TEXT:  
   
  5E Conversion 
   
  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 
  Erik: Nature 
  Cuiraecen: Tempest  
  Nesirie: Life 
  Ruornil: Knowledge 
  Sera: Trickery 
  Avani: Light 
  Eloele: Trickery 
  Laerme: Light 
  Kriesha: Tempest 
  Belinik: War 
  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. 
   
  The Cold Rider (Warlock patron) 
  Is your patron one of the Lost, an aspect of Azrai, a liche, a god, an awnshegh, a 
  part of the Shadow World brought to life? You do not know but it whispers to 
  you in the night and you listen, gaining new magics others fear. 
   
  Expanded Spell List 
  Spell Level 
  Spells 
  1st 
   
  detect evil and good, false life 
  2nd 
   
  blur, gentle repose 
  3rd 
   
  animate dead, feign death 
  4th 
   
  death ward, evard's black tentacles 
  5th 
   
  cone of cold, dispel evil and good 
   
  Cold Heart 
  Starting at 1st level, you become inured to cold. You gain resistance to cold 
  attacks. 
   
  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. 
   
   
  Apocalypse (Warlock patron) 
  While some claim Apocalypse is an awnshegh, it is something more than that. It is 
  a primal force of disease and destruction. Some warlocks have managed to "reach" 
  this entity and tap into it for increased power. 
   
  Expanded Spell List 
  Spell Level 
  Spells 
  1st 
   
  detect poison and disease, ray of sickness 
  2nd 
   
  blindness/deafness, silence 
  3rd 
   
  bestow curse, stinking cloud 
  4th 
   
  confusion, ice storm 
  5th 
   
  contagion, insect plague 
   
  Marked For Death 
  Starting at 1st level, you start the process of spreading death and decay. When you 
  hit a creature with a successful attack you can inflict a disease upon the creature 
  that does damage equal to your warlock level at the beginning of your turn until 
  the creature dies or a number of turns equal to your warlock level have passed, 
  whichever comes first. 
     Once you use this feature, you can't use it again until you finish a short or 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. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/D&D Birthright - D&D5e - Homebrew/5BR.pdf