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  Ravenloft Archetypes: Nightmares of Barovia v1.4 
   
   
   
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  Ravenloft Archetypes: Nightmares of Barovia 
  By Jeremy Forbing 
  -Contents- 
  Barbarian ......................................................................................... 2 
  Path of the Sea Reaver......................................................... 2 
  Bard .................................................................................................... 3 
  College of Secrets .................................................................. 3 
  Fighter .............................................................................................. 5 
  New Fighting Styles for Fighters, Rangers, and Paladins………5 
  Slayer ........................................................................................... 6 
  Paladin .............................................................................................. 7 
  Oath of Blood ........................................................................... 7 
  Ranger ............................................................................................... 9 
  Stalker ......................................................................................... 9 
  Rogue................................................................................................. 11 
  Antiquarian .............................................................................. 11 
  Warlock ......................................................................................... 12 
  The Dark Powers ................................................................... 12 
  Wizard ..............................................................................................13 
  School of Alienism ................................................................13 
  Races ................................................................................................. 16 
  Crag Dwarf .............................................................................. 16 
  Human (Vistani) ..................................................................... 16 
  Optional Feat for Vistani ................................................ 16 
  Dusk Elf ..................................................................................... 17 
  Optional Feats for Dusk Elves and Others ............. 19 
  New Spells ..................................................................................... 19 
  Spell Lists ................................................................................. 19 
  Bard Spells ............................................................................... 19 
  Cleric Spells ............................................................................ 19 
  Druid Spells ............................................................................. 19 
  Paladin Spells ......................................................................... 19 
  Ranger Spells .......................................................................... 19 
  Sorcerer Spells ...................................................................... 19 
  Warlock Spells ...................................................................... 19 
  Wizard Spells......................................................................... 20 
  Blood Curse ............................................................................ 20 
  Challenger’s Mark .............................................................. 20 
  Create Poison ........................................................................ 20 
  Dread Mercy ............................................................................ 21 
  Frightful Strike .................................................................... 22 
  Pain .............................................................................................. 22 
  Punishing Strike ................................................................... 22 
  Reaver’s Touch ....................................................................... 22 
   
   
  Monsters & NPCs ....................................................................... 23 
  Barovian Scarecrow ......................................................... 23 
  Deep Cultist ............................................................................ 24 
  Pseudonatural Creature .................................................. 25 
  Example: The Rat-Thing (Pseudonatural Rat) ........................... 26 
  Example: The Black Dog (Pseudonatural Hell Hound) ............ 27 
  Rom .............................................................................................. 28 
  Vampires of Ravenloft ...................................................... 29 
  Vampire, Dwarf ...................................................................... 30 
  Vampire, Elf ............................................................................. 32 
  Vampire, Halfling .................................................................. 35 
  Vistani Scoundrel .............................................................. 37 
  Vistani Tutor ........................................................................ 38 
   
   
   
   
   
  In the adventure The Curse of Strahd, the 
  Dark Powers of Ravenloft draw heroes 
  from other worlds into this demiplane of 
  dark horror. This supplement provides 
  new class and race options for player 
  characters in that terrifying campaign, 
  and for adventurers in other regions of 
  the Domains of Dread. It also includes 
  new spells for the fight against the Dark 
  Lords, and new monsters to test such 
  heroes’ resolve. These options can be 
  used in other campaigns as well, with the 
  DM’s permission (as always). 
  Spells marked with an asterisk “*” are 
  new spells introduced in the Spells 
  section of this document. 
  Two archetypes, the Antiquarian for 
  Rogues and the School of Alienism for 
  Wizards, are adapted from archetypes 
  that appeared in the same author’s 
  previous title, Al-Qadim Archetypes: 
  Scimitars Against the Dark. 
  
   
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  Barbarian 
  New Primal Path: 
  Path of the Sea Reaver 
  A relatively recent phenomenon in the Domains of 
  Dread was begun a century ago by three ships of 
  Northmen from the Forgotten Realms. A raiding 
  party of the Ruathym pillaging the Sword Coast, 
  who found themselves transported by the Mists, 
  recently charted a different course that many 
  small barbarian groups now follow. They began 
  practicing organized piracy and looting, attacking 
  villages on the coast of the Sea of Sorrows. 
  There have always been pirates in the two seas 
  of this realm, but this kind of sea raiding 
  (sometimes referred to by its practitioners as “to 
  go a-viking”), is a growing problem for many ports 
  and shipping concerns. It is both abetted and 
  restrained by the same issues that keep most 
  vessels close to the coast.  Both the overcast 
  Nocturnal Sea and the starless Sea of Sorrows 
  lack any useful means of celestial navigation and 
  are bedeviled by unpredictable weather (especially 
  in the Sea of Sorrows) as well as the Mists. 
  For these reasons, most ships—whether 
  merchant fleets or lawless vessels of pillage—stay 
  very close to the coastlines. Isolated coves and 
  seaside hideaways abound on the dark seas, 
  which aids these barbarians in their work. 
  Blaustein is an infamous buccaneer port. Islands 
  in the Finger and Martira Bay in Darkon shelter 
  many a smuggler, as does a similar stretch of isles 
  in the Finger. The jagged coastline of northern 
  Lamordia is riddled with flooded grottos and 
  pirate havens high above the salt spray. 
  Lately, these raiders have become bolder, sailing 
  their vessels upriver and bringing them ashore, 
  then marching on to attack villages far from the 
  coast. Villagers have been terrorized by these 
  raids as far inland as southern Barovia, 
  In a land ruled by fear, barbarians on this 
  Primal Path make terror their ally whenever they 
  can. They depend on the panic they create to 
  practice their ruthless trade. 
  Mariner 
  You gain proficiency in navigator’s tools and 
  vehicles (water), and the Athletics skill. When you 
  make ability checks for any of these proficiencies, 
  your proficiency bonus is doubled. In addition, for 
  purposes of holding your breath and avoiding 
  suffocation, you treat your Constitution modifier 
  as if it were 2 higher. 
  Seafarer’s Mobility 
  When you are not using a shield or wearing any 
  kind of heavy armor, you receive a +1 bonus to 
  AC, and you gain a swimming speed and climbing 
  speed equal to your walking speed.  
  Crow’s Eye 
  Starting at 6th level, can see up to 1 mile away 
  with no difficulty, able to discern even fine details 
  as though looking at something no more than 100 
  feet away from you. In addition, you do not have 
  disadvantage on Wisdom (Perception) checks to 
  see things that are lightly obscured by heavy rain, 
  mist, fog, or other forms of precipitation. 
  Relentless Ferocity 
  At 6th level, while raging, you have resistance to 
  psychic damage and advantage on all saving 
  throws against being charmed or frightened.  
  Terror on the High Seas 
  Beginning at 10th level, if you hit a creature with 
  a melee weapon attack while you are raging, you 
  can use your bonus action to terrorize them into 
  surrender or flight. The target you struck and 
  each other creature of your choice within 10 feet 
  of it must succeed on a Wisdom saving throw (DC 
  equal to 8 + your proficiency bonus + your 
  Charisma modifier). Creatures who fail become 
  frightened of you until the end of your next turn 
  and take psychic damage equal to your 
  proficiency bonus. 
  Overwhelming Counterattack 
  Starting at 10th level, once per turn, when you hit 
  a creature with a weapon attack that has attacked 
  you within the last minute, you can choose one of 
  the following options: 
  + 
  Inflict an additional 1d10 damage on that 
  creature.  
  + 
  Make a weapon attack against any number of 
  creatures within 5 feet of that creature who 
  are within reach of your weapon, with a 
  separate attack roll for each target. 
  Inescapable Fear 
  Beginning at 14th level, whenever a frightened 
  creature within range of your weapon makes an 
  attack, it provokes an opportunity attack from 
  you. If the opportunity attack hits, the creature 
  has disadvantage on saving throws against being 
  frightened until the end of your next turn. 
  
   
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  Bard 
  New Bard 
  College: 
  College of 
  Secrets 
  There have been 
  many secret 
  societies in history, 
  and they have 
  always needed 
  those like you, 
  those who truly 
  understand the 
  nature of loyalty 
  and respect. And 
  fear, of course. 
  There must always 
  be fear, your 
  insurance against 
  those unfortunate 
  days when loyalty and respect do not carry their 
  proper weight. You prefer to be respected, even 
  loved, and you work hard to earn loyalty.  
  But fear will do in a pinch. 
  Your branch of your college is no loose 
  association, but a close-knit society of sworn 
  comrades, bound together in a mutually 
  dependent code of discretion, honor, and blood. It 
  could be one or more of many things—a thieves’ 
  guild, an outlawed cult, a spy ring, a hidden 
  faction of nobles devoted to restoring the true heir 
  to the throne—but the key to your survival is 
  clear: an expert understanding of the psychology 
  and culture of those around you.  
  You are different things to different people. Some 
  may call you a protector of the common folk, 
  others may think of you as an extortionist or a 
  threat. In some places, you and your fellows may 
  be relied upon as an unofficial police force. You 
  may even be tolerated or condoned by local 
  authorities, but they never know the whole truth 
  of what you are. 
  Blood Initiation 
  When you choose this archetype at 3rd level, you 
  have been fully initiated as a member of your 
  secret society, and you have been trained in all 
  their mysterious ways. They in turn expect your 
  loyalty and secrecy, but this gives you a number 
  of benefits: 
  • 
  You gain proficiency with any two Dexterity- 
  or Charisma based skills of your choice. You 
  may choose to gain proficiency with thieves’ 
  tools or disguise kits in place of one skill. You 
  are also proficient with all martial weapons 
  that do not have the two-handed or heavy 
  property. 
  • 
  Once per turn, when you inflict psychic 
  damage with a cantrip, spell, or weapon 
  attack, you can expend one of your uses of 
  Bardic Inspiration as a bonus action to choose 
  one target who took that damage. That target 
  must roll a Wisdom save against your bard 
  spell DC. If they fail, they take psychic damage 
  equal to the number rolled on the Bardic 
  Inspiration die and are frightened of you until 
  the end of your next turn. 
  • 
  As an action, when a non-hostile creature is 
  frightened of you, you can make a Charisma 
  (Deception) check against its passive Insight 
  score (10 + Insight modifier) to cause it to stop 
  being frightened of you and become charmed 
  by you instead. It remains charmed by you for 
  10 minutes or until you or your companions 
  threaten it or do anything harmful to it. 
  Creatures immune to being charmed remain 
  frightened of you. If you genuinely mean the 
  creature no harm, the DM may allow you to 
  
   
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  make a Charisma (Persuasion) roll instead of 
  using your Deception skill.  
  Inspire Dread 
  At 3rd level, when a creature you can see that is 
  frightened of you or charmed by you makes an 
  attack roll or ability check, you can use your 
  reaction to expend one of your uses of Bardic 
  Inspiration, rolling a Bardic Inspiration die and 
  subtracting the number rolled from the creature's 
  roll. You can choose to use this feature after the 
  creature makes its roll, but before the DM 
  determine whether the attack roll or ability check 
  succeeds or fails. The creature is immune if it 
  cannot either hear or see you. At 6th level, you can 
  use this ability on a creature that is the current 
  target of a hunter’s mark spell, whether that 
  creature is frightened or not. 
  Secret Insights 
  At 6th level, you learn the hunter’s mark spell. It 
  does not count against the total number of spells 
  you can know as a bard. You gain certain bonuses 
  when using this spell, as follows: 
  + 
  When you inflict the extra damage from this 
  spell on a creature, that damage is psychic.   
  + 
  When a creature is the target of your hunter’s 
  mark, you have advantage on Wisdom (Insight) 
  checks against it.  
  + 
  If you spend at least 1 minute observing or 
  interacting with another creature outside 
  combat, you can cast hunter’s mark on it 
  without any components and without using a 
  spell slot. When you cast hunter’s mark on a 
  creature in this way, you also learn certain 
  information about its capabilities compared to 
  your own. The DM tells you if the creature is 
  your equal, superior, or inferior in regard to 
  two of the following characteristics of your 
  choice: 
  - 
  An ability score of your choice 
  - 
  Armor Class 
  - 
  Current hit points 
  - 
  Total class levels (if any) 
  - 
  Levels in a particular class (if any) 
  At the DM’s option, you might also realize you 
  know a piece of the creature’s history or one of 
  its personality traits, if it has any. 
  Once you cast hunter’s mark on a creature 
  without using a spell slot in this way, you 
  cannot do so again until you finish a short or 
  long rest. 
   
   
  Grim Mockery 
  Starting at 6th level, you can use what seems like 
  gentle teasing, a polite word of caution, or even 
  just a look to communicate a terrifying threat. 
  When you cast the vicious mockery cantrip, the 
  range is doubled, you can target two creatures 
  instead of just one, and you add your Charisma 
  modifier to the damage roll. At 11th level you can 
  target up to three creatures with this cantrip, and 
  at 17th level you can target as many as four. 
  Deflect Interrogation 
  Starting 14th level, when you take the Attack 
  action on your turn and hit at least one creature, 
  you can cast the vicious mockery cantrip as a 
  bonus action, targeting only the creature you 
  struck. In addition, when rolling an ability check 
  or saving throw to resist any attempt to discern 
  information about you, your plans, your location, 
  or your thoughts, you have advantage on the roll, 
  and if your proficiency bonus is applied, you 
  double your proficiency bonus for that roll. This 
  includes effects that would read your thoughts or 
  compel you to speak the truth. If you succeed on 
  your roll, you can cast vicious mockery as a 
  reaction. 
  Informant Network 
  At 14th level, you have carefully built up a network 
  of informants who you can contact from almost 
  anywhere (via a messenger bird, magic, or other 
  means). These informants are mix of guards, 
  beggars, vagabonds, merchants, and allied 
  government officials who have enough personal 
  loyalty to you to perform routine favors, but not to 
  risk their safety. As long as you are within 100 
  miles of a settlement that includes at least 100 
  intelligent creatures with whom you share a 
  language, you can use the following abilities:  
  • 
  You can cast the commune and legend lore 
  spells as rituals with a 1 hour casting time, 
  but they are not magical effects; they are, in 
  fact, information from your network rather 
  than divinations, and can be used even if 
  spells are unavailable (such as in area of dead 
  magic or antimagic). Any references to contact 
  with deities in those spells instead reference 
  contact with your network. You can gain any 
  information that is known by more than 1 
  person within 200 miles, within the limitations 
  of the spells. The casting time is the time it 
  takes to contact your network and get back 
  your answer. The following spells can be used 
  in this way: commune and legend lore. 
  
   
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  • 
  You choose a location that you have seen 
  before, or a public location which has been 
  described to you in some detail, then ask 
  members of your network to watch it for one 
  hour. At the end of that hour, you are 
  informed of everything that could have been 
  seen in that location within the last hour, as if 
  you had been watching it yourself with a 
  scrying spell for that time. Creatures that 
  enter the location who have the Observant feat 
  or can see invisible objects make a Wisdom 
  saving throw against your ranger spellcasting 
  DC. If they succeed, they know they are being 
  watched, but not who is watching them. 
  • 
  You use your existing network’s contacts to 
  get knowledge about an unfamiliar city or 
  town you are near. When you within 5 miles of 
  a settlement with a population of at least 100 
  intelligent creatures, you can spend 30 
  minutes following up on leads from your 
  contacts to gain knowledge of up to three facts 
  of your choice about any of the following 
  subjects as they relate to the settlement: 
  - 
  major criminal organizations and cult 
  activities 
  - 
  significant underground tunnels or 
  architecture 
  - 
  popular religious groups and places of 
  worship 
  - 
  powerful figures in government and 
  commerce 
  - 
  individuals who inspire great awe or fear 
  (such as archmages or legendary warriors) 
  - 
  basic demographics of the population 
  (percentage of humans and other races, 
  etc.) 
  - 
  rumors of monsters dwelling in the 
  settlement or nearby (including below it) 
  - 
  any large wilderness areas inside or close 
  to the settlement 
  - 
  other settlements or cultures nearby 
  For example, if you entered a new city and 
  used this ability, you could determine its most 
  powerful thieves’ guild, the locations of 
  temples that can provide magical healing, and 
  which graveyards are said to be haunted by 
  undead.  
   Fighter  
  New Fighting Styles for Fighters, Rangers, 
  and Paladins 
  The following fighting styles are available to fighters and 
  rangers in Ravenloft campaigns, in addition to those 
  already available in the normal D&D rules. Paladins 
  also gain access to the Mounted fighting style, but not 
  Mobility. No matter how many times class features 
  allow you to choose, you can never select a particular 
  fighting style more than once.  
  • Mobility 
  When you are not using a shield or wearing any kind of 
  heavy armor, you receive a +1 bonus to AC, and you 
  gain a swimming speed and climbing speed equal to 
  your walking speed.  
  • Mounted 
  When mounted, if you inflict damage with a weapon on 
  an unmounted creature smaller than your mount, that 
  creature can’t make opportunity attacks against you or 
  your mount for the rest of your turn, and you can re-
  roll any weapon damage die that rolls a 1. You must 
  use the new roll. 
  
   
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   New Martial Archetype: 
  Slayer 
  You’ve had enough. You know the war cannot be 
  won in these benighted lands, but you fight back 
  anyway, taking sweet vengeance on vampire lords, 
  lycanthropes, undead of all kinds, fiends, psychic 
  predators, and the like. You have your favored 
  prey, of course, but you do not discriminate when 
  choosing what monsters deserve to taste your 
  steel. Over time, you not only become more 
  formidable in direct confrontation with the 
  creatures of darkness, but also develop a sixth 
  sense that helps you to detect their foul presence. 
  One day, you know, you will go down fighting, yet 
  by becoming an adventurer and finding 
  companions, you know you need not fight alone. 
  Combat Superiority  
  At 3rd level, you learn a set of maneuvers that are 
  fueled by special dice called superiority dice. 
  Maneuvers. You learn three maneuvers, which 
  are detailed under "Maneuvers" below. Many 
  maneuvers enhance an attack in some way. You 
  can use only one maneuver per attack. 
  Superiority Dice. You have four superiority 
  dice, which are d8s. A superiority die is expended 
  when you use it. You regain all of your expended 
  superiority dice when you finish a short or long 
  rest. You gain another superiority die at 7th level 
  and one more at 15th level.  
  Saving Throws. Some of your maneuvers 
  require your target to make a saving throw to 
  resist the maneuver’s effects. The saving throw 
  DC is calculated as follows:  
  Maneuver save DC = 8 + your proficiency bonus + your 
  Strength or Dexterity modifier (your choice) 
  Maneuvers 
  Menacing Attack. When you hit a creature 
  with a weapon attack, you can expend one 
  superiority die to attempt to frighten the target. 
  You add the superiority die to the attack's damage 
  roll, and the target must make a Wisdom saving 
  throw. On a failed save, it is frightened of you 
  until the end of your next turn. 
  Sense Darkness. You can spend a superiority 
  die to extend your senses to a preternatural level. 
  For a number of rounds equal to the number 
  rolled on your superiority die, you sense the 
  locations of fey, fiends, undead, and creatures of 
  the type chosen for your hated enemy feature (see 
  below) within 30 feet. You cannot determine the 
  creature’s exact location, only the general 
  direction if they are within 30 feet. If a creature 
  you detect is your hated enemy, you gain an 
  additional benefit: for 10 minutes, you add the 
  result of your superiority die roll to all Wisdom 
  checks related to that creature, including Wisdom 
  (Insight) checks against it, as well as Wisdom 
  (Perception) or Wisdom (Survival) checks you 
  make to find or track it. 
  Slayer’s Cleave. When you reduce a creature to 
  0 hit points with a melee weapon attack on your 
  turn, you can use your reaction to expend one 
  superiority die to attack another creature within 5 
  feet of you. If the attack succeeds, add the 
  superiority die roll to the damage of the attack. 
  Hated Enemy 
  Beginning at 3rd level when you choose this 
  archetype, you choose a particular kind of 
  monster on which you have sworn a hateful 
  vengeance. Work with your DM to determine an 
  appropriate type of enemy for the campaign. You 
  can choose one hated enemy from the following: 
  aberrations, beasts, constructs, dragons, 
  elementals, fey, fiends, giants, monstrosities, 
  oozes, plants, or undead. Alternatively, you can 
  select two races of humanoids (such as humans 
  and goblins) as hated enemies. When you use a 
  superiority die to inflict extra damage on a 
  creature that is your hated enemy, that creature’s 
  speed is reduced by half until the end of its next 
  turn, and you may choose to inflict that damage 
  as radiant damage. 
  Defensive Leader 
  Beginning at 7th level, you are an experienced 
  battlefield leader, and those who fight alongside 
  you feel a sense of security from your very 
  presence, knowing you will defend them as best 
  you can. You learn the challenger’s mark cantrip, 
  and all creatures you choose within 10 feet of you 
  have resistance to psychic damage and advantage 
  on saving throws against being charmed or 
  frightened. At 18th level, the range of this effect 
  increases to 30 feet. 
  Improved Combat Superiority  
  At 10th level, your superiority dice turn into d10s. 
  At 18th level, they turn into d12s. 
  Relentless  
  Starting at 15th level, when you roll initiative and 
  have no superiority dice remaining, you regain 1 
  superiority die. 
  
   
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  Paladin 
  New Paladin Oath: 
  Oath of Blood 
  You are a monster, fated and infected by a vile 
  curse that transformed you into a creature of 
  nightmare. By some means—whether by the life-
  draining attack of an elder vampire, an ancient 
  doom laid upon your family, the foul magic of a 
  hateful enemy, or even by seeking immortal power 
  yourself through ancient rites and alchemical 
  formulas—the curse of vampirism fell upon you. 
  Rather than falling to it completely, however, you 
  called upon the oaths of a paladin's fealty, and 
  swore to use your dark nature in the service of a 
  cause. The divine nature of your oath holds your 
  curse at bay, but you are still infused with the 
  power of darkness. Having already experienced 
  death, you are a lethal creature of the night. 
  Normal emotions have become alien to you. Only 
  cold, gnawing hunger remains. As your power 
  increases, your supernatural nature comes to the 
  fore—but will your humanity pay the price?  
  Tenets of the Loyal Retainer 
  Restraint. You struggle unrelentingly to control 
  the monstrous urges of your vampiric nature. 
  Moderation. If you deny your monstrous 
  bloodthirst entirely, it will eventually erupt and 
  consume you. You seek the wisdom to indulge 
  that hunger occasionally, in small ways, but only 
  enough to keep it from overwhelming your reason. 
  Zealotry. The only thing that allows you to 
  master the hunger of a vampire is your devotion 
  to your cause, and so you put that cause first, 
  above all things, including your own survival. 
  Forbearance. The urge to consume mortal 
  lifeblood is strong, but perhaps never so strong as 
  when inflamed by passion—you shun all personal 
  intimacy and romantic interaction, knowing the 
  danger you pose to anyone you let yourself 
  become close to. 
  Loyalty. Those who accept you for what you are 
  take a grave chance, and transcend their natural 
  instincts of fear and revulsion to maintain your 
  company. They are a treasure greater than gold, 
  and must be protected accordingly. 
  Oath Spells 
  You gain oath spells at the paladin level listed.  
   
  Oath of Blood Spells 
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options: 
  Protean Form. As a bonus action, you use your 
  Channel Divinity to transform yourself into a bat, 
  rat, raven, or wolf. You can stay in this beast 
  shape for a number of hours equal to half your 
  paladin level (rounded down). You then revert to 
  your normal form. You can revert to your normal 
  form earlier by using a bonus action on your turn. 
  You automatically revert if you fall unconscious, 
  drop to 0 hit points, or die. While you are 
  transformed, all the rules that apply to a druid 
  transformed by their wild shape feature apply to 
  you. You gain more options with this use of 
  channel divinity as you gain paladin levels. At 4th 
  level, you can become a giant bat, giant rat, 
  swarm of bats, swarm of rats, or swarm of ravens. 
  At 5th level, you can become a dire wolf. At 6th 
  level, your attacks in beast form count as magical 
  for the purpose of overcoming resistance and 
  immunity to non-magical attacks and damage. 
  When you reach 9th level, you can use this effect 
  to cast gaseous form, without using a spell slot or 
  components, instead of turning into a beast. 
  Draining Bite. When you make an unarmed 
  strike against a willing creature, a creature that is 
  incapacitated or restrained, or a creature that is 
  grappled by you, you can use your Channel 
  Divinity to make a special Draining Bite attack. 
  You make this choice after you see the roll, but 
  before the DM says whether the attack hits or 
  misses. If the attack hits, you inflict 1d4 piercing 
  damage but also inflict extra necrotic damage 
  equal to half your paladin level (rounded up). The 
  target’s hit point maximum is reduced by an 
  amount equal to the necrotic damage taken, and 
  you regain hit points equal to that amount. You 
  also regain 1 Hit Die. Constructs and undead who 
  are not vampires are immune to this attack.  
  When you inflict damage on a creature with this 
  use of Channel Divinity, your inhuman nature 
  manifests itself. For 1 minute, you are undead, 
  you gain resistance to necrotic damage, and you 
  are affected normally by effects that target undead 
  Paladin 
  Level 
   
  Spells 
  3rd 
  charm person, false life 
  5th 
  detect thoughts, enhance ability 
  9th 
  conjure animals, hold person 
  13th 
  dominate beast, locate creature 
  17th 
  dominate person, scrying 
  
   
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  (such as Turn Undead), but are not affected by 
  effects that target humanoids (such as hold 
  person). If you are 15th level or higher, a 
  humanoid slain with this ability and then buried 
  in the ground rises the following night as a 
  vampire spawn, and its attitude towards you is 
  immediately hostile. 
  Vampiric Nature 
  Beginning at 3rd level when you take this oath, 
  you gain the following benefits: 
  • 
  You gain darkvision at a range of 120 feet 
  • 
  You gain resistance to nonmagical 
  bludgeoning, piercing, and slashing damage 
  unless it is inflicted by silver.  
  • 
  Any creature charmed by you is a willing 
  target for your Draining Bite Channel Divinity 
  ability. For purposes of spells and other 
  charming effects, your Draining Bite does not 
  count as harming it. 
  • 
  You can take the Dash action as a bonus 
  action on your turn. When you do, 
  opportunity attacks against you are made at 
  disadvantage until the end of your turn. 
  • 
  You double your proficiency bonus when 
  adding it to grapple checks. 
  However, you also gain the following weaknesses: 
  • 
  You have vulnerability to radiant damage 
  • 
  You take psychic damage equal to twice your 
  paladin level if you enter a residence without 
  an invitation from one of the occupants, end 
  your turn in running water, or begin your turn 
  in direct sunlight. This damage cannot be 
  reduced or redirected by any means. 
  • 
  You have disadvantage on attack rolls and on 
  Wisdom (Perception) checks that rely on sight 
  when you, the target of your attack, or 
  whatever you are trying to perceive is in direct 
  sunlight. 
  • 
  When you would normally regain all of your 
  Hit Dice, if you have not inflicted damage on a 
  creature with your Draining Bite Channel 
  Divinity ability in the past 24 hours, you 
  immediately expend two Hit Dice without 
  gaining any hit points. 
  Blood Thirst 
  Beginning at 7th level, if a creature within 30 feet 
  of you is reduced to 0 hit points but is not killed, 
  you must roll a Wisdom saving throw if you have 
  not inflicted damage on a creature with your 
  Draining Bite Channel Divinity ability in the past 
  24 hours. The base DC is 15, but it is increased 
  by 1 for every 24 hours that have passed since the 
  last time you inflicted damage on a creature with 
  Draining Bite. If you succeed, you are immune to 
  this effect until the next time you finish a short 
  rest. If you fail, on your next action you must 
  move as fast as you can towards the fallen 
  creature and make an attack action against them, 
  using the most damaging weapon you have in 
  hand. If you have an unexpended use of your 
  Channel Divinity, you make an unarmed strike 
  instead and use your Draining Bite if you hit. 
  Dark Aura 
  At 7th level, you no longer age, and you cannot be 
  aged magically. In addition, creatures of your 
  choice within 10 feet of you have resistance to 
  necrotic damage and advantage on saving throws 
  against being charmed or frightened. At 18th 
  level, the range of this effect increases to 30 feet. 
  Undead Regeneration 
  Beginning at 15th level, at the beginning of your 
  turn, if you have all your Hit Dice or you have 
  used your Draining Bite Channel Divinity ability 
  in the past 24 hours, you can choose to heal 
  yourself for 5 hit points without using an action. 
  Any damage healed in this way is subtracted from 
  the pool of daily healing associated with your Lay 
  on Hands feature. 
  Vampiric Form 
  When you reach 20th level, you can temporarily 
  unleash your vampiric side at full force, knowing 
  you can regain your mortal nature afterwards 
  with the self-control you have cultivated. Using 
  your action, you gain the following abilities for one 
  minute: 
  • 
  You gain a fly speed of 30 ft. 
  • 
  The first time you are reduced to 0 hit points 
  during the duration, you are instead reduced 
  to 1 hit point, and you teleport 30 feet and 
  immediately cast gaseous form on yourself 
  without using an action or spell slot. 
  • 
  You become undead, and are no longer 
  affected by effects that target humanoids 
  (though you are affected by effects that target 
  undead).  
  • 
  You are immune to necrotic damage and 
  features that turn undead. 
  • 
  When you use your Draining Bite Channel 
  Divinity ability, it does not expend a use of 
  your Channel Divinity. 
  Once you use this feature, you can't use it again 
  until you finish a long rest. 
  
   
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  Ranger  
  New Ranger Archetype: 
  Stalker 
  At first glance, you seem hopelessly out of place in 
  an adventuring party, looking instead like a drab 
  town dweller who has wandered into danger by 
  mistake. You maintain a soft-spoken, rather 
  nondescript demeanor, but this is only a facade, 
  concealing keen senses, a shrewd mind, and 
  remarkable insight. Only your closest friends 
  realize the extent of your expertise in intelligence 
  gathering. And that's just the way you like it. 
  Stalkers serve as investigators, spies, informants, 
  interrogators, and vigilantes. Unlike other 
  rangers, you are just as at home in a crowded 
  metropolis as you are in a wilderness setting.  
  Like all rangers, you are a master of the hunt, but 
  when your prey can be as intelligent, 
  sophisticated, or devious as yourself, hunting 
  them is a far more complex task. You are 
  experienced in solving intricate mysteries and 
  bringing justice to the masterminds behind 
  ambitious crimes. As comfortable stalking your 
  quarry in a bustling city as a savage wilderness, 
  you are no mere urban ranger, but a master of 
  observation, deduction, and interrogation.  
  Investigator’s Intellect 
  When you choose this archetype at 3rd level, you 
  gain a superior mastery of skills related to 
  obtaining information, allowing you to find clues 
  others might miss. This gives you a number of 
  benefits: 
  • 
  You gain proficiency with any two Intelligence- 
  or Wisdom-based sskills of your choice. You 
  may choose to gain proficiency with thieves’ 
  tools or disguise kits in place of one skill. You 
  double your proficiency bonus when adding it 
  to Intelligence (Investigation) and Wisdom 
  (Insight) checks. 
  • 
  You learn the dread mercy spell (a new spell 
  included in this document). This does not 
  count against your normal number of ranger 
  spells known. Once per day, when you cast 
  this spell using a ranger spell slot, you can 
  immediately regain that ranger spell slot as if 
  you had never used it. You regain this ability 
  when you finish a long rest. 
  • 
  You may choose to make Intelligence your 
  spellcasting ability score for this class, instead 
  of Wisdom. 
  Penetrating Insight 
  If you spend at least 1 minute observing or 
  interacting with another creature outside combat, 
  you can learn certain information about its 
  capabilities compared to your own. The DM tells 
  you if the creature is your equal, superior, or 
  inferior in regard to two of the following 
  characteristics of your choice: 
  • 
  An ability score of your choice 
  • 
  Armor Class 
  • 
  Current hit points 
  • 
  Total class levels (if any) 
  • 
  Levels in a particular class (if any) 
  At the DM’s option, you might also realize you 
  know a piece of the creature’s history or one of its 
  personality traits, if it has any. 
  If you wish to use this ability more quickly, or in 
  combat, you may do so as an action without the 
  minute of interaction, but the creature receives a 
  Charisma saving throw against the effect. It rolls 
  against your ranger spellcasting DC, and has 
  disadvantage on the save if it is your favored 
  enemy, If the creature succeeds, they are immune 
  to this effect for 1 hour. 
  If a creature you have used this ability on within 
  the last hour is the target of your hunter’s mark 
  spell, you roll 1d12 for your bonus damage from 
  that spell against the creature, instead of a d6. 
  Urban Hunter 
  At 7th level, when you are within 500 ft. of any 
  settlement that has a population of 100 or more, 
  you gain all the benefits of being within your 
  favored terrain. 
  Iron Mind 
  At 7th level, you have trained your mind to an 
  extraordinary level of insight, memory, and 
  attention to detail and gain the following benefits: 
  • 
  You add your Intelligence modifier to your 
  passive Perception and passive Insight scores. 
  • 
  Whenever you make an Intelligence check or 
  Wisdom check that lets you add your 
  proficiency bonus, you can treat a d20 roll of 9 
  or lower as a 10.  
  • 
  You can accurately recall anything you have 
  seen or heard within the past 72 hours. 
  Informant Network 
  At 11th level, you have carefully built up a network 
  of informants who you can contact from almost 
  anywhere (via a messenger bird, magic, or other 
  
   
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  means). These informants are mix of guards, 
  beggars, vagabonds, merchants, and allied 
  government officials who have enough personal 
  loyalty to you to perform routine favors, but not to 
  risk their safety. As long as you are within 100 
  miles of a settlement that includes at least 100 
  intelligent creatures with whom you share a 
  language, you can use the following abilities:  
  • 
  You can cast the commune and legend lore 
  spells as rituals with a 1 hour casting time, 
  but they are not magical effects; they are, in 
  fact, information from your network rather 
  than divinations, and can be used even if 
  spells are unavailable (such as in area of dead 
  magic or antimagic). Any references to contact 
  with deities in those spells instead reference 
  contact with your network. You can gain any 
  information that is known by more than 1 
  person within 200 miles, within the limitations 
  of the spells. The casting time is the time it 
  takes to contact your network and get back 
  your answer.  
  • 
  You choose a location that you have seen 
  before, or a public location which has been 
  described to you in some detail, and ask 
  members of your network to watch it for one 
  hour. At the end of that hour, you are 
  informed of everything that could've been seen 
  in that location within the last hour, as if you 
  had been watching it yourself with a scrying 
  spell for that time. Creatures that enter the 
  location who have the Observant feat or can 
  see invisible objects make a Wisdom saving 
  throw against your ranger spellcasting DC. If 
  they succeed, they know they are being 
  watched, but not who is watching them. 
  • 
  You use your existing network’s contacts to 
  get knowledge about an unfamiliar city or 
  town you are nearby. When you within 5 miles 
  of a settlement with a population of at least 
  100 intelligent creatures, you can spend 30 
  minutes following up on leads from your 
  contacts to gain knowledge of up to three facts 
  of your choice about any of the following 
  subjects as they relate to the settlement: 
  - 
  major criminal organizations and cult 
  activities 
  - 
  significant underground tunnels or 
  architecture 
  - 
  popular religious groups and places of 
  worship 
  - 
  powerful figures in government and 
  commerce 
  - 
  individuals who inspire great awe or fear 
  (such as archmages or legendary warriors) 
  - 
  basic demographics of the population 
  (percentage of humans and other races, 
  etc.) 
  - 
  rumors of monsters dwelling in the 
  settlement or nearby (including below it) 
  - 
  any large wilderness areas inside or close 
  to the settlement 
  - 
  other settlements or cultures nearby 
  For example, if you entered a new city and 
  used this ability, you could determine its most 
  powerful thieves’ guild, the locations of 
  temples that can provide magical healing, and 
  which graveyards are said to be haunted by 
  undead.  
  Read Body Language 
  Starting at 11th level, your insights into others 
  allow you to pierce attempts to bluff you and 
  predict your opponents’ actions in battle. All 
  Charisma (Deception) checks against you are 
  made at disadvantage, and if you miss with an 
  attack during your turn, you can immediately 
  make an additional attack. You can gain one 
  additional attack during your turn with this 
  ability. 
  Stalker’s Focus 
  At 15th level, you are implacable against your 
  chosen target, and can focus the entire power of 
  your disciplined mind on defeating it. When you 
  successfully use your Penetrating Insight feature 
  on a creature, you can choose to make them the 
  object of your Stalker’s Focus for the next 10 
  minutes. For the duration, you gain advantage on 
  all attack rolls against that creature. In addition, 
  whenever a creature that is under the effects of 
  your Stalker’s Focus makes an attack, it provokes 
  an opportunity attack from you if it is within 
  range of your weapon.  
  You can use this ability twice. All expended uses 
  are regained when you finish a short or long rest. 
  
   
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   Rogue  
  Roguish Archetype: 
  Antiquarian 
  Many rogues covet riches, but you have a higher 
  calling: the treasure you seek is history. You are a 
  well-educated scholar, but you do not confine 
  yourself to libraries or academic institutions. 
  Instead, you know that the physical remnants of 
  the past of lie buried beneath the dust of ages and 
  the sands of time. Rather than speculating on the 
  insights such evidence might convey, you are a 
  two-fisted expert with a hands-on approach: you 
  go out there and get it. It’s not always easy. The 
  most important relics and artifacts are often 
  buried in great tombs or lost cities, protected by 
  stone walls, heavy doors, bewildering architecture, 
  and cunning traps, to say nothing of magical 
  curses or monstrous guardians. Navigating these 
  deterrents is your stock and trade. 
  Though not a formal community, Antiquarians 
  know each other by reputation. and often form 
  great rivalries. Many are traditional antiquity 
  scholars attached to institutions of education, and 
  they delight in discrediting each other’s theories 
  about the past by delving into ancient ruins or 
  mausoleums and obtaining contrary proof 
  firsthand. They foster their own renown by 
  specializing in certain cultures or historical 
  epochs, writing memoirs of their dangerous 
  expeditions, and carrying specialized tools and 
  equipment. Most of all, leading Antiquarians 
  become famous for their advanced prowess with a 
  signature weapon. Less commonly used 
  armaments—such as blowguns, nets, or whips—
  are especially favored for this purpose, the better 
  to grow their personal reputations.   
  Scholar of Danger 
  Beginning when you choose this archetype at 3rd 
  level, you can add your Intelligence modifier to 
  Dexterity saving throws. You also gain proficiency 
  in any one martial weapon of your choice and one 
  of the following skills: Arcana, History, or Religion. 
  Signature Weapon 
  At 3rd level, choose one weapon with which you 
  are proficient. This becomes your signature 
  weapon. When you take the attack action with 
  that weapon, you can then use a bonus action to 
  force the creature you attacked to make a 
  Dexterity saving throw (DC = 8 + your proficiency 
  bonus + your Dexterity or Intelligence modifier 
  (your choice)). If they fail, you choose one of the 
  following effects: 
  • 
  The target falls prone 
  • 
  The target takes damage equal to your 
  Intelligence modifier 
  • 
  The target drops one item of your choice that 
  it is holding 
  • 
  The next attack made against the target has 
  advantage 
  In order to use your bonus action this way, you 
  must still be wielding your signature weapon, and 
  the target must be within that weapon’s range. 
  Well-Planned Strike 
  At 9th level, when you add your sneak attack 
  damage to an attack with your signature weapon, 
  you may choose to reroll some of the damage dice. 
  The maximum number of dice you can reroll in 
  this way is equal to your Intelligence modifier. You 
  must use the new rolls. You may use this ability 
  twice. You regain all expended uses when you 
  complete a short or long rest. 
  Signature Strike 
  At 13th level, when you add your sneak attack 
  damage to an attack with your signature weapon, 
  you can sacrifice 2d6 of the damage dice you 
  would have rolled to force the creature damaged 
  to make a Dexterity saving throw against one of 
  the effects of your Signature Weapon ability. In 
  addition, when you use your bonus action for 
  your Signature Weapon ability, the target does not 
  have to be the creature you attacked with your 
  attack action on that turn, but can be any 
  creature within the signature weapon’s range.  
  Adept in Darkness 
  At 17th level, when you hit a creature with an 
  attack, if you and that creature are both heavily 
  obscured by darkness, you can deal your sneak 
  damage even if you do not have advantage on the 
  attack roll. This ability does not function if the 
  creature struck has blindsight or truesight, the 
  rogue’s Blindsense feature, or the warlock’s Devil 
  Sight eldritch invocation ability. 
  Extra Signature Attack 
  Beginning at 17th level, you can attack twice, 
  instead of once, whenever you take the Attack 
  action on your turn, as long as both attacks are 
  made with your signature weapon. Once per turn, 
  you can inflict an extra 1d8 damage with your 
  signature weapon on a successful attack that 
  does not include sneak attack damage. 
  
   
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  Warlock  
  New Warlock Patron: 
  The Dark Powers 
  Perhaps no patron of warlocks is as inscrutable or 
  as threatening to the warlock himself as the 
  mysterious forces ruling the Domains of Dread. 
  Seemingly concerned only with the slow torment 
  of those in their clutches, these entities choose 
  Dark Lords from among the most wicked mortals 
  and monsters of the multiverse, and seem to 
  control the very formation of the land itself. 
  Seemingly always surrounded by icy fog or 
  touched by frost, you carry the freezing touch of 
  the Mists and the cold chill of the grave. As they 
  grow in magical might and favor with the Dark 
  Powers, most warlocks of your kind grow colder or 
  more corpselike in appearance, and you always 
  bear an eerie presence, disturbing some but 
  intriguing others. Over time, your connection to 
  the Domains of Dread comes to rival that of the 
  Vistani, or even the Dark Lords themselves. 
  Dark Powers Expanded Spell List 
  The Dark Powers let you choose from an 
  expanded list of spells when you learn a warlock 
  spell. The following spells are added to the 
  warlock spell list for you. 
  Dark Powers Expanded Spells 
  Dark One 
  Creatures favored by the Dark Powers recognize 
  you as one of their own. When a creature that is 
  undead or any kind of lycanthrope attacks you 
  with an attack or a harmful spell, it must first 
  make a Charisma saving throw against your 
  warlock spell save DC. On a failed save, the 
  creature must choose a new target or lose the 
  attack. If you attack a creature or cast a spell that 
  targets it, that creature is immune to this effect 
  for 24 hours. 
  Friend of Horror 
  At 6th level, when you cast a spell that deals 
  psychic damage or necrotic damage, you can add 
  your Charisma modifier to one damage roll of that 
  spell. For an hour after casting such a spell, you 
  gain resistance to necrotic damage and psychic 
  damage. 
  Intimidating Presence 
  Beginning at 10th level, you can use your action 
  to frighten someone with your menacing presence. 
  When you do so, choose one creature that you can 
  see within 30 feet of you. If the creature can see or 
  hear you, it must succeed on a Wisdom saving 
  throw against your warlock spell save DC or be 
  frightened of you until the end of your next turn. 
  On subsequent turns, you can use your action to 
  extend the duration of this effect on the frightened 
  creature until the end of your next turn. This 
  effect ends if the creature ends its turn out of line 
  of sight or more than 60 feet away from you. If it 
  succeeds on its saving throw, you can't use this 
  feature on that creature again for 24 hours. 
  Offering to the Mists 
  Starting at 14th level, when a creature fails a 
  saving throw against a spell you cast that inflicts 
  damage, you can offer that creature to the Dark 
  Powers as a possible pawn. The Mists rise up from 
  beneath the creature’s feet and transport it 
  elsewhere, showing it the most wicked acts it has 
  performed and images of the punishments it 
  deserves for them. They say some future Dark 
  Lords were first brought the Dark Powers’ 
  attention by means of this feature. When 
  creatures offered in this way do not shortly meet 
  their end, it is said they often play a crucial and 
  torturous part in larger tragic events within the 
  Domains of Dread. 
  You can only use this feature on one creature at a 
  time, even if multiple creatures failed the saving 
  throw. At the end of your next turn, the target 
  returns to the space it previously occupied, or the 
  nearest unoccupied space. The target takes 6d12 
  necrotic damage. Also, if it is not undead, for 1 
  minute it becomes indifferent about creatures of 
  your choice that it was hostile toward before you 
  offered it to the Mists. This indifference ends if the 
  target is attacked or harmed by a spell or if it 
  witnesses any of its friends being harmed. When 
  the minute ends, the creature becomes hostile 
  again, unless the GM rules otherwise. 
  If the creature is undead, both you and it take an 
  additional 3d12 psychic damage, as you both 
  endure the rage of the Dark Powers at being 
  offered something they already consider their own. 
  Once you use this feature, you can’t use it again 
  until you finish a long rest. 
  Spell Level 
  Spells 
  1st 
  bane, fog cloud 
  2nd  
  detect thoughts, shatter 
  3rd 
  animate dead, bestow curse 
  4th 
  ice storm, phantasmal killer 
  5th 
  awaken, cloudkill 
  
   
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  Wizard 
  New Arcane Tradition: 
  School of Alienism 
  You deal with powers and entities from terrifyingly 
  remote reaches of space and time. Alienists such 
  as you consider magical power the triumph of the 
  mind over the rude boundaries of dimension, 
  distance, and often, sanity. With eldritch secrets 
  that would blast a weaker mind, you pierce the 
  barrier at the edge of time itself. In the Far Realm, 
  outside time, Cyclopean minds drift, absorbed in 
  unknowable dreams, whispering horrific secrets 
  no meant for mortal minds to those who dare 
  communication. Unless performing some obscure 
  ritual or plundering an ancient library, you 
  seldom encounter others who follow your arcane 
  tradition, but you do rely upon groups of less 
  esoteric allies to tether you to the mortal world, 
  swaying their confidence with your mad certainty. 
  Forbidden Lore 
  At 3rd level, when you choose this archetype, your 
  dark researches grant you insight and power. You 
  gain a set of abilities called eldritch wards, which 
  are fueled by special dice called lore dice. Both are 
  described below. Necrotic damage and psychic 
  damage inflicted by your expending lore dice 
  ignores resistances and immunities to those 
  damage types. 
  Lore Dice. You have three lore dice, which are 
  d6s. A lore die is expended when you use it. You 
  regain all of your expended lore dice when you 
  finish a long or short rest. Your lore dice become 
  more potent as you gain levels: When you reach 
  9th level, they become d8s instead of d6s. When 
  you reach 13th level, they become d10s. At 17th 
  level, they become d12s. 
  Eldritch Wards. You learn four eldritch wards, 
  as described under “Eldritch Wards” at the end of 
  this archetype description. Three of the eldritch 
  wards you learn are Cerulean Glyph, Dark 
  Studies, and Supernatural Sense, but the fourth 
  may be any one eldritch ward of your choice. 
  Many eldritch wards enhance a spell in some way. 
  You can only use one eldritch ward per spell. 
  The Price of Forbidden Lore. For a duration of 
  one hour after you spend a lore die, you have 
  disadvantage on all Charisma checks and Wisdom 
  (Insight) checks against humanoids and beasts. 
  A Bit of Complexity 
  During the design phase of 5th Edition D&D, there was 
  a lot of discussion about what various players wanted 
  from the game, specifically in terms of tracking 
  resources and other attributes of their characters. The 
  tactical complexity of managing character abilities in 
  some versions of the game was the source of strong 
  disagreement among players, with some really enjoying 
  that secondary level of gameplay. Others felt it betrayed 
  the spirit of earlier editions, in which combat was 
  quicker and tracking limited use features such as spells 
  and other abilities was simpler. In most editions of this 
  game, there is a marked difference even between 
  classes of the same edition in this area. From the 
  earliest editions, fighters were simpler to play than 
  wizards, since a fighter’s main action was to attack with 
  their weapon, while wizards had to track the limited 
  number of spells they could cast of each level. 5th 
  Edition tries to bring the editions together by offering 
  faster combat and simpler adjudication of edge cases 
  while continuing the tradition of having some classes 
  play with less complexity than others. A fighter with the 
  Champion archetype has very little resource 
  management, while one with the Battle Master 
  archetype has to track superiority dice, and both are 
  simpler than classes like the druid and sorcerer, which 
  have to track spell slots as well as extra ability uses 
  such as wild shape or sorcery points. 
  The wizard following the school of Alienism—the 
  Alienist—is on the complex end of classes. In addition 
  to tracking spell slots, the player of a wizard with this 
  school must track lore dice, eldritch wards, and their 
  effects. Hopefully, this complexity is mitigated by not 
  having very many lore dice to keep track of (3 or 4 for 
  most of an adventurer’s career), since the effects of 
  rolling too high on a lore die have more and more 
  possible consequences as the Alienist gains levels. This 
  is an intentional attempt to make playing the Alienist 
  feel like one is keeping track of a great deal of strange 
  and dangerous arcane lore, just as the character is in 
  the story of the game. It also seeks to bring some direct 
  horror into playing such a character, emulating the 
  effects of confronting blasphemous truths in certain 
  more Lovecraftian roleplaying games. However, a 
  consequence is that the School of Alienism is a better 
  option for advanced players who have a good deal of 
  familiarity with this edition of D&D or roleplaying 
  games in general. For players who envision their 
  character as struggling with the consequences of 
  wielding forbidden magic from unknowable entities but 
  do not want the extra level of resource management 
  required in playing this class, a warlock whose patron 
  is the Great Old One or the Fiend is a perfectly good 
  option. But for those who do choose this class, the 
  rewards of wielding these secret powers are great. As 
  are the risks… 
   
  
   
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  Blasphemous Insight 
  At 6th level, your dark researches let you use your 
  knowledge of forbidden lore more reliably and 
  powerfully, but at an even more horrifying price. 
  You gain an additional lore die (giving you a total 
  of four instead of three). You also learn a new 
  eldritch ward of your choice, but may be forced to 
  pay the penalty listed below whenever you expend 
  a lore die. 
  Psychic Backlash. The price of using lore dice 
  worsens. When you roll one or more lore dice, if at 
  least one of the dice rolls a 6 or higher, you must 
  roll a Wisdom saving throw against your own spell 
  save DC or take psychic damage equal to double 
  the result of the highest rolling lore die. 
  Pseudonatural Familiar 
  Starting at 6th level, if you have or summon a 
  familiar, it gains the effects of the Pseudonatural 
  Creature Template listed in this document. Such 
  familiars are always aberrations, not any other 
  type of creature. 
  Worsening Taint 
  At 10th level, part of you is tainted by corruption, 
  though you resist it. Your use of lore dice grows 
  both more potent and more costly. You learn a 
  new eldritch ward of your choice, but may be 
  forced to pay the penalty listed below whenever 
  you expend a lore die. 
  Spiral of Insanity. The price of using lore dice 
  worsens. When you take psychic damage as a side 
  effect of having expended one or more lore dice, 
  roll 2d8 and add your Intelligence modifier. If the 
  total equals or exceeds your Wisdom score, your 
  Wisdom score is reduced to 0, you are 
  incapacitated until you regain at least 1 point of 
  Wisdom, and you gain one type of indefinite 
  madness (per the Madness rules). 
  Deeper Studies 
  At 10th level, you can choose to either gain 
  proficiency with one type of artisan’s tools or learn 
  one additional skill from the following list: Arcana, 
  Deception, Intimidate, Investigation, Medicine, 
  Perception, or Religion. In addition, you add a 1st 
  level warlock spell of your choice to your wizard’s 
  spellbook. 
  Edge of Madness 
  At 14th level, you know you may not have much 
  longer until dark powers either destroy you or 
  shatter your sanity, but your insight and power 
  give you the potential to destroy such dark powers 
  yourself. When aberrations, fey, fiends, oozes, or 
  undead take necrotic damage from your expended 
  lore dice, that damage is doubled. You also gain 
  an additional lore die (giving you a total of five 
  instead of four), and when you roll initiative and 
  have no lore dice remaining, you regain one lore 
  die automatically. Finally, you learn a new 
  eldritch ward of your choice, but expending lore 
  dice may expose you to the penalty listed below. 
  Loss of Self. If your Wisdom score is reduced to 0 
  by an expenditure of lore dice, you risk permanent 
  insanity if you do not regain your senses soon. 
  For every 24 hours you have a Wisdom score 
  lower than half of your normal Wisdom score, roll 
  an Intelligence saving throw against your spell 
  save DC. If you fail, you gain one form of 
  indefinite madness. Unlike normal indefinite 
  madness, this trait cannot be cured by any spell 
  short of a wish. Your DM may choose to allow 
  your madness to be cured by some other special 
  means, but what that means might be and how 
  you might discover it are entirely up to the DM. 
  Finally, even when you do regain your full 
  Wisdom, you may not regain all of it. When your 
  Wisdom finally returns to its normal score, if you 
  have gained at least one incurable from of 
  indefinite madness since the last time your 
  Wisdom was at its normal score, as described 
  above, your Wisdom ability score is permanently 
  reduced by 1. 
  Eldritch Wards 
  The eldritch wards are listed in alphabetical order 
  below. 
  Cerulean Glyph. When an aberration, fey, 
  fiend, ooze, or undead inflicts damage on you with 
  a spell or attack, you may expend one lore die to 
  decrease the damage you suffer. Roll the lore die, 
  then add your Intelligence modifier to the number 
  rolled and reduce the damage inflicted by the 
  total. 
  Creeping Spell. When you cast a spell that has 
  a duration of 1 minute or longer, you can spend 
  one lore die to double its duration, to a maximum 
  of 24 hours. However, there is a side effect. For a 
  number of minutes equal to your lore die roll, you 
  have advantage on Intelligence (Investigation) 
  checks and on Constitution saves that you make 
  to maintain your concentration on a spell when 
  you take damage, but you also have disadvantage 
  on Wisdom (Perception) checks and Initiative rolls.  
  Dark Studies. When you make an Intelligence 
  check that relates to aberrations, elementals, fey, 
  
   
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  fiends, oozes, or undead, or to any cult or 
  extraplanar entity, you can expend one lore die to 
  bolster the check. After you make the roll for the 
  Intelligence check, but before learning if it was 
  successful, you may choose to use this ability, 
  making a second roll and taking the higher of the 
  two rolls, and you add half the number rolled on 
  the lore die to the final result of your check. 
  Harrowing Spell. When you cast a spell of 1st 
  level or higher that targets only one creature and 
  doesn't have a range of self, you can spend a lore 
  die to choose a number of creatures equal to the 
  spell’s level within 30 feet of the target. One of 
  these creatures can be the creature targeted by 
  the original spell. The chosen creatures must 
  make a Wisdom saving throw against your spell 
  save DC or become frightened of you for a number 
  of rounds equal to the lore die roll. If the spell cast 
  is 3rd level or higher, on a failed save they also 
  drop whatever they are holding and must take the 
  Dash action and move away from you by the 
  safest route on each of their turns while affected, 
  as under the effects of fear spell. 
  Hungry Spell. When you hit a creature with a 
  spell attack, you can expend one lore die to deal 
  extra necrotic damage to that creature equal to 
  the number rolled on the lore die. You can only 
  inflict damage on one creature per turn with this 
  ability. When you reach 10th level in your wizard 
  class, you may choose to expend two lore dice 
  instead of one on this ability. If you spend two, 
  you roll both lore dice and add them together to 
  determine how much necrotic damage this ability 
  inflicts. 
  Insidious Spell. When you cast a spell that 
  forces a creature to make a saving throw to resist 
  its effects, you can expend one lore die to make 
  the creature more likely to fail. Subtract the 
  number rolled on your lore die from the creature’s 
  saving throw. You must choose to use this ability 
  before the saving throw is rolled. 
  Instinctive Spell. When you cast a spell that 
  has a casting time of one action, you can spend a 
  lore dice to change the casting time to 1 bonus 
  action for this casting. When you use this ability, 
  you must roll your lore die and take necrotic 
  damage equal to the number rolled. 
  Repel Abominations. You can attempt to keep 
  dark forces at bay. Each time you use this 
  eldritch ward, you choose one of the following 
  creature types to affect: aberration, fey, fiend, 
  ooze, or undead, and then spend a lore die as an 
  action. Each creature of the chosen type within 30 
  feet of you that can hear or see you must make a 
  Wisdom saving throw against your spell save DC. 
  On a failed save, such a creature is repelled for a 
  number of rounds equal to the number rolled on 
  your lore die, though the effect ends if the 
  creature takes damage. A repelled creature must 
  spend its turns trying to move as far away from 
  you as it possibly can, and it can’t willingly move 
  to a space within 30 feet of you. It also can’t take 
  reactions. For its action, it can use only the Dash 
  action or try to escape from an effect that prevents 
  it from moving. If there’s nowhere to move, the 
  creature can use the Dodge action. 
  Slithering Ward. When you cast a spell or 
  move on your turn, you can expend one lore die to 
  temporarily ward yourself against harm. You roll 
  your die and add the number rolled to your AC 
  until the end of your turn. In addition, you 
  increase your walking speed by 5 feet and gain a 
  climbing speed equal to your (newly increased) 
  walking speed until the end of your turn. 
  Supernatural Sense. You have a preternatural 
  awareness for certain kinds of inhuman beings—a 
  chill runs up your spine, the hair on the back of 
  your neck stands up, an old wound aches, or you 
  experience some other sensation. As an action, 
  you can expend one lore die to open your 
  awareness to detect these forces. For a number of 
  rounds equal to your lore die roll, you know the 
  location of all aberrations, elementals, fey, fiends, 
  ooze, or undead within 60 feet of you that are not 
  behind total cover. You know the type (aberration, 
  fey, fiend, ooze, or undead) of any being whose 
  presence you sense, but not its identity (the 
  vampire Count Strahd von Zarovich, for instance). 
  After you use this ability, you gain another 
  benefit. For a number of minutes equal to your 
  lore die roll, aberrations, elementals, fey, fiends, 
  oozes, and undead can always understand your 
  spoken words, and you can always understand 
  theirs, and you gain advantage on Charisma 
  checks and Wisdom (Insight) checks against 
  them.  
  Whispering Spell. When you cast a spell, you 
  can spend one lore die to cast it without any 
  somatic or verbal components. If you roll damage 
  for this spell, you must replace one die rolled for 
  damage with the number rolled on your lore die. 
  That much of the damage inflicted becomes 
  necrotic damage. At the same time, you take 
  necrotic damage equal to half the number rolled 
  on your lore die. 
  
   
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  Races 
  New Dwarf Subrace: 
  Crag Dwarf 
  In the histories of dwarves, there are often tales of 
  devastating events—delving too deep into some 
  infernal force, an invasion by a humanoid horde, 
  a realm-shattering cataclysm—that drive an entire 
  dwarven nation from their underground homeland 
  and onto the surface. Such is the instinct of 
  dwarves that they nearly always seek new homes 
  beneath the earth, even in the shallow tunnels 
  beneath small hills or human cities. But on some 
  worlds—especially in the Domains of Dread—
  circumstances have prevented some dwarves from 
  finding such sanctuary, but kept them confined to 
  some desolate or vulnerable region on the surface. 
  In these cases, they have survived only by 
  learning to resist the depredations of raiding 
  humanoids and other threats with defiant vigor. 
  They developed razor-sharp instincts and 
  fearsome tactics, allowing them to both react and 
  attack with a speed not often seen in others of 
  their race, becoming a new breed known as crag 
  dwarves. While they still look solidly built and 
  stout compared to most other races, dwarves of 
  hill and mountain who meet them find them lean 
  and weathered, with the hungry eyes of pack 
  wolves in winter and strange ways in battle. 
    The crag dwarf subrace has the normal dwarf 
  traits, plus the subrace traits below. 
  Ability Score Increase. Your Wisdom and 
  Dexterity scores increase by 1. 
  Cagey Defenders. If you fail a saving throw to 
  avoid becoming frightened or a Wisdom check to 
  avoid being surprised, you can use your reaction 
  to roll again. You must use the second roll. 
  Shocking Strategy. When you are within 5 feet 
  of an enemy, but no enemy within 5 feet of you 
  has taken a turn in the combat yet, you can take 
  the Disengage or Help action as a bonus action. 
   
  Human (Vistani) 
  It seems your people have always dwelt in the 
  Domains of Dread, though most tales say your 
  sojourn in this benighted realm began when your 
  ancestors’ pact with the Barovian nobleman called 
  von Zarovich became an agreement with the Dark 
  Powers. When traveling in large family groups, 
  this ancient pact even allows you to travel 
  through the mists, ranging between domains 
  despite the will of the Dark Lords. You are of the 
  Vistani, perhaps the first inhabitants of these 
  troubled lands. 
  The traditions, humor, and language of the 
  Vistani are dark and mysterious to outsiders. 
  Your kin often speak in long flowing riddles to 
  those they do not trust, wrapping crucial truths in 
  useless information and telling tales of your 
  ancestors that are almost certainly untrue. Among 
  family and allies, however, it is clear that you are 
  a most serious people, who thrive in a haunted 
  land that demands deep wisdom and constant 
  vigilance. 
  Though quick to act when your lives or traditions 
  are threatened, most Vistani seek to avoid 
  violence of any kind. However, your people will 
  work strenuously to avoid dark sorcery and other 
  similar forces. Physically, Vistani are just like any 
  other human, but some have training in mystical 
  traditions unique to your culture. The variant 
  below is for those raised with such training.  
  To make a Vistani, apply either normal human 
  statistics or this variant, which uses the optional 
  Feat rule from chapter 6 of the Player’s Handbook, 
  Human (Vistani) Traits 
  All of these traits replace the Ability Score 
  Increase trait of the normal human. 
  Ability Score Increase. Choose two different 
  ability scores, and increase each of them by 1. 
  Bonus Feat. Select a feat of your choice, and 
  gain that feat at 1st level. 
  Bonus Language. You can speak, read, and 
  write Common and Patterna, the Vistani tongue.  
  Lesser Evil Eye. You learn the blood curse* 
  cantrip. 
  Vigilant Mind. When a make a Wisdom save 
  against an effect that would charm or frighten you, 
  you can use your reaction to roll with advantage. 
  Optional Feat 
  Vistani Magic 
  Prerequisite: Human (Vistani) 
  You have inherited the supernatural bond with 
  Ravenloft's dark nature that allows your Vistani kin to 
  curse their enemies and use a more powerful version of 
  the Evil Eye. You gain the Curse and Evil Eye abilities 
  described for Vistani on page 28 of Curse of Strahd, 
  with the following limitation: Until you reach 3rd level, 
  casting hold person with the Evil Eye ability causes you 
  to take 1d6 psychic damage. When you reach 3rd level, 
  this effect no longer applies. 
   
  
   
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  New Elf Subrace: 
  Dusk Elf 
  At the dawn of creation, no difference between the 
  different kinds of elves existed, and no wickedness 
  sundered the drow from their light-dwelling kin. 
  They were one people, bound through common 
  love and life, and united by the eagerness and 
  curiosity for the natural world’s many wonders. 
  All this ended when the dark goddess Lolth’s 
  poison sundered family and shattered bonds, 
  beginning the dreaded war between the elves that 
  altered the course of what would become high 
  elves, wood elves, and dark elves for all time. 
  Even as the elves rallied against their dark kin, 
  some chose no side. They sought escape from the 
  escalating violence and retreated to hidden parts 
  of the mortal world. The nobles who led the sylvan 
  armies against the dark host deemed those who 
  fled traitors, and the most powerful of elven gods 
  vowed vengeance against them for their 
  cowardice. One goddess, however, saw their flight 
  as fitting for those who embraced her tenets. This 
  goddess is named as Mother Night among the 
  dusk elves of Barovia and other Domains of 
  Dread. In most worlds, she is identified as the 
  elven goddess Sehanine. This goddess sheltered 
  those who abstained from the war as her chosen 
  people, raising a veil to hide them from anyone 
  seeking retribution, as the drow were driven into 
  the Underdark and Lolth was cast into the Abyss. 
  Over the intervening generations, these elves lived 
  in secret, forbidden from returning to their 
  homelands and afraid to range too far from their 
  hidden redoubts. Only after the ancient wars and 
  their part in them began to fade did such elves 
  venture farther afield. Elven memory is long 
  indeed, and some bear the lost tribe, now called 
  dusk elves, ill will, but many find ways to look 
  beyond the ancient offense and take these people 
  for who they now are. 
  Barovian Dusk 
  At some point after the Strahd von Zarovich became a 
  vampire, groups of dusk elves migrated to Barovia and 
  other Domains of Dread. Elves of other kinds are much 
  rarer in these benighted lands than in other worlds, 
  which has slightly altered dusk elf culture here. They 
  are still appropriately suspicious and fearful for 
  dwelling in such haunted places, but the fact of their 
  existence is not a total secret, though their racial 
  enclaves are still guarded with deadly secrecy.  Dusk 
  elves here feel a sense of kinship with local humans, 
  whose frightened paranoia mirrors their own.  
  In fact, dusk elf colonies will engage in trade with 
  humans living in the same domain. Residents of such 
  communities are much more likely to venture out to see 
  other lands. Human settlements in some domains, 
  however, practice evil traditions openly, and in such 
  places, dusk elves are just as secretive as usual.  
  In the domain of Sithicus, where elves live in greater 
  numbers than in any other Dark Lord's realm, the dusk 
  elves maintain no settlements, and individuals who 
  pass through are even more covert than normal. They 
  do their best to avoid the strange elves who live in 
  Sithicus, who they find even more alien and threatening 
  than high elves and wood elves of other lands. 
  Physically, dusk elves are a slight folk, nearly 
  identical to their elf counterparts. Where they 
  differ is mostly in their choice of apparel, as they 
  favor subdued colors and practical, unadorned 
  garb. They are dark-skinned, with complexions 
  ranging from a dark brown to a golden tan, 
  complimented by lustrous black or auburn hair. 
  These types tend to share the basic traits of their 
  high elf and wood elf kin, but where those elves 
  are free-spirited and mercurial, dusk elves are 
  furtive, haunted, and suspicious. In a few 
  communities, generally descended from elves who 
  hid in refuges partially underground or near cave-
  riddled mountains, some dusk elves have abilities 
  closer to those of the drow. Members of this small 
  minority often differ in appearance from dusk 
  elves elsewhere, with skin pale as moonlight. 
  Dusk elves restrict their emotions to a narrow 
  range, showing little joy and less grief. For all 
  their disinclination for emotional displays, dusk 
  elves are a people of deep feeling. When alone or 
  among a trusted few, they give in to their 
  happiness and sorrow with surprising intensity. 
  Dusk elves value their privacy and guard their 
  lands from trespassers. The dusk elves who 
  protect their communities from trespass are a 
  select group of deadly sentries, known as the 
  gloaming guardians. They protect the routes into 
  their communities, and if they encounter 
  intruders, they use their stealthy talents to trick 
  
   
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  or frighten interlopers away. Failing that, the 
  guardians use their considerable martial prowess 
  to pick such trespassers off one at a time, until 
  they realize their error and return from whence 
  they came. Gloaming guardians are sometimes 
  the only dusk elves who meet other peoples.  
  During private moments, dusk elves reflect on 
  their nature, their people’s history, and the plans 
  their patron goddess has for them. They see the 
  natural world as a prison, albeit a beautiful one, 
  and pine for the fabulous cities of the high elves 
  and verdant fey lands of the wood elves.  
  Those who shrug off the accustomed melancholy 
  of their people sometimes leave their hidden 
  communities to see what the world has to offer. 
  Adventuring is a common pastime for these bold 
  souls, and they prove constant, though detached, 
  comrades. They show little of the joy shared by 
  other elves. However, dusk elves are sensitive 
  about their reputations and might go overboard to 
  prove their loyalty. Those who return from 
  sojourns abroad have founded factions pushing 
  for reconciliation with high elves and wood elves. 
  They face strong opposition, but a few 
  communities have been successful in establishing 
  talks with their estranged kin. 
  Dusk Elf Traits 
  A dusk elf has the traits of another elven subrace, 
  sharing close kinship with the other breeds of 
  elves. The overwhelming majority have the 
  traits of a high elf or wood elf; those rare 
  dusk elves who share the qualities of a 
  drow (including their sensitivity to 
  sunlight) are seldom seen outside their 
  communities, and playing one requires 
  special DM permission. 
  Dusk Elf Feats  
  While the base dusk elf is, mechanically, 
  identical to your choice of another of the elf 
  subraces (usually wood elf or high elf), 
  adventuring dusk elves learn to focus the 
  unique blessings of their patron goddess in 
  more potent ways. They combine the magic that 
  helps hide them from the world with the 
  training in stealth all dusk elves receive to 
  frustrate and confuse their enemies. For player 
  characters of this subrace, the Dusk Elf Stealth 
  feat is a good way to express the special traits 
  that differentiate them from their kin. In 
  addition, the Shadow Sentinel feat (available to 
  all races with an appropriate background, but 
  especially suited to the dusk elf) is perfect for 
  members of the gloaming guardians. These 
  feats are described on the next page. 
  Beliefs Among Dusk Elves 
  The goddess who granted them succor remains the 
  most powerful religious presence among the dusk elves, 
  and many exclude other gods on holy days. In most 
  worlds outside the Shadowfell and the Domains of 
  Dread, such as the Forgotten Realms, this goddess is 
  known as Sehanine Moonbow, though in lands where 
  Sehanine is not worshipped she is identified with 
  goddesses of the moon and/or hunt such as Artemis. A 
  central tenet of this faith is the notion of the night as a 
  source of refuge and recovery, rather than a feared 
  unknown. This ethos directly opposes gods of thievery 
  and murder (such as Mask or Bhaal), whose 
  worshippers tend to see the night as a cover for 
  victimizing others.  
  Other faiths abide among the dusk elves as well. They 
  have no disdain for gods of light, for example, and dusk 
  elves in Barovia often pay homage to the Morninglord. 
  In the Realms, they also venerate the good-aligned drow 
  goddess Ellistraee, who represents the redemption of 
  dark elves that their ancestors always believed was 
  possible. However, the worship of those elven gods who 
  swore vengeance on the dusk elves—such as Corellon 
  Larethian in the Realms—is forbidden in most of their 
  communities, and those who maintain these faiths 
  must do so in secret, lest they face exile and ostracism. 
  In some dusk elf settlements, rumors persist about 
  cults worshipping Lolth. 
  
   
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  Optional Feats 
  Dusk Elf Stealth 
  Prerequisites: Elf (dusk elf variant), proficient with 
  Stealth skill 
  You are a dusk elf, and the boon of the goddess who 
  protected your people at the beginning of time helps 
  hide you from enemies. Shadows gather around you so 
  that when you move, you blend into them, making it 
  hard for your enemies to track your movements. When 
  you strike, you do so with speed and accuracy, darting 
  in, then melding into the gloom.  
  This feat confers the following benefits: 
  • When you take damage, if after that damage is taken 
  you only have half of your maximum hit points or 
  fewer remaining, you can use your reaction to 
  become invisible until the end of your next turn. 
  Once you use this ability, you cannot use it again 
  until you finish a short or long rest. 
  • When you begin your turn invisible or in a space that 
  is lightly or heavily obscured, you can take the 
  Dash or Hide action as a bonus action during that 
  turn. 
  • As a bonus action, you can grant an ally within 30 
  feet advantage on a Dexterity (Stealth) check on 
  their next turn, as if you had taken the Help action. 
  • When you take the Dash action on your turn, you 
  gain resistance to damage from opportunity attacks 
  until the end of your turn. 
  Shadow Sentinel 
  Prerequisites: Proficient with Stealth skill, proficient 
  with at least one martial weapon, Dexterity 17 or higher 
  You defend a persecuted culture in which stealth is not 
  merely part of your arsenal, but the backbone of your 
  martial traditions. Whether you are a gloaming 
  guardian of the dusk elves, a Vistani whose defensive 
  precision protects your kin from outsiders prejudiced 
  by false stereotypes, a crag dwarf or deep gnome in a 
  besieged settlement, or a ruthless halfling nomad of the 
  desert wastes, you train at moving unseen not for 
  cowardly purposes, but as an honored champion of 
  your people. This feat confers the following benefits: 
  • You learn the minor illusion and prestidigitation 
  cantrips if you don’t already know them. 
  • You gain darkvision within 60 feet. If you already 
  have darkvision, its range increases by 60 feet. 
  • When you take the Dodge action on your turn, an 
  indistinct shadow obscures you, causing the space 
  in which you end your turn to be heavily obscured 
  until the end of your next turn. 
  • The second time you hit with a weapon attack during 
  your turn, you can choose for the area around the 
  target struck to darken, as if with twilight. Within 
  15 feet of the target, bright light becomes dim light, 
  and dim light becomes darkness. The target must 
  make a Wisdom save (DC = 8 + your proficiency 
  bonus + your Dexterity modifier) or have its speed 
  reduced by half until the end of its next turn. 
  New Spells 
  Spell Lists 
  The new spells introduced in this document can 
  be cast by many of the existing classes, as shown 
  in the following spell lists. After each spell, its 
  school of magic is listed in parentheses, as is 
  whether it can be cast as a ritual. 
  Bard Spells 
  Cantrips (0 Level) 
  reaver's touch (necromancy) 
  1st Level 
  create poison (transmutation, ritual) 
  dread mercy (enchantment) 
  frightful strike (enchantment) 
  4th Level 
  pain (enchantment) 
  Cleric Spells 
  Cantrips (0 Level) 
  blood curse (necromancy) 
  challenger's mark (enchantment) 
  reaver's touch (necromancy) 
  1st Level 
  frightful strike (enchantment) 
  Druid Spells 
  Cantrips (0 Level) 
  punishing strike (necromancy) 
  reaver's touch (necromancy) 
  1st Level 
  create poison (transmutation, ritual) 
  frightful strike (enchantment) 
  Paladin Spells 
  1st Level 
  dread mercy (enchantment) 
  Ranger Spells 
  1st Level 
  create poison (transmutation, ritual) 
  dread mercy (enchantment) 
  Sorcerer Spells 
  Cantrips (0 Level) 
  punishing strike (necromancy) 
  reaver's touch (necromancy) 
  1st Level 
  frightful strike (enchantment) 
  4th Level 
  pain (enchantment) 
  Warlock Spells 
  Cantrips (0 Level) 
  blood curse (necromancy) 
  challenger's mark (enchantment) 
  punishing strike (necromancy) 
  reaver's touch (necromancy) 
  
   
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  1st Level 
  create poison (transmutation, ritual) 
  frightful strike (enchantment) 
  4th Level 
  pain (enchantment) 
  Wizard Spells 
  Cantrips (0 Level) 
  blood curse (necromancy) 
  punishing strike (necromancy) 
  reaver's touch (necromancy) 
  1st Level 
  create poison (transmutation, ritual) 
  frightful strike (enchantment) 
  4th Level 
  pain (enchantment) 
  Spell Descriptions 
  All new spells referenced in this document are 
  listed alphabetically in this section. 
  Blood Curse 
  Necromancy cantrip 
  Casting Time: 1 action  
  Range: 60 feet  
  Components: V, S  
  Duration: 1 round 
  You stake some of your own life force on a curse 
  that bedevils your enemy but may empower you. 
  You may not cast this spell if you currently have 
  less than 5 hit points. Choose a target within 
  range that can see or hear you. The target makes 
  a Wisdom save. If it fails, it has disadvantage on 
  Wisdom checks until the beginning of your next 
  turn, and you take 1d4 psychic damage, which 
  cannot be reduced or redirected in any way. 
  Before the beginning of your next turn, if the 
  target is hit with an attack, it takes 1d4+3 extra 
  necrotic damage, and the spell ends. When this 
  happens, you also gain temporary hit points equal 
  to the amount of necrotic damage the creature 
  took. The necrotic damage increases by an extra 
  1d4 when you reach 5th level (2d4+3). 11th level 
  (3d4+3), and 17th level (4d4+3). 
  Challenger’s Mark 
  Enchantment cantrip  
  Casting Time: 1 action  
  Range: 5 feet  
  Components: V, S  
  Duration: 1 round 
  As part of the action used to cast this spell, you 
  must make a melee weapon attack against one 
  creature within the spell's range, otherwise the 
  spell fails. On a hit, the target suffers the attack's 
  normal effects, and you exchange a moment of 
  silent, instinctive communication that expresses 
  your personal challenge. Before the beginning of 
  your next turn, if the target willingly moves more 
  than 30 feet away from you or attacks a creature 
  besides you, it immediately takes 1d8 psychic 
  damage, and the spell ends. This spell's damage 
  increases when you reach higher levels. At 5th 
  level, the melee attack deals an extra 1d8 psychic 
  damage to the target, and the damage the target 
  suffers for moving more than 30 feet away from 
  you increases to 2d8. Both damage rolls increase 
  by 1d8 at 11th level and 17th level. 
  Create Poison 
  1st level transmutation (ritual) 
  Casting Time: 1 action 
  Range: Self (one vessel on your person) 
  Components: V, S, M (a small bottle or other 
  container that can hold a draught of water) 
  Duration: Instantaneous 
  You use some combination of scavenged 
  substances, focused meditation, and magic to 
  transform the water in a container you have on 
  your person into a one dose of improvised poison. 
  The dose of improvised poison you create can be 
  applied to one weapon, up to three pieces of 
  ammunition, or up to three separate portions of 
  food or drink. Once applied, the poison retains 
  potency until someone must roll a saving throw 
  against it, or for 1 minute, after which point it 
  dries or dissolves. If a creature is struck with the 
  poisoned weapon or ammunition, or if it ingests 
  the poisoned food or drink, it must make a 
  Constitution save or be poisoned for 1 minute and 
  take 1d8 poison damage, or 2d8 if the poison is 
  ingested). Creatures that succeed on their save 
  take half damage, but suffer no other effects. 
  A poison you create can only be used by you, and 
  has no value if you try to sell it. If you cast this 
  spell again, any doses of poison you have 
  previously created with this spell instantly become 
  water again. Otherwise, poison doses created with 
  this spell retain their potency until the next time 
  you finish a long rest, at which point they return 
  to being water. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you create one 
  additional dose of poison for every two levels 
  above 1st. When you cast this spell using a spell 
  slot of 4th level or higher, the poison gains an 
  extra effect: if a creature fails the saving throw by 
  5 or more, its Constitution score is reduced by 
  1d4.  
  
   
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  Dread Mercy 
  1st-level enchantment 
  Casting Time: 1 reaction, which you take when 
  you reduce a creature within 60 feet to 0 hit 
  points with a weapon attack 
  Range: 60 feet 
  Components: V 
  Duration: 10 minutes 
  You offer an opponent mercy in exchange for their 
  cooperation. Choose one creature within range 
  that you have just reduced to 0 hit points. You 
  instead reduce that creature to 1 hit point and 
  immediately command their surrender. (If a 
  creature prefers to be reduced to 0 hit points for 
  some reason, it can make a Charisma saving 
  throw, and be reduced to 0 hit points instead of 1 
  on a success.) As soon as the creature is reduced 
  to 1 hit point instead of 0 due this spell, it must 
  immediately make a Wisdom saving throw. On a 
  success, the creature is frightened of you for the 
  spell’s duration, and suffers only the normal 
  effects of being frightened. On a failure, the 
  creature is still frightened, but rather than fleeing, 
  the frightened creature stays where it is and does 
  not move unless you tell it to. For the duration of 
  the spell, the creature that failed its save will not 
  attack you, and it fearfully obeys any instructions 
  it can hear and understand that will not directly 
  harm it (for example, it will not knowingly drink 
  poison or walk off a cliff). It will not deliberately 
  say anything to you that it believes to be a lie, 
  though it can simply remain silent if you do not 
  ask any direct questions. If you ask it a direct 
  question that can be answered in one or two 
  sentences, it will not give you an answer that it 
  considers false, though it may leave things out, 
  especially if you ask a question that takes more 
  than one or two sentences to answer. It may avoid 
  answering questions to which it would normally 
  respond with a lie by giving short or evasive 
  answers, as long as what it does say remains 
  within the boundaries of what it believes to be the 
  truth. Whenever you or one of your allies attempt 
  to harm the creature, or if you give it instructions 
  that would harm it, or whenever you force it to 
  make a saving throw against another effect, it 
  repeats its Wisdom saving throw against this 
  spell, ending the effects of the initial failed save on 
  a success. You always know if a creature has 
  succeeded or failed on a saving throw against this 
  spell. When the spell’s effect ends, the creature is 
  unaware it was ever affected by this spell, 
  
   
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  knowing you could have killed it and believing its 
  fear of you was merely natural. 
    At Higher Levels. When you cast this spell 
  using a 3rd level or higher spell slot, the duration 
  is increased to 1 hour. If you use a 5th level or 
  higher spell slot, the duration is increased to 8 
  hours. 
  Frightful Strike 
  1st-level enchantment 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, M (a weapon with at least one 
  drop of blood on it) 
  Duration: 1 round 
  You bark or whisper a terrifying threat to the 
  creature your weapon strikes. As part of the 
  action of casting this spell, you must make a 
  melee attack against one creature within the 
  spell's range, otherwise the spell fails. On a hit, in 
  addition to the attack’s normal effect, the creature 
  struck takes an additional amount of psychic 
  damage equal to 1d4 plus your Charisma modifier 
  (minimum 1) and must make a Wisdom saving 
  throw. On a failed save, it is frightened of you 
  until the end of your next turn. 
    At Higher Levels. When you cast this spell 
  using a spell slot of 2nd level or higher, the damage 
  is increased by 1d4 for each slot level above 1st. 
  Pain 
  4th level enchantment 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a live leech) 
  Duration: Concentration, up to 1 minute 
  This spell strikes creatures with wracking pains 
  and agony. Roll 12d8; the total is how many hit 
  points of creatures this spell can affect. Creatures 
  within 20 feet of a point you choose within range 
  are affected in ascending order of their current hit 
  points (ignoring unconscious creatures and 
  constructs, who are not affected by this spell). 
  Subtract each creature's hit points from the total 
  before moving on to the creature with the next 
  lowest hit points. A creature's hit points must be 
  equal to or less than the remaining total for that 
  creature to be affected. 
  Starting with the creature that has the lowest 
  current hit points, each creature affected by this 
  spell has disadvantage on attack rolls and ability 
  checks until the spell ends. They can attempt to 
  resist, but only at the risk of making their agony 
  even worse. Each creature affected can choose 
  whether or not to make a Constitution saving 
  throw to try resisting this effect at the end of each 
  of its turns, ending the effect on itself with a 
  success. However, if the creature fails, it takes 
  3d6 psychic damage. A creature that fails this 
  saving throw four rounds in a row is incapacitated 
  with pain, in addition to the spell's other effects. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 5th level or higher, roll an additional 
  2d8 for each slot level above 4th. 
  Punishing Strike 
  Necromancy cantrip  
  Casting Time: 1 action  
  Range: 5 feet  
  Components: V, S  
  Duration: 1 round 
  As part of the action used to cast this spell, you 
  must make an unarmed strike or melee weapon 
  attack against one creature within the spell's 
  range, otherwise the spell fails. On a hit, the 
  target suffers the attack's normal effects, and also 
  a black web of necrotic energy radiates across its 
  skin from where it was struck until the start of 
  your next turn. If the target willingly takes a 
  reaction before then, it immediately takes 1d8 
  necrotic damage, and the spell ends. This spell's 
  damage increases when you reach higher levels. 
  At 5th level, the melee attack deals an extra 1d8 
  necrotic damage to the target, and the damage the 
  target suffers for taking a reaction or opportunity 
  attack increases to 2d8. Both damage rolls 
  increase by 1d8 at 11th level and 17th level. 
  Reaver’s Touch 
  Necromancy cantrip  
  Casting Time: 1 action  
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
  The touch of your hand drains a target’s life 
  energy, allowing you to empower yourself via the 
  ritual sacrifice of animals and other creatures, or 
  by striking your opponents in combat. Make a 
  melee spell attack against the target. You have 
  advantage on the attack if your target is a beast. 
  On a hit, the target takes 1d6 necrotic damage, 
  and you gain temporary hit points equal to half 
  the damage inflicted (rounded up). The spell’s 
  damage increases by 1d6 when you reach 5th 
  level (2d6), 11th level (3d6), and 17th level (4d6). 
  
   
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  Monsters & NPCs 
  Barovian Scarecrow 
  Unlike other animated scarecrows, which are 
  mere objects brought to life by a spell, these 
  constructs have a core of evil personality granted 
  to them by their creation. The first was crafted by 
  the witch Baba Lysaga, infused with energies of 
  the land conjured from the goddess Mother Night. 
  For its head, she carved a jack o’lantern, made 
  from blood red pumpkin of a particular dark 
  strain native to Barovia. She lit a baleful crimson 
  fire in the jack o’lantern, granting the construct a 
  wicked cunning immunity to the flame that is the 
  weakness of most scarecrows. When a dormant 
  Barovian scarecrow animates, the dark ember 
  within ignites into life, the fire shedding a ruddy 
  scarlet from the carved eyes and mouth. If the 
  flame is extinguished, the construct de-animates, 
  which makes it vulnerable to high winds or the 
  shockwave from magical thunder. When not 
  employed in some errand for a witch, hag, or Dark 
  Lord, these scarecrows seek to reproduce their 
  kind. They make a jack o’lantern from a blood red 
  Barovian pumpkin, and then find some mundane 
  scarecrow and stealthily replace its head with the 
  pumpkin, using their own crimson flame to kindle 
  a new one in their creation. 
   
  Barovian Scarecrow 
  Medium construct, chaotic evil 
  Armor Class 13 
  Hit Points 102 (12d10+36) 
  Speed 30 ft. 
  STR   DEX  CON  INT  
  WIS  
  CHA 
  11(+0) 13(+1) 16(+3) 12(+1) 10(+0)13 (+1) 
  Damage Vulnerabilities thunder 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities fire, poison, necrotic 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands the languages of its 
  creator but can’t speak 
  Challenge 5 (1,800 XP) 
  False Appearance. While the Barovian scarecrow 
  remains motionless, it is indistinguishable from 
  an ordinary, inanimate scarecrow. 
  Flickering Flame. If the Barovian scarecrow is 
  exposed to a strong wind, the flame in its head 
  flickers, and it has disadvantage on its next attack 
  roll. 
  Headless Horror. A Barovian scarecrow is 
  beheaded by a critical hit or if it takes more than 
  12 points of damage from one attack. However, 
  beheading does not kill it. Instead, it instantly 
  falls prone and pretends to be destroyed. 
  Creatures within 5 feet can make an Insight check 
  (DC 17) to determine that the scarecrow is not yet 
  fully destroyed. On its turn, however, a beheaded 
  scarecrow gains the use of its Head Throw attack 
  (below), and returns to standing if possible. 
  Actions 
  Multiattack. The Barovian scarecrow makes two 
  claw attacks or one claw attack and one head 
  throw attack. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) slashing damage. If 
  the target is a creature, it must succeed on a DC 
  15 Wisdom saving throw or be frightened until the 
  end of the scarecrow’s next turn. 
  Terrifying Glare. The Barovian scarecrow targets 
  one creature it can see within 30 feet of it or its 
  head (if beheaded). If the target can see the 
  scarecrow, the target must succeed on a DC 15 
  Wisdom saving throw or be magically frightened 
  until the end of the scarecrow’s next turn. The 
  frightened target is paralyzed. 
  Head Throw. Ranged Weapon Attack: +6 to hit, 
  range 30 ft., one target. Hit: 6 (2d6 + 3) 
  bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 15 Wisdom saving throw or 
  be frightened until the end of the Barovian 
  scarecrow’s next turn. Only a beheaded Barovian 
  scarecrow can use this attack. After being thrown, 
  the head rolls back along the ground and into the 
  scarecrow’s hand immediately before the next 
  time it wishes to use this attack. 
   
   
  
   
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  Deep Cultist 
  A deep cultist is the child of a warlock who traded 
  their child’s humanity for power before it was 
  born, mixing their own nature with that of an 
  otherworldly being. They are naturally attracted to 
  aquatic aberrations, such as aboleths or krakens, 
  and they seek to assist their abominable schemes 
  in any way they can. 
  Parents who make these pacts raise their tainted 
  offspring to worship whichever Far Realm entity 
  they made their pact with, and when such 
  children grow up, they attempt to raise up cults of 
  their own sharing this worship. The being that 
  spawned them is connected to the element of 
  water (or perhaps to the elemental evil corruption 
  of it), and so while deep cultists can pass for 
  human, their amphibious nature is indicated by 
  subtly fish-like or frog-like appearances, including 
  flattish noses that are barely more than a pair of 
  nostrils and great bulging eyes that tend to stare 
  without blinking. They have muscular or wiry 
  builds, pale almost bluish or greenish skin, and 
  black greasy hair that either grows wild or is thin 
  and sparse. 
  Despite these hints to their true origins, some 
  deep cultists are still attractive by human 
  standards. They’ve been known to recruit 
  members for their cults by seduction as well as 
  more mundane means of coercion, and some truly 
  come to love their human paramours. Many are 
  the legends of “mermaids” rescuing sailors from 
  drowning 
  and falling 
  in love with 
  them that 
  are 
  actually 
  tales of 
  deep 
  cultists. 
  When on 
  land, they 
  commonly 
  go about in 
  heavy 
  robes to 
  hide their 
  appearance.  
   
  Deep Cultist 
  Medium humanoid, chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 105 (14d8+42) 
  Speed 30ft., swim 40 ft. 
   STR   DEX   CON    INT    WIS    CHA 
   13 (+1) 14 (+2)  16 (+3)  11 (+0)  16 (+3)   14 (+2) 
  Skills Arcana +3, Deception +4, Religion +3, 
  Stealth +5 
  Damage Resistances cold, lightning 
  Damage Immunities acid, poison 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Aquan 
  Challenge 6 (2,300 XP) 
  Spellcasting. The deep cultist is a 7th-level 
  spellcaster. Its spellcasting ability is spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit 
  with spell attacks). It knows the following spells: 
  Cantrips (at will): druidcraft, reaver’s touch*, 
  shape water*, vicious mockery 
  1st level (4 slots): create/destroy water, dissonant 
  whispers, disguise self, fog cloud 
  2nd level (3 slots): blur, hold person 
  3rd level (3 slots): fear, tidal wave** 
  4th level (1 slot): storm sphere** 
  (“**” = appears in the Elemental Evil Player’s 
  Guide).  
  Amphibious. The deep cultist can breathe air and 
  water. 
  Fanaticism. The deep cultist has advantage on 
  saving throws against being charmed or 
  frightened. 
  Venomous Skin. The deep cultist can cause their 
  flesh to exude a corrosive poison. Any creature 
  grappling to deep cultist or grappled by it takes 3 
  (1d6) poison damage and 3 (1d6) acid damage at 
  the end of that creature’s turn. 
   Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 3(1d6) piercing damage plus 3 
  (1d6) poison damage and 3 (1d6) acid damage. 
   
   
  
   
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  Pseudonatural Creature 
  Pseudonatural creatures originate in the Far 
  Realm or in other places beyond the planes as we 
  know them. Eldritch abominations such as these 
  are often the spawn or servitors of Great Old 
  Ones, elder gods, or powerful aberrations. They 
  can take on at least one less alien form when 
  needed, but a glimpse of their true nature can 
  shake a mortal’s grip on reality.  
  Pseudonatural Template 
  Any corporeal creature can become a 
  pseudonatural creature. When it becomes a 
  pseudonatural creature, it keeps its statistics, 
  except as noted below.  
  Type. The creature’s type changes to Aberration. 
  Alignment. Chaotic evil and neutral evil creatures 
  do not change their alignment. Other alignments 
  are changed as follows:  
  Pseudonatural Creature Alignment 
  Base Creature’s Alignment 
  New Alignment 
  Lawful Good 
  Unaligned 
  Neutral Good 
  Neutral 
  Chaotic Good 
  Chaotic Neutral 
  Lawful Evil 
  Neutral Evil 
  Lawful Neutral 
  Lawful Evil 
  Chaotic Neutral 
  Chaotic Evil 
  Neutral 
  Chaotic Neutral 
  Unaligned 
  Chaotic Neutral 
  Hit Points. If the creature has less than 3 Hit 
  Dice, raise its number of Hit Dice to 3 and adjust 
  its hit points accordingly. 
  Ability Scores. If the creature’s Intelligence is 
  below 3, increase it to 3. In addition, if the 
  creature’s Wisdom is less than 20, increase the 
  creature’s Wisdom by 10, to a maximum of 20 or 
  the base creature’s challenge rating, whichever is 
  higher.  
  Challenge. Increase the creature’s challenge 
  rating by 1 after applying this template. If the 
  base creature’s challenge rating is lower  
  than1/2, increase the challenge rating to 1/2; if it 
  is 1/2, increase it to 1. 
  Senses. The pseudonatural creature gains 
  blindsight with a radius of 10 feet.  
  Damage Resistances. The pseudonatural 
  creature gains resistance to acid and lightning.  
  Languages. The pseudonatural creature gains 
  telepathy 30 ft.  
  New Trait: Telepathic Insight. If a creature 
  within 30 ft. communicates telepathically with the 
  pseudonatural creature, it must make a Charisma 
  saving throw against a DC equal to the 
  pseudonatural creature’s Wisdom score. If the 
  creature fails the save, the pseudonatural 
  creature magically learns one fact or secret about 
  that creature.  
  New Spells: The pseudonatural creature knows 
  the true strike and vicious mockery cantrips. If it 
  can cast spells of 1st level or higher, it also gains 
  the spells bane and dissonant whispers.  
  New Action: Pseudonatural Form. As a bonus 
  action, the creature assumes its true form, that of 
  a grotesque, tentacled mass (or another 
  appropriately gruesome form), but all its abilities 
  remain unchanged despite the alien appearance. 
  While it is in this form, all attack rolls against the 
  pseudonatural creature made by creatures who 
  can see it are at disadvantage. In addition, while it 
  is in its true form, the pseudonatural creature has 
  advantage on Charisma (Intimidation) checks and 
  disadvantage on all other Charisma checks. It can 
  use another bonus action to change back. 
  New Reaction: True Form. When the 
  pseudonatural creature takes damage, it can 
  assume its pseudonatural form as a reaction. 
  
   
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  Example: The Rat-Thing 
  (Pseudonatural Rat) 
  The rat-thing appears to be a regular rat to most 
  who see it, but it is always the familiar of some 
  loathsome, half-mad spellcaster, and its true form 
  is far more disturbing. Those who glimpse it in 
  unguarded moments are horrified, for the rat-
  thing has a face much like that of a human, and 
  its tiny hands are human-like as well. Its face is 
  bearded, sharp-toothed, and bears an evil 
  expression. Its voice sounds like hateful tittering, 
  but it can only communicate via telepathy, which 
  those contacted experience as the same loathsome 
  titter forming words in their own language. It is 
  said evil wizards and warlocks create rat-things 
  from the remains of sacrificed cultists. Such a 
  creature almost never fights alone, engaging in 
  hostile action only at the side of the corrupted 
  spellcaster they serve. 
  Pseudonatural Rat (Rat-Thing) 
  Tiny aberration, chaotic neutral 
  Armor Class 10 
  Hit Points 4 (3d4-3) 
  Speed 20ft. 
   STR   DEX   CON    INT    WIS   CHA 
     2 (-4) 11 (+0)  9 (-1) 
   3 (-4) 
   20 (+5)   4 (-3) 
  Damage Resistances acid, lightning 
  Senses blindsight 10 ft., darkvision 30 ft., passive 
  Perception 15 
  Languages telepathy 30 ft. 
  Challenge 1/2 (100 XP) 
  Innate Spellcasting. The pseudonatural rat’s 
  innate spellcasting ability is Wisdom (spell save 
  DC 15). It can innately cast the following spells, 
  requiring no material components: 
  At will: true strike, vicious mockery 
  Telepathic Insight. If a creature within 30 ft. 
  communicates telepathically with the 
  pseudonatural rat, it must make a Charisma 
  saving throw (DC 20). If the creature fails the save, 
  the pseudonatural rat magically learns one fact or 
  secret about that creature.  
  Actions 
  Bite. Melee Weapon Attack: +0 to hit, 
  reach 5 ft., one target. Hit: 1 piercing 
  damage. 
  Pseudonatural Form. As a bonus 
  action, the pseudonatural rat 
  creature assumes its true form, that 
  of a rat with a human-like face and 
  tiny, humanoid hands. While it is 
  in this form, all attack rolls 
  against the pseudonatural rat 
  made by creatures who can see it 
  are at disadvantage. In addition, 
  while it is in its true form, the 
  pseudonatural rat has 
  advantage on Charisma 
  (Intimidation) checks and 
  disadvantage on all other 
  Charisma checks. It can use 
  another bonus action to 
  change back.  
  Reactions 
  True Form. When the 
  pseudonatural rat takes damage, it can 
  assume its pseudonatural form as a reaction. 
  
   
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  Example: The Black Dog 
  (Pseudonatural Hell Hound) 
  The black dog is massive dog the size of a calf 
  with thick, shaggy, jet black fur and glowing red 
  eyes.  It has sharp, knife-like canines, and its 
  mouth always seems to be grinning, as if the fell 
  creature bears some hidden secret. Its saliva 
  stinks of sulfur. It appears only at night, but even 
  in the moonlight its fur does not shine or gleam, 
  but remains dark as a shadow. It leaves no 
  footprints. It can only be tracked by the scorch 
  marks it leaves on the ground every few paces, 
  and by its tendency to stop and claw or gnaw 
  upon large objects of wood or metal. It is always 
  associated with fire, with the smell of smoke and 
  flickering shadows in its presence, but does not 
  appear in dog form with a visible aura of fire. It is 
  as if, wherever it goes, there is always an unseen 
  fire nearby. Thankfully, these creatures are rare, 
  and seldom attack the living, but rather are 
  omens of worse horrors to follow. They appear 
  before great fires, deadly plagues, battles with 
  high casualties, and the deaths of important 
  personages. They also accompany the 
  appearances of comets in the night sky. They 
  remain calm and aloof unless a creature threatens 
  them or approaches an object they have been 
  charged by the Dark Powers with protecting, 
  which sends them into an aggressive frenzy.  
  In their true form, black dogs are far more 
  frightening. Their bodies seem to explode, as they 
  become unsteady orbs of crimson flame, 
  surrounded by ember-like points of fiery light and 
  bursts of red lightning. They shimmer with heat, 
  making them hard to focus on, but anyone 
  looking directly at the fiery orb sees visions in the 
  flames, visions of various horrific ways they might 
  die, combined with scenes of cataclysm and 
  carnage consuming nearby settlements.  
   
  Pseudonatural Hell Hound (Black Dog) 
  Medium aberration, neutral evil 
  Armor Class 15 
  Hit Points 45 (7d8-14) 
  Speed 50ft. 
   STR   DEX   CON    INT    WIS   CHA 
   17 (+3) 12 (+1)  14 (+2)  6 (-2) 
   20 (+5)   6 (-2) 
  Skills Perception +9 
  Damage Resistances Acid, lightning 
  Damage Immunities Fire 
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 19 
  Languages telepathy 30 ft., understands Infernal 
  but can’t speak it 
  Challenge 4 (1,100 XP) 
  Innate Spellcasting. The pseudonatural hell 
  hound’s innate spellcasting ability is Wisdom 
  (spell save DC 15). It can innately cast the 
  following spells, requiring no material 
  components: 
  At will: true strike, vicious mockery 
  Keen Hearing and Smell. The pseudonatural 
  hell hound has advantage on Wisdom (Perception) 
  checks that rely on hearing or smell.  
  Pack Tactics. The pseudonatural hell hound has 
  advantage on an attack roll against a creature if 
  at least one of the hound’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated. 
  Telepathic Insight. If a creature within 30 ft. 
  communicates telepathically with the 
  pseudonatural hell hound, it must make a 
  Charisma saving throw (DC 20). If the creature 
  fails the save, the pseudonatural hell hound 
  magically learns one fact or secret about that 
  creature.  
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8+3) piercing damage plus 7 
  (2d6) fire damage. 
  Fire Breath (Recharge 5–6). The pseudonatural 
  hell exhales fire in a 15‐foot cone. Each creature 
  in that area must make a DC 12 Dexterity saving 
  throw, taking 21 (6d6) fire damage on a failed save, 
  or half as much damage on a successful one. 
  Pseudonatural Form. As a bonus action, the 
  pseudonatural hell hound creature assumes its 
  true form, that of a flaming sphere shimmering 
  with red lightning and filled with horrific visions, 
  While it is in this form, all attack rolls against the 
  pseudonatural hell hound made by creatures who 
  can see it are at disadvantage. In addition, while it 
  is in its true form, the pseudonatural hell hound 
  has advantage on Charisma (Intimidation) checks 
  and disadvantage on all other Charisma checks. It 
  can use another bonus action to change back.  
  Reactions 
  True Form. When the pseudonatural hell hound 
  takes damage, it can assume its true form as a 
  reaction. 
  
   
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  Rom 
  The rom are a race of subterranean, undead giants 
  that withdrew from the surface world in the distant 
  past. They are sullen, malicious, and angry 
  creatures, attacking any who disturb their final 
  dwelling places or cairns. Rom are all male, with 
  tall, muscular physiques—similar to humans in 
  proportion—and dark, ashen-grey skin. They have 
  sunken, glassy eyes, long, curling fingernails, and 
  are either bald or have thinning, bone-white hair. 
  They stand about 17 ft.’ tall, retaining the 
  supernatural strength they possessed in life. They 
  speak with sad, resonant voices. All are talented 
  singers, poets, and musicians. 
  Cursed by Tragedy. Rom are thought to be all that 
  remains of an ancient race of giant herdsmen. They 
  lived in the hills and on the plains where their giant 
  cows could graze, some practicing a limited form of 
  agriculture. They were a quiet, peace-loving people 
  whose end came when their wives produced only 
  male children; there were no further generations. 
  Shaking their fists at the sad destiny Fate had 
  passed upon them, they built enormous stone 
  cairns for themselves, fashioned out of monolithic 
  granite slabs. Entire clans of rom descended into 
  their self-made tombs, burying themselves alive. 
  However, so great was their collective self-pity and 
  anger at Fate that their existence persisted beyond 
  death. 
  Inspiring Hosts. The giants are known to receive 
  brave visitors during the night, who politely knock 
  on the entrance to the tombs and humbly request 
  hospitality for the evening. The rom are a musical 
  and poetic race. Brave bards who have visited with 
  them for only a short while are said to have been 
  inspired to compose a masterful, if tragic, song or 
  epic poem. 
  Death to Trespassers. Those who brashly intrude 
  on the giants during the night, or who break into a 
  cairn during the day, will be immediately attacked 
  by the rom present in the tomb (usually 8 or fewer). 
  They will throw any corpses outside as a warning to 
  others against further unwarranted intrusions.  
  Regional Effects 
  The granite cairns of the rom can still be found 
  today, towering over the plains or nestled among 
  the hills. They are shunned by all forms of animal 
  and insect life. Nearby vegetation appears stunted 
  and lacks its usual color. All is quiet near these 
  tombs during the day, but at night, one can hear a 
  loud lamentation rising from within the cold, stone 
  cairns, a plaintive cry against Fate. 
  • 
   At night, within a mile of a rom cairn, their 
  haunting dirges can be heard. Any creature in 
  this area at night that can hear must make a 
  DC 11 Wisdom saving throw unless their 
  Intelligence is 2 or lower. On a failure, the 
  character feels a heartbreaking sadness, a 
  despair that makes their efforts seem 
  meaningless. Until they leave the area, they 
  have disadvantage on death saving throws and 
  Dexterity checks for initiative, and they gain 
  the following flaw: “If all this beauty ends in 
  tragedy, what’s the point of living at all?” A 
  creature can repeat its saving throw every time 
  it finishes a long rest, ending the effect on 
  itself on a success. A creature that makes a 
  successful saving throw against this effect is 
  immune to it for 24 hours. The dirge has no 
  effect on constructs and undead. 
  • 
  Any beast or humanoid with an Intelligence of 
  2 or lower that comes within a mile of a rom 
  cairn becomes frightened, and will not 
  willingly move closer to the cairn. 
  • 
  No plant life grows naturally within 500 ft. of a 
  rom cairn. 
  
   
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  Rom 
  Huge undead, lawful evil 
  Armor Class 17 (natural armor) 
  Hit Points 172 (15d12+75) 
  Speed 40 ft. 
   STR   DEX   CON    INT    WIS    CHA 
   26 (+8) 10 (+0)  21 (+5)  11 (+0)  14 (+2)   18 (+4) 
  Skills Animal Handling +6, Intimidation +8, 
  Persuasion +8, Perception +6 
  Damage Resistances necrotic 
  Damage Immunities cold, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Giant 
  Challenge 9 (5,000 XP) 
  Pack Tactics. The rom has advantage on an attack 
  roll against a creature if at least one of the rom’s 
  allies is within 5 feet of the creature and the ally 
  isn’t incapacitated. 
  Sleepless. Magic cannot cause the rom to sleep. 
  Actions 
  Multiattack. The rom makes two claw attacks. 
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., 
  one target. Hit: 17 (2d8+8) slashing damage plus 4 
  (1d8) necrotic damage, and the target’s Strength 
  score is reduced by 1d4. The target dies if this 
  reduces his Strength to 0. Otherwise, the reduction 
  lasts until the target finishes a short or long rest.  
  Rock. Ranged Weapon Attack: +12 to hit, range 
  60/240 ft. one target. Hit: 30 (4d10+8) damage. 
  Frightful Presence. Each creature of the rom’s 
  choice that is within 120 feet of the rom and aware 
  of it must succeed on a DC 16 Wisdom saving 
  throw or become frightened for 1 minute. A creature 
  can repeat its saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
  Dolorous Dirge. (Recharge 6). As a bonus action, 
  the rom sings a song of loss in its haunting voice, a 
  mourning ballad that pierces the hearts of even 
  hardened veterans. This dirge has no effect on 
  constructs and undead. Any other creature within 
  30 feet who can hear the rom must make a 
  Charisma saving throw (DC 16) or have its speed 
  reduced by half for as long as the rom keeps singing. 
  The rom must use a bonus action to continue this 
  effect each round. A creature can repeat its saving 
  throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Vampires of Ravenloft 
  Of all the dark and evil things that move about in 
  the mists of the Domains of Dread, none is more 
  feared than the vampire. These creatures can often 
  move freely about in the world of men and, as such, 
  are all the more dreadful. Their unexpected attacks 
  often target the innocent and helpless, leaving little 
  hope that a victim will survive to lead would-be 
  vampire hunters to the monster. Overall, they are 
  certainly the darkest of the dark. Ravenloft is home 
  to many vampires, some of whom are even lords of 
  their own domains. Strahd Von Zarovich, the 
  master of Barovia, is one such creature. His 
  darkness is so great that many believe the land 
  itself to be tied directly to him. This may or may not 
  be true, but the Vistani and Lord Azalin of Darkon 
  certainly seem to believe it. Other vampire lords are 
  certainly powerful—but none can compare to the 
  might, or the evil, of Strahd. 
  Vampires of Different Races 
  Most vampires of any race have the same 
  attributes, as the curse does not discriminate. In 
  most cases, for example, sun-loving wood elf and 
  benighted drow elf alike suffer the same destructive 
  effects in sunlight. However, in the Domains of 
  Dread, certain vampires of non-human races have 
  been infected by the spells of a hateful enemy 
  rather than in the traditional fashion, and their 
  version of the curse is altered to torment them even 
  more deeply. When vampires with such curses 
  convert others of their original race, those victims 
  are sometimes tortured in the same cruel way, 
  taking on the traits of their sires.  
  Writings of the legendary vampire hunter Rudolph 
  Van Richten have been distributed among those 
  who would emulate his example, and in the most 
  widely read texts, he identifies three of these 
  specialized strains of the curse, afflicting dwarves, 
  elves, and halflings. In the time since recording 
  those three types, however, it is believed Van 
  Richten has uncovered even more. 
  
   
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  Vampire, Dwarf 
  Dwarves are a long-lived race with an intense 
  cultural hatred of the undead and their evil work. 
  They regard death as the just rewards of a warrior 
  and undeath as cheating a hero of his glorious 
  end. For this reason, a dwarf vampire is perhaps 
  the most awful of things, for its natural hatred of 
  what it has become leads it to do great acts of evil. 
  Dwarf vampires, like all vampires, look much as 
  they did in life. They are short and stocky, with 
  long, white or silver beards, and heavy, rounded 
  features. In most cases, they retain the trappings 
  of the profession they held in life; a dwarf vampire 
  who was a warrior is often found in full armor 
  with a heavy battleaxe or warhammer in hand.  
  Dwarf vampires seek out the deepest and darkest 
  of subterranean lairs. They shun all contact with 
  their kind, perhaps out of disgust or 
  embarrassment over what has become of them. 
  The only time they will seek out other dwarves is 
  when they wish to create a vampire companion or 
  are in need of slaves for some evil deed. 
  Dwarf vampires are the most introverted of all the 
  racial vampire types. They tend to keep to 
  themselves and do not seek to amass power as do 
  human vampires. This does not mean that they 
  will become utterly isolated, however, for they are 
  drawn to feed on the essences of the living. The 
  dwarf vampire is a thing of darkness and evil that 
  has no place in the natural world. It moves about, 
  spreading death and suffering in an attempt to 
  ease the misery it feels over having been doomed 
  to an eternal life that it detests. 
  Because they realize the torment that 
  transformation into a vampire causes to dwarves, 
  the vampire dwarf is reluctant to create others of 
  its kind. It does so only when it feels that it 
  absolutely needs minions to help it carry out its 
  acts of evil. 
  In many cases, the vampire will kill its minions 
  after they have served it for a few months, freeing 
  them from the suffering that it must endure. Such 
  kindness and compassion seems out of place for 
  these creatures, but many scholars believe that 
  they still retain the last vestiges of their love for 
  other dwarves and cannot bear to spread their 
  suffering to others of their proud race. In most 
  cases, the free-willed dwarf vampires of the 
  Domains of Dread were created by masters who 
  were slain before they could destroy their 
  minions, leaving their creations to suffer in their 
  place.   
  Vampire, Dwarf 
  Medium undead (shapechanger), lawful evil  
  Armor Class 15 (natural armor)  
  Hit Points 161 (17d8 + 85)  
  Speed 30 ft., climb 20 ft. 
   STR   DEX   CON    INT    WIS    CHA 
    18 (+4)  16 (+3)  20 (+5)  17 (+3)  15 (+2)  18 (+4) 
  Saving Throws Con +10, Dex +8, Cha +9 
  Skills History +8, Perception +7, Stealth +8  
  Damage Resistances necrotic; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities poison  
  Senses darkvision 120 ft., tremorsense 120 ft., 
  passive Perception 17  
  Languages Common  
  Challenge 13 (10,000 XP)  
  Magic Resistance. The dwarf vampire has 
  advantage on saving throws against spells and 
  other magical effects. 
  Legendary Resistance (1/Day). If the dwarf 
  vampire fails a saving throw, it can choose to 
  succeed instead.  
  Stonecunning. The dwarf vampire adds an 
  additional +5 to all Intelligence (History) checks 
  related to the origin of stonework. 
  Earthly Escape. When it drops to 0 hit points 
  outside its resting place, the dwarf vampire 
  immediately uses its stonewalk trait and travels 
  10 feet instead of falling unconscious, provided 
  that it is underground or within 5 feet of stone, 
  stonework, or earth. If it is not, it is destroyed. If it 
  is able to use its stonewalk trait while at 0 hit 
  points, it travels towards its resting place as best 
  it can, but cannot leave the earth through which 
  it travels until it reaches its resting place. It must 
  reach its resting place within 2 hours or be 
  destroyed. Once in its resting place, it can emerge 
  from the earth and rest there. It is then paralyzed 
  until it regains at least 1 hit point. After spending 
  1 hour in its resting place with 0 hit points, it 
  regains 1 hit point.  
  Chthonic Regeneration. The dwarf vampire 
  regains 25 hit points at the start of its turn if it 
  has at least 1 hit point and is underground. If it is 
  not underground, but it has at least 1 hit point 
  and isn’t in sunlight or running water, it regains 5 
  hit points at the start of its turn. If the dwarf 
  vampire takes radiant damage or damage from 
  holy water, this trait doesn’t function at the start 
  of the dwarf vampire’s next turn.  
  
   
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  Stonewalk. The dwarf vampire can burrow 
  through earth and stone. While doing so, the 
  dwarf vampire doesn’t disturb the material it 
  moves through. The dwarf vampire can extend the 
  magical aura of this power to allow it to bring any 
  object or creature it is carrying or grappling with 
  it when it stonewalks. The dwarf vampire enjoys 
  no special protections when stonewalking except 
  for the cover of the stone or earth around it. 
  Holy Water. The dwarf vampire has resistance 
  against damage from holy water. 
  Dwarf Vampire Weaknesses. The dwarf vampire 
  has the following flaws: 
  • 
  Metal Barrier. The dwarf vampire cannot 
  cross a line of powdered metal (even if using 
  stonewalk). They can take indirect action to 
  break the line, summoning rats to scamper 
  through it, for example, but the dwarf vampire 
  may never directly affect it. If there is even the 
  slightest break in the line, however, the dwarf 
  vampire can move past it with ease. 
  • 
  Earth Forbiddance. The dwarf vampire 
  cannot enter a structure that is not made in 
  some part of stone or earth (such as a log 
  cabin). 
  • 
  Harmed by Natural Springs. The dwarf 
  vampire takes 20 acid damage if it ends its 
  turn in natural spring water. If it is splashed 
  by natural spring water from a container, it 
  takes 2d6 radiant damage (treat such an 
  attack as an attack with holy water, but 
  inflicting full damage). 
  • 
  Earthpiercing. If a natural stalactite or 
  stalagmite is driven into the dwarf vampire’s 
  heart while the dwarf vampire is incapacitated 
  in its resting place, the dwarf vampire is 
  paralyzed until it is removed.  
  Actions 
  Multiattack (Dwarf vampire Form Only). The 
  dwarf vampire makes two attacks, only one of 
  which can be a bite attack.  
  Axe. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one creature. Hit: 13 (2d8 + 4) slashing damage. 
  Unarmed Strike. Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one creature. Hit: 8 (1d8 + 4) 
  bludgeoning damage. Instead of dealing damage, 
  the dwarf vampire can grapple the target (escape 
  DC 18).  
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one willing creature, or a creature that is grappled 
  by the dwarf vampire, incapacitated, or 
  restrained. Hit: 7 (1d6 + 4) piercing damage plus 
  10 (3d6) necrotic damage. The dwarf vampire 
  regains hit points equal to the amount of necrotic 
  damage inflicted. The creature also reduces its 
  Constitution by 1 for every 5 necrotic damage it 
  suffers. This reduction lasts until the target 
  finishes a long rest. The target dies if this effect 
  reduces its Constitution to 0. A humanoid slain in 
  this way and then buried in the ground rises the 
  following night as a dwarf vampire spawn under 
  the dwarf vampire’s control. If the vampire spawn 
  was a dwarf in life, and the dwarf vampire who 
  created it is destroyed, the DM may choose for it 
  to become a dwarf vampire. 
  Terrify. The dwarf vampire targets one humanoid 
  it can see within 30 feet of it. If the target can see 
  the dwarf vampire, it makes a DC 17 Charisma 
  saving throw. If it fails, it is frightened by the 
  dwarf vampire. Rather than fleeing, however, the 
  target is also restrained, held in place by terror. 
  until end of the dwarf vampire’s next turn. Each 
  time the creature or its companions inflict damage 
  on the dwarf vampire, it can repeat the saving 
  throw, ending the effect on itself on a success. 
  Otherwise, the creature is restrained and 
  frightened until 24 hours pass, or until the dwarf 
  vampire is out of the creature’s sight, destroyed, 
  or takes a bonus action to end the effect.  
  Dark Children of the Earth (1/Day). The dwarf 
  vampire magically calls 2d4 swarms of rats or 
  poisonous snakes, provided that the sun isn’t up. 
  While underground, the dwarf vampire can call 
  3d6 giant badgers, giant poisonous snakes, giant 
  rats, or giant weasels instead. The called 
  creatures arrive in 1d4 rounds, acting as allies of 
  the dwarf vampire and obeying its spoken 
  commands. The beasts remain for 1 hour, until 
  the dwarf vampire dies, or until the dwarf vampire 
  dismisses them as a bonus action.  
  Legendary Actions 
  The dwarf vampire can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time and 
  only at the end of another creature’s turn. The 
  dwarf vampire regains spent legendary actions at 
  the start of its turn.  
  Move. The dwarf vampire moves up to its speed 
  without provoking opportunity attacks.  
  Unarmed Strike. The dwarf vampire makes one 
  unarmed strike.  
  Bite (Costs 2 Actions). The dwarf vampire makes 
  one bite attack. 
  
   
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   Vampire, Elf 
  The elf vampire is a tragic creature indeed, for 
  when someone from a race that so loves life and 
  goodness turns to evil and death, the world 
  shares the loss. The evil that lurks within the elf 
  vampire is so overwhelming that it forces the 
  creature to transform the vital, living forests 
  around him into places of death and decay. 
  Drow do not become elf vampires of this type (it is 
  rumored they have a horrific vampire strain all 
  their own). Unlike other breeds of vampire, the elf 
  variety cannot move among others of its kind 
  freely. The evil that has twisted the creature’s 
  spirit has also wrought havoc on its fair features. 
  Thus, elf vampires appear as twisted and scarred 
  mockeries of their beautiful and graceful race. 
  Because of this, they often dress in dark robes 
  and wear garments designed to hide their 
  appearance from the world. 
  Sunlight does not harm the elf vampire. In fact, 
  they live their unlives by day and shun the night. 
  As soon as the sun falls behind the horizon, the 
  elf vampire must be in his coffin. These undead 
  are also master archers and will employ all 
  manner of bows in combat, using magical arrows 
  carved from the bones of living, intelligent 
  creatures. 
  Perhaps the cruelest card that fate has dealt the 
  elf vampire is its black thumb. Any plant that the 
  creature touches withers and dies. In small 
  plants, like flowers, this effect is instantaneous. In 
  larger plants, like shrubs or hedges, it takes 
  about a day for the plant’s death to become 
  obvious. The largest of plants, trees and such, will 
  take over a week to die, during which time the elf 
  feels the agony they are experiencing. This curse 
  does not travel through clothing, so elf vampires 
  wearing boots do not leave a trail of dead 
  footprints in the grass they walk through. They 
  can also handle flowers if they wear gloves. 
  However, the intimate relationship that the elf had 
  with living things before their undeath has been 
  shattered. This is a psychological blow that drives 
  many elf vampires over the brink of madness 
  when they are first created.   
  
   
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  Vampire, Elf 
  Medium undead (shapechanger), chaotic evil  
  Armor Class 17 (natural armor)  
  Hit Points 144 (17d8 + 68)  
  Speed 40 ft. 
   STR   DEX   CON    INT    WIS    CHA 
    16 (+3)  20 (+5)  18 (+4)  19 (+4)  15 (+2)     8 (-1) 
  Saving Throws Dex +10, Wis +7, Cha +4  
  Skills Nature +8, Perception +7, Stealth +9  
  Damage Resistances necrotic; bludgeoning, 
  piercing, and slashing from nonmagical weapons  
  Condition Immunities charmed 
  Senses darkvision 120 ft., passive Perception 17  
  Languages Common  
  Challenge 13 (10,000 XP)  
  Innate Spellcasting. The elf vampire’s innate 
  spellcasting ability is Intelligence (spell save DC 
  17, +9 to hit with spell attacks). It knows the 
  following spells: 
  At will: animal friendship, animal messenger, 
  druidcraft, entangle, pass without trace, speak 
  with animals, spider climb, tree stride, thorn whip 
  1/day: antilife shell, blight, conjure animals, 
  dominate beast, grasping vine, insect plague, spike 
  growth, transport via plants, wall of thorns 
  Shapechanger. If the elf vampire isn’t outdoors 
  after sunset, it can use its action to polymorph 
  into a blood hawk or back into its true form.  
  While in blood hawk form, the elf vampire can’t 
  speak, its walking speed is 5 feet, and it has a 
  flying speed of 40 feet. Its statistics, other than its 
  size and speed, are unchanged. Anything it is 
  wearing transforms with it, but nothing it is 
  carrying does. It reverts to its true form if it dies.  
  Legendary Resistance (3/Day). If the elf vampire 
  fails a saving throw, it can choose to succeed 
  instead.  
  Arboreal Escape. When it drops to 0 hit points 
  outside its resting place, the elf vampire 
  transforms into its blood hawk form and teleports 
  up to 40 feet to the nearest tree instead of falling 
  unconscious, provided that it isn’t outdoors after 
  sunset. If there is not a tree within 40 feet, or if it 
  is outdoors after sunset, it is destroyed. 
  While it has 0 hit points in blood hawk form, the 
  elf vampire has a teleport speed of 40 feet per 
  round, but it can only end its movement within 5 
  feet of s tree. It can’t take any actions, speak, or 
  manipulate objects. It is weightless, and can enter 
  a hostile creature’s space and stop there as long 
  as it is within 5 feet of a tree. It has advantage on 
  Strength, Dexterity, and Constitution saving 
  throws, and it is immune to all nonmagical 
  damage, except the damage it takes from being 
  outdoors after sunset. It must reach its resting 
  place within 2 hours or be destroyed. Once in its 
  resting place, it reverts to its elf vampire form. It 
  is then paralyzed until it regains at least 1 hit 
  point. After spending 1 hour in its resting place 
  with 0 hit points, it regains 1 hit point.  
  Daytime Regeneration. The elf vampire regains 
  20 hit points at the start of its turn if it has at 
  least 1 hit point and isn’t outdoors after sunset. If 
  the elf vampire takes radiant damage or damage 
  from holy water, this trait doesn’t function at the 
  start of the elf vampire’s next turn.  
  Black Thumb. When the elf vampire touches a 
  nonmagical plant that isn’t a creature, the plant 
  withers and dies. Whenever the elf vampire inflicts 
  damage with a melee attack on a plant creature or 
  a magical plant, the target takes an extra 4d8 
  necrotic damage. 
  Holy Water. The elf vampire has resistance 
  against damage from holy water. 
  Sleepless. Magic cannot cause the elf vampire to 
  sleep. 
  Elf Vampire Weaknesses. The elf vampire has 
  the following flaws: 
  • 
  Floral Forbiddance. The elf vampire cannot 
  cross a line of flower petals (even if using tree 
  stride). The petals must be fresh, plucked from 
  their plants within the last 48 hours. The elf 
  vampire can take indirect action to break the 
  line (summoning birds or wolves to scamper 
  through it, for example), but can never directly 
  affect it. If there is even the slightest break in 
  the line, however, the elf vampire can move 
  past it with ease. 
  • 
  Harmed by Sap. The elf vampire takes 20 acid 
  damage if it begins its turn in contact with 
  fresh tree sap (drawn within the last 48 
  hours). If it is smeared by fresh sap from a 
  container, it takes 2d6 radiant damage (treat 
  such an attack as an attack with holy water, 
  but inflicting full damage, and it must be 
  made as a melee attack). 
  • 
  Harmed by the Night. The elf vampire takes 
  20 force damage when it starts its turn 
  outdoors after sunset. 
  • 
  Stake to the Heart. If a piercing weapon 
  made of charred wood or charcoal is driven 
  into the elf vampire’s heart while the elf 
  
   
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  vampire is incapacitated in its resting place, 
  the elf vampire is paralyzed until the stake is 
  removed. If the stake is made of charcoal, a 
  mallet or hammer will likely be required to 
  pound it in. 
  • 
  Turning Vulnerability. The elf vampire has 
  disadvantage on saving throws against effects 
  that turn undead. 
  Actions 
  Multiattack (Elf Vampire Form Only). The elf 
  vampire makes two attacks, only one of which can 
  be a bite attack.  
  Bone Arrows (Elf Vampire Form Only). Ranged 
  Weapon Attack: +10 to hit, range 150/600 ft., one 
  creature. Hit: 9 (1d8 + 5) necrotic damage. 
  Unarmed Strike (Elf Vampire Form Only). Melee 
  Weapon Attack: +10 to hit, reach 5 ft., one 
  creature. Hit: 8 (1d6 + 5) bludgeoning damage. 
  Instead of dealing damage, the elf vampire can 
  grapple the target (escape DC 18).  
  Bite (Blood Hawk or Elf Vampire Form Only). 
  Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  willing creature, or a creature that is grappled by 
  the elf vampire, incapacitated, or restrained. Hit: 6 
  (1d6 + 3) piercing damage plus 10 (3d6) necrotic 
  damage. The elf vampire regains hit points equal 
  to the amount of necrotic damage inflicted. The 
  creature also reduces its Charisma by 1 for every 
  5 necrotic damage it suffers. When the creature 
  finishes a long rest, it regains all Charisma lost in 
  this fashion except 1. The target dies if this effect 
  reduces its Charisma to 0. A humanoid slain in 
  this way and then buried in the ground rises the 
  following night as a vampire spawn under the elf 
  vampire’s control. If the vampire spawn was a 
  high elf or wood elf in life, and the elf vampire who 
  created it is destroyed, the DM may choose for it 
  to become an elf vampire. 
  Enthrall. The elf vampire targets one frightened 
  humanoid it can see within 30 feet of it. If the 
  target can see the elf vampire, the target must 
  succeed on a DC 17 Charisma saving throw 
  against this magic or be restrained. Each time the 
  elf vampire or the elf vampire’s companions do 
  anything harmful to the target, it can repeat the 
  saving throw, ending the effect on itself on a 
  success. Otherwise, the effect lasts 24 hours, or 
  until the elf vampire is out of the creature’s sight, 
  destroyed, or takes a bonus action to end the 
  effect. 
   Reactions 
  Horrifying Visage. When it is damaged by an 
  attack or spell, the elf vampire can horrify its 
  attackers by revealing its scarred and twisted face. 
  Each creature of the elf vampire’s choice that is 
  within 30 feet of the elf vampire and can see it 
  must succeed on a DC 17 Wisdom saving throw or 
  become frightened for 1 minute. A creature can 
  repeat its saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
  Otherwise, the creature is frightened until 24 
  hours pass, or until the elf vampire is out of the 
  creature’s sight, destroyed, or takes a bonus 
  action to end the effect. 
  Legendary Actions 
  The elf vampire can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time and 
  only at the end of another creature’s turn. The elf 
  vampire regains spent legendary actions at the 
  start of its turn.  
  Move. The elf vampire moves up to its speed 
  without provoking opportunity attacks.  
  Unarmed Strike. The elf vampire makes one 
  unarmed strike.  
  Bite (Costs 2 Actions). The elf vampire makes 
  one bite attack. 
  
   
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  Vampire, Halfling 
  Few races enjoy life and the basic comforts of a 
  quiet, peaceful existence more than the halflings. 
  Thus, when one of these fine creatures is driven 
  into a life of evil by the preying of some sinister 
  vampire, the world suffers a great loss.  
  Halfling vampires have the same physical 
  characteristics of living halflings: slightly plump, 
  only about four feet high, and florid of 
  complexion, with tufts of hair on the backs of 
  their hands and tops of their feet. They tend to 
  dress in dark clothes, however, shunning the 
  happy and colorful garb of their living kin.  
  Among their other powers, the halfling vampire 
  can transform itself into a cloud of s smoke such 
  as might be made by a small campfire or burning 
  pipe. It radiates a familiar and pleasing odor, one 
  that will remind those nearby of pipeweed and a 
  comfortable inn. It often uses its spells to lure 
  victims with the promise of fine food. 
  Halfling vampires shun the comforts of physical 
  life that were so dear to them before their 
  transformations. They live in dark and dreary 
  places that do not serve to remind them of the 
  happiness they have left behind. Their loss of 
  happiness and contentment has led them to 
  despise all those who are able to curl up before a 
  crackling fire with a good story and a mug of ale, 
  driving them to do what they can to shatter the 
  complacent lives of other halflings whenever they 
  are able.  
   Vampire, Halfling 
  Small undead (shapechanger), lawful evil  
  Armor Class 17 (natural armor)  
  Hit Points 127 (17d8 + 51)  
  Speed 30 ft., climb 30 ft. 
  STR   DEX   CON    INT    WIS    CHA 
    16 (+3)  20 (+5)  16 (+3)  17 (+3)  15 (+2)  19 (+4) 
  Saving Throws Dex +10, Wis +7, Cha +9  
  Skills Perception +7, Stealth +10, Sleight of Hand 
  +10  
  Damage Vulnerabilities cold 
  Damage Resistances fire, lightning, poison, 
  necrotic; bludgeoning, piercing, and slashing from 
  nonmagical weapons  
  Senses darkvision 120 ft., passive Perception 17  
  Languages Common, Halfling, Thieves’ Cant 
  Challenge 13 (10,000 XP)  
  Innate Spellcasting. The halfling vampire’s 
  innate spellcasting ability is Charisma (spell save 
  DC 17, +9 to hit with spell attacks). It knows the 
  following spells: 
  At will: create food and water, friends, 
  prestidigitation, purify food and drink, pass 
  without trace, speak with animals 
  2/day: charm person, conjure animals 
  Shapechanger. If the halfling vampire isn’t in 
  sunlight or falling rain, it can use its action to 
  polymorph into a tiny woodland beast, such as a 
  badger, rat, or weasel, or a Medium cloud of 
  smoke, or back into its true form.  
  While in beast form, the halfling vampire can’t 
  speak, but its statistics, other than its size and 
  speed, are unchanged. Anything it is wearing 
  transforms with it, but nothing it is carrying does. 
  It reverts to its true form if it dies.  
  While in smoke form, the halfling vampire can’t 
  take any actions, speak, or manipulate objects. It 
  is weightless, has a flying speed of 20 feet, can 
  hover, and can enter a hostile creature’s space 
  and stop there. In addition, if air can pass 
  through a space, the mist can do so without 
  squeezing, and it can’t pass through water. It has 
  advantage on Strength, Dexterity, and 
  Constitution saving throws, and it is immune to 
  all nonmagical damage, except the damage it 
  takes from sunlight.  
  Legendary Resistance (3/Day). If the halfling 
  vampire fails a saving throw, it can choose to 
  succeed instead.  
  Smoky Escape. When it drops to 0 hit points 
  outside its resting place, the halfling vampire 
  transforms into a cloud of wood-smoke (as in the 
  Shapechanger trait) instead of falling 
  unconscious, provided that it isn’t in sunlight or 
  falling rain. If it can’t transform, it is destroyed.  
  
   
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  While it has 0 hit points in smoke form, it can’t 
  revert to its halfling vampire form, and it must 
  reach its resting place within 2 hours or be 
  destroyed. Once in its resting place, it reverts to 
  its halfling vampire form. It is then paralyzed until 
  it regains at least 1 hit point. After spending 1 
  hour in its resting place with 0 hit points, it 
  regains 1 hit point.  
  Regeneration. The halfling vampire regains 15 
  hit points at the start of its turn if it has at least 1 
  hit point and isn’t in sunlight or falling rain. If the 
  halfling vampire takes radiant damage or damage 
  from holy water, this trait doesn’t function at the 
  start of the halfling vampire’s next turn. If the 
  halfling vampire is in moonlight, it regains 25 hit 
  points instead of 15. 
  Stealthy Nimbleness. The halfling vampire can 
  move through the space of any creature that is at 
  least one size larger than its current form, and 
  can attempt to hide even when obscured only by a 
  such a creature. 
  Cunning Action/Fast Hands. The halfling 
  vampire can take a bonus action on each of his 
  turns in combat. This action can be used to take 
  the Dash, Disengage, Hide, or Use an Object 
  actions. He can also use this action to make a 
  Dexterity (Sleight of Hand) check, or to use his 
  thieves’ tools to disarm a trap or open a lock. 
  Assassinate. During its first turn, the halfling 
  vampire has advantage on attack rolls against any 
  creature that hasn’t taken a turn. Any hit the 
  halfling vampire scores against a surprised 
  creature is a critical hit.  
  Sneak Attack. Once per turn, the halfling 
  vampire deals an extra 10 (3d6) damage when it 
  hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is 
  within 5 feet of an ally of the halfling vampire that 
  isn’t incapacitated and the halfling vampire 
  doesn’t have disadvantage on the attack roll. 
  Halfling Vampire Weaknesses. The halfling 
  vampire has the following flaws: 
  • 
  Forbidding Aroma. The halfling vampire can’t 
  come within 60 feet of a lit pipe being smoked 
  The halfling vampire can take action to 
  indirectly put out the pipe, summoning a 
  servant to extinguish it, for example, but can 
  never directly affect it. Even after the pipe is 
  extinguished, unless there is a strong wind, it 
  takes 1 round for the smell to dissipate 
  enough for the halfling vampire to enter the 
  area. 
  • 
  Hearth Forbiddance. The halfling vampire 
  can’t enter any room where a fire is burning in 
  the hearth or fireplace. The halfling vampire 
  can take indirect action to put out the fire, 
  summoning a servant to smother it, for 
  example, but can never directly affect it.  
  • 
  Harmed by Falling Rain. The halfling 
  vampire takes 20 acid damage if it ends its 
  turn in falling rain. Other forms of 
  precipitation, such as snow, do not have this 
  effect.  
  • 
  Stake to the Heart. If a piercing weapon 
  made of wood that is burning with hearth fire 
  (lit directly from a hearth, fireplace, or 
  campfire) is driven into the halfling vampire’s 
  heart while the halfling vampire is 
  incapacitated in its resting place, the halfling 
  vampire is paralyzed until the stake is 
  removed.  
  • 
  Sunlight Hypersensitivity. The halfling 
  vampire takes 20 radiant damage when it 
  starts its turn in sunlight. While in sunlight, it 
  has disadvantage on attack rolls and ability 
  checks. 
  Actions 
  Multiattack (Halfling Vampire Form Only). The 
  halfling vampire makes two attacks, only one of 
  which can be a bite attack.  
  Dagger Throw (Halfling Vampire Form Only). 
  Ranged Weapon Attack: +10 to hit, range 30/120 
  ft., one creature. Hit: 7 (1d4 + 5) piercing damage. 
  Unarmed Strike (Halfling Vampire Form Only). 
  Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  creature. Hit: 8 (1d6 + 5) bludgeoning damage. 
  Instead of dealing damage, the halfling vampire 
  can grapple the target (escape DC 18).  
  Bite (Rat or Halfling Vampire Form Only). 
  Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  willing creature, or a creature that is grappled by 
  the halfling vampire, incapacitated, or restrained. 
  Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) 
  necrotic damage. The target’s hit point maximum 
  is reduced by an amount equal to the necrotic 
  damage taken, and the halfling vampire regains 
  hit points equal to that amount. The reduction 
  lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point  
  maximum to 0. A humanoid slain in this way and 
  then buried in the ground rises the following night 
  as a halfling vampire spawn under the halfling 
  vampire’s control. If the vampire spawn was a 
  halfling in life, and the halfling vampire who 
  
   
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  created it is destroyed, the DM may choose for it 
  to become a halfling vampire. 
  Reactions 
  Lethargy Aura (Recharge 5-6). When it is 
  damaged by an attack or spell, the halfling 
  vampire can extend an aura of lassitude and 
  torpor. Each creature of the halfling vampire’s 
  choice that is within 30 feet of the halfling 
  vampire must make a DC 17 Strength saving 
  throw. Those who succeed have their speed halved 
  until the end of their next turn. Those who fail 
  gain 1 level of exhaustion, and are restrained for 1 
  minute. A restrained creature can repeat its 
  saving throw at the end of each of its turns; on a 
  success, it is no longer restrained, but the 
  exhaustion level remains.  
  Legendary Actions 
  The halfling vampire can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time and 
  only at the end of another creature’s turn. The 
  halfling vampire regains spent legendary actions 
  at the start of its turn.  
  Move. The halfling vampire moves up to its speed 
  without provoking opportunity attacks.  
  Unarmed Strike. The halfling vampire makes one 
  unarmed strike.  
  Bite (Costs 2 Actions). The halfling vampire 
  makes one bite attack. 
  Vistani Scoundrel 
  This evil Vistani, likely in the service of a Dark 
  Lord like Count Strahd von Zarovich, uses their 
  supernatural insights and abilities not for the 
  well-being of their kin, but for personal gain or to 
  enact the villainous scheme of their employer. 
  Vistani Scoundrel 
  Medium humanoid (human), neutral evil  
  Armor Class 15 (leather armor or thick clothing)  
  Hit Points 45 (7d8 + 14)  
  Speed 30 ft. 
   STR   DEX   CON    INT    WIS  CHA 
  10 (+0) 16 (+3) 14 (+2) 12 (+1) 16 (+3)  16 (+3) 
  Saving Throws Dex+5, Wisdom+5, Charisma+5 
  Skills Arcana +3, Deception +5, Perception +5, 
  Sleight of Hand+7, Stealth +7 
  Senses passive Perception 15  
  Languages Common, Patterna (Vistani tongue) 
  Challenge 3 (700 XP) 
  Cunning Action. On each of their turns, the 
  Vistani scoundrel can use a bonus action to take 
  the Dash, Disengage, Hide, or Use an Object 
  action or make a Dexterity(Sleight of Hand) check. 
  Death Throe Curse. When the Vistani is killed, 
  as a reaction, they can make one use of the Curse 
  ability listed for Vistani on page 28 of Curse of 
  Strahd. 
  Pack Tactics. The Vistani scoundrel has 
  advantage on an attack roll against a creature if 
  at least one of their allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  Sneak Attack (1/Turn). The Vistani scoundrel 
  deals an extra 7 (2d6) damage when they hit a 
  target with a weapon attack and have advantage 
  on the attack roll.  
  Innate Spellcasting. The Vistani scoundrel’s 
  innate spellcasting ability is Wisdom (spell save 
  DC 13, +5 to hit with spell attacks). They can 
  innately cast the following spells, requiring no 
  material components: 
  At will: blood curse*, prestidigitation, vicious 
  mockery 
  1st level (3 slots): animal friendship, charm person, 
  dissonant whispers 
  2nd level (1 slot): hold person 
  Actions 
  Multiattack. The Vistani makes two melee 
  attacks.  
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) slashing damage. 
  
   
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   38 
   
  Vistani Tutor 
  This highly educated Vistani is knowledgeable 
  enough to teach in any university or scholarly 
  institution, but chooses to travel with the family 
  group that raised them, supplementing the more 
  practical learning the children receive from those 
  around them with instruction in academic 
  subjects. If the child has the talent and the desire, 
  this Vistani can teach them wizardry as well, as 
  they are an accomplished spellcaster. 
  Diplomatic and slow to anger, the Vistani Tutor 
  fights only to protect their  
  Vistani Tutor 
  Medium humanoid (human), neutral good 
  Armor Class 17 (mage armor)  
  Hit Points 77 (11d8+22)  
  Speed 30 ft. 
   STR   DEX   CON    INT    WIS  CHA 
  10(+0) 16 (+3) 14 (+2) 18 (+4) 16 (+3)  14 (+2) 
  Saving Throws Dex+5, Wisdom+5, Charisma+5 
  Skills Arcana +6, History +6, Nature +6, 
  Perception +5, Persuasion +4 
  Senses passive Perception 15  
  Languages Common, Patterna (Vistani tongue), 
  plus any other two languages 
  Challenge 4 (1,100 XP)  
  Death Throe Curse. When the Vistani is killed, 
  as a reaction, they can make one use of the Curse 
  ability listed for Vistani on page 28 of Curse of 
  Strahd. 
  Frightful Aura. A creature that touches the 
  Vistani against their will or hits them with a melee 
  attack while within 5 feet of it takes 5 (1d10) 
  psychic damage.  
   Spellcasting. The Vistani is a 5th-level 
  spellcaster. Their spellcasting ability is 
  Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). The Vistani has the following wizard 
  spells prepared:  
  Cantrips (at will): blood curse*, prestidigitation, 
  punishing strike* 
  1st level (4 slots): animal friendship, charm person, 
  dread mercy*, guiding bolt, sanctuary  
  2nd level (3 slots): detect thoughts, lesser 
  restoration, hold person 
  3rd level (2 slots): lightning bolt, sleet storm   
  Actions 
  Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 3 (1d6 + 3) bludgeoning damage, 
  or 7 (1d8+3) bludgeoning  damage if used with 
  two hands to make a melee attack, 
  Evil Eye (Recharge 6). The Vistani casts animal 
  friendship, charm person, or hold person without 
  using a spell slot or any material components. If 
  the target succeeds on their saving throw, the 
  Vistani is blinded until the end of their next turn. 
  Reactions 
  Eldritch Empowerment. When the Vistani or one 
  of their allies hits with a weapon attack, the 
  Vistani can expend a spell slot to cause the attack 
  to magically deal an extra 10 (3d6) force damage 
  to a target on a hit. This benefit lasts until the end 
  of that turn. If the Vistani expends a spell slot of 
  2nd level or higher, the extra damage increases by 
  1d6 for each level above 1st. 
  
   
  Ravenloft Archetypes: Nightmares of Barovia v1.4 
   
   
   
   39 
   
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  Also from author Jeremy Forbing: 
  Al-Qadim Archetypes: Scimitars 
  Against the Dark 
  This PDF presents six new Forgotten Realms 
  subclasses as well as new spells, new 
  monsters for a wide range of challenge 
  ratings, a new variant race and more, 
  centered around the southern region of 
  Zakhara, home of the Al-Qadim old-school 
  D&D campaign setting. More than just rules, 
  it includes roleplaying descriptions for each 
  subclass, expanded setting material, and 
  conversion suggestions to use these 
  archetypes in any setting you wish. From 
  fighters raised in a sworn brotherhood of 
  soldiers and rangers born to sail the seven 
  seas, to scholarly rogues who raid forbidden 
  tombs armed with a distinctive weapon and 
  wizards who slowly trade away their sanity for 
  eldritch might, these archetypes are adapted 
  from RPG legend Wolfgang Baur’s classic 
  article “Campaign Journal: Scimitars Against 
  the Dark” and the original Al-Qadim: Arabian 
  Adventures book. this lengthy (~30 pages) 
  document contains everything you need to 
  role-play these new character options to the 
  hilt, and join the fight against the ancient 
  evils that threaten the Land of Fate! 
  Price: $1.40 Length: 32 pages + cover 
  Download from the DM’s Guild website at: 
  dmsguild.com/product/172575/AlQadim-
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