You are on page 1of 21

1

Fighter 11

Introduction 3 Monk 11

Updated Rules for Ravenloft 4 Paladin 12

Fear, Horror and Madness 4 Ranger 13

Powers Checks 4 Rogue 13

Outcast Rolls 4 Sorcerer 14

Detection Powers 5 Warlock 14

Turn Undead 5 Wizard 15

Destroy Undead 5 Character Customization 17

Channel Divinity 5 Anchorite 17

Domain Lords 5 Arcanist 17

Closed Domain Borders 5 Avenger 17

Necromancy 6 Doctor 17

Magical Travel 6 Gypsy 17

Curses 6 Languages 18

Races 7 Feats 18

Caliban 7 Back to the Wall 18

Dragonborn 8 Courage 18

Drow 8 Firearms Expert 18

Half-Vistani 8 Jaded 18

Humans 8 Open Minded 18

Teiflings 9 Skills 19

Classes 10 Animal Handling 19

Barbarian 10 Deception 19

Bard 10 Hypnosis 19

Cleric 10 Equipment 20

Druid 11

2
Credits
th
Welcome to the 5 Edition Players Guide for Based on the Ravenloft Setting created by:
the Ravenloft Campaign Setting. These are fan
Bruce Nesmith and Andria Hayday
created in the spirit and ideal of the setting as
an aid to help bring Ravenloft games forward. Domains of Dread Setting written by:
The overall intent of this update is a William W. Connors and Steve Miller
desire to return Ravenloft back to its core ideals;
a feeling that I believe was lost with the 3rd Edi- Sword and Sorcery Edition written by:
tion rules and, of course, never even explored in
4th Edition. Andrew Cermak, John W. Mangrum and
Andrew Wyatt
This is a labor of love and an ongoing
process so I hope that what I create is useful to Fan Update written by
fans and DMs of Ravenloft from all over.
Ravenspyre
What to Expect;
Updated Rules: This file contains information
and data that hopefully updates all present and Legalese
past Ravenloft games to the current setting of DUNGEONS & DRAGONS, RAVENLOFT, the
5th Edition D&D. RAVENLOFT logo, D&D, PLAYERS HANDBOOK,
DUNGEON MASTERS GUIDE, and MONSTER
Modular: The attempt is to make this feel as
MANUAL are trademarks of Wizards of the
close to the Ravenloft setting rules as possible,
Coast. Cover art from the CASTLE RAVENLOFT
but DMs should in no way feel obligated to use
Board Game. Back art from RAVENLOFT: Van
these rules, as this will be drawing from all eras
Richtens Guide to Werebeasts. Additional inte-
of Ravenloft.
rior art within this guide from various other
RAVENLOFT sourcebooks and are all owned by
their respective owners and are used out of re-
What not to Expect; spect in this guide for their work they put in.
Replacement: This is not intended to be a re- This is a fan created rules update and as such I
placement for previous products and it is ex- claim no ownership of said products, only a love
pected that players own previous editions of for the setting itself.
Ravenloft in order to fully utilize these rules up-
dates.

Mandatory: These are fan made rules in an at-


tempt to bring the spirit and feel of the
Ravenloft setting forward into the 5th Edition of
D&D, and in no way should anyone feel re-
quired to use them.

Excuse for Piracy: These rules are not intended


for players to not buy any products from WotC,
and not a legal excuse for piracy. Buy the prod-
ucts and insure that D&D will live on and con-
tinue to provide entertainment into the future!

3
to contact an alien mind, the DC = 8 + HD +
The following are updated rules for Ravenloft Wisdom modifier. Madness checks that are the
interpreted for 5th Edition D&D. This is an at- result of a spell use the saving throw value of
tempt to cover 2nd and 3rd Editions to the best the spell. A Madness check that is the result of a
of my interpretation. Uses of these rules are not total catastrophe such as a particularly bad hor-
required. ror save, should use a similar DC to the horror
save.

Bonuses to fear
Fear, horror and madness and horror checks should
checks now correspond either be a +1 or +2 de-
to an Ability check. pending on the situation.
Fear: Fear is the For instance if you have a
mind collecting itself weapon that can hurt a
from a quick shock thus it particular enemy you
is a Wisdom check. Fear gain a +1 bonus or if a
saves have a DC = 8 + loved one is in danger
creatures Charisma Modi- you might gain a +2 bo-
fier or just a flat DC of 10 nus. Other things might
for a scene. If its a never give you Advantage on
before seen encounter or said rolls such as you
creature then the DC is have faced a similar
increased by +2. If the threat before and tri-
character is alone the DC is increased by +1. If a umphed, or youve gained some knowledge on
character has lost half or more of their HP then how to defeat such threats.
the DC is increased by +1. If the creature is ob- Of course Disadvantage can happen on
viously stronger than the character then the DC said rolls to. If a character has faced a similar
is increased by +2. threat and been defeated that may cause Dis-
Horror: Horror is the attempt of trying advantage. And if a friend or ally turns out to be
to process the true threat of a scene, thus it is the cause of the check then that may cause a
an Intelligence check. Horror is harder to gauge Disadvantage to the roll as well.
for and not as simple to create a flat DC. In
short this is left up to best judgment of the DM, Powers Checks remain unchanged in this sys-
but a safe bet is a base of 8 for something like tem still relying on a percentile roll. The only
seeing a decaying body. The more gruesome or exceptions are specific to classes in these cases.
unexpected the scene might be, the harder it
should become. Witnessing a malign paradigm
shift, such as discovering your fianc is the In White Wolfs rules for 3rd Edition D&D, races
blood thirsty werewolf you have been hunting had an outcast rating that would determine
all along, should easily be considered a +10 to penalties or bonuses on specific social rolls. In
the DC number. these updated rules, Outcast Rating is now a
Disadvantage on social rolls. In the case of rolls
Madness: Madness is the attempt to try used to Intimidate or Frighten others gain Ad-
and convince oneself of the rationale of the im- vantage on said rolls.
possible that has been seen, thus it is a Charis-
ma check. Madness checks depend on the situ- This rule can be completely ignored for
ation they occurred in. If its the result of trying more RP focused groups.

4
Spells, abilities and items that grant a player the The presence of the divine is felt less in
ability to detect other beings, such as detect evil Ravenloft than in other worlds. While a majority
and good do not reveal what the beings are. of channeled divine effects mechanically will
Instead, the player gets a sense of something is appear unaffected, the Dark Powers have a
either natural or unnatural. DMs are encour- sense of humor. They tend to warp the actual
aged to broaden their horizons on what is con- appearance of said effects to differing things,
sidered natural and unnatural, such as nonhu- such as a war priest who channels the divine
mans, familiars and other spells might be con- might start having blood drip from them or a
sidered unnatural. tempest priest might have mists forming
around them as they channel their abilities.
Undead receive a bonus in that they get
a Wisdom save. Self-willed undead are further This of course is completely optional ef-
protected from mental invasion and if they fect and is only something that would occur to
make their save they can reveal whatever the heighten the atmosphere for role-play purpos-
creature wishes. Domain lords are completely es. Ignore this rule if you feel its too much.
immune to being detected and will always ap-
pear normal on such spells unless the lord wills
it otherwise. Normally domain lords are pretty much unstop-
pable forces. However, sometimes there is a
The only exception to this rule is a very chance that a player can overcome their influ-
powerful artifact. Such artifacts can go beyond ence. In these cases, domain lords always have
the powers of Ravenloft and reveal the true in- Advantage. In instances where a domain lord is
tents and nature of such beings, but artifacts the master of whatever the contest concerns,
are exceptionally rare in the Land of the Mists. such as a domain lord that can control all the
wolves in his domain, the domain lord wins au-
tomatically.
Undead gain a +2 bonus
on their saving throw in Domain lords also know
Ravenloft. Intelligent and when someone is trying to pry into
self-willed undead that their minds. As a result any save
fail their save are not required is automatically passed
compelled to flee but are unless the domain lord wills it oth-
unable to approach a erwise. Prying into the thoughts of
cleric or paladin with a such an evil being requires a Mad-
presented holy symbol. ness check, at the very least.
Turn the Unholy and Turn
the Faithless are similarly
affected. In the case of special closed do-
main borders, such as Strahds Poi-
son Fog, any special protections or
The effect of this is half in other effects that would provide
Ravenloft. When consult- immunity for the character are ig-
ing the chart on page 59 of the PHB always half nored. These are special effects that go beyond
the value, thus becomes , 1 becomes , 2 any protection the player characters might have
becomes 1, etc. and thus those protections do not apply. Thus
poison still affects those immune to it, darkness
still affects those able to see in darkness, and
extreme heat or other weather conditions can-

5
not be ignored or altered magically or other- the DC of the spell that bestowed the curse.
wise. With curses of vengeance, the DC = 8 + invok-
ers HD + charisma modifier + severity of the
Furthermore, any attempt to try and curse.
cross a closed domain border with magic or
special class abilities automatically fail. The Cursed magical items require the cursed
character attempting to do so will find them- user to make a Wisdom save with a DC = 10 + 1
selves deposited back in the domain they just per property of the item to break the attune-
left. Only with the permission of a domain lord ment. Thus if a weapon had 3 properties, for
can one hope to cross a closed domain border. instance, that would be a DC of 13.

The only exception to this rule is again,


powerful artifacts. But artifacts of such power
are exceptionally rare in Ravenloft.

Sinkholes of evil still exist. Whenever a


Necromancy is much more powerful in player is near a minor sinkhole of evil, the
Ravenloft than in other worlds. When casting a creatures gain a +1 bonus to their saving
necromantic spell, it is treated as if you used a throw when Turn Undead is employed. A
spell slot 1 level higher than you actually did. In major sinkhole of evil increases this bonus
addition to this the undead created gain 1 addi- to saving throws versus Turn Undead to a
tional hit die. +2.

However, necromancers have to be When a domain lord is in close


wary. When the undead are first created they proximity, they grant a cumulative +1
get a Wisdom saving throw. If they succeed, bonus as well to any saving throw when
they are not under the control of the caster and Turn Undead is employed. This means
are free to attack whomever they wish (usually that if a domain lord is nearby on a major
the caster for bringing them back in such a piti- sinkhole of evil, any saving throw made
ful state). would have a +3 bonus to Turn Undead.

Any time that a necromantic spell is In addition to this, the modifiers


cast, the character must make a Powers Check. of a sinkhole of evil also affect Fear and
Horror checks. Thus if characters were in
the depths of Castle Ravenloft, any check
Magical travel in Ravenloft is much more lim- required would gain an automatic +2 to
ited than in other worlds. Attempting to use the DC.
spells that would normally allow the character
to leave the Demiplane, fail, and instead depos-
it 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

6
and dim conditions. You can see in dim
This section only includes Ravenloft races, clari- light within 60 feet of you as if it were
fies what races are not native to Ravenloft, and bright light, and in darkness as if it were
provides rules for handling truly bizarre races dim light. You cant discern colors, only
from the PHB and beyond. shades of grey.
Menacing: You gain proficiency in the
Intimidation skill.
Orcs are unheard of in Ravenloft and thus there Relentless Endurance: When you are
are no natural born half-orcs. Caliban take their reduced to 0 hit points but not killed
place instead, misshapen humans that were outright, you can drop to 1 hit point in-
exposed to foul, corruptive magic while still in stead. You cant use this feature again
their mothers womb. Average features tend to until you finish a long rest.
be hump backs, tusk like teeth and tough hide Savage Attacks: When you score a criti-
bodies, abnormal facial features, etc. cal hit with a melee weapon attack, you
can roll one of the weapons damage
Ability Score Increase: Strength is in- dice one additional time and add it to
creased by 2 and Constitution is in- the extra damage of the critical hit.
creased by 1. True Outcast: Your standing with others
Age: Same as humans. never improves because of your cursed
Alignment: Having been born outcasts appearance. You always have a -2 pen-
and rejects, Caliban tends towards neu- alty on social rolls in addition to Outcast
tral or chaotic alignments. rules, and others tend to look on you
Size: Average sizes for humans. with pity, disgust or both. This is a +2 in
Speed: Base walking speed of 30 feet. the case of rolls used to intimidate or
Darkvision: Whether thanks to whatev- cause fear in others.
er foul magics corrupted you or the fact Languages: You speak two of the lan-
you were hidden away in darkness, you guages of the Core.
have developed superior vision in dark

7
Survivors: You gain proficiency in Sur-
There are no native Dragonborn in Ravenloft. vival skill.
All Dragonborn are outsiders of the Land of the Moon Madness: During the night of
Mists. Due to their incredibly alien appearance, and the night preceding and following
they suffer a -3 penalty with all social rolls in the full moon, the Half-Vistanis mind is
addition to normal Outcast rules, or a +3 bonus clouded by restlessness and anxiety, of-
when trying to intimidate or frighten. DMs can ten called lunatio. They are unable to
also opt to encourage Fear checks upon first rest properly and cannot benefit from a
seeing a Dragonborn if they are revealed or take short or long rest during this time peri-
no actions to disguise themselves. od. The physical toll taken on the char-
acters body is extreme and all saving
throws and skill checks are at a Disad-
Drow are unheard of in Ravenloft and any Drow
vantage until they are capable of taking
in Ravenloft are always outsiders. Due to them
a long rest.
looking more like some dark fey creature, they
Tribal Heritage: Choose a tribal herit-
receive a -1 penalty on their social rolls in addi-
age. It imparts one additional perk.
tion to Outcast rules. This becomes a +1 bonus
- Canjar: Arcane Proficiency
on rolls intended to intimidate or cause fear, of
- Corvara: Sleight of Hand Proficiency
course.
- Equaar: Animal Handling Proficiency
- Kamii: Advantage when using skills that
Called giomorgo, or giamarga if they have an deal with metals or metallurgy.
elven parent, are a troubled lot. Welcomed in - Naiat: Performance Proficiency
neither their Vistani families nor their human or - Vatraska: Medicine Proficiency
elven ones, they are a race between worlds, - Zarovan: Advantage on initiative rolls.
much like half-elves. They resemble their Languages: They can learn one of any
Vistani parents, with angular or aquiline fea- language of the core plus the Half
tures, dark brown to raven black hair and dusky Vistani is familiar with Tralaks (a series
or olive complexions and only slightly pointed of glyphs used by Vistani). When at-
ears if they are from elven stock. Like their tempting to read the symbol the Half-
Vistani parents, the Half-Vistani tends to wan- Vistani makes an Intelligence check. On
der the countryside, never staying in the same a successful check, the DM rolls a d20.
place twice. This wanderlust On a 2 to 20 the Half-Vistani
has given them some added correctly identifies the glyph.
benefits as well. On a roll of a 1, however, the
Half-Vistani misreads the sym-
Ability Score Increase: bol and completely gets its
Wisdom is increase by meaning wrong.
2 and Charisma is in-
crease by 1.
Age: Same as humans. Humans are the most repre-
Alignment: Half-Vistani sented race in Ravenloft with
tends towards chaotic very few exceptions (such as
alignments due to their Sithicus). As such, as most rac-
carefree nature. es tend to be human, humans
Size: Average sizes for also dont react as negatively
humans. to them.
Speed: Base walking
speed of 30 feet.

8
Socially Accepted: Humans tend to be
more accepted with the denizens of
It should not be unusual to say that the
Ravenloft, thus they do not naturally
more unusual the race the less likely they
suffer Disadvantage on rolls as outcasts
unless they make their foreign nature are to receive any response at all in
Ravenloft. DMs should be ready to place
apparent or dealing with nonhumans.
penalties on social rolls if not inspire Fear
checks from NPCs that see player charac-
Teiflings are extremely rare in Ravenloft, but ters that come from strange and unusual
there are a few. Due to the tales often told, the races, such as Outsiders.
folk of Ravenloft take Teiflings as the devils they In those cases where even at a
resemble. Whenever a Teiflings nature is first glance such characters could not pass as
discovered, Fear and/or Horror checks may be human or one of the core four races, then
called for. Teiflings will never gain the trust of the social roll should automatically have
the superstitious Ravenloft folk and thus will a -1 penalty. This penalty should go up
always be outcasts, having a base -3 penalty on the harder it would be for such a race to
social rolls, or +3 on intimidation and fear rolls. pass themselves off as a core race to a
Furthermore, any reaction on a failed social roll maximum of -3. This becomes a bonus on
will always be hostile to outright lethal. Most rolls made to intimidate or cause fear.
naturally born Teiflings never even get a chance Types of responses that DMs
at life, hence why they are so rare. might even consider could very well bor-
der on running the player out of town to
lynch mobs that think that the character
will bring bad luck to even wanting to
sacrifice them to appease some evil spirit.
Life as a nonhuman is very rough indeed,
and for a fantastical nonhuman can be
downright deadly.

9
disrepair due to lack of actual use as pews re-
What follows are rule changes to the specific main empty except during the most special of
classes that can be found within the PHB. This circumstances. Most clerics from Ravenloft tend
will not give full details on any classes and it is to be theologians or anchorites more than pious
expected that a copy of the 5th Edition PHB be men devoted to earning converts. Clerics, that
owned in order to receive the full benefit of come from other worlds, note an almost imme-
these class changes. diate feeling of disconnect or loss of presence
of their particular deity.

Barbarians are uncommon in the Core of Spells: Many spells in Ravenloft have
Ravenloft as nomadic tribes tend to be small different functions.
and spread out. However in the less civilized Divine Intervention: Receiving Divine
domains, sparsely populated tribes can be Intervention is not a guarantee in the
found. Many barbarians tend to hail from the Demiplane of Dread at level 20, and still
land of Vorostokov with a few scattered tribes must be rolled. The Dark Powers may
in the densely forested region of Verbrek. also intervene on any attempted inter-
vention and twist the intervention, de-
Barbarian Rage: While under the af- pending on what is done. This type of
fects of rage, a barbarian gains a +2 bo- interference is left up to the DM. Any
nus on all Fear, Horror and Madness attempt to summon for intervention
checks. from against a domain lord automatical-
Mindless Rage: Barbarians are not im- ly fails as the Dark powers intervene di-
mune to Fear checks but still retain the rectly.
bonus from a normal rage. The barbari- (Knowledge) Channel Divinity: Read
an still has to roll a saving throw if the Thoughts: Domain lords always know if
charm is from a domain lord or closed you are attempting to read their
domain border. thoughts and as per earlier rules can
decide if you succeed or fail. A domain
lord that allows a cleric to read their
The largest contingent of bards in Ravenloft thoughts requires a Madness check
tends to hail from Kartakass, with a few notable from the cleric. Any suggestions that
colleges coming from Nova Vaasa, Falkovnia, can result in death or cause the being to
and Mordent. Most, regardless of origin, aspire make a Powers Check requires the cler-
to perform at the renowned Harmonia Hall lo- ic to actually make the Powers Check
cated within Kartakass, and as such most of the instead.
colleges tend to be of lore. Falkovnia is the only (Knowledge) Visions of the Past:
domain with a prominent college of valor, due Ravenloft does not reveal its secrets
to the campaigns of conquest attempted every easily; as such clerics using this power
several years. are always at Disadvantage with their
rolls. Scenes of gruesome acts or items
Spells: Many spells in Ravenloft have apart of gruesome acts may require a
different functions. Horror check from the cleric on success-
ful rolls.
Plant Domain: Plants performs normal-
Finding a truly devoted cleric in Ravenloft is not
ly except when in conflict of a domain
an easy task as the presence of the divine is
lords power or a closed domain border,
weaker than in other worlds. Temples and
then the domain lord wins automatical-
churches lay in dilapidated states or in complete
ly or the border remains unaffected.

10
Tempest Domain: Mostly unchanged, Circle of the Moon: In Ravenloft, the
except as noted, and unless it conflicts user chooses an animal type (i.e. wolf,
directly with a domain lords power or a bear, etc). As the druid levels up they
closed domain border then a domain gain the features of that animal type
lord automatically wins or the border but slowly start resembling a lycan-
remains unaffected. thrope of that type (such as a werewolf
Trickery Domain: Largely unaffected, or werebear). People witnessing a druid
except the illusions created by invoke use this power may require a Fear
duplicity and improved duplicity have a and/or Horror check and this power
chance to create actual shadows in- may get superstitious folks hunting the
stead of illusions. On a roll on 1 on a druid.
d20, one of the illusions becomes a
shadow instead and may attack the
cleric or others. It will often wait for an Fighters are everywhere within the Land of the
opportune moment. Mists. From men-at-arms, to guardsmen, to
mercenaries they are readily available, though
training can be sporadic at best. Falkovnia and
Druids, like barbarians, are uncommon in the Nova Vaasa tend to produce the best trained
core lands of Ravenloft, and druids from other fighters in Ravenloft. Of the paths, Battle Mas-
lands tend to note that ones from Ravenloft ter tends to be the most often pursued with
tend to be more morose in their nature. The very few actually choosing the path of the
ones that appear typically come from Verbrek, Champion. Eldritch Knights are extremely rare,
Forlorn (very rarely) and Souragne. Those from though those that do exist tend to come from
the swamp lands of Souragne tend to look and Hazlan or Darkon in the Core, with a few of the
smell more like a swamp hermit. Druids from gypsies learning the path of the Eldritch Knight
other lands tend to note that the land itself as well.
seems to emit an indescribable feeling of ma-
levolence, but are never quite sure if they are
truly feeling this. Monks tend to be uncommon in most of
Ravenloft, and many just view them as another
Spells: Many spells in Ravenloft have form of cleric, despite there being obvious dif-
different functions. ferences. A few monastic orders of monks exist
Lands Stride: This will not allow a druid throughout the Core of Ravenloft and a few of
to cross a closed domain border. In ad- the Islands; however most of the orders tend to
dition, domain lords that control the lean towards the Way of Shadows. The Way of
plants of their domain are treated as the Open Palm and Four Elements tends to be
magical, unless the domain lord wills it, rarer with either only supposedly having a dedi-
for purposes of effects of this power. cated place of training on the island of
Natures Ward: Druids are not immune Rokushima Taiyoo.
to effects from domain lords and closed
domain borders. Charms, fear effects, Stillness of Mind: This power does not
poisons and diseases can still affect the automatically end a fear effect from a
druid, though they get a saving throw in failed Fear check. Instead it allows the
those cases. monk to make a new Fear check.
Natures Sanctuary: Creatures con- Purity of Body: Domain lords are still
trolled by domain lords do not have to able to inflict disease and poison on
make a saving throw and can attack the monks as well as the effects of closed
druid freely. domain borders.

11
Timeless Body: The aging effects lord knows where the paladin is within
caused by domain lords or from closed 10 miles of their actual location. Every
domain borders will still age a monk level the paladin gains reduces the
normally. range by 1 mile increasing the accuracy,
Empty Body: Attempting to use the as- with a domain lord being able to accu-
tral projection portion of this power au- rately locate a level 20 paladin within 1
tomatically fails in Ravenloft. mile of their location.
(Way of the Open Palm) Tranquility: If the paladin is brandishing a
Domain lords do not have to roll a save holy avenger weapon or some powerful
and can attack a protected monk nor- holy artifact (such as the holy symbol of
mally. ravenkind) then a domain lord knows
(Way of the Open Palm) Quivering where the paladin is within 100 yards of
Palm: Crossing a domain border counts their location, regardless of level. This is
as entering another plane for purposes why few paladins naturally exist to old
of the duration of this effect. Further- age within Ravenloft.
more, domain lords are unaffected by Divine Sense: Ravenloft does not natu-
this effect. rally give up secrets easily. When em-
(Way of Shadows) Shadow Step: A do- ploying this power, the paladin only
main lord that controls the shadows can gets a sense if something is natural or
prevent a monk from using those shad- unnatural. Undead receive saves with
ows with this power. This cannot be Advantage from this effect and domain
used to cross a closed domain border. lords are completely immune able to
determine their status as they see fit
and how the DM decides it should be.
Paladins are exceptionally rare in Ravenloft. Divine Health: Diseases inflicted by a
There are many reasons for this, least of all domain lord or a closed domain border
which the very presence of a paladin causes take effect normally on a paladin.
disruption to the land itself, like salt on a gaping Aura of Protection: The bonus from this
wound. Most paladins tend to be outsiders of is reduced by the presence of a Sinkhole
Ravenloft, and like clerics, note almost an im- of Evil or a domain lord. See Sinkholes
mediate disconnect from the presence of the of Evil sidebar on page 9 for more de-
divine. The few paladins in Ravenloft that exist tails.
are usually due to some crusade or oath sworn Aura of Courage: This is a +2 bonus on
for vengeance and as such most Ravenloft pala- Fear check rolls to the paladin and
dins tend to follow the Oath of Vengeance. those within 10 feet of the paladin in-
stead of making them immune to fear.
Spells: Many spells in Ravenloft have Cleansing Touch: Attempting to remove
different functions. an effect from a domain lord only
Disruptive Presence: The Land reacts to grants the target a new saving throw at
the presence of a paladin. As a result a chance to end the effect. Attempting
domain lords always know that there is to remove a curse follows the normal
a paladin in their domain. They only get rules for removing curses found on
a faint glimmer thus the paladin is pro- page 6.
tected early on, but as the paladin gains (Oath of Devotion) Turn the Unholy:
levels the domain lord gets a stronger See Turn Undead on page 5.
sensation where they are.
(Oath of Devotion) Aura of Devotion:
Starting at level 11, the paladin
Effects from domain lords or closed
is powerful enough that the domain

12
domain borders still affect the charac- to disorient them. Due to how beasts act in
ters normally. Ravenloft, most rangers tend to be Hunters.
(Oath of the Ancients) Natures Wrath:
Domain lords with power over plants Spells: Many spells in Ravenloft have
can ignore the restraint completely. different functions.
Other domain lords might have other Primeval Awareness: Ravenloft does
methods for easily getting out, such as a not divulge its secrets easily. As with
mist form. other sensing powers, any information
(Oath of the Ancients) Turn the Faith- the ranger might glean would be given
less: See Turn Undead on page 5. as whether it is natural or unnatural.
(Oath of the Ancients) Undying Senti- See page 5 for further details.
nel: Attacks from domain lords or Lands Stride: This will not allow a rang-
closed domain borders that age the er to cross a closed domain border. In
paladin will affect them normally. addition, domain lords that control the
(Oath of the Ancients) Elder Champion: plants of their domain are treated as
Using this power may cause Fear and/or magical, unless the domain lord wills it,
Horror in those around them due to for purposes of effects of this power.
their superstitious nature in Ravenloft. (Beast Master) Rangers Companion: A
The forms appearance is usually twisted rangers companion that is of a type
or menacing as well, such as choosing a that a domain lord can control must
tree like appearance the paladin might make a Wisdom saving throw (TN =
assume a form more closely resembling 8+Proficiency+Wisdom of the lord)
a dead mans tree or look more savage when entering the domain with the
if choosing an animal. ranger. If the saving throw succeeds the
(Oath of Vengeance) Abjure Enemy: companion is in full control of its facul-
Undead and demons do not have Dis- ties, but is always cowering or whim-
advantage on their rolls. See Turn Un- pering and pacing as if uneasy while
dead on page 5 for other rules. remaining in the domain, urging its
(Oath of Vengeance) Avenging Angel: master to leave. A new check is made
In Ravenloft, the twisted sense of hu- for every day the ranger remains in the
mor of the Land twists this form into a domain. If confronted by the domain
mockery, making it appear as a shad- lord the companion will flee outright. If
owy angel of death instead of one of the saving throw fails, the companion is
vengeance. Seeing such a transfor- now under the control of the domain
mation may cause Fear and/or Horror lord, and will attack the ranger if com-
checks in others. pelled to. The companion is forever lost
at this point, even if the ranger leaves
the domain. Attempting to bond with a
Rangers tend to be wanderers, more at home in beast a domain lord has control over
the wooded areas of Ravenloft. Uncommon by automatically fails.
most standards they are definitely more visible
than druids and barbarians. Attunement to the
land gives them a natural sense, though rangers Rogues are everywhere within Ravenloft proba-
from other realms take note that the land has a bly even more so than any other class. Street
dark mystery to it, and an almost unwillingness urchins, to conmen, to even wandering gypsies
to divulge its secrets. Some rangers from other might have some skill with the larcenist arts. Of
realms even claim that the land purposely tries the archetypes, thief tends to be the most
common one that one will run into though in

13
Draconic Origin: Using powers that
cause outward appearance changes, as
parts of this origin often include, may
require others to roll a fear and/or hor-
ror check in response. Fearful folk may
attack or attempt to drive the draconic
sorcerer out.
Wild Magic Origin: While wild magic ef-
fects are uncontrollable, effects gener-
ated are still under the affects of any al-
tered magic rules that apply. Any effect
that would require a powers check, still
applies in these instances as well.

Warlocks are a strange lot in the Land of the


Mists; seekers of knowledge and/or power they
willingly truck with dark powers directly. They
often, foolishly, refer to themselves as arcanists
as if such a title would change what they would
do trying to disguise their dark practices as
the lands of Darkon, it is whispered that assas- nothing more than scholarly curiosity.
sins abound in the employ of the Kargatane.
Wandering gypsies and Vistani especially tend In the lands near to the Shadow Rift, war-
to favor the arcane trickster, using illusions and locks tend to make pacts with the Archfey but
trickery to wow spectators and fool the clue- the further they get from such lands the more
less. There is a reason many tend to be guarded likely one is to run into focus on the Fiend or
when the gypsies are in town. the Great Old One. It should come as no sur-
prise then that when a warlock uses their magic
that they tend to be in danger of falling to the
Sorcery is often looked at negatively in the Land Dark Powers more than most other classes as
of the Mists as some sort of curse or ill omen. A well.
child that has magical ability without use of
some sort of implement is using witchcraft and Becoming a warlock is a secret endeavor
typically get ran out of town or killed all the and usually the result of despair or a witless
same. Of the two types, Wild Magic is the most dark pact with some entity in the search for
common as Draconic Bloodlines tend to be rare, greater knowledge or power. There are no
though it is rumored that Hazlan and Darkon teachings or schools for a warlock; this is a lone
both host a few draconic bloodlines. Sorcerers endeavor on a road of personal damnation.
do not have a favored land they come from as
anyone has a chance to be born with such pow- Spells: Many spells in Ravenloft have
ers, but they do tend to float towards Hazlan or different functions.
Darkon for possible help in controlling their Powers Check: You willingly truck with
powers, eventually. dark forces, and as such the Dark Pow-
ers tend to notice you easier. Whenever
Spells: Many spells in Ravenloft have you advance in a level you make a Pow-
different functions. ers Check equal to 5% multiplied by
your level. Thus making it impossible to
avoid corruption completely.

14
Horror Checks: Due to the fact that domain lord reads their mind normally,
warlocks tend to truck with things that if the save succeeds the warlock is still
no mortal was meant to deal with, war- unaware of why they needed to make
locks gain Advantage on any Horror the save.
check they make. (The Great Old One) Create Thrall: Cre-
(The Archfey) Fey Presence: Using this ating a thrall requires a Powers Check.
power to charm others into doing dan- Witch Sight: This does not allow you to
gerous or deadly things requires a Pow- detect creatures using their natural
ers Check. You cannot charm a domain shapeshifting abilities. Only spells of a
lord with this power. magical nature from items or magic can
(The Archfey) Misty Escape: You cannot be detected.
use this power to cross a closed domain
border.
(The Archfey) Beguiling Defenses: A
domain lord trying to charm you in-
vokes a saving throw instead. If you
succeed the charm fails instead of re-
bounding.
(The Archfey) Dark Delirium: Using this
power invokes a Powers Check.
(The Fiend) Dark Ones Own Luck: The
bonus from this is actually increased,
within the Land of the Mists, to a d12.
However invoking this requires a Pow-
ers Check.
(The Fiend) Hurl Through Hell: This
power instead buffets the target with
images of the lower planes, burning
them deep into the recesses of their
mind. The damage still occurs, and if
the target survives they are required to
make a Fear, Horror and Madness
check. Invoking this power causes a
Powers Check.
Path of the Great Old One: In Wizards are uncommon in the Land of the Mists
Ravenloft, following this path actually but have slowly been gaining popularity, espe-
starts to wear at the mind of a warlock cially in Hazlan with the recently opened school
as the unfathomable alien nature of and reports of smaller schools springing up in
their benefactor is slowly revealed. Darkon and Falkovnia. Most lands have few
Each level the warlock gains require a wizards in them though, so finding a teacher
Madness check from the warlock. can be exceptionally difficult, or expensive.
(The Great Old One) Thought Shield: Many tend to give wizards a wide berth given
Domain lords that can read the minds their reputation for employing dark curses on
of others can attempt to read the mind those that anger them. Its made even harder
of the warlock instead. The warlock when one considered that the land itself makes
makes a saving throw, though they certain darker magic much more powerful.
dont know why. If the warlock fails the

15
Spells: Many spells in Ravenloft have
different functions.
Benign Transposition: You cannot use
this power to cross a closed Domain
border.
Divination: There are no masters of
Divination in Ravenloft as Divination
magic is highly unreliable. As a result
the Divination school cannot be chosen
for mastery, though many still teach the
spells they find in that school.
Necromancy: As one finds out in
Ravenloft, necromancy is much strong-
er, but it also carries with it a terrible
price. Necromancy is not normally
taught leaving most who seek out such
dark magic to pursue their own courses
and trials. Finding a master of necro-
mancy to teach such magic is difficult
indeed. Using necromancy in Ravenloft
always requires a Powers Check.

16
Like any other campaign setting, characters
made in Ravenloft have several choices to help
flesh out their characters. Most of these choices
can be found in the PHB but some new ones are
added within the Land of the Mists as well.

Backgrounds in Ravenloft have their place and


the many that can be found in the PHB still
serve greatly as a common source of inspiration
for backgrounds within the Land of the Mists.

The untrustworthy folk are hard to sway within


the misty confines of Ravenloft. However, those
strongly devoted can persuade them if they fol-
low similar religious ideals. This variant feature
of the Acolyte background allows the character
to use their faith as a bargaining chip for sup-
plies or shelter in Ravenloft with someone,
though people may still ask for compensation. two skills of proficiency become hypnosis and
medicine. Your tool proficiency is a doctors kit
(see page 20). The feature of position is still
This variant feature for the Sage background maintained, though it might not bring privilege
gives the character Advantage rolls when it con- with it in Ravenloft.
cerns lore, history, or even knowledge concern-
ing Ravenloft itself. As long as the information
and roll in question is knowledge about the This is a variant of the Outlander background.
Lands of the Mists, the character always re- The gypsies of Ravenloft have a tendency to
ceives Advantage on said rolls. glean information from the most bizarre of
places from basic tavern talk to just eavesdrop-
ping in on conversations from around the cor-
This variant of the Soldier background allows ner. As such, gypsy characters can make an In-
you to choose the class feature of Revenge. You telligence check (skills can be applied, if appli-
are seeking revenge on someone or something cable) to see if the gypsy might have knowledge
and are doggedly pursuing them. Whenever you of something. How much the gypsy might know
confront a subject that reminds you of your is left up to the DM.
nemesis, you gain Advantage on any roll related
to that enemy from attack, saving throws to
skill checks. You must describe what your nem-
esis is like when choosing this variant.

Nobles in Ravenloft often are not much higher


than the common vagrant. However a few do
stick out from time to time. This variant for the
Noble background changes a few facets. The

17
whenever a character gains ability points, the
Balok: Spoken throughout the central core as it player can opt to gain a feat instead. These are
has become a trade language, it is also the old- optional and should be discussed with the DM if
est language in Ravenloft. It is guttural and not they are allowed. For some obvious reasons not
very pleasant to the ears. all of the feats from 3rd edition Ravenloft would
be viable in 5th edition.
Darkonese: Spoken primarily in the domain of
Darkon, only of note due to how large that do-
main is. Many who pursue a magical profession You are at your best when things are at their
also tend to enjoy the language as it lends itself worst.
well to magical formula.
Gain +2 to Attack and AC when you are
Falkovnian: This is a complex sounding lan- at one quarter or less of your HP.
guage that is very hard to follow unless one
knows what to listen for as the consonants al-
You are oddly fearless in the face of danger, or
ways sound to be mutating. This language is
foolish.
rarely spoken outside of Falkovnia, which lends
itself well to the lord there. You gain a +2 bonus on Fear checks.
Mordentish: A very common tongue spoken
throughout the core it comes in two varieties;
Thanks to your extensive practice with firearms,
high and low. Common from other realms will
you gain the following benefits:
probably sound the closest to Mordentish,
though there will probably be differences. You can reload firearms you are profi-
cient with as a free action.
Vaasi: A very harmonious sounding language, it
Being within 5 feet of a hostile creature
is a requirement to be used in the Church of the
doesnt impose Disadvantage on ranged
Lawgiver. Bards tend to mix this with the
attack rolls.
Sithican elf dialect to create a highly poetic
When you use the Attack action and at-
sounding language.
tack with a one handed weapon, you
Sithican: An interesting dialect of elvish that is can use a bonus action to attack with a
not spoken by any other elves in the Land of the loaded pistol you are holding.
Mists is a very lyrical, harmonic sounding
tongue, which inspires many of the bards of
Kartakass to employ its use. Sithicus is an unu- You have been hardened to the horrors that
sual domain in that it has more elves in it than exist within the Land of the Mists by cruel expe-
humans. rience.

Draconic: Dragons are rare in Ravenloft, to the You gain a +2 bonus on Horror checks.
point that most think they are purely legends,
but strangely enough the language of the drag-
You keep yourself adaptable to the situations
ons is still used by practitioners of magic. Most
helping to fortify your sanity.
scholars of Draconic tend to be found in Hazlan
and Darkon. You gain a +2 bonus on Madness
checks.

Feats are optional rules used to enhance and


expand upon characters. As stated in the PHB,

18
dom check. Willing targets can voluntarily
Within Ravenloft, some of the core skills in the choose not to make their wisdom check.
PHB might have some altered or new uses.

Any attempt to try and change or improve the


attitude of an animal that is currently under the
influence of a domain lord, automatically fails.

Deception ability tends to be all encompassing


but in Ravenloft it is useful in a few extra trades
that are often dealt with within the Land of the
Mists.

Telling Fortunes: This is the ability to invent


plausible fortunes from thin air. It is the art of
picking up on subtle clues from the person you
are talking to and telling them what they want
to hear; it does not actually allow someone to
peer into the future.
Once the target is hypnotized you can
This is a contested roll of deception ver- plant a suggestion as per the spell or aid the
sus the targets perception roll. If the player role recovery of a target who suffers from the ef-
plays rather well during the scenario even play- fects of a failed Madness check. If the character
ing off bad rolls, give them Advantage on said is proficient in medicine they gain advantage on
rolls and possibly Disadvantage to the target. their hypnosis checks.

Seduction: The art of seduction is an old one, This skill cannot be used without profi-
and in the Land of the Mists, a few well placed ciency.
compliments, words, and even small gifts can
gain lots of information. This is a contested roll
of deception against a wisdom check from the
target. Again, if the player role plays the scenar-
io well the DM can even give an Advantage roll
or other bonuses if they see fit.

Hypnosis is the ability to induce a deep, calming


trance in your subject. You can only attempt to
hypnotize one target at a time with this skill,
and it requires a peaceful situation and at least
1 hour of work per check. If the subject is un-
willing, you have to first succeed at a deception
check to disguise your intent.

A hypnosis check is opposed by the sub-


jects wisdom check. Loud or distracting sur-
roundings give Advantage to the targets wis-

19
is mad. Bandage gauze, medicines and other
such items can also be found.
Ravenloft is a land that crosses many different
periods of time, sometimes within the span of a Silvered Weapons: Getting a weapon silvered in
domain border. As such it is possible to see eve- Ravenloft isnt an easy process. The require-
rything from a Stone Age ecology up to one that ments usually are in those domains that are
resembles a Renaissance. As such it is not un- usually sophisticated enough and even then the
common to see someone using a primitive bow cost might actually be higher. Silvering a weap-
and spear next to an armored soldier utilizing a on can cost anywhere from the base of 100 gold
well crafted crossbow. to as much as double the normal price, or more.
Firearms in Ravenloft: Firearms are an exotic Other Items: Other knick knacks that can be
weapon and thus are their own category. When found within Ravenloft, such as pocket watches,
players attempt to gain proficiency with said clocks, straight razors, and the like follow their
weapons they have to choose whether it is pis- normal rules one would find in the Ravenloft
tols or muskets. Most firearms take one stand- book.
ard action to reload after use. Use the damage
presented from the 3rd edition rule book. The Parthian Rapier is also present and
follows all standard rules, as they apply, from
Bards and Rogues can opt to take pistol the Ravenloft book, except the critical hit rules.
instead of hand crossbow as a weapon profi-
ciency. Automatons also exists and are the
preview for the super rich as trinkets and toys
Sorcerers and Wizards can opt to take to be displayed for amusement, most of the
musket instead of light crossbow as a weapon time.
proficiency.

Folk Hero, Sailor and Soldier back-


grounds can also choose either pistol or musket
as a proficiency.

Gunpowder and Bullets: Gunpowder can be


crafted as long as someone has the proper pro-
ficiency to do so. Using the standard rules of 5
gold piece of material crafted per day, it would
take 7 days for a player to be able to create two
pounds of usable gunpowder (enough to fill a
horn) or 50 days to fill a keg.

Bullets for rifles and muskets can gen-


erally be made in batches of 13 per day depend-
ing on the materials used. Doing so requires a
casting kit to be able to make them.

Doctors Kit: A doctors kit is usually several in-


struments such as surgical scalpels, mask,
gloves, stethoscope, small rubber hammer,
bone saw, and several other implements that
would lead some to believe that the individual

20
21

You might also like