TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Character options and new rules for Ravenloft and the Curse of Strahd 
  by “JESTER” DAVID GIBSON 
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
  Heroes of the Mists 
   
   
  Written by “Jester” David Gibson 
  Edited by the Fraternity of Shadows 
   
   
   
   
  Fraternity of Shadows Ravenloft fan site & forums 
  fraternityofshadows.com 
   
   
  5 Minute Workday webcomic and blog: 
  5mwd.com 
   
  New comics Tuesday & Thursday 
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Ravenloft, Forgotten Realms, the dragon ampersand, and all other 
  Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and 
  other countries.  
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Dungeon Masters Guild. 
   
  Heroes of the Mists ©2016, David Gibson, 5 Minute Workday Publishing, and Quote the Raven. Published under the 
  Community Content Agreement for Dungeon Masters Guild. 
   
   ISBN: 978-0-9937524-9-0 
  
   
   
  1 
   
  INTRODUCTION 
  Ravenloft is neither the name of the 
  planet, nor the name of a land. Ravenloft is 
  an ancient castle in the land of Barovia, a 
  nation that lies at the heart of the continent 
  known as “the Core”. 
  The world itself has no name, simply 
  being known as "the world". To some it is 
  called the “Land of the Mists". Travellers 
  from distant lands sometimes label the 
  world the “Demiplane of Dread” but locals 
  laugh at that hyperbole. Others have called 
  the world such things as a prison for the 
  damned, a crucible for the virtuous, or a 
  realm of fear. To you, it is simply “home”. 
  10 Things the Common Person 
  Knows  
  Many beliefs vary from land to land, as 
  people disagree on what is true and what is 
  myth. But the majority of the Core’s 
  inhabitants commonly accept the following 
  as facts: 
  1 – Magic Is Real. It is widely accepted 
  that magic exists, but it is disputed if magic 
  is an abomination or part of the natural 
  order. Most folk never witness displays of 
  true magic but still accept that it exists. 
  2 – People Are Isolated. The average 
  person lives their entire life within thirty 
  miles of where they were born. The farthest 
  most folk travel is the neighbouring town or 
  village. 
  3 – Monsters Are Real. The majority 
  of people die from natural causes, never 
  having encountered a creature of the night. 
  Regardless, it is agreed that monsters are 
  very real and that dangers lurk in the 
  shadows. 
  4 – Superstitions Work. As monsters 
  are real and dangerous, adherence to ritual 
  is what keeps people safe. By strictly 
  adhering to tradition, tragedy is avoided. 
  5 – Humanity Is Predominant. The 
  various inhuman races are rare, almost 
  unknown in many lands. At best they are 
  viewed as less than human, and at worst 
  they are seen as beasts or monsters. 
  6 – Technology Advances. The 
  progress of science has created modern 
  wonders, such as clockworks, firearms, 
  gaslights, and some steam power. 
  7 – The Gods Are Silent. While 
  prayers are sometimes answered, the gods 
  themselves do not speak directly to mortals. 
  Some claim to hear the voice of god, but 
  these are called madmen as often as they are 
  called prophets. 
  8 – Do Not Anger The Vistani. 
  Wandering vagabonds, Vistani are often 
  considered thieves, but these gypsies can 
  also be entertainers, traders, craftsmen, and 
  mystics. Despite widespread fear and 
  mistrust of the wandering folk, the potency 
  of their curses and use of the Evil Eye keep 
  the Vistani from being barred from towns. 
  9 – Beware The Mists. Cool white fogs 
  borders the known lands. It is easy to 
  become lost in the Mists, which have been 
  known to snatch travellers, depositing them 
  in faraway lands or even other times. 
  10 – Magic Is Unreliable. Outlanders 
  from distant lands complain that magic 
  does not work as it should: it cannot detect 
  morality, travel between nations, accurately 
  divine the future, or cross into other worlds. 
  Even those spells that do work often have 
  unintended consequences. 
  Horror and Heroes 
  RAVENLOFT is a world of terrors, a 
  campaign setting created for the DUNGEONS 
  & DRAGONS roleplaying game. RAVENLOFT is 
  a land where the common threats are not 
  beasts pulled from Greek Mythology or High 
  Fantasy, instead coming from Gothic tales, 
  folk tales, and old horror films. Beasts like 
  the chimera or manticore are rare, and it is 
  instead a world of vampires, werewolves, 
  ghosts, and hags. 
  For the inhabitants, their world is not a 
  place of nightmares. Wicked gods do not 
  cause dramatic events that shake the land, 
  armies of orcs do not rampage across the 
  countryside, and huge dragons do not burn 
  
   
   
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  whole villages. The occasional person might 
  die a mysterious death or vanish under 
  suspicious circumstances, but most folk live 
  relatively normal lives in peace before dying 
  a mundane death. Yet there are still horrors: 
  monsters lurk in the shadows, in the woods, 
  in the ruins, and in the dark places even the 
  brave fear to walk.  
  While there are no dragons, neither are 
  there shining knights wielding radiant 
  swords, righteous holy warriors with 
  unwavering faith, and magi who flaunt their 
  control over the fundamental forces of the 
  universe. Such bravery is rare, and 
  champions that flagrant become easy prey 
  for the forces of the night. Heroes in 
  RAVENLOFT are a different sort, not 
  choosing a life of adventure for glory or 
  wealth, but usually having the hero’s life 
  thrust on them, for more personal reasons. 
  They are unlikely to turn the tide against the 
  forces of evil or save the world. Many will 
  not even be remembered for their deeds, 
  save by the people whose lives they saved.  
   
   
   
   
  
   
   
  3 
   
   
  CHAPTER 1: RACES 
  As she moves through the village green, the 
  half-vistani feels the eyes of the entire town 
  silently watching her every move with 
  suspicion. Ducking hurled fruit and stones, 
  the caliban ran harder in a desperate attempt 
  to escape the mob and their pitchforks. He 
  struggled against the bonds restraining him to 
  the stake, the fire slowly spreading around his 
  feet, as the inquisitor preached to the crowd 
  about pointed fiend ears and corrupted blood.  
  Humanity is predominant throughout the 
  Land of the Mists. In some lands nonhuman 
  races are even dismissed as a myth, having 
  never been seen or their appearance 
  dismissed as an unfortunate birth defect. 
  Others view the various demihuman races 
  with fear, seeing little difference between a 
  halfling and a goblin, an elf or a dark fey. 
  However, there are still some lands and 
  settlements where dwarves, elves, and others 
  can be found, though these are rare and 
  isolated. In addition to the standard, familiar 
  races, there are a number of other races, more 
  common in the Mists than in other lands.  
  Dwarves 
  The dwarves of the Mists are a dying race 
  living in the shadow of past glories. Most 
  dwarves are labourers who throw themselves 
  into their work for lack of a greater cause, 
  performing mundane tasks without zeal or 
  passion. On the whole, dwarves are a foul-
  tempered, joyless folk whose only joy is the 
  acquisition of treasure.  
   
  Dwarves belong to one of three clans: 
  Hreidmar, Fjalaram, or Dvalin. Clan 
  Hreidmar was founded by an ancient dwarven 
  king and the clan views itself as burdened 
  with leadership and noble purpose. However, 
  there are few to lead and the clan elders bicker 
  endlessly, competing for power and authority. 
  Clan Fjalaram is known for its skalds and 
  storytellers, and all dwarven eddas and 
  histories were written by Clan Fjalaram. It is 
  said the clan’s muse has forsaken them, and 
  even works of mediocre quality are seldom 
  seen. Clan Dvalin’s carvers of runes hold the 
  secret of etching magic symbols into stone. 
  Those with the talent for rune carverving are 
  rare, and most of the clan now busies itself 
  with mundane stonework.  
  The past of the dwarves has become little 
  more than stories. Dwarves tell tales of 
  greatness but cannot craft the wonders of 
  their legends or engage in the glorious battles 
  of yore. Their god is silent and their prayers 
  go unanswered, their ancestral heroes all but 
  forgotten, and even their ancient enemies 
  unknown. Some rare dwarves refuse to let this 
  be the end or – as they put it – "go quietly into 
  the deep". These brave few are determined to 
  give the world something to remember of the 
  dwarves. 
  Languages. You can speak, read, and 
  write Dwarvish and a regional language of 
  your choice, typically Balok or Darkonese. 
  Subraces 
  In the Land of the Mists, dwarves belong to 
  the same nation, with divisions between 
  dwarves related to lifestyle and the family’s 
  profession.  
  Hill Dwarves  
  Raised in the light of the sun, hill dwarves 
  are craftsmen and traders. Hill dwarves have 
  homes atop or close to the surface, and many 
  live in human communities. The dwarves of 
  Tempe Falls and Corvia mostly hill dwarves. 
  Mountain Dwarves  
  Also known as pale dwarves or 
  blackbeards, mountain dwarves make their 
  living deep underground. A few still dig for 
  ore and gems but most now delve for the coal 
  and tar sought by the Western nations, 
  especially those dwarves who live in the 
  Sleeping Beast mountain range. 
  
   
   
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  Fey (Elves) 
  The fey are the inhabitants of enchanted 
  woods, seldom visited by outsiders. Typically 
  found in the vast forest of Sithicus or the 
  Misted woods of eastern Darkon, the fey are 
  immortal, aloof, and arrogant. 
  The Fair Folk are timeless, possessing only 
  an academic knowledge of death. While 
  intelligent, they are erratic and flighty, 
  endlessly procrastinating or wasting years to 
  mundane pursuits; and elf thinks nothing of 
  devoting a century to a song, dance, poetry, or 
  other pleasurable artistic pursuit. At their 
  core, elves are creatures of the forests and 
  spend much of their time tending to their 
  woodlands and gardens, enjoying the beauty 
  of nature. 
  Languages. You can speak, read, and 
  write Elven (also known as Sithican) and a 
  regional language of your choice. High elves 
  typically know Mordentish or Vaasi while 
  wood elves typically know Darkonese or 
  Balok. 
  Subraces 
  In the Land of the Mists, high elves come 
  from the large southern wood and the land of 
  Sithicus, while wood elves come from the 
  smaller forests and the nation of Darkon. 
  High Elves 
  Sithican elves feel detached from the world. 
  In their heart they believe this world is not 
  their true home and have difficulty forming a 
  bond with the land. This leads them to apathy 
  and disinterest in the larger world, and they 
  often sink into a profound malaise. They 
  seldom maintain their cities and homes, 
  which are now decaying around them. High 
  elves are private and hold lesser races in 
  contempt. Travellers are not always welcome 
  in their enchanted woods. 
  Wood Elves 
  Darkonian elves live a nomadic life in their 
  woods and are more flighty and curious. They 
  have been known to steal away things that 
  catch their fancy, be they objects or people. 
  Currently, the wood elves are suffering a time 
  of strife; their prophetic stargazers have 
  predicted the end of days is nearing and – for 
  the first time – the immortal race is wrestling 
  with the foreknowledge of death. They are not 
  handling the revelation well. 
  There are a small number of wood elves in 
  Barovia, which are locally known as dusk 
  elves. Please refer to Curse of Strahd for 
  information on these elves.  
  Drow and Eladrin 
  The origins of the drow and eladrin are 
  uncertain. It is thought that elves raised in 
  areas of black magic become corrupted, 
  similar to how human babies become caliban.  
  This is not the whole truth. Hidden inside 
  the Shadow Rift is a mysterious race of fey 
  known as the Arak. Their land is a place where 
  the realms of Faerie and the Pale overlap. The 
  Arak are divided into two courts: the seelie 
  and unseelie, each filled with many different 
  types of fey whose appearance varies 
  depending on personality and allegiance. The 
  eladrin are members of the seelie court while 
  the drow belong the to unseelie, with more 
  powerful members of each being respectively 
  known as shee and sithe.  
  Fey-Touched (Half-elves) 
  The fey-touched are neither human nor elf: 
  they have the perpetual youth of the immortal 
  fey but grow old and die as humans. They are 
  still cursed with long lives and doomed to 
  watch loved ones age and die. The vast 
  majority of half-elves are the result of unions 
  with Darkonian elves, as Sithicans seldom 
  deem to have even non-romantic relations 
  with humans.  
  Half-elves have no communities of their 
  own, making their homes in the lands of one 
  of their parents. Most half-elves are raised by 
  humans; some men awake one morning to a 
  bassinet on their doorstep a year after being 
  ensorcelled or Mist-led. Human communities 
  often fear the inhuman fey-touched, but 
  seldom act against half-elf children out of fear 
  of drawing the vengeance of the fey. 
  Languages. You begin play speaking 
  Elven and a regional language of your choice. 
  
   
   
  5 
   
  Gnomes 
  Curious and inventive by nature, gnomes 
  possess an insatiable curiosity and hunger for 
  knowledge, believing all problems must be 
  solved and all mysteries answered. All gnomes 
  appear wizened and old, developing their first 
  wrinkles in their youth while their hair quickly 
  greys or balds.  
  Gnomes enjoy tinkering, inventing, and 
  experimentation. While partial to clockworks, 
  some gnomes prefer alchemy, animal 
  husbandry, botany, mathematics, and even 
  philosophy. Gnomes make no art and engage 
  in as little farming and crafting as possible to 
  leave time to perform their experiments.  
  To humans, gnomes seem mad, with 
  obsessive tendencies and strange 
  compulsions. Gnomes have little empathy, 
  often bordering of sociopathy, Gnomes have a 
  well-earned reputation for macabre humour. 
  Not deliberately cruel, gnomes simply lack 
  social graces. Gnomish practical jokes are 
  elaborate – often overly so – and designed to 
  encourage the victim to view things in a 
  different light.  
  Languages. You begin play speaking 
  gnomish and a regional language of your 
  choice. 
  Subraces 
  Differences in gnomes are cultural rather 
  than ethnic and relate to the gnome's 
  obsession and choice of guild.  
  Forest Gnome 
  It is rare for a gnome to belong to one of 
  the guilds that focuses on biology, herbalism, 
  philosophy or theology. Forest gnomes are 
  strange even to other gnomes, being prone to 
  weird philosophies and beliefs. They can often 
  perform minor feats of magic not because of 
  an innate magical talent but an ability to 
  manipulate reality through belief or disbelief.  
  Rock Gnome 
  Belonging to the more physical guilds of 
  physics, mathematics, and chemistry, rock 
  gnomes are also known as "tinkerers" for their 
  obsessive need to create and continually fiddle 
  with their hands.  
  Humans 
  Easily the most populous race, humanity 
  outnumbers all the other races nine-to-one 
  and comes in a bewildering variety of colours 
  and cultures. 
  In the Core, most humans have pale or 
  light-brown skin, typically with dark hair, 
  although some nations (Lamordia, Nova 
  Vassa) have light brown to blonde hair. Those 
  from the central lands (Barovia, Invidia, 
  Borca) have dark black hair and slightly 
  duskier skin. There are also brown-skinned 
  humans who come from Souragne and the 
  Verdurous Lands. The distant land of 
  Rokushima Taiyoo also has people with dark 
  hair but pale skin and unusually shaped eyes. 
  Languages: You can speak, read, and 
  write your regional language and one extra 
  language of your choice. 
  Ethnicities of the Mists 
  The predominant race in the Mists, 
  humans vary greatly depending on their 
  homeland and ethnicity. Even in the Core, a 
  small continent, there is a great deal of 
  variance among humanity.  
  Balinok 
  A widespread ethnicity that is primarily 
  found in Borca and Barovia in the central 
  Core, but also more distant G'Henna (and 
  Markovia before it moved). Balinoks are 
  characterized by their stocky builds with 
  broad shoulders, meaty limbs, and wide hips. 
  Their skin ranges from an olive-tan to light 
  brown and dark hair and eyes are the norm.  
  A subculture is the Gundarakites, who are 
  similar in appearance but ostracized for their 
  minor differences by other Baloks.  
  Balok Names: (male) Alexandry, 
  Cosmin, Dimitry, Mircea, Ocidiu, Radu, 
  Casile; (female) Bianca, Draguta. Florica, 
  Izabela, Lizuca, Nadezhda, Petra, Simona; 
  (surnames) Anghelescu, Balan, Constantin, 
  Funar, Grigor, Negres, Popescu, Sala, Ungur, 
  Vladimir 
  Gundarakite Names: (male) Baltasar, 
  Demetrius, Fredek, Istvan. Miklos, Rognvald, 
  Varady; (female) Antonia, Dominika, 
  Horenzia, jusztina, Orzebet, Serafin, Tzigane, 
  
   
   
  6 
   
  Zsofika; (surnames) Babic, Brankovic, Davad, 
  Dragic, Ilic, Kasun, Kovac, Loncar, Pavkivic, 
  Zupan 
  Falkovnian 
  In the central-western Core, Falkovnians 
  are seldom permitted to venture from their 
  homeland. Fair of skin and hair, their eyes 
  tend to run from hazel to brown. Every native 
  born Falkovnian has the hawk seal of Vlad 
  Drakov branded onto their forehead.  
  Falkovnian Names: (male) Alber, Artur, 
  Felix, Franz, Hans, Ivan, Leopold, Vladimir, 
  Viktor, Wulfgang; (female) Anya, Emma, 
  Greta, Inga, Ingrid, Klara, Marie, Olga, Rebek, 
  Sylvi, Tasha; (surnames) Angerhausen, Bauer, 
  Bloch, Denhardt, Diesel, Faulhaber, 
  Faustmann, Glauber, Goebel, Hammerich, 
  Hauser, Kierkegaard, Lambrecht, Manstein, 
  Oberman, Pfeiffer, Reinhardt, Schenk, Van 
  Volkman, Weiss 
  Rashemani 
  One of the two ethnicities found in Hazlan, 
  the Rashemani are a tough and sturdy folk. 
  Short stature, they have skin ranging from 
  olive to a deep bronze, dark eyes, and wild yet 
  straight hair with thick beards. 
  Rashemani Names: (male) Alpagu, 
  Doukan, Haydar, Kubilay, Nizami, Ragap, 
  Toktampo; (female) Adelet, Bengi, Cemiyet, 
  Feyza, Julide, Roxelana, Sobehat, Zumrut; 
  (surnames) Albaf, Baris, Chergoba, Dyernina, 
  Iltazyara, Katirci, Murnyethara, Sadik, 
  Stayanoga, Teke, Ulmokina 
  Mulan 
  The wealthier ethnicity of Hazlan, Mulan 
  are tall and slim with fine bones but prone to 
  obesity. They have angular features with 
  pronounced cheekbones and noses. Their skin 
  is pale and sallow and their eyes are shades of 
  greys. Their hair would be a dark blond or 
  chestnut brown but is typically shaven daily.  
  Tattoos are common among the Mulan and 
  are a rite of passage into adulthood. 
  Traditionally masculine tattoos are geometric 
  designs and depictions of legendary beasts 
  while feminine tattoos are flowers, vines, and 
  abstract whorls. Elemental imagery, such as 
  flames, are gender neutral. 
  Mulan Names: (male) Aoth, Balser, 
  Enevold, Ehput-Ki, Kethoth, Kyrill, Mumed, 
  Ossur, Preben, Ramas, So-Kehur, Taico, 
  Thazar-De; (female) Arizima, Cattia, Helma, 
  Leila, Murithi, Nephis, Neya, Sefris, Trine, 
  Zilla; (surnames) Ankhalab, Anskuld, Fezim, 
  Hahpet, Nathandem, Sepret, Uuthrakt 
  Lamordian 
  Found predominantly in the northwestern 
  Core, Lamordians are lean and tall with wiry 
  limbs but square shoulders. They have well-
  defined features and have extremely pale skin 
  that is permanently ruddy from their cruel 
  winters. Hair varies from flaxen blond to rich 
  brown and eyes are blue and green hues.  
  Lamordian Names: (male) Augustin, 
  Berthold, Conrad, Dieter, Hubert, Juergen, 
  Niklaus, Stefan, Werner, Yann; (female) 
  Brigette, Camilla, Daniela, Erika, Ingrid, 
  Johanna, Katia, Pascale, Teresa, Victoria; 
  (surnames) Acklin, Albrecht, Baertschi, 
  Bertod, Egemann, Geiger, Gisler, Huber, 
  Lautens, Monachon, Riegler, Sforza, Zurcher 
  Mordentish 
  While primarily found along the western 
  Core in the lands of Dementlieu, Mordent, 
  and Ghastria, people claiming Mordentish ties 
  can be found on many smaller islands in the 
  Mists, such as Souragne. Mordentish people 
  are fair-skinned with eyes of blue, green, or 
  gray. Common hair colors are blond and 
  brown, though many other hair colors are 
  known. 
  High Mordentish Names: (Male) 
  Claude, François, Gaston, Georges, Gerard, 
  Henri, Jacques, Louis, Luc, Mathieu, Michel, 
  Phillippe, Remy, Renard, Thibault (female) 
  Adélaïde, Adéle, Brigitte, Danielle, Désirée, 
  Emmanuelle, Giselle, Isabelle, Jacqueline, 
  Monique, Sabine, Sophie, Valerie, Vivienne, 
  Zoé; (surnames) Alard, Beauregard, Camus, 
  Chevalier, d'Aubec, d'Espivant, Deneuve, 
  Durand, Garnier, Gauthier, Jean-Aubry, 
  Larroquette, Laurier, Marceau, Moreau, 
  Renault, Roche, Soulette, Thibedeaux, 
  Tourette 
  Low Mordentish Names: (male) Alfred, 
  Andrew, Brian, Charles, Christopher, Edward, 
  Elias, George, Henry, Isaac, James, Jonathan, 
  
   
   
  7 
   
  Lawrence, Matthew, Nathaniel, Oliver, 
  Richard, Robert, Samuel, Stephen, Theodore, 
  William; (female) Abigail, Annabeth, Beth, 
  Candace, Dorothy, Elizabeth, Emily, Grace, 
  Katharine, Lillian, Lucile, Margaret, Martha, 
  Mary, Ruth, Sarah; (surnames) Abbot, Archer, 
  Bennett, Carpenter, Collier, Dole, Fisher, 
  Fletcher, Garrett, Laydon, Mutton, Powell, 
  Reade, Sexton, Sullivan, Sykes, Towtales, 
  Unger, Weaver 
  Tepestani 
  The Tepestanis are found in the northeast-
  central Core. A muscular and handsome 
  people, their fair skin often has freckles and 
  their eye color is typically green or blue. Hair 
  color ranges from strawberry blond to brown, 
  though many are redheads.  
  Tempastani Names: (male) Berrin, 
  Brion, Calvagh, Colm, Donagh, Dougal, 
  Eamon, Fearghal, Fergus, Garvan, Hewith, 
  Keane, Liadan, Lochlan, Murtagh, Nealon, 
  Oran, Patrick, Rafe, Reardan, Rory, Rowan, 
  Seamus; (female) Aisling, Brigid, Cara, 
  Darina, Deirdre, Eileen, Enya, Fiona, Jocelyn, 
  Keira, Maeve, Moira, Molly, Noreen, 
  Rosaleen, Rose, Siobhan, Slaney, Tallula, 
  Tressa; (surnames) Aiken, Athey, Baggett, 
  Baird, Brynnock, Byrne, Callahan, Cochrane, 
  Connolly, Conroy, Darby, Donlan, Doyle, 
  Fitzpatrick, Gavaghan, Hennessy, Kilcullen, 
  Kilgore, Lydon, Nolan, O'Bannon 
  Vaasi 
  Dominating the southeast Core are the 
  rugged people of Nova Vaasan heritage. 
  Average of stature, they possess wide hips, 
  and stout limbs gained through generations of 
  horsemanship. Their facial features include 
  angular chins, prominent cheekbones, and 
  wide, full-lipped mouths. Skin color is usually 
  pale and ruddy, though pale olive or sallow 
  skin are not unusual. Eye color is usually dark 
  green or gray, while hair color ranges from 
  dirty blond to black, with darker colors being 
  more common.  
  Vaasi Names: (male) Andor, Christer, 
  Erik, Fraanse, Gunnar, Ivaar, Konraad, 
  Mikaal, Olav, Rudolf, Tor, Ulf, Viggo, 
  Warnaar; (female) Anja, Dagmar, Else, Grete, 
  Helena, Inge, Lucia, Magda, Marta, Sofie, 
  Thora, Ulla, Vanja, Vita; (surnames) 
  Arneborg, Bakhvalova, Claussen, Damsgaard, 
  Ebel, Ejlersgaard, Eriksen, Gimsing, 
  Halkenhvad, Hvass, Jankowski, Kasprowicz, 
  Matschewski, Nowak, Partyka, Skaarup, 
  Thodberg, Wajda, Zinck 
  Valachani 
  In the southwestern woods of the Core, the 
  Valachani are tall and muscular, with wide 
  shoulders and long, sturdy limbs. Despite 
  being relations of the Vaasi, Valachani skin 
  color is a dark coffee brown, though it can 
  range from a creamy tan to a charcoal black 
  on occasion. Eye color is almost always dark 
  brown, but every once in awhile an odd 
  individual with bile-yellow eyes is born. 
  Valachani hair is glossy black and worn long 
  and straight by both genders. 
  Valachani Names: (male) Aksell, 
  Audun, Brand, Davin, Egil, Jens, Mikkel, 
  Morten, Nils, Oleg, Ragnar, Skjøld, Stefan, 
  Trigue, Varik; (female) Aleksia, Birget, Dakin, 
  Faiga, Grette, Katarine, Liese, Magna, Nissa, 
  Rakel, Saffi, Semine, Unni, Vanja, Ylwa; 
  (surname) Amundsen, Arup, Bakken, Daehle, 
  Fjortoft, Frethheim, Grieg, Hagen, Ingstad, 
  Kjeldaas, Mostue, Nyberg, Ostenstad, Ratkje, 
  Skarsgard, Tveit, Ulving, Ytterhus 
  The Little People (Halfling) 
  By nature the Little People are perpetual 
  children, born happy and fearless. However, 
  they are quickly educated in terror and taught 
  caution. The small halflings found themselves 
  easy prey for the horrors of the Mists. Whole 
  communities now live in a state of perpetual 
  paranoia, always waiting for something 
  terrible to occur, protecting themselves 
  through isolation and secrecy. 
  Halflings are a quiet and peaceful people 
  who enjoy the simple pleasures of life, which 
  they deny themselves: halflings repress their 
  natural happiness, mute their jovial 
  expressions, replace their colourful fashions 
  in their continual efforts to avoid notice. They 
  settle in forgotten corners of the world or 
  hidden inside human cities. Their homes are 
  built in both secluded valleys and dales that 
  are invisible from the distance, or ensconced 
  
   
   
  8 
   
  between city blocks and overlooked buildings. 
  Languages. You begin play speaking 
  Halfling and a regional language of your 
  choice. 
  Subraces 
  Humans categorize halflings as either 
  “lightfoot” or “stout” but halflings have their 
  own names, and divide lightfoot into two 
  different lineages.  
  Lightfoot 
  To halflings, lightfoots are known as either 
  Gillesonn or Mórlùrdan. Gillesonn are 
  nomadic and roam the Southern lands of the 
  Core, typically in bands of extended family. 
  These halflings are known for their reputation 
  of finding trouble, but remain more 
  lighthearted than other halflings. Mórlùrdan 
  were once nomadic as well but settled down in 
  secluded villages or in human communities. 
  These halflings are found across the Northern 
  Core from Lamordia to Nova Vassa with 
  smaller communities or neighbourhoods in 
  Tepest, Borca and other lands.  
  Stout 
  Known as Casfalt in the halfling tongue, 
  these halflings can be found in the Western 
  lands of the Core such as Dementlieu, 
  Mordent, Richemulot and Borca. Stouts are 
  more cautious than other halflings and 
  slightly xenophobic towards non-halflings. As 
  they have been settled for longer they tend to 
  be more traditional and superstitious,  
  Tieflings 
  Many tieflings have fiendish blood in their 
  veins, the result of couplings or assaults from 
  summoned outsiders, but other are the result 
  of infernal pacts, exposure to hellish energies, 
  or some form of corruption. 
    
  Tieflings typically look human save a 
  deformity or two that betrays their heritage. 
  Common fiendish traits include small horns, 
  cloven feet, clawed hands, patches of scales, or 
  crimson eyes. Many are able to pass as 
  human, either in dim light, or under clothing 
  such as a heavy cloak or broad hat. All 
  tieflings live in fear of being discovered and 
  branded a witch, killed as a devil worshiper, 
  or merely ostracized as a freak of nature. 
    
  Those with fiendish blooded are often 
  considered innately evil by common folk; this 
  is not entirely untrue as some tieflings feel 
  compelled to commit evil acts. Most just have 
  a strong predilection to law or chaos 
  dependant on their heritage. Tieflings with 
  devilish blood often cannot tell a lie or break 
  an oath, while those with demon blood 
  compulsively lie or chafe under any rules or 
  instructions. 
  Languages. You can speak, read, and 
  write your regional language and one extra 
  language of your choice.  
  Caliban 
  “That tetrahedron nose-that horse-shoe mouth-
  that small left eye over-shadowed by a red bushy 
  brow, while the right eye disappeared entirely 
  under an enormous wart-of those straggling teeth 
  with breaches here and there like the battlements 
  of a fortress-of that horny lip, over which one of 
  those teeth projected like the tusk of an elephant-
  of that forked chin-and, above all, of the expression 
  diffused over the whole-that mixture of malice, 
  astonishment, and melancholy.” 
  -Victor Hugo 
  The Hunchback of Notre-Dame 
  Twisted humans, calibans were cursed 
  before birth, tainted by dark magic while still 
  in the womb. The birth of a caliban is seen as 
  a sign of witchcraft in the community, or that 
  the parents performed an unnatural act so 
  foul that it corrupted their unborn child.  
  No Two Alike 
  There is great diversity between calibans; 
  each has a unique set of deformities. Slightly 
  larger than humans, calibans are typically 
  between 6 and 7 feet in height and weight 150 
  to 250 pounds, but they often appear smaller 
  due to their twisted limbs and poor posture. 
  Calibans are physically powerful despite 
  their misshapen muscles. They tend to be 
  paler than humans, often with a slightly 
  unnatural white or yellow hue to their skin. 
  Their features are asymmetrical and distorted 
  with uneven limbs, or animalistic traits such 
  
   
   
  9 
   
  as protruding tusks and bristly hair.  
  Calibans breed true, and unions produce 
  caliban children with a mix of parental traits, 
  along with new deformities. Mixed unions 
  (caliban and human) almost always produce 
  a caliban. 
  Cast Out and Alone 
  Most calibans are killed by fearful parents 
  shortly after birth or left to die of exposure; 
  few survive until adulthood, and even fewer 
  are permitted to interact with normal 
  humans. Some are raised by their ashamed 
  families, frequently in secret, while others are 
  given to religious orders, such as priests of 
  Hala. 
  Given that their name is a derivation of 
  “cannibal", calibans are widely considered 
  brutish and savage beings. Many fit the 
  stereotype of petty brutes, but this is often a 
  product of their upbringing. Being raised in 
  isolation and continually treated like a freak 
  makes many calibans into the monsters they 
  are believed to be, but in truth calibans have 
  the same innate capacity as humans for 
  nobility or cruelty.  
  Fringes of Society 
  Calibans are most frequently born in lands 
  where magic is common – such as Darkon, 
  Hazlan, and Tepest – but adults can be found 
  in any land.  
  Calibans make their homes in secluded 
  areas where they will be left alone, such as 
  abandoned buildings, cellars, sewers, 
  graveyards, and ruins. They survive however 
  they can, stealing and scavenging for food or 
  living off vermin or pets. As few calibans are 
  taught survival skills. They seldom live in the 
  wild, but those that do find a peace commonly 
  denied their kin.  
  Little to Live For 
  An unfortunate number of calibans 
  embrace their perceived inhumanity, but 
  others set out to prove their humanity and 
  demonstrate that the nobility of their soul is 
  human.  
  These calibans take up adventuring, hoping 
  to show that they are not defined by their 
  appearance, if only to themselves. Others 
  believe themselves touched by darkness and 
  hope to redeem themselves from the sins of 
  their parents. A few calibans believe that they 
  are being tested, being put through a crucible 
  or some divine challenge to reveal their true 
  nature. And some calibans are just fleeing 
  their old life, hoping to find a better place or 
  just escape prejudice.  
  Uncommon Races 
  In the secluded corners of the Land of 
  the Mists are inhuman races that are 
  unknown in other lands. While only found 
  in the Land of the Mists, these races are 
  far from commonplace or accepted. 
  Superstitious commoners might react 
  with fear and isolated villages might 
  assume them to be monsters.  
  These uncommon races remain 
  optional, and their availability (or even 
  existence) is determined by the Dungeon 
  Master.  
  Calibans: Humans corrupted by dark 
  magic before birth, calibans take the place 
  of half-orcs, as orcs are unknown in the 
  Mists.  
  Gargoyles: Stone covered elemental 
  guardians, gargoyles replace dragonborn, 
  who are not native to the Land of the 
  Mists. 
  Giomorgo: The half-Vistani have a 
  mixed heritage, with one parent being 
  human and the other belonging to a 
  wandering tribe of gypsies. 
  Dhampyrs: Touched by undeath, 
  dhampyrs are living beings with some of 
  the powers of vampires. 
   
  
   
   
  10 
   
  Caliban Names 
  Caliban names are as diverse as their 
  appearance. Those fortunate enough to be 
  raised by caring parents have names 
  appropriate to their parent’s culture or nation. 
  The rest have unfortunate nicknames given by 
  their peers or frightened neighbours. These 
  are often insulting and descriptive of the 
  caliban's particular deformations.  
  Some calibans choose a names for 
  themselves. These new names are descriptive 
  titles or simple, guttural sounds. 
  Chosen Names: Beastly, Clod, Clubbit, 
  Gruff, Jab, Krall, Loner, Lurk, Nobody, Rog, 
  Shrott Shuck, Trog. 
  Caliban Traits 
  Your caliban has a number of traits as a 
  result of their magical corruption. 
  Ability Score Increase. Your Strength 
  score increases by 2. 
  Age. Calibans theoretically have a lifespan 
  similar to humans but their hard lives force 
  them to grow up quickly and often lead them 
  to an early end. They reach maturity in their 
  mid-teens and seldom live longer than 75 
  years.  
  Alignment. Calibans have the same 
  potential for good and evil as humans, but 
  their treatment has made them fearful of the 
  other races and strangers, pushing them 
  towards neutrality. Many are wary of 
  authority and lean towards chaos rather than 
  law.  
  Size. Calibans are somewhat larger and 
  bulkier than humans but are often slouched or 
  hunched over so their full size is not apparent. 
  You stand between 6 and 7 feet in height and 
  weigh 150 to 250 pounds. Your size is 
  medium. 
  Speed. Your base walking speed is 30 feet. 
  Darkvision. The twisting magic has given 
  you keen but animalistic senses. You can see 
  in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only 
  shades of gray. 
  Outsider. You gain proficiency in the 
  Intimidate skill.  
  Merciless. When you score a critical hit 
  with a melee weapon attack, you can roll one 
  of the weapon's damage dice again and add it 
  to the damage of the critical hit. 
  Languages. You can speak, read, and 
  write your regional language and one extra 
  language of your choice. 
  Subrace. Calibans vary greatly from land 
  to land. As it is the largest region, most 
  calibans come from the Core, but others hail 
  from distant clusters and look remarkably 
  different. Each caliban is still unique, but the 
  types of deformities vary. Scholars theorize it 
  is the presence of different magics or forms of 
  corruption that influences the caliban's 
  appearance. 
  Core 
  As a caliban from the fore Core, you look 
  twisted and asymmetrical. You might possess 
  a warped frame, uneven features, gangly 
  limbs, or a pronounced hunchback. After a 
  lifetime of adversity, you have grown 
  particularly hardy.  
  Ability Score Increase. Your 
  Constitution score increases by 1. 
  Relentless Endurance. When you are 
  reduced to 0 hit points but not killed outright, 
  you can drop to 1 hit point instead. You can't 
  use this feature again until you finish a long 
  rest. 
  Shadowlands 
  As a caliban from Nidala, you look 
  diseased, as if afflicted with leprosy or beset 
  by tumours. You're not actually ill and carry 
  no particular contagion, but simply resemble 
  the infected. Ironically, after a lifetime amid 
  the sick or in squalid conditions, you resist 
  disease far more than other folk. More than in 
  other nations, Shadowlands caliban are 
  blamed for their own appearance. 
  Ability Score Increase. Your 
  Constitution score increases by 1. 
  Caliban Resilience. You have advantage 
  on saving throws against disease. 
  
   
   
  11 
   
  Verdurous  
  As a caliban of either the Verdurous Lands 
  cluster or the island land of Rokushima 
  Taiyoo, you have animalistic features rather 
  than deformations. You might have a mixture 
  of human and bestial traits or even appear as 
  a human/beast hybrid. Your bestial nature 
  gives you keen senses and a natural cunning, 
  but you can be just as intelligent and civil as 
  any other race. 
  Many Rajian caliban are slain at a young 
  age under the mistaken belief that they are a 
  rakshasa or lycanthrope. 
  Ability Score Increase. Your Wisdom 
  score increases by 1. 
  Improved Darkvision. Your darkvision 
  increases to 120 feet. 
  Keen Senses. You gain proficiency in the 
  Perception skill. 
  Zherisian 
  As a caliban of Paridon, you are albino-pale 
  and lithe, and unnaturally skinny, with skin 
  stretched tightly over your protruding bones. 
  Your joints are large and knotty, increasing 
  your skeletal appearance, but giving you a 
  superior range of motion. 
  Ability Score Increase. Your Dexterity 
  score increases by 1. 
  Slight Frames. You can add your 
  proficiency bonus to Dexterity checks to 
  squeeze through tight spaces or escape from 
  restraints. Additionally, whenever you make a 
  Dexterity (Acrobatics) check to escape a 
  grapple you care considered proficient in the 
  Acrobatics skill and add double your 
  proficiency bonus to the check, instead of your 
  normal proficiency bonus.  
  Dread Gargoyle 
  “As when, O lady mine, With chiselled touch The 
  stone unhewn and cold Becomes a living mould, 
  The more the marble wastes, The more the statue 
  grows.” 
  -Michelangelo 
  As much stone as flesh, dread gargoyles are 
  a rare and forgotten race that dwells unseen in 
  the remnants of humanity. They lurk in ruins 
  and graveyards, guarding the ancient grounds 
  for reasons unknown. The origins of dread 
  gargoyles is unknown. It is rumoured that 
  they are statues brought to life, or an 
  evolution of the more common gargoyles. 
  Some believe that dread gargoyles were once 
  mortals corrupted by elemental forces, who 
  have since forgotten they were ever human. 
  Stone and Sinews 
  The outer skin of a dread gargoyle appears 
  to be cracked stone, but beneath these rocky 
  scales, gargoyles are flesh and blood creatures. 
  Their heavy hide does little to slow down the 
  powerful creatures. Most gargoyles look 
  vaguely human, save their elfin ears, sharp 
  teeth, and small row of horns across their 
  brow. Gargoyles have four fingers on each 
  hand, each topped with a sharp claw. Tall and 
  muscular, gargoyles stand close to 6 feet and 
  weigh 300 pounds or more.  
   
  All gargoyles are tied to the elements, 
  especially earth which grants them great 
  strength and resilience. Their rocky exterior 
  ranges in colouration from a dull grey to a 
  sandy brown. Some have a marbled exterior 
  with ribbons of colour decorating their hides. 
  Gargoyles are hairless, but grow small horns 
  across their head. The pattern and shape of 
  these horns varies between gargoyles, possibly 
  along family lines. Common patterns of horns 
  include small brow ridges, short curving 
  horns, or long straight horns the run close to 
  the scalp.  
   
  Being resistant to nature, gargoyles 
  feel little need to wear clothing. Most dress in 
  simple tunics or loincloths, employing a belt 
  as a place to store items. When forced to 
  travel in human lands, they wear long cloaks, 
  often wrapping themselves in rags to pose as a 
  leper or other ill vagabond. 
  Cool as Stone 
  Unsociable, dread gargoyles prefer to avoid 
  interacting with others, seldom socializing 
  even with their own kind. They enjoy silence, 
  communicating with their actions over their 
  words. A gargoyle never says with a sentence 
  what they can communicate with a word and a 
  gesture. To other races, gargoyles seem 
  contemplative or introspective, or are 
  dismissed as slow or even unintelligent.  
  
   
   
  12 
   
  Gargoyles may not socialize with their kin, 
  but they seldom live alone. Gargoyles live and 
  share territory with an extended family, 
  known as a flight. The reproduction of dread 
  gargoyles is unknown, but flights shift in 
  numbers over the years. Sages currently 
  believe an elemental spirit is drawn to 
  gargoyle flights, using available minerals to 
  fashion a body, but other research insists 
  gargoyles hatch from rock-like eggs. Gargoyles 
  themselves are silent on the issue, save 
  mentioning that they believe the souls or their 
  ancestors are reborn.  
  A gargoyle seldom shows their sadness or 
  rage and always keeps their emotions in 
  check. This is not to say they are unfeeling 
  creatures. With the fury of the elemental 
  chaos hiding in their veins, gargoyles are 
  innately passionate and prone to mood 
  swings. However, hatchlings are quickly 
  taught patience and self-control.  
   
  Dread gargoyles live for centuries and 
  can reach 300 years before succumbing to 
  decay and moss. They have the patience of 
  eternity and are never in any rush to act. 
  Gargoyles consider their options carefully 
  before acting, and regularly reflect on the 
  past. Mistakes weigh heavily on a gargoyle, 
  who will brood on their errors for decades to 
  come.  
  In Man's Shadow 
  Gargoyles are innate guardians, defensive 
  of their lands and broach few intruders. While 
  territorial, gargoyles seldom attack those who 
  trespass in their lands, saving their ire for 
  those that bring harm or wish to plunder their 
  territory. Territory is inherited, passed from 
  elder gargoyles to their kin, always staying 
  with their flight. Sages wonder if gargoyles 
  have been guarding ruins since the buildings 
  were new, or if the gargoyles claimed already 
  abandoned spaces.  
  As creatures of the elemental earth, 
  gargoyles are not entirely at home in the 
  mortal realms. Gargoyles do not build homes. 
  They make no art, forge no tools, and sow no 
  crops. They make their territory in forgotten 
  spaces built by other peoples.  
  As they seldom craft items, dread gargoyles 
  are scavengers. They find cast off or forgotten 
  items and claim them as their own, repairing 
  them to the best of their ability. Useful tools 
  and weapons that are in decent condition are 
  passed down the flight, being heirlooms used 
  by gargoyle after gargoyle. Dread gargoyles 
  will go to great lengths to repair or reclaim an 
  heirloom despite it being much easier to 
  acquire a replacement.  
  Hidden Watchers 
  It is rare for a gargoyle to leave its territory, 
  as that would be leaving it undefended. The 
  most common reason for a gargoyle to leave is 
  if it is necessary to pursue intruders. If the 
  flight believes the intruders will return in 
  larger numbers, a gargoyle might be sent to 
  scare them off or otherwise see that they never 
  return. Other times an interloper will cause 
  lasting damage to a gargoyle's territory and 
  retribution is necessary, or something 
  valuable will have been taken from the flight's 
  land which must be recovered.  
  Gargoyles might leave to seek supplies 
  necessary for the survival of their flight, such 
  as food during lean years or medicine for 
  illnesses. Others leave for less altruistic 
  reasons, such as revenge or curiosity; it is not 
  unknown for young, rebellious gargoyles to be 
  unsatisfied with guarding their land and seek 
  new experiences. Other times a larger danger 
  might arise that threatens the flight's 
  territory, and a gargoyle must involve itself 
  with the outside world to protect its flight. 
  Those gargoyles that do leave avoid 
  drawing attention to themselves, moving at 
  night or avoiding populated areas. They might 
  move across rooftops to avoid the streets or 
  make a detour of several miles to avoid a 
  populated settlement.  
  Gargoyle Names 
  As dread gargoyles seldom interact with 
  other races beyond their small flight, names 
  are unnecessary. Gargoyles identify each other 
  based on physical features: the colour of their 
  scales, the shape or their horns, or a 
  noteworthy personality trait. Gargoyles that 
  spend enough time with other races are often 
  given a nickname, but these vary greatly.  
  
   
   
  13 
   
  Flight Names: The One With Goat 
  Horns, The One With Ochre Scales, The One 
  With Keen Eyes, The One With Mist White 
  Eyes, The One Who Flies Too High, The 
  Scarred One, The One Who Climbs Trees. 
  Gargoyle Traits 
  Your gargoyle character has a number of 
  traits tied to their individual strengths. 
  Ability Score Increase. Your Strength 
  score increases by 2. 
  Age. Young gargoyles grow quickly. They 
  walk hours after hatching, attaining the size 
  and development of a 10-year-old human by 
  the age of 3, and reach adulthood by 15. Once 
  they reach maturity, gargoyles age at half the 
  rate of humans, living a couple centuries.  
  Alignment. Gargoyles are territorial and 
  protective, tending towards lawful alignments. 
  They have no predilection towards good or 
  evil.  
  Size. Gargoyles are as tall as humans but 
  much heavier, standing 6 feet tall and 
  averaging almost 300 pounds. Your size is 
  medium. 
  Speed. Your base walking speed is 30 feet. 
  Stoney Scales. Your durable hide 
  protects you from much harm. You have 
  resistance to a damage type of your choice: 
  acid, cold, fire, lightning, or poison. 
  Languages. You can speak, read, and 
  write your regional language and one extra 
  language of your choice. 
  Subrace. There are three types of dread 
  gargoyle, whose connection to the elements 
  manifest in different ways. Flame-gazers can 
  focus their elemental power into a blast of 
  energy, sky-watchers have wings large enough 
  to carry them aloft, and stone-lurkers can hold 
  still enough to be mistaken for an unmoving 
  statue. 
  Flame-gazer 
  As a flame-gazer gargoyle, the power of the 
  elementals flows through your blood. It burns 
  inside you, urging to be unleashed. You are 
  more passionate than other gargoyles, quickly 
  responding to threats and intruders in your 
  territory. Flame-gazers are less subtle than 
  other gargoyles, preferring dramatic actions 
  or fear rather than manipulation.  
  Ability Score Increase. Your Charisma 
  score increases by 1. 
  Breath Weapon. You can use your 
  action to exhale destructive energy. Your 
  breath weapon uses the same damage type as 
  your stoney scales ability.  
  When you use your breath weapon, each 
  creature in the area of the exhalation must 
  make a saving throw, determined by the 
  damage type. The DC for this saving throw 
  equals 8 + your Constitution modifier + your 
  proficiency bonus. A creature takes 2d6 
  damage on a failed save, and half as much 
  damage on a successful one. The damage 
  increases to 3d6 at 6th level, 4d6 at 11th level, 
  and 5d6 at 16th level.  
  After you use your breath weapon, you 
  cannot use it again until you complete a short 
  rest or a long rest. 
   
  Designer's Note: Angels in 
  the Night 
  More than other races, the gargoyle is 
  optional.  
  Unlike the other races in this 
  document, the gargoyle doesn't come 
  from established Ravenloft lore, being a 
  new addition for this product. It exists to 
  fill the mechanical gap left by the absence 
  of the dragonborn, a race wholly unsuited 
  for Ravenloft. Rather than just removing 
  dragonborn and encouraging DMs to ban 
  the race, it seemed preferable to give an 
  alternative. Just like the calibans are the 
  replacement for half-orcs in a world 
  without orcs, gargoyles fill the mechanical 
  role of dragonborn but are more 
  thematically appropriate.  
  Some DMs might feel comfortable 
  allowing an inhuman race of gargoyles 
  into the fantasy horror Ravenloft 
  campaign, while other DMs might prefer 
  to exclude them from their human-centric 
  gothic horror Ravenloft campaign. I leave 
  the choice to them. 
  
   
   
  14 
   
  Damage Type 
  Breath Weapon  
  Acid 
  5 × 30ft. line (Dex. 
  save) 
  Cold  
  15 ft. cone (Con. save) 
  Fire 
  15 ft.cone (Dex. save) 
  Lightning  
  5 × 30 ft. line (Dex. 
  save) 
  Poison 
  15 ft.cone (Con. save) 
  Sky-watcher 
  You possess small bat-like wings that allow 
  you to catch the air, falling without fear of 
  injury. As you gain strength, you can catch air 
  currents to travel short distances or even fly 
  for a short period. Sky-watchers prefer nesting 
  up high, and find perches with a view, living 
  atop towers or spires. Sky-watchers tend to be 
  passive even for gargoyles, watching the world 
  from above and only acting if absolutely 
  necessary.  
  Ability Score Increase. Your Wisdom 
  score increases by 1. 
  Wings. When you fall from a height that 
  would cause falling damage, as a reaction you 
  can slow your descent. You fall at a rate of 30 
  feet per round for 1 minute or until you land. 
  When you reach 3rd level, you can glide. You 
  can use a bonus action to gain a fly speed 
  equal to your walking speed for 10 minutes, 
  but half your movement must be downward, 
  either diagonally or straight down. When you 
  reach 5th level, you can fly. You can use a 
  bonus action to gain a fly speed equal to your 
  walking speed for 10 minutes. Additionally, 
  your glide speed increases to twice your 
  walking speed.  
  After you use your wings to glide or fly, you 
  cannot use them again until you complete a 
  short rest or a long rest. 
  Stone-lurker 
  Despite your rocky appearance, you move 
  with surprising grace. Stone-lurker gargoyles 
  are subtle and secretive, preferring to be 
  unseen and striking at intruders through 
  presumed accidents or natural events, 
  manipulating people into avoiding their 
  territory. They are the most quiet of gargoyles, 
  being even more patient and calm, never 
  being hasty or letting themselves be rushed.  
  Ability Score Increase. Your Dexterity 
  score increases by 1. 
  Lurking. You can remaining motionless 
  for prolonged period, assuming the 
  appearance of lifeless stone. As an action you 
  can freeze in place, allowing you to make a 
  Dexterity (Stealth) check to hide, even when 
  not obscured or otherwise unseen. While you 
  may be seen, creatures whose passive Wisdom 
  (Perception) will assume you are an immobile 
  statue. You can remain hidden as long as you 
  wish, so long as you do not move or take any 
  action. You cannot do this while being 
  observed, and intelligent creatures familiar 
  with an area might question the sudden 
  appearance of a six-foot statue. 
  Giomorgo 
  “28 May.--There is a chance of escape, or at any 
  rate of being able to send word home. A band of 
  Szgany have come to the castle, and are encamped 
  in the courtyard. These are gipsies. I have notes of 
  them in my book. They are peculiar to this part of 
  the world, though allied to the ordinary gipsies all 
  the world over. There are thousands of them in 
  Hungary and Transylvania, who are almost outside 
  all law. They attach themselves as a rule to some 
  great noble or boyar, and call themselves by his 
  name. They are fearless and without religion, save 
  superstition, and they talk only their own varieties 
  of the Romany tongue.” 
  -Bram Stoker, Dracula  
  Giomorgo are the offspring of a nomadic 
  Vistani gypsy and a giorgio or non-Vistani. An 
  offshoot of humanity, the Vistani are a 
  separate people by both choice and nature. 
  They are feared throughout the Mists for their 
  magical powers, especially the Evil Eye. Half-
  Vistani possess some of the magical powers 
  inherent to their heritage but their magic is 
  weak as their blood is diluted. 
  Not Of The Blood 
  Lean and quick-witted, few trust the sly 
  giomorgo. While technically human, half-
  Vistani are less diverse and varied than 
  humans, being slightly taller and thinner on 
  average. They range between 5-and-a-half feet 
  to a little over six feet tall and weigh 120 to 
  200 pounds.  
  
   
   
  15 
   
  Half-Vistani favour their Vistani parent 
  and have angular, aquiline features. They 
  possess dusky or olive skin, and almost 
  universally have dark hair and eyes. Vistani 
  hair is straight and thin but a few giomorgo 
  have wavier hair. 
  Some half-Vistani attempt to appear 
  human, dressing in the local fashions and 
  rejecting Vistani garb. Others proudly clad 
  themselves in the bright Vistani colours, 
  wearing baggy trousers, loose shirts, and 
  colourful vests accessorized with long scarfs 
  around the head or waist. While dressed as 
  such, they can pass as a Vistani to a human 
  giorgio, but any true Vistani will recognise 
  them as giomorgo on sight. Between Two 
  Worlds 
  Giomorgo are passionate and pessimistic 
  by nature, haunted by unhappy childhoods. 
  The cultural divide runs deep, so few 
  giomorgo ever grow up knowing both parents. 
  It is rare for the Vistani to raise a giomorgo; 
  most often the Vistana parent moves on in the 
  night, abandoning the child to a giorgio 
  family. Often the child is given to the other 
  parent, but sometimes the infant is just left on 
  a convenient doorstop or in front of a church.  
  Giomorgo children may be cared for but 
  never truly accepted. A giorgio family fears the 
  child will develop the talents of the Vistani, 
  while a giomorgo is not truly “of the blood” 
  and is unable to share the Vistani experience. 
  The mixed heritage of the Vistani has its 
  cost: Giomorgo are prone to insanity and most 
  suffer from a unique form of lunacy. During 
  nights of the full moon, half-Vistani become 
  irritable during the day and feel the 
  irresistible urge to run free under the night 
  sky. This restlessness and anxiety is known as 
  lunatio (or moon madness) by the Vistani. 
  Home on the Road 
  Vistani are nomadic, never staying in the 
  same place for long. They travel the world in 
  painted vardo: a horse-drawn wagon. While 
  giomorgo do not suffer the same irresistible 
  need to travel, they still feel an innate 
  wanderlust.  
  Many half-Vistani find work that allows 
  them to travel, such as in merchant caravans, 
  mercenary companies, traders, messengers, or 
  even travelling carnivals. Some have a home 
  that they return to when not travelling, while 
  others simply live on the road. 
  Those giomorgo that do not take to the 
  road live among humans. There are no 
  communities of half-Vistani. Some try to 
  blend into humanity living within human 
  cities and settlements. Others live on the 
  edges of civilization, making a living farming 
  or ranching where they are not continually 
  reminded they are an outsider. 
  Seeking Meaning 
  Giomorgos often take to adventuring out of 
  a desire to find a purpose in life or forge a 
  legacy, frequently after being denied a place in 
  their family trade or lineage. Many giomorgo 
  become adventurers after falling in with other 
  outsiders and outcasts, accidently become 
  adventurers while seeking happiness in new 
  lands or foreign nations.  
  Giomorgo Names 
  Giomorgo typically only have a given name. 
  Those raised by giorgio are often given local 
  names, and some are allowed to keep their 
  giorgio's family name. Others are denied the 
  family name and identified by their homeland 
  or community. Giomorgo raised or named by 
  Vistani are given traditional names and lack a 
  family name, instead being identified by their 
  lineage.  
  Male Names: Bela, Grigori, Iosif, Karol, 
  Ludovic, Nicu, Pyotr, Simione, Stefan, Vasile. 
  Female Names: Ana, Eliza, Isabella, 
  Lena, Natasha, Papusza, Rozalina, Sofya, 
  Ursula, Yvonne. 
  Giomorgo Traits 
  Vistani blood gives your giomorgo 
  character a number of traits.  
  Ability Score Increase. Your Wisdom 
  score increases by 2. 
  Age. Giomorgo reach adulthood in their 
  late teens and live less than a century. 
  Alignment. Giomorgo no more inherently 
  good or evil than any other humans. However, 
  most spend their lives alienated from society 
  
   
   
  16 
   
  and grow to distrust authority. As a result, 
  giomorgo favour chaos over law.  
  Size. Giomorgo vary widely in height and 
  build, from barely 5 feet to well over 6 feet 
  tall. Regardless of your position in that range, 
  your size is Medium. 
  Speed. Your base walking speed is 30 feet. 
  Evil Eye. You know the guidance cantrip. 
  When you reach 3rd level you can cast the hex 
  spell once per day. When you reach 5th level, 
  you can also cast the bestow curse spell once 
  per day. Wisdom is your spellcasting ability 
  for these spells. 
  Moon Madness. During the three days 
  the full moon, while you are indoors or 
  underground, you have disadvantage on 
  Wisdom (Perception) checks and Intelligence 
  (Investigation) checks. Additionally, in order 
  to take a short or long rest you must first 
  make a DC 10 Wisdom saving throw.  
  Nature Affinity. Whenever you make a 
  Wisdom (Survival) check related to 
  navigation, identifying plants and animals, or 
  starting a fire, you are considered proficient in 
  the Survival skill and add double your 
  proficiency bonus to the check, instead of your 
  normal proficiency bonus. 
  Languages. You can speak, read, and 
  write two regional languages of your choice. If 
  raised by the Vistani you also speak Patterna, 
  but if raised by humans you gain one extra 
  language of your choice. 
  Subrace. Vistani are divided into three 
  tasques, each of which is comprised of several 
  different tribes that are essentially extended 
  families. The natural talents and inclinations 
  of a giomorgo depend on the tribe of their 
  parent. The children of two half-Vistani have 
  the tribe of only one parent. The children of 
  half-Vistani are never true Vistani: the 
  introduction of human blood irreversibly 
  taints the bloodline. 
  Boem 
  The hallmark of Boemians is ostentation. 
  They specialize in entertainment and similar 
  services. While travelling, Boem caravans are 
  filled with music, and members of the tasque 
  sing as they go about their daily business. As 
  proud as they are passionate, the Boem 
  privately lament having to play the fool for 
  superstitious townsfolk. When the Boem are 
  camped, and there are no outsiders present, 
  the Vistani are more tense and brooding, and 
  prone to telling tales of tragedy and singing 
  songs of horror.  
  The two Boem tribes are the Corvara and 
  the Naiat. The Corvara are natural con artists 
  but have little natural showmanship, and 
  instead offer unsavoury diversions such as 
  gambling, narcotics, and cockfighting. The 
  Naiat are skilled at training animals for show, 
  with their dogs and horses raised to perform 
  tricks and stunts.  
  Ability Score Increase. Your Charisma 
  score increases by 1. 
  Sly Wit. You have proficiency in the 
  Deception skill.  
  Tool Proficiency. You gain proficiency 
  with the tools of your choice: forgery kits, a 
  musical instrument, or thieves' tools. 
  Giamarga 
  Less common than the pairing of a Vistani 
  and a human giorgio is one between a Vistani 
  and an elf. Known as giamarga, most of these 
  are normal half-elves, but some take after 
  their Vistani parents and have the abilities of a 
  giomorgo.  
  Unsurprisingly, giamarga are most 
  common in lands where there are elves, such 
  as northeastern Darkon and the misted woods 
  around Sithicus. A curious number are also 
  found in Tepest, Barovia, and other lands 
  bordering the Shadow Rift. 
  Ability Score Increase. Your Dexterity 
  score increases by 1. 
  Fey Ancestry. You have advantage on 
  saving throws against being charmed, and 
  magic cannot put you to sleep. 
  Kaldresh 
  Vistani of the Kaldresh tasque are practical, 
  concerned with trade and crafts rather than 
  mysticism or entertainment. Kaldreshites 
  have an unusual talent for finding conflict. 
  Whenever blood is about to be spilled in 
  battle, it seems the Kaldresh have arrived and 
  are ready to sell weapons and supplies.  
  The three Kaldresh tribes are the Equaar, 
  the Kamii, and the Vatraska. The Equaar are 
  animal breeders and trainers, and their 
  
   
   
  17 
   
  caravans are surrounded by small herds of 
  animals. The Kamii are known for their 
  metalworking, which has been said to rival the 
  craft of dwarves. The Vatraska are healers and 
  herbalists, but are known for their potions as 
  much as their poultices.  
  Ability Score Increase. Your 
  Intelligence score increases by 1. 
  Desensitized. You have advantage on 
  saving throws against being frightened.  
  Tool Proficiency. You gain proficiency 
  with herbalism kits, land vehicles, or the 
  artisan’s tools of your choice: brewer's 
  supplies, carpenter's tools, jeweler's tools, 
  smith’s tools, or woodcarver's tools. 
  Manusa 
  Aloof and exotic, the Manusa are the 
  smallest of the tasques. Manusa cannot be 
  found unless they wish to be, and are said to 
  be affected by time differently than other 
  races. When encountered, the Manusa are 
  taciturn and reticent and their answers to 
  questions – if any – are short and cryptic. The 
  Manusa practice no craft and have few 
  interactions with giorgio, but seem able to 
  provide for themselves. When they seek out 
  the giorgio it is because they want a service, 
  not to provide one. 
  The two Manusa tribes are the Canjar and 
  the Zarovan. The Canjar are naturally magical 
  and many have skill in creating magical items, 
  although these are never for sale. The Zarovan 
  are feared even by other Vistani, and have 
  strange powers over the Mists. 
  Ability Score Increase. Your 
  Intelligence score increases by 1. 
  Bend Time. You can take a bonus action 
  or reaction while incapacitated. Once you use 
  this feature, you can't use it again until you 
  complete a long rest. 
  Dhampyr 
  “But first, on earth as vampire sent, 
  Thy corse shall from its tomb be rent: 
  Then ghastly haunt thy native place, 
  And suck the blood of all thy race;” 
  - Lord Byron, The Giaour 
  Born from death, dhampyrs are the 
  offspring of the survivor of a vampire attack, 
  someone almost turned to undeath but saved 
  prior to death. Those who survive their early 
  years face a lifetime of fear and mistrust: their 
  pallor, unearthly reflexes, and unnatural 
  beauty mark dhampyrs as scions of the night 
  as surely as their sensitivity to bright lights. 
  Dhampyrs do not need to consume blood to 
  survive, but have a powerful desire for blood 
  that nothing else can truly sate. 
  Not all dhampyrs are descendants of 
  vampiric victims. The victim of a vicious 
  vampire attack can become a dhampyr, 
  especially if they barely escape undeath 
  themselves. If a vampire assaults or turns a 
  woman with child, the infant – if it survives – 
  can be born a dhampyr. A few rare dhampyrs 
  are the progeny of the the rare and unnatural 
  union of vampires and mortals, typically a 
  vampire father and a mortal mother. 
  Touch of the Grave 
  Dhampyrs resemble their mortal parent 
  with subtle signs of their connection to death. 
  Tall and slender, dhampyrs fall within the 
  range of humans, and are between 5 1/2 feet 
  to over 6 feet tall and weigh 125 to 180 
  pounds. While they possess all the diversity of 
  humanity, dhampyrs have paler skin and 
  darker hair than others of the ethnicity. Most 
  also have pronounced canine teeth and 
  piercing red eyes, along with many secondary 
  characteristics of vampirism: pointed ears, a 
  single, connected eyebrow, bestial features, or 
  hairy palms. 
  For reasons unknown, the vast majority of 
  dhampyrs are human. It is speculated that 
  other races are just more resistant to 
  vampirism than humans. Non-human 
  dhampyrs have the same traits as other 
  dhampyrs but the size of their base race, albeit 
  tall and thin. 
  
   
   
  18 
   
  Alone in the Night 
  Dhampyrs are symbols of a nocturnal 
  world most folk are happier pretending does 
  not exist. They are not welcomed by most 
  people and commonly seen as monsters. 
  There is also the fear dhampyrs that will rise 
  after their death, becoming true vampires. It 
  is rare for dhampyrs to have happy 
  childhoods. To their parents dhampyrs are a 
  continual reminder of violence: the 
  embodiment of a violent assault. Many reject 
  their child, or have trouble bonding with the 
  unnatural infant. Other dhampyrs alienate 
  their family as youths, through aggression or 
  antisocial behaviour. Those few dhampyrs 
  that are accepted by loving families do not 
  escape tragedy, as they are cursed to outlive 
  family and friends, living long enough to 
  watch siblings and even children grow old and 
  die. 
  Necrotic energies influence the emotions of 
  dhampyrs, making them aggressive and 
  predatory. Dhampyrs instinctively 
  categorizing people as pack members, 
  competition, or prey. They find happiness 
  fleeting and shallow, making them naturally 
  melancholy, and most are brooding and 
  pragmatic. 
  Life Among Death 
  There are no communities of dhampyrs: 
  the bloodline is rare enough that dhampyrs 
  seldom meet others or their kind. The new 
  necrotic energies that create a dhampyr are 
  also not herititary, and their children are not 
  dhampyrs. Unions between two dhampyrs are 
  rare enough to be almost unknown, but even 
  these unions produce normal humans, albeit 
  tall and gaunt. 
  Dhampyrs live their lives among humanity, 
  often pretending to be human, sometimes 
  even to themselves. Few dhampyrs remain in 
  one place for too long, as their lack of aging 
  quickly draws unwelcome attention. Most 
  move from city to city, seldom tarring for 
  longer than a few years. Others abandon a 
  stationary life and live nomadically, joining 
  merchant companies, mercenary bands, or 
  other travelers. A few dhampyrs pretend to 
  age with makeup and hair dye, reinventing 
  themselves as relatives or descendants every 
  few decades. A few try and find a home 
  amount longer lived races such as elves or 
  dwarves, but their unnatural natures make 
  them unwelcome. 
  Seeking Redemption 
  Those dhampyrs that become adventurers 
  often do so out of necessity, simply as a means 
  to survive in the world or to prove that they 
  are not monsters from birth. Like tieflings, 
  many people they are believed to have 
  innately evil souls dooming them to a foul 
  afterlife. Some rejoice in this assured 
  damnation, as it means their fate is sealed and 
  they can act however they wish, but others try 
  to earn a place in Paradise through good 
  deeds and continual self-sacrifice. A few 
  become vampire hunters, either for simple 
  revenge or striving to save others from their 
  fate. 
  Their long lives also mean dhampyrs might 
  take to the adventuring life out of boredom: 
  having tried their hand at many other 
  mundane professions, unusual occupations 
  are appealing. 
  Dhampyr Names 
  Dhampyrs are named by their parents 
  based on their homeland and culture. Most 
  dhampyrs change their name over the years, 
  as they assume new identities to hide their age 
  or to escape their past. They tend to keep at 
  least one of their names as a reminder of their 
  past; some retain their family name to remind 
  themselves of their kin, while others keep 
  their given name. 
  Dhampyr Traits 
  Your dhampyr character has several 
  unnatural powers derived from their undead 
  lineage.  
  Ability Score Increase. Your Dexterity 
  score increases by 2. 
  Age. Dhampyrs mature at the same rate of 
  humans but their aging slows after puberty, 
  and they can live to be over 4 centuries old. 
  Most retain their youthful looks until their last 
  
   
   
  19 
   
  decades, when they rapidly age. 
  Alignment. Dhampyrs’ unnatural hunger 
  pushes them to acts of violence, and their dark 
  emotions put them at odds with society. They 
  lean towards chaos, but their partial humanity 
  means dhampyr are not automatically evil. 
  However, it is more common for them to 
  succumb to temptation and become evil than 
  to resist and remain good. 
  Size. Dhampyrs are the same height as 
  human but tend to be more thin and lithe than 
  the average human. Your size is Medium. 
  Speed. Your base walking speed is 30 feet. 
  Darkvision. Born into a twilight world, 
  you are not inconvenienced by the night. You 
  can see in dim light within 60 feet of you as if 
  it were bright light, and in darkness as if it 
  were dim light. You can’t discern color in 
  darkness, only shades of gray 
  Bloodthirsty. Feasting on the lifeblood of 
  the living increases your healing and gives you 
  renewed vigour. During a short rest you can 
  drink the blood of a willing or helpless living 
  creature. This forces the creature to spend a 
  Hit Die. The creature receives no benefit from 
  this Hit Die, but you regain hit points equal to 
  1d6 + your Constitution modifier. 
  Slow Metabolism. You can survive on 
  half the normal amount of food and water. 
  Vampiric Resistance. Your necrology 
  gives you resistance to necrotic damage. 
  Languages. You can speak, read, and 
  write Common and one extra language of your 
  choice. 
  Subrace. The varieties of vampire 
  bloodlines result in three different types of 
  dhampyrs. The stryg is most common, often 
  being equated with dhampyrs as a whole. The 
  nosferatu and obiri dhampyrs are related to 
  the vampires of the same name; the former 
  prefer to hide their existence, while the latter 
  are harder to identify as dhampyrs and often 
  go unnoticed. 
  Stryg 
  Descended from common vampires, the 
  stryg are often consider synonymous with 
  perceptions of dhampyrs. You have the 
  unearthly beauty and charm of your 
  progenitor, along with their prenatural 
  strength. You have pale skin, sharp features, 
  and your eyes have a slightly crimson iris that 
  catches the light like a cat’s. Your canine teeth 
  are slightly elongated and pointed, but are not 
  so large as to be easily noticed. While 
  attractive, your charm is not entirely 
  mundane, and creatures that catch your gaze 
  can become bewitched. 
  Ability Score Increase. Your Strength 
  score increases by 1. 
  Improved Darkvision. Your darkvision 
  increases to 120 feet. 
  Stryg Blood. You know the friends 
  cantrip. When you reach 5th level, you can 
  cast the misty step spell once per day. 
  Charisma is your spellcasting ability for these 
  spells. 
  Sunlight Sensitivity. When you, the 
  target of an attack, or an object you’re trying 
  to perceive is in direct sunlight, you have 
  disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on 
  sight. 
  Nosferatu 
  Also known as vrykolaka, nosferatu are a 
  rare breed of vampire that possesses 
  immortality but not eternal youth, growing 
  ever more withered and deformed over the 
  centuries. Nosferatu occasionally become 
  infected with diseases, and while their 
  undeath prevents them from succumbing to 
  illness it does not cure the disease, leaving 
  them perpetual carriers. 
  Kin to nosferatu vampires, you have the 
  long life of other dhampyrs but age normally. 
  While you retain your vigor until late in life, 
  you eventually appear ancient and decrepit. 
  You no longer look human, being unnaturally 
  pale, bald, and with pronounced fangs. You 
  may have sharp canines, but some nosferatu 
  have elongated incisors instead. 
  Ability Score Increase. Your 
  Constitution score increases by 1. 
  Fangs. Your pronounced fangs are a 
  deadly weapon. You are proficient with your 
  bite, which is a melee weapon that deals 1d4 
  piercing damage. This counts as an unarmed 
  attack. 
  Nosferatu Blood. You know the friends 
  cantrip. When you reach 5th level, you can 
  cast the spider climb spell once per day. 
  
   
   
  20 
   
  Charisma is your spellcasting ability for these 
  spells. 
  Sunlight Sensitivity. When you, the 
  target of an attack, or an object you’re trying 
  to perceive is in direct sunlight, you have 
  disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on 
  sight. 
  Obiri 
  Obiri vampires are feared by even 
  experienced vampire hunters. Known as 
  daywalkers for their ability to ignore the light 
  of the sun, obiri possess a wide range powers 
  that vary between individuals. Thankfully, the 
  obiri bloodline is rare, and their dhampyr 
  descendants are even rarer. 
  You look more human than other 
  dhampyrs, lacking red eyes, pallor, fangs, and 
  aversion to light of other vampire-kin. You 
  have coarse hair and are stockier than other 
  dhampyrs, but retain the agility and piercing 
  eyes. 
  Ability Score Increase. Your Charisma 
  score increases by 1. 
  Homeland Dependency. You are bound 
  to your homeland, and cannot sleep beyond 
  its borders. If not in your homeland, you must 
  carry soil from your birthplace. Only a small 
  amount of earth is needed, enough to fill a 
  locket or small pouch. Without the soil you 
  must succeed on a DC 15 Wisdom check to 
  take a long rest. 
  Obiri Blood. You know the friends 
  cantrip. When you reach 5th level, you can 
  cast the invisibility spell once per day. 
  Charisma is your spellcasting ability for these 
  spells.  
   
   
  
   
   
  21 
   
   
  CHAPTER 2: CLASSES AND FEATS 
  Filled with righteous fury, the anchorite of 
  Ezra protects her flock from the legions of the 
  night, though it may cost her life. A Kartakan 
  skald sings with the passion of a lone wolf. 
  Quick rapier strikes like flashes of lightning 
  denote the skill of a Dementlieuse fencing 
  master.  
  The Land of the Mists is filled with 
  individuals of skill and cunning. More than 
  others, adventures feel the weight of living in a 
  land consumed by darkness, even if the source 
  and nature of this burden is unknown. Magic 
  is rare in the Mists, but adventurers are among 
  the few who possess the skill and talent to use 
  magic.  
  Barbarian 
  "Cities do not interest me. With their dirty rivers, 
  foul air, and crowded streets. Give me the wilds any 
  day." 
  Hailing for uncivilized regions, barbarians 
  are rare in much of the Core, being more 
  common in rural backwaters for forgotten 
  corners of the land. Most are not born to the 
  wilds but are independent spirits who reject 
  society for a life among nature, or those whose 
  boundless rage alienates them and drives them 
  away from civilization.  
  Barbarians that focus on pure berserk rage 
  are often cursed with uncontrollable anger. 
  Some barbarians are possessed by a spirit of 
  fury, and the Vistani have been known smite 
  cruel or thoughtless individuals with an 
  accursed rage, the punishment occasionally 
  being passed down bloodlines. Berserkers are 
  occasionally the survivor of tragedy, their rage 
  equal parts grief and remorse. There are a 
  number of barbarians that draw strength from 
  totem animals. Human barbarians in Verbrek 
  and Kartakass frequently emulate wolves, 
  while barbarians of Valachan call on panthers. 
  Dwarven barbarians clad themselves in the 
  skin of bears in the hope of channelling 
  animalistic fury.  
  Faerie Hunter 
  Mixing spellcraft with weaponry, the 
  barbarians known as faerie hunters are 
  educated in sorcery by fey beings such as 
  unicorns, dryads, or the eladrin. Arcane magic 
  comes easily to these warriors, even when 
  gripped with wild fury. Faerie hunters are 
  often guardians of enchanted woodlands, or 
  act as a bridge between mortal lands and 
  magical realms. 
  A faerie hunter lacks the uncouth savagery 
  of most barbarians, but instead possess an 
  alien mindset.  They are not beings of mindless 
  rage but burning passion, their emotions 
  unrestrained by mortal morality. Faerie 
  hunters can be fickle and unpredictable, 
  possessing the innate chaotic nature of the fey. 
  Faerie hunter barbarians are most 
  commonly found in the enchanted woods of 
  Sithicus, as the high elves of that forest 
  embrace the alien mindset of the barbarian or 
  ensorcerer mortals to fight on their behalf. 
  Karatakans also sometimes follow this path, 
  mixing martial skill with passion and lyrical 
  magic.  
  Spellcasting 
  When you reach 3rd level, you augment 
  your martial prowess with the ability to cast 
  spells. See chapter 10 of the Player’s 
  Handbook for the general rules of spellcasting 
  and chapter 11 for the sorcerer’s spell list. 
  Cantrips. You learn three cantrips of your 
  choice from the sorcerer spell list. You learn an 
  additional sorcerer cantrip of your choice at 
  10th level. 
  Spell Slots. The Faerie Hunter 
  Spellcasting table shows how many spell slots 
  you have to cast your spells of 1st level and 
  higher. To cast one of these spells, you must 
  expend a slot of the spell’s level or higher. You 
  regain all expended spell slots when you finish 
  a long rest. 
  Spells Known. You know two 1st level 
  sorcerer spells of your choice, which must be 
  
   
   
  22 
   
  from the abjuration and transmutation 
  schools. The Spells Known column of the 
  Faerie Hunter Spellcasting table shows when 
  you learn more sorcerer spells. Typically these 
  spells must be abjuration or transmutation 
  spells of a level for which you  
  have spell slots, but the spells you learn at 
  8th, 14th, and 20th level can come from any 
  school of magic. 
  Whenever you gain a level in this class, you 
  can replace one of the sorcerer spells you know 
  with another spell of your choice from the 
  sorcerer’s spell list. Normal requirements, 
  such as spell level and school, still apply when 
  replacing a spell. 
  Spellcasting Ability. Charisma is your 
  spellcasting ability for your sorcerer spells, 
  since you either innately know your magic or 
  were taught it by fey beings. You use your 
  Charisma whenever a spell refers to your 
  spellcasting ability. In addition, you use your 
  Charisma modifier when setting the saving 
  throw DC for a sorcerer spell you cast and 
  when making an attack roll with one. 
   
  Spell save DC = 8 + your proficiency bonus + 
  your Charisma modifier 
   
  Spell attack modifier = your proficiency bonus 
  + your Charisma modifier 
  Focused Mind 
  Starting when you choose this path at 3rd 
  level, while raging you can cast cantrips and 
  maintain concentration on a spell. 
  Additionally, if you cast an abjuration or 
  transmutation spell that targets yourself while 
  raging, your rage does not end that turn. 
  Warding Defence 
  At 3rd level, you have learned to magically 
  ward yourself from harm. You can use 
  Charisma modifier instead of your 
  Constitution modifier for Unarmoured 
  Defence. 
  Single-Minded 
  Beginning at 6th level, you add double your 
  proficiency bonus to Constitution saving 
  throws to maintain your concentration. If you 
  fail a concentration check while raging, you 
  can use your reaction to end your rage early to 
  maintain concentration on the spell. 
   
  Faerie Hunter Spellcasting 
    
  Sorcerous Might 
  At 14th, when you spend your action to cast 
  an abjuration or transmutation spell with a 
  duration of at least 1 minute using a spell slot 
  of 2nd level or lower, you can choose to rage as 
  part of the same action. The spell lasts for the 
  duration of your rage and you do not need to 
  maintain concentration for the spell. When 
  you to fall out of rage, the spell also ends. 
  Bard 
  "Hark, and listen to a tale of tragedy and woe, of a 
  warrior jealous of his brother's love." 
  Bards have many names and many roles, 
  being skalds to the dwarves, loresingers to the 
  fey, and minstrels to humans. Bards are 
  common throughout the Core. Those hailing 
  from the civilized West live as courtly 
  minstrels or stage magicians, while bards from 
  the wild central core entertain in inns and 
  carry news and gossip between towns, and 
  bards from the East act as court magicians or 
  travel as members of theatrical troupes.  
  The University of Dementlieu has several 
   
  Barbarian 
  Level 
   
  Cantrips 
  Known 
   
  Known 
  Spells 
  -spellcasting slots 
  per spell level- 
  1st 
  2nd 
  3rd 
  4th 
  3rd 
  3 
  2 
  2 
  - 
  - 
  - 
  4th 
  3 
  3 
  3 
  - 
  - 
  - 
  5th 
  3 
  3 
  3 
  - 
  - 
  - 
  6th 
  3 
  3 
  3 
  - 
  - 
  - 
  7th 
  3 
  4 
  4 
  2 
  - 
  - 
  8th 
  3 
  5 
  4 
  2 
  - 
  - 
  9th 
  3 
  5 
  4 
  2 
  - 
  - 
  10th 
  4 
  6 
  4 
  3 
  - 
  - 
  11th 
  4 
  7 
  4 
  3 
  - 
  - 
  12th 
  4 
  7 
  4 
  3 
  - 
  - 
  13th 
  4 
  8 
  4 
  3 
  2 
  - 
  14th 
  4 
  9 
  4 
  3 
  2 
  - 
  15th 
  4 
  9 
  4 
  3 
  2 
  - 
  16th 
  4 
  10 
  4 
  3 
  3 
  - 
  17th 
  4 
  10 
  4 
  3 
  3 
  - 
  18th 
  4 
  10 
  4 
  3 
  3 
  - 
  19th 
  4 
  11 
  4 
  3 
  3 
  1 
  20th 
  4 
  12 
  4 
  3 
  3 
  1 
  
   
   
  23 
   
  programs dedicated to arcane lore, and the 
  magical training of that nation's stage 
  magicians gives rise to many bards. The 
  College of Liffe also has a respected music 
  program that produces its share of bards, both 
  of Colleges of Lore and Valor. The elven races 
  are noted for their bardic traditions, the magic 
  of song being respected by the wood elves of 
  Darkon, who regularly mix swordplay with 
  magic. Kartakass has a proud skaldic tradition, 
  with regular musical competitions and small 
  musical schools; the history of the land is held 
  in the songs of its bards. Gnomes are also 
  often bards for myriad varied reasons that few 
  other races fully understand. 
  College of Theatrics 
  The bards of the College of Theatrics are 
  taught how to capture and hold the attention 
  of an audience as well as alter their 
  mannerisms, conceal their features, and veil 
  their intentions. Lies come easily to these 
  bards, who are as adept at making up tales as 
  retelling the truth. Many of these bards find 
  work as actors and performers, whether it is 
  on their own or part of a travelling troupe. A 
  rare few find alternate uses for their skills, as 
  confidence men or even spies. Few of these 
  bards remain in the same place for long, and 
  most journey between theatres, royal courts, 
  or inns. 
  Bards of Theatrics are often dedicated to 
  their art. Many throw themselves into a role, 
  adopting new mannerisms and habits, and 
  refusing to drop character before their 
  performance is complete. Some even lose 
  themselves in a performance, creating 
  elaborate and detailed backstories. Other 
  bards have a stable of favourite characters 
  whom they can assume at a moment’s notice. 
  The singing land of Kartakass is home to 
  the College of Theatrics, training minstrels and 
  skalds alike. The opera singers of Dementlieu 
  occasionally follow this bardic path. It is said 
  that the Vistani have their own College of 
  Theatrics, but are reluctant to teach their 
  methods to outsiders. However, some bards – 
  especially giomorgo bards – have studied 
  enough performances to learn the basics.   
  Bonus Proficiencies 
  At 3rd level, when you join the College of 
  Theatrics, you gain proficiency in the 
  Deception skill, the Disguise kit, and one skill 
  or set tools of your choice. 
  Subtle Enchantment 
  Also starting at 3rd level, creatures are less 
  aware that you have used magic to influence 
  their behaviour. When a spell you cast that 
  charmed a creature ends, as a reaction you can 
  make a Charisma (Deception) check contested 
  by the creature’s Wisdom (Insight) check. If 
  you succeed, the creature is unaware it was 
  charmed. 
  Captivating Performance 
  When you reach 6th level, you have learned 
  how to grab the attention of a small crowd. As 
  an action you can begin a performance that 
  causes all creatures within 30 feet of you who 
  can see and hear the performance to make a 
  Wisdom saving throw against your bard spell 
  save DC or become charmed. Creatures that 
  succeed on this saving throw are immune to 
  your performances for 1 day. The performance 
  lasts for 1 minute and must maintain 
  concentration on the performance, as if you 
  were maintaining concentration on a spell. 
  The performance also ends if you or one of 
  your allies takes a hostile action against one of 
  the targets. You choose the nature of your 
  performance, such as a song, story, or dance. 
  Once you use this feature, you must finish a 
  short or long rest before you can use it again. 
  Additionally, you can spend a use of your 
  Bardic Inspiration to fascinate creatures 
  charmed by your Captivating Performance. 
  While they are charmed, fascinated creatures 
  have disadvantage on all Wisdom (Perception) 
  checks and will not willingly move more than 
  60 feet from you. Fascinated creatures will 
  follow you but will not walk into visible 
  dangers or hazardous locations. 
  Heightened Performance 
  Starting at 14th level, you can render the 
  audience of your performance awestruck. 
  While concentrating on your Captivating 
  Performance, you can spend a use of your 
  Bardic Inspiration to augment the effect, and 
  
   
   
  24 
   
  all creatures charmed by your Captivating 
  Performance must succeed on a Wisdom 
  saving throw or become stunned until the 
  performance ends. At the end of each of their 
  turns, a stunned creature can repeat the saving 
  throw to end this effect. 
  College of Threnody 
  Singing songs of loss and lamentation, 
  bards of the College of Threnody often perform 
  at funerals or give final rites to the dead. Their 
  songs and elegies not only honour the dead but 
  express the sorrow of their passing or remorse 
  over deeds left undone. Bards of this college 
  are commonly known as dirgists, while the 
  college is dismissively called the "Graveyard 
  School" and decried for its morbid and 
  depressing songs.  
  Dirgists are often melancholy, tortured 
  artists who struggle to capture motion in song, 
  all the while being too aware of their mortality. 
  Others suffered a great loss, their songs a 
  requiem for departed loved ones or past 
  failures. A few have a fascination with death 
  and undeath that borders on obsession. 
  Threnody bards gain the inspiration for songs 
  through time spent in graveyards or 
  mortuaries. When its members meet, they 
  often do so in large necropolises or ancient 
  mausoleums. 
  The College of Threnody is popular across 
  the island of Liffe, but the mournful dirgists 
  have become common in eastern Darkon. 
  Mournful songs that inspire feelings of loss or 
  remorse are especially popular there, even in 
  taverns and public performances. The elves of 
  that region are particularly taken with the 
  song, their long lives making death all the 
  more painful, while Darkon's gnomes – 
  already known for their fondness for the 
  macabre and black humour – are drawn to this 
  College. Unlike other bardic colleges, 
  Threnody is unpopular in Kartakass, and 
  funerals are a celebration of the dead's life and 
  not a time to dwell on their loss. 
  Lamentful Fugue 
  At 3rd level, when you join the College of 
  Threnody you can instill feelings of remorse 
  and sadness in listeners. As a bonus action, 
  you begin a performance that affects one 
  creature who can hear you within 60 feet of 
  you, filling the target crippling depression that 
  lasts until the end of your next turn. When an 
  attack roll is made against that creature, you 
  can use your reaction to expend one of your 
  uses of Bardic Inspiration, rolling the Bardic 
  Inspiration die and subtracting the number 
  rolled from the creature's Armour Class. You 
  can choose to use this feature after the attack 
  is rolled but before any results of the attack are 
  applied. The creature is immune if it can't hear 
  you or is immune to being charmed. You can 
  only affect one creature with this feature at a 
  time.  
  Whispers of the Dead 
  Also at 3rd level, the spirits of the departed 
  sometimes whisper to you while you perform, 
  sharing their secrets and imparting forgotten 
  knowledge. When you make an Intelligence 
  check to recall information regarding a dead 
  (or undead) creature, you can add double your 
  Proficiency bonus to the check.  
  Graveyard Sonata 
  When you reach 6th level, you can wrap 
  yourself in eerie melodies, concealing your 
  presence from undead. As an action, you start 
  a performance that lasts until the end of your 
  next turn. During that time, each undead that 
  can hear within 30 feet of you must make a 
  Wisdom saving throw against your spell save 
  DC. If the undead fails its saving throw, you 
  are hidden from that creature and treated as 
  invisible.  
  Violent Crescendo 
  Also at 6th level, your song reminds 
  listeners of the inevitability death while 
  heralding victory. When a living creature you 
  can see is killed or reduced to 0 hit points, you 
  can use your reaction to begin a performance 
  that bolsters friendly creatures within 30 feet 
  of you. When a bolstered creature hits with an 
  attack and deals damage, they can end the 
  effect to deal 1d6 additional damage. 
  Requiem 
  Starting at 14th level, personal loss fills 
  your song with a terrifying guilt and sadness. 
  When a friendly creature that you can see is 
  
   
   
  25 
   
  reduced to 0 hit points or killed, as a reaction 
  you expend one use of your Bardic Inspiration 
  to perform a requiem. All creatures that you 
  choose within 60 feet you who can hear you 
  must make a Charisma saving throw against 
  your spell save DC. On a failure, the creature 
  takes 3d8 psychic damage, or half as much on 
  a successful save. If the creature who reduced 
  your ally to 0 hit points is targeted by this 
  effect, that creature has disadvantage on the 
  saving throw. 
  Cleric 
  "May Ezra bless and keep you in her sights for the 
  rest of your days." 
  The gods are silent in the Mists. Even vocal 
  deities from other realms are silent to their 
  followers in the Mists. Clerics possess great 
  faith: faith that the horrors they witness have a 
  reason and faith that the gods have not 
  abandoned their followers. They are chosen 
  from the devout followers of a deity, the lay 
  priests and common followers who are unable 
  to employ magic.  
  Most clerics in the Core follow Ezra, but a 
  number also heed the teachings of Belenus or 
  the Lawgiver. Clerics following the teachings of 
  their Church, and work to spread its teachings. 
  The word of their superiors in the Church are 
  often as important as holy script. 
  Anchorite 
  Followers of Ezra, anchorites are not just 
  followers of the goddess but members of the 
  clergy who are taught to tap into their goddess' 
  spiritual bond with the Mists. Anchorites are 
  respected for their divine command of the 
  Mists, but even other followers of Ezra find 
  them slightly unnerving. No one knows the full 
  price paid for assuming the role of a goddess 
  or presuming to influence the Mists.  
  Anchorites can take the Channel Divinity 
  power Shield of Ezra in place of the Divine 
  Domain feature normally gained at 6th level.  
  Channel Divinity: Shield of Ezra 
  When you or a creature within 30 feet of 
  you takes bludgeoning, piercing, or slashing 
  damage you can use your reaction to give the 
  creature resistance to that instance of damage.  
  Druid 
  "Trees can speak if you are willing to listen."  
  Bonded to the wilderness, druids reject 
  civilization for the untamed world. They view 
  themselves as defenders of nature, protecting 
  it from the encroachment of civilization and 
  the unnatural. Druids are aware that the 
  horror of the night do not just threaten human 
  lives, and they work tirelessly to protect 
  animals and purify defiled locations. Many 
  druids also know that nature in the Mists can 
  become malevolent, and work to end threats 
  from the natural world before they can spark 
  reprisals from civilized folk.  
  Druids are found throughout the Mists but 
  are most common in the wild areas of the 
  central Core. Some prefer to operate near 
  civilization to better defend nature or ease the 
  effects of man. A few druids – typically the 
  arrogant Sithican elves – prefer to shape 
  nature into a pleasing state rather than 
  preserve or defend ugliness. The Witches of 
  Hala operate throughout the Core and operate 
  as the Circle of the Land in the Core; while the 
  order includes sorcerers and some clerics the 
  majority are druids. The order protects ancient 
  knowledge and meets in sacred glades or 
  circles of standing stones. Druids of the Moon 
  are rarer in the Mists, being feared as 
  lycanthropes. Many hail from the dark woods 
  of the central Core, living at the fringes of 
  civilization. They seldom live deep in the 
  wilderness, for even those woods are not safe 
  for them. 
  Fighter 
  "Sir, yes sir!" 
  Standing armies are common in the Core 
  but open warfare is rare: few fighters are 
  forged in larger conflicts. Elite knightly orders 
  are also unusual, with few operating publically. 
  Fighters are as likely to be common watchmen 
  and city guards as they are crusaders or 
  swashbucklers. Mercenary companies also 
  exist, guarding trade routes between isolated 
  settlements and protecting the interests of 
  larger merchant companies. Firearms have 
  replaced swords and axes in the refined West, 
  encouraging local fighters to dabble in the art 
  
   
   
  26 
   
  of rogues and rangers. Those who prefer melee 
  tend to favour light blades over antiquated 
  heavy weaponry. In the east, heavily armoured 
  fighters with slow but deadly weapons are still 
  the norm. 
   Commoner fighters that were guards or 
  watchmen tend to follow the path of the 
  Champion, lacking the discipline and training 
  to develop specialized skills. Many were 
  hunters or other self-trained warriors. Battle 
  Masters tend to hail from academies, trained 
  to be knights in the East or elite guards and 
  officers in the West. Most come from the 
  nobility, as few commoners have the resources 
  needed to pay for the education. The fey woods 
  of Sithicus are the primary source of Eldritch 
  Knights, as the high elves of that land have 
  long mixed sorcerer and swordcraft. As the 
  University of Dementlieu grows in status that 
  nation is beginning to train soldiers in 
  wizardry and warfare, but so far this is limited 
  to a few exceptional students.  
  Monk 
  "Most would not consider pugilism an art, but my 
  fists paint masterpieces on the canvas of my 
  enemies’ faces." 
  Skilled in the art of combat, monks are as 
  deadly with their hands as a fighter is with 
  sword or firearm. Many excel in speed and 
  swift movement while other simply prefer to 
  duck and block blows.  
  When most folk think of monks they 
  envision the agile and deadly warriors of 
  Rokushima Taiyoo with their unusual yet 
  deadly weapons. Or they think of the exotic 
  warriors from the monasteries of that same 
  land with their coloured robes and shaven 
  heads. Others think of the flowing robed and 
  veiled desert warriors of the Amber Wastes, or 
  the deadly cultists of Sri Raji. Few people think 
  of monks as Vistani bare-knuckle boxers, the 
  sandy wrestling rings of Richemulot, or 
  consider the humanist fighting philosophers of 
  Zherisia. 
  Paladin 
  "Foul unholy beasts! You will never harm anyone 
  ever again!" 
  Rare in the Mists, paladins are holy 
  warriors that seek out evil to destroy it, 
  defending their flock from harm. While clerics 
  live to teach and aid others, paladins lead by 
  example. It is their mission to protect the 
  bodies of people while clerics protect their 
  souls. Despite this, paladins are often 
  considered misguided or deluded by the 
  common folk, occasionally little more than 
  religious fanatics.  
  Few races other than humans ever produce 
  paladins. Elves lack the discipline while 
  halflings prefer to remain unseen. The innate 
  taint of human-kin folk like teiflings, calibans, 
  and dhampires appear to limit their ability to 
  be paladins. Ezra, the Lawgiver, and the 
  Morninglord all frequently inspire paladins. 
  Paladins of Ezra typically take the Oath of 
  Devotion, as that god teaches Her followers to 
  defend the weak and protect people from the 
  Legions of the Night. The paladins of the 
  Lawgiver tend to focus on the eradication of 
  corruption and disorder and less on evil, and 
  most opt for Vengeance over Devotion. 
  Followers of the Morninglord are split between 
  Devotion and Vengeance, as undead must be 
  eradicated but innocents must be protected 
  and redemption must be offered to those who 
  seek it. A few rare followers of Hala opt to take 
  the martial path, and swear the Oath of 
  Ancients. Green Knights are also occasionally 
  found among the elves of Darkon.  
  Ranger 
  "Five of them. I’d say they passed by here three, 
  maybe four days ago. One of them was carrying 
  something heavy, something struggling." 
  Hunters by trade, rangers are skilled at 
  running down and pursuing prey: be it animal, 
  man, or something else entirely. Most rangers 
  are woodsmen that live between areas of 
  civilization, in the wild parts of the Core. They 
  are often trappers, hunters, or guides who 
  make a living off the land.  
  Verbrek, Valachan, and Kartakass are 
  known for their rangers. These rangers are 
  
   
   
  27 
   
  typically Hunters; while there are few colossal 
  monsters, giants, or hordes of humanoid 
  creatures in the Mists, Hunters apply these 
  same skills against dangerous monsters, and 
  packs of feral beasts. In the cities of the West, 
  there are also urban rangers who work as 
  watchmen or bounty hunters: chasing 
  criminals and human vermin. These specialize 
  in the wild areas of cities, such as narrow 
  alleys, squalid slums, and dark sewers. 
  Richemulot and Paridon both have a number 
  of urban rangers and several manhunters are 
  also found in the cities of Darkon, Dementlieu, 
  and Mordent. Beast Master rangers seldom 
  employ wild or exotic animals that are hard to 
  replace, instead training hunting dogs, horses, 
  or birds of prey. 
  Alley Stalker 
  Colloquially known as urban rangers or 
  grim trekkers, those who embracing these 
  techniques move from natural space to urban 
  wilds: slums, docks, parks, sewers, and 
  alleyways. Many work as members of an 
  official city watch or private mercenary 
  company keeping the peace, while other 
  rangers hire out their skills. In corrupt 
  settlements, an Alley Stalker might take the 
  law into their own hands, enacting justice as 
  they deem appropriate. 
  Alley Stalkers feel the rhythms of their city 
  and speak of it like the city were a living thing; 
  they know the movement of its people and 
  goods, and defend it from both internal and 
  external threats. To defend their urban 
  protectorate, these rangers learn how to 
  combat the dangers of the city, both bestial 
  and humanoid, and how best to pursue those 
  who violate the laws of either nature or 
  civilization. 
  Urban lands such as Borca and Richemulot 
  give rise to the most Alley Stalkers. Prior to the 
  Requiem, Il Aluk was home to a number of 
  urban rangers. The corruption and rampant 
  crime found in Nova Vaasa cities also leads 
  many to take learn these techniques.  
  Community Explorer 
  When you reach 3rd level, you consider 
  cities your home as much as the wilderness. 
  You can familiarize yourself with a number of 
  settlements equal to your Wisdom modifier 
  (minimum 1), treating those settlements as a 
  favoured terrains for your Natural Explorer 
  feature. To familiarize yourself with a 
  settlement, you must spend 24 hours in that 
  community, walking its streets and learning its 
  rhythms. The hours need not be consecutive, 
  but cannot be spread out over a period longer 
  than a week. A settlement must have a 
  population of at least 1,000 to be large enough 
  to qualify for this feature. Familiarizing 
  yourself with a different settlement beyond 
  this maximum replaces an existing settlement 
  of your choice.  
  Crippling Blow 
  Also at 3rd level, you learn to impede your 
  prey for easier pursuit. You gain one of the 
  following features of your choice.  
  Bleeding Wound. Once on each of your 
  turns, when you hit a creature with a weapon 
  attack, you can open a deep cut that bleeds 
  profusely. At the start of each of the target’s 
  turns, it loses 1d4 hit points from the wound. 
  The target cannot be an undead or construct. 
  Each time you hit the bleeding creature with 
  this feature, the damage dealt by the wound 
  increases by 1d4. 
  Effects from this feature last for 1 minute or 
  until a creature takes an action to make a DC 
  12 Wisdom (Medicine) check. The effect also 
  ends if the target regains hit points.  
  Disorienting Strike. Once on each of 
  your turns, when you hit a creature with a 
  weapon attack, you can distract or rattle the 
  target, preventing that creature from taking 
  reactions. At the end of the each of the target's 
  turns, it can make a Constitution saving throw 
  (DC = 8 + your proficiency bonus + your 
  Strength or Dexterity modifier), ending the 
  effect on a success. 
  Hamstring. Once on each of your turns, 
  when you hit a creature with a weapon attack, 
  the creature’s base speed is halved. This has no 
  effect on creatures who use magical means of 
  movement. 
  Effects from this feature last for 1 minute or 
  until a creature takes an action to make a DC 
  12 Wisdom (Medicine) check. The effect also 
  ends if the target regains hit points.  
  
   
   
  28 
   
  Staggering Blow. Once on each of your 
  turns, when you hit a creature with a weapon 
  attack, you can daze or addle the target. The 
  creature can move or take an action each 
  round but not both. At the end of the each of 
  the target's turns, it can make a Constitution 
  saving throw (DC = 8 + your proficiency bonus 
  + your Strength or Dexterity modifier), ending 
  the effect on a success. 
  Crowd Dodger 
  Starting at 7th level, you have grown adept 
  at weaving through crowds and quickly 
  dodging around people. Spaces occupied by 
  nonhostile creatures are not difficult terrain to 
  you, and you can move through spaces 
  occupied by hostile creatures, treating such 
  spaces as difficult terrain.  
  Additionally, you have advantage on ability 
  checks related to chases while in your favoured 
  terrain.  
  Multiattack  
  When you reach 11th level, you gain the 
  following feature, or one of the choices from 
  the Player’s Handbook.  
  Parrying Strikes. You can use your 
  action to move up to half your speed. Each 
  time a creature targets you with an 
  opportunity Attack during that movement, you 
  can make a melee weapon attack against that 
  creature. If your attack hits, the opportunity 
  attack misses. If your attack misses, the 
  opportunity attack is made with disadvantage.  
  Stalker's Defence 
  At 15th level, while you are hidden from a 
  creature, you have advantage on all saving 
  throws that creature makes you roll. 
  Toxic Resistance 
  Also at 15th level, you have become 
  accustomed to squalid conditions and are 
  immune to all diseases and poisons. 
  Rogue 
  "The lock tumbler is connected to the driver pins. 
  The driver pins are connected to the lock plug." 
  A diverse lot, rogues can be found almost 
  anywhere and are as difficult to pin down into 
  a single role as they are to lockup in a town 
  jail. Some rogues specialize in literally 
  stabbing someone in the back while others 
  prefer a metaphorical knife. Rogues are as just 
  as likely to find themselves robbing a noble’s 
  house as beating a mark in an alley or as 
  looting and ancient tomb. Most common in 
  places of civilization, rogues can make a living 
  wherever there is an opportunity to test their 
  skills or earn some gold. Found on both sides 
  of the law, rogues might act as thieves and 
  assassins, or serve as members of the 
  constabulary or thief-takers who hunt down 
  criminals, or even make a role for themselves 
  in the middle of law and crime. 
  Burglars, thieves, and scoundrels are 
  common examples of rogues and common in 
  most settlements. Other types of rogues 
  include Dementlieuse spies, Borcan assassins, 
  pirates from the Sea of Sorrows, and Invidian 
  knife fighters. Thieves’ Guides are common in 
  many major cities: Dementlieu, Borca, and 
  Nova Vassa are all known for their large 
  criminal bands. Guides take offence to 
  independent rogues operating in their 
  territory, excluding common muggings and 
  street crime. The larger guides, such as the two 
  in Port-a-Lucine and Malken's guides in Nova 
  Vassa, recruit and train assassins and thieves 
  with magical arts. There are a number of 
  independent assassin's guilds, including the 
  feared Ba'al Verzi of Teufeldorf, the League of 
  Nine in Sturben, and the Circle Sinister in 
  Port-a-Lucine. Beyond the Core, the Ahltrian 
  are a secretive group of killers operating out of 
  the Shadowlands. 
  Investigator 
  The strongest weapons of an investigator 
  are not a bow and dagger but their keen mind 
  and quick wits. They are adept at piecing 
  together evidence and observing details that 
  others might miss. These rogues are trained to 
  spot flaws in their opponent’s defences or gaps 
  
   
   
  29 
   
  in their fighting style, and quickly 
  communicate these details to waiting allies. 
  Detectives, archaeologists, and some 
  monster hunters often belong to this 
  archetype. Some investigators remain 
  criminals, becoming masterminds who rely on 
  underlings for theft and murder. 
  Investigators thrive in urban areas of the 
  Core, such as Borca, Richemulot, Dementlieu, 
  and Nova Vaasa. The Lamplighters of Mordent 
  are renowned law enforcement agent that 
  employees and trains many investigators.  
  Identify Weakness 
  Starting at 3rd level, when you take the 
  Help action to aid a creature's attack and that 
  attack hits, the creature deals extra damage 
  equal to your Sneak Attack damage.  
  Keen Observations 
  Starting at 3rd level, you can use the bonus 
  action granted by your Cunning Action to take 
  the Search action.  
  In additional, if not already proficient in 
  Survival, you can add your proficiency bonus 
  to Wisdom (Survival) checks to follow tracks. 
  Evaluate Target 
  Starting at 9th level, you have learned how 
  to study a creature to learn its capabilities and 
  physical characteristics and mannerisms. For 
  each minute you spend watching the creature, 
  you learn if it is your equal, superior, or 
  inferior in one the following characteristics: 
  • Intelligence score 
  • Wisdom score 
  • Charisma score 
  • A skill 
  • Total class levels (if any) 
  • Rogue class levels (if any) 
  At the DM's discretion you might discover 
  other information such as a special ability, 
  vulnerability, or personality trait such as an 
  ideal or bond. 
  Web of Informants 
  By 9th level, you have acquired a number of 
  agents and contacts you can approach for 
  information and research materials. These 
  contacts might be tied to your background or 
  individuals who owe you a debt not easily 
  repaid. While in a settlement where you have a 
  contact you have advantage on all Intelligence 
  (Investigation) checks made while researching 
  using downtime days.  
  In addition, you are typically aware of 
  current events as your contacts will dispatch 
  messages to inform you of noteworthy 
  developments and occasionally approach you 
  with new information.  
  Distant Assistance 
  At 13th level, you can direct attacks while 
  keeping yourself a safe distance away. You can 
  use the Help action to aid a friendly creature in 
  attacking a creature within 15 feet of you.  
  Sudden Advantage 
  When you reach 17th level, when a friendly 
  creature within 15 feet that can see and hear 
  you makes a critical hit, you can use your 
  reaction to grant them your sneak attack 
  damage. 
  Sorcerer 
  "Magic is in my blood. I required no training and I 
  care not for limits or restraint." 
  The ambient magic energy and fantastic 
  lineages needed to birth a sorcerer is rare in 
  the Mists. In order to wield arcane power most 
  mortal must study their art, or bargain with 
  otherworldly beings. The majority of sorcerers 
  are born from luck: an alignment of stars 
  during conception, birthed on a site of 
  powerful magic, or the culmination of 
  disparate bloodlines.  
   
  The origin of sorcerers is vague and 
  there are many theories, but none with 
  definitive proof. Sorcerers of the Draconic 
  Bloodline prompt the most debate: there are 
  no dragons to sire offspring, so their magic 
  must come from elsewhere. Some arcane 
  scholars point to elemental beings, like 
  salamanders or aquatic beasts, while others 
  claim sorcerers are devolving into some 
  primordial form. Elves claim dragons were 
  really of powerful sorcerers whose power 
  altered them into something inhuman, but 
  dwarves insist dragons were real but were 
  hunted to extinction. The origins of Wild 
  Magic are equally unknown, but it seems tied 
  to the land, with many sorcerers developing 
  
   
   
  30 
   
  this talent near the misty border or near the 
  nation of Vechor. Sorcerers can also the 
  followers of Hala, as masculine followers of 
  that god often display sorcerous powers when 
  they learn the ways of the Weave. 
  Fey Bloodline 
  Related to high fey or sylvan beings, 
  feyblood sorcerers can trace their arcane 
  power back to an ancestor’s dalliance with a 
  fey creature. This relation is not always overt 
  or well known, perhaps being the result of an 
  illicit romance or a fey being disguised as a 
  spouse. Some feyblood sorcerers are mortals 
  who were stolen and replaced by changeling 
  babes, then raised by a fey. 
  The magic of this bloodline tends to be 
  subtler than that of other sorcerers, more 
  focused on deception and ensnaring minds. 
  Even those feyblood sorcerers who employ 
  evocation magics can do so with more finesse 
  and discretion. 
  In the Land of the Mists, feyblood sorcerers 
  are common in the land of Tepest, where the 
  taint of hags and the shadow fey is strong. In 
  the misted woods surrounding Sithicus, many 
  feyblood sorcerers are also born. The various 
  elves themselves are seldom sorcerers, 
  preferring the path of wizardry, but it its not 
  unknown for innate magic to manifest.  
  Glamour 
  When you select this origin at 1st level, you 
  learn how to cloak yourself in a glamour that 
  alters your appearance in subtle ways. The 
  glamour does not act as a disguise but 
  obscures or veils physical imperfections, 
  grime, and worn clothing, while making you 
  seem more charming and mysterious. While 
  under the glamour you appear somewhat 
  otherworldly, with an ineffable glow and a 
  constant breeze waving through your hair. 
  As an action you can raise your glamour, 
  which lasts for 1 minute, or until you lose your 
  concentration (as if you were concentrating on 
  a spell). While your glamour is active you have 
  advantage on all Charisma checks. Once you 
  use this feature, you must finish a long rest 
  before you can use it again. 
  Faerie Resilience 
  At 6th level, when you cast a sorcerer spell 
  you can spend 1 sorcery point to gain 
  resistance to nonmagical weapons for 10 
  minutes. 
  Deceptive Sorcery 
  When you reach 14th level, you can use 
  Subtle Spell even if you have already used a 
  different Metamagic option during the casting 
  of the spell. Additionally, when using Subtle 
  Spell you can make a Charisma (Deception) 
  check contested by Wisdom (Insight) to hide 
  the fact you cast a spell from onlookers. 
  Faerie Crossing 
  At 18th level, you can partially step into the 
  Feywild to instantly travel in the blink of an 
  eye. As a bonus action you can spend sorcery 
  points teleport, traveling 15 feet for every 
  sorcery point spent. Alternatively, when you 
  are attacked by creature within 30 feet of you 
  that you can see, you can use your reaction to 
  activate this feature, but the sorcery point cost 
  is doubled. 
  Warlock 
  "At night they whisper to me, listing my sins and 
  reminding me of the price I will pay for my magic. 
  Still… it was worth it.” 
  Those bargaining for power in the Mists 
  risk more than just their soul, as their pacts 
  might twist them: mind, body and soul. Many 
  warlocks are uncertain of the name or nature 
  of their patron, simply knowing it as a voice in 
  the wind, a figure in a vision, a smiling shadow 
  in the corner of the eye, or a spirit of nature. 
  Some warlocks believe their patron is 
  benevolent, such as a nature spirit or animistic 
  being, but it is uncertain if this is truth or 
  wishful delusion. Others believe the common 
  wisdom that a warlock’s master is an infernal 
  being, a devil that will claim their soul upon 
  death.  
  Warlocks commonly come from the wilder 
  realms such as Valachan or Kartakass, lands 
  without arcane colleges or easier access to 
  magic. Tepest claims it is rife with witches, but 
  the folk of that land declare any arcane magic 
  user a "witch" so it is uncertain if there are 
  more warlocks or not. Warlocks of ally with an 
  
   
   
  31 
   
  Archfey are typically elven or from lands 
  bordering Sithicus or the Shadow Rift. But 
  potent fey creatures lurk in the dark centers of 
  forests throughout the Core, such as the Ebony 
  Unicorn of Nova Vassa or the Green Maiden of 
  Falkovnia. Fiends are common patrons, 
  coming to potential warlocks with offers of 
  power and glory. Some Fiends do not fully 
  enter the Mists and speak through emissaries 
  and lesser fiends, while others dwell in the 
  land like Drigor or Inajira. Great Old Ones are 
  rare in the Mists, with the Far Realm seldom 
  intruding with the land. The slithering horrors 
  of Blutspur revere a being whose mind is 
  powerful enough to contact creatures in other 
  lands and offer them power, and the Sorcerer-
  Fiend, Gwydion, is free with his power for 
  reasons of his own. 
  The Mists 
  Your patron is more of a force than a being. 
  There is no overt agreement: no parley 
  between the warlock and the Mists or its 
  representative. You might be stealing your 
  power by binding yourself with the land, using 
  the world itself as a power source. Or you 
  might have been touched by the Mists, tainted 
  after a time trapped inside, or corrupted by 
  actions performed while in the Mists. 
  Expanded Spell List 
  The Mists grant you variant magical 
  knowledge, allowing you to choose from an 
  expanded list of spells. The following spells are 
  added to the warlock spell list for you. 
   
  Mists Expanded Spell 
  Spell 
  Level 
  Spells 
  1st 
  fog cloud, longstrider 
  2nd 
  blur, detect thoughts 
  3rd 
  haste, stinking cloud 
  4th 
  confusion, phantasmal killer 
  5th 
  cloudkill, modify memory 
  Relative Time 
  When you choose your patron at 1st level, 
  time begins to move differently for you. When 
  you roll initiative, you can choose to add or 
  subtract your proficiency bonus from the 
  result, decided after you roll.  
  You can also slightly shift through time. 
  When a creature ends their turn, you can use 
  your reaction to change your initiative so you 
  act next in the initiative order. Once you shift 
  your initiative, you lose all benefits of this 
  feature until you complete a short or long rest. 
  Mist Call 
  At 6th level, as an action, you can conjure a 
  thin pool of mist. The mist forms around you 
  and has a radius in feet of five times your 
  proficiency bonus, and remains for 1 minute or 
  until you dismiss the effect. The pool of mist 
  lies close to the ground obscuring the terrain 
  but not any creatures standing within. The 
  mist moves with you but at any point during 
  your turn, you can choose to make it 
  stationary. While inside the mist, as a bonus 
  action you can teleport to any other point in 
  the mist. Teleporting also makes the mist 
  stationary. You can summon this stationary 
  mist back to you as an action.  
  Once you use this feature, you can't use it 
  again until you complete a short or long rest. 
  Grasping Mists 
  Starting at 10th level, you can summon 
  writhing tendrils of mist to wrap around your 
  enemies. As an action, you cause each creature 
  in a 15-foot radius circle originating from you 
  to make a Dexterity saving throw against your 
  warlock spell save DC. Creatures that fail their 
  save are caught in the wispy yet solid tendrils 
  and restrained for 1 minute or until you end 
  the effect as an action. A creature restrained by 
  the misty tendrils can use its action to make a 
  Strength or Dexterity check (its choice) against 
  your spell save DC. On a success it frees itself. 
  Once you use this feature, you can't use it 
  again until you complete a short or long rest. 
  Mist-Led 
  By 14th level, you can trap a creature in the 
  Mists, pulling them into a space between 
  spaces. As an action you cause the Mists to rise 
  up to snatch a creature within 60 feet that you 
  can see. The creature remains lost in the mist 
  for 10 minutes. As an action, the creature can 
  try to will its return with a Charisma saving 
  throw against your spell save DC. On a 
  
   
   
  32 
   
  success, the creature returns to the space it 
  previously occupied, or the nearest unoccupied 
  space. At the DM's discretion, the target of this 
  attack might need to make a saving throw 
  against madness.  
  Once you use this feature, you can't use it 
  again until you complete a short or long rest. 
  Wizard 
  "The forces of nature bow to my commands, for I 
  know the forbidden secrets of the universe!" 
  Those with arcane knowledge have seldom 
  been trusted in the Land of the Mists. While 
  not as feared as warlocks, wizards are still 
  distrusted in most lands. Commoners whisper 
  over the unholy rituals committed by wizards 
  in the name of their art and the price that must 
  be paid. All arcane spells are seen as black 
  magic with a cost in blood or the caster's 
  eternal soul. 
  The University of Dementlieu is especially 
  does have a Department of Arcane Sciences, 
  which equally examines the magical and 
  pseudoscientific. While not dedicated to 
  producing wizards, many students of that 
  department do graduate with some knowledge 
  of spellcraft. Arcane magic is somewhat 
  accepted in that land, although it is not 
  respectable and seen as a quaint distraction 
  unworthy of serious attention. Darkon and 
  Hazlan have a number of mage colleges that 
  train new wizards, with the latter’s being held 
  in high esteem although the populace is still 
  untrusting of magic. Private scholars are 
  available in some of the western lands, such as 
  Dementlieu, Mordent, and Richemulot, who 
  tutor those with magical potential, sometimes 
  without full parental permission. Foreign 
  mystics are also common, with Sri Raji and 
  Har’Akir are both known for their magical 
  tradition.  
  Students of the University in Dementlieu 
  attempting to learn magic tends to focus on 
  illusion and conjuration, owing to the 
  frequency of stage magicians in that region. 
  There are also a number of noted tomes on 
  enchantments, but the department lacks books 
  on abjuration. The academies in Liffe have 
  similar topics of interests. Darkonian schools 
  have a strong focus on necromancy, with some 
  illusion, divination, and abjuration training. 
  Hazlani wizardly colleges focus on the schools 
  of evocation, transmutation, and abjuration. 
   
   
  
   
   
  33 
   
   
  CHAPTER 3: BACKGROUNDS 
  The monk from the order of guardians, 
  farmer's son skilled with a crossbow, and an 
  inquisitor hunting for heretics 
  Adventurers in the Land of the Mists are 
  often common people forced into the role of 
  champion. They are seldom natural born 
  heroes or mythic warriors destined for 
  greatness. Instead, adventurers are more likely 
  to come from humble origins, average people 
  who discover an untapped potential when 
  thrust into the life of adventure or emerging 
  from a tragedy.  
  Backgrounds for the Mists 
  Mundane occupations are just as prevalent 
  in the Land of the Mists, and most 
  backgrounds are just as commonplace.  
  Examples of how the backgrounds from the 
  Player's Handbook fit into the world are 
  provided below, along with variants and a few 
  new backgrounds.  
  Acolyte 
  You might have been raised or educated by 
  the churches of Ezra and the Lawgiver. Both 
  churches run small orphanages or foster 
  youths. The dominant churches in the land, 
  the two faiths have an organized hierarchy: 
  your role and duties were clearly defined by 
  Church dogma or scripture. The clergy of the 
  Lawgiver is particularly known for inflexibility 
  with their charges and harsh corporal 
  punishment. Followers of Hala might also 
  have fostered you. The witches of Hala are 
  much less structured, customizing their 
  lessons to fit the needs of the student.  
  Variant: Guardian 
  Living in isolated or hidden monasteries, 
  the Order of Guardians is an organization in 
  name only. Each monastery is independent, 
  only loosely affiliated with the others, often 
  being unaware of the location of other 
  monasteries. They present themselves as an 
  ascetic order, following the routines and 
  rituals common to monasteries, but each has a 
  secret purpose: guarding a single powerful 
  magical relic. These relics cannot be destroyed 
  and are considered too dangerous to be loosed 
  in the world.  
  Not being tied to a single deity, it is easier 
  for you to find shelter or simple aid in chapels 
  or temples. However, priests are less likely to 
  offer you free healing. You may also have 
  vague information on the location of other 
  monasteries, which are typically in out-of-the-
  way rural locations.  
  Changeling 
  You are a child planted in a foster home by 
  foul hags or otherworldly shadow fey. Your 
  parents' true child was stolen away in the 
  night, for purposes unknown, and you were 
  left behind in its stead. Most changeling babes 
  are fated to waste away and die, but you 
  managed to survive. You might remember that 
  you are not entirely human, having vague 
  memories of your origins. But even if unaware 
  of your true nature, on some level you know 
  that your foster parents are not your real 
  family. 
  Skill Proficiencies: Deception, 
  Persuasion 
  Tool Proficiencies: One type of artisan's 
  tools 
  Languages: Sylvan 
  Equipment: A set of artisan's tools (one of 
  your choice), a mundane iron item (such as a 
  nail or horse shoe), a set of common clothes, 
  and a belt pouch containing 15 gp 
  Feature: Familial Facade 
  You are naturally adept at adopting local 
  mannerisms and making people comfortable. 
  You can often find a place to rest for a few days 
  by presenting yourself as a distant relation. 
  This family is unlikely to put themselves in 
  danger helping you, but might offer minor 
  assistance or supplies. 
  Suggested Characteristics 
  Changelings are essentially abandoned at 
  birth, left behind to die with a family of 
  
   
   
  34 
   
  strangers. Their initial memories are of 
  rejection, and the entire reason for their 
  existence was to veil a theft before dying. 
  Changelings are often driven to find a place in 
  the world, seeking a family or a new purpose 
  for their existence.  
  d8  
  Personality Trait 
  1 
  I have varied interests and I'm 
  seldom interested in one thing for 
  too long. 
  2 
  I do not suffer slights nor do I 
  forgive betrayals. 
  3 
  I'm always eager to meet new 
  people and make new friends.  
  4 
  Taking risks makes me feel alive.  
  5 
  I'm emotionally reserved and 
  reluctant to let people in close. 
  6 
  I have a short temper and I'm 
  prone to fits of rage.  
  7 
  I enjoy the company of attractive 
  people and am a shameless flirt. 
  8 
  I'm passionate, experiencing 
  intense emotions that can shift 
  quickly. 
   
  d6  
  Ideal 
  1 
  Friendship. One cannot survive 
  without companionship. (Good) 
  2 
  Creativity. New endeavours and 
  ideas are worth pursuing. 
  (Chaotic) 
  3 
  Aspiration. Pushing myself to 
  the limits is the only way I will 
  grow. (Any) 
  4 
  Independence. No one controls 
  my fate but me. (Chaotic) 
  5 
  Greed. I will have all that has 
  been denied me. (Evil) 
  6 
  Nature. The wilds need to be 
  protected and feared. (Any) 
   
  d6 
  Bond 
  1 
  The people of my home village 
  always made me feel accepted.  
  2 
  I refuse to be treated like a freak 
  or an outcast.  
  3 
  I owe everything to my mentor, 
  who took me in while others cast 
  me out. 
  4 
  My lover is my inspiration, my 
  muse, and my happiness.  
  5 
  I want to know who I really am 
  and where I come from. 
  6 
  I will have vengeance on one who 
  has wronged me. 
   
   
  d6 
  Flaw 
  1 
  I'm fairly irresponsible and change 
  my mind on a whim.  
  2 
  I believe I know everything, and 
  what I do know is never wrong. 
  3 
  Filth and disease unnerve me, and 
  I hate becoming dirty. 
  4 
  I am reserved and emotionally 
  detached with little empathy for 
  others. 
  5 
  I have little sympathy for those too 
  weak to defend themselves. 
  6 
  I collect valuable baubles and take 
  things that catch my eye. 
  Charlatan 
  You might be an urban charlatan hailing 
  from the Western lands, equally at home in the 
  streets of Port-a-Lucine or Ste. Ronges, selling 
  dubious wares or running crooked games on a 
  street corner. Or you might wander rural 
  backwaters of the central Core, offering 
  protective wards or curative elixirs. If a half-
  Vistani, you might have spent your formative 
  years in the caravan, fleecing the giorgio with 
  fake fortunes and supposedly enchanted 
  trinkets. 
  
   
   
  35 
   
  Criminal 
  The impoverished lower class of 
  Dementlieu has proven fertile ground for 
  criminals, who have established an influential 
  guild that has started spreading into 
  neighbouring lands. Borca is home to several 
  criminal families that control trade and 
  finances and are involved in trafficking illicit 
  goods throughout the Core. The wealth flowing 
  westward has also given rise to numerous 
  highwaymen and bandits, especially in the 
  northern woods of Darkon and moors of 
  Mordent. A strong Thieves' Guild operates in 
  the cities of Nova Vaasa while independent 
  groups of bandits ride the plains. The streets 
  and alleys of the mist-shrouded city of Paridon 
  are also rife with well-organized criminals, as 
  adept at cutting throats as purses. 
  Variant: Poisoner 
  In most lands the preferred method of 
  assassination is a knife or crossbow bolt. In 
  Borca, the weapon of choice is a fine powder or 
  subtle liquid. While your art is illegal, 
  poisoners are frequently employed by nobles 
  and criminals alike. Poisoners are typically 
  skilled at either crafting poisons for sale or 
  employing assorted toxins, but a few are adept 
  at both.  
  Rather than proficiency with thieves' tools, 
  you are proficient with poisoner's kits.  
  Entertainer 
  Common entertainers in the Core include 
  Dementlieuse opera singers, Kartakan skalds, 
  Ghastrian poets, and Liffen musicians. 
  Numerous acting troupes and carnivals travel 
  the lands, entertaining towns for a night before 
  moving on, and several Vistani caravans earn a 
  living doing the same. You might have been 
  professionally trained in Dementlieu or Liffe, 
  been apprenticed by an established master, or 
  simply have taught yourself the performing 
  arts.  
  Variant: Stage Magician 
  Mixing mundane illusions and 
  showmanship, Dementlieuse stage magicians 
  give the impression of magic with sleight of 
  hand a some alchemical tricks. Most stage 
  magicians have no ability to cast spells, but a 
  few are actual wizards hiding their arcane 
  talents in plain sight, supplementing their 
  common tricks and deceptions with true 
  magic. 
  Rather than proficiency in Acrobatics, you 
  are proficient with Sleight of Hand.  
  Folk Hero 
  Being a hero in the Land of the Mists is 
  dangerous. Tyrants and the lords of the land 
  do not like being opposed or defied: to be a 
  folk hero is to be a target. Your reputation as a 
  hero is as much a curse as a benefit. Your 
  reputation might be exaggerated, based on 
  surviving the assault of a monster rather than 
  defeating it or other false claims of heroism. 
  Variant: Common Folk 
  The path of an adventurer is not always 
  chosen: your defining event was not one of 
  heroism but of tragedy and loss. You might be 
  a rancher, farmer, shepherd, or fisherman that 
  has been pushed towards the heroic lifestyle. 
  You likely eschew the title of "hero", simply 
  doing what needs to be done. You are still 
  often welcome in the homes of other 
  commoners, not out if appreciation but out of 
  simple kindness. 
   
  d8  
  Defining Event 
  1 
  A loved one was killed or injured 
  by a monster. 
  2 
  I left home to prevent my family 
  being punished for something I 
  did. 
  3 
  A dangerous magical item was 
  entrusted to me. 
  4 
  I killed a monster that became a 
  person upon death, so now I am 
  thought a murderer. 
  5 
  I am being stalked by an unknown 
  creature. 
  6 
  I was injured or scarred by a 
  creature. 
  7 
  I was accused of a crime I did not 
  commit.  
  8 
  A fortune teller foretold that my 
  loved ones would suffer if I stayed 
  at home. 
  
   
   
  36 
   
  Guild Artisan 
  While artisans can be found in all lands, the 
  nations of Nova Vaasa, Mordent, and 
  Lamordia are known for their craftsmanship 
  and the quality goods. Guilds are most 
  commonly founded in those lands, with 
  knowledge and trade secrets passed onto 
  promising apprentices. Liffe also has a 
  reputation for artisans, being known for its 
  mimicry of foreign goods and imitation of 
  other artisans. 
  The lands with the strongest merchant 
  companies are Dementlieu and Borca, with the 
  former having firm control of the Western sea 
  while the Boristi Trading Company of Borca 
  has influence across the Eastern Core and 
  employs folk from all lands. Darkonian 
  merchant companies used to be more 
  powerful, but the destruction of Il Aluk greatly 
  reduced their influence.  
  Hermit 
  The most common hermits in the Mists do 
  not live alone but live in monasteries with 
  fellow ascetics. still having no interaction with 
  other people. Those who can survive alone in 
  the wilds are rare, as solitude makes one easy 
  prey for the horrors of the night. A few rare 
  hardy souls survive in remote locations, living 
  in corners of the world equally forgotten by 
  man and monster. Some hermits are drawn 
  towards other people for safety or other 
  reasons but can’t bring themselves to settle 
  among them, living on the outskirts of 
  settlements or in nearby caves or ruins. 
  There are a number of unwilling hermits, 
  such as those who have survived a shipwreck 
  or the destruction of their village. Those 
  imprisoned for a lengthy duration might come 
  to view their incarceration as a forced hermetic 
  lifestyle.  
  Variant: Prophet 
  Not a hermit by choice, you are a prophet 
  cursed with foreknowledge and visions of the 
  future. Your discovery came not after a period 
  of contemplation or reflection but as sudden 
  revelation. You became a hermit to avoid your 
  gift being abused or your prophecy becoming 
  known by those who would attempt to turn it 
  to their advantage.  
  Rather than proficiency in herbalist tools, 
  you are proficient with one type of artisans 
  tools. You can replace the herbalist kit in your 
  starting equipment with a set of artisans tools 
  of your choice.  
  Inquisitor 
  You belong to an organization or church 
  that hunts down heretics, witches, or black 
  magic. You are part of the vanguard, the holy 
  warriors that not only defend the common folk 
  but hunt down the unrighteous and sinful. 
  Noteworthy inquisitions include the witch-
  hunt in Tepest; the Iron Inquisitors of the 
  Church of the Lawgiver in Nova Vaasa, who 
  pursue of heretics and blasphemers; the 
  followers of Elena Faith-Hold in Nidala, who 
  crusade against sinner and monsters; and the 
  Darkonian sect of the Church of Ezra, who 
  zealously defend against the Legions of the 
  Night.  
  Skill Proficiencies: Insight, Intimidation 
  Tool Proficiencies: Herbalism kit 
  Languages: One of your choice. 
  Equipment: A holy symbol, an herbalism 
  kit, manacles, vestments, a set of common 
  clothes, and a belt pouch containing 10 gp. 
  Feature: Interrogator 
  The terrifying reputation of an inquisitor 
  unnerves folk, who might readily volunteer 
  unrequested knowledge in the hope of 
  placating you and avoiding your wrath. When 
  you attempt to gather information (through 
  either forcible extraction or diplomatic 
  enticement) but fail to learn what you want, 
  your subject might offer related lore or reveal 
  minor secrets.  
  Suggested Characteristics 
  Inquisitors have a strong sense of right and 
  wrong, firmly believing in the existence of true 
  evil. They know the dangers of the 
  supernatural and have seen the corruption of 
  sin. Even ex-inquisitors, ones who no longer a 
  servant of the Church, continue to believe in 
  the righteousness of their actions, simply 
  shifting their absolute convictions.  
  
   
   
  37 
   
   
  d8  Personality Trait 
  1 
  I believe that monsters are 
  everywhere and anyone could be a 
  creature of the night. 
  2 
  I like to make rhetorical speeches 
  and sermons.  
  3 
  I am weary of always finding 
  corruption and seeing the worst of 
  humanity.  
  4 
  It's my belief that everyone has 
  secrets, everyone is hiding 
  something. 
  5 
  I'm always reciting parables relating 
  to the current situation. 
  6 
  I'm extremely pessimistic, always 
  expecting the worst.  
  7 
  I try my hardest at everything I 
  attempt, never giving less than my 
  best effort.  
  8 
  I feel strong remorse over what I 
  must do, especially my failures. 
   
  d6 
  Ideal 
  1 
  Protection. I defend those who 
  cannot defend themselves. (Good) 
  2 
  Faith. My god gives me all the 
  strength I require. (Any) 
  3 
  Honesty. I refuse to sully my lips 
  with a falsehood. (Lawful) 
  4 
  Power. So long as I have power, it 
  won't corrupt anyone else. (Evil) 
  5 
  Responsibility. I must fulfil my 
  duties and keep oaths I have sworn. 
  (Good) 
  6 
  Greater Good. If I must damn 
  myself to give others salvation, so 
  be it. (Any) 
   
  d6 
  Bond 
  1 
  I would venture into the Abyss for 
  my parishioners or congregation. 
  2 
  I have dedicated myself to unveiling 
  evil of all kinds. 
  3 
  If I must damn myself to give others 
  salvation, so be it 
  4 
  I will hunt down and destroy the 
  foul beast that escaped me.  
  5 
  I owe my sponsor in the Church a 
  debt I can never fully repay. 
  6 
  My family means more to me than 
  my own life.  
   
  d6  Flaw 
  1 
  I see the world in absolutes: there is 
  only good and evil. 
  2 
  I can be heartless and when dealing 
  with those I see as sinners. 
  3 
  I gain more pleasure than I like to 
  admit at punishing the wicked. 
  4 
  I expect perfection from everyone.  
  5 
  I'm stubborn, refusing to 
  compromise in matters of 
  importance.  
  6 
  I put too much faith in the Church 
  and my superiors.  
   
  Noble 
  While wealthy individuals can hail from any 
  land, the aristocratic courts of Dementlieu, 
  Richemulot, and Borca produce the true 
  nobility of the Core. The upper class of 
  Dementlieuse and Borcans set the trends of 
  culture, establishing new fashions and areas of 
  interest. The lesser nobles of Richemulot are 
  more imitative, following the lead of other 
  nations. Darkon and Nova Vassa also have a 
  sizable upper class, but these nobles are more 
  interested in local politics and trends than 
  international fashions. The city of Paridon also 
  has a well-established aristocracy, although 
  the isolated city-state's concerns are very 
  localized.  
  Outlander 
  The great woods of the central Core cover 
  much of Verbrek, Valachan and Invidia. These 
  lands are dotted by small ranches, 
  homesteads, and small villages too small to 
  appear on any map. Lands adjacent to the 
  dense forests, such as Valachan, Kartakass, 
  and Barovia, are also home to numerous 
  trappers, ranchers, and reclusive woods folk. 
  However, even civilized lands like Mordent, 
  Darkon, and Nova Vassa have small secluded 
  hamlets that are all but forgotten, or wild 
  space occupied by independent folk.  
  There are also distant lands less touched by 
  
   
   
  38 
   
  civilization, such as the dense jungles of the 
  Wildlands, where outlanders are the norm. 
  These include the windswept deserts of the 
  Amber Wastes, or the snow covered Frozen 
  Reaches.  
  Sage 
  Scholars come from the assorted colleges of 
  the Core. The erudite nation of Lamordia 
  produces the most sages, with most focusing 
  on the various sciences. The universities of 
  Dementlieu and Liffe also produce a number 
  of academics, although these are more focused 
  on language and history than science. The 
  monasteries and cathedrals of Nova Vassa also 
  produce some scholars focused on religious 
  lore. 
  Darkon was formerly the primary source of 
  sages, with most graduating from the 
  prestigious University of Il Aluk. With the 
  destruction of the city, only those scholars 
  absent during the Requiem remain.  
  Variant: Physician 
  Your studies were focused on biology and 
  the human body rather than chemistry or the 
  physical sciences. Human anatomy was a 
  major topic of your education, and you were 
  treatments for many common ailments and 
  injuries. Herbal remedies were also included 
  in your education and you know how to make 
  simple curatives.  
  In place of one additional language, you are 
  proficient with the herbalist kit. You can 
  replace the quill and bottle of ink in your 
  starting equipment with both healing and 
  herbalist kits. 
  Sailor 
  Traders are rare in number on the 
  perpetually overcast Eastern Sea, but a few 
  brave merchants ply the waters, following the 
  well-charted routes connecting Grabben, Liffe, 
  and Nova Vassa. Trade along the Wake of the 
  Loa Mistway also attracts sailors, but most of 
  these sailors hail from Souragne, seeking 
  goods from the Core that will sell well in their 
  native land. 
  The Western Sea is much more heavily 
  trafficked, with Ghastria and Blaustein trading 
  with Mordent, Dementlieu, and Lamordia. 
  Merchants from the Core also regularly sail the 
  Way of Venomous Tears and Emerald Stream 
  mistways. A few brave sailors risk the 
  Leviathan's Clutches mistway, but the route is 
  fraught with hazards and a full thirds of 
  vessels that attempt the journey do not return; 
  however, the price Rajian spices and silks fetch 
  in the Core ensures there will always be a 
  ready number of captains risking the trip.  
  Soldier 
  Few lands have large organized armed 
  forces , with the armies of most of the western 
  nations comprised of various local militias or 
  town watchmen. Falkovnia is one of the few 
  lands with a trained military, its Talon knights 
  famed for their skills and merciless training. 
  Borca and Dementlieu have the most 
  formalized armies, but these have seen little 
  actual combat and are mostly for show, with 
  officers being promoted due to familial 
  connections. The Barovian military has seen 
  little use in the last several centuries outside of 
  controlling Gundarakite insurrectionists. 
  Invidia has an increasingly large and skilled 
  militia, trained in traditional warfare and 
  guerrilla tactics. Each of the Nova Vassan 
  noble houses has a large personal guard that 
  theoretically serves as that nation's army, but 
  their loyalties lie not with king but their lord 
  (or, rather, their lord's coin).  
  Numerous mercenary companies operate 
  across the Core. Most of these are associated 
  with merchant companies, with some being 
  formed by powerful consortiums. The Boristi 
  Trading Company has its own mercenary 
  company dedicated to protecting their 
  interests. This unnamed company is highly 
  trained and well equipped, rivaling the armies 
  of some smaller nations.  
  Sole Survivor 
  You lived through a great tragedy, an event 
  so traumatic that it now defines your entire 
  life. Everything you once loved or valued is 
  now gone forever. Who you were before the 
  tragedy no longer matters, and returning to 
  your old life seems impossible: that life is a 
  distant memory, more akin to a dream than 
  
   
   
  39 
   
  reality. The trauma you survived likely 
  involved serious personal injury or the loss of a 
  loved one (or both), but it could have also 
  involved the loss of your livelihood, home, or 
  reputation.  
  Skill Proficiencies: Perception, Survival 
  Tool Proficiencies: One type of artisan's 
  tools (your choice) 
  Languages: One of your choice 
  Equipment: A set of artisan's tools (one of 
  your choice), a memento from your past life 
  (lock of hair, locket with a picture, or worn 
  toy) a set of traveler’s clothes, and a belt pouch 
  containing 15 gp 
  Feature: Safe House  
  Having barely escaped disaster once, you 
  are overly prepared to avoid future calamity. 
  You have one or more hidden caches where 
  you stored a change of clothes, basic supplies, 
  a few coins, and some food. This cache might 
  be hidden in a crawl space barely able to fit a 
  single person, a shack hidden in the woods, or 
  a small second home in the city.  
  Suggested Characteristics 
  Survivors have experienced a great deal of 
  emotional trauma, which makes it difficult for 
  them to form emotional attachments. They can 
  be suspicious, possibly to the point of 
  paranoia. Some survivors have difficulty 
  thinking about the future, dwelling on the past 
  and their regrets. Other survivors plan for any 
  contingency, hoping to avoid future tragedies.  
  d8  
  Personality Trait 
  1 
  Despite my emotional problems, I 
  maintain a facade of normality. 
  2 
  I am extremely pessimistic, always 
  expecting the worst. 
  3 
  I try to be ready for anything to 
  happen. Anything. 
  4 
  Humour is my preferred defense, 
  and I take very little seriously.  
  5 
  I can be overly cautious, even in 
  mundane situations. 
  6 
  I appear unemotional, being 
  overly logical and withdrawn. 
  7 
  I have a plan for any situation, and 
  a back-up plan for when that fails. 
  8 
  My happiness is fleeting, as I'm 
  filled with a deep sorrow. 
   
  d6  
  Ideal 
  1 
  Aspiration. I must be better, I 
  must try harder. (Any) 
  2 
  Power. Those in positions of 
  power can prevent tragedies. 
  (Evil) 
  3 
  Vengeance. I will have 
  retribution for my pain. (Evil) 
  4 
  Protection. Someone has to 
  defend the weak. (Good) 
  5 
  No More. I will not stand by and 
  let others suffer. (Chaotic) 
  6 
  Community. Neighbours should 
  look out for neighbours. (Lawful) 
   
  d6  
  Bond 
  1 
  My friends and companions keep 
  me sane. 
  2 
  I'm determined to help others 
  whenever possible.  
  3 
  Helping others keeps me 
  grounded: as long as I'm active, I 
  can't dwell on the past. 
  4 
  Someone helped me after my loss. 
  I owe them a great debt. 
  5 
  The people of my home town are 
  the closest thing to family I have 
  left. 
  6 
  Revenge drives me forward.  
   
  d6  
  Flaw 
  1 
  I have strong feelings of guilt for 
  surviving. 
  2 
  It is difficult for me to trust others. 
  3 
  I view strangers as expendable. 
  4 
  Nightmares prevent me from 
  having a full night's sleep. 
  5 
  I'm self-destructive, taking 
  unnecessary risks. 
  6 
  My mood changes wildly and 
  without warning.  
  Town Guard 
  As a member of a constabulary or city 
  watch, you were trained to uphold the law and 
  protect the citizens of your settlement from 
  mundane threats. Your job was one of 
  deterring crime: being visible and vigilant. 
  
   
   
  40 
   
  When needed, you pursued fleeing criminals 
  or intervened in disturbances, but 
  investigation of crimes was outside your 
  duties.  
  You might have been a common guard, or a 
  member of a specific law-enforcement order. 
  Examples include the Lamplighters, the small 
  but efficient constabulary of Mordentshire; the 
  Gendarmerie, given authority to enforce the 
  law across Dementlieu; the Bellmen of 
  Paridon, headquartered on Bell Street and 
  focused on hunting murderers; or a low-
  ranking member of the Kargat, the secret 
  police of Darkon.  
  Skill Proficiencies: Insight, Perception 
  Tool Proficiencies: Vehicles (land) 
  Languages: One of your choice. 
  Equipment: Badge of office, an oilcloth 
  cloak, a truncheon (club), evidence from an 
  unsolved crime, a set of common clothes, and 
  a belt pouch containing 10 gp 
  Feature: Officer of the Law 
  You are still recognised as a member of the 
  town watch by fellow guards of your order. 
  Those of a lower rank will typically defer to 
  your authority or recognise your experience. 
  The town watch of other settlements may 
  identify you as a fellow guard and offer aid as a 
  courtesy. Other guards will help you will any 
  lawful endeavors, offering minor assistance 
  such as discussing current investigations or 
  information on local affairs. 
  Suggested Characteristics 
  Those who opt to join a town watch often 
  have strong feelings towards law and order 
  and are driven to help people. They put their 
  life at risk and make themselves a target for 
  retribution for very little recompense. A few 
  become guards because they like the feeling of 
  authority and are something of a bully, but the 
  dangers of the job mean these individuals are 
  rare. 
   
  d8  
  Personality Trait 
  1 
  I do everything according to the 
  strict letter of the rulebook. 
  2 
  I take copious notes, recording 
  everything I witness to avoid 
  forgetting details. 
  3 
  I would rather spend a week in the 
  stocks than walk away from a 
  fight. 
  4 
  The danger of my job makes me 
  feel more alive than anything else. 
  5 
  I work hard during the day, and 
  just at hard on my time off. 
  6 
  I always have a ready drink or a 
  preserved snack.  
  7 
  It is difficult for me not to snoop 
  into other people's business. 
  8 
  I always make the first move. I can 
  ask questions after.  
   
  d6 
  Ideal 
  1 
  Honesty. I cannot do my job if 
  I'm not trustworthy. (Good) 
  2 
  Tradition. Laws are a constant 
  across the generations. (Lawful) 
  3 
  Rules. A code of law is what 
  separates us from animals. 
  (Lawful) 
  4 
  Power. Someone has to make the 
  rules and keep the streets safe. 
  (Evil) 
  5 
  Action. If your heart isn't 
  beating, you're not alive. (Any) 
  6 
  Punishment. The wicked need to 
  be brought to justice. (Any) 
  
   
   
  41 
   
   
  d6  
  Flaw 
  1 
  I believe everyone is guilty of 
  something.  
  2 
  I don't take bribes, I just get paid 
  extra to do my job. 
  3 
  Breaking out of a cell is easier than 
  changing my mind.  
  4 
  When someone is accused of a 
  crime, I always believe they did it.  
  5 
  It is not my place to decide which 
  laws to follow. I enforce them all 
  equally.  
  6 
  I sent an innocent person to jail 
  and have done nothing to free 
  them. 
  Variant: Detective 
  Most guards do little to hunt down 
  criminals, leaving this task to trained 
  investigators. Detectives do not keep the peace 
  or deter illegal acts, but look at the evidence 
  left after a crime to discover the perpetrator. 
  Detectives are rare: few constabularies make 
  use of their services and fewer still have a 
  detective as a member of the watch. Many 
  detectives sell their services, freelancing for 
  the town guard or whomever can pay for their 
  services. 
  Rather than proficiencies with Insight and 
  Perception, you are likely proficient in Search 
  and Persuasion. And in place of your 
  proficiency with Vehicles, you might be 
  proficient with thieves' tools or a disguise kit.  
  Urchin 
  Poor or homeless children are a common 
  sight in the larger cities of the Core. These 
  might be orphans or the offspring of negligent 
  or abusive parents. A few hail from other lands 
  or rural areas who ventured to the city trying 
  to make a life for themselves. Following the 
  Requiem, there were large numbers of 
  Darkonian orphans who settled in various 
  cities or fled to other lands. Falkovnia's 
  frequent use of capital punishment also 
  creates a large number of urchins in its cities. 
  There are particularly large numbers of 
  urchins in Dementlieu and Richemulot, with 
  the youths of the former frequently being 
  recruited by criminal elements, while the 
  urchins of the latter band together to claim 
  entire buildings.  
  The large city of Paridon has many urchins 
  roaming the street, displaced with their 
  families from their homes. The youth of 
  Paridon are frequently organized, recruited by 
  thieves' guilds, cults, or other charismatic 
  individuals.  
  Elsewhere in the Mists, the isolated 
  domains of Odiare and Sebua are entirely 
  populated by children. These youths either do 
  not grow old or die before reaching full 
  maturity. 
  Optional Rule: Pushing 
  Characteristics 
  This rule allows the Dungeon Master to 
  encourage their players to portray their 
  character's flaws. It is useful in a horror 
  campaign as in both Gothic literature and 
  horror tales the protagonists are often flawed: 
  subject to temptations, human frailties, or 
  personal compulsions. They are often 
  powerless to control themselves and struggle 
  against their weakness. But at times of great 
  importance they can rise to the occasion and 
  overcome their personal demons.  
  Instead of reactively rewarding good 
  roleplaying, you prompt a player to act on 
  their characteristics, offering inspiration to 
  portray a particular personality trait or flaw. 
  You should suggest how the trait might be 
  currently affecting the character. This 
  characteristic is typically a flaw, but it could 
  also be a bond or dark shadow temptation. The 
  player can opt to take the inspiration and 
  roleplay the personality trait – either using 
  your suggestions or their own interpretation – 
  or they can refuse the inspiration and choose 
  to portray the character overcoming their 
  weaknesses.  
  This variant should be used when it is 
  narratively or thematically appropriate, when 
  it makes sense for a character to be tempted by 
  their frailties. It can also be used to set the 
  mood, reminding players of the humanity of 
  their characters. 
  
   
   
  42 
   
  New Characteristic: Greatest Fear 
  In a horror campaign it is very possible to 
  overuse saving throws against fear, making 
  players feel that their character's reactions are 
  beyond their control. This optional rule 
  encourages players to consider of what 
  frightens their characters, and be proactive in 
  portraying terror.  
  The greatest fear characteristic is chosen 
  at character creation, when determining your 
  character's personality traits, ideal, bond, and 
  flaw. Your greatest fear is something that 
  terrifies your character, and might drive them 
  to inaction, cause them to act out of character, 
  or send them fleeing in terror.  
  Your greatest fear might suggest some 
  traumatic incident in your past, a personal 
  demon you never overcame. Or your greatest 
  fear might be something you worry about in 
  the future.  
   
   
   
   
  d20  Greatest Fear 
  1 
  Losing a loved one 
  2 
  Becoming seriously ill 
  3 
  Failing those I love 
  4 
  Being a helpless victim 
  5 
  Succumbing to temptation and 
  becoming corrupted  
  6 
  Not achieving my dreams 
  7 
  Being abandoned by those close to 
  me 
  8 
  Something moving inside my body 
  9 
  Becoming insane 
  10 
  Getting old and senile 
  11 
  Being poor or homeless 
  12 
  Getting trapped in a fire 
  13 
  Becoming lost in an unfamiliar 
  place 
  14 
  Losing control of myself 
  15 
  Being covered in vermin (insects, 
  rats, spiders) 
  16 
  Losing my reputation 
  17 
  Being paralyzed or not in control 
  of my body 
  18 
  Trapped in tight spaces 
  19 
  Losing my faith  
  20 
  Being all alone in the dark 
   
   
   
   
  
   
   
  43 
   
   
  CHAPTER 4: CUSTOMIZING CHARACTERS 
  The Vistani dances around the fire faster 
  and faster, his daggers becoming a blur as he 
  demonstrates his deadly art. Careful not to 
  pour more than a couple drops, the Lamordian 
  chemyst, mixes an extract of undeath with a 
  vital fluid, curious to see the results. 
  Desperate, the monster hunter slumps against 
  the wall, fumbling to reload their crossbow 
  with their blood-slicked hands.  
  Adventurers in the Land of the Mists are 
  different than standard adventurers. While 
  some still desire riches and fame, many more 
  become adventurers to fight against the 
  darkness that looms over the land. They are 
  not glory seekers or treasure hunters but 
  champions driven by revenge and loss, love 
  and duty, or simply fear of the night. More 
  than the heroes of other lands, adventurers in 
  the Mists are tragic figures who have been 
  touched by darkness, often being in as much 
  risk from the evil that lurks within.  
  Dark Shadows 
  Mina Murray struggles to retain her 
  humanity during her vampiric transformation, 
  and is often cast as the reincarnation of 
  Dracula's lost love. Seeking power and 
  forbidden knowledge, Doctor Faust makes a 
  deal with fiendish being. Deformed from birth, 
  both Quasimodo and Erik the Opera Ghost are 
  pushed to become the monster they resemble. 
  Opium leads Franklin Blake into moral conflict 
  as he is accused of a theft he does not 
  remember. And an unnamed narrator 
  confronts his inhuman lineage after a visit to 
  Innsmouth. 
  In Gothic fiction a shadow often looms over 
  characters, an omnipresent doom marring 
  their life and influencing their actions. 
  Characters are often linked to supernatural 
  forces, and it is sometimes this ability which 
  allows them to prevail against the odds. This 
  potential tragedy drives common folk to 
  become heroes, as they try to free themselves 
  from their curse, strive to make the most of 
  what time they have, or struggle to prove to 
  themselves or others that their corruption does 
  not define them.  
  Purpose  
  Dark shadows are an optional rules module 
  designed to help you emulate some of the 
  more common tropes and character traits 
  present in Gothic fiction. They are designed to 
  be complementary to your character's 
  background, and work as a supplementary rule 
  to the inspiration system 
  Your character's dark shadow might be the 
  reason they became an adventurer. Dark 
  shadows are also a possible method to reflect 
  simple curses or other prolonged conditions 
  your character might suffer during the course 
  of a campaign. 
  Gaining and Losing a Shadow 
  You can choose to give your character a 
  dark shadow at character creation, having 
  been born with the affliction or gaining it 
  before the start of the campaign. The source of 
  this dark shadow should be described in your 
  character's backstory. It might be a reason 
  your character has taken up the life of an 
  adventure rather than staying close to the 
  safety of home.  
  It is also possible to gain a dark shadow, 
  attaining an affliction during the course of a 
  campaign. Gaining a shadow should be the 
  result of events that occur during an 
  adventure. For example, after suffering a 
  vicious wound from a lycanthrope, you might 
  take the bitten shadow. You do not choose a 
  dark shadow like you would a feat or spell, 
  instead working with your DM to determine 
  when your character has gained a dark 
  shadow.  
  Most dark shadows can be taken at any 
  time, but a few make the most sense if taken at 
  character creation (such as redheaded or 
  reincarnated). However, with the DM's 
  permission, is possible to discover a previously 
  unknown affliction at any time. 
  Through play, it might be possible to 
  
   
   
  44 
   
  remove a dark shadow. This should happen 
  naturally as a part of the campaign, possibly as 
  the culmination of a long quest or storyline. 
  Losing your dark shadow should be an 
  important character milestone. 
  You can only have a single dark shadow at a 
  time. If your character gains a new dark 
  shadow, this replaces the benefits of your old 
  dark shadow. However, you can choose to keep 
  the characteristics and temptations of both 
  shadows.  
  Using a Shadow 
  Dark shadows are a new category of 
  personal characteristics. They work in addition 
  to personality traits, flaws, and bonds. They 
  provide additional roleplaying hooks that can 
  be used to portray your character, giving depth 
  to their motivation and drives. These 
  characteristics might also allow you to earn 
  inspiration from your DM. Shadows are both 
  negative and positive: they are a source of 
  strength but also a constant temptation that 
  must be fought.  
  Characteristics 
  Each dark shadow has suggested character 
  traits. These are suggestions for how a shadow 
  might influence your character's personality or 
  motivations. You can use these suggestions or 
  think of your own. 
  Temptation  
  Each dark shadow pushes a character 
  towards further corruption or negative 
  behaviour. Temptations include a flaw and 
  advice for how the shadow subtly or overtly 
  influences your character's behaviour. 
  Benefit 
  Each dark shadow provides an additional 
  use for inspiration that you can use instead of 
  gaining advantage. Typically, using inspiration 
  can only be done on your turn but does not 
  require an action. 
  Accursed 
  A malicious hag, dark cleric, or vindictive 
  Vistani has cursed you. You might have been 
  cursed by an evil creature for attempting to 
  stop them, or cursed by a good or neutral 
  individual as punishment for misdeeds. The 
  nature of this curse varies dramatically; you 
  might suffer from misfortune, a wasting 
  disease, a weakened sword arm, a tendency to 
  repulse people of the opposite sex, or any 
  number of lesser or greater afflictions.  
  Characteristics 
  Depending on whether the curse was 
  warranted or not, you might feel either guilty 
  or persecuted. If the curse was justified you 
  might feel remorseful for your misdeeds or 
  prone to self-pity over your misfortune. If you 
  feel the curse was unwarranted (rightly or out 
  of denial) you might feel unjustly targeted and 
  unfairly judged. As most curses have an escape 
  clause, your continued suffering means you 
  are likely too stubborn to change your 
  behaviour or attitude. 
  Temptation  
  Flaw: "I'm quick to blame my curse for any 
  failure." 
  Feelings of revenge are difficult to escape, 
  having been judged and damned by one 
  person. There is the desire to blame the curse's 
  invoker rather than look inward to personal 
  accountability.  
  Benefit 
  Having been plagued by misfortune for 
  years, you have learned to to limit the impact 
  chance has on your actions. You can spend 
  your inspiration before making an ability 
  check to roll 3d6 instead of a d20. If you have 
  advantage on the check, you instead roll 5d6 
  and use the total of the three highest rolls.  
  Addict 
  You have a physical addiction to a 
  substance such as alcohol, tobacco, cocaine, or 
  opiates like laudanum or opium. You might be 
  a regular user, a recovering addict, or casual 
  user that has unknowingly become dependant 
  on the drug. 
  Characteristics 
  You have an addictive personality and 
  respond to stress and conflict by seeking 
  pleasure, becoming depending on outside 
  stimuli for relief. You have difficulty delaying 
  
   
   
  45 
   
  gratification and may be impulsive or 
  impatient. You might have low self-esteem or 
  suffer from depression. Your addiction might 
  also be a way of coping with uncomfortable 
  feelings, such as crippling fear or impotency 
  from being confronted by supernatural 
  horrors.  
  When you are denied your drug, you 
  become irritable and irrational, willing to do 
  almost anything to end the physical and 
  mental cravings. Use is often habitual, with 
  little conscious thought needed.  
  Temptation  
  Flaw: "Once is not enough. It will never be 
  enough." 
  No matter how much time passes, part of 
  you will always desire your addiction and a 
  single relapse is all that is needed to descend 
  again into full addiction. Your cravings will 
  always be worse during periods of stress or 
  after times of failure.  
  Benefit 
  Accustomed to being intoxicated, if you are 
  poisoned you can spend your inspiration to 
  remove the condition.  
  Additionally, you know unsavory people 
  and possess some underworld contacts. Even if 
  your particular vice is legal, you have crossed 
  paths with unseemly characters and know how 
  to get in touch with them. You can spend your 
  inspiration to gain information from an illicit 
  source or sway the opinions of a disreputable 
  individual.  
  Bitten 
  You have been savaged by the natural 
  attacks of a supernatural creature such as a 
  werebeast, vampire, or ghoul. Having 
  recovered from any initial assault (and any 
  related infection) the attack has left deeper 
  scars than the ones that mar your flesh, 
  tainting you with unnatural magic.  
  Characteristics 
  You experience heightened emotions and 
  are prone to fits of passion and rage, especially 
  when your territory or possessions are 
  infringed upon. You feel uncomfortable when 
  alone, preferring to be with others with whom 
  you share a bond. Participating on a hunt 
  enflames your blood, be it a rapid chase or 
  slow stalking, and you have difficulty walking 
  away from prey. 
  Temptation  
  Flaw: "I long to hunt with my pack, to 
  satiate my hunger." 
  You desire to consume something based on 
  the creature that infected you: raw meat, 
  rotting flesh, or warm blood. This urge is not 
  omnipresent and is easy to ignore when not 
  confronted by the subject of your hunger. 
  However, when the subject of your hunger is 
  present you have difficulty focusing on 
  anything else and might become distracted or 
  irritable. 
  You also possess a kinship to those of your 
  bloodline, especially the one who infected you. 
  This does not extend to all creatures of the 
  same type, only those of the same lineage. For 
  example, if bitten by a wererat you do not have 
  a kinship with all lycanthropes or even all 
  wererats but only wererats of the same 
  bloodline.  
  Benefit 
  By unleashing your inner beast your senses 
  become heightened, increasing your vision, 
  hearing, and sense of smell. You can spend 
  your inspiration to be considered proficient in 
  the Perception, Investigation, and Survival 
  skills for 1 minute. If the check is related to the 
  subject of your hunger, you add double your 
  proficiency bonus.  
  Cat’s Eyes 
  You were born with bright yellow eyes and 
  slightly ovoid pupils, which catch the light and 
  appear to glow in dim illumination. This rare 
  trait is found only in folks hailing from Vaasi 
  lands. It is most common among the 
  Valachani, but the eyes are sometimes found 
  in Nova Vaasans. The cause is unknown but 
  there are many superstitions. Some believe a 
  cat took some of your soul as an infant, others 
  think you have the blood of a werebeast, and 
  still others believe you are the reincarnated 
  spirit of a feline. 
  
   
   
  46 
   
  Characteristics 
  You have feline quirks, such as a fondness 
  for napping in the warm sun, hiding in tight 
  places, toying with small creature, and stalking 
  prey. You can be fickle and unpredictable, 
  shifting your loyalties and affections when the 
  mood strikes.  
  Temptation  
  Flaw: "A quick kill is boring, and I wish to 
  be entertained." 
  While you may bond with a small handful of 
  people, too many unnerve you, pushing you to 
  withdraw from society and dwell with the 
  creatures with whom you feel a kinship. You 
  might opt to share your home with cats, 
  breeding them or rescuing strays. Or you 
  might choose the wilds, hunting in the tall 
  grass with plains cats. 
  Benefit 
  You can spend your inspiration to speak 
  with felines. You can communicate freely with 
  cats for 10 minutes, as if using the spell speak 
  with animals. The cat is under no obligation to 
  help or share information with you. 
  Alternatively, you can spend your 
  inspiration to gain darkvision for 1 minute. 
  You see in dim light within 30 feet of you as if 
  it were bright light, and in darkness as if it 
  were dim light. If you already have darkvision, 
  its range increases by 30 feet. 
  Cold One  
  An undead creature drained you of your life 
  energy, almost killing you and turning you into 
  an unliving monstrosity. Your assailant might 
  have been a spectral undead, like a wraith or 
  ghost, or a corporeal one, like a wight or 
  vampire. Since the attack, you have regained 
  your strength and vigor, but not your 
  humanity and vitality: some ineffable part of 
  your soul is absent.  
  Characteristics 
  You lack warmth, both physically and 
  emotionally. Your body temperature is low and 
  your skin is cool to the touch. While not 
  entirely emotionless, you are lacking in joy and 
  compassion and find happiness fleeting. Even 
  your strong negative emotions, such and 
  anger, as muted, as you lack the passion that 
  fuels rage, jealousy, and hatred. But you are 
  also calm and not easily frightened or 
  unnerved.  
  Temptation  
  Flaw: "I cannot hate but neither can I love." 
  Without passion you have few hopes and 
  little dreams, and there is the continued urge 
  to succumb to your melancholy, to sink into 
  inaction and surrender to crushing malaise. It 
  is difficult to find the motivation to continue to 
  fight against the darkness, both external and 
  internal. 
  Benefit 
  If frightened, you can spend your 
  inspiration to remove the condition.  
  Additionally, animated undead such as 
  zombies and skeletons pay you little attention. 
  You can spend your inspiration to make a 
  Dexterity (Stealth) check against such 
  creatures as if you were heavily obscured. This 
  effect last 1 minute or until you take any 
  action. 
  Fugitive 
  You have earned the enmity of a powerful 
  and formidable opponent who haunts their 
  every action. Few champions live for long in 
  the Mist without acquiring an enemy, but you 
  have earned the attention a particularly potent 
  and unforgiving foe. This enemy might be the 
  ruler of a nation, a secret society, or even the 
  law. Whomever they are, they will not forgive, 
  and they will never forget.  
  Characteristics 
  You spend every waking minute wondering 
  if your enemies are waiting nearby, ready to 
  strike. You might hope to one day vanquish 
  your pursuers, but that day is a long way off, 
  and never seems any nearer. You can be 
  suspicious and paranoid, and for good reason, 
  having been betrayed in the past.  
  Temptation  
  Flaw: "Trusting others leads to betrayal or 
  disappointment." 
  Survival is your primary drive. You do what 
  you must to escape and survive. Your 
  
   
   
  47 
   
  opponent has more resources and power than 
  you, being virtually unassailable. Sometimes 
  escape means sacrificing others as a 
  distraction, or betraying others before they 
  betray you. 
  Benefit 
  You can spend your inspiration to gain 
  proficiency in the Perception skill for 1 minute. 
  If already proficient, you instead double your 
  proficiency bonus. Alternatively, you can 
  spend your inspiration to act in a surprise 
  round.  
  Gravesight 
  The spirits of people and events are visible 
  to you as vague mist-like outlines. You can see 
  both ghosts and the imprint left by strong 
  emotions and dramatic events on a location. 
  You are able to find places of ethereal 
  resonance and witness events from decades 
  past. This power is limited to sight and you 
  have no special ability to hear or interact with 
  ghosts. 
  Characteristics 
  You cannot turn off your sight and have 
  witnessed many scenes of horror and tragedy, 
  often without warning. At any time you might 
  experience a vision of the past or encounter a 
  ghost that does not wish to be disturbed. You 
  are wary about entering new places, which 
  might have witnessed uncountable horrors or 
  be the home of several spirits. You are cautious 
  and possibly a little nervous. You may also 
  have grown detached, emotionally hardened 
  after years of horror.  
  Temptation  
  Flaw: "Having seen so much horror, I can 
  be callous and unsympathetic."  
  Knowing that at any time you might be 
  subjected to visions without warning pushes 
  you to withdraw, to isolate yourself in safe 
  places where there was no death and 
  unpleasant memories. There's also the danger 
  of becoming emotionally dead and uncaring of 
  the suffering of others.  
  Benefit 
  You can spend your inspiration to witness 
  the ethereal resonance a recent event. The 
  event must have had some emotional 
  significance and have occurred in your current 
  location. Watching the ghostly re-enactment 
  might offer some clue as to what happened or 
  provide new information regarding the past. 
  This might call for the normal Horror check 
  for witnessing a disturbing event. 
  Alternatively, you can spend your 
  inspiration to partially see an invisible undead 
  creature. Make a Wisdom (Perception) check 
  to locate the creature as if it were only lightly 
  obscured. 
  Haunted 
  The ghost of a loved one or family member 
  follows you around, seldom leaving your side. 
  You cannot see other spirits and no one else 
  can see your ghost, but you can interact with 
  the ghost as if it were a regular person.  
  Characteristics 
  You have likely been thought crazy for 
  seeing and hearing someone who is not there. 
  You have grown used to not being believed and 
  have grown tired of trying to explain who you 
  are talking to. You might have limited social 
  skills from spending too much time talking 
  with the dead, especially if you were isolated 
  due to your perceived insanity. You might 
  seem perpetually distracted, as if listening to 
  multiple people at once or lost in thought. 
  Temptation  
  Flaw: "I often forget the living, listening 
  only to my spirit."  
  Listening to the dead too much is also not 
  healthy: ghosts do not have the same concerns 
  as the living, and their advice cannot always be 
  trusted. Your spirit may not be too concerned 
  for your safety, possibly believing your death 
  will release them or pushing you towards a 
  goal they think will free them.  
  Benefit 
  You can consult with your spirit, learning 
  otherwise unknowable knowledge. Pick one 
  skill: History, Investigation, Perception, or 
  Survival. Once you pick a skill you cannot 
  
   
   
  48 
   
  change it until after you take a long rest. You 
  can spend your inspiration to gain proficiency 
  in that skill for 1 round. 
   
  Alternatively, you can spend your 
  inspiration to roll a Wisdom (Perception) 
  check when it is not your turn, but doing so 
  uses your reaction.  
  Hollow 
  You are lacking a soul. You might have been 
  born without a true soul or lost most of your 
  soul as the result of a near death experience. 
  As you lack a soul you cannot be resurrected 
  by magic, and will not experience an afterlife.  
  Characteristics 
  You are prone to slips of morality ranging 
  from antisocial to sociopathic. You are 
  pragmatic, feeling little guilt for your 
  misdeeds. With potentially no afterlife, you 
  have fewer worries of final punishment but 
  also no reward for a life well-lived. You might 
  have the desire to make your actions count, or 
  you might avoid danger to prolong the only life 
  you have. 
  Temptation  
  Flaw: "I am not burdened by guilt, shame, 
  or remorse." 
  With no worry of long-term consequences, 
  there is the potential to forgo morality and the 
  restrictions of polite society, to live 
  hedonistically and consequence-free.  
  Benefit 
  You can spend your inspiration to make a 
  new Wisdom saving throw against being 
  charmed or stunned. You can do this when it is 
  not your turn by using your reaction. If the 
  effect is related to emotions, you are 
  considered proficient with Wisdom saving 
  throws and add double your proficiency bonus. 
  Lunatic 
  Your emotions are tied to the cycle of the 
  moon. You grow increasingly excited and 
  energetic during gibbous moons but become 
  lethargic and depressive during waning 
  moons. This lunacy might plague your 
  bloodline, be the result of some trauma or 
  illness, or have no understandable cause.  
  Characteristics 
  Your emotions are not your own, tied to a 
  force beyond your control. You often feel 
  impotent, not in control of yourself or your 
  own life. You might go to extreme lengths to 
  justify your free will and demonstrate your 
  self-efficacy. You are also plagued by 
  insomnia, leading you to distance yourself 
  from the outside and the light of the moon, 
  moving to windowless rooms lit by lamps and 
  gaslight.  
  Temptation  
  Flaw: "Not being fully in control, I take 
  little responsibility for my actions." 
  It is all too easy to surrender to the tides of 
  emotion, riding them up and down with the 
  moon. This is taking the path of least 
  resistance, no longer fighting to contain your 
  feelings and forfeiting all control of your 
  emotions and letting your impulses and 
  sudden desires drive your actions. 
  Benefit 
  During periods of where the moon is half-
  full you can spend your inspiration to add your 
  proficiency bonus to your initiative. 
  Alternatively, you can spend your inspiration 
  to act in a surprise round.  
  Possessed 
  You are the victim of fiendish or undead 
  possession. The will of another entity imposes 
  itself on you, pushing you to take actions that 
  are not of your choosing. The other presence 
  cannot yet take full control of your body, and 
  you retain your free will and independence but 
  it is a constant struggle. The entity cannot 
  simply take command during a moment of 
  weakness (such as when you are sleeping or 
  injured): you must surrender control and give 
  into its desires.  
  Characteristics  
   
  Waging a constant unceasing war for your 
  soul, you are controlled and restrained, 
  allowing yourself few indulgences and 
  luxuries. Pleasures are few and fleeting, and 
  you live an ascetic’s life, potentially bordering 
  on monasticism. Because of the voices in your 
  head or foreign urges, you often appear 
  
   
   
  49 
   
  distracted or conflicted, unable to separate 
  your emotions from those of the entity. You 
  are prone to occasional outbursts or 
  uncharacteristic behaviour as your restraint 
  momentarily slips.  
  Temptation  
  Flaw: "I cannot allow myself a single 
  moment of weakness." 
  You are directly tempted by the entity that 
  shares your mind, as it whispers seductions to 
  you, offering you power, riches, and pleasures 
  of the flesh. At the same time you are 
  constantly denying yourself luxuries common 
  folk take for granted. You wonder if indulging 
  just once would truly hurt.  
  Benefit 
  You can confer with your possessing spirit, 
  learning some forbidden knowledge. Pick one 
  skill: Arcana, History, Nature, or Religion. You 
  can spend your inspiration to gain proficiency 
  in that skill for 1 minute. If already proficient, 
  you instead double your proficiency bonus.  
  Once you pick a skill you cannot change 
  your choice until after you take a long rest. 
  Redheaded 
  Having been touched by the fey, witchcraft, 
  or other magical forces, you possess a minor 
  magical talent. The superstitious believe you 
  are the harbinger of ill-fortune, or made a pact 
  with infernal forces. While not all redheads are 
  touched by otherworldly forces – the majority 
  simply have red hair – all those similarly 
  "blessed" possess vibrant crimson locks.  
  Characteristics 
  Being met with suspicion and whispers, you 
  have grown either withdrawn and shy or 
  become defensive and defiant. You may be 
  tired of being accused of witchcraft or evil 
  deeds and grow angry and irate at the 
  suggestion of impropriety. Or you may feel 
  guilty and ashamed of your abilities, hiding 
  them and your hair to the best of your ability. 
  Either way, you seldom feel like you are seen 
  for who you are and few people see you as an 
  individual.  
  Temptation  
  Flaw: "I see myself as others see me." 
  Whether hiding your hair or overreacting to 
  suspicion, there is a desire to define yourself 
  solely by your hair, to let being touched by the 
  otherworldly define who you are. You might 
  decide it is easier to become the corrupt 
  person many believe you to be, and ally with 
  unnatural forces.  
  Benefit 
  You can spend your inspiration to gain 
  either the mage hand or thaumaturgy cantrip 
  for 10 minutes. Wisdom is your spellcasting 
  ability for this cantrip. 
  Redeemed 
  After a lengthy inner struggle, you have 
  escaped corruption. Your past misdeeds were 
  so foul as to leave a physical or spiritual stain, 
  which you have finally managed to erase. 
  While you can never regain your innocence or 
  purity of spirit, you are not longer mentally or 
  spiritually tainted. 
  Characteristics 
  As you accepted blame for your past deeds, 
  you are honest or responsible. You are not 
  prone to denial or blaming others for your 
  failings. However, you are wary of falling from 
  grace again, overcompensating in your 
  attempts to avoid sin, temptation, or prove 
  your redemption. Because you succeeded 
  where so many others have failed, you might 
  be prideful and prone to egotism.  
  Temptation  
  Flaw: "I look down on those who lack the 
  strength to redeem themselves." 
  Having given into sin once, there is always 
  the possibility you will return to your evil 
  ways. You also experience strong feelings of 
  guilt and remorse for your past, potentially 
  accepting blame for things beyond your 
  control. Similarly, as you redeemed yourself, 
  you might look down upon those unable to do 
  the same, condemning or judging them for 
  their perceived weakness.  
  
   
   
  50 
   
  Benefit 
  Having earned redemption once, you are 
  strong willed and refuse to give up or 
  surrender. You can spend your inspiration to 
  add your proficiency bonus to Wisdom saving 
  throws or death saving throws for 1 minute or 
  until you fail a Wisdom or death saving throw, 
  whichever comes first.  
  Reincarnated 
  Caught in a choice of death and rebirth, this 
  is not your first life and you have returned 
  from the grave into a new body. You only 
  dimly recall the events of your past life in a 
  dream-like haze but occasionally you 
  experience intense memories, feelings, and 
  urges. It is also difficult for you to be 
  resurrected by magic, as your soul is quickly 
  reborn minutes after your death. 
  Characteristics 
  You seem more experienced than age would 
  suggest: wise beyond years and possessing 
  esoteric and varied knowledge. You likely 
  appear book smart, having more historical and 
  trivial knowledge rather than current events. 
  You might be thoughtful and quiet, prone to 
  silent reverie and introspection. You are also 
  occasionally forgetful, calling people by the 
  wrong name and referring to events long since 
  past. 
  Temptation  
  Flaw: "I'm more comfortable in days past 
  than the present." 
  The weight of ages tugs you to embrace 
  elements of your past lives over the present: 
  old friends might seem more familiar than 
  current companions and old homes more 
  comfortable. You experience an occasional loss 
  of identity and sense of self. Past traumas, 
  especially deaths, make you hesitant to do 
  certain things or go certain places.  
  Benefit 
  Tapping into the knowledge of a past life, 
  you can spend your inspiration to be 
  considered proficient in a skill your choice for 
  1 minute, or a tool of your choice for 1 round.  
  Alternatively, you can spend your 
  inspiration to recall memories from a past life, 
  potentially recalling some details of a person 
  you have never met or place you have never 
  been.  
  Second Sight 
  You have the ability to catch glimpses of the 
  future, through visions, prophetic dreams, 
  reading fortunes, or divining signs. You might 
  rely on tools, such as bones or tarokka cards, 
  or patterns found in tea leaves or chicken 
  entrails.  
  Designer's Note: Power 
  Creep 
  Characters possessing a dark shadow 
  are theoretically more powerful than 
  characters without a dark shadow. While 
  the benefits provided by the option are 
  designed to be roughly equal to 
  inspiration, having more options and 
  choices can potentially make a character 
  more powerful.  
  The purpose of dark shadows was to 
  allow flavourful options into the game, 
  such as being bitten by a vampire or 
  reincarnated. These options made poor 
  backgrounds, not only because they do 
  not provide skills, but also because they 
  were something that could be gained or 
  removed during play. It seemed strange 
  to have characters lose their background 
  as they shook off the curse of 
  lycanthropy. 
  Dark shadows are tied to inspiration 
  as that mechanic is left in the hands of 
  the Dungeon Master. If a DM finds a dark 
  shadow is being abused then inspiration 
  awarded to that player can be limited. 
  Similarly, if one or more players opt not 
  to take a dark shadow and feel left out or 
  less powerful, the DM can just award 
  them inspiration more often. 
   
  
   
   
  51 
   
  Characteristics 
  Seeing events unfold in a nonlinear fashion, 
  you can be erratic or mysterious: prone to 
  non-sequiturs, cryptic statements, or even 
  confusion over cause and effect. You might be 
  distracted or have difficulty focusing on the 
  moment, receiving images or impressions of 
  different times or possible futures. You may 
  also be fatalistic, having little belief in free will. 
  Temptation  
  Flaw: "I find it difficult to believe my 
  actions have meaning." 
  There is the potential to abuse your visions 
  and foreknowledge for personal reasons, 
  selfishly using your gift to gain material 
  comforts. Seeing inevitable future tragedies or 
  failing to alter the future can lead to 
  depression and pessimism, believing that you 
  cannot alter destiny and people have no choice 
  or real freedom.  
  Benefit 
  You can take advantage of your 
  foreknowledge to succeed at simple tasks. You 
  can spend your inspiration to treat a d20 roll 
  as an 11. 
  Alternatively, you can use your gift to gain a 
  brief vision of the future. This vision is cryptic 
  and often veiled in metaphor, but useful when 
  otherwise lacking direction. 
  Shadow Touched 
  The darkness moves and shifts around you 
  as shadows move on their own. You have been 
  touched by the plane of shadows and are one 
  with darkness and the night. The shadows 
  around you move with a will of their own, but 
  you can occasionally exert some control, 
  shifting or shaping the darkness. 
  Characteristics 
  Having stared into blackness you see things 
  in black and white. This might be a literal 
  colour blindness, which removes all hues from 
  your vision depriving you of the beauty of 
  colour, or metaphorical, as you philosophically 
  view things in absolutes. 
  Temptation  
  Flaw: "Everyone has a darkness inside 
  them." 
  As shadows are created by light, it is easy to 
  believe that evil is created by good. You might 
  see sinners and villains everywhere, or the 
  darkness lurking in everyone. It can become 
  hard to even believe in goodness and light.  
  Benefit 
  Through sheer will, you can lengthen and 
  darken nearby shadows. You can spend your 
  inspiration to make a creature or object lightly 
  obscured for 1 round.  
  Alternatively, you can spend your 
  inspiration to shape or sculpt an existing 
  shadow into a simple two-dimensional image. 
  This shadow can be no larger than a medium-
  sized creature. 
   
   
   
  
   
   
  52 
   
   
  CHAPTER 5: EQUIPMENT 
  The cliffs of the Balinok Mountains towered 
  above on either side of the narrow Svalich 
  Pass; the guards eyed the road nervously, 
  equally wary of bandits and rockslides. The 
  small hammer struck metal with a light tap, 
  the precise and delicate blow of a true artistan, 
  yet mirrored all along the short avenue: the 
  gunsmiths of Dementlieu were busy today. The 
  gears and fine tools lay in a precise order on 
  the black velvet as the Lamordian clockmaker 
  began the work of repairing the damaged 
  pocket watch. 
  In much of the Core, technology in more 
  advanced than in other realms and worlds. 
  This has granted easier access to firearms, 
  clockworks, and other wonders of science. Gas 
  lamps are beginning to replace candles in 
  many homes 
  Weapons 
  Light weapons and armour have replaced 
  heavy steel in many lands, with knights on 
  horseback almost anachronistic. Renaissance 
  firearms are available in the Western Core, but 
  are typically only affordable by the wealthy.  
  Weapon Properties 
  Most weapons use the common properties, 
  but craftsmanship in the Mists allows lighter 
  weaponry that is easily hidden.  
   Concealed. You have advantage on 
  checks to hide the weapon from sight.  
  Variant: Alternate Materials 
  The vast majority of weapons are made out 
  of common steel, which is durable and holds 
  an edge. But not all of the horrors of the Mists 
  are susceptible to steel weaponry, and some 
  require more exotic minerals.  
  Silver 
  The alchemical silver of other worlds – 
  which allows silvered weapons to be as 
  effective as steel – is far more rare in in the 
  Mists. Most silver weapons are made of silver 
  alloy, and dulls more quickly than steel, 
  threatening to bend or break. Silver weapons 
  weigh 1.5x more than steel weapons.  
  A silver weapon costs an extra 50 gold 
  pieces due to the value of the weapon and the 
  extra skill required to work with the metal. 
  When you roll a 1 on an attack roll, reduce the 
  size of the weapon's damage die. For example, 
  a d8 becomes a d6. This lasts until you take a 
  long rest. If the damage die would be reduced 
  below 1d4, the weapon breaks. 
  Cold Iron  
  Made from cold worked iron or ore mined 
  from deep within the earth, cold iron 
  negatively affects fey like silver affects 
  lycanthropes. Cold iron is brittle and easily 
  breaks if the user is not careful with their 
  swings.  
  Because extra effort is required in the 
  Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Martial Melee Weapon 
  Sword Cane  
  15 gp 
  1d6 piercing (sword), 
  1d6 bludgeoning 
  (cane) 
  2 lbs.  
  finesse, light, concealed 
  Martial Ranged Weapon  
  Coat pistol 
  150 gp 
  1d8 piercing 
  2 lb.  
  Ammunition (range 20/60), 
  loading, concealed  
  Martial Hybrid Weapon 
  Pistol-rapier  
  300 gp 
  1d8 piercing 
  5 lb.  
  Ammunition (range 25/75), 
  loading, finesse 
  
   
   
  53 
   
  mining and forging processes, a cold iron 
  weapon costs an extra 150 gold pieces. When 
  used against fey this weapon is considered 
  magic in regards to resistance. If you roll a 1 
  on an attack roll you must succeed on a DC 11 
  Strength saving throw or the weapon becomes 
  damage and you have disadvantage on attack 
  rolls with that weapon until you complete a 
  short rest.  
  Gold  
  While a heavy metal, gold is soft and easily 
  deforms making it unsuitable for weapons. To 
  be effective, gold weapons are made of gold 
  alloys, being only half or three-quarters gold. 
  Gold weapons weigh twice as much as steel 
  weapons.  
  A gold weapon costs an extra 300 gold 
  pieces, which includes the metal and the extra 
  work required to strengthen the metal. When 
  you roll a 1 on an attack roll, reduce the size of 
  the weapon's damage die. For example, a d8 
  becomes a d6. This lasts until you take a long 
  rest. If the damage die would be reduced below 
  1d4, the weapon breaks. 
  Stone  
  Weapons can be made of stone such as flint. 
  While hard and heavy, stone weapons shatter 
  after periods of stress. Most stone weapons 
  weight slightly less than steel weapons, but the 
  size needed to make them effective offsets the 
  lighter material 
  Stone weapons are cheap to make but 
  require special orders to build, costing half as 
  much to craft but twice as much to buy. If you 
  roll a 1 on an attack roll you must must 
  succeed on a DC 13 Strength saving throw or 
  the weapon breaks.  
  Obsidian 
  Volcanic glass is brittle but razor sharp, 
  able to hold a sharper edge than steel. 
  Obsidian weapons are cheap to make but 
  require special orders to build, costing half as 
  much to craft but twice as much to buy. When 
  attacking with an obsidian weapon that deals 
  slashing or piercing damage, once per turn you 
  can reroll a damage roll. You must take the 
  second result, even if it is lower. If you roll a 1 
  on an attack roll you must succeed on a DC 14 
  Strength saving throw or the weapon breaks. 
  Bone 
  Bone is a simple building material, but over 
  time bone grows brittle and does not hold and 
  edge for long. Bone weapons weigh half as 
  much as steel weapons. 
  Bone weapons are cheap to make but 
  require special orders to build, costing half as 
  much to craft or buy. If you roll a 1 or 2 on an 
  attack roll you must succeed on a DC 14 
  Strength saving throw or the weapon breaks. 
  Improvised Weapon 
  Commoner heroes and angry mobs often 
  have to make do with what is at hand rather 
  than manufactured weapons. The table below 
  provides the equivalent weapon. Characters 
  using worn or crudely made improvised 
  weapons do not apply their proficiency bonus 
  to attack rolls. 
  Tool 
  Weapon Equivalent 
  Axe 
  Battleaxe 
  Broken Bottle 
  Dagger 
  Crowbar 
  Mace 
  Gaff 
  Pick 
  Hammer 
  Light hammer 
  Hatchet 
  Handaxe 
  Hoe 
  Quarterstaff 
  Carving Knife 
  Dagger 
  Machete 
  Scimitar 
  Cleaver 
  Handaxe 
  Pitchfork 
  Trident 
  Fireplace 
  Poker 
  Spear 
  Scalpel 
  Sickle 
  Shovel 
  Quarterstaff 
  Skillet 
  Club 
  Sledgehammer 
  Warhammer 
  
   
   
  54 
   
  Adventuring Gear 
  Item 
  Cost 
  Weight 
  Clock 
   
   
  pocketwatch 
  300 gp 
  - 
  Mantle 
  250 gp 
  5 lb. 
  grandfather clock 
  200 gp 
  80 lb. 
  Compass 
  15 gp 
  1 lb. 
  Phonograph 
  100 gp 
  10 lb. 
  wax canister 
  10 gp 
  - 
  Plague Mask 
  10 gp 
  1 lb. 
  Syringe 
  10 gp 
  - 
  Straightjacket 
  20 gp 
  5 lb. 
  Tarokka Deck 
  50 gp 
  1 lb. 
   
  Clock. Clockwork timepieces keep accurate 
  time so long as they are wound or maintained. 
  The smaller the clockwork the more delicate 
  work required to manufacture the clock.  
  Compass. A compass unerringly points 
  north, granting advantage on all Wisdom 
  checks related to navigation.  
  Phonograph. A device used for recording 
  sounds on metal cylinders coated with wax, 
  and then replaying recordings through a large 
  horn.  
  Plague Mask. A leather hood with a long, 
  conical nose resembling a beak. The nose is 
  stuffed with aromatic herbs designed to shield 
  the wearer from contaminated vapors. While 
  wearing the mask you have advantage on 
  saving throws to against airborne diseases or 
  effects caused by foul odours. The herbs dry 
  out after 1 day and need to be replaced at a 
  cost of 15 gp. 
  Syringe. A sturdy medical syringe can 
  deliver a potion or poison. Using a syringe 
  requires an attack roll and can be done in 
  place of an attack.  
  Straightjacket. These canvas restraints 
  can bind a Small or Medium creature. 
  Escaping a straitjacket requires a successful 
  DC 20 Dexterity check. Tearing them requires 
  a successful DC 25 Strength check. 
  Tarokka Deck. A simple deck of fortune-
  telling cards kept in a velvet lined box. While 
  magical variants exist, most decks are 
  mundane.  
  Tools 
  Item 
  Cost 
  Weight 
  Artisan's tools 
   
   
  clockworking tools 
  50 gp 
  10 lb. 
  gunsmithing 
  30 gp 
  7 lb. 
  Vehicle 
   
   
  Vardo, simple 
  60 gp 
  600 lb. 
  Vardo, ornate 
  120 gp 
  650 lb. 
  Trinkets 
  d100 
  Trinket 
  1-2 
  An ebony walking stick with a 
  silver head monogrammed "J.F.". 
   
  3-4 
  A pickled human head in a jar. 
  5-6 
  A cameo necklace with an 
  ancestor's portrait inside. 
  7-8 
  Thirteen glass teardrops in a 
  velvet lined box. 
  9-10 
  A black leather-bound book 
  written in an unknown language. 
  11-12 
  A dagger with a blood stain that 
  won't wash off. 
  13 
  A well-read copy of a Van Richten 
  Guide with personal annotations. 
  14-15 
  An obsidian glass eye. 
  16-17 
  Half of a map of the Ste. Ronges 
  sewer system 
  18-19 
  A long silk handkerchief 
  embroidered with the name 
  "Collins". 
  20-21 
  A rosary whose wooden beads 
  have been worn smooth with use. 
  22-23 
  A straight razor with a pearl 
  handle. 
  24-25 
  Blueprints of an unknown manor 
  house in the Mordentish style. 
  27-26 
  A small velvet bag of fortune-
  telling bones. 
  27-29 
  A silver coin minted in an 
  unknown land. 
  30-31 
  An elaborately carved goat's skull 
  candle holder. 
  32-33 
  Ruby and silver cufflinks.  
  34-35 
  A broadsheet newspaper with next 
  year's date. 
  36-37 
  A wax phonograph cylinder 
  38-39 
  A tin snuff box. 
  40-41 
  The desiccated body of a bat. 
  
   
   
  55 
   
  42-43 
  A mummified humanoid hand. 
  44-45 
  An ivory game piece shaped like a 
  queen. 
  46-47 
  A pocket watch with thirteen 
  hours that manages to tell the 
  correct time. 
  48-49 
  Small stone statue of a horse. 
  50-51 
  A puzzle box you have been 
  unable to solve. 
  52-53 
  A compass that doesn't point 
  north. 
  54-55 
  A water damaged autobiography. 
  56-57 
  Gold rimmed spectacles with a 
  thin golden chain. 
  58-59 
  A jade pendant that always feels 
  warm to the touch. 
  60-61 
  Sheet music for an unfinished 
  opera. 
  62-63 
  A key to an unknown lock with a 
  bow shaped like a cat's eye. 
  64-65 
  A small lockbox shaped like a 
  coffin. 
  66-67 
  A braided lock of black hair. 
  68-69 
  The fang of an unknown animal. 
  70-71 
  A single masterfully painted 
  tarokka card. 
  72-73 
  A chapbook almanac of the Core. 
  74-75 
  A silk top hat that's just a little too 
  large for you. 
  76-77 
  A cipher for cracking an unknown 
  code. 
  78-79 
  Fragments of a gold-covered 
  drinking horn. 
  80-81 
  A porcelain doll resembling a 
  family member. 
  82-83 
  A sealed glass vial of blood. 
  84-85 
  A bottle of Borcan wine without a 
  label. 
  86-87 
  Three polished black stones in a 
  silk pouch. 
  88-89 
  A package of spices from across 
  the sea. 
  90-91 
  Six red candles with blackened 
  wicks.  
  92-93 
  A human finger bone on a leather 
  cord.  
  94-95 
  A black lace mourning veil.  
  96-97 
  A hip flask engraved with the 
  phrase "patience". 
  98-99 
  A used and slightly deformed 
  silver bullet. 
  100 
  A black rose that never wilts. 
   
   
   
  
   
   
  56 
   
   
  CHAPTER 6: FAITHS 
  The gods of the Mists are silent. They 
  might answer prayers but never commune 
  with their followers, although some 
  followers would argue otherwise and insist 
  that the gods are simply more subtle in their 
  advice. Followers of the divine argue their 
  existence can seen in the wonders of nature 
  and the existence of man, not their physical 
  presence. 
  Skeptics and atheists believe there are no 
  gods, while the faithful maintain that the 
  rare clerical magics prove the existence of 
  the divine. Doubters argue that clerical 
  magic might be another form of arcane 
  magic and point to examples of fallen clerics 
  not being chastised for blasphemy through 
  the loss of spellcasting. 
  Belenus 
  A god of the sun and fire, Belenus is the 
  deity of three unrelated lands: Tepest, 
  Forlorn, and the Shadowlands. 
  Titles: The Master of Fire 
  Alignment: Neutral Good 
  Suggested Domain: Light 
  Followers of Belenus claim that he 
  bestows the life-giving light of the sun on 
  those who please him and withholds it from 
  those who earn his wrath. 
  In Nidala, the civilized heart of the 
  Shadowlands, the worship of Belenus is 
  organized and takes place in a huge and 
  glorious cathedral. Only women can join the 
  priesthood, and must take vows of chastity. 
  Men serve the church of the one true god as 
  enforcers or guardians. Other religions are 
  ruthlessly persecuted, as are transgressions 
  against Belenus. 
  In Tepest, the veneration of Belenus is a 
  folk religion, incorporating many local 
  traditions, habits, superstitions, and 
  legends. The faith is mingled with tales of 
  shadow fey, ravenous goblins, and horrible 
  witches. 
  Once limited to village priests tending 
  their small congregations, this changed after 
  the Great Upheaval when the neighbouring 
  lands of Markovia and G’Henna were 
  seemingly destroyed. Believing fey and 
  black magic was responsible, a priest of 
  Belenus, Wyan, organized an inquisition to 
  fight back. 
  In Forlorn, Belenus is worshipped as part 
  of a larger pantheon of deities by reclusive 
  human druids. 
  Eternal Order 
  The state religion of Darkon, it does not 
  revere a single deity but instead wards off 
  the end of the world. 
  Alignment: Neutral Evil 
  Suggested Domains: Death, 
  Knowledge 
  Darkonian tradition holds that the land 
  once belonged to the unliving. The living 
  stole the world, banishing the spirits to the 
  Grey Realm. It is prophesied that one day, 
  the Hour of Ascension will come and the 
  vengeful dead will rise and return to reclaim 
  what is rightfully theirs. 
  The Eternal Order performs countless 
  rituals intended to appease the dead and 
  continually postpone the Hour of Ascension. 
  It liberally borrows rites and tenants from 
  other religions, especially those related to 
  death or undeath. 
  The Requiem, the horrifying event which 
  killed every living inhabitant of Il Aluk, was 
  seen by some as the beginning of the Hour 
  of Ascension. The clergy placed the blame 
  for the tragedy on the Darkonian people and 
  their weak faith. This has fragmented the 
  populace, with some renewing their faith 
  and dedication to the Order while many 
  others abandoned the religion. 
  Ezra 
  Once a mortal, Ezra returned as a god 
  and protector. 
  Titles: Maiden of the Mist, Our 
  Guardian in the Mists 
  Alignment: Lawful Neutral 
  
   
   
  57 
   
  Suggested Domains: Life, War 
  The most widespread religion in the 
  Mists, this is practiced in most of the 
  Western and Northern Core, and 
  missionaries have brought the faith to 
  distant lands such as Souragne. The worship 
  of Ezra is centered in Borca where it is 
  known as the Home Faith. 
  Ezra is commonly depicted as a tall, 
  slender woman in flowing, white robe, with 
  raven hair that contrasts sharply with her 
  pale skin. Revered as both protector and 
  healer, she is usually depicted holding an 
  alabaster kite shield and a slender sword of 
  similar construction. The shield is often 
  adorned with a sprig of wolfsbane in 
  recognition of her role as a healer. 
  The Church of Ezra has no fewer than 
  four distinct sects, each with their own 
  objectives and methods, although they all 
  recognize the authority of the central 
  church. 
  According to most traditions in the 
  Church, Ezra was a virtuous woman who, 
  despairing of the evils in the world, 
  surrendered her mortality to the Mists to 
  become an eternal guardian of mankind. 
  Hala 
  A secretive and mystical faith, followers 
  of Hala are often accused of being witches 
  or hags. 
  Titles: The Witch of the Weave, Last of 
  the Nine 
  Alignment: Neutral 
  Suggested Domains: Arcana, Nature, 
  Tempest 
  Worshipers of Hala commonly operate 
  out of hospices, where they offer healing to 
  anyone who comes to their door. The church 
  does not actively seek new followers. While 
  they can be found in every land, nowhere is 
  the faith the predominant religion. 
  According to the holy text of Hala, Tales 
  of the Ages, nine deities created the world 
  from roiling mists of Chaos. The deities then 
  withdrew, allowing mortals free reign. But 
  the mortals lacked wisdom and the world 
  soon filled with pain and anguish, so one of 
  the Nine, Hala, returned to ease suffering in 
  the world. She gathered together thirteen 
  women and thirteen men and taught them 
  secrets of the Weave, a form of magic. 
  Followers that identify as male tap into 
  elemental forces, typically becoming 
  sorcerers, while the feminine are clerics or 
  druids.  
  The witches of Hala are frequently 
  persecuted. The Weave is not inherently 
  evil, though its use is rife with occult 
  dangers. Exposure to the Weave or witches 
  of Hala is rumoured to create caliban, foul 
  milk, ruin crops, and worse. According to 
  superstition, followers of Hala that lose 
  control of their magic are transformed into 
  monstrous hags. 
  Lawgiver 
  The state religion of Hazlan and Nova 
  Vaasa, it rewards blind obedience. 
  Titles: The Iron Tyrant, the Black Lord 
  Alignment: Lawful Evil 
  Suggested Domain: War 
  Clerics of the Lawgiver claim that the 
  revelation of His true name would strike a 
  mortal dead. His religion asserts the divine 
  providence of rulers: those born into wealth 
  and power deserve to rule, those born into 
  poverty deserve only what is earned through 
  dutiful service to their betters. 
  The church enforces stratification. Clergy 
  drawn from different social classes do not 
  mix and marriage between different 
  ethnicities and races are forbidden. 
  Morninglord 
  The god of the rosy dawn that ends even 
  the darkest of nights. 
  Titles: The Bringer of Dawn 
  Alignment: Chaotic Good  
  Suggested Domains: Light, Life 
  The Cult of the Morninglord asks little of 
  its followers, save that they treat each other 
  with kindness and retain hope in their 
  hearts. This is a humble faith whose simple 
  teachings conceal a message of intense 
  hope: no matter how bleak the future may 
  seem, no matter how dark the night, dawn 
  will come. 
  The Morninglord’s clergy is small, 
  
   
   
  58 
   
  focused in Barovia. However, the faith has 
  spread with traders and but its cultists can 
  be found across the Core. It tends to attract 
  a following among the downtrodden, who 
  have little to offer but kindness and hope. 
  The Morninglord is usually depicted as a 
  luminous sylvan humanoid with blonde hair 
  and golden skin. In the oldest images of the 
  god, his face is smeared with blood. The cult 
  teaches that this is because even the greatest 
  good can hold some stain of evil, and that 
  even the most depraved evil may yet contain 
  a spark of good. 
  Wolf God 
  Beast-god of the night worshiped in 
  primordial forests. 
  Alignment: Chaotic Evil 
  Suggested Domains: Nature, Trickery 
  In the misted woods of the southwestern 
  Core demonic wolves that walk like men 
  praise a savage and predatory being known 
  only as the Wolf god. They worship their 
  patron with frenzied rites of blood and 
  carnal acts under the light of a full moon. 
  Followers of the Wolf God hold that 
  wolves are divine beings. All other predatory 
  creatures are abominations, pathetical rivals 
  to be slain or a herd to be thinned.  
  Zhakata  
  The beast-deity of G'henna that demands 
  continual sacrifice. 
  Titles: The Devourer and the Provider 
  Alignment: Lawful Evil 
  Suggested Domains: Light, War 
  Depicted as a monstrous creature 
  squatting atop a pile of bones, Zhakata is 
  appeased not worshipped. Believed to 
  appear to his followers in two forms – the 
  Devourer and the Provider – the people of 
  G'henna have only experienced the former. 
  They starve themselves to offer their 
  sacrifices of food in the hopes of one day 
  earning the era of plenty. 
  There is no separation between church 
  and state in G'henna and the word of the 
  priests is law. All foodstuff is delivered to 
  the church so Zhakata's portion can be 
  taken and the remainder divided among the 
  populace. In the poor land, buying or selling 
  food is a religious offence and obesity is 
  sacrilege. 
   
   
   
   
  
   
   
  59 
   
   
  CHAPTER 7: TREASURE 
  The tip of the short spear was crimson, 
  stained by the blood of countless victims and 
  still hungry for more. The simple ring is 
  carved from a single piece of obsidian, 
  curiously red in hue; when touched there is 
  the slightest tingle of static electricity. 
  Masterfully crafted in gold and silver, this 
  triangular amulet is marked with iconography 
  of Osiris, Horus, and Anubis. 
  Types of Treasure 
  Most of the standard forms of wealth exist 
  in the Mists. 
  Coins. With the many travellers that pass 
  into the Mists from foreign lands, coinage 
  from any kingdom is generally accepted 
  without question. Most merchants have scales 
  and other tools to test the value of unfamiliar 
  coins. Some more xenophobic lands 
  (Falkovnia) are more reserved regarding 
  foreign currency and settlements on the 
  borders have moneychangers. 
  Gems. With most communities being 
  isolated and self-sufficient, gems are harder to 
  trade; few farms need to trade the wealth 
  contained in a gemstone and seldom have the 
  coinage needed exchange for a gem. 
  Art Objects. As you cannot eat a painting, 
  most art objects are only as valuable as their 
  material. In larger cities there might be a 
  demand for art, and some lands pay highly for 
  pieces of beauty.  
  Magic Items. Spellcasters are rare in the 
  Land of the Mists, but magic items are not 
  unknown. Items have an unnerving tendency 
  of becoming magic, especially those involved 
  in acts of evil or left in places stained by 
  darkness.  
  Awarding Treasure 
  Treasure is less important in the Mists. 
  Fewer adventures are entirely motivated by 
  the acquisition of wealth. Adventurers driven 
  by greed often find themselves consumed by 
  this sin. But treasure still exists and will 
  eventually be discovered, whether in the lair 
  of a vampire or scattered among the remains 
  of a werewolf's meals.  
  Magic Items 
  In the Mists, permanent magic items 
  should be awarded deliberately and seldom 
  handed out randomly.  
  All magic items should have some history – 
  even if it is just implied. This past might 
  include the origin of the magical item or the 
  deeds of its past owners. Magic items might 
  created spontaneously: the essence of the land 
  seems to seep into items, giving them minor 
  enhancements and subtle properties. Many 
  magic items are relics of some sort, items that 
  were employed by people of great destiny or 
  even mundane items that were at the site of a 
  momentous event and then used in the 
  creation of a magic item. Fragments from a 
  stake used to burn a witch might become a 
  wand of fireballs and the finger bones of a 
  anchorite of Ezra who died while tending to 
  her congregation during a plague might 
  become a periapt of health. In the latter 
  example, the magic items is not just a periapt 
  of health but "the knucklebone of Sister Anne-
  Marie". 
  The majority of permanent magic items 
  should have a quirk or minor property. These 
  should be atmospheric and tie into the nature 
  of the magic item. As fewer magic items are 
  created, most do not look magical or 
  wondrous, appearing as more mundane items. 
  Many folk discover a magical item and have 
  no idea the treasure they hold, considering it 
  another battered sword or tarnished ring; 
  magic items that appear magical are often the 
  most dangerous and are frequently cursed.  
  Reducing Magic Items 
  If randomly rolling on a treasure table 
  there are a couple methods to reduce the 
  number of permanent magic items in the 
  campaign 
  Different Dice. When determining 
  treasure for a hoard, instead of rolling a d100, 
  
   
   
  60 
   
  you can instead roll a d10 and a d8 with the 
  d10 being the "ones" and the d8 being the 
  "10s". This produces results from 10-89. This 
  increases the chances of getting a magic item 
  but removes upper end of the table.  
  Static Subtraction. When determining 
  treasure for a hoard, roll 1d100 - 10. 
  Random Subtraction. When 
  determining treasure for a hoard, roll 1d100 - 
  3d6. 
   
  New Magic Items 
  Animated Portrait 
  Wondrous item, rare (requires attunement) 
  An unremarkable piece of art that 
  appearing to be painted by someone of 
  average skill, this painting always features at 
  least one person. While touching the painting 
  you can cast alarm as an action, warding the 
  room where the painting is hung. When the 
  alarm is triggered you can speak the name of 
  the painting to see through the eyes in the 
  portrait. You can observe for as long as you 
  concentrate, up to 1 hour. While watching 
  through the painting, the eyes in the painting 
  move and mimic your eyes. While seeing 
  through the painting you cannot see what is 
  happening around your body and you are 
  considered blinded.  
  Avenger's Sword 
  Weapon (any sword), rare (requires 
  attunement) 
  This worn sword looks deceptively plain, 
  with no special adornment. You gain a +1 
  bonus to attack and damage rolls with this 
  weapon. This sword has 3 charges. As an 
  action you can spend a charge to cast locate 
  creature, detecting a creature that took hit 
  point damage from the sword in the past day. 
  The sword can only track one creature at a 
  time. The sword regains 1 charge at dawn.  
  Ba'al Vaerzi Dagger 
  Weapon (dagger), rare, (requires attunement 
  by a rogue or monk of evil alignment) 
  This grim dagger cannot be sheathed until 
  it has tasted blood. Its leather sheath is made 
  from the skin of the assassin's first victim. You 
  gain a+1 bonus to attack and damage rolls 
  made with this weapon. When you hit an 
  incapacitated creature with this weapon the 
  target must make a DC 13 Constitution saving 
  throw, taking an extra 2d8 piercing damage 
  on a failed save, or half as much on a success. 
  Baron's Arm 
  Weapon (mace), uncommon 
  This exotic flail is fashioned in the shape of 
  an armoured gauntlet. A short barbed whip is 
  attached to the hilt. Barons arms are 
  exclusively wielded by the Black Leopards of 
  Valachan. You gain a +1 bonus to attacks and 
  damage rolls with this weapon. Both the mace 
  and scourge ends cause terrible scarring 
  wounds; when you score a critical hit the 
  target must make a DC 15 Constitution saving 
  throw or be scarred. While scarred, the target 
  has disadvantage on all Charisma checks. 
  Each time the target takes a long rest they can 
  repeat the saving throw, healing the scars on a 
  success. Magic such as greater restoration 
  can also remove the scars.  
  Blood Coin 
  Wondrous Item, legendary 
  Resembling a common silver piece there is 
  the faintest red smudge on one side that 
  cannot be wiped off. The coin always appears 
  minted in the expected nation, such as the 
  current land or your homeland. The coin 
  allows you to cheat or swindle with ease, 
  making any deal you propose seem 
  reasonable. This effect is noticeable, and you 
  innately know it is the coin's influence. 
  Creatures that you try to do business with 
  are considered to be charmed and utterly 
  convinced your proposals seem reasonable, 
  the terms of any agreement you suggest seem 
  fair and equitable. The creature is under no 
  compulsion to accept the trade, and can still 
  refuse to sell items of personal value or 
  immediate need.  
  Curse. Until the curse is activated the coin 
  can be given or thrown away. However, the 
  coin refuses to be used in a purchase unless it 
  is the last coin in your possession, magically 
  returning to your purse. Once you have used 
  the coin to cheat someone the curse activates, 
  the coin becomes attuned, and cannot be 
  given, lost, or spent. The coin reappears in 
  
   
   
  61 
   
  your possession within moments.  
  The coin causes you to weep tears of blood. 
  The blood is mundane and causes no damage 
  but is visible, staining everything it touches. 
  You weep blood for 1 minute for every silver 
  piece swindled. For example, if you use the 
  coin to cheat someone out of 150 gp you cry 
  blood for a little over a day. A remove curse 
  spell does not remove the coin's curse but 
  pauses the weeping for 1 day. 
  To be rid of the coin, you must give away 
  all your possessions (save the clothes on your 
  back and the coin) and live as a beggar for a 
  year and a day. At the end of the year you can 
  give away the coin: nothing can be bought 
  with the coin and it cannot be thrown away, it 
  must be freely given. 
  Candle of Nightmares 
  Wondrous item, uncommon 
  This midnight blue candle has a long, 
  slender wick that barely seems touched by 
  flame. While lit this candle sheds half the 
  normal light and is not consumed by its 
  flame, burning for 8 hours or until 
  extinguished. When you light this candle 
  you whisper the full name of the target. 
  That night the target experiences vivid 
  nightmares and must succeed on a DC 13 
  Wisdom saving throw or be unable to 
  benefit from their long rest. Once lit this 
  candle cannot be used again for 1 week.  
  Carrion Blade 
  Weapon (guisarme), rare 
  The blade of this guisarme is serrated 
  like a sawblade. You gain a +1 bonus to 
  attack and damage rolls with this weapon. 
  When you score a critical hit against a 
  living creature, the blade tries to burrow 
  into the flesh of the target, allowing you to 
  use a bonus action attempt to grapple the 
  target. If you start your turn with a 
  creature grappled with the weapon, as an 
  action you can automatically deal damage 
  as if you had hit the target with an attack.  
  Cat of Felkovic 
  Wondrous item, legendary (requires 
  attunement) 
  This item seems like a figurine of 
  wondrous power. When you throw the 
  figurine to a point on the ground within 60 
  feet of you as an action, the figurine becomes 
  a living cat using the statistics of a panther. If 
  the space where the cat would appear is 
  occupied by other creatures or objects, or if 
  there isn't enough space for the cat, the 
  figurine doesn't become a cat. 
  The cat is friendly to you and your 
  companions. It can become a house cat for up 
  to three hours every day. The cat has an 
  intelligence of 5, understands Vaasi, and 
  obeys your spoken commands. If you issue no 
  commands, the creature defends itself but 
  takes no other actions. If the cat is recalled 
  while feeding the kill becomes part of the 
  Giant Cat  
  Huge beast, unaligned (neutral evil) 
  Armor Class 14 (natural armour) 
  Hit Points 104 (9d12 +18)  
  Speed 50 ft. 
  Str 20(+5) Dex 15 (+3) Con 15 (+2)  
  Int 5 (-3) Wis 12 (+1) Cha 8 (-1)  
  Skills Perception +3, Stealth +7 Senses 
  passive Perception 13  
  Languages Vaasi 
  Challenge 3 (700 XP)  
  TRAITS  
  Keen Smell. The giant cat has advantage on 
  Wisdom (Perception) checks that rely on 
  smell. 
  Pounce. If the giant cat moves at least 20 
  feet straight toward a creature and then 
  hits it with a claw attack on the same turn, 
  that target must succeed on a DC 15 
  Strength saving throw or be knocked 
  prone. If the target is prone, the giant cat 
  can make one bite attack against it as a 
  bonus action.  
  ACTIONS  
  Bite. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 11 piercing (1d12+5) 
  damage.  
  Claw. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 14 slashing (2d8+5) 
  damage. 
   
  
   
   
  62 
   
  figurine, vanishing when unobserved.  
  Each day the cat is not fed it animates on 
  its own during the night and hunts for food. 
  While animated by hunger the owner has no 
  control over the cat. During this period the cat 
  is immune to nonmagic weapons and has 
  advantage on all saving throws against spells. 
  On the first nights, the figurine appears as a 
  tiny house cat and hunts small prey such as 
  mice. Each subsequent night the cat awakens 
  as a progressively larger and fiercer cat, 
  hunting prey of an appropriate size. When the 
  cat has eaten its fill, it returns to where it 
  animated and reverts to figurine form.  
   
  Statblock  
  Days w/o 
  Feeding 
  Meat 
  Required 
  Cat  
  1 
  1 lb. 
  Jackal  
  2 
  20 lb. 
  Panther  
  3 
  30lb. 
  Lion  
  4 
  40 lb. 
  Saber 
  Toothed 
  Tiger  
  5 
  50 lb. 
  Giant Cat 
  6 
  60 lb. 
   
  Crimson Zombie Ring 
  Ring, rare 
  When you place this ring on the hand of 
  the corpse of a humanoid creature, after 10 
  minutes the ring animates the corpse as a 
  zombie. As the zombie is being animated its 
  skin dries and crumbles away revealing the 
  creature's musculature. The zombie is not 
  under your control and attacks the first living 
  creature it sees. Once the ring has animated a 
  zombie it ceases to have any magical power. 
  Death Shades 
  Wondrous item, rare 
  These dark spectacles are rimmed in thin 
  bone. You can don these glasses as an action, 
  and while wearing them you see the world in 
  shades of black and white. Living things 
  appear brighter, almost being slightly 
  luminescent while dead creatures and 
  nonliving objects are black. Creatures with full 
  hit points are vibrant, slowly dimming as they 
  become injured. You can look at a creature 
  and instantly tell if they are at full health, have 
  three-quarters of their hit points, or are below 
  half. However, while wearing the spectacles 
  you have disadvantage on all Wisdom 
  (Perception) and Intelligence (Investigation) 
  checks.  
  Dreamcatcher 
  Wondrous item, uncommon 
  This circle of intertwined twigs, strings, 
  beads and feathers is created by the Abber 
  nomads of the nightmare lands to protect 
  themselves from mental control and the 
  influence of dark dreams. The dreamcatcher 
  starts with 5 charges. When you hang this 
  item you can spend a charge to create a 10-
  foot-radius sphere that protects all creatures 
  in the area from being charmed, frightened or 
  possessed by elementals or fiends, functioning 
  similar to a magic circle. The dreamcatcher 
  also protects you from effects relating to 
  dreams and nightmares, such as the dream 
  spell or haunting power of night hags. 
  Edge of the Kargat 
  Weapon (dagger), very rare (requires 
  attunement by a creature of non-good 
  alignment) 
  Also known as Azalin Daggers, these 
  weapons were created for elite agents of 
  Azalin Rex's secret police. You gain a +1 bonus 
  to attack and damage rolls with this weapon. 
  When you deal hit point damage to an 
  uninjured creature, you can use a bonus 
  action to become invisible until the end of 
  your next turn.  
  Fog Juice 
  Potion, uncommon 
  When you pour out this jug a swampy fog 
  fills a 40-foot-radius sphere, spreading 
  around corners. The area is heavily obscured 
  for 1 hour or until a wind of moderate or 
  greater speed (at least 10 miles/hour) 
  disperses it. 
  Fraternal Ring 
  Ring, uncommon, (requires attunement by a 
  spellcaster) 
  This silver ring is shaped as two 
  intertwined asps holding a black onyx in their 
  mouths. These rings were created for the 
  Fraternity of Shadows, serving as a symbol of 
  
   
   
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  membership. While wearing this ring you can 
  cast the spell darkness once per day. You 
  don't need to concentrate on the spell but 
  duration is only 1 minute.  
  Grave Robber's Shovel 
  Wondrous item, rare 
  The shaft of this shovel is black and the 
  blade a dark grey steel. The cutting edge of the 
  shovel's blade is pointed, designed for cutting 
  into soil. You can dig incredibly fast with this 
  shovel, creating a 15-foot-square hole in 1 
  minute. You can only use the shovel for 
  moving earth, sand, and gravel. Tunnels 
  created with the shovel collapse.  
  Greatsword of Purity 
  Weapon (greatsword), legendary (requires 
  attunement by a creature that has never 
  gained a level of corruption) 
  The blade of this weapon seems to be made 
  of a slightly translucent metal. One such 
  sword is known to be owned by the mistress of 
  the Carnival. 
  When drawn the weapon sheds silvery dim 
  light in 10' radius. You gain a +2 bonus to 
  attack and damage rolls with this weapon. 
  When you hit a creature with at least 1 level of 
  corruption or an undead, fiend, or aberration 
  that creature takes an extra 2d6 points of 
  radiant damage.  
  Heartseeker Spear 
  Weapon (any spear), very rare 
  You gain a +1 bonus to attack and damage 
  rolls with this weapon. When you hit an 
  undead with this magic weapon, that creature 
  takes an extra 2d6 piercing damage. If the 
  target is a vampire with 50 hit points or fewer 
  after taking this damage, it must succeed on a 
  DC 15 Dexterity saving throw or it is stated 
  through the heart. If the attack was a critical 
  hit the vampire has disadvantage on the 
  saving throw. 
  Mirror of Reflecting 
  Ring, very rare 
  Reflections in this mirror shows true 
  appearance of its subjects. The mirror doesn't 
  reflect illusions and invisible creatures can be 
  seen in the mirror. The does not reveal the 
  existence of any magical effects, nor details 
  relating to creature type. For example, 
  vampires appear normally in the mirror.  
  Orb of Augmentation 
  Wondrous item, very rare (requires 
  attunement) 
  This orb was created by sealing the still-
  living brain of an arcane spellcaster inside a 
  crystal orb. The orb can be used as a 
  spellcasting focus. The orb has 4 charges and 
  regains 1d4 charges at dawn. If you are a 
  spellcaster holding the orb, you can convert a 
  charge into spell slots to cast spells you have 
  prepared or know. You can create spell slots 
  only of a level equal to or lower than your own 
  spell slots, up to a maximum of 5th level. You 
  use the charges in place of your slots, but 
  otherwise cast the spell as normal. For 
  example, you can use 3 charges to cast a 1st 
  level spell as a 4th level spell.  
  Ring of Reversion 
  Ring, very rare (requires attunement by a 
  cleric) 
  This ring is a blood red garnet set onto a 
  simple iron band inscribed with ancient 
  runes. You can force a shapechanged creature 
  to revert to its true form or exorcise a soul 
  possessing a body. As an action you touch a 
  creature that is polymorphed, shapechanged, 
  Wild Shaped, or otherwise not in its natural 
  form. The creature must succeed on a DC 16 
  Wisdom saving throw or return to their true 
  form. If the creature touched is possessing a 
  body that is not its own it must make on a DC 
  14 Charisma saving throw or the possessing 
  soul is forced from the body. Once the ring 
  has been used, it cannot be used again until 
  dawn the following day. 
  Sacrificial Dagger 
  Weapon (dagger), very rare (requires 
  attunement) 
  You gain a +1 bonus to attack and damage 
  rolls with this weapon. When you attack an 
  incapacitated creature with fewer than 50 hit 
  points they must succeed on a DC 15 
  Constitution saving throw or be slain 
  instantly. As an action you can choose to 
  animate the slain creature as a zombie that is 
  permanently under your control. Once a 
  
   
   
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  zombie has been created, this power can't be 
  used again until the next sunset. 
  Scroll of Escape 
  Scroll, legendary 
  Reading this scroll takes 10 minutes. If you 
  are interrupted you must begin again. Once 
  you have finished reading the scroll it bursts 
  into flame. Embers and parks drift up from 
  the scroll, burning a hole in the fabric of 
  reality the size of a door. The portal remains 
  open for 5 minutes before closing. The exact 
  location the portal leads to is seemingly 
  random. 
  Soul Searcher Medallion 
  Wondrous item, legendary (requires 
  attunement) 
  This smoky glove is suspended on a fine, 
  silver chain. This medallion is rumoured to be 
  able to bend the laws of the land and reveal 
  the true nature of people. To use this amulet 
  you must hold it in both hands and focus on a 
  creature or object within 60-feet. The 
  medallion shows the truth as a true seeing 
  spell, also revealing the target's alignment, 
  level of corruption, and any spells or curses 
  affecting them. A soul seeker medallion is 
  extremely fragile, and a single hit point of 
  damage will cause it to shatter. 
  Sphere of Night 
  Wondrous item, rare 
  This glass sphere holds a viscous black 
  fluid. The sphere is fragile, and easily breaks 
  when it strikes a hard surface. If thrown the 
  sphere has a normal range of 20 feet and a 
  long range of 60 feet. When you break the 
  glass a magical darkness spills out, filling a 
  30-foot radius sphere. The darkness spreads 
  around corners. A creature with darkvision 
  can't see in this darkness, and nonmagical 
  illumination does not function. If any of the 
  darkness overlaps with light created by a spell 
  of 2nd level or lower, the spell that created the 
  light is dispelled.  
  Sword of Arak 
  Weapon (longsword), legendary (requires 
  attunement) 
  The ivory hilt of this sword is carved to 
  resemble a wailing banshee, and the blade is 
  slender, seemingly forged from black mithril. 
  You gain a +2 bonus to attack and damage 
  rolls with this sword. While using the sword 
  of arak you have darkvision out to a range of 
  90 feet. When you score a critical hit against a 
  creature that has fewer than 50 hit points, it 
  must succeed on a DC 15 Constitution saving 
  throw or be slain 
  Curse. Once per day you must help kill a 
  living creature of at least Small size with the 
  sword. Each day the sword's thirst is not 
  quenched you must make a DC 15 Charisma 
  saving throw. On a failure you have 
  disadvantage on all Intelligence, Wisdom, and 
  Charisma checks but gains advantage on 
  Strength and Dexterity checks. You also 
  become possessive of the blade, not wishing to 
  let it out if your sight. If the weapon is taken 
  you will do almost anything to recover it.  
  Talon Armour 
  Armour (heavy), uncommon 
  Specially crafted for the Talons of Vlad 
  Drakov, the armour is stylized to resemble 
  fiendish birds of prey. While you're wearing it 
  you have advantage on Charisma (Intimidate) 
  checks against humanoids. 
  Talon Bracer 
  Wondrous item, uncommon 
  Worn by the Talons of Falkovnia, these 
  bracers are welded shut upon the soldier's 
  initiation. To be removed they gave to be cut 
  off. While wearing these braces you have 
  advantage on saving throws against the 
  charmed and frightened conditions.  
  Curse. As long as you wear these bracers 
  you are utterly loyal to Vlad Drakov and must 
  succeed at a DC 20 Wisdom saving throw to 
  disobey an order from Drakov or betray 
  Falkovnia. 
  The Wishing Imp 
  Wondrous item, legendary (requires 
  attunement) 
  This 1-foot-tall black stone statue is carved 
  in the shape of a cherub with batlike wings, 
  small horns, and a barbed tail. Despite its 
  appearance, the wishing imp is an intelligent 
  and malevolent creature. The imp bonds with 
  its owner, offering wishes. However, the imp 
  
   
   
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  always tries to test and distort the result of the 
  wish, regardless of the wording. The imp 
  always reminds it's owner that the harm cause 
  by a wish can by fixed by the next day's wish. 
  Curse. Once you gave attuned to the 
  wishing imp and it has taken you as its 
  master you can only get rid of the imp by 
  giving or selling it to another creature. The 
  full truth of the imp must be explained prior 
  and the creature must willingly accept the 
  imp. If you try to get rid of the imp by other 
  means it always reappears among your 
  belongings. Death is the only other release.  
  Wolf's Head Amulet, Silver 
  Wondrous item, rare (requires attunement) 
  This amulet bear an image of a wild beast 
  wrapped in chains. While wearing this 
  amulet you cannot use cannot use a 
  shapechanger trait gained from lycanthropy, 
  and if infected with the curse of lycanthropy 
  you do not change shape during a full moon. 
  Wolf's Head Amulet, Ivory 
  Wondrous item, rare (requires attunement) 
  This amulet bear an image of a wild beast 
  wrapped in chains. Attuning to the amulet 
  curses you until you are targeted by the 
  remove curse spell or similar magic: 
  removing the amulet fails to end the curse. 
  While cursed you become a were beast 
  during periods of the full moon, as if you 
  were infected with the curse of lycanthropy.  
  Wolfspaw 
  Wondrous Item, common 
  This simple peasant's charm is the paw of 
  a wolf stuffed with wolfsbane and hanging 
  from a leather thong. Wolves, wild dogs, and 
  other canines must make a DC 15 Wisdom 
  saving throw to move closer than 10 feet 
  from you. Supernatural canines such as 
  werewolves and vampires in the form of a 
  wolf have advantage on the saving throw. A 
  wolfspaw dries out quickly an ceases to 
  function after 7 days. 
  Zombie Blood 
  Potion, rare 
  This potion looks putrid and foul but is 
  actually odourless and tasteless. When you 
  mix the potion with a beverage you stir it 
  with a finger. The creature who drinks the 
  potion must succeed at a DC 16 Wisdom 
  saving throw or becomes charmed by you for 1 
  day. While the creature is charmed, the 
  creature is effectively a living zombie under 
  Wishing Imp 
  Tiny construct (devil, shapechanger), chaotic 
  evil 
  Armor Class 13 
  Hit Points 14 (4d4 + 4) 
  Speed 20 ft., fly 30 ft. 
  Str 6 (-2) Dex 17 (+3) Con 13 (+1)  
  Int 12 (+1) Wis 17 (+3) Cha 16 (+3) 
  Skills Deception +5, Insight +6, Persuasion +5 
  Damage Resistances cold 
  Damage Immunities fire, poison; 
  bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren't stone  
  Condition Immunities exhaustion, 
  paralyzed, poisoned, petrified 
  Senses darkvision 90 ft., passive Perception 13 
  Languages telepathy 60 ft. 
  Challenge 1 (200 XP) 
  TRAITS 
  Fiendish Sight. Magical darkness doesn't 
  impede the wishing imp's darkvision. 
  Magic Resistance. The imp has advantage on 
  saving throws against spells and other magical 
  effects. 
  Statuesque. While the wishing imp remains 
  motionless, it is indistinguishable from a small 
  inanimate statue. 
  ACTIONS 
  Sting. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6(1d6 + 3) piercing 
  damage, and the target must make on a DC 13 
  Constitution saving throw, taking 7 (3d4) 
  poison damage on a failed save, or half as 
  much damage on a successful one. 
  Invisibility. The wishing imp turns invisible 
  until it attacks or until its concentration ends 
  (as if concentrating on a spell). 
  Wishes. The wishing imp can cast the wish 
  spell once per day. The imp cannot cast this on 
  their own, and requires their owner to explicitly 
  make a wish, and the owner must state their 
  wish while within 60-feet of the wishing imp. 
  
   
   
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  your control. If forced into combat, the 
  creature uses the zombie statblock. The 
  creature obeys your commands to the best of 
  its abilities, but is limited to simple actions 
  with no more than two or three steps. If the 
  creature completes its task and doesn't receive 
  further instructions, it defends itself to the 
  best of its ability and is allowed to make a new 
  saving throw against the effect at the end if it's 
  turn. 
  Artifacts 
  Apparatus of the Alchemist 
  Wondrous Item, artifact 
  This glass and magic device is 30-feet-tall 
  and 20-feet-wide at its base. The central glass 
  globe is 15-foot-tall glass and topped by a 
  network of cold iron rings. The globe rest 
  upon a tripod of wood and steel that elevates 
  it 15-feet from the ground. Inside the globe is 
  a spinning ball of sulphur. Two smaller 
  spherical glass chambers are suspended below 
  the large central globe, connected to the 
  central globe with a curving steel tube. These 
  two smaller globes are 5-feet-tall, with a 
  trapdoor in the bottom permitting a Medium 
  sized or smaller creature access to the inside 
  of the glass chamber. The twin globes are 
  linked by a thin hourglass-like neck. A series 
  of smaller glass spheres ring the base of the 
  tripod, linked together by thin glass tubes. A 
  series of wires and plates connects the circle 
  of spheres to the two human-sized glass 
  chambers.  
  The Apparatus of the Alchemist requires 
  lightning to charge itself. Electricity is focused 
  through the metal rings into the central globe 
  where it is converted into magical force. For 
  every 15 points of lightning damage the 
  Apparatus absorbs it gains a charge. The 
  Apparatus can hold a maximum of 15 charges, 
  but the energy of charges fade over time and it 
  loses 1 charge every 10 minutes.  
  Transpossession. You can use the 
  Apparatus to swap your mind with that of 
  another creature. The target creature must 
  occupy one of the glass chambers while you 
  stand in the other. When the Apparatus is 
  activated it consumes 10 charges and you and 
  the other creature fall unconscious for 1d4 x 
  10 minutes. Your game statistics are replaced 
  by the statistics of the creature, though you 
  retain your alignment and your Intelligence, 
  Wisdom, and Charisma scores. You retain the 
  benefit of your own class features. If the target 
  has any class levels, you can't use any of its 
  class features.  
  Division. You can split a creature into two 
  using the Apparatus, dividing it based on its 
  personality. Activating the Apparatus 
  consumes 12 charges and requires a rod of 
  Rastinon. The target creature must occupy 
  one of the glass chambers. A moment later 
  and exact physical duplicate of the creature 
  appears in the unoccupied chamber. Both 
  typically have identical game statistics but 
  have different alignments and personalities. 
  Both have the same bond and ideas, but 
  approach these differently; each has one of the 
  original's personality traits but only one has 
  the original's flaw.  
  A creature divided by the Apparatus 
  commonly separates based on alignment, 
  splitting into a good half and an evil half or a 
  lawful half and chaotic half. Other variations 
  are possible just as a multiclass character 
  splitting along class lines, a werewolf 
  becoming a wolf and a human, a half-elf 
  becoming an elf and a human, etc.  
  Fusion. The Apparatus can rejoin a 
  creature it has divided, restoring it to what it 
  was. Activating the Apparatus consumes 10 
  charges and requires a rod of Rastinon. The 
  target creatures must be in opposite 
  chambers. A moment after activation, the 
  creatures are rejoined and only a single 
  creature remains. The creature uses their 
  original game statistics and remembers 
  everything done and experienced by both. Any 
  negative effects and conditions that affected 
  one, such as poison, now affect the combined 
  creature. If experience was gained while 
  divided, the rejoined creature uses the higher 
  total.  
  It is theoretically possible to fuse two 
  normal subjects into a unique whole. This 
  aggregate being uses the higher level of the 
  two and the highest of each of its Strength, 
  Constitution, and Dexterity ability scores. The 
  new body might retaining a combination of all 
  
   
   
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  all racial traits, or some unique combination. 
  The minds of the two creatures might be 
  merged into a single entity, in which case the 
  creature possesses the higher of the 
  Intelligence, Wisdom, and Charisma ability 
  scores. Alternatively, the souls might be 
  independent, with a dominant mind 
  controlling the body. In this situation the two 
  minds retain their Intelligence, Wisdom, and 
  Charisma scores, and engage in a contest of 
  wills for control of the body, making opposed 
  Wisdom checks to assume control.  
  Apparatus, Rod of Rastinon 
  Rod, rare 
  A crystal shaft 2-feet-long and half-an-inch 
  in diameter. Silver sparks flicker and quietly 
  crackle inside the rod. This transforming 
  crystal is the key to using some of the features 
  of the Apparatus of the Alchemist. No other 
  use has been discovered.  
  Fang of the Nosferatu 
  Weapon (dagger), artifact (requires 
  attunement) 
  Flowing symbols are etched along the blade 
  of this dagger, the grooves filled with ruby 
  dust giving the appearance of being written in 
  blood. A ruby is mounted in the pommel and 
  the hilt is wrapped in unusual leather, thought 
  to be the hide of some unnatural aberration. 
  You gain a +3 bonus to attack and damage 
  rolls with this dagger. It has the following 
  additional properties. 
  Blood Drinker. When you deal damage 
  to a living creature with this dagger you regain 
  1d4 hit points. The fang grows thirsty if it 
  doesn't drink blood. Each point of damage it 
  inflicts satisfies its thirst for 1 day, but it 
  cannot remain satiated for longer than 7 days. 
  Animal blood can delay this hunger but once 
  each month the fang of the nosferatu must 
  kill a sentient creature with an Intelligence 
  score of 7 or higher.  
  Vampiric Shapechanging. As an action 
  you can polymorph into a Tiny bat or a 
  Medium wolf, or back into your true form. 
  Your statistics, other than size and speed, are 
  unchanged. While in bat form, you can't 
  speak, your walking speed is 5 feet, and you 
  have a flying speed of 30 feet. While in wolf 
  form, you can't speak, your walking speed is 
  40 feet. Anything you are wearing transforms 
  with you, but nothing you are carrying does. 
  You revert to your true form if you die. 
  Invulnerability. If you kill an intelligent 
  humanoid creature each night for 6 nights the 
  weapon it grants you invulnerability. You gain 
  immunity to damage from non-magical 
  weapons and resistance to all damage from 
  magical sources. While in possession of the 
  weapon you regain 15 hit points at the start of 
  your turn. You only die if you start your turn 
  with 0 hit points and do not possess the 
  weapon. You also cease aging and suffer no 
  further penalties from old age or magical 
  aging effects.  
  These effects last for the next 13 years. 
  During this period the fang of the nosferatu 
  cannot be attuned to another creature.  
  Sentient. The fang of the nosferatu is a 
  sentient chaotic evil weapon with an 
  Intelligence of 17, a Wisdom of 8, and a 
  Charisma of 12. It has hearing and darkvision 
  out to a range of 120 feet. 
  The weapon knows the emotions of any 
  creature it touches and can telepathically 
  communicate with its wielder. It speaks in a 
  whisper, cajoling and coercing them to 
  violence to sate its thirst. While you are 
  attuned to it, the fang of the nosferatu 
  understands every language you know. 
  Personality. The fang of the nosferatu 
  has little personality of its own beyond its 
  eternal hunger, being little more than a cruel 
  predator. It enjoys the pain and fear it inflicts, 
  and telepathically shares those emotions with 
  its master, channelling the last feelings of its 
  victim to you. The weapon is happiest when 
  its user shares its sadistic joy of inflicting 
  suffering.  
  Curse. If the fang of the nosferatu is not 
  kept fed it draws life from you. Each day the 
  weapon does not inflict 1 point of damage on a 
  living creature your hit point maximum is 
  reduced by 1d4. These hit points cannot be 
  regained by any means until the fang of the 
  nosferatu is fed. This drain happens even if 
  you are not in possession of the weapon. 
   
  
   
   
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  CHAPTER 8: CAMPAIGN OPTIONS 
  All Ravenloft campaigns have some element 
  of horror, whether the heroes are brave 
  monster hunters or fearful commoners just 
  trying to survive. This chapter contains variant 
  rules as well as new rule optional to add to 
  your game.  
  Adventuring Options 
  This section provides optional rules to add 
  to your campaign to customize the tone of your 
  game. 
  Dark Inspiration 
  When an adventurer has an instance of 
  good luck, the Dark Powers follow this will ill 
  fortune, balancing the scales of fate. 
  This option allows the Dungeon Master to 
  gain inspiration. When a player spends 
  inspiration to gain advantage you gain 
  inspiration. Like players, you can only have a 
  single instance of inspiration.  
  You can expend your inspiration to grant a 
  creature advantage on an attack roll, saving 
  throw, or ability check. You can also expand 
  your inspiration to give a creature 
  disadvantage an attack roll, saving throw, or 
  ability check. However, you can't use your 
  inspiration to impose disadvantage on a roll 
  where a player is spending inspiration to gain 
  advantage.  
  Dread Pool 
  This optional rules adds random tension to 
  non-combat situations.  
  While the party is in an unnatural or 
  horrifying places – such as a sewer, haunted 
  castle, or vampire's lair – you place one or 
  more d20s on the table. This is known as a 
  "Dread Pool". As the party adventures you 
  gradually add more d20s, typically one die 
  after 30 minutes of play. You can also choose 
  to add dice after a player uses their 
  inspiration, scores a critical hit, or a moment 
  of drama.  
  When a player attempts an action with no 
  chance of failure (such as taking the Search or 
  Use an Object actions) they roll the Dread 
  Pool. If they roll a 1 something dramatic or 
  horrible occurs. After the Dread Pool has 
  trigger an event the dice in the pool are halved, 
  to allow tension to slowly increase. The 
  triggered event might be a random encounter, 
  a triggered trap, some environmental effect, or 
  a planned event. A player investigating a coffin 
  in a crypt might unleash a zombie, a horde of 
  clawing rats, or a cloud of toxic putrid gas. A 
  group of adventurers exploring Castle 
  Ravenloft might be ambushed by Count 
  Strahd.  
  The Dread Pool can be replaced by other 
  physical elements, such as a bag with a 
  coloured beads, poker chips, or coins. Part of 
  the effect is the continual presence of the 
  Dread Pool, and the visual reminder of the 
  increasing odds of disaster through the 
  growing number of dice.  
  Emotional Distress 
  A counterpart to fear and horror, emotional 
  distress is a short nervous breakdown in 
  response to continual stress. A character 
  experience emotional distress when in an 
  unnatural or horrifying location for a 
  prolonged time. They can also gain emotional 
  distress if continually fighting temptation or 
  madness: striving to present normalcy and 
  control their symptoms. 
  In a regular campaign, the player characters 
  are heroic adventures that are immune to the 
  stress of days underground in the dark while 
  constantly being assaulted by monsters. This is 
  not necessarily true in a Ravenloft campaign. 
  You can use emotional distress to draw 
  attention to the hazards of continual exposure 
  to terrifying locations or omnipresent danger, 
  and emphasise the toll adventuring has on the 
  psyche. 
  Resisting emotional distress usually 
  requires a Wisdom or Charisma saving throw. 
  If your game includes the Sanity score (see 
  chapter 9 of the Dungeon Master's Guide), a 
  creature makes a Sanity saving throw instead. 
  The DC of the saving throw usually starts lows, 
  steadily increasing the longer the character is 
  in the distressing area. On a failure, the 
  
   
   
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  character gains a short-term madness. You 
  might rule that characters suffering from an 
  indefinite madness or resisting the effects of a 
  fear, flaw, or dark shadow temptation have 
  disadvantage on this saving throw.  
  Outcasts 
  Communities in the Mists tend to be 
  isolated and insular, fearful of outsiders and 
  the unusual, especially inhuman races. This is 
  reflected in the outcast optional rule.  
  When dealing with someone who views you 
  with suspicion or fear, you do not add your 
  proficiency bonus to Charisma checks other 
  than Intimidation.  
  The most common outcasts are demihuman 
  races such as elves and caliban. In isolated 
  lands, all travellers or foreigners might be 
  outcasts. But in some lands arcane magic users 
  or Vistani might be outcasts. In communities 
  that have been tricked or swindled by false 
  heroes, all adventurers might be outcasts.  
  Altered Magic 
  The forces of magic are subtly altered by the 
  Dark Powers, twisting and changing the effects 
  of spells and magic items or imposing limits.  
  Divination 
  The Mists cloud even the future, and 
  attempts at divination can be hazardous. 
  Attempts to discern the future or best course 
  of action are often vague, while divinations 
  based on morality automatically fail.  
  The Dark Powers have influence over what 
  can be gleaned of the future, and are often 
  purposely misleading or subject to personal 
  interpretation. However, spells will still never 
  give outright false information: if a response 
  cannot be vague or cryptic, then the attempt 
  simply fails. Spells such as arcane eye carry 
  additional risks: creatures might be able to 
  detect the attempt, and attempt to use powers 
  that require sight, such as gaze attacks. 
  The Vistani are a notable exception to the 
  restrictions on divination. Vistani who possess 
  the Sight are unhindered by the restrictions 
  placed on others. However, Vistani can never 
  divine their own personal futures. It is said 
  hags can also pierce the veil of the future, but 
  dealing with those creatures is fraught with 
  danger.  
  All attempts to use divination to determine 
  the moral alignment or true nature of a 
  creature fail. Details of creature's nature (such 
  as their race, type, or origin) can't be discerned 
  through any spell or ability. Sometimes the 
  attempt fails obviously (or spectacularly), 
  while other times the result is whatever would 
  be most beneficial to the target, such as a 
  divination revealing a vampire as a mortal or 
  an elf as human. 
  Domain Borders 
  No spell, ability, or effect can affect a 
  domain’s closed border in any way. If the 
  border is closed nothing can cross the border 
  or affect anything on the other side. A closed 
  border cannot be crossed using mortal magic: 
  no form of teleportation magic will allow 
  someone to escape from a sealed domain, and 
  magically flying over a closed border will fail. 
  Sometimes the magic just ceases to work but 
  other times it fails spectacularly with deadly 
  consequences.  
  Additionally no powers, abilities, or rituals 
  can cross the Misty Border. Abilities function 
  normally between open borders of adjacent 
  domains but not between domains separated 
  by the Mists, even if there is a Mistway. A 
  character could cast a spell across an open 
  border but not through the Mists. 
  Planar Travel 
  Only the border realms are accessible 
  within the Demiplane of Dread: distant planar 
  travel is not possible. Creatures can travel to 
  the border ethereal or the local shadowfell or 
  feywild, but all attempts to journey to the 
  Astral Plane or reach the Outer Planes 
  automatically fail.  
  The reverse is not true. It is possible to 
  enter the Mists from other worlds. Portals and 
  gateways function normally inward, but they 
  are strictly one-way. Gateways can be opened 
  to the Outer Planes that allow creatures to be 
  brought into the Mists, but their return is not 
  guaranteed.  
  
   
   
  70 
   
  Resurrection 
  While many of the dead do not rest easily, 
  souls that have passed beyond the Land of the 
  Mists are not easily reachable. Even the most 
  powerful of magics can sometimes fail to 
  restore a soul, and the journey from death to 
  life is arduous.  
  In Ravenloft, spells like raise dead require 
  the creature being restored to life to make a 
  DC 15 Constitution saving throw check. Failure 
  by 4 or less means the process was traumatic 
  but successful. The restored creature might 
  gain a madness, develop a flaw or dark 
  shadow, experience a personality shift, or have 
  permanently scarred from their fatal wounds. 
  Failure by 5 or more means the soul did not 
  fully return and the creature was only is 
  partially raised, returning as an undead 
  creature.  
  Optional Rule: Magic Rating 
  Not every land has the same level of 
  magical capacity. In some areas there is simply 
  less ambient magical energy, and casting more 
  potent spells is difficult. Other sites are 
  infused with powerful magical energies 
  allowing spells to flow freely. 
  Locations can have a magic rating, ranging 
  from 1 to 6. In the Mists, most lands have a 
  base magic rating of 3, but other worlds have a 
  magic rating of 5. In order to use a spell slot 
  equal to or higher than 4 + the magic rating 
  you must make a DC 13 ability check, using 
  your spellcasting ability score.  
  Magic ratings of 6 are rare. In places where 
  the magic rating is 6, a spellcaster can regain 
  one 1st or 2nd level spell slot after a short rest. 
  There might be other effects such as certain 
  spells having a longer duration, dealing 
  maximum damage, or ignoring resistance. 
  An area's magic rating can vary depending 
  on the type of magic. Some areas might be tied 
  to particular schools of magic, such as illusion, 
  or an energy type, such as fire. An ancient 
  crypt serving as the lair of a monster might 
  have a magic rating of 3 (5 necromancy). 
  Curses 
  In the Mists, cries for vengeance or justice 
  are sometimes answered. Passion and anger 
  can draw the attention of the Dark Powers, 
  who may respond to dark thoughts and words 
  as they do to foul deeds.  
  Any intelligent creature can be cursed or 
  invoke a curse, from a high level paladin to a 
  lowly stable boy. Monsters and beasts are 
  typically immune to curses, but are also 
  unlikely to curse other creatures. The Dark 
  Power typically respond when there is an 
  imbalance in power; victims who have the 
  ability to enact their own revenge or justice 
  seldom see their curses take effect.  
  The Vistani are known for their curses, 
  which are frequently realized. It is unknown if 
  the Dark Powers pay special attention to the 
  Vistani or if the Vistani themselves have a 
  supernatural ability to enact their own curses.  
  The Dark Powers only enact a small 
  percentage of curses. Whether a curse takes 
  effect or is ignored should be determined by 
  the Dungeon Master based on whether a curse 
  would be appropriate for the story or not. If 
  random chance is desired, the character can 
  make a Charisma check to see if they attract 
  the Dark Powers attention. The DM should set 
  the DC but it should be around DC 20 (lower 
  for Vistani). If the curse is emotionally charged 
  or the invoker desires justice (such as a death 
  curse) the invoker might have advantage on 
  the check or the DC could be reduced to 15. In 
  special cases of gross injustice and strong 
  emotions the DC might be lowered and the 
  invoker granted advantage 
  Curses should be aimed at the action of the 
  character, not the player, and should never be 
  used by the Dungeon Master to punish players 
  for misbehaving. It's also preferable for curses 
  to be reactive, crafted in response to actions 
  rather than initiating a story. You should never 
  set out to curse a character 
  Removing a Curses 
  Removing a curse can be difficult, as the 
  Dark Powers do not forgive or easily let 
  someone escape their justice. 
  
   
   
  71 
   
  Escape Clause 
  Almost all curses have an escape clause: a 
  conditional statement that allows the curse to 
  be lifted upon completion. Very rare is the 
  curse without any escape clause or limits.  
  Escape clauses range from a single deed to a 
  daunting and prolonged quest. Once the task is 
  completed, the curse is instantly lifted and all 
  its negative effects are removed. For example, 
  an escape clauses might be as simple and plain 
  as “until you climb the highest peak in the 
  land” or as vague and prolonged “until you 
  perform one hundred truly noble deeds.” 
  Other escape clauses may require continued 
  behaviour; so long as the condition is upheld, 
  the curse is in remission and the victim suffers 
  no ill effects; the curse returns the instant the 
  behaviour stops. The escape clause “while you 
  speak with your sword” might mean the victim 
  is not cursed as long as they attempt peaceful 
  resolution before violence. Or the curse might 
  just apply to all attempts at violence, 
  regardless if they were preceded by diplomacy.  
  Curses could also have a set duration. This 
  is a variant escape clause, but there is typically 
  no way to end the curse early. The traditional 
  length of time is “a year and a day.” Time 
  limits are sometimes paired with continued 
  behaviour, especially if the duration is short.  
  Escapes clauses can be poetic, possibly even 
  metaphorical. There might be a specifically 
  intended meaning or interpretation to the 
  metaphor or there might be multiple solutions 
  that allow any reasonable attempt to lift the 
  curse. Vague escape clauses might offer 
  loopholes that can be exploited. The fighter 
  cursed with the clause “while you speak with 
  your sword” might find the negative effects 
  sidestepped if he uses an axe. Or not. 
  Magic 
  Spells such as remove curse or break 
  enchantment typically cannot lift a curse that 
  has been placed by the Dark Powers, especially 
  if the curse has an escape clause. Magical 
  methods of removing curses simply suppress 
  the curse for a number of days equal to the 
  level of the spell slot used to cast the spell. 
  More powerful magic like wish may 
  permanently lift a curse whether it has a 
  worded escape clause or not.  
  Curses without an escape clause can be 
  lifted as normal. 
  Lifting a Curse 
  A curse can be lifted by its invoker at any 
  time. They must be willing to do so and not 
  subject to bribery, duress, or enchantments 
  (reparations being different than bribery). 
  Only the individual who laid the curse can 
  revoke it. The invoker must be alive to lift the 
  curse. Magic, such as the speak with dead 
  spell, cannot be used. Spirits and other undead 
  cannot typically lift curses, although there are 
  exceptions, especially if the curse is preventing 
  a ghost from crossing into the afterlife.  
  The Vistani are a noteworthy exception, as 
  any member of the same family can lift a 
  curse; however the Vistani will seldom do so 
  without just cause. 
  Designing Curses 
  When designing a curse, pains should be 
  made to keep it dramatic, being atmospheric 
  and reflecting the original offence.  
  Good curses should hinder the victim but 
  not immediately remove them from the game, 
  making a character unplayable. It is preferable 
  for curses to have an escape clause, preferably 
  one with multiple options that encourage 
  creativity. 
  Spoken curses should avoid mentioning 
  game mechanics and terms. They need not be 
  poetic (although that's nice) but should be 
  more than just someone shouting, "I curse 
  you!" If improvisation is not a strong suit, 
  having the curse spoken in another language is 
  an option, offering more time to pen the actual 
  phrase. Similarly, the mechanical effect might 
  affect the character slowly over a period of 
  time. But there should be some immediate 
  sensation such as a cold wind blowing over the 
  creature or a chill running down their spine.  
  
   
   
  72 
   
  Sample Curses 
  Below are some sample curses to use in 
  your game. 
  Hunger 
  "Flesh and fat and meat be gone. Feel a 
  hunger to the bone. " 
  The cursed creature can only go a single day 
  without adequate food before they begin to 
  suffer exhaustion and must consume three 
  times the normal amount each day: three 
  pounds of food and three gallons of water. This 
  increases for each level of exhaustion they 
  possess. For example, a creature with two 
  levels of exhaustion must consume five times 
  the normal food and drink. 
  Madness 
  "May you feel the legs of spiders crawling 
  on your brain, an infirmity that cannot be 
  scratched away." 
  The cursed creature gain an indefinite 
  madness that cannot be cured until the curse 
  is lifted.  
  Misfortune 
  "Just when you believe you have found 
  success, you will experience ill luck's caress." 
  Once per day when the cursed creatures 
  succeeds on an ability check, saving throw, or 
  attack roll with neither advantage nor 
  disadvantage they must roll again and take the 
  lower result.  
  Weakness 
  "Your strength is a mirage that fades from 
  sight leaving you devoid of all of your might." 
  The cursed creature has disadvantage on 
  any ability check, saving throw, or attack roll 
  that uses Strength, has half the normal 
  carrying capacity, and all weapon damage 
  based on Strength is halved.  
  Vengeance 
  "Your days grow short and nights grow 
  long. Vengeance will soon be mine." 
  After each long rest the cursed creature 
  must make a DC 15 Constitution saving throw. 
  On a failure, their hit point maximum is 
  reduced by 5. These hit points cannot be 
  regained until the curse is lifted. 
  Dark Powers Checks 
  Those who commit evil deeds are blessed 
  and cursed by the Dark Powers: the enigmatic 
  forces that hold sway over the Land of the 
  Mists. When someone commits an evil or 
  questionable act there is a random chance the 
  Dark Powers are watching and will respond. 
  Making Checks 
  Whenever a character knowingly performs 
  an evil deed you can ask the character to make 
  a Dark Powers check. On a failed check, they 
  have attracted the attention of the Dark 
  Powers and gain 1 level of corruption. On a 
  successful check, the character has escaped the 
  notice of the Dark Powers (or the Dark Powers 
  have just ignored the action for some ineffable 
  reason). No ability or feature can modify this 
  roll or allow the d20 to be rerolled.  
  A typically Dark Powers is DC 3, but you 
  can set the DC of the Dark Powers check based 
  on the action, considering factors such as the 
  motive of the character, the alignment of the 
  victim, and the number of victims. If the 
  victim of the crime was evil the DM can reduce 
  the DC by 1 and if they were inhuman the DC 
  can be reduced by 2. If the victim was good or 
  a true innocent the DC can be increased by 1 or 
  2. Committing numerous small crime or evil 
  acts that individually did not warranted a Dark 
  Powers check might increase the DC when the 
  character finally crosses the line. Similarly, if a 
  character commits a series of related evil 
  actions they only roll a single check at a higher 
  DC. 
  The Dark Powers are more likely to respond 
  to deliberately evil actions, being less 
  interested in unthinking or casual evil. If the 
  creature acted rashly or had good intentions 
  the DM can rule they have a advantage on the 
  check, while if they acted for purely selfish 
  reasons or the crime was premeditated they 
  might gave disadvantage. A creature acting 
  against their nature might also impose 
  disadvantage on the check.  
  You are the arbiter of what is and is not 
  worthy of a check. Only truly evil acts call for a 
  check: immoral, cowardly, or spiteful acts 
  might not necessarily be evil and unworthy of 
  
   
   
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  a check. The frequency of Dark Powers 
  checks is dependent on the tone of the 
  campaign. A story emphasising the continual 
  struggle against evil or the inevitable fall into 
  darkness benefits from more frequent power 
  checks, but a heroic campaign of brave 
  monster hunters might overlook morally grey 
  actions done in the greater good.  
  Corruption 
  When a creature fails a Dark Powers check 
  they become corrupted, gaining 1 level of 
  corruption. Corruption can manifest in 
  multiple different ways depending on the 
  crimes of the creature. The type of crime 
  determines the eventual benefits and curses 
  that accompany the Dark Powers’ attention.  
  Crimes  
  Evil acts can be loosely divided into one of 
  four categories.  
  Betrayal. These are typically crimes 
  against a person or organization. Betrayal 
  results in social corruption. These include 
  revealing deep secrets, perjury, character 
  assassination, gaslighting, or selling-out an 
  ally.  
  Blasphemy. These are crimes against a 
  faith or a god. Committing blasphemy leads 
  to spiritual corruption. Examples include 
  violating a tenet, breaking an oath, grave 
  robbing, defacing a holy item, and defiling a 
  holy site.  
  Dark Magic. These are violations of the 
  natural order. Practicing dark magic leads to 
  mental corruption. Examples are laying a 
  curse, raising the dead, allying with evil 
  creatures, using dark rituals, creating the 
  undead, or the use of an evil artifact. 
  Violence. These are crimes against a 
  person. Acts of violence lead to physical 
  corruption. Examples include bullying, 
  extortion, assault, torture, and murder.  
  Mental Corruption 
  Tainting of the mind is the result of dark 
  magic. This is incurable mental deviation is 
  beyond mere madness. 
  The corrupted creature can gain an 
  understanding of forbidden knowledge as the 
  Dark Powers open the brain’s many locked 
  Design Note: When to Roll 
  When to make a Dark Powers check is a 
  matter of personal taste. "Does this warrant 
  a Powers check?" is a frequent message 
  boards question. In the end, the best 
  answer is "what do you think?" 
  Dark Powers checks are meant to create 
  drama and introduce moral consequences 
  to the game. They are not meant to be used 
  as a threat to keep troublesome players in 
  line. Instead they should set the mood and 
  reinforce the themes of the campaign.  
  The morality of adventurers is a topic 
  beyond a single sidebar, with many 
  contrasting opinions. Some people believe 
  that killing orc children is good, as orcs are 
  "chaotic evil", but others view the murder 
  of any children as an evil action. Similarly, 
  looting the dead is hard to adjudicate as so 
  much of the game is predicated on killing 
  monsters and taking their stuff. It is very 
  possible for the DM and a player to have 
  opposing views on what is evil and what is 
  good, and Dark Powers checks should not 
  be used as a way for the Dungeon Master to 
  impose their morality on the players.  
  Hard rules for Dark Powers checks are 
  tricky as not every game is the same and 
  not every DM wants the same focus on 
  corruption. There can also be moments of 
  silliness as something that is not evil 
  triggers a Powers check. For example, a 
  rule that casting a necromancy spells call 
  for a check means a character might gain 
  corruption for casting gentle repose or 
  spare the dying.  
  Firm rules also leaves the system open 
  for abuse. Thematically, the benefits of a 
  single failed Powers check outweigh the 
  costs because they are a temptation, but 
  this also makes it a temptation for players: 
  players seeking more abilities for their 
  character are incentivized to sin a little, to 
  get the first stage or two of corruption. 
  
   
   
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  doors. There is the possibility of a devious 
  intelligence, unrestrained by morality and 
  decency. Or the madness, could be all-
  consuming: the corrupted creature's mind is 
  free but random, moving chaotically between 
  ideas and possibilities without the grounding 
  force of reality.  
  Physical Corruption 
  Physical corruption alters the body. This 
  type of corruption is obvious and apparent: 
  there is little subtle about physical corruption. 
  Physical corruption can increases physical 
  strength at the cost of agility or mental ability, 
  changing the corrupted creature into a dim-
  witted brute. Alternatively, physical corruption 
  can make a creature quick and agile, but frail. 
  Agile corrupted creatures tend to be more 
  impulsive, lacking caution and common sense. 
  Social Corruption 
  Social corruption affects the personality 
  and interpersonal abilities of the corrupted 
  creature. While not obviously physically 
  deformed, there might be some inhuman 
  features and telltale traits that reveal their 
  depravity. 
  The socially corrupt often excel at lies and 
  deception, being prenaturally charming or 
  always knowing the right thing to say. The 
  corrupted might have unnatural abilities and 
  powers that affect or influence others. Or the 
  corrupted creature might be socially awkward 
  and repulsive, repugnant to be around as their 
  mannerisms betray their inhumanity. 
  Spiritual Corruption 
  Repeated blasphemy results in the 
  befouling of the soul. This is more than mere 
  damnation -which all failed Powers checks 
  lead to- but a total and almost infectious 
  blackening of the spirit. 
  A creature with a corrupted spirit quickly 
  forgets the difference between right and 
  wrong. This immorality is paired with 
  preternatural sight and wisdom. In contrast, a 
  spiritually dead creature is dull and poorly 
  motivated, yet relentless when pursuing their 
  single-minded goal. 
  Stages of Darkness 
  As a creature gains levels of corruption they 
  advance through the stages of darkness. The 
  curses and dark gifts bestowed upon the 
  creature depend on their stage. 
   
  Corruption 
  Level 
  Stage 
  - 
  Innocent 
  0 
  Pure or Redeemed 
  1 
  The Caress 
  2 
  The Enticement 
  3 
  The Invitation 
  4 
  The Embrace 
  5 
  The Descent 
    
  Innocent. This is a rare stage. Not only 
  has the creature never failed a Dark Powers 
  check, but they have never done anything to 
  warrant one. Often the creature has never been 
  exposed to horror. Most adults lost their 
  innocent not far into their adolescence. 
  Pure. The creature has never failed a Dark 
  Powers check. However, they may have done 
  something worthy of a Dark Powers check. 
  Redeemed. The character has failed a 
  Dark Powers check but managed to reduce 
  their level of corruption to 0, cleansing their 
  soul. However, the creature will never be Pure 
  again. 
  The Caress. The creature's soul is stained 
  but they have not truly fallen to darkness, nor 
  have they been overly cursed.  
  The Enticement. The Dark Powers have 
  given the creature a significant reward for 
  their actions along with an increased penalty. 
  The Invitation. The creature's gift 
  increases as the Dark Powers offer a great 
  boon, but the cost is much higher and 
  apparent. A little piece of their humanity is 
  lost. 
  The Embrace. Well on their way to true 
  darkness, the creature is now much more than 
  human, capable of inhuman feats. Sometimes 
  this supernatural nature is apparent, but other 
  times it is veiled. Regardless, a normal life is 
  impossible for the creature's appetites or 
  abilities are too monstrous.  
  The Descent. The creature is lost to 
  
   
   
  75 
   
  darkness, as their soul is irrevocably tainted 
  and they have become a member of the legion 
  of the night. The creature's alignment becomes 
  evil and the DM might take control of the 
  character. 
  Redemption 
  Corruption is difficult to remove but not 
  impossible, and damnation is not a certainty. 
  Although, recovering from corruption takes 
  time and effort, and the Dark Powers may 
  subtly guide the creature back to darkness.  
  To cleanse the soul, a creature must 
  encounter a situation similar to the one where 
  they chose to commit the evil act, only this 
  time they must willingly choose a different 
  course of actions. If this is done a number of 
  times equal to 1 + the creature's current level 
  of corruption, their corruption level decreases 
  by 1 level. Sometimes the Dark Powers do not 
  lightly release a pawn, and the creature must 
  reroll the Dark Powers check to reduce their 
  corruption level. 
  Act of Ultimate Darkness 
  Some deeds are so monstrous that they 
  cannot fail to attract the attention of the Dark 
  Powers. These are deeds so unforgivable that 
  they forever stain the soul. These are Acts of 
  Ultimate Darkness. 
  Acts of Ultimate Darkness are 
  unquestionably evil, often involving an 
  innocent or a family member. The action 
  should also be so heinous that is difficult if not 
  outright impossible to make reparations, 
  making redemption unlikely. The crime is not 
  easily described by one of the four types, 
  fitting into two or more categories. Failing a 
  Dark Powers check by 10 or more is also 
  considered an Act of Ultimate Darkness.  
   If a character ever commits an Act of 
  Ultimate Darkness they are forever touched by 
  the Dark Powers. They can never lower their 
  level of corruption below 2. If a character ever 
  commits an Acts of Ultimate Darkness their 
  alignment becomes evil and the DM should 
  take control of the character. 
  Darklords 
  To become a darklord, a creature must gain 
  a 5th level of corruption through an Act of 
  Ultimate Darkness. There are no darklords of 
  minor crimes or who have committed a 
  multitude of small sins. Although each 
  darklord is a unique creature, most gain some 
  standard powers.  
  Immunities. The darklord is resistant to 
  magical effects and conditions with a 
  permanent duration, such as curses or spells. 
  Once every year they can reroll the saving 
  throw, ending the effect on a success.  
  Legendary Creature. The darklord is 
  becomes a legendary creature and gains 3 
  legendary actions. If already a legendary 
  creature, the darklord gains 2 additional 
  legendary actions to a maximum of 5. 
  Legendary Resistance (2/Day). If the 
  darklord fails a saving throw, it can choose to 
  succeed instead. 
  Longevity. The darklord ages at half the 
  normal rate, if not slower. 
  Lord of the Land. The domain reshapes 
  itself to match the temperament and 
  personality of its lord. The darklord cannot 
  leave their domain and is trapped within its 
  borders. The entire domain is considered the 
  darklord's lair (although some darklords have 
  a seat of power with additional abilities). 
  Persistence. Time has little impact on 
  darklords. Most darklords cease to age 
  entirely, while others appear to age at half the 
  normal speed but suffering none of the 
  penalties associated with old age. 
  Lair Actions 
  On initiative count 20 (losing initiative ties) 
  the darklord takes a lair action to cause one of 
  the following effects: 
  ● Close Borders. Magical barriers encircle 
  the borders of the domain, keeping all 
  creatures from departing the land. No 
  mortal magic can pierce a closed domain 
  border. The exact form of the barrier 
  depends on the personality of the 
  darklord. The borders remain closed so 
  long as the darklord maintains 
  concentration, as if they were 
  concentrating on a spell.
  
   
   
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  ● Sense Disruption. The darklords senses 
  any disruption to their land, such as those 
  created by a paladin or the reality wrinkle 
  of a fiend or celestial. 
  Paths of Corruption 
  When a creature gains corruption they 
  progress along a Path of Corruption. Each Path 
  gives the creature a new flaw and various 
  effects based on the level of corruption. 
  Creatures suffer the effects of their current 
  level and all lower levels. 
   
  Below are several sample Paths of 
  Corruption. These can be customized as 
  needed, and you can make your own paths for 
  your players. 
  Path of the Brute 
  Bullies, thugs and those who take pleasure 
  from hurting others often find themselves on 
  this path. It results from crimes of aggression, 
  turning the corrupted creature into a hulking, 
  inhuman monster.  
  Flaw. "While angry, I find it harder to 
  think clearly."  
  Level 1. You gain advantage on a Strength 
  check or saving throw, but have disadvantage 
  on Dexterity ability checks and saving throws 
  for 1 minute. Once you use this ability you 
  must complete a short rest before you can use 
  it again. 
  Level 2. When making an attack with 
  melee weapon you treat damage rolls of 1 as a 
  2. When you deal damage with melee weapon 
  you have disadvantage on Wisdom ability 
  checks and saving throws for 1 round.  
  Level 3. Your increase your reach by 5 feet 
  but you take a -5 penalty to Dexterity (Stealth) 
  checks and Intelligence ability checks and 
  saving throws. 
  Level 4. When you take damage greater 
  than your Strength score in a single turn you 
  must make a DC 15 Wisdom saving throw or 
  become enraged. While enraged you deal an 
  extra 2d6 damage with each melee attack. If 
  you end your turn while within 60 feet of 
  another creature and have not taken the 
  Attack action you take 10 (3d6) psychic 
  damage. You can repeat the saving throw at 
  the end of each of your turns, ending the effect 
  on a success.  
  Level 5. You become a massive hulking 
  beast like an ogre or troll.  
  Path of the Coward 
  While violent crimes lead to this path, they 
  are acts of subtle violence, less clumsy and 
  overt. Thieves, muggers and assassins can find 
  themselves on this path, and the Dark Powers 
  reward their pragmatism with swift movement 
  but weakness and frailty.  
  Flaw. "My hands tremble during a fair 
  fight." 
  Level 1. You gain proficiency in the Stealth 
  skill for 1 minute. If you are already proficient 
  you add double your proficiency bonus on 
  Dexterity (Stealth) checks. While using this 
  ability cannot take the Attack action. Once you 
  use this ability you must complete a short rest 
  before you can use it again. 
  Level 2. When you make a Dexterity 
  saving throw roll 1d6 and add the result to the 
  saving throw. You take a -2 penalty on all 
  damage rolls with melee weapons. 
  Level 3. When you take damage from a 
  creature within 10 feet of you, your speed 
  increases by 10 feet until the end of your next 
  turn. You have disadvantage on all saving 
  throws against the frightened condition. 
  Level 4. When you hit a blinded or 
  incapacitated creature you deal maximum 
  damage, but you have disadvantage on all 
  attack rolls made against creatures not 
  suffering from any conditions.  
  Level 5. You become a sneaking creature 
  like a wererat or ettercap. 
  Path of the Lunatic 
  The result of crimes against the natural 
  order of the world, those on this Path find 
  their minds shattered from dealing with the 
  unnatural, especially those who seek 
  knowledge that was not meant to be known. 
  Those who consort with aberrations or raise 
  undead often find themselves on the path of 
  the lunatic.  
  Flaw. "My mind wanders and thoughts 
  come in random bursts." 
  Level 1. You have advantage on saving 
  throws against the charmed condition. After 
  
   
   
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  moments of stress, such as the end of combat, 
  you must make a DC 12 Intelligence saving 
  throw or gain a short-term madness. 
  Level 2. You can babble as an action. 
  Creatures that hear you and understand your 
  language must make a DC 13 Intelligence 
  saving throw or become frightened of you for 1 
  minute. Once you use this ability you must 
  complete a long rest before you can use it 
  again. You also have disadvantage on all 
  initiative checks.  
  Level 3. You no longer need to sleep and 
  can't be magically put to sleep. Instead, you 
  meditate for 4 hours each day. After 
  meditating, you gain the same benefit that a 
  normal human does from 8 hours of sleep. 
  However, the madness you gain after stressful 
  situations becomes a long-term madness.  
  Level 4. You are immune to the charmed 
  and frightened conditions, but you gain 
  vulnerability to psychic damage and an 
  indefinite madness. 
  Level 5. You become incurably insane, 
  gaining a new long-term madness at each 
  dawn and randomly swapping your personality 
  traits after each long rest.  
  Path of the Mastermind 
  The result of crimes of betrayal, this path is 
  followed by those who use people for personal 
  gain. Those on this path often treat others as 
  tools, viewing people as something to be used 
  then discarded. As creatures progress along 
  this path their physical form begins to fade, 
  until they can only act through others.  
  Flaw. "When I do things for myself I feel 
  weak and lethargic" 
  Level 1. You can cast the friends cantrip. 
  Once you cast this spell you must complete a 
  short rest before you can use it again. 
  Charisma is your spellcasting ability for this 
  cantrip. After you use this ability you have 
  disadvantage on attack rolls for 1 minute.  
  Level 2. When a creature you can see 
  targets you with an attack, you can use your 
  reaction to have the attack instead target a 
  friendly creature within 5 feet. Once you have 
  used this ability, you cannot use it again until 
  you complete a short rest. After you have use 
  this ability, creatures gain resistance to your 
  attacks for 1 minute.  
  Level 3. You become partially incorporeal 
  for 1 minute. While incorporeal you can move 
  through solid objects as if they were difficult 
  terrain and gain resistance to damage from 
  nonmagical sources. Once you have used this 
  ability, you cannot use it again until you 
  complete a long rest. Creatures within 5 feet 
  have advantage on attack rolls against you. 
  Level 4. As an action, you can make a 
  charmed or friendly creature take the Attack 
  action or cast a cantrip. Once you have used 
  this ability, you cannot use it again until you 
  complete a short rest. You can no longer take 
  the Attack, Help, or Use an Object actions.  
  Level 5. You become incorporeal or a 
  bodiless vapour that can possess creatures.  
  Path of the Mentalist 
  Those who dare to defy the natural order 
  can have secrets doors of the mind unlocked, 
  revealing unnatural psychic abilities that are 
  beyond mortal control. Those that have 
  dealings with the unholy and unnatural can 
  progress down this path.  
  Flaw. "Sharing knowledge and revealing 
  secrets makes me feel ill." 
  Level 1. You can cast the minor illusion 
  cantrip. Only one creature in range can see or 
  heal the illusion. Once you cast this spell you 
  must complete a short rest before you can use 
  it again. Intelligence is your spellcasting ability 
  for this spell and others spells gained from this 
  path. You have disadvantage on saving throws 
  against the charmed condition. 
  Level 2. You can cast the command spell 
  once per day. You experience terrible 
  nightmares and must succeed on a DC 10 
  Wisdom saving throw to take a long rest. 
  Level 3. You can cast the detect thoughts 
  spell once per day. You project your emotions 
  and intentions outward, giving yourself 
  disadvantage on Charisma (Deception) and 
  Dexterity (Stealth) checks. 
  Level 4. After a short rest, you regain the 
  spells granted by this path. The DC of the 
  saving throw needed to take a long rest 
  increases to 15. If you fail by 5 or more you 
  take 14 (4d6) psychic damage. 
  Level 5. Your head distends as your brain 
  increases in size. You might become an 
  aberrant creature.  
  
   
   
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  Path of the Seer 
  Crimes of blasphemy against faiths lead to 
  this path. Those who find themselves on this 
  path are often corrupted leaders or fallen 
  religious figures, those who have betrayed 
  their faith. The Dark Powers reward them with 
  unnatural wisdom and knowledge of hearts of 
  others at the cost of their sight.  
  Flaw. "I can see the hate in people." 
  Level 1. You have advantage on passive 
  Wisdom (Insight) checks but disadvantage on 
  passive Wisdom (Perception) checks. 
  Level 2. You have a visions of the future 
  that trigger when confronted with important 
  choices. Visions lasts 1d4 minutes, and you are 
  incapacitated while having the vision. You 
  must succeed on a DC 12 Wisdom saving 
  throw to prevent a vision. After having a vision 
  you can modify the future based on your 
  foreknowledge; during the next hour you can 
  reroll a single d20 roll and must take the new 
  roll.  
  Level 3. You gain blindsight 10 feet but 
  automatically fail Perception checks to see 
  creatures or objects farther than 100 feet away.  
  Level 4. You can cast detect thoughts once 
  per day. Wisdom is your spellcasting ability for 
  this spells. You have disadvantage on all 
  Wisdom (Perception) and Intelligence 
  (Investigation) checks that rely on sight. 
  Level 5. You become permanently blinded 
  but gain blindsight 60 feet 
  Path of the Serpent 
  Vile liars and tricksters fall prey to this 
  path: those that turn their back on what they 
  believed or sell out their confidants. They often 
  commit these crimes for a profit, valuing 
  money more than people. The Dark Powers 
  reward them with a literal forked tongue, 
  gradually making the creature more cold 
  blooded and reptilian. 
  Flaw. "I audibly hiss while telling the truth 
  or making a fair deal." 
  Level 1. You can gain advantage on a 
  Charisma (Deception) or Dexterity (Stealth) 
  check, but have disadvantage on Strength 
  checks and saving throws for 1 minute. Once 
  you use this ability you must complete a short 
  rest before you can use it again. 
  Level 2. You gain a bite natural attack that 
  deals 1d6 piercing damage. You must always 
  carry gold or other coins on your person, with 
  a minimum value of 20 x your level. You take 7 
  (2d6) psychic damage each hour that you lack 
  coins of the appropriate value. 
  Level 3. Your bite attack becomes 
  poisonous. Creatures that take damage from 
  your bite must succeed on a DC 13 
  Constitution saving throw or take 4 (1d8) 
  poison damage, or half as much damage on a 
  successful save. You can only eat living 
  creatures, such as mice or rats. Food that has 
  dead for more than 1 minute offers no 
  nourishment. 
  Level 4. Your skin is scaly and reptilian. 
  While not wearing armour your AC is 15 + 
  your Dexterity modifier. You must make a DC 
  16 Wisdom saving throw to spend or give away 
  coins or other valuables. 
  Level 5. You become a reptilian creature 
  like a lizardfolk or weresnake. 
  Path of Vermin 
  This path leads from blasphemous actions 
  against the natural order. Cultists for foul 
  religions or inhuman beings can find 
  themselves on this path, as well as those who 
  defile holy sites or rob from the dead. As the 
  corrupted creature is acting inhuman, they are 
  given influence over the lowest of creatures.  
   
  Flaw. "Regardless of how often I 
  bathe, I smell foul and attract insects." 
  Level 1. By consuming a handful of insects 
  or spiders your saliva becomes poisonous. 
  Creatures that ingest your saliva must make a 
  DC 12 Constitution saving throw, taking 7 
  (2d6) poison damage on a failed save, or half 
  as much damage on a successful one. The 
  vermin bites you as you eat them, dealing 5 
  (2d4) piercing damage. 
  Level 2. You have advantage on saving 
  throws against poisons and disease. You must 
  consume 1 lb. of rotting meat each day or gain 
  1 level of exhaustion.  
  Level 3. Insects crawl across your body. 
  You can hurl a handful of vermin as a thrown 
  weapon with a normal range of 10 feet and a 
  long range of 30 feet. Creatures struck by the 
  insects take 7 (2d6) piercing damage and must 
  make a DC 14 Constitution saving throw or 
  become poisoned for 1 minute. You have 
  
   
   
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  disadvantage on all Charisma checks (except 
  for Intimidation) and all ability checks related 
  to hearing. 
  Level 4. Insects move and write 
  underneath your skin, emerging then 
  burrowing below. When you are injured, 
  insects erupt from wounds. Creatures within 
  10 feet that deal piercing or slashing damage 
  to you must make a DC 15 Dexterity saving 
  throw or take 9 (2d8) poison damage. You gain 
  vulnerability to piercing and slashing damage. 
  Level 5. You become a being of vermin or a 
  large insectoid creature. 
  Fear and Horror 
  The player characters might be brave 
  heroes, but they are not immune to fear. Their 
  bravery comes in acting despite their growing 
  terror. But even the bravest of heroes 
  sometimes become frightened, especially when 
  confronting the unknown and wholly 
  unnatural. 
  Ravenloft is a world of fantasy and gothic 
  horror. Because fear and horror are such 
  important themes of the campaign, greater 
  attention needs to be paid to the differences 
  between the two. Rules for Fear and Horror 
  are in the Adventuring Options section in 
  Chapter 9 of the Dungeon Master's Guide.  
  Fright 
  Also known as shock, panic, or terror. 
  Creatures feel fear when in physical danger – 
  even if the danger is only implied. A situation 
  that puts a character or their bond in jeopardy 
  is frightening. 
  Many factors influence the need for a fear 
  saving throw. If the nature of the enemy is 
  unknown or the player character feels 
  unprepared to confront their foe, then a saving 
  throw against fear might be appropriate. If the 
  player character is facing a foe that previously 
  defeated them, they might also become scared. 
  A surprise attack can also be frightening, 
  especially in a location thought safe.  
  Horror 
  Also described as repugnance, revolt, or 
  dread. Creatures feels horror when not 
  physically threatened. Typically, a place or 
  event is horrifying. A situation that makes a 
  character question their ideals or bonds is 
  horrifying. 
  Horror saving throws are typically required 
  when a creature enters a horrifying area or 
  when a horrifying detail is first noticed. 
  Creatures can feel horror when confronted 
  with extreme violence or the supernatural. 
  Encountering something that seems 
  impossible or defies logic is also horrifying.  
  Horrific events are less clear-cut than 
  frightening events. Horror does not need to be 
  overt or obvious, and a subtle wrongness can 
  be just as horrifying as a dramatic revelation. 
  The horrifying nature of some encounters is 
  darkly ironic, as the truth of events and the 
  assumed reality are opposites. Finding a dead 
  body is unnerving, but finding one in a 
  perceived safe haven is horrifying. Having a 
  monster threatening to eat you can be 
  frightening, but discovering stew you just ate 
  was made from people is horrifying.  
  Madness 
  Individuals willing to risk their lives 
  fighting monsters more powerful than 
  themselves are often not entirely sane, but the 
  stresses of facing the legions of the night can 
  take their toll on the most stable of monster 
  hunters. Many champions descend into 
  madness and end their days battling far more 
  personal demons.  
  Below are a number of new indefinite 
  madnesses that can be taken in place of the 
  ones from the Dungeon Master's Guide. 
  
   
   
  80 
   
  New Madness Effects 
  d20  Effect (lasts until cured) 
  1. Obsession, Individual. "We belong 
  together." You are convinced someone is 
  your soulmate, the reincarnation of your 
  lost love, or the best friend you always 
  wanted.  
  2. Obsession, Object. "It brings me luck." 
  You believe a mundane object is 
  responsible for all your success and 
  without it you are nothing. 
  3. Obsession, Activity. "I have to do it ten 
  more times." You feel compelled to 
  perform a rite or routine every day or you 
  become anxious, possibly to the point of 
  panic.  
  4. Self-Flagellation. "I deserve to suffer." 
  You punish yourself for slight failures, 
  either physically or mentally.  
  5. Phobic. "Get it off me, get it off me!" You 
  have a crippling fear of something. Roll 
  1d10: 
  1. a type of animal (snakes, dogs, spiders, 
  rats) 
  2. heights 
  3. fire 
  4. open spaces 
  5. closed spaces 
  6. clowns 
  7.  thunder & lightning 
  8. flying 
  9. germs or dirt 
  10. injury 
  6. Multiple Personalities. "I didn't do it, 
  they did." You have 1d4 extra 
  personalities, each with their own 
  personality traits, flaws, and ideas.  
  7. Eating Disorder. "I hate how I look." 
  You over or under eat, having negative 
  perceptions of your figure that are likely 
  not true. 
  8. Depression. "Why bother?" You are 
  depressed to the point of being 
  unmotivated, pessimistic, and possibly 
  even suicidal. 
  9. Destined for Glory. "I was born for 
  great things." You are convinced you have 
  a special destiny, perhaps even a unique 
  power. 
  10. God's Chosen. "I have heard Her voice." 
  You believe your god talks to you, and has 
  plans for you.  
  11. Sadist. "Pain brings out the truth." You 
  enjoy personally inflicting physical pain 
  on other creatures. 
  12. Imposter Syndrome. "I don't deserve 
  this." You believe you are unworthy of 
  something, and at any time it will be taken 
  away.  
  13. Absolute Morality. "You're either my 
  ally or an enemy." You view the world in 
  absolutes, typically good and evil, with no 
  middle ground.  
  14. Masochist. "There is beauty in agony." 
  You enjoy experiencing pain and other 
  discomfort. 
  15. Fascination. "Look at the way it catches 
  the light. Beautiful." You are enraptured 
  by the sight of something, finding it 
  difficult to look away. Roll 1d8: 
  1. fire 
  2. gems 
  3. blood 
  4. mirrors 
  5. books 
  6. death 
  7. attractive individuals 
  8. gold 
  16. Graphomania. "The words have to 
  come out." You are compelled to write 
  things down. If no paper is available you 
  turn to the walls, furniture, or skin.  
  17. Traumatized. "I relive it every night, 
  every time I close my eyes!" You cannot 
  stop remember a terrifying event, possibly 
  becoming emotionally numb.  
  18. Antisocial. "They'd do the same to me, I 
  just did it first." You are unconcerned with 
  the feelings of other, being manipulative, 
  aggressive, or amoral.  
  19. Hallucinations. "Stop it! Stop 
  whispering to me!" You either see or hear 
  things that are not there.  
  20. Delusional. "It's true, I know it is." You 
  completely believe something is factual 
  despite not being so, such as believing you 
  have abilities or skills you do not possess. 
  
   
   
  81 
   
  Treating Madness 
  In addition to magical remedies, there are 
  there are mundane treatments for recovering 
  from madness.  
  After fourteen days of downtime spent 
  being treated for madness you can make a DC 
  15 Wisdom or Charisma saving throw (your 
  choice). A successful save puts the madness 
  into remission: you no longer suffer any ill 
  effects, but if you fail another saving throw 
  against a madness effect the madness returns. 
  If you continue to rest and succeed on a saving 
  throw while your madness is in remission you 
  are cured.  
  You need to be in a safe and comfortable 
  location to treat a madness through downtime. 
  Being in a dungeon or other hostile 
  environment imposes disadvantage on the 
  saving throw, while being in an asylum or 
  hospice grants advantage. Madness cannot be 
  treated while in an alien or inhuman 
  environment. 
  Variant: Instability Condition 
  For campaigns where madness inducing 
  elements are commonplace and the threat of 
  insanity is a continual theme, the existing 
  madness rules might be lacking, not allowing 
  for a gradual descent into madness.  
  With this optional rule, failing a saving 
  throw against a madness inducing effect does 
  not cause insanity but instead you suffer one 
  or more levels of instability. If you already 
  have one level of instability and suffer another 
  effect that causes instability, your current level 
  of instability increases by one. 
   
  Level 
  Effect 
  1 
  - 
  2 
  Gain a short-term madness 
  3 
  Gain a short-term madness 
  (duration doubled) 
  4 
  Gain a long-term madness 
  5 
  Gain a long-term madness 
  (duration doubled) 
  6 
  Gain an indefinite madness 
   
  A lesser restoration spell removes one level 
  of instability. A greater restoration spell or 
  more powerful magic removes two levels of 
  insanity.  
  Mistways 
  The Mists bordering the known lands can 
  displace travellers who venture within. Travel 
  through the mists is random and 
  unpredictable: sometimes nothing happens to 
  folk who wander into the Mists and sometimes 
  interlopers are swept away to distant lands. 
  However, there are a few paths through the 
  Mists that connect lands allowing repeated 
  travel. These are known as "mistways". Some 
  mistways allow travel in both directions, while 
  some only work one way. 
  Following a mistways requires a Wisdom 
  (Survival) check to navigate the mists, the 
  difficulty of which depends on the reliability of 
  the mistway. Excellent reliability mistways are 
  DC 12, moderate reliability mistways are DC 
  15, and poor reliability mistways are DC 18.  
  Failure indicates the journey either takes 
  longer than expected (by days or even weeks, 
  although the delay might vary between the 
  traveller and the larger world) or leads to an 
  unintended destination, such as a different 
  land or a different location in the expected 
  domain.  
  Resonance 
  Resonance is the memories of the land. 
  Places of resonance are the result of actions 
  fueled by intense emotions that were so 
  dramatic that they imbuing an area with their 
  memory. Areas of resonance are often places 
  of great importance, places of tragedy, or sites 
  of either great evil or heroism.  
  Rank 
  Instances of resonance are given a rank, 
  ranging from from 1-5.  
  The resonance's rank acts like a proficiency 
  bonus. Any effects caused by the resonance 
  that require a saving throw have a DC of 11 + 
  rank, and the attack modifier of a resonance is 
  equal to its rank + 5.  
  A resonance fills an area with a maximum 
  
   
   
  82 
   
  radius of fifty feet for each rank, but 
  resonances can be smaller. Resonances are 
  typically spherical, but some have been known 
  to fill a corridor or other irregular shape, so 
  long as the total area does not exceed the 
  maximum. The effects of a resonance can 
  sometimes pass through walls and other 
  barrier, but most resonances are confined to 
  natural borders of the area, such as a single 
  chamber or a forest glade, and do not extend 
  beyond this area. 
  Type 
  Passionate actions burn themselves into 
  reality creating an overlap between the mortal 
  world and adjacent planes. Each place of 
  resonance is imbued with a focal emotion such 
  as fear, sadness, or desire. In a resonance, 
  related emotions are intensified.  
  Fey 
  Strongly tied to the emotion that caused the 
  resonance, when someone enters an area of fey 
  resonance they experience unfamiliar urges 
  and feelings that are not their own. A site of a 
  great tragedy, such as a betrayal or murder, 
  might fill visitors with an inexplicable rage, 
  agony, or sadness. 
  Fey resonances are mental and lack the 
  visual cues of other resonances. Discerning the 
  cause or background of a fey resonance is 
  often difficult, as the only evidence are 
  emotions. A few fey resonances take control of 
  living creatures, as if they were possessed by 
  the spirits of the dead. Possessed creatures re-
  enact the events that led to the creation of the 
  resonance, only this performance is frequently 
  exaggerated and distorted. If multiple 
  creatures are possessed their actions might 
  appear contradictory and their conversations 
  fragmented. Possessed creatures are also not 
  bound to replay the same event again and 
  again, and can interact with other creatures or 
  reinterpret the originating event with slight 
  variance.  
  Shadow 
  Connected to the world of shadows and 
  despair, areas of shadow resonance drains the 
  joy and vitality from those inside. 
  Patches of shadow resonance appear dark, 
  with muted colours and menacing gloom. 
  Phantasms and a subtle wrongness pervade 
  shadow resonances: walls seem to shift, 
  strange sounds echo, shadows move, and 
  creatures see their inner fears out of the corner 
  of their eyes. No creature perceives an area of 
  shadow resonance the same way, and all bring 
  their own fears and darkness to the resonance. 
  The figments for a powerful shadow resonance 
  will sometimes become solid 
  Stories of places touched by a shadow 
  resonance tend to spread and grow, quickly 
  becoming legends. The curious come and 
  expect horrors, and are greeted by those same 
  imagined terrors. Very often the source of a 
  shadow resonance becomes lost and forgotten, 
  buried under myth and rumour.  
  Spiritual 
  Spiritual resonance overlaps with the 
  ethereal plane, the ghostly realm of the 
  recently dead. These areas of resonance are 
  typically created by the death of a creature or 
  other tragedy. Spiritual resonance is 
  frequently mistaken for a haunting, but there 
  is no single spirit that needs to be put to rest. 
  Also known as ethereal resonance, this 
  variant is typified by ghostly, insubstantial 
  figures continually re-enacting the scene that 
  created the resonance. Phantom objects might 
  also appear, presenting the area as it looked 
  when the originating event took place. The 
  timing of the replaying of events varies 
  between instances, sometimes happening 
  when new observers enter the area or 
  occurring on a daily basis. Some weaker 
  resonances only repeat on the anniversary of 
  the incident.  
  Creature and objects created by a spiritual 
  resonance are treated as difficult terrain. 
  Incorporeal or ethereal creatures, such as 
  ghosts, treat instances of spiritual resonance 
  as solid objects and cannot pass through them. 
  Creatures inside an area of spiritual resonance 
  are lightly obscured.  
  
   
   
  83 
   
  Sinkholes of Evil 
  When acts of darkness spawn a resonance 
  the imbued evil causes the area to become 
  spiritually unclean, the very soil has been 
  corrupted by the triggering deed. These areas 
  of malevolence resonance are known as 
  "sinkholes of evil". Only the most malicious of 
  deeds creates a sinkhole of evil, and they are 
  typically created through prolonged depravity 
  and suffering, evil actions committed again 
  and again in the same location. Occasionally, a 
  sinkhole is created through single action, but it 
  is rare for one deed to impart enough negative 
  emotions and evil. These sinkholes are the 
  sites of an act of ultimate darkness or the 
  creation of a darklord.  
  Non-evil creatures that enter a sinkhole of 
  evil must make a Charisma saving throw. One 
  a failure the creature gains vulnerability to 
  necrotic damage. Undead and fiends that enter 
  a sinkhole gain resistance to radiant damage. 
  Spending an extended time in a sinkhole of 
  evil can also drive a creature insane, and 
  taking a long rest in a sinkhole is cause for a 
  saving throw against madness. Many sinkholes 
  of evil have other effects, often mimicking the 
  hallow spell. 
  Destruction 
  A steady supply of emotion is needed to 
  sustain a resonance. If the sustenance of a 
  resonance is cut off it will weaken and slowly 
  begin to dwindle away.  
  Creatures do not need to be in close 
  proximity to resonance to feed it and can be 
  miles away. Many resonances are maintained 
  through repetition of their story: recitations of 
  the incident that led to the creation of the 
  resonance. So long as people talk about a 
  particular tragedy, gossiping or frightening 
  children with the tale, the resonance will 
  continue. Because tales of tragedy and horror 
  spread more rapidly, resonances with negative 
  emotions last longer while happy resonances 
  spawned by acts of love or romance slowly 
  shrink until the fade away. 
  A resonance can survive without the 
  relevant emotions for a number of months 
  equal to its rank. If the appropriate emotion is 
  absent, the resonance's rank is permanently 
  reduced by 1. Once its rank reaches 0 the 
  resonance melts away into nothing.  
   
   
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Quote the Raven - Heroes of the Mists v1.04.pdf