5E Conversion Race: Cerilian Dwarf
5E Conversion Race: Cerilian Dwarf
race
The races still consist of dwarf, elf, half-elf, halfling and human. Use the normal
Racial Traits and then the Cerilian subraces as shown below. The other subraces
should not be used. Humans will use the Variant Human Traits rule based off of
their culture; Anuirean, Brecht, Khinasi, Rjurik, or Vos.
While they are not part of the original rules, there should be no problem
including gnomes (forest subrace) as a playable race. They are part of the setting,
though not specifically as a player race; ask you DM if they are allowed.
It is not recommended allowing half-orcs, tieflings or dragonborn. They were
never in the original rules, not even as monsters.
Cerilian Dwarf
Born to the mountains, and through constantly fighting the orogs, you have
become like the stone you live beneath. This hardiness has given you a dense body,
weighing twice that of a human of the same age despite being under 5'.
Ability Score Increase. Your Strength score increases by 1.
Dense Body. Bludgeoning or crushing attacks that you take from non-magical
weapons is reduced by 3.
Cerilian elf
Calling yourselves the Sidhelien, you are reclusive and stay within the remaining
woodlands of Cerilia. The woods are your home and none can equal you within
their leafy folds. As tall as a human, you are slender and graceful, possessing an
unearthly beauty.
Ability Score Increase. Your Intelligence score increases by 1.
Nature Walk. You may cast pass without trace once a day, but only on yourself.
Cerilian half-elf
Despite being born of elf and human parents, you are accepted within elven
society. Humans on the other hand are distrustful of any sort of elf, including half-
elves.
Use the half-elf as found in the rules. There is no need to make any changes.
Cerilian halfling
Originating in the Shadow World, the halflings were forced to flee that realm and
now make their homes among the Big Folk. You blend in well with humans,
adopting the culture of whoever you are near.
Ability Score Increase. Your Wisdom score increases by 1.
Shadow Magic: You may cast detect evil or good once a day. When you reach 5th
level, you can cast dimension door once per day. Wisdom is your spellcasting
ability for these spells.
Cerilian human
You are the most populous race in Cerilia, spread throughout every corner of the
continent. Five main cultures exist and help define national regions; Anuireans,
Brechts, Khinasi, Rjurik and Vos.
Use the Variant Human Traits rule instead of subraces for humans. The only
difference is that one of the two ability increases must be from the list below.
Anuirean +1 Wisdom
Brecht +1 Dexterity
Khinasi +1 Intelligence
Rjurik +1 Constitution
Vos +1 Strength
Character Class
The majority of the classes do not need to be altered. However, a few do need
some clarifications. Also, the original setting precluded certain races from being
specific classes (paladins can only be Anuirean or Khinasi; elves can not be clerics,
etc). 5E makes an effort to allow for all race and class combinations. If a DM
allows for this, it can be rationalized that such characters are outside the norm for
their culture but still allow them; the role-playing aspects springing from such a
difference could be interesting as well.
Sorcerers, Warlocks and Wizards can all use realm magic. For those other
classes that have access to arcane spells they can use true magic, but not realm
magic.
Bard
5E is an inclusive game that seeks to allow all the combinations of class, race and
ability. It is our recommendation that the bard not be limited to the schools of
magic they can cast spells from. In addition, we would also recommend that bards
be allowed to be regents. However, check with your DM first.
cleric
The Domains of the gods need to be defined. Currently there are only seven
Domains, but more can be added as they are added through supplements.
Haelyn: War Avani: Light
Erik: Nature Eloele: Trickery
Cuiraecen: Tempest Laerme: Light
Nesirie: Life Kriesha: Tempest
Ruornil: Knowledge Belinik: War
Sera: Trickery Moradin: Life
magician
The magician was fairly unique to Birthright at the time, but it is easy to
implement within the 5E rules. Magicians are the same as wizards with the
following changes:
• You can only cast 1st and 2nd level spells from a school of magic other than
Divination or Illusion.
• Each time you gain a wizard level, you can add one additional spell to your
spellbook (beyond the two you can normally add). However, this spell must be
of the Divination or Illusion school of magic.
• When you reach 2nd level instead of choosing an Arcane Tradition you gain
both the Divination and Illusion traditions.
monk
There is no real cultural place for a monk to come from. A case could be made for
the Khinasi or a secret order dedicated to hand-to-hand martial skills, but monks
are not recommended.
warlock
The major thing to consider with a warlock are the Patrons. Patrons, by default,
are otherworldly beings. However, the world of Aebrynis is largely cut off from the
other planes. There are, however, a couple of possibilities.
Shadowstep
Beginning at 6th level, you take a quick step into the Shadow World when you are
about to take harm. After you have been successfully hit, but before damage has
been declared, you may use your reaction to quickly teleport into the Shadow
World and out again. You take no damage from the successful attack.
Once you use this feature, you can't use it again until you finish a short or long
rest.
Undead Army
Starting at 10th level, you are able to summon an army of undead to do your
bidding. You can summon one unit of undead minions without paying any
Regency or Gold, and you do not need to have the Required Source value. The
duration of your unit only lasts until your next long rest.
Once you use this feature, you can't use it again until you finish a long rest.
Into the Shadow World
Starting at 14th level, when you hit a creature with an attack you can use this
ability to instantly transport the target through the Shadow World. The creature
disappears instantly and hurtles through a cold and bleak landscape.
At the end of your next turn, the target returns to the space it previously
occupied or the nearest unoccupied space. The target takes 10d10 psychic damage
as it recovers from the horrible experience.
Once you use this feature, you can't use it again until you finish a long rest.
Lasting Pain
Beginning at 6th level, your patron bestows upon you the ability to extend your
spells upon a victim. When a target makes a successful saving throw vs. one of
your spells, the effect does not stop until the end of their next turn.
Once you use this feature, you can't use it again until you finish a short or long
rest.
Plague of Death
Starting at 10th level, you gain the ability to bring disease and death upon an
entire province. Once per Domain Turn you can use this ability to depopulate a
province, reducing it by one level. It costs no Regency or Gold and does not need
a Required Source. However, the ability can only be used if you are in the
province at some point during that Domain Turn or you have a ley line into that
province.
Touch of Death
Starting at 14th level, you can cause a creature to fall part at the cellular level.
When you hit a creature with a successful attack you can inflict a disease upon the
creature that does 5d6 poison damage at the beginning of your turn until the
creature dies or make a saving throw. The saving throw is a Constitution Save
(DC 10 + your level), but the creature must first have a dispel magic cast upon
(DC 10 + your level) them before they are allowed to make the saving throw.
Once you use this feature, you can't use it again until you finish a long rest.
Skills
5E does not have many skills so adding a bunch more will not work as well. There
is a new skill called Statesmanship which rolls the Administration, Law and
Leadership skills together. There is a new skill called Warfare which rolls the
Siegecraft and Strategy skills together. Diplomacy is now used under the
Performance skill. Intrigue is now used under the Deception skill.
Statesmanship (Charisma)
This is Birthright's Administration, Law and Leadership skills. On each Domain
turn you can do one of the following:
• On a successful check, you can reduce your maintenance costs by 25% for
a domain turn.
• On a successful check, you can reduce the base GB cost of a domain action
by 1.
• On a successful check, you gain a +1 to your success chance in a Create
Holding, Decree, Rule or Espionage domain action.
• The resolution of a Matter of Justice random event is increased by one level
(ex. a fair result becomes a good result).
• On a successful check, you can improve the loyalty rating in one province
by one level.
Warfare (Charisma)
This allows for the use of abilities as listed under the Siegecraft and Strategy skills
in the Birthright rules.
Blood Abilities
Acquisition of Blood Abilities can be done as normal. The following Abilities do
not need any changes: Alertness, Animal Affinity, Battlewise, Blood History,
Character Reading, Courage, Detect Illusion. Direction Sense, Divine Wrath,
Elemental Control, Fear, Persuasion, Poison Sense, Protection from Evil,
Regeneration, Shadow Form, Touch of Decay, Travel, Unreadable. Below are the
ones that need new information to fit into 5E:
Alter Appearance
You can change your appearance similar to the alter self spell, but only the change
appearance option. You also do not need to concentrate while using this ability.
Once you use this ability, you can't use it again until you finish a short or long
rest.
Bloodmark
Gain Advantage on social interactions.
Detect Lie
You are able to cast detect thoughts, but are only able to pick up lies. However,
the target does not know you probed their minds.
Once you use this ability, you can't use it again until you finish a short or long
rest.
Divine Aura
Gain Advantage on social interactions.
The Major and Great Ability remain the same, except once you use this ability, you
can't use it again until you finish a long rest.
Enhanced Sense
Anduiras- The detect evil spell is now detect evil and good.
Azrai- The major ability is detect evil and good and detect magic (necromancy
only).
Reynir- Gain Advantage on Wisdom (Survival) checks.
Basaia, Brenna, Masela, Vorynn- Remains the same.
Healing
The spells listed are replaced with lesser restoration; everything else remains the
same.
Heightened Ability
Increase the ability score tied to your bloodline by 2. If you have two options you
can increase one of them by 2 or both by 1. No ability may be higher than 20.
Iron Will
Gain the Toughness Feat. Gain Advantage on saving throws vs mind-influencing
spells.