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Credits
Arseniy Marth1921
Author: Pyram King
Maps: DM Andy Bernardo Pinho Martin Gales
Edited by: Jesse Winter (Duo Storytelling) Nija Nikolic Marzipanic
Tokens: Tixu
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Art: AI-generated by Pyram King
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1
Table of Contents
Credits....................................................................................... 1 Rules for Gothic Horror ................................................................ 5
Secret DCs ................................................................................... 5
Table of Contents ................................................................... 2 Proficiency Dice ........................................................................ 5
Fear ............................................................................................... 5
Introduction............................................................................ 3
Horror .......................................................................................... 5
Player’s Guide .................................................................................. 3 Despair ......................................................................................... 5
What Is Gothic Horror? ................................................................. 3 Rest ............................................................................................... 6
Extraordinary Adventurer ............................................................ 3 Nightmares ................................................................................. 6
Warning ............................................................................................. 3 Lingering Injuries ..................................................................... 6
Gothic Atmosphere ........................................................................ 4 Character Theme ............................................................................ 7
Combat Encounters .................................................................. 4 Dark Fantasy .............................................................................. 7
Social Encounters ..................................................................... 4 Low Fantasy ............................................................................... 8
Setbacks ....................................................................................... 4 High Fantasy .............................................................................. 9
Lore ............................................................................................... 4 Medieval Fantasy .....................................................................10
Mystery ........................................................................................ 4
Player Hooks and Backgrounds ........................................... 11
Sacrifice ....................................................................................... 4
Humor .......................................................................................... 4 Curse of Lycanthropy ............................................................. 11
Romantic Tragedy .................................................................... 4 Missing Merchant.................................................................... 12
Sanity............................................................................................ 4 Sun Blade Relic ......................................................................... 12
The Temple ................................................................................ 13
Vistani Blood ............................................................................. 13
Books, Novels, Poems, and Writings ................................. 14

2
Curse of Strahd and the Ravenloft setting is D&D’s version
Introduction of gothic horror. Characters in this type of world are not
fantastic heroes but ordinary adventurers achieving the
Legends of Barovia is an expanded Curse of Strahd campaign extraordinary—that is, simply surviving and overcoming
that weaves new lore into the mythical lands of Barovia. their fears.
With these guides, you can have a rich, new experience in In essence, the player character (PC) must endure their
the amazing Curse of Strahd campaign. bleak and desperate position in the world. The odds are
Curse of Strahd and Ravenloft (I6) remain some of the against them, and evil and dangers surrounding them are
most beloved campaigns in the D&D canon. Released in not only inescapable but unfathomable, fueling fear,
1983, Ravenloft (I6) has been expanded and iterated on over horror, dread, and possibly even madness and insanity.
the last forty years. D&D 2e and 3.5e brought forth more Gothic realms are full of decay, dead trees, corpses,
adventures, monsters, treasures, and lore, expanding the skeletons, and decrepit areas. Villagers are usually locked in
original adventure module into a campaign setting. their homes, and only those willing to risk death wander the
Following the advent of 5e, the 2016 release of Curse of open road. Despair is common among villagers, who have
Strahd brought with it a rebirth of the Ravenloft mythos no hope of escape. Apathy born of the oppressive weight of
and created a patchwork of the old and new. fear.
Legends of Barovia borrows from the Ravenloft mythos
of earlier editions of D&D as well as elements from real-
world history and literature. Now, this world is yours too.
Extraordinary Adventurer
In Legends of Barovia, your character is an ordinary
adventurer that can achieve the extraordinary—but they
Player’s Guide have to earn it. No one becomes a hero in Barovia until they
This player’s guide serves to inform you about the prove their merit.
campaign, set expectations, and clarify rules pertaining to Barovia is a unique place, and your character will be out
the campaign. Please carefully review this guide. of their element. At least initially, they will not be seen as
Rules related to D&D may be found online in the D&D heroes and will be treated accordingly. This serves to
Basic Rules. Your Dungeon Master may have additional reinforce the shock your character may experience when
rules and information beyond the scope of the Basic Rules they first face the darkness and horrors that plague this
and this guide, which you can discuss during session zero. realm.
Curse of Strahd and Legends of Barovia lean on the three Depression, fear, and darkness cover the land. Talk is
pillars of RPGs: exploration, social encounters, and cheap, and only results that are hard won through brave
combat. Legends of Barovia delves into each of these deeds are valued. Dozens if not hundreds have ventured into
pillars and more. To survive and succeed in Barovia, the this realm, all believing they would be the triumphant
PCs must learn about the history that has shaped the heroes to save this dark place. None have succeeded.
realm. The lore reveals NPC motives and clues about how
to succeed in quests and eventually escape the Mists.
Additional lore can be learned by finding letters, journals,
Warning
and tomes. Legends of Barovia and Curse of Strahd is gothic horror, and
The unspoken power in Barovia is knowledge, and some subject matter may be unsuitable or offensive to
deciphering myths from truths will help the players some players.
successfully navigate the realm. This campaign is for ages 18+ and contains child abuse
and neglect, emotional and physical abuse, murder and
attempted murder, kidnapping, stalking, assault,
gaslighting, abuse of power, racism, xenophobia, cruelty,
torture, references to genocide, mutilation, mind control,
the desecration of the dead and places of worship,
cannibalism, mercy killing, parental death, child death,
mental illness, starvation, cruelty to animals, prolonged
and painful deaths, body horror, insects and infestation
horror, decay, betrayal, consumption of alcohol and drugs,
involuntary homicide, graphic depictions of death and

What Is Gothic Horror? violence, necrophilia, self-harm, suicide, and potentially


other mature themes.
Gothic horror’s roots trace back to Horace Walpole’s 1764 If you find any of this material objectionable, offensive, or
book, The Castle of Otranto. Typically centered on a battle potentially disturbing, please inform the Dungeon Master
between humanity and the forces of evil, gothic horror to adjust the campaign and determine what is suitable.
features bleak, oppressive, dark landscapes and, often,
stories of tragic romance. Other examples of classic gothic Pause for a Second
horror include Bram Stoker’s Dracula, Mary Shelly’s In addition to the safety tools implemented by your DM, at
Frankenstein, Edgar Allan Poe’s “The Raven,” and Charles any time you may say, “pause for a second” to discuss the
Pierre Baudelaire’s poems (such as “Les Fleurs du mal”). A current situation out of character, including stating “I am
reference list of works that influenced Legends of Barovia not comfortable with where this is going.” All players
appears in the appendix. should be respectful if a player invokes “pause for a
second.”

3
Gothic Atmosphere Humor
The realm of Barovia is foreboding, dark, odd, and unsafe. Humor, even dark humor, provides a sense of comfort and
The PCs are adventurers in a foreign land that, at times, safety in the most desperate situations. Laughter is often
will outmatch them. Victory will be hard won, and defeat, the best medicine. Don’t be afraid to laugh.
even death, is an option. Yet for all Barovia’s darkness,
there is light and hope. The characters’ goal is to restore Romantic Tragedy
beauty and splendor to Barovia, which it has not seen in
Legends of Barovia is a world of romantic tragedy. Even in
almost four hundred years.
the land of darkness love, desire, and passion yearns even
in the darkest souls. Yet there is hope, and that is what
Combat Encounters your character brings to Barovia—hope to end the dark
Combat encounters may not be balanced. To provide a romantic tragedy and bring forth a renaissance.
gothic horror feel, some encounters may be easy and
others extremely hard. Retreat is an option. Sometimes Sanity
retreating to fight another day is better than pressing on.
The realm of Barovia is like no other. Your character has
Analyze the situation and determine the best course of
never seen nor faced such a realm. They will face fear,
action. You will not win every encounter and sometimes
horror, despair, and even madness. Managing your sanity
could face deadly situations or suffer serious injuries.
is one of the important factors in surviving and succeeding
in Barovia.
Social Encounters While Legends of Barovia includes mechanics to address
Legends of Barovia leans into to roleplaying pillar of D&D. character sanity, roleplaying the various mental afflictions
NPCs are not just quest givers or shopkeepers—they bring plaguing your character further enhances the play
the world to life. Remember the following: experience.

† Barovians are fearful and untrusting. They may whisper


or tell only part of what they know.
† Some know valuable secrets, listen carefully.
† Rumors, myths, and lore is often told in different ways.

Setbacks
Your character will face difficulty, even disappointment.
However, what does not destroy those in Barovia, makes
one stronger. Setbacks make victory all the sweeter.

Lore
Lore matters in Legends of Barovia. Not only does it
provide context, but it also offers clues and important
information. NPCs may share history, myths, and lore with
you, filling in the gaps and creating a rich world and
experience.
Books, journals, and letters found throughout Barovia
serve a similar purpose. Libraries, homes, and bookstores
are great places to find books with valuable information.

Mystery
Everything is connected, and there is always something
deeper to learn. Not everyone should be trusted, and not
everyone tells the truth. Some enemies may become
strange bedfellows, so don’t judge a book by its cover!

Sacrifice
There may be times when your character must make a
choice that results in unsavory consequences and
sacrifices. Which road to take? Is there enough time? Is the
reward worth the risk? In Legends of Barovia, your choices
matter.

4
Rules for Gothic Horror Despair
To create a gothic horror setting and atmosphere, variant A melancholic atmosphere pervades Barovia, and creatures
rules from the Dungeon Master’s Guide with the following who spend an extended amount of time there may
modifications have been included. succumb to it. Creatures who experience one of the
following situations must make a Despair check:

Secret DCs † Taking a long rest or short rest in an unsecured location


The DCs for any ability check or saving throw are never † Waking from a long rest after suffering the loss of a
revealed. Instead, the DM reveals whether the difficulty of fellow party member
† Suffering a lingering injury
a task is easy, moderate, hard, very hard, or nearly
† Seeing a fellow party member suffer from long-term or
impossible. Player uncertainty is a crucial part of a horror
indefinite madness
game. † Encountering a major setback
DIFFICULTY C LASSES
Creatures who face Despair must succeed a Wisdom
Task DC saving throw or be affected by a random Despair effect on
Very Easy 5—9
the Despair table below. If a creature is already suffering a
Easy 10—14
Moderate 15—19 Despair effect and fails the saving throw, the new despair
Hard 20—24 effect replaces the old one.
Very Hard 25—29 After finishing a short rest, a creature can attempt to
Nearly Impossible 30+ overcome Despair by making a Wisdom saving throw. On a
successful save, the Despair effect ends for that creature.
Calm emotions, lesser restoration, and greater restoration
also remove Despair. Other spells or potions found in
Proficiency Dice Barovia may also remove despair.

Rather than using flat proficiency bonuses, use proficiency


dice. This rule adds volatility and uncertainty. Barovia
D ESPAIR
resides in a Domain of Dread covered in mists that reduce 1d6 Effect
the reliability of one’s skills. Apathy. The character has disadvantage on death saving
throws and on Dexterity checks for initiative and gains
1–3
the following flaw: “I don’t believe I can make a
Fear difference to anyone or anything.”
Dread. The character has disadvantage on all saving
When a PC confronts threats, monsters, or situations they 4–5 throws and gains the following flaw: “I am convinced
have no hope of overcoming, the DM can ask the player to that this place is going to kill me.”
make a Wisdom saving throw. A character who fails the Insane. The character has disadvantage on ability
save becomes frightened for 1 minute. 6
checks and saving throws that use Intelligence, Wisdom,
or Charisma, and gains the following flaw: “I can’t tell
what’s real anymore.”
Horror
When a character learns, sees, or experiences something Calm Emotions
horrific, the DM may call for a Horror check. The affected The calm emotions spell is one of the most important spells
characters must roll a Charisma saving throw to resist. A to have when exploring Barovia, as it can remove or reduce
character who fails the save gains short-term or long- effects that plague adventurers. A failed saving throw to
term madness, depending on the magnitude of the horrific resist calm emotions removes the following:
circumstances.
Horror does not imply a threat but rather a certain † The frightened condition
amount of revulsion, anguish, and repugnance. It could † Short-term madness caused by Horror
come from learning a terrible truth or witnessing an † Long-term madness caused by Horror if the creature
unfathomable scene that runs contrary to their beliefs or is also takes a short rest
altogether gruesome. Examples of when to roll a horror † Despair if the creature also takes a Short Rest
check include the following:

† Seeing a mangled body


† Seeing a creature devouring another human
† Learning something horrific
† Watching a fellow PC or NPC die a horrible death

5
Rest Lingering Injuries
Resting in the oppressive, bleak land of Barovia is difficult. When a creature fails a death saving throw by 5 or more,
The following rule changes reflect this. suffers critical hit, or is reduced to 0 hit points but is not
killed outright, the creature must succeed a Constitution
Short Rest saving throw or gain an effect from the Lingering Injuries
table.
During a short rest, a creature may roll only 1 Hit Die when
determining how many hit points they recover during a L INGERING I NJURIES
short rest. They add their Constitution bonus as normal. d20 Injury
Lose an Eye. You have disadvantage on Wisdom
Long Rest 1
(Perception) checks that rely on sight and on ranged
attack rolls. If you have no eyes left after sustaining
A long rest is 8 hours long and requires 6 hours of sleep. this injury, you’re blinded.
However, where this rest takes place impacts the benefits Lose an Arm or a Hand. You can no longer hold
gained. 2 anything with two hands, and you can hold only a
Unsecured Location. This includes the wilds, dungeon, single object at a time.
ruins, or any location where the PCs wear their armor or Lose a Foot or Leg. Your speed on foot is halved, and
you must use a cane or crutch to move unless you
could be attacked. During a long rest in an unsecured
3 have a peg leg or other prosthesis. You fall prone after
location, a creature may do the following: using the Dash action. You have disadvantage on
Dexterity checks made to balance.
† Roll up to as many Hit Die as they have left and regain Limp. Your speed on foot is reduced by 5 feet. You
that number of hit points plus their Constitution 4 must make a DC 10 Dexterity saving throw after using
modifier the Dash action. If you fail the save, you fall prone.
† Regain 1 Hit Die Internal Injury. Whenever you attempt an action in
combat, you must make a DC 15 Constitution saving
† Prepare new spells 5–7
throw. On a failed save, you lose your action and can’t
use reactions until the start of your next turn.
Secured Location. A secured location includes taverns, Broken Ribs. This has the same effect as Internal
walled cities, or any location deemed safe by the DM. 8–10
Injury above, except that the save DC is 10.
During a long rest in a secured location, a creature may do Horrible Scar. You are disfigured to the extent that
the following: the wound can’t be easily concealed. You have
11–13
disadvantage on Charisma (Persuasion) checks and
advantage on Charisma (Intimidation) checks.
† Regain all hit points
Festering Wound. Your hit point maximum is reduced
† Regain half of their Hit Die by 1 every 24 hours the wound persists. If your hit
† Prepare new spells point maximum drops to 0, you die. The wound heals
14–16 if you receive magical healing. Alternatively, someone
Exhaustion. If a creature does not take a long rest within can tend to the wound and make a DC 15 Wisdom
a 24-hour period, it suffers 1 level of exhaustion every 12 (Medicine) check once every 24 hours. After ten
hours until it takes a long rest. successes, the wound heals.
17–20 Minor Scar. The scar doesn’t have any adverse effect.

Nightmares Restoring hit points via magic does not remove an injury.
If a creature has less than 50 percent of its hit points or any Instead, a PC will need to seek out an NPC to heal the
level of exhaustion before taking a long rest, it may suffer injury. This provides unique roleplaying opportunities and
from nightmares. The creature must succeed a Wisdom may lead to allies, quests, information, and lore reveals.
saving throw or gain one random effect from the
Nightmare table. This effect lasts until the creature’s next
long rest. A creature that fails its saving throw also only
gains half of the hit points that would normally be restored
during a long rest.
NIGHTMARE
1d6 Nightmare Effect
Horrid dreams of
1 1 random long-term madness
death
2 Fear of failing Initiative set to 1 for all encounters
Defeated by a
3 No critical successes on a natural 20
monster
Scared of the
4 Disadvantage on Fear checks
dark
5 Horrific vision Disadvantage on Horror checks
1 random effect from the Despair
6 Despair
table

6
Character Theme Dark Fantasy Characters
Choosing a party theme can help make sure all players are
on board with a particular type of play experience. Class Subclass Race
Additionally, a theme can inspire shared backgrounds and
lore between characters before they begin their adventure. Artificer Alchemist Human Variant
This section offers theme suggestions and ways you can
reinforce your chosen theme at character creation. Ancestral Half-Orc
All of the themes and character creation options that Guardian Dwarf
follow have been selected to match the gothic-horror Half-Orc
Barbarian Storm Herald
world of Legends of Barovia and Curse of Strahd. For Dwarf
instance, the race suggestions that follow reflect that Half-Orc
Wild Magic
Barovia is a predominantly human world, where some Dwarf
half-races, dwarfs, and halflings are known but remain
Spirits Human
rare. Barovians thus react to nonhuman characters the
same way most humans in the real world would react. Bard
Most such outsiders are scorned, feared, or shunned. Whispers Human
The following are four themes to choose from as a party,
but feel free to design your own or modify the suggested Death Domain Human
themes (with your DM’s permission):
Cleric Grave Domain Human
† Dark Fantasy (inspired by The Witcher)
† Low Fantasy (inspired by Game of Thrones) Twilight Domain Human
† High Fantasy (inspired by The Lord of the Rings)
Echo Knight Human Variant
† Medieval (inspired by Excalibur and Merlin)

Fighter Eldritch Knight Human Variant


Dark Fantasy
Rune Knight Human Variant
Inspired by The Witcher
The world is broken into feudal states struggling to survive Gloom Stalker Half-Elf
as a plague of monsters roam the land. Rumors are the Ranger
fabled lands of Barovia may be the source of the monster Monster Slayer Half-Elf
threat.
Your characters belong to a guild of monster hunters.
Assassin Human
Come up with a name for the guild and perhaps a god or
oath they follow to rid the land of monsters.
Rogue Phantom Human Variant

Thief Human

Shadow Magic Human Variant


Sorcerer
Wild Magic Human Variant

The Fiend Human Variant

The Great Old


Human Variant
One
Warlock
The Undead Human Variant

The Undying Human Variant

7
Low Fantasy Low Fantasy Characters
Inspired by the Game of Thrones Class Subclass Race
Alchemist Human
Several kingdoms fight for power. Most of their
populations are human, but some half-elves (druids) and Artificer Armorer Human
half-orcs (wild men) exist. Secret societies and guilds have Battle Smith Human
formed as the kingdoms compete for dominance. Ancestral Guardian Half-Orc
Threatening them all, however, are the pervasive Mists. Barbarian Berserker Half-Orc
Stories say land exists beyond the Mists, but none who Zealot Half-Orc
enter them ever return. Now, the Mists are encroaching
Eloquence Human
evermore, igniting fears of a coming darkness, just as the
Glamour Human
ancient prophecies have foretold.
Most of humans believe in one god, but their Lore Human
Bard
interpretations of this god vary. Religious cults permeate Swords Human
the world. Druids and wild men are pagans. Valor Human
Whispers Human
Knowledge Human
Life Human
Cleric Light Human
Order Human
Trickery Human
Dreams Half-Elf
Druid Stars Half-Elf
Moon Half-Elf
Battle Master Human
Fighter Champion Human
Rune Knight Human Variant
Shadow Human Variant
Monk Ascendant Dragon Human Variant
Long Death Human Variant
Redemption Human
Crown Human
Paladin
Vengeance Human
Oath Breaker Human
Beast Master Human
Ranger
Drakewarden Human Variant
Assassin Human Variant
Inquisitive Human
Rogue
Mastermind Human
Thief Human
Draconic Bloodline Human Variant
Shadow Magic Human Variant
Sorcerer
Storm Sorcery Human Variant
Wild Magic Human Variant

8
High Fantasy High Fantasy Characters
Inspired by The Lord of the Rings Class Subclass Race

The world united and defeated the Dark Powers centuries


Ancestral Guardian Dwarf
ago, yet rumors abound that the darkness has returned. A
Barbarian
group of adventurers has been tasked with traveling to an
Battlerager Dwarf
unknown land to destroy the Dark Powers that lurk there.
The world is divided between humans, elves, dwarves,
and halflings. Each have their own beliefs and religions, Bards Lore Halfling
with a mutual respect. They have united to fight this
Elf
common enemy. Dreams
Half-Elf
Elf
Stars
Half-Elf
Druids
Elf
Land
Half-Elf
Elf
Moon
Half-Elf
Elf
Arcane Archer
Half-Elf
Human
Battle Master
Fighter Dwarf
Human
Champion
Dwarf

Echo Knight Human Variant

Human Variant
Beast Master
Half-Elf
Elf
Ranger Fey Wanderer
Half-Elf

Hunter Human

Arcane Trickster Halfling

Inquisitive Halfling
Rogue
Human
Scout
Half-Elf
Halfling
Thief
Human

Order of Scribers Human Variant

School of
Human Variant
Abjuration
School of Human Variant
Conjuration Elf
School of
Human Variant
Divination
School of
Elf
Enchantment
Wizard
Human Variant
School of Evocation
Elf

School of Illusion Human Variant

School of Human Variant


Necromancy Elf
School of
Human Variant
Transmutation

War Magic Human Variant

9
Medieval Fantasy Medieval Characters
Inspired by Excalibur and Merlin Class Subclass Race
Human
The King has called forth his knights and other adventures Artificer Alchemist
Variant
to embark on a quest. They must travel to a land shrouded
in myth to discover the Dark Powers and destroy them Eloquence Human
before they threaten the kingdom.
Glamour Human
Most of the humans in this world believe in one god, but
Bards
druids and members of certain secret societies have Lore Human
paganistic beliefs.
Swords Human
Medieval fantasy is the lowest of the fantasy settings.
The vast majority of people are humans, with a few half- Valor Human
elf druids and humans who have the power of wizard
magic. Life Human
Light Human
Clerics Order Human
Peace Human
War Human

Land Half-Elf
Druids
Shepherd Half-Elf

Battle Master Human


Fighter Cavalier Human
Champion Human

Conquest Human
Devotion Human
Glory Human
Paladin Redemption Human
Crown Human
Vengeance Human
Oathbreaker Human

Ranger Hunter Human

Mastermind Human
Scout Human
Rogue
Swashbuckler Human
Thief Human
Human
Order of Scribes
Variant
Human
School of Abjuration
Variant
Human
School of Conjuration
Variant
Human
School of Divination
Variant
Wizard
School of Human
Enchantment Variant
Human
School of Illusion
Variant
School of Human
Transmutation Variant
Human
School of War Magic
Variant

10
d6 Bond
Player Hooks and 1
I see awful visions of what I may do, and I protect
those I care about and try to prevent it.
Backgrounds 2
I owe my allegiance to those who protect me
from myself.
The following player hooks give the characters a reason to No one else should have to be burdened by my
3
be in Barovia. At least one PC should have one of these hardships.
player hooks at the beginning of the campaign. Optionally, I am guilty by nature, so I constantly strive to
4
each PC could have the same player hook, uniting them in redeem myself.
a common quest to Barovia. Included with each player I would give my life to those who have help save
5
hook is a suggested background for the player to select at mine.
character creation. My anger got someone hurt; I will learn to
6
Decide which one best suits your character. control my anger.

d6 Flaw
Curse of Lycanthropy 1 I lie to others to hide my secret.
You have learned of a werewolf den in the mythical lands I know I have power to change things, and
of Barovia, where werewolves have learned to control their 2 sometimes use it without considering the
transformations. consequences. I must learn to control my power.
You gain the Lycanthrope background. 3 My hatred for the enemy is blinding.
I have little respect for those who are not proven
4
Lycanthrope in battle.
You have been cursed with a virulent strain of lycanthropy I harbor bloodthirsty thoughts on clear nights
5
that resists remove curse. when I can see the moon.
I am headstrong and stubbornly seek an end to
6
Skill Proficiencies: Stealth, Perception my curse, sometimes making rash decisions.
Languages: Sylvan
Equipment: Monster hunter’s pack Feature: The Beast Within. Each full moon, you turn into a
werewolf under the DM’s control for the night. Unless
d6 Personality Trait caged or fully restrained with silver manacles, you go on a
I am not trusting of others and am afraid how bloody rampage.
1 Each full moon happens 3 consecutive nights per month.
they will judge me if they know the truth.
The first things I notice about a new location are Each morning after a full moon, you must succeed on a DC
2 10 Wisdom save or suffer a long-term madness until dusk.
the exits—in case I have to escape.
I enjoy the outdoors; fresh air makes me feel Each subsequent full moon, the Wisdom save DC increases
3 by 1.
invigorated.
4 I feel empathy for those who are different. During the waxing gibbous phase (4 consecutive days
5 I anger quickly if I see someone mistreat animals. before the full moon), you must make a Nightmare check
I constantly am hungry for fresh meat; the smell (see Nightmare rules). If you succeed you feel a change
6 coming.
makes me salivate.

d6 Ideal
Natural Order. I respect the natural order of
1
things. (Neutral)
Live and Let Live. I do not harm or seek to change
2
others through violence. (Neutral)
Honor. If I dishonor myself, I dishonor those
3
who stand by me. (Lawful)
Independence. I value making my own decisions
4
(Chaotic)
Glory. I must earn glory in battle, for myself and
5
my allies. (Any)
Adventure. I enjoy the journey more than the
6
destination. (Any)

11
Missing Merchant Sun Blade Relic
One of your family members is a merchant who obtains A holy order has called upon you for a quest of utmost
rare items for wealthy noble houses. They left months ago importance. An ancient document has revealed the
to obtain a case of rare wine from the lands of Barovia. You location of a mythical sword called the Sun Blade. This
received a letter saying they had met a group of traders, great weapon once belonged to the order and was used in a
the Vistani, who helped them locate the wine. Your relative battle against dark forces centuries ago. The Sun Blade
promised to be home in a month. That was six months ago. now lies in the mythical lands of Barovia, where it is
You have grown concerned, and so has the noble house protected by the Order of the Silver Dragon.
that hired them to obtain the rare wine. You’re determined You must find the mythical sword, learn what you can
to discover your lost relative’s fate in the lands of Barovia. about the Order of the Silver Dragon, and return with the
Because of your family ties, you gain the Guild Artisan Sun Blade.
background. In addition to your background, you gain the Acolyte
background.

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The Temple Vistani Blood
The inner circle of your order has shared with you the You recently received a package with a book wrapped in
order’s greatest secret. Long ago, the first members of the paper and a note that reads as follows:
order were ancient wizards tasked with protecting the
Dear [character name],
world from darkness. An ancient temple in the snow-
I hope you are well in these troubled times. Your mother never
covered mountains was built to imprison a great darkness,
told you, but your grandfather was a Vistani, a traveling people from
but that darkness has escaped. An elder from the order was
a long-forgotten land called Barovia. His land became my land, and
sent to find the ancient temple and learn what happened,
together we traveled the forgotten realm. But a dark shadow hung
but that was over a year ago. The order is now sending you
over Barovia when I became pregnant with your mother, and your
to find the temple and the missing elder. You must learn
grandfather knew it was no longer safe for me and our child. He
what happened and seal the temple, if you can. The temple
helped me escape and told me never to look back or speak of
lies in the snow-covered mountains of darkest Barovia. Barovia or the Vistani ever again.
In addition, you gain the Sage background. But it is time you knew the truth about your family. The lands of
Barovia have been dark for centuries, yet a faint hope remains. The
book in this box will tell you its true history. Read it, know it, and
embrace it. I saw in your mother hope to bring peace to a troubled
land. That hope flourishes in you as well. Barovia’s time is coming.
Your time is coming.
A small camp lies near Tser Falls. There, a man called Petra
resides. Your grandfather helped raise him and kept him out of
trouble. Show him the book—he will know where it came from. He
may be a friend when you have none.
My time has passed, and I leave you with a heavy heart, knowing
what lies ahead.
With all my love and hope,
Your Grandmother
Your character gains the Haunted One background.
The book is called the Fanes of Barovia and can be
downloaded here.

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Books, Novels, Poems, and Writings
The following are influential tragic and gothic horror works that are either directly used or referenced in Legends of Barovia:

† Dracula by Bram Stoker (1847–1912)


† The Purcell Papers, Spalatro: From the Notes of Fra Giacomo, In a Glass Darkly by Sheridan Le Fanu (1814–1873)
† Frankenstein, or The Modern Prometheus by Mary Shelley (1797–1851)
† The Faerie Queen by Edmund Spenser (1552–1559)
† “La Belle Dame sans Merci” by John Keats (1795–1821)
† “Fare Thee Well” and other poems by Lord Byron (1788–1824)
† “The Fall of the House of Usher,” “The Raven,” “A Dream within a Dream,” “The Haunted Palace” by Edgar Allen Poe
(1809–1849)
† Various works by H. P. Lovecraft (1890–1937)
† Paradise Lost by John Milton (1608–1674)
† Various poems by Lord Alfred Tennyson (1809–1892)
† Titus, Macbeth, Richard III, and other plays by William Shakespeare (1564–1616)
† “Elosia to Abelard” by Alexander Pope (1688–1744)
† The Devil’s Elixirs by E. T. A. Hoffman (1776–1822)
† Various short stories by Ambrose Bierce (1842–1914)
† The Phantom of the Opera by Gaston Leroux (1868–1927)
† Les Fleurs du mal by Charles Pierre Baudelaire (1821–1867)
† Various poems by Emily Brontë (1818–1848)
† The Italian, or the Confessional of the Black Penitents by Ann Radcliffe (1746–1823)
† Various works M. R. James (1862–1936)
† The Turn of the Screw by Henry James (1843–1916)

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