Professional Documents
Culture Documents
Fighter
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Introduction
Monk
11
Paladin
12
Ranger
13
Powers Checks
Rogue
13
Outcast Rolls
Sorcerer
14
Detection Powers
Warlock
14
Turn Undead
Wizard
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Destroy Undead
Character Customization
17
Channel Divinity
Anchorite
17
Domain Lords
Arcanist
17
Avenger
17
Necromancy
Doctor
17
Magical Travel
Gypsy
17
Curses
Languages
18
Feats
18
Races
Caliban
18
Dragonborn
Courage
18
Drow
Firearms Expert
18
Half-Vistani
Jaded
18
Humans
Open Minded
18
Teiflings
Skills
19
10
Animal Handling
19
Barbarian
10
Deception
19
Bard
10
Hypnosis
19
Cleric
10
Druid
11
Classes
Equipment
20
Credits
Welcome to the 5 Edition Players Guide for
the Ravenloft Campaign Setting. These are fan
created in the spirit and ideal of the setting as
an aid to help bring Ravenloft games forward.
th
What to Expect;
Updated Rules: This file contains information
and data that hopefully updates all present and
past Ravenloft games to the current setting of
5th Edition D&D.
Legalese
DUNGEONS & DRAGONS, RAVENLOFT, the
RAVENLOFT logo, D&D, PLAYERS HANDBOOK,
DUNGEON MASTERS GUIDE, and MONSTER
MANUAL are trademarks of Wizards of the
Coast. Cover art from the CASTLE RAVENLOFT
Board Game. Back art from RAVENLOFT: Van
Richtens Guide to Werebeasts. Additional interior art within this guide from various other
RAVENLOFT sourcebooks and are all owned by
their respective owners and are used out of respect in this guide for their work they put in.
This is a fan created rules update and as such I
claim no ownership of said products, only a love
for the setting itself.
Bonuses to fear
and horror checks should
either be a +1 or +2 depending on the situation.
For instance if you have a
weapon that can hurt a
particular enemy you
gain a +1 bonus or if a
loved one is in danger
you might gain a +2 bonus. Other things might
give you Advantage on
said rolls such as you
have faced a similar
threat before and triumphed, or youve gained some knowledge on
how to defeat such threats.
Powers Checks remain unchanged in this system still relying on a percentile roll. The only
exceptions are specific to classes in these cases.
In White Wolfs rules for 3rd Edition D&D, races
had an outcast rating that would determine
penalties or bonuses on specific social rolls. In
these updated rules, Outcast Rating is now a
Disadvantage on social rolls. In the case of rolls
used to Intimidate or Frighten others gain Advantage on said rolls.
This of course is completely optional effect and is only something that would occur to
heighten the atmosphere for role-play purposes. Ignore this rule if you feel its too much.
Normally domain lords are pretty much unstoppable forces. However, sometimes there is a
chance that a player can overcome their influence. In these cases, domain lords always have
Advantage. In instances where a domain lord is
the master of whatever the contest concerns,
such as a domain lord that can control all the
wolves in his domain, the domain lord wins automatically.
Magical travel in Ravenloft is much more limited than in other worlds. Attempting to use
spells that would normally allow the character
to leave the Demiplane, fail, and instead deposit the character randomly in another location
within Ravenloft.
Curses are powerful in Ravenloft, much more so
than other worlds. Removal of such curses can
only be accomplished through the clause in the
wording of said curse. Spells like remove curse
can provide temporary relief but require the
afflicted to make a Wisdom saving throw versus
This section only includes Ravenloft races, clarifies what races are not native to Ravenloft, and
provides rules for handling truly bizarre races
from the PHB and beyond.
There are no native Dragonborn in Ravenloft.
All Dragonborn are outsiders of the Land of the
Mists. Due to their incredibly alien appearance,
they suffer a -3 penalty with all social rolls in
addition to normal Outcast rules, or a +3 bonus
when trying to intimidate or frighten. DMs can
also opt to encourage Fear checks upon first
seeing a Dragonborn if they are revealed or take
no actions to disguise themselves.
disrepair due to lack of actual use as pews remain empty except during the most special of
circumstances. Most clerics from Ravenloft tend
to be theologians or anchorites more than pious
men devoted to earning converts. Clerics, that
come from other worlds, note an almost immediate feeling of disconnect or loss of presence
of their particular deity.
Barbarian Rage: While under the affects of rage, a barbarian gains a +2 bonus on all Fear, Horror and Madness
checks.
Mindless Rage: Barbarians are not immune to Fear checks but still retain the
bonus from a normal rage. The barbarian still has to roll a saving throw if the
charm is from a domain lord or closed
domain border.
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Rogues are everywhere within Ravenloft probably even more so than any other class. Street
urchins, to conmen, to even wandering gypsies
might have some skill with the larcenist arts. Of
the archetypes, thief tends to be the most
common one that one will run into though in
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the lands of Darkon, it is whispered that assassins abound in the employ of the Kargatane.
Wandering gypsies and Vistani especially tend
to favor the arcane trickster, using illusions and
trickery to wow spectators and fool the clueless. There is a reason many tend to be guarded
when the gypsies are in town.
In the lands near to the Shadow Rift, warlocks tend to make pacts with the Archfey but
the further they get from such lands the more
likely one is to run into focus on the Fiend or
the Great Old One. It should come as no surprise then that when a warlock uses their magic
that they tend to be in danger of falling to the
Dark Powers more than most other classes as
well.
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Falkovnian: This is a complex sounding language that is very hard to follow unless one
knows what to listen for as the consonants always sound to be mutating. This language is
rarely spoken outside of Falkovnia, which lends
itself well to the lord there.
You can reload firearms you are proficient with as a free action.
Being within 5 feet of a hostile creature
doesnt impose Disadvantage on ranged
attack rolls.
When you use the Attack action and attack with a one handed weapon, you
can use a bonus action to attack with a
loaded pistol you are holding.
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This is a contested roll of deception versus the targets perception roll. If the player role
plays rather well during the scenario even playing off bad rolls, give them Advantage on said
rolls and possibly Disadvantage to the target.
ciency.
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