TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.                                                                      
  Expanded Dark Gifts Table 
   
   
  1 
   
   
  EXPANDED DARK GIFTS TABLE 
   
  Those that travel through the Mists find themselves affected in unique ways, and those who choose 
  to embrace the gifts of the Dark Powers, they are changed by the experience.  
  “As I held my freely flowing life in my hands I knew I shouldn’t have gone ahead of my friends. It was 
  then I thought of Mulmaster, and worried that I would never get to see it rebuilt. In that moment of 
  weakness, I was offered a second chance at life, I quickly took the offer, not realizing the full nature of 
  the Gift I was given. Now I hide my face, and my mistake from all but those closest to me.  
  – Journal entry of Jaydris Keiteir, Cloak of Mulmaster 
   
  A Collection of Dark Gifts for Season 4 of the D&D Adventurers League 
   
   
   
  v1.02 
   
  Development and Editing: D&D Adventurers League Administrators and Coordinators 
  Organized play: Chris Lindsey 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearles, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Claire Hoffman, Greg Marks, Alan Patrick, Travis 
  Woodall, 
   
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  Expanded list of Dark Gifts  
   
   
  2 
  Death in Ravenloft 
  Characters trapped in Barovia as part of the Curse of 
  Strahd storyline season have additional options for 
  being brought back from the dead. When a character 
  under 5th level dies, his or her player has two options. 
  First, an ally can raise the dead character, or pay Jenny 
  Greenteeth to raise the character as a spellcasting 
  service (including seeking her discount). 
    Second, the player can choose to have the Dark 
  Powers of Ravenloft resurrect the character for free. If 
  the player chooses resurrection, the character returns 
  to play at the start of the next round with full hit 
  points and spells. However, this dark resurrection 
  leaves the character tainted by shadow. 
   Roll once on the following table to determine the 
  resurrected character’s dark gift. Each time a character 
  dies and takes advantage of this boon, he or she rolls 
  for an additional gift. If this results in the character 
  gaining the same dark gift twice, reroll until you get a 
  different result. 
   
  Expanded Dark Gifts Table 
  D20 
  Dark Gift 
  1 
  The character’s eyes melt away, leaving empty sockets. 
  He or she has disadvantage on Charisma (Persuasion) 
  checks, but gains blindsight out to a range of 60 feet. 
  The character is blind beyond this distance. 
  2 
  The character develops gills. He or she can breathe 
  underwater, but has disadvantage on Constitution saving 
  throws when not fully submerged. 
  3 
  The character’s skin is cold and clammy to the touch. The 
  character gains resistance to cold damage and 
  vulnerability to fire damage. 
  4 
  At night, the character can spend 1 hit die to move 
  through solid objects as though they were difficult 
  terrain. A character who ends his or her turn inside an 
  object takes 5 (1d10) force damage. The character 
  counts as an undead creature for the purpose of spells 
  and effects (such as turn undead). 
  5 
  The character's tongue forks like that of a serpent. The 
  character cannot speak the truth. Lying comes naturally, 
  granting the character advantage to all Charisma 
  (Deception) checks, but imposing disadvantage to all 
  Charisma (Persuasion) and Charisma (Intimidation) rolls.  
   
   
   
   
   
   
   
  6 
  Countless insects have taken residence in the character’s 
  ears, imposing disadvantage to Wisdom (Perception) 
  checks that rely on hearing. 
       As an action, the character can pull an insect from 
  their ear, which can be consumed by any character to 
  restore 1 hit point. A character can only benefit from 
  eating one of these insects once per long rest (eating 
  additional insects provides no benefit, and instead 
  sickens the character).  
  7 
  The character develops a bestial awareness, granting the 
  character keen sight advantage on Wisdom (Perception) 
  checks that rely on sight and hearing. Animals (wild and 
  domestic) are threatened by the character, and consider 
  him or her hostile and predatory. The character suffers 
  disadvantage on all Wisdom (Animal Handling) rolls.  
  8 
  The character awakens with a parched feeling in their 
  throat, and their face has lost any semblance of a mouth. 
  The character no longer needs to eat or drink and gains 
  the ability to communicate telepathically with any 
  creature within 30 feet with whom they share a 
  language, but otherwise cannot speak.  
  9 
  The character grows an additional face on the back of 
  their head. At inopportune times it begins to argue with 
  the character, giving him or her disadvantage on 
  Charisma (Persuasion) and Dexterity (Stealth) checks. 
  While the second face is uncovered the character cannot 
  be surprised, except when incapacitated. 
  10 
  The character awakens with a hunched back. This 
  condition gives the character advantage on Charisma 
  (Intimidation) rolls, but disadvantage on Dexterity 
  (Acrobatics) checks and Dexterity saving throws. 
  11 
  The character’s lungs burn as if from acute smoke 
  inhalation, and the character exhales wisps of smoke 
  with every breath. The character suffers disadvantage to 
  all Dexterity (Stealth) checks due to a constant, irritating 
  cough brought on by this affliction.  
       As an action, the character may cough up a billowing 
  cloud of foul-smelling smog in a 10 ft. radius. This smog 
  heavily obscures the area, and dissipates after 1 minute 
  (or 1 round in a moderate wind). Once this ability has 
  been used, the character must finish a short or long rest 
  before it can be used again. 
     12 
  The character's body emits a putrid odor that smells of 
  heavy spices, mixed with an undertone of rot. The 
  character gains resistance to poison damage, but emits an 
  involuntary cloud of stench whenever they are hit by a 
  melee attack.  
       Any creature within 5 feet of the character must 
  succeed on a DC 10 Constitution saving throw or be 
  poisoned until the start of its next turn. On a successful 
  saving throw, the creature is immune to the character’s 
  stench for 24 hours. 
  
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  Expanded Dark Gifts Table 
   
   
  3 
   
   
   
  13 
  The character’s hand of choice erupts with searing pain 
  (which quickly fades to a dull throb), as a network of 
  jagged, recently-healed wounds appears from wrist to 
  elbow. 
       As a bonus action, you can flex the muscles of your 
  scarred limb causing the wounds to tear open and shed 
  bright light in a 20-foot radius and dim light for an 
  additional 20 feet for 1 hour. While shedding light, the 
  character’s arm is wracked with lancing pain making it 
  impossible to hold or manipulate objects with the injured 
  limb. The character must finish a short or long rest before 
  it can be used again. 
  14 
  The character’s feet change to resemble those of a giant 
  ape. Due to this change, the character is unable to wear 
  footwear. The character’s speed is reduced by 10 ft., but 
  they now ignore difficult terrain while their feet are bare.  
  15 
  The character hears whispers from an unseen malevolent 
  source, which taunts the character with truth, mistruth, 
  and horrors beyond reason.  
       One per long rest the character can listen to the voices. 
  Doing so gains them the benefits of an augury spell.  
  16 
  Itchy, cankerous boils and cysts erupt over the character’s 
  body. These sores are a constant distraction, and impose 
  disadvantage on Wisdom (Perception) checks. When 
  subject to an attack that deals acid damage, the fluid in a 
  few of the cysts drains away, granting resistance to the 
  attack.  
  17 
  The character's nose lengthens and becomes pointed. The 
  constant flow of mucus and sniffling to keep the snot from 
  dripping to the floor causes the character to suffer 
  disadvantage on all Intelligence (Investigation) checks, and 
  grants advantage on saving throws versus inhaled poisons. 
  18 
  The character’s hands become icy cold and take on a sickly 
  grey complexion. The character’s unarmed attacks now 
  deal cold damage instead of their normal damage type. 
  Additionally, their hands are nearly numb from the cold; 
  as a result, they suffer disadvantage on Dexterity checks 
  that rely on the use of their hands, but gain resistance to 
  cold damage themselves. 
  19 
  The character’s face lengthens and contorts into a wolf-
  like muzzle and the bones in their legs elongate into 
  powerful, canine limbs. While this increases the 
  character’s speed by 10 ft., the character is often mistaken 
  for a werewolf unless they take special care to conceal 
  their deformities through use of a disguise kit, or the 
  target of a disguise self spell. 
   
   
   
   
   
   
   
   
   
     20 
  The character grows a thick coat of scraggy wolf-like fur, 
  which grants them advantage on Constitution saving 
  throws made to resist the effects of cold weather. They 
  also gain resistance to bludgeoning damage from non-
  magical weapons that are not made of silver. 
       Unfortunately, the character also develops a painful 
  allergy and mental aversion to silver, which causes them 
  to break out in blistering rashes on contact. When 
  exposed to silver or in base physical contact with silver, 
  the character suffers disadvantage on all attack rolls and 
  Dexterity checks for 1 minute.  
   
  The options presented above are optional, and are not 
  required for a rewarding Curse of Strahd play 
  experience. The first four entries on the table are also 
  listed in the Player’s Guide for the season. 
   These dark gifts last until the character receives a 
  remove curse spell. All characters who accept the 
  resurrection of the Dark Powers of Ravenloft gain the 
  story award: Touched by the Mists. This story award 
  is not removed when the character receives a remove 
  curse. 
  Touched by the Mists   
  The Dark Powers of Ravenloft raised you from the 
  dead for purposes unknown. The experience has 
  placed a heavy burden on your soul, leaving you 
  tainted by evil. Now cats hiss as you approach and 
  milk sours at your touch. You detect as an evil undead 
  to the detect evil and good spell. 
  Special Thanks  
  Local Coordinators    
  Steve, Jonathan Connor Self, Benjamin Wolf, Matthew 
  C Warwick, Chris McGovern, Donald Summers, Daniel 
  Witzeling, David Morris, and Joseph Irizarry for their 
  input on the Dark Gifts. 
   
  Regional Coordinators  
  Robert Alaniz, Derek Gray, and Kalani Jasmine Vernon 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Curse of Strahd/[CoS] [DmGuild] Curse-of-Strahd-Extended-Dark-Gifts-FINAL-v102_(11678934).pdf