TEXT: @2016 Wizards of the Coast LLC
  Monster Hunter’s Pack
  A monster hunter’s pack includes a chest, a crowbar, a 
  hammer, three wooden stakes, a holy symbol, a flask of 
  holy water, a set of manacles, a steel mirror, a flask of oil, a 
  tinderbox, and three torches. Purchasing the pack costs 33 
  gp, which is cheaper than buying its contents individually. 
  Character Background
  During character creation, players can select the fol-
  lowing background for their characters, with the DM’s 
  approval. It is appropriate for any character or campaign 
  associated with eeriness or horror.
  Haunted One
  You are haunted by something so terrible that you dare 
  not speak of it. You’ve tried to bury it and flee from it, to 
  no avail. This thing that haunts you can’t be slain with 
  a sword or banished with a spell. It might come to you 
  as a shadow on the wall, a bloodcurdling nightmare, a 
  memory that refuses to die, or a demonic whisper in the 
  dark. The burden has taken its toll, isolating you from 
  others and making you question your sanity. You must 
  find a way to overcome it before it destroys you.
  Skill Proficiencies: Choose two from among Arcana, 
  Investigation, Religion, and Survival
  Languages: Choose one exotic language (Abyssal, Ce-
  lestial, Deep Speech, Draconic, Infernal, Primordial, 
  Sylvan, or Undercommon)
  Equipment: A monster hunter’s pack (see the sidebar), 
  a set of common clothes, and one trinket of special 
  significance (choose one or roll on the Gothic Trinkets 
  table after this background)
  Feature: Heart of Darkness
  Those who look into your eyes can see that you have 
  faced unimaginable horror and that you are no stranger 
  to darkness. Though they might fear you, commoners 
  will extend you every courtesy and do their utmost to 
  help you. Unless you have shown yourself to be a danger 
  to them, they will even take up arms to fight alongside 
  you, should you find yourself facing an enemy alone.
  Harrowing Event
  Prior to becoming an adventurer, your path in life was 
  defined by one dark moment, one fateful decision, or one 
  tragedy. Now you feel a darkness threatening to con-
  sume you, and you fear there may be no hope of escape. 
  Choose a harrowing event that haunts you, or roll one 
  on the Harrowing Events table.
  Suggested Characteristics
  You have learned to live with the terror that haunts you. 
  You are a survivor, who can be very protective of those 
  who bring light into your darkened life.
  Personality Traits
  d8
  Personality Trait
  1
  I don’t run from evil. Evil runs from me.
  2
  I like to read and memorize poetry. It keeps me calm 
  and brings me fleeting moments of happiness.
  3
  I spend money freely and live life to the fullest, 
  knowing that tomorrow I might die.
  4
  I live for the thrill of the hunt.
  5
  I don’t talk about the thing that torments me. I’d 
  rather not burden others with my curse.
  6
  I expect danger around every corner.
  7
  I refuse to become a victim, and I will not allow others 
  to be victimized.
  8
  I put no trust in divine beings.
  Ideals
  d6
  Ideal
  1
  I try to help those in need, no matter what the 
  personal cost. (Good)
  2
  I’ll stop the spirits that haunt me or die trying. (Any)
  3
  I kill monsters to make the world a safer place, and to 
  exorcise my own demons. (Good)
  4
  I have a dark calling that puts me above the law. 
  (Chaotic)
  5
  I like to know my enemy’s capabilities and weaknesses 
  before rushing into battle. (Lawful)
  6
  I’m a monster that destroys other monsters, and 
  anything else that gets in my way. (Evil)
  Curse of Strahd: Character Options
  Harrowing Event
  d10
  Event
  1
  A monster that slaughtered dozens of innocent people 
  spared your life, and you don’t know why.
  2
  You were born under a dark star. You can feel it 
  watching you, coldly and distantly. Sometimes it 
  beckons you in the dead of night.
  3
  An apparition that has haunted your family for 
  generations now haunts you. You don’t know what it 
  wants, and it won’t leave you alone.
  4
  Your family has a history of practicing the dark arts. 
  You dabbled once and felt something horrible clutch 
  at your soul, whereupon you fled in terror.
  5
  An oni took your sibling one cold, dark night, and you 
  were unable to stop it.
  6
  You were cursed with lycanthropy and later cured. You 
  are now haunted by the innocents you slaughtered.
  7
  A hag kidnapped and raised you. You escaped, but 
  the hag still has a magical hold over you and fills your 
  mind with evil thoughts.
  8
  You opened an eldritch tome and saw things unfit for 
  a sane mind. You burned the book, but its words and 
  images are burned into your psyche.
  9
  A fiend possessed you as a child. You were locked 
  away but escaped. The fiend is still inside you, but 
  now you try to keep it locked away.
  10
  You did terrible things to avenge the murder of 
  someone you loved. You became a monster, and it 
  haunts your waking dreams.
  
  @2016 Wizards of the Coast LLC
  Bonds
  d6
  Bond
  1
  I keep my thoughts and discoveries in a journal. My 
  journal is my legacy.
  2
  I would sacrifice my life and my soul to protect the 
  innocent.
  3
  My torment drove away the person I love. I strive to 
  win back the love I’ve lost.
  4
  A terrible guilt consumes me. I hope that I can find 
  redemption through my actions.
  5
  There’s evil in me, I can feel it. It must never be set 
  free.
  6
  I have a child to protect. I must make the world a safer 
  place for him (or her).
  Flaws
  d6
  Flaw
  1
  I have certain rituals that I must follow every day. I can 
  never break them.
  2
  I assume the worst in people.
  3
  I feel no compassion for the dead. They’re the lucky 
  ones.
  4
  I have an addiction.
  5
  I am a purveyor of doom and gloom who lives in a 
  world without hope.
  6
  I talk to spirits that no one else can see.
  Gothic Trinkets
  When rolling for a trinket, consider using this table, 
  which is designed for a gothic game.
  Trinkets
  d100
  Trinket
  01–02
  A picture you drew as a child of your imaginary 
  friend
  03–04
  A lock that opens when blood is dripped in its 
  keyhole
  05–06
  Clothes stolen from a scarecrow
  07–08
  A spinning top carved with four faces: happy, sad, 
  wrathful, and dead
  09–10
  The necklace of a sibling who died on the day you 
  were born
  11–12
  A wig from someone executed by beheading
  13–14
  The unopened letter to you from your dying father
  15–16
  A pocket watch that runs backward for an hour every 
  midnight
  17–18
  A winter coat stolen from a dying soldier
  19–20
  A bottle of invisible ink that can only be read at 
  sunset
  21–22
  A wineskin that refills when interred with a dead 
  person for a night
  23–24
  A set of silverware used by a king for his last meal
  25–26
  A spyglass that always shows the world suffering a 
  terrible storm
  27–28
  A cameo with the profile’s face scratched away
  d100
  Trinket
  29–30
  A lantern with a black candle that never runs out and 
  that burns with green flame
  31–32
  A teacup from a child’s tea set, stained with blood
  33–34
  A little black book that records your dreams, and 
  yours alone, when you sleep
  35–36
  A necklace formed of the interlinked holy symbols of 
  a dozen deities
  37–38
  A hangman’s noose that feels heavier than it should
  39–40
  A birdcage into which small birds fly but once inside 
  never eat or leave
  41–42
  A lepidopterist’s box filled dead moths with skull-
  like patterns on their wings
  43–44
  A jar of pickled ghouls’ tongues
  45–46
  The wooden hand of a notorious pirate
  47–48
  A urn with the ashes of a dead relative
  49–50
  A hand mirror backed with a bronze depiction of a 
  medusa
  51–52
  Pallid leather gloves crafted with ivory fingernails
  53–54
  Dice made from the knuckles of a notorious 
  charlatan
  55–56
  A ring of keys for forgotten locks
  57–58
  Nails from the coffin of a murderer
  59–60
  A key to the family crypt
  61–62
  An bouquet of funerary flowers that always looks 
  and smells fresh
  63–64
  A switch used to discipline you as a child
  65–66
  A music box that plays by itself whenever someone 
  holding it dances
  67–68
  A walking cane with an iron ferule that strikes sparks 
  on stone
  69–70
  A flag from a ship lost at sea
  71–72
  Porcelain doll’s head that always seems to be 
  looking at you
  73–74
  A wolf’s head wrought in silver that is also a whistle.
  75–76
  A small mirror that shows a much older version of 
  the viewer
  77–78
  Small, worn book of children’s nursery rhymes.
  79–80
  A mummified raven claw
  81–82
  A broken pendent of a silver dragon that’s always 
  cold to the touch
  83–84
  A small locked box that quietly hums a lovely melody 
  at night but you always forget it in the morning
  85–86
  An inkwell that makes one a little nauseous when 
  staring at it
  87–88
  An old little doll made from a dark, dense wood and 
  missing a hand and a foot
  89–90
  A black executioner’s hood
  91–92
  A pouch made of flesh, with a sinew drawstring
  93–94
  A tiny spool of black thread that never runs out
  95–96
  A tiny clockwork figurine of a dancer that’s missing a 
  gear and doesn’t work
  97–98
  A black wooden pipe that creates puffs of smoke 
  that look like skulls
  99–00
  A vial of perfume, the scent of which only certain 
  creatures can detect
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S04 - Curse of Strahd/CoS - Character Options.pdf