY FOLK AA mmaniffold people A vast and superstitious people, the Grays have an unparalleled adaptability, aided by expansionist aims befitting a proud and ambitious dynasty. Over the centuries, they have made the unexplored and hostile lands of the Eastern Mark their home, and the focal point of a culture that gathers customs from a variety of sources. Laboriousness, craftsmanship, and propensity for military strategy have made the Gray Folk famous throughout Iùrmen.They hold great political power over the peoples who have settled in their cities after surviving the Lunar Age, and their own numbers have suffered fewer losses than most. LLords off the EEastern Frontier rontier When the Grays colonized the territory of the Eastern Mark, expanding and claiming the entire region, they were led by the first of their rulers: Erven the Mighty. He was an Anireth of noble lineage who abandoned his roots to start conquering new lands. His three sons gave rise to three distinct noble families who inherited control of the new kingdom, moving from an absolute monarchy to a form of oligarchy centered on a triumvirate. The heads of families, whether male or female, of the three dynastic lines became regents, renamed Lords of the Mark, and each of them exerted absolute power only over their own fiefdom, where consultation with the other two was mandatory regarding matters of war and state, as established in patriarch Erven's written bequest. Over the years, the different political organization and environmental conditions led the inhabitants of the Mark to detach themselves culturally from the First Men. This was also due to the integration of other peoples from the surrounding lands. It was only natural to secede from Thurinthian’s authority during the Second Age. The new government once had three neuralgic centres of power: Hislith’s Spear, Arberon and Penumbra, all of which are now nothing but ruins, haunted by anguished memories and spectral silences. The sacred place of the Gray Folk, where the triumvirate gathered at the war table, was in the White City: a mountain stronghold now presided over by the wise Masters of Tradition. This was once the solitary outpost of power of Erven the Mighty, hence its present name of Erverun, in the First Language. Here, were preserved the relics of the ancient king 68 NIGHTFELL

along with his body, considered a source of strength for those who took the long pilgrimage to reach it . In fact, each new regent had an obligation to periodically go to pay tribute to the first ancestor of the house, invoking its mighty and beneficial influence to protect the people. Unparalleled Versatility Among the most sought after memorabilia and musical instruments in all the Iùrmen region, none compare to the artifacts of Gray artisans, as they are well-versed into all forms of craftsmanship and metallurgy. They are also skilled in warfare. In fact, near Ervenrun, many aspirants to the position of Warden of the Dead are of Gray descent. RRacial traits off the GGray Folk The Gray Folk took this name from the indiscriminate mixture of various ethnicities, with their customs and beliefs, to remember that all colors, when amalgamated, produce gray. During the Second Age, in a few decades these people experienced rapid population growth, and this allowed them to still be the most numerous survivors during the Lunar Age. Among them can be found humans with the most varied somatic traits, pigmentations, and physical peculiarities (such as, for example, the epicanthic folds in the eyelids). • Ability Score Increase: Your Charisma score increases by 1; In addition, two other ability scores of your choice increase by 1. • Age: The longevity of the Gray Folk is the same as that of other humans. • Alignment: Often followers of the Ancient Tradition, Gray Folk tend not to preclude any kind of religion; they can therefore manifest alignments and beliefs of all kinds. • Size: As humans, your size is Medium, although sometimes different builds can be spotted. • Speed: Your base walking speed is 30 feet. • Skillful People: You are Proficient in two skills of your choice. • Martial Training: You are Proficient with short swords, long swords, heavy crossbows, and pikes. • Stubbornness: Each time you complete a short or long rest, you gain Temporary Hit Points equal to your Charisma modifier (min 1). • Warrior Prowess: Your speed is not reduced by wearing armor, and you ignore the Disadvantage on Dexterity (Stealth) checks imposed by heavy armor. • Languages: you can speak, read, and write in Common. NNammes off the GGray Folk The Gray Folk have welcomed many different ethnicities over the centuries, consolidating as one diverse people. The names often include four categories, which depend on the offspring of individuals: Exotic Names and Gray Names, Ishdrim names, and Anireth Names (for those of the oldest families). Male Exotic names: Ayaki, Beyu, Bumeeki, Chanso, Doriya, Emeko, Eunijio, Fosumu, Gothei, Gumirai, Idineru, Linxu, Miuyo, Oshi, Qunyaki, Tehiru. Female Exotic names: Anixi, Chira, Corliin, Dareye, Exiji, Fijumi, Ghinshi, Jmata, Jumichi, Kharine, Kyuku, Nusixia, Qunshi, Thiliine, Veydri, Xinlith. Male Gray names: Armeth, Bonev, Carald, Dirmion, Enern, Erven, Galirmiol, Kephild, Korald, Marken, Movald, Nextern, Osvol, Ruphur, Sarven, Urdhur, Zarald. Female Gray names: Alysandira, Amanda, Belaria, Charlane, Dissaril, Emirya, Favial, Forel, Hislith, Indre, Lauril, Murian, Nayanda, Philisa, Richarna, Uthlenn, Viyolan. 69 Adventurers of the night

ISHDRIM - OVERSEAS PEOPLE Eldritch lineage Many among the Ishdrim are born with a natural propensity to learn the arcane arts. Since the First Age, when they still populated the land of Sarneum, they have worked hard to formulate superb charms, looking for ways to evolve and improve.Their great contention with the First Men led them to make a pact with the solar deity: the Prime known as Hollon, which granted them mastery over the element of fire. Finally, it was Lagoran's political skills that ended the twenty-year war between Ishdrim and the Anireth who had come to colonize the southern lands. Fromm the land off SSarnèumm to the SSun War The Ishdrim are the only human population who did not descend from the Anireth. When the Primes created the humanoids, two ethnicities developed in parallel. In the southern continent of the known lands of Iùrmen, the Ishdrim prospered, and their cities grew on par with those of the First Men of the Thurinthian region. Although mild in nature, men and women from Sarneum were driven by great ambition and thirst for knowledge. They sailed the seas to the north, intent on expanding their borders and forging political ties with other cultures. Initially they brought riches and knowledge, making profitable relationships with the Beronzin Satyrs and the Gray Folk, who had recently gained their independence from the Anireth. The first problems of a political nature arose when the authority of the First Men clashed with theirs, creating social unrest and enmity that soon resulted in a conflict between these two equally powerful nations. Thus, in the year 2341 b.L. the war between the Ishdrim and the Thurinthian Empire began and lasted for twenty years. The war , still remembered as the bloodiest human conflict, greatly diminished the Anireth and forced nearly all the Ishdrim to return to their native continent. The turning point occurred during the Rite of Flame, invoked by the ruler of Sarnèum, Ma'hal III, who called for the aid of the sun and sacrificed his eldest son on a pyre. Devotion to the divine Hollon did not go unnoticed, and that day his subjects drank red wine from golden goblets, traced arcane runes on their bodies and invoked the flame of the shining star. The entire nation benefited greatly, for the sacred Sùlen, first among the Primes, had touched them with his ardour. This event resonated through the ages, christened as the "Sun War”. This terrible conflict also involved other nations,

The arcane energy that comes from their ancient pact with the sun is evident on their skin: from birth, they present an arcane aura on their body and visage, as if branded with fire, and their eyes radiate light as if they were embers. • Ability Score Increase: Your Constitution, Wisdom, and Intelligence scores increase by 1. • Age: Overseas people have a life cycle identical to that of other Humans. • Alignment: The Ishdrim can live on contradictions, as they are remarkably diverse in opinions and lifestyles; what unites all Ishdrim is the calm with which they pursue their ideals, manifesting themselves as elegant, proud, and mild-mannered. • Size: as a human, your size is Medium. • Speed: Your base walking speed is 30 feet. • Overseas Weapons: You are Proficient with scimitars and shortbows. • Mettle of the Ancient Travelers: The Ishdrim descend from nomads and colonizers, people accustomed to travel and adaptation; an Ishdrim that has been traveling for more than an hour remains alert to any danger, even if they are engaged in other activities; this also means that difficult terrain does not affect their travelling; finally, Ishdrim only need 4 hours of sleep to complete a long rest. • Desert Brand: As an Ishdrim, you have resistance to fire damage. • Memory of the Sun: You know the produce flame cantrip all Ishdrim learn to manifest when they are young; you can cast the burning hands spell at 3rd level and the flame blade spell at 5th level (your spellcasting ability for this feature is Wisdom); you can cast each of these two spells once, then you regain both of their uses after you complete a long rest. • Languages: You can speak, read, and write Common and First Language. NNammes off the IIshdrimm As one of the most ancient people, their onomastic is vast due to a millennia of tradition. The legacy of the sun, the desert, and the splendours of ancient Sarneum flow into the exotic sound of these names from the far south continent. At one time, there were several ethnic distinctions within the Ishdrim people, but now very few remain in the memory of the world. Characters of this ethnicity may also decide to adopt, as their surname, the name of the ancient tribe from which they descend, of which only three remain: the Istites (from the eastern part of Sarneum), the Orindians (the bulk taking sides in the conflict to guard their allies or to protect their lands from the devastation of war. TThe DDaughter aughter off the SSun wwho TTouched the Moon Lagoran, who was a young leader at the time, showed considerable strategic and political skills in the face of the threat of Ishdrim . Taking advantage of the excessive growth in power of the adversaries, he worked to find a compromise where the Anireth and the Overseas People could benefit from peace rather than carry on with the war that would annihilate both. An implicit enmity lingered, where the Ishdrim could enter and settle in the lands of Thurinthian, provided that the jurisdictions of the First Men and that of Sarneum were respected by both sides . The town of Katàn, an outpost of the Ishdrim in the lands of the First Men, was founded. Lagoran, the most honorable men that ever lived, gave himself as a prize to Ma'hal III, now heirless, and married his daughter Nareja, who died giving birth to Mirithlen. Their noble daughter was the only one among the Anireth to manifest the gift of fire, but she avoided any pretense on her mother's lands, pursuing an ascetic life devoted to the study of philosophy and arcane arts. After the death of Ma’hal III, the throne of Sarnèum passed to a lesser line of the royal dynasty. Mirithlen's fate and theories about her ascension to the Moon are still material for myths and speculation, as it symbolizes the hope for reunion between day and night, sun and moon. In the Lunar Age, this can lead some of the Overseas People to embrace the Lunar Cult, in honor of the memory of that woman who valued her heritage, even while transcending it to ultimate perfection, as a symbol of cohesion between different and hostile peoples. RRacial traits off the OOverseas verseas PPeople (IIshdrimm) The Ishdrim are a proud and stubborn people. Although many have adapted to the new life in the moonlight, they carry with them the ancestral legacy of their faith in the sun. Usually of dark or oleaster complexion, or of all the shades between the two, they often present themselves dressed in clothing that appears exotic and eccentric in the eyes of the other citizens of Iùrmen. Given their strong sense of community , they travel only to find a new home in which to settle, after periods of population growth or shortages in resources, sometimes clearing up haunted ruins and building small fortresses. This, however, should not give the idea that they cannot be effective explorers or raiders, professions in which they excel. 71 Adventurers of the night

of the ethnic groups of the north coast and the old capital) and the Harkemites (nomads who crossed the desert and populated the continent in large numbers). An Ishdrim character can then add the name, for example: the Harkemite, the Istite, or the Orindian. Depending on where you come from, your name will also vary. Male Istite names: Arèl, Brunu, Celeròs, Danìq, Eesmered, Ghenavròs, Karàsh, Mahatmi, Marghùs, Nasùl, Neezùl, Oshos, Rastzar, Shulnòs, Zaavrùs. Female Istite names: Alazne, Carmita, Desheria, Estevira, Gitane, Honorsia, Irìsbe, Ispane, Juana, Najari, Nuretha, Oshane, Ramaji, Terese, Yanira. Male Orindian names: Abhik, Bahamitesh, Chandrashni, Erdabar, Fashwar, Garèshi, Hemadri, Ishandesh, Iuldeshor, Kamalnath, Madmohan, Nadjugor, Ranprasad, Srimbar, Umùsh. Female Orindina names: Amshula, Chavni, Dathiiri, Ganshea, Gayatri, Induja, Kamala, Krish, Kumari, Mahima, Nridu, Rajane, Sarasi, Shalinta, Tunishri, Ushma, Vanjiri, Yashila. Male Harkemite names: Ahmet, Akim, A'ushrid, Co'haad, Dashun, Eshuur, Fushmur, Gu'hanji, Ha'amir, Hoshmed, Jo'math, Kismeth, Kushaar, Nòshuur, Sarenmed, Sushmed, Tamiid, U'sur. Female Harkemite names: Aamaal, Awara, Basheera, Dusha, Fadheela, Fawzira, Haifa, Majeda, Nabeela, Na'hema, Phatimja, Ra'deesha, Shareefa, Tahira, Wa'jeedi, Yafiah, Zahira, Zu'hinab. 72 NIGHTFELL

KRAMPUS CCreatures reatures off the DDark Mirror The Krampus are diabolical beings, native to the reign of the Dark Mirror. Like many dark creatures of the Lunar Age, they draw their characteristics and power from the evil that permeates the Material World. They usually do not excel in wit and merely follow the directives of higher entities, but over the decades they have evolved as humanoids of Iùrmen, beginning to manifest more complex personalities. BBond wwith the LLady off the BBeasts The Krampus are ancient creatures, dating back to before the Lunar Age. They are said to have been conceived by one of the first Perchtas in her own image, shaping their features from the void of Ènferun. Although the origins of this species are not well defined, the Ancient Tradition contains abundant literature on the bond these beings share with the wild and ruthless Ladies of the North. Their reputation as raiders and faithful servants of witches, Strix, and other entities that rule forests and mountains, fully describes a people that only recently have begun to manifest glimmers of civilization. However, after decades of being immersed in the multifaceted evil of the Lunar Age, some of the Krampus have rejected their devotion to their dark mistresses. Some of them even shun the evil nature that has kept them in chains or have been driven away by their own kin when they manifest an intellect that goes against their primitive customs. Although they are largely despised, especially in the glacial lands of Alper, it is no longer so unusual to find lone Krampus circling around civilized settlements, or even being welcomed and educated. These creatures’ appearance and heritage instill fear, but many have come to consider Krampus as valuable allies in the defense of outposts, making it worth welcoming them into civilization. 73 Adventurers of the night

have a weak will and are inclined to be manipulated and commanded; some maintain a form of loyalty and respect towards the figure of the Lady of the Beasts, the origin of their heritage. • Size: Your size is Medium, and your height is around 6.5 feet. • Speed: Your base walking speed is 35 feet. • Darkvision: As a being bound to darkness, you feel comfortable immersed in darkness; you can see up to 60 feet in dim light, and in darkness as if they were in dim light conditions. • Gift of Perchta: Magical darkness does not impede your Darkvision. • Wild Origins: You are Proficient in Intimidation and Nature. • Creatures of the Night: Your people remain bound to the Dark Mirror and the corruption that veils your soul makes you particularly resistant to spiritual strain; when faced with "Vile Foe" beings, you have Advantage on any Saving Throw to prevent the loss of Soul Points; you also have Advantage on Saving Throws to hear the Whisper of the Echoes without losing Soul Points. • Poisonous Whisper: As a bonus action, you can whisper a toxic miasma of dark words, a mixture of Common and Whisper of the Echoes, against an opponent within 10 feet radius; the target must make a successful Wisdom Saving Throw or be Poisoned until the end of its next turn; if the target is an Aberration, Fiend or Undead, it is instead Charmed until the end of its next turn; the DC for this Saving Throw is 8 + Proficiency + your Constitution modifier; you can use this feature once, then you regain its use after you complete a short or long rest. • Sensitivity to Grim Weapons: Your connection to Ènferun makes you susceptible to blows from Grim Weapons, as if you were a Fiend (attacks dealt to you are to be considered magical and have Advantage); this, however, does not prevent you from wielding them in combat. • Languages: you can speak Common and can understand the Whisper of the Echoes, although the lone Krampus have lost the right to speak it. LLeaving the PPack Usually, it is customary among the Krampus to wear a mask or carry it with them, as long as it is clearly visible, as a symbol of bonding to the pack. An important trinket that cannot be lost without suffering humiliation. Krampus who abandon the pack cast them away, ridding themselves of that object as an announcement of independence. An unmasked Krampus is usually perceived by others as a loner, potentially not as cruel as its brethren . Sometimes they are educated by a Greater Strix or other races , becoming more cultured and honing skills that are normally foreclosed to other members of their species. For example, the Krampus usually do not know how to speak languages, even the Common tongue, but this is easily solved through proper education. Nevertheless, it is impossible for them to learn to read and write, which is why they cannot learn languages that are not spoken, and the few of them who dedicate themselves to the practice of magic prepare spells in non-canonical ways. A Krampus spellcaster usually transcribes spells prepared in the form of symbols, or drawings that depict its effect, etched on stones or drawn with coal on pieces of wood. RRacial traits off the KKrammpus They are gruff and irascible beings and, although characters of this ethnicity try to live with others, they occasionally fall prey to their wild nature when angered . This peculiarity and their large frame make them excellent barbarians or fighters, although other specializations are not precluded. • Ability Score Increase: Your Constitution score increases by 2 and your Strength score increases by 1. • Age: Krampus generally live to around the age of 70 and experience growth similar to that of humans. • Alignment: The bond with Percthas remains as an indelible mark on their soul, although some may no longer worship these figures. Typically, the characters of this culture remain neutral, tending to believe only in their own individual resources and rarely rely on greater entities; this is due to the fact that they want to detach themselves from the prejudice that the Krampus 74 NIGHTFELL

NNammes off the KKrammpus Usually, Krampus tend to be called by names that resemble animal noises rather than words. This custom derives from the fact that most of those who belong to this species do not know any language outside the Whisper of the Echoes and, as a result, do not know how to attribute meanings to words. The fact that they are baptized in this way is typical of their bestial nature (the name, in agreement with its use, is more like a dog call). There are smarter Krampus who change their birth name with guttural and ferocious phonetic names, so that they reflect their personality. Finally, Krampus characters who have detached themselves from the pack and had access to civilization, can keep tribal names that are appropriate to them or rename themselves with some name whose sound they appreciate (usually taken from the culture that welcomed them). Even more often, it happens that those who welcome the Krampus to the outposts give them a name. Examples of Male Krampus names, derived from animal noises: Asnok, Bughur, Corask, Fturuk, Furghol, Ghastur, Merok, Qurrtor, Rastur, Sastok, Tonuk, Vaskoor, Zuthrum. Examples of Female Krampus names, derived from animal noises: Afya, Barushka, Dofya, Fafne, Ghara, Jotha, Lobetha, Nafni, Ogeni, Pharme, Quna, Rafishka, Serna, Zatrokas.

The Night Fey were so named by the new lifeforms found under the sky and never knew anything but the Night Eternal. The echoes of that distant land in the bowels of the earth, still call for the Lyvars, who safeguard their heritage with fond memories of wandering through the tunnels and the immersion of the deepest darkness. DDark IImmps The time spent on the surface brought this breed closer to the inhabitants of Iùrmen, although habits fostered underground are hard to extinguish. Over time, the Lyvars can become sincere friends and even be able to resist their obsessions with playing pranks and stealing valuables. Despite their personality flaws and their natural curiosity of other peoples, they will always be predisposed to selfishness and have lost much of the playful ways of their ancestors. Lyvar characters will almost never smile candidly, always looking as if they are forcing a sneer, as if hiding an aversion to social relationships. They prefer to travel freely rather than settling, and loathe having to submit to the interests of others. Sometimes showing a total lack of empathy towards the needs of others. Adapting to the rhythms and rules of a variegated LYVAR - NIGHT FAELINGS Stealthy explorers The Lyvars, also known as Night Faelings, or Nightlings for short, are fugitives from the underworld who quickly learned to use their unique skills to hide from the dangers of Iùrmen. Their stealth skills, instinct and wandering habit allowed them to survive and hone their abilities to infiltrate wherever they please, taking care not to arouse the horrors that lay in the dark. EEchoes ffromm underground underground It was the year 582 a.L. when the tragedy of the Last Sun struck Iùrmen. That day impacted not only the surface, but also, and more severely, the underground. The horror that broke free in Thurinthian thickened the darkness of the underworld, and each species had to confront the creatures that escaped Ènferun. The underground was a scene of horrific massacres, and the Lyvars thought immediately of escape, where other races attempted futile resistance. That place, once their homeland, became a silent expanse of bones and bare stone, jagged with ruins of civilizations that no longer exist. 76 NIGHTFELL

then you must complete a long rest to use them again. • Languages: You can speak, read, and write Common and the Stone Language. NNammes off the LLyvars Cryptic and fleeting, the names of the Lyvars perfectly reflect their stealthy nature and minute appearance. Since the time they lived in the galleries of the World Below, Nightlings have always adopted simple, onomatopoeic names, often more similar to sounds than words of their own meaning. Nicknames are usually used to replace one's name, and this ancient custom has been handed down since the time when their connection to the underground was strongest. Male Lyvar names: Anxeel, Cruun, Darso, Eniviss, Fessmes, f*ckso, Hinilass, Iximis, Kiùx, Miksi, Nixusio, Osliss, Phexir, Riost, Uzext, Vaaseel, Vistuul, Zaakrisos, Zixin. Female Lyvar names: Aliliu, Aseleen, Brumsi, Cixia, Crissne, Dirleen, Ecsela, Eshkua, Fsisia, Gaxili, Lilnisi, Misasi, Noleeni, Pexia, Salaasa, Sisni, Volxa, Xilea, Zamisi. Example of nicknames from the World Below: Poisonous Weapon, Rocky Stick, Blue Flame, Dark Ichor, Fungal Cloak, Opaque Trinket, Dark Eyes, Cold Stone, Starry Rock, Gray Clump. party will take time for a Night Faeling but, if and when that happens, they can prove to be a valuable resource and excellent adventuring companion. The Lyvars have strong survival instincts and never ignore their own intuition or senses. RRacial traits off the NNight Faelings aelings (LLyvar) Their petite stature and agility are the traits that most closely resemble their fey ancestors. Often compulsive hoarders and kleptomaniacs, they go out of their way to recover tools useful for their travels and have a real obsession with flatware, since they are not able to manufacture them independently. They have leathery and scaly skin, with dark, neutral colors, ranging from gray to brown. Rare albino specimens have also been spotted. Their all-black eyes are well adapted to darkness, and their senses are very acute. • Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1. • Age: Lyvars live roughly as much as humans but reach maturity very quickly; a Lyvar at the age of 12 is already considered an adult, although their physical aging is similar to that of other breeds. • Alignment: The Lyvar make neutrality their main philosophy; they rarely adhere to any cult and fail to worry about the fate of anyone, other than their own party, family, or circle of intimate friends ; despite having a spiteful and selfish character, they rarely fall into wickedness. • Size: Lyvars, like other fey before them, tend to be minute and barely reach 3 feet in height and weigh an average of 40 pounds; thus, your size is Small. • Speed: Your base walking speed is 25 feet. • Darkvision: Already accustomed to the darkness of the undergroundsubsoil, the Lyvars have further honed this ability in Iùrmen's eternal night, acquiring Darkvision up to 60 feet. • Innate Escape: You can use the Disengage action as a bonus action, and your speed increases by 15 feet when you do so. • Higher Senses: You are Proficient in the Perception skill; when in enclosed places, such as caves and buildings, you have Advantage on Wisdom (Perception) checks based on hearing. • Eldritch Gift: You know the prestidigitation cantrip all Lyvar learn to manifest when they are young; you can cast the jump spell at 3rd level and the invisibility spell at 5th level (your spellcasting ability for this feature is Wisdom); you can cast each of these two spells once, 77 Adventurers of the night

Even in the face of the end of the world, which many of their wise men had predicted, they were among the few who put aside fear and mistrust, bringing together one last resistance under a single banner. Despite the reconciliation sealed by the royal marriage between Valmora of the Beronzin and Galrimiron of the Silzerin, both cultures were now too watered down by the mixture with men and the sacrifices they had made to save mankind from themselves. Thus, their way of life could only decline in the face of the advent of evil. Even those branches of the people left in their woodland mansions to the east had to capitulate, abandoning the dying forests to amalgamate with the Ejre, to whom they related with for similar syncretic customs. By their side they managed to halt the darkness, preventing the last primitive shrines from being desecrated. Since then, they have been dedicated exclusively to the veneration of the Primes and primeval spirits, and consequently to the protection of Rahidra and her Apostates, avoiding the socalled "civilization", whose influence, they believed, had led them to ruin. As a mocking confirmation of that, the recluse Rizadrin, among all the Satyr, were the ones who survived the catastrophe in large numbers. D espite the horror that, rising from the depths of the World Below, had struck them with even greater ferocity than that which had destroyed their surface relatives. Although it may have been the strong cohesion of their community that ensured their survival in the first place , once they reached the surface the Rizadrin had to forcibly renounce their isolation in order to join forces with other races and survive the darkness. The deepest demonstration of this renewed openness to the world was the foundation, at the hands of Anvernia from Mirithrun, Rizadrin matriarch, of the Lunar Cult, an eminent symbol of the fight against evil and a source of hope and refuge for all the peoples of Iùrmen. Fervent believers The prominent feature of the Satyrs is their peculiar and intense sense of faith, loyalty, and truth. Their word is their bond. Whatever cause or religion they adhere to, they will never betray their own precepts, which serve as motive for their every action and ambition. Many Rizadrin follow the Lunar Cult, devoting all their strength to following the dictates of Anvernia, their matriarch. Others have adhered to the Old Tradition, as some Beronzin did before them. Finally, there are still those who keep the ancient animist beliefs, and preach the preservation of nature and the spirits that surround us. RIZADRIN - MOON SATYRS TThe LLast SSatyrs When the world was still young, the Satyrs diversified into various cultures, following their love for different aspects of life and nature. Among them, the Rizadrin were distinguished by their gloomy and stubborn character and their attachment to the stones of the earth. In the Lunar Age, they are all that remains of the entire species of beast men. TTwwilight off the SSatyrs Although Iùrmen's history is mostly driven by the actions of men, their discoveries and their failures, the roles of the other races were not negligible, as they contributed to the flowering of the world, to its decline, and eventually to its fall. Children of the primitive energy that permeates the earth itself, steadfast as they are dexterous, the Satyr were a prosperous and culturally diverse people when the First Men had not yet begun to shape the history of the world. From the beginning, various subraces arose in the wake of differences in ethical and religious subjects. The largest and most important of these were three: the Golden Satyr, the Silzerin, also known as Snow Satyrs, and the Rizadrin. The former were distinguished by compassion and curiosity towards other peoples, especially men, where the latter avoided contact with other races, populating the forgotten ravines of the underground and binding themselves to the dark and the stone. The Golden Satyrs, called Beronzin, were the least feral of their kind, and easily integrated into the cosmopolitan cities and provinces of humans, to the point that even the Sages of Thurinthian, and later Xivanis’s, asked for their advice. Lagoran himself was a pupil of the Satyr Màlfarin Brightmane, and during his travels in search of knowledge he was often accompanied by the wisest among the Beronzin. All the peoples of Iùrmen, however, knew that proud and trusted allies could be found in them, as much as well-disposed traders and propagators of wisdom and culture. This in turn contributed to magnifying the heritage of the Golden Satyr, and at the same time allowed them to spread the verb of the Old Tradition and its Truths. Although inherently peaceful, several times throughout their history they have shown themselves to be fearless warriors, and none can recall a time when they yielded before the defense of an ally or to their ancient, worthy roots. 78 NIGHTFELL

79 Adventurers of the night

guaranteed this species excellent eyesight in the dark; you have Darkvision up to 60 feet. • Resourceful: The escape from the underground and adaptation to the surface world have taught many harsh lessons to the Rizadrin, which have made them resilient and ready for any adversity or pitfalls; you are Proficient in Insight and Survival skills. • Primeval Energy: Rizadrins retains within them a fragment of the primitive energy that has shaped the world; this arcane heritage allows them to recall that energy in the form of rays of green light; those who use this power as an action may transfer this energy to a melee or ranged weapon; this weapon will be considered magical, obtaining a damage bonus equal to the Rizadrin Charisma modifier for 1 minute; a weapon thrown or dropped can be recalled with a bonus action, but only if it is within a radius of 60 feet; this feature can be used once, then you regain its use after you complete a long rest; this feature does not apply to a weapon with the Grim Weapon property. • Lunar Vocation: Bewitched by the radiant beauty of the moon, the Rizadrin, even those who do not adhere to the Lunar Cult, perceive its beneficial influence; Lunar Satyrs can cast the trifold goddess’ gaze cantrip once, then you regain its use after you complete a long rest. • Languages: you can speak, read, and write Common and the Stone Language. NNammes off the RRizadrin izadrin Moon Satyrs employ names common to the traditions of bygone ages. These names often have a solemn or serious sound, but at the same time elegant and full of memory. Rizadrin can also adopt names from Primordial Runic, although this is very rare. It is not unusual for Rizadrins to add to their name a form of patronymic or matronymic, usually based on one’s gender. In fact, males usually refer to being children of their father, while females of their mother (e.g. Artar Son of Mathior or Zemanira Daughter of Emiranda). Male Satyr names: Artar, Creool, Drathos, Erion, Flabios, Janghel, Julio, Kathanor, Leonisio, Mathior, Nantheros, Netherion, Obelern, Oflanto, Thanas, Zovros. Female Satyr names: Adanira, Anvernia, Daterne, Emiranda, Eula, Fasmine, Giovenna, Hartaria, Invea, Isminta, Mercura, Osvilia, Panvea, Phanerne, Rosernia, Yuliante, Zemanira. Rizadrin characters approach most situations with extreme seriousness and severity. They are not a race that easily indulges in emotions, and it is unusual to see them manifest uncontrolled anger or irrepressible joy or despair. Their longevity and determination towards their ideals manifest themselves along with a certain detachment, making them the most firm and resolute species when facing danger. This fearlessness, however, never results in recklessness, as they maintain a subtle vein of apprehension and fear sufficient to make them aware of the risks they run. RRacial traits off the Moon SSatyrs (RRizadrin izadrin) These creatures of the underworld share some of the animal features of their predecessors, if to a lesser degree. Their horns are a symbol of manhood, authority, and courage for males, while for women they are an indication of wisdom, fertility, and beauty. Their very dark complexion is furrowed by white streaks that take on unique shapes, often resembling primordial symbols. Once, the true power of this race was in the bond they have with the darkness of the earth and with the primitive energy that permeates the creatures hidden beneath it. When the Rizadrins rose to the surface, the beauty and majesty of the moonlight that greeted them assumed, in their eyes, an importance comparable to the subterranean origins from which they had fled. • Ability Score Increase: Your Charisma score increases by 2 and your Dexterity score increases by 1. • Age: Satyrs are particularly long-lived by virtue of their connection with primordial energies; the corruption of the world has led some of their lineages to extinction, at the same time lowering the life expectancy of the Rizadrin, which at present is around 200 years old. • Alignment: Although not inclined to emotion and empathy, this in no way means that Rizadrins are prone to selfishness or abuse, and even more rarely to pure wickedness; they also tend towards lawfulness, preferably adhering to religions or ideologies with indisputable and defined dictates, such as the Lunar Cult and its steady stance against evil. • Size: Your size is Medium, although generally tall; males easily reach 6.5 feet in height. • Speed: Your base walking speed is 35 feet. • Darkvision: Centuries spent underground have 80 NIGHTFELL

the Three Sources of Arcane Power can bestow powers beyond imagination, the path of Adventurers of the Night is arduous and the depths it leads to stand on the edge of the unreal. BARBARIAN - ARCHETYPE "PATH OF THE UNHOLY" Their eyes are filled with the oblivion of darkness. When the battle is raging, they gasp with lust and laugh with fierce joy, emitting verses of inhuman creatures. Emptiness and terror surround them while the massacre takes place, consuming their very hearts. They call them Unholy Barbarians, and in their ranks are counted those rare wild warriors who do not fear the night, but welcome it into their soul. Many fear the Unholy, as their impulses of wrath are punctuated with madness, which makes them as unpredictable as they are unreliable. The heat of battle takes over in these warriors, blinding them to danger with the sacrilegious darkness that bloats their hearts and moves their arm. NEW OPTIONS AND CLASSES "Awaken your power, o intrepid travellers of the night, and do not be afraid to follow the signs that fate has outlined for you. Whether fate is dark, or the way leads to unexplored heights, you alone can stand where the rest of us cannot!" - Gherek Viirut, Archmaester of the Temple of Truth - NEW ARCHETYPES The following section explores the new archetypes designed to better adjust the options of classes in the world's most famous role-playing game to the Nightfell setting. The choices made by reading this section will help to better delineate the character you will play and the path that will be placed in front of them. Choose carefully, for although 81 Adventurers of the night

These characters draw strength and fervour from their own soul’s distress. The descent into the oblivion of madness awakens violent and obscure powers along with the insatiable desire to use them: a desire to which they often decide to succumb. Those who choose to follow this path of brutality and insanity will take strength from the approach of the end, and will weaponize the corruption of their spirit. UNHOLY THIRST At 3rd level, you learn to yield to the temptation of darkness, forgoing fragments of your soul in exchange for a promise of power that can only really be unleashed when pervaded by rage. At the beginning of each turn while in Rage, you may choose to lose a Soul Point: in doing so, the next Strengthbased attack with a melee weapon will deal 1d12 additional damage. If the attack is not enough to reduce the target to 0 Hit Points, you take 1d6 necrotic damage that cannot be resisted or reduced in any way. BLOOD OF THE SOUL At 3rd level, you learn to draw power from the darkness instead of being swallowed by it. When you suffer an involuntary Soul Point loss, you can use your Reaction to gain 1d12 Temporary Hit Points and have Advantage on Saving Throws until the end of your next turn. ON THE VERGE OF OBLIVION At 6th level, you begin to feel more comfortable on the verge of oblivion; one step away from seeing the darkness of your soul reunited with those of the Dark Mirror. While your Soul Point total is below your character level, you ignore the effects of the first five levels of Exhaustion (the sixth is fatal anyway). DARK DEVOURER At 10th level, you get nourishment from the essence of the dark creatures that die in your vicinity. If you were in Rage within 30 feet of an Undead, Fiend or an Aberration when it drops to 0 Hit Points, you regain an amount of Soul Points equal to the creature's challenge rating. UNHOLY WRATH At 14th level, your wrath permanently devours what remains of your soul: entering Rage involves a loss of Soul Points equal to your Constitution modifier, and you add your Constitution modifier to the damage inflicted with melee weapons as long as you are in Rage. 82 NIGHTFELL

BARD - ARCHETYPE "COLLEGE OF HEXES" The rhythm produced by the tambourines of these musicians infects those who listen to them and forces their actions as if it were witchcraft. Hearing music coming out of the arcane instruments of these Bards overwhelms opponents and allies with sensations that today's world has forgotten; sensations that descend from an apotropaic culture that teachers have handed down to students since the Second Age. Legends tell of a Bardic tradition capable of acting as anathema against evil, and whose apotropaic power was able to protect the helpless from the incursions of the creatures from the Dark Mirror. In the Lunar Age, Bards who follow this tradition are respected and welcomed in settlements. Arcane dancers and musicians demonstrate their magical ability through ritual dances and exploit charms that draw their beneficial power from rhythm and melody. CONVULSIVE RHAPSODY At 3rd level, you can force your opponents to dance, often frantically, following the rhythm of your music. When a hostile creature begins its turn within 30 feet of you, you can use your Reaction and spend a Bardic Inspiration die to use this feature and perform a bizarre melody. The target creature will have its speed halved and Disadvantage on Dexterity Saving Throws and Disadvantage on the first attack of each turn, for as long as the effect lasts. The Convulsive Rhapsody continues for a number of rounds equal to the result of the Bardic Inspiration dice spent. NOTES OF ANCIENT TRADITIONS At 3rd level, you can use your music to support the exorcism of dark forces and to pass on religious dogmas and otherwise forgotten folk traditions. As an action you must continuously play your instrument for no less than 10 minutes to perform this ancient tune. Up to four targets who can hear this melody, full of memories of the land and of the ancestors, will have Advantage on Intelligence (Religion) checks for 8 hours. This feature can be used once, then you regain its use after you complete a long rest. 83 Adventurers of the night

CLERIC - DOMAIN OF CREATION At the dawn of time, the Primes lit the spark of life in every living creature. This spark, however, has gradually begun to fade from the world since the advent of the Night Eternal in the first step towards the disappearance of the entire cosmos. A handful of bold champions, elected by the dying creator entities, have arisen to counter this crisis and defend the natural balance. Among the Apostates of Rahidra, some individuals are chosen to act as priests and protectors of life. These guardians of the primordial spark are a light in the darkness and hope for those who intend to preserve the natural balance, keeping alive what remains of the Primes in the long struggle against the advance of nothingness. Although it is a role typically belonging to the tribal culture of the Ejre and the Apostates of Rahidra, almost anyone can manifest a willingness to protect life from the advance of the Dark Mirror. The Primes give energy to these adventurers, and the power of the elements manifests on their invocation, as a redemption of a nature that withers slowly, but without giving in to its own destiny. Cleric level Creation Domain spells 1st create or destroy water, thunderwave 3rd flaming sphere, gust of wind 5th Protection from energy, sleet storm 7th stoneskin, fire shield 9th conjure elemental, reincarnate ADDITIONAL SKILLS When you choose this domain at 1st level, you gain Proficiency in one type of Artisan’s tools of your choice and in one skill of your choice among Nature, Survival, and Religion. SPARKS OF CREATION When you choose this domain at 1st level, you learn one cantrip of your choice from the following: produce flame, ray of frost, shocking grasp, shillelagh. All items on this list are to be considered cleric cantrips. IRREPRESSIBLE DANCE At 6th level, your coordination of movements and sense of rhythm improve significantly, allowing the following maneuvers to be carried out: • Moving, during your turn, by at least 20 feet but finishing the movement no more than 10 feet from the starting point, you can use a bonus action to force a target that you can see within 10 feet to make a successful Wisdom Saving Throw (the DC is the same as your spells’) or instinctively emulate your convulsive movements: you can move the target 10 feet in any direction; this movement causes Opportunity Attacks. • When you use your action to perform a Dodge and you move at least 20 feet during your turn but finishing the movement no more than 10 feet from the starting point, the bard can make a melee weapon attack as a bonus action; you may spend a Bardic Inspiration dice and add it to the damage of this attack. • When you take the Disengage action, your speed increases by 10 feet. DANCE OF SWORDS At 14th level, your dance becomes indistinguishable from a fencing exercise. During your turn, you can spend a Bardic Inspiration die to increase your speed by 20 feet until the end of your turn. If you perform an attack action on this turn, you can make a single melee weapon attack against each target that is within the reach of your weapon at any point during your movement for the turn. Each attack made in this way has a damage bonus equal to your Charisma modifier. This movement does not provoke attacks of opportunity from targets hit by your attack. 84 NIGHTFELL

must necessarily be in contact with the ground); any creature, size Large or smaller, that is in the area of difficult terrain falls prone ; in addition, a Dust Mephit is summoned. ELEMENTAL AEGIS At 6th level, you can spend a spell slot of 1st level or higher as a Reaction when you take fire, lightning, cold, or thunder damage. The damage taken is reduced by 1d8 per spell level of the slot spent. PRIMEVAL STRIKE At 8th level, you gain the ability to infuse your attacks and spells with primal energy. Once per turn, when you hit a creature with a melee weapon attack or a cantrip learned through Sparks of Creation, you can deal 1d6 additional damage to the target. This damage can be chosen between fire, cold, lightning or thunder, of your choice. This damage increases to 2d6 when you reach 14th level. DISCIPLE OF CREATION At 1st level, when casting a cleric spell of 1st level or higher, you can cast a cantrip learned through the Sparks of Creation feature as a bonus action (this feature allows you to ignore the rule of casting spells as a bonus action). This feature can be used as many times as your Wisdom modifier (minimum 1), then you regain each use you spent after you complete a long rest. CHANNEL DIVINITY: BREATH OF CREATION At 2nd level, you can use Channel Divinity to create a powerful echo of the Primes’ energy. Using an action, you raise your holy symbol to invoke the power of one of the four elements (Fire, Air, Water, or Earth), producing an immediate effect on the battlefield and summoning an elemental spirit. The creature is summoned to a point within range and remains until it is reduced to 0 Hit Points, you are rendered unconscious or a minute has passed. The Mephit can receive orders telepathically, acting in the same turn as the summoner, starting from the turn following the one in which it was summoned. A Mephit summoned through this feature does not have access to its Innate Spells. The effects produced when you use this feature are described below: • Fire: Any creature in a 30 feet cone in front of you is hit by a scorching blast of lapilli and ash and takes fire damage equal to 1d4 plus your Wisdom modifier; in addition, a Steam Mephit is summoned. • Air: You gain the ability to fly at a speed of 30 feet until the end of your next turn, and any creature, size Large or smaller, within 20 feet of you is pushed back 10 feet by the same mighty wind that lifts you; in addition, a Dust Mephit is summoned. • Water: A sudden and violent downpouring of rain falls on the battlefield in a 30 feet radius around you, extinguishing any non-magical flame and giving fire resistance to all creatures present until the end of the following turn; in addition, a Steam Mephit is summoned. • Earth: A tremor shakes the ground, creating difficult terrain in an area of 20 feet square beneath you (you 85 Adventurers of the night

DRUID - ARCHETYPE "CIRCLE OF MASCIARI" Those who know how to listen know the sound of the dying earth and hear the hissing of souls trapped between this world and others. Innocent creatures and totemic spirits seeking solace: these beings speak to us and we give them a voice, while our body takes on the ghostly appearance of those children of creation whose steps no longer walk the earth. PRIMORDIAL RHYTHM At 17th level, when casting a Creation Domain spell of 1st level or higher, you roll 1d6: if the result is equal to or below the spell level, you regain a use of Channel Divinity, if usable (the number of maximum uses does not change). 86 NIGHTFELL

type chosen during transformation; this additional damage increases at 6th level (1d8), 10th level (1d10) and 14th level (1d12). • Shadow Stealth: As long as you are in dim light or darkness, you can use Hide as a bonus action. UNHOLY BOND At 6th level, you have Advantage on Saving Throws against effects that cause the Frightened condition. You also have access to additional spells related to the netherworld, as shown in the following table: Druid Level Unholy Bond spells 6th speak with dead 9th animate dead 12th circle of death 15th finger of death DREAD NECROMORPHOSIS At 10th level, you can spend two uses of Wild Shape simultaneously to transform into a Dread Shambler. The Druids of the Circle of Masciari, also known as the Circle of Death, have learned to perceive the darkest and most dreary face of nature, and consequently to tap into it. They are the descendants of ancient pagan cults, and as such they pass on the spirituality of those ancestors who first studied the esoteric arts that bind mortals and creation in order to shape the primeval energies according to their will. With the death of the Primes, darkness has hopelessly corrupted the world of the living, and the Masciari are ready to use this evil against death itself. They usually adhere to the religion of the Apostates of Rahidra, but it is not unusual to see them venerate older entities that dominated the world in the past. A druid of this circle, however disturbing their abilities may seem in the eyes of many, often turn out to be a great ally and a fierce sentry against the corruption of the Dark Mirror. NECROTIC CARESS When you choose this circle at 2nd level, you learn the poison spray cantrip. DARK WILD SHAPE At 2nd level, when using the Wild Shape feature, you can accept a reduction to your Maximum and Current Hit Points equal to your character level. In doing so, the chosen Wild Shape will become a Dark Wild Shape, permeated by the energies of Ènferun. The loss of Maximum Hit Points is recovered after a long rest. A Dark Wild Form gains the following features in addition to (or in place of, where specified) those of the Beast you transform into: • The type of creature changes from Beast to Undead • Resistance to necrotic damage, poison, and cold damage, and also resistance to bludgeoning, slashing, and piercing damage when inflicted by non-magical weapons. • Weakness to radiant damage. • Darkvision (60 feet). • Maximum Hit Points increased to 15, unless the chosen Beast already has a higher amount; for each of your druid levels above the 2nd, increase said Maximum Hit Points amount by your Wisdom modifier. • Each attack of the Dark Wild Shape deals 1d6 additional damage, cold or necrotic, depending on the 87 Adventurers of the night

As long as it stays within 60 feet of you, the Undead can receive simple telepathic commands, of one or two words, which it will obey to the best of its abilities. Some commands, for example, can be: "protect me", "attack", "patrol", "wait here", "drag this". In the absence of a specific command or if unable to carry out the assigned task, the Undead will only defend itself (using the Dodge action in combat), remaining within a 60 feet of you, if possible . The Undead will stay under your control until it is destroyed, until the Full Moon rises, or until you use this feature against another Undead. If the effect ends without the Undead being destroyed, it will remain Incapacitated for a round, only to become hostile afterwards. FIGHTER - MARTIAL ARCHETYPE "WARDEN OF THE DEAD" As long as I have breath, my shield will rise to protect my people, and my blade will lead the charge into the advancing enemy. There is no rest for the Warden of the Dead, for we are the wall that separates you from the surrounding darkness. We are the hearth around which the shadows do not rush. The Wardens of the Dead are an elite military order, highly trained in combining esoteric practices and martial arts. There are few proper settlements that cannot boast of such warriors , whose purpose is to stand between the creatures of the night and the inhabitants of villages, fortresses, and towns. The Wardens of the Dead are not afraid of the occult, thanks to their unwavering spirit and audacity without equal. MARK OF THE DEAD At 3rd level, you can use a bonus action to mark both a weapon you wield and a target you can see within 30 feet. With the simple activation of this feature, you have Advantage on Wisdom Saving Throws for the duration of the effect; the marked weapon will deal additional damage to the marked target equal to your Wisdom modifier (min 1). If the target is an Undead, Fiend, or Aberration and is reduced to 0 Hit Points while under the effect of Mark of the Dead , the marked weapon gains 2 Grim Points, regardless of whether the lethal damage has been inflicted with this weapon. The effect of the mark ends after 1 minute or if this feature is used on another creature. You can use this feature a number of times equal to your Dread Shambler A Dread Shambler is an Undead elemental, consisting of animal carcasses, mud, branches, topsoil, and bones. This being is the most literal manifestation of the corruption of the natural world at the hands of Ènferun and usually represents the death that lingers in the wilds. It cannot be animated by spells or formed spontaneously, but it is the result of the druid practices of the Masciari, who have learned to harness the necrotic energies of dying nature. Those in the Circle of Death take this form to unleash the wrath of the dead Primal. DREAD SHAMBLER Elemental Large (Undead), Neutral STR 18 (+4) DEX 10 (+0) CON 17 (+3) INT 6 (-2) WIS 10 (+0) CHA 5 (-3) Armor Class 17 (Natural Armor) Hit Points 107 (12d10+36) Speed 30 feet Vulnerability to radiant damage, Grim Weapon damage Resistance to necrotic damage; bludgeoning, piercing and slashing damage when inflicted from non-magical attacks Immunity to poison damage Condition immunity to Poisoned, Restrained, Paralyzed, Petrified, Unconscious, and Frightened Senses Passive Perception 10, Darkvision 60 feet Languages Whisper of the Echoes Challenge 5 (1800 XP) ACTIONS Multi-attack: a Dread Shambler makes two slam attacks Slam: melee weapon attack: +8 to hit, range 5 feet, one target; hit: 13 (2d8 + 4) bludgeoning damage; the target is Frightened until the end of its next turn if it fails a Wisdom Saving Throw (DC 12) Pile of Carcasses (Recharge 4-5-6): a Dread SHambler can decompose into a pile of bones, sludge and debris and gains the benefits of the Dodge and Disengage actions until the beginning of its next turn; if it traverses a creature's space while in this form, that creature must make a successful Strength Saving Throw with a save DC 16 or take 6 (1d4+4) bludgeoning damage and is knocked prone. LORD OF BONES At 14th level, your connection to nature's corruption and knowledge of death allows you to command the Undead. When an Undead attacks you, you can use your Reaction to spend a spell slot and attempt to take control of it. If the target’s Challenge Rating is equal to or below the level of the spell slot spent, the Undead must make a successful Wisdom Saving Throw against your spell DC or fall under your control; otherwise, the feature has no effect. Targets with Intelligence 10 or higher have Advantage on the Saving Throw to resist this feature. 88 NIGHTFELL

Wisdom modifier (minimum 1), and you regain each use you spent after you complete a long rest. SPIRITUAL VIGIL At 7th level, when you recover Soul Points at the expense of Hit Dice during a short rest, you recover 2 additional Soul Points per Hit Dice spent. In addition, as long as your Soul Points reserve is equal to or less than half their maximum value, you have Advantage on Wisdom (Perception) checks and can see invisible or ethereal creatures within a 30 feet radius. SPIRIT OF STEEL At 10th level, each time you lose Soul Points due to encountering a Vile Foe, the amount lost is halved (rounded down). Any loss of Soul Points caused by factors other than Vile Foe, on the other hand, will be reduced by 1 (to a minimum of 1). BLACK STEEL GLOVE At 15th level, each Grim Weapon you possess reduces your maximum Soul Points by only one-third of the Grim Threshold value (rounding up), rather than the entire Grim Threshold value. If the Grim Weapon is a Black Pit Weapon, this feature has no effect. Also, when you use Mark of the Dead, you may target all creatures you can see within 30 feet. SPIRIT OF ADAMANTIUM At 18th level, each time you lose Soul Points, the amount lost will be reduced by 3 (to a minimum of 1); in addition, anytime you lose Soul Points, you can use your Reaction to regain an equal amount of Hit Points. 89 Adventurers of the night

When you hit a target with an attack granted by Flurry of Blows, the target must make a successful Wisdom Saving Throw or, instead of taking the appropriate damage, be exiled to a demiplane out of time and space where it is Incapacitated. At the end of its next turn, the target reappears in the precise spot where it disappeared. Using this technique successfully results in one level of Exhaustion unless you make a successful Constitution Saving Throw with DC 10 + the target’s Challenge Rating. SECOND TECHNIQUE, AWAKENING OF EXISTENCE At 6th level, if you start your turn at 0 Hit Points, you can spend any amount of Ki points you choose to immediately recover 5 Hit Points for each Ki point spent. THIRD TECHNIQUE, TEARING UP THE DARK VEIL At 11th level, when you hit an Aberration, Fiend or Undead with an unarmed strike, you deal 1d4 additional radiant damage. FOURTH TECHNIQUE, EVENT HORIZON At 17th level, whenever you fail an Attack Roll, a Saving Throw or a Skill check, you can spend 10 Ki points to automatically succeed instead. MONK - ARCHETYPE "WAY OF THE FOUR TRUTHS" Still is the fist of those who follow the Truths, since the secrets of this tradition transcend the worldview proper to mortals. Whatever adversity these monks face, their minds remain firm, without yielding to the human emotions that are so trifling when compared to the Four Truths. Among the followers of the Old Tradition there are martial masters whose discipline leverages the awareness given by the Four Truths. Each of the Four Truths is linked to a specific secret technique, handed down in temples to those who can see through the mere words recited in the Truth and reach its purest intrinsic meaning. This technique makes it possible to equate oneself with the cosmos , and from this awareness draw further energy. Once training is complete, the novices leave the temple to begin a path of inner growth, becoming warriors and protectors. They are ready to face the dangers of the endless night and their spirit is guided by the deep awareness of themselves and the world that they have grown to understand after years of study and martial practice. FIRST TECHNIQUE, SIDEREAL VOID TOUCH At 3rd level, you being to put your studies into practice and learn to manipulate the energy of the Sempiternal who echoes through everything in the form of Ki and, with this energy, send your enemies back into the sidereal void. 90 NIGHTFELL

• Cold: You lay your hand on the ground and cover the surrounding area with enchanted frost; the ground within 30 feet will become difficult terrain until the beginning of your next turn; any creature in the area of effect must make a successful Constitution Saving Throw or take 3d8 cold damage. PALADIN - ARCHETYPE "OATH OF RAHIDRA" Among the most steadfast defenders of primordial life are those paladins who dedicate their lives to Rahidra, where the red earth of the Grassland of the Ancient proves their words of devotion to creation to be true. These devoted soldiers form the elite of the Apostates of Rahidra: knights completely and utterly faithful to the sacred principles of this religion. They draw their energy from the primeval source of power that permeates creation, and their courage lies in their sacred sense of duty to defend what remains of life against the Aberrations that bear the name of Echoes of Death. Although their principles are similar to those of the Clerics of Creation, their role is purely warlike. They channel the power of ancient, silent deities to manifest the most destructive side of nature. Their word is punishment against the horrors of the night. CHANNEL DIVINITY When choosing this oath at 3rd level, you gain the following options for Channel Divinity: Elemental Weapon: As an action, you can coat a weapon that you are wielding with elemental energy by using the feature Channel Divinity; by doing so, you would add your Charisma modifier to that weapon’s damage (min 1). All weapon damage is converted to fire, lightning, thunder, or cold damage according to which one you select the moment you strike. The weapon will also emit bright light within a radius of 20 feet and dim light for another 20 feet; you can end this effect instantly by spending a bonus action; the effect also ends if the weapon is no longer in your hands, or if you fall unconscious. Primordial Winds: As an action, you raise your holy symbol and summon powerful winds of primordial magic that overwhelm your enemies; choose a type of damage between fire, cold, lightning, thunder. • Fire: A loud explosion of flames engulfs you; any creature within a 30 feet radius must make a successful Dexterity Saving Throw or take 4d6 fire damage, halved on a successful Saving Throw. 91 Adventurers of the night

ETERNAL GUARDIAN At 20th level, by spending an action, you can gain the ability to lose yourself in the energies of the Primes, acquiring the following benefits for the duration of 1 minute: • Resistance to fire, cold, lightning and thunder damage. • Whenever you make a successful Death Saving Throw, you automatically gain 20 Hit Points at the end of your turn. RANGER - ARCHETYPE "DREAMSTRIDER" In sleep, the spirit travels, migrating to the shores of clarity and mystery. Those who were born under the blessing of the stars become wandering souls, observing the world with their eyes closed, and wandering, in constant search of prey in the infinite darkness of the oneiric. You are born a Dreamstrider, you cannot become one. These rangers hold great mediumistic and spiritual abilities, and develop a propensity for hunting witches and other supernatural creatures invisible to most mortals. Their most incredible power manifests itself in the form of vivid dreams, and when they close their eyes to sleep their spirits depart for a dreamlike hunt. They lead a solitary life, but there are some Dreamstrider circles that train new initiates and gather to hunt down witches. Those who are aware of this dual nature, some who know it from birth and others who discover it later, accept and embrace their personal mission, for they know that their rare and powerful gifts derive from Sidìr. With or without training, these mysterious characters master the art of hunting instinctively and roam like predatory souls in the twilight age of mortals. DREAMSTRIDER MAGIC At 3rd level, you learn additional spells at the ranger levels indicated below. Those spells are not counted in the maximum number of spells known per level. Ranger Level Dreamstrider spells 3rd protection from good and evil 5th see invisibility 9th dispel magic 13th locate creature 17th hold monster • Lightning: You raise your sacred symbol high, and, after a few moments, you are enveloped by lightning that departs from your body to unleash the wrath of the heavens on your enemies; any creature within a 30 feet radius must make a successful Dexterity Saving Throw or take 2d10 lightning damage and cannot perform Reactions until the end of its next turn. • Thunder: Your cry sounds out as the roaring of thunder, emitting a devastating shockwave; any creature within a 30 feet radius must make a successful Strength Saving Throw or take 3d6 thunder damage and be pushed 10 feet back; creatures size Large or smaller are also knocked prone. OATH SPELLS You get the following spells at the indicated levels: Paladin level Oath of Rahidra spells 3rd burning hands, thunderwave 5th acid arrow, blur 9th protection from energy, call lightning 13th wall of fire, ice storm 17th conjure elemental, flame strike PRIMORDIAL AURA At 7th level, any hostile creature within 10 feet of you does not enjoy the benefits of fire, lightning, cold, or thunder damage resistance. At 18th level, the radius of this aura increases to 30 feet. RAHIDRA'S EMBRACE At 15th level, when a creature hits you with a melee attack, it takes fire, cold, lightning, or thunder damage (of your choice) equal to your Charisma modifier. 92 NIGHTFELL

to turn a single source of Disadvantage into Advantage on that specific roll (additional sources of Disadvantage may nullify the Advantage gained from this feature, as usual). This feature can be used as many times as the ranger's Wisdom modifier, and you regain each use spent after you complete a long rest. NIGHT TRAVEL At 7th level, you can separate, during sleep (not necessarily a long rest) your consciousness from your physical body, falling unconscious for the duration of the separation. Your consciousness will appear in the material world as a spirit shaped like a small animal of choice among those granted by the spell find familiar. This spirit will be able to explore the surrounding world, without limits of distance (must remain on the same plane of existence). You can stay in the form of a spirit for 8 hours, or until you spend an action to end this feature. If you put an early end to the body-spirit separation you can decide whether to return consciousness to the body, and wake up, or choose to magically teleport your body to your spirit . In the latter case, the ranger must make a successful Constitution Saving Throw (DC 15) or suffer a level of Exhaustion. WITCH HUNTER At 11th level, you become a living anathema to witches and spellcasters. When a creature casts a spell near you, you can mark it as the Enchanted Enemy. Melee attacks against the Enchanted Enemy have a damage bonus equal to your Wisdom modifier when you attack it with weapons. In addition, you have Advantage on Saving Throws against spells cast by the Enchanted Enemy, Enchanted Enemy spells that involve an Attack Roll against you have Disadvantage, and you gain Resistance to any damage inflicted by the Enchanted Enemy. The creature remains branded until it or you are rendered unconscious. This feature can be used once, then you regain its use after you complete a long rest. PERCEPTION OF THE DEAD At 15th level, you are immediately aware of the presence of Undead within 200 feet, being able to determine their general direction in a 90° arc. In addition, you cannot be surprised by Undead and get a bonus of +2 to Initiative checks in the fights against them. TROUBLESHOOTING BRANCH At 3rd level, you learn the shillelagh cantrip and can use it on any object of plant origin (branches, lianas, or roots) at least 3 feet long, whether it is considered a weapon or not. You are Proficient in the use of these improvised weapons as long as they are under the effect of shillelagh. SILVER SPOON At 3rd level, you benefit from unexpected strokes of luck just when things seem to be at their worst . When performing an Ability Check, Attack Roll, or Saving Throw with Disadvantage, you can use your Reaction 93 Adventurers of the night

ROGUE - ARCHETYPE "NIGHT AGENT" The wanderer who walks the streets of the night under the constant gaze of the Lunar Goddess pledges a tacit bond with her, and from the pale face of Mirithlen tears flow to help them in their endeavors . Winters come and go, but a Night Agent knows that relying on the constant glimmer of the moon can always lead to salvation. These wanderers of the night dedicate themselves to Mirithlen and take advantage of the silvery power she bestows on mortals, drawing new abilities from her and relying on the eternal succession of lunar cycles as if it were the wheel of their own destiny. Whether they are aimless vagabonds in the lonely expanses of Iùrmen, individuals lost while fighting for their own survival, or agents hired for dangerous missions, these rogues use the power of the Moon to develop abilities that are enigmatic to most mortals. Their path is the line separating darkness and moonlight, placing the Night Agents in the middle of these two aspects, as if they were two sides of the same coin. EMBRACE OF THE MOON At 3rd level, you gain benefits related to the current Lunar Phase: • Full: The Moon shines light upon the mind; you have Advantage on Perception, Investigation, and Insight checks. • Ascendant: The Moon gives courage and resourcefulness; you have Advantage on Initiative check and Saving Throws to avoid the Frightened condition. • Descending: The Moon preserves life; your speed increases by 10 feet and you get a +1 bonus to all Saving Throws. • New: The Moon hides you in shadows; you have Advantage on Stealth, Sleight of Hand, and Deception checks. 94 NIGHTFELL

NIGHT AGENT’S CHARM At 3rd level, as Night Agents are notoriously feared and respected figures, you gain Proficiency in a skill of your choice between Persuasion and Intimidation. You gain expertise with that skill, meaning your Proficiency bonus is doubled when you perform a check that uses the chosen skill. SILVERY GIFTS At 9th level, you can cast the following spells depending on the current Lunar Phase: FULL MOON gleam, moonluck ASCENDING MOON moonrain, lunar beacon DESCENDANT MOON glyph of Mirithlen, moonstairs NEW MOON horror, fare for memories Each spell can be cast once, then you regain its use after you complete a long rest. These spells can be consulted in Chapter 8. DEATH TO DARKNESS At 13th level, when you use a sneak attack on an Undead, Aberration, or Fiend, any sneak attack damage dice that have resulted in a 2 or less will be counted as if it had resulted in a 3. SHARP MOON At 17th level, as long as you stay under the moonlight (outdoors, at night, regardless of the current Lunar Phase), you never have Disadvantage on Attack Rolls against Aberrations, Fiends or Undead. If you have Disadvantage on Attack Rolls against Aberrations, Fiends or Undead for any reason, you automatically have Advantage, so they cancel each other. SORCERER - ORIGIN: LEGACY OF THE WORLD BELOW The innate magic of sorcerers is well known and feared by many. Some shun these figures of arcane power and drive them away, while others view them as symbols of a power that springs from early sources in its purest form. Some of these individuals bring within them the immanent energies of the earth and stone that were sacred to the ancient peoples of the World Below. Sorcerers who manifest the Legacy of the World Below learn to unleash the pure and chaotic magic of the bones of the world. Iùrmen's flaming core, enclosed between countless layers of rock as if in a casket, is the very heart of the Primes and one of the few remaining sources of life. These sorcerers can draw on it to unleash extremely destructive elemental spells. In past ages, the Lyvar and the Rizadrin have followed customs based on the knowledge of these sorcerers, so attached are they to the cold stone and the dark world beneath the surface. In the Lunar Age, although separated from their underground homeland, some agents of this ancient power still roam Iùrmen, dexterous in mystical abilities drawn from the earth itself. 95 Adventurers of the night

BLOOD OF THE EARTH At 1st level, your AC is equal to 12 + your Dexterity Modifier as long as you remain unarmored. Also, when casting a spell, you gain Temporary Hit Points equal to the level of the spell cast (cantrips still grant 1 Temporary Hit Point). These Temporary Hit Points double if you are underground or in a natural cave or chasm. ECHO OF THE TUNNELS At 1st level, you have Advantage in hearing-based Wisdom (Perception) checks, and as long as you are underground or in a natural cave or chasm, the Skill bonus in these trials is doubled. In addition, you automatically learn the message cantrip. PRIMEVAL MOMENTUM At 6th level, casting a spell with a casting time of one action allows you to perform a melee spell attack as a bonus action. This attack deals 1d8 force damage, plus 1 additional damage per spell level (cantrip are considered 0-level spells). If this attack hits, you may spend 1 to 3 Sorcery Points to unleash your primal arcane energy, selecting one of the following options for each point spent (the same option cannot be chosen multiple times): • The attack deals additional damage equal to your Charisma modifier. • All other creatures (yourself excluded) within 5 feet of the target takes force damage equal to your Charisma modifier, plus 1 additional damage per spell level. • The target is knocked to the ground prone, and its speed is reduced to 10 feet until the end of its next turn. • You gain a +2 bonus on AC and Saving Throws until the beginning of your next turn. • The target cannot take Reactions and has a -2 penalty to the AC until the beginning of its next turn. HEART OF STONE At 14th level, you are Proficient in Wisdom Saving Throws and gain Immunity to Frightened and Charmed conditions as long as you have at least 1 Sorcery Point. RETURN TO THE CAVE At 18th level, when reduced to 0 Hit Points, or when you run out of all spell slots of 4th level or higher, you may decide to use your Reaction to be teleported to a safe, isolated, and uninhabited cave within a 6 miles radius. You do not need to know the location of the cave, nor its actual presence, but you can designate one previously visited as a destination. This feature can be used once, then you regain its use after you complete a long rest. 96 NIGHTFELL

WARLOCK - PATRONS: THREE SOURCES OF ARCANE POWER A thousand faces watch you from infinity, you who seek wisdom and crave power. Extend your hand to the unseen fabric of the realms and wait for one of them to answer your call. PATRON: SIDÌR ENTITY Divine sparks reside in the cosmic darkness: those who are and always will be, those who represent time and space. These beings without beginning nor end remain motionless to observe the flow of aeons. Among them, some turn their attention to the mortals of Iùrmen. Only a lucky few receive answers to their prayers, directed towards the starry vault above them and to the cold and distant stars. Extended spell list Sidìr Entities allow you to choose spells from an extended list. The following spells are added to your warlock spell list. Spell level Sidìr Entity spells 1st color spray, feather fall 2nd mooncloak*, augury 3rd blink, moonamorphosis* 4th freedom of movement, elastic sphere 5th cone of cold, lunar fortitude *these spells can be found in Chapter 8. Bonus cantrip At 1st level, you learn the globe of eclipse cantrip (see Chapter 8). Consciousness of the Sempiternal At 1st level, you can choose a skill each time you complete a short or long rest to become Proficient in. In addition you gain expertise in that skill, meaning your Proficiency bonus will be doubled when you use that skill. These benefits persist until you use this feature again after completing a short or long rest. Instant Travel At 6th level, when casting a 1st level spell or higher during your turn, you can teleport instead of using other movement methods for that turn. The covered distance is counted as if you had moved normally. Any number of short teleports can be combined with traditional movement methods at will, as long as the total movement does not exceed what is allowed by your base speed. Transcendent Body At 10th level, you gain Resistance to cold, necrotic, and radiant damage. Aloof as the Cosmos At 14th level, you can use your Reaction to ignore the effects of a spell of 3rd level or lower that it is targeting you, or includes you as a target in its area of effect. This feature lasts until the end of your next turn if the spell has a duration that is not instantaneous. This feature can be used once, then you regain its use after you complete a long rest. 97 Adventurers of the night

PATRON: DYING PRIME Few, among mortals, can listen to the lament of nature and the litany of elementals invisible to the eye. Encountering these entities, once supreme and ethereal and now bound to the earth, can make champions of mortals who carry with them the slowly withering cry of life. Prime magic will flow into these chosen, transforming them into heralds of the ancient ones that yearn to survive the Night Eternal. Extended spell list Dying Primes allow you to choose spells from an extended list. The following spells are added to your warlock spell list. Spell level Dying Prime spells 1st entangle, cure wounds 2nd lesser restoration, prayer of healing 3rd mass healing word, plant growth 4th ice storm, giant insect 5th reincarnation, tree stride Bonus cantrip At 1st level, you learn the spare the dying Necromancy Cantrip. Everlasting Vitality At 1st level, you have Advantage on Death Saving Throws. Whenever you spend Hit Die during a short rest to recover Hit Points, you regain additional Hit Points equal to your Charisma modifier for each Hit Dice spent. Glimmer of Hope At 6th level, when casting a 1st level spell or higher, you can spend a Hit Die to regain Hit Points and Soul Points as if you completed a short rest. Source of Eternal Life At 10th level, when you spend a Hit Dice and get a 1 or 2 as a result, that Hit Dice is considered unspent, but Hit Points and Soul Points are regained, nonetheless. Tears of a Dying Earth At 14th level, you can spend a bonus action and allow yourself to become a vessel of the residual energies of your patron for 1 minute. In doing so, you are coated with material of natural origin (vegetation, earth, mud, but also lava, water, snow, or ice) depending on where you are located, becoming a majestic elemental-like creature. You gain the following benefits: • Your size becomes Large. • Strength score increases to 16 (+3) unless it was already higher. • Resistance to slashing, piercing, bludgeoning, fire, cold, thunder and lightning damage. • Speed of digging, climbing, swimming, and flying equal to your base walking speed. • You can perform slam melee attacks, with a 10 feet reach, dealing 2d8 bludgeoning damage (plus your Strength modifier); this melee attack is considered magical for the purpose of overcoming damage resistance. When casting a 1st level spell or higher with casting time equal to an action during your turn, you can spend a bonus action to perform a single slam melee attack. PATRON: ECHO OF DEATH Beyond the veil of night, dark beings crave the corruption and decay of the world. Those who observe the unchallenged advance of darkness will soon realize that darkness is watching in turn. Whether it is greed or despair that leads mortals before the Echoes, once they grasp your heart, they will not cease to hiss their grim language into your soul. Asking for their favour is easy but freeing yourself from their mortal grip is impossible. Making deals with these entities is difficult, as it seems obvious that their only purpose is to destroy reality; that same reality where their sponsored warlocks live. A warlock that deals with the Echoes may have been seduced by darkness or may have requested help as a desperate act, but the gift of the Echoes will later turn out to be an inescapable curse. Unless the warlock goes insane, or turns hopelessly to evil, the burden of these patrons becomes harder and harder to bear. Lagoran's fate stands out as a clear warning to anyone who approaches the Echoes of Death. 98 NIGHTFELL

Extended spell list Echoes of Death allow you to choose spells from an extended list. The following spells are added to your warlock spell list. Spell level Echo of Death Spells 1st detect evil and good, false life 2nd blindness/deafness, protection from poison 3rd animate dead, speak with dead 4th greater invisibility, black tentacles 5th cloudkill, antilife shell Bonus cantrip At 1st level, you learn the freezing snare cantrip (see Chapter 8). Accustomed to Darkness At 1st level, you gain an additional Soul Point per level. As long as you have at least one warlock spell slot, you can understand the Whisper of the Echoes and have Darkvision up to 120 feet, seeing through magical darkness as if it were normal darkness. Tolerated by Darkness At 6th level, as long as you have at least one warlock spell slot, you cannot be attacked by Aberrations, Fiends or Undead unless they make a successful Wisdom Saving Throw against your spell DC. This effect ends on a specific creature if you make an attack or cast a spell that targets, or includes in the area of effect, the creature itself. Death to Death At 10th level, as long as you have at least one warlock spell slot, you can add a bonus equal to your Charisma modifier to the first damage roll you make on each of your turns, provided that the target is an Aberration, Fiend or Undead. Last Shred of Soul At 14th level, as long as you have at least one warlock spell slot, when your Soul Points are reduced to 0, you can take a Charisma Saving Throw (DC 20) to regain 1 Soul Point. If the Saving Throw fails, you cannot use this feature again until you complete a long rest. WIZARD - ARCANE TRADITION: SCHOOL OF THE MOON The young scholar slowly climbed the seemingly never ending steps of the tower . From an arrow slit window filtered the silvery gleam of the Moon, in the moment became aware of his new ability to weave new textures on the fabric of reality. He finally arrived at the top of the tower, his will adamantine although sweating and panting. A perfectly circular body of water reflected the image of the Moon. This was the place where he would finally elevate his powers and carry out the ritual for which he had prepared his whole life. The School of the Moon explores the influence of Mirithlen's star on the magic that pervades the world. Scholars belonging to this doctrine learn how to channel the moonlight and the forces of attraction the Moon holds on the minds of mortals and the earth itself. It is a common belief that wizards who worship the Full Moon can be trusted, whereas those studying the New Moon are motivated by sinister intentions. Others believe that all members of the School of the Moon, whatever the Lunar Phase to which they are devoted, change their disposition and purpose depending on which Moon is in the sky at the moment. Although they are only popular rumors without empirical foundation, they hide, like any legend, a grain of truth. SCHOLAR OF THE MOON When you choose this school at 2nd level, it must be combined with a Lunar Moment of your choice, every one of which is associated with a specific school of magic. The gold and time required to copy a school spell associated with your specific Lunar Phase into a spell book is halved. Each time you gain a wizard level, you may choose a different Lunar Moment. The chosen Lunar Phase replaces your Birthmoon. 1. New Moon - Necromancy 2. Waxing Crescent - Evocation 3. First Quarter - Conjuration 4. Waxing Gibbous - Transmutation 5. Full Moon - Abjuration 6. Waning Gibbous - Divination 7. Last Quarter - Illusion 8. Waning Crescent - Enchantment 99 Adventurers of the night

SELENITIC At 2nd level, you gain the ability to tune in to the Moon to upgrade your spells. As long as you remain outdoors under the direct influence of the Moon, you can use your bonus action to have Advantage on an attack with a spell, or to force a target creature to have Disadvantage on the Saving Throw against the next spell you cast before the end of your next turn. You can use this feature once, then you regain its use after you complete a long rest. Also, if the Moon is in the Lunar Phase chosen with Scholar of the Moon, the spell save DC increases by 1. SILVER VOICE At 6th level, you gain the ability to telepathically communicate with any sentient creature you can see within 100 feet. MOON’S PRESENCE At 10th level, you bring the influence of the Moon wherever you go, enjoying the benefits of Selenitic even during the day, or when the sky is covered, or while in closed places where the moonbeams do not arrive. SILVER SOUL At 14th level, the harmony with the Moon is such that you can enjoy the benefits of Scholar of the Moon and Selenitic during any Lunar Phase. In addition, you have Advantage on Saving Throws to maintain focus on Consecrated spells. 100 NIGHTFELL


(ENG) D&D 5a Ed. - Nightfell - Corebook - Flip eBook Pages 51-100 (2024)
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