Nightfell

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"Of all the wrongs done in the world, that of Men was the most serious."

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Core Rules

The System

Nightfell runs on 5e-compatible rules with Nightfell-specific additions. The Night Master (NM) adjudicates checks; players use a full set of polyhedral dice. The world is a 5e world reskinned with the Lunar Age's mechanics layered on top.

The key additions are: Soul Points, Grim Weapons, Lunar Phases, Possession, and Wild Dice (Werebeast class).

Ability Checks

Roll a d20 + ability modifier (+ proficiency if applicable) against a DC set by the NM.

  • DC 10 — Easy
  • DC 13–17 — Standard adventure range (recommended for this setting)
  • DC 15 — Moderate
  • DC 20+ — Hard / Heroic

NM tip: In Nightfell, prefer DCs 13–17. Failure should carry interesting consequences, not just dead ends. Keep tension high without producing frustration.

Soul Points (SP)

Formula: (5 + WIS modifier) × character level + spell slots
Warlocks gain 3 SP per spell slot instead of 1.

SP Loss Triggers

  • Spellcasting: Lose 1 SP whenever casting a 1st level spell or higher (unless it is a Holy Spell—radiant damage, or named holy/divine/faithful, or School of the Moon)
  • Vile Foe: When facing an Aberration, Fiend, or Undead, make a WIS save or lose SP equal to the creature's CR (min 1). DC = 10 + ½ CR (min 10). Immune after first encounter of same type that day.
  • Narrative loss: NM may impose ~(character level + 2) SP loss per day for distressing scenes.
  • Grim Weapon miss: Lose 1 SP on a failed attack roll with a Grim Weapon.
  • Grim Weapon nat 1: WIS save DC 15 or suffer a Soul Affliction (roll 1d10 on table).

Regaining SP

  • Short Rest: Regain 1 + WIS mod (min 1) SP per Hit Die spent.
  • Long Rest: Regain 8 + ½ level (rounded down) + 2×(highest of INT/WIS/CHA mod) SP.
POSSESSION — Reaching 0 SP causes Possession. A Possessed character:
  • Cannot regain SP by any means
  • Reaching 0 HP while Possessed = instant death (no death saving throws)
  • Further SP loss triggers an Exhaustion level instead
  • Cure: Interdiction from Evil ritual (1 hour, INT/Religion DC 10+)

Vile Foe DC Reference

Challenge RatingDCSP Lost
CR 1 or less101
CR 2–3112–3
CR 4–5124–5
CR 6–7136–7
CR 8+14+= CR

DC = 10 + ½ CR (rounded down, min DC 10). SP lost = CR (min 1). Immune for 24 h after first encounter of same creature type.

Grim Weapons

A weapon gains Grim Points equal to the CR of each Aberration, Fiend, or Undead it delivers the killing blow to. Once Grim Points reach the Grim Threshold, it becomes a Grim Weapon.

WeaponGrim Threshold
Club, Sickle; Dart, Sling3
Greatclub, Javelin, Light Hammer, Mace; Blowgun4
Handaxe, Quarterstaff, Spear, Trident, Whip; Hand/Light Crossbow, Shortbow5
Flail, Morning Star, Scimitar, Short Sword, War Pick7
Battleaxe, Longsword, Rapier, Warhammer; Heavy Crossbow10
Glaive, Greataxe, Greatsword, Halberd, Lance, Maul, Pike; Longbow13

Advantages

  • Advantage on attacks vs. Aberrations, Fiends, and Undead
  • Counts as magical for resistances and immunities
  • Advantage on Intimidation checks while touching the weapon

Disadvantages

  • Reduces wielder's maximum SP by the weapon's Grim Threshold
  • Failed attack roll = lose 1 SP
  • Natural 1 = WIS save DC 15 or roll on Soul Afflictions table (1d10)

Werebeast: Wild Dice (WD)

Werebeasts have a reserve of Wild Dice (WD) — special dice used to power class features. Spent WD recover on a Long Rest.

LevelWD TypeWD Total
1–2d43
3+d6Increases per table

Key uses: healing (Animal Vigor), Hybrid Shape transformation, Fangs and Claws damage.

Soul Afflictions (1d10)

Triggered by a natural 1 on a Grim Weapon attack (WIS save DC 15 to avoid). Duration: 1d10 minutes.

d10AfflictionEffect
1Soul ChainsParalyzed until taking damage. Body feverish and trembling.
2Shattered SelfIncapacitated; oscillates between laughing, crying, and babbling.
3Dread VisageFrightened; flees from battle every turn. Eyes filled with blackness.
4Tongue of BlightSpeech unintelligible to all except Possessed and Incubi. Tongue black and putrescent.
5Dark RageCannot tell friend from foe; automatically attacks nearest creature each turn.
6Grievous DelusionDisadvantage on all ability checks. Ink-black tears flow.
7Pathetic EnslavementMust obey any order (except clearly self-destructive). Bowed head, defeated posture.
8Unquenchable GluttonyCompulsively consumes anything within reach (including rotting remains). Jaw dislocates like a snake's.
9Abyssal GazingBlinded and Dazed. Gaze turns white.
10Abyssal DownfallFalls unconscious instantly.

Interdiction from Evil (Ritual)

Duration: 1 hour — At least 3 participants required (not counting the Possessed one, bound at center of salt glyph).

Players agree on an order. In turn each makes an INT (Religion) check, DC 10 + 1 per previous attempt.

  • Success: Character recites two verses (one couplet). Four couplets total = ritual succeeds.
  • Failure: Possessed character gains 1 Exhaustion level; officiant loses 1d4 SP per preceding couplet (minus CHA mod). Next character restarts from the failed couplet (DC +1).
  • Abandoning the ritual: Possessed one dies instantly; officiants risk Possession themselves.

Prayer: "Come unto us, o moon light / may thy splendor guide our rite / Spawn of void, accursed fiend / to leave this body, our prayer bids / Light be still, stand the will / may life win whatever ill / Thus, we exile thee through the door / of a dark mirror forever more."

The Eternal Night

The World of Iùrmen

The world fell into eternal darkness on the "Last Sun" — the first day of the Lunar Age. The evil that rose in Xivanis spread to every corner. Many races died, cities fell, the underground is uninhabited and haunted. Few strongholds endure as last safe havens.

Three Sources of Arcane Power

  • The Sempiternal (Sidìr) — The Outer World / Sidereal Plane. Home of supernal beings and cosmic entities watching over mortals.
  • The Earthly World (Iùrmen) — The known world of living beings. Energy flows from the Primes — ancient, omnipresent sidereal beings.
  • The Dark Mirror (Ènferun) — A spectral reality of darkness and death, intertwined with the Material Plane in a sinister dualism.

Lunar Days

Days in Iùrmen are swallowed in unending night. Dawn and dusk pass unseen. Nights are moonlit, yet frigid and somber.

  • Night: Moonlit, cold, the primary time of activity
  • Day: Gloomier than night — no sun, only faint cold starlight

Decades of darkness drew Iùrmen closer to the Dark Mirror. Eternal winter covers the world: harsh winds, snow, dead or spectral forests cloaked in mist. Beasts are ravenous and distrustful.

The Moon & Lunar Phases

Mirithlen, the moon goddess, watches over mortals. The moon influences every aspect of Nightfell — its presence or absence alters the entire session. The NM can use the real-world lunar phase or set a custom one.

Four Major Lunar Phases

  • Full Moon — Maximum lunar power. Monsters connected to this phase are strongest.
  • Ascending Moon — Three moments: Waxing Gibbous, First Quarter, Waxing Crescent
  • New Moon — Lunar power at its darkest. Monsters may be weakened or strengthened.
  • Descending Moon — Three moments: Waning Gibbous, Last Quarter, Waning Crescent
Monsters & Lunar Phase: During certain phases, creatures connected to that phase are more dangerous, resistant, and noxious. Some may be weaker. Only thorough inspection or deep creature knowledge reveals this.

Birthmoon & Effects

Each player character has a Birthmoon — the lunar moment they were born under. This provides a positive interpretive effect and interacts with Lunar Divination.

BirthmoonCharacter Feeling
New Moon"I feel upheaval inside me and the ability to turn any failure into achievement."
Ascending Moon"What I long for is getting nearer with each passing day. I am strengthening."
Full Moon"I have confidence in my skills and resources. My resolution never wavers."
Descending Moon"I do not let worries and regrets weigh me down. Everything passes me by."

Lunar Divination

Requires 1 hour of silence/meditation outdoors (or visible moon). Officiant must be able to cast 2nd level spells and must expend a 2nd level slot or higher. Witnesses within 10 feet benefit. Cannot repeat within 24 hours.

Roll a Lunar Die (d8):

d8Lunar MomentResult Type
1Full MoonLunar Blessing
2Waxing Gibbous (Warm)Lunar Influence
3First QuarterLunar Influence
4Waxing Crescent (Humid)Lunar Influence
5New Moon (Black)Lunar Hex (if not current phase)
6Waning Crescent (Cold)Lunar Influence
7Last QuarterLunar Influence
8Waning Gibbous (Arid)Lunar Influence

Divination Outcomes

  • Lunar Blessing (roll matches current phase): Choose — cleanse a nearby creature from Possession (restore 1 SP); restore a Grim Weapon to 0 Grim Points; or restore SP divided equally among all participants up to the Diviner's maximum.
  • Lunar Hex (roll = New Moon but not current phase): All attending characters (except those with New Moon Birthmoon) gain 1 Exhaustion level.
  • Lunar Influence (roll matches a participant's Birthmoon): That character gains a 24-hour effect (see below).

Lunar Influence Effects (24h)

Moon MomentEffect
Waxing CrescentGain 1d6 Temporary HP and Temporary SP
First QuarterConsidered Proficient in all Initiative checks
Waxing Gibbous+1 bonus to all Ability checks
Full MoonAdvantage on all Saving Throws while at full HP; Advantage on all Ability Checks while at full SP
Waning GibbousAdjacent allies can use Taste of Darkness spending only 1 SP
Last QuarterCleanse all Grim Points from a non-Grim Weapon; regain 2× the cleansed Grim Points as HP or SP (choose one)
Waning CrescentSpeed +10 ft; Opportunity Attacks against character have Disadvantage
New MoonAdd Proficiency bonus to damage rolls against a creature that caused SP loss (once per turn)

Factions & Religions

Lunar Cult

Followers of Mirithlen, the moon goddess. Founded by the Rizadrin (Moon Satyrs). Led by High Priestess Anvernia. Widespread among the population.

Religion

Old Tradition

Based on the Four Truths transcribed by Lagoran in the First Age. Masters of Tradition serve as mentors, healers, and philosophers. Holds most ancient knowledge of Men and Satyrs.

Religion

Rahidra Apostates

Believers in the Primes and guardians of their essence. Led by the semi-immortal Rahidra. Abandoned the Old Tradition for paganism and nature preservation.

Religion

Shewolf Maniacs

Worshippers of Lycanthropy, followers of Lupecernos. Predominantly evil Werebeasts. Mortals sometimes seek the curse via ritual sacrifice.

Hostile

Necromantic Heretics

Followers of Heliodorus, a sorcerer who imprisoned his soul in a grimoire (The Five Hundred Tome). Draw power from undeath and dark necromancy.

Hostile

Old Covens

Ancient gatherings of witches, wizards, and arcane scholars. First to deify the moon, calling Mirithlen the Trifold Goddess — keeper of past, present, and future.

Neutral

Playable Races

Alperns (Garnar)

Stout and stubborn. An ancient witch's curse gives them bestial traits during specific lunar phases.

Moon Satyrs (Rizadrin)

Somber, hardheaded, faithful to stone and underground. Fled to the surface after the Last Sun.

Overseas People (Ishdrim)

Made a pact with Prime Hollon (sun deity) for power over fire. Ancient rivals of the First Men.

First Men (Anireth)

Once Human but defiled by Ènferun's power when Xivanis fell. Few in number, often despised, permanently marked by darkness.

Night Fey (Lyvar)

Fled the underground. Stealthy wanderers skilled at navigating haunted places while avoiding the horrors within.

Primeval (Ejre)

Humans with deep bond to nature and the Earthly World's energies. Primary wardens against the vanguard of darkness.

Gray Folk

Common and adaptable Humans. Overcrowd the largest cities in the Eastern Border. Hold most political power in the Lunar Age.

Krampus

Ancient creatures predating the Lunar Age. Said to have been conceived by a Perchta from the void of Ènferun. Bestial humanoids.

Terrain Effects (Initiative Count 20)

Active every round on init count 20; lasts until init count 20 of the next round. Check creature stat blocks for favored terrain.

Arctic / Snowy

DC 13 CON save or take 5 (2d4) cold damage.

Cursed Site

DC 13 CHA save or lose 5 (2d4) SP and become Frightened.

Graveyards / Mounds

DC 13 WIS save or lose 5 (2d4) SP.

Unholy Site

Dark energies seep into the area. NM determines effect.

Dice Roller

Click dice to add to pool — click again to add more — then roll. Modifier can be negative.

Select dice above, then Roll

Lunar Die (d8) — Divination

Roll a d8 during Lunar Divination. See Eternal Night tab for outcomes.

Click above to roll

Wild Die (Werebeast)

Roll the appropriate Wild Die for Werebeast class features. Choose die type based on level.

Click above to roll

Character Tracker

All data persists in your browser via localStorage (nightfell_characters).

HP, SP, and Grim bars update automatically.
Soul Points formula: (5 + WIS mod) × level + spell slots (Warlocks: 3 per slot). Spellcasting costs 1 SP per spell of 1st level or higher (Holy Spells are free).

No characters yet. Click "Add Character" to begin.

Bestiary & GM Tools

Creatures

Krampus Medium fiend, lawful evil CR 1/2 (100 XP)
STR16 (+3)
DEX13 (+1)
CON16 (+3)
INT10 (+0)
WIS10 (+0)
CHA9 (−1)

AC 12 (leather) • HP 22 (3d8+9) • Speed 30 ft
Skills Deception +1, Perception +2 • Senses Darkvision 60 ft, passive Perception 12
Languages Common, Whisper of the Echoes • Favored Terrain Snowy

  • Bless of the Mask. While wearing its mask, advantage on attack rolls and saving throws vs. charmed/frightened.
  • Perchta's Gift. Darkvision operates in magical and non-magical darkness.
  • Poisonous Whispers (Bonus Action). Creatures within 30 ft that can hear it: DC 11 WIS save or poisoned until start of krampus' next turn.
  • Shame of the Mask. A creature within 5 ft can remove the mask (action, DC 11 DEX/Sleight). Without mask: krampus only attacks the mask-holder; disadvantage on attacks; attacks vs. it gain advantage.
  • Vile Foe. Living non-blinded creature within 60 ft: DC 10 WIS save or lose 1 SP. Immune for 24 h after first such encounter.

Actions:

  • Club: Melee +5, reach 5 ft, 7 (1d8+3) bludgeoning.
  • Branch: Melee or Ranged +5, reach 5 ft or range 20/60, 6 (1d6+3) piercing.
Bloodthirsty Krampus Large fiend, lawful evil CR 3 (700 XP)
STR18 (+4)
DEX14 (+2)
CON16 (+3)
INT10 (+0)
WIS10 (+0)
CHA10 (+0)

AC 14 (studded leather) • HP 68 (8d10+24) • Speed 30 ft
Skills Deception +2, Intimidation +2, Perception +2 • Senses Darkvision 60 ft, passive Perception 12
Languages Common, Whisper of the Echoes • Favored Terrain Arctic/Snowy

  • Bless of the Mask. Advantage on attacks and saves vs. charmed/frightened while wearing mask.
  • Bloodmark. Deals 9 (2d8) additional damage on weapon hits (already included below).
  • Perchta's Gift. Darkvision operates in magical and non-magical darkness.
  • Poisonous Whispers (Bonus Action). DC 13 WIS save for creatures within 30 ft or poisoned until start of its next turn.
  • Shame of the Mask. DC 11 DEX (Sleight) check to remove. Without mask: only attacks mask-holder; disadvantage on attacks, attacks vs. it gain advantage.
  • Vile Foe. DC 12 WIS save; lose 3 SP on fail. Immune for 24 h after first encounter.

Actions:

  • Club: Melee +6, reach 5 ft, 17 (3d8+4) bludgeoning.
  • Rock: Ranged +6, range 20/60, 17 (3d8+4) bludgeoning.
Encaged One Medium undead, chaotic evil CR 1 (200 XP)
STR1 (−5)
DEX16 (+3)
CON11 (+0)
INT11 (+0)
WIS12 (+1)
CHA12 (+1)

AC 13 (natural) • HP 36 (8d8) • Speed 0 ft, fly 50 ft (hover)
Saves WIS +3, CHA +3 • Senses Darkvision 60 ft, passive Perception 11
Languages Understands all it knew in life, but cannot speak • Favored Terrain Graveyards/Mounds

Resistances: acid, cold, fire, lightning, thunder; bludgeoning/piercing/slashing from non-magical weapons
Immunities: necrotic, poison • Condition Immunities: charmed, exhausted, grappled, paralyzed, petrified, poisoned, prone, restrained

  • Incorporeal Movement. Can move through creatures and objects as difficult terrain. Takes 5 (1d10) force if ending turn inside an object.
  • Vile Foe. DC 11 WIS save; lose 1 SP on fail. Immune for 24 h after first encounter.
Munaciello Small fey, neutral evil CR 1 (200 XP)
STR9 (−1)
DEX15 (+2)
CON10 (+0)
INT12 (+1)
WIS14 (+2)
CHA16 (+3)

AC 14 (natural) • HP 27 (8d6) • Speed 0 ft, fly 20 ft (hover)
Saves DEX +4 • Skills Deception +5, Perception +4 • Senses Darkvision 60 ft, passive Perception 14
Languages Common, Whisper of the Echoes • Favored Terrain Unholy Site

Resistances: necrotic, poison; bludgeoning/piercing/slashing from non-magical weapons

  • Innate Spellcasting (CHA, DC 13, +5). At will: chill touch, fire bolt. 2/day: bane, inflict wounds. 1/day: hold person, spiritual weapon.
  • Magic Resistance. Advantage on saves vs. magic and magical effects.
  • Mimicry. Can mimic small sounds. DC 15 WIS (Insight) to detect.
  • Necrotic Touch: Melee +5, reach 5 ft, 8 (1d8+3) necrotic damage.

Quickstart Encounters

The Frozen Crypt

Location: Between Mairan and Northern Lookout (cursed tomb)

Enemies: 1 Munaciello, 2 Skeletons

Post-Adventure

The Forgotten Graveyard

Location: Holy Spirit Gorge, near Asvizert's World borders (graveyard)

Enemies: 2 Encaged Ones

Post-Adventure

Magical Items

Staff of the Hermit — Quarterstaff +1, rare (requires attunement)

As long as the character holds the staff, they can use a bonus action to awaken the aura of the Saint (the previous owner). The staff inflicts 1d4 extra radiant damage until end of the turn.

School of the Moon — Spell Reference

All School of the Moon spells are Holy Spells (do not cost SP to cast). Key spells from the Quickstart:

Cantrips

SpellSchoolKey Effect
Freezing SnareIllusionDC WIS save; fail = Disadvantage on attacks & Initiative until next turn. Silver coin, 30 ft range, Conc 1 min.
Globe of EclipseNecromancyRanged spell attack; 1d6 necrotic + Disadvantage on next save. Auto-bypasses undead necrotic resistance. Scales.
Glyph of MirithlenAbjurationSelf. Resistance to spell and magic weapon damage until end of next turn.
Instill MoonlightEvocationTouch. Infuses item with moonlight: bright 10 ft, dim 10 ft for 1 hour.
Moonlit CaptivationEnchantmentAdvantage on CHA checks vs. non-hostile humanoids. Conc 1 min. Requires visible moon.
Silver DropletConjuration60 ft. DEX save or 1d8 radiant + surrounded in silver light (cannot hide/go invisible). Scales to 4 spheres.
Trifold Goddess's AmuletTransmutation10 min. Advantage on next 3 sight-based Investigation/Insight/Perception checks. 8 hours.
Trifold Goddess's GazeDivinationSelf. Advantage on next attack roll before end of turn.

1st Level

SpellSchoolKey Effect
GleamDivinationAdv CHA(Persuasion), DisAdv DEX(Stealth). Dim glow for 8 hours.
HorrorNecromancy10 min. Adv CHA(Intimidation). End early: target WIS save or Frightened 1 min.
Lunar BeaconEvocation60 ft, 20 ft area. Reveals invisible; 2d4 radiant (DEX save halves). Undead/Fiends/Aberrations auto-fail. Scales +1d4/slot.
Lunar Blessing (Ritual)Abjuration1 hour, touch. +1d4 to all saving throws until end of current Lunar Phase. +1 target/slot above 1st.
Lunar GlamourEnchantment30 ft. WIS save or Incapacitated staring at moon. Re-saves each turn or when damaged.
Lunar RunesIllusion100 words on a surface. Invisible until True Sight or same Lunar Phase moonlight. 100 days.
Mirithlen's KissEvocationTouch. Heal by Lunar Phase: New Moon 1d6, Ascending/Descending 1d8, Full Moon 1d10 (+ primary mod). Outdoors only.
MoonrainConjurationSelf, 10 ft radius. 1d6 radiant + 1d6 piercing (DEX save halves). Fail = blinded & deafened until end of caster's turn.
MoonstairsTransmutationSelf. Climb/walk on moonlight (Difficult Terrain). Conc 1 min. Scales to 1 hour at 3rd, no Conc at 5th.

2nd Level

SpellSchoolKey Effect
Blade of the Four MoonsTransmutationBonus action. Solid moonray blade: 2d6 radiant, Light/Finesse/Ranged 20/60. Phase bonuses: New Moon = 4d6 necrotic; Ascending = splash damage; Full Moon = 2d6 temp HP + Blind; Descending = cold + line attack.
Fare for MemoriesEnchantment100 ft. WIS save or: forget a 3rd lvl spell; forget 2d6 minutes; caster sees a memory. Scales to more targets.
MooncloakAbjurationTouch. +1 AC & saves for 1 hour. During caster's Birthmoon phase: also reduces slash/bludgeon/pierce by 1.
MoonluckDivination10 min, 10 ft. Reroll any attack/save/check once, keep either result. Scales to more targets.
Moonsong of Renewal (Ritual)EvocationOutdoors. Creatures in 20 ft may spend 1 Hit Die to heal (result + caster's primary mod). Scales.
Nova LunaEvocationSelf, 30 ft radius. Semi-darkness; natural/magical light (2nd lvl or less) reduced to dim. Effects treat area as New Moon. During actual New Moon: full magical darkness (even Darkvision). Does not work during Full Moon.
Plena LunaEvocationSelf, 30 ft radius sphere of silvery light + dim 30 ft. Treats area as Full Moon. During Full Moon: extinguishes all light in 300 ft. Does not work during New Moon.
Shroud of the New MoonNecromancyTouch, 1 day. Target appears Undead. Immune to disease/poison, ignores first 5 Exhaustion levels, doesn't age or need food/breath. Identifiable as Undead by spells; DC = spell save DC (WIS/Insight).

Wizard: Moon Scholar — Lunar Phase Schools

PhaseSchool
New MoonNecromancy
Waxing CrescentEvocation
First QuarterConjuration
Waxing GibbousTransmutation
Full MoonAbjuration
Waning GibbousDivination
Last QuarterIllusion
Waning CrescentEnchantment

Night Master Tips

Soul Point Economy

SP loss is the primary cause of death in Nightfell — Possessed characters with 0 HP die instantly. Balance SP loss at approximately character level + 2 per day. Possession is a death trap; make players feel the weight of it without overusing it.

DC Range

For this setting use DCs 13–17 as the standard range. Make significant checks more challenging. Failure should produce interesting narrative consequences, not just blocked progress. Keep tension high but avoid frustration.

Lunar Phase as Tool

Set the Lunar Phase at session start — it affects monster power, Lunar Divination results, Birthmoon effects, and spell power. Use the real moon or invent custom phases. Changes between sessions create natural pacing shifts.

Atmosphere

Nightfell is gothic dark fantasy horror. Lean into: unending cold winter, spectral forests, the creeping influence of Ènferun on everyday life, moral dilemmas with monsters, and the ever-present corruption of the Dark Mirror seeping into reality.

Session Notes