TEXT: Tyler McLendon (Order #11678934)
  
  Darker Gifts
  Curse of Strahd Expension
  Supplement for players and dungeon masters of the world’s 
  most famous RPG containing rules for new dark gifts for the 
  Curse of Strahd storyline.
  Illustrations by Brian Lee and Michael Wolmarans
  Cover utilizes stock art
  All the text from this ebook is released under OGL 1.0
  written by Igor Moreno
  #FAOC02-E
  version 1.0
  Tyler McLendon (Order #11678934)
  
  Curse of Strahd Expansion
  3
  The current season of the D&D Adventur-
  ers League has just started, with the Death 
  House introductory adventure.
  My favorite feature of the season so far 
  however was not the adventure - a great 
  location-based crawl in its own right - but a 
  nice little feature referred to in the Adven-
  turers League Dungeon Master’s Guide as 
  Dark Gifts.
  The rules there state that any character 
  under 5th level may be instantly brought 
  back to life by the dark powers of the mists 
  of Ravenloft, acquiring some horror-theme 
  trait, such as becoming blind as their eyes 
  melt off their faces or developing gills for 
  underwater (or should I say Black Lagoon?) 
  breathing. However there was a prob-
  lem with this feature.
  And the problem is that there 
  are only four of them. Players 
  get to roll a d4 each time 
  they are resurrected in 
  this fashion, which may 
  easily cause a particular 
  unlucky character to 
  possess all four dark gifts 
  in no time.
  Darker Gifts - Curse of Strahd Expansion
  As I started my own Curse of Strahd cam-
  paign with Death House I decided to adopt 
  the dark gifts mechanic even it’s a home 
  campaign and not part of the Adventurers 
  League. But I wanted more, much more.
  I came up with 16 extra dark gifts that 
  players may acquire by being brought back 
  to life by the mists. The first four however 
  are not reproduced herein, so check out 
  the Adventurers League Dungeon Master’s 
  Guide for those.
  The rules are as follows: a character who 
  dies in Barovia can be revived with full hit 
  points and spells on their next round if they 
  accept a dark gift. The traits that come 
  with it remain until the character receives 
  a remove curse spell. For added tension 
  however I recommend making these 
  effects permanent, or at least im-
  possible to remove while the char-
  acter remains in Ravenloft for the 
  duration of the Curse of Strahd 
  adventure.
  Tyler McLendon (Order #11678934)
  
  Darker Gifts
  4
  d20
  Dark Gift
  1-4
  See the Adventurers League Player’s Guide for these dark gifts.
  5
  The character develops claws with sharp talons where the hands and feet once were and 
  fur-like hair grows on the character’s body. The claws can be used as unarmed strikes (1d3 
  slashing) and climbing doesn’t halve the character’s speed anymore. Any time the character 
  encounters a hostile creature there is a chance a beastly personality will take over, causing 
  the character to instantly attack the creature if he or she fails on a DC 10 Charisma saving 
  throw. The character’s smelling sense also becomes heightened, granting him or her advan-
  tage on Wisdom (Perception) checks that rely on smelling.
  6
  Ears similar to those of a bat grow on the character, heightening their hearing. The charac-
  ter has advantage on Wisdom (Perception) checks relying on sound and acquires tremors-
  ense up to 60 feet. The improved hearing however causes the character to have vulnerabil-
  ity to thunder damage and loud noises can likewise stun the character for 1 round if he or 
  she fails a DC 10 Constitution saving throw, at the DM’s discretion.
  7
  Creatures of filth start to follow the character around, drawn to him or her by some super-
  natural force. Once per long rest as an action the character can summon a swarm of insects 
  or rats, which appear instantly on any space up to 60 feet from the character. The swarm 
  instantly attacks any creature on that space or adjacent to it and cannot be commanded in 
  any way. As a collateral effect the character is more susceptible to disease, failing any saving 
  throw to resist infection, and also acquires vulnerability to necrotic damage.
  8
  The character’s mouth is magically sewn shut, preventing any form of speech – which also 
  makes it impossible to cast spells with verbal components. As a bonus action the charac-
  ter can use a dagger or similar weapon to rip the seams open, becoming therefore able to 
  speak for a full round before the mouth is magically shut again. Doing so causes the charac-
  ter to suffer 3 (1d6) points of damage.
  9
  A permanent catatonic state starts to afflict the character, causing disadvantage on Wisdom 
  (Perception) checks of any kind and therefore also a -5 penalty to the character’s passive 
  Perception score. Because of that any spell or similar ability that relies on the target’s atten-
  tion – such as hearing a command or looking at the caster – has a chance of failure, granting 
  the character advantage on the saving throw to resist such an effect.
  10
  The character’s heart ceases to beat normally and must be made to function again through 
  electric shocks, which also grants the character immunity to lightning damage. Every 24 
  hours the character must be dealt an amount of lightning damage (which will not actually 
  affect the character’s hit points) equal to his or her Constitution score – cumulatively or all 
  at once – or drop instantly to 0 hit points. If this happens the character is dying and can only 
  be saved if he or she is dealt lightning damage within 3 rounds, which instantly revives 
  the character.
  11
  Whispers and ghostly apparitions start to haunt the character, who gains disadvantage in 
  any saving throw made to resist fear. During a long rest the character must also succeed on 
  a DC 10 Wisdom saving throw at the DM’s discretion as horrifying visages and dreams tor-
  ment the character in his or her sleep. Failure in this save cancels the effect of the long rest. 
  The character also becomes less likely to fall for illusions as he or she starts to believe only 
  in the ghosts in their head, having advantage on saving throws and ability checks to discern 
  illusions from reality. The whispers and apparitions are real however and cannot 
  be dismissed.
  12
  The character’s spine bends and twists causing the character to assume a hunchback pos-
  ture. Difficulty of movement reduces the character’s speed in 10 feet. Also, the character’s 
  bones become brittle, causing vulnerability to bludgeoning damage. The character’s climb-
  ing speed is doubled however and falls up to 20 feet do not cause damage to the character.
  Tyler McLendon (Order #11678934)
  
  Curse of Strahd Expansion
  5
  d20
  Dark Gift
  13
  The character’s soul is divided between the character’s body and its shadow. As an action 
  the character can spawn a shadow under their control for a period of up to 1 hour. The 
  shadow has half the hit points of the character, whose main body retains the other half. If 
  the body or the shadow are reduced to 0 hit points while in this state the character dies. 
  After 1 hour the body and shadow reunite, which can also be done as an action if they are 
  within 60 feet of each other.
  14
  The character loses the ability to feed on regular edible material, becoming able to digest 
  only moldy, decayed and otherwise non-edible foodstuffs. Exhaustion caused by hunger 
  affects the character normally and attempting to eat regular food causes the character to 
  be poisoned for 1 hour. The character also becomes immune to poison damage.
  15
  Second and third-degree burns completely cover the character’s skin as he or she is immo-
  lated by flames during the resurrection. An excruciating and never-ending pain torments 
  the character, who therefore acquires vulnerability to piercing, slashing and bludgeoning 
  damage. The character however gains a regenerative ability that heals wounds and reforms 
  lost tissue. During a short rest the character recovers an amount of hit points equal to their 
  Constitution score in addition to any hit points recovered by rolling hit dice.
  16
  As their whole body disappears the character learns to momentarily become invisible. This 
  effect is similar to the invisibility spell and can be used once per long rest. Differently from 
  the spell however the character’s worn or carried items do not become invisible and must 
  therefore be left behind for the benefits of the invisible state to take effect. While invisible 
  in this way the character also has vulnerability to any damage.
  17
  The character’s body withers and acquires a frail, pale and sickly appearance. The charac-
  ter’s full hit points drop permanently, removing any previous Constitution bonus added to 
  the score (as a simple calculation, remove the Constitution modifier times the character’s 
  level from the total). The character also doesn’t add their Constitution modifier to their 
  hit points when gaining new levels. As a side effect the character also becomes immune to 
  disease and necrotic damage.
  18
  Strange words appear on the character’s skin as bloody scars written in a beautiful cursive 
  script. They are indecipherable but the character can oddly read them – they are spells writ-
  ten on the character’s skin as if he or she was a living spell scroll. The character has access 
  to three cantrips from any of the Sorcerer, Warlock and Wizard spell lists, chosen only once. 
  Casting a cantrip in this way causes the scars to open and start bleeding, dealing 5 (1d8) 
  damage to the character.
  19
  The smell of humanoid blood starts to appeal to the character, who acquires a craving for 
  drinking it. The character is cursed to feel an urge to drink at least a pint of fresh humanoid 
  blood each day. Resisting this urge requires a DC 15 Charisma saving throw made once a 
  day. Failure to satisfy the craving if the saving throw fails causes the character to suffer 1 
  level of exhaustion until blood is consumed.
  20
  The character’s flesh becomes affected by necrosis and there is a risk that limbs are lost. 
  Each time the character suffers slashing damage equal to or higher than their Constitution 
  score they must succeed on a Constitution saving throw or have a limb severed off. The DC 
  for this saving throw is the amount of damage taken, and the severed limb is decided upon 
  by the GM. A lost limb reattaches to the body if held in place during a short rest or a new 
  one grows after a period of 24 hours. If the character is decapitated the body will continue 
  to function normally but is considered blind and deafened. Neither a new head or a new 
  body can be grown – both must be reunited.
  Tyler McLendon (Order #11678934)
  
  Darker Gifts
  6
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  Tyler McLendon (Order #11678934)
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Curse of Strahd/[CoS] [AL] DarkerGifts_(11678934).pdf