TEXT: 1
  
  2
  A trip to the Other Side
  You have no fear of the mists, or the horrors they 
  hide. Long ago you walked their distant pathways 
  alone, and something spoke to you. The brave might 
  call it death. The sage might call them dark powers. 
  The wise would hesitate to name what they saw at 
  all. All you know is that they are out there, and you 
  came out of the fog stronger than you entered. Now, 
  you wield the power of the mists, of boundaries and 
  secret paths inverted under the light of unknown 
  stars.  
   
  Who are you, now that you have returned from your 
  otherworldly exile? The things you saw in the dark 
  have changed you, that much is certain. Forces 
  unknown to mortal men tempted you, beguiled 
  you, horrified you. Dark Powers. The term seems so 
  childish. So...reductive. What you saw in the mist is 
  so much more than that, and you have the power to 
  prove it. 
  But, there are questions yet to answer. What 
  made you take that perilous journey into the fog, 
  mistwalker? What changed your fate from that of an 
  ordinary soul into something more?
  d6
  What called you from the dark?
  1
  A voice from your past
  2
  A memory you had forgotten
  3
  A dream shattered
  4
  Knowledge of the end
  5
  A quiet whisper of doubt
  6
  A rumour of things yet to come
  Is that so? Very interesting. But ah, don’t go. There 
  is more. You met someone there, did you not? 
  Someone powerful. Or something. Tell me of this. 
  d6
  Who did you meet in the mist?
  1
  A friend, who spoke words of winter
  2
  An old flame, with thunderous eyes
  3
  A crawling thing, which howled a song
  4
  Something dead, which did not speak
  5
  An acquaintance. Nothing more. 
  6
  Yourself. But changed
  A momentous event, to be sure. That meeting was 
  the start of something terrible and wonderful. But 
  you escaped, somehow. I would learn of this. 
  d6
  How did you return?
  1
  I saved myself. There is no mercy in the mists.
  2
  I was saved by another. I owe them a debt.
  3
  By nightmare. Is there any other way?
  4
  No-one can be saved. All must end. 
  5
  The path is clear to me, my fate is written.
  6
  The mists have no power over me. 
  Not anymore.
  How marvelous. It takes a talented soul to 
  escape the clutches of the mists. But did you 
  learn anything? Come, you must have learned 
  something. 
  d6
  Did you learn something secret in the mists?
  1
  I see it everywhere I look, and it fills me with 
  terror.
  2
  I saw the End, and I know how to stop it.
  3
  I learned something about myself, and I do 
  not know if I can live with it.
  4
  I discovered a truth which burns within me 
  like a sun.
  5
  I can’t tell you that. 
  6
  I know who has to die, and it breaks my heart
  Otherworldly 
  Patron:
  The Mists
  I have walked to strange places. Seen worlds 
  drenched in blood, and worlds ruled by death. 
  Despite all this, I fear nothing more than seeing 
  you again, old friend. I fear you will be frightened. 
  That you will despise what I have become.   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast 
  product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wiz-
  ards of the Coast. ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley 
  Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  Artwork in this module is privately licensed by the author for non-exclusive commercial purposes through obsidian dawn, inkydeals, adobe, gabriel pickard,, d comerci and others. 
  
  3
  A most troubling answer, my friend. Most troubling 
  indeed. Perhaps I can help. Let me show you what 
  you are capable of. 
  Calling the Mists
  At 1st level, you gain the power to invoke a 
  billowing fog around you that hides you from 
  your enemies and confuses their senses. As an 
  action, you emit a billowing 60ft radius cloud of 
  obfuscatory fog from your hands, eyes and mouth 
  centered on you. This fog is heavily obscured, and 
  creatures within it have disadvantage on Wisdom 
  (Perception) checks as their senses are clouded by 
  peculiar echoes, whispered noises and flickering 
  horrors. A creature other than yourself that would 
  move from inside the fog to a space outside it must 
  succeed on a Wisdom saving throw against your 
  spell save DC or turn around, traveling instead 5ft 
  back in the direction they came and then ending 
  their movement.  The cloud remains in place for 
  1 minute before dissipating. Once you use this 
  feature, you can’t use it again until you finish a 
  short or long rest.
  Waking from the Dream
  At 6th level, you see the turnings of a pathway 
  invisible to the naked eye. Whilst partially or fully 
  obscured by rain, mist, fog or any other weather 
  based phenomena (even one created by magic) you 
  can use your action to vanish, folding in on yourself 
  and disappearing from the world. You reappear in 
  1d4 rounds in the same space you vanished from, 
  or the closest adjacent square. During this time, 
  you are incapacitated and can take no other action, 
  and cannot be harmed or targeted by any other 
  effect. Anyone who knows you forgets you exist 
  during this period, and rationalizes your absence 
  from events up to the present with whatever logical 
  leaps seem necessary. Once you use this feature, 
  you can’t use it again until you finish a long rest.
  Herald of Gloom
  At 10th level, the mists follow you wherever you 
  wander, shielding your mind from madness and 
  heralding your arrival. 
  • Unless influenced by magic, the weather in a 1 
  mile radius around you is always gloomy, with 
  grey skies and light precipitation. 
  • You have advantage on saving throws against 
  madness. 
  • You are immune to magical effects that would 
  influence your feelings, such as the calm 
  emotions spell, the Charmed condition or 
  similar magic
  Unspeakable Truths
  At 14th level, you can utilize the grim truths that 
  haunt you in order to ward off attacks. When a 
  humanoid or beast attempts to attack you for the 
  first time in a battle, you can use a reaction to 
  stare at that creature and share with it a terrible, 
  nameless secret. The creature must succeed on 
  a Charisma saving throw against your spell save 
  DC.  On a failed saving throw, the target becomes 
  indifferent about creatures of your choice that it is 
  hostile toward, and its speed is reduced to 0. This 
  indifference lasts for 1 minute, until the creature 
  takes damage or if someone else uses an action to 
  shake the creature out of its stupor. Once you use 
  this feature, you can’t use it again until you finish 
  a long rest.
  AUTHOR BIO - Oliver writes Ravenloft material 
  for the DMsguild when he’s not busy staring bleakly 
  out over the moors and weeping. Feel free to check 
  out some of his other material, unless you really 
  hated this in which case please don’t because you 
  will very likely hate that too. You can reach him with 
  questions on his Twitter - @deathbybadger
  The Mists (Expanded Spells)
  Spell Level
  Spells
  1st
  fog cloud, dissonant whispers
  2nd
  pass without trace, blur
  3rd
  speak with dead, blink
  4th
  private sanctum, greater invisibility
  5th
  mislead, modify memory
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Oliver Clegg/Otherworldly Patron, The Mists.pdf