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INTRODUCTION
pg. 2 . . . . . . . . . . . . . . CREATING A CURIOSITY
pg. 5 . . . . . . . . . . . . . . . . . . . . CURIOSITY LINEAGE
pg. 7 . . . . . . . . . . . . . FAIRFOLK BACKGROUND

Written by Jack H. Special Thanks:


Design & Layout by Jack H. Twi & Archer (u/naq_n_j)

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“It is a phenomenon that defies flesh and spirit. I call it ‘The Twisting’, so named for
how these accursed Mists contort and resculpt the body to their own fantastical designs.
Their motivations for doing so are unclear beyond their own macabre nature.
Those who are born or made into Curiosities by The Twisting have a home here in
The Carnival -- whether they like it or not!”
- Professor Pacali
curator of the Hall of Horrors

here are beings who inhabit the demiplane known simply as The Carnival that defy description.
They are known as Children of the Twisting, or more commonly, curiosities. They are bodies
that have been shaped and reshaped by the mists that surround The Carnival. The origins of
The Twisting are unknown. Some attribute it to the Darklord of The Carnival, Isolde, as an
arcane byproduct of her obsessive quest to vanquish The Caller. Others believe it is the result
of morbid fey mischief or Shadowfell corruption. Outsiders from other domains who have
observed the effects of The Twisting believe it may be something even more sinister tied to the
Dark Powers and their endless manipulations. The Carnival is both a haven and a prison for
those twisted by the mists. A sanctuary where they can move about the domain freely and even capitalize on
their uniqueness on their own terms, but one that they’re rarely able to freely leave.
The Twisting itself is not inherently a curse, however. It is a metamorphosis that is sometimes minor and
other times extravagant. The Twisting may happen randomly and other times it transforms the curiosity to suit
a specific desire or quality. Additionally, a curiosity may cycle through several twistings throughout their life-
time. The transformation is rarely seen as a punishment within The Carnival. Rather, it is looked at as an oppor-
tunity or a boon to secure their livelihood within the domain.

Sideshow attractions have roots in exploitation and historically have not always
presented its performers with the greatest consideration. They were often
marketed, at best, as novelties; at worst, as beasts or “missing links” in human
evolution. While many performers were eventually able to secure their
independence, even going on to manage their own careers and sideshow troupes,
the earliest performers were arguably ever so fortunate.

The features presented in this guide are meant to be horrific and whimsical
without playing into the ableist history of sideshows. When making a curiosity in
The Carnival, keep that history and those tropes in mind.
c r e at i n g a

CURIOSITY
The included tables and lineage features can be used to create
recipients of The Twisting. Use these tools to flesh out your
own attractions and performers in The Carnival, or even fig. 1
create your own Carnival-born curiosity character.
A curiosity at 1st level has the base form of a hu-
manoid, but a creature transformed by The Twisting at later
levels may use their original racial appearance as the base
form. Use as little or as many features as you like!

Curiosity Feature Tables


The features are meant to be cosmetic only, and unless otherwise noted, do not impact the mechanics of a character.

C u r i o s i t y Fa c e / H e a d

d20 Trait d20 Trait


The face can be removed like a mask, revealing either a
1 11 The head is a hairless skull made of amber or crystal.
void of endless darkness or light.
An identical face grows from the back of the head. It The tongue is made of silver though it bends and flexes
12
2 often speaks in riddles, backwards, or contradicts like organic muscle.
anything the front face says. The head is completely smooth and featureless but can
Needle-sharp quills grow in place hair, including eye- 13 otherwise speak, listen, smell, and see clearly, as well as
3
brows and eyelashes. cry, sneeze, and even eat.
The nose is large, bulbous, and red. It glows when The face has transformed into a porcelain mask with
4 14
angered, annoyed, or excited. painted cherubic features.
The scalp is hairless and covered in eye-like tattoos The head is of a racial origin completely different to the
5 15
that blink and scowl. rest of the body.

6 A mouth inside of the mouth inside of the mouth... 16 Small vestigial wings grow out of the top of the head.

The face is never seen without being painted in a single


7 Long antennae have replaced more traditional ears.
17 vibrant color. The color may change, but it can never
The eyeballs are made of polished stone marble that be removed.
8
otherwise do not impact sight. The eyeballs are multifaceted and brilliantly colored like
18
A well-manicured mustache and beard that measures an insect eye.
9 several feet long. Its prehensile ends sometimes move Sentient ooze leaks from the nose like mucus. It can
19
of their own accord. transform into a wide array of hair and beard styles.
Large scars cover the face and neck that have been The head is a pumpkin or gourd, but its carved features
10 20
filled with liquid gold. emote just as a humanoid’s face would.

2
Arms/Legs
Roll for any number of limbs you’d like to transform or
choose from the table below:

d12 Trait
1 An extra, identical limb grows right next to the original.

Thorny vines emerge from the skin and coil around the
2
limb. They bleed when cut.

3 1d6 tentacles with suckers.

4 Covered in glowing fissures.

5 Semi-transparent and gelatinous

The skin and muscle fade away and become as clear as


6
glass, revealing the bones beneath.

7 1d4 inch long talons made of metal or gemstone.

Shards of blood-red crystal poke through the skin


8
like spikes.
The limb appears covered in solid gold from dawn to
9 dusk. From dusk ‘til dawn, the gold transforms to
fig. 2 rusted iron.
Animated small tattoos of creatures, humanoids, and
10
even vehicles that move even when being watched.
To r s o The limb resembles another animal’s limb. Roll 1d4 or
11 choose to determine what kind of animal. (1. Mammali-
d12 Trait an, 2. Amphibian, 3. Avian, 4. Reptilian.)
A tattooed starscape where constellations occasionally Flesh and bone are replaced by harmless electricity,
1 12
flicker with light. radiant light, or shadowy smoke.
An intimidating displacer beast tattoo changes its pose
2
and position every other night.

3 A smiling, fanged mouth extends the width of the belly.

Bony or metallic growths extend out of the skin like


4
spikes.
Dozens of small holes occasionally release harmless,
5
brightly-colored smog.
A pair of wooden or metal doors open to reveal
6
mechanical internal organs.
Clusters of sharp, thorny scales gather in symmetrical
7
patterns.

8 Back hair made of needle-thin quills.

Skeletal wings grow from the back, but the lack of


9
feathers or flesh prevents actual flight.
fig.3
Long, jagged scars that can occasionally change into
10
single word proclamations.
A large hole or holes resemble a geode filled with
11
blood-red crystals.

12 Pieces of crustacean-like carapace.

3
B o dy
Miscellaneous
The features below are intended to cover the entire body,
and can be applied to the performer alone or in conjunction
with the other features. d10 Trait
The sound of bells jingle with every step, even when no
1
bells are worn.
Roll or choose from the table below:
2 A second, identical head.
d20 Trait Ethereal puppet strings that originate from the limbs
3
Small mouths cover the body and speak, sing, scream, always trail 10 feet behind before disappearing.
1
and even cry out in hunger. Tiny motes of iridescent light constantly shimmers in a
4
The names of deceased Carnival members are tattooed 5 foot radius.
all over. New names magically appear whenever anoth-
2 5 A long prehensile tail.
er member of The Carnival (or someone else close to
the curiosity) dies.
Always smells of freshly-spilled blood, sulphur, or
A single marking extends from head to toe and creates 6
3 wildflower honey.
and an elaborate, full-body maze.
A small orb circles around the head. It lightens and
The flesh is clear translucent, revealing a vividly colored 7
4 darkens with the lunar cycle.
musculature or skeleton beneath.
The skin can be shed at will, revealing a new color 8 A hat that cannot be removed.
5
beneath. The same color never appears twice in a row.
Large pins, elaborate piercings, or spikes decorate the 9 Joints can bend in any direction.
6
skin.
Tattoos of demonic faces on every joint that change 10 Possesses neither a shadow nor reflection.
7
expression and even speak.

8 Freckles that change color depending on mood.

Dark green moss grows all over. Fungus and small


9
flowers occasionally bloom from it.

10 Geometric metallic patterns decorate the body.

11 The skin is slick and clammy like an eel.

The body is invisible for very brief moments, though


12
any clothing, armor, and equipment is unchanged.
Moonlight causes the skin to shimmer with irides-
13
cence.
Patches of skin have been sewn together with other
14
fabrics like leather, burlap, and brocade.
The body is covered in short, velvet-like fur of any
15
color.
Solid black spots appear all over. Objects the size of
16 the spots can enter one spot and emerge from another
spot harmlessly.
The skin resembles polished marble and is hard to the
17
touch.
Perpetually covered in a thin layer of hoarfrost or glow-
fig.4
18
ing embers.

19 Bioluminescent markings glow in darkness.

20 Small lizard scales and feathers replace body hair.

4
CURIOSITY LINEAGE
hen a character enters The Carnival, they can call upon the mysterious
forces within the domain to warp their physical form into something new, a
change which may also result in special abilities. Their new form can be of
their own design, but more often than not, characters call upon The Twist-
ing in a moment of urgency or turmoil, which usually results in unexpect-
ed, uncontrollable changes. Additionally, a character can be born affected
by The Twisting. These characters are usually inhabitants of The Carnival,
or are born of former fairfolk who may have managed to escape the domain
but not its lingering arcane imprint. Though The Carnival may provide sanctuary for a curiosity,
there are those who seek to explore beyond its boundaries. Some leave in search of answers to the
true nature of The Twisting, while the lure of sensational adventures draws others out.
When creating a character who is a curiosity, you may choose to start at 1st level and use the
features included. If your character is affected by The Twisting at a later level, they only possess the
curiosity lineage’s racial traits. Additionally, a character may develop new features, change existing
features, and gain or change a Talent as they progress.

Curiosity Traits
Creature Type. A creature that is born a curiosity or becomes one because of The Twisting is consid-
ered a humanoid.

Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that
race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained
from it.

Ability Score Increase. When you choose the curiosity lineage at first level, you may increase any abili-
ty score by 2, or increase two scores by 1. If you choose the curiosity lineage at later levels, you retain the
ability score improvements of your base race and class and no further changes to Ability Scores.

Size. You are Medium or Small. If a curiosity feature would change your size beyond those, it is con-
sidered a cosmetic change only.

Speed. Your walking speed is 30 feet. If any curiosity feature would change the base speed, use the new
speed instead.

Languages. At first level, the curiosity can speak, read, and write Common. Additionally, they can
communicate with other curiosities and residents of The Carnival in Fairfolk Cant, a mix of dialect, jar-
gon, and code that allows members of The Carnival to communicate discreetly between each other. Fair-
folk Cant is taught to all members of The Carnival, but traditionally those that teach outsiders to commu-
nicate in the Cant may be ostracized and even punished. If a character adopts the curiosity lineage, they
know all of the previous languages they knew before The Twisting, but do not know Fairfolk Cant unless
taught by another member of The Carnival.
Talents. A curiosity’s unique features may often result in a secondary arcane effect. Talents, as they are known,
are an optional feature that carries both a boon and a potential drawback, and can add a deeper level of interest
to your curiosity. Roll a d12 or choose a talent from the table below. For Talents with spell effects, use Intelli-
gence, Wisdom, or Charisma to cast.

d12 Talent
7 Gift of Gab. The curiosity has a vocabulary that is both
1 Putty Up. The flesh is naturally clay or waxlike in
enchanting and venomous. Once per short rest, the
texture and appearance. When warmed, the flesh can
curiosity can cast charm person without somatic com-
be transformed as if casting the disguise self spell. The
ponents. In return the curiosity takes 1+4 (1d8) poison
effect is dismissed if the curiosity comes within 5 feet
damage as a scorpion stings the tongue and crawls out
of fire.
of its mouth.
2 Escape Artist. As a reaction to being the target of an
8 Lashing Lure. The hair or tongue of the curiosity can
attack, the body contorts and folds itself through time
be extended like a whip, up to 30 feet. The curiosity
and space, though its direction is not always certain.
makes an unarmed strike attack roll, with which they
The curiosity can teleport up to 30 feet in any direc-
are proficient, against a target they can see within
tion, but must roll a d4 to determine which (1. North,
range. If it hits a Large creature or smaller, the target
2. West, 3. South, 4. East). If the teleportation would
can be pulled up to 30 feet closer. If a curiosity choos-
result in the curiosity arriving in a place occupied by an
es to pull a creature, their movement speed decreases
object or creature, the curiosity takes 1d10 force dam-
by the number of feet they pull a creature until the end
age and is transported to the nearest open area outside
of their next turn.
of the object or creature.
9 Pincushioner. As an action, the curiosity flexes and
3 Mask of Messages. A mask made from butterflies,
releases pointed bony protrusions that burst through
moths, bats, or any other tiny creatures with a fly speed
the skin. Each creature within 10 feet must succeed on
allows the wearer to send messages as if casting the
a Dexterity saving throw (DC 8 + Proficiency bonus +
message cantrip. The creatures of the mask cannot
spellcasting ability modifier) or take 2d4 piercing dam-
pass through solid objects and must have an open-
age. The curiosity takes half of the piercing damage it
ing to reach the target within range, otherwise the
deals, a minimum of 1 point.
message is lost, and the messengers return to the face.
If the creatures are trapped or otherwise are unable to 10 Ballyhoo. As an action, the curiosity can release four
return to the curiosity, the creatures can be conjured torch-sized orbs of light as If casting dancing lights
again after a 1 hour ritual. These creatures cannot be from their mouth. No concentration is required,
dispelled nor can they be killed. though the lights remain within 120 feet of the
curiosity for 1 minute and cannot be dispelled except
4 Elemental Eater. As a bonus action, the curiosity can
through a casting of dispel magic.
swallow any form of fire, ice, acid, or poison. The curi-
osity gains resistance to the damage they consume for 11 Sight Gag. As an action, the curiosity’s eyeballs wander
1 round. The curiosity is then vulnerable to the damage from their sockets. They act independently, moving
consumed for 1 round after. If this talent is activated about on pseudopods made of veins, but obey the curi-
by ingesting something that would cause damage, no osity’s commands. The eyeballs have an AC of 5 and
damage is dealt. Only one type of damage can be in- 1 hp each. If destroyed while outside of their sockets,
gested at a time, and any additional damage types may the curiosity is blinded until they perform a 1 hour rit-
only be ingested after the first damage’s vulnerability ual to regenerate the eyeballs back into their head. The
expires. A curiosity can perform this a number of times curiosity can see through their eyeballs while within
equal to its Proficiency bonus, a minimum of twice. 100 feet of them until the start of their next turn. They
The curiosity regains expended uses on a long rest. share any Special Senses the curiosity has, such as
darkvision. The curiosity can command the eyeballs to
5 Virtue or Vice. Tears are a natural unguent or poison.
return to their sockets as a free action.
Once per long rest, the curiosity can spend 10 minutes
harvesting their tears to create a consumable potion 12 Daredevil. As a reaction when the curiosity takes
that can provide 2d4+4 points of healing or poison damage from a creature within 60 feet, it can summon
damage when ingested by a creature (curiosity chooses hellfire to retaliate as if casting hellish rebuke. After the
before harvesting). The curiosity is blinded for 10 reaction, the curiosity rolls 1d100 on the Wild Magic
minutes afterwards. Surge table (PHB pg. 103) and is under the effect of
the surge. If a Wild Magic effect is a spell that normally
6 Palling Around. A symbiotic twin grows from an area
requires concentration, it doesn’t require concentration
of the curiosity’s body. The twin can provide the Help
in this case; the spell lasts for its full duration. A curi-
action as a bonus action to its host a number of times
osity can perform this a number of times equal to its
equal to its Proficiency modifier per short rest, a mini-
Proficiency bonus, a minimum of twice. The curiosity
mum of twice.
regains expended uses on a long rest.

6
( B a c k g r o u n d )

This background is made for those who wish to flesh out Occupation
their curiosity’s life in The Carnival. Additionally, you What is your role in The Carnival? Roll or choose
can use this background for characters not under the from the table below.
effects of The Twisting. d12 Occupation
A curiosity is born in The Carnival is groomed
1 Rousatbout
from childhood to serve as a productive member of the
troupe through performance. As they age, depending on 2 Barker
their mentor, they may also learn additional skills to aid
3 Poet/Storyteller
in their survival. Any performers or carnies who serve
The Carnival that haven’t been affected by The Twisting 4 Clown/Geek
are also proficient in the following skills.
5 Dancer/Juggler

6 Puppeteer
Skill Proficiencies: Performance and a choice of Ac-
robatics, Animal Handling, Persuasion, Sleight of Hand, 7 Actor/Comedian
or Insight.
Tool Proficiencies: Choose two from Carpenter’s 8 Acrobat/Aerialist
Tools, Disguise kit, Gaming Set, Thieves’ Tools and any
9 Fortune Teller
musical instrument.
Equipment: A set of common clothes, a set of cos- 10 Magician/Illusionist
tume clothes, a pouch with 2d10 gp and either carpen-
ter’s tools, a disguise kit, a gaming set, thieves’ tools, or a 11 Singer/Musician
musical instrument of your choice.
12 Ringmaster/Emcee

Feature: Lure of the Limelight


The Fairfolk carry the allure and mystique of The Carnival with them wherever they are, even beyond the bound-
aries of the domain. Your traditions are closely guarded, but the intrigue of knowing more about The Carnival
carries a magnetic pull for those on the outside. Word of your presence spreads quickly throughout whatever
land or domain you’re in, from the most impoverished urchins to the most titled nobles. Though your occupa-
tion may carry certain reputations that can cause strangers to distrust you at a distance, when they are in your
presence they cannot help but warm to you -- especially at the offer of a free story or show!

7
Suggested Characteristics
Members of The Carnival share a unique bond in the relatively small domain they occupy. The separation from
their home and the place they make their livelihoods is virtually nonexistent. Because of this, members of The
Carnival are often dedicated to each other for the common good of their domain. A Carnival member’s survival
in the domain relies on their ability to contribute as well their ability to sell themselves to those who visit.

Fa i r f o l k
Personality Traits Fa i r f o l k B o n d s

d8 Personality Trait d6 Bond


The strangeness of The Carnival has only made me more Everything I do is done to uphold the honor and values of
1 1
peculiar over time. The Carnival.
I believe everyone should pull their weight and I won’t I was left with The Carnival as a child and seek to know
2 2
hesitate to call those who don’t out. where I come from.
I’m able to convince almost anyone they’re having the I want to prove to those in The Carnival that I am a talent
3
best time of their life when they’re in my company. 3 worth note, and can even surpass many of them if given
the chance.
4 I believe in the power of love and beauty.
An outsider stole something precious from
I’m an extrovert when performing but as soon as I’m 4 The Carnival. I will find it and see that the thief is pun-
5 ished accordingly.
done, I revert back to a shy introvert.
I wronged a fellow member of The Carnival and I seek to
6 I crave the spotlight. 5
atone for it.
The traditions of The Carnival come with me wherever I was the only survivor of a terrible incident before I
7 6
I go. sought refuge with The Carnival.
I get bored easily, and will stir excitement and chaos
8
whenever I see fit.

Fa i r f o l k I d e a l s Fa i r f o l k F l aw s

d6 Ideal d6 Flaw
Community. Everyone has the responsibility to uplift and I can be brazen and careless with my words and
1 1
support those in their troupe. actions.
Safety. I know what it’s like to feel othered and hope to I reserve my loyalty for those in The Carnival. Everyone
2 2
serve as a source of comfort to any who feel the same. else is expendable
Wanderlust. I was a nomad before I joined The Carnival
3 3 Everyone is a mark and made to be fleeced.
and only want to continue exploring.
Dignity. People should be judged based on their Food, drink, and flesh are my vices, all of which I
4
4 actions and treated with respect regardless of where they indulge in at every opportunity.
come from.
5 Seeing enemies in pain gives me great pleasure.
Hedonism. There is so much to experience and so little
5
time to experience it. Why should I limit myself? I resent my position in The Carnival and will turn on them
6
Chaos. I have only known travel and transformation in if given the opportunity.
6
The Carnival, and I embrace the unexpected.

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